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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)
  15. 15 Hybrid Kinematic Regressive Model Results
  16. 16 Hybrid Kinematic Regressive Model Results
  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?
  21. Thank you

Hinweis der Redaktion

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