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Showing posts from March, 2022

What will be our target Market?

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Target Market Video game developers. Video gamers VR Gamers Metaverse Users Metamotion device can be used for any purpose related to gaming and Virtual Reality because it provide better experience of Virtual Reality with its Locomotion functionality

We are taking Innovation in the Market.

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 Innovation in the Market: Metamotion will change the trend of gaming. Character motion in current games are bounded. Character can perform the specific moves and motion. Our Device will able the character to move the character like real man to feel the virtual reality in real sense. VR base games require stands, headsets and foot controllers for movement of character/Avatar, our device will change this trend and perform all the movements functionality easily.

What are we presenting as a new idea?

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 OUR BIG IDEA Our mission is to feel virtual reality. Metaverse technology enable us to see the virtual world but we are not able to feel this world. Our mission to add all senses in the Metaverse. Introdcution: VR locomotion is technology that enables movement from one place to another (locomotion) within a virtual reality environment.  Our Software sense human body language and perform the same movement and motion as avatar in virtual reality. Sagawere: Our Software MetaMotion changes how you move in VR by allowing to navigate with your body instead of using the headset or the controllers. MetaMotion will works with a lot of games and is not limited to the games listed below. Evaluation: Locomotion Technology  Can change the trend of gaming. Provide real feel of avatar movement in Virtual Reality/Metaverse. End triggers technology for playing games. Come close to the Metaverse world. Mission & Vision 

HUMAN-COMPUTER-INTERFACES FOR AR AND VR APPLICATIONS

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 HUMAN-COMPUTER-INTERFACES FOR AR AND VR APPLICATIONS A user interface that allows for a human-computer-interaction is not strictly mandatory for AR systems. Nevertheless most AR applications offer some kind of interaction. Depending on the aim of the application the interface differs greatly. Medical surgeons, who try to avoid any unnecessary contact with non-sterile items but still need to interact with more and more computerized equipment, possibly prefer adequate controls like gestures and voice commands. Mobile handheld device users usually rely on the ubiquitous and well-known touchscreen, at least as long as they hold their device in the hands. Touchscreen based devices lacks precision and tactical feedback. Nevertheless the users got used to its drawbacks and learned to live with them. As soon as the mobile device is mounted in a VR viewer [14] the touch interface gets useless and new forms of interaction become necessary. Google introduced a magnetic trigger and, with the ...

What are Working of already designed products?

Working: In order to superimpose virtual onto real content, the AR systems needs to be able to match the users viewing perspective onto the scenery and the virtual content that shall be shown. The recognition of space and objects placed in the scenery appears to be trivial and natural to a human being, but is a complex task for a computer system. In order to superimpose realistically virtual images on the view of the real world, AR systems rely on various tracking methods. Tracking allows for a constant determination of the position and orientation of parts of the AR system, the user and/or objects in the environment in relation to each other. Depending on the AR application the requirements for the tracking system differ significantly, but generally the tracking should have the following ideal characteristics: 1. Flawless and precise. 2. Robust. 3. Zero latency. 4. 6-Degrees of freedom. 5. Universally applicable. 6. Easy to deploy and use. 7. Affordable. It is possible to categorize t...

What is SCOPE of the Software?

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1AR displays Although an AR system may incorporate other senses than the sense of sight, vision is generally considered to be the main sense addressed by almost all AR systems. Thus a display which allows presenting some sort of computer generated content to a user is usually mandatory and fundamental for an AR system. Generally it is possible to categorize most systems into visible-see-through (VST) display or optical-see-through (OST) display based systems. Both principles have their specific advantages but also disadvantages. OST displays allow a direct view of the real world. The superimposition is achieved via a translucent display. The natural view on the world remains mostly intact, which is usually preferable for critical applications like car navigation or surgery aids. With an OST display it is not trivial to cover bright real objects with darker virtual content [3]. OST based displays are more complicated due to the need for calibration, as every user has a different anatomy...

What type of device has been proposed?

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 Abstract Practical exercises are a crucial part of many curricula. Even simple exercises can improve the understanding of the underlying subject. Most experimental setups require special hardware. To carry out e. g. a lens experiments the students need access to an optical bench, various lenses, light sources, apertures and a screen. In our previous publication we demonstrated the use of augmented reality visualization techniques in order to let the students prepare with a simulated experimental setup. Within the context of our intended blended learning concept we want to utilize augmented or virtual reality techniques for stationary laboratory exercises. Unlike applications running on mobile devices, stationary setups can be extended more easily with additional interfaces and thus allow for more complex interactions and simulations in virtual reality (VR) and augmented reality (AR). The most significant difference is the possibility to allow interactions beyond touching a screen....

Why are You focusing on this idea?

Abstract: Practical exercises are a crucial part of many curricula. Even simple exercises can improve the understanding of the underlying subject. Most experimental setups require special hardware. To carry out e. g. a lens experiments the students need access to an optical bench, various lenses, light sources, apertures and a screen.  In our previous publication we demonstrated the use of augmented reality visualization techniques in order to let the students prepare with a simulated experimental setup. Within the context of our intended blended learning concept we want to utilize augmented or virtual reality techniques for stationary laboratory exercises. Unlike applications running on mobile devices, stationary setups can be extended more easily with additional interfaces and thus allow for more complex interactions and simulations in virtual reality (VR) and augmented reality (AR). The most significant difference is the possibility to allow interactions beyond touching a screen...

Why Are You Creating This Software?

  Problem: As we know that gaming trend increases day by day and gamers want reality-based experience. For this purpose, many controllers are developed to improve gaming experience. These are all controllers are highly paid. Solution: We are developing a software used for playing games with your hand gesture and body motion. We are successful to configure our software in subway surfer(Ranked 6) and fruit ninja. Gaming experience will change with our technology. Our aim to develop a software which has ability to play all games and able to move virtual avatar in metaverse. The software is AI & Machine Learning base. Python is used for the implementation of the project. OpenCV, autopy, mediapy are the some libraries which we used to develop our technology. The software can easily configure with any game by using webcam. Scope of this technology is defined with the scope of gaming. This software can easily be configure with any game and make games more enjoyable. Novel...