Assessing the effects of a full-body motion-based exergame in virtual reality.
Wenge XuHai-Ning LiangYifan YuDiego MonteiroKhalad HasanCharles FlemingPublished in: CCHI (2019)
Keyphrases
- virtual reality
- computer animation
- virtual environment
- image sequences
- space time
- computer graphics
- augmented reality
- optical flow
- three dimensional
- virtual world
- photorealistic
- human motion
- motion tracking
- motion estimation
- camera motion
- motion analysis
- virtual museum
- motion capture
- motion planning
- human body
- interactive virtual
- virtual humans
- multi sensory
- computer interface
- body parts
- virtual training
- real time
- computer vision
- visual data mining
- high speed railway
- virtual laboratory
- virtual reality technology