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Hackaday Links: November 13, 2022

Talk about playing on hard mode! The news this week was rife with stories about Palmer Luckey’s murder-modified VR headset, which ostensibly kills the wearer if their character dies in-game. The headset appears to have three shaped charges in the visor pointing right at the wearer’s frontal lobe, and would certainly do a dandy job of executing someone. In a blog post that we suspect was written with tongue planted firmly in cheek, Luckey, the co-founder of Oculus, describes that the interface from the helmet to the game is via optical sensors that watch the proceeding on the screen, and fire when a certain frequency of flashing red light is detected. He’s also talking about ways to prevent the removal of the headset once donned, in case someone wants to tickle the dragon’s tail and try to quickly rip off the headset as in-game death approaches. We’re pretty sure this isn’t serious, as Luckey himself suggested that it was more of an office art thing, but you never know what extremes a “three commas” net worth can push someone to.

There’s light at the end of the Raspberry Pi supply chain tunnel, as CEO Eben Upton announced that he foresees the Pi problems resolving completely by this time next year. Upton explains his position in the video embedded in the linked article, which is basically that the lingering effects of the pandemic should resolve themselves over the next few months, leading to normalization of inventory across all Pi models. That obviously has to be viewed with some skepticism; after all, nobody saw the supply chain issues coming in the first place, and there certainly could be another black swan event waiting for us that might cause a repeat performance. But it’s good to hear his optimism, as well as his vision for the future now that we’re at the ten-year anniversary of the first Pi’s release.

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Simulating Temperature In VR Apps With Trigeminal Nerve Stimulation

Virtual reality systems are getting better and better all the time, but they remain largely ocular and auditory devices, with perhaps a little haptic feedback added in for good measure. That still leaves 40% of the five canonical senses out of the mix, unless of course this trigeminal nerve-stimulating VR accessory catches on.

While you may be tempted to look at this as a simple “Smellovision”-style olfactory feedback, the work by [Jas Brooks], [Steven Nagels], and [Pedro Lopes] at the University of Chicago’s Human-Computer Integration Lab is intended to provide a simulation of different thermal regimes that a VR user might experience in a simulation. True, the addition to an off-the-shelf Vive headset does waft chemicals into the wearer’s nose using three microfluidics pumps with vibrating mesh atomizers, but it’s the choice of chemicals and their target that makes this work. The stimulants used are odorless, so instead of triggering the olfactory bulb in the nose, they target the trigeminal nerve, which also innervates the lining of the nose and causes more systemic sensations, like the generalized hot feeling of chili peppers and the cooling power of mint. The headset leverages these sensations to change the thermal regime in a simulation.

The video below shows the custom simulation developed for this experiment. In addition to capsaicin’s heat and eucalyptol’s cooling, the team added a third channel with 8-mercapto-p-menthan-3-one, an organic compound that’s intended to simulate the smoke from a generator that gets started in-game. The paper goes into great detail on the various receptors that can be stimulated and the different concoctions needed, and full build information is available in the GitHub repo. We’ll be watching this one with interest.

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DIY Haptic-Enabled VR Gun Hits All The Targets

This VR Haptic Gun by [Robert Enriquez] is the result of hacking together different off-the-shelf products and tying it all together with an ESP32 development board. The result? A gun frame that integrates a VR controller (meaning it can be tracked and used in VR) and provides mild force feedback thanks to a motor that moves with each shot.

But that’s not all! Using the WiFi capabilities of the ESP32 board, the gun also responds to signals sent by a piece of software intended to drive commercial haptics hardware. That software hooks into the VR game and sends signals over the network telling the gun what’s happening, and [Robert]’s firmware acts on those signals. In short, every time [Robert] fires the gun in VR, the one in his hand recoils in synchronization with the game events. The effect is mild, but when it comes to tactile feedback, a little can go a long way.

The fact that this kind of experimentation is easily and affordably within the reach of hobbyists is wonderful, and VR certainly has plenty of room for amateurs to break new ground, as we’ve seen with projects like low-cost haptic VR gloves.

[Robert] walks through every phase of his gun’s design, explaining how he made various square pegs fit into round holes, and provides links to parts and resources in the project’s GitHub repository. There’s a video tour embedded below the page break, but if you want to jump straight to a demonstration in Valve’s Half-Life: Alyx, here’s a link to test firing at 10:19 in.

There are a number of improvements waiting to be done, but [Robert] definitely understands the value of getting something working, even if it’s a bit rough. After all, nothing fills out a to-do list or surfaces hidden problems like a prototype. Watch everything in detail in the video tour, embedded below.

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Svelte VR Headsets Coming?

