Jumping-At-Air: Jumping without Touching the Ground in Virtual Reality

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

Abstract

We propose Jumping-At-Air, where the avatar jumps in the virtual world and lands at a higher air while the user jumps in the real world, then jumps again from the air. The core idea is to first create a pair of pressure-sensing shoes based on the ESP32 chip, equipped with pressure sensors in the soles, to accurately detect the jumping stage. Then, through a carefully designed equation with two adjustable parameters, the user's jump trajectory in the real world is redirected to drive the jumps of the avatar in the virtual world. The redirected jumping curve is differentiable and continuous throughout its domain and conforms to the definition of a parabola.

Original languageEnglish
Title of host publicationProceedings - 2025 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, VRW 2025
PublisherInstitute of Electrical and Electronics Engineers Inc.
Pages1242-1243
Number of pages2
ISBN (Electronic)9798331514846
DOIs
StatePublished - 2025
Event2025 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, VRW 2025 - Saint-Malo, France
Duration: 8 Mar 202512 Mar 2025

Publication series

NameProceedings - 2025 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, VRW 2025

Conference

Conference2025 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, VRW 2025
Country/TerritoryFrance
CitySaint-Malo
Period8/03/2512/03/25

Keywords

  • Human computer interaction (HCI)
  • Human-centered computing
  • Interaction paradigms
  • Virtual Reality

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