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Improving the immersion in VR with real-time full body performance tracked avatars in a football free-kick simulation

  • University of Staffordshire

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

Abstract

The primary objective of this research was to enhance immersion in Virtual Reality (VR) technology and bridge the user-experience gaps. In sports-oriented simulation environments, there are prefabricated technologies that could be implemented to enhance immersion. According to [19] Petri, K., Bandow, N., & Witte, Sports tasks such as running, jumping, batting, catching, throwing, kicking, rowing, cycling, swimming, etc., have been emulated in VR since the simulation could completely immerse a user in a digital environment. However, current commercial VR systems and applications are limited to tracking and could influence immersion in the technology. In this study, we simulate a Football penalty kick game in a Virtual Environment (VE) to test the hypothesis that complete performance capture can enhance immersion by manipulating the interaction with game objects during game play. Handheld activities are the main use of controllers in commercial VR systems. However, there are limitations to tracking the entire body's performances during the simulation. Most commercial systems, for example, avoid tracking the lower body because there is a general assumption that players are more focused on the task rather than on how they perform it. This research, therefore, tests this assumption to explore whether it applies to all simulations and to gain an understanding of whether user avatar plays an important role in a kicking simulation's immersion. Here, we examine conventional approaches to designing immersive commercial VR systems. A Microsoft Kinect sensor was used for real-time motion capture in VR gameplay and compared to a version including a commercial VR game mechanic. The pilot-study data from 42 adult participants were statistically analysed to study the immersion in this technology. Studies were conducted to validate the simulations' immersion, collecting various metrics and measures, and by observing the in-game recordings along with a subjective questionnaire.
Original languageEnglish
Title of host publication2024 10th International Conference on Virtual Reality, ICVR 2024
PublisherInstitute of Electrical and Electronics Engineers Inc.
Pages421-427
Number of pages7
ISBN (Electronic)9798350364231
ISBN (Print)9798350364231
DOIs
Publication statusPublished - 7 Feb 2025
Event2024 10th International Conference on Virtual Reality (ICVR) - Bournemouth
Duration: 24 Jul 202426 Jul 2024

Publication series

Name2024 10th International Conference on Virtual Reality (ICVR)

Conference

Conference2024 10th International Conference on Virtual Reality (ICVR)
CityBournemouth
Period24/07/2426/07/24
Other2024 10th International Conference on Virtual Reality (ICVR) (24/07/2024-26/07/2024, Bournemouth)

Keywords

  • Immersion
  • Virtual Reality
  • commercial systems
  • game development
  • motion capture

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