Interacting with a Fully Simulated Self-Balancing Bipedal Character in Augmented and Virtual Reality
Abstract
Simulated characters offer rich and realistic interactions with users and dynamic environments. They can be
thought of as compliant robots in the real world. Hence, for every unique push or perturbation, the
character responds equally in a unique and realistic fashion. As the result, the immersion for the user is
greatly increased and all the more powerful. This article provides insights on how to make compelling
interactions with a a self-balancing bipedal character in Virtual and Augmented Reality settings. It also
describes a general method to interface a simulated character with a traditional skeleton, used in modern
game engines such as Unity and Unreal Engine, thereby making simulated characters more accessible.