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35 items tagged "reality"
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16:00
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Hack a Day
Our hands are rich forms of gestural expression, but capturing these expressions without hindering the hand itself is no easy task–even in today’s world of virtual reality hardware. Fret not, though, as researchers at the Interactive Geometry Lab have recently developed a glove that’s both comfortable and straightforward to fabricate while capturing not simply gestures but entire hand poses.
Like many hand-recognition gloves, this “stretch-sensing soft glove” mounts the sensors directly into the glove such that movements can be captured while hands are out of plain sight. However, unlike other gloves, sensors are custom-made from two stretchable conductive layers sandwiched between a plain layer of silicone. The result is a grid of 44 capacitive stretch sensors. The team feeds this datastream into a neural network for gesture processing, and the result is a system capable of reconstructing hand poses at 60Hz refresh rates.
In their paper [PDF], the research team details a process of making the glove with a conventional CO2 laser cutter. They first cast a conductive silicone layer onto a conventional sheet of silicone. Then, with two samples, they selectively etch away the conductive layer with the unique capacitive grid images. Finally, they sandwich these layers together with an additional insulating and glue it into a hand-shaped textile pattern. The resulting process is a classy use of the laser cutter for the design of flexible capacitive circuits without any further specialized hardware processes.
While we’re no stranger to retrofitting gloves with sensors or etching unconventional materials, the fidelity of this research project is in a class of its own. We can’t wait to see folks extend this technique into other wearable stretch sensors. For a deeper dive into the glove’s capabilities, have a look at the video after the break.
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19:00
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Hack a Day
VR headsets have been seeing new life for a few years now, and when it comes to head-mounted displays, the field of view (FOV) is one of the specs everyone’s keen to discover. Valve Software have published a highly technical yet accessibly-presented document that explains why Field of View (FOV) is a complex thing when it pertains to head-mounted displays. FOV is relatively simple when it comes to things such as cameras, but it gets much more complicated and hard to define or measure easily when it comes to using lenses to put images right up next to eyeballs.
Simulation of how FOV can be affected by eye relief [Source: Valve Software]The document goes into some useful detail about head-mounted displays in general, the design trade-offs, and naturally talks about the brand-new Valve Index VR headset in particular. The Index uses proprietary lenses combined with a slight outward cant to each eye’s display, and they explain precisely what benefits are gained from each design point. Eye relief (distance from eye to lens), lens shape and mounting (limiting how close the eye can physically get), and adjustability (because faces and eyes come in different configurations) all have a role to play. It’s a situation where every millimeter matters.
If there’s one main point Valve is trying to make with this document, it’s summed up as “it’s really hard to use a single number to effectively describe the field of view of an HMD.” They plan to publish additional information on the topics of modding as well as optics, so keep an eye out on their Valve Index Deep Dive publication list.
Valve’s VR efforts remain interesting from a hacking perspective, and as an organization they seem mindful of keen interest in being able to modify and extend their products. The Vive Tracker was self-contained and had an accessible hardware pinout for the express purpose of making hacking easier. We also took a look at Valve’s AR and VR prototypes, which give some insight into how and why they chose the directions they did.
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1:00
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Hack a Day
Consider the complexity of the appendages sitting at the end of your arms. The human hands contain over a quarter of the entire complement of bones in the body, use dozens of muscles both in the hand itself and extending up the forearm, and are capable of almost infinite variance …read more
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10:01
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Hack a Day
It’s been more than a year since we first heard about Leap Motion’s new, Open Source augmented reality headset. The first time around, we were surprised: the headset featured dual 1600×1440 LCDs, 120 Hz refresh rate, 100 degree FOV, and the entire thing would cost under $100 (in volume), with everything, from firmware to mechanical design released under Open licenses. Needless to say, that’s easier said than done. Now it seems Leap Motion is releasing files for various components and a full-scale release might be coming sooner than we think.
Leap Motion first made a name for themselves with the …read more
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16:00
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Hack a Day
Virtual reality systems have been at the forefront of development for several decades. While there are commercial offerings now, it’s interesting to go back in time to when the systems were much more limited. [Colin Ord] recently completed his own VR system, modeled on available systems from 20-30 years ago, which gives us a look inside what those systems would have been like, as well as being built for a very low cost using today’s technology.
