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ACEEE International Journal on Network Security, Vol 1, No. 1, Jan 2010




 Low-Cost Multiple Degrees-of-Freedom Optical
  Tracking for 3D Interaction in Head-Mounted
             Display Virtual Reality
                                                    Yang-Wai Chow
             School of Computer Science and Software Engineering, University of Wollongong, Australia
                                           Email: caseyc@uow.edu.au


Abstract— Interacting with the 3D content present in games          overall only a small variety of input devices is
and virtual environments generally involves some form of            commercially available at present [2].
3D interaction. As such, the design and development of 3D              Interacting with the 3D content present in games and
spatial interaction devices are important in creating more          virtual environments generally involves some form of 3D
realistic and immersive user experiences in 3D virtual
environment applications through natural and intuitive
                                                                    interaction. 3D interaction has been defined in [3] as
human expression. In general, current commercially                  human-computer interaction in which the user’s tasks are
available 3D input devices for virtual reality applications         performed directly in a 3D spatial context. This however
like data gloves, multiple DOF sensors and trackers, etc.           does not necessarily involve 3D input devices.
typically come with a heavy price tag. The objective of this        Conventional 2D input devices like the keyboard and
research is to investigate an approach to setting up an             mouse, or the standard gamepads that have numerous
inexpensive 6-DOF optical tracking system using Wii                 buttons and analog controllers are probably not ideal, and
Remotes, which is adequate for 3D interaction in an                 certainly not intuitive, for interaction in a 3D spatial
interactive Head-Mounted Display (HMD) virtual reality              context [4]. Furthermore, the unnatural mapping between
system. For the purpose of HMD virtual reality, a user
should ideally be able to use a 3D interaction device in a
                                                                    these 2D devices with 3D content to some extent reduces
space surrounding the user. This cannot be achieved when            the user’s immersive experience [5]. Thus, this highlights
using this game controller in the conventional manner. Also,        the impact that the development of 3D spatial interaction
normal usage of the controller only allows for relative             devices and techniques can offer to 3D virtual
positioning and cannot reliably track 6-DOF. This paper             environment interaction, via more natural and intuitive
outlines a method of using Wii Remotes for 3D spatial               human expression.
interaction in an area surrounding the user. This paper also           Typical 3D input devices for virtual reality
presents experimental results conducted in order to                 applications like data gloves, 3D mouse, pointing or
benchmark the accuracy of the system, by comparing the              gesture devices as well as other multiple DOF sensors or
system’s position and orientation estimates with the
readings obtained from a commercial 6-DOF magnetic
                                                                    trackers that are available in the market at this point in
tracker.                                                            time often come with a heavy price tag. A number of
                                                                    these input devices and commercially available tracking
Index Terms—3D input device, optical tracking, virtual              systems have been documented in [1] and [6]. In fact, the
reality, Wii Remote                                                 cost of high-end virtual reality systems has long been a
                                                                    factor that has inhibited the development of high-quality
                    I. INTRODUCTION                                 virtual environment applications and hindered its use in
                                                                    mainstream society [7]. Consequently, there is much
   Interactive virtual reality and 3D virtual environment
                                                                    interest in developing affordable tracking systems for
applications are becoming increasingly common
                                                                    virtual reality [8].
nowadays. These applications typically require two key
                                                                       However, since with the release of the Nintendo Wii in
technologies; namely, 3D displays and multiple Degrees-
                                                                    November 2006, there has been a strong push in the
of-Freedom (DOF) input devices [1]. While much
                                                                    direction of 3D interaction devices for games and virtual
advancement has been made toward improving the
                                                                    environments. In particular the Wii’s video game
technology required by interactive 3D virtual
                                                                    controller, the Wii Remote (informally known as the
environment applications, a lot of this progress has
                                                                    ‘Wiimote’), presents players with an innovative way of
focused on technology for the generation of real-time 3D
                                                                    interacting with 2D/3D game content. The somewhat
computer graphics. This can be seen in the increasingly
                                                                    simple yet effective optical tracking and motion sensing
powerful, yet affordable, Graphics Processing Units
                                                                    technology provided by the Wii Remote has given rise to
(GPUs) available in the market these days. The driving
                                                                    many interesting interaction possibilities. This has in turn
force behind the rapid progress in this area has mainly
                                                                    revolutionized the way in which certain video games are
been attributed to the demand for better video game
                                                                    being developed and played.
technology. However, the development of 3D input
                                                                       Part of the success and attention that the Wii Remote
devices has evolved relatively slowly. To this end, the
                                                                    has attracted can be attributed to the fact that it is a cost
desktop is still very much dominated by the mouse, and
                                                                    effective 3D interaction device. In fact, its low-cost has
                                                                    been the main driving factor behind much research effort
                                                               12

