Abstract

This paper introduces a flexible and powerful software framework based on an off the shelf game engine which is used to develop distributed and collaborative virtual and augmented reality applications. We describe ARTiFICe's flexible design and implementation and demonstrate its use in research and teaching where 97 students in two lab courses developed AR applications with it. Applications are presented on mobile, desktop and immersive systems using low cost 6-DOF input devices (Microsoft Kinect, Razer Hydra, SpaceNavigator), that we integrated into our framework.

Highlights

  • Developing Virtual and Augmented Reality (VR/AR) applications requires a lightweight and flexible but still powerful VR/AR framework, which is extendable to integrate new devices and technologies

  • The key elements of an VR/AR system are shown in Fig. 1 and comprise input and output devices whose spatial position and orientation might be tracked, a computing platform with a powerful graphics processor and a VR/AR software framework handling input, output and application behaviour

  • In this paper we present three main contributions: (1) development of an innovative interaction framework for mobile as well as workstation-based VR/AR setups, (2) design and implementation of a complete, flexible middleware/tracking framework for straight forward integration of new interaction devices, and (3) integration of new, low-cost controllers like Microsoft Kinect, Razer Hydra, Sony Move and SpaceNavigator

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Summary

INTRODUCTION

Developing Virtual and Augmented Reality (VR/AR) applications requires a lightweight and flexible but still powerful VR/AR framework, which is extendable to integrate new devices and technologies. We decided to develop a framework based on an off the shelf game engine for collaborative and distributed VR/AR applications supporting multiple users and various input devices for interaction. Overall our framework provides the following features: (1) a graphical user interface and scene management for rapid prototyping of a VR/AR application, (2) an adaptable interaction and distribution framework for collaborative applications for mobile as well as workstation-based VR/AR setups, and (3) it supports versatile VR/AR setups (mobile, semi-immersive, immersive) on different operating systems and platforms, integrates various input devices such as 2D markers, 3D mice, video game controllers, depth cameras, 6 DOF targets, and supports a range of output devices e.g. smartphones, tablets, stereo projectors, head mounted displays (HMD). In this paper we present three main contributions: (1) development of an innovative interaction framework for mobile as well as workstation-based VR/AR setups, (2) design and implementation of a complete, flexible middleware/tracking framework for straight forward integration of new interaction devices, and (3) integration of new, low-cost controllers like Microsoft Kinect, Razer Hydra, Sony Move and SpaceNavigator

RELATED WORK
IMPLEMENTATION
Middleware Layer
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Setup Examples
FUTURE WORK
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