How to extract/import/read the sensor Data from Oculus Rift S
Hello everyone, I am in a college project and we like to develop a VR experience in a Cabin of an Aircraft. Therefore we need to work with sensor Information. I searched very much but i could not find the right answers to my question. I would appreciate any kind of help or hint! So my question is: How can I import the sensor information in a programming tool like Matlab? Greetings, Preet916Views0likes1CommentHow to get angular velocity and acceleration of headset
Is there a way to get the angular velocity and acceleration of the VR user (the headset itself) in unity? I am only looking for angular velocity and acceleration because the user will be stationary while only moving around their head. In the oculus developers documentation there is page titled 'get raw sensor data' but doesn't actually show how. Thanks!1.9KViews0likes1CommentRift S SLAM Drift Correction in Warehouse Scaling
Hi! everyone, I'm trying to correct the Oculus Rift S SLAM Drifting in warehouse scaling. I assume that this drift is due to the XYZ 0.0.0 Reference set at the beginning of the experience and to the impossibility to create or add some Anchors in the real world. So... I would like to use OpenCV ArUco markers hooked in some space of my warehouse and to make the Virtual world moving slowly to this reference to fit and match with the real world. By the way I should be able to use the real objects occlusions, rather than avoid them... Is there a way to access to the Rift S SDK to use the buffer of the tracking SLAM Camera? I would like to implement all my stuff in a UE4 project does anyone else have some idea to share, or some previous experience with this objective? Thanks.541Views0likes0CommentsIs there a way of accessing camera tracking data on the CV1?
Sorry if this has been asked before. I searched, but didn't quite find the answer I needed. Okay, so, I made a decal that covers the entire front of my Rift, and the material is definitely translucent enough that at least *some* of the constellation IR is getting through, as I'm still being tracked with it on. I did, however, notice myself getting a little dizzy in an app I don't normally notice any problems with (I don't remember which, now), but didn't really see any visible problems. I took the decal back off, and I *think* the problems went away (if they were even there to begin with). I can test whether the camera can still see the front constellation LEDs through the decal by just putting my hands in front of the front of the Rift. Hands in front: no positional tracking (rotational-only). No hands in front, even with the decal: positional/rotational tracking. Anyway, I'd like to find some way of quantifying tracking data for testing. Brightness of the constellation LEDs, whether the camera is losing tracking on any of them (or the lower brightness is causing dropped tracking frames), etc. Any advice?568Views0likes0Comments