The Road To Lucid Dreaming Might Be Paved With VR

Lucid dreaming is the state of becoming aware one is dreaming while still being within the dream. To what end? That awareness may allow one to influence the dream itself, and the possibilities of that are obvious and compelling enough that plenty of clever and curious people have formed some sort of interest in this direction. Now there are some indications that VR might be a useful tool in helping people achieve lucid dreaming.

The research paper (Virtual reality training of lucid dreaming) is far from laying out a conclusive roadmap, but there’s enough there to make the case that VR is at least worth a look as a serious tool in the quest for lucid dreaming.

One method of using VR in this way hinges on the idea that engaging in immersive VR content can create mild dissociative experiences, and this can help guide and encourage users to perform “reality checks”. VR can help such reality checks become second nature (or at least more familiar and natural), which may help one to become aware of a dream state when it occurs.

Another method uses VR as a way to induce a mental state that is more conducive to lucid dreaming. As mentioned, engaging in immersive VR can induce mild dissociative experiences, so VR slowly guides one into a more receptive state before falling asleep. Since sleeping in VR is absolutely a thing, perhaps an enterprising hacker with a healthy curiosity in lucid dreaming might be inspired to experiment with combining them.

We’ve covered plenty of lucid dreaming hacks over the years and there’s even been serious effort at enabling communication from within a dreaming state. If you ask us, that’s something just begging to be combined with VR.

SteamVR Controller Controlling Addressable LEDs

[Chris] had an idea. When playing VR games like BeatSaber, he realized that spectators without headsets weren’t very included in the action. He wanted to create some environmental lighting that would make everyone feel more a part of the action. He’s taken the first steps towards that goal, interfacing SteamVR controllers with addressable LEDs.

Armed with Python, OpenVR, and some help from ChatGPT, [Chris] got to work. He was soon able to create a mapping utility that let him create a virtual representation of where his WLED-controlled LED strips were installed in the real world. Once everything was mapped out, he was able to set things up so that pointing the controller to a given location would light the corresponding LED strips. Wave at the windows, the strips on that wall light up. Wave towards the other wall, the same thing happens.

Right now, the project is just a proof of concept. [Chris] has enabled basic interactivity with the controllers and lights, he just hasn’t fully built it out or gamified it yet. The big question is obvious, though—can you use this setup while actually playing a game?

“I just found the OpenVR function/object that allows it to act as an overlay, meaning it can function while other games are working,” [Chris] told me. “My longer term goals would be trying to interface more with a game directly such as BeatSaber, and the light in the room would correspond with the game environment.”

We can’t wait to see where this goes next. We fully expect flashy LED room setups to become the norm at VR cafes hosting BeatSaber competitions in future. We’ve featured plenty of other coverage of VR lately, too.

Continue reading “SteamVR Controller Controlling Addressable LEDs”

Man using a table saw with a VR headset on

Chop, Chop, Chop: Trying Out VR For Woodworking

Virtual Reality in woodworking sounds like a recipe for disaster—or at least a few missing fingers. But [The Swedish Maker] decided to put this concept to the test, diving into a full woodworking project while wearing a Meta Quest 3. You can check out the full experiment here, but let’s break down the highs, lows, and slightly terrifying moments of this unconventional build.

The plan: complete a full furniture build while using the VR headset for everything—from sketching ideas to cutting plywood. The Meta Quest 3’s passthrough mode provided a semi-transparent AR view, allowing [The Swedish Maker] to see real-world tools while overlaying digital plans. Sounds futuristic, right? Well, the reality was more like a VR fever dream. Depth perception was off, measuring was a struggle, and working through a screen-delayed headset was nauseating at best. Yet, despite the warped visuals, the experiment uncovered some surprising advantages—like the ability to overlay PDFs in real-time without constantly running back to a computer.

So is VR useful to the future of woodworking? If you’re a woodworking novice, you might steer clear from VR and read up on the basics first. For the more seasoned: maybe, when headsets evolve beyond their current limitations. For now, it’s a hilarious, slightly terrifying experiment that might just inspire the next wave of augmented reality workshops. If you’re more into electronics, we did cover the possibilities with AR some time ago. We’re curious to know your thoughts on this development in the comments!

Continue reading “Chop, Chop, Chop: Trying Out VR For Woodworking”

Make Your VR Controllers Handle Like Two-Handed Weapons

Wielding things like two-handed swords in VR can be awkward. There’s no sense of grasping a solid object. The controllers (and therefore one’s hands) feel floaty and disconnected from one another, because they are. [Astro VR Gaming] aims to fix this with a DIY attachment they are calling the ARC VR Sword Attachment.

The ARC is a 3D-printed attachment that allows a player to connect two controllers together. They can just as easily be popped apart, which is good because two separate controllers is what one wants most of the time. But for those moments when hefting a spear or swinging a two-handed sword is called for? Stick them together and go wild.

