InfinitEye HMD Brings 210 Degree FOV To The Party

Head mounted displays are coming in hot and heavy this year. InfinitEye doesn’t have an official web page yet, so we’re linking to a review done by TheRoadToVR. Note that this is the second version of the display. InfinitEye released plans for their V1 HMD back in February. The InfinitEye prototype looks strikingly like the early Oculus Rift prototypes. Gaffers tape and what appears to be the frame from a face shield hold together the optical system. It’s this optical system which is interesting. InfinitEye has decided to go with head mounted LCD screens, similar to the rift, and unlike castAR’s projection system.

The InfinitEye team decided to go with two screens, giving them a whopping 1280×800 resolution per eye. The optics are also simple – fresnel lenses. This is all similar to the first version of the goggles, however the InfinitEye team claims that this new edition provides a 210 degree field of view. What we don’t know is exactly what they changed. We’re curious if the wider field of view will reduce the Sim Sickness some of us have felt with the rift – though to be fair, almost any head mounted display requires some time to adjust. What we are sure of is that the future is bright for virtual (and augmented) reality.

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CastAR Goes Live On Kickstarter

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[Jeri, Rick and the Technical Illusions crew] have taken the castAR to Kickstarter. We’ve covered castAR a couple of times in the past, but the Kickstarter includes a few new features just ripe for the hacking. First, castAR is no longer confined to a retro-reflective surface. In fact, it’s no longer confined to augmented reality. An optional clip on adapter converts castAR into a “free” augmented reality or a full virtual reality system.

[Jeri] has also posted a video on her YouTube channel detailing the entire saga of castAR’s development (embedded after the jump). The video has a real “heart to heart” feel to it, and is definitely worth watching. The story starts with the early days (and late nights) [Rick] and [Jeri] spent at Valve. She goes through the split with Valve and how the two set up a lab in [Rick’s] living room. [Jeri] also outlines some of the technical aspects of the system. She explains how the optics have been reduced from several pounds of projectors to the mere ounces we see today.

Another surprise addition is the lower level tier rewards of the campaign. The castAR tracking system is offered. The campaign page says the tracking system can be mounted to anything from robots to other VR headsets. The possibilities for hacking are almost endless. We’re curious about setting up our own swarm of quadcopters similar to the UPENN Grasp Lab. The RFID tracking grid is also offered as a separate option. In the gaming system this will be used for tracking tabletop game pieces. Based upon the Kickstarter page, it sounds as if the grid will not only use RFID, but a camera based tracking system. We’re definitely curious what possibilities this will hold.

As of this writing, the castAR Kickstarter campaign is already well past the halfway mark on its way to a $400,000 USD goal.

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Eidos: Audio/Visual Sensory Augmentation

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One of our tipsters led us onto a very cool project by a British university team — It’s called Eidos, and it’s a real-time audio and visual augmentation system.

The creators embarked on this design journey after wondering if there was a way they could control and tune their senses. Imagine Superman and his ability to pick out one voice out of thousand — with this technology, it could be possible.

The clunky white goggles shown in the image above is the concept behind the visual augmentation. It’s akin to long-exposure photography, except that it is in real-time and is fluid video. We’re not sure how this could help anyone, but we have to admit it would be pretty cool to play around with. Maybe if Google Glass ever came out someone could write an app for it to mimic this!

The second device can target your hearing to a specific person in a noisy environment, zoning out all the unnecessary distractions. This could be very helpful for people suffering from attention deficit disorders, although we must imagine it would be very strange to get used to. Can you imagine blocking out everything and only looking at a person’s face and listening to their voice?

Unfortunately there is not much information about the actual tech or software behind these devices or if they even in fact work, but the concept was so interesting we just had to share it. Stick around after the break to see a video explanation and demonstration of the proposed technology.

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CastAR Comes To Maker Faire NY 2013

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If there was one sentence heard over and over at Maker Faire NY, it was “Did you see castAR yet?” The Technical Illusions team was at Maker Faire in full force. [Jeri Ellsworth], [Rick Johnson,] and team brought two demos:  the tried and true Jenga simulator, and a newer overhead shooter based on the Unity 3D engine. We didn’t see any earth shattering changes from the previous demos of castAR, as [Jeri] has moved into optimization of the Hardware, and [Rick] toward even more immersive demos of the software. Optimization and preparing for market are considered the “hard yards” of any product design. This is the place where a huge amount of work goes in, but the changes are subtle to the layperson.

