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Up and Coming
August 2, 2013

Sixsense wireless dev kit kickstarter in August

I just noticed this from the Tatical Haptics guys;

"Tatical Haptics" wrote:
Danny Woodall from Sixense, at the Silicon Valley VR Meetup, announces that Sixense will put their wireless dev kit (which they are calling STEM -- Sixense Tracking Embedded Module) on Kickstarter in August, and that it will support tracking up to 5 points (2 of their controllers and 3 other points with pager-sized devices). Their kickstarter will allow backers to get just the 2 controllers, or add up to other tracking modules to their dev kit. They suggested that they would also have tracking modules available separately. — at Hacker Dojo.
Now we know what STEM stands for! And that the kickstarter begins soon. I'm so excited about this!

    30 replies

    Participant
    August 5, 2013
    Wireless Video transmitter and an ODT wink wink nudge nudge. This is indeed very pleasing news.
    Up and Coming
    August 5, 2013
    Tactical haptics and the new sixth sense devise would be a match made in heaven. SS have experience in this arena and tactical haptics could Do a lot worse than licence the tech, there is room for a lot of innovation in the haptic's space. Having used the hydra going wireless is a no brainier the cable are a PITA . Being able to add imu's to other things is a good idea I know I'll be supporting the kick starter

    I'm a firm believer that we need to keep the dev pipeline for this stuff as integrated as possible if oculus can set a frame work that others can adhere to, it may help streamline the integration of many disparate devices, we want sensor fusion of not just the HMD but kinect / MYO / hydra - six sense / wii / etc . oculus will have enough on their hands making their amazing hmd , with tap interface / optics / display technologies / common loading environment etc.... without needing to delve into all there is to know abut these other distractions.
    "I love the French language. I have sampled every language, French is my favourite - fantastic language, especially to curse with. ..... It's like wiping your arse with silk, I love it." - The Merovingian
    August 5, 2013
    Tactical Haptics put out a survey to gauge what people would want in a controller, the first part of which is hydra add-on vs built in tracking.

    If they're talking about a sixense kickstarter on their own, I can only hope they're already talking.
    Participant
    August 6, 2013
    "Felix12g" wrote:
    Tactical Haptics put out a survey to gauge what people would want in a controller, the first part of which is hydra add-on vs built in tracking.

    If they're talking about a sixense kickstarter on their own, I can only hope they're already talking.



    check out www.facebook.com/tacticalhaptics and your questions will be answered by them. They're nice guys and they'll respond quickly.

    Their controller will be compatible with the STEM
    New Participant
    August 8, 2013
    "eshan" wrote:
    Very nice, but I'm not exactly sure what to do with it. The Rift itself is still wired, so you still can't do 360 turning very well. Locomotion remains the big unsolved problem to me. This would allow perhaps better running in place?

    I'm probably not thinking big enough. You guys have any ideas?


    Hi Eshan,
    I think this was solved (maybe secret talks between companies). To me it currently seems like this...

    1.
    Head tracking (6DOF maybe) provided by Oculus Rift along vith visual feedback and headphones for audio

    2.
    Locomotion solved by devices like Virtuix Omni (Backed) or ViiWok which will include analog tracking for your feet (probably with rotation and position on threadmill).

    3.
    Hand tracking solved by STEM or its consumer version or by some other similiar device even VR gloves (IGS glove for example). STEM should have 5 tracked points so I guess it is gonna be 2 controllers in hands, 1-2 for shoulders (if one second can be for head tracking maybe included in Rift??) and 1 for waist.

