VR/AR Input Devices and Tracking

Author(s):  
Paul Grimm ◽  
Wolfgang Broll ◽  
Rigo Herold ◽  
Johannes Hummel ◽  
Rolf Kruse
Keyword(s):  
2004 ◽  
Author(s):  
Carolyn M. Sommerich ◽  
Sahika Vatan ◽  
Amy Asmus

1976 ◽  
pp. 56-73
Author(s):  
Susan Wooldridge
Keyword(s):  

2020 ◽  
Vol 11 (1) ◽  
pp. 99-106
Author(s):  
Marián Hudák ◽  
Štefan Korečko ◽  
Branislav Sobota

AbstractRecent advances in the field of web technologies, including the increasing support of virtual reality hardware, have allowed for shared virtual environments, reachable by just entering a URL in a browser. One contemporary solution that provides such a shared virtual reality is LIRKIS Global Collaborative Virtual Environments (LIRKIS G-CVE). It is a web-based software system, built on top of the A-Frame and Networked-Aframe frameworks. This paper describes LIRKIS G-CVE and introduces its two original components. The first one is the Smart-Client Interface, which turns smart devices, such as smartphones and tablets, into input devices. The advantage of this component over the standard way of user input is demonstrated by a series of experiments. The second component is the Enhanced Client Access layer, which provides access to positions and orientations of clients that share a virtual environment. The layer also stores a history of connected clients and provides limited control over the clients. The paper also outlines an ongoing experiment aimed at an evaluation of LIRKIS G-CVE in the area of virtual prototype testing.


2020 ◽  
Vol 6 (3) ◽  
pp. 127-130
Author(s):  
Max B. Schäfer ◽  
Kent W. Stewart ◽  
Nico Lösch ◽  
Peter P. Pott

AbstractAccess to systems for robot-assisted surgery is limited due to high costs. To enable widespread use, numerous issues have to be addressed to improve and/or simplify their components. Current systems commonly use universal linkage-based input devices, and only a few applicationoriented and specialized designs are used. A versatile virtual reality controller is proposed as an alternative input device for the control of a seven degree of freedom articulated robotic arm. The real-time capabilities of the setup, replicating a system for robot-assisted teleoperated surgery, are investigated to assess suitability. Image-based assessment showed a considerable system latency of 81.7 ± 27.7 ms. However, due to its versatility, the virtual reality controller is a promising alternative to current input devices for research around medical telemanipulation systems.


Author(s):  
Wenqiang Chen ◽  
Lin Chen ◽  
Meiyi Ma ◽  
Farshid Salemi Parizi ◽  
Shwetak Patel ◽  
...  

Wearable devices, such as smartwatches and head-mounted devices (HMD), demand new input devices for a natural, subtle, and easy-to-use way to input commands and text. In this paper, we propose and investigate ViFin, a new technique for input commands and text entry, which harness finger movement induced vibration to track continuous micro finger-level writing with a commodity smartwatch. Inspired by the recurrent neural aligner and transfer learning, ViFin recognizes continuous finger writing, works across different users, and achieves an accuracy of 90% and 91% for recognizing numbers and letters, respectively. We quantify our approach's accuracy through real-time system experiments in different arm positions, writing speeds, and smartwatch position displacements. Finally, a real-time writing system and two user studies on real-world tasks are implemented and assessed.


Sensors ◽  
2021 ◽  
Vol 21 (11) ◽  
pp. 3826
Author(s):  
Cristina Sanchez ◽  
Vanina Costa ◽  
Rodrigo Garcia-Carmona ◽  
Eloy Urendes ◽  
Javier Tejedor ◽  
...  

This study evaluates and compares the suitability for child–computer interaction (CCI, the branch within human–computer interaction focused on interactive computer systems for children) of two devices: a standard computer mouse and the ENLAZA interface, a head mouse that measures the user’s head posture using an inertial sensor. A multidirectional pointing task was used to assess the motor performance and the users’ ability to learn such a task. The evaluation was based on the interpretation of the metrics derived from Fitts’ law. Ten children aged between 6 and 8 participated in this study. Participants performed a series of pre- and post-training tests for both input devices. After the experiments, data were analyzed and statistically compared. The results show that Fitts’ law can be used to detect changes in the learning process and assess the level of psychomotor development (by comparing the performance of adults and children). In addition, meaningful differences between the fine motor control (hand) and the gross motor control (head) were found by comparing the results of the interaction using the two devices. These findings suggest that Fitts’ law metrics offer a reliable and objective way of measuring the progress of physical training or therapy.


2021 ◽  
Vol 3 ◽  
pp. 100072
Author(s):  
Riccardo Galdieri ◽  
Cristian Camardella ◽  
Marcello Antonio Carrozzino
Keyword(s):  

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