Abstract
How do Virtual Reality (VR) and Augmented Reality (AR) systems recognize the actions of users? How does a VR or AR system know where the user is? How can a system track objects in their movement? What are proven input devices for VR and AR that increase immersion in virtual or augmented worlds? What are the technical possibilities and limitations? Based on fundamentals, which explain terms like degrees of freedom, accuracy, repetition rates, latency and calibration, methods are considered that are used for continuous tracking or monitoring of objects. Frequently used input devices are presented and discussed. Finally, examples of special methods such as finger and eye tracking are discussed.
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Bishop G, Allen D, Welch G (2001) Tracking: beyond 15 minutes of thought. SIGGRAPH 2001, Course 11, http://www.cs.unc.edu/~tracker/media/pdf/SIGGRAPH2001_CoursePack_11.pdf. Accessed 18 October 2021 – The authors of this course at SIGGRAPH presented a good overview of the technical fundamentals of input devices.
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Szeliski R (2011) Computer vision - algorithms and applications, Springer, DOI https://doi.org/10.1007/978-1-84,882-935-0. – This book gives a good overview of the basics of computer vision, which is used for VR and AR.
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Grimm, P., Broll, W., Herold, R., Hummel, J., Kruse, R. (2022). VR/AR Input Devices and Tracking. In: Doerner, R., Broll, W., Grimm, P., Jung, B. (eds) Virtual and Augmented Reality (VR/AR). Springer, Cham. https://doi.org/10.1007/978-3-030-79062-2_4
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