Like a lot of 16-year-olds, [Maxime Coutté] wanted an Oculus Rift. Unlike a lot of 16-year-olds, [Maxime] and friends [Gabriel] and [Jonas] built one themselves for about a hundred bucks and posted it on GitHub. We’ll admit that at 16 we weren’t throwing around words like quaternions and antiderivatives, so we were duly impressed.
Before you assume this is just a box to put a phone in like a Google Cardboard, take a look at the bill of materials: an Arduino Due, a 2K LCD screen, a Fresnel lens, and an accelerometer/gyro. The team notes that the screen is what will push the price unpredictably, but they got by for about a hundred euro. At the current exchange rate, if you add up all the parts, they went a little over $100, but they were still under $150 assuming you have a 3D printer to print the mechanical parts.
Continue reading “We Couldn’t Afford An Oculus, So We Built One”
A simple way to integrate physical feedback into a virtual experience is to use a fan to blow air at the user. This idea has been done before, and the fans are usually the easy part. [Paige Pruitt] and [Sean Spielberg] put a twist on things in their (now-canceled) Kickstarter campaign called ZephVR, which featured two small fans mounted onto a VR headset. The bulk of their work was in the software, which watches the audio signal for recognizable “wind” sounds, and uses those to turn on one or both fans in response.
The benefit of using software to trigger fans based on audio cues is that the whole system works independently of everything else, with no need for developers and software to build in support for your project, or to use other middleware. Unfortunately the downside is that the results are only as good as the ability of software to pick the right sounds and act on them. Embedded below is a short video showing a test in action.
Continue reading “Putting Wind in VR by Watching the Audio Signal”
In July of 2016 a game was released that quickly spread to every corner of the planet. Pokemon Go was an Augmented Reality game that used a smart phone’s GPS location and camera to place virtual creatures into the person’s real location. The game was praised for its creativity and was one of the most popular and profitable apps in 2016. It’s been download over 500 million times since.
Most of its users were probably unaware that they were flirting with a new and upcoming technology called Augmented Reality. A few day ago, [floz] submitted to us a blog from a student who is clearly very aware of what this technology is and what it can do. So aware in fact that they made their own Augmented Reality system with Python and OpenCV.
In the first part of a multi-part series – the student (we don’t know their name) walks you through the basic structure of making a virtual object appear on a real world object through a camera. He 0r she gets into some fairly dense math, so you might want to wait until you have a spare hour or two before digging into this one.
Thanks to [floz] for the tip!
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.
Continue reading “Soon You’ll Sit Inside a Robot’s Head at Work”
The future is VR, or at least that’s what it was two years ago. Until then, there’s still plenty of time to experiment with virtual worlds, the Metaverse, and other high-concept sci-fi tropes from the 80s and 90s. Interactive telepresence is what the Black Mirror Project is all about. Their plan is to create interactive software based on JanusVR platform for creating immersive VR experiences.
The Black Mirror project makes use of the glTF runtime 3D asset delivery to create an environment ranging from simple telepresence to the mind-bending realities the team unabashedly compares to [Neal Stephenson]’s Metaverse.
For their hardware implementation, the team is looking at UDOO X86 single-board computers, with SSDs for data storage as well as a bevy of sensors — gesture, light, accelerometer, magnetometer — supplying the computer with data. There’s an Intel RealSense camera in the build, and the display is unlike any other VR setup we’ve seen before. It’s a tensor display with multiple projection planes and variable backlighting that has a greater depth of field and wider field of view than almost any other display.
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.
Continue reading “Spray Paint Goes DIY Virtual with a Vive Tracker”
The venerable Commodore 64 got a lot of people started in computers, and a hard core of aficionados keeps the platform very much alive to this day. But a C64 just doesn’t have the horsepower to do anything more than some retro 8-bit graphics games, right?
Not if [jim_64] has anything to say about it. He’s created a pair of virtual-reality goggles for the C64, and the results are pretty neat. Calling them VR is a bit of a stretch, since that would imply the headset is capable of sensing the wearer’s movements, which it’s not. With just a small LCD screen tucked into the slot normally occupied by a smartphone in the cheap VR goggles [jim64] used as a foundation for his build, this is really more of a 3D wearable display — so far. The display brings 3D-graphics to the C64, at least for the “Street Defender” game that [jim64] authored, a demo of which can be seen below. We’ll bet position sensing could be built into the goggles to control the game too. Even then it won’t be quite the immersive (and oft-times nauseating) experience that VR has become, but for a 35-year old platform, it’s not too shabby.
Looking for more C64 love? We’ve got a million of ’em — case mods, C64 laptops, tablets, even CPU upgrades.
Continue reading “Hacked Headset Brings VR to the Commodore 64”