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Telepresence Techniques for Controlling Avatar Motion in First Person Games

机译:在第一人称视角游戏中控制头像动作的网真技术

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摘要

First person games are computer games, in which the user experiences the virtual game world from an avatar's view. This avatar is the user's alter ego in the game. In this paper, we present a telepresence interface for the first person game Quake Ⅲ Arena, which gives the user the impression of presence in the game and thus leads to identification with his avatar. This is achieved by tracking the user's motion and using this motion data as control input for the avatar. As the user is wearing a head-mounted display and he perceives his actions affecting the virtual environment, he fully immerses into the target environment. Without further processing of the user's motion data, the virtual environment would be limited to the size of the user's real environment, which is not desirable. The use of Motion Compression, however, allows exploring an arbitrarily large virtual environment while the user is actually moving in an environment of limited size.
机译:第一人称游戏是计算机游戏,其中用户从化身的角度体验虚拟游戏世界。该头像是用户在游戏中的自我改变。在本文中,我们为第一人称游戏QuakeⅢArena提供了一个远程呈现界面,该界面给用户留下了在游戏中的存在感,从而可以识别其虚拟形象。这是通过跟踪用户的运动并将此运动数据用作化身的控制输入来实现的。当用户戴着头戴式显示器时,他意识到自己的行为会影响虚拟环境,因此他会完全沉浸在目标环境中。如果不进一步处理用户的运动数据,则虚拟环境将限于用户的真实环境的大小,这是不希望的。但是,使用运动压缩可以在用户实际在有限大小的环境中移动时浏览任意大的虚拟环境。

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