    This way threadmill will give you freedom to move and analog output for game to translate your real speed to relative game speed and most likely give you position of your foot or entire leg image (step on a barell like a Captain Morgan drink). Rift will give you a way to look around like if it was really you in game. And last the tracking of shoulder and wais by STEM will give game direction which you are facing and if you are leaning forward and such.
    So in the end you will have more or less "real" VR with this kinda expensive setup. The only thing you won´t be able to do naturally would be lie down or crouch too low because safety support of threadmill will most likely not allow you (Virtuix).
    Participant
    August 9, 2013
    "chairman" wrote:
    "eshan" wrote:
    Very nice, but I'm not exactly sure what to do with it. The Rift itself is still wired, so you still can't do 360 turning very well. Locomotion remains the big unsolved problem to me. This would allow perhaps better running in place?

    I'm probably not thinking big enough. You guys have any ideas?


    Hi Eshan,
    I think this was solved (maybe secret talks between companies). To me it currently seems like this...

    1.
    Head tracking (6DOF maybe) provided by Oculus Rift along vith visual feedback and headphones for audio

    2.
    Locomotion solved by devices like Virtuix Omni (Backed) or ViiWok which will include analog tracking for your feet (probably with rotation and position on threadmill).

    3.
    Hand tracking solved by STEM or its consumer version or by some other similiar device even VR gloves (IGS glove for example). STEM should have 5 tracked points so I guess it is gonna be 2 controllers in hands, 1-2 for shoulders (if one second can be for head tracking maybe included in Rift??) and 1 for waist.

    This way threadmill will give you freedom to move and analog output for game to translate your real speed to relative game speed and most likely give you position of your foot or entire leg image (step on a barell like a Captain Morgan drink). Rift will give you a way to look around like if it was really you in game. And last the tracking of shoulder and wais by STEM will give game direction which you are facing and if you are leaning forward and such.
    So in the end you will have more or less "real" VR with this kinda expensive setup. The only thing you won´t be able to do naturally would be lie down or crouch too low because safety support of threadmill will most likely not allow you (Virtuix).



    This should solve half of VR. It looks like input isn't very hard to crack, it's the output that's the problem. For example, we can't "touch" objects, crash against walls or feel acceleration (you're still walking in place, you won't feel any sort of acceleration) ; we lack all sorts of feedback (other than visual and audio feedback, obviously).
    Up and Coming
    August 9, 2013
    August 10, 2013
    I don't think the Omni is really the best solution for the mass market. I know I don't have space for that massive unit (and the price tag attached).
    I think a STEM unit with positional tracking of hands and body with the ability to run on the spot (or not if you're lazy like me) is all you need. At this stage in VR I reckon that will provide a pretty awesome level of immersion already.
    If Sixense positional tracking is indeed the best method I would hope oculus would integrate the same tech into their headset. Therefore, you start with an Oculus with STEM compatible positional tracking included and the Oculus version of the Sixense magneto base (whatever that device is you put in front of the system) which provides a great entry level VR experience. Then you have the option of getting the STEM that now takes over positional tracking from the Oculus all running off the STEM base.
    Sorted!
    Participant
    August 10, 2013
    "Dibbsup" wrote:
    I don't think the Omni is really the best solution for the mass market. I know I don't have space for that massive unit (and the price tag attached).
    I think a STEM unit with positional tracking of hands and body with the ability to run on the spot (or not if you're lazy like me) is all you need. At this stage in VR I reckon that will provide a pretty awesome level of immersion already.
    If Sixense positional tracking is indeed the best method I would hope oculus would integrate the same tech into their headset. Therefore, you start with an Oculus with STEM compatible positional tracking included and the Oculus version of the Sixense magneto base (whatever that device is you put in front of the system) which provides a great entry level VR experience. Then you have the option of getting the STEM that now takes over positional tracking from the Oculus all running off the STEM base.
    Sorted!


    I wonder if there will be interference between the STEM and oculus' future positional tracking (provided they're both magnetic field based)
    August 11, 2013
    "JohnF30" wrote:
    I wonder if there will be interference between the STEM and oculus' future positional tracking (provided they're both magnetic field based)

    Good point. Hope these guys are having conversations so all of their great innovations can work in harmony and they can all get a piece of he action.