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Human upper-body inverse kinematics for increased embodiment in consumer-grade virtual reality

Published: 28 November 2018 Publication History

Abstract

Having a virtual body can increase embodiment in virtual reality (VR) applications. However, comsumer-grade VR falls short of delivering sufficient sensory information for full-body motion capture. Consequently, most current VR applications do not even show arms, although they are often in the field of view. We address this shortcoming with a novel human upper-body inverse kinematics algorithm specifically targeted at tracking from head and hand sensors only. We present heuristics for elbow positioning depending on the shoulder-to-hand distance and for avoiding reaching unnatural joint limits. Our results show that our method increases the accuracy compared to general inverse kinematics applied to human arms with the same tracking input. In a user study, participants preferred our method over displaying disembodied hands without arms, but also over a more expensive motion capture system. In particular, our study shows that virtual arms animated with our inverse kinematics system can be used for applications involving heavy arm movement. We demonstrate that our method can not only be used to increase embodiment, but can also support interaction involving arms or shoulders, such as holding up a shield.

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References

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  • (2025)Designing and Analyzing Virtual Avatar Based on Rigid-Body Tracking in Immersive Virtual EnvironmentsIEEE Access10.1109/ACCESS.2025.352563013(5522-5533)Online publication date: 2025
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Published In

cover image ACM Conferences
VRST '18: Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology
November 2018
570 pages
ISBN:9781450360869
DOI:10.1145/3281505
Permission to make digital or hard copies of all or part 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 components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

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Publication History

Published: 28 November 2018

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Author Tags

  1. animation
  2. embodiment
  3. inverse kinematics
  4. motion capture
  5. presence
  6. virtual reality

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  • Research-article

Funding Sources

  • Austrian Science Fund (FWF)
  • German Research Foundation (DFG)
  • FFG

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VRST '18

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Overall Acceptance Rate 66 of 254 submissions, 26%

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Cited By

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  • (2025)How accurately can we estimate spontaneous body kinematics from video recordings? Effect of movement amplitude on OpenPose accuracyBehavior Research Methods10.3758/s13428-024-02546-657:1Online publication date: 2-Jan-2025
  • (2025)Effects of an Avatar Control on VR EmbodimentBioengineering10.3390/bioengineering1201003212:1(32)Online publication date: 3-Jan-2025
  • (2025)Designing and Analyzing Virtual Avatar Based on Rigid-Body Tracking in Immersive Virtual EnvironmentsIEEE Access10.1109/ACCESS.2025.352563013(5522-5533)Online publication date: 2025
  • (2024)What my bias meant for my embodiment: an investigation on virtual embodiment in desktop-based virtual realityFrontiers in Virtual Reality10.3389/frvir.2024.12515645Online publication date: 25-Mar-2024
  • (2024)Embodiment of Virtual Body and Extremities With Movement Control in Reaching Tasks Using Virtual RealityProceedings of the Human Factors and Ergonomics Society Annual Meeting10.1177/1071181324127349568:1(1227-1228)Online publication date: 29-Aug-2024
  • (2024)MobilePoser: Real-Time Full-Body Pose Estimation and 3D Human Translation from IMUs in Mobile Consumer DevicesProceedings of the 37th Annual ACM Symposium on User Interface Software and Technology10.1145/3654777.3676461(1-11)Online publication date: 13-Oct-2024
  • (2024)Full-body Avatar Generation for Increased Embodiment2024 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)10.1109/VRW62533.2024.00328(1063-1065)Online publication date: 16-Mar-2024
  • (2024)EEBA: Efficient and ergonomic Big-Arm for distant object manipulation in VRInternational Journal of Human-Computer Studies10.1016/j.ijhcs.2024.103273188(103273)Online publication date: Aug-2024
  • (2024)DTP: learning to estimate full-body pose in real-time from sparse VR sensor measurementsVirtual Reality10.1007/s10055-024-01011-128:2Online publication date: 23-May-2024
  • (2024)EgoBody3M: Egocentric Body Tracking on a VR Headset using a Diverse DatasetComputer Vision – ECCV 202410.1007/978-3-031-72986-7_22(375-392)Online publication date: 2-Nov-2024
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