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Key concepts & glossary

The terms you'll meet throughout AR 51 docs, SDKs, and the API.

Core system

TermMeaning
OMSOperator/Component Management System — the server-communication layer. Components register with it and discover each other.
CVSComputer-Vision Server — turns camera images into skeletons and tracked objects.
DGSThe game/runtime service that engine clients talk to for scene, anchors, and rendering.
MindVisionThe camera brand used in AR 51 systems (referenced in the camera/resolution setup).
Mocap StudioThe desktop application for recording, calibration, visualization, and export.

Tracking data

TermMeaning
SkeletonA tracked person's pose — 25 body joints (plus optional hands) in world space, in meters.
EntityA registered identity. An entity persists across sessions so the same person keeps a stable EntityId.
Entity registration vs detectionRegistration defines who to track; Detection tracks them.
Tracked objectA non-person object built from one or more markers (e.g. a basketball, tennis ball).
MarkerA detected point (e.g. an HSV color blob) used to build tracked objects.
ConfidencePer-joint reliability score (0–1) included with each skeleton frame.
Capture timeUnix timestamp (seconds, fractional) stamped on each frame — use it to sync streams.

Space & calibration

TermMeaning
AnchorA world-space reference point that positions tracked data in your scene.
GuardianA play-space boundary (points + height).
Bounding box / active areaThe volume the system tracks within.
CalibrationAligning cameras and devices so 3D reconstruction is accurate (camera, device, bounding-box, LED-stage sync).

Conventions

  • Units: meters. Rotations: quaternions (x, y, z, w).
  • Coordinate space: world space for positions; device-local for head/controller rotation.
  • Joint count: 25 body joints; hands add 21 key points each (→ 67 total points where hands are included).
tip

Building on the SDK? Start with the Data model — it makes every field above concrete.

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