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Damien Maupu, Ronan Boulic, and Daniel Thalmann, Characterizing full-body reach duration across task and viewpoint modalities. JVRB - Journal of Virtual Reality and Broadcasting, 5(2008), no. 15. (urn:nbn:de:0009-6-16205)
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%0 Journal Article %T Characterizing full-body reach duration across task and viewpoint modalities %A Maupu, Damien %A Boulic, Ronan %A Thalmann, Daniel %J JVRB - Journal of Virtual Reality and Broadcasting %D 2008 %V 5(2008) %N 15 %@ 1860-2037 %F maupu2008 %X The full-body control of virtual characters is a promising technique for application fields such as Virtual Prototyping. However it is important to assess to what extent the user full-body behavior is modified when immersed in a virtual environment. In the present study we have measured reach durations for two types of task (controlling a simple rigid shape vs. a virtual character) and two types of viewpoint (1st person vs. 3rd person). The paper first describes the architecture of the motion capture approach retained for the on-line full-body reach experiment. We then present reach measurement results performed in a non-virtual environment. They show that the target height parameter leads to reach duration variation of ∓25% around the average duration for the highest and lowest targets. This characteristic is highly accentuated in the virtual world as analyzed in the discussion section. In particular, the discrepancy observed for the first person viewpoint modality suggests to adopt a third person viewpoint when controling the posture of a virtual character in a virtual environment. %L 004 %K motion capture %K reaching tasks %K real-time interaction %K virtual prototyping %R 10.20385/1860-2037/5.2008.15 %U http://nbn-resolving.de/urn:nbn:de:0009-6-16205 %U http://dx.doi.org/10.20385/1860-2037/5.2008.15Download
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@Article{maupu2008, author = "Maupu, Damien and Boulic, Ronan and Thalmann, Daniel", title = "Characterizing full-body reach duration across task and viewpoint modalities", journal = "JVRB - Journal of Virtual Reality and Broadcasting", year = "2008", volume = "5(2008)", number = "15", keywords = "motion capture; reaching tasks; real-time interaction; virtual prototyping", abstract = "The full-body control of virtual characters is a promising technique for application fields such as Virtual Prototyping. However it is important to assess to what extent the user full-body behavior is modified when immersed in a virtual environment. In the present study we have measured reach durations for two types of task (controlling a simple rigid shape vs. a virtual character) and two types of viewpoint (1st person vs. 3rd person). The paper first describes the architecture of the motion capture approach retained for the on-line full-body reach experiment. We then present reach measurement results performed in a non-virtual environment. They show that the target height parameter leads to reach duration variation of ∓25{\%} around the average duration for the highest and lowest targets. This characteristic is highly accentuated in the virtual world as analyzed in the discussion section. In particular, the discrepancy observed for the first person viewpoint modality suggests to adopt a third person viewpoint when controling the posture of a virtual character in a virtual environment.", issn = "1860-2037", doi = "10.20385/1860-2037/5.2008.15", url = "http://nbn-resolving.de/urn:nbn:de:0009-6-16205" }Download
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TY - JOUR AU - Maupu, Damien AU - Boulic, Ronan AU - Thalmann, Daniel PY - 2008 DA - 2008// TI - Characterizing full-body reach duration across task and viewpoint modalities JO - JVRB - Journal of Virtual Reality and Broadcasting VL - 5(2008) IS - 15 KW - motion capture KW - reaching tasks KW - real-time interaction KW - virtual prototyping AB - The full-body control of virtual characters is a promising technique for application fields such as Virtual Prototyping. However it is important to assess to what extent the user full-body behavior is modified when immersed in a virtual environment. In the present study we have measured reach durations for two types of task (controlling a simple rigid shape vs. a virtual character) and two types of viewpoint (1st person vs. 3rd person). The paper first describes the architecture of the motion capture approach retained for the on-line full-body reach experiment. We then present reach measurement results performed in a non-virtual environment. They show that the target height parameter leads to reach duration variation of ∓25% around the average duration for the highest and lowest targets. This characteristic is highly accentuated in the virtual world as analyzed in the discussion section. In particular, the discrepancy observed for the first person viewpoint modality suggests to adopt a third person viewpoint when controling the posture of a virtual character in a virtual environment. SN - 1860-2037 UR - http://nbn-resolving.de/urn:nbn:de:0009-6-16205 DO - 10.20385/1860-2037/5.2008.15 ID - maupu2008 ER -Download
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<?xml version="1.0" encoding="UTF-8"?> <b:Sources SelectedStyle="" xmlns:b="http://schemas.openxmlformats.org/officeDocument/2006/bibliography" xmlns="http://schemas.openxmlformats.org/officeDocument/2006/bibliography" > <b:Source> <b:Tag>maupu2008</b:Tag> <b:SourceType>ArticleInAPeriodical</b:SourceType> <b:Year>2008</b:Year> <b:PeriodicalTitle>JVRB - Journal of Virtual Reality and Broadcasting</b:PeriodicalTitle> <b:Volume>5(2008)</b:Volume> <b:Issue>15</b:Issue> <b:Url>http://nbn-resolving.de/urn:nbn:de:0009-6-16205</b:Url> <b:Url>http://dx.doi.org/10.20385/1860-2037/5.2008.15</b:Url> <b:Author> <b:Author><b:NameList> <b:Person><b:Last>Maupu</b:Last><b:First>Damien</b:First></b:Person> <b:Person><b:Last>Boulic</b:Last><b:First>Ronan</b:First></b:Person> <b:Person><b:Last>Thalmann</b:Last><b:First>Daniel</b:First></b:Person> </b:NameList></b:Author> </b:Author> <b:Title>Characterizing full-body reach duration across task and viewpoint modalities</b:Title> <b:Comments>The full-body control of virtual characters is a promising technique for application fields such as Virtual Prototyping. However it is important to assess to what extent the user full-body behavior is modified when immersed in a virtual environment. In the present study we have measured reach durations for two types of task (controlling a simple rigid shape vs. a virtual character) and two types of viewpoint (1st person vs. 3rd person). The paper first describes the architecture of the motion capture approach retained for the on-line full-body reach experiment. We then present reach measurement results performed in a non-virtual environment. They show that the target height parameter leads to reach duration variation of ∓25% around the average duration for the highest and lowest targets. This characteristic is highly accentuated in the virtual world as analyzed in the discussion section. In particular, the discrepancy observed for the first person viewpoint modality suggests to adopt a third person viewpoint when controling the posture of a virtual character in a virtual environment.</b:Comments> </b:Source> </b:Sources>Download
