Disney has this week released a new demonstration video showing how a real ball can be caught by someone in virtual reality. As you can see in the video below, one person is wearing a virtual reality headset while the other throws a ball towards them in real life. Just as in the real world, the VR-immersed person is capable of capturing the ball thrown at them while wearing the headset. Check it out below.
The Technology Behind VR Ball Catching
Disney explains more about the process of catching a real ball while in virtual reality:
We present a system enabling users to accurately catch a real ball while immersed in a virtual reality environment. We examine three visualizations: rendering a matching virtual ball, the predicted trajectory of the ball, and a target catching point lying on the predicted trajectory. In our demonstration system, we track the projectile motion of a ball as it is being tossed between users. Using Unscented Kalman Filtering, we generate predictive estimates of the ball’s motion as it approaches the catcher. The predictive assistance visualizations effectively increase the user’s senses but can also alter the user’s strategy in catching.
The system employs advanced tracking technology to monitor the ball’s movement in real-time. By using Unscented Kalman Filtering, the system can predict the ball’s trajectory with high accuracy. This predictive capability is crucial for providing the VR user with the necessary visual cues to catch the ball successfully. The three visualizations—rendering a matching virtual ball, the predicted trajectory, and a target catching point—work together to create a seamless and intuitive experience for the user.
Applications and Future Prospects
The implications of this technology extend far beyond just catching a ball. This system could revolutionize various fields, including sports training, physical rehabilitation, and even gaming. For instance, athletes could use this technology to practice their catching skills in a controlled environment, allowing for more precise and targeted training. Similarly, physical therapists could use VR to help patients regain motor skills in a safe and engaging manner.
Moreover, the gaming industry could see a new wave of immersive experiences that blend the physical and virtual worlds. Imagine a game where players can interact with real objects while fully immersed in a virtual environment. This could open up new possibilities for game design and user interaction, making games more engaging and realistic.
Another exciting prospect is the potential for educational applications. Students could use VR to conduct experiments or practice skills that would be difficult or dangerous to perform in real life. For example, medical students could practice surgical techniques in a virtual environment, gaining valuable experience without the risks associated with real-life procedures.
In conclusion, Disney’s demonstration of catching a real ball in virtual reality is a significant milestone in the development of immersive technologies. By combining advanced tracking systems with predictive algorithms, this technology offers a glimpse into the future of VR, where the lines between the physical and virtual worlds continue to blur. The potential applications are vast and varied, promising to transform not just entertainment but also education, healthcare, and beyond.
Source: Youtube
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