[Cyber] has been testing out intuitive input methods for virtual reality experiences that immerse the user further into the virtual world than archaic devices like a keyboard or mouse would allow. One of his biggest interests so far was the idea of a data glove that interacts with an Arduino Uno to interface with a PC. Since commercial products are yet to exist on a readily available level, [Cyber] decided to build his own.
He started out with a tiny inertial measurement unit called a Pololu MinIMU-9 v2 that tracks orientation of the 3-axis gyro and accelerometer. The USB interface was soldered into place connecting the wires to an Arduino Uno. From there, he hooked up a flex sensor from Spectra Symbol (which were supposedly used in the original Nintendo Power Gloves) and demoed the project by tracking the movement of one of his fingers. As the finger bent, the output printed on the serial monitor changed.
[Cyber] still needs to mount a glove on this system and construct a proper positional tracking method so that physical movement will be mirrored in a simulation.
[Cyber’s] day job has had him busy these last few months, which has forced the project into a temporary hold. Recently though, [Cyber] has been an active member and an influence in the local Orange County VR scene helping to build a nice development culture, so we’re hoping to see more updates from him soon.
To view what he has done up to this point, click the link at the top of the page, and check out the video after the break:
Continue reading “Flex Sensing for a DIY Data Glove”
Oculus, as we know, was acquired by Facebook for $2 billion, and now the VR community has been buzzing about trying to figure out what to do with all this newly accessible technology. And adding to the interest, the 2nd iteration of the development kits were released, causing a resurgence in virtual reality development as computer generated experiences started pouring out from of every corner of the world. But not everyone can afford the $350 USD price tag to purchase one of these devices, bringing out the need for Do-It-Yourself projects like these 3D printed wearable video goggles via Adafruit.
The design of this project is reminiscent of the VR2GO mobile viewer that came out of the MxR Lab (aka the research environment that spun out Palmer Lucky before he created Oculus). However, the hardware here is more robust and utilizes a 5.6″ display and 50mm aspheric lenses instead of a regular smart phone. The HD monitor is held within a 3D printed enclosure along with an Arduino Micro and 9-DOF motion sensor. The outer hood of the case is composed of a combination of PLA and Ninjaflex printing-filament, keeping the fame rigid while the area around the eyes remain flexible and comfortable. The faceplate is secured with a mounting bracket and a pair of aspheric lenses inside split the screen for stereoscopic video. Head straps were added allowing for the device to fit snugly on one’s face.
At the end of the tutorial, the instructions state that once everything is assembled, all that is required afterwards is to plug in a 9V power adapter and an HDMI cable sourcing video from somewhere else. This should get the console up and running; but it would be interesting to see if this design in the future can eliminate the wires and make this into a portable unit. Regardless of which, this project does a fantastic job at showing what it takes to create a homemade virtual reality device. And as you can see from the product list after the break, the price of the project fits under the $350 DK2 amount, helping to save some money while still providing a fun and educational experience.
Continue reading “3D Printed Virtual Reality Goggles”
On June 26th, 2014, Clearpath Robotics opened up the doors to their brand new 12,000 square foot robot lair by bringing out a PR2 to cut the ceremonial ribbon and welcome everyone inside. And instead of just programming the ‘locate and destroy’ ribbon sequence, the co-founders opted to use an Oculus Rift to control the robot tearing through the material with flailing arms.
This was accomplished having Jake, the robot, utilize a Kinect 2.0 that fed skeleton tracking data via rosserial_windows, a windows-based set of extension for the Robot Operating System which we heard about in January. The software gathers in a stream of data points each with an X,Y,Z component allowing [Jake] to find himself within a 3D space.Then, the data was collected and published directly into the PR2’s brain. Inject a little python code, and the creature was able to route directions in order to move it’s arms.
Thus, by simply stepping in front of the Kinect 2.0, and putting on the Oculus Rift headset, anyone could teleoperate [Jake] to move around and wave its arms at oncoming ribbons. Once completed, [Jake] would leave the scene, journeying back into the newly created robot lair leaving pieces of nylon and polyester everywhere.
An earlier (un-smoothed) version of the full system can be seen after the break:
Continue reading “Cutting Ribbons with Robots and a Oculus Rift”
One of our trusty tipsters named [Arman] wrote in to tell us about this awesome little Horror VR Hackathon that sought to create a non-lethal electric chair, for a seriously creepy and shocking experience.
