2/9/2024 0 Comments Vr input playspace movers![]() ![]() Li H, Ding J, Wu Y et al (2015) Static three-dimensional gesture recognition based on kinect skeleton data. Law EF, Dahlquist LM, Sil S et al (2011) Videogame distraction using virtual reality technology for children experiencing cold pressor pain: the role of cognitive processing. ![]() Kim JY, Nam SH (2014) A study of immersive game contents system design and modeling for virtual reality technology. Kikuta F, Fukaya K, Takizawa T et al (2002) The development of “role-playing game for healthy life through computed virtual reality in dialogical pattern” for experiential self health. In: Proceedings of the 1968 fall joint computer conference. Ivan ES (1968) A head-mounted three-dimensional display. Goude D, Bjoerk S, Rydmark M (2007) Game design in virtual reality systems for stroke rehabilitation. University of Nice Sophia Antipolis, Franceĭetlefsen J (2014) The cosmic perspective-teaching middle-school children astronomy using ego-centric virtual reality. J Huazhong Univ Sci Technol (Natl Sci Ed) 43:136–139Ĭhapoulie E (2014) Gestures and direct manipulation for immersive virtual reality. In: Proceedings of the ACM SIGCHI conference on human factors in computing systems, ACM Press, New York, 295–302Ĭai L, Zhang J, Liu B (2015) Somatosensory interaction with virtual environments based on gesture recognition. Experimental results show that the design can effectively enhance the immersive experience through the visual feedback of gestures.Īccot J, Zhai S (1997) Beyond Fitts’ law: models for trajectorybased HCI tasks. ![]() The process interacts with the virtual environment through gesture feedback from 3DUI elements. Secondly, in view of the lack of complete visual feedback solutions for gesture interaction, a 3D user interface and interaction method combining bone animation and collision detection technology is proposed. Experimental results show that the algorithm has a high recognition rate and recognition speed, can effectively adapt to continuous data flow, has good compatibility with virtual reality applications, and significantly increases the user's sense of immersion in virtual scenes. It introduces the adaptive naive Bayes algorithm, which can complete the training with fewer samples. The algorithm uses a decision support system for feature representation of bone and motion along with the joint vector. The main work includes: First, aiming at the problem that the gesture recognition method cannot adapt to the real-time continuous gesture flow in practical application scenarios, a naive Bayes gesture recognition algorithm based on joint vector is proposed. This paper analyzes the problems of somatosensory games interaction in immersive virtual reality, focusing on gesture-based immersive virtual reality technology. In terms of man–machine interaction in somatosensory interactive games, gesture interaction brings the primary operation medium into the virtual environment. Hence, the operational behavior is more intuitive and the reaction of players is highly accurate and brings a better game experience to players. Somatosensory interactive games take body movements as input instructions, instead of the simple push-button operation mode. At present, the non-contact Kinect somatosensory interaction approach has been widely studied. This requires a variety of technologies: the most essential being input devices. Virtual reality (VR) is a computer-simulated three-dimensional environment whose goal is to achieve a strong sense of being there, called immersion. ![]()
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