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omixlab's avatar
omixlab
Explorer
11 years ago

Oriented Android game controller for Oculus Rift

Hi everybody, I'm working on a game controller built into my Android smartphone that can give me back the orientation.
The problem I'm trying to solve is that when I walk around, the forward key follows the camera orientation which is based on the rift orientation but usually this is not true in the real world because we move in the direction of the body. This application uses sensor fusion to get an absolute orientation so one can look around with the head while moving in the direction of the body. The information is then sent through a TCP connection.

Here's how it works https://www.youtube.com/watch?v=bSVIWE45aJ0

What do you think about? :mrgreen:

3 Replies

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  • Good idea, your demonstration looks quite good! This would certainly be used by me.

    I have actually been working on similar code, only using the phone for a weapon rather than for an orientation sensor. But this post gave me an idea, how about the idea you have multiple phones strapped to different parts of the body and all use these for feedback??? I could use your code for orientation feedback, and mine for weapons, and maybe another for motion and walking (strapped to leg). How awesome would that be?

    Also, how fast do you find the network link to your computer??? I had to eventually just use a cable for mine, as connecting via lan just didn't seem to go fast enough for me?
  • What do you mean by spreading phones in different body parts? Something like skeleton sensing for inverse kinematics? Anyway remember that this doesn't have a positional tracking and the precision is not the best ever :mrgreen:
    Because of the magnetic field noise is not good for aiming, but this can be fixed by using a reference cloud system like the one used in libOVR.
    The speed of the network is not a big problem so far, I've used a timer of 50ms but I think I can push it further. The only problem I observed is that sometimes there's a network congestion that leads to motion scattering. The good news is that I'll support Bluetooth someday :mrgreen:
  • After doing a lot of further thinking,
    I would like to discuss this with you via PM, as this may potentially pose a "new" idea in the way of VR.
    (the ideas are commercially viable, so not really something to post in a public chat [check your messages :P])