CtrlAltStudio gains Kinect support and is adapted for use by a university

CAS-logoDave Rowe contacted me earlier in the week to let me know that he’s updated his CtrlAltStudio viewer with both a variable walk speed and support for Kinect for Windows.

Commenting on the updates, which can be found in CtrlAltStudio release Alpha 5 1.1.0.34376 (Windows only), Dave explains:

In the time-honoured tradition of making things do that which they weren’t quite designed for, I’ve added a variable walking speed to the CtrlAltStudio Viewer, Alpha 5 1.1.0.34376. I’ve also added “spot standing” Kinect control of avatar movement for people to try out. These two items can be used with all display modes: normal, stereoscopic 3D, and Oculus Rift.

The variable walk speed came about as a result of some issues when walking / flying in-world when using the Rift, and Dave was pointed in the direction of a possible solution after reading a Firestorm JIRA raised by Adeon Writer requesting that the ability to more easily toggle between “full” and “quarter” speed movement when walking, running or crouching than solely by pressing and holding the spacebar.

Dave notes that his solution, which employs a slider in the Movement sub-tab of Preferences > Move and View, may not be ideal at present, and only affects avatar walking speeds.  He also notes it may not work properly on OpenSim Grids or with the SpaceNavigator (at least at present in the case of the latter).

The new variable walk speed slider and the Kinect options in CtrlAltStudio Alpha 5
The new variable walk speed slider and the Kinect options in CtrlAltStudio Alpha 5

In all the slider has five presets, from “slow” (left) to “normal” (right). When using the viewer, I found that with the mid-point “half speed” and the preset between it and “normal”, my avatar (on an uncrowded region) moved forward reasonably well and was relatively responsive when turning as I walked. Walking backwards was also OK, although if you enable the option to turn your avatar around when walking “backwards”, you may find your avatar’s movement becomes jerky and it constantly tries to turn and put its back to you; something which becomes more pronounced at the lower settings.

I found the “slow” setting to be somewhat akin to being caught in a heavy lag situation, but without any accompanying rubber-banding or sudden speed-ups with walking; my avatar moved very slowly and was subject to intermittent pauses and froze on a couple of occasions, requiring me to adjust the slider more to the right.

While this may not sound promising, do remember that this is only the first cut at the work on Dave’s part.

Kinect Gesture Support

As well as the variable walking speed, Dave has also added gesture support for the viewer, which can be used via the Microsoft Kinect system.  The supported gestures allow you to set your avatar walking, stop it, turn it around and fly up and down or stop gesture-driven control. He’s produced a set of easy-to-understand drawings of the gestures for each, and notes that you can also stop gesture-driven motion by walking out of the Kinect’s sensor range, and also fly down by crouching.

Kinect gestures (image courtesy of Dave Rowe)

In discussing the use of the variable walk slider and the Kinect options, Dave notes:

The variable walk speed improves the usability of Kinect “spot standing” control, usable in Windows builds on PCs with Kinect for Windows sensors installed. You set a “home” position of zero movement, then once you move out of a dead zone around that position your avatar starts moving in the direction you’ve moved in. Avatar movement starts off slow and increases speed as you move further out, with the maximum being that of the walk speed you’ve configured. Except that for forwards movement you start running after the maximum walk speed.

Even if you don’t have either active stereoscopic glasses or an Oculus Rift headset, but you do have a Kinect system (with Runtime or Software Development Kit installed on your PC), you can still use the Alpha 5 version of CtrlAltStudio to try both the variable speed walk and the gesture controls out – just leave both the Stereoscopic and Oculus options disabled. Note you do not have to have Kinect in order to try-out the variable speed walking.

A further change with this release is the inclusion of a Prediction Delta slider with the Oculus Rift options.  Again, as Dave notes in his blog:

Sensor prediction helps reduce latency and you can configure how far into the future your orientation is predicted. With your Rift on, adjust the Prediction Delta value until moving your head feels most comfortable.

predict
the new Prediction Delta slider in the Oculus Rift section of the Display Output sub-tab for helping to reduce latency and configuring how far into the future your orientation is predicted for a more natural head movement when using the Rift.

You can find out about these , and the other updates within the Alpha 5 version of CtrlAltStudio via the release notes.

CtrlAltStudio Adopted and Adapted by St. Andrew’s University

Dave’s work on CtrlAltStudio has not gone unnoticed. None other than St. Andrews University in Scotland have adopted and adapted it as a part of their own work to create a new viewer they’ve called ACE.

