68 research outputs found
Experimental Performance of a Solar Air Collector with a Perforated Back Plate in New Zealand
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Local and global skeleton fitting techniques for optical motion capture
Identifying a precise anatomic skeleton is important in order to ensure high-quality motion capture. In this paper, we discuss two skeleton-fitting techniques based on 3D optical marker data. First, a local technique is proposed, based on relative marker trajectories. Then it is compared to a global optimization of a skeleton model. Various proposals are made to handle the skin deformation proble
A paradigm for controlling virtual humans in urban environment simulations
Presents a new architecture for simulating virtual humans in complex urban environments. The approach is based on the integration of six modules. Four key modules are used in order to manage environmental data, simulate human crowds, control interactions between virtual humans and objects, and generate tasks based on a rule-based behavioral model. The communication between these modules is made through a client/server system. Finally, all low-level virtual human actions are delegated to a single motion and behavioral control module. Our architecture combines various human and object simulation aspects, based on the coherent extraction and classification of information from a virtual city database. This architecture is discussed in this paper, together with a detailed case study exampl
Characterizing first and third person viewpoints and their alternation for embodied interaction in virtual reality
Empirical research on the bodily self has shown that the body representation is malleable, and prone to manipulation when conflicting sensory stimuli are presented. Using Virtual Reality (VR) we assessed the effects of manipulating multisensory feedback (full body control and visuo-tactile congruence) and visual perspective (first and third person perspective) on the sense of embodying a virtual body that was exposed to a virtual threat. We also investigated how subjects behave when the possibility of alternating between first and third person perspective at will was presented. Our results support that illusory ownership of a virtual body can be achieved in both first and third person perspectives under congruent visuo-motor-tactile condition. However, subjective body ownership and reaction to threat were generally stronger for first person perspective and alternating condition than for third person perspective. This suggests that the possibility of alternating perspective is compatible with a strong sense of embodiment, which is meaningful for the design of new embodied VR experiences
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