Can anyone explain the technicality of zspace AR-VR product and how it works? - unity3d

I just came to know about a AR-VR company for educational interactive content. I know about Augmented reality apps which can be developed using Unity framework and know Virtual reality too.
But can anyone try to explain how they are doing it or any idea or direction will be helpful?
Can we use existing Google cardboard and some tool to interact with the 3D object? Like this - DIY hand tracking VR controller.
Thanks in advance and let me know if you guys have more questions.

After a quick look at the official documentation: it looks like the Z Space system is a 3d display (working like NVidia 3dVision or any some 3d television sets) with head tracking (to render in correct perspective) and a 3d-tracked stylus for interaction.
TL;DR: It's a 3D VR-like portal through a laptop screen.
Cardboard controllers won't work with it and would be completely redundant because of the stylus.

Related

make an app that displays desktop on iphone in vr on unity

I would like to make an AR iPhone app in unity that places an object in the real world which you can then interact with it on your iPhone. like you have a bar at the bottom of your screen and you can drag the objects into the ar world and interact with them with the ability of hand tracking. This will work kind of like the meta 2 interface https://www.youtube.com/watch?v=m7ZDaiDwnxY which you can grab things and drag them. it uses hand tracking to do this.
I have done some research on this but, I need some help doing this because I don't know where to start and how to accomplish what I am trying to do.
I don't have any code.
You can email me at jaredmiller219#gmail.com for any comments and questions. also, you can email me to help me with this. thanks so much for your support!
To get started in mobile AR in Unity, I would recommend starting with Unity's resources:
https://unity.com/solutions/mobile-ar
Here's a tutorial resource for learning ARKit:
https://unity3d.com/learn/learn-arkit
As for hand tracking, obviously the Meta 2 has specialized hardware to execute its features... you shouldn't necessarily be expecting to achieve the same feature set with only a phone driving your experience. Leap Motion is the most common hand tracker I've seen integrated into VR and AR setups and it works well, but if you really need hand tracking with just a phone, you could check out ManoMotion which seeks to bring hand tracking and gesture recognition to ARKit, although I haven't personally worked with it.

Fixing object when camera open Unity AR

Im trying to create a AR Game in Unity for educational project.
I want to create something like pokemon go: when the camera open the object will be fixed somewhere on the real world and you will have to search for it with the camera.
My problem is that ARCore and vuforia groundDetection (I dont want to use targets) are only limited for few types of phone and i tried to use kudan sdk but it didnt work.
Any one can give me a tool or a tutorial on how to do this? I just need ideas or someone to tell me where to start?
Thanks in advance.
The reason why plane detection is limited to only some phones at this time is partially because older/less powerful phones cannot handle the required computing power.
If you want to make an app that has the largest reach, Vuforia is probably the way to go. Personally, I am not a fan of Vuforia, and I would suggest you use ARCore (and/or ARKit for iOS).
Since this is an educational tool and not a game, are you sure Unity is the way to go? I am sure you may be able to do it in Unity, but choosing the right platform for a project is important - just keep that in mind. You could make a native app instead.
If you want to work with ARCore and Unity (which is a great choice in general), here is the first in a series of tutorials that can get you started as a total beginner.
Let me know if you have other questions :)
You can use GPS data from phone to display object when the user arrived specific place you can show the object. You can search GPS based Augmented Reality on google. You can check this video : https://www.youtube.com/watch?v=X6djed8e4n0

Augmented Reality - What do i need?

i have to build an app like this:
https://www.youtube.com/watch?v=vetDCkbQGM4
It should simply detect the cockpit of a car and should show informations. For example "this is air conditioning", "this is switch button for the radio". The targets will be pre defined. Basically the app should detect everything and should show information.
Can I realize this with Vuforia? Which framework is suitable for this task?
I hope you guys can help me.
Cheers!
Since your targets are pre-defined, the simplest solution would be to use aruco markers to get 3D world positions/rotations through your user's camera feed.
See the AR Marker Detector in the Unity Asset Store for an example. Vuforia uses 'VuMarks' that are more intricate versions of this.
If you can't add computer-readable labels to the real world for your project, then you are talking about real-time object recognition. That is a much harder problem and not yet easily solvable in Unity as far as I know. It would require something like Google's Cloud Vision API. There is a Unity Cloud Vision project on GitHub, but I have no idea how well it works or what it's capabilities are.
Yes it is possible, you were first require to google. There are different SDK/Framework and Unity Asset store packages available.
You can use Free Vuforia AR Starter Kit from asset store to up and run your logic. Or You can also use Free AR Toolkit. There are different kind of tut available which can show you how to implement these pacakges.

VR/360 playback of gameplay recording

Apologies if this question has been asked before, and apologies too if it is obvious to those with knowledge - I'm completely tech illiterate especially when it comes to gaming etc so bear with me!
I'm wondering whether it is possible to record gameplay (any console/platform) but be able to play this back in a 360/VR format?
The usecase is this:
I want to watch and follow a game but rather than having 1st person PoV, I'd love to be able to use either a VR headset device (most ideal) or a 360 viewer (tablet or smartphone) to move perspective beyond forward facing field of vision.
Ideally the PoV would follow players (think specatator mode) and not necessarily be a static camera - although not necessarily a deal breaker.
Is this possible?
How would this be done with existing tools etc or would new tools need to be developed?
Would it be 'recorded' client side or serverside - and would this matter?
Huge thanks in advance - also very very happy to be pointed in the direction of sources of info around this subject to consume if readily available.
Thanks
S
You need to connect the gameobject(character) in your game that has the camera to your VR display (wherever you are coding the display at) and write a code that takes the image that it displaces in that camera under that gameobject and make it so it is continuously updating, making it seem like you are in the game.
look here http://docs.unity3d.com/Manual/VROverview.html

How to create an interactive wall?

I am a graphics/web designer with basic JS/php coding knowledge and I am interested in learning to make interactive walls.
I would like to know from anyone experienced at this.
What tools, languages do you use?
Unity, Flash, Cinder....etc. which makes it easier?
Thanks
If you just want basic interaction, po-motion.com is a really easy place to start. It tracks motion for simple effects like leaves being brushed away or revealing one image under another. It works using blog detection and can be set up with a mac or pc using a USB camera and any display you can connect your computer to. It also supports some versions of the Kinect on Windows.
This would be quite hard to make with "basic knowledge of JS/php". However how I think you would handle this would be to make the application as you would normally, but have it be controlled by touch input. And then your wall would be a touch/pressure controlled. Im not an engineer, just a programmer, so I dont know how you would make the actual wall, but I do know unity has some good syntax for touch input which I have used. This is very broad question, but I would recommend looking into unity's pre-built touch classes and input interpretation.
as you have alluded to in your tags, one solution is to create a gesture-controlled solution with Kinect.
The best starting point for this would be to download the SDK and get the hardware:
http://www.microsoft.com/en-us/kinectforwindows/
The SDK comes with demos and existing working C# code in Kinect Explorer that creates the 'interactive wall' experience (see Controls Basics, documentation here: https://msdn.microsoft.com/en-us/library/dn188701.aspx).
You can practically run the demo and replace the images to get your experience started. Just make sure you have the right specs on your machine (https://www.microsoft.com/en-us/kinectforwindows/purchase/sensor_setup.aspx ), and you have a good screen.
In terms of programming language, there's no better opportunity to learn C# than from these demos :p