© 2010 ACEEE
DOI: 01.ijns.10.01.03
ACEEE International Journal on Network Security, Vol 1, No. 1, Jan 2010


[9]–[11]. As noted in [12], the potential and future               positioning of the device with respect to the sensor bar,
development of input devices which can track 6-DOF that            which effectively acts as two infrared light sources.
are in the price range as that of the Wii Remote, will go a           Tracking in virtual reality refers to the process of
long way toward improving 3D spatial interaction and               tracing the scene coordinates of moving objects in real-
providing much more realistic and immersive virtual                time. Tracking often requires the position and orientation
environment experiences for the general public.                    of an object to be recovered. In the 3D domain, this can
   This study aims to develop an inexpensive 6-DOF                 be represented by 6 independent variables; 3 translational
optical tracking system using Wii Remotes as a 3D input            coordinates (x, y, z) and 3 rotational angles (yaw, pitch,
device that is suitable for use in immersive Head-                 roll). These systems are called 6-DOF tracking systems.
Mounted Display (HMD) virtual reality. Previous work               Real-time tracking is essential in interactive virtual reality
focused on various system design issues and 3D user                because these applications demand the generation of real-
interaction approaches using the system [13]. This paper           time 3D graphics based on the tracked information [18].
presents experimental results carried out in order to              When used in the conventional manner, the Wii Remote
evaluate and assess the accuracy of the system in                  can only detect relative positioning and cannot reliably
comparison with a commercially available 6-DOF                     track 6-DOF.
magnetic tracking system.
                                                                   B. Related Work
                    II. BACKGROUND                                     The Wii Remote has been used for a variety of
                                                                   different applications. Examples include applications for
   This section presents a brief overview of the Wii               motion capture [11], gesture based applications [19],
Remote, as well as the way in which this game controller           [20], robot control interface [21], for conducting a virtual
has been incorporated into virtual environment                     orchestra [22], and many others.
applications developed by other people. It also gives                 A number of people have demonstrated head-tracking
some background as to the purpose and motivation                   for desktop virtual reality by mounting infrared light
behind this research, and outlines issues that had to be           sources on a user’s head and detecting these using a fixed
considered when attempting to use this game controller             location controller, this is sufficient to give the
for 3D spatial interaction in HMD virtual reality.                 impression of parallax in a display [9], [14]. Others have
A. The Wii Remote                                                  used the Wii Remote as a pointing and manipulation
                                                                   device in conjunction with large screen virtual
    The Wii Remote is a cost effective wireless device
                                                                   environment displays [23], [24] and for virtual
that provides basic optical tracking and motion sensing
                                                                   environment navigation [10]. In addition, attempts have
technology. The device combines an infrared sensor with
                                                                   also been made to place multiple sensor bars at a number
3-axis accelerometers, vibration feedback, a speaker and
                                                                   of locations within the display area, in order to increase
a variety of buttons all within a single device [14].
                                                                   the interaction space for a virtual reality theatre [17].
Wireless communication is made available by means of
Bluetooth connectivity. Furthermore, the controller can            C. 3D Spatial Interaction in HMD Virtual Reality
also be connected to a number of other low-cost                       The virtual environment applications described in the
extensions, like the ‘Nunchuk’ extension, which in                 previous section were only concerned with fixed screen
addition to 2 buttons and a control stick also has similar         displays. The requirements for immersive HMD virtual
motion-sensing technology [15].                                    reality fundamentally differ from such systems, primarily
   Optical tracking can be achieved via the infrared               because the location of the display screen is not fixed. In
optical sensor mounted in front of the controller that can         HMD virtual reality, the user views the virtual
simultaneously detect up to four infrared light sources, as        environment through display screens that are in front of
long as they are within the sensor’s limited field-of-view.        the user’s eyes. When the user moves his/her head, these
A number of different sources have reported slightly               screens move as well and the display has to be updated in
different field-of-view measurements [14], [16], [17]. The         real-time based on the user’s head position and
reason for these unofficial estimates is that to date              orientation, generally resulting in a 360 degree field of
Nintendo has not released any official technical                   regard. This means that unlike fixed location displays, the
specifications about the technology contained within their         user should be allowed to interact with the virtual
game controller. The detected image positions of these             environment by physically turning around. Therefore, in
infrared light sources are reported over a 2D resolution of        order to adequately interact with the surrounding virtual
around 1024×768 pixels [14].                                       environment, the user should ideally be able to use the 3D
   The optical sensor is typically used in conjunction with        input device in a 360 degree space in the horizontal plane
the ‘sensor bar’. Nintendo’s official sensor bar basically         around the user.
consists of two groups of infrared LEDs, with                         Under normal usage, in order to obtain relative
wavelengths of around 900 nm without modulation,                   positioning of the Wii Remote or to use it as a pointing
located at either end of the bar [16]. When used for               device, the device has to be pointed at the sensor bar.
optical tracking, normal usage requires the Wii Remote to          While this is adequate for fixed screen displays, it
be pointed in the direction of the sensor bar, which is            severely restricts the interaction scope in the case of
typically placed at a fixed location either above or below         HMD virtual reality. Even though it is possible to
the TV or monitor. This configuration allows for relative          increase the number of sensor bars to enlarge the

