scholarly journals Correcting Drift, Head and Body Misalignments between Virtual and Real Humans

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.

Author(s):  
Abner Cardoso Da Silva ◽  
Alberto Barbosa Raposo ◽  
Cesar Augusto Sierra Franco

The easier access to virtual reality head-mounted displays have assisted the use of this technology on research. In parallel, the integration of those devices with eye-trackers enabled new perspectives of visual attention analysis in virtual environments. Different research and application fields found in such technologies a viable way to train and assess individuals by reproducing, with low cost, situations that are not so easily recreated in real life. In this context, our proposal aims to develop a model to measure characteristics of safety professional’s gaze behavior during the hazard detection process.


2007 ◽  
Vol 16 (1) ◽  
pp. 45-64 ◽  
Author(s):  
Sangyoon Lee ◽  
Tian Chen ◽  
Jongseo Kim ◽  
Gerard Jounghyun Kim ◽  
Sung Ho Han ◽  
...  

Product design is an iterative process that involves, among other things, evaluation. In addition to the intended functionality of the product, its affective properties (or “Kansei”) have emerged as important evaluation criteria for the successful marketing of the product. Affective properties refer to consumers' psychological feelings about a product, and they can be mapped into perceptual design elements for possible design modification toward higher customer satisfaction. Affective properties of products in design can partially be assessed using the near photorealistic graphic rendering feature of the desktop computer-aided design tools, or rapid prototyping tools that can produce physical mock-ups. Recently, immersive virtual reality systems have been suggested as an ideal platform for affective analysis of an evolving design because of, among other things, the natural style of interaction they offer when examining the product, such as the use of direct and proprioceptive interaction, head tracking and first-person viewpoint, and multimodality. In this paper, the effects of tactile augmentation and self-body visualization on the evaluation of the affective property are investigated by comparing three types of virtual environments for evaluating the affective properties of mobile phones. Each virtual environment offers different degrees of tactile and self-body realism. The effectiveness of these virtual environments is evaluated, compared to a control condition: the affective assessment of using the real product. The experiment has shown that the virtual affective evaluation results from the three systems correlated very highly with that of the real product, and no statistically significant differences could be found among the three systems. This finding indicates that tactile augmentation and the high-fidelity self-body visualization had no effect on the evaluation of the affective property. Nevertheless, the experimental results have indicated the importance of enhanced interaction with tactile augmentation for evaluating the property of texture, and have shown that VR systems have the potential for use as affective evaluation platforms.


Author(s):  
N. Pretto ◽  
F. Poiesi

We present a virtual reality (VR) setup that enables multiple users to participate in collaborative virtual environments and interact via gestures. A collaborative VR session is established through a network of users that is composed of a server and a set of clients. The server manages the communication amongst clients and is created by one of the users. Each user’s VR setup consists of a Head Mounted Display (HMD) for immersive visualisation, a hand tracking system to interact with virtual objects and a single-hand joypad to move in the virtual environment. We use Google Cardboard as a HMD for the VR experience and a Leap Motion for hand tracking, thus making our solution low cost. We evaluate our VR setup though a forensics use case, where real-world objects pertaining to a simulated crime scene are included in a VR environment, acquired using a smartphone-based 3D reconstruction pipeline. Users can interact using virtual gesture-based tools such as pointers and rulers.


2021 ◽  
Vol 12 ◽  
Author(s):  
Chloe Callahan-Flintoft ◽  
Christian Barentine ◽  
Jonathan Touryan ◽  
Anthony J. Ries

Using head mounted displays (HMDs) in conjunction with virtual reality (VR), vision researchers are able to capture more naturalistic vision in an experimentally controlled setting. Namely, eye movements can be accurately tracked as they occur in concert with head movements as subjects navigate virtual environments. A benefit of this approach is that, unlike other mobile eye tracking (ET) set-ups in unconstrained settings, the experimenter has precise control over the location and timing of stimulus presentation, making it easier to compare findings between HMD studies and those that use monitor displays, which account for the bulk of previous work in eye movement research and vision sciences more generally. Here, a visual discrimination paradigm is presented as a proof of concept to demonstrate the applicability of collecting eye and head tracking data from an HMD in VR for vision research. The current work’s contribution is 3-fold: firstly, results demonstrating both the strengths and the weaknesses of recording and classifying eye and head tracking data in VR, secondly, a highly flexible graphical user interface (GUI) used to generate the current experiment, is offered to lower the software development start-up cost of future researchers transitioning to a VR space, and finally, the dataset analyzed here of behavioral, eye and head tracking data synchronized with environmental variables from a task specifically designed to elicit a variety of eye and head movements could be an asset in testing future eye movement classification algorithms.


Author(s):  
Steven C. Mallam ◽  
Jørgen Ernstsen ◽  
Salman Nazir

Virtual Reality Head Mounted Displays (VR HMDs) offer highly immersive experiences that may alter users’ awareness and perception of the “real-world”. This paper investigates users’ perception of short duration (<5 minutes) time periods during simulated scenarios between two different simulation mediums. Fifty participants (Age: M=29.2 years; SD=10.7 years; 15 Females; 35 Males) were randomly assigned to one of two groups: (i) VR HMD or (ii) desktop computer configuration, where they performed identical searching tasks within a virtual environment three consecutive times. After each virtual session participants were asked to verbally report their perception of time duration. Results reveal that participants across both groups overestimated time duration in virtual environments by an average of 20.3%. As participants gained experience performing the task repeatedly across three consecutive attempts, their task completion time reduced (i.e. learning effect). However, participants’ accuracy of time perception continued to be consistently overestimated across both conditions.


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.


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.


2018 ◽  
Vol 23 (1) ◽  
pp. 1-15 ◽  
Author(s):  
Eric Krokos ◽  
Catherine Plaisant ◽  
Amitabh Varshney

Abstract Virtual reality displays, such as head-mounted displays (HMD), afford us a superior spatial awareness by leveraging our vestibular and proprioceptive senses, as compared to traditional desktop displays. Since classical times, people have used memory palaces as a spatial mnemonic to help remember information by organizing it spatially and associating it with salient features in that environment. In this paper, we explore whether using virtual memory palaces in a head-mounted display with head-tracking (HMD condition) would allow a user to better recall information than when using a traditional desktop display with a mouse-based interaction (desktop condition). We found that virtual memory palaces in HMD condition provide a superior memory recall ability compared to the desktop condition. We believe this is a first step in using virtual environments for creating more memorable experiences that enhance productivity through better recall of large amounts of information organized using the idea of virtual memory palaces.


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