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Head Tracking and Virtual Reality by Benjamin Nielsen
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Head Tracking and Virtual Reality Components of Virtual Reality Methods of Head Tracking Applications Conclusion
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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
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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
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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
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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
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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
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Applications Training simulations Used in a study on training industrial welders Military training simulators Gaming Pretty much any 3d game
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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
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