Is anyone doing controller health and education research? As well as Hand-tracking?
TACTILE learning (hand learning) is key to Early Childhood Development. What a child grows up with as far as handheld objects (apples, bananas, cards, etc). Same is true for technology like controllers, keyboards, tablets. They change how neural networks are developed within the brain. Also, build muscle and forms musclememory (prioprerception). So should childrens' games have time limits and parental controls for that? And should they offer cross-platform-controller function/s to promote more body diversity? How would the software have to be configured to increase maximum benefit? Also, have to consider the differences in hand size as well as missing fingers, thumbs, or radiculopathy and other nerve conditions, etc. Not to sound Ageist, but isn't this a way to improve the present and future, even for the elderly? Hand-tracking for amputees and prosthetics? Add tags983Views0likes0CommentsBone Rotations to Joint Angles
I would like to know what would be the best approach to converting bone rotations (quaternions) to joint angles (ideally a single angle value based on the axis of rotation for the joint rather than euler angles). Currently, I have data from a Quest 2 app that has several bone rotation quaternions which I assume each correspond to the joints in this diagram To get the joint angle, I follow the euler axis representation of a quaternion https://en.wikipedia.org/wiki/Quaternions_and_spatial_rotation#Using_quaternions_as_rotations and simply use this calculation: joint angle = 2*acos(real or scalar part of bone rotation quaternion) to get a joint angle from a bone rotation. I would like to know if 1) I'm interpreting bone rotations and how they are organized properly 2) if the calculation makes sense 3) if there's any conversion that's available that can be used. Thanks!1.3KViews0likes0Comments