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JeffKang2

Re:VR on Monday January 16, 2017 @09:04PM (#13414634)
TPCast?
From Dalv-hick on reddit (Jack Hayes @Halo_AR_ltd):

>I presume they're going for something similar to what I'm building in one of the implementations, using switching polarisation-sensitive lenses in a stack.

The other thing they mentioned and which is feasible immediately is using a liquid lens, if the input is small.

This would be used for 45 degree combiner but too small for a waveguide exit or for Oculus size lenses.

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>Building a single FSD isn't difficult.

Building a single FSD with wide deflection (more pixels) and fast oscillation (more frames and made necessary to counteract the wider deflection) is considerably more difficult.

Building an FSD with the previous attributes an removing jitter/ distortion is more difficult.

Doing all the previous for an assembled array to line up perfectly is more difficult again.

Finally doing an array, particularly a 2D array at scale, and expecting a significant amount of them to actually work is crazy.

The FSD improvements FredzL points to are at odds with each other.

An FSD array can either use to each unit to create a different focus plane/ view or add extra pixels to the 2D resolution for any one instant of time.

One of the University of Washington papers does hint at alternative though.

In the paper it shows a fibre array (line) being placed in a thick block for better alignment.

This would prevent the fibres being vibrated to create the image.

Instead, on a single line, of a different paper they mention trying acousto-optic modulators.

Dennis Smalley had a good paper on the subject, in which ultrasonic waves travelling through a class of materials will locally change the refractive index.

Light bends by different amounts in different refractive indices, thereby allowing the possibility of image formation.

Solid-state scanning arrays or even multiple beams on a MEMS mirror are probably better than FSDs.

They might be able to use FSD, I don't think it's a good idea.

Re:OptiKey – Full computer control and speech with your eyes on Monday September 14, 2015 @04:31AM (#10214111)
You'd perhaps need something like this to come closer:

>Microsoft patents eye-tracking keyboard software

The idea’s just like swipe-based keyboard software, but instead of tracking the motion of your fingertip, the system tracks eye movement.

As your glance moves from key to key, darting around and changing direction, a devices camera records its gaze, and with a little algorithm magic, Microsoft tries to work out just which keys you were looking at – and ultimately, what word you were attempting to construct.

http://pocketnow.com/2014/12/24/eye-tracking-keyboard

Re:OptiKey – Full computer control and speech with your eyes on Monday September 14, 2015 @04:26AM (#10214099)
If eye-tracking is not a replacement, eye-tracking can still be used to initially teleport your cursor near your target, and then you can use the mouse to precisely place the cursor (Tobii EyeX (and Sentry?) has the feature).

(You can see the performance of the eye-tracking warping + mouse at 2:41 of the video: http://youtu.be/7BhqRsIlROA?t=2m41s).

Re:A demo that Magic Leap was going to show at TED on Saturday March 21, 2015 @10:32PM (#9245273)
> The room geometry could have been prescanned and coded

There's an Oculus Rift forum post that has a link to hand tracking with the Structure Sensor.

The depth sensing portable Structure Sensor is 95 grams and $380 (Kickstarter).

There's noticeable latency in the hand tracking, but a post talks about possible low latency for static objects by using a previous map.

Assuming you stay within a certain space, would premapping with something like the Structure Sensor or Project Tango contribute the most to the stability of virtual objects that Hololens testers experienced? (objects stick to their intended position as you move):

>Daily Tech News Show DTNS 2414 - Jan. 23, 2015

that objects stayed stable when you move your head 17:43

well hold on a sec it is excellent 17:47

at keeping orientation for sure I looked around and something with an absurd and 17:51

Spa 17:52

I looked around the same thing was there again I if they're mob rock on the 17:55

surface of mars 17:56

or a table covered with you know i i 17:59

toy castle at minecraft made all these tiny little minecraft building blocks 18:03

it would always be exactly where I thought it would be but I had to turn my 18:07

head all over the place cuz the field if the US 18:10

tiny it's like this little I somebody's described it as a sixteen by nine TP 18:15

floating maybe seven to eight feet and Franny 18:18

you're looking through this little narrow slice ever went out about this 18:22

big around in my view 18:24

trying to see mars this much at a time 18:27

and wherever you look is like oh that's exactly where I thought it would be 18:30

but its tunnel vision it's like you're looking through a pair of binoculars or

watch?v=uGYksMRmUwA

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>Through it all, the 3D effect was thoroughly convincing.

>The system felt very low latency; as I moved my head and walked around, the objects retained their positioning in the real world, with the castle, for example, never becoming detached from or wobbling around on the table.

arstechnica

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Or is good real-time tracking necessary for the virtual objects to stay attached to their positions.

(> If you can figure out these numbers for your system, the addition of 38 ms from the Structure Sensor will give you and idea of the total latency in your system. kickstarter

> 20 ms minimum latency (AKA lag, compared to 102 ms minimum latency for Kinect 1 and 50 ms minimum latency for joypads in 60 fps games.) 123kinect)