Related papers: AvatarGo: Plug and Play self-avatars for VR
Augmented reality (AR) games, particularly those designed for head-mounted displays, have grown increasingly prevalent. However, most existing systems depend on pre-scanned, static environments and rely heavily on continuous tracking or…
In this study, we compare the virtual and real gait parameters to investigate the effect of appearances of embodied avatars and virtual reality experience on gait in physical and virtual environments. We developed a virtual environment…
One of the main challenges of social interaction in virtual reality settings is that head-mounted displays occlude a large portion of the face, blocking facial expressions and thereby restricting social engagement cues among users. Hence,…
In this work we explore the creation of self-avatars through video pass-through in Mixed Reality (MR) applications. We present our end-to-end system, including: custom MR video pass-through implementation on a commercial head mounted…
Increasing advances in affordable consumer hardware and accessible software frameworks are now bringing Virtual Reality (VR) to the masses. Especially collaborative VR applications where different people can work together are gaining…
The sense of realism in avatar animation is a widely pursued goal in social VR applications. A common approach to enhancing realism is improving the match between avatar motion and real-world human movement. However, experience with…
The gaze behavior of virtual avatars is critical to social presence and perceived eye contact during social interactions in Virtual Reality. Virtual Reality headsets are being designed with integrated eye tracking to enable compelling…
Full-body avatar presence is crucial for immersive social and environmental interactions in digital reality. However, current devices only provide three six degrees of freedom (DOF) poses from the headset and two controllers (i.e.…
Modern avatar generators allow anyone to synthesize photorealistic real-time talking avatars, ushering in a new era of avatar-based human communication, such as with immersive AR/VR interactions or videoconferencing with limited bandwidths.…
Creating high-quality 3D avatars using 3D Gaussian Splatting (3DGS) from a monocular video benefits virtual reality and telecommunication applications. However, existing automatic methods exhibit artifacts under novel poses due to limited…
Full-body avatars are suggested to be beneficial for communication in virtual environments, and consistency between users' voices and gestures is considered essential to ensure communication quality. This paper propose extending the…
Recently, there has been growing interest in investigating the effects of self-representation on user experience and perception in virtual environments. However, few studies investigated the effects of levels of body representation…
Human bodies influence the owners' affect through posture, facial expressions, and movement. It remains unclear whether similar links between virtual bodies and affect exist. Such links could present design opportunities for virtual…
We present a CloseUpAvatar - a novel approach for articulated human avatar representation dealing with more general camera motions, while preserving rendering quality for close-up views. CloseUpAvatar represents an avatar as a set of…
Human-robot studies are expensive to conduct and difficult to control, and as such researchers sometimes turn to human-avatar interaction in the hope of faster and cheaper data collection that can be transferred to the robot domain. In…
Integrated VR (IVR) systems consist of a head-mounted display (HMD) and body-tracking capabilities. They enable users to translate their physical movements into corresponding avatar movements in real-time, allowing them to perceive their…
Immersive virtual reality (VR) applications demand accurate, temporally coherent full-body pose tracking. Recent head-mounted camera-based approaches show promise in egocentric pose estimation, but encounter challenges when applied to VR…
The capacity to create realistic virtual humans has progressed significantly, and such characters can be found in many applications across entertainment, education and health. As an essential element of interactive virtual humans,…
We present SimXR, a method for controlling a simulated avatar from information (headset pose and cameras) obtained from AR / VR headsets. Due to the challenging viewpoint of head-mounted cameras, the human body is often clipped out of view,…
Real-time tracking of human body motion is crucial for interactive and immersive experiences in AR/VR. However, very limited sensor data about the body is available from standalone wearable devices such as HMDs (Head Mounted Devices) or AR…