scholarly journals Characterizing first and third person viewpoints and their alternation for embodied interaction in virtual reality

PLoS ONE ◽  
2017 ◽  
Vol 12 (12) ◽  
pp. e0190109 ◽  
Author(s):  
Henrique Galvan Debarba ◽  
Sidney Bovet ◽  
Roy Salomon ◽  
Olaf Blanke ◽  
Bruno Herbelin ◽  
...  
2021 ◽  
Vol 28 (6) ◽  
pp. 1-36
Author(s):  
Kristina Höök ◽  
Steve Benford ◽  
Paul Tennent ◽  
Vasiliki Tsaknaki ◽  
Miquel Alfaras ◽  
...  

We report on a somaesthetic design workshop and the subsequent analytical work aiming to demystify what is entailed in a non-dualistic design stance on embodied interaction and why a first-person engagement is crucial to its unfoldings. However, as we will uncover through a detailed account of our process, these first-person engagements are deeply entangled with second- and third-person perspectives, sometimes even overlapping. The analysis furthermore reveals some strategies for bridging the body-mind divide by attending to our inner universe and dissolving or traversing dichotomies between inside and outside ; individual and social ; body and technology . By detailing the creative process, we show how soma design becomes a process of designing with and through kinesthetic experience, in turn letting us confront several dualisms that run like fault lines through HCI’s engagement with embodied interaction.


Author(s):  
Sankar Jayaram ◽  
Scott R. Angster ◽  
Sanjay Gowda ◽  
Uma Jayaram ◽  
Robert R. Kreitzer

Abstract Virtual prototyping is a relatively new field which is significantly changing the product development process. In many applications, virtual prototyping relies on virtual reality tools for analysis of designs. This paper presents an architecture for a virtual prototyping system which was created for the analysis of automotive interiors. This flexible and open architecture allows the integration of various virtual reality software and hardware tools with conventional state-of-the-art CAD/CAM tools to provide an integrated virtual prototyping environment. This architecture supports the automatic transfer of data from and to parametric CAD systems, human modeling for ergonomic evaluations (first person and third person perspectives), design modifications in the virtual environment, distributed evaluations of virtual prototypes, reverse transfer of design modifications to the CAD system, and preservation of design intent and assembly intent during modifications in the virtual environment.


2020 ◽  
pp. 185-206
Author(s):  
Sarah Kenderdine

By focusing on technologies of virtual reality in conjunction with theories of “place” and “presence,” this chapter outlines the importance of new approaches to the museological experience and exploration of ancient cities and cultural heritage sites. Exploring fresh approaches to telling historic narratives through embodied interaction, this discussion proceeds to explore post-cartographic and “deep mapping” representations of cultural landscapes through omnidirectional virtual reality. Bodily engagements with virtually rendered places as a form of corporeal cartography references not only the changing nature of the concept of place but also the rise of contemporary post-cartographic frameworks for considering how the act of mapping actively engages with place. The “spatial turn” within the humanities demands that we extend our conceptions of mapping and cartography beyond the positive epistemologies of geographic information science and this chapter explores a series of frameworks for new explorations.


2016 ◽  
Vol 7 (1) ◽  
pp. 1
Author(s):  
Alexandre Silva Ribeiro Junior ◽  
Esteban Clua Walter Gonzales ◽  
Luis Valente ◽  
Bruno Feijó

In this paper we describe the main concepts of a new game genre (live-action virtual reality game) made possible by the advances of virtual reality technologies and context-awareness. This set of games requires that players wear HMD devices, from where they see a complete virtual world that is built using part of the physical configuration as the basic geometry and context information. games keep both the virtual and real-worlds superimposed, requiring players to physically move in the environment and to use different interaction paradigms (such as tangible & embodied interaction) to complete game activities. As tracking physical elements is a key issue in the implementation of games, in this paper we also describe an architecture that addresses indoor navigation and tracking in live-action virtual reality games. The system we propose is based on infrared markers, working on the infrared spectral region that provides low optical noise and better precision when compared to traditional solutions based on fiducial markers. Furthermore, this paper describes our system and presents two case studies based on our architecture.


10.2196/18888 ◽  
2020 ◽  
Vol 8 (3) ◽  
pp. e18888
Author(s):  
Susanne M van der Veen ◽  
Alexander Stamenkovic ◽  
Megan E Applegate ◽  
Samuel T Leitkam ◽  
Christopher R France ◽  
...  

Background Visual representation of oneself is likely to affect movement patterns. Prior work in virtual dodgeball showed greater excursion of the ankles, knees, hips, spine, and shoulder occurs when presented in the first-person perspective compared to the third-person perspective. However, the mode of presentation differed between the two conditions such that a head-mounted display was used to present the avatar in the first-person perspective, but a 3D television (3DTV) display was used to present the avatar in the third-person. Thus, it is unknown whether changes in joint excursions are driven by the visual display (head-mounted display versus 3DTV) or avatar perspective during virtual gameplay. Objective This study aimed to determine the influence of avatar perspective on joint excursion in healthy individuals playing virtual dodgeball using a head-mounted display. Methods Participants (n=29, 15 male, 14 female) performed full-body movements to intercept launched virtual targets presented in a game of virtual dodgeball using a head-mounted display. Two avatar perspectives were compared during each session of gameplay. A first-person perspective was created by placing the center of the displayed content at the bridge of the participant’s nose, while a third-person perspective was created by placing the camera view at the participant’s eye level but set 1 m behind the participant avatar. During gameplay, virtual dodgeballs were launched at a consistent velocity of 30 m/s to one of nine locations determined by a combination of three different intended impact heights and three different directions (left, center, or right) based on subject anthropometrics. Joint kinematics and angular excursions of the ankles, knees, hips, lumbar spine, elbows, and shoulders were assessed. Results The change in joint excursions from initial posture to the interception of the virtual dodgeball were averaged across trials. Separate repeated-measures ANOVAs revealed greater excursions of the ankle (P=.010), knee (P=.001), hip (P=.0014), spine (P=.001), and shoulder (P=.001) joints while playing virtual dodgeball in the first versus third-person perspective. Aligning with the expectations, there was a significant effect of impact height on joint excursions. Conclusions As clinicians develop treatment strategies in virtual reality to shape motion in orthopedic populations, it is important to be aware that changes in avatar perspective can significantly influence motor behavior. These data are important for the development of virtual reality assessment and treatment tools that are becoming increasingly practical for home and clinic-based rehabilitation.


2020 ◽  
Vol 11 ◽  
Author(s):  
Cristina Gonzalez-Liencres ◽  
Luis E. Zapata ◽  
Guillermo Iruretagoyena ◽  
Sofia Seinfeld ◽  
Lorena Perez-Mendez ◽  
...  

Author(s):  
Alberto Betella ◽  
Enrique Martínez Bueno ◽  
Wipawee Kongsantad ◽  
Riccardo Zucca ◽  
Xerxes D. Arsiwalla ◽  
...  

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