session 4 Input device
session 4 Input device
INPUT DEVICES
Module 1 Virtual Reality Fundamentals and Architecture 21ITO01- Augmented and Virtual Reality
Position trackers
• Input devices determine the way a user communicates with the
computer.
• Computer-aided software is responsible for managing I/O
devices, analyzing the incoming data and generating proper
feedback.
• The tracking devices are the main components for the VR
systems. They interact with the system’s processing unit.
• This relays to the system the orientation of the user’s point of
view.
• In systems which let a user to roam around within a physical
space, the locality of the person can be detected with the help
of trackers, along with his direction and speed.
Module 1 Virtual Reality Fundamentals and Architecture 21ITO01- Augmented and Virtual Reality
Position trackers
While choosing any 6DOF tracker, you must remember the following points:
• Range – Working volume, within which the tracker can measure position
and orientation with its specified accuracy and resolution, and the angular
converges of the tracker.
• Resolution – Smallest change in position and orientation that a tracker can
detect. Smallest possible values mean better performance.
• Accuracy – The measure of the error in the reported position and
orientation. It is usually in absolute values i.e. in mm for position or in
degrees for orientation. Smaller values often lead to better accuracy.
• Latency – The amount of time measured in ms between the user physical
action and the beginning of the transmission of the report that represents
this action. Lower values contribute to the high performance.
• Update Rate – Defines the number of measurements per second measured
in Hz. Higher update rate supports the smoother tracking of the
movements, but it requires more processing and more computational time.
Module 1 Virtual Reality Fundamentals and Architecture 21ITO01- Augmented and Virtual Reality
Tracker characteristics
Accuracy
Resolution
• trackers contain static part, a number of movable parts and control unit
• static part recognizes as emitter or source or Transmitter
• movable parts as receivers or sensors.
• assemblies of emitter and receiver are quite similar because both have 3
mutually perpendicular antennae.
• each antenna works on direct current or alternating current , generates
magnetic fields
• Receivers collect these generated magnetic field lines and feed the data to
the control unit for the calculation of position and tracking.
• The most common magnetic trackers are in the following: Polhemus
Fastrak,Ascension Flock of Birds
Module 1 Virtual Reality Fundamentals and Architecture 21ITO01- Augmented and Virtual Reality
• They calculate magnetic fields generated
by bypassing an electric current
simultaneously through 3 coiled
wires.
• These wires are set up in a
perpendicular manner to one another
• system’s sensors calculate how its
magnetic field creates an impact on
the other coils.
Module 1 Virtual Reality Fundamentals and Architecture 21ITO01- Augmented and Virtual Reality
Acoustic (Ultrasonic) Trackers
• tracking system senses and produces ultrasonic sound waves to identify the
orientation and position of a target.
• They calculate the time taken for the ultrasonic sound to travel to a sensor.
• Sound allows the determination of relative distance between two points by
using multiple emitters and receivers
• time taken by the sound to hit the sensors is achieved by the system.
• Either they use the measurements of time of flight (TOF) (Error) or that of
phase coherent (PC) or Hertz(Error due to humidity, air, temperature,
pressure)
• Two trackers are in the following: Mattel Power Glove and Logitech 6DOF
Ultrasonic Head Tracker
Module 1 Virtual Reality Fundamentals and Architecture 21ITO01- Augmented and Virtual Reality
Logitech ultrasound head tracker
• A direct line of sight is required between the
transmitter and the receiver of an ultrasound
tracker.
• This is another significant drawback compared to
magnetic trackers, which do not require direct
line of sight.
• If some object obstructs the line of sight
between an ultrasound transmitter and receiver or
the user's head is turned away, the tracker
signal is lost.
Module 1 Virtual Reality Fundamentals and Architecture 21ITO01- Augmented and Virtual Reality
Optical Trackers
Pattern Recognition
• these trackers compare the known patterns with the sensed ones.
Module 1 Virtual Reality Fundamentals and Architecture 21ITO01- Augmented and Virtual Reality
Beacon Tracking
• methodology uses a set of beacons like LED and a number of cameras
capturing the image of beacon’s pattern.
• By using the known geometries of beacons, we can derive the position
and orientation of the tracked object.
