Telepresence Techniques for Controlling Avatar Motion in First Person Games

نویسندگان

  • Henning Groenda
  • Fabian Nowak
  • Patrick Rößler
  • Uwe D. Hanebeck
چکیده

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.

برای دانلود متن کامل این مقاله و بیش از 32 میلیون مقاله دیگر ابتدا ثبت نام کنید

ثبت نام

اگر عضو سایت هستید لطفا وارد حساب کاربری خود شوید

منابع مشابه

The Role of Avatar in Interactive Fictional World of Video Games

In third-person video games, players are able to move and progress in the interactive world of the game while watching their avatar from an external point of view. The purpose of this paper is to investigate the role of avatar in the interactive imaginary world of video games using double vision theory. This article is based on descriptive-analytical methods and the use of library data and imag...

متن کامل

A framework for telepresent game-play in large virtual environments

In this paper we present a framework that provides a novel interface to avatar control in immersive computer games. The user’s motion is tracked and transferred to to the game environment. This motion data is used as control input for the avatar. The game graphics are rendered according to the avatar’s motion and presented to the user on a head-mounted display. As a result, the user immerses in...

متن کامل

Simulating Movement Interactions between Avatars & Agents in Virtual Worlds using Human Motion Constraints

We present an interactive algorithm to generate plausible movements for human-like agents interacting with other agents or avatars in a virtual environment. Our approach takes into account high-dimensional human motion constraints and bio-mechanical constraints to compute collision-free trajectories for each agent. We present a novel full-body movement constrained-velocity computation algorithm...

متن کامل

Intelligent Third-Person Control of 3D Avatar Motion

Interactive control of 3D avatar motions has important applications in computer games and animations. Most of the current games directly map the inputs of a user into canned motions of the 3D character under control. However, an ideal user interface should be more like a human moving in the real life where appropriate motions are chosen according to the environment in the front. In this paper, ...

متن کامل

Conversation Starters: Using Spatial Context to Initiate Dialogue in First Person Perspective Games

A first-person perspective role-playing game by its very nature attempts to create a sense of presence by fostering a deep connection between a user and her avatar. However, the current communication interfaces found within such environments endanger this connection by both forcing the player to consider the interface instead of the game and removing control over the character’s behavior from t...

متن کامل

ذخیره در منابع من


  با ذخیره ی این منبع در منابع من، دسترسی به آن را برای استفاده های بعدی آسان تر کنید

برای دانلود متن کامل این مقاله و بیش از 32 میلیون مقاله دیگر ابتدا ثبت نام کنید

ثبت نام

اگر عضو سایت هستید لطفا وارد حساب کاربری خود شوید

عنوان ژورنال:

دوره   شماره 

صفحات  -

تاریخ انتشار 2005