How it works? e02 Tracking system

One of the TOP-5 questions from geeks is «How is the tracking done in Raccoon.Clip when in 3D space like VR?». Vitaliy Tolkachov, Raccoon.World CTO, tells about the tracking system.
We continue the series of posts devoted to the development of our universal controller — Raccoon.Clip — How it works?. Last time we talked on the topic how does Raccoon.Clip works for 9 hours in active mode, and now we have prepared a post about tracking used in the controller. As usual, we transformed the technical information into short and understandable text. So, how the Raccoon.Clip tracks the wrist position?
Raccoon.Clip has a built-in accelerometer and gyroscope. This allows the software to understand the related orientation and position of Raccoon.Clip without any additional cameras or special light conditions. Wrist tracking is carried out by transferring a 3-dimensional spherical coordinate system to a 3-dimensional matrix. After that we choose the needed 2-dimensional projection from this matrix. The output to the screen is carried out thanks to algorithms.
At the moment, we have already developed a prototype of a full-featured hand tracking system that will track all movements, including the tiniest ones, and transfer them to digital or virtual reality.
Similar solutions have already been used in the movie industry and game development. Our solution is ideal for VR/AR games, is equally functional to existing ones, but has a much better proportion price/quality.. Tracking of a hand will work on the basis of three sensors (one of which will be in Raccoon.Clip, and the other two will be attached to the elbow and shoulder). Modules can be ordered separately or reused (from another Raccoon.Clips).
Now there is less content for mobile VR/AR to use full-hand tracking, and it is even a bit excessive. But we consider it to be very useful for developers, especially for B2B solutions. With the help of Raccoon.Clip they can create truly cool cases for their customers.
Also, hand tracking will form the basis of our next product under development — the Raccoon.Glove, which will transfer fine motor skills to the virtual reality and ensure full interaction due to force feedback (user will be able to literally touch the VR).
Look forward for our next posts (short and comprehensible) that will be devoted to Raccoon.Clip software & hardware development, design and usability testing.
If you have technical questions or would like to learn more about the tracking system, please contact:

Vitaliy Tolkachov, CTO