Abstract
Technologies of Virtual Reality (VR), Augmented Reality (AR) and Mixed Reality (MR) are increasingly applied in urban construction and smart cities. As one of the high fidelity revivification methods, the purpose of these applications is to provide a better immerse experience over the combination of realistic and virtual interactions. Numerous methods and models are adopted to simulate real life scenarios. Regularly, first-person perspective (1PP) is a spontaneous way to revive reality virtually, and this is also what most manufacturers do. In a different way, we tend to verify the feasibility of a new perspective for VR, AR or MR: a third-person perspective (3PP) with multiple Point of View (PoV) from different fixed cameras. We implemented an immersive AR environment for users to control or view themselves in a third person perspective. They are able to switch among different perspectives in different angles, including a first-person view. We developed a simple game based on this environment and conducted user study with this implementation. The result shows that people will generally be intrigued and willing to pay for a new MR experience (like 3PP) if the process is effortless and pleasurable. The most welcomed thing is the ability to switch perspectives during a VR or AR experience. This environment can be extended to real world services such as interviewing, dating and picnic, etc. or future smart cities services that use VR and AR, such as VR traffic management, VR communities empathetic planning and AR navigation, etc.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Boris, P., Srdan, K., Maja, P.: Augmented reality based smart city services using secure IoT infrastructure. In: 28th International Conference on Advanced Information Networking and Applications Workshops, Victoria, BC, pp. 803–808 (2014). https://doi.org/10.1109/waina.2014.127
Zhihan, L., Tengfei, Y., Xiaolei, Z., Houbing, S., Ge, C.: Virtual reality smart city based on WebVRGIS. IEEE Internet Things J. 3(6), 1015–1024 (2016). https://doi.org/10.1109/JIOT.2016.2546307
Richard III, R.: What’s your perspective? SIGGRAPH Comput. Graph. 33(3), 9–12 (1999)
Patrick, S., Daniel, T., Frédéric, V.: The benefits of third-person perspective in virtual and augmented reality? In: VRST 2006 (2006)
Zhihan, L., Alaa, H., Shengzhong, F., Shafiq ur, R., Haibo, L.: Touch-less interactive augmented reality game on vision-based wearable device. Pers. Ubiquit. Comput. 19, 551 (2015)
Slater, M., Spanlang, B., Sanchez-Vives, M.V., Blanke, O.: First person experience of body transfer in virtual reality. PLoS ONE 5(5), e10564 (2010). https://doi.org/10.1371/journal.pone.0010564
Bergström, I., Kilteni, K., Slater, M.: First-person perspective virtual body posture influences stress: a virtual reality body ownership study. PLoS ONE 11(2), e0148060 (2016). https://doi.org/10.1371/journal.pone.0148060
Patrick, S., Tej, T., Olaf, B., Frederic, V., Daniel, T.: Quantifying effects of exposure to the third and first-person perspectives in virtual-reality-based training. IEEE Trans. Learn. Technol. 3(3), 272–276 (2010)
Barsom, E.Z., Graafland, M., Schijven, M.P.: Systematic review on the effectiveness of augmented reality applications in medical training. Surg. Endosc. 30(10), 4174–4183 (2016). https://doi.org/10.1007/s00464-016-4800-6
David, C.S., Joanna, G., Joan, S.: Validation of virtual reality as a tool to understand and prevent child pedestrian injury. Accid. Anal. Prev. 40(4), 1394–1400 (2008)
Jeremy, B., Kayur, P., Alexia, N., Ruzena, B., Sang-Hack, J., Gregorij, K.: The effect of interactivity on learning physical actions in virtual reality. Media Psychology 11(3), 354–376 (2008)
Denisova, A., Cairns, P.: First person vs. third person perspective in digital games: do player preferences affect immersion? (2015). https://doi.org/10.1145/2702123.2702256
Unity 3D. https://unity.com. Accessed 20 June 2019
HTC VIVE. https://vive.com. Accessed 20 June 2019
TPCAST Wireless Adaptor. https://www.tpcastvr.com. Accessed 20 June 2019
HTC VIVE Wireless Adapter - Virtual Reality. https://www.vive.com/eu/wireless-adapter/. Accessed 20 Juen 2019
Lotfi, A., Faten Ben, A., Aref, M.: In-vehicle augmented reality traffic information system: a new type of communication between driver and vehicle. Procedia Comput. Sci. 73(2015), 242–249 (2015)
Laver, K.E., Lange, B., George, S., Deutsch, J.E., Saposnik, G., Crotty, M.: Virtual reality for stroke rehabilitation. Cochrane Database Syst. Rev. 11, CD008349 (2017)
Microsoft Hololens 2. https://www.microsoft.com/en-us/hololens. Accessed 20 June 2019
Gunfire Games, Chronos. https://www.oculus.com/experiences/rift/929508627125435/. Accessed 20 June 2019
Lee, J., Kim, M., Kim, J.: A study on immersion and VR sickness in walking interaction for immersive virtual reality applications. Symmetry 9, 78 (2017)
HTC VIVE Tracker. https://www.vive.com/eu/vive-tracker/. Accessed 20 June 2019
Vuforia Engine for Augmented Reality. https://developer.vuforia.com/. Accessed 20 June 2019
Microsoft Studios, Halo 5: Guardians. https://www.microsoft.com/en-us/p/halo-5-guardians/brrc2bp0g9p0. Accessed 20 June 2019
Logitech Webcam. https://www.logitech.com/en-us/video/webcams. Accessed 20 June 2019
Google Cardboard - Virtual Reality. https://vr.google.com/intl/en_us/cardboard/. Accessed 20 June 2019
Rockstar Games, Grand Theft Auto V. https://www.rockstargames.com/V/. Accessed 20 June 2019
Capcom, Resident Evil 2. https://www.imdb.com/title/tt0161941. Accessed 20 June 2019
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2020 ICST Institute for Computer Sciences, Social Informatics and Telecommunications Engineering
About this paper
Cite this paper
Yang, Z., Zhang, M., Zhang, T., Fu, L., Nakajima, T. (2020). Real World Third-Person with Multiple Point-of-Views for Immersive Mixed Reality. In: Pereira, P., Ribeiro, R., Oliveira, I., Novais, P. (eds) Society with Future: Smart and Liveable Cities. SC4Life 2019. Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, vol 318. Springer, Cham. https://doi.org/10.1007/978-3-030-45293-3_8
Download citation
DOI: https://doi.org/10.1007/978-3-030-45293-3_8
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-030-45292-6
Online ISBN: 978-3-030-45293-3
eBook Packages: Computer ScienceComputer Science (R0)