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Arthur

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  • in reply to: IP Address & Headtracking? (Two-Way Setup) #60

    Arthur
    Participant

    diagramThere you go :

    On the drawing is shown the headsets with the mounted cameras and how these are mapped in the virtual space.
    The headtracking of each oculus is mapped to the virtual camera in Unity (this is default behaviour), and is then sent to the other computer over the network.
    The webcam feed is displayed on a plane that is moving aroung the virtual camera according to the other’s headtracking. To get the exact formula take a look at the update() function in the Webcam.cs script, in particular those two lines

    transform.position = otherPosition + otherPose * Vector3.forward * 15; //keep webcam at a certain distance forward from head.
    transform.rotation = otherPose; //keep webcam feed aligned with head

    The plane rotates on 3 axis.
    Note that in the drawing the blue headset and it’s corresponding virtual plane seem to be at a 90º angle, but that’s because the virtual scene on the left should be flipped horizontally

    • This reply was modified 3 years ago by  Arthur.
    • This reply was modified 3 years ago by  Arthur.
    in reply to: IP Address & Headtracking? (Two-Way Setup) #59

    Arthur
    Participant

    Hey Rémi!
    This is actually rather a tech question. I’ll move the topic to that category.

    So additionally to sending the webcam feed from one person to the other, we send the headtracking from one computer to the other in order to make sure the two person’s gaze is synchronized at all times. This is very important, otherwise the embodiment effect breaks.

    So say one person moves their head to the right, without the other following immediatly, then the one that moved will see the image stuck to their left, and the other will see the image moving to the right according to how the person moved.

    Then either the first person reverts to its original position, or the second one moves it’s head to the right, and then both users will see the image centered in front of them. I will make a drawing soon to explain that better 🙂

    cheers

    in reply to: Rémi #52

    Arthur
    Participant

    Hey Rémi!
    Nice to hear from you again and congrats for your acceptance into the Master’s degree! We have a lot of new things to share with you, including experiments we’ve been running, and technical documentation. We are porting the software to Unity, which will hopefully make it much easier to use for newcomers.

    Take a look at the following :


    https://github.com/BeAnotherLab/The-Machine-to-be-Another-Unity/wiki

    cheers!

    in reply to: the ontology of a Microsoft Kinect #49

    Arthur
    Participant

    Karen Barad!
    Was among my favorites while studying interactive media. cool. will take a look

    in reply to: Arthur #47

    Arthur
    Participant

    Hey everyone!
    My name is Arthur. I’m interested in collaborative interdisciplinary research that helps bridge the boundaries between people and disciplines. I developed most of the software for the Machine to be Another. My dearest dream with this project is to make it available to many people that can take it and branch in all sorts of directions so we can learn from them, the same way that we’ve done in the pas when designing the system with the people we’ve met along the way. I’m here to support you in all software-related things, and I’m also excited about extending our network of collaborators, both within and outside institutions.

    I love you and your ideas!

    in reply to: Aurelia #44

    Arthur
    Participant

    Hey Aurelia!
    You just created your first topic!

    in reply to: Arthur #36

    Arthur
    Participant

    holahola

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