[Florian] has been putting a lot of work into VR controllers that can be used without interfering with a regular mouse + keyboard combination, and his most recent work has opened the door to successfully emulating a Vive VR controller in Steam VR. He uses Arduino-based custom hardware on the hand, a Leap Motion controller, and fuses the data in software.
We’ve seen [Florian]’s work before in successfully combining a Leap Motion with additional hardware sensors. The idea is to compensate for the fact that the Leap Motion sensor is not very good at detecting some types of movement, such as tilting a fist towards or away from yourself — a movement similar to aiming a gun up or down. At the same time, an important goal is for any added hardware to leave fingers and hands free.
Continue reading “Revealed: Homebrew Controller Working in Steam VR”
Reader [Julian von Mendel] and his team built this tennis ball fetching robot for a competition (translated). The first version used distance sensors to locate the tennis balls for pick-up, but they changed to a camera based approach. The robot has three omniwheels and is designed to calculate the shortest path to the ball despite orientation since it can rotate while traveling. The wheels are monitored using rotation sensors from PS/2 mice. The control is provided by 3 Atmel microcontrollers that communicate via SPI. The multiprocessor design is fairly generic and could be reused for a different style of robot. While their robot performed fairly well, there were some shortcomings. The limited storage space meant frequent trips to drop off balls. The tilting bucket kept them from picking up tennis balls that were against the wall. Also, the bot had to be disassembled for battery swaps. The project is very well documented and they’ve released all of their control code. You can see the robot retrieving a ball after the break. Continue reading “Tennis ball fetcher”