<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Publishing DTD v1.3 20210610//EN" "JATS-journalpublishing1-3.dtd">
<article article-type="research-article" dtd-version="1.3" xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xml:lang="ru"><front><journal-meta><journal-id journal-id-type="publisher-id">ellibs</journal-id><journal-title-group><journal-title xml:lang="ru">Электронные библиотеки</journal-title><trans-title-group xml:lang="en"><trans-title>Russian Digital Libraries Journal</trans-title></trans-title-group></journal-title-group><issn pub-type="epub">1562-5419</issn><publisher><publisher-name>Казанский (Приволжский) федеральный университет</publisher-name></publisher></journal-meta><article-meta><article-id custom-type="elpub" pub-id-type="custom">ellibs-88</article-id><article-categories><subj-group subj-group-type="heading"><subject>Research Article</subject></subj-group><subj-group subj-group-type="section-heading" xml:lang="ru"><subject>Статьи</subject></subj-group></article-categories><title-group><article-title>Синхронизация движений игрока и виртуального аватара</article-title><trans-title-group xml:lang="en"><trans-title>Synchronization of player and virtual avatar movements</trans-title></trans-title-group></title-group><contrib-group><contrib contrib-type="author" corresp="yes"><name-alternatives><name name-style="eastern" xml:lang="ru"><surname>Гришков</surname><given-names>П. Д.</given-names></name></name-alternatives><email xlink:type="simple">grishkovpavel@gmail.com</email><xref ref-type="aff" rid="aff-1"/></contrib><contrib contrib-type="author" corresp="yes"><name-alternatives><name name-style="eastern" xml:lang="ru"><surname>Кугуракова</surname><given-names>В. В.</given-names></name></name-alternatives><email xlink:type="simple">vlada.kugurakova@gmail.com</email><xref ref-type="aff" rid="aff-1"/></contrib></contrib-group><aff xml:lang="ru" id="aff-1"><institution>Высшая школа информационных технологий и интеллектуальных систем Казанского (Приволжского) федерального университета</institution><country>Russian Federation</country></aff><pub-date pub-type="collection"><year>2018</year></pub-date><pub-date pub-type="epub"><day>28</day><month>06</month><year>2018</year></pub-date><volume>21</volume><issue>3-4</issue><fpage>323</fpage><lpage>337</lpage><permissions><copyright-statement>Copyright &amp;#x00A9; Гришков П.Д., Кугуракова В.В., 2018</copyright-statement><copyright-year>2018</copyright-year><copyright-holder xml:lang="ru">Гришков П.Д., Кугуракова В.В.</copyright-holder><copyright-holder xml:lang="en">Гришков П.Д., Кугуракова В.В.</copyright-holder><license xml:lang="ru" license-type="creative-commons-attribution" xlink:href="https://creativecommons.org/licenses/by/4.0/" xlink:type="simple"><license-p>Данная работа распространяется под лицензией Creative Commons Attribution 4.0.</license-p></license><license xml:lang="en" license-type="creative-commons-attribution" xlink:href="https://creativecommons.org/licenses/by/4.0/" xlink:type="simple"><license-p>This work is licensed under a Creative Commons Attribution 4.0 License.</license-p></license></permissions><self-uri xlink:href="https://ellibs.elpub.ru/jour/article/view/88">https://ellibs.elpub.ru/jour/article/view/88</self-uri><abstract><p>Представлены математические подходы для реализации методов по синхронизации действий человека и виртуального аватара, с использованием инверсной кинематики. Для создания полноценной системы синхронизации поведения игрока и VR-аватара описана реализация необходимого для этого функционала: позиционирование рук, калибровка их размера, сгибание рук в анатомически приемлемые стороны, анатомическое сгибание позвоночника, приседание и перемещение в пространстве. Реализация наклона и приседания значительно расширяет функционал синхронизации поведения игрока и его аватара, что позволяет создать полный набор визуальных самоощущений пользователя, находящегося в виртуальной среде, чего лишено большинство приложений виртуальной реальности на данный момент. 
</p></abstract><trans-abstract xml:lang="en"><p>The paper presents mathematical approaches for implementing methods for synchronizing human actions and virtual avatar movements, using inverse kinematics. To create a complete system for synchronizing the player's behavior and VR-avatar, the implementation of the necessary functionality is described: hand positioning, calibration of their size, bending of hands into anatomically acceptable sides, anatomical flexion of the spine, squatting and moving in space. The implementation of tilt and squat significantly extends the functionality of synchronization of the player's behavior and avatar, which allows creating a complete set of visual sensations of the user in a virtual environment, which is deprived of most of the applications of virtual reality at the moment.
