A Survey of Full-Body Motion Reconstruction in Immersive Virtual Reality Applications

被引:40
|
作者
Caserman, Polona [1 ]
Garcia-Agundez, Augusto [1 ]
Gobel, Stefan [1 ]
机构
[1] Tech Univ Darmstadt, Multimedia Commun Lab, D-64283 Darmstadt, Germany
关键词
Tracking; Avatars; Real-time systems; Resists; Games; Cameras; Robot sensing systems; Virtual reality; full-body tracking; motion reconstruction; markerless motion capture; marker-based motion capture; inertial measurement units; full-body avatar; SIZES;
D O I
10.1109/TVCG.2019.2912607
中图分类号
TP31 [计算机软件];
学科分类号
081202 ; 0835 ;
摘要
Due to recent advances in virtual reality (VR) technology, the development of immersive VR applications that track body motions and visualize a full-body avatar is attracting increasing research interest. This paper reviews related research to gather and to critically analyze recent improvements regarding the potential of full-body motion reconstruction in VR applications. We conducted a systematic literature search, matching VR and full-body tracking related keywords on IEEE Xplore, PubMed, ACM, and Scopus. Fifty-three publications were included and assigned in three groups: studies using markerless and marker-based motion tracking systems as well as systems using inertial measurement units. All analyzed research publications track the motions of the user wearing a head-mounted display and visualize a full-body avatar. The analysis confirmed that a full-body avatar can enhance the sense of embodiment and can improve the immersion within the VR. The results indicated that the Kinect device is still the most frequently used sensor (27 out of 53). Furthermore, there is a trend to track the movements of multiple users simultaneously. Many studies that enable multiplayer mode in VR use marker-based systems (7 out of 17) because they are much more robust and can accurately track full-body movements of multiple users in real-time.
引用
收藏
页码:3089 / 3108
页数:20
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