Hammerhead Teams With MLB, HTC & More For Cannes Lions Innovation Festival Presentation

A seminar is usually one of two things.  It is either very engaging or it is boring. There’s very little in the way of middle ground between the two, and if it turns out to be the latter boy is it goign to be difficult to listen to.  Fortunately this doesn’t appear to be the case at the Cannes Lions Innovation Festival where yesterday an unusual five-way partnership of Imagination, Hammerhead VR, Major League Baseball (MLB), HTC Vive, and Dell hosted what they are calling “the world’s first free movement mixed reality (MR) presentation.”

Discussions in the interactive seminar focused on two business areas: brand experience and consumer behaviour and how technology such as virtual reality (VR) could potentially utilise such information. However this was before volunteers were invited to take part in a series of tests involving playing ‘catch’ with a ball.  Being successful would then trigger changes in the world around them.

“The idea of catching a ball is simple.” Explained Steve Jelley, joint Managing Director of Hammerhead VR. “However, if you take this action into mixed reality, it can become a catalyst for creativity that can blend the physical and virtual worlds into a completely new experience. The possibilities of the Vive Tracker are powerful, and very exciting for us as immersive content creators”

The ball was not a regular sort you’d get at the store however. It was instead a 3D printed soft rubber ball that incased an HTC Vive Tracker.  No easy design task as the ball had to be light enough to throw around, soft enough to be safe to actually throw, be something you could physicaly catch, and be able to not just house the Tracker but be open enough for it to be still picked up by the Vive’s lighthouses whilst it’s being tossed around. If the ball suddenly disappeared mid throw you’re going to end up with confusion – and potentially a ball to the face.

The end result took, according to Hammerhead VR, four weeks to develop and 89 hours to 3D print and allowed the team the chance to experiment with people’s expectations as well as alter the environment around them – and even the ball itself.

“The Vive Tracker is an incredibly exciting tool for developers and marketers alike. The technology enables virtually any object to be tracked in the virtual space, from sports equipment to car steering wheels to furniture – there are endless possibilities.” Added Herve Fontaine, HTC Vive’s VP of Business Development. “With the Vive Tracker, it creates an innovative platform for key parts of your brand story to be tracked and represented within VR.”

You can see a short trailer for the session below which shows some of the development that took place. How these developments continue in the future remains to be seen. But should their be any further news we will be sure to cover it on VRFocus.

 

 

Vive Trackers Can Turn The Manus VR Gloves Into Position Tracked Controllers

Vive Trackers Can Turn The Manus VR Gloves Into Position Tracked Controllers

Editor’s Note: In this weekly column, David Robustelli will breakdown the latest rapid prototype he and his team at CapitolaVR have created for VR and/or AR. They are responsible for games like Duckpocalypse as well as prototype projects such as HoloLens Golf, Gear VR Mirroring, and Pokemon GO for HoloLens. Check back each weekend for new prototypes! You can see the previous entry here.

For this prototype we worked on a concept together with the VR Room, an Amsterdam based Arcade hall offering custom made VR experiences. We wanted to test and research if the Manus VR Gloves could be an added value to the users game experience. The Manus VR gloves are gloves which can track the motion of the user’s fingers. The Manus VR gloves are not capable of positional tracking, only hand rotation and finger movement. Therefore, we made DIY straps and attached HTC Vive trackers to it. These straps can be placed on the wrists of the user. With these trackers, the position of the gloves could also be tracked.

The idea was to have meaningful interaction in a VR environment. We decided to make a VR shooter, but with a twist. The player can shoot bullets by making “shooting” movements with their fingers, as if they were using a gun. Also, players can block enemy bullets with their hands. Last, but not least, when the user puts his hands together, the player will charge a massive blast. This blast can be shot when the player pushes his hands forward when fullycharged.

The Manus VR gloves gives the user numerous ways to interact in VR. We’ve just explored the tip of the iceberg when it comes to these special input devices. We hope to create a lot more intuitive, innovative ways to interact with these gloves.


