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Who needs an old-fashioned controller when you have a perfectly good set of arms and legs? Singapore-based technology company Refract is working to bring motioncapture to everyone, regardless of your experience with technology. Standard mode uses nine sensors and one primary hub. . Image Credit: Refract Technologies.
Aftermarket solutions like OptiTrack’s IR-reflective positional tracking system, which uses traditional motioncapture tech, would be a likely candidate for large-scale, out-of-home facilities looking to use Sensics system however. IR motioncapture for VR, image courtesy OptiTrack.
Our Virtual Cast Enterprise package supports more professional tracking with motioncapture system like MVN. Virtual Cast uses position and rotation information captured from VR headsets, controllers and trackers to puppeteer Unity humanoid models in VR space. How does Virtual Cast technically work?
Jean-Michel Jarre getting suited up for motioncapture for the concert on Dec 22nd. // Image Credit: @louisadrienleblay. He also lists more development control on the platform as something that would greatly improve the design of the concerts. Everything is a big compromise,” he says.
This allows them to recognize specific patterns of movement and hand gestures, making it easier to control virtual interfaces. They’re excellent for capturing and recording detailed hand movements for XR game and app development. Plus, the gloves are compatible with various software platforms, such as Unity and Unreal Engine.
Equipped with custom-designed suits that integrate a complex light system with unique wireless controllers, Light Balance blends expert synchronization of music, neon lighting and choreography with breathtaking performances.
Equipped with custom-designed suits that integrate a complex light system with unique wireless controllers, Light Balance blends expert synchronization of music, neon lighting and choreography with breathtaking performances. The Saturday keynote lineup also includes: Walt Disney Imagineering SVP Jon Snoddy.
A VR maker has built a pair of motorized shoes, controlled by an app , that let you walk in real life to walk in VR. My friend Nicolas Esposito of Enter Reality has just released RIGEL, a professional solution to do motioncapture using off-the-shelf hardware. More info. A VR maker is building shoes to walk in VR.
HTC Vive Senior Engineer James Xiong has provided a Vive IK Demo on GitHub , which includes a reference source code and Unity demo. Using the HTC Vive headset and controllers combined with three Vive Trackers, the program uses hardware tracking and inverse kinematics to pose a virtual model that closely matches the human player.
The latest funding will be used to intensify R&D for AXIS , a wearable and game-oriented full-body motioncapture solution. CEO of Refract Chng told TechCrunch that the solution they found out was to allow players to use their bodies as game controllers.
MotionCapture software, or “Mocap systems”, are particularly valuable for content creators looking to enhance XR experiences with realistic avatars, motion, and gesture controls. Mocap solutions are primarily used for the creation of XR content.
That’s lead to motioncontrollers, eye tracking and hand tracking but full-body tracking has stopped and started due to the complexities of this process. Compatible with HTC Vive and other SteamVR headsets, Manus Polygon will be compatible with Unity when it officially launches in June 2020.
Enhancing the user experience is key in VR Training, but controllers can be very limiting for this kind of experience. It can be easily explained by data from a case study made by Innoactive , Unity , and Volkswagen. Thanks to Interhaptics, haptic feedback can be deployed both for controllers and haptic devices.
With eye-tracking solutions, software can be designed to effectively render the content users are viewing according to their specific needs, reducing bandwidth use and improving clarity. With hand-tracking capabilities, innovators can remove the need for teams to utilize external controllers and devices when interacting with digital content.
They can include features for everything from photo-realistic rendering to physics controls, animations, camera effects, and more. These tools give developers solutions for object capture and 3D modeling, custom shading, dynamic assets, object occlusion, and more, paving the way for enhanced AR experiences.
With eye-tracking solutions, software can be designed to effectively render the content users are viewing according to their specific needs, reducing bandwidth use and improving clarity. With hand-tracking capabilities, innovators can remove the need for teams to utilize external controllers and devices when interacting with digital content.
Software development engines like Unity and Unreal are becoming more elaborate , there are myriads of SDK libraries, countless knowledge exchange communities and free-for-use collaboration tools. CONTROL & SAFETY With any immersive experience, the user has to have a sense of safety and freedom.
Way back in the dim and distant era of 2009 I was exploring a lot of tools to help me build virtual environments with avatars and characters that could be animated, typically in Unity. Then in the Sequence controller, the film events list I swapped the target actor from the original to mine and away we go.
Hand Capture. A new motioncapture and animation plugin for Autodesk MotionBuilder 2016, Hand Capture lets you “capture hand and finger movement in real time directly inside MotionBuilder.” Handful of Tones is a music app that lets you control the volume and pitch of a chord with your hands.
But yeah, with these controllers, it was quite hard to-- if you push on a button and then something happens that's not really a training. And then yesterday, the new Airpods have 3DOF controllers built in, so they have accelerometers built into them. Compare that with the amount that they make on training with controllers.
But yeah, with these controllers, it was quite hard to-- if you push on a button and then something happens that's not really a training. And then yesterday, the new Airpods have 3DOF controllers built in, so they have accelerometers built into them. Compare that with the amount that they make on training with controllers.
But yeah, with these controllers, it was quite hard to-- if you push on a button and then something happens that's not really a training. And then yesterday, the new Airpods have 3DOF controllers built in, so they have accelerometers built into them. Compare that with the amount that they make on training with controllers.
Motioncontrol opens up exciting possibilities for manipulating 3D designs , with VR adding a whole new dimension to the mix. I got my Leap MotionController at the start of 2014, and quickly went about making demos. What if you could disassemble a robot at a touch? Check out the source code at github.com/Zaeran/CAD-Demo.
Some of its features are: 2,160 × 2,160 resolution per eye 90Hz framerate 4-cameras inside-out tracking (like the Quest) Touch-like controllers with Knuckles-like finger-sensing Face tracking Hips tracking (for better orientation in games) Integration with SteamVR games Wireless add-on. So this is a market we should all keep an eye on.
What I’ve not enjoyed is that SideQuest has removed The Unity Cube from its listing, stating that there were too many cubes there. To write, you have to take your controller upside-down, so you can use it as a big pen. ???! These days are pretty hot here, but this doesn’t stop me from enjoying virtual reality.
HTC has finally revealed the price of the Vive Pro : it will cost $799 just to have the headset (no controller and no base stations, so you must already have a Vive 1 kit) and will be available for pre-orders since April, 5th. The controller too is very comfortable and does its job very well. So, are you ready? Let’s start!
A year later, the team had upgraded the platform to six players combating virtual reality zombies with assault rifles in the Unity-developed Outbreak game. Patent-pending technology using more than 100 cameras and motioncapture devices track each player in real-time as they move.
It’s a good read , full of interesting anecdotes, like when it is written that Beat Saber became the testbench for the tracking of the Quest controllers , or that Asgard’s Wrath, in the beginning, was a tower defense game. And kudos to Kevin Williams to have predicted it some months ago ). Cubism is a great case study for hand tracking UX.
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