Oblong’s g-speak
http://www.oblong.com/g-speak/
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Oblong’s g-speak
http://www.oblong.com/g-speak/

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Gesture tracking thumb ring
Empowering the physically challenged as well..!
Viser Lab
Viser Lab visit.
We were introduced to gesture and foot tracking technologies such as the g-speak, leap motion and SICK laser scanners.
Design Proposal
Designing Interactions, Masters of Creative Industries, Interactive and Visual Design.
Submitted by: Weile Zhang (n9036539)
Project Journal: http://weilezhangarg.tumblr.com
City Tour– VR Travel Experience System
In this design proposal, I would like to imagine and design a project which will apply visual reality (VR) technology and gesture tracking technology in tourist guide industries. This project is designed to offer tourist a total new travel experience. They can pre experience the favourable landmarks and enjoy an immersive video presentation via the VR helmet. Tourists can start their amazing virtual tour by wearing the VR devices in the room. This design project can be used in several places such as airport, train station and tourist centre. In the future, if the visual reality devices are applying widely, this project will be efficient to offer tourist support and become an exciting advertising method for the city.
Design Concept
Project purpose
The purpose of my design concept is to offer more effective and exciting experience for tourist when they first arrive at a strange destination. The characteristic of VR helmet is offer audience an opportunity to immerse in a simulative real environment. This virtual scene is often divided to two categories. Firstly, fiction environment, such as: film and game industries. Another category is based on the real existing places. My project is designed in latter category. Tourists can receive the large amount of information and knowledge of tourist attractions. Meanwhile, this advanced technology can replace the traditional running model of tourist support centre. Airport and tourist centre are the main windows for a city to leave deep impression to tourists.
Why is it of interest and who to?
This project is based on the visual reality technology; this technology can offer people incredible visual experience immediately. Therefore, I believe this technology will be helpful in guide system. Especially in the industries which should use map and landscape presentation applications. Applying this technology in tourist support fields can increase the tourists’ experience and save their time. For example, the tourist from another country do not need to worry about the language problem and communication problem to local volunteer and staff. The tourist can pre-set their language through their phone and they do not need any further setting on the VR devices in the airport. It can also increase the use rate of devices due to the possible limited time and devices’ quantity.
Potential impact on the lab
The VR technology includes two parts, the hardware devices and software application. The software application is more important to add potential creativity on this technology. In my project, the tour information can be demonstrated by several methods, such as 3D video and real environment illustration. These visual content needs the cooperation between VR technology lab (such as Hub Studio), travel company and government sections. The government and travel company can offer professional material of travel information and tourist attractions. The lab can use their professional and creative approaches to represent these materials. For example, the video maker can design an immersive video demonstration to show the history of the city or specific scenery spot. This format as an introduction that advertising the attraction to tourists. It is obvious effective than literal description.
Potential impact on the stakeholders
If the lab can solve the technique problems, this design project will bring remarkable change. In this project, the main stakeholders, such as tourist centre, will save a large amount of work and human resources. Firstly, they do not need to prepare many paper material and advertisements for tourists. These types of travel information are difficult to update and people need cost time on it to find the information they need. Secondly, tourist centre can decrease the number of staff and volunteers. For instance, in some international tour cities, the tourist centre often has several staff to offer multi-language service. Once they can use VR helmet as the best solution, their working efficiency will increase significantly.
Design Visualisations
Theoretically, the main experience process is the using of VR helmet. Tourist can have an overview of their destination city.
VR Map experience
Firstly, after the loading page, the audience can view the city’s full view as shown of a 3D map. Audience can use gesture, such as: sway, sweep and fist, to control the angle of the map and choose landmark, such as: city council and city zoo. Audience fells like flying in the air. This experience can help them relax and immerse them in the VR world quickly.
Gesture description
There are three types of gesture that audience can use in this visual reality program.
1. Pinch: audience can control the size of the map and their view.
2. Sway: audience can use this gesture control the angle of 3D map.
3. Fist: this gesture means “confirm”.
Immersive video presentation
Secondly, audience can hold their fist to choose a prefer landmark to explore more information. They can enjoy a short immersive video. The video demonstrates the development condition of this place. Audience can walk on the street to see how the landscape is changed continually. The tourists become a part of the history event.
The most important thing is this video experience can offer audience a brief but attractive introduction for tourist attraction. This function is dedicated to raise people interest and guide them to the real places. This visual tour will not replace the traditional travel plan. After the tourist finish the visual tour through VR helmet in the airport or tourist centres, they can choose the 3D route guide services. Computer system will then show them route and transport advice through VR helmet. Finally, they can start their real travel.
Scenario
Step 1: tourists arrived airport or they ask tourist centre for help. They met some understand problem. So the staff advices they can experience the latest VR technology to explore some interesting contents. Their problem will be solved.
Step 2: the tourist wears the VR helmet and use the gesture devices to start their virtual travel. They feel so excited for this new technology. The interesting story and history of this city are attractive and they cannot wait to go to the real place and touch the “history”.
