The development of high-quality virtual simulators is impossible without accurate tracking of the position of the human body and hands. When integrating virtual reality systems into various omnidirectional running platforms, one of the challenges is determining the direction of movement, which may not coincide with the rotation of the head. In addition, when implementing interaction, precise positioning of the user’s hands is necessary. The article discusses three different approaches to solving these problems: virtual reality trackers, motion capture systems, and computer vision systems with neural networks for human recognition. The study compared these three systems in solving two problems: determining the angle of rotation of the body and the positioning of the hand relative to the virtual reality helmet. The limitations and measurement uncertainty of each tracking system are determined. The obtained results can be used in the implementation of virtual simulators integrated into omnidirectional platforms to provide the best user experience.

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Comparison of Tracking Systems for Monitoring Human Hands and Body in Virtual Reality

  • Artem Obukhov,
  • Dmitry Pobedinsky,
  • Yaroslav Merkuryev,
  • Dmitry Kurakin

摘要

The development of high-quality virtual simulators is impossible without accurate tracking of the position of the human body and hands. When integrating virtual reality systems into various omnidirectional running platforms, one of the challenges is determining the direction of movement, which may not coincide with the rotation of the head. In addition, when implementing interaction, precise positioning of the user’s hands is necessary. The article discusses three different approaches to solving these problems: virtual reality trackers, motion capture systems, and computer vision systems with neural networks for human recognition. The study compared these three systems in solving two problems: determining the angle of rotation of the body and the positioning of the hand relative to the virtual reality helmet. The limitations and measurement uncertainty of each tracking system are determined. The obtained results can be used in the implementation of virtual simulators integrated into omnidirectional platforms to provide the best user experience.