This is a guest post not produced by the UploadVR staff. No compensation was exchanged for the creation of this content. This contribution was provided by David Robustelli, Head of Digital at CapitolaVR

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HTC veröffentlicht Codes für die Vive Tracker

Mit dem HTC Vive Tracker bringt HTC in diesem Jahr ein Produkt in die Haushalte, welches jedes Objekt zu einem möglichen Controller für das HTC Vive System machen soll. Während die Vorbestellungen in den USA bereits möglich waren, ist eine Bestellung der Vive Tracker aus Deutschland weiterhin nicht durchführbar. Da es aktuell aber auch kaum Software und Zubehör für die Tracker gibt, besteht allerdings auch kein Grund zur Eile. Damit dies jedoch nicht so bleibt, hat HTC nun Tutorials und Dateien aus Projekten veröffentlicht, die euch bei der Entwicklung mit den Vive Trackern helfen sollen.

HTC veröffentlicht Codes für die Vive Tracker

HTC Vive Tracker 2

HTC möchte mit diesem Schritt sicherstellen, dass es zukünftig genug Software und innovatives Zubehör für die HTC Vive geben wird, damit sich die HTC Vive Plattform deutlich von der Konkurrenz abheben kann. Aktuell umfassen die Tutorials vier verschiedene Anwendungsbereiche. Folgende Tutorials sind derzeit verfügbar:

Mobile Room-Scale von Master of Shapes:

Bei diesem Projekt wird keine Virtual Reality Brille für den zweiten Spieler benötigt, sondern das Smartphone kann als Display auf einer Waffe verwendet werden, welche mit einem HTC Vive Tracker ausgestattet ist. Somit ist ein lokales und gemeinsames Spielen möglich, ohne dass zwei Virtual Reality Brillen benötigt werden. Hier geht es zum Tutorial.

Virtual Graffiti von Master of Shapes:

Bei diesem Projekt wird der Vive Tracker an einer nachgebildeten Sprühdose angebracht, die anschließend als Virtual Reality Controller genutzt werden kann, um die virtuellen Wände mit den eigenen Ideen zu verzieren. Das entsprechende Tutorial findet ihr hier.

Piñata Party! von Two Bit Circus:

Den richtigen Schlag für die kommende Piñata Party könnt ihr mit dem Projekt von Two Bit Circus erlernen. Bei diesem Projekt wird der HTC Vive Controller mit einem Baseballschläger verbunden und anschließend wird auf das virtuelle und echte Objekt eingeschlagen, denn auch die Piñata ist mit einem Vive Tracker ausgestattet und somit habt ihr auch ein haptisches Feedback beim Verprügeln des Objektes. Die entsprechende Anleitung findet ihr hier.

Mixed Reality von HTC Vive

Für das Thema Mixed Reality will HTC selbst begeistern und das Unternehmen hat ein Tutorial veröffentlicht, wie der HTC Vive Tracker als HTC Vive Controller erkannt werden kann, da aktuell nur ein dritter Controller über SteamVR als Kamera funktioniert. Wenn ihr also einen Vive Tracker für Mixed Reality Aufnahmen verwenden wollt, dann ist es wichtig, dass das System den Tracker als Controller wahrnimmt. Wie ihr dies anstellen könnt, erfahrt ihr hier.

Der Beitrag HTC veröffentlicht Codes für die Vive Tracker zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

HTC Opens Up The Code For Its VR Vive Tracker

vive tracker

HTC is releasing tutorials and project files for studio-created Vive Tracker projects as a new resource for VR developers.

The company is hoping that this will enable more developers to make their own controllers and hardware while developing for the Vive VR headset. This is the latest bid to provide innovative and immersive gameplay in a VR context, alongside efforts such as the Oculus release of a guitar-controlled Rock Band VRexperience. According to research firm SuperData, the VR sector will grow to $4.9 billion this year, and Facebook, HTC, and other industry players are continuing to pour millions of dollars into funding content creation for a growing consumer base.

Innovating accessible VR experiences is a priority for the industry, as evidenced by Facebook’s latest announcements around their VR social experience, Facebook Spaces. By opening up the code for Vive Tracker projects, HTC is hoping to grow an ecosystem of custom peripherals as more developers experiment with different types of gameplay that might otherwise be unwieldy with a traditional controller.

Previously showcased at CES, the Vive Tracker is a plug-and-play motion tracker that you can attach to any number of objects. Tutorials demonstrate how to attach the Vive Tracker to a baseball bat, spray can, camera, and other items. The accessory is designed to open up more development options and controller-free play that could possibly be more intuitive.

This post by Stephanie Chan originally appeared on VentureBeat.

