A low-cost lighthouse-based virtual reality head tracking system

Author(s):  
Adrian K. T. Ng ◽  
Leith K. Y. Chan ◽  
Henry Y. K. Lau
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.


2014 ◽  
Vol 4 (2) ◽  
pp. 1
Author(s):  
Vitor Reus ◽  
Márcio Mello ◽  
Luciana Nedel ◽  
Anderson Maciel

Head-mounted displays (HMD) allow a personal and immersive viewing of virtual environments, and can be used with almost any desktop computer. Most HMDs have inertial sensors embedded for tracking the user head rotations. These low-cost sensors have high quality and availability. However, even if they are very sensitive and precise, inertial sensors work with incremental information, easily introducing errors in the system. The most relevant is that head tracking suffers from drifting. In this paper we present important limitations that still prevent the wide use of inertial sensors for tracking. For instance, to compensate for the drifting, users of HMD-based immersive VEs move away from their suitable pose. We also propose a software solution for two problems: prevent the occurrence of drifting in incremental sensors, and avoid the user from move its body in relation to another tracking system that uses absolute sensors (e.g. MS Kinect). We analyze and evaluate our solutions experimentally, including user tests. Results show that our comfortable pose function is effective on eliminating drifting, and that it can be inverted and applied also to prevent the user from moving their body away of the absolute sensor range. The efficiency and accuracy of this method makes it suitable for a number of applications in immersive VR.


2016 ◽  
Vol 16 (4) ◽  
pp. 40
Author(s):  
Giovanni Fusco ◽  
Natela Shanidze ◽  
Preeti Verghese

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.


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):  
A. M. Helle ◽  
J. Pilinski ◽  
T. Luhmann

The paper gives an overview about two research projects, both dealing with optical head tracking in hearing applications. As part of the project “Development of a real-time low-cost tracking system for medical and audiological problems (ELCoT)” a cost-effective single camera 3D tracking system has been developed which enables the detection of arm and head movements of human patients. Amongst others, the measuring system is designed for a new hearing test (based on the “Mainzer Kindertisch”), which analyzes the directional hearing capabilities of children in cooperation with the research project ERKI (Evaluation of acoustic sound source localization for children). As part of the research project framework “Hearing in everyday life (HALLO)” a stereo tracking system is being used for analyzing the head movement of human patients during complex acoustic events. Together with the consideration of biosignals like skin conductance the speech comprehension and listening effort of persons with reduced hearing ability, especially in situations with background noise, is evaluated. For both projects the system design, accuracy aspects and results of practical tests are discussed.


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