Take A Bicycle Tour Anywhere In The World

Imagine yourself riding through the countryside of Tuscany in the morning, then popping over to Champagne for a tour in the evening without taking a plane ride in the intermission. In fact, you don’t have to leave your living room. All you need is a stationary bicycle, a VR headset, and CycleVR.

[Aaron Puzey] hasn’t quite made the inter-country leap quite like that, but he has cycled the entire length of the UK, from its southern point to its northernmost tip. The 1500km journey took 85 hours over the course of eight months to complete.

CycleVR is actually a VR app created using Unity. It takes advantage of Google street view’s panoramic image data, using Bluetooth to monitor the cycling pace  and transition between the panorama capture points. So, the static images of pedestrians and cars clipping and distorting as the panorama images load might throw off the illusion at first, but there’s thousands of side streets and country roads out there where this won’t be as pronounced. Check out the highlight reel from [Puzey]’s journey after the break.

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Ping Pong Ball Improves the Google Daydream Controller

[Matteo] has just released a new installment of his Google Daydream VR controller hack, which we first covered last year (when he got it working with iOS). This time around he’s managed to forge a half Daydream, half PlayStation Move controller hybrid.

The original controller only managed a mere 3 DOF (Degrees of Freedom) using the internal accelerometer; although this conveyed rotational motion around the 3 axis, transitional information was completely lacking. [Matteo] resolves this by forming a simple positional marker out of a white LED enclosed in a standard ping pong ball; He tracks this setup using an iSight camera.

To gel everything together, he adds motion tracking to his already extensively developed software stack, which enables him to unshackle the Daydream controller from Android. He deciphers the Bluetooth packets and streams the sensory information straight to a web browser over a webSocket connection.

sf-stack

The results are quite impressive and the tracking is smooth. Not only does this add to the final goal of hacking his way towards a platform independent VR motion controller, he aptly gets some inspiration from Sony, extends Google’s hardware and even manages to use Apple’s webcam along the way. How’s that for carving passages between the walled gardens of consumer electronics?

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Sharing Virtual and Holographic Realities via Vive and Hololens

An experimental project to mix reality and virtual reality by [Drew Gottlieb] uses the Microsoft Hololens and the HTC Vive to show two users successfully sharing a single workspace as well as controllers. While the VR user draws cubes in midair with a simple app, the Hololens user can see the same cubes being created and mapped to a real-world location, and the two headsets can even interact in the same shared space. You really need to check ou the video, below, to fully grasp how crazy-cool this is.

Two or more VR or AR users sharing the same virtual environment isn’t new, but anchoring that virtual environment into the real world in a way that two very different headsets share is interesting to see. [Drew] says that the real challenge wasn’t just getting the different hardware to talk to each other, it was how to give them both a shared understanding of a common space. [Drew] needed a way to make that work, and you can see the results in the video embedded below.

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Vive Tracker Brings Easier VR Hacking

CES 2017 is over and there were VR gadgets and announcements aplenty, but here’s an item that’s worth an extra mention because it reflects a positive direction we can’t wait to see more of. HTC announced the Vive Tracker, to be released within the next few months.

The Tracker looks a bit like a cross between a hockey puck and a crown. It is a self-contained, VR trackable device with a hardware port and built-in power supply. It can be used on its own or attached to any physical object to make that object trackable and interactive in VR. No need to roll your own hardware to interface with the Vive’s Lighthouse tracking system.

Valve have been remarkably open about the technical aspects of their hardware and tracking system, and have stated they want to help people develop their own projects using the system. We’ve seen very frank and open communication on the finer points of what it took to make the Lighthouse system work. Efforts at reverse-engineering the protocol used by the controller even got friendly advice. For all the companies making headway into VR, Valve continues to be an interesting one from a hacking perspective.

[Image source for bottom of Tracker: RoadToVR]

 

David Krum: The Revolution in Virtual Reality

[David Krum] is associate lab director at the Mixed Reality Lab at the Institute for Creative Technologies at USC. That puts him at the intersection of science and engineering: building cool virtual reality (VR) devices, and using science to figure out what works and what doesn’t. He’s been doing VR since 1998, so he’s seen many cool ideas come and go. His lab was at the center of the modern virtual reality explosion. Come watch his talk and see why!

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Making VR Controllers From The Ground Up

VR is going to be the next big thing in five to seven years, and with that comes the problem of what the controllers will look like. The Vive and PS Move are probably close to what the first successful consumer VR setup will look like, but there’s plenty of room for experimentation. [ShinyQuagsire] decided to experiment with VR, IMUs, and computer vision and managed to make a VR controller from the ground up.

The design of [Quagsire]’s VR controller is very similar to the PS Move controller: there’s a glowy ball on top of a Wii-nunchuckish controller. There’s a good reason for this design: a sphere projected onto a 2D surface is always a circle. By illuminating a sphere with an IR LED, [Quagsire] can get an OpenCV script to hone in on the controller.

One thing that was particularly hard for [Quagsire] was building the 3D printed controllers. The first hardware revision wasn’t designed for manufacturing on a 3D printer — there were curves everywhere and very few flat areas for bed adhesion. The second hardware revision corrected these problems, but there’s a world of difference between designing a 3D printable part and being able to calibrate and tune a 3D printer. In the end, [Quagsire] sent the files off to 3DHubs to put that whole ordeal behind him.

With the case printed, [Quagsire] filled it with IMU breakouts, buttons, and a tiny joystick. The brains of the controller is a Teensy 3.2 that has plenty of examples of how to transmit gyro data and button presses over serial. With that done, the only thing left to do was to tie everything together.

The controller worked, and [Quagsire] learned a lot in the process. Making VR controllers is hard, even though a lot of the project isn’t the optimal way of doing things. For the next iteration of this project, [Quagsire] might look at wireless, but for now the entire project is up on Github for everyone to take a look at.

The Ninja Run: a VR Movement Experiment

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.

ninja-run-analysis-optimizedEven 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.

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