Virtual reality could be the next big thing in the gaming world. And while VR displays and headsets are getting more and more sophisticated, many are forgetting perhaps the biggest feature VR will need to succeed — haptic feedback. [Pedro Lopes], [Alexandra Ion] and [Prof. Patric Baudisch] from the Hasso Plattner Institute is hoping to change that, with a project called Impacto: Simulating Physical Impact by Combining Tactile with Electrical Muscle Stimulation.
We’ve covered lots of haptic feedback devices over the past few years — some use mini gyros to simulate resistance, others blow air on you, but this is the first time we’ve seen one that combines muscle stimulation to really cause a physical effect.
They’re using an Oculus rift, and a Microsoft Kinect to perform the research. For their demonstration they use a basic boxing game that allows the user to feel the computer’s punches — but don’t worry, it doesn’t hit that hard!
Continue reading “Being Hit in the Virtual World”
[Florian] is hyped for Google Cardboard, Oculus Rifts, and other head mounted displays, and with that comes an interest in lenses. [Floian] wanted to know if it was possible to create these lenses with a 3D printer. Why would anyone want to do this when these lenses can be had from dozens of online retailers for a few dollars? The phrase, ‘because I can’ comes to mind.
The starting point for the lens was a CAD model, a 3D printer, and silicone mold material. Clear casting resin fills the mold, cures, and turns into a translucent lens-shaped blob. This is the process of creating all lenses, and by finely sanding, polishing, and buffing this lens with grits ranging from 200 to 7000, this bit of resin slowly takes on an optically clear shine.
Do these lenses work? Yes, and [Florian] managed to build a head mounted display that can hold an iPhone up to his face for viewing 3D images and movies. The next goal is printing prescription glasses, and [Florian] seems very close to achieving that dream.
The last time we saw home lens making was more than a year ago. Is anyone else dabbling in this dark art? Let us know in the comments below and send in a tip if you have a favorite lens hack in mind.
Straight from the Max Planck Institute for Biological Cybernetics, and displayed at this year’s Driving Simulation Conference & Exhibition is the coolest looking simulation platform we’ve ever seen. It’s a spherical (or icosahedral) roll cage, attached to the corners of a building by cables. With the right kinematics and some very heavy-duty hardware, this simulation platform has three degrees of translation, three degrees of rotation, and thousands of people that want to drive a virtual car or pilot a virtual plane with this gigantic robot.
The Cable Robot Simulator uses electric winches attached to the corners of a giant room to propel a platform with 1.5g of acceleration. The platform can move back and forth, up and down, and to and fro, simulating what a race car driver would feel going around the track, or what a fighter pilot would feel barreling through the canyons of the Mojave. All you need for a true virtual reality system is an Oculus Rift, which the team has already tested with driving and flight simulation programs
An earlier project by the same research group accomplished a similar feat in 2013, but this full-motion robotic simulator was not made of cable-based robotics. The CyberMotion Simulator used a robotic arm with a cockpit of sorts attached to the end of the arm. Inside the cockpit, stereo projectors displayed a wide-angle view, much like what a VR display does. In terms of capability and ability to simulate different environments, the CyberMotion Simulator may be a little more advanced; the Cable Robot Simulator cannot rotate more than about sixty degrees, while the CyberMotion Simulator can turn you upside down.
The Cable Robot Simulator takes up a very large room, and requires some serious engineering – the cables are huge and the winches are very powerful. These facts don’t preclude this technology being used in the future, though, and hopefully this sort of tech will make its way into a few larger arcades.
We often see concepts come in waves. Earlier this week we featured a cable robot used to move pallets around a warehouse.
Continue reading “Cables And Winches Become An Awesome Simulator”
If there’s one thing about laser cutters that makes them a little difficult to use, it’s the fact that it’s hard for a person to interact with them one-on-one without a clunky computer in the middle of everything. Granted, that laser is a little dangerous, but it would be nice if there was a way to use a laser cutter without having to deal with a computer. Luckily, [Anirudh] and team have been working on solving this problem, creating a laser cutter that can interact directly with its user.
The laser cutter is tied to a visual system which watches for a number of cues. As we’ve featured before, this particular laser cutter can “see” pen strokes and will instruct the laser cutter to cut along the pen strokes (once all fingers are away from the cutting area, of course). The update to this system is that now, a user can import a drawing from a smartphone and manipulate it with a set of physical tokens that the camera can watch. One token changes the location of the cut, and the other changes the scale. This extends the functionality of the laser cutter from simply cutting at the location of pen strokes to being able to cut around any user-manipulated image without interacting directly with a computer. Be sure to check out the video after the break for a demonstration of how this works.
Continue reading “Update: What You See Is What You Laser Cut”
Want to make all your 5 year old son’s friends jealous? What if he told them he could make REAL volcanoes in his sandbox? Will this be the future of sandboxes, digitally enhanced with augmented reality?
It’s not actually that hard to set up! The system consists of a good computer running Linux, a Kinect, a projector, a sandbox, and sand. And that’s it! The University of California (UC Davis) has setup a few of these systems now to teach children about geography, which is a really cool demonstration of both 3D scanning and projection mapping. As you can see in the animated gif above, the Kinect can track the topography of the sand, and then project its “reality” onto it. In this case, a mini volcano.
Continue reading “Augmented Reality Sandbox Using a Kinect”
In the next few years, VR headsets will be everywhere, and everyone will slowly recede into their own little reality that is presented on high-resolution displays right in front of their eyes. One specific group will be left out: eyeglass wearers. VR just doesn’t work with eyeglasses, and a few people in Germany are fixing this problem. They’re creating custom prescription lenses for Google Cardboard, giving anyone with glasses the opportunity to look just a little more hipster.
The folks behind this Indiegogo already run a specialty optics shop in Germany. They have the tools to make custom lenses for spectacles, and they’re the first company so far that has identified a problem with the current crop of VR headsets and has created a solution. The campaign is for a set of lenses that can be attached to Google Cardboard with double stick tape. There are limitations on how strong of a prescription they can make, but it should work for most four eyes.
It should be noted this Indiegogo isn’t the only way to get custom lenses for a VR headset. If you have your prescription, there are a few places to buy glasses online for $30 or so. Do that, remove the lenses from the frame, and affix them to Cardboard.
[Alan Yates] brought a demo of Valve’s new VR tech that’s the basis of the HTC Vive system to Maker Faire this year. It’s exceptionally clever, and compared to existing VR headsets it’s probably one of the best headtracking solutions out there.
With VR headsets, the problem isn’t putting two displays in front of the user’s eyes. The problem is determining where the user is looking quickly and accurately. IMUs and image processing techniques can be used with varying degrees of success, but to do it right, it needs to be really fast and really cheap.
[Alan] and [Valve]’s ‘Lighthouse’ tracking unit does this by placing a dozen or so IR photodiodes on the headset itself. On the tracking base station, IR lasers scan in the X and Y axes. By scanning these IR lasers across the VR headset, the angle of the headset to the base station can be computed in just a few cycles of a microcontroller. For a bunch of one cent photodiodes, absolute angles and the orientation to a base station can be determined very easily, something that has some pretty incredible applications for everything from VR to robotics.
Remember all of the position tracking hacks that came out as a result of the Nintendo Wii using IR beacons and a tracking camera? This seems like an evolutionary leap forward but in the same realm and can’t wait to see people hacking on this tech!