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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/10.20385/1860-2037/5.2008.15

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Bibtex

@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"
}

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RIS

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  - 
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Wordbib

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<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>
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ISI

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.
ER

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Mods

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  <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>
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  <identifier type="uri">http://nbn-resolving.de/urn:nbn:de:0009-6-16205</identifier>
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