Many video games utilize superhuman abilities in their user-avatars to increase the feeling of empowerment. While this applies well in traditional screen-based video games, only relatively little research has been made to extend the same kind of behavior to virtual reality environments. The previous studies include mostly modifying the movement of the whole user-avatar and partial modifications are rare. In this thesis a user research for modifying the movement of legs of user-avatar is presented. The research was conducted in a controlled virtual reality environment and included a martial arts kicking task where the hip to foot angle of the avatar was remapped in a nonlinear fashion. The aim was to increase user's capability to kick higher...
Motion capture systems are becoming more common within the entertainment industry, used for capturin...
BACKGROUND:Numerous studies have confirmed the feasibility of active video games for clinical rehabi...
Virtual reality (VR) allows to embody avatars—the digital self-representation of the user. An avatar...
International audienceIn this paper we study how the visual animation of a self-avatar can be artifi...
Virtual reality allows users to experience a sense of ownership of a virtual body-a phenomenon commo...
Virtual reality (VR) allows users to embody any possible avatar. Previous work found that the appear...
Lack of motivation for physical activity is a significant public health concern. Exergames or games ...
International audienceA seated user watching his avatar walking in Virtual Reality (VR) and imaginin...
Immersive virtual reality (IVR) is an artificially designed environment that can be used to produce ...
International audienceVirtual Reality (VR) technology has advanced forward in everyday life where vi...
The influence of avatars on the sensation of presence in room-mounted virtual environments is handle...
Abstract—Thanks to recent advances on motion capture devices and stereoscopic consumer displays, ani...
Motion capture systems are becoming more common within the entertainment industry, used for capturin...
BACKGROUND:Numerous studies have confirmed the feasibility of active video games for clinical rehabi...
Virtual reality (VR) allows to embody avatars—the digital self-representation of the user. An avatar...
International audienceIn this paper we study how the visual animation of a self-avatar can be artifi...
Virtual reality allows users to experience a sense of ownership of a virtual body-a phenomenon commo...
Virtual reality (VR) allows users to embody any possible avatar. Previous work found that the appear...
Lack of motivation for physical activity is a significant public health concern. Exergames or games ...
International audienceA seated user watching his avatar walking in Virtual Reality (VR) and imaginin...
Immersive virtual reality (IVR) is an artificially designed environment that can be used to produce ...
International audienceVirtual Reality (VR) technology has advanced forward in everyday life where vi...
The influence of avatars on the sensation of presence in room-mounted virtual environments is handle...
Abstract—Thanks to recent advances on motion capture devices and stereoscopic consumer displays, ani...
Motion capture systems are becoming more common within the entertainment industry, used for capturin...
BACKGROUND:Numerous studies have confirmed the feasibility of active video games for clinical rehabi...
Virtual reality (VR) allows to embody avatars—the digital self-representation of the user. An avatar...