scholarly journals Feasibility of using a fully immersive virtual reality system for kinematic data collection

2019 ◽  
Vol 87 ◽  
pp. 172-176 ◽  
Author(s):  
Kate A. Spitzley ◽  
Andrew R. Karduna
2019 ◽  
Author(s):  
Kate A. Spitzley ◽  
Andrew R. Karduna

AbstractCommercially-available Virtual Reality (VR) systems have the potential to be effective tools for simultaneous visual manipulation and kinematic data collection. Previously, these systems have been integrated with research-grade motion capture systems to provide both functionalities; however, they are yet to be used as stand-alone systems for kinematic data collection. This study aimed to validate the HTC VIVE VR system for kinematic data collection by evaluating the accuracy of its position and orientation signals. The VIVE controller and tracker were each compared to a Polhemus Liberty magnetic tracking system sensor for angular and translational measurement error and signal drift. A sensor from each system was mounted to opposite ends of a rigid segment which was driven through fifty rotations and fifty translations. Mean angular errors for both the VIVE tracker and controller were below 0.4°. Mean translational error for both sensors was below 3 mm. Drift in the Liberty signal components was consistently lower than drift in VIVE components. However, all mean rotational drift measures were below 0.1° and all mean translational measures were below 0.35 mm. These data indicate that the HTC VIVE system may be a valid and reliable means of kinematic data collection. However, further investigation is necessary to determine the VIVE’s suitability for capturing extremely minute or high-volume movements.


2005 ◽  
Vol 8 (3) ◽  
pp. 194-197 ◽  
Author(s):  
Lei Li ◽  
Maojun Zhang ◽  
Fangjiang Xu ◽  
Shaohua Liu

Author(s):  
Liang Sun ◽  
Le Feng ◽  
Yiyun Zhang ◽  
Xiang Ji ◽  
Han Wong ◽  
...  

Underground square, as a recreation and activity place for citizens, represents the underground space quality of a city, so its spatial experience is of great significance. This research discussed the influence and effects of underground squares’ interface morphology on spatial experience. By field research of ten large-scale urban underground spaces, the basic elements and related numerical interval of underground squares’ interface morphology were summarized, and on basis of this, underground square virtual models with different interface morphology were built. Based on the platform of immersive virtual reality system (IVRS), combing the isovist method and the SD method, this paper made a quantitative analysis on the relevance between interface morphology and spatial experience, and the relevant compliance indicators of interface morphology were summarized. The experimental results show that the spatial experience is good at the interface density of 0.402 and interface opening’s aspect ratio of 2–3. This can provide reference and foundation for urban underground spatial design in future.


Author(s):  
F A Purnomo ◽  
E H Pratisto ◽  
F S Bahtiar ◽  
B K Riasti ◽  
L Puspitasari ◽  
...  

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