The Inside Story of #Oculus_Rift and How Virtual Reality Became Reality | WIRED | By Peter Rubin 05.20.14
▻http://www.wired.com/2014/05/oculus-rift-4
Oculus is also working on a second, outward-facing camera that will be part of the headset itself. The Valve prototype used such a camera to read fiducial markers on the walls for tracking, but Oculus seems to intend it for very different applications. For one, Carmack says, it can function as a pass-through camera, allowing Rift-wearing users to see what’s happening in the real world—a kind of external heads-up display that would allow you to grab a soda, for instance. But it has other, much more interesting potential uses. Right now the Rift allows players to look around a virtual world; to move through it, they use an Xbox controller. But a front-facing camera might allow the Rift to someday track users’ gestures instead—like a Kinect, but more powerful. “In the early days of VR, it was all goggles and gloves,” Carmack says. “Nobody’s talking about gloves now—it’s going to be done with optical tracking. You want it to feel like a virtuoso with an instrument.” Add haptic feedback, which the company is also developing, and you’ve taken a giant step toward achieving true presence. Players will be able to engage with virtual worlds—and have those worlds engage back—unencumbered.
#réalité_virtuelle au-delà des #jeux_vidéo depuis le rachat par #facebook