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The Next Step For VR

Oct18

Shared By John Flores

CEO

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Some folks over at Microsoft Research Labs are currently developing a very intriguing and potentially revolutionary project called RoomAlive.

RoomAlive is a software/hardware package that automatically turns any room into a fully interactive, multi-user, projection-mapped environment quickly and easily. This project is still just a prototype but you still might be able to gleam some of the potential from the following promo video (especially if you’ve ever had to projection map a complex surface by hand)

While the content and game-modes presented in the video are cheesy and quickly pieced together what is more important to observe is the technology at-play behind the experience. Here are a few key innovations that RoomAlive is bringing to the table:

  • Automatic scanning of any environment and remapping of visual content into 1 seamless image
  • Hands free interaction is possible with kinect, however now with RoomAlive, every surface becomes touchable, kickable, swipeable, and stompable with stitched input from the Kinect-camera array
  • Scalable and adaptive architecture. RoomAlive can be set up in any controlled, indoor environment with as few or as many projectors needed to cover the desired interaction zone. This is what makes RoomAlive so unique and so revolutionary
  • Integrates seamlessly with the Unity3D game development platform. A popular tool for crafting unique interactive experiences and games.

RoomAlive is intelligent.

Using the kinect cameras located on top of each projector the auto-mapping software is able to detect and calibrate the image and adhere perfectly to it’s environment.

roomalive6-gall-1

RoomAlive is adaptive and scalable.

Grow an interactive installation to any size by adding more projectors and kinect cameras! Once RoomAlive is calibrated to it’s environment it is easy to program interactions with the environment’s many surfaces.

microsoft-roomalive

It’s no doubt an exciting time to be exploring the creative potential of VR, many innovations tout to change the future of entertainment and workflow as we know it. Time, demand, and innovative content will ultimately decide whether these next-gen devices remain relevant or join their precursors in the “good idea” pile.

Written by Ryan Lotz

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