Augmented/Virtual Reality System
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The system should be waterproof, low-cost (less than $500) and durable for indoor and
outdoor play in varying conditions.
Head unit:
- see-thru color LCD glasses (decent resolution)
- non-transparent backlit LCD cover for virtual reality play
- digital compass (head yaw)
- tilt sensor (head pitch/roll)
- 3D radar (sonar or IR transceiver mounted on two stepper motors) (disabled during
virtual reality play
- collects 3D points used to dynamically build world map
- must be able to see thru windows
the yellow bar attaches to the shaft of black
motor and spins 360 degrees. the red motor mounts to the yellow bar and spins the blue
transceiver ~130 degrees. the purple is the transceiver window. the red motor will go
through an entire ~130 degrees for each step of the black motor. red motor scans down ~130
deg, black motor makes one step, red motor scans up ~130 deg, black motor makes one step,
and so on. 1.8 degree stepper motors will generate ~14,400 3D points from which the map is
built. the number of black motor revolutions needed per second is currently unknown. to
conserve power, the black motor could be set to slow down when the scene stop changing
(player is not moving) and set to speed up when change is detected.
- speakers near ears, not headphones
- light sensor, used to darken rendered objects
- cable from body unit attaches to connector on back of head unit
Body unit:
- adjustable belt and straps
- front and back variable intensity impact solenoids
- rechargeable battery pack
- buttons on chest: on/off, direction pad, select, cd-play/stop, cd-next, cd-prev
- NEC Vr5432 processor
167-200Mhz (datasheet)
- 64meg(?) sdram ram
- available sdram dimm slot
- 16K(?) flash ram
- store configuration
- player name, height, height when ducking, stomache height (for weapon aiming) and
shoulder height (for alternate weapon aiming). should be able to hold info
for several players and allow easy switching between them. should store a
couple more weapon heights, weapon slider on chest will select one.
- rom bios to boot from cd or developer link
- sound system, mono in, 3D stereo out
- split-screen video system
- cdrom drive on chest (audio and data cds)
- dual expansion ports on back
- belt clip to hang weapon
- USB port for weapon
- available USB port for optional devices
rear module will be larger than front module. belt has two
adjusters, one per side. straps have four adjusters, one at bottom of each strap.
Weapon unit:
- buttons: primary and secondary triggers, four toggle buttons (used to toggle options, can
be used to prime/throw grenades, etc), weapon select wheel, toggle button for
flashlight, weapon height selection wheel and a couple extra buttons.
- shotgun style cocker for reloading
- recoil
- flashlight and batteries
- digital compass (weapon yaw)
- tilt sensor (weapon pitch)
- weapon aiming is independant of head orientation
- weapon aiming is only accurate when used close to the body and at stomache level
- USB cable from body unit attaches to connector on weapon
- all buttons will be placed on a rotatable barrel to allow left or right hand use.
Operating System:
- build polygon maps from 3D radar points
- track player movement by comparing current map with previous map
- convert 3D scene to split-screen for LCD glasses
- 3D audio support
- weapon aiming
- multiplayer position tracking
- collision detection
- HUD support for transparent 2D icons and text
- multiplayer ghost effect (glowing) for dead players
- blood trails, blood puddles and gibs for wounded killed players/NPCs
- multiplayer syncing and respawn handling
- artificial intelligence for NPCs
- rendering support for 2D and 3D NPC models
- rendering support for weapons fire and lighting effects
- 2D GUI for configuring system and software, chest buttons are used to navigate
- operating system will be on each game cd
Software:
- AR game: see-thru LCD quake-style game that renders NPCs, weapons fire, items and special
fx. It will use the radar to dynamically build the environment in realtime and random
place NPCs. Will also support deathmatch and team-based multiplayer along with
combined multiplayer + NPCs.
- VR game: non-see-thru LCD quake-style game that renders everything. The radar will be
disabled and the movement D-pad on the weapon will be used for forward, backward,
left and right movement. The player will still turn, duck and jump with her body.
- Enhanced Vision: simple program that operates in see-thru LCD mode and only renders
polygon outlines in varying colors based on orientation and distance. A just-for-fun
type of night vision.
Options
Multiplayer pack:
- microphone for voice, attaches to head unit
- button on mic to switch between team and global chat
- wireless network expansion module, for sending location to other players
Pain pack:
- ** this is just an idea **
- front and rear electrical shockers
- front and rear peltiers for heat and cold (requires 4 peltiers)
Wireless weapon system:
- receiver module clips to chest and connects to weapon cable
- transmitter module attaches to multiple weapon bodies
- flashlight and batteries
- digital compass (weapon yaw)
- tilt sensor (weapon pitch)
- weapon aiming is independant of head orientation
- weapon aiming is only accurate when used close to the body and at stomache level
- battery pack
- each weapon body can define a different orientation. the rocket launcher body
will only be accurate when used on the shoulder and so on.
- each weapon body can have unique features such as recoil and reloading
- each weapon should have a shoulder strap or some means of storing when not in use
Misc options:
- gloves
- device with lots of buttons
- keyboard?
- usb hard drive and memory sticks
Notes
- weapon won't be rendered on-screen because player can look down and see the
weapon in his hands. icons should be used in the HUD so the player knows what
the current weapon is. larger, temporary icons should be used when changing
weapons for easier identification.
- multiplayer games will require all players to sync up at a common location. each
team will then need to sync at respawn locations. upon death, the players
must walk back to their respawn before they can rejoin the game. the common
sync location will be the deathmatch respawn point. players are invincible
when standing within a X foot radius around their respawn point.
- game can be loaded into ram, game cd removed and audio cd inserted. larger games
would require a ram upgrade to do this.
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