                                                              13

© 2010 ACEEE
DOI: 01.ijns.01.01.03
ACEEE International Journal on Network Security, Vol 1, No. 1, Jan 2010


interaction space, as in [17], it would be rather                    infrared light sources. Based on the relative 2D image
impractical to completely surround the user with infrared            positions of the infrared light sources as seen and
light sources.                                                       reported by the overhead infrared sensor, calculations can
   Furthermore, unlike head-tracking for desktop virtual             then be performed to estimate the position and orientation
reality applications, head-tracking accuracy with low                of the handheld Wii Remote.
latency is absolutely vital in immersive HMD virtual                    Estimating the position and orientation of a rigid-body
reality systems. Otherwise the user may suffer from a                object with known geometric feature points using images
variety of adverse side effects collectively known as                with corresponding image points, has been the topic of
simulator sickness or cybersickness. In this respect, the            much research. This system used the POSIT algorithm as
noisy readings supplied by the Wii Remote makes it ill               described in [25]. This algorithm requires a minimum of
suited for user head-tracking in HMD virtual reality.                4 feature points arranged in a non-coplanar configuration.
   Nevertheless, the game controller can be used as a                This coincides with the maximum number of infrared
hand-held 3D interaction device for applications where               light sources that the Wii Remote’s infrared sensor can
perfect accuracy is not essential. Moreover a human user             handle at any one time. A Kalman filter was used to
cannot really hold a hand-held device perfectly                      smoothen jitters in the position and orientation estimates.
stationary, so slight inaccuracies or lag in the data outputs        This setup allows for 6-DOF; 3D positioning, 360
may not impact user satisfaction. For example, from the              degrees yaw and approximately +/- 75 degrees pitch and
user’s perspective in an application like a virtual reality          roll. A number of 3D user interaction approaches that can
game, slight inaccuracies and delays might be tolerable as           be implemented with this system has previous been
long as it does not impede user task performance in the              outlined in [13].
virtual environment.                                                    For 6-DOF camera tracking, the overhead Wii Remote
                                                                     can actually be substituted with other video cameras. For
                   III. SYSTEM DESIGN                                example, Woods et al. [26] demonstrate a 6-DOF mouse
                                                                     using a USB video camera, computer vision software and
   This section outlines the design of a system using Wii
                                                                     fiducial markers. However the attraction for using the Wii
Remotes whereby the game controller can be used as a
                                                                     Remote for this purpose is that the device’s optical
3D interaction device in a space around the user. The
                                                                     infrared sensor generally outperforms comparably priced
system design uses at least two Wii Remotes; one that the
                                                                     webcams in terms of refresh rate and resolution [14]. In
user holds and moves around as the 3D input device, and
                                                                     addition, high-performance video cameras are typically a
an overhead Wii Remote used to track infrared light
                                                                     lot more expensive.
sources. Fig. 1 gives an overall depiction of the system
setup.
                                                                                            IV. RESULTS
   940nm wavelength infrared emitters with a 160 degree
viewing angle were used. Four clusters of these infrared                To evaluate the accuracy of the system, a Polhemus
light sources were attached around the handheld Wii                  Patriot was used. This is a commercially available real-
Remote in a non-coplanar configuration. When used in                 time 6-DOF magnetic tracking system. Its specifications
the space within the overhead Wii Remote’s field-of-                 document a 60Hz update rate, a static accuracy of 0.1
view, this controller would be able to detect these                  inch RMS for x, y, z position and a 0.75 degree RMS for
                                                                     orientation [27]. The Patriot’s sensor was attached to the
                                                                     handheld Wii Remote, which was moved to different
                                                                     positions and rotated to different orientations in the
                                                                     interaction space below the overhead Wii Remote. The
                                                                     magnetic tracker’s readings were then compared to the
                                                                     system’s calculated position and orientation estimates in
                                                                     order to benchmark the system. Hence, the magnetic
                                                                     tracker’s readings were regarded as the expected values.
                                                                     Differences between the expected values and the
                                                                     estimated values were taken over 10000 frames.
                                                                        A histogram which depicts the distribution of the
                                                                     system’s positional differences as compared with the
                                                                     Polhemus Patriot tracker’s readings is shown in fig. 2.
                                                                     The histogram in fig. 3 in turn shows the distribution of
                                                                     orientation errors. These histograms give an overall
                                                                     depiction of the frequency at which differences between
                                                                     the expected values and the estimated values occurred. It
                                                                     can be seen from the figure that the majority of the
                                                                     differences in position are mainly concentrated between -
                                                                     0.5 and 0.5 cm. Differences in rotation, depicted in fig. 2,
                    Figure 1. System setup.                          are more spread out and are generally within -1 and 1
                                                                     degrees.


