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BOARD RULES

File: 1416314321232.jpg (63.84 KB, 700x484, 175:121, 2182071212.jpg)

 No.46

This thread is for discussing any peripheral hardware for VR headsets like input devices and other output devices.

Post last edited at

 No.47

File: 1416314523045-0.png (85.15 KB, 500x458, 250:229, priovr-hubu_large.png)

File: 1416314523045-1.png (563.89 KB, 700x455, 20:13, priovr-wearing_large.png)

http://www.roadtovr.com/priovr-reveal-new-designs-prepare-manufacturing/

>YEI, the company behind the PrioVR motion capture suit for virtual reality applications, has revealed it’s latest designs as the company prepares to manufacture and ship to its Kickstarter backers.


>YEI has had a tumultuous time since we first features the tech that would become known as PrioVR. After the cancellation of their first Kickstarter campaign, its second was a huge success but the company then ran into development issues which forced them to delay initial shipping to Kickstarter backers. Now it seems YEI are going great guns and are on course to ship in good time (although there is no firm date just yet).


>In the company’s latest Kickstarter update, its revealed its latest designs which it believes will be close to what we’ll see in the final product. The company have charted the evolution in design of their sensors which offer in an interesting glimpse into the life-cycle of hardware development. PrioVR’s technology is centered around wireless tracking IMUs that strap to custom designs vest and gloves that allow the system to track the position of limbs. The modular design allows users to add PrioVR sensors to increase the level of detail in which their body is tracked. Starting at upper body only, extending to full body including legs for example. This makes PrioVR extremely flexible and the precision offered by the IMU’s mean a full body setup can act as an entry level motion capture suit.

 No.48

YouTube embed. Click thumbnail to play.
http://www.roadtovr.com/sixense-shows-stem-tracking-impressive-ping-pong-demo-virtual-reality-input/

>Sixense, creators of the tracking technology in the Razer Hydra, have been hard at work over the last year developing Hydra’s successor, STEM. The company has also recently announced that STEM will be compatible with Samsung’s Gear VR for both positional tracking and motion input. The company’s latest demo, a ping pong experience, shows off the accuracy and latency of the motion input system.


>A little recap for those just joining us. The first Oculus Rift development kit (DK1) didn’t include positional tracking, the ability to track a player’s head movements in 3D space. This was added to the second development kit, the Oculus Rift DK2, and it was considered a big deal because it greatly enhanced comfort and the feeling of immersion. In September, Samsung announced Gear VR, the company’s first mobile VR headset. However, Gear VR lacks positional tracking, which both Samsung and Oculus have acknowledged is not ideal.


>STEM, a motion input controller for virtual reality, includes two controllers in addition to independent wireless tracking modules that can be attached to anything—weapons, accessories—even headsets. By attaching one of these modules to Gear VR, and with some integration using the SixenseVR SDK, positional tracking can be added entirely wirelessly.


>Now on to why this is a big deal. Positional tracking on the Oculus Rift DK2 is great, but due to its tethered nature, it works best for leaning around in your seat. You’ll have to put up with the cable if you want to want to move more extravagantly—or perhaps consider the Gear VR.


>Sixense has developed an impressive new ping pong demo which shows the accuracy and low latency of STEM. And while the version shown below is played using the Oculus Rift DK2, it’s easy to envision how the untethered nature of Gear VR, combined with STEM, would allow players to move about the front of the table like they would while playing a serious round of real-life ping pong.


>What we’re seeing here is the sort of gameplay that Kinect promised but couldn’t deliver. With latency low enough and tracking solid enough to not only hit the ball consistently, but even the ability to put spin on the ball—STEM looks to have a promising future in virtual reality input.


>STEM was funded with a hugely successful Kickstarter last year and Sixense says they’re shipping their very first pre-production units this month, with shipping of the production units starting in 4-6 weeks.

 No.72

YouTube embed. Click thumbnail to play.
http://www.roadtovr.com/sixense-stem-striker-vr-brings-real-recoil-virtual-weaponry-video/

>Sixense, creators of the STEM motion input controller, are showing off an experiment which combines their ‘STEM Pack’ with Striker VR’s weapon recoil system. The result is a weapon that feels real in both form and function, and carries beautifully into the virtual world.


>Sixense’s STEM includes motion tracked controllers and optional ‘STEM Packs’, independently tracked modules which players can affix to any prop that they’d like to track in virtual reality. A STEM Pack mount was affixed to Striker VR’s prototype weapon, allowing the Pack to slide on easily. Once attached, the Pack tracks the weapon’s movements with the same precision of a STEM controller. When rigged up to a corresponding in-game gun model, the weapon quickly becomes a VR controller of its own.


>Thanks to the accuracy of STEM’s tracking, and the impressive force of Striker VR’s recoil system, the real recoil from the weapon is tracked and represented in-game, with no need for simulated recoil.

