vr headset
Coupling Agent-Based Simulations and VR universes: the case of GAMA and Unity
Drogoul, Alexis, Taillandier, Patrick, Brugière, Arthur, Martinez, Louis, Sillano, Léon, Lesquoy, Baptiste, Nghi, Huynh Quang
Agent-based models (ABMs) and video games, including those taking advantage of virtual reality (VR), have undergone a remarkable parallel evolution, achieving impressive levels of complexity and sophistication. This paper argues that while ABMs prioritize scientific analysis and understanding and VR aims for immersive entertainment, they both simulate artificial worlds and can benefit from closer integration. Coupling both approaches indeed opens interesting possibilities for research and development in various fields, and in particular education, at the heart of the SIMPLE project, an EU-funded project on the development of digital tools for awareness raising on environmental issues. However, existing tools often present limitations, including technical complexity, limited functionalities, and lack of interoperability. To address these challenges, we introduce a novel framework for linking GAMA, a popular ABM platform, with Unity, a widely used game engine. This framework enables seamless data exchange, real-time visualization, and user interaction within VR environments, allowing researchers to leverage the strengths of both ABMs and VR for more impactful and engaging simulations. We demonstrate the capabilities of our framework through two prototypes built to highlight its potential in representing and interacting with complex socio-environmental system models. We conclude by emphasizing the importance of continued collaboration between the ABM and VR communities to develop robust, user-friendly tools, paving the way for a new era of collaborative research and immersive experiences in simulations.
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How Accurate is the Positioning in VR? Using Motion Capture and Robotics to Compare Positioning Capabilities of Popular VR Headsets
Banaszczyk, Adam, Łysakowski, Mikołaj, Nowicki, Michał R., Skrzypczyński, Piotr, Tadeja, Sławomir K.
In this paper, we introduce a new methodology for assessing the positioning accuracy of virtual reality (VR) headsets, utilizing a cooperative industrial robot to simulate user head trajectories in a reproducible manner. We conduct a comprehensive evaluation of two popular VR headsets, i.e., Meta Quest 2 and Meta Quest Pro. Using head movement trajectories captured from realistic VR game scenarios with motion capture, we compared the performance of these headsets in terms of precision and reliability. Our analysis revealed that both devices exhibit high positioning accuracy, with no significant differences between them. These findings may provide insights for developers and researchers seeking to optimize their VR experiences in particular contexts such as manufacturing.
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Engadget review recap: Budget-friendly gadgets that are good
It's a slower October than usual in the tech industry, thanks mostly to Google and Microsoft having held their typical fall hardware announcements earlier this year. Still, we've seen a fair number of companies reveal new devices in the last two weeks, while Amazon's October Prime Day raged on. Whether you were busy shopping or watching Elon Musk talk up robotaxis and cybervans, the Engadget team continued to review recently (and not-so-recently) launched products. As usual, this bi-weekly roundup is here to help you catch up, though because I missed last week's edition (as I was out on time off), the cadence is just a bit off. From Meta's Quest 3S VR headset and the DJI Air 3S drone, to Sony's midrange suite of audio gear, these weeks have coincidentally been about the less premium, more affordable "un-flagships," if you will. And it turns out you don't have to throw chunks of your retirement savings at companies to get solid devices that are well worth the money.
Everything Announced at Meta Connect 2024: Quest 3S, Orion AR glasses and Meta AI updates
Although Meta Connect 2024 lacked a marquee high-end product for the holiday season, it still included a new budget VR headset and a tease of the "magic glasses" Meta's XR gurus have been talking about for the better part of a decade. In addition, the company keeps plowing forward with new AI tools for its Ray-Ban glasses and social platforms. Here's everything the company announced at Meta Connect 2024. Today's best mixed reality gear -- like Apple's Vision Pro and the Meta Quest 3 -- are headsets with passthrough video capabilities. But the tech industry eventually wants to squeeze that tech into something resembling a pair of prescription glasses.
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Active Vision Might Be All You Need: Exploring Active Vision in Bimanual Robotic Manipulation
Chuang, Ian, Lee, Andrew, Gao, Dechen, Soltani, Iman
Imitation learning has demonstrated significant potential in performing high-precision manipulation tasks using visual feedback from cameras. However, it is common practice in imitation learning for cameras to be fixed in place, resulting in issues like occlusion and limited field of view. Furthermore, cameras are often placed in broad, general locations, without an effective viewpoint specific to the robot's task. In this work, we investigate the utility of active vision (AV) for imitation learning and manipulation, in which, in addition to the manipulation policy, the robot learns an AV policy from human demonstrations to dynamically change the robot's camera viewpoint to obtain better information about its environment and the given task. We introduce AV-ALOHA, a new bimanual teleoperation robot system with AV, an extension of the ALOHA 2 robot system, incorporating an additional 7-DoF robot arm that only carries a stereo camera and is solely tasked with finding the best viewpoint. This camera streams stereo video to an operator wearing a virtual reality (VR) headset, allowing the operator to control the camera pose using head and body movements. The system provides an immersive teleoperation experience, with bimanual first-person control, enabling the operator to dynamically explore and search the scene and simultaneously interact with the environment. We conduct imitation learning experiments of our system both in real-world and in simulation, across a variety of tasks that emphasize viewpoint planning. Our results demonstrate the effectiveness of human-guided AV for imitation learning, showing significant improvements over fixed cameras in tasks with limited visibility. Project website: https://soltanilara.github.io/av-aloha/
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HTC Vive's Focus Vision is a 999 stab at high-end VR and mixed reality
HTC Vive is following up its intriguing, yet expensive, XR Elite headset with something that's still quite pricey, the 999 Focus Vision. Built on the same platform as the standalone Vive Focus 3, the upgraded model adds a slew of new features like built-in eye tracking, 16MP stereo color front-facing cameras for mixed reality and automatic IPD adjustment (which makes it easier to share). And with the additional 149 DisplayPort wired streaming kit, gamers can also hook the Focus Vision up to their PCs for more intensive VR experiences. But that's to be expected. While Meta has poured tens of billions into making its Quest headsets cheaper and more accessible, without any need to worry about profitability, HTC Vive has leaned towards making more expensive headsets better suited for business and government work.