                                                                14

© 2010 ACEEE
DOI: 01.ijns.01.01.03
ACEEE International Journal on Network Security, Vol 1, No. 1, Jan 2010




      3500
      3000                                                                                                                                                                                                           x
                                                                                                                                                                                                                     y
        Number of occurences
      2500
                                                                                                                                                                                                                     z
      2000
      1500
      1000
          500
                               0
                                   [-3.5, -3.0) [-3.0, -2.5) [-2.5, -2.0) [-2.0, -1.5) [-1.5, -1.0) [-1.0, -0.5) [-0.5, 0.0) [0.0, 0.5)   [0.5, 1.0)   [1.0, 1.5)   [1.5, 2.0)   [2.0, 2.5)   [2.5, 3.0)   [3.0, 3.5)
                                                                                                           Difference in distance (cm)


                                                                                         Figure 2. Accuracy of position estimates.


      3500
      3000                                                                                                                                                                                                    yaw
                                                                                                                                                                                                              pitch
       Number of occurences




      2500
                                                                                                                                                                                                              roll
      2000

      1500
      1000
         500
                               0
                                   [-3.5, -3.0) [-3.0, -2.5) [-2.5, -2.0) [-2.0, -1.5) [-1.5, -1.0) [-1.0, -0.5) [-0.5, 0.0) [0.0, 0.5)   [0.5, 1.0)   [1.0, 1.5)   [1.5, 2.0)   [2.0, 2.5)   [2.5, 3.0)   [3.0, 3.5)
                                                                                                          Difference in angle (degrees)


                                                                                       Figure 3. Accuracy of orientation estimates.
                                                                                                                        an application is a virtual reality game or entertainment
                                                                                                                        system. Slight inaccuracies in such systems are usually
                     TABLE I.                                                                                           tolerable and will not greatly influence user satisfaction.
    COMPARISONS BETWEEN ESTIMATED POSITION AND POSITION
                                              REPORTED BY THE TRACKER
                                                                                                                           It is anticipated that the use of a second overhead Wii
                                                                                                                        Remote will very likely improve the position and
                                                                       x               y                z               orientation estimates. With proper camera calibration the
    Max difference (cm)                                               3.0             2.4             2.2               actual positions of the feature points can be obtained
    Min difference (cm)                                              -2.1             -3.1            -1.2
                                                                                                                        through triangulation [9]. In addition, using more
   Average difference (cm)                                            0.6             0.7             0.5
    Standard Deviation                                               0.78             0.82            0.58              overhead sensors at strategically placed positions will
        RMS error                                                    0.78             0.88            0.61              also increase the user’s interaction space. This will be the
                                                                                                                        subject of future work.
                                                                                                                           As with other optical tracking systems, this system
                     TABLE II.                                                                                          suffers from the line-of-sight limitation. In other words,
COMPARISONS BETWEEN ESTIMATED ORIENTATION AND ORIENTATION                                                               tracking can only be performed as long as there is line-of-
                                              REPORTED BY THE TRACKER
                                                                                                                        sight between the sensor and the infrared light sources.
                                                                     yaw             pitch            roll              Also from the Wii Remote infrared sensor’s point of
  Max difference (degrees)                                            1.9             2.8             2.7               view, if the light sources are too close together, they will
  Min difference (degrees)                                           -2.4             -3.3            -2.9              be reported a single point. Nonetheless, if line-of-sight is
 Average difference (degrees)                                         0.5             0.8             0.6
                                                                                                                        lost, pitch and roll estimations can still be obtained
     Standard Deviation                                              0.58            1.02             0.70
         RMS error                                                   0.63            1.08             0.78              through tilt-sensing (i.e. estimating pitch and roll
                                                                                                                        orientation of the controller with respect to gravity) by
   Table 1 and 2 show more detailed comparisons                                                                         using the handheld controller’s accelerometer readings.
between the estimated position and orientation values and                                                               An attachment to the Wii Remote, known as Wii
the values as reported by the tracker. It shows the                                                                     MotionPlus which purports to use 3 orthogonally aligned
maximum, minimum and average differences between the                                                                    gyroscopes will likely improve orientation sensing,
expected and estimated distance and rotation values, as                                                                 however this attachment has yet to be released [28].
well as the standard deviation and the resulting RMS
error for each degree for freedom.                                                                                                                         V. CONCLUSION
   While it can be seen from the results that the system is
not completely accurate, it can be used for applications                                                                   This paper investigates a low-cost 6-DOF optical
that do not require perfect accuracy. An example of such                                                                tracking approach to 3D interaction for immersive HMD