</p></trans-abstract><kwd-group xml:lang="ru"><kwd>виртуальная реальность</kwd><kwd>инверсная кинематика</kwd></kwd-group><kwd-group xml:lang="en"><kwd>VR</kwd><kwd>VR-аватар</kwd></kwd-group></article-meta></front><back><ref-list><title>References</title><ref id="cit1"><label>1</label><citation-alternatives><mixed-citation xml:lang="ru">Abramov V.D., Kugurakova V.V., Rizvanov A.A., Abramskiy M.M., Manakhov N., Evstafiev M.E., Ivanov D.S. Virtual biotechnological labs development // BioNanoScience. 2017. Vol. 7. Iss. 2. P. 363–365.</mixed-citation><mixed-citation xml:lang="en">Abramov V.D., Kugurakova V.V., Rizvanov A.A., Abramskiy M.M., Manakhov N., Evstafiev M.E., Ivanov D.S. Virtual biotechnological labs development // BioNanoScience. 2017. Vol. 7. Iss. 2. P. 363–365.</mixed-citation></citation-alternatives></ref><ref id="cit2"><label>2</label><citation-alternatives><mixed-citation xml:lang="ru">Kugurakova, V., Khafizov M., Akhmetsharipov R. Virtual surgery system with realistic visual effects and haptic interaction // Proc. of The International Conference On Artificial Life And Robotics. 2017. P. P86–P89.</mixed-citation><mixed-citation xml:lang="en">Kugurakova, V., Khafizov M., Akhmetsharipov R. Virtual surgery system with realistic visual effects and haptic interaction // Proc. of The International Conference On Artificial Life And Robotics. 2017. P. P86–P89.</mixed-citation></citation-alternatives></ref><ref id="cit3"><label>3</label><citation-alternatives><mixed-citation xml:lang="ru">Shigapov M., Kugurakov, V., Zykov E. Design of digital gloves with feedback for VR // Proc. of IEE EWDTS. 2018.</mixed-citation><mixed-citation xml:lang="en">Shigapov M., Kugurakov, V., Zykov E. Design of digital gloves with feedback for VR // Proc. of IEE EWDTS. 2018.</mixed-citation></citation-alternatives></ref><ref id="cit4"><label>4</label><citation-alternatives><mixed-citation xml:lang="ru">Won A.S., Bailenson J., Lee J., Lanier J. Homuncular Flexibility in Virtual Reality // Journal of Computer-Mediated Communication. 2015. Vol. 20. No. 3. P. 241–259.</mixed-citation><mixed-citation xml:lang="en">Won A.S., Bailenson J., Lee J., Lanier J. Homuncular Flexibility in Virtual Reality // Journal of Computer-Mediated Communication. 2015. Vol. 20. No. 3. P. 241–259.</mixed-citation></citation-alternatives></ref><ref id="cit5"><label>5</label><citation-alternatives><mixed-citation xml:lang="ru">Slater M., Wilbur S. A framework for immersive virtual environments (five): Speculations on the role of presence in virtual environments // Presence: Teleoperators and virtual environments. 1997. Vol. 6. No. 6. P. 603–616.</mixed-citation><mixed-citation xml:lang="en">Slater M., Wilbur S. A framework for immersive virtual environments (five): Speculations on the role of presence in virtual environments // Presence: Teleoperators and virtual environments. 1997. Vol. 6. No. 6. P. 603–616.</mixed-citation></citation-alternatives></ref><ref id="cit6"><label>6</label><citation-alternatives><mixed-citation xml:lang="ru">Martin Usoh M.S., Steed, A. Taking Steps: The Influence of a Walking Technique on Presence in Virtual Reality // ACM Transactions on Computer-Human Interaction. 1995. Vol. 2. No. 3. P. 201–219.</mixed-citation><mixed-citation xml:lang="en">Martin Usoh M.S., Steed, A. Taking Steps: The Influence of a Walking Technique on Presence in Virtual Reality // ACM Transactions on Computer-Human Interaction. 1995. Vol. 2. No. 3. P. 201–219.</mixed-citation></citation-alternatives></ref><ref id="cit7"><label>7</label><citation-alternatives><mixed-citation xml:lang="ru">Lin Q., Rieser J.J., Bodenheimer B. Stepping off a ledge in an HMD-based immersive virtual environment // Proc. of ACM Symposium on Applied Perception. 2013. P. 107.</mixed-citation><mixed-citation xml:lang="en">Lin Q., Rieser J.J., Bodenheimer B. Stepping off a ledge in an HMD-based immersive virtual environment // Proc. of ACM Symposium on Applied Perception. 2013. P. 107.</mixed-citation></citation-alternatives></ref><ref id="cit8"><label>8</label><citation-alternatives><mixed-citation xml:lang="ru">Dodds T.J., Mohler B.J. &amp; Bülthoff H.H. Talk to the virtual hands: Self-animated avatars improve communication in head-mounted display virtual environments // PLoS ONE. 2011. Vol. 6. No. 10.