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Singapore-based technology company Refract is working to bring motioncapture to everyone, regardless of your experience with technology. AXIS (Active XR Interface System) is a full-body controller that uses a combination of wireless sensors attached to key points on the body to deliver high-quality motioncapture.
It needed to find a way of integrating multiple users into an application, which also allowed them freedom of movement, but hardware limitations hampered the early stages of development. The platform uses photogrammetry and motioncapture to create the avatars using a full-body scanner comprising seventy cameras.
Sony will also release an SDK that will allow you to import your motioncapture data into 3D animation programs. Now Sony is back with another game-changing portable, the Mocopi motioncapture system. Typically motioncapture is something you’d see in a big Hollywood movie. Probably not.
” Even more was revealed by Jared Ficklin, Chief Creative Technologist at argodesign , who helped develop the Magic Leap 2 hardware. The glove is capable of intricate motioncapture, including for use in XR applications. The idea is that it’s a garment, not a piece of hardware. StretchSense. But, it has powers.
Motioncapture can find its roots in the art of rotoscoping, a technique developed in 1915 where animators trace over motion picture footage. Motioncapture takes that to the next level by using different suits and tools to record the movement of subjects for use in various forms of media on 3D models.
It also supports a multitude of other devices … and there is also an (enterprise) demo on the Looking Glass hardware! Our Virtual Cast Enterprise package supports more professional tracking with motioncapture system like MVN. As long as your avatars have Unity humanoid bone setup, you can be anything in any shape.
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.
The latest Steam Hardware Survey showed some interesting trends happening in the PC VR market (at least the Steam VR market, since we have no info on the Oculus Store market). My friend Nicolas Esposito of Enter Reality has just released RIGEL, a professional solution to do motioncapture using off-the-shelf hardware.
Commonly used for creating real-time 3D (RT3D) content, motioncapturing (mocap) has rapidly become a mainstay in the extended reality (XR) market, employed on the latest headsets. In our discussion, we explore the rise of immersive motion-capturing technologies for the gaming industry.
While you may not really pay attention (or care) about some of the logos at the start of titles, one that crops up quite a lot is Unity. Today, Unity Technologies has announced the launch of Unity 2019.2 , with the latest iteration including a few tasty features for immersive content developers.
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.
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.
This follows investments in mobile hardware capability, interest in immersive virtual experiences with the metaverse, and rising industry competition. It utilizes one of the most powerful hardware features for AR on a mobile device, the LiDAR scanner on the iPad Pro and Phone 12 Pro, 12 Pro Max, 13 Pro, 13 Pro Max and 14 Pro smartphones.
Compatible with HTC Vive and other SteamVR headsets, Manus Polygon will be compatible with Unity when it officially launches in June 2020. The company also plans to release an Unreal Engine 4 plugin later this year as well as expanding compatibility for more motioncapturehardware.
The startup’s Persona product which launched last year bundles both its software and motioncapturehardware rig. Cubic Motion’s technology has been used in recent blockbuster gaming titles like Sony Interactive Entertainment’s God of War and Insomniac Games’ Marvel’s Spider-Man.
To announce this European premiere, Björk held a press conference and beamed herself in (from Iceland) via a psychedelic motion-captured avatar churning with colors (because why not?). All hardware manufacturers are chasing that time when the tech shrinks enough to be able to wear PCs on our faces. Bitmovin announced a $10.3M
All actors of the value chain, from the software development with Interhaptics and Innoactive to hardware manufacturers with SenseGlove , ManusVR , and Sensoryx. It can be easily explained by data from a case study made by Innoactive , Unity , and Volkswagen. It was also very highly recommended by the users.
Pooya Koosha, Oorbit’s Chief Technology Officer and Co-Founder , said that his company had been building hardware, software, and networking layers for the Metaverse for over ten years. The platform will also offer persistent digital identities across experiences for seamless digital asset management and purchases.
UnityUnity is one of the most popular platforms for AR development. Known for its versatility and user-friendly interface, Unity is widely used for creating both AR and VR experiences. Use Case: Unity is ideal for developers who want to create complex and interactive AR applications.
Innovative cinematographic hardware used by John Gaeta. And in general, the world of cinema and of “gaming” will converge always more and in the end, we’ll have movies that will be realized with game-engines like Unity and Unreal Engine. He was obsessed with Virtual Reality.
What is important is that companies such as Emteq are able to garner enough support from developers and produce the required plugins for game engines such as Unity and Unreal to unlock its true potential. The post Emteq Aims to Humanize VR by Capturing Your Facial Expressions appeared first on Road to VR.
China-India & the other Asian Nations have some really interesting #augmentedreality #virtualreality #mixedreality #startups Innovating across Hardware, Software & Content. Kai holds several International Business director positions in VR educational companies and VR, AR hardware companies. 14- Kai Liang. 34- Nick Cherukuri.
What I’ve not enjoyed is that SideQuest has removed The Unity Cube from its listing, stating that there were too many cubes there. It is a great occasion to hear amazing talks by people like John Carmack and Michael Abrash, but especially of seeing the launch of interesting hardware and software.
And the price of the wireless add-on is even more suspicious: speaking with a hardware manufacturer, they told me that ONLY THE ANTENNAS of a Wi-Gig connection for VR streaming (like the one of the Vive Pro) costs around $100… so how can the whole wireless streaming device cost just $50?? Simple WebXR” aims at bringing WebXR to Unity.
Basically, they are: Hyper-optimization : since this is a standalone headset, Oculus has been able to optimize the hardware and software for VR usage. Oculus announces Hardware Reports. This is Oculus’s answer to Steam Hardware & Software Survey. What is the most used Gear VR device?
They may be AR glasses or smartglasses, but what is sure is that Niantic is working to support AR hardware within its platform. And I’m not only talking about the hardware, but also the software. Mathew Olson from The Information (subscribe to his awesome newsletter !) It is a player to keep an eye on for sure. Learn more.
Q3 reflections are proving favourable for many firms with fruitful investments in AR/VR/MR via software and hardware. They needed to integrate multiple users into the application while allowing freedom of movement, but hardware limitations hindered the initial stages of development.
After laying the groundwork with history and definitions in the first four chapters, in Part II of his book Matthew Ball discusses in seven chapters the various components which he feels go into the building of a metaverse: networking, computing, virtual world engines, interoperability, hardware, payment systems, and blockchain technology.
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