[ieee 2014 ieee virtual reality (vr) - minneapolis, mn, usa (2014.03.29-2014.04.2)] 2014 ieee...

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Full Body Interaction in Virtual Reality with Affordable Hardware Tuukka M. Takala Mikael Matveinen Department of Media Technology, Aalto University, Finland ABSTRACT Recently a number of affordable game controllers have been adopted by virtual reality (VR) researchers [1][4]. We present a video 1 of a VR demo called TurboTuscany, where we employ such controllers; our demo combines a Kinect controlled full body avatar with Oculus Rift head-mounted-display [2]. We implemented three positional head tracking schemes that use Kinect, Razer Hydra, and PlayStation (PS) Move controllers. In the demo the Kinect tracked avatar can be used to climb ladders, play with soccer balls, and otherwise move or interact with physically simulated objects. PS Move or Razer Hydra controller is used to control locomotion, and for selecting and manipulating objects. Our subjective experience is that the best head tracking immersion is achieved by using Kinect together with PS Move, as the latter is more accurate and responsive while having a large tracking volume. We also noticed that Oculus Rift’s orientation tracking has less latency than any of the positional trackers that we used, while Razer Hydra has less latency than PS Move, and Kinect has the largest latency. Besides positional tracking, our demo uses these three trackers to correct the yaw drift of Oculus Rift. TurboTuscany was developed by using our RUIS toolkit, which is a software platform for VR application development [3]. The demo and RUIS toolkit can be downloaded online 2 . ACKNOWLEDGMENTS This work was supported by the Finnish Doctoral Program in User-Centered Information Technology (UCIT). REFERENCES [1] M. Bolas, J. Iliff, P. Hoberman, N. Burba, T. Phan, I. McDowall, P. Luckey, and D. M. Krum. Open virtual reality. In Virtual Reality (VR), 2013 IEEE, pages 183–184, March 2013. [2] Oculus VR, Oculus Rift, http://www.oculusvr.com/, accessed on 2014 January 3 rd . [3] T. M. Takala, R. Pugliese, P. Rauhamaa, and T. Takala, Reality- based User Interface System (RUIS), in Proceedings of the IEEE Symposium on 3D User Interfaces 2011, pages 141–142, March 2011. [4] B. Williamson, C. Wingrave, and J.J LaViola. Full Body Locomotion with Video Game Motion Controllers. In Human Walking in Virtual Environments, pages 351–376. Springer New York, 2013. {tuukka.takala, mikael.matveinen}@aalto.fi 1 http://youtu.be/UTCuXxVQ7-I 2 http://blog.ruisystem.net/download/ Figure 1: Players view of their virtual body (left) that is tracked with Kinect (right). 157 IEEE Virtual Reality 2014 29 March - 2 April, Minneapolis, Minnesota, USA 978-1-4799-2871-2/14/$31.00 ©2014 IEEE

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Full Body Interaction in Virtual Reality with Affordable Hardware

Tuukka M. Takala Mikael Matveinen Department of Media Technology, Aalto University, Finland

ABSTRACT

Recently a number of affordable game controllers have been adopted by virtual reality (VR) researchers [1][4]. We present a video1 of a VR demo called TurboTuscany, where we employ such controllers; our demo combines a Kinect controlled full body avatar with Oculus Rift head-mounted-display [2]. We implemented three positional head tracking schemes that use Kinect, Razer Hydra, and PlayStation (PS) Move controllers. In the demo the Kinect tracked avatar can be used to climb ladders, play with soccer balls, and otherwise move or interact with physically simulated objects. PS Move or Razer Hydra controller is used to control locomotion, and for selecting and manipulating objects. Our subjective experience is that the best head tracking immersion is achieved by using Kinect together with PS Move, as the latter is more accurate and responsive while having a large tracking volume. We also noticed that Oculus Rift’s orientation tracking has less latency than any of the positional trackers that we used, while Razer Hydra has less latency than PS Move, and Kinect has the largest latency. Besides positional tracking, our demo uses these three trackers to correct the yaw drift of Oculus Rift. TurboTuscany was developed by using our RUIS toolkit, which is a software platform for VR application development [3]. The demo and RUIS toolkit can be downloaded online2.

ACKNOWLEDGMENTS

This work was supported by the Finnish Doctoral Program in User-Centered Information Technology (UCIT).

REFERENCES

[1] M. Bolas, J. Iliff, P. Hoberman, N. Burba, T. Phan, I. McDowall, P. Luckey, and D. M. Krum. Open virtual reality. In Virtual Reality (VR), 2013 IEEE, pages 183–184, March 2013.

[2] Oculus VR, Oculus Rift, http://www.oculusvr.com/, accessed on 2014 January 3rd.

[3] T. M. Takala, R. Pugliese, P. Rauhamaa, and T. Takala, Reality-based User Interface System (RUIS), in Proceedings of the IEEE Symposium on 3D User Interfaces 2011, pages 141–142, March 2011.

[4] B. Williamson, C. Wingrave, and J.J LaViola. Full Body Locomotion with Video Game Motion Controllers. In Human Walking in Virtual Environments, pages 351–376. Springer New York, 2013.

{tuukka.takala, mikael.matveinen}@aalto.fi 1 http://youtu.be/UTCuXxVQ7-I 2 http://blog.ruisystem.net/download/

Figure 1: Player’s view of their virtual body (left) that is tracked with Kinect (right).

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IEEE Virtual Reality 201429 March - 2 April, Minneapolis, Minnesota, USA978-1-4799-2871-2/14/$31.00 ©2014 IEEE