Jingbo Zhao

HC
h-index7
3papers
16citations
Novelty47%
AI Score22

3 Papers

3.7HCDec 23, 2021
Real-Time Generation of Leg Animation for Walking-in-Place Techniques

Jingbo Zhao, Zhetao Wang, Yiqin Peng et al.

Generating forward-backward self-representation leg animation in virtual environments for walking-in-place (WIP) techniques is an underexplored research topic. A challenging aspect of the problem is to find an appropriate mapping from tracked vertical foot motion to natural cyclical movements of real walking. In this work, we present a kinematic approach based on animation rigging to generating real-time leg animation. Our method works by tracking vertical in-place foot movements of a user with a Kinect v2 sensor and mapping tracked foot height to inverse kinematics (IK) targets. These IK targets were aligned with an avatar's feet to guide the virtual feet to perform cyclic walking motions. We conducted a user study to evaluate our approach. Results showed that the proposed method produced compelling forward-backward leg animation during walking. We show that the proposed technique can be easily integrated into existing WIP techniques.

3.7HCApr 25, 2021
Comparing Hand Gestures and a Gamepad Interface for Locomotion in Virtual Environments

Jingbo Zhao, Ruize An, Ruolin Xu et al.

Hand gesture is a new and promising interface for locomotion in virtual environments. While several previous studies have proposed different hand gestures for virtual locomotion, little is known about their differences in terms of performance and user preference in virtual locomotion tasks. In the present paper, we presented three different hand gesture interfaces and their algorithms for locomotion, which are called the Finger Distance gesture, the Finger Number gesture and the Finger Tapping gesture. These gestures were inspired by previous studies of gesture-based locomotion interfaces and are typical gestures that people are familiar with in their daily lives. Implementing these hand gesture interfaces in the present study enabled us to systematically compare the differences between these gestures. In addition, to compare the usability of these gestures to locomotion interfaces using gamepads, we also designed and implemented a gamepad interface based on the Xbox One controller. We conducted empirical studies to compare these four interfaces through two virtual locomotion tasks. A desktop setup was used instead of sharing a head-mounted display among participants due to the concern of the Covid-19 situation. Through these tasks, we assessed the performance and user preference of these interfaces on speed control and waypoints navigation. Results showed that user preference and performance of the Finger Distance gesture were close to that of the gamepad interface. The Finger Number gesture also had close performance and user preference to that of the Finger Distance gesture. Our study demonstrates that the Finger Distance gesture and the Finger Number gesture are very promising interfaces for virtual locomotion. We also discuss that the Finger Tapping gesture needs further improvements before it can be used for virtual walking.

1.2SPNov 13, 2020
CentiTrack: Towards Centimeter-Level Passive Gesture Tracking with Commodity WiFi

Zijun Han, Zhaoming Lu, Xiangming Wen et al.

Gesture awareness plays a crucial role in promoting human-computer interface. Previous works either depend on customized hardware or need a priori learning of wireless signal patterns, facing downsides in terms of the privacy concern, availability and reliability. In this paper, we propose CentiTrack, the first centimeter-level passive gesture tracking system that works with only three commodityWiFi devices, without any extra hardware modifications or wearable sensors. To this end, we first identify the Channel State Information (CSI) measurement error sources in the physical layer process, and then denoise CSI by the complex ratio between adjacent antennas. Principal Component Analysis (PCA) is further adopted to separate the reflected signals from noises. Benchmark experiments are conducted to verify that the phase changes of denoised CSI are proportional to the length changes of dynamic path reflected off the hand. In addition, we adopt the Multiple Signal Classification (MUSIC) algorithm to estimate the Angle-of-Arrivals (AoAs) of dynamic paths, and then locate the initial position of hands with triangulation. We also propose a novel static componnets elimination algorithm for tracking correction by eliminating the components unrelated to motion. A prototype of CentiTrack is fully realized and evaluated in various real scenarios. Extensive experiments show that CentiTrack is superior in terms of tracking accuracy, sensing range and device cost, compared with the state-of-the-arts.