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MetaSpace: Full-body Tracking for Immersive Multiperson Virtual Reality

Published: 06 November 2015 Publication History
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  • Abstract

    Most current virtual reality (VR) interactions are mediated by hand-held input devices or hand gestures and they usually display only a partial representation of the user in the synthetic environment. We believe, representing the user as a full avatar that is controlled by natural movements of the person in the real world will lead to a greater sense of presence in VR. Possible applications exist in various domains such as entertainment, therapy, travel, real estate, education, social interaction and professional assistance. In this demo, we present MetaSpace, a virtual reality system that allows co-located users to explore a VR world together by walking around in physical space. Each user's body is represented by an avatar that is dynamically controlled by their body movements. We achieve this by tracking each user's body with a Kinect device such that their physical movements are mirrored in the virtual world. Users can see their own avatar and the other person's avatar allowing them to perceive and act intuitively in the virtual environment.

    References

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    2. Sageng, J. R., Fossheim, H. J., and Larsen, T. M. The Philosophy of Computer Games, vol. 7. Springer Science & Business Media, 2012.
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    3. Steuer, J., Biocca, F., and Levy, M. R. De?ning virtual reality: Dimensions determining telepresence. Comm. in the age of virtual reality (1995), 33?56.
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    4. Williams, B., Narasimham, G., Rump, B., McNamara, T. P., Carr, T. H., Rieser, J., and Bodenheimer, B. Exploring large virtual environments with an hmd when physical space is limited. In Proc. of the 4th symp on Applied perception in graphics and visualization, ACM (2007), 41?48.

    Cited By

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    • (2024)PetPresence: Investigating the Integration of Real-World Pet Activities in Virtual RealityIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2024.337209530:5(2559-2569)Online publication date: May-2024
    • (2023)Developing an Interactive VR CAVE for Immersive Shared Gaming ExperiencesVirtual Worlds10.3390/virtualworlds20200102:2(162-181)Online publication date: 19-May-2023
    • (2023)Measurement Accuracy of the HTC VIVE Tracker 3.0 Compared to Vicon System for Generating Valid Positional Feedback in Virtual RealitySensors10.3390/s2317737123:17(7371)Online publication date: 24-Aug-2023
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    1. MetaSpace: Full-body Tracking for Immersive Multiperson Virtual Reality

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      Published In

      cover image ACM Conferences
      UIST '15 Adjunct: Adjunct Proceedings of the 28th Annual ACM Symposium on User Interface Software & Technology
      November 2015
      124 pages
      ISBN:9781450337809
      DOI:10.1145/2815585
      Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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      New York, NY, United States

      Publication History

      Published: 06 November 2015

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      Author Tags

      1. first person view
      2. full-body immersion
      3. locomotion
      4. multi-person virtual reality
      5. physical to virtual mapping

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      UIST '15
      UIST '15: The 28th Annual ACM Symposium on User Interface Software and Technology
      November 8 - 11, 2015
      Kyungpook, Daegu, Republic of Korea

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      Overall Acceptance Rate 842 of 3,967 submissions, 21%

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      Cited By

      View all
      • (2024)PetPresence: Investigating the Integration of Real-World Pet Activities in Virtual RealityIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2024.337209530:5(2559-2569)Online publication date: May-2024
      • (2023)Developing an Interactive VR CAVE for Immersive Shared Gaming ExperiencesVirtual Worlds10.3390/virtualworlds20200102:2(162-181)Online publication date: 19-May-2023
      • (2023)Measurement Accuracy of the HTC VIVE Tracker 3.0 Compared to Vicon System for Generating Valid Positional Feedback in Virtual RealitySensors10.3390/s2317737123:17(7371)Online publication date: 24-Aug-2023
      • (2023)VALID: a perceptually validated Virtual Avatar Library for Inclusion and DiversityFrontiers in Virtual Reality10.3389/frvir.2023.12489154Online publication date: 23-Nov-2023
      • (2023)DARAM: Dynamic Avatar-Human Motion Remapping Technique for Realistic Virtual Stair Ascending MotionsACM SIGGRAPH 2023 Conference Proceedings10.1145/3588432.3591527(1-11)Online publication date: 23-Jul-2023
      • (2023)Sharing Play Spaces: Design Lessons from Reddit Posts Showing Virtual Reality in the HomeProceedings of the 2023 ACM Designing Interactive Systems Conference10.1145/3563657.3596005(509-522)Online publication date: 10-Jul-2023
      • (2023)DreamVR: Curating an Interactive Exhibition in Social VR Through an Autobiographical Design StudyProceedings of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544548.3581362(1-18)Online publication date: 19-Apr-2023
      • (2023)Multi-person tracking for virtual reality surrounding awareness2023 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)10.1109/VRW58643.2023.00139(593-594)Online publication date: Mar-2023
      • (2022)The Continuity of LocomotionACM Transactions on Graphics10.1145/3550454.355552241:6(1-14)Online publication date: 30-Nov-2022
      • (2022)The Superhero Pose: Enhancing Physical Performance in Exergames by Embodying Celebrity Avatars in Virtual RealityNordic Human-Computer Interaction Conference10.1145/3546155.3546707(1-11)Online publication date: 8-Oct-2022
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