[Arman] works in a small prototyping shop, so when a few guys from the local VR group called to ask for help building a non-lethal electric chair, he thought they were joking — until they showed up at the shop! Finally understanding what they really wanted to do, he hooked them up with an EL wire power supply (high voltage AC, low amperage) for their first prototype.
Unfortunately the EL power supply driver took too much juice, so they called [Arman] back the next day to hack together some of those joke gum shockers instead — he hooked them up to an Arduino and they work like a charm. Continue reading “Non-Lethal Electric Chair Brings the Death Row Experience Home”
The Kinect has long been able to create realistic 3D models of real, physical spaces. Combining these Kinect-mapped spaces with an Oculus Rift is something brand new entirely.
[Thomas] and his fellow compatriots within the Kintinuous project are modeling an office space with the old XBox 360 Kinect’s RGB+D sensors. then using an Oculus Rift to inhabit that space. They’re not using the internal IMU in the Oculus to position the camera in the virtual space, either: they’re using live depth sensing from the Kinect to feed the Rift screens.
While Kintinuous is very, very good at mapping large-scale spaces, the software itself if locked up behind some copyright concerns the authors and devs don’t have control over. This doesn’t mean the techniques behind Kintinuous are locked up, however: anyone is free to read the papers (here’s one, and another, PDF of course) and re-implement Kintinuous as an open source project. That’s something that would be really cool, and we’d encourage anyone with a bit of experience with point clouds to give it a shot.
Continue reading “Virtual Physical Reality With Kintinuous And An Oculus Rift”
Google glasses this, Oculus rift that, CastAR… With all these new vision devices coming out, the world of augmented reality is fast becoming, well, a reality!
Here’s a really cool concept [Ryan Smith] came up for 3D printing. Using [Jeri Ellsworth’s] CastAR, [Ryan Smith] has created a really cool technical illusion to demonstrate visual prototyping on his Makerbot. Using a laser cutter he’s perforated the front plastic panel of the Makerbot, which allows a semi-transparent overlay that when you use the CastAR’s projector it gives you a holographic visual effect.
The glasses track the reference object (in this case, the gear) and then project interfacing gears in an animation over-top of the existing part. [Ryan] sees this as the next step in 3D printing for artists and makers because it can help give you a 3D preview of your part, for example if you’re not fully sure what scale you want it to print at, you could actually put a mating object, or your hand, behind the screen and visually see the interface!
Continue reading “CastAR and Holographic Print Preview for 3D Printers!”
It’s almost 2015 and still don’t have the futuristic technology promised to us by Back to the Future Part II. Where are the flying cars, Mr. Fusions, or 19 Jaws movies? Most importantly, where are our hoverboards?
[cratesmith] got tired of waiting around and decided to take matters into his own hands. He combined the Oculus Rift virtual reality headset with the Wii Fit Balance Board to create a virtual hoverboard experience. He used the Unity3D engine (a favorite among Rift developers) to program the game engine. It’s a very rough demo right now, but the game comes complete with a simulated town to float around in and of course includes a model DeLorean.
Before you try to play this demo, you should know that it’s not without its faults. The primary problem [cratesmith] has experienced is with simulation sickness. His virtual reality system has no way to track body motion, which means that leaning back and forth on the Wii Fit board does not get translated to the equivalent virtual movement. The game must assume that the player stands straight up at all times, which is not an intuitive way to control something similar to a skateboard. The result is an off-putting experience that can break immersion and lead to a feeling of nausea.
A possible solution to this problem would be to use a camera style motion detector like the Microsoft Kinect. In fact, another Reddit user has recently posted a teaser video of another hoverboard simulator that uses the Oculus Rift, Wii Fit Board, and Kinect. Not much information is available about this second project, but we look forward to seeing updates in the future.
[createsmith] has not published the code for his demo because it’s still in the very early stages, but he has stated that he’s been giving it out to anyone who goes out of their way to ask. The hoverboard is probably the most coveted fictional technology from the 1989 adventure film. We know this because we’ve seen multiple projects over the years that were inspired by the movie. We’re excited to see it come to fruition in any form.