Design of Calibration Module for a Home-based Immersive Game Using Camera Motion Capture System

Yu Yen Chung, Thiru M. Annaswamy, Balakrishnan Prabhakaran

Research output: Chapter in Book/Report/Conference proceedingConference contribution

3 Scopus citations

Abstract

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.

Original languageEnglish (US)
Title of host publicationProceedings - SUI 2022
Subtitle of host publicationACM Conference on Spatial User Interaction
EditorsStephen N. Spencer
PublisherAssociation for Computing Machinery, Inc
ISBN (Electronic)9781450399487
DOIs
StatePublished - Dec 1 2022
Event10th ACM Symposium on Spatial User Interaction,SUI 2022 - Virtual, Online, United States
Duration: Dec 1 2022Dec 2 2022

Publication series

NameProceedings - SUI 2022: ACM Conference on Spatial User Interaction

Conference

Conference10th ACM Symposium on Spatial User Interaction,SUI 2022
Country/TerritoryUnited States
CityVirtual, Online
Period12/1/2212/2/22

All Science Journal Classification (ASJC) codes

  • Human-Computer Interaction

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