We present a system enabling users to accurately catch a real ball while immersed in a virtual reality environment. We examine three visualizations: rendering a matching virtual ball, the predicted trajectory of the ball, and a target catching point lying on the predicted trajectory. In our demonstration system, we track the projectile motion of a ball as it is being tossed between users. Using Unscented Kalman Filtering, we generate predictive estimates of the ball's motion as it approaches the catcher. The predictive assistance visualizations effectively increases user's senses but can also alter the user's strategy in catching.
Full paper: https://s3-us-west-1.amazonaws.com/disneyresearch/wp-content/uploads/20170316100633/Catching-a-Real-Ball-in-Virtual-Reality-Paper.pdf (PDF)
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(Score: 2) by rob_on_earth on Monday March 27 2017, @11:41AM (2 children)
Exactly what I came to say. If you have never used the Vive this may seem fanciful. But when setting users up to use the Vive I always make sure the headset is comfortable and then tell them to take the controllers from me. They can always do this consistently because of the near perfect tracking.
(Score: 2) by JoeMerchant on Monday March 27 2017, @06:15PM (1 child)
Something the summary said tweaked my interest: predictive modeling of where the ball will be - is this something that you can "tune" in Vive? Can the VR give you a "present" image (which would be somewhat predictive also) plus a "one second in the future" predictive ghost?
🌻🌻 [google.com]
(Score: 2) by rob_on_earth on Tuesday March 28 2017, @07:40AM
you would have to do the math but I do not see why not.