Designing and Analyzing Virtual Avatar Based on Rigid-Body Tracking in Immersive Virtual Environments

This study proposes a novel method for virtual avatar applications based on rigid-body tracking in immersive virtual environments (IVEs). This method aims to design a method to efficiently and accurately estimate motions defined with few conditions. For this purpose, we design a virtual avatar motio...

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Main Authors: Myeongseok Park, Jiwon Lee, Hyeonyong Yang, Jinmo Kim
Format: Article
Language:English
Published: IEEE 2025-01-01
Series:IEEE Access
Subjects:
Online Access:https://ieeexplore.ieee.org/document/10824787/
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author Myeongseok Park
Jiwon Lee
Hyeonyong Yang
Jinmo Kim
author_facet Myeongseok Park
Jiwon Lee
Hyeonyong Yang
Jinmo Kim
author_sort Myeongseok Park
collection DOAJ
description This study proposes a novel method for virtual avatar applications based on rigid-body tracking in immersive virtual environments (IVEs). This method aims to design a method to efficiently and accurately estimate motions defined with few conditions. For this purpose, we design a virtual avatar motion process that proceeds from rigid-body tracking to motion estimation using Final IK (inverse kinematics). This study uses optical motion capture equipment based on markers for rigid-body tracking and calculating the movement of a defined virtual avatar based on the transformation information of the precisely tracked rigid-body object. To analyze the effectiveness of the proposed method, a comparative analysis of equipment and environment with existing research on animation fidelity in self-avatars is performed. In addition, two upper body-centered actions (simultaneous two-hand motion and separate two-hand motion) are presented to analyze latent factors of virtual avatar embodiment. A comparative survey experiment using the virtual embodiment questionnaire (VEQ) is conducted based on full-body tracking and the proposed rigid-body tracking-based method. Furthermore, to compare and analyze users’ realism in an environment where they coexist with virtual avatars in IVE, a survey experiment using a presence questionnaire is conducted. Therefore, we confirmed that similar avatar motion generation is possible compared to full-body tracking even with fewer tracking targets (e.g. type of tracking device or number of markers), inputs, and processing steps. Additionally, it is possible to design a virtual avatar that provides satisfactory realism in IVE.
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spelling doaj-art-a91be8d219ba4e14aba9c0961bb71e282025-01-10T00:00:46ZengIEEEIEEE Access2169-35362025-01-01135522553310.1109/ACCESS.2025.352563010824787Designing and Analyzing Virtual Avatar Based on Rigid-Body Tracking in Immersive Virtual EnvironmentsMyeongseok Park0https://orcid.org/0000-0003-0341-5300Jiwon Lee1https://orcid.org/0000-0001-6848-5110Hyeonyong Yang2Jinmo Kim3https://orcid.org/0000-0002-1663-9306Department of Computer Engineering, Graduate School, Hansung University, Seoul, South KoreaDepartment of Information and Computer Engineering, Graduate School, Hansung University, Seoul, South KoreaDepartment of Computer Engineering, Graduate School, Hansung University, Seoul, South KoreaDepartment of Computer Engineering, Graduate School, Hansung University, Seoul, South KoreaThis study proposes a novel method for virtual avatar applications based on rigid-body tracking in immersive virtual environments (IVEs). This method aims to design a method to efficiently and accurately estimate motions defined with few conditions. For this purpose, we design a virtual avatar motion process that proceeds from rigid-body tracking to motion estimation using Final IK (inverse kinematics). This study uses optical motion capture equipment based on markers for rigid-body tracking and calculating the movement of a defined virtual avatar based on the transformation information of the precisely tracked rigid-body object. To analyze the effectiveness of the proposed method, a comparative analysis of equipment and environment with existing research on animation fidelity in self-avatars is performed. In addition, two upper body-centered actions (simultaneous two-hand motion and separate two-hand motion) are presented to analyze latent factors of virtual avatar embodiment. A comparative survey experiment using the virtual embodiment questionnaire (VEQ) is conducted based on full-body tracking and the proposed rigid-body tracking-based method. Furthermore, to compare and analyze users’ realism in an environment where they coexist with virtual avatars in IVE, a survey experiment using a presence questionnaire is conducted. Therefore, we confirmed that similar avatar motion generation is possible compared to full-body tracking even with fewer tracking targets (e.g. type of tracking device or number of markers), inputs, and processing steps. Additionally, it is possible to design a virtual avatar that provides satisfactory realism in IVE.https://ieeexplore.ieee.org/document/10824787/Virtual avatarimmersive virtual environmentrigid-body trackingmotion estimationmotion capturevirtual embodiment
spellingShingle Myeongseok Park
Jiwon Lee
Hyeonyong Yang
Jinmo Kim
Designing and Analyzing Virtual Avatar Based on Rigid-Body Tracking in Immersive Virtual Environments
IEEE Access
Virtual avatar
immersive virtual environment
rigid-body tracking
motion estimation
motion capture
virtual embodiment
title Designing and Analyzing Virtual Avatar Based on Rigid-Body Tracking in Immersive Virtual Environments
title_full Designing and Analyzing Virtual Avatar Based on Rigid-Body Tracking in Immersive Virtual Environments
title_fullStr Designing and Analyzing Virtual Avatar Based on Rigid-Body Tracking in Immersive Virtual Environments
title_full_unstemmed Designing and Analyzing Virtual Avatar Based on Rigid-Body Tracking in Immersive Virtual Environments
title_short Designing and Analyzing Virtual Avatar Based on Rigid-Body Tracking in Immersive Virtual Environments
title_sort designing and analyzing virtual avatar based on rigid body tracking in immersive virtual environments
topic Virtual avatar
immersive virtual environment
rigid-body tracking
motion estimation
motion capture
virtual embodiment
url https://ieeexplore.ieee.org/document/10824787/
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AT jiwonlee designingandanalyzingvirtualavatarbasedonrigidbodytrackinginimmersivevirtualenvironments
AT hyeonyongyang designingandanalyzingvirtualavatarbasedonrigidbodytrackinginimmersivevirtualenvironments
AT jinmokim designingandanalyzingvirtualavatarbasedonrigidbodytrackinginimmersivevirtualenvironments