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The ghost howls

A blog of virtual reality, startup and stuff

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kinect v2

How to use Riftcat VRIdge with Kinects: ImmotionRoom Iridge server

A lot of time ago I described you how cool is VRIdge, the solution that makes you play SteamVR games using a cheap Cardboard or GearVR headset. I love VRidge, not only because it allows people to lower the entry point for playing VR experiences (a Cardboard is surely cheaper than a Vive), but also because it is made by very kind people (I’ve interacted with them and I can assure you that these Polish guys&girls are really fantastic).

Some times ago I wrote a tutorial on how to use VRIdge with Kinect and it got its success. Reason is that of course Cardboads can’t offer the positional tracking owned by Vive, so VRIdge users can supply it with other sensors, like Kinects for instance. Tutorial highlighted some issues in this process, since it required some dev skills (one of the required program doesn’t work on standalone, but needs to be run inside Eclipse!) and it used very rough programs. Since we at Immotionar work with Kinect and VR from almost three years, me and Gianni asked ourselves: why can’t we fix this issue? And we did it.

kinect v1 htc vive vr
Me, doing funny things with a 3-kinects setup

Now you can use VRIdge with Kinect using ImmotionRoom solution, in particular using its Iridge server. What are advantages of this solution? Continue reading “How to use Riftcat VRIdge with Kinects: ImmotionRoom Iridge server”

How to use Kinect with HTC Vive

When I talk about the full body virtual reality system ImmotionRoom that we’re developing at Immotionar, the first question that people asks me is always “Why Kinect? Kinect is dead”. I’ve already answered to this question, explaining that yes, it is slowly dying, but Kinect is still the best off-the-shelf infrared body-tracking sensor that we can find on the market (due to the mega-training samples fed to its algorithm). So, while we hope that other competitors like Orbbec and VicoVR will reach its quality level, we have still to use it… and this is the same reason why lots of research projects still employ the kinect.

But then there is another important question people make me: “I’m a Vive user… and Vive and Kinect interfere a lot. I like your videos about full body virtual reality, but I will surely not be able to use it…”

Well, let’s be honest: this is true. Continue reading “How to use Kinect with HTC Vive”

The difference between Kinect v2 and v1

Yesterday we of Immotionar have announced the support of Kinect v1 for our full-body virtual reality system. To implement it, I had to work with this sensor, after more than 2 years of work with only the v2 version. A curious fact is that i had never worked with Kinect v1 before, I started directly with the v2… so I made the path in the reverse way of all other people. But… how are this sensors different?

Well, first of all if you look at them, Kinect v2 seems a more refined version of Kinect v1, but its defect is that it is bigger and has lots of annoying cables and power converters, while Kinect v1 is surely more lightweight and easy to carry and to install.

About technical specifications, this chart found on the great blog Zugara is a good resumée:

A great comparison chart of the difference between the two Kinects (Image by Zugara)
A great comparison chart of the difference between the two Kinects. The only missing thing is that both Kinects now are fully working on Windows 10 (Image by Zugara)

Continue reading “The difference between Kinect v2 and v1”

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