Implementation of Headtracking and 3D Stereo with Unity and VRPN for Computer SimulationsThis paper explores low-cost hardware and software methods to provide depth cues traditionally absent in monocular displays. The use of a VRPN server in conjunction with a Microsoft Kinect and/or Nintendo Wiimote to provide head tracking information to a Unity application, and NVIDIA 3D Vision for retinal disparity support, is discussed. Methods are suggested to implement this technology with NASA's EDGE simulation graphics package, along with potential caveats. Finally, future applications of this technology to astronaut crew training, particularly when combined with an omnidirectional treadmill for virtual locomotion and NASA's ARGOS system for reduced gravity simulation, are discussed.
Document ID
20130014602
Acquisition Source
Johnson Space Center
Document Type
Other
Authors
Noyes, Matthew A. (Rochester Univ. NY, United States)