Self-Avatar Animation in Virtual Reality: Impact of Motion Signals Artifacts on the Full-Body Pose Reconstruction
Antoine Maiorca, Seyed Abolfazl Ghasemzadeh, Thierry Ravet,, Fran\c{c}ois Cresson, Thierry Dutoit, Christophe De Vleeschouwer

TL;DR
This study investigates how motion signal artifacts, such as latency, occlusions, and estimation inaccuracies, affect the accuracy of full-body avatar reconstruction in VR, highlighting the sensitivity of current methods to these issues.
Contribution
The paper provides a comprehensive analysis of the impact of various motion signal artifacts on full-body pose reconstruction accuracy in VR systems.
Findings
Reconstruction errors increase with latency and occlusions.
Velocity estimation is particularly sensitive to artifacts.
Ground truth and YOLOv8-based estimates reveal significant degradation under artifact conditions.
Abstract
Virtual Reality (VR) applications have revolutionized user experiences by immersing individuals in interactive 3D environments. These environments find applications in numerous fields, including healthcare, education, or architecture. A significant aspect of VR is the inclusion of self-avatars, representing users within the virtual world, which enhances interaction and embodiment. However, generating lifelike full-body self-avatar animations remains challenging, particularly in consumer-grade VR systems, where lower-body tracking is often absent. One method to tackle this problem is by providing an external source of motion information that includes lower body information such as full Cartesian positions estimated from RGB(D) cameras. Nevertheless, the limitations of these systems are multiples: the desynchronization between the two motion sources and occlusions are examples of…
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Taxonomy
TopicsVirtual Reality Applications and Impacts · Simulation and Modeling Applications · Human Motion and Animation
