![]() ![]() This typically leads to the illusion of being in the virtual world, usually referred to as presence ( Sanchez-Vives and Slater (2005) Sheridan (1992) Slater (2009)).īut in VR we can go a step further as we can also replace the participant’s real body by a virtual body (or ‘avatar’), a synthetic humanoid representation of the participant in the VE. The VR system with six degrees of freedom head-tracking and at least one hand affords sensorimotor contingencies for perception, at least in the visual field, approximately the same as perception in physical reality. We can obtain the head position and head gaze direction from the HMD in real time to dynamically update the point of view of the participant inside the VE, so the participant has the feeling of being immersed in the simulation. For example, we can modify the illusion of gravity in the virtual world, how the different physical forces interact, or create situations and effects that are simply not possible in the real world. When the participant puts on the HMD, the real physical world is no longer seen (and maybe not heard) and the participant is completely surrounded by a 3D computer generated Virtual Environment (VE) that does not necessarily follows the same rules as physical reality. There is currently a wide variety of VR devices in the market that cover different needs, from systems that are connected (physically wired or not) to a powerful VR-ready computer offering the most demanding and visually pleasant VR experiences, to other fully portable but less powerful solutions. ![]() Reduction in cost but also the development of lightweight, high resolution and relatively simple to use Head Mounted Displays (HMDs) and other VR devices are moving this technology from being something exclusive to industry and specialized VR labs to an affordable system by the average consumer, certainly less expensive than many smartphones. However during the last decade we have witnessed VR becoming a popular platform for the game and entertainment industry. Virtual Reality (VR) is a well-established technology that has been used for many years in many research and application fields. ![]() Our tool is easy to use by coding novices, but also easy extensible and customizable by more experienced programmers. In this paper we introduce QuickVR, a library based on Unity which not only offers embodiment in a virtual character, but also provides a series of high level features that are necessary in any VR application, helping to dramatically reduce the production time. However, there is still the lack of a standard and easy to use tool in order to embody participants into a virtual human character that responds synchronously to their movements with corresponding virtual body movements. Some game engines such as Unity already support VR out of the box and an application can be configured for VR in a matter of minutes. The key aspect of any VR experience is that it is completely immersive, which means that the virtual world totally surrounds the participant. However, VR has been used for many years by researchers since it has proven to be a powerful tool across a vast array of research fields and applications. In the last few years the field of Virtual Reality (VR) has experienced significant growth through the introduction of low-cost VR devices to the mass market. 2Institute of Neurosciences of the University of Barcelona, Barcelona, Spain. ![]()
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