Full-Body VR Tracking With LiDAR, IMU, and Joint Angle Sensing
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Solution Overview
Problem
Existing VR systems primarily offer single-player experiences and lack full-body tracking, limiting the immersive interaction capabilities in virtual environments.
Innovation Solution
A VR interaction method utilizing a posture tracking device with motion detection units, laser radar, and IMU components to collect and map full-body posture information, enabling accurate 6DOF tracking and interaction in virtual environments.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If head and hand tracking are used in VR systems, then basic interaction capability is achieved, but full-body tracking and immersive interaction are not achieved
Solution Approach 1:
The tracking system is segmented into multiple independent components: IMU components for head tracking, laser radar for position detection, and motion detection units distributed across the body for joint angle detection. Each component handles a specific tracking task, allowing the system to achieve full-body tracking while maintaining manageable complexity through modular design.
Solution Approach 2:
The system transitions from traditional 3DOF (three degrees of freedom) head tracking to 6DOF (six degrees of freedom) full-body tracking by adding spatial position detection through laser radar and expanding body pose detection to include multiple joints. This dimensional expansion enables comprehensive full-body tracking capability.
2Adaptability or versatility
If single-player mode is used in VR systems, then system simplicity is maintained, but virtual reality experience is not maximized
Solution Approach 1:
The VR system is designed with universal interaction capabilities that support both single-player and multi-user modes. The full-body tracking system and virtual environment mapping mechanisms can function independently for single-player experiences or coordinate multiple users' data for social interactions, allowing the same hardware and software architecture to serve multiple purposes.
3Measurement precision
If traditional tracking methods are used, then basic VR functionality is achieved, but interaction accuracy and realism are limited
Solution Approach 1:
The system merges multiple detection technologies into a unified tracking framework: IMU data for orientation, laser radar for spatial position, and motion detection units for joint angles. By combining these complementary sensing modalities and fusing their data through coordinate transformation and integration algorithms, the system achieves high-precision full-body posture detection that exceeds the capability of any single sensing method.
Applied Scientific Principles
This section explains which scientific principles are used to turn an abstract innovation direction into a practical engineering solution.
Function Achieved in This Case
Enhances VR experiences by allowing multi-user interactions and immersive full-body tracking, improving the accuracy and realism of virtual object interactions.
Implementation Method 1
collecting first position information of the user's head in the real environment by using a laser radar component
Implementation Method 2
collecting head posture information of the user's head in the real environment by using an inertial measurement unit component
Implementation Method 3
the motion detection unit includes: a skin tension strain gauge and an electromyographic signal electrode configured to calculate the joint motion angle
Data Source
AI summary
A virtual reality interaction method includes: collecting body posture information of a user in a real environment by using a posture tracking device, where the posture tracking device includes a motion detection unit provided corresponding to a position of a target skeletal muscle, and the motion detection unit is configured to determine a joint motion angle of a corresponding joint; collecting first position information of the user's head in the real environment by using a laser radar component, and collecting head posture information of the user's head in the real environment by using an inertial measurement unit component; and configuring the body posture information, the head position information, and the head posture information as full-body posture information of the user, and mapping a virtual object corresponding to the user in a virtual reality environment according to full-body posture information.


