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2005
Springer

Telepresence Techniques for Controlling Avatar Motion in First Person Games

10 years 6 months ago
Telepresence Techniques for Controlling Avatar Motion in First Person Games
First person games are computer games, in which the user experiences the virtual game world from an avatar’s view. This avatar is the user’s alter ego in the game. In this paper, we present a telepresence interface for the first person game Quake III Arena, which gives the user the impression of presence in the game and thus leads to identification with his avatar. This is achieved by tracking the user’s motion and using this motion data as control input for the avatar. As the user is wearing a head-mounted display and he perceives his actions affecting the virtual environment, he fully immerses into the target environment. Without further processing of the user’s motion data, the virtual environment would be limited to the size of the user’s real environment, which is not desirable. The use of Motion Compression, however, allows exploring an arbitrarily large virtual environment while the user is actually moving in an environment of limited size.
Henning Groenda, Fabian Nowak, Patrick Rö&szl
Added 27 Jun 2010
Updated 27 Jun 2010
Type Conference
Year 2005
Where INTETAIN
Authors Henning Groenda, Fabian Nowak, Patrick Rößler, Uwe D. Hanebeck
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