{"id":637044,"date":"2020-02-13T10:11:59","date_gmt":"2020-02-13T18:11:59","guid":{"rendered":"https:\/\/www.microsoft.com\/en-us\/research\/?post_type=msr-research-item&#038;p=637044"},"modified":"2020-02-13T10:12:00","modified_gmt":"2020-02-13T18:12:00","slug":"accuracy-of-commodity-finger-tracking-systems-for-virtual-reality-head-mounted-displays","status":"publish","type":"msr-research-item","link":"https:\/\/www.microsoft.com\/en-us\/research\/publication\/accuracy-of-commodity-finger-tracking-systems-for-virtual-reality-head-mounted-displays\/","title":{"rendered":"Accuracy of Commodity Finger Tracking Systems for Virtual Reality Head-Mounted Displays"},"content":{"rendered":"<p>Representing users&#8217; 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.<\/p>\n<p>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&#8217;s fingers and hands.<\/p>\n<p>To better understand the capabilities of Virtual Reality headset finger tracking, we ran a controlled experiment comparing commodity hand and finger tracking systems (HTC Vive and Leap Motion) and report on the accuracy of commodity hand tracking.<\/p>\n<p>&nbsp;<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"wp-image-637047 aligncenter\" src=\"https:\/\/www.microsoft.com\/en-us\/research\/wp-content\/uploads\/2020\/02\/Acc-scaled.jpg\" alt=\"\" width=\"1349\" height=\"143\" srcset=\"https:\/\/www.microsoft.com\/en-us\/research\/wp-content\/uploads\/2020\/02\/Acc-scaled.jpg 2560w, https:\/\/www.microsoft.com\/en-us\/research\/wp-content\/uploads\/2020\/02\/Acc-300x32.jpg 300w, https:\/\/www.microsoft.com\/en-us\/research\/wp-content\/uploads\/2020\/02\/Acc-1024x108.jpg 1024w, https:\/\/www.microsoft.com\/en-us\/research\/wp-content\/uploads\/2020\/02\/Acc-768x81.jpg 768w, https:\/\/www.microsoft.com\/en-us\/research\/wp-content\/uploads\/2020\/02\/Acc-1536x162.jpg 1536w, https:\/\/www.microsoft.com\/en-us\/research\/wp-content\/uploads\/2020\/02\/Acc-2048x216.jpg 2048w\" sizes=\"auto, (max-width: 1349px) 100vw, 1349px\" \/><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Representing users&#8217; 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 [&hellip;]<\/p>\n","protected":false},"featured_media":0,"template":"","meta":{"msr-url-field":"","msr-podcast-episode":"","msrModifiedDate":"","msrModifiedDateEnabled":false,"ep_exclude_from_search":false,"_classifai_error":"","msr-author-ordering":null,"msr_publishername":"IEEE","msr_publisher_other":"","msr_booktitle":"","msr_chapter":"","msr_edition":"","msr_editors":"","msr_how_published":"","msr_isbn":"","msr_issue":"","msr_journal":"","msr_number":"","msr_organization":"IEEE","msr_pages_string":"","msr_page_range_start":"","msr_page_range_end":"","msr_series":"","msr_volume":"","msr_copyright":"","msr_conference_name":"IEEE VR 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