The original design (the first link up above) uses magnets, but an alternate version uses tapered inserts instead, and provides a storage stand. Want to know if the ARC is something you’d like to make for yourself? Watch it in action in the video embedded just under the page break.

VR is an emerging technology with loads of space for experimentation and DIY problem solving. We wish more companies would follow Valve’s example of hacker-friendly hardware design, but even just providing CAD models of your hardware to make attachments easier to design would be a big step forward, and something every hacker would welcome.

Continue reading “Make Your VR Controllers Handle Like Two-Handed Weapons”

FPV Flying In Mixed Reality Is Easier Than You’d Think

Flying a first-person view (FPV) remote controlled aircraft with goggles is an immersive experience that makes you feel as if you’re really sitting in the cockpit of the plane or quadcopter. Unfortunately, while your wearing the goggles, you’re also completely blind to the world around you. That’s why you’re supposed to have a spotter nearby to keep watch on the local meatspace while you’re looping through the air.

But what if you could have the best of both worlds? What if your goggles not only allowed you to see the video stream from your craft’s FPV camera, but you could also see the world around you. That’s precisely the idea behind mixed reality goggles such as Apple Vision Pro and Meta’s Quest, you just need to put all the pieces together. In a recent video [Hoarder Sam] shows you exactly how to pull it off, and we have to say, the results look quite compelling.

Continue reading “FPV Flying In Mixed Reality Is Easier Than You’d Think”

VR Headset With Custom Face Fitting Gets Even More Custom

The Bigscreen Beyond is a small and lightweight VR headset that in part achieves its small size and weight by requiring custom fitting based on a facial scan. [Val’s Virtuals] managed to improve fitment even more by redesigning a facial interface and using a 3D scan of one’s own head to fine-tune the result even further. The new designs distribute weight more evenly while also providing an optional flip-up connection.

It may be true that only a minority of people own a Bigscreen Beyond headset, and even fewer of them are willing to DIY their own custom facial interface. But [Val]’s workflow and directions for using Blender to combine a 3D scan of one’s face with his redesigned parts to create a custom-fitted, foam-lined facial interface is good reading, and worth keeping in mind for anyone who designs wearables that could benefit from custom fitting. It’s all spelled out in the project’s documentation — look for the .txt file among the 3D models.

We’ve seen a variety of DIY approaches to VR hardware, from nearly scratch-built headsets to lens experiments, and one thing that’s clear is that better comfort is always an improvement. With newer iPhones able to do 3D scanning and 1:1 scale scanning in general becoming more accessible, we have a feeling we’re going to see more of this DIY approach to ultra-customization.

VR Headset With HDMI Input Invites A New Kind Of Cyberdeck

Meta’s Quest VR headset recently got the ability to accept and display video over USB-C, and it’s started some gears turning in folks’ heads. [Ian Hamilton] put together a quick concept machine consisting of a Raspberry Pi 400 that uses a VR headset as its monitor, which sure seems like the bones of a new breed of cyberdeck.

With passthrough on, one still sees the outside world.

The computer-in-a-keyboard nature of the Pi 400 means that little more than a mouse and the VR headset are needed to get a functional computing environment. Well, that and some cables and adapters.

What’s compelling about this is that the VR headset is much more than just a glorified monitor. In the VR environment, the external video source (in this case, the Raspberry Pi) is displayed in a window just like any other application. Pass-through can also be turned on, so that the headset’s external cameras display one’s surroundings as background. This means there’s no loss of environmental awareness while using the rig.

[Note: the following has been updated for clarity and after some hands-on testing] Video over USB-C is technically DisplayPort altmode, and both the video source and the USB-C cable have to support it. In [Ian]’s case, the Raspberry Pi 400 outputs HDMI and he uses a Shadowcast 2 capture card to accept HDMI on one end and outputs video over USB-C on the other.

Here’s how it works: the Quest has a single USB-C port on the side, and an app (somewhat oddly named “Meta Quest HDMI link”) running on the headset takes care of accepting video over USB and displaying it in a window within the headset. The video signal expected is UVC (or USB Video Class), which is what most USB webcams and other video devices output. (There’s another way to do video over USB-C which is technically DisplayPort altmode, and both the video source and the USB-C cable have to support it. That is not what’s being used here; the Quest does not support this format. Neither is it accepting HDMI directly.) In [Ian]’s case, the Raspberry Pi 400 outputs HDMI and he uses a Shadowcast 2 capture card to accept HDMI on one end and output UVC video on the other, which is then fed into the Quest over a USB-C cable.

As a concept it’s an interesting one for sure. Perhaps we’ll see decks of this nature in our next cyberdeck contest?