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Positional tracking is the technology that enables 6DoF by determining the real-time position and orientation of the headset and controllers. There are two primary methods for achieving this.<ref name="wikipedia_vr_methods">Virtual reality - Forms and methods. Wikipedia. https://en.wikipedia.org/wiki/Virtual_reality</ref> | Positional tracking is the technology that enables 6DoF by determining the real-time position and orientation of the headset and controllers. There are two primary methods for achieving this.<ref name="wikipedia_vr_methods">Virtual reality - Forms and methods. Wikipedia. https://en.wikipedia.org/wiki/Virtual_reality</ref> | ||
* '''Outside-In Tracking:''' This method uses external sensors ( | * '''Outside-In Tracking:''' This method uses external sensors (for example cameras or infrared emitters called "base stations" or "lighthouses") placed in the physical environment to track the position of the headset and controllers. These external sensors monitor markers (often infrared LEDs) on the tracked devices. Systems like the original [[HTC Vive]], [[Oculus Rift CV1]], and the [[Valve Index]] use outside-in tracking. This method can provide highly accurate and stable tracking but requires a more complex setup and a dedicated play space.<ref name="unity_tracking">What is Inside-Out/Outside-In Tracking. Unity. https://unity.com/glossary/Insideout-outsidein-tracking</ref><ref name="wikipedia_valve_index">Valve Index. Wikipedia. https://en.wikipedia.org/wiki/Valve_Index</ref> | ||
* '''Inside-Out Tracking:''' This method places the tracking sensors, typically cameras, directly on the headset itself. These cameras observe the surrounding environment and use computer vision algorithms (such as [[SLAM|simultaneous localization and mapping]]) to calculate the headset's position and orientation relative to fixed points in the room.<ref name="pimax_tracking">Pose Tracking Methods: Outside-in VS Inside-out Tracking in VR. Pimax. https://pimax.com/blogs/blogs/pose-tracking-methods-outside-in-vs-inside-out-tracking-in-vr</ref> Controllers are tracked by these same headset cameras observing their infrared LEDs. This approach is used by all modern standalone headsets, such as the [[Meta Quest]] series and the [[Pico 4]], as it eliminates the need for external hardware, making setup much simpler and allowing the system to be used in any location.<ref name="zilliz_tracking">What types of tracking systems are used in VR ( | * '''Inside-Out Tracking:''' This method places the tracking sensors, typically cameras, directly on the headset itself. These cameras observe the surrounding environment and use computer vision algorithms (such as [[SLAM|simultaneous localization and mapping]]) to calculate the headset's position and orientation relative to fixed points in the room.<ref name="pimax_tracking">Pose Tracking Methods: Outside-in VS Inside-out Tracking in VR. Pimax. https://pimax.com/blogs/blogs/pose-tracking-methods-outside-in-vs-inside-out-tracking-in-vr</ref> Controllers are tracked by these same headset cameras observing their infrared LEDs. This approach is used by all modern standalone headsets, such as the [[Meta Quest]] series and the [[Pico 4]], as it eliminates the need for external hardware, making setup much simpler and allowing the system to be used in any location.<ref name="zilliz_tracking">What types of tracking systems are used in VR (for example inside-out vs. outside-in)? Zilliz. https://zilliz.com/ai-faq/what-types-of-tracking-systems-are-used-in-vr-eg-insideout-vs-outsidein</ref> | ||
* '''Self-Tracking (Inside-Out on Controller):''' A newer hybrid approach places cameras directly onto the controllers themselves, as seen with the [[Meta Quest Touch Pro]] controllers. Each controller has its own onboard cameras and a [[Qualcomm Snapdragon]] 662 processor per controller, allowing it to track its own position in 3D space independently of the headset's cameras. This provides more robust tracking, preventing loss of tracking when the controllers are outside the headset's field of view ( | * '''Self-Tracking (Inside-Out on Controller):''' A newer hybrid approach places cameras directly onto the controllers themselves, as seen with the [[Meta Quest Touch Pro]] controllers. Each controller has its own onboard cameras and a [[Qualcomm Snapdragon]] 662 processor per controller, allowing it to track its own position in 3D space independently of the headset's cameras. This provides more robust tracking, preventing loss of tracking when the controllers are outside the headset's field of view (for example behind the user's back).<ref name="meta_controllers_pro">Meta Quest Touch Pro Controllers. Meta. https://www.meta.com/help/quest/667591367977925/</ref> | ||
