On temporal-spatial realism in the virtual reality environment
UIST '91 Proceedings of the 4th annual ACM symposium on User interface software and technology
Evaluating 3D task performance for fish tank virtual worlds
ACM Transactions on Information Systems (TOIS)
Proceedings of the 1997 symposium on Interactive 3D graphics
The HiBall Tracker: high-performance wide-area tracking for virtual and augmented environments
Proceedings of the ACM symposium on Virtual reality software and technology
Testbed evaluation of virtual environment interaction techniques
Proceedings of the ACM symposium on Virtual reality software and technology
VRPN: a device-independent, network-transparent VR peripheral system
VRST '01 Proceedings of the ACM symposium on Virtual reality software and technology
Real and illusory interactions enhance presence in virtual environments
Presence: Teleoperators and Virtual Environments - Virtual environments: Virtual environments and mobile robots: Control, simulation, and robot pilot training
An affordable optical head tracking system for desktop VR/AR systems
EGVE '03 Proceedings of the workshop on Virtual environments 2003
Effect of Latency on Presence in Stressful Virtual Environments
VR '03 Proceedings of the IEEE Virtual Reality 2003
Characterization of End-to-End Delays in Head-Mounted Display Systems
Characterization of End-to-End Delays in Head-Mounted Display Systems
3D User Interfaces: Theory and Practice
3D User Interfaces: Theory and Practice
APGV '04 Proceedings of the 1st Symposium on Applied perception in graphics and visualization
Quantifying the benefits of immersion for collaboration in virtual environments
Proceedings of the ACM symposium on Virtual reality software and technology
Real time tracking of high speed movements in the context of a table tennis application
Proceedings of the ACM symposium on Virtual reality software and technology
A general method for comparing the expected performance of tracking and motion capture systems
Proceedings of the ACM symposium on Virtual reality software and technology
The importance of accurate VR head registration on skilled motor performance
GI '06 Proceedings of Graphics Interface 2006
Separating the effects of level of immersion and 3D interaction techniques
Proceedings of the ACM symposium on Virtual reality software and technology
The importance of stereo and eye-coupled perspective for eye-hand coordination in fish tank VR
Presence: Teleoperators and Virtual Environments
Measuring Presence in Virtual Environments: A Presence Questionnaire
Presence: Teleoperators and Virtual Environments
Human Factors Issues in Virtual Environments: A Review of the Literature
Presence: Teleoperators and Virtual Environments
Effects of Stereopsis and Head Tracking on Performance Using Desktop Virtual Environment Displays
Presence: Teleoperators and Virtual Environments
Using Presence Questionnaires in Reality
Presence: Teleoperators and Virtual Environments
Overcoming eye-hand visibility mismatch in 3D pointing selection
Proceedings of the 2008 ACM symposium on Virtual reality software and technology
A simple method for estimating the latency of interactive, real-time graphics simulations
Proceedings of the 2008 ACM symposium on Virtual reality software and technology
DS-RT '11 Proceedings of the 2011 IEEE/ACM 15th International Symposium on Distributed Simulation and Real Time Applications
A system to measure, control and minimize end-to-end head tracking latency in immersive simulations
Proceedings of the 10th International Conference on Virtual Reality Continuum and Its Applications in Industry
The role of latency in the validity of AR simulation
VR '10 Proceedings of the 2010 IEEE Virtual Reality Conference
Simulator X: A scalable and concurrent architecture for intelligent realtime interactive systems
VR '11 Proceedings of the 2011 IEEE Virtual Reality Conference
FAAST: The Flexible Action and Articulated Skeleton Toolkit
VR '11 Proceedings of the 2011 IEEE Virtual Reality Conference
Evaluating Display Fidelity and Interaction Fidelity in a Virtual Reality Game
IEEE Transactions on Visualization and Computer Graphics
Presence: Teleoperators and Virtual Environments
CaveUDK: a VR game engine middleware
Proceedings of the 18th ACM symposium on Virtual reality software and technology
Tracking of manufacturing tools with cylindrical markers
Proceedings of the 18th ACM symposium on Virtual reality software and technology
Hi-index | 0.00 |
Precise, accurate, fast, and low-latency motion tracking is a core requirement of real-time human-computer interfaces. The choices of tracking systems for a particular set of 3D interaction techniques are manifold. Hence, guidance in this task is greatly beneficial. In this paper, we propose to establish a set of canonical and simple game-based benchmarks for a potentially standardised comparison of tracking systems. The benchmarks focus on usability scores given reoccurring interaction tasks without requiring potentially missing, incomplete, or complex latency or accuracy raw measurements. Our first two benchmarks evaluate three tracking systems regarding motion-parallax and 3D object manipulation techniques. Our usability comparisons confirmed an expected advantage of low-latency/high-accuracy systems, while they also demonstrated that certain tracking systems perform better than suggested by previous measurements of their raw performances. This indicates that our approach provides an adequate replacement and improvement over the pure comparison of technical specifications. We believe our benchmarks could benefit the research community by facilitating a usability-based comparison of motion tracking systems.