Niehorster Diederick C, Li Li, Lappe Markus
Institute for Psychology, University of Muenster, Germany.
Neural Science Program, New York University Shanghai, China; Department of Psychology, The University of Hong Kong, Hong Kong.
Iperception. 2017 May 18;8(3):2041669517708205. doi: 10.1177/2041669517708205. eCollection 2017 May-Jun.
The advent of inexpensive consumer virtual reality equipment enables many more researchers to study perception with naturally moving observers. One such system, the HTC Vive, offers a large field-of-view, high-resolution head mounted display together with a room-scale tracking system for less than a thousand U.S. dollars. If the position and orientation tracking of this system is of sufficient accuracy and precision, it could be suitable for much research that is currently done with far more expensive systems. Here we present a quantitative test of the HTC Vive's position and orientation tracking as well as its end-to-end system latency. We report that while the precision of the Vive's tracking measurements is high and its system latency (22 ms) is low, its position and orientation measurements are provided in a coordinate system that is tilted with respect to the physical ground plane. Because large changes in offset were found whenever tracking was briefly lost, it cannot be corrected for with a one-time calibration procedure. We conclude that the varying offset between the virtual and the physical tracking space makes the HTC Vive at present unsuitable for scientific experiments that require accurate visual stimulation of self-motion through a virtual world. It may however be suited for other experiments that do not have this requirement.
廉价消费级虚拟现实设备的出现,使更多研究人员能够利用自然移动的观察者来研究感知。其中一款名为HTC Vive的系统,提供了大视野、高分辨率的头戴式显示器以及一套房间规模的追踪系统,价格不到1000美元。如果该系统的位置和方向追踪具有足够的准确性和精度,那么它可能适用于目前许多使用更昂贵系统进行的研究。在此,我们对HTC Vive的位置和方向追踪以及其端到端系统延迟进行了定量测试。我们报告称,虽然Vive追踪测量的精度很高,其系统延迟(22毫秒)也很低,但它的位置和方向测量是在一个相对于物理地面平面倾斜的坐标系中提供的。由于每当追踪短暂丢失时都会发现偏移量有很大变化,因此无法通过一次性校准程序进行校正。我们得出结论,虚拟追踪空间和物理追踪空间之间不断变化的偏移量使得HTC Vive目前不适用于需要通过虚拟世界对自我运动进行精确视觉刺激的科学实验。然而,它可能适用于其他没有此要求的实验。