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    Results of measuring immersion in a cricket simulation game for improved VR with real-time time-of-flight performance capture

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    Authors
    Jayaraj, Lionel
    Wood, Jim
    Gibson, Marcia
    Issue Date
    2024-12-24
    Subjects
    immersion
    simulation
    game development
    motion capture
    virtual reality
    
    Metadata
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    Abstract
    The research presented in this paper involves the design and implementation of a system that measured player responses in a virtual reality simulation game by including an innovative improved real-time animated avatar feature. The research was conducted on the notion that an avatar animated using real-time motion capture would enhance the player's immersion by increasing their sense of presence. When playing VR games that were commercially available, it was discovered that the user's avatar (Virtual agent) had a limited character and feature set, usually depending on the handset controllers provided with the base system. The inputs from these controllers were observed as inadequate to generate the entire body's animation. This research attempted to solve this problem by implementing full body marker-less motion capture for the improvisation of the user-avatar animation in real-time in a VR game. This was achieved by the implementation of Time-of-flight camera tracking to add positional data to the native PC-VR tracking. A Cricket batting simulation was developed to demonstrate the implementation of the combined tracking for immersive gameplay and replay experience. Hence, this enabled VR users and VR esports spectators to experience a better real-time animated Cricket action. Additionally, the research aimed to measure immersion by improving on the existing measuring techniques (Witmer and Singer, 1998), to measure the immersion by conducting experiments engaging humans to use the system [12]. The research's user-based studies involved collecting both qualitative and quantitative measures from 45 users in 2 phases of experimentation. This improved the immersion measurement by a novel rigorous analysis following Freeman's [14] and Scholerb's [15] method applied to a VR simulation and UI interactions. Data collection was verified by novel concurrency checks to eliminate unreliable user data by repeating and rephrasing the questions in multiple instances. The qualitative findings are briefly discussed in this article.
    Citation
    Jayaraj L, Wood J, Gibson M (2024) 'Results of measuring immersion in a cricket simulation game for improved VR with real-time time-of-flight performance capture', IEEE International Conference on Metrology for eXtended Reality, Artificial Intelligence and Neural Engineering (MetroXRAINE) - St Albans, Institute of Electrical and Electronics Engineers Inc..
    Publisher
    Institute of Electrical and Electronics Engineers Inc.
    URI
    http://hdl.handle.net/10547/626850
    DOI
    10.1109/MetroXRAINE62247.2024.10795906
    Additional Links
    https://ieeexplore.ieee.org/document/10795906
    Type
    Conference papers, meetings and proceedings
    Language
    en
    ISBN
    9798350378009
    ae974a485f413a2113503eed53cd6c53
    10.1109/MetroXRAINE62247.2024.10795906
    Scopus Count
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    Computing

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