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Author |
Thread Statistics | Show CCP posts - 2 post(s) |
Gawain Edmond
Angry Mustellid
80
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Posted - 2014.05.03 13:03:00 -
[1] - Quote
With V.R. stuff being made now how come there isn't a way for your V.R. headset to see what your hands are doing and affect what is on the headset and do away with joysticks and keyboards |
Oberine Noriepa
1487
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Posted - 2014.05.03 13:48:00 -
[2] - Quote
Seriously? It's obvious as to why this hasn't been done yet. The technology is in development, so of course every possible type of input will not be accommodated. Right now, common peripheral (controllers, mouse + keyboard) attachment to VR devices should be expected, since the tools already exist for their integration, and also because peripherals like these are common, whereas motion tracking devices capable of capturing what is probably required for a proper VR experience are not so common. |
Gawain Edmond
Angry Mustellid
80
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Posted - 2014.05.03 13:52:00 -
[3] - Quote
so it's not as easy as sticking a webcam onto the headset and having that see where your hands are in relation to your head for the pressing of buttons? |
mkint
1178
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Posted - 2014.05.03 23:31:00 -
[4] - Quote
Gawain Edmond wrote:so it's not as easy as sticking a webcam onto the headset and having that see where your hands are in relation to your head for the pressing of buttons? I'm sure it's possible, but for it to be plausible with a normal webcam, it'd take being in a blue screen room so it could reliably identify what is and is not fingers. Kinect type technology (stereoscopic cameras) has more potential, but in my few experiences with it, it's been pretty unreliable. not reliable enough for fast twitch gaming. The topic, specifically kinect-type motion tracking, was brought up in the stream where they said "we'll be reviewing all the available input devices we can get to figure out what is plausible." Maxim 34: If you're leaving scorch-marks, you need a bigger gun. |
Vashan Tar
GoonWaffe Goonswarm Federation
52
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Posted - 2014.05.05 12:18:00 -
[5] - Quote
https://www.kickstarter.com/projects/89577853/stem-system-the-best-way-to-interact-with-virtual http://sixense.com/hardware/wireless
By the company that built the hydra for razer. |
Xindi Kraid
Priano Trans-Stellar State Services Ishuk-Raata Enforcement Directive
749
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Posted - 2014.05.09 21:13:00 -
[6] - Quote
The problem is you have to pick up data in 3d space to properly track hands. Webcams suck at this, and even stereoscopic cameras aren't the best, requiring a quite a bit of processing power to figure out what's going on which is why stuff like the kinect isn't JUST a stereoscopic camera. |
Nariya Kentaya
Phoenix funds
1320
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Posted - 2014.06.08 03:03:00 -
[7] - Quote
It'd be easier to just wear a set of Nintendo Powergloves to read relative position and feed it back into the game.
But then you run into a problem, an ingame physics problem.
Theres hard surfaces (the controls you want to interact with) ingame your character cant pass through, however there isnt anything for you to touch in the real world, so your hands are going to be bouncing around everywhere as you dont know where to stop your ahnd to grab hold of the devices, so the longer you play the more desynced your actual and ingame ahnds become in relative body position. |
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CCP Karuck
C C P C C P Alliance
253
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Posted - 2014.06.09 13:08:00 -
[8] - Quote
I'm looking forward to getting my STEM system, but here's another system that looks promising: https://www.kickstarter.com/projects/controlvr/control-vr-motion-capture-for-vr-animation-and-mor
I have tested quite a few others, and so far they've all been lacking :/ - Senior Programmer on EVE: Valkyrie / @SiggiGG |
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Malaugrym
Duty. Circle-Of-Two
1
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Posted - 2014.06.18 22:21:00 -
[9] - Quote
I was thinking about this myself. I use TrackIR in a few games and I always wondered if a similar technique could be applied to the hands. I'm not an engineer by any means, just to be clear.
TrackIR works, as far as I understand, by using infrared wavelengths and an object that can detect them. I always thought that one could simply place similar devices or diodes on a pair of gloves, then use the front, blank, face of the Oculus Rift to receive input. I obviously can make no claims about fidelity or accuracy, but the TrackIR seems to be a relatively simple device, and works very well in my experience.
But to be fair, this may be a gross oversimplification, and I'm not sure if what I'm thinking is possible. |
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CCP Karuck
C C P C C P Alliance
256
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Posted - 2014.06.19 09:06:00 -
[10] - Quote
That is very tricky, unless you have multiple cameras at multiple angles. All you need is 1 finger overlapping another and the camera has no clue where the obscured finger went.
The LEAP Motion uses two IR cameras, but even with that it can use tracking every now and then (your fingers jump around). - Senior Programmer on EVE: Valkyrie / @SiggiGG |
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