Pilot study on the spatial and temporal accuracies of hitting a high-speed virtual ball in tennis simulation

Fong Wee Teck
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Abstract

We conducted a pilot study to determine if users can accurately perceive the spatial position of a virtual ball traveling at high speed, track and hit it at the correct time with a real racket in a stereoscopic immersive tennis training system. To ensure that the tennis ball appears spatially accurate from the player's view point when projected onto the display walls, the positions of both eyes are obtained using head tracking. The tracker to display latency was determined to be 40 milliseconds. The pilot study with proficient players shows that they are able to accurately intersect the trajectory of the virtual ball with their racket, with an average error of less than 0.1m. This initial finding will be useful for immersive virtual reality applications involving high speed tasks.
网球赛模拟中高速虚拟球击球时空精度的初步研究
我们进行了一项试点研究,以确定用户是否能够准确地感知高速移动的虚拟球的空间位置,在立体沉浸式网球训练系统中使用真实球拍跟踪并在正确的时间击球。为了确保当网球投射到显示墙上时,从玩家的视角来看,网球在空间上是准确的,使用头部跟踪来获得两只眼睛的位置。跟踪器显示延迟确定为40毫秒。对熟练选手的初步研究表明,他们能够准确地将虚拟球的轨迹与球拍相交,平均误差小于0.1m。这一初步发现将有助于涉及高速任务的沉浸式虚拟现实应用。
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