2018 IEEE/RSJ International Conference on Intelligent Robots and Systems (IROS) 2018
DOI: 10.1109/iros.2018.8593707
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HTC Vive: Analysis and Accuracy Improvement

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Cited by 116 publications
(140 citation statements)
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“…Observing the metrics over all the subjects as a function of the repetition number (see boxplots in Figure 4), no obvious influence from fatigue is evident and there is only a slight improvement visible between the very first and the following repetitions, due most likely to learning effect. The absolute precision of the Vive tracking system has been assessed as sub-millimetric in a static configuration [21,22] and, reasonably, the positioning accuracy of the target in VR was in the same range. Given this fact, the average tracking precision of 66mm obtained by the subjects seems appropriate.…”
Section: Discussionmentioning
confidence: 99%
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“…Observing the metrics over all the subjects as a function of the repetition number (see boxplots in Figure 4), no obvious influence from fatigue is evident and there is only a slight improvement visible between the very first and the following repetitions, due most likely to learning effect. The absolute precision of the Vive tracking system has been assessed as sub-millimetric in a static configuration [21,22] and, reasonably, the positioning accuracy of the target in VR was in the same range. Given this fact, the average tracking precision of 66mm obtained by the subjects seems appropriate.…”
Section: Discussionmentioning
confidence: 99%
“…The visor uses two light sources to determine its own orientation and position, although in this experiment only the orientation of the visor was needed. The precision of the Vive system, measured using a "tracker," is sub-millimetric in a static configuration [21,22]. The position of the avatar's head was determined using forward kinematics based on the data coming in from the BodyRig system together with the orientation of the head as measured by the visor itself.…”
Section: Methodsmentioning
confidence: 99%
“…Companies that produce VR device packages, such as Oculus and HTC, use trackable hand controllers to provide in-system interaction and presence to the user. So, by holding the controllers while the user moves their hands, they can see their virtual hands move in the virtual environment in real time [36,37]. There have even been efforts to include wearable motion tracking in VR systems, such as a wearable glove in [38].…”
Section: Related Workmentioning
confidence: 99%
“…Research about eye-tracking data quality in VR is limited (Lohr et al, 2019), with most studies investigating the head-mounted display's (HMD) tracking accuracy (Niehorster et al, 2017;Borges et al, 2018;Peer et al, 2018;Groves et al, 2019). The present study represents a pilot study to evaluate the usability of the HTC Vive Pro Eye integrated eye-tracker (Vive, 2019a) for a visual field (VF) testing and simulation of low vision.…”
Section: Introductionmentioning
confidence: 99%