1
2
 Introduction.
 Vuzix iWear VR920 components.
 Specification.
 Calibration.
 Unity.
 Microsoft Kinect.
 Implementation.
3
 Your iWear VR920 video eyewear
incorporates the latest in virtual
reality technology.
 Two high resolution LCD displays
that appear as a 62 in. screen as
viewed from a distance of 9 ft.
4
 Standard 2D monoscopic video is displayed by default and 3D
stereoscopic video when used in conjunction with supporting
software and graphics card.
 Pitch, roll and yaw head tracking is also available when used in
conjunction with supporting software.
 An integrated audio system with detachable headphones and a
microphone provide an all-in-one solution for in-game chat and
VOIP communications.
5
 Introduction.
 Vuzix iWear VR920 components.
 Specification.
 Calibration.
 Unity.
 Microsoft Kinect.
 Implementation.
6
1-Software
disc
4-Video Eyewear &
Cable Assembly
3-Lens Cleaning
Cloth / Carry Pouch
2- DVI Analog
Video Adapter
7
 Introduction.
 Vuzix iWear VR920 components.
 Specification.
 Calibration.
 Unity.
 Microsoft Kinect.
 Implementation.
8
 Twin high-resolution 640x480 (920,000 pixels) LCD
displays
 Equivalent to a 62” screen viewed at 9 feet
 24-bit true color (16 million colors)
 Visor weighs 3.2 ounces
 Fully iWear® 3D compliant and supports NVIDIA stereo
drivers
 Built-in noise-canceling microphone for internet VOIP
communications
9
 Built-in 3 degree of freedom head-tracker
 USB connectivity for power, tracking and full duplex
audio
 Analog VGA monitor input
 Support for up to 1024x768 VGA video formats
 Compatible with all 32-bit & 64-bit versions of Windows
7, Vista and XP**
10
 Introduction.
 Vuzix iWear VR920 components.
 Specification.
 Calibration.
 Unity.
 Microsoft Kinect.
 Implementation.
11
 The last step is calibrating the
head tracker.
 The iWear VR920 video eyewear
computes head tracking data
through a series of 3 magnetic
sensors and 3 accelerometers
mounted inside the display
enclosure.
› Yaw
› Pitch
› Roll
12
 As the magnetic fields around us change constantly and your
eyewear must be periodically calibrated to adjust for these
fluctuations and their effect on the magnetic sensors.
 If you change the location of your eyewear, even from one side of
room to another or if you reposition items that emit an
electromagnetic field in its proximity, it should be recalibrated.
 Magnetic fluctuations caused the rotation of the earth, will affect its
magnetic sensors slowly over a period of time. If you find its
accuracy has changed – recalibrate.
13
 Open the iWear VR920 Calibrator
application.
 Press the “Begin Calibration”
button.
 Hold the eyewear facing your
monitor, with the temples fully
open.
 Rotate the eyewear fully through
each axis; pitch, roll and yaw.
14
 When you have completed rotating
the eyewear fully through all 3
axes, and then press the “Lock
Calibration” button.
 Place the eyewear on your face as
you would normally wear it.
 Face your desktop monitor and
press the “Set Zero” button.
15
 Introduction.
 Vuzix iWear VR920 components.
 Specification.
 Calibration.
 Unity.
 Microsoft Kinect.
 Implementation.
16
 a fully integrated
development engine that
provides rich out-of-the-box functionality to
create games and other interactive 3D content.
 used to assemble our art and assets into scenes.
 Unity support deployment to multiple platforms
Such as Windowos,Mac,Linux,Android,ios,xbox360and Wii
.
17
SDKs & packages :-
 Oculus Rift (Unity pro required)
Unity 4 : SDK
Unity 3.5.7 : Package
 Razer Hydra (Unity pro required)
Sixense Unity plugin
Easy start-up package & Basic demo (don't forget to credit Alex)

TrackIR
Package (thanks to Tobbe)

Microsoft Kinect
SDK
Kinect Wrapper Package for Unity3D
18
Video TrackIR with unity
Steps:-
1. there are plugin to connect vuzix with unity project
2. there are TrackIRCamera code that assign it to Main camera.
› this code take vuzix X,Y,Z position through plugin and vuzix
Yaw,Pitch,Roll Rotation through plugin ,then assign vuzix position and
rotation to Main camera in project.
 Note: we can assign vuzix position and rotation to object that
we want to take head tracking not main camera only.
19
 Introduction.
 Vuzix iWear VR920 components.
 Specification.
 Calibration.
 Unity.
 Microsoft Kinect.
 Implementation.
20
 Kinect is a line of motion
sensing input devices by
Microsoft for Xbox 360 and
Abox One video game
consoles and Windows PCs.
