New technology allows you to see virtual bodies in VR

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New technology allows you to see the virtual body in VR from Baidu VR

At present, there are many body tracking hardware products in the field of VR exploration. These hardware products allow players to make accurate real-time interaction and feedback in the virtual world by accurately tracking the player's entire body. While accuracy and real-time are important for tracking body movements, there are sometimes unexpected discoveries that go against them. Recently, a London-based interactive designer and creative developer, Sabba Keynejad, introduced a system of whole-body tracking that allows players to perform whole-body tracking in an artistic manner. Through this system, players can see artistically full body images in the virtual world.

At first, Keynejad's friend Scarlet Evans asked him to develop a VR device and then published in Ladybeard magazine. The published theme is "Mind." Keynejad is interested in ideas related to simulation theory and intends to develop an abstract virtual mirroring product at the event.

"I'm conceptually inspired by the independent game "SUPERHOT" and movies that tell narrative through time perception, such as "Memento" and "The Matrix," Keynejad said. "However, simulation theory is the core influencing factor of this product. I can depict users with real-time data. This data allows users to see different kinds of themselves in VR."

Keynejad explained that all visual effects originate from a 3D point cloud, and the software has 3 phases, WIRED, LINEAR, and DOT MATRIX. Every explorer can explore different levels of clear self. For example, in DOT MATRIX, the software displays the body silhouette of the experiencer through various matrix dots. In LINEAR, the silhouette of the player's body will appear as a checkered line, which looks like a magnetic chip.

Keynejad uses the Kinect sensor to measure the user's physical data, and then uses Processing software to visually distort the acquired data. In these three phases, users will see different forms of visually distorted images at each stage.

The project has some technical challenges. Keynejad needed to find a low-latency technology to send user's physical data from Kinect to the VR device so that the data could be processed in real time. He tried to use the OSC to send user data over Wifi to specific receiving software. However, due to the lag caused by the large amount of data generated by VR applications, Keynejad eventually decided to complete the computing task through his laptop, and then sent feedback via Syphon to the VR helmet.

Keynejad said: "Visually, this delights the user - they want to use their new body to walk around and explore. This makes everyone dance. It is great."

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