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2022.07.15
So Predictable! Continuous 3D Hand Trajectory Prediction in Virtual
Reality
Nisal Menuka Gamage, Deepana Ishtaweera, Martin Weigel, and Anusha Withana
UIST 2021
SeongOuk Kim
Contents
• Introduction
• Related Works
• Design Goals
• User Study
• Hybrid Kinematic Regressive
Model
• Verification of the Model
• Discussion
• Limitations and Future Work
• Conclusion
3
Introduction
Motivations
• Detecting & Tracking user interaction is important in VR
• Prediction can help it
• Current prediction is usually focused on particular event
Contributions
• A kinematics-based prediction approach for structured and
unstructured ballistic 3D hand movements in VR activities
• A user- and activity-independent model with similar performance to
dependent models
• Evaluation of the model through cross-validation and a secondary
study with new participants and new activities
4
Related Works
Human Motion Prediction Techniques
• Template matching, HMM – hard for arbitrary movements
• Regression(end-point, EMG)
• Deep learning(RNN, CNN, GAN) – too heavy
Motion Prediction for VR
• Reducing lag, foveated rendering, or haptic retargeting
• Head motion, Hand motion
Kinematics of Hand Movements
• Dynamic end-effector models – Minimum jerk model [Hogan, et al]
• Dynamic models for specific task
5
Design Goals
Continuous Prediction
• Can predict at arbitrary time points in the future
Structured & Unstructured Motion
• Not limited to a specific task
User & Activity-Independent
• No re-training for new users & activities
Explainable Prediction
• No black-box
• Can explain
6
User Study
Participants
• 7 female, 13 male
• Mean age = 22.4y(SD= 5.1y)
• 1 left-handed
Apparatus
• Oculus Quest
• OptiTrack with 8 cameras
to record hand movement
• Sensor data + VR screen
7
User Study
T1: Structured Movement via 3D Pointing
• Move hands towards virtual points
• 2 distances(20cm, 40cm), and 2 angular
deviations(30˚, 45 ˚)
8
User Study
T2: Unstructured Movement via VR Gameplay
• 3 minutes for each game
• Beatsaber - slashing, highest average speed (0.72m/s), highest
horizontal & vertical span (0.85m, 0.95m)
• FitXR – Boxing, lower horizontal span (0.57m) & highest frontal
span (0.75m)
• Eleven – varied among users
9
User Study
Data Preparation and Presentation
• Data from Optitrack
• Gaussian filter to reduce noise
• 30s (<10% of data from T1 and 15% of data of T2) as the training
set
10
Hybrid Kinematic Regressive Model
𝑡0: initial time
𝑡: prediction time interval
k: identified value for kinematics
Classical Kinematics of Motion
11
Hybrid Kinematic Regressive Model
Prediction-Time Dependent Kinematics Regression
12
Hybrid Kinematic Regressive Model
Inferred Prediction-Time Independent Kinematic Modeling
• Direct classical + regressed piecewise models(Φ′)
13
Hybrid Kinematic Regressive Model
Inferred Prediction-Time Independent Kinematic Modeling
• Interpolated classical + regressed piecewise models(Φ′′)
14
Hybrid Kinematic Regressive Model
Results
• RMSE
 100ms – 0.8cm(SD=0.12cm)
 200ms – 0.85cm(SD=0.14cm)
 300ms – 3.15cm(SD=0.38cm)
15
Hybrid Kinematic Regressive Model
Results
16
Hybrid Kinematic Regressive Model
Results
17
Verification of the Model
Cross-Validation
• 4-folds
New Users & Activities
• 3 more participants & 2 new Activities(Sweeping,
dancing)
18
Discussion
• Better performance than non-naïve
baseline with low overhead
• Can be used for countering delay, error
correction, etc
• Well performed on new users
• Also worked when using Oculus data
19
Limitations and Future Work
Only voluntary ballistic movements
• Need to work on other types of tasks(e.g. steering)
Only participants in 18~39 and not disabled
• Need to test with other age groups
Only wrist data for prediction
• Can use other body data
• Hand ≠ wrist
3D motion is not only for VR
• Can be applied to other fields.
20
Conclusion
• Contributed to novel hybrid classical-regressive kinematic model for
continuous 3D hand trajectory
• Can be used for many areas, even not in VR
My thought
• Impressive for not using deep learning
• Can it be applied for 2-handed cases?
Thank you

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So Predictable! Continuous 3D Hand Trajectory Prediction in Virtual Reality

