A Low-Cost Full Body Tracking System in Virtual Reality Based on Microsoft Kinect

Author(s):  
Nicola Capece ◽  
Ugo Erra ◽  
Giuseppe Romaniello
2021 ◽  
Vol 2021 (2) ◽  
pp. 4333-4341
Author(s):  
EUGENIO IVORRA ◽  
◽  
MARIO ORTEGA ◽  
MARIANO ALCANIZ

A tool for human pose estimation and quantification using consumer-level equipment is a long-pursued objective. Many studies have employed the Microsoft Kinect v2 depth camera but with recent release of the new Kinect Azure a revision is required. This work researches the specific case of estimating the range of motion in five upper limb exercises using four different pose estimation methods. These exercises were recorded with the Kinect Azure camera and assessed with the OptiTrack motion tracking system as baseline. The statistical analysis consisted of evaluation of intra-rater reliability with intra-class correlation, the Pearson correlation coefficient and Bland–Altman statistical procedure. The modified version of the OpenPose algorithm with the post-processing algorithm PoseFix had excellent reliability with most intra-class correlations being over 0.75. The Azure body tracking algorithm had intermediate results. The results obtained justify clinicians employing these methods, as quick and low-cost simple tools, to assess upper limb angles.


2021 ◽  
Author(s):  
Lucia Grazia Sansone ◽  
Ronny Stanzani ◽  
Mirko Job ◽  
Simone Battista ◽  
Alessio Signori ◽  
...  

AbstractThe use of low-cost immersive virtual reality systems is rapidly expanding. Several studies started to analyse the accuracy of virtual reality tracking systems, but they did not consider in depth the effects of external interferences in the working area. In line with that, this study aimed at exploring the static-positional accuracy and the robustness to occlusions inside the capture volume of the SteamVR (1.0) tracking system. To do so, we ran 3 different tests in which we acquired the position of HTC Vive PRO Trackers (2018 version) on specific points of a grid drawn on the floor, in regular tracking conditions and with partial and total occlusions. The tracking system showed a high inter- and intra-rater reliability and detected a tilted surface with respect to the floor plane. Every acquisition was characterised by an initial random offset. We estimated an average accuracy of 0.5 ± 0.2 cm across the entire grid (XY-plane), noticing that the central points were more accurate (0.4 ± 0.1 cm) than the outer ones (0.6 ± 0.1 cm). For the Z-axis, the measurements showed greater variability and the accuracy was equal to 1.7 ± 1.2 cm. Occlusion response was tested using nonparametric Bland–Altman statistics, which highlighted the robustness of the tracking system. In conclusion, our results promote the SteamVR system for static measures in the clinical field. The computed error can be considered clinically irrelevant for exercises aimed at the rehabilitation of functional movements, whose several motor outcomes are generally measured on the scale of metres.


2014 ◽  
Vol 608-609 ◽  
pp. 903-907
Author(s):  
Wei Tang ◽  
Ji Xiong ◽  
Deng Li ◽  
J.Y. Zhang ◽  
Na Jiang

With the enhancement of society's concern for public safety, human locate system based on pyroelectric detectors is becoming a research focus. We design a low cost human body tracking system based on pyroelectric detectors scattered in the room. According to a huge number of experiment data, we design a high sensitive pyroelectric infrared node with a very high positioning accuracy. We also build an experiment system to collect muti-node experimental data to achieve the purpose of real time positioning with the positioning accuracy of 0.4 meters, which achieves the purpose of indoor positioning.


2020 ◽  
Vol 12 (2) ◽  
pp. 61
Author(s):  
Marcin Maciejewski ◽  
Marek Piszczek ◽  
Mateusz Pomianek ◽  
Norbert Pałka

We present test results of an authorial tracking device developed in the SteamVR system, optimized for use in a missile launcher shooting simulator. Data for analysis was collected using the virtual reality training application, with the launcher set on a stable tripod and held by a trainee who executed two scenarios with static and movable targets. The analysis of experimental data confirms that the SteamVR system together with the developed tracker can be successfully implemented in the virtual shooting simulator. Full Text: PDF ReferencesD. Bogatinov, P. Lameski, V. Trajkovik, K.M. Trendova, "Firearms training simulator based on low cost motion tracking sensor", Multimed. Tools Appl. 76(1) (2017) CrossRef D.C. Niehorster, L. Li, M. Lappe, "The Accuracy and Precision of Position and Orientation Tracking in the HTC Vive Virtual Reality System for Scientific Research", Iperception. 8(3) (2017) CrossRef A. Yates, J. Selan, POSITIONAL TRACKING SYSTEMS AND METHODS. US20160131761A1, (2016) DirectLink P. Caserman, A. Garcia-Agundez, R. Konrad, S. Göbel, R. Steinmetz, Virtual Real. 23(2) (2019) 155-68. CrossRef


