Conference Paper 2019

Distributed, Collaborative Virtual Reality Application for Product Development with Simple Avatar Calibration Method

{In this work we present a collaborative virtual reality application for distributed engineering tasks, including a simple avatar calibration method. Use cases for the application include CAD review, ergonomics analyses or virtual training. Full-body avatars are used to improve collaboration in terms of co-presence and embodiment. Through a calibration process, scaled avatars based on body measurements can be generated by users from within the VR application. We demonstrate a simple, yet effective method for measuring the human body which requires off-the-shelf VR devices only. Tracking only the user\textquoterights head and hands, we use inverse kinematics for avatar motion reconstruction.}

Author(s): Dixken, M and Diers, D and Wingert, B and Hatzipanayioti, A and Mohler, BJ and Riedel, O and Bues, M
Book Title: 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)
Pages: 1299--1300
Year: 2019
Publisher: IEEE
Bibtex Type: Conference Paper (inproceedings)
Address: Osaka, Japan
DOI: 10.1109/VR.2019.8797884
Electronic Archiving: grant_archive

BibTex

@inproceedings{item_3032243,
  title = {{Distributed, Collaborative Virtual Reality Application for Product Development with Simple Avatar Calibration Method}},
  booktitle = {{2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)}},
  abstract = {{In this work we present a collaborative virtual reality application for distributed engineering tasks, including a simple avatar calibration method. Use cases for the application include CAD review, ergonomics analyses or virtual training. Full-body avatars are used to improve collaboration in terms of co-presence and embodiment. Through a calibration process, scaled avatars based on body measurements can be generated by users from within the VR application. We demonstrate a simple, yet effective method for measuring the human body which requires off-the-shelf VR devices only. Tracking only the user\textquoterights head and hands, we use inverse kinematics for avatar motion reconstruction.}},
  pages = {1299--1300},
  publisher = {IEEE},
  address = {Osaka, Japan},
  year = {2019},
  slug = {item_3032243},
  author = {Dixken, M and Diers, D and Wingert, B and Hatzipanayioti, A and Mohler, BJ and Riedel, O and Bues, M}
}