CETS 2012, Greg Owen-Boger, slides for Lights, Camera…ENGAGE! Connecting with Learners Through Video
Jul 2015 Yuval Boger, CEO/VRguy, Sensics ...€¦ · The OSVR™ API is a multi-platform,...
Transcript of Jul 2015 Yuval Boger, CEO/VRguy, Sensics ...€¦ · The OSVR™ API is a multi-platform,...
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Jul 2015
Yuval Boger, CEO/VRguy, Sensics
www.Sensics.com, www.vrguy.net
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• Sensics designs, builds and delivers cutting-edge HMDs
• Substantial expertise, know-how and IP in VR
• In business since 2003; Over 200 customers world-wide
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HMD Expertise
- Sensors
- Optics
- Electronics and firmware
- Industrial design
- Human factors
- Open Source
Gaming goggles(white label)
Low-vision devices(white label)
Professional(Sensics brand)
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OSVR
Software
OSVR HDK
OSVR
Community
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• Very low geometric and color distortion
• Sharp image throughout
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The OSVR™ API is a multi-platform, standardized interface to virtual reality devices and peripherals.
Designed to encourage adoption of and innovation in AR/VR.
With the OSVR API, developers can:
• Discover, configure and operate a wide range of devices through standardized, abstract interfaces
• Mix-and-match devices (e.g. hand trackers) with analysis plugins (e.g. gesture engines)
• Write once, run on many hardware/platform configurations
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• Software available under Apache Software License, version 2.0
• http://osvr.github.io
• Can change and redistribute
• Can use proprietary plugins
• Choice of license intended to encourage participation of both academic institutions and commercial firms
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Cloud
(storage,
Connectivity)
Position and
orientation trackersEye tracker
Body tracking
(including hand and
finger)
Cameras and
Depth sensors
Audio
Power management
Mouse and game
controllerHaptics
Device discovery
(which devices, where,
what are they
connected to?)
Rendering
Utilities
Software updatesDisplay
Biometric sensors
Windows-specific code
Gesture enginePose estimationGaze detection
User-defined libaries System configuration
(which devices and
libraries are used, how
are they connected)
Object and face
detection
Environmental sensors
Position detectionSensor fusion
Network transport
Force feedback
Store/load
configurations (cloud,
local, non-volatile)
Device configuration
Input devices Output devices
Engine-based VR app
Unity/UnrealNative VR App
Non-VR game
Vorpx/Tridef/Vireio
HMD 1 HMD 2 HMD 3 Peripheral 1 Peripheral 2 Peripheral 3 ...
Android-specific code Linux-specific code OSX-specific code
Open architecture supports additional plugins
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• Device
• Interface
• Plugin
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• A device is a physical entity such as:
• Head orientation sensor
• Razer Hydra
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An orientation sensor exposes:
• Orientation interface
• Linear acceleration interface
A Razer Hydra exposes:
• XYZ position for left hand
• XYZ position for right hand
• Orientation for left hand
• Orientation for right hand
• Button set for left hand
• Button set for right hand
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• Interfaces are the primitive "pipes of data“• A Device exposes one or more interfaces
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• Can use one or both of the following methods:
1. Synchronous: blocking read or write
2. Asynchronous: register a callback for a particular event
• For instance, a game might decide to:
• Sample head tracker orientation in main loop using synchronous call
• Register a callback for event-based call on “fire” button
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• Supports multiple devices, operating systems, game engines
• Unified, device-independent programming model
• Optimized game engine interfaces
• Increasingly complete set of capabilities
• Does not force a particular app distribution method
• Free and open source
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