According to Standford and NVidia researchers, VR adoption is slowed by the bulky headsets required. They want to offer a slim solution. A SIGGRAPH paper earlier this year lays out their plan or you can watch the video below. There’s also a second video, also below, covers some technical questions and answers.

The traditional headset has a display right in front of your eyes. Special lenses can make them skinnier, but this new method provides displays that can be a few millimeters thick. The technology seems pretty intense and appears to create a hologram at different apparent places using a laser, a geometric phase lens, and a pupil-replicating waveguide.

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VR Prototypes Reveal Facebook’s Surprisingly Critical Research Directions

A short while ago, Tested posted a video all about hands-on time with virtual reality (VR) headset prototypes from Meta (which is to say, Facebook) and there are some genuinely interesting bits in there. The video itself is over an hour long, but if you’re primarily interested in the technical angles and why they matter for VR, read on because we’ll highlight each of the main points of research.

As absurd as it may seem to many of us to have a social network spearheading meaningful VR development, one can’t say they aren’t taking it seriously. It’s also refreshing to see each of the prototypes get showcased by a researcher who is clearly thrilled to talk about their work. The big dream is to figure out what it takes to pass the “visual Turing test”, which means delivering visuals that are on par with that of a physical reality. Some of these critical elements may come as a bit of a surprise, because they go in directions beyond resolution and field-of-view.

Solid-state varifocal lens demo, capable of 32 discrete focal steps.

At 9:35 in on the video, [Douglas Lanman] shows [Norman Chan] how important variable focus is to delivering a good visual experience, followed by a walk-through of all the different prototypes they have used to get that done. Currently, VR headsets display visuals at only one focal plane, but that means that — among other things — bringing a virtual object close to one’s eyes gets blurry. (Incidentally, older people don’t find that part very strange because it is a common side effect of aging.)

The solution is to change focus based on where the user is looking, and [Douglas] shows off all the different ways this has been explored: from motors and actuators that mechanically change the focal length of the display, to a solid-state solution composed of stacked elements that can selectively converge or diverge light based on its polarization. [Doug]’s pride and excitement is palpable, and he really goes into detail on everything.

At the 30:21 mark, [Yang Zhao] explains the importance of higher resolution displays, and talks about lenses and optics as well. Interestingly, the ultra-clear text rendering made possible by a high-resolution display isn’t what ended up capturing [Norman]’s attention the most. When high resolution was combined with variable focus, it was the textures on cushions, the vividness of wall art, and the patterns on walls that [Norman] found he just couldn’t stop exploring.

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It’s Easy To Mod Your Oculus VR Headset With Prescription Lenses

The Oculus brand VR headset and other similar devices allow you to view 3D worlds, but they can be blurry and unsatisfying if you’re a glasses wearer. Alternatively, you might be able to see fine, but find your glasses get in the way of a comfortable experience. Either way, you might want to integrate prescription lenses into your headset, and thankfully, there’s a straightforward way to do so thanks to [tanvach].

The way to do so is by using these 3D-printed lens adaptors. They take standard single vision lenses as designed for the Zenni #550021 round glasses frames, and let them fit nicely inside a Oculus Quest, Quest 2, or Rift S headset. [tanvach] supplies instructions on how to order the lenses for your own prescription, and notes that the key is to get the antireflective coating to reduce glare. And, if you don’t want to print your own adapters, you can source some pre-printed instead!

The adapters are a great way to improve your VR experience if you’re someone that typically relies on corrective lenses. Of course, it’s getting more popular to simply DIY your own headset these days, too. If you’ve got your own neat VR project in the works, don’t hesitate to let us know!

Thanks to [Keith Olson] for the tip!

VR Spectrum Analyzer

At one point or another, we’ve probably all wished we had a VR headset that would allow us to fly around our designs. While not quite the same, thing, [manahiyo831] has something that might even be better: a VR spectrum analyzer. You can get an idea of what it looks like in the video below, although that is actually from an earlier version.

The video shows a remote PC using an RTL dongle to pick up signals. The newer version runs on the Quest 2 headset, so you can simply attach the dongle to the headset. Sure, you’d look like a space cadet with this on, but — honestly — if you are willing to be seen in the headset, it isn’t that much more hardware.

What we’d really like to see, though, is a directional antenna so you could see the signals in the direction you were looking. Now that would be something. As it is, this is undeniably cool, but we aren’t sure what its real utility is.

What other VR test gear would you like to see? A Tron-like logic analyzer? A function generator that lets you draw waveforms in the air? A headset oscilloscope? Or maybe just a giant workbench in VR?

A spectrum analyzer is a natural project for an SDR. Or things that have SDRs in them.

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