Seeing The World Through Depth Sensing Cameras

The Oculus Rift and all the other 3D video goggle solutions out there are great if you want to explore virtual worlds with stereoscopic vision, but until now we haven’t seen anyone exploring real life with digital stereoscopic viewers. [pabr] combined the Kinect-like sensor in an ASUS Xtion with a smartphone in a Google Cardboard-like setup for 3D views the human eye can’t naturally experience like a third-person view, a radar-like display, and seeing what the world would look like with your eyes 20 inches apart.

[pabr] is using an ASUS Xtion depth sensor connected to a Galaxy SIII via the USB OTG port. With a little bit of code, the output from the depth sensor can be pushed to the phone’s display. The hardware setup consists of a VR-Spective, a rather expensive bit of plastic, but with the right mechanical considerations, a piece of cardboard or some foam board and hot glue would do quite nicely.

[pabr] put together a video demo of his build, along with a few examples of what this project can do. It’s rather odd, and surprisingly not a superfluous way to see in 3D. You can check out that video below.

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RomoCart, Indoor Robot Racing

Your Living Room Becomes Next Mario Kart Course

[Ken] likes his living room and he is on a continual mission to make it more interesting. Recently, he has made a giant leap forward with a racing game project he calls RomoCart. Think of it as a partially-physical game of Mario Kart. You are able to race others around a track while still having the ability to fire projectiles or drop defensive measures in efforts to win the race!

First, lets talk about the hardware required. The racers are standard Romo educational robots. Wireless game controllers provide the means for the drivers to control the Romos. Hanging from the ceiling is an Xtion motion sensing camera and a video projector, both pointed down at the floor.

To get started, the system scans the floor and determines a race course based on the room layout and any physical objects in the vicinity. A course is then generated to avoid the obstacles and is projected onto the floor. At this point it would still be a pretty neat project but [Ken] went way further. The ceiling-mounted camera tracks the motion of the Romos driving around the track and the video projector displays a smoke trail behind each racer. Randomly displayed on the track are items to help you win the race, including an acceleration item that makes your Romo go twice as fast for a short time.

Have a tailgater? No problem, just pick up some bananas and drop them on the track. If a following competitor drives into one, they spin out. If you want to get super rude, pick up some missiles and fire them at the racers ahead of you. A direct hit will stop them right in their tracks.

[Ken] is no stranger to HaD, he’s had a few of his projects covered here before. Check out his Tempescope, Moving Window and his Autonomous Lighting System.

Check out a video of the racing in action after the break. It is amazing!

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Leap motion controller plus oculus rift

Interacting With Virtual Reality Brings Us Even Closer To A Real Holodeck

One of our readers has been playing around with virtual reality lately, and has come up with a pretty cool beta run of his research — virtual interaction using your hands.

Using an Oculus Rift, the Leap Motion controller and a beta run of Unity 4.6, [Tomáš Mariančík] put together a test environment for physical interaction. The Leap Motion controller is capable of tracking your fingers with extremely high detail, which allows him to create a pair of virtual hands inside the test environment that almost perfectly mimic his movements. The hack here is making it all work together.

In the following demo he shows off by interacting with holographic menus, grabbing body parts off of anatomically correct human being (thanks to Unity3D), and manipulating his environment.

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Virtual Reality Expands Into The World Of Rollercoasters With ‘The Augmented Thrill Ride Project’

A rollercoaster company in Germany called Mack Rides joined forces with a team of virtual reality developers in the spring of 2014 to create an experience like no other.

The idea came from [Thomas], a professor at the University of Applied Sciences Kaiserslautern who was working in the department of Virtual Design at the time. The thought of extending a real rollercoaster ride with an Oculus Rift was an intriguing one, so he approached Mack Rides with the experiment, and the ground-breaking research began.

Hundreds of tests were done over the following weeks and months, which provided insight into how we perceive time and space while inside VR. This led to some interesting discoveries. For one, the VR track inside the Rift could be more complex than the real one. This meant that the directions could be contorted into different angles without the user feeling much of a difference. Knowing this, the developers were able to unfold/extend the track well beyond what was possible in real life.

