Characterizing first and third person viewpoints and their alternation for embodied interaction in virtual reality
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Instead of the reality in which you can see your own limbs, in virtual reality simulations it is sometimes disturbing not to be able to see your own body. It seems to create an issue in the proprioperception of the user who does not completely feel integra ...
In this paper, we present research results and future challenges in creating realistic and believable virtual humans. To realize these modeling goals, real-time realistic representation is essential, but we also need interactive and perceptive virtual huma ...
This paper describes a system with several fixed cameras that provide Third-Person Perspective (3PP) to the video-through HMD of the user. Once done, our system uses an algorithm to make intelligent switches between the different cameras in order to provid ...
BACKGROUND: Altering the normal association between touch and its visual correlate can result in the illusory perception of a fake limb as part of our own body. Thus, when touch is seen to be applied to a rubber hand while felt synchronously on the corresp ...
In the recent years, usage of the third-person perspective (3PP) in virtual training methods has become increasingly viable and despite the growing interest in virtual reality and graphics underlying third-person perspective usage, not many studies have sy ...
Institute of Electrical and Electronics Engineers2010
Pre-existing researches [Salamin et al. 2006] showed that Third-Person Perspective (3PP) enhances user navigation in 3D virtual environments by reducing proprio-perception issues. Nevertheless, this approach has shown drawbacks related to occlusions and ad ...
Virtual reality is gaining on importance in many fields – scientific simulation, training, therapy and also more and more in entertainment. All these applications require the human user to interact with virtual worlds inhabited by intelligent characters an ...
After continuously applying spatially and temporally congruent visuo-tactile stimulation to external, body-like objects, healthy humans feel the fake part to be the origin of the touch sensations and feel it to be their own. Incongruent stimulation nullifi ...
The full-body control of virtual characters is a promising technique for application fields such as Virtual Prototyping. However it is important to assess to what extent the user full-body behavior is modified when immersed in a virtual environment. In the ...
Our approach is based on the multi-sensory integration of the standard theory of neuroscience, where signals of a single object coming from distinct sensory systems are combined. The acquisition steps of signals, filtering, selection and simplification int ...
John Wiley and Sons Ltd, Chichester, West Sussex, PO19 8SQ, United Kingdom2004