                                                                                                                  15
© 2010 ACEEE
DOI: 01.ijns.01.01.03
ACEEE International Journal on Network Security, Vol 1, No. 1, Jan 2010



virtual reality using Nintendo Wii Remotes. Other than                   [12] J.J. LaViola Jr., “Bringing VR and spatial 3D interaction to
for immersive HMD virtual reality, this approach can also                     the masses through video games,” IEEE Computer
                                                                              Graphics and Applications, vol. 28, no. 5, 2008, pp. 10–15.
be used in other virtual reality systems that require a large            [13] Y.W. Chow, “The Wii Remote as an input device for 3D
area of interaction around the user, such as for virtual                      interaction in immersive head-mounted display virtual
reality CAVE systems or systems that use wide-screen                          reality,” in Proc. IADIS International Conference Gaming
displays. The system was evaluated in terms of accuracy                       2008: Design for Engaging Experience and Social
                                                                              Interaction, Amsterdam, The Netherlands, 2008, pp. 85–
by comparing the position and orientation estimates with                      92.
readings from a commercial 6-DOF magnetic tracking                       [14] J.C. Lee, “Hacking the Nintendo Wii Remote,” Pervasive
system. While the system is not perfectly accurate, it can                    Computing, vol. 7, no. 3, 2008, pp. 39–45.
be used in virtual reality applications where slight                     [15] Nintendo, http://www.nintendo.com/wii/what/controllers
inaccuracies will not impede user task performance.                      [16] A. Shirai, E. Geslin, and S. Richir, “WiiMedia: Motion
Future work will focus on obtaining user feedback by                          analysis methods and applications using a consumer video
setting up a virtual reality game type application and                        game controller,” in Proc. of ACM SIGGRAPH Sandbox
                                                                              Symposium 2007, San Diego, California, 2007, pp. 133–
conducting usability studies.                                                 140.
                                                                         [17] T. Schou and H.J. Gardner, “A Wii Remote, a game
                     ACKNOWLEDGMENT                                           engine, five sensor bars and a virtual reality theatre,” in
                                                                              Proc. of Australasian Computer-Human Interaction
   The author would like to acknowledge the support of                        Conference (OzCHI 2007), Adelaide, Australia, 2007, pp.
the UOW URC Small Grant used for this research.                               231–234.
                                                                         [18] M. Ribo, A. Pinz, and A.L. Fuhrmann, “A new optical
                                                                              tracking system for virtual and augmented reality
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DOI: 01.ijns.01.01.03

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Low-Cost Multiple Degrees-of-Freedom Optical Tracking for 3D Interaction in Head-Mounted Display Virtual Reality

