Literature DB >> 16448700

Quantitative analysis of accuracy of an inertial/acoustic 6DOF tracking system in motion.

Stuart J Gilson1, Andrew W Fitzgibbon, Andrew Glennerster.   

Abstract

An increasing number of neuroscience experiments are using virtual reality to provide a more immersive and less artificial experimental environment. This is particularly useful to navigation and three-dimensional scene perception experiments. Such experiments require accurate real-time tracking of the observer's head in order to render the virtual scene. Here, we present data on the accuracy of a commonly used six degrees of freedom tracker (Intersense IS900) when it is moved in ways typical of virtual reality applications. We compared the reported location of the tracker with its location computed by an optical tracking method. When the tracker was stationary, the root mean square error in spatial accuracy was 0.64 mm. However, we found that errors increased over ten-fold (up to 17 mm) when the tracker moved at speeds common in virtual reality applications. We demonstrate that the errors we report here are predominantly due to inaccuracies of the IS900 system rather than the optical tracking against which it was compared.

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Mesh:

Year:  2006        PMID: 16448700      PMCID: PMC2816816          DOI: 10.1016/j.jneumeth.2005.12.013

Source DB:  PubMed          Journal:  J Neurosci Methods        ISSN: 0165-0270            Impact factor:   2.390


  15 in total

1.  A 6-dof device to measure head movements in active vision experiments: geometric modeling and metric accuracy.

Authors:  F Panerai; S Hanneton; J Droulez; V Cornilleau-Pérès
Journal:  J Neurosci Methods       Date:  1999-08-15       Impact factor: 2.390

2.  View dependence in scene recognition after active learning.

Authors:  C G Christou; H H Bülthoff
Journal:  Mem Cognit       Date:  1999-11

3.  Touch can change visual slant perception.

Authors:  M O Ernst; M S Banks; H H Bülthoff
Journal:  Nat Neurosci       Date:  2000-01       Impact factor: 24.884

4.  Route navigating without place recognition: what is recognised in recognition-triggered responses?

Authors:  H A Mallot; S Gillner
Journal:  Perception       Date:  2000       Impact factor: 1.490

Review 5.  Immersive virtual environment technology as a basic research tool in psychology.

Authors:  J M Loomis; J J Blascovich; A C Beall
Journal:  Behav Res Methods Instrum Comput       Date:  1999-11

6.  Virtual psychophysics.

Authors:  J J Koenderink
Journal:  Perception       Date:  1999       Impact factor: 1.490

7.  System identification applied to a visuomotor task: near-optimal human performance in a noisy changing task.

Authors:  R J Baddeley; H A Ingram; R C Miall
Journal:  J Neurosci       Date:  2003-04-01       Impact factor: 6.167

Review 8.  Virtual reality in behavioral neuroscience and beyond.

Authors:  Michael J Tarr; William H Warren
Journal:  Nat Neurosci       Date:  2002-11       Impact factor: 24.884

9.  Bayesian integration in sensorimotor learning.

Authors:  Konrad P Körding; Daniel M Wolpert
Journal:  Nature       Date:  2004-01-15       Impact factor: 49.962

10.  Optic flow is used to control human walking.

Authors:  W H Warren; B A Kay; W D Zosh; A P Duchon; S Sahuc
Journal:  Nat Neurosci       Date:  2001-02       Impact factor: 24.884

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  1 in total

1.  How soccer players head the ball: a test of Optic Acceleration Cancellation theory with virtual reality.

Authors:  Peter McLeod; Nick Reed; Stuart Gilson; Andrew Glennerster
Journal:  Vision Res       Date:  2008-05-09       Impact factor: 1.886

  1 in total

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