Step 3: they finish the virtual tour and it cost around 10-20 minutes. But they have a clear and amazing experience. Some tourist attractions leave deep impression to them and they have the plan for next several days’ travel.
References
Dr. Deb Polson’s Tumblr site: http://argplay.tumblr.com/
G-Speak: http://www.oblong.com/g-speak/
Oculus Rift website: https://www.oculus.com/en-us/rift/
Leap Motion represents an entirely new way to interact with your computers. It's more accurate than a mouse, as reliable as a keyboard and more sensitive tha...

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The Cube & Movement Tracking
DXP403 Lab Report
Designing Interactions, Masters of Creative Industries, Interactive and Visual Design.
Submitted by: Weile Zhang (n9036539)
Project Journal: http://weilezhangarg.tumblr.com
The Cube & Movement Tracking
Date of visit: 03.08.2015
Name of Lab/Studio: The Cube Installation
The latest foot tracking and gesture technology
G-Speak Motion Capture by Oblong
Leap Motion
Actual Address: P Block, Garden’s Point Campus, QUT
Virtual Address: http://www.thecube.qut.edu.au
Key Roles and activities
The Cube is located in level 4, P Block, QUT GP Campus. This lab includes one of the world's largest digital screens and advanced technologies of movement tracking. The intention of the lab is to provide an inspiring, explorative and participatory experience for science and engineering research.
The Cube - Multi-touch screen system
The Cube has a large screen and is unique because of several aspects. The first aspect is the large screen, MultiTaction® Cell 55, produced by MultiTouch Ltd. This company first introduced the largest multi-user LCD display. The display demonstrates an incredible user experience for the audience. It can satisfy unlimited number of users, multiple tools such as hands and electronic pens. Lastly, this screen is suitable for almost any environment, such as desks or walls. The display system located in QUT is composed of five zones. These screens often present different types of games or interactive interface, for example, the Chemistry World, Physics Playroom and The Arcade. These projects illustrate an enjoyable experience for the audience. People can receive useful knowledge by playing these interesting games.
Foot tracking system
We visit the lab for foot steps and gesture tracking technologies subsequently. This lab includes two large screens, several camera systems on the celling and three unique devices on the ground. These advanced devices demonstrate the latest technology of gesture tracking. First of all, Adam introduced the laser tracking system which is produced by SICK company. The tracking system is combined by three separate scanners. We could easily watch our footprint movement on the screen.
Gesture tracking system
Then, Adam showed the gesture tracking technology. It includes a special glove, which is called Oblong G-speak, and a sensor, the leap motion controller, which looks like a normal USB key connected to computer system. Users could immediately see a virtual image on the screen following their movement in real time. This technology is a mature product that can be used in many industries, including a smart drive system, art creativity, education, medical care and retail fields. This technology offers fantastic experience and possibility for human beings. Meanwhile, the Oblong G-speak glove is another amazing technique. Users can transform their hand to be a remote controller. They can cooperate with the software to do interesting interactions. These technologies illustrate uncountable achievement for many industries. For example, they can be used in Virtual Reality games (VRG). Overall, these technologies really blur the edge between virtual and real world.
Main Stakeholders of the work undertaken
According to the visits and further research on this area, there are some direct and indirect stakeholders that can be identified. Firstly, the interactive and visual designers are the direct stakeholders, because the technology offers possibility for the designers’ creativity. On the other hand, the entertainment industries, especially filming industries, are the indirect stakeholders as they have already experienced the benefits from 3D movement tracing technology. For example, the translation between a storyboard, such as in science fiction, and the real movie shot becomes achievable. 3D technology also helps reduce a budget for a film company as they do not need to hire many actors.
Inspiration
There are several technologies of the Cube that are interesting. Firstly, the large touch screen is remarkable. At first glance, I believed the panels were special because of their large size; but when I experienced it and received the introduction sessions, I now understand that these large touch screens catch and analyze people’s movement by computer behind the screens. The working concepts are totally different to the small touch screen on our mobile devices. Secondly, the technology of movement and gesture tracking contain incredible possibility. They can be used everywhere as a new choice. As the introduction video of multi-touch screen shows, these advanced technologies can be used in educational fields. Children and teenagers can receive knowledge by a new method or they can explore a new area for using these technologies.
Design Opportunities
Basically, I believe the multi touch screen, movement and gesture technologies have large potential in entertainment, education and healthcare industries.
Firstly, creating something interesting is always offers people enough energy to stay creative and critical. The gesture and movement tracking technologies can be used in game and film area perfectly. Actually, the difference between game and film is becoming unclear, because of the VR techniques. I believe it has opportunities that these technology companies can work with film company to create a new type of movie. In this situation, the audience can control the storytelling via special devices and decide the environment of the settings or the result of actors’ fate.
Then, the gesture tracking technologies and multi-touch technology can offer the unique study experience for children and adolescents. For instance, if the Oblong glove is popular in school, teacher can show the knowledge in another way. Student can watch the Solar system in 3D environment and they can control the movement of planets to observe the change.
