iOS Support for LPMS-B2

LPMS-B2, besides Bluetooth classic, also supports Bluetooth 4 / Bluetooth Low Energy. This allows us to connect the sensor to Apple mobile devices such as the iPad, iPhone or the Apple watch. We recently have created a library that enables development of applications supporting LPMS-B2 on these devices.

The library can be accessed via our open source repository.

The repository contains a skeleton application that shows usage of the most basic parts of the library. The library itself is contained in the following files:

A sensor object is initialized and connected using the follwoing code:

More coming soon..

LPVR Manual & VIVE Pro Holder Prototype

LPVR Quick Start Guide

We have written a quick start guide for the LP VR system. The guide describes the assembly of the VIVE marker holder and the installation/usage of the LPVR SteamVR driver. The guide at the moment doesn’t contain information about the new VIVE Pro holder, but this will be added later.

Download the guide from here: LpvrGettingStarted20180402.pdf

VIVE Pro Sensor Holder

We have been working on the development of a optical marker/sensor holder for the VIVE Pro for a few weeks. It is not completely finished yet, but below is a photo of a prototype.

VIVE Pro with IMU and markers

LP Sensors at Bandai Namco VR Zone: Ghost in the Shell VR Experience

Shinjuku VR Zone logo

Recently Bandai Namco has opened a VR entertainment center in central Tokyo, titled the VR Zone. One part of VR Zone is a revolutionary new free-roaming arcade experience built on the theme of anime classic Ghost in the Shell.

VR Zone group photo

LP-RESEARCH has provided IMU technology that allows the system to operate with the HTC VIVE. The result is a uniquely fascinating and fun arcade experience. Our team was very happy to test the experience before the official openning of VR Zone and greatly enjoyed it. VR at its finest, highly recommended!

Large-scale VR Application Case: the Holodeck Control Center

The AUDI Holodeck

LPVR interaction

Our large-scale VR solution allows any SteamVR-based (e.g. Unity, Unreal, VRED) Virtual Reality software to seamlessly use the HTC VIVE headset together with most large-room tracking systems available on the market (OptiTrack, Vicon, ART). It enables easy configuration and fits into the SteamVR framework, minimizing the effort needed to port applications to large rooms.

One of our first users, Lightshape, have recently released a video showing what they built with our technology.  They call it the Holodeck Control Center, an application which creates multi-user collaborative VR spaces. In it users can communicate and see the same scene whether they are the same real room or in different locations. The installation showcased in the video is used by German car maker Audi to study cars that haven’t been built yet.

Our technology is essential in order to get the best VR experience possible on the 15m × 15m of the main VR surface, combining optical tracking data and IMU measurements to provide precise and responsive positioning of the headsets.  Please have a look at Lightshape’s video below.

Ready for the HTC Vive Pro

In the near future, this installation will be updated to the HTC Vive Pro which our software already supports. The increased pixel density of this successor of the HTC Vive will make the scenes look even more realistic. The resolution is high enough to actually read the various panels once you are in the drivers seat! Besides that, we are also busy studying applications of the front-facing cameras of the Vive Pro in order to improve multi-user interaction.

Location-based VR Tracking for All SteamVR Applications

LPVR Pipeline Overview

UPDATE 1 – LPVR now offers VIVE Pro support!

UPDATE 2 – LPVR can now talk to all optical tracking systems that support VRPN (VICON, ART etc.).

UPDATE 3 – Of special interest to automotive customers may be that this also supports Autodesk VRED.

Current VR products cannot serve several important markets due to limitations of their tracking systems.  Out of the box, both the HTC Vive and the Oculus Rift are limited to tracking areas smaller than 5m x 5m, which is too small for most multi-player applications. We have previously presented our solution that combines our motion sensing IMU technology, OptiTrack camera-based tracking and the HTC Vive to allow responsive multiplayer VR experiences over larger areas. Because of the necessary interfacing this means that applications still need to be prepared specifically for this solution.

We have now further improved our software stack such that we can provide a SteamVR driver for our solution. What this means is that on the one hand any existing SteamVR application automatically supports the arbitrarily large tracking areas covered by the OptiTrack system. On the other hand it means that no additional plugins for Unity, Unreal or your development platform of choice is needed — support is automatic. Responsive behavior is guaranteed by using LP-RESEARCH’s IMU technology in combination with standard low-latency VR technologies like asynchronous time warping, late latching etc. An overview of the functionality of the system is shown in the image above.

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