===Input Modalities=== | ===Input Modalities=== | ||
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* '''Flight Simulators:''' [[HOTAS]] (Hands On Throttle-And-Stick) systems, which replicate the joystick and throttle controls of an aircraft, are essential for flight simulation in VR. Popular models include the [[Thrustmaster]] HOTAS Warthog and T.Flight series.<ref name="thrustmaster_hotas_one">T.FLIGHT HOTAS ONE. Thrustmaster. https://eshop.thrustmaster.com/en_us/t-flight-hotas-one.html</ref><ref name="walmart_warthog">Thrustmaster HOTAS Warthog Flight Stick and Throttle for PC, VR. Walmart. https://www.walmart.com/ip/Thrustmaster-HOTAS-Warthog-Flight-Stick-and-Throttle-for-PC-VR/15268503</ref> | * '''Flight Simulators:''' [[HOTAS]] (Hands On Throttle-And-Stick) systems, which replicate the joystick and throttle controls of an aircraft, are essential for flight simulation in VR. Popular models include the [[Thrustmaster]] HOTAS Warthog and T.Flight series.<ref name="thrustmaster_hotas_one">T.FLIGHT HOTAS ONE. Thrustmaster. https://eshop.thrustmaster.com/en_us/t-flight-hotas-one.html</ref><ref name="walmart_warthog">Thrustmaster HOTAS Warthog Flight Stick and Throttle for PC, VR. Walmart. https://www.walmart.com/ip/Thrustmaster-HOTAS-Warthog-Flight-Stick-and-Throttle-for-PC-VR/15268503</ref> | ||
* '''Racing Simulators:''' A [[racing wheel]] and pedal set is crucial for a realistic driving experience. High-end models from companies like Thrustmaster and [[MOZA]] feature powerful force feedback motors that simulate the torque on the steering wheel and the feel of the road.<ref name="thrustmaster_racing">Racing. Thrustmaster. https://www.thrustmaster.com/en-us/universe/racing/</ref><ref name="moza_racing">MOZA Racing Global. MOZA Racing. https://mozaracing.com/</ref> These are often mounted in dedicated racing cockpits for maximum stability and immersion.<ref name="nextlevel_racing">Racing Simulator Cockpits. Next Level Racing. https://nextlevelracing.com/racing-cockpits/</ref> | * '''Racing Simulators:''' A [[racing wheel]] and pedal set is crucial for a realistic driving experience. High-end models from companies like Thrustmaster and [[MOZA]] feature powerful force feedback motors that simulate the torque on the steering wheel and the feel of the road.<ref name="thrustmaster_racing">Racing. Thrustmaster. https://www.thrustmaster.com/en-us/universe/racing/</ref><ref name="moza_racing">MOZA Racing Global. MOZA Racing. https://mozaracing.com/</ref> These are often mounted in dedicated racing cockpits for maximum stability and immersion.<ref name="nextlevel_racing">Racing Simulator Cockpits. Next Level Racing. https://nextlevelracing.com/racing-cockpits/</ref> | ||
* '''Traditional Peripherals:''' [[Keyboard and mouse]] and traditional [[gamepad]]s can still be used in VR, typically for seated experiences, ports of non-VR games, or for productivity tasks. Some platforms, like Meta Quest, have begun to integrate tracking for specific models of physical keyboards ( | * '''Traditional Peripherals:''' [[Keyboard and mouse]] and traditional [[gamepad]]s can still be used in VR, typically for seated experiences, ports of non-VR games, or for productivity tasks. Some platforms, like Meta Quest, have begun to integrate tracking for specific models of physical keyboards (for example the [[Logitech K830]]), allowing users to see a virtual representation of their keyboard and hands while typing, which greatly improves usability for work and text entry in VR.<ref name="medium_k830">The Logitech K830 Keyboard And Typing In VR. Medium, August 25, 2021. https://medium.com/xrlo-extended-reality-lowdown/the-logitech-k830-keyboard-and-typing-in-vr-556e2740c48d</ref><ref name="reddit_kb_mouse_vr">Can I use mouse and keyboard with the vr headset on pc for vr games instead of controllers? Reddit. https://www.reddit.com/r/oculus/comments/10946c5/can_i_use_mouse_and_keyboard_with_the_vr_headset/</ref> | ||
==Applications of Input Across Industries== | ==Applications of Input Across Industries== | ||
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===Technical Hurdles=== | ===Technical Hurdles=== | ||
* '''Tracking Fidelity and Occlusion:''' While modern tracking systems are robust, they are not flawless. Inside-out systems can lose track of controllers when they are held outside the headset cameras' field of view ( | * '''Tracking Fidelity and Occlusion:''' While modern tracking systems are robust, they are not flawless. Inside-out systems can lose track of controllers when they are held outside the headset cameras' field of view (for example behind the back or too close to the face).<ref name="pimax_tracking"/> Hand tracking can be unreliable during fast movements, complex finger interactions, or when one hand occludes the other.<ref name="mixed_news_hand_tracking"/> These tracking failures can break immersion and cause user frustration. | ||
