2021
DOI: 10.1007/s10055-021-00584-5
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Robustness and static-positional accuracy of the SteamVR 1.0 virtual reality tracking system

Abstract: The 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 PR… Show more

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Cited by 10 publications
(8 citation statements)
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“…We precisely calibrated the location of walls, light fixtures, and floor by capturing the location of three Vive 2.0 Trackers, averaging their x, y, and z coordinates to compare with a reference point, and applying a linear offset to all elements in the virtual scene. The Vive 2.0 Trackers are very accurate, with position errors on the order of only a few centimeters (Sansone et al ., 2021), and by using the average of three trackers we further improve our tracking accuracy. Auditory stimuli were presented with a loudspeaker array.…”
Section: Methodsmentioning
confidence: 99%
“…We precisely calibrated the location of walls, light fixtures, and floor by capturing the location of three Vive 2.0 Trackers, averaging their x, y, and z coordinates to compare with a reference point, and applying a linear offset to all elements in the virtual scene. The Vive 2.0 Trackers are very accurate, with position errors on the order of only a few centimeters (Sansone et al ., 2021), and by using the average of three trackers we further improve our tracking accuracy. Auditory stimuli were presented with a loudspeaker array.…”
Section: Methodsmentioning
confidence: 99%
“…The majority of related work is based on the SteamVR Tracking 1.0 and two first generation SteamVR Base Stations (1.0) [ 4 , 21 , 23 , 24 , 25 , 26 , 27 , 28 ]. In these studies, performance of SteamVR Tracking and sometimes other professional tracking systems were compared against a GTS.…”
Section: Related Workmentioning
confidence: 99%
“…Based on specific experimental setups, single or multiple analyses were performed to determine performance characteristics based on single or multiple measurement runs. Heterogeneous results were reported for the accuracy of SteamVR Tracking, and static positional errors of individual trials varied between ≤1 mm [ 4 , 23 , 26 , 28 ] and mm [ 25 ]. When SteamVR Tracking 1.0 was compared against a professional tracking system, there were no major differences in measurement outcomes.…”
Section: Related Workmentioning
confidence: 99%
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“…The version of Metaverse to be used determines the device to be used. While HMDs such as Oculus Quest [137], VIVE Pro 2 [138], and HP Reverb G2 [139] can be used to display images and play sounds from the virtual environment, while ensuring full immersion in the Metaverse, they tend to feel very heavy after a substantial period of time. Alternative display devices like optical-see through glasses and video-see through glasses like the Microsoft HoloLens [140], Espon Moverio [141] and Magic Leap [142] do not provide the full immersion which the typical non-see through HMD provides.…”
Section: Hardware Limitationsmentioning
confidence: 99%