TY - GEN
T1 - Human-Avatar Interaction in Metaverse: Framework for Full-Body Interaction
AU - Lam, Kit Yung
AU - Yang, Liang
AU - Alhilal, Ahmad
AU - Lee, Lik Hang
AU - Tyson, Gareth
AU - Hui, Pan
N1 - Publisher Copyright:
© 2022 ACM.
PY - 2022/12/13
Y1 - 2022/12/13
N2 - The metaverse is a network of shared virtual environments where people can interact synchronously through their avatars. To enable this, it is necessary to accurately capture and recreate (physical) human motion. This is used to render avatars correctly, reflecting the motion of their corresponding users. In large-scale environments this must be done in real-time. This paper proposes a human-avatar framework with full-body motion capture. Its goal is to deliver high-accuracy capture with low computational and network overheads. It relies on a lightweight Octree data structure to record and transmit motion to other users. We conduct a user study with 22 participants and perform a preliminary evaluation of its scalability. Our user study shows that Octree with Inverse Kinematic achieves the best trade-off, achieving low delay and high accuracy. Our proposed solution delivers the lowest delay, with an average of 67ms in an environment of 8 concurrent users. It attains a 55.7% improvement over the prior techniques.
AB - The metaverse is a network of shared virtual environments where people can interact synchronously through their avatars. To enable this, it is necessary to accurately capture and recreate (physical) human motion. This is used to render avatars correctly, reflecting the motion of their corresponding users. In large-scale environments this must be done in real-time. This paper proposes a human-avatar framework with full-body motion capture. Its goal is to deliver high-accuracy capture with low computational and network overheads. It relies on a lightweight Octree data structure to record and transmit motion to other users. We conduct a user study with 22 participants and perform a preliminary evaluation of its scalability. Our user study shows that Octree with Inverse Kinematic achieves the best trade-off, achieving low delay and high accuracy. Our proposed solution delivers the lowest delay, with an average of 67ms in an environment of 8 concurrent users. It attains a 55.7% improvement over the prior techniques.
KW - full-body motion streaming
KW - human-avatar interaction
KW - metaverse
KW - octree data structure
KW - octree-based algorithm
UR - http://www.scopus.com/inward/record.url?scp=85145774432&partnerID=8YFLogxK
U2 - 10.1145/3551626.3564936
DO - 10.1145/3551626.3564936
M3 - Conference article published in proceeding or book
AN - SCOPUS:85145774432
T3 - Proceedings of the 4th ACM International Conference on Multimedia in Asia, MMAsia 2022
BT - Proceedings of the 4th ACM International Conference on Multimedia in Asia, MMAsia 2022
PB - Association for Computing Machinery, Inc
T2 - 4th ACM International Conference on Multimedia in Asia, MMAsia 2022
Y2 - 13 December 2022 through 16 December 2022
ER -