Despite the fact that the growth of Virtual reality has progressed significantly, it’s dependably been confined to the virtual domain. Nonetheless, new innovation from Disney allows the physical world to mix with the virtual. Check out the video below that demonstrates this research in real life, as a participant catches a real ball while wearing a VR headset.
Hand-eye coordination is required in order to capture an object in this present reality, something that still can’t seem to be effectively converted into the VR domain. However, the Disney Research lab believes that this kind of coordination and different aptitudes can be converted into virtual reality. Consolidating physical and virtual boosts user experience, as per senior research scientist Günter Niemeyer.
He stated, “Catching and feeling the real ball in your hand makes VR much richer, more believable, more exciting, more interactive, more dynamic, more real.”
Now, the real question is how did they do it? Well, a motion capture system was deployed by the team to track the ball, thus the ball “as a general rule” has more texture as compared to the one in the virtual rendering. This system not only followed the movement of the ball, but also the location of the catcher’s hands. The ball and resulting activities then get transmitted to the VR head-mounted display.
Three separate visualizations have been demonstrated in the video. The first appears the most ordinary and realistic. The system renders the ball’s location in real time. The next visualization demonstrates the line of trajectory for the ball as anticipated by the whole framework. The last suggests a conceivable region where the catcher could get the ball.
According to research lab associate Mathew Pan, every one of the three interpretations prompted successful catches. 95 percent success rate was reported by the team with the first visualization of underhanded tosses. But, the catching styles changed in the other two perceptions. The VR’s estimates were utilized by the catcher to prepare his hands somewhat before.
According to Pan,
“The most apparent explanation is that, without information about the ball’s location, the catcher must rely on the identified target point, changing the task from one requiring higher brain functions to estimate trajectory to a simpler, visually guided pointing task.”
This innovation could not only undoubtedly enhance the intuitiveness of VR games, but even make an altogether new genre. It’s easy for players to lose all sense of direction in the virtual space made in their headsets. This new research could add to the components of the video games and make the experience all the more realistic.
Niemeyer told, “With VR, we can show you the future by pre-rendering where the ball is going to be. For some types of interactions, game designers might choose to take advantage of VR to make certain tasks easier, just as using a net to catch balls might make some games more enjoyable.”
Disney is no stranger to Virtual realtiy tech. The media giant bought virtual reality startup Jaunt in September 2015. A custom camera was created by the Jaunt that was capable of shooting professional-grade 360-degree film, and originally Disney wanted to utilize the technology to convey immersive encounters to ABC News. Since then, Disney has utilized Jaunt to make renderings of the greater part of its amusement parks, particularly in praising real points of reference, for example, Disneyland’s 60th anniversary Diamond Celebration.