4 research outputs found

    Investigating the Use of Virtual Reality Headsets for Postural Control Assessment: An Instrument Validation Study

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    Accurately measuring postural sway is an important part of balance assessment and rehabilitation. Although force plates give accurate measurements, their costs and space requirements make their use impractical in many situations. The work presented in this paper aimed to address this issue by validating a virtual reality (VR) headset as a relatively low-cost alternative to force plates for postural sway measurement. The HTC Vive (HTC Corporation) VR headset has built-in sensors that allow for position and orientation tracking, making it a potentially e?ective tool for balance assessments. Participants in this study were asked to stand upright on a force plate (NeuroCom; Natus Medical Incorporated) while wearing the HTC Vive. Position data were collected from the headset and force plate simultaneously as participants experienced a custom-built VR environment that covered their entire field of view. The intraclass correlation coefficient (ICC) was used to examine the test-retest reliability of the postural control variables, which included the normalized path length, root mean square (RMS), and peak-to-peak (P2P) value. These were computed from the VR position output data and the center of pressure (COP) data from the force plate. Linear regression was used to investigate the correlations between the VR and force plate measurements. Our results showed that the test-retest reliability of the RMS and P2P value of VR headset outputs (ICC: range 0.285-0.636) was similar to that of the RMS and P2P value of COP outputs (ICC: range 0.228-0.759). The linear regression between VR and COP measures showed significant correlations in RMSs and P2P values. Based on our results, the VR headset has the potential to be used for postural control measurements. However, the further development of software and testing protocols for balance assessments is needed.ECU Open Access Publishing Support Fun

    Evaluation of the Oculus Rift S tracking system in room scale virtual reality

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    In specific virtual reality applications that require high accuracy it may be advisable to replace the built-in tracking system of the HMD with a third party solution. The purpose of this research work is to evaluate the accuracy of the built-in tracking system of the Oculus Rift S Head Mounted Display (HMD) in room scale environments against a motion capture system. In particular, an experimental evaluation of the Oculus Rift S inside-out tracking technology was carried out, compared to the performance of an outside-in tracking method based on the OptiTrack motion capture system. In order to track the pose of the HMD using the motion capture system the Oculus Rift S was instrumented with passive retro-reflective markers and calibrated. Experiments have been performed on a dataset of multiple paths including simple motions as well as more complex paths. Each recorded path contained simultaneous changes in both position and orientation of the HMD. Our results indicate that in room-scale environments the average translation error for the Oculus Rift S tracking system is about 1.83 cm, and the average rotation error is about 0. 77°, which is 2 orders of magnitude higher than the performance that can be achieved using a motion capture system
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