</mixed-citation><mixed-citation xml:lang="en">Dodds T.J., Mohler B.J. &amp; Bülthoff H.H. Talk to the virtual hands: Self-animated avatars improve communication in head-mounted display virtual environments // PLoS ONE. 2011. Vol. 6. No. 10.</mixed-citation></citation-alternatives></ref><ref id="cit9"><label>9</label><citation-alternatives><mixed-citation xml:lang="ru">Kugurakova V., Talanov M., Manakhov N. Anthropomorphic artificial social agent with simulated emotions and its implementation // 6th Annual Int. Conference on Biologically Inspired Cognitive Architecture. 2015. Vol.71. P. 112–118.</mixed-citation><mixed-citation xml:lang="en">Kugurakova V., Talanov M., Manakhov N. Anthropomorphic artificial social agent with simulated emotions and its implementation // 6th Annual Int. Conference on Biologically Inspired Cognitive Architecture. 2015. Vol.71. P. 112–118.</mixed-citation></citation-alternatives></ref><ref id="cit10"><label>10</label><citation-alternatives><mixed-citation xml:lang="ru">CyberGlove Systems. URL: http://www.cyberglovesystems.com/</mixed-citation><mixed-citation xml:lang="en">CyberGlove Systems. URL: http://www.cyberglovesystems.com/</mixed-citation></citation-alternatives></ref><ref id="cit11"><label>11</label><citation-alternatives><mixed-citation xml:lang="ru">Wheatland N., Wan Y., Song H., Neff M., Zordan V. &amp; Jörg S. State of the Art in Hand and Finger Modeling and Animation // Computer Graphics Forum. 2015. Vol. 34. No. 2. P. 735–760.</mixed-citation><mixed-citation xml:lang="en">Wheatland N., Wan Y., Song H., Neff M., Zordan V. &amp; Jörg S. State of the Art in Hand and Finger Modeling and Animation // Computer Graphics Forum. 2015. Vol. 34. No. 2. P. 735–760.</mixed-citation></citation-alternatives></ref><ref id="cit12"><label>12</label><citation-alternatives><mixed-citation xml:lang="ru">Microsoft Kinect. URL: https://www.xbox.com/ru-RU/xbox-one/accessories/kinect</mixed-citation><mixed-citation xml:lang="en">Microsoft Kinect. URL: https://www.xbox.com/ru-RU/xbox-one/accessories/kinect</mixed-citation></citation-alternatives></ref><ref id="cit13"><label>13</label><citation-alternatives><mixed-citation xml:lang="ru">Proteus VR. URL: https://www.proteus-vr.com</mixed-citation><mixed-citation xml:lang="en">Proteus VR. URL: https://www.proteus-vr.com</mixed-citation></citation-alternatives></ref><ref id="cit14"><label>14</label><citation-alternatives><mixed-citation xml:lang="ru">IKinema. URL: https://www.ikinema.com</mixed-citation><mixed-citation xml:lang="en">IKinema. URL: https://www.ikinema.com</mixed-citation></citation-alternatives></ref><ref id="cit15"><label>15</label><citation-alternatives><mixed-citation xml:lang="ru">Unreal Engine. URL: http://unrealengine.com</mixed-citation><mixed-citation xml:lang="en">Unreal Engine. URL: http://unrealengine.com</mixed-citation></citation-alternatives></ref><ref id="cit16"><label>16</label><citation-alternatives><mixed-citation xml:lang="ru">Copenhaver J. VR Animation and Locomotion Systems in Lone Echo. URL: https://readyatdawn.sharefile.com/share/view/s80d4725de7045259</mixed-citation><mixed-citation xml:lang="en">Copenhaver J. VR Animation and Locomotion Systems in Lone Echo. URL: https://readyatdawn.sharefile.com/share/view/s80d4725de7045259</mixed-citation></citation-alternatives></ref><ref id="cit17"><label>17</label><citation-alternatives><mixed-citation xml:lang="ru">Steed A., Pan Y., Zisch F. &amp; Steptoe W. The impact of a self-avatar on cognitive load in immersive virtual reality // Proc. of IEEE Virtual Reality. 2016. P. 67.</mixed-citation><mixed-citation xml:lang="en">Steed A., Pan Y., Zisch F. &amp; Steptoe W. The impact of a self-avatar on cognitive load in immersive virtual reality // Proc. of IEEE Virtual Reality. 2016. P. 67.</mixed-citation></citation-alternatives></ref></ref-list><fn-group><fn fn-type="conflict"><p>The authors declare that there are no conflicts of interest present.</p></fn></fn-group></back></article>
