![](bg8.png)
touch through the vibration of the fingers. The role
of the haptic feedback in interaction should be fur-
ther analyzed. The main drawbacks of our solution
are caused by the problems of the RGB-D camera,
which interferes with the HTC Vive tracking system,
thus hampering the use with the Manus gloves. Based
on these findings, our next works will investigate on
adding a mesh to the avatar and solving the different
issues we faced during the development of our sys-
tems that are mainly caused by the RGB-D camera.
First of all, we will try to re-implement the Manus
Prime haptic gloves with the avatar case by exploiting
the skeleton provided by standard RGB cameras such
that the gloves are not disturbed by the IR light any-
more. Then, it would be interesting to try to overcome
the occlusion problem by using one more RGB-D
camera (or multiple RGB cameras) placed behind the
user and fuse the data coming from the two RGB-D
cameras before the alignment phase to obtain a much
more stable system that could better mimic other so-
lutions for the avatar reconstruction, such as motion
capture suit or Inverse Kinematics.
ACKNOWLEDGEMENTS
This work has been partially supported by the Inter-
reg Alcotra projects PRO-SOL We-Pro (n. 4298) and
CLIP E-Sant
´
e (n. 4793).
REFERENCES
Bao, D., Zhao, L., Wang, C., Zhu, G., Chang, Z., and Yuan,
J. (2019). Short animation production using game en-
gine and motion capture. In 2019 International Con-
ference on Virtual Reality and Visualization (ICVRV),
pages 296–297. IEEE.
Biocca, F. (2014). Connected to my avatar. In International
Conference on Social Computing and Social Media,
pages 421–429. Springer.
Canessa, A., Casu, P., Solari, F., and Chessa, M. (2019).
Comparing real walking in immersive virtual reality
and in physical world using gait analysis. In VISI-
GRAPP (2: HUCAPP), pages 121–128.
Caserman, P., Achenbach, P., and G
¨
obel, S. (2019). Analy-
sis of inverse kinematics solutions for full-body recon-
struction in virtual reality. In 2019 IEEE 7th Interna-
tional Conference on Serious Games and Applications
for Health (SeGAH), pages 1–8. IEEE.
Chessa, M., Caroggio, L., Huang, H., and Solari, F. (2016).
Insert your own body in the oculus rift to improve pro-
prioception. In VISIGRAPP (4: VISAPP), pages 755–
762.
Pan, Y. and Steed, A. (2017). The impact of self-avatars on
trust and collaboration in shared virtual environments.
PloS one, 12(12):e0189078.
Rahul, M. (2018). Review on motion capture technology.
Global Journal of Computer Science and Technology.
Regenbrecht, H. and Schubert, T. (2002). Real and illu-
sory interactions enhance presence in virtual environ-
ments. Presence: Teleoperators & Virtual Environ-
ments, 11(4):425–434.
Reinhard, R., Shah, K. G., Faust-Christmann, C. A., and
Lachmann, T. (2020). Acting your avatar’s age: ef-
fects of virtual reality avatar embodiment on real life
walking speed. Media Psychology, 23(2):293–315.
Ries, B., Interrante, V., Kaeding, M., and Anderson, L.
(2008). The effect of self-embodiment on distance
perception in immersive virtual environments. In Pro-
ceedings of the 2008 ACM symposium on Virtual real-
ity software and technology, pages 167–170.
Roth, D., Lugrin, J.-L., B
¨
user, J., Bente, G., Fuhrmann,
A., and Latoschik, M. E. (2016). A simplified in-
verse kinematic approach for embodied vr applica-
tions. In 2016 IEEE Virtual Reality (VR), pages 275–
276. IEEE.
Schrepp, M., Hinderks, A., and Thomaschewski, J. (2014).
Applying the user experience questionnaire (ueq) in
different evaluation scenarios. In International Con-
ference of Design, User Experience, and Usability,
pages 383–392. Springer.
Slater, M., Usoh, M., and Steed, A. (1995). Taking steps:
the influence of a walking technique on presence
in virtual reality. ACM Transactions on Computer-
Human Interaction (TOCHI), 2(3):201–219.
Sorkine, O. (2009). Least-squares rigid motion using svd.
Technical notes, 120(3):52.
Steed, A., Frlston, S., Lopez, M. M., Drummond, J., Pan,
Y., and Swapp, D. (2016). An ‘in the wild’experiment
on presence and embodiment using consumer virtual
reality equipment. IEEE transactions on visualization
and computer graphics, 22(4):1406–1414.
Takayasu, K., Yoshida, K., Mishima, T., Watanabe, M.,
Matsuda, T., and Kinoshita, H. (2019). Upper body
position analysis of different experience level sur-
geons during laparoscopic suturing maneuvers using
optical motion capture. The American Journal of
Surgery, 217(1):12–16.
Waltemate, T., Gall, D., Roth, D., Botsch, M., and
Latoschik, M. E. (2018). The impact of avatar person-
alization and immersion on virtual body ownership,
presence, and emotional response. IEEE transactions
on visualization and computer graphics, 24(4):1643–
1652.
Yuan, Y. and Steed, A. (2010). Is the rubber hand illusion
induced by immersive virtual reality? In 2010 IEEE
Virtual Reality Conference (VR), pages 95–102. IEEE.
HUCAPP 2021 - 5th International Conference on Human Computer Interaction Theory and Applications
244