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Virtual and Real-Time Synchronous Interaction for Playing Table Tennis with Holograms in Mixed Reality

机译:在混合现实中与全息图播放乒乓球的虚拟和实时同步交互

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摘要

Real-time and accurate interaction technology is required to realize new wearable Mixed Reality (MR) solutions. At present, the mainstream interaction method relies on gesture detection technology, which has two shortcomings: 1. the hand feature points may easily be obstructed by obstacles and cannot be detected and 2. the kinds of gesture that can be recognized are limited. Hence, it cannot support complex interactions well. Moreover, the traditional collision detection algorithm has difficulty detecting the collision between real and virtual objects under motion. Because location information of real objects needs updating in real time, it is easy to lose collision detection under high speeds. In the implementation of our system, Mixed Reality Table Tennis System, we propose novel methods which overcome these shortcomings. Instead of using gesture detection technology, we use a locator as the main input device and build a data exchange channel for the devices, so that the system can update the motion state of the racket in real time. Besides, we adjust the thickness of the collider dynamically to solve the collision detection problem and calculate rebound results responding to the motion state of the racket and the ball. Experimental results show that our method avoids losing collision detection and improves the authenticity of simulation. It keeps good interaction in real time.
机译:需要实时和准确的相互作用技术来实现新的可佩戴混合现实(MR)解决方案。目前,主流相互作用方法依赖于手势检测技术,其具有两个缺点:1。手特征点可能很容易被障碍物阻挡,不能检测到2.可以识别的姿势的种类受到限制。因此,它不能很好地支持复杂的相互作用。此外,传统的碰撞检测算法难以检测运动中实际和虚拟物体之间的碰撞。因为实体物体的位置信息需要实时更新,所以很容易在高速下丢失碰撞检测。在实施我们的系统,混合现实乒乓球系统中,我们提出了克服这些缺点的新型方法。我们使用定位器作为主输入设备,而不是使用手势检测技术,并为设备构建数据交换通道,以便系统可以实时更新球拍的运动状态。此外,我们动态地调节撞机的厚度以解决碰撞检测问题,并计算回应球拍和球的运动状态的回弹结果。实验结果表明,我们的方法避免了失去碰撞检测并提高了模拟的真实性。它实时保持良好的互动。

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