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Watch How the Vive Tracker Enables Same-Room Multiplayer VR Gameplay

Watch How the Vive Tracker Enables Same-Room Multiplayer VR Gameplay

Editor’s Note: In this weekly column, David Robustelli will breakdown the latest rapid prototype he and his team at CapitolaVR have created for VR and/or AR. They are responsible for games like Duckpocalypse as well as prototype projects such as HoloLens Golf and Pokemon GO for HoloLens. Check back each weekend for new prototypes! You can see the previous entry here.

When we received our new Vive trackers, we wanted to create something that adds value to a VR experience by enabling a second user to participate in the VR experience without the need to wear another headset.

In one of our previous posts we showed a VR mirror tool which allowed participants outside of VR to witness what the VR user was seeing. With the new trackers we wanted to bring this to the next level by enabling some form of interactivity between both users (headset and tablet), making it a multiplayer VR experience.

The idea behind this concept is to give a second player outside of VR a window into the virtual world. By tracking the position and rotation of the tablet it functions as an actual window or portal to the virtual environment. A second tracker is than attached on the user’s ‘tracker hat’ to define the distance and angle towards the tablet, allowing us to stretch the image into the desired perspective. The end result is similar to what HTC showed off at CES earlier this year.

The technique works very well with just a tiny bit of latency caused by our quick networking setup, but the idea is there. It is great to see how the trackers can be used to create a multiplayer experience with only one headset. This concept shows the possibilities of how a second user can see and interact with the virtual environment and how the user in VR is able to interact with the user holding the tablet. It is a technique with lots of possibilities that can only make VR experiences even more immersive and interesting from a multiplayer point of view in all kinds of possible settings. Next steps for us now are to see how we can actually create a game concept with this technique allowing one or more tablet users to step in the headset wearer’s VR world and join the experience.


This is a guest contribution by David Robustelli, Head of Digital at CapitolaVR

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‘Tilt Brush’ Devs Hack Together Virtual Potter’s Wheel with Vive Tracker

A novel use of a single Vive Tracker is to stick it to a rotating platform in order to create a virtual potter’s wheel. Patrick Hackett, co-creator of Tilt Brush, tweeted a short clip of the tracker in action as experimented with by an intern.

The Vive Tracker, a small, wireless puck containing similar tracking elements to a Vive motion controller, has been the subject of many experiments involving accessory and body tracking since its debut at CES in January, including another art-orientated test of a VR stylus.

While a virtual potter’s wheel might be more suitable for sculpting clay in Oculus Medium, the Tilt Brush team are clearly having a great time creating spiraling artwork thanks to intern Drew Gottlieb’s idea. However, in the tweet, Hackett says “don’t get too excited, this isn’t going to ship.”

The post ‘Tilt Brush’ Devs Hack Together Virtual Potter’s Wheel with Vive Tracker appeared first on Road to VR.

‘Tornuffalo’ Shows What Full-body VR Gaming Could Look Like with Vive Trackers

Using HTC’s Vive Trackers, Tornuffalo—named after a combination of ‘tornado’ and ‘buffalo’—has been given a ‘Full-Body Action’ mode, an early example of full body tracking in a VR gameplay scenario. This simple action game involves dodging flying debris (which occasionally includes buffalos) heading towards your body, while trying to smash crystals for points.

Launched in December 2016 for SteamVR, Tornuffalo is an active, roomscale-only VR experience (and just $1 to boot). The concept of dodging flying objects through headset and motion controller tracking attempted to give the sensation of full body movement; thanks to additional tracking points on the waist and feet via the Vive Tracker, the player’s body comes much more significantly into the game, allowing more nuanced dodging, and kicking of incoming objects. Check it out in the video heading this article.

Photo courtesy RealityRig

Following the same principle as HTC’s own Vive IK motion capture code, and IKinema’s Orion animation software, three Vive Trackers are attached to the body (on the waist and feet), combining with the existing motion controllers and headset for six tracking points. Using inverse kinematics, a reasonable full-body pose can be generated in real-time.

In the case of Tornuffalo, this enables more precise dodging, and makes jumping over low objects a more reliable technique. You can also kick objects out of the way with both feet. As stated on the game’s news page on Steam, the full body mode is currently available in a beta branch, and will soon become a free update. The developer also notes that the feature works with just two Trackers (without one on the waist), but it isn’t recommended.

The post ‘Tornuffalo’ Shows What Full-body VR Gaming Could Look Like with Vive Trackers appeared first on Road to VR.

