Skip to content

On the robustness of the headtrackr #29

@nicholaswmin

Description

@nicholaswmin

Hi,

I am trying to use the headtrackr for getting ONLY the X position of the head.
I am using it in a small game I've build which looks pretty nice this far.

At the moment I ask my user to present his full face so the headtrackr can lock on his head and then I ask my user to tilt the screen a bit so that only the chin and up is visible(I want to hide the neck since low-cut tops create color interference).

I would like to ask 2 things:

What is the best advice you think I should give to my users in order to have my game as robust/accurate/fast as possible. What calibration recommendations do you suggest I should present and what are the ''perfect'' conditions for the headtrackr to work at it's best?

The goal is to make the head-tracking as robust as possible between different lighting environments.
Also I need to have the head-position detection as predictable as humanly possible(some times the headtracker goes all nuts on me and starts swinging right and left, losing it's center).

At the moment I only advice that during the head tracking, the user should ensure that he has his both sides of his face evenly and brightly illuminated.
Also as a second calibration step , I advice my user to tilt his laptop screen up until the point where the neck is not in the frame.

Second thing:

Of course any advice for any parameters I might pass on starting the headtrackr are welcome. (Should I use facetracking x position or headtracking x position?, Should I calculate angles etc etc)

Thanks in advance man and thanks for the work

Metadata

Metadata

Assignees

No one assigned

    Labels

    No labels
    No labels

    Projects

    No projects

    Milestone

    No milestone

    Relationships

    None yet

    Development

    No branches or pull requests

    Issue actions