 Based around a webcam-
style add-on peripheral, it
enables users to control and
interact with their console /
computer without the need
for a game controller,
through a natural user
interface using gestures and
spoken commands.
21
 Introduction.
 Vuzix iWear VR920 components.
 Specification.
 Calibration.
 Unity.
 Microsoft Kinect.
 Implementation.
22
1. Downloading and Installing the SDK
2. Bringing the Kinect SDK in to Unity
 Install the Unity Package
23
 KinectModelControllerV2 : This is the script that you will attach to
your model that you want to manipulate - you will drag each of the
bones to be controlled into the appropriate slot, and determine
which player controls which model.
 KinectPointController : This script will place GameObjects that
you define onto points that are tracked by the Kinect, generating a
skeleton. The starting scene comes with an example of how this
looks / should be done.
24
 DisplayDepth : This script will get the depth image. Attach it to a
game object with renderer. NOTE: In unity, you need to restart unity
everytime after running your world, otherwise this script will not
work (because of SDK issue).
 DisplayColor : This script will get the RGB image. Attach it to a
game object with renderer. NOTE: In unity, you need to restart unity
everytime after running your world, otherwise this script will not
work (because of SDK issue).
 KinectRecorder : This script will record your movement and output
playback files for the emulator.
25
 KinectEmulator : This script will act as a virtual Kinect. It works
with playback files. For now it only simulate the skeleton data.
 KinectSensor : This script gets data from the physic Kinect.
 DeviceOrEmulator : This script sets whether to use physic Kinect
or the emulator.
 SkeletonWrapper : This script grabs skeleton data.
26
 DepthWrapper : This script grabs depth image data.
 KinectInterop : This script grabs data from Microsoft Kinect SDK.
 Recordings/playbackDefault : This is the default playback file for
emulator. Do NOT remove this file.
27
 http://www.mtbs3d.com/phpbb/viewtopic.php?f=140&t=16326
 http://en.wikipedia.org/wiki/Kinect
 http://wiki.etc.cmu.edu/unity3d/index.php/Microsoft_Kinect_-
_Microsoft_SDK
 http://forum.unity3d.com/threads/stereo-3d-in-unity-3d.63874/#post-
416458
 http://forum.unity3d.com/threads/vuzix-video-eyewear.106376/
28
29

Vuzix i wear vr920

  • 1.
  • 2.
  • 3.
     Introduction.  VuzixiWear VR920 components.  Specification.  Calibration.  Unity.  Microsoft Kinect.  Implementation. 3
  • 4.
     Your iWearVR920 video eyewear incorporates the latest in virtual reality technology.  Two high resolution LCD displays that appear as a 62 in. screen as viewed from a distance of 9 ft. 4
  • 5.
     Standard 2Dmonoscopic video is displayed by default and 3D stereoscopic video when used in conjunction with supporting software and graphics card.  Pitch, roll and yaw head tracking is also available when used in conjunction with supporting software.  An integrated audio system with detachable headphones and a microphone provide an all-in-one solution for in-game chat and VOIP communications. 5
  • 6.
     Introduction.  VuzixiWear VR920 components.  Specification.  Calibration.  Unity.  Microsoft Kinect.  Implementation. 6
  • 7.
    1-Software disc 4-Video Eyewear & CableAssembly 3-Lens Cleaning Cloth / Carry Pouch 2- DVI Analog Video Adapter 7
  • 8.
     Introduction.  VuzixiWear VR920 components.  Specification.  Calibration.  Unity.  Microsoft Kinect.  Implementation. 8
  • 9.
     Twin high-resolution640x480 (920,000 pixels) LCD displays  Equivalent to a 62” screen viewed at 9 feet  24-bit true color (16 million colors)  Visor weighs 3.2 ounces  Fully iWear® 3D compliant and supports NVIDIA stereo drivers  Built-in noise-canceling microphone for internet VOIP communications 9
  • 10.
     Built-in 3degree of freedom head-tracker  USB connectivity for power, tracking and full duplex audio  Analog VGA monitor input  Support for up to 1024x768 VGA video formats  Compatible with all 32-bit & 64-bit versions of Windows 7, Vista and XP** 10
  • 11.
     Introduction.  VuzixiWear VR920 components.  Specification.  Calibration.  Unity.  Microsoft Kinect.  Implementation. 11
  • 12.
     The laststep is calibrating the head tracker.  The iWear VR920 video eyewear computes head tracking data through a series of 3 magnetic sensors and 3 accelerometers mounted inside the display enclosure. › Yaw › Pitch › Roll 12
  • 13.
