I Crashed A Mixed Reality Go Kart Into A Real Barrier

I Crashed A Mixed Reality Go Kart Into A Real Barrier

I drove 125 miles to K1 Speed in the Los Angeles area coasting at 70 miles per hour most of the way. Now I’m looking at one of K1’s karts on a real-world race track. The seat is low to the ground and I sit down, stretching out my legs on either side of the vehicle and wondering if traditional driving experience will translate.

The kart features a temporary rigging to attach a computer and Oculus Rift VR headset. The speed of the kart is remotely adjustable by the system Master of Shapes is demonstrating. As part of this rigging, lights effectively broadcast the kart’s position to cameras overhead spanning the length of the winding track. There’s even a button on the wheel that could deliver one of the world’s first mixed reality versions of something like Mario Kart.

Sure, it is amazing to wear a VR headset so you can sit in Mushroom Kingdom while seated on a real-world motion platform. But that’s a different caliber of experience from the one I’m testing, which will move my body through the real world in an accurate feedback loop with the way I push the pedals and turn the wheel. It is similar to the “mixed reality” experience we saw in the Oculus Arena at the most recent Oculus Connect VR developer’s conference, which incorporated real-world mapping. Except this time I’ll be moving through real space in a vehicle under my control.

Which brings me back to that button on the wheel — the one that “could deliver one of the world’s first mixed reality versions of something like Mario Kart.” Representatives from Master of Shapes told me not to push the button. They were explicit about it before I got in the kart. The button was intended entirely for development purposes at the moment I sat down.

One day there could be races here at K1 where a kid too young to drive a kart on their own could grab a gamepad and log into the same race as their elder sibling out on the actual “speedway.” One day that button on the wheel could launch a virtual weapon to slow down another player’s kart.

I press down on the pedal and…

Not long after the video above ends there’s a hard left turn and, in my growing confidence blindfolded to the real world, I move my hands into a new position. I should remind you again they told me not to push the button. In fact, they even warned me what would happen if I did. The virtual world would rotate 90 degrees off the physical barriers of the real world.

“Oh ok,” I thought at the time. “That’s bad. Don’t touch the button. Now let me drive the thing.”

So I’m hurtling around that corner and suddenly the world snaps into a new position. In front of my eyes now, directly ahead, is the railing of the virtual track. I panic and can’t remember which foot to use to brake the kart.

Instead, I brace and hope for the best.

I seem to be fine for a few seconds and then BAM!

I took the Rift off and laughed. They told me how to put the kart in reverse and we wheeled it back to the starting line for a reset. The second time, I went slow for the first lap and then really pressed the pedal down for the second one. It all worked fine for a few laps as I came back to where I started in the real world.

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HTC Vive’s Tracker Puck Put to the Multiplayer Test in Cover Me!!

The currently ongoing Mobile World Congress (MWC), Barcelona, hasn’t offered too many surprises this year. High-end virtual reality (VR) is in a state of re-evaluation right now; assessing the highs-and-lows of a year in consumers’ hands whilst attempting to push boundaries even further. The HTC Vive Tracker puck is an interesting argument for new offering new experiences, and Master of ShapesCover Me!! does just that.

Three different devices working with two HTC Vive Tracker pucks, Cover Me!! is a multiplayer videogame designed to operate with the lowest barrier for entry possible. Don’t have a HTC Vive but your friend does? No problem, pick up your smartphone and join in. Battery need charging on that smartphone? Still no problem! Grab a tablet instead. Or maybe, providing you’ve got enough HTC Vive Tracker pucks, go for three-player with all of these devices.

The videogame itself is a very simple first-person shooter (FPS) built using both original and prefabricated assets. In the demonstration version at MWC, the tablet player was the host of the match – essentially the ‘dungeon master’, able to customise the colours of the enemies and map as well as taking the perspective of any other player – the smartphone player had their device mounted on a plastic gun, upon which a HTC Vive Tracker puck was also mounted, and finally there was a player in the HTC Vive itself. The smartphone and HTC Vive players existed within the same space, able to move around the roomscale environment and see one another upon their respective displays. The tablet player – also equipped with a Tracker puck – was represented by a camera.

Perhaps more interesting however, was Master of Shapes’ assertion that they have the technology to create real world object-placement within an experience. Simply by attaching four points of detection (similar to when setting up the HTC Vive’s roomscale chaperone itself) an object within the real world can not only be marked, but actually integrated into the videogame. Exactly what the developer plans to do with this technology – if anything – is not yet known, however the comment that ‘it should be a feature in every game’ would suggest that the path of least resistance would be to present the technology to the VR development community for widespread adoption.

Master Of Shapes - Cover Me

Cover Me!! itself also has an uncertain future. Master of Shapes, by the teams’ own admission, are not videogame developers. They typically create a product for a specific market or contractor and then wave it goodbye; continued support for a ‘finished’ title is not their area of expertise. That being said, it’s clear that the team are invested in the versatility of the experience they have created, so expect to hear more from Master of Shapes – if not Cover Me!! – in the VR scene somewhere down the line.

Vive Tracker Powers Google Daydream Wireless Room Scale Hack

Vive Tracker Powers Google Daydream Wireless Room Scale Hack

Back at CES we met a small creative studio with some big technical plans for the HTC Vive’s upcoming Tracker peripheral.

The team’s name was Master of Shapes, and they were one of the groups that HTC had gathered to showcase some of the many applications for the new device. Specifically, they made a technical demonstration for makeshift local multiplayer VR, called Cover Me. The tracker was attached to a phone, which itself was attached to a gun peripheral, allowing someone to look into a VR user’s world and help them out by shooting enemies. The potential for multiplayer was huge, but it also showcased how the Tracker could be used to make smartphone-based headsets positionally tracked.

At the time, Master of Shapes said that was “fully doable”. Now? It’s been done.

 The team today posted a look at its experiments attaching the Tracker to Google’s Daydream View, a device that doesn’t positionally track a user’s head movements. With a 3D printed mount, the Tracker is stuck on the front of the headset and tracked by the same base stations that track the Vive itself. The team’s work on Cover Me meant it had already figured out how to translate the Tracker’s positional data to Android phones, thus it was quickly able to make a true mobile room scale VR experience.

In the blog, Creative Director Adam Amaral noted that the experience wasn’t as solid as the traditional Vive setup and, since there are no Daydream games that have implemented positional tracking tech, the team used its demo for Cover Me instead.

“I will say the daydream with added room scale is pretty awesome,” Amaral wrote. “There is something really cool about having no tether and sharper resolution.”

The concept is purely experimental, but Master of Shapes plans to keep on with the experimentation. Speaking to UploadVR, Amaral said the team was also going to look at attaching the device to Daydream’s remote controller, which currently offers tracking in only a few directions. In theory, adding the Tracker to the device could make it a fully tracked device akin to Vive’s own wands. He also teased that the company has been using the Tracker with a phone supported by Google’s Tango 3D mapping tech too.

This could also turn Cover Me itself from a game in which one player is in VR, and one is using a phone, to two players being fully in VR. People with both a Vive and a smartphone-based headset could experience new types of VR content.

We’re not sure how viable the concept is in the market, but it’s still a fascinating concept. The Vive Tracker is expected to release in Q2, and there are plenty of developers that want to get their hands on it.

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