Proceedings of the 1997 symposium on Interactive 3D graphics
OBPRM: an obstacle-based PRM for 3D workspaces
WAFR '98 Proceedings of the third workshop on the algorithmic foundations of robotics on Robotics : the algorithmic perspective: the algorithmic perspective
Real-time inverse kinematics techniques for anthropomorphic limbs
Graphical Models and Image Processing
Presence: Teleoperators and Virtual Environments - Special issue: IEEE VR 2005
Presence as Being-in-the-World
Presence: Teleoperators and Virtual Environments
The Reality of Experience: Gibson's Way
Presence: Teleoperators and Virtual Environments
Full-body performance animation with Sequential Inverse Kinematics
Graphical Models
Enhancing collaborative manipulation through the use of feedback and awareness in CVEs
VRCAI '08 Proceedings of The 7th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and Its Applications in Industry
Design of Experience and Flow in Movement-Based Interaction
Motion in Games
Interactive Animation of Virtual Characters: Application to Virtual Kung-Fu Fighting
CW '08 Proceedings of the 2008 International Conference on Cyberworlds
On scaling strategies for the full-body postural control of virtual mannequins
Interacting with Computers
Full-Body Avatar Control with Environment Awareness
IEEE Computer Graphics and Applications
Whole body interaction using the grounded bar interface
Proceedings of the 2011 international conference on Virtual and mixed reality: new trends - Volume Part I
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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.