With the broad range of motion capture devices available on the market, it is now commonplace to directly control the limb movement of an avatar during immersion in a …
M Rubo, M Gamer - Consciousness and cognition, 2019 - Elsevier
Previous research showed that full body ownership illusions in virtual reality (VR) can be robustly induced by providing congruent visual stimulation, and that congruent tactile …
S Li, L Wang, W Jia, Y Zhao, L Zheng - Computers & Graphics, 2022 - Elsevier
In this paper, a deep learning-based iterative solving method for unsupervised motion retargeting is proposed. Unlike existing methods, we do not utilize generative-adversarial …
One way of achieving self-agency in virtual environments is by using a motion capture system and retargeting user's motion to the virtual avatar. In this study, we investigated …
T Jin, M Kim, SH Lee - Computer Graphics Forum, 2018 - Wiley Online Library
Applying motion‐capture data to multi‐person interaction between virtual characters is challenging because one needs to preserve the interaction semantics while also satisfying …
Motion capture is often retargeted to new, and sometimes drastically different, characters. When the characters take on realistic human shapes, however, we become more sensitive …
We propose a novel technique to compose new 3D animated models, such as videogame characters, by combining pieces from existing ones. Our method works on production-ready …
T Porssut, Y Hou, O Blanke, B Herbelin… - IEEE Transactions on …, 2021 - ieeexplore.ieee.org
In Virtual Reality, having a virtual body opens a wide range of possibilities as the participant's avatar can appear to be quite different from oneself for the sake of the targeted …
A Bernardin, L Hoyet, A Mucherino… - Proceedings of the 10th …, 2017 - dl.acm.org
In character animation, it is often the case that motions created or captured on a specific morphology need to be reused on characters having a different morphology while …