Integrating head and full-body tracking for embodiment in virtual characters

David T. Borland · 2013

In virtual embodiment scenarios the participant in an immersive virtual environment is presented with a first-person view of a virtual body, giving them the illusion that the body is, to some extent, their own. This body-ownership illusion can be strengthened by animating the virtual body based on the user's motion. The sometimes poor head-tracking quality of a full-body tracker can induce simulator sickness, especially when wearing a head-mounted display, so a separate higher-quality head-tracking system is used. We discuss the issues present when integrating the data from two such tracking systems, outline principles for generating appropriate firstperson views that maintain the user's body-ownership illusion, and describe two related methods based on these principles.

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