Faculty members and students at the university have been using virtual environments for historical reconstructions as a part of their Open Virtual Worlds project for some time now, running their own dedicated OpenSim grid (which is hypergrid enabled, or people can access by creating a log-in account).

Project members have now taken Dave’s work with CtrlAltStudio viewer and combined it with their own Kinect bindings created as a part of their Chimera project in order to produce their own ACE (Armadillo Control Extensions) viewer. This can be used to explore and experience their in-world reconstructions using Oculus Rift and without the need for any physical device to assist them.

The ACE viewer also requires the installation of the Kinect Runtime or SDK to be installed on the host computer in order to work, but once these and the viewer are installed, it can be used to connect to any grid (OpenSim or SL).

A blog post on the ACE viewer is available on the Open Virtual Worlds blog, as is a video demonstrating it in use.

Related Links

CtrlAltStudio

Open Virtual Worlds Project

Kinect Runtime & SDK (required for Kinect use)

CtrlAltStudio: Oculus Rift configuration utility

Dave Rowe (Strachan Ofarrel in SL) is responsible for developing the CtrlAltStudio viewer. Based on Firestorm, the viewer comes in two flavours, one encompassing a Stereoscopic 3D world view, and the other pioneering Oculus Rift support for both Second Life and OpenSim.

The Oculus Rift configuration utility (image: Dave Rowe)

I’ve been reporting on both viewers as they’ve been updated, and noticed that Dave recently posted some useful information for those with a pre-release Oculus Rift SDK version and who might be using his viewer.

In it, he provides an overview of the headset’s configuration utility which allows users to:

  • Measure your eye separation (inter pupillary distance or IPD, also referred to simply as pupillary distance)
  • Correctly calibrate the headset
  • Update the headset’s firmware.

If you have a headset, and have not used the configuration utility, Dave’s article makes worthwhile reading, covering as it does all three of the operations bulleted above.

In addition to covering these options, Dave points out that the latest version of the firmware (0.18) includes improvements to reduce orientation drift. So, if you have been using the utility to calibrate the headset, but are finding your orientation is drifting a lot, you may want to try updating your headset’s firmware.

Related Links

CtrlAltStudio: Bringing the UI to your Oculus Rift

CAS-logoStrachan Ofarrel (Dave Rowe in RL), has issued an update to the experimental version of his CtrlAltStudio viewer with Oculus Rift support. It’s an update those with the Rift SDK and headset are likely to find interesting, as it includes some initial work on bringing the viewer’s UI to the Rift.

Version 1.1.0.34332 (Alpha 4 release) of CtrlAltStudio appeared on Wednesday October 23rd, and Strachan was kind enough to poke me about it.

It’s important to note that this is only a first pass at things, so if you have a headset, keep in mind what you see of the UI may change as Strachan  tweaks things further. Commenting on the work, Strachan himself says:

I originally wasn’t intending to do any UI as I thought Linden Lab’s viewer with Rift support would have been released by now, but it hasn’t been and there’s a pressing need for at least some UI so I’ve added some as a stop-gap measure.

The viewer UI in Oculus Rift: preliminary work undertaken by Strachan Ofarrel in CtrlAltStudio (image courtesy of Strachan OFarrel / David Rowe) – click to enlarge

There are some limitations with this first pass in that the menu bars and toolbars are not yet displayed in Riftlook, and for those who prefer the Pie menu, right clicking on in-world objects will only display the context menu (no Pie). Even so, this is an impressive start to the work of enabling the UI, and does much to increase people’s ability to interact with the world when using the Oculus Rift.

In order to use UI elements effectively with the headset, Strachan recommends users:

  • Turn on Show User Interface In Mouselook and Enable Context Menus In Mouselook (both under Preferences > Move & View > View)
  • Consider enabling Show Chat In Bubbles Above Avatars (Preferences > Chat > General).

He notes that with the above settings enabled, shortcuts can be used to show / hide dialogue boxes (e.g. CTRL-I for showing / hiding inventory), which again significantly adds to the usability of the viewer when in Riftlook. He also reminds people to use the cursor to left-click interact with windows and right-click interact with in-world objects, and that cursor movement can be defined / refined in Preferences > Graphics > Display Output.

The Display Output options for when Using Oculus Rift: note the new depth slider and the options to define / refine camