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Chen Chun Hsin

dblp:247/3748 · DBLP profile ↗
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1ranked-venue papers
0as first author
0since 2021 · last 2019
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 1Human-computer interaction and ubiquitous computing · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%
Human-computer interaction and pervasive computing
1 paper
Wearable and physiological sensing · 100%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › avatar
full body avatar interaction
0.412019
Stand-alone, Wearable System for Full Body VR Avatars: Towards Physics-based 3D Interaction · VR 2019
Virtual and augmented reality › immersive interaction
physics-based interaction
0.412019
Stand-alone, Wearable System for Full Body VR Avatars: Towards Physics-based 3D Interaction · VR 2019
Wearable and physiological sensing › motion capture
inertial motion capture
0.112019
Stand-alone, Wearable System for Full Body VR Avatars: Towards Physics-based 3D Interaction · VR 2019

Methods — techniques the papers use, named apart from their topics

physics simulation · 0.8
YearPublicationVenuePosition
2019 Stand-alone, Wearable System for Full Body VR Avatars: Towards Physics-based 3D Interaction
abstract
We introduce a stand-alone, wearable system with full body and finger tracking for first-person virtual reality (VR) avatars. The system does not rely on any external trackers or components. It comprises of a head-mounted display, inertial motion capture suit, VR gloves, and VR backpack PC. Making use of the wearable system and RUIS toolkit [1], we present an example implementation of our vision for physics-based full body avatar interaction. This envisioned interaction involves three elements from the reality-based interaction framework of Jacob et al. [2]: naïve physics, body awareness, and environment awareness. These elements lend common sense affordances within the virtual world and allow users to employ their everyday knowledge of the real world. We argue that when it comes to full body avatar interfaces, it is not only users, but also developers who benefit from utilizing physics simulation as the basis upon which different interaction techniques are built on. This physics-based approach provides intuitive manipulation and locomotion interactions without requiring individually crafted scripts. Our example implementation presents several such interactions. Furthermore, the many interaction techniques emerging from physical simulation are congruous with each other, which promotes user interface consistency. We also introduce the idea of using physics components (colliders, joints, materials, etc.) as 3D user interface building blocks, as opposed to scripting or visual programming.
Tuukka M. Takala, Chen Chun Hsin, Takashi Kawai
VR2