Soon You’ll Sit Inside A Robot’s Head At Work

MIT’s Computer Science and Artificial Intelligence Lab, CSAIL, has created a process of teleoperating a Baxter humanoid robot with an Oculus Rift VR headset. This project is partially aimed towards making manufacturing jobs a hell of a lot of fun telecommutable. It could even be a way to supervise robot workers from a distance.

In a nutshell, the user controls the robot remotely in a virtual reality environment. The user does this specifically in a VR environment modeled like a control room with multiple sensor displays, making it feel like they are sitting inside the robot’s head. By using hand controllers, users can match their movements to the robot’s to complete various tasks. If you’ve seen Pacific Rim, you are probably envisioning a Jaegar right about now — minus the psychic linking.

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Low-Tech Chair Enters The Matrix

This video demonstrates a really interesting experiment: sticking a Vive Tracker onto an ordinary chair in order to sync it up perfectly with its VR counterpart. The result? A chair that is visible in VR as a virtual object, but has a 1:1 physical world version occupying the same space. This means that unlike any other virtual object, this chair can be seen, touched, felt, moved, and actually sat in while the user is immersed in VR.

The purpose of this experiment seems to have been to virtually explore seating arrangements for real-world environments, and spawned a theatre planning tool by design studio [Agile Lens]. But we wonder if there’s unrealized potential in the idea of connecting physical objects that can be touched and held (or sat on) with their VR counterparts. Video demos of the chair test are embedded below.

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Spray Paint Goes DIY Virtual With A Vive Tracker

Here is a virtual spray painting project with a new and DIY twist to it. [Adam Amaral]’s project is an experiment in using the Vive Tracker, which was released earlier this year. [Adam] demonstrates how to interface some simple hardware and 3D printed parts to the Tracker’s GPIO pins, using it as a custom peripheral that is fully tracked and interactive in the Vive’s VR environment. He details not only the custom spray can controller, but also how to handle the device on the software side in the Unreal engine. The 3D printed “spray can controller” even rattles when shaken!

There’s one more trick. Since the Vive Tracker is wireless and completely self-contained, the completed rattlecan operates independently from the VR headset. This means it’s possible to ditch the goggles and hook up a projector, then use the 3D printed spray can to paint a nearby wall with virtual paint; you can see that part in action in the video embedded below.

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Cheap And Easy Motion Tracking

[Koppany Horvarth] set out to create a dirt-cheap optical tracking rig for VR that uses only two cameras and a certain amount of math to do its thing. He knew he could do theoretically, and wouldn’t cost a lot of money, but still required a lot of work and slightly absurd amount of math.

While playing around with a webcam that he’d set up to run an object-tracking Python script and discovered that his setup tended to display a translucent object with a LED inside of it as pure, washed-out white. This gave [Koppany] the idea that he could use such a light as part of his object tracking project. He 3D-printed 50mm hollow spheres out of transparent PLA, illuminated via a LED and powered by a 5V power supply hacked from an old USB cable. After dealing with some lens flares, he sanded down the PLA a little to diffuse the light and it worked like a charm.

To learn more check out his GitHub code repository. You can also take inspiration in some of the other motion tracking posts we’ve published in the past, like motion tracking on the cheap with a PIC and this OpenCV Airsoft turret.

CastAR Shuts Doors

Polygon reports CastAR is no more.

CastAR is the brainchild of renaissance woman [Jeri Ellsworth], who was hired by Valve to work on what would eventually become SteamVR. Valve let [Jeri] go, but allowed her to take her invention with her. [Jeri] founded a new company, Technical Illusions, with [Rick Johnson] and over the past few years the CastAR has appeared everywhere from Maker Faires to venues better focused towards innovative technologies.

In 2013, Technical Illusions got its start with a hugely successful Kickstarter, netting just north of one million dollars. This success drew the attention of investors and eventually led to a funding round of $15 million. With this success, Technical Illusions decided to refund the backers of its Kickstarter.

We’ve taken a look a CastAR in the past, and it’s something you can only experience first-hand. Unlike the Oculus, Google Cardboard, or any of the other VR plays companies are coming out with, CastAR is an augmented reality system that puts computer-generated objects in a real, physical setting. Any comparison between CastAR and a VR system is incomplete; these are entirely different systems with entirely different use cases. Think of it as the ultimate table top game, or the coolest D&D game you could possibly imagine.

A Minority Report Arduino-Based Hand Controller

Movies love to show technology they can’t really build yet. Even in 2001: A Space Oddessy (released in 1968), for example, the computer screens were actually projected film.  The tablet they used to watch the news looks like something you could pick up at Best Buy this afternoon. [CircuitDigest] saw Iron Man and that inspired him to see if he could control his PC through gestures as they do on that film and so many others (including Minority Report). Although he calls it “virtual reality,” we think of VR as being visually immersed and this is really just the glove, but it is still cool.

The project uses an Arduino on the glove and Processing on the PC. The PC has a webcam which tracks the hand motion and the glove has two Hall effect sensors to simulate mouse clicks. Bluetooth links the glove and the PC. You can see a video of the thing in action, below.

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You’re The Only One Not Playing With Unity

It wasn’t too long ago that one could conjecture that most hackers are not avid video game players. We spend most of our free time taking things apart, tinkering with microcontrollers and reading the latest [Jenny List] article on Hackaday.com. When we do think of video games, our neurons generally fire in the direction of emulating a console on a single board computer, such as a Raspberry Pi or a Beaglebone. Or even emulating the actual console processor on an FPGA. Rarely do we venture off into 3D programs meant to make modern video games. If we can’t export an .STL with it, we’re not interested. It’s just not our bag.

Oculus Rift changed this. The VR headset was originally invented for 3D video games, but quickly became a darling to hackers the world over. Virtual Reality technology is far bigger than just video games, and brings opportunity to many fields such as real estate, construction, product visualization, education, social interaction… the list goes on and on.

The Oculus team got together with the folks over at Unity in the early days to make it easy for video game makers to make content for the Rift. Unity is a game engine designed with a shallow learning curve and is available for free for non-commercial use. The Oculus Rift can be integrated into a Unity environment with the check of a setting and importing a small package, available on the Oculus site. This makes it easy for anyone interested in VR technology to get a Rift and start pumping out content.

Hackers have taken things a step further and have written scripts that allow Unity to communicate with an Arduino. VR is fun. But VR plus physical reality is just down right exciting! In this article, we’re going to walk you through setting up your Oculus Rift and Unity game engine to communicate with the outside world via an Arduino.

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