Abstract

Head orientation prediction is one of the solutions to reduce end-to-end latency on Virtual Reality (VR) systems and is important since it can alleviate negative effects like motion sickness. This study compared head orientation prediction models from two different electromyography (EMG) systems: surface EMG (sEMG) and High-Density EMG (HD-EMG). The deep learning method was used to train the prediction model, and the results showed that the model with input from the pre-processed sEMG + IMU sensor outperformed the model with input from the HD-EMG + IMU sensor. However, the decreasing performance from HD-EMG was compensated by its comfort and the ease of use of its electrode. This tradeoff between performance and usability with sEMG compared to HD-EMG should be a consideration for users who want to choose between performance and ease of use for head orientation prediction purposes. Comparison with state-of-the-art head prediction methods proved that the sEMG-based model offers better performance in predictions when users change their head directions, which was quantified by calculating the dt peaks. In other words, our sEMG-based prediction model is suitable for VR applications, which require the user to perform high-intensity or abrupt movements, such as in FPS games or exercise/sports games.

Highlights

  • Virtual Reality (VR) is evolving rapidly with many applications in various fields, including medicine, navigation, entertainment, training, and education

  • Our surface EMG (sEMG)-based prediction model is suitable for VR applications that require the user to perform high-intensity or abrupt movements, such as in First Person Shooter (FPS) games or exercise/sportsbased games

  • The result from this study showed that the head orientation prediction model with input from a combination of pre-processed sEMG + Inertial Measurement Unit (IMU) outperforms the model using High-Density EMG (HD-EMG) + IMU

Read more

Summary

Introduction

Virtual Reality (VR) is evolving rapidly with many applications in various fields, including medicine, navigation, entertainment, training, and education. The time interval or time delay between a user’s physical movement and the resulting update of a new frame on the display is referred as motion-to-photon (MTP) latency [1]. This MTP latency can cause several negative effects for the. Rendering and displaying the frame add another extra 6-15 ms This last part of the delay can be reduced if the system uses a higher refresh rate display that can reach up to 120 Hz [4]. These accumulated delays can be reduced but never eliminated since they come from the hardware and software requirements. Recent literature from 2019-2020 showed that current VR-HMD still possesses an MTP latency varying between 43 and 85 ms [5]–[9]

Objectives
Methods
Results
Discussion
Conclusion
Full Text
Paper version not known

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.