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Pilot study on the spatial and temporal accuracies of hitting a high-speed virtual ball in tennis simulation

机译:试验研究在网球模拟中击中高速虚拟球的空间和时间精度

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We conducted a pilot study to determine if users can accurately perceive the spatial position of a virtual ball traveling at high speed, track and hit it at the correct time with a real racket in a stereoscopic immersive tennis training system. To ensure that the tennis ball appears spatially accurate from the player's view point when projected onto the display walls, the positions of both eyes are obtained using head tracking. The tracker to display latency was determined to be 40 milliseconds. The pilot study with proficient players shows that they are able to accurately intersect the trajectory of the virtual ball with their racket, with an average error of less than 0.1m. This initial finding will be useful for immersive virtual reality applications involving high speed tasks.
机译:我们进行了一项试验研究,以确定用户是否可以在高速,轨道上准确地察觉到虚拟球的空间位置,并在立体沉浸式网球训练系统中使用真正的球拍在正确的时间内击中它。为了确保当投射到显示墙上时,网球从玩家的观点出现空间准确,可以使用头部跟踪获得双眼的位置。显示延迟的跟踪器被确定为40毫秒。具有熟练玩家的试验研究表明,它们能够用它们的球拍准确地与球拍的轨迹相交,平均误差小于0.1米。此初始发现对于涉及高速任务的沉浸式虚拟现实应用是有用的。

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