Skip to main content
Up and Coming
June 15, 2013

Unified Head and Hand Oculus Positional Tracking

First off, let me say I have no idea HOW this could. I just have an idea that someone should figure it out!

Oculus is working hard on positional tracking for the head, but should they be focusing on hands at the same time? Right now there are all of these different ideas for controllers/gloves/motion tracking. What if you could use any controller or device you want and STILL have positional tracking for your hands that are ALSO relative to your head.

I got to try the Rift with the Hydra, and one frustrating part of that experience was that my virtual hands in the Tuscany demo were not exactly where my real life hands were. I'm sure there are several reasons why this is the case, but the reason I can think of is that the Rift wasn't be tracked, so where my head is located relative to where my hands are located isn't matching up. If the same positional tracking was being used for the Rift and my hands, however, I imagine it would be very easy to match up the hands being exactly where they are supposed to be in relation to my head. But how do you do this and still allow the use of any controller? My idea is positional wristbands.

You could put a wristband on each wrist, making sure that the logo lines up with the center of your wrist. These could be wireless or there could be long wires that plug in directly to the Rift. Assuming that whatever positional tracking solution for the Rift could also work on these bands, you could track the head and both hands in virtual space and in relation to each other. The bands could even track rotation and other movements of the hand. The best part is that this still leaves the hands free to use the input device of you/the games' choice.

Using this method, you could aim with an Xbox controller. You could have a game that could combine the Leap Motion and Oculus' positional tracking. You could still use the Hydra. You could use a glove. Or you could just use the bands (if it were, say, a boxing game). It's about creating an Oculus standard - all Rift compatible games can take advantage of positional tracking for head and hands, BUT it still allows the flexibility for a game to choose different input devices (you could even play mouse and keyboard and just fling your hand around for specific commands or to point at menu options).

Perhaps this idea has already been floating around. Or perhaps the next post will tell me why it's not possible. It's just an idea that, in as much daydreaming about the Rift as I do, I hadn't thought of before, so I thought I would share. Thoughts?

    59 replies

    Participant
    June 21, 2013
    First tests done with a kinect. I use kinect to get a lean based navigation system, avateering and some "neck tracking" (to synchronize position of camera with body). It needs to be improved but it's already very fun.


    Participant
    June 21, 2013
    @jwilkins :
    I just did a very quick test of kinect & leap motion working together. I tested the two devices facing each others (seems to me the most usual scenario for the rift).

    On Leap motion side :
    - Everything seems quite ok.

    On kinect side :
    - Skeleton tracking seems quite ok.
    - The leap motion sensor appears in black on depth stream image (see attached files). The pattern of interference seems to change according to the distance between the 2 devices)
    If I have a good memory this is synonym of unknown depth value (object too far or too close from kinect).
    It's also typical of IR lights detected by kinect (old tests done with a remote control and a IR projector).

    The result seems to me quite positive (I'm more interested by skeleton tracking for now) but interferences with depth stream could be an issue according to the needs of specific projects.

    My 2 cents.
    Up and Coming
    June 22, 2013
    Interesting, thanks for sharing your results.

    Right now I'm on the fence about whether I should get a Kinect now or wait and see if they make a "Kinect One for Windows"
    (╯°□°)╯︵┻━┻
    Participant
    June 22, 2013
    Microsoft stated that there would be a kinect one for windows released in ... 2014 (nothing more precise at the moment).

    The hardware should be roughly the same as the xbox (may be with a better management of near mode). Main "problem" is that we'll have to wait 2014 to get an official sdk from microsoft.

    So I guess this solution will depends on your needs. If you only need color and depth streams, we can expect that an unofficial sdk will be released earlier by someone. If you need skeleton tracking, it could take some more time..
    Up and Coming
    June 22, 2013
    Thanks. For some reason I missed that announcement. My main problem is I'm not sure I'll have time to do anything with Kinect before there is a new one, so getting the current one may be a waste of money. The Rift by itself has added enough ideas to keep me busy forever :)
    (╯°□°)╯︵┻━┻
    Participant
    June 22, 2013
    Sure. The best solution will mainly depend on your project and your schedule. I think the existing Kinect already provides interesting things (for body tracking, interactions, motion sickness, ...) but if you can wait for the next kinect, it could be a good investment since the technology is different and seems more accurate.
    And who knows, may be others affordable solutions will appear in the meantime...
    Up and Coming
    June 22, 2013
    "eshan" wrote:
    I think a combined Rift & Hydra is pretty close to the way to go. A unified base could receive the video and usb and contain the magnetic orb. One wire goes goes to the headset, and then two wires come down from the headset, one to each wand. Ideally, there would be 3 magnetic sensors total, head and two hands, but I would settle for just head and active hand.
    I think this is absolutely the way to go for the next year or so, only move the head position sensor to the chest or back. It's much more accurate to imply the head position based on neck rotations in my experience.

    I also think in the short term, it makes a lot of sense to have Hydra like joysticks and buttons in each hand as we make the progression from traditional controllers.

    Long term, I think finger tracking will be the way to go, but without haptic feedback it will be too difficult to control. If you attempted to pick something up, I imagine you'd feel like your fingers were going through it, then you'd need to solve the physics problems that creates.

    And the same goes for Hydras, without haptic feedback, we'll need to concentrate on interactions that don't require physical feed back. So shooting a gun is fine, but swinging a sword is not because you can't block the players movement.
    GunLock - Multiplayer FPS UE4 Rollercoaster HydraDeck - RTS
    TboneAuthor
    Up and Coming
    June 23, 2013
    Sixense is touting some interesting statistics for their wireless dev kit:

    http://sixense.com/tracking-technology

    -True 1:1
    -No calibration needed
    -Wireless
    -FOUR controllers
    -12' diameter

    With it being wireless with four controllers, I imagine a lot more could be done with it.
    The Furious Angels - an Oculus Rift Online Gaming Community!
    Participant
    June 23, 2013
    "Tbone" wrote:
    Sixense is touting some interesting statistics for their wireless dev kit:

    http://sixense.com/tracking-technology

    -True 1:1
    -No calibration needed
    -Wireless
    -FOUR controllers
    -12' diameter

    With it being wireless with four controllers, I imagine a lot more could be done with it.

    Interesting ! Do you know if there's a price announced ?
    TboneAuthor
    Up and Coming
    June 23, 2013
    "LaurentMT" wrote:
    "Tbone" wrote:
    Sixense is touting some interesting statistics for their wireless dev kit:

    http://sixense.com/tracking-technology

    -True 1:1
    -No calibration needed
    -Wireless
    -FOUR controllers
    -12' diameter

    With it being wireless with four controllers, I imagine a lot more could be done with it.

    Interesting ! Do you know if there's a price announced ?

    No. That's the only page I've found that even gives any clue that the dev kit exists. I perused the forums looking for more details but came up empty. Google wasn't much of a help either.
    The Furious Angels - an Oculus Rift Online Gaming Community!