How Accurate is the Positioning in VR? Using Motion Capture and Robotics to Compare Positioning Capabilities of Popular VR Headsets

Fuente: arXiv
Saved in:
Bibliographic Details
Main Authors: Banaszczyk, Adam, Łysakowski, Mikołaj, Nowicki, Michał R., Skrzypczyński, Piotr, Tadeja, Sławomir K.
Format: Preprint
Published: 2024
Subjects:
Online Access:
Tags: Add Tag
No Tags, Be the first to tag this record!
_version_ 1866915054744502272
author Banaszczyk, Adam
Łysakowski, Mikołaj
Nowicki, Michał R.
Skrzypczyński, Piotr
Tadeja, Sławomir K.
author_facet Banaszczyk, Adam
Łysakowski, Mikołaj
Nowicki, Michał R.
Skrzypczyński, Piotr
Tadeja, Sławomir K.
contents In this paper, we introduce a new methodology for assessing the positioning accuracy of virtual reality (VR) headsets, utilizing a cooperative industrial robot to simulate user head trajectories in a reproducible manner. We conduct a comprehensive evaluation of two popular VR headsets, i.e., Meta Quest 2 and Meta Quest Pro. Using head movement trajectories captured from realistic VR game scenarios with motion capture, we compared the performance of these headsets in terms of precision and reliability. Our analysis revealed that both devices exhibit high positioning accuracy, with no significant differences between them. These findings may provide insights for developers and researchers seeking to optimize their VR experiences in particular contexts such as manufacturing.
format Preprint
id arxiv_https___arxiv_org_abs_2412_06116
institution arXiv
publishDate 2024
record_format arxiv
spellingShingle How Accurate is the Positioning in VR? Using Motion Capture and Robotics to Compare Positioning Capabilities of Popular VR Headsets
Banaszczyk, Adam
Łysakowski, Mikołaj
Nowicki, Michał R.
Skrzypczyński, Piotr
Tadeja, Sławomir K.
Robotics
Human-Computer Interaction
In this paper, we introduce a new methodology for assessing the positioning accuracy of virtual reality (VR) headsets, utilizing a cooperative industrial robot to simulate user head trajectories in a reproducible manner. We conduct a comprehensive evaluation of two popular VR headsets, i.e., Meta Quest 2 and Meta Quest Pro. Using head movement trajectories captured from realistic VR game scenarios with motion capture, we compared the performance of these headsets in terms of precision and reliability. Our analysis revealed that both devices exhibit high positioning accuracy, with no significant differences between them. These findings may provide insights for developers and researchers seeking to optimize their VR experiences in particular contexts such as manufacturing.
title How Accurate is the Positioning in VR? Using Motion Capture and Robotics to Compare Positioning Capabilities of Popular VR Headsets
topic Robotics
Human-Computer Interaction
url https://arxiv.org/abs/2412.06116