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Interaction using Wearable Motion Capture for the Virtual Reality Game: A case for the soccer game

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초록

Over the last five years, Head Mounted Displays (HMD) have been developed, allowing people to enjoy immersive contents at the game through virtual reality. Although HMDs for a vision are widely used, devices providing user's input to virtual reality have not been standardized yet. As a result, various types of interactive equipment (Leap Motion, Marker-based Devices, and etc.) have been developed with their own advantages and disadvantages, and are being used. For example, Leap motion can only track hand motion, and marker-based devices have limitations that can not track motion if there are obstacles between the player and the tracking camera or if the environment is dark. Wearable motion capture is an interaction device worn on the body and has the advantage of tracking the movement even if there are obstacles between the human and the camera. This paper describes our interaction method for the virtual reality and verifies it through the soccer game. To the best of our knowledge, this research is the world 's first one that applies the wearable motion capture to the virtual reality game.

Abstract

Over the last five years, Head Mounted Displays (HMD) have been developed, allowing people to enjoy immersive contents at the game through virtual reality. Although HMDs for a vision are widely used, devices providing user's input to virtual reality have not been standardized yet. As a result, various types of interactive equipment (Leap Motion, Marker-based Devices, and etc.) have been developed with their own advantages and disadvantages, and are being used. For example, Leap motion can only track hand motion, and marker-based devices have limitations that can not track motion if there are obstacles between the player and the tracking camera or if the environment is dark. Wearable motion capture is an interaction device worn on the body and has the advantage of tracking the movement even if there are obstacles between the human and the camera. This paper describes our interaction method for the virtual reality and verifies it through the soccer game. To the best of our knowledge, this research is the world 's first one that applies the wearable motion capture to the virtual reality game.

참고문헌 (15)

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