Author(s):  
Joshua Q. Coburn ◽  
Ian Freeman ◽  
John L. Salmon

In the past few years, there have been some significant advances in consumer virtual reality (VR) devices. Devices such as the Oculus Rift, HTC Vive, Leap Motion™ Controller, and Microsoft Kinect® are bringing immersive VR experiences into the homes of consumers with much lower cost and space requirements than previous generations of VR hardware. These new devices are also lowering the barrier to entry for VR engineering applications. Past research has suggested that there are significant opportunities for using VR during design tasks to improve results and reduce development time. This work reviews the latest generation of VR hardware and reviews research studying VR in the design process. Additionally, this work extracts the major themes from the reviews and discusses how the latest technology and research may affect the engineering design process. We conclude that these new devices have the potential to significantly improve portions of the design process.


2020 ◽  
Author(s):  
Richard Schurz ◽  
Earl Bull

MetaSpace II (MS2) is a social Virtual Reality (VR) system where multiple users can not only see and hear but also interact with each other, grasp and manipulate objects, walk around in space, and get tactile feedback. MS2 allows walking in physical space by tracking each user's skeleton in real-time and allows users to feel by employing passive haptics i.e., when users touch or manipulate an object in the virtual world, they simultaneously also touch or manipulate a corresponding object in the physical world. To enable these elements in VR, MS2 creates a correspondence in spatial layout and object placement by building the virtual world on top of a 3D scan of the real world. Through the association between the real and virtual world, users are able to walk freely while wearing a head-mounted device, avoid obstacles like walls and furniture, and interact with people and objects. Most current virtual reality (VR) environments are designed for a single user experience where interactions with virtual objects are mediated by hand-held input devices or hand gestures. Additionally, users are only shown a representation of their hands in VR floating in front of the camera as seen from a first person perspective. We believe, representing each user as a full-body avatar that is controlled by natural movements of the person in the real world (see Figure 1d), can greatly enhance believability and a user's sense immersion in VR.


Author(s):  
Ryan A. Pavlik ◽  
Judy M. Vance

Virtual reality (VR) environments based on interactive rendering of 3D computer graphics often incorporate the use of position and orientation tracking on the user’s head, hands, and control devices. The Wii Remote game controller is a mass-market peripheral that can provide a low-cost source of infrared point tracking and accelerometer data, making it attractive as a PC-based virtual reality head tracking system. This paper describes the development of an extension to the Virtual Reality Peripheral Network (VRPN) software to support the use of the Wii Remote game controller as a standard tracker object in a wide range of VR software applications. This implementation permits Wii Remote-based head tracking to directly substitute for more costly commercial trackers through the VRPN and VR Juggler Gadgeteer tracker interfaces. The head tracker provides up to 100Hz of head tracking input. It has been tested in a variety of VR applications on both Windows and Linux. The discussed solution has been released as open-source software.


Sensors ◽  
2019 ◽  
Vol 19 (17) ◽  
pp. 3632 ◽  
Author(s):  
Susanne van der Veen ◽  
Martine Bordeleau ◽  
Peter Pidcoe ◽  
Christopher France ◽  
James Thomas

Immersive virtual reality has recently developed into a readily available system that allows for full-body tracking. Can this affordable system be used for component tracking to advance or replace expensive kinematic systems for motion analysis in the clinic? The aim of this study was to assess the accuracy of position and orientation measures from Vive wireless body trackers when compared to Vicon optoelectronic tracked markers attached to (1) a robot simulating trunk flexion and rotation by repeatedly moving to know locations, and (2) healthy adults playing virtual reality games necessitating significant trunk displacements. The comparison of both systems showed component tracking with Vive trackers is accurate within 0.68 ± 0.32 cm translationally and 1.64 ± 0.18° rotationally when compared with a three-dimensional motion capture system. No significant differences between Vive trackers and Vicon systems were found suggesting the Vive wireless sensors can be used to accurately track joint motion for clinical and research data.


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