The basis of this research is concerned with designing and implementing a system that allows a player to engage in a virtual reality (VR) game with better immersion. The research was based on the idea that an avatar generated using real-time motion capture would improve the player's immersion by increasing the perception of presence. When playing the VR games a common problem was observed. The user's avatar (Virtual agent) was not improved as most of the games were played using limited controllers. The inputs from these controllers were noted as insufficient to generate the entire body's animation. This research attempts to solve this problem by proposing/implementing full body motion capture and the establishment of the self-avatar in real...
The technology availability and hype of virtual reality has intersected as of 2016, bringing a lot o...
There has been a growing interest in using virtual reality (VR) for training perceptual-cognitive sk...
Using immersive virtual reality (VR) we manipulate the visual body, the contents of the virtual worl...
In behavioral sports sciences, knowledge of athletic performance and underlying sensorimotor process...
This study analyzes walking interaction to enhance the immersion and minimize virtual reality (VR) s...
Behavioral realism and realistic interactions are major criteria for improving social presence in vi...
The release of consumer-grade virtual reality head-mounted displays contributed to the development o...
Virtual Reality (VR) has been around for more than fifty years but the technology hasn’t reached pra...
Virtual reality (VR) holds great promise for the study of perception-action. The case of studying th...
This applied session deals with the design of immersive environments for human motion performance an...
Expert sport performers cope with a multitude of visual information to achieve precise skill goals u...
Title: Use of virtual reality to evaluate the dynamic postural stability in beachvoleyball players O...
Abstract: In this paper we present a framework that provides a novel interface to avatar control in ...
Virtual reality (VR) holds great promise for the study of perception-action. The case of studying th...
The influence of avatars on the sensation of presence in room-mounted virtual environments is handle...
The technology availability and hype of virtual reality has intersected as of 2016, bringing a lot o...
There has been a growing interest in using virtual reality (VR) for training perceptual-cognitive sk...
Using immersive virtual reality (VR) we manipulate the visual body, the contents of the virtual worl...
In behavioral sports sciences, knowledge of athletic performance and underlying sensorimotor process...
This study analyzes walking interaction to enhance the immersion and minimize virtual reality (VR) s...
Behavioral realism and realistic interactions are major criteria for improving social presence in vi...
The release of consumer-grade virtual reality head-mounted displays contributed to the development o...
Virtual Reality (VR) has been around for more than fifty years but the technology hasn’t reached pra...
Virtual reality (VR) holds great promise for the study of perception-action. The case of studying th...
This applied session deals with the design of immersive environments for human motion performance an...
Expert sport performers cope with a multitude of visual information to achieve precise skill goals u...
Title: Use of virtual reality to evaluate the dynamic postural stability in beachvoleyball players O...
Abstract: In this paper we present a framework that provides a novel interface to avatar control in ...
Virtual reality (VR) holds great promise for the study of perception-action. The case of studying th...
The influence of avatars on the sensation of presence in room-mounted virtual environments is handle...
The technology availability and hype of virtual reality has intersected as of 2016, bringing a lot o...
There has been a growing interest in using virtual reality (VR) for training perceptual-cognitive sk...
Using immersive virtual reality (VR) we manipulate the visual body, the contents of the virtual worl...