By Topic

Avatar kinematics modeling for telecollaborative virtual environments

Sign In

Cookies must be enabled to login.After enabling cookies , please use refresh or reload or ctrl+f5 on the browser for the login options.

Formats Non-Member Member
$31 $13
Learn how you can qualify for the best price for this item!
Become an IEEE Member or Subscribe to
IEEE Xplore for exclusive pricing!
close button

puzzle piece

IEEE membership options for an individual and IEEE Xplore subscriptions for an organization offer the most affordable access to essential journal articles, conference papers, standards, eBooks, and eLearning courses.

Learn more about:

IEEE membership

IEEE Xplore subscriptions

2 Author(s)
Luciano, C. ; Dept. of Mech. Eng., Illinois Univ., Chicago, IL, USA ; Banerjee, P.

This paper introduces the application of a more efficient mathematical representation of the kinematics of avatars, or digital human beings, in telecollaborative virtual reality environments (VRE). The human head, torso and arms were modeled as a redundant eight-degree-of-freedom kinematics structure using an excellent alternative tool to transformation matrices, called dual quaternions. This approach achieves an extremely fast and accurate iterative algorithm that converges to one possible solution of this inverse kinematics problem. The method was implemented and tested in a CAVE Automatic Virtual Environment to demonstrate its performance in real time

Published in:

Simulation Conference, 2000. Proceedings. Winter  (Volume:2 )

Date of Conference:

2000