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Virtual and Real-Time Synchronous Interaction for Playing Table Tennis with Holograms in Mixed Reality

Real-time and accurate interaction technology is required to realize new wearable Mixed Reality (MR) solutions. At present, the mainstream interaction method relies on gesture detection technology, which has two shortcomings: 1. the hand feature points may easily be obstructed by obstacles and canno...

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Detalles Bibliográficos
Autores principales: Wang, Bin, Zhang, Ruiqi, Xi, Chong, Sun, Jing, Yang, Xiaochun
Formato: Online Artículo Texto
Lenguaje:English
Publicado: MDPI 2020
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7506748/
https://www.ncbi.nlm.nih.gov/pubmed/32867294
http://dx.doi.org/10.3390/s20174857
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author Wang, Bin
Zhang, Ruiqi
Xi, Chong
Sun, Jing
Yang, Xiaochun
author_facet Wang, Bin
Zhang, Ruiqi
Xi, Chong
Sun, Jing
Yang, Xiaochun
author_sort Wang, Bin
collection PubMed
description Real-time and accurate interaction technology is required to realize new wearable Mixed Reality (MR) solutions. At present, the mainstream interaction method relies on gesture detection technology, which has two shortcomings: 1. the hand feature points may easily be obstructed by obstacles and cannot be detected and 2. the kinds of gesture that can be recognized are limited. Hence, it cannot support complex interactions well. Moreover, the traditional collision detection algorithm has difficulty detecting the collision between real and virtual objects under motion. Because location information of real objects needs updating in real time, it is easy to lose collision detection under high speeds. In the implementation of our system, Mixed Reality Table Tennis System, we propose novel methods which overcome these shortcomings. Instead of using gesture detection technology, we use a locator as the main input device and build a data exchange channel for the devices, so that the system can update the motion state of the racket in real time. Besides, we adjust the thickness of the collider dynamically to solve the collision detection problem and calculate rebound results responding to the motion state of the racket and the ball. Experimental results show that our method avoids losing collision detection and improves the authenticity of simulation. It keeps good interaction in real time.
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spelling pubmed-75067482020-09-26 Virtual and Real-Time Synchronous Interaction for Playing Table Tennis with Holograms in Mixed Reality Wang, Bin Zhang, Ruiqi Xi, Chong Sun, Jing Yang, Xiaochun Sensors (Basel) Article Real-time and accurate interaction technology is required to realize new wearable Mixed Reality (MR) solutions. At present, the mainstream interaction method relies on gesture detection technology, which has two shortcomings: 1. the hand feature points may easily be obstructed by obstacles and cannot be detected and 2. the kinds of gesture that can be recognized are limited. Hence, it cannot support complex interactions well. Moreover, the traditional collision detection algorithm has difficulty detecting the collision between real and virtual objects under motion. Because location information of real objects needs updating in real time, it is easy to lose collision detection under high speeds. In the implementation of our system, Mixed Reality Table Tennis System, we propose novel methods which overcome these shortcomings. Instead of using gesture detection technology, we use a locator as the main input device and build a data exchange channel for the devices, so that the system can update the motion state of the racket in real time. Besides, we adjust the thickness of the collider dynamically to solve the collision detection problem and calculate rebound results responding to the motion state of the racket and the ball. Experimental results show that our method avoids losing collision detection and improves the authenticity of simulation. It keeps good interaction in real time. MDPI 2020-08-27 /pmc/articles/PMC7506748/ /pubmed/32867294 http://dx.doi.org/10.3390/s20174857 Text en © 2020 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (http://creativecommons.org/licenses/by/4.0/).
spellingShingle Article
Wang, Bin
Zhang, Ruiqi
Xi, Chong
Sun, Jing
Yang, Xiaochun
Virtual and Real-Time Synchronous Interaction for Playing Table Tennis with Holograms in Mixed Reality
title Virtual and Real-Time Synchronous Interaction for Playing Table Tennis with Holograms in Mixed Reality
title_full Virtual and Real-Time Synchronous Interaction for Playing Table Tennis with Holograms in Mixed Reality
title_fullStr Virtual and Real-Time Synchronous Interaction for Playing Table Tennis with Holograms in Mixed Reality
title_full_unstemmed Virtual and Real-Time Synchronous Interaction for Playing Table Tennis with Holograms in Mixed Reality
title_short Virtual and Real-Time Synchronous Interaction for Playing Table Tennis with Holograms in Mixed Reality
title_sort virtual and real-time synchronous interaction for playing table tennis with holograms in mixed reality
topic Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7506748/
https://www.ncbi.nlm.nih.gov/pubmed/32867294
http://dx.doi.org/10.3390/s20174857
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