How Accurate is the Positioning in VR? Using Motion Capture and Robotics to Compare Positioning Capabilities of Popular VR Headsets
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| Main Authors: | , , , , |
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| Format: | Preprint |
| Published: |
2024
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| _version_ | 1866915054744502272 |
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| 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 |