 No.74

File: 1417727684274.jpg (169 KB, 1920x1080, 16:9, 3DRudder1.jpg)

http://www.roadtovr.com/new-feet-controlled-navigation-motion-controller-heading-ces-2015-3drudder-device-preview/

>A new PC peripheral company based in France is launching a feet-controlled 3D navigation and motion control device that wants to get the lower half of your body in the game, freeing up your hands for the more important things in virtual life, like hand tracking and eating nachos without getting the keyboard dirty (not necessarily in that order).


>3DRudder will launch its Indiegogo campaign on December 9th, and will also be demoing the device at the upcoming CES 2015 in Las Vegas this January, which is meant to show its capability to not only serve the unique purposes of VR enthusiasts, but also traditional PC gamers and design professionals. And although it’s intended to be used while seated, the fairly compact USB device introduces a novel way of navigating 3D environments that could help bridge the divide between passive gaming and the ultimate ideal of full-body tracking in VR.


>The 3DRudder is meant to entirely replace the mouse/joystick/WASD paradigm, and utilizes its flat top and rounded ‘weeble wobble’ base so the user can position their weight in any direction, allowing for 3D navigation through a virtual environment. Walking is as simple as lightly tilting the weight of both feet in the intended direction of travel: forward for forward and right for right etc.—to run, you just shift your weight a little more. Turning (yawing) is equally as simple, requiring the user to pivot the device, which we’re hoping doesn’t lead to any uncomfortable positions considering many of us sit in wheely office chairs that could negatively impact its usability.


>The device also boasts several other degrees of freedom including up/down elevation and pitch (nosing up or down) and is probably where the ‘rudder’ part comes in.


>3DRudder TurnThe device is actually made up of two independent pedal halves that give it a helicopter-like control mechanism, and after reading through a few pages of technical data, let’s just say we’ve hoping we don’t have to head to flight school to figure it out. That said, the multitude of input potentials could make this a highly flexible device for anything from walking in an FPS to controlling the ailerons in a flight sim.


>3dRudderThe device houses an internal sensor array of accelerometers, gyros, magnetometer, and a collection of embedded force sensors that, according to 3DRudder CEO Stanislas Chesnais, will make the 3DRudder “extremely reactive with very low latency between the user’s movements and corresponding software reaction.”


>The motion control device will also be shipping with its own SDK for the benefit of any potential developers.


>Power is handled by a single USB cable, which eliminates the need to fiddle about with batteries and Bluetooth dongles. This also unfortunately limits the ability for the device to play with any future iteration of mobile VR like the Samsung’s soon-to-come Gear VR, making the 3DRudder exclusive to the ‘tethered’ experience. Of course we’re not saying we want to plop down a foot-based controller on the subway and blast some baddies in Ashar Wars, but it would still be nice to see some cross-platform integration.


Might be good.

 No.140

I built this glove back in the day. This picture is of my hand irl.

 No.167

File: 1420482690435.jpg (121.83 KB, 1000x750, 4:3, 3d-sound-labs-large.jpg)

http://www.vrcircle.com/post/3d-sounds-labs-develop-3d-position-headphones-Neoh

Surround sound headphones have been on the market for a while. However if you move your head, the sound direction does not change.
What if as you turn your head, the sound moved? If the sound is coming from the front and you turn to your left, then the headphone sound then changes to your right side.
Pretty awesome. I had a chance to try them out at the CES unveiled event at CES 2015 on Sunday.

The first targeted market it expected to be movies, expanding to games and VR later. The headphones do not require any additional hardware or software.

The headphones require a battery and last 15-20 hours, are lightweight, with a price expected to be in the sub $299. Neoh’s kickstarter launches January 2015. Neoh will be available for preorder on 3DSoundLabs.com for delivery in spring 2015.

The headphones look pretty good for VR, but they cost too much. I will wait for the optional oculus headphones that come with the rift.

 No.724

>>167

isn't that obsolete tho? I mean, if you turn around in game, the sound is adjusted properly right?


 No.725

>>74

Pretty neat. But still, I can see how many things can go wrong with this.


 No.726

File: rotofullbleed.jpg (79.3 KB, 960x573, 320:191, rotofullbleed.jpg)

>>724

It is obsolete yes, software can solve what these headphones what to solve.

>>725

That thing is out-staged by the Roto chair, sadly the kickstarter on Roto chair failed so I don't know what will happen to it. Too bad, it got positive reviews from those who tried it.


 No.727

>>726

Yeah, that one looks much much better. How do they deal with the cable management? Also concerned about the price.


 No.729

Hands Omni haptic glove lets gamers feel virtual objects.

http://www.gizmag.com/hands-omni-haptic-glove-lets-gamers-feel-virtual-objects/37188/


 No.730

File: swiveladapter6.jpg (21.65 KB, 1105x500, 221:100, swiveladapter.jpg)

>>727

The power cables go under the moving parts, so you don't have to worry about getting it tangled up, the rest that go to your headset you can plug directly into the base station.