Universal Facial Encoding of Codec Avatars from VR Headsets
Bai, Shaojie, Wang, Te-Li, Li, Chenghui, Venkatesh, Akshay, Simon, Tomas, Cao, Chen, Schwartz, Gabriel, Wrench, Ryan, Saragih, Jason, Sheikh, Yaser, Wei, Shih-En
Faithful real-time facial animation is essential for avatar-mediated telepresence in Virtual Reality (VR). To emulate authentic communication, avatar animation needs to be efficient and accurate: able to capture both extreme and subtle expressions within a few milliseconds to sustain the rhythm of natural conversations. The oblique and incomplete views of the face, variability in the donning of headsets, and illumination variation due to the environment are some of the unique challenges in generalization to unseen faces. In this paper, we present a method that can animate a photorealistic avatar in realtime from head-mounted cameras (HMCs) on a consumer VR headset. We present a self-supervised learning approach, based on a cross-view reconstruction objective, that enables generalization to unseen users. We present a lightweight expression calibration mechanism that increases accuracy with minimal additional cost to run-time efficiency. We present an improved parameterization for precise ground-truth generation that provides robustness to environmental variation. The resulting system produces accurate facial animation for unseen users wearing VR headsets in realtime. We compare our approach to prior face-encoding methods demonstrating significant improvements in both quantitative metrics and qualitative results.
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JaywalkerVR: A VR System for Collecting Safety-Critical Pedestrian-Vehicle Interactions
Mukoya, Kenta, Weng, Erica, Choudhury, Rohan, Kitani, Kris
Developing autonomous vehicles that can safely interact with pedestrians requires large amounts of pedestrian and vehicle data in order to learn accurate pedestrian-vehicle interaction models. However, gathering data that include crucial but rare scenarios - such as pedestrians jaywalking into heavy traffic - can be costly and unsafe to collect. We propose a virtual reality human-in-the-loop simulator, JaywalkerVR, to obtain vehicle-pedestrian interaction data to address these challenges. Our system enables efficient, affordable, and safe collection of long-tail pedestrian-vehicle interaction data. Using our proposed simulator, we create a high-quality dataset with vehicle-pedestrian interaction data from safety critical scenarios called CARLA-VR. The CARLA-VR dataset addresses the lack of long-tail data samples in commonly used real world autonomous driving datasets. We demonstrate that models trained with CARLA-VR improve displacement error and collision rate by 10.7% and 4.9%, respectively, and are more robust in rare vehicle-pedestrian scenarios.
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RHINO-VR Experience: Teaching Mobile Robotics Concepts in an Interactive Museum Exhibit
Schlachhoff, Erik, Dengler, Nils, Van Holland, Leif, Stotko, Patrick, de Heuvel, Jorge, Klein, Reinhard, Bennewitz, Maren
In 1997, the very first tour guide robot RHINO was deployed in a museum in Germany. With the ability to navigate autonomously through the environment, the robot gave tours to over 2,000 visitors. Today, RHINO itself has become an exhibit and is no longer operational. In this paper, we present RHINO-VR, an interactive museum exhibit using virtual reality (VR) that allows museum visitors to experience the historical robot RHINO in operation in a virtual museum. RHINO-VR, unlike static exhibits, enables users to familiarize themselves with basic mobile robotics concepts without the fear of damaging the exhibit. In the virtual environment, the user is able to interact with RHINO in VR by pointing to a location to which the robot should navigate and observing the corresponding actions of the robot. To include other visitors who cannot use the VR, we provide an external observation view to make RHINO visible to them. We evaluated our system by measuring the frame rate of the VR simulation, comparing the generated virtual 3D models with the originals, and conducting a user study. The user-study showed that RHINO-VR improved the visitors' understanding of the robot's functionality and that they would recommend experiencing the VR exhibit to others.
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Your 'AI PC' is already obsolete: The curse of early adoption strikes again
"The year of the AI PC" got off to a strange start. All the "AI PCs" sold by manufacturers for the first half of the year are now effectively out of date. They won't be able to run Windows Recall, the Windows Copilot Runtime, or all the other AI features Microsoft showed off for its new Copilot PCs. Microsoft's Copilot PC certification just taught us a valuable lesson in buying PC hardware: Never buy hardware based on the promise of what it might be able to do in the future. Only buy PC hardware because of what it can actually do today.
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