The core of this project is a head tracker, which uses two BBC Microbits as they have both the accelerometer and compass needed to …read more
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1:01
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Hack a Day
You may remember that earlier this year Leap Motion revealed Project North Star, a kind of open-source reference design for an Augmented Reality (AR) headset. While it’s not destined to make high scores in the fashion department, it aims to be hacker-friendly and boasts a large field of view. There’s also an attractive element of “what you see is what you get” when it comes to the displays and optical design, which is a good thing for hackability. Instead of everything residing in a black box, the system uses two forward-facing displays (one for each eye) whose images are …read more
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4:00
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Hack a Day
Virtual Reality (VR) and actual reality often don’t mix: watch someone play a VR game without seeing what they see and you see a lot of pointless-looking flailing around. [Nerdaxic] may have found a balance that works in this flight sim setup that mixes VR and AR, though. He did this by combining the virtual cockpit controls of his fight simulator with real buttons, knobs, and dials. He uses an HTC Vive headset and a beefy PC to create the virtual side, which is mirrored with a real-world version. So, the virtual yoke is matched with a real one. The …read more
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10:00
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Hack a Day
A big challenge in the VR world is getting haptic feedback no matter where you are. That’s not so much of a problem when you’re sitting in a chair, the hardware can be attached to the chair or to something near you, what’s referred to as grounded force-feedback. But with VR, we’ve gotten used to at least moving around a room. How then do you feel the recoil of a gun, the pressure against a shield, the inertia of a sword slicing through the air, or the pulsations of magic sword emitting lightning?
A team of researchers at the [MAKinteract …read more
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1:00
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Hack a Day
Looking for ideas for your haptics projects? [Destin] of the Smarter Every Day YouTube channel got a tour from the engineers at HaptX of their full-featured VR glove with amazing haptic feedback both with a very fine, 120-point sense of touch, force feedback for each finger, temperature, and motion tracking.
In hacks, we usually stimulate the sense of touch by vibrating something against the skin. With this glove, they use pneumatics to press against the skin. A single fingertip has multiple roughly 1/8 inch air bladders in contact with it. Each bladder is separately pneumatically controlled by pushing air into …read more
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1:00
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Hack a Day
Light Field technology is a fascinating area of Virtual Reality research that emulates the way that light behaves to make a virtual scene look more realistic. By emulating light coming from multiple angles entering the eye, the scenes look more realistic because they look closer to reality. It is rumored to be part of the technology included in the forthcoming Magic Leap headset, but it looks like Google is trying to steal some of their thunder. The VR research arm of the search giant has released a VR app called Welcome to Light Fields that uses a similar technique on …read more
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21:55
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SecDocs
Authors:
Harald Welte Tags:
network Event:
Chaos Communication Congress 21th (21C3) 2004 Abstract: NAT's are ubiquitous in todays Internet. Unfortunately the IETF missed to recognize this reality. Due to this lack of standardizaiton, NAT's pose an enormous threat to the paradigm shift from client-server to peer-to-peer. The presentation covers proposed solutions. NATs are ubiquitous in todays Internet, not only built into so-called DSL or WLAN Routers within customer premises, but also in the corporate environment. The dream of an end-to-end transparent network has died one NAT at at time. Unfortunately the IETF missed to recognize this reality for a long time. This means that there are no up-to-date informations (like best current practice RFC's) specifying how an implementor should implement Network Address Translation. This lack of standardization leads to different NAT behaviour from implementor to implementor. Tradiditonal IP based protocols are built around the client-server paradigm, and NAT's are designed for this. However, recently protocols and applications based on the peer-to-peer paradigm are becomming more and more common. And this is where NAT's become a major problem, especially since they don't expose any standardized deterministic behaviour. Many approaches have been designed, usually with H.323 or SIP as driving force behind them. FCP, Midcom, NSIS, STUN - just to name a few examples. None of them works in all, or even the majority of all cases. In fact the author of this presentation believes it is impossible to solve the problem without making assumptions on some common behaviour of all NAT implementations. The recently published draft-audet-nat-behave tries to be a first candidate of such a behavioral specification. It is scheduled to evolve into a BCP RFC on NAT behaviour in 2005. The presentation will present the fundamental problem, look at different classes of NAT's, their behaviour, and give an overview about the proposed solutions.
