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Individual Reflection - Anett Bianka Barát

My main contributions: Marker-based AR project: Model and picture acquisition Markerless AR project: Model acquisition, portal prefab, script and shader, fixes after everything was put together VR project: Button puzzle, merging levels with the others and making sure the levels work correctly XR project: Minigolf game Marker-based AR project As this was my first ever AR project, everything was very new and confusing at first. It was hard to come up with ideas where basically an image recognition software could come in handy. We settled on a children’s book with pictures of animals, which show the children a 3D model of the animal that they are reading about. This idea was perfect for an AR project, where the user can point the camera towards an image, which is then recognised by the software and a digital model is shown through the camera in the real world. These images provide an anchor for the digital content that is shown. The Vuforia SDK provided all of this with a fairly easy-to...

Individual Reflection - Jannik Schwarz-Wolf

Responsibilities: - Educational AR Popup: Writing the blog post - Geographical Portal AR: Writing the blog post and code overview - VR Escape Room: Labyrinth puzzle and XROrigin camera setup - XR Project: Entire Race part and Dart game Educational AR popup As the first project we were tasked to create a Marker-based AR application. AR stands for Augmented reality which simply put is a mixture of Augmented (Computer generated) objects with real world objects, often via a phone. Marker-based means the AR application takes the usage of an image to load 3D models on to the scene. The most famous probably being Pokemon go, which is a (Markless AR). We created an educational Popup application with animals using the Vuforia SDK in unity. Vuforia gives access to advanced computer vision functionality to the application. Vuforia detects images by comparing extracted natural features from the camera and compares them against a known target resource. Once detected, Vuforia will t...

Individual reflections - Christian

My main contributions for the four projects are as follows:       - Marker-based AR project: Brainstorming, unity implementation, animation setup.       - Marker-less AR project: Brainstorming, model acquisition, portal doors & animation, interaction            script       - VR app: Brainstorming, codebreaking implementation (my own level), keypad interaction       - XR app: Brainstorming, pool level (ended up not working), general support role afterwards In the following sections I will reflect on the projects and the knowledge I have gained throughout the course.  The marker-based project was a very weird one. Of course, it being the first project we have makes it very limited in scope, but it was also plagued by technical issues from the SDK we were using. Vuforia created a lot of problems, especially for me as I was in charge of the main Unity implementation. Technical issues ...

Individual reflections - Kristóf Lénárd

I feel that I have gained a lot from this course. I have learned things about different types of AR, both marker-based and markerless, and have learned about VR. I have learned when to use it, how to develop apps for these, what makes these different from “regular” apps, and why is it a very quickly developing and growing field. During development, I have contributed to the marker-based AR app in the development of the code, contributed to the markerless AR app in the AR code and model creation, contributed to the VR app by developing one of the levels and in the sound design of the escape room game, and contributed to the XR app by helping the others, both in code and in general Unity development, along with adding a few bits of models, code, and sound design. Sadly, for the XR project, the main feature I attempted to develop, that is, multiplayer experiences in VR, has failed, as the package I used to develop networking was not compatible with the Oculus XR plugin. In the followi...

XR project repositiories and demos

Marker-based AR project:  https://github.com/jannikschwarz/XRD_AR https://youtube.com/shorts/vI23aAUFfmU?feature=share Markerless AR project:  https://github.com/KristofLenard12/Markerless_AR https://www.youtube.com/watch?v=-cnCB6cQz7E VR project: https://github.com/KristofLenard12/VR_project_X2_final https://youtu.be/jG7p_6gyM00 XR project:  https://github.com/KristofLenard12/XR_project_X2 https://www.youtube.com/watch?v=RGK7vuxCuCQ

XR project final part and XR Expo

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This last post on this blog will concern the final version of the XR barcade project, as well as some notes on the XR Expo, where we have demoed this project.   Sadly, not all features could be in the final version of the project. The biggest one, probably, is the multiplayer. This was due to the fact that, apparently, the Coherence plugin is apparently not compatible with the Oculus plugin – and, this being a VR experience, the Oculus plugin had to take priority. Obviously, this also had the consequence of the Movement SDK parts being deemed unnecessary, and removed. We all regretted this decision, but we had no other option. Regardless, we feel we have gained valuable experience from this as well – learning that a problem cannot, at least with our current tools, be solved is an important thing to any developer. In cases like this, the only thing we can do is abandon it, and focus on what we CAN solve – which we did.   In the final version of the project, three elemen...

The XR project - part 3

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  Multiplayer Lots of work has continued to go into getting networked multiplayer up and running. We still think that this possible feature is worth all the effort we put into this. VR is fun by itself, but even more fun with your friends. Even if it does not work out, the rest of the game is still here and will be fully playable. Body tracking Additionally, in the process of working with the Oculus Movement SDK’s body tracking, there seems to be an issue with compatibility between the Oculus plugin and Coherence. The issue is still under investigation, and we have correspondence with an expert at the subject. Finding a solution to the problem is important as the immersion gained from body tracking in a multiplayer setting would be massive. The body tracking in the Movement SDK uses three-point body tracking to list hand and torso movement as points or joints. In Unity’s case, we utilize the OVRBody and OVRCustomSkeleton monobehaviours. These provide us with bone poses a...