90 March/April 2016 Published by the IEEE Computer Society 0272-1716/16/$33.00 © 2016 IEEE
Spatial Interfaces
Editors: Frank Steinicke
and Wolfgang Stuerzlinger
GyroWand: An Approach to IMU-Based
Raycasting for Augmented Reality
Juan David Hincapié-Ramos
University of Manitoba
Kasim Özacar
Tohoku University
Pourang P. Irani
University of Manitoba
Yoshifumi Kitamura
Tohoku University
O
ptical see-through head-mounted displays
(OST-HMDs), such as Epson’s Moverio
(www.epson.com/moverio) and Micro-
soft’s Hololens (www.microsoft.com/microsoft
-hololens), enable augmented reality (AR) applica-
tions that display virtual objects overlaid on the
real world. At the core of this new generation of
devices are low-cost tracking technologies using
techniques such as marker-based tracking,
1
simul-
taneous localization and mapping (SLAM),
2
and
dead reckoning based on inertial measurement
units (IMUs),
3,4
which allow us to interpret users’
motion in the real world in relation to the virtual
content for the purposes of navigation and inter-
action. These tracking technologies enable AR ap-
plications in mobile settings at an affordable price.
The advantages of pervasive tracking come at the
cost of limiting interaction possibilities, however.
Off-the-shelf HMDs still depend on peripherals
such as handheld touch pads and other peripher-
als. Mid-air gestures and other natural user inter-
faces (NUIs) offer an alternative to peripherals but
are limited to interacting with content relatively
close to the user (direct manipulation) and are
prone to tracking errors and arm fatigue.
5
Raycasting, an interaction technique widely
explored in traditional virtual reality (VR), is an-
other alternative for interaction in AR.
6
Raycasting
generally requires absolute tracking of a handheld
controller (known as a wand), but the limited
tracking capabilities of novel AR devices make it
difficult to track a controller’s location.
In this article, we introduce a raycasting tech-
nique for AR HMDs. Our approach is to devise a
way to provide raycasting based only on the ori-
entation of a handheld controller. In principle, the
rotation of a handheld controller cannot be used
directly to determine the direction of the ray as
a result of intrinsic problems with IMUs, such as
magnetic interference and sensor drift. Moreover,
a user’s movement in space creates a situation in
which the virtual content and ray direction are of-
ten not aligned with the HMD’s field of view (FOV).
To address these challenges we introduce Gy-
roWand, a raycasting technique for AR HMDs
using IMU rotational data from a handheld con-
troller. GyroWand’s fundamental design differs
from traditional raycasting in four ways:
■ interprets IMU rotational data using a state
machine, which includes anchor, active, out-of-
sight, and disambiguation states;
■ compensates for drift and interference by tak-
ing the orientation of the handheld controller
as the initial rotation (zero) when starting an
interaction;
■ initiates raycasting from any spatial coordinate
(such as a chin or shoulder); and
■ provides three disambiguation methods: Lock
and Drag, Lock and Twist, and AutoTwist.