VR is an area that is seeing plenty of DIY experimentation, and [FultonX] has an interesting hack of sorts in that he’s discovered something that meshes well with how we perceive motion and movement. It’s an experimental movement system for VR he calls the Ninja Run, and it somewhat resembles skiing.
Even room-scale VR suffers from the fact that the player is more or less stuck in one place. Moving the player from one spot to another isn’t currently a gracefully solved problem, and many existing methods are not immersive or have other drawbacks. One solution in use is a sort of teleportation, another “slides” the player to another area on command (like gliding across ice). [FultonX] found these existing solutions lacking, and prototyped the Ninja Run concept which he found was surprisingly intuitive and effective. Video demo embedded below.
There really wasn’t all that much to it. The controller sends data over Bluetooth, and [Matteo] noticed an “unknown” device on the network. Looking inside the data that it sent, it changed when he moved the controller. Not so unknown now! The rest of the work consisted of writing applications to test hypotheses, waving the controller around, and finding out if he was right. Read up if you’re interested in implementing this yourself.
[Florian] has been putting a lot of work into VR controllers that can be used without interfering with a regular mouse + keyboard combination, and his most recent work has opened the door to successfully emulating a Vive VR controller in Steam VR. He uses Arduino-based custom hardware on the hand, a Leap Motion controller, and fuses the data in software.
We’ve seen [Florian]’s work before in successfully combining a Leap Motion with additional hardware sensors. The idea is to compensate for the fact that the Leap Motion sensor is not very good at detecting some types of movement, such as tilting a fist towards or away from yourself — a movement similar to aiming a gun up or down. At the same time, an important goal is for any added hardware to leave fingers and hands free.
Drone technology is seeing useful application in a new field seemingly every day — so it was only a matter of time before it saw use in archaeology. And so, a team of researches in Australia are combining drone and VR modeling technology to help investigate the Plain of Jars, in Laos.
After the drone images the site, those photos are patched together by object recognition software and are reviewed in the immersive CAVE2 3D facility at Melbourne, Australia’s Monash University. Multiple surveys catalog and archive the dig at various stages and enable the archaeologists to continue investigating the site after leaving — especially useful for digs in dangerous regions. In this case, the landscape around the Plain of Jars is dotted with unexploded cluster bomblets.
You could have said this at any time in the last couple of decades: the world of virtual reality peripherals does not yet feel as though it has fulfilled its potential. From the Amiga-powered Virtuality headsets and nausea-inducing Nintendo Virtual Boy of the 1990s to today’s crop of advanced headsets and peripherals, there has always been a sense that we’re not quite there yet. Moments at which the shortcomings of the hardware intrude into the virtual world may be less frequent with the latest products, but still the goal of virtual world immersion seems elusive at times.
One of the more interesting peripherals on the market today is the Leap Motion controller. This is a USB device containing infra-red illumination and cameras which provide enough resolution for its software to accurately calculate the position of a user’s hands and fingers in three-dimensional space. This ability to track finger movement gives it the function of a controller for really complex interactions with and manipulations of objects in virtual worlds.
Even the Leap Motion has its shortcomings though, moments at which it ceases to be able to track. Rotating your hand, as you might for instance when aiming a virtual in-game weapon, confuses it. This led [Florian Maurer] to seek his own solution, and he’s come up with a hand peripheral containing a rotation sensor.
Inspired by a movie prop from the film Ender’s Game, it is a 3D-printed device that clips onto the palm of his hand between thumb and index finger. It contains both an Arduino Pro Micro and a bno055 rotation sensor, plus a couple of buttons for in-game actions such as triggers. It solves the problem with the Leap Motion’s rotation detection, and does not impede hand movement so much that he can’t also use his keyboard and mouse while wearing it. Sadly he does not yet seem to have posted any code, but he does treat us to a video demonstration which we’ve posted below the break.
[WayneKeenan] wrote a proof-of-concept virtual reality system that used a Raspberry Pi and an Oculus Rift. It was about a thousand lines of Python and with a battery pack it was even portable. The problem was that the Pi was struggling to create the 3D views.
[Wayne] recently revisited the demo and found that just about everything has gotten better: the Pi 3 is faster, and the Python libraries have become better. He spent some time building a library — VR Zero — and then recreated the original demo in 80 more lines of Python. You can see a video, below.
Microsoft Bob was revolutionary. Normally you’d hear a phrase like that coming from an idiot blogger, but in this case a good argument could be made. Bob threw away the ‘files’ and ‘folders’ paradigm for the very beginnings of virtual reality. The word processor was just sitting down at a desk and writing a letter. Your Rolodex was a Rolodex. All abstractions are removed, and you’re closer than ever to living in your computer. If Microsoft Bob was released today, with multiple users interacting with each other in a virtual environment, it would be too far ahead of it’s time. It would be William Gibson’s most visible heir, instead of Melinda Gates’ only failure. Imagine a cyberpunk world that isn’t a dystopia, and your mind will turn to Microsoft Bob.
Not everyone will laugh at the above paragraph. Indeed, some people are trying to make the idea of a gigantic, virtual, 3D space populated by real people a reality. For the last few years, [alusion] has been working on Metaverse Lab as an experiment in 3D scanning, virtual web browsers, and turning interconnected 3D spaces into habitats for technonauts. The name comes from Snow Crash, and over the past twenty years, a number of projects have popped up to replicate this convergence of the digital and physical. By integrating this idea with the latest VR headsets, Metaverse Lab is the the closest thing I’ve ever seen to the dream of awesome 80s sci-fi.
I’ve actually had the experience of using and interacting with Metaverse Lab on a few occasions. The only way to describe it is as what someone would expect the Internet would be if their only exposure to technology was viewing the 1992 film Lawnmower Man. It works, though, as a completely virtual environment where potential is apparent, and the human mind is not limited by its physical embodiment.