Module 1 Virtual Reality Fundamentals and Architecture 21ITO01- Augmented and Virtual Reality
Mechanical Trackers
• Eye tracking in virtual reality (VR) is a technology that monitors the movement
and position of a user's eyes.
• The devices used for head tracking allow the proper rendering of images from
user’s field of view (FOV).
• visual acuity of the eye changes with the arc distance from the line of sight
• different technologies being used in eye trackers like image tracking, limbus
tracking, electro-oculography (EOG) and corneal reflection. Look at the
following tracker:
• NAC Eye Mark Eye Tracker
Module 1 Virtual Reality Fundamentals and Architecture 21ITO01- Augmented and Virtual Reality
• Head tracking is used in a variety of fields like security, gaming and medicine.
• It can also be used for computer-aided design, 3-D modeling and general
hands-free computing to improve computer accessibility.
Module 1 Virtual Reality Fundamentals and Architecture 21ITO01- Augmented and Virtual Reality
• They have sensors that measure some (or all) of the finger joint angles.
• Some have built-in trackers as well, in order to measure the user's wrist motion.
• The resulting sensing glove work envelope is much larger than that of trackballs or
joysticks.
• As opposed to trackballs and 3D probes, which have single-point interaction with the
virtual environment, sensing gloves allow dextrous, multipoint interaction at the
fingertips or palm.
• This results in a more realistic simulation, especially for object manipulation tasks.
Module 1 Virtual Reality Fundamentals and Architecture 21ITO01- Augmented and Virtual Reality
The Didjiglove
• Didjiglove, uses 10 capacitive bend sensors to measure the position of the
user's fingers
• The capacitive sensors consist of two layers of conductive polymer
separated by a dielectric.
• Each conductive layer is arranged in a comblike fashion, such that the
overlapping electrode surface is proportional to the amount of sensor
bending
• Since capacitance is directly proportional to the overlapping surface of the
two sensor electrodes, the bending angle can be measured electrically
Module 1 Virtual Reality Fundamentals and Architecture 21ITO01- Augmented and Virtual Reality
The Didjiglove
•
Module 1 Virtual Reality Fundamentals and Architecture 21ITO01- Augmented and Virtual Reality
The Didjiglove
• The Didjiglove interface is located on the user's cuff, similar to the 5DT Data
Glove.
• It has an A/D converter, a multiplexer, a processor, and an RS232 line for
communication with the host computer.
• The 10-bit A/D converter resolution is 1024 positions for the proximal joint
(closest to the palm) and the interphalangeal joint (the intermediate joint of
the finger).
• Calibration is done similar to the 5DT Data Glove, by reading the sensor
values when the user keeps the fingers extended (value set to 0) and when
the fingers are bent (value set to 1023).
Module 1 Virtual Reality Fundamentals and Architecture 21ITO01- Augmented and Virtual Reality
The CyberGlove
• A more complex (and more expensive) sensing glove, which uses linear
bend sensors, is the CyberGlove .
• This glove was invented by Jim Kramer as a gesture recognition interface
in order to aid persons with speech impairments
• It subsequently became apparent that the same device could be
successfully used as a VR interface.
• The CyberGlove incorporates thin electrical strain gauges placed on an
elastic nylon blend material.
• The palm area (and the fingertips in some models) is removed for better
ventilation and to allow normal activities such as typing, writing, etc.
• As a result the glove is light and easy to wear.
Module 1 Virtual Reality Fundamentals and Architecture 21ITO01- Augmented and Virtual Reality
The CyberGlove
• The glove sensors are either rectangular (for the flexion angles) or U-
shaped (for adduction-abduction angles).
• There are between 18 and 22 sensors in the glove, used to measure
finger flexing (two or three per finger), abduction (one per finger), plus
thumb anteposition, palm arch, and wrist yaw and pitch.
• According to the manufacturer, sensor resolution is 0.5° and remains
constant over the entire range of joint motion
• It is further claimed that this glove has decoupled sensors so that outputs
are independent of each other
Module 1 Virtual Reality Fundamentals and Architecture 21ITO01- Augmented and Virtual Reality
Module 1 Virtual Reality Fundamentals and Architecture 21ITO01- Augmented and Virtual Reality