Skip to content
Open access

Assessment of the accuracy of mapping spatial relations of real objects in a mixed reality simulatorusing the HTC VIVE tracker

Sep 2026 · Journal of KONBiN · Vol 56, pp. 197-209 · 0 citations · 7 references

TL;DR

The article presents the results of an assessment of the accuracy of representing spatial relations between real objects in the virtual world using the HTC VIVE Tracker inertial sensor mounted on haptic gloves.

Abstract

<p><span lang="EN-US" style="font-size:10.0pt"><span style="font-family:"Times New Roman",serif">The article is aimed at the issue of combining the real world with the virtual world in mixed reality (MR) simulators. Mixed reality allows for integrating the real world with the virtual world – real objects with computer-generated objects. A person interacting with such a system receives both visual and tactile sensations. To ensure proper interaction with system elements, high reconstruction accuracy of virtual objects in relation to the corresponding real objects is necessary. One tool that allows for interaction with such systems is haptic gloves. The aim of this study was to investigate the feasibility of using such gloves in an MR simulator. The article presents the results of an assessment of the accuracy of representing spatial relations between real objects in the virtual world using the HTC VIVE Tracker inertial sensor mounted on haptic gloves.</span></span></p>

Read PDF

Similar papers

Book Open access Oct 2026

Investigating the Impact of a Virtual Background on Side-by-side AR Instructions for Procedural Tasks

Although Augmented Reality (AR) has been widely investigated for supporting procedural tasks, its adoption in real industrial environments remains limited. A major challenge concerns the accurate registration of virtual instructions onto real components, which can be affected by tracking inaccuracies, occlusion conflic...

Luana Marangelli · 0 citations
Open access Sep 2026

Exploring age-related differences in immersive Virtual Reality experiences for Cultural Heritage

Immersive Virtual Reality (iVR) has reached a level of technological maturity that enables its use for the general public. However, further investigation is needed into the optimization of iVR applications and particularly, their design features in relation to various user characteristics such as age and previous iVR...

Bruno Rodriguez-Garcia, Ines Miguel-Alonso, David Checa et al. · 0 citations
Open access Oct 2026

Multisensory haptic feedback for augmented bodies in diminished reality

Diminished Reality (DR) refers to techniques that visually remove real objects from a user’s view and replace the resulting area with a plausible reconstruction of the background. While DR has traditionally been used primarily as an image-processing approach, our previous work introduced TechnoSapiens, an immersive rea...

Carsten Rudolph, G. Brunnett, Thomas Kronfeld et al. · 0 citations
Open access Sep 2026

Analysis of the use of virtual reality tools in golf

Assistance in the development and implementation of modern educational and methodological complexes, including digital ones, is one of the tasks for achieving the goals of the development of supplementary education [3]. Virtual reality is a highly developed form of computer modelling that allows the user to immerse the...

M. Gapicheva · 0 citations
Open access Sep 2026

More immersion, better experience? The trade-offs of haptic gloves and treadmill locomotion in virtual museums

Virtual Reality (VR) is increasingly adopted in cultural heritage to enable interactive exploration of artefacts that cannot be physically handled in museum settings. Despite growing interest in advanced interaction technologies such as haptic gloves and VR treadmills, empirical evidence on their combined effects on ke...

Thomas Agostinelli, Elisa Gambelli Fenili, Maura Mengoni · 0 citations
Open access Aug 2026

Embodied Interaction and Spatial Presence in Virtual Immersive Media Systems

This paper explores the connection between EI and SP in virtual immersive media systems, such as virtual reality (VR), augmented reality (AR), and 360-degree video platforms. The study used a post-positivist mixed-methods design, collecting condition level observations from 171 adult participants to investigate the rel...

Min-Jun Qiu · 0 citations

We use cookies to run the site and, with your consent, for analytics and to show ads. See our Cookie Policy.