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kojack
Honored Contributor
April 30, 2014

Stem redesign and 3 month delay

Due to some redesign work, the Stem system is now going to ship in October instead of July.
https://www.kickstarter.com/projects/89577853/stem-system-the-best-way-to-interact-with-virtual/posts/827198

Originally, Stem consisted of 3 parts: Stem sensors, Stem packs and Stem hand controllers. The Stem pack is the unit that you attach to body parts and contains the force feedback and battery. The sensor is the actual bit that does the tracking, and needs to be plugged into a pack or hand controller. The new design integrates the sensor into the pack and hand controller.
That shouldn't affect most of us (I ordered the version with 2 hand controllers, 3 packs and 5 sensors), although the larger versions might have to change a bit (the $1000 version included 5 hand controllers, 5 packs and 5 sensors, 10 devices total but only 5 could have a sensor attached at once).

The new design is looking pretty cool (there's pics on the kickstarter update page) and apparently the new design reduces some latency issues, mechanical stability and environmental distortion.


    12 replies

    May 1, 2014
    "Zoide" wrote:

    What about attaching the third tracker to the torso instead, so that you can move in one direction while looking in another (e.g. walk forward while looking sideways)?


    This seems very interesting to me. I would like to have a stem-tracker on the hmd, working together with the oculus solution (camera for dk2, but we do not know what it will be in the future), one tracker attached to my sweater, by my neck, to track torso-direction relative to head, and one attached to my belt for additional tracking of body direction and how I bend or lean over.
    Up and Coming
    May 1, 2014
    We will have a calibration system for that case, but the accuracy will not be very good, and it will probably drift somewhat if you move away from the point where you performed the calibration.

    Also if you position the controllers even slightly wrong during calibration, everything will be off, as you probably notice even with the best Hydra demos. We can take out the variance from one game to another by providing our own tool for it, but at the end of the day it can at best be as accurate as the end user.