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Improving the immersion in virtual reality with real-time avatar and haptic feedback in a cricket simulation

Research Output: Chapter in Book/Report/Conference proceeding Conference contribution Peer-review

Abstract

The basis of this research is concerned with designing and implementing a system that allows a player to engage in a virtual reality (VR) game with better immersion. The research was based on the idea that an avatar generated using real-time motion capture would improve the player's immersion by increasing the perception of presence. When playing the VR games a common problem was observed. The user's avatar (Virtual agent) was not improved as most of the games were played using limited controllers. The inputs from these controllers were noted as insufficient to generate the entire body's animation. This research attempts to solve this problem by proposing/implementing full body motion capture and the establishment of the self-avatar in real time in a VR game. This involved designing a system that utilizes the effective technologies for 3D imaging, transmission and haptic feedback. The research attempts to measure the immersion by enhancing measuring instruments (Norman, 2010). It is complimented by a user-based study that involves/involved collecting both qualitative and quantitative data through questionnaire and observation.

Publication Information

Output type

Research Output: Chapter in Book/Report/Conference proceeding Conference contribution Peer-review

Original language

English

Publication milestones

  • Published - 30/10/2017

Publication status

Published - 30/10/2017

Publisher

Institute of Electrical and Electronics Engineers Inc., United States
9781538614549

ISBN (Electronic)

9780769563275

External Publication IDs

  • handle.net: 10547/623530
  • Scopus: 85040234887

Host publication title

2017 IEEE International Symposium on Mixed and Augmented Reality (ISMAR-Adjunct)

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