Hand Tracking for Immersive Virtual Reality: Opportunities and Challenges
dc.contributor.author | Buckingham, G | |
dc.date.accessioned | 2021-11-10T10:38:49Z | |
dc.date.issued | 2021-10-20 | |
dc.date.updated | 2021-11-09T11:37:47Z | |
dc.description.abstract | Hand 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.citation | Vol. 2, article 728461 | en_GB |
dc.identifier.doi | https://doi.org/10.3389/frvir.2021.728461 | |
dc.identifier.uri | http://hdl.handle.net/10871/127739 | |
dc.identifier | ORCID: 0000-0002-6950-5504 (Buckingham, Gavin) | |
dc.language.iso | en | en_GB |
dc.publisher | Frontiers Media | en_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.subject | VR | en_GB |
dc.subject | embodiment | en_GB |
dc.subject | psychology | en_GB |
dc.subject | communication | en_GB |
dc.subject | inclusivity | en_GB |
dc.title | Hand Tracking for Immersive Virtual Reality: Opportunities and Challenges | en_GB |
dc.type | Article | en_GB |
dc.date.available | 2021-11-10T10:38:49Z | |
dc.description | This is the final version. Available open open access from Frontiers Media via the DOI in this record | en_GB |
dc.identifier.eissn | 2673-4192 | |
dc.identifier.journal | Frontiers in Virtual Reality | en_GB |
dc.relation.ispartof | Frontiers in Virtual Reality, 2 | |
dc.rights.uri | https://creativecommons.org/licenses/by/4.0/ | en_GB |
dcterms.dateAccepted | 2021-09-24 | |
rioxxterms.version | VoR | en_GB |
rioxxterms.licenseref.startdate | 2021-10-20 | |
rioxxterms.type | Journal Article/Review | en_GB |
refterms.dateFCD | 2021-11-10T10:37:31Z | |
refterms.versionFCD | VoR | |
refterms.dateFOA | 2021-11-10T10:38:59Z | |
refterms.panel | C | en_GB |
refterms.dateFirstOnline | 2021-10-20 |
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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.