Research on Arm Motion Capture of Virtual Reality Based on Kinematics
Virtual reality needs to simulate interaction scenes that are as consistent as possible with reality. Motion capture is the key to address this need. In this paper, a kinematic-based virtual reality arm motion capture scheme is designed on the HTC VIVE platform to achieve low-cost and high-precision motion capture. Based on the human skeleton model, an arm kinematic chain model suitable for VR environment is designed. The above human structure data is redirected to the VR arm to drive the VR arm movement in the virtual environment. Compared with existing motion capture solutions, the experimental results and user survey results show that the method proposed in this paper is able to restore the actual arm movements in virtual reality, showing higher accuracy, and the average satisfaction of the survey object reaches 85%.
KeywordsVirtual reality Motion capture Kinematics Action recognition
This work in this paper is supported by the National Natural Science Foundation of China (Nos. 61672358 and Nos. 61836005).
- 1.Li, Y., Gai, K., Ming, Z., Zhao, H., Qiu, M.: Intercrossed access controls for secure financial services on multimedia big data in cloud systems. ACM Trans. Multimedia Comput. Commun. Appl. 12(4), 10 (2016)Google Scholar
- 4.Biocca, F., Delaney, B.: Immersive virtual reality technology. In: Biocca, F., Levy, M.R. (eds.) Communication in the age of virtual reality, pp. 57–124. Lawrence Erlbaum Associates (1995)Google Scholar
- 6.Zhang, F., Dai, G., Peng, X.: Overview of virtual reality human interaction. Chin. Sci. Inf. Sci. (12), 1711–1736 (2016)Google Scholar
- 7.Baerlocher, P., Boulic, R.: Parametrization and range of motion of the ball-and-socket joint. In: Magnenat-Thalmann, N., et al. (eds.) Deformable Avatars, pp. 180–190. Springer (2001)Google Scholar
- 8.Craig, J.J.: Spatial descriptions and transformations. In: Introduction to Robotics: Mechanics and Control, 3rd edn. Pearson Education (1986)Google Scholar
- 9.Akenine-Möller, T., Haines, E., Hoffman, N.: Transforms. In: Real-Time Rendering, 3rd edn. A K Peter (2008)Google Scholar
- 10.Ye Jingfeng translation: Game Engine Architecture. Electronic Industry Press (2014)Google Scholar
- 14.Virtual engine animation system [EB/OL], 16 September 2017. https://www.unrealengine.com/
- 15.Zhang, D., Chen, X., Zhao, S., et al.: Posture recognition method based on Kinect Predefined bone. Comput. Appl. 34(12), 3441–3445 (2014)Google Scholar