Accuracy of Commodity Finger Tracking Systems for Virtual Reality Head-Mounted Displays
Daniel M. Schneider, Alexander Otte, Axel Simon Kublin, Alexander Martschenko, Per Ola Kristensson, Eyal Ofek, Michel Pahud, Jens Grubert · 2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW) · 2020
Representing users’ hands and fingers in virtual reality is crucial for many tasks. Recently, virtual reality head-mounted displays, capable of camera-based inside-out tracking and finger and hand tracking, are becoming popular and complement add-on solutions, such as Leap Motion.However, interacting with physical objects requires an accurate grounded positioning of the virtual reality coordinate system relative to relevant objects, and a good spatial positioning of the user’s fingers and hands.In order to get a better understanding of the capabilities of Virtual Reality headset finger tracking solutions for interacting with physical objects, we ran a controlled experiment (n =24) comparing two commodity hand and finger tracking systems (HTC Vive and Leap Motion) and report on the accuracy of commodity hand tracking systems.