Virtual and Real-Time Synchronous Interaction for Playing Table Tennis with Holograms in Mixed Reality
<p>Interaction relationship between user and devices.</p> "> Figure 2
<p>Interaction relationship between user and devices.</p> "> Figure 3
<p>(<b>a</b>) The racket state in interactive process; (<b>b</b>) The sampling points distribution model.</p> "> Figure 4
<p>Real trajectory and simulated trajectory of fast swing.</p> "> Figure 5
<p>Four figures show the collider follows the action of the user in order to complete the contact interaction.</p> "> Figure 6
<p>The relationship between symbols.</p> "> Figure 7
<p>(<b>left</b>) Fast move thickness; (<b>right</b>) Slow move thickness.</p> "> Figure 8
<p>Collider error detection.</p> "> Figure 9
<p>(<b>top</b>) Less than 90 degrees case; (<b>bottom</b>) Greater than 90 degrees case.</p> "> Figure 10
<p>Calculating the direction of rebound.</p> "> Figure 11
<p>Relationship between rebound speed and speed of objects.</p> "> Figure 12
<p>Creation of friction.</p> "> Figure 13
<p>The pressure difference between the velocity of the ball up and down creates a downward force on the ball.</p> "> Figure 14
<p>The difference between ball with top spin and ball with back spin.</p> "> Figure 15
<p>The difference in the placement of the ball with side spin.</p> "> Figure 16
<p>Frames per second (FPS) test results.</p> "> Figure 17
<p>(<b>left</b>) fast swing trajectory simulation; (<b>right</b>) slow swing trajectory simulation.</p> "> Figure 18
<p>All of figures show experimental results of interactive realtime.</p> "> Figure 19
<p>All of figures show simulated playing table tennis experiment.</p> "> Figure 20
<p>The track of the spinning ball after hitting the racket.</p> ">
Abstract
:1. Introduction
2. System Design
2.1. Selection of Input Devices
2.2. System Architecture and Device Deployment
2.3. Coordinates Unification
3. Algorithms
3.1. Collision Detection
3.1.1. Analysis of the Cause of Losing Collision Detection
3.1.2. Trajectory Error Analysis and Trajectory Simulation
3.1.3. Specific Process of Collision Detection
3.2. Simulate Ball Bounce
3.3. The Rotation of The Ball
3.3.1. The Creation of Spinning Ball
3.3.2. The State of Spinning Ball
4. Experiment
4.1. Methods
4.2. Results
5. Conclusions
Author Contributions
Funding
Conflicts of Interest
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Representative | Anti-Occlusion | Accuracy | Anti-Interference | Low Cost | Real-Time | Other | |
---|---|---|---|---|---|---|---|
Laser locating | HTC Vive-Lighthouse | not good | good | good | not good | good | poor durability |
Infrared optical locating | Oculus Rift | not good | good | good | not good | good | Small coverage |
Visible light locating | PS VR | not good | not good | not good | good | good | Small coverage |
Ultrasonic locating | Hexamite HX11 | not good | good | not good | good | not good | |
Computer vision motion capture | Leap Motion | not good | not good | not good | good | good | Large amount of calculation |
Based on inertial sensors | Perception Neuron | good | good | good | good | good | Accumulation error exists |
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Wang, B.; Zhang, R.; Xi, C.; Sun, J.; Yang, X. Virtual and Real-Time Synchronous Interaction for Playing Table Tennis with Holograms in Mixed Reality. Sensors 2020, 20, 4857. https://doi.org/10.3390/s20174857
Wang B, Zhang R, Xi C, Sun J, Yang X. Virtual and Real-Time Synchronous Interaction for Playing Table Tennis with Holograms in Mixed Reality. Sensors. 2020; 20(17):4857. https://doi.org/10.3390/s20174857
Chicago/Turabian StyleWang, Bin, Ruiqi Zhang, Chong Xi, Jing Sun, and Xiaochun Yang. 2020. "Virtual and Real-Time Synchronous Interaction for Playing Table Tennis with Holograms in Mixed Reality" Sensors 20, no. 17: 4857. https://doi.org/10.3390/s20174857
APA StyleWang, B., Zhang, R., Xi, C., Sun, J., & Yang, X. (2020). Virtual and Real-Time Synchronous Interaction for Playing Table Tennis with Holograms in Mixed Reality. Sensors, 20(17), 4857. https://doi.org/10.3390/s20174857