Using a 6 Degrees of Freedom Virtual Reality Input Device With An Augmented Reality Headset In A Collaborative Environment
Adam Sinclair Williams, Francisco Raul Ortega
Abstract
Adam Sinclair Williams, Francisco Raul Ortega
Abstract
Augmented reality headsets have become increasingly consumer-available. Often gesture and speech are the main input modalities provided by these headsets. For some tasks, users may need a more precise input method. Tracked controllers can be added by using image tracking; however, this is not always the most accurate solution. This work outlines how to use off-the-shelf products to create a collaborative cross-device mixed reality experience. In that experience, the positionally tracked inputs from one headset can be used by another headset that may not natively support them.
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Augmented reality headsets have become increasingly consumer-available. Often gesture and speech are the main input modalities provided by these headsets. For some tasks, users may need a more precise input method. Tracked controllers can be added by using image tracking; however, this is not always the most accurate solution. This work outlines how to use off-the-shelf products to create a collaborative cross-device mixed reality experience. In that experience, the positionally tracked inputs from one headset can be used by another headset that may not natively support them.
Key concepts: Headset, Augmented reality, Virtual reality, Computer science, Human–computer interaction, Modalities, Gesture, Mixed reality