Through this association between the real and virtual world, users are able to walk freely while wearing a head-mounted device, avoid obstacles like walls and furniture, interact with each other and with objects just like they would in real life, bringing us closer to the realization of realistic collaborative virtual environ- ments. Preliminary deployment during our lab’s semi-annual open house shows that the system has potential to offer a high degree of presence in VR.
Bringing real objects, spaces, actions, and interactions into social VR. IEEE VR 2016
VR, haptics, room-scale, full-body tracking
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