TY - GEN
T1 - Design of Calibration Module for a Home-based Immersive Game Using Camera Motion Capture System
AU - Chung, Yu Yen
AU - Annaswamy, Thiru M.
AU - Prabhakaran, Balakrishnan
N1 - Publisher Copyright:
© 2022 Owner/Author.
PY - 2022/12/1
Y1 - 2022/12/1
N2 - Immersive exergames at home have become popular due to the advance in gaming headsets. A typical commercial gaming headset contains a head-mounted display (HMD) and a pair of hand-held controllers for interacting with virtual objects. Given this setup, an additional motion capture camera will be needed to allow full-body motion tracking. However, using the motion capture system within the immersive virtual environment (IVE) at home could be challenging since proper setup and calibration are required for a specific home environment. Hence, to simplify the camera setup and calibration issue, this work introduces the design of the calibration module for a motion capture system using the Azure Kinect camera. The calibration module allows the user to perform calibration and self-evaluate the camera setup in the immersive virtual environment. Once it has been calibrated, users can drive a full-body avatar through their body movements in the first-person perspective.
AB - Immersive exergames at home have become popular due to the advance in gaming headsets. A typical commercial gaming headset contains a head-mounted display (HMD) and a pair of hand-held controllers for interacting with virtual objects. Given this setup, an additional motion capture camera will be needed to allow full-body motion tracking. However, using the motion capture system within the immersive virtual environment (IVE) at home could be challenging since proper setup and calibration are required for a specific home environment. Hence, to simplify the camera setup and calibration issue, this work introduces the design of the calibration module for a motion capture system using the Azure Kinect camera. The calibration module allows the user to perform calibration and self-evaluate the camera setup in the immersive virtual environment. Once it has been calibrated, users can drive a full-body avatar through their body movements in the first-person perspective.
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U2 - 10.1145/3565970.3567694
DO - 10.1145/3565970.3567694
M3 - Conference contribution
AN - SCOPUS:85144012362
T3 - Proceedings - SUI 2022: ACM Conference on Spatial User Interaction
BT - Proceedings - SUI 2022
A2 - Spencer, Stephen N.
PB - Association for Computing Machinery, Inc
T2 - 10th ACM Symposium on Spatial User Interaction,SUI 2022
Y2 - 1 December 2022 through 2 December 2022
ER -