In addition to her development of castAR’s ASIC, [Jeri] has been hard at work on the optics. The “old” glasses used a solid plastic optical path. The newer glasses use a hollow path for the twin 720p projectors. This makes them even lighter than the previous generation. Weight on the castAR glasses can’t be overstated. They feel incredibly light. There was no perceptible pressure on the nose or ears when wearing them. Also missing was the motion sickness people often experience with VR. This is because castAR doesn’t replace the user’s vision field, it only augments the vision. Peripheral motion cues are still there, which makes for a much more comfortable experience. Continue reading “CastAR Comes To Maker Faire NY 2013”

[Jeri] Spills The Beans On Her AR Glasses

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In the last year, [Jeri Ellsworth] has been very busy. She was hired by Valve, started development of an augmented reality system, fired by Valve, and started a new company with [Rick Johnson] to bring her augmented reality glasses to the market. On the last Amp Hour podcast she spilled the beans on what went down at Valve, how her glasses work, and what her plans for the future are.

[Jeri] and [Rick]’s castAR glasses aren’t virtual reality glasses like the Oculus Rift or other virtual reality glasses that cut you off from the real world. The castAR glasses preserve your peripheral vision by projecting images and objects onto a gray retro-reflective mat and allows you to interact with a virtual environment with an electronic wand. So far, there are a few demos for the castAR system; a Jenga clone, and a game of battle chess called Team For Chess, a wonderful reference to Valve’s hat simulator.

The electronics inside the castAR glasses are fairly impressive; new frames are drawn on the retro-reflective surface at 100 Hz, positioning accuracy is in the sub-millimeter range, and thanks to [Jeri]’s clever engineering the entire system should be priced at about $200. Not too bad for an awesome device that can be used not only for D&D and Warhammer, but also for some very cool practical applications like visualizing engineering models of 3D prints before they’re printed.

3D Printing Sensor Mounts For The Oculus Rift

While browsing an oculus rift thread on reddit, I saw someone mention how nice it would be to have some actual mounts for external sensors on their Rift. The idea is that adding additional sensors or cameras will allow us to expand the capabilities of the rift. With something like the Razor Hydra, you can add quick positional tracking (the rift only tracks rotation, not position). With some webcams, you could theoretically do some stereoscopic augmented reality.  Unfortunately, attaching all these things to the rift is a bit of a pain at the moment.

I had all the things right here in front of me to make this happen, so I did! I’ve quickly tossed together two accessories for the Rift.

1. a small bracket that feeds onto the velcro on the back. People will likely use this for “heavy” position sensors. They may be fairly light, but any additional weight on the front of the rift is unwanted.

2. A snap-on face plate that has a modular design. This wold be for mounting cameras on the front of the rift.

All of these files can be downloaded here.

Hacking The Oculus Rift: The Oculight

Our Oculus Rift finally arrived in the mail. I’ll spare you my thoughts on the item itself other than to say it is amazing. There are tons of videos to choose from that show people’s thoughts and reactions, and Ifixit has their usual detailed teardown as well.

The mod I decided to tackle first was the horizontal peripheral vision lights. The shape of the Oculus means that it feels like you are wearing a skii mask, or diving mask. There are big black borders at the far edges of the sides. It would seem that a simple mod would be to add some RGB LEDs and run a simple ambilight clone.

I downloaded the Adalight code and plugged in an RGB LED strip I had sitting around. The rift has some mesh areas at the 4 corners to allow air to move around in there. I took advantage of this so I didn’t even have to cut into the rift… yet. I simply strapped the strip to the rift with the proper LEDs shining through the holes.

The result was decent. Since the LEDs are further back in your peripheral vision than the edge of the screen, it looks like maybe a little light from the surroundings is just “leaking” into the headset. It gives the impression of seeing things that are far beyond the edge of the screen.  A better installation, allowing lights all the way up the left and right sides instead of just the corners might yield even better results.