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Auteurs principaux: Li, Xiaohui, Liu, Xiaolong, Shi, Zhongchen, Chen, Wei, Xie, Liang, Gai, Meng, Cao, Jun, Zhang, Suxia, Yin, Erwei
Format: Preprint
Publié: 2025
Sujets:
Accès en ligne:https://arxiv.org/abs/2511.12251
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author Li, Xiaohui
Liu, Xiaolong
Shi, Zhongchen
Chen, Wei
Xie, Liang
Gai, Meng
Cao, Jun
Zhang, Suxia
Yin, Erwei
author_facet Li, Xiaohui
Liu, Xiaolong
Shi, Zhongchen
Chen, Wei
Xie, Liang
Gai, Meng
Cao, Jun
Zhang, Suxia
Yin, Erwei
contents Cave Automatic Virtual Environment (CAVE) is one of the virtual reality (VR) immersive devices currently used to present virtual environments. However, the locomotion methods in the CAVE are limited by unnatural interaction methods, severely hindering the user experience and immersion in the CAVE. We proposed a locomotion framework for CAVE environments aimed at enhancing the immersive locomotion experience through optimized human motion recognition technology. Firstly, we construct a four-sided display CAVE system, then through the dynamic method based on Perspective-n-Point to calibrate the camera, using the obtained camera intrinsics and extrinsic parameters, and an action recognition architecture to get the action category. At last, transform the action category to a graphical workstation that renders display effects on the screen. We designed a user study to validate the effectiveness of our method. Compared to the traditional methods, our method has significant improvements in realness and self-presence in the virtual environment, effectively reducing motion sickness.
format Preprint
id arxiv_https___arxiv_org_abs_2511_12251
institution arXiv
publishDate 2025
record_format arxiv
spellingShingle Locomotion in CAVE: Enhancing Immersion through Full-Body Motion
Li, Xiaohui
Liu, Xiaolong
Shi, Zhongchen
Chen, Wei
Xie, Liang
Gai, Meng
Cao, Jun
Zhang, Suxia
Yin, Erwei
Graphics
Cave Automatic Virtual Environment (CAVE) is one of the virtual reality (VR) immersive devices currently used to present virtual environments. However, the locomotion methods in the CAVE are limited by unnatural interaction methods, severely hindering the user experience and immersion in the CAVE. We proposed a locomotion framework for CAVE environments aimed at enhancing the immersive locomotion experience through optimized human motion recognition technology. Firstly, we construct a four-sided display CAVE system, then through the dynamic method based on Perspective-n-Point to calibrate the camera, using the obtained camera intrinsics and extrinsic parameters, and an action recognition architecture to get the action category. At last, transform the action category to a graphical workstation that renders display effects on the screen. We designed a user study to validate the effectiveness of our method. Compared to the traditional methods, our method has significant improvements in realness and self-presence in the virtual environment, effectively reducing motion sickness.
title Locomotion in CAVE: Enhancing Immersion through Full-Body Motion
topic Graphics
url https://arxiv.org/abs/2511.12251