  • 1. ACEEE International Journal on Network Security, Vol 1, No. 1, Jan 2010 Low-Cost Multiple Degrees-of-Freedom Optical Tracking for 3D Interaction in Head-Mounted Display Virtual Reality Yang-Wai Chow School of Computer Science and Software Engineering, University of Wollongong, Australia Email: caseyc@uow.edu.au Abstract— Interacting with the 3D content present in games overall only a small variety of input devices is and virtual environments generally involves some form of commercially available at present [2]. 3D interaction. As such, the design and development of 3D Interacting with the 3D content present in games and spatial interaction devices are important in creating more virtual environments generally involves some form of 3D realistic and immersive user experiences in 3D virtual environment applications through natural and intuitive interaction. 3D interaction has been defined in [3] as human expression. In general, current commercially human-computer interaction in which the user’s tasks are available 3D input devices for virtual reality applications performed directly in a 3D spatial context. This however like data gloves, multiple DOF sensors and trackers, etc. does not necessarily involve 3D input devices. typically come with a heavy price tag. The objective of this Conventional 2D input devices like the keyboard and research is to investigate an approach to setting up an mouse, or the standard gamepads that have numerous inexpensive 6-DOF optical tracking system using Wii buttons and analog controllers are probably not ideal, and Remotes, which is adequate for 3D interaction in an certainly not intuitive, for interaction in a 3D spatial interactive Head-Mounted Display (HMD) virtual reality context [4]. Furthermore, the unnatural mapping between system. For the purpose of HMD virtual reality, a user should ideally be able to use a 3D interaction device in a these 2D devices with 3D content to some extent reduces space surrounding the user. This cannot be achieved when the user’s immersive experience [5]. Thus, this highlights using this game controller in the conventional manner. Also, the impact that the development of 3D spatial interaction normal usage of the controller only allows for relative devices and techniques can offer to 3D virtual positioning and cannot reliably track 6-DOF. This paper environment interaction, via more natural and intuitive outlines a method of using Wii Remotes for 3D spatial human expression. interaction in an area surrounding the user. This paper also Typical 3D input devices for virtual reality presents experimental results conducted in order to applications like data gloves, 3D mouse, pointing or benchmark the accuracy of the system, by comparing the gesture devices as well as other multiple DOF sensors or system’s position and orientation estimates with the readings obtained from a commercial 6-DOF magnetic trackers that are available in the market at this point in tracker. time often come with a heavy price tag. A number of these input devices and commercially available tracking Index Terms—3D input device, optical tracking, virtual systems have been documented in [1] and [6]. In fact, the reality, Wii Remote cost of high-end virtual reality systems has long been a factor that has inhibited the development of high-quality I. INTRODUCTION virtual environment applications and hindered its use in mainstream society [7]. Consequently, there is much Interactive virtual reality and 3D virtual environment interest in developing affordable tracking systems for applications are becoming increasingly common virtual reality [8]. nowadays. These applications typically require two key However, since with the release of the Nintendo Wii in technologies; namely, 3D displays and multiple Degrees- November 2006, there has been a strong push in the of-Freedom (DOF) input devices [1]. While much direction of 3D interaction devices for games and virtual advancement has been made toward improving the environments. In particular the Wii’s video game technology required by interactive 3D virtual controller, the Wii Remote (informally known as the environment applications, a lot of this progress has ‘Wiimote’), presents players with an innovative way of focused on technology for the generation of real-time 3D interacting with 2D/3D game content. The somewhat computer graphics. This can be seen in the increasingly simple yet effective optical tracking and motion sensing powerful, yet affordable, Graphics Processing Units technology provided by the Wii Remote has given rise to (GPUs) available in the market these days. The driving many interesting interaction possibilities. This has in turn force behind the rapid progress in this area has mainly revolutionized the way in which certain video games are been attributed to the demand for better video game being developed and played. technology. However, the development of 3D input Part of the success and attention that the Wii Remote devices has evolved relatively slowly. To this end, the has attracted can be attributed to the fact that it is a cost desktop is still very much dominated by the mouse, and effective 3D interaction device. In fact, its low-cost has been the main driving factor behind much research effort 12 © 2010 ACEEE DOI: 01.ijns.10.01.03
  • 2. ACEEE International Journal on Network Security, Vol 1, No. 1, Jan 2010 [9]–[11]. As noted in [12], the potential and future positioning of the device with respect to the sensor bar, development of input devices which can track 6-DOF that which effectively acts as two infrared light sources. are in the price range as that of the Wii Remote, will go a Tracking in virtual reality refers to the process of long way toward improving 3D spatial interaction and tracing the scene coordinates of moving objects in real- providing much more realistic and immersive virtual time. Tracking often requires the position and orientation environment experiences for the general public. of an object to be recovered. In the 3D domain, this can This study aims to develop an inexpensive 6-DOF be represented by 6 independent variables; 3 translational optical tracking system using Wii Remotes as a 3D input coordinates (x, y, z) and 3 rotational angles (yaw, pitch, device that is suitable for use in immersive Head- roll). These systems are called 6-DOF tracking systems. Mounted Display (HMD) virtual reality. Previous work Real-time tracking is essential in interactive virtual reality focused on various system design issues and 3D user because these applications demand the generation of