Finally, these tools can be used in medical area. For example, the Oblong G-speak skills can be used in presentation of professional medical models. Because the biological models are often complicated, the VR technology can help professional staff to increase working efficiency. On the other hand, clinicians and patients can have more specified communications. Patient may observe their organs so they can have more detailed recognition about their body.
References
Dr. Deb Polson’s Tumblr site: http://argplay.tumblr.com/
The Cube website: http://www.thecube.qut.edu.au/about/
The Cube at QUT: https://www.youtube.com/watch?v=HTjjX5mW_aY&feature=youtu.be
The official video for this display product: https://www.youtube.com/watch?v=7ve44jMgrvk
The product page of MultiTouch company: http://www.multitaction.com/products/displays/
The lean motion website: https://www.leapmotion.com/?lang=en
Video of Oblong G-Speak: https://vimeo.com/49131041
[MUST-HAVE] Your hands are the next mouse.
Leap is a new competitor to the XBox Kinect that primarily focuses on hand gestures and creating an advanced human to computer interface for the future of controlling your computer.
Kinect for Windows SDK - Flailing your arms More Betterer [Part 2]
##Continued… Right, so - in [the first bit of this post](http://uxgeek.tumblr.com/post/7932902913/kinect-for-windows-sdk-flailing-your-arms-more), we were able to use basic joint tracking with the Kinect SDK to control a UIElement onscreen. We'll spend some time here polishing this functionality, so that the object we're tracking onscreen behaves a bit more like those we're familiar with on the Xbox 360's Dashboard. ###Relatively Speaking The first thing you'll notice using example we put together earlier is that in order to move your object from one side of the screen to the other, you have to move your hand across the entire viewable area that the Kinect camera can sense. Clearly, that's not ideal. In scouring the web for things folks have already done with the Kinect SDK, I've come across a few examples of neat tools that make the mistake of leaving cursor tracking set up like this. While it absolutely does function, it's not convenient for users, and perhaps more importantly, it's far from what they expect. As we covered before, the Kinect sensor gives values from roughly -1 to 1 in both X and Y directions (from my own experimentation, I have seen that the device can output values that fall slightly outside these ranges. I believe this comes from estimated positions for joints after they leave the viewable area). WPF Elements which inherit from the System.Windows.Controls.Panel class use an X, Y coordinate system that varies from this slightly - (0,0) is the top left corner of the element, with X values increasing to the right, and Y values increasing downward. If we're going to mimic the hand tracking system used on the Xbox 360 Kinect Dashboard, we need to track the hand relative to the rest of the body. From a little bit of my own experimentation, it seems that if we're tracking the position of the right hand as our cursor, it is best to use the right shoulder as the relative center of the screen. Doing this is actually pretty simple - mathematically, it's a matter of subtraction to treat the shoulder as a centerpoint in the raw data coming out of the Kinect. This is data can then be sent to the ConvertScaledPosition function (from my previous post) to get a relative screen coordinate. public static Point GetPositionRelativeToSelf(Microsoft.Research.Kinect.Nui.Vector position, double armLength, Panel panel, SkeletonData skeleton) { Microsoft.Research.Kinect.Nui.Vector centeredPoint = new Microsoft.Research.Kinect.Nui.Vector() { X = position.X - skeleton.Joints[JointID.ShoulderRight].Position.X, Y = position.Y - skeleton.Joints[JointID.ShoulderRight].Position.Y }; double maxlength = armLength * 0.75; double xmax = skeleton.Joints[JointID.ShoulderRight].Position.X + maxlength; double ymax = skeleton.Joints[JointID.ShoulderRight].Position.Y + maxlength; centeredPoint.X = (float)((centeredPoint.X / xmax)); centeredPoint.Y = (float)((centeredPoint.Y / xmax)); return ConvertScaledPosition(centeredPoint, panel); } The only added requirement for this function is a measurement of the length of our skeleton's arm. In my own implementation, I track this by keeping tabs on the JointID.ShoulderRight and JointID.ElbowRight joints during each SkeletonFrameReady event - // set the arm length value if both the shoulder and elbow are tracked, // and the distance between them is longer than the previously stored value if (skeleton.Joints[JointID.ShoulderRight].TrackingState == JointTrackingState.Tracked && skeleton.Joints[JointID.ElbowRight].TrackingState == JointTrackingState.Tracked) { double curArmLength = Distance(skeleton.Joints[JointID.ShoulderRight], skeleton.Joints[JointID.ElbowRight]);// +Distance(skeleton.Joints[JointID.ElbowRight], skeleton.Joints[JointID.HandRight]); if (armLength < curArmLength) armLength = curArmLength; } The armLength value is used to determine the distance that our player's hand needs to sweep through in order to go from the centerpoint to any edge of the screen. I added a constant multiplier of 0.75 in this example to shorten the sweep slightly for a more natural feel. In your own applications, you may want to play around with that constant a bit to get things to your liking. In experimentation, I've found that with the "right" settings for the the nui.SkeletonEngine.SmoothParameters (again, these values were determined through experimentation), using my hand to point at elements onscreen feels nearly natural.