As for the price, here is what I found from Road To VR's article:

Funding Tiers (estimated delivery in Nov 2015)

£199 Tier – ROTO PLATFORM – Supports Samsung Gear VR & Google Cardboard – Includes Footpad Controls & Bluetooth connectivity for wireless HMDs.

£299 Tier – ROTO PLATFORM + TANGLE FREE ADAPTER FOR OCULUS – Also supports Samsung Gear VR & Google Cardboard – Includes Footpad Controls & Bluetooth connectivity for wireless HMDs.

Extras (shipping costs included)

Add £219 to the base price for Roto Chair

Add £160 to the base price for Roto Table

Add £369 to the base for Roto Chair & Table


 No.734

>>729

These look very promising.

>>730

I see. It seems pretty nice. But the price is kinda steep, and not many would buy it.


 No.748

File: Riding an ABB IRB 6600 Robot 1 (LD).webm (2.9 MB, 320x240, 4:3, Riding an ABB IRB 6600 Ro….webm)

I'm surprised I haven't seen this combined with VR headsets yet.

Due to the delay it couldn't be interactive unfortunately.


 No.749

>>748

It looks like it would make you vomit after a while.


 No.752

File: robot arm ride (LD).webm (3.33 MB, 320x240, 4:3, robot arm ride (LD).webm)

>>749

This one would make you vomit.

Still I can't see how you'd simulate g-forces in virtual reality without such a setup short of using force fields in a holodeck or a neural interface. Electrical manipulation of the vestibular system is only useful for changing your sense of balance.

The most realistic fictional depictions of VR I've seen use such a system.


 No.755

>>752

I'm 100% sure we will see this stuff in themeparks if it already isn't.


 No.757

>>748

>>752

Too bad you can't use one of these at home.


 No.811

YouTube embed. Click thumbnail to play.

So I just heard about this thing

https://thevoid.com/

Seems that I was wrong, it shows concept models of people siting in what they describe as motion simulators while wearing HMDs.

Not much else about it, only a single video on their channel and their page isn't very informative on top of being difficult to navigate. I hope this doesn't end up like the BattleTech Centers.


 No.813

>>811

That video explained nothing at all for showing such nice visuals. If you didn't say it was about motion simulators I would have thought it was a trailer for some movie about VR.


 No.965

File: 05-LeapMotion-Laptop.png (2.84 MB, 2000x1022, 1000:511, 05-LeapMotion-Laptop.png)

neophyte here, didn't see these in the thread.

https://www.youtube.com/watch?v=Ns2VZaWA9CE

this is currently 200 USD on amazon. not really worth it for a glorified mouse. hopeful it will go down by next year (50??).

https://www.youtube.com/watch?v=X1QuYoF-NJs

the leap motion currently goes for 80 usd on amazon. might get it if it goes down to 40.

both of these don't really interest me because who wants to wave their arms around that much on a regular desktop. but maybe combo'd with a VR headset it would be worth it.

why are people on youtube reviews such faggots?


 No.966

File: leap_motion vr.jpg (23.28 KB, 620x423, 620:423, leap_motion vr.jpg)

>>965

wow 7:20 in the second video is exactly what the occulus team should have had on their last video, not that stupid handheld controller.

https://www.youtube.com/watch?v=3ATQG9mnm34

looks it it works perfectly without having to hold or wear anything except the headset.


 No.968


 No.974

File: Tobii-eye-tracking-step-by-step-web-573.jpg (103.24 KB, 597x356, 597:356, Tobii-eye-tracking-step-by….jpg)

>>965

>1.2.1. Except as expressly permitted in Section 1.1: (a) you may not publish, distribute or copy the SDK, and (b) you may not modify or create derivative works of the SDK.

>1.3. Updates. The terms of this Agreement will apply to any Updates that Leap Motion makes available to you. You agree that Updates may require you to change or update your Application, and may affect your ability to use, access or interact with the Leap Motion Software, the Leap Motion application store, and/or the SDK.

>9.3. Termination by Leap Motion. Leap Motion may at any time, terminate this Agreement with you for any reason or for no reason in Leap Motion’s sole discretion, including as a result of non-compliance by you with the restrictions in Section 1.2 or Section 2.2, or for other reasons.

Seemed almost too good to be true at first, a lot of their plugins are Apache 2 licensed and there's some collaborative work being done on their Github page. It's a real shame as this would have been an incredible addition to the OSVR project. Instead this company seems to be doing poorly as their products aren't selling well while they keep a death grip on what is allowed to be done with it. So much for combining this with existing multitouch/gesture software for example.

Reminds me a lot of the Tobii EyeX eye tracking device that went nowhere. There are tons of people out there that have great ideas on how to use these devices in novel ways or improve the functionality tremendously but take a single look at the license and get turned off.




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