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Robustness and static-positional accuracy of the SteamVR 1.0 virtual reality tracking system

Sansone, Lucia Grazia ; Stanzani, Ronny ; Job, Mirko ; Battista, Simone LU orcid ; Signori, Alessio and Testa, Marco (2022) In Virtual Reality 26(3). p.903-924
Abstract

The use of low-cost immersive virtual reality systems is rapidly expanding. Several studies started to analyse the accuracy of virtual reality tracking systems, but they did not consider in depth the effects of external interferences in the working area. In line with that, this study aimed at exploring the static-positional accuracy and the robustness to occlusions inside the capture volume of the SteamVR (1.0) tracking system. To do so, we ran 3 different tests in which we acquired the position of HTC Vive PRO Trackers (2018 version) on specific points of a grid drawn on the floor, in regular tracking conditions and with partial and total occlusions. The tracking system showed a high inter- and intra-rater reliability and detected a... (More)

The use of low-cost immersive virtual reality systems is rapidly expanding. Several studies started to analyse the accuracy of virtual reality tracking systems, but they did not consider in depth the effects of external interferences in the working area. In line with that, this study aimed at exploring the static-positional accuracy and the robustness to occlusions inside the capture volume of the SteamVR (1.0) tracking system. To do so, we ran 3 different tests in which we acquired the position of HTC Vive PRO Trackers (2018 version) on specific points of a grid drawn on the floor, in regular tracking conditions and with partial and total occlusions. The tracking system showed a high inter- and intra-rater reliability and detected a tilted surface with respect to the floor plane. Every acquisition was characterised by an initial random offset. We estimated an average accuracy of 0.5 ± 0.2 cm across the entire grid (XY-plane), noticing that the central points were more accurate (0.4 ± 0.1 cm) than the outer ones (0.6 ± 0.1 cm). For the Z-axis, the measurements showed greater variability and the accuracy was equal to 1.7 ± 1.2 cm. Occlusion response was tested using nonparametric Bland–Altman statistics, which highlighted the robustness of the tracking system. In conclusion, our results promote the SteamVR system for static measures in the clinical field. The computed error can be considered clinically irrelevant for exercises aimed at the rehabilitation of functional movements, whose several motor outcomes are generally measured on the scale of metres.

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Please use this url to cite or link to this publication:
author
; ; ; ; and
publishing date
type
Contribution to journal
publication status
published
keywords
Accuracy testing, HTC Vive PRO, SteamVR tracking, Tracker occlusion, Validation Study [Publication Type], Virtual reality
in
Virtual Reality
volume
26
issue
3
pages
903 - 924
publisher
Springer
external identifiers
  • scopus:85118861001
ISSN
1359-4338
DOI
10.1007/s10055-021-00584-5
language
English
LU publication?
no
additional info
Publisher Copyright: © 2021, The Author(s).
id
041aad1b-03bf-44b7-bed0-30655258b561
date added to LUP
2021-11-22 12:43:30
date last changed
2023-10-26 15:01:11
@article{041aad1b-03bf-44b7-bed0-30655258b561,
  abstract     = {{<p>The use of low-cost immersive virtual reality systems is rapidly expanding. Several studies started to analyse the accuracy of virtual reality tracking systems, but they did not consider in depth the effects of external interferences in the working area. In line with that, this study aimed at exploring the static-positional accuracy and the robustness to occlusions inside the capture volume of the SteamVR (1.0) tracking system. To do so, we ran 3 different tests in which we acquired the position of HTC Vive PRO Trackers (2018 version) on specific points of a grid drawn on the floor, in regular tracking conditions and with partial and total occlusions. The tracking system showed a high inter- and intra-rater reliability and detected a tilted surface with respect to the floor plane. Every acquisition was characterised by an initial random offset. We estimated an average accuracy of 0.5 ± 0.2 cm across the entire grid (XY-plane), noticing that the central points were more accurate (0.4 ± 0.1 cm) than the outer ones (0.6 ± 0.1 cm). For the Z-axis, the measurements showed greater variability and the accuracy was equal to 1.7 ± 1.2 cm. Occlusion response was tested using nonparametric Bland–Altman statistics, which highlighted the robustness of the tracking system. In conclusion, our results promote the SteamVR system for static measures in the clinical field. The computed error can be considered clinically irrelevant for exercises aimed at the rehabilitation of functional movements, whose several motor outcomes are generally measured on the scale of metres.</p>}},
  author       = {{Sansone, Lucia Grazia and Stanzani, Ronny and Job, Mirko and Battista, Simone and Signori, Alessio and Testa, Marco}},
  issn         = {{1359-4338}},
  keywords     = {{Accuracy testing; HTC Vive PRO; SteamVR tracking; Tracker occlusion; Validation Study [Publication Type]; Virtual reality}},
  language     = {{eng}},
  number       = {{3}},
  pages        = {{903--924}},
  publisher    = {{Springer}},
  series       = {{Virtual Reality}},
  title        = {{Robustness and static-positional accuracy of the SteamVR 1.0 virtual reality tracking system}},
  url          = {{http://dx.doi.org/10.1007/s10055-021-00584-5}},
  doi          = {{10.1007/s10055-021-00584-5}},
  volume       = {{26}},
  year         = {{2022}},
}