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dc.contributor.authorBuckingham, G
dc.date.accessioned2021-11-10T10:38:49Z
dc.date.issued2021-10-20
dc.date.updated2021-11-09T11:37:47Z
dc.description.abstractHand tracking has become an integral feature of recent generations of immersive virtual reality head-mounted displays. With the widespread adoption of this feature, hardware engineers and software developers are faced with an exciting array of opportunities and a number of challenges, mostly in relation to the human user. In this article, I outline what I see as the main possibilities for hand tracking to add value to immersive virtual reality as well as some of the potential challenges in the context of the psychology and neuroscience of the human user. It is hoped that this paper serves as a roadmap for the development of best practices in the field for the development of subsequent generations of hand tracking and virtual reality technologies.en_GB
dc.identifier.citationVol. 2, article 728461en_GB
dc.identifier.doihttps://doi.org/10.3389/frvir.2021.728461
dc.identifier.urihttp://hdl.handle.net/10871/127739
dc.identifierORCID: 0000-0002-6950-5504 (Buckingham, Gavin)
dc.language.isoenen_GB
dc.publisherFrontiers Mediaen_GB
dc.rights© 2021 Buckingham. This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.en_GB
dc.subjectVRen_GB
dc.subjectembodimenten_GB
dc.subjectpsychologyen_GB
dc.subjectcommunicationen_GB
dc.subjectinclusivityen_GB
dc.titleHand Tracking for Immersive Virtual Reality: Opportunities and Challengesen_GB
dc.typeArticleen_GB
dc.date.available2021-11-10T10:38:49Z
dc.descriptionThis is the final version. Available open open access from Frontiers Media via the DOI in this recorden_GB
dc.identifier.eissn2673-4192
dc.identifier.journalFrontiers in Virtual Realityen_GB
dc.relation.ispartofFrontiers in Virtual Reality, 2
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/en_GB
dcterms.dateAccepted2021-09-24
rioxxterms.versionVoRen_GB
rioxxterms.licenseref.startdate2021-10-20
rioxxterms.typeJournal Article/Reviewen_GB
refterms.dateFCD2021-11-10T10:37:31Z
refterms.versionFCDVoR
refterms.dateFOA2021-11-10T10:38:59Z
refterms.panelCen_GB
refterms.dateFirstOnline2021-10-20


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© 2021 Buckingham. This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.
Except where otherwise noted, this item's licence is described as © 2021 Buckingham. This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.