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Introduction
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Requirements & Approach
- Hard- & Software Setup
3.1 Tracking
3.2 Display
- Implementation
4.1 Core Application
4.2 Embodiment
4.3 Calibration
- Tutorials
5.1 Useful links
5.2 Genereal UE4 information/experiences
5.3 Connecting and using a tracking device
5.4 Basic demo example
5.5 Linking static and dynamic C++ libraries
- Future potential
This is the project and repository to the HCI project for my master's degree in Human-Computer Interaction at the University of Wuerzburg.
The project will cover the re-coding of an Unreal Engine based VR-framework called "UnrealMe", that my colleague Ruben Schmidt and I implemented in 2013 for our Bachelor's degree at the University of Wuerzburg.
Initially the framework was coded in Unreal Engine 3 (UnrealScript), now it shall be re-coded in Unreal Engine 4.x (C++) to be lifted up to current standards of graphics and physics simulation.
The main goal is to provide a structured, easy-to-use and well working framework for immersive virtual environments. Additionally the github pages and repository for this project are supposed to provide sufficient documentation and access to the framework since the first version of the framework especially lacked those qualities.
Technically speaking the main goals of the UnrealMe's Unreal 4 version are:
- Stable and precise embodiment
- An intuitive, as automated as possible calibration procedure for tracking devices
- Flexible and well-documented basic functionality, ready to be extended and diversified in future projects
More detail on the requirements can be found on the separate requirements & approach page.
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Introduction
-
Requirements & Approach
- Hard- & Software Setup
3.1 Tracking
3.2 Display
- Implementation
4.1 Core Application
4.2 Embodiment
4.3 Calibration (tbd)
- Tutorials
5.1 Useful links
5.2 General UE4 information/experiences
5.3 Connecting and using a tracking device
5.4 Basic Kinect Demo
5.5 Linking static and dynamic C++ libraries
5.6 Joint IDs
- Future potential