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Self-Avatar Animation in Virtual Reality: Impact of Motion Signals Artifacts on the Full-Body Pose Reconstruction
April 30, 2024, 4:47 a.m. | Antoine Maiorca, Seyed Abolfazl Ghasemzadeh, Thierry Ravet, Fran\c{c}ois Cresson, Thierry Dutoit, Christophe De Vleeschouwer
cs.CV updates on arXiv.org arxiv.org
Abstract: Virtual Reality (VR) applications have revolutionized user experiences by immersing individuals in interactive 3D environments. These environments find applications in numerous fields, including healthcare, education, or architecture. A significant aspect of VR is the inclusion of self-avatars, representing users within the virtual world, which enhances interaction and embodiment. However, generating lifelike full-body self-avatar animations remains challenging, particularly in consumer-grade VR systems, where lower-body tracking is often absent. One method to tackle this problem is by …
abstract animation applications architecture arxiv avatar avatars cs.cv education environments fields healthcare impact inclusion interactive reality type virtual virtual reality
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