About

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PhD in Computer Science, sound engineer, 360° photographer & CAA licensed drone pilot, currently consulting for Spatial Flow. Always open to comments, criticism & collaboration – leave a comment here, see the links in the menu, or email me on cj@cjdavies.org

10 thoughts on “About”

  1. Hey

    I am a grad student at UIUC in Computer Science. I came across your mirrorshades work and it looks really great. I had a project idea very similar to this. I was curious if you will be publishing a paper about this work that you’ve been doing.

    I had a few questions about this. The lenses on the Logitech C310 have pretty poor FOV. I swapped them out with 1.8mm lenses which have good FOV but terrible radial distortion. What lenses did you use? Did your users complain about FOV/distortion/low fps?

    The other doubt I had was about IndoorAtlas. What is the precision that you are getting with it? Do you think it is good enough to get a good estimate of indoor location?

    I was thinking of merging real and virtual which will require some very precise alignment. I am looking at using some visual data to do this.

    Good to hear about your work! Look forward to hearing from you. Thanks!

    1. Hi Pulkit,

      I will be publishing this work in the future, but do not currently have my eye on a particular venue. I presented a poster at ACM VRST in Edinburgh earlier this week, but that was too early for me to have gotten a paper finished in time.

      I am using 2.1mm lenses, which were chosen as a balance between limited FOV & distortion. In my user studies, I have the DK1 at its fully extended position (as this eliminates most issues with user discomfort, especially for spectacle wearers, as well as removing one variable between participants). With the headset extended like this, the viewable portion of the screen is reduced, such that the ~87° horizontal FOV afforded by the 21.mm lenses actually fills the wearer’s vision when scaled correctly even though the virtual content extends further as seen in this screenshot;

      http://cjdavies.org/shimmie/index.php?q=/post/view/370

      I had very few comments made about FOV, fps, & distortion, but I did have a few complaints about the resolution/resolving power of the cameras & how they made the real view less detailed in comparison to the virtual view.

      With IndoorAtlas I am getting perhaps 1-1.5m accuracy for the most part. This is nowhere near accurate enough for the sort of registration required by a traditional AR system, however if you are switching between discrete real & virtual environments (rather than superimposing one upon the other), the registration accuracy intuitively would seem to be lessened & this seems to stand from the feedback I have been getting. Surprisingly, even when my participants were viewing both environments together, they didn’t complain about registration except when IndoorAtlas was drastically off, presumably because the context provided by the wider virtual environment to any particular virtual artefact of interest was enough to mitigate confusion as to where its equivalent would be in the real environment.

      CJ

  2. Hello Mr. Davies,

    My name is Matias Volonte and I am trying to test a pair of playstation eye cameras into unity and then to the oculus rift. I have seen in your blog that you were able to do that and recommend a japanese website. I am working with the scripts they provide but so far I achieved unsuccessful results.

    On windows I can make both cameras work but on unity only one works and I have this error “DllNotFoundException: CLEyeMulticam.dll”.

    I was wondering if you could give me any advice due to I desperately need to see this working!!.

    Thank you very much for your time and consideration, looking forward to hear from you.

    Matias.

      1. Dear Mr. Davis,

        My name is Ben Mueller. Thank you very much for your work. Unfortunately I am in the same situation as Matias.

        I am also trying to figure out how to get the PSEye implementation from the Japanese developer working inside Unity 5. I am currently using a shared memory approach, which is very cumbersome. I need to access both PS Eye’s directly in Unity for my Augmented Reality thesis project. The error I get is exactly similar to Matias (DLL not found). Please, I was wondering if you could share your advice with me, too? It would be highly appreciated.

        Best regards from Darmstadt,
        benedikt

        1. Hi Ben. Unfortunately I never found a reliable solution, even after going to the lengths of trying to trace the fault with Dependency Walker etc. In the end I admitted defeat & switched to a pair of different cameras (Logitech C310) as I didn’t have any functionality that relied upon the PS Eyes specifically (such as the PS Move API).

  3. Hi Z,Did you progress fuehrtr on this project? Your design looks nice as it provides HiRessupport. Could you share more information on the optics you are using?I’m grabbing information before starting my own HMD project Thanks a lot !

  4. Good morning… My foundation students are very interested in the videos you have published on YouTube if you can get time in your busy life, I would love to talk to you over Skype or by email about your work.

    Thank you for taking the time to look at this and I hope to speak soon.

    Regard

    Mr K Alankar (BSc Computer Science)

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