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9:01
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Hack a Day
[DERIY] set out to create a two degrees of freedom motion simulator for driving simulation. After four months, he’s completed this impressive simulator for about $400. The simulator receives driving data from the game and actuates the seat to provide tactile feedback to the driver. To keep the costs low, he decided to use wiper [...]
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7:03
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Hack a Day
For those that absolultely can’t wait to get to experience the Oculus Rift, you can follow these plans to build your own. MTBS3D forum user [Rfurlan] pledged in the oculus rift kickstarter (which concluded last night), but simply couldn’t wait till November/December to get his developer kit. That, and he’s probably only getting one, and [...]
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6:30
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Hack a Day
If you’ve been following along with immersive gaming, even casually, you’ve probably considered the difficulty in trying to do a comfortable and believable “walk” in a game. The first thing that usually pops into peoples minds are Omni Directional Treadmills, or ODTs. There are many problems with these, one of the biggest simply being cost. [...]
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21:49
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SecDocs
Authors:
Toralv Dirro Tags:
malware trojan Event:
Chaos Communication Camp 2007 Abstract: This talk focuses on the various trojans the we actually see being used against companies and individuals in the world. It will show the real threats, how they work, what the real impact is. The talk will include screenshots from dropzones and practical demos, possibly as video clips. Today there is a lot of hype around some new proof-of-concept technology or around politically motivated trojans, etc. This talk will deliver a reality check, give an idea what kind of malware the McAfee Research organisation is actually seeing to be used in the real world and show how the diffent trojans work, what the impact is. The material used are internal statistics of the various threats sent to oder discovered by us, some more detailed analysis to make functionality more transparent and some demo's screenshots, etc. This talk will not advertise any products from us or anyone else. Instead of that short examples of various technologies will be used to discuss of that may help or why it fails.
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21:56
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SecDocs
Authors:
Nick Farr Tags:
games Event:
Chaos Communication Camp 2007 Abstract: Geocaching and Alternative Reality Games are the first wave of "global gaming", involving players who use the GPS and internet technologies to create and solve challenges in physical space. This talk will highlight how these global games are helping illustrate the problems of the future and training players how to use their technology, wits and available resources to solve them. Geocaching and Alternative Reality Games are the first steps into true, physical world "global gaming". Players use digital technologies like GPS, geospatial imaging and online communication tools to create and solve challenges in the physical world. While these games attract adventure seekers of all levels from all walks of life, the players acquire the skills necessary to address global challenges beyond the capabilities of traditional institutions. These games are creating a new class of informed, networked global citizens who will shape the solution to tomorrow's problems. This first part of this talk will describe what Geocaching and Alternative Reality Games are. The intersection between the two is not readily apparent. Those participating in Geocaching use GPS devices and clever placement of "caches" in the real world to create a challenging pastime that encourages players to think critically about their world. Those who take part in ARGs mix issues, events and physical spaces in the real world to create situations that encourage players to, as in Geocaching, think critically about their world. The two pastimes are starting to intersect in ways that few non-participants could imagine. While these pastimes seem simple on the surface, players are creating and solving new challenges for each other that require a perfect intersection of digital and physical-world knowledge and skills. Few games in the past have called for skills ranging from scuba diving and rope climbing to cryptanalysis and social engineering. These games present no simple solutions, and require players to think on their feet. The second part of this talk will discuss three major challenges that have required players to acquire and use a mix of physical and mental skills. The final part of this talk will illustrate how players from many different cultures, backgrounds and classes are connecting with each other to not only play the game but advance in the hierarchy of gameplay by pooling knowledge and resources. These interactions among players are helping create relationships and skillsets that are showing us what the problems of tomorrow will be and how "everyday people" will unite to solve them.
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14:10
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SecDocs
Authors:
Annalee Newitz Tags:
social Event:
Chaos Communication Congress 23th (23C3) 2006 Abstract: Why do media and industry lag behind reality when it comes to estimating women's technical and scientific abilities? That women have these abilities is obvious. The question is how to change social expectations about them. What are women doing, and what can they do, to combat pervasive myths about their inferiority as engineers and scientists? Why do media and industry lag behind reality when it comes to estimating women's technical and scientific abilities? That women have these abilities is obvious. The question is how to change social expectations about them. What are women doing, and what can they do, to combat pervasive myths about their inferiority as engineers and scientists? I have just completed a book-length project on female geeks, to be published in January, which is a collection of essays by women in a variety of male-dominated "geek" jobs -- everything from computer science and bioinformatics work, to comic book writing and videogame programming. I will present some of the findings from my book, looking at real-life examples of women fighting back against sexism in technical/science jobs. I'll also examine how women can help change the pop culture image of geeks as almost entirely male.
