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Low-Cost Latency Compensation in Motion Tracking for Smartphone-Based Head Mounted Display

Published: 07 June 2016 Publication History

Abstract

A smartphone-based head mounted display combined with a motion tracking device provides an affordable wireless interactive virtual reality system. A common problem of such a setup is high end-to-end latency. We evaluate low-cost motion trajectory prediction techniques and show that latency compensation can be realized without using much of the smartphone's computational resources. We apply the technique to reduce motion tracking lag in a smartphone-based virtual reality lightsaber fighting game.

References

[1]
M. Deering. High resolution virtual reality. Computer Graphics, 26(2), 1992.
[2]
S. Ellis and et al. Discrimination of changes of latency during voluntary hand movement of virtual objects. Proc. HFES, 1999.
[3]
K. Katsuragawa and et al. Watchpoint: Freehand pointing with a smartwatch in a ubiquitous display environment. Proc. AVI, 2016.
[4]
A. Leegeof and et al. A machine learning approach to trajectory prediction. Proc. GNC, 2013.
[5]
K. Pietroszek and et al. Smartcasting: a discount 3d interaction technique for public displays. Proc. OzChi, 2014.

Cited By

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  • (2024)Wearable Sensors for Motion and Electrophysiological Signal Tracking in XRKorean Journal of Chemical Engineering10.1007/s11814-024-00227-wOnline publication date: 20-Jul-2024
  • (2024)DTP: learning to estimate full-body pose in real-time from sparse VR sensor measurementsVirtual Reality10.1007/s10055-024-01011-128:2Online publication date: 23-May-2024
  • (2020)A Survey of Full-Body Motion Reconstruction in Immersive Virtual Reality ApplicationsIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2019.291260726:10(3089-3108)Online publication date: 1-Oct-2020
  • Show More Cited By
  1. Low-Cost Latency Compensation in Motion Tracking for Smartphone-Based Head Mounted Display

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    Published In

    cover image ACM Conferences
    AVI '16: Proceedings of the International Working Conference on Advanced Visual Interfaces
    June 2016
    400 pages
    ISBN:9781450341318
    DOI:10.1145/2909132
    Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 07 June 2016

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    Author Tags

    1. freehand interaction
    2. immersive 3D environments
    3. latency compensation
    4. motion tracking
    5. spatial input
    6. virtual reality

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    AVI '16

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    AVI '16 Paper Acceptance Rate 20 of 96 submissions, 21%;
    Overall Acceptance Rate 128 of 490 submissions, 26%

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    Cited By

    View all
    • (2024)Wearable Sensors for Motion and Electrophysiological Signal Tracking in XRKorean Journal of Chemical Engineering10.1007/s11814-024-00227-wOnline publication date: 20-Jul-2024
    • (2024)DTP: learning to estimate full-body pose in real-time from sparse VR sensor measurementsVirtual Reality10.1007/s10055-024-01011-128:2Online publication date: 23-May-2024
    • (2020)A Survey of Full-Body Motion Reconstruction in Immersive Virtual Reality ApplicationsIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2019.291260726:10(3089-3108)Online publication date: 1-Oct-2020
    • (2019)Real-time body tracking in virtual reality using a Vive trackerVirtual Reality10.1007/s10055-018-0374-z23:2(155-168)Online publication date: 1-Jun-2019

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