TY - GEN
T1 - Improving the immersion in VR with real-time full body performance tracked avatars in a football free-kick simulation
AU - Jayaraj, Lionel
AU - Wood, Jim
AU - Reeve, Carlton
AU - Braund, Edward
N1 - Publisher Copyright:
© 2024 IEEE.
PY - 2025/2/7
Y1 - 2025/2/7
N2 - 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.
AB - 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.
KW - Immersion
KW - Virtual Reality
KW - commercial systems
KW - game development
KW - motion capture
UR - https://www.scopus.com/pages/publications/85218412322
U2 - 10.1109/icvr62393.2024.10867975
DO - 10.1109/icvr62393.2024.10867975
M3 - Conference contribution
SN - 9798350364231
T3 - 2024 10th International Conference on Virtual Reality (ICVR)
SP - 421
EP - 427
BT - 2024 10th International Conference on Virtual Reality, ICVR 2024
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 2024 10th International Conference on Virtual Reality (ICVR)
Y2 - 24 July 2024 through 26 July 2024
ER -