Abstract :
In virtual embodiment scenarios the participant in an immersive virtual environment is presented with a first-person view of a virtual body, giving them the illusion that the body is, to some extent, their own. This body-ownership illusion can be strengthened by animating the virtual body based on the user´s motion. The sometimes poor head-tracking quality of a full-body tracker can induce simulator sickness, especially when wearing a head-mounted display, so a separate higher-quality head-tracking system is used. We discuss the issues present when integrating the data from two such tracking systems, outline principles for generating appropriate firstperson views that maintain the user´s body-ownership illusion, and describe two related methods based on these principles.
Keywords :
computer animation; helmet mounted displays; user interfaces; virtual reality; first-person virtual body view; full-body tracking; head tracking; head-mounted display; immersive virtual environment; user body-ownership illusion; user motion; virtual body animation; virtual character; virtual embodiment scenario; Avatars; Bones; Cameras; Head; Tracking; Virtual environments; 1.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism — Virtual reality;