real- interaction approaches using the system [13]. This paper time 3D graphics based on the tracked information [18]. presents experimental results carried out in order to When used in the conventional manner, the Wii Remote evaluate and assess the accuracy of the system in can only detect relative positioning and cannot reliably comparison with a commercially available 6-DOF track 6-DOF. magnetic tracking system. B. Related Work II. BACKGROUND The Wii Remote has been used for a variety of different applications. Examples include applications for This section presents a brief overview of the Wii motion capture [11], gesture based applications [19], Remote, as well as the way in which this game controller [20], robot control interface [21], for conducting a virtual has been incorporated into virtual environment orchestra [22], and many others. applications developed by other people. It also gives A number of people have demonstrated head-tracking some background as to the purpose and motivation for desktop virtual reality by mounting infrared light behind this research, and outlines issues that had to be sources on a user’s head and detecting these using a fixed considered when attempting to use this game controller location controller, this is sufficient to give the for 3D spatial interaction in HMD virtual reality. impression of parallax in a display [9], [14]. Others have A. The Wii Remote used the Wii Remote as a pointing and manipulation device in conjunction with large screen virtual The Wii Remote is a cost effective wireless device environment displays [23], [24] and for virtual that provides basic optical tracking and motion sensing environment navigation [10]. In addition, attempts have technology. The device combines an infrared sensor with also been made to place multiple sensor bars at a number 3-axis accelerometers, vibration feedback, a speaker and of locations within the display area, in order to increase a variety of buttons all within a single device [14]. the interaction space for a virtual reality theatre [17]. Wireless communication is made available by means of Bluetooth connectivity. Furthermore, the controller can C. 3D Spatial Interaction in HMD Virtual Reality also be connected to a number of other low-cost The virtual environment applications described in the extensions, like the ‘Nunchuk’ extension, which in previous section were only concerned with fixed screen addition to 2 buttons and a control stick also has similar displays. The requirements for immersive HMD virtual motion-sensing technology [15]. reality fundamentally differ from such systems, primarily Optical tracking can be achieved via the infrared because the location of the display screen is not fixed. In optical sensor mounted in front of the controller that can HMD virtual reality, the user views the virtual simultaneously detect up to four infrared light sources, as environment through display screens that are in front of long as they are within the sensor’s limited field-of-view. the user’s eyes. When the user moves his/her head, these A number of different sources have reported slightly screens move as well and the display has to be updated in different field-of-view measurements [14], [16], [17]. The real-time based on the user’s head position and reason for these unofficial estimates is that to date orientation, generally resulting in a 360 degree field of Nintendo has not released any official technical regard. This means that unlike fixed location displays, the specifications about the technology contained within their user should be allowed to interact with the virtual game controller. The detected image positions of these environment by physically turning around. Therefore, in infrared light sources are reported over a 2D resolution of order to adequately interact with the surrounding virtual around 1024×768 pixels [14]. environment, the user should ideally be able to use the 3D The optical sensor is typically used in conjunction with input device in a 360 degree space in the horizontal plane the ‘sensor bar’. Nintendo’s official sensor bar basically around the user. consists of two groups of infrared LEDs, with Under normal usage, in order to obtain relative wavelengths of around 900 nm without modulation, positioning of the Wii Remote or to use it as a pointing located at either end of the bar [16]. When used for device, the device has to be pointed at the sensor bar. optical tracking, normal usage requires the Wii Remote to While this is adequate for fixed screen displays, it be pointed in the direction of the sensor bar, which is severely restricts the interaction scope in the case of typically placed at a fixed location either above or below HMD virtual reality. Even though it is possible to the TV or monitor. This configuration allows for relative increase the number of sensor bars to enlarge the 13 © 2010 ACEEE DOI: 01.ijns.01.01.03
  • 3. ACEEE International Journal on Network Security, Vol 1, No. 1, Jan 2010 interaction space, as in [17], it would be rather infrared light sources. Based on the relative 2D image impractical to completely surround the user with infrared positions of the infrared light sources as seen and light sources. reported by the overhead infrared sensor, calculations can Furthermore, unlike head-tracking for desktop virtual then be performed to estimate the position and orientation reality applications, head-tracking accuracy with low of the handheld Wii Remote. latency is absolutely vital in immersive HMD virtual Estimating the position and orientation of a rigid-body reality systems. Otherwise the user may suffer from a object with known geometric feature points using images variety of adverse side effects collectively known as with corresponding image points, has been the topic of simulator sickness or cybersickness. In this respect, the much research. This system used the POSIT algorithm as noisy readings supplied by the Wii Remote makes it ill described in [25]. This algorithm requires a minimum of suited for user head-tracking in HMD virtual reality. 