| What Is It? | Why Bother? | Components | How This Was Done | Files | Why didn't I try... | ||
| What is this infernal contraption? | |
As the name suggests, this is a virtual reality (VR) project. The ultimate goal was to help VR, and partially, AR (Augmented Reality) become more acceptable, and therefore more mainstream. Head and motion tracking is the most critical part of VR, but in commerical products, it is also the most expensive. VR never had a chance because it was too costly and not accessible. By replacing the head tracking device with an affordable and common piece of equipment, (such as a game console controller) the goal is nearly reached. Click the thumbnail to the right for a demonstration video. |
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Initially, the Nintendo Wiimote was chosen for head tracking as there was a large community already established focused around using the wiimote on computers. Eventually it was discovered that the Sony Playstation 3 Sixaxis console controller was better suited for tracking. (See Why didn't I do it a Different Way? for more info) . The wiimote can still be used in the VR system, but just not for head tracking, plus it gave this project a catchy name, so it stuck. Head tracking alone would not be enough to warrant putting effort into a project like this. Motivated to break out of the traditional restrictions put on computer users, (ie; sitting at a desk with mouse and screen), some sort of motion tracking needed to be developed too. For the user to be able to start walking way from the computer, the computer needs to know in what direction, and how fast the user is moving. The potential for being wireless is a huge benefit for this too. |
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For this project, a floor tracking device, or 'floor mouse' was developed to aid the computer for motion tracking. (see right) The user must push this along a flat surface in order for it to work. (in the same manner as a ball mouse). Despite its disadvantages, this method was quite successful when applied to the virtual area that was build specifically for this project. What this is built from is covered in the Components section, and how it works is in the How section. Finally, a place to demonstrate how any open area can be turned into a virtual space was needed. VR has been used previously for psychology experiments. One notable experiment involved having the test subjects cross a virtual abyss, creating an artifical sense of fear from falling. Thus, a 3d environment was created to simulate this situation. (see below) |
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