Spatial Awareness in Full-Body Immersive Interactions: Where Do We Stand?

We are interested in developing real-time applications such as games or virtual prototyping that take advantage of the user full-body input to control a wide range of entities, from a self-similar avatar to any type of animated characters, including virtual humanoids with differing size and proportions. The key issue is, as always in real-time interactions, to identify the key factors that should get computational resources for ensuring the best user interaction efficiency. For this reason we first recall the definition and scope of such essential terms as immersion and presence, while clarifying the confusion existing in the fields of Virtual Reality and Games. This is done in conjunction with a short literature survey relating our interaction efficiency goal to key inspirations and findings from the field of Action Neuroscience. We then briefly describe our full-body real-time postural control with proactive local collision avoidance. The concept of obstacle spherification is introduced both to reduce local minima and to decrease the user cognitive task while interacting in complex environments. Finally we stress the interest of the egocentric environment scaling so that the user egocentric space matches the one of a height-differing controlled avatar.

[1]  José Pascual Molina,et al.  Enhancing collaborative manipulation through the use of feedback and awareness in CVEs , 2008, VRCAI.

[2]  Luc Steels,et al.  The Autotelic Principle , 2003, Embodied Artificial Intelligence.

[3]  Daniel Thalmann,et al.  On scaling strategies for the full-body postural control of virtual mannequins , 2009, Interact. Comput..

[4]  Norman I. Badler,et al.  Interactive body awareness , 1994, Comput. Aided Des..

[5]  Judith Sixsmith,et al.  The corporeal body in virtual reality. , 1999 .

[6]  Daniel Vallejo,et al.  OBPRM: an obstacle-based PRM for 3D workspaces , 1998 .

[7]  Doug A. Bowman,et al.  An evaluation of techniques for grabbing and manipulating remote objects in immersive virtual environments , 1997, SI3D.

[8]  Ron Chrisley,et al.  Embodied artificial intelligence , 2003, Artif. Intell..

[9]  Daniel Thalmann,et al.  An architecture for immersive evaluation of complex human tasks , 1999, IEEE Trans. Robotics Autom..

[10]  A. Noë,et al.  A sensorimotor account of vision and visual consciousness. , 2001, The Behavioral and brain sciences.

[11]  Ronan Boulic,et al.  Full-body performance animation with Sequential Inverse Kinematics , 2008, Graph. Model..

[12]  Anton Nijholt,et al.  Design of Experience and Flow in Movement-Based Interaction , 2008, MIG.

[13]  B. Faverjon,et al.  A local based approach for path planning of manipulators with a high number of degrees of freedom , 1987, Proceedings. 1987 IEEE International Conference on Robotics and Automation.

[14]  Sharif Razzaque,et al.  The Hand Is More Easily Fooled than the Eye: Users Are More Sensitive to Visual Interpenetration than to Visual-Proprioceptive Discrepancy , 2006, Presence: Teleoperators & Virtual Environments.

[15]  David Crews,et al.  Litter Environment Affects Behavior and Brain Metabolic Activity of Adult Knockout Mice , 2009, Front. Behav. Neurosci..

[16]  Mel Slater,et al.  Simulating virtual environments within virtual environments as the basis for a psychophysics of presence , 2010, SIGGRAPH 2010.

[17]  Daniel Thalmann,et al.  Full-Body Avatar Control with Environment Awareness , 2009, IEEE Computer Graphics and Applications.

[18]  G. Johansson Visual perception of biological motion and a model for its analysis , 1973 .

[19]  M. Jeannerod The cognitive neuroscience of action , 1997, Trends in Cognitive Sciences.

[20]  Norman I. Badler,et al.  Real-Time Inverse Kinematics Techniques for Anthropomorphic Limbs , 2000, Graph. Model..

[21]  Georges Dumont,et al.  Morphology independent motion retrieval and control , 2009 .

[22]  Pavel Zahorik,et al.  Presence as Being-in-the-World , 1998, Presence.

[23]  Paul Dourish,et al.  Where the action is , 2001 .

[24]  Paul Dourish,et al.  Where the action is , 2001 .

[25]  Doug A. Bowman,et al.  Virtual Reality: How Much Immersion Is Enough? , 2007, Computer.

[26]  Carter C. Collins,et al.  Seeing with the skin , 1970 .

[27]  M Jeannerod,et al.  Changes in breathing during observation of effortful actions , 2000, Brain Research.

[28]  John M. Flach,et al.  The Reality of Experience: Gibson's Way , 1998, Presence.

[29]  Maria V. Sanchez-Vives,et al.  From presence to consciousness through virtual reality , 2005, Nature Reviews Neuroscience.

[30]  Georges Dumont,et al.  Interactive Animation of Virtual Characters: Application to Virtual Kung-Fu Fighting , 2008, 2008 International Conference on Cyberworlds.

[31]  Mel Slater,et al.  A note on presence terminology , 2003 .

[32]  Xavier Rétaux,et al.  Presence in the environment: theories, methodologies and applications to video games , 2003, PsychNology J..