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14:07
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SecDocs
Authors:
Annalee Newitz Tags:
social Event:
Chaos Communication Congress 23th (23C3) 2006 Abstract: Why do media and industry lag behind reality when it comes to estimating women's technical and scientific abilities? That women have these abilities is obvious. The question is how to change social expectations about them. What are women doing, and what can they do, to combat pervasive myths about their inferiority as engineers and scientists? Why do media and industry lag behind reality when it comes to estimating women's technical and scientific abilities? That women have these abilities is obvious. The question is how to change social expectations about them. What are women doing, and what can they do, to combat pervasive myths about their inferiority as engineers and scientists? I have just completed a book-length project on female geeks, to be published in January, which is a collection of essays by women in a variety of male-dominated "geek" jobs -- everything from computer science and bioinformatics work, to comic book writing and videogame programming. I will present some of the findings from my book, looking at real-life examples of women fighting back against sexism in technical/science jobs. I'll also examine how women can help change the pop culture image of geeks as almost entirely male.
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9:01
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Hack a Day
Lonely? Bored? Really into J-pop? If you’re any of these things, here’s the build for you. It’s an augmented reality system that allows you to go on a date with one of Japan’s most popular virtual singers. The character chosen to show off this augmented reality girlfriend tech is [Hatsune Miku], a voice synthesizer personified as [...]
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15:22
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Packet Storm Security Exploits
Free Reality version 3.1-0.6 suffers from cross site request forgery, cross site scripting, and remote SQL injection vulnerabilities.
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12:14
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Hack a Day
[David] sent in a nice project to demonstrate augmented reality with ARtoolkit and discuss the deep philosophical underpinnings of the meaning of nothingness. The good news is he was able to create a volume control button on a sheet of paper with a marker. The bad news is the philosophical treatment is a bit weak; [...]
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12:01
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Hack a Day
Why settle for virtual reality when you can make the digital world into reality? [Josh] wanted to have a GLaDOS potato accompany him through life when not playing Portal 2. He set to work to see what kind of replica prop he could come up with. Judging from the image above, and demo video after the [...]
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7:00
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Hack a Day
Although virtual reality was the wave of the future in the early 90′s, it hasn’t really taken off the way we would have liked. Sometimes a great idea just takes time for the technology to catch up to it (Aeolipile anyone?). Now that tiny projectors, realistic FPS games, and eye tracking systems have come down [...]
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8:16
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Hack a Day
[Trav] was pondering virtual reality and decided it was no longer all that it was cracked up to be, so he created an experience in what he calls “Remote Reality”. While we have seen many installations over the years that allow people to remotely interact with objects across the globe, his Orbduino project consists of [...]
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10:01
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Hack a Day
A new project from [James] targets the iPhone with this wild generative art in an Augmented Reality environment (free) app for 3GS and 4 running running iOS 4+. Powered by the String augmented reality library, and written in C + OpenGL the combo present a power AR platform offering over 100,000 polygons on screen with [...]
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8:36
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Hack a Day
[Raj Sodhi] and [Brett Jones] have been working on interactive augmented reality as part of their research at the University of Illinois. What they have come up with is a stylus-based input system that can use physical objects to create a virtual landscape. Above you can see that an environment was built using white blocks. [...]
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8:54
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Hack a Day
Augmented reality is a pretty neat thing but we don’t want to live our lives staring at a smartphone as we walk around. [F00] didn’t either so he built these augmented reality glasses. You can see a hole in the middle of the glasses where he added a webcam. The camera captures the image in [...]
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14:30
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Hack a Day
[Iain Gildea] tipped us off about a drill-powered coffee grinder he made but it was the floppy-disc augmented reality display a few paragraphs down that caught our attention. He’s taken 36 white floppy discs, sprayed one side black, then mounted them each with a center pivot into a 6×6 grid. Through a convoluted system of [...]