4 feature points arranged in a non-coplanar configuration. Nevertheless, the game controller can be used as a This coincides with the maximum number of infrared hand-held 3D interaction device for applications where light sources that the Wii Remote’s infrared sensor can perfect accuracy is not essential. Moreover a human user handle at any one time. A Kalman filter was used to cannot really hold a hand-held device perfectly smoothen jitters in the position and orientation estimates. stationary, so slight inaccuracies or lag in the data outputs This setup allows for 6-DOF; 3D positioning, 360 may not impact user satisfaction. For example, from the degrees yaw and approximately +/- 75 degrees pitch and user’s perspective in an application like a virtual reality roll. A number of 3D user interaction approaches that can game, slight inaccuracies and delays might be tolerable as be implemented with this system has previous been long as it does not impede user task performance in the outlined in [13]. virtual environment. For 6-DOF camera tracking, the overhead Wii Remote can actually be substituted with other video cameras. For III. SYSTEM DESIGN example, Woods et al. [26] demonstrate a 6-DOF mouse using a USB video camera, computer vision software and This section outlines the design of a system using Wii fiducial markers. However the attraction for using the Wii Remotes whereby the game controller can be used as a Remote for this purpose is that the device’s optical 3D interaction device in a space around the user. The infrared sensor generally outperforms comparably priced system design uses at least two Wii Remotes; one that the webcams in terms of refresh rate and resolution [14]. In user holds and moves around as the 3D input device, and addition, high-performance video cameras are typically a an overhead Wii Remote used to track infrared light lot more expensive. sources. Fig. 1 gives an overall depiction of the system setup. IV. RESULTS 940nm wavelength infrared emitters with a 160 degree viewing angle were used. Four clusters of these infrared To evaluate the accuracy of the system, a Polhemus light sources were attached around the handheld Wii Patriot was used. This is a commercially available real- Remote in a non-coplanar configuration. When used in time 6-DOF magnetic tracking system. Its specifications the space within the overhead Wii Remote’s field-of- document a 60Hz update rate, a static accuracy of 0.1 view, this controller would be able to detect these inch RMS for x, y, z position and a 0.75 degree RMS for orientation [27]. The Patriot’s sensor was attached to the handheld Wii Remote, which was moved to different positions and rotated to different orientations in the interaction space below the overhead Wii Remote. The magnetic tracker’s readings were then compared to the system’s calculated position and orientation estimates in order to benchmark the system. Hence, the magnetic tracker’s readings were regarded as the expected values. Differences between the expected values and the estimated values were taken over 10000 frames. A histogram which depicts the distribution of the system’s positional differences as compared with the Polhemus Patriot tracker’s readings is shown in fig. 2. The histogram in fig. 3 in turn shows the distribution of orientation errors. These histograms give an overall depiction of the frequency at which differences between the expected values and the estimated values occurred. It can be seen from the figure that the majority of the differences in position are mainly concentrated between - 0.5 and 0.5 cm. Differences in rotation, depicted in fig. 2, Figure 1. System setup. are more spread out and are generally within -1 and 1 degrees. 14 © 2010 ACEEE DOI: 01.ijns.01.01.03
  • 4. ACEEE International Journal on Network Security, Vol 1, No. 1, Jan 2010 3500 3000 x y Number of occurences 2500 z 2000 1500 1000 500 0 [-3.5, -3.0) [-3.0, -2.5) [-2.5, -2.0) [-2.0, -1.5) [-1.5, -1.0) [-1.0, -0.5) [-0.5, 0.0) [0.0, 0.5) [0.5, 1.0) [1.0, 1.5) [1.5, 2.0) [2.0, 2.5) [2.5, 3.0) [3.0, 3.5) Difference in distance (cm) Figure 2. Accuracy of position estimates. 3500 3000 yaw pitch Number of occurences 2500 roll 2000 1500 1000 500 0 [-3.5, -3.0) [-3.0, -2.5) [-2.5, -2.0) [-2.0, -1.5) [-1.5, -1.0) [-1.0, -0.5) [-0.5, 0.0) [0.0, 0.5) [0.5, 1.0) [1.0, 1.5) [1.5, 2.0) [2.0, 2.5) [2.5, 3.0) [3.0, 3.5) Difference in angle (degrees) Figure 3. Accuracy of orientation estimates. an application is a virtual reality game or entertainment system. Slight inaccuracies in such systems are usually TABLE I. tolerable and will not greatly influence user satisfaction. COMPARISONS BETWEEN ESTIMATED POSITION AND POSITION REPORTED BY THE TRACKER It is anticipated that the use of a second overhead Wii Remote will very likely improve the position and x y z orientation estimates. With proper camera calibration the Max difference (cm) 3.0 2.4 2.2 actual positions of the feature points can be obtained Min difference (cm) -2.1 -3.1 -1.2 through triangulation [9]. In addition, using more Average difference (cm) 0.6 0.7 0.5 Standard Deviation 0.78 0.82 0.58 overhead sensors at strategically placed positions will RMS error 0.78 0.88 0.61 also increase the user’s interaction space. This will be the subject of future work. As with other optical tracking systems, this system TABLE II. suffers from the line-of-sight limitation. In other words, COMPARISONS BETWEEN ESTIMATED ORIENTATION AND ORIENTATION tracking can only be performed as long as there is line-of- REPORTED BY THE TRACKER sight between the sensor and the infrared light sources. yaw pitch roll Also from the Wii Remote infrared sensor’s point of Max difference (degrees) 1.9 2.8 2.7 view, if the light sources are too close together, they will Min difference (degrees) -2.4 -3.3 -2.9 be reported a single point. Nonetheless, if line-of-sight is Average difference (degrees) 0.5 0.8 0.6 lost, pitch and roll estimations can still be obtained Standard Deviation 0.58 1.02 0.70 RMS error 0.63 1.08 0.78 through tilt-sensing (i.e. estimating pitch and roll orientation of the controller with respect to gravity) by Table 1 and 2 show more detailed comparisons using the handheld controller’s accelerometer readings. between the estimated position and orientation values and An attachment to the Wii Remote, known as Wii the values as reported by the tracker. It shows the MotionPlus which purports to use 3 orthogonally aligned maximum, minimum and average differences between the gyroscopes will likely improve orientation sensing, expected and estimated distance and rotation values, as however this attachment has yet to be released [28]. well as the standard deviation and the resulting RMS error for each degree for freedom. V. CONCLUSION While it can be seen from the results that the system is not completely accurate, it can be used for applications This paper investigates a low-cost 6-DOF optical that do not require perfect accuracy. An example of such tracking approach to 3D interaction for immersive HMD 15 © 2010 ACEEE DOI: 01.ijns.01.01.03
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