     As themagnetic fields around us change constantly and your eyewear must be periodically calibrated to adjust for these fluctuations and their effect on the magnetic sensors.  If you change the location of your eyewear, even from one side of room to another or if you reposition items that emit an electromagnetic field in its proximity, it should be recalibrated.  Magnetic fluctuations caused the rotation of the earth, will affect its magnetic sensors slowly over a period of time. If you find its accuracy has changed – recalibrate. 13
  • 14.
     Open theiWear VR920 Calibrator application.  Press the “Begin Calibration” button.  Hold the eyewear facing your monitor, with the temples fully open.  Rotate the eyewear fully through each axis; pitch, roll and yaw. 14
  • 15.
     When youhave completed rotating the eyewear fully through all 3 axes, and then press the “Lock Calibration” button.  Place the eyewear on your face as you would normally wear it.  Face your desktop monitor and press the “Set Zero” button. 15
  • 16.
     Introduction.  VuzixiWear VR920 components.  Specification.  Calibration.  Unity.  Microsoft Kinect.  Implementation. 16
  • 17.
     a fullyintegrated development engine that provides rich out-of-the-box functionality to create games and other interactive 3D content.  used to assemble our art and assets into scenes.  Unity support deployment to multiple platforms Such as Windowos,Mac,Linux,Android,ios,xbox360and Wii . 17
  • 18.
    SDKs & packages:-  Oculus Rift (Unity pro required) Unity 4 : SDK Unity 3.5.7 : Package  Razer Hydra (Unity pro required) Sixense Unity plugin Easy start-up package & Basic demo (don't forget to credit Alex)  TrackIR Package (thanks to Tobbe)  Microsoft Kinect SDK Kinect Wrapper Package for Unity3D 18
  • 19.
    Video TrackIR withunity Steps:- 1. there are plugin to connect vuzix with unity project 2. there are TrackIRCamera code that assign it to Main camera. › this code take vuzix X,Y,Z position through plugin and vuzix Yaw,Pitch,Roll Rotation through plugin ,then assign vuzix position and rotation to Main camera in project.  Note: we can assign vuzix position and rotation to object that we want to take head tracking not main camera only. 19
  • 20.
     Introduction.  VuzixiWear VR920 components.  Specification.  Calibration.  Unity.  Microsoft Kinect.  Implementation. 20
  • 21.
     Kinect isa line of motion sensing input devices by Microsoft for Xbox 360 and Abox One video game consoles and Windows PCs.  Based around a webcam- style add-on peripheral, it enables users to control and interact with their console / computer without the need for a game controller, through a natural user interface using gestures and spoken commands. 21
  • 22.
     Introduction.  VuzixiWear VR920 components.  Specification.  Calibration.  Unity.  Microsoft Kinect.  Implementation. 22
  • 23.
    1. Downloading andInstalling the SDK 2. Bringing the Kinect SDK in to Unity  Install the Unity Package 23
  • 24.
     KinectModelControllerV2 :This is the script that you will attach to your model that you want to manipulate - you will drag each of the bones to be controlled into the appropriate slot, and determine which player controls which model.  KinectPointController : This script will place GameObjects that you define onto points that are tracked by the Kinect, generating a skeleton. The starting scene comes with an example of how this looks / should be done. 24
  • 25.
     DisplayDepth :This script will get the depth image. Attach it to a game object with renderer. NOTE: In unity, you need to restart unity everytime after running your world, otherwise this script will not work (because of SDK issue).  DisplayColor : This script will get the RGB image. Attach it to a game object with renderer. NOTE: In unity, you need to restart unity everytime after running your world, otherwise this script will not work (because of SDK issue).  KinectRecorder : This script will record your movement and output playback files for the emulator. 25
  • 26.
     KinectEmulator :This script will act as a virtual Kinect. It works with playback files. For now it only simulate the skeleton data.  KinectSensor : This script gets data from the physic Kinect.  DeviceOrEmulator : This script sets whether to use physic Kinect or the emulator.  SkeletonWrapper : This script grabs skeleton data. 26
  • 27.
     DepthWrapper :This script grabs depth image data.  KinectInterop : This script grabs data from Microsoft Kinect SDK.  Recordings/playbackDefault : This is the default playback file for emulator. Do NOT remove this file. 27
  • 28.
     http://www.mtbs3d.com/phpbb/viewtopic.php?f=140&t=16326  http://en.wikipedia.org/wiki/Kinect http://wiki.etc.cmu.edu/unity3d/index.php/Microsoft_Kinect_- _Microsoft_SDK  http://forum.unity3d.com/threads/stereo-3d-in-unity-3d.63874/#post- 416458  http://forum.unity3d.com/threads/vuzix-video-eyewear.106376/ 28
  • 29.