* '''Haptic Fidelity and Cost:''' The haptic feedback in most consumer VR controllers is limited to simple vibrations. Creating realistic tactile sensations—such as the texture of a surface, the weight of an object, or the precise feeling of pressure—is extremely challenging.<ref name="flatirons_haptics_disadvantages">Disadvantages of Haptic Technology. Flatirons. https://flatirons.com/blog/disadvantages-of-haptic-technology/</ref> Advanced haptic devices like force-feedback exoskeletons or microfluidic gloves exist, but they are currently very expensive, bulky, and largely confined to research and enterprise applications.<ref name="boreas_bad_haptics">How Bad Haptic Feedback Can Ruin the User Experience. Boreas Technologies. https://pages.boreas.ca/blog/how-bad-haptic-feedback-can-ruin-the-user-experience</ref> | * '''Haptic Fidelity and Cost:''' The haptic feedback in most consumer VR controllers is limited to simple vibrations. Creating realistic tactile sensations—such as the texture of a surface, the weight of an object, or the precise feeling of pressure—is extremely challenging.<ref name="flatirons_haptics_disadvantages">Disadvantages of Haptic Technology. Flatirons. https://flatirons.com/blog/disadvantages-of-haptic-technology/</ref> Advanced haptic devices like force-feedback exoskeletons or microfluidic gloves exist, but they are currently very expensive, bulky, and largely confined to research and enterprise applications.<ref name="boreas_bad_haptics">How Bad Haptic Feedback Can Ruin the User Experience. Boreas Technologies. https://pages.boreas.ca/blog/how-bad-haptic-feedback-can-ruin-the-user-experience</ref> | ||
* '''Hardware Constraints:''' Standalone VR headsets operate under significant power and thermal constraints. The onboard processing power limits the complexity of the physics simulations, the number of tracked objects, and the sophistication of the rendering, which in turn affects the realism of interactions. Limited battery life also curtails the duration of untethered VR sessions.<ref name="medium_vr_challenges"/><ref name="vcd_vr_challenges">Exploring the Challenges and Limitations of Virtual Reality. VCD Social Club. https://vcdsocialclub.co.uk/exploring-the-challenges-and-limitations-of-virtual-reality</ref> | * '''Hardware Constraints:''' Standalone VR headsets operate under significant power and thermal constraints. The onboard processing power limits the complexity of the physics simulations, the number of tracked objects, and the sophistication of the rendering, which in turn affects the realism of interactions. Limited battery life also curtails the duration of untethered VR sessions.<ref name="medium_vr_challenges"/><ref name="vcd_vr_challenges">Exploring the Challenges and Limitations of Virtual Reality. VCD Social Club. https://vcdsocialclub.co.uk/exploring-the-challenges-and-limitations-of-virtual-reality</ref> | ||
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<ref name="wikipedia_valve_index">Valve Index. Wikipedia. https://en.wikipedia.org/wiki/Valve_Index</ref> | <ref name="wikipedia_valve_index">Valve Index. Wikipedia. https://en.wikipedia.org/wiki/Valve_Index</ref> | ||
<ref name="pimax_tracking">Pose Tracking Methods: Outside-in VS Inside-out Tracking in VR. Pimax. https://pimax.com/blogs/blogs/pose-tracking-methods-outside-in-vs-inside-out-tracking-in-vr</ref> | <ref name="pimax_tracking">Pose Tracking Methods: Outside-in VS Inside-out Tracking in VR. Pimax. https://pimax.com/blogs/blogs/pose-tracking-methods-outside-in-vs-inside-out-tracking-in-vr</ref> | ||
<ref name="zilliz_tracking">What types of tracking systems are used in VR ( | <ref name="zilliz_tracking">What types of tracking systems are used in VR (for example inside-out vs. outside-in)? Zilliz. https://zilliz.com/ai-faq/what-types-of-tracking-systems-are-used-in-vr-eg-insideout-vs-outsidein</ref> | ||
<ref name="meta_controllers_pro">Meta Quest Touch Pro Controllers. Meta. https://www.meta.com/help/quest/667591367977925/</ref> | <ref name="meta_controllers_pro">Meta Quest Touch Pro Controllers. Meta. https://www.meta.com/help/quest/667591367977925/</ref> | ||
<ref name="milvus_motion_controllers">What role do motion controllers play in VR, and how do you support them? Milvus. https://milvus.io/ai-quick-reference/what-role-do-motion-controllers-play-in-vr-and-how-do-you-support-them</ref> | <ref name="milvus_motion_controllers">What role do motion controllers play in VR, and how do you support them? Milvus. https://milvus.io/ai-quick-reference/what-role-do-motion-controllers-play-in-vr-and-how-do-you-support-them</ref> | ||