Evaluation of XR device's real-world tracking accuracy and depth perception from an industrial point of view.

IF 5 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS
Virtual Reality Pub Date : 2025-01-01 Epub Date: 2025-07-22 DOI:10.1007/s10055-025-01192-3
Shubham Singh, Yash Sharma, Amer Liaqat, Roy S Kalawsky
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引用次数: 0

Abstract

The advancements in the field of XR devices and systems are interesting from an industrial point of view, as they present new opportunities for improving productivity and operations through-smart tooling, digitally enhanced assembly and maintenance, inspection, remote collaborations, etc. Typically, the XR headsets claim to provide a full 6-DoF tracking, while this may be good enough for consumer or entertainment applications; for an industrial application, we need to determine the exact errors and tolerances of the tracking for practical applications. In this paper, we present our methods and critical measurements from evaluating HTC Vive XR Elite and Magic Leap 2 for full 6-DoF tracking, depth perception accuracy, and drift accumulation over time. Through these tests, we measured a significant difference between individual XR devices' tracking accuracy, depth perception, and drifts, which could range from moderate to severe impact for the on-job deployment of these devices. By systematically analyzing error margins and tracking fidelity, this study aims to provide new valuable insights into the strengths and limitations of tracking capabilities of these XR devices, and the methodology which can be adopted to evaluate others. Further, this study could also help design AR symbology and user experience for an industrial application.

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从工业角度评估XR设备的真实跟踪精度和深度感知。
从工业的角度来看,XR设备和系统领域的进步是有趣的,因为它们为通过智能工具、数字化增强的装配和维护、检查、远程协作等提高生产力和运营提供了新的机会。通常,XR头显声称提供完整的6自由度跟踪,而这对于消费或娱乐应用来说可能已经足够好了;对于工业应用,我们需要确定实际应用中跟踪的精确误差和公差。在本文中,我们介绍了评估HTC Vive XR Elite和Magic Leap 2的方法和关键测量,以实现完整的6自由度跟踪,深度感知精度和随时间的漂移积累。通过这些测试,我们测量了各个XR设备在跟踪精度、深度感知和漂移方面的显著差异,这些差异可能对这些设备的工作部署产生中度到严重的影响。通过系统地分析误差范围和跟踪保真度,本研究旨在为这些XR设备的跟踪能力的优势和局限性提供新的有价值的见解,以及可用于评估其他设备的方法。此外,该研究还可以帮助设计AR符号学和工业应用的用户体验。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
Virtual Reality
Virtual Reality COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS-COMPUTER SCIENCE, SOFTWARE ENGINEERING
CiteScore
8.30
自引率
14.30%
发文量
95
审稿时长
>12 weeks
期刊介绍: The journal, established in 1995, publishes original research in Virtual Reality, Augmented and Mixed Reality that shapes and informs the community. The multidisciplinary nature of the field means that submissions are welcomed on a wide range of topics including, but not limited to: Original research studies of Virtual Reality, Augmented Reality, Mixed Reality and real-time visualization applications Development and evaluation of systems, tools, techniques and software that advance the field, including: Display technologies, including Head Mounted Displays, simulators and immersive displays Haptic technologies, including novel devices, interaction and rendering Interaction management, including gesture control, eye gaze, biosensors and wearables Tracking technologies VR/AR/MR in medicine, including training, surgical simulation, rehabilitation, and tissue/organ modelling. Impactful and original applications and studies of VR/AR/MR’s utility in areas such as manufacturing, business, telecommunications, arts, education, design, entertainment and defence Research demonstrating new techniques and approaches to designing, building and evaluating virtual and augmented reality systems Original research studies assessing the social, ethical, data or legal aspects of VR/AR/MR.
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