Head Tracking and Virtual Reality - PowerPoint PPT Presentation

by benjamin nielsen n.
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Head Tracking and Virtual Reality

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  1. by Benjamin Nielsen Head Tracking and Virtual Reality

  2. Head Tracking and Virtual Reality • Components of Virtual Reality • Methods of Head Tracking • Applications • Conclusion

  3. Components of Virtual Reality • Aims to remove differences between “real reality” and virtual reality • Left eye/Right eye differentiation • “Authentic” interface devices • Adapts to user's head movements

  4. Left eye/Right eye problem • We get depth perception from having two eyes, each producing their own image • Computer screens produce one image for both eyes • Red-Blue glasses

  5. Head Tracking • Changes the position of the virtual camera based on the position of the user's head • Allows you to look around virtual corners by moving your physical head • Gives a greater sense of depth

  6. How head tracking works • Accelerometer-based head tracking • Computes head position from accelerations • Low computational overhead • Problems include calibration and accumulated error • Camera-based head tracking • Computes head position from recognizable points • Very precise • More computationally intensive • Some participants reported motion sickness

  7. Tracking points • Head tracking camera needs points to recognize • Infrared LEDs are popular for these points, for several reasons: • Less chance of a false positive in the background • WiiMote's IR camera can automatically track multiple points

  8. Applications • Training simulations • Used in a study on training industrial welders • Military training simulators • Gaming • Pretty much any 3d game

  9. Conclusion • Head tracking provides one component of virtual reality • Current solutions aren't perfect • Points may be hidden • Too few points used • Solutions will improve with time