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Investigating Low-Cost Virtual Reality Technologies in the Context of an Immersive Maintenance Training Application

机译:在沉浸式维护培训申请的背景下调查低成本虚拟现实技术

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This study evaluates the feasibility and limitations of integrating low cost commercial off the shelf (COTS) virtual reality (VR) technologies into immersive maintenance training applications. The Oculus Rift DK2, Microsoft Kinect V2, and Unity 3D Game Engine were evaluated for positional accuracy and signal chain latency in two distinct studies. Furthermore, the integration between hardware and software was also assessed to determine the limitations and challenges of developing a low cost immersive VR training system. The positional accuracy results showed that the Spine Mid, Spine Shoulder, and Neck joints had the lowest mean error and standard deviation when considering all joints tracked by the Kinect. The signal chain latency results showed 173-186 ms of delay from the time a user performed an action to the time the action was reflected in the virtual environment displayed to the headset. Overall, the integration of a low cost VR system including the Microsoft Kinect V2 and the Oculus Rift DK2 is feasible and could provide a realistic training environment that is deployable and reconfigurable.
机译:本研究评估了将货架(COTS)虚拟现实(VR)技术的低成本商业广告(COTS)虚拟现实(VR)技术集成到沉浸式维护培训应用中的可行性和限制。在两个不同的研究中,评估了Oculus Rift DK2,Microsoft Kinect V2和Unity 3D游戏发动机的位置精度和信号链潜伏期。此外,还评估了硬件和软件之间的集成,以确定开发低成本沉浸式VR培训系统的局限性和挑战。位置精度结果表明,在考虑由Kinect跟踪的所有接头时,脊柱中间,脊柱肩部和颈部和颈部接头具有最低的平均误差和标准差。信号链延迟结果显示了173-186 ms的延迟从用户对动作在显示给耳机的虚拟环境中反映的时间。总的来说,包括Microsoft Kinect V2和Oculu属DK2在内的低成本VR系统的集成是可行的,可以提供可部署和可重新配置的现实培训环境。

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