Interaction With Virtual Objects Using Human Pose and Shape Estimation

ABSTRACT In this article, we propose an AR system that facilitates a user's natural interaction with virtual objects in an augmented reality environment. The system consists of three modules: human pose and shape estimation, camera‐space calibration, and physics simulation. The first module estimates a user's 3D pose and shape from a single RGB video stream, thereby reducing the system setup cost and broadening potential applications. The camera‐space calibration module estimates the user's camera‐space position to align the user with the input RGB image. The physics simulation enables seamless and physically natural interaction with virtual objects. Two prototyping applications built upon the system prove an enhancement in the quality of interaction, fostering a more immersive and intuitive user experience.

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Publication Details

Journal
Computer Animation and Virtual Worlds
Published
2025-05-01
DOI
https://doi.org/10.1002/cav.70046
Citations
1
Primary Topic
Human Pose and Action Recognition
Type
article
Field-Weighted Citation Impact
1.28

Funders

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Interaction With Virtual Objects Using Human Pose and Shape Estimation

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article en
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Abstract

ABSTRACT In this article, we propose an AR system that facilitates a user's natural interaction with virtual objects in an augmented reality environment. The system consists of three modules: human pose and shape estimation, camera‐space calibration, and physics simulation. The first module estimates a user's 3D pose and shape from a single RGB video stream, thereby reducing the system setup cost and broadening potential applications. The camera‐space calibration module estimates the user's camera‐space position to align the user with the input RGB image. The physics simulation enables seamless and physically natural interaction with virtual objects. Two prototyping applications built upon the system prove an enhancement in the quality of interaction, fostering a more immersive and intuitive user experience.

Computer Animation and Virtual WorldsVol. 36(3)
The University of Melbourne (AU), Korea University (KR), Victoria University of Wellington (NZ)
Ministry of Science and ICT, South Korea
Openalex Percentile: Top 20%
Human Pose and Action Recognition
1.28
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