VR头戴设备与智能手机之间的方位角计算与通信

Xinyi Yang, Susanna Chen, Katarina Bulovic, Junyi Zhu, Stefanie Mueller
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引用次数: 0

摘要

本文旨在通过创建2D屏幕和3D虚拟环境之间的交互来打破VR和IoT设备之间的界限。由于耳机价格昂贵,并不是每个人都能使用,我们的目标是为人们创造一个更低的界限,让他们使用智能手机参与VR世界。现有的研究主要集中在为VR创造新的触觉设备上,我们利用人们已经拥有的现有物联网设备,比如智能手机,让多个物联网用户更容易使用VR技术。我们的项目有两个部分:方位检测和VR环境与物联网设备之间的通信。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Azimuth Calculation and Telecommunication between VR Headset and Smartphones for Nearby Interaction
This paper aims to break the boundary between VR and IoT devices by creating interactions between 2D screens and the 3D virtual environment. Since headsets are expensive and not accessible to everyone, we aim to create a lower boundary for people to take part in the VR world using their smartphones. Existing research mostly focuses on creating new haptic devices for VR, we instead leverage existing IoT devices that people already own, such as smartphones, to make VR technologies more accessible to multiple IoT users. There are two parts in our project: azimuth detection and communication between the VR environment and IoT devices.
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