Tornuffalo Uses Vive’s Full Body Tracking To Survive A Tornado

Tornuffalo Uses Vive’s Full Body Tracking To Survive A Tornado

Vive’s new Trackers are finally out in the wild and it hasn’t taken developers long to come up with creative uses for them. Tornuffalo is just the latest example of that.

This fun little game, which released for the first time back in December 2016, was recently updated to include full body tracking support for people with three Vive Trackers. In its original form, the game has you ducking and diving out of the way of debris that’s being thrown around by a tornado in a small town (oddly, you’re not really worried about running away from said natural disaster).

With full body tracking support, the game gets a little trickier, as you now have to make sure your entire torso and legs are out of the way of any incoming rubble, as well as your head and hands. As gracefully displayed in the video above, you can kick objects out of the way with ease, but if you’re feet are stationary and something hits you then it’s pretty much game over.

Developer RealityRig has implemented support under Steam’s Beta Branch for now, as it points out the tracking isn’t perfect at this point. The team also recommends trying the Big Hammer bonus mode in which, yes, you wield a Big Hammer, if you’re new to the game.

Full body tracking in a Vive game was first seen in Cloudgate Studios’ Island 359, which allowed us to kick dinosaurs in the face. HTC also released its own system for full body tracking with three of Vive’s new peripheral, which cost $99 each. We’ve seen plenty of other use cases for the device since it was revealed last January, including attaching it to other peripherals like baseball bats and plastic guns.

The Tracker is available now for developers and will be launching as a consumer product later on in the year. Tornuffalo, meanwhile, is available now for $0.99.

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IKinema Orion: Ganzkörper Motion Capturing mit HTC Vive Trackern

Fortschritt in Bewegung – Mit ihrem neuen Projekt Orion präsentiert der Hersteller für Bewegungs-Technologie Ikema erschwingliche Software im Bereich Motion Capturing, die nicht nur an Filmsets Anwendung findet, sondern auch für den kleinen Mann mit VR-Brille interessant werden könnte. Die Technik hinter dem Full Body Capturing setzt auf die Vive Tracker von HTC, die ab sofort nicht mehr exklusiv an unseren Händen angebracht werden, sondern nun auch am Körper. Das Resultat: Effektives Tracking mit nur wenig Hardware am Leib.

Bereits im Februar konnten wir die neue Form des Motion Capturing mithilfe der Vive Controller an Füßen und der Brust bestaunen. Mit dem Tracking-System der HTC Vive wurde die Anwendung nun deutlich vereinfacht. Die Mischung aus Hard- und Software, sogenannte Middleware, mit der IKinema an den Start geht, wurde vor einigen Tagen zum ersten Mal in einem beeindruckenden Video präsentiert, das uns zeigt wie gut Bewegungen von den Vive Trackern und der Orion Software aufgegriffen und innerhalb des Programms verarbeitet werden – und das gänzlich ohne Nachbearbeitung.

Der Clou an der Orion-Technologie: Mit gerade einmal 500 € liegt der jährliche Preis deutlich unter dem der gängigen Motion-Capturing-Lösungen. Alles, was ihr für die heimische Bewegungserfassung braucht, sind mindestens drei Vive-Tracker für die Füße und die HTC Vive, einen VR-fähigen PC, Lust auf Bewegung und eine freie Fläche von mindestens 2×2 Metern.

Daniel O’Brian, General Manager für die HTC Vive zeigt sich enthusiastisch in Bezug auf die Zusammearbeit von HTC und IKinema:

IKinema’s Orion project is an effective implementation of the Tracker to enable high-end motion capture using Vive and the Vive eco-system. We see a huge runway for Tracker implementations that enable more creativity and production using VR hardware.

Dem Factsheet zur IKinema Orion könnt ihr darüber hinaus entnehmen, dass die Anwendungsgebiete für die Middleware deutlich über rohes Motion-Capturing hinausgehen. Das britische Unternehmen, was unter anderem mit Disney, Lucasarts oder Platinum Games zusammenarbeitet, legt eine Nutzung von Orion im interaktiven Kontext, beispielsweise als Attraktion in Disneyland oder als Präsentationslösung für öffentliche Veranstaltungen nahe.

(Quelle: Road to VR)

Der Beitrag IKinema Orion: Ganzkörper Motion Capturing mit HTC Vive Trackern zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!