Another epiphany had to do with the rails, which actually didn’t have to be present in VR at all. In fact, it was better if the tracks weren’t there because the experience was much more exciting not knowing which way the ride was suddenly going to take. This made things exponentially more surprising and compelling.

By far the most startling revelation was the reduction in dizziness and motion sickness during the tests. This was attributed to the complex synchronization that the mind goes through when melding together g-forces and the actual rollercoaster rides with the virtual ones displayed inside the Oculus Rift.

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Smartphone VR Viewer Roundup

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In June 2014, Google revealed a low-cost Smartphone Adapter and VR SDK at their annual software developer conference in San Francisco, California. During the event, Google handed out 6,000 cardboard kits and released a tutorial online, which prompted homemade versions to surface on the web within three hours. This then sparked an iPad case manufacturer to fashion together their own cardboard VR kit that could be bought for $25. After a week, Google gained over 50,000 downloads of their cardboard Android app.

Although the popularity of this VR viewer skyrocketed extremely fast, the idea for a cheap VR solution is nothing new. Developers have been experimenting with these types of objects for years. In fact, a group of Cupertino high school sophomores debuted a similar device called ‘Face Box’ at an entertainment and technology conference at Stanford University on June 17, more than a week before Google’s I/O presentation. A few months earlier, researchers at the Mixed Reality Research Lab (MxR) at USC launched an open source DIY VR website that showed how to create virtual reality headsets with a 3D printer. The smartphone enabled head-mounted display had schematics for both Android and iPhone. The MxR lab was where [Palmer Luckey] worked at as an engineer before founding Oculus (the company that Facebook eventually acquired for approximately $2 billion). So when [Palmer] saw that Google released their cardboard kit, he vocalized his opinion by calling it a clone of his colleagues’ research on Reddit.

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Real Life GTA? Driving A Car In Third Person Is Hard!

Can you drive a car in third person?

Do you fancy yourself an excellent driver in video games featuring a third person view for the driving experience? Ever wonder what it’d be like in real life? [Tom] and [Oli] wanted to find out so they decided to setup this awesome experiment.

They’re using the Bovingdon airfield, which was a Royal Air Force station during WWII — today it stands empty and is a beloved testing ground for many custom vehicles in the UK, like [Colin Furze’s] world record-setting baby carriage. The car chosen for the challenge is a Mazda MX-5 Miata, which we don’t think they care too much about considering the potential obstacles they’ll be hitting!

The driver wears a set of video goggles, and a co-pilot comes along for the ride to help prevent any major collisions. A hexrotor drone is flown by another person who attempts to keep it mostly behind the car in the stereotypical third person view. The video signal is then transmitted down to the driver in real time.

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VR Bowling Game Combines An Oculus Rift With A Wii Remote

d [marclar83] was given an Oculus Rift so that he could prepare for an upcoming conference presentation. He began to download demos, getting familiar with the VR interface but was disappointed to find out that someone hadn’t developed a good virtual reality bowling experience yet. This prompted him to design a VR game that integrates a Wii Remote, recording the movements of the controller and sending accelerometer data to his computer.

The game he created is similar to Wii Sports Bowling but with the added bonus of being immersed in a virtual world with the Oculus Rift. The D-pad on the Wii Remote was programmed to switch stances and bowling methods, allowing the user to choose whether they want to throw the ball down the middle or curve it a long the way. Pressing the trigger button on the back started the swinging motion, and when released, the bowling ball shot down the alley at a high rate of speed crashing into the pins at the end.

Because the game was designed on the original DK1, the resolution of the images was a challenge that needed to be addressed, but [marclar83] solved this problem by implementing two user interfaces on the side of the screen that showed replays and depicted how many pins remained; proving to be a better experience for the gamer. This free public alpha version was made available for Windows, Mac, and Linux on the official VRBowling website. A video describing the project can be seen below. Continue reading “VR Bowling Game Combines An Oculus Rift With A Wii Remote”