was good. Question Q2 about immersivity reported a
median value of 4, together with Q5 about the posi-
tive feeling about the user’s own virtual body inside
the VR environment. Nevertheless, users were critic
about the natural interaction with the objects (ques-
tion Q8, median 3) and about the sense of moving
around inside the environment (question Q11, median
3). Of course, in such a system the sense of touch
is not addressed, though a tactile feedback, also by
means of a sensorial substitution, might help the user.
To sum up, the goals of this experiment were: (i)
to assess the performances of the proposed system, for
what concerns the responsiveness of the reconstructed
skeleton to the real movements of the user; (ii) to ver-
ify the effects of a full-body controllable avatar on the
feeling of presence in the VR. This experiment con-
firms the validity of the developed system, even in its
first prototypal implementation.
4 CONCLUSION AND
DISCUSSION
In this paper, we have presented a method to insert the
avatar of the user own body, which gives the visual
feedback and replicates the movements of the user, in
a VR environment, enjoyed through an HMD. In par-
ticular, our scope was to improve the sense of pres-
ence by using immersive devices, such as the Oculus
Rift. In order to replicate the movements of both the
body of the user, and of his/her hands, by also taking
into account the fine details of the fingers, we have
proposed to use both a Microsoft Kinect, which ac-
quires the entire body of the users, and a Leap Mo-
tion, a low cost device used to measure and track the
fingers. Such devices must be accurately registered in
order to obtain stable and robust measures, with re-
spect to a coherent reference system. To this aim, we
present a 2 steps procedure to achieve such a registra-
tion: (i) a rigid transformation through a least-square
SVD, from which we estimate the roto-translation to
align common points acquired by the two devices;
(ii) a live correction, by also taking into account the
movements of the users, captured through the Oculus
Positional Tracker.
We assessed the proposed VR system through an
experimental session, attended by 14 subjects who an-
swered to a self-reported questionnaire. The results
show that the users have a positive feeling about the
proposed system, in particular with respect to the im-
mersivity and to the sense of presence.
ACKNOWLEDGEMENTS
The authors would like to thank Prof. George Dret-
takis and Dr. Adrien Bousseau of the GRAPHDECO
group, INRIA Sophia-Antipolis, France.
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