A VR arena-scale co-location system for multiplayer in physical space

With the release of true standalone headsets like the Oculus Quest, co-location arena-scale VR, where multiple users are in the same room, is now feasible for the consumer market without the need for expensive setups. Oculus has not announced any plans to release an SDK for easy implementation of co...

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Main Author: Tan, Mykell Zhi Kai
Other Authors: Seah Hock Soon
Format: Final Year Project
Language:English
Published: Nanyang Technological University 2020
Subjects:
Online Access:https://hdl.handle.net/10356/145380
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Institution: Nanyang Technological University
Language: English
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spelling sg-ntu-dr.10356-1453802020-12-20T23:40:04Z A VR arena-scale co-location system for multiplayer in physical space Tan, Mykell Zhi Kai Seah Hock Soon School of Computer Science and Engineering ASHSSEAH@ntu.edu.sg Engineering::Computer science and engineering::Software::Software engineering With the release of true standalone headsets like the Oculus Quest, co-location arena-scale VR, where multiple users are in the same room, is now feasible for the consumer market without the need for expensive setups. Oculus has not announced any plans to release an SDK for easy implementation of co-location. As such, VR developers are seeking alternatives to implement arena-scale experiences. The purpose of this project is to develop a possible method of arena-scale co-location, that is easy to set up by the consumer and requires no additional hardware nor visual markers, on stand-alone headsets like the Oculus Quest. By matching the same multiple points in physical space for all headsets, each headset's virtual space can be synchronized with the rest without requiring the active tracking of other headsets. Two prototypes have been made to test the viability of this method. The first prototype demonstrates the synchronization functionality with error minimization. The second, builds on the first to develop and test the method for viability using physical hardware and live testers. 2 points are required to sync virtual spaces with perfect matching. 5 points or more are found to provide very accurate synchronization in live tests, despite testers not standing directly on the same spots. This conclusively proves that this method of co-location is viable without the need for visual markers as guides for point matching. Bachelor of Engineering (Computer Science) 2020-12-20T23:40:04Z 2020-12-20T23:40:04Z 2020 Final Year Project (FYP) https://hdl.handle.net/10356/145380 en SCSE19-0781 application/pdf Nanyang Technological University
institution Nanyang Technological University
building NTU Library
continent Asia
country Singapore
Singapore
content_provider NTU Library
collection DR-NTU
language English
topic Engineering::Computer science and engineering::Software::Software engineering
spellingShingle Engineering::Computer science and engineering::Software::Software engineering
Tan, Mykell Zhi Kai
A VR arena-scale co-location system for multiplayer in physical space
description With the release of true standalone headsets like the Oculus Quest, co-location arena-scale VR, where multiple users are in the same room, is now feasible for the consumer market without the need for expensive setups. Oculus has not announced any plans to release an SDK for easy implementation of co-location. As such, VR developers are seeking alternatives to implement arena-scale experiences. The purpose of this project is to develop a possible method of arena-scale co-location, that is easy to set up by the consumer and requires no additional hardware nor visual markers, on stand-alone headsets like the Oculus Quest. By matching the same multiple points in physical space for all headsets, each headset's virtual space can be synchronized with the rest without requiring the active tracking of other headsets. Two prototypes have been made to test the viability of this method. The first prototype demonstrates the synchronization functionality with error minimization. The second, builds on the first to develop and test the method for viability using physical hardware and live testers. 2 points are required to sync virtual spaces with perfect matching. 5 points or more are found to provide very accurate synchronization in live tests, despite testers not standing directly on the same spots. This conclusively proves that this method of co-location is viable without the need for visual markers as guides for point matching.
author2 Seah Hock Soon
author_facet Seah Hock Soon
Tan, Mykell Zhi Kai
format Final Year Project
author Tan, Mykell Zhi Kai
author_sort Tan, Mykell Zhi Kai
title A VR arena-scale co-location system for multiplayer in physical space
title_short A VR arena-scale co-location system for multiplayer in physical space
title_full A VR arena-scale co-location system for multiplayer in physical space
title_fullStr A VR arena-scale co-location system for multiplayer in physical space
title_full_unstemmed A VR arena-scale co-location system for multiplayer in physical space
title_sort vr arena-scale co-location system for multiplayer in physical space
publisher Nanyang Technological University
publishDate 2020
url https://hdl.handle.net/10356/145380
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