Effects of volumetric capture avatars on social presence in immersive virtual environments

Sung Ik Cho, Seung Wook Kim, Jong Min Lee, Jeong Hyeon Ahn, Jung Hyun Han

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

24 Citations (Scopus)

Abstract

Recent advances in 3D reconstruction and tracking technologies have made it possible to volumetrically capture human body and performance at real time. In the field of human-computer interaction, however, no works have been reported on the user study made with such volumetric capture avatars. This paper investigates how the volumetric capture avatar affects users' sense of social presence in immersive virtual environments. In our experiments, the volumetric capture avatar of an actor is compared with the actor captured in 2D video and another 3D avatar obtained by pre-scanning the actor. The experiment results show that users have the highest sense of social presence with the volumetric capture avatar when performing dynamic tasks whereas they have higher sense of social presence with the volumetric capture avatar and 2D video than with the pre-scanned avatar when performing static tasks. These imply that the emerging volumetric capture techniques can be an attractive tool for mixed reality, telepresence, and many other 3D applications.

Original languageEnglish
Title of host publicationProceedings - 2020 IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2020
PublisherInstitute of Electrical and Electronics Engineers Inc.
Pages26-34
Number of pages9
ISBN (Electronic)9781728156088
DOIs
Publication statusPublished - 2020 Mar
Event27th IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2020 - Atlanta, United States
Duration: 2020 Mar 222020 Mar 26

Publication series

NameProceedings - 2020 IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2020

Conference

Conference27th IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2020
Country/TerritoryUnited States
CityAtlanta
Period20/3/2220/3/26

Bibliographical note

Funding Information:
This work was supported by the National Research Foundation of Korea (NRF) Grant funded by the Korea government (MSIT) (NRF- 2017M3C4A7066316 and No. NRF-2016R1A2B3014319).

Funding Information:
This work was supported by the National Research Foundation of Korea (NRF) Grant funded by the Korea government (MSIT) (NRF-2017M3C4A7066316 and No. NRF-2016R1A2B3014319).

Publisher Copyright:
© 2020 IEEE.

Keywords

  • Human-centered computing
  • Visualization
  • Visualization application domains
  • Visualization techniques

ASJC Scopus subject areas

  • Computer Graphics and Computer-Aided Design
  • Computer Science Applications
  • Human-Computer Interaction
  • Media Technology

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