  • 1. 2022.07.15 So Predictable! Continuous 3D Hand Trajectory Prediction in Virtual Reality Nisal Menuka Gamage, Deepana Ishtaweera, Martin Weigel, and Anusha Withana UIST 2021 SeongOuk Kim
  • 2. Contents • Introduction • Related Works • Design Goals • User Study • Hybrid Kinematic Regressive Model • Verification of the Model • Discussion • Limitations and Future Work • Conclusion
  • 3. 3 Introduction Motivations • Detecting & Tracking user interaction is important in VR • Prediction can help it • Current prediction is usually focused on particular event Contributions • A kinematics-based prediction approach for structured and unstructured ballistic 3D hand movements in VR activities • A user- and activity-independent model with similar performance to dependent models • Evaluation of the model through cross-validation and a secondary study with new participants and new activities
  • 4. 4 Related Works Human Motion Prediction Techniques • Template matching, HMM – hard for arbitrary movements • Regression(end-point, EMG) • Deep learning(RNN, CNN, GAN) – too heavy Motion Prediction for VR • Reducing lag, foveated rendering, or haptic retargeting • Head motion, Hand motion Kinematics of Hand Movements • Dynamic end-effector models – Minimum jerk model [Hogan, et al] • Dynamic models for specific task
  • 5. 5 Design Goals Continuous Prediction • Can predict at arbitrary time points in the future Structured & Unstructured Motion • Not limited to a specific task User & Activity-Independent • No re-training for new users & activities Explainable Prediction • No black-box • Can explain
  • 6. 6 User Study Participants • 7 female, 13 male • Mean age = 22.4y(SD= 5.1y) • 1 left-handed Apparatus • Oculus Quest • OptiTrack with 8 cameras to record hand movement • Sensor data + VR screen
  • 7. 7 User Study T1: Structured Movement via 3D Pointing • Move hands towards virtual points • 2 distances(20cm, 40cm), and 2 angular deviations(30˚, 45 ˚)
  • 8. 8 User Study T2: Unstructured Movement via VR Gameplay • 3 minutes for each game • Beatsaber - slashing, highest average speed (0.72m/s), highest horizontal & vertical span (0.85m, 0.95m) • FitXR – Boxing, lower horizontal span (0.57m) & highest frontal span (0.75m) • Eleven – varied among users
  • 9. 9 User Study Data Preparation and Presentation • Data from Optitrack • Gaussian filter to reduce noise • 30s (<10% of data from T1 and 15% of data of T2) as the training set
  • 10. 10 Hybrid Kinematic Regressive Model 𝑡0: initial time 𝑡: prediction time interval k: identified value for kinematics Classical Kinematics of Motion
  • 11. 11 Hybrid Kinematic Regressive Model Prediction-Time Dependent Kinematics Regression
  • 12. 12 Hybrid Kinematic Regressive Model Inferred Prediction-Time Independent Kinematic Modeling • Direct classical + regressed piecewise models(Φ′)
  • 13. 13 Hybrid Kinematic Regressive Model Inferred Prediction-Time Independent Kinematic Modeling • Interpolated classical + regressed piecewise models(Φ′′)
  • 14. 14 Hybrid Kinematic Regressive Model Results • RMSE  100ms – 0.8cm(SD=0.12cm)  200ms – 0.85cm(SD=0.14cm)  300ms – 3.15cm(SD=0.38cm)
  • 17. 17 Verification of the Model Cross-Validation • 4-folds New Users & Activities • 3 more participants & 2 new Activities(Sweeping, dancing)
  • 18. 18 Discussion • Better performance than non-naïve baseline with low overhead • Can be used for countering delay, error correction, etc • Well performed on new users • Also worked when using Oculus data
  • 19. 19 Limitations and Future Work Only voluntary ballistic movements • Need to work on other types of tasks(e.g. steering) Only participants in 18~39 and not disabled • Need to test with other age groups Only wrist data for prediction • Can use other body data • Hand ≠ wrist 3D motion is not only for VR • Can be applied to other fields.
  • 20. 20 Conclusion • Contributed to novel hybrid classical-regressive kinematic model for continuous 3D hand trajectory • Can be used for many areas, even not in VR My thought • Impressive for not using deep learning • Can it be applied for 2-handed cases?

Hinweis der Redaktion

  1. EMG = Electromyography(근전도) HMM = Hidden Markov model
  2. Jerk snap crackle