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Improving the immersion in VR with Real-time Full body Performance tracked Avatars in a Football Free-kick simulation

JAYARAJ, Lionel, Wood, James, REEVE, Carlton and Braund, Edward (2025) Improving the immersion in VR with Real-time Full body Performance tracked Avatars in a Football Free-kick simulation. In: 2024 10th International Conference on Virtual Reality (ICVR). IEEE, Bournemouth, pp. 421-427. ISBN 979-8-3503-6423-1

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Official URL: https://doi.org/10.1109/ICVR62393.2024.10867975

Abstract or description

The primary objective of this research was to enhance immersion in Virtual Reality (VR) technology and bridge the user-experience gaps. In sports-oriented simulation environments, there are prefabricated technologies that could be implemented to enhance immersion. According to [19] Petri, K., Bandow, N., & Witte, Sports tasks such as running, jumping, batting, catching, throwing, kicking, rowing, cycling, swimming, etc., have been emulated in VR since the simulation could completely immerse a user in a digital environment. However, current commercial VR systems and applications are limited to tracking and could influence immersion in the technology. In this study, we simulate a Football penalty kick game in a Virtual Environment (VE) to test the hypothesis that complete performance capture can enhance immersion by manipulating the interaction with game objects during game play. Handheld activities are the main use of controllers in commercial VR systems. However, there are limitations to tracking the entire body’s performances during the simulation. Most commercial systems, for example, avoid tracking the lower body because there is a general assumption that players are more focused on the task rather than on how they perform it. This research, therefore, tests this assumption to explore whether it applies to all simulations and to gain an understanding of whether user avatar plays an important role in a kicking simulation’s immersion. Here, we examine conventional approaches to designing immersive commercial VR systems. A Microsoft Kinect sensor was used for real-time motion capture in VR gameplay and compared to a version including a commercial VR game mechanic. The pilot-study data from 42 adult participants were statistically analysed to study the immersion in this technology. Studies were conducted to validate the simulations’ immersion, collecting various metrics and measures, and by observing the in-game recordings along with a subjective questionnaire.

Item Type: Book Chapter, Section or Conference Proceeding
Faculty: School of Digital, Technologies and Arts > Games Design, Production and Programming
Depositing User: Carlton REEVE
Date Deposited: 29 Apr 2025 14:03
Last Modified: 30 Apr 2025 04:30
URI: https://eprints.staffs.ac.uk/id/eprint/8965

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