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PT Journal AU Maupu, D Boulic, R Thalmann, D TI Characterizing full-body reach duration across task and viewpoint modalities SO JVRB - Journal of Virtual Reality and Broadcasting PY 2008 VL 5(2008) IS 15 DI 10.20385/1860-2037/5.2008.15 DE motion capture; reaching tasks; real-time interaction; virtual prototyping AB The full-body control of virtual characters is a promising technique for application fields such as Virtual Prototyping. However it is important to assess to what extent the user full-body behavior is modified when immersed in a virtual environment. In the present study we have measured reach durations for two types of task (controlling a simple rigid shape vs. a virtual character) and two types of viewpoint (1st person vs. 3rd person). The paper first describes the architecture of the motion capture approach retained for the on-line full-body reach experiment. We then present reach measurement results performed in a non-virtual environment. They show that the target height parameter leads to reach duration variation of ∓25% around the average duration for the highest and lowest targets. This characteristic is highly accentuated in the virtual world as analyzed in the discussion section. In particular, the discrepancy observed for the first person viewpoint modality suggests to adopt a third person viewpoint when controling the posture of a virtual character in a virtual environment. ERDownload
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<mods> <titleInfo> <title>Characterizing full-body reach duration across task and viewpoint modalities</title> </titleInfo> <name type="personal"> <namePart type="family">Maupu</namePart> <namePart type="given">Damien</namePart> </name> <name type="personal"> <namePart type="family">Boulic</namePart> <namePart type="given">Ronan</namePart> </name> <name type="personal"> <namePart type="family">Thalmann</namePart> <namePart type="given">Daniel</namePart> </name> <abstract>The full-body control of virtual characters is a promising technique for application fields such as Virtual Prototyping. However it is important to assess to what extent the user full-body behavior is modified when immersed in a virtual environment. In the present study we have measured reach durations for two types of task (controlling a simple rigid shape vs. a virtual character) and two types of viewpoint (1st person vs. 3rd person). The paper first describes the architecture of the motion capture approach retained for the on-line full-body reach experiment. We then present reach measurement results performed in a non-virtual environment. They show that the target height parameter leads to reach duration variation of ∓25% around the average duration for the highest and lowest targets. This characteristic is highly accentuated in the virtual world as analyzed in the discussion section. In particular, the discrepancy observed for the first person viewpoint modality suggests to adopt a third person viewpoint when controling the posture of a virtual character in a virtual environment.</abstract> <subject> <topic>motion capture</topic> <topic>reaching tasks</topic> <topic>real-time interaction</topic> <topic>virtual prototyping</topic> </subject> <classification authority="ddc">004</classification> <relatedItem type="host"> <genre authority="marcgt">periodical</genre> <genre>academic journal</genre> <titleInfo> <title>JVRB - Journal of Virtual Reality and Broadcasting</title> </titleInfo> <part> <detail type="volume"> <number>5(2008)</number> </detail> <detail type="issue"> <number>15</number> </detail> <date>2008</date> </part> </relatedItem> <identifier type="issn">1860-2037</identifier> <identifier type="urn">urn:nbn:de:0009-6-16205</identifier> <identifier type="doi">10.20385/1860-2037/5.2008.15</identifier> <identifier type="uri">http://nbn-resolving.de/urn:nbn:de:0009-6-16205</identifier> <identifier type="citekey">maupu2008</identifier> </mods>Download
Full Metadata
Bibliographic Citation | JVRB, 5(2008), no. 15. |
---|---|
Title |
Characterizing full-body reach duration across task and viewpoint modalities (eng) |
Author | Damien Maupu, Ronan Boulic, Daniel Thalmann |
Language | eng |
Abstract | The full-body control of virtual characters is a promising technique for application fields such as Virtual Prototyping. However it is important to assess to what extent the user full-body behavior is modified when immersed in a virtual environment. In the present study we have measured reach durations for two types of task (controlling a simple rigid shape vs. a virtual character) and two types of viewpoint (1st person vs. 3rd person). The paper first describes the architecture of the motion capture approach retained for the on-line full-body reach experiment. We then present reach measurement results performed in a non-virtual environment. They show that the target height parameter leads to reach duration variation of ∓25% around the average duration for the highest and lowest targets. This characteristic is highly accentuated in the virtual world as analyzed in the discussion section. In particular, the discrepancy observed for the first person viewpoint modality suggests to adopt a third person viewpoint when controling the posture of a virtual character in a virtual environment. |
Subject | motion capture, reaching tasks, real-time interaction, virtual prototyping |
Classified Subjects |
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DDC | 004 |
Rights | DPPL |
URN: | urn:nbn:de:0009-6-16205 |
DOI | https://doi.org/10.20385/1860-2037/5.2008.15 |