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Creating Room-Scale Interactive Mixed-Reality Worlds Using Off-the-Shelf Technologies

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Advances in Computer Entertainment Technology (ACE 2017)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 10714))

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Abstract

Mixed-Reality (MR) represents a combination of real and virtual worlds. Off-the-shelf solutions already exist for quite some time which enable the creation of MR worlds where physical and digital objects co-exist and interact in real time. However, little is still known regarding methodological and technical challenges involved in the development of room scale MR worlds with the use of high-end technologies, especially when considering real-object representation. This paper reports hands-on experiences in creating a room-scale MR world, using widespread, off-the-shelf object-tracking technologies and 3D modelling techniques, which enable free user movement, accurate real-object representation in the virtual world, as well as interactivity between real and virtual objects.

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Notes

  1. 1.

    http://www.artanim.ch/blog/tag/siggraph/.

  2. 2.

    https://www.roadtovr.com/virtsim-virtual-reality-platform/.

  3. 3.

    https://www.oculus.com/blog/oculus-roomscale-tips-for-setting-up-a-killer-vr-room/.

  4. 4.

    https://remake.autodesk.com.

  5. 5.

    www.microsoft.com/en-us/kinectforwindows.

  6. 6.

    http://skanect.occipital.com/.

  7. 7.

    https://www.maxon.net/en/products/cinema-4d/overview/.

  8. 8.

    https://www.vicon.com/products/software/blade.

  9. 9.

    https://unity3d.com/.

  10. 10.

    https://www.vicon.com/products/software/tracker.

  11. 11.

    https://www.vicon.com/products/software/pegasus.

  12. 12.

    https://www.vicon.com/products/software/datastream-sdk.

  13. 13.

    https://docs.vicon.com/display/Pegasus12/Using+Vicon+Pegasus#UsingViconPegasus-UnrealIntegration.

  14. 14.

    The script used to register 3D objects location and rotation to the virtual space based on the props positions can be found at: http://zarcrash.x10.mx/Program.cs.

  15. 15.

    https://developer.oculus.com/downloads/unity/.

  16. 16.

    An example of the MR world created in this work can be found at https://www.youtube.com/watch?v=Hy_wCD1LJYk.

  17. 17.

    https://www.leapmotion.com/.

  18. 18.

    An example of the LeapMotion performance can be found in https://www.youtube.com/watch?v=MoY7R02_ShE.

  19. 19.

    https://manus-vr.com/.

  20. 20.

    An example of the interaction between the user and the cube item can be found at https://www.youtube.com/watch?v=p-f7z2oUk7s.

  21. 21.

    An example of the interaction between the user hand and the cube item can be found at: https://youtu.be/nwnU8BiJX00.

  22. 22.

    An example of the interaction between the user hand and the rock item can be found at: https://www.youtube.com/watch?v=4b3QDFap2Ok.

  23. 23.

    https://www.arduino.cc/.

  24. 24.

    https://learn.sparkfun.com/tutorials/flex-sensor-hookup-guide.

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Acknowledgment

This work was supported by VR First (https://www.vrfirst.com/).

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Correspondence to Vlasios Kasapakis .

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Kasapakis, V., Gavalas, D., Dzardanova, E. (2018). Creating Room-Scale Interactive Mixed-Reality Worlds Using Off-the-Shelf Technologies. In: Cheok, A., Inami, M., Romão, T. (eds) Advances in Computer Entertainment Technology. ACE 2017. Lecture Notes in Computer Science(), vol 10714. Springer, Cham. https://doi.org/10.1007/978-3-319-76270-8_1

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  • DOI: https://doi.org/10.1007/978-3-319-76270-8_1

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