Using hand position for virtual object placement
The Visual Computer: International Journal of Computer Graphics
Virtual reality on a WIM: interactive worlds in miniature
CHI '95 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Proceedings of the 1997 symposium on Interactive 3D graphics
Computer puppetry: An importance-based approach
ACM Transactions on Graphics (TOG)
Understanding Motion Capture for Computer Animation and Video Games
Understanding Motion Capture for Computer Animation and Video Games
Using the Bat: A Six-Dimensional Mouse for Object Placement
IEEE Computer Graphics and Applications
IEEE Computer Graphics and Applications
An inverse kinematics architecture enforcing an arbitrary number of strict priority levels
The Visual Computer: International Journal of Computer Graphics - Special section on implicit surfaces
Parameterized Human Body Model for Real-Time Applications
CW '07 Proceedings of the 2007 International Conference on Cyberworlds
Full-Body Avatar Control with Environment Awareness
IEEE Computer Graphics and Applications
Integrated Analytic and Linearized Inverse Kinematics for Precise Full Body Interactions
MIG '09 Proceedings of the 2nd International Workshop on Motion in Games
Spatial awareness in full-body immersive interactions: where do we stand?
MIG'10 Proceedings of the Third international conference on Motion in games
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Due to its intrinsic complexity, full-body postural input has been mostly limited to off-line motion capture and to on-line puppetry of a virtual character with little interaction with its environment (e.g. floor). The motion capture technology is now mature enough to envision the on-line full-body postural control of virtual mannequins involved in precise reaching tasks. We have investigated such tasks for mannequins of differing body heights in comparison to that of the system user. Such broad-range avatar control is relevant for virtual prototyping in various industrial sectors as a single person is responsible for evaluating a virtual prototype for a full range of potential end-users. In the present paper we report on two scaling strategies that can be enforced in such a context of height-differing avatar control. Both scaling strategies have been evaluated in a wide-range reach study both in front of a stationary immersive display and with an HMD. A comparison is also made with a baseline scenario, which exploits a simple rigid shape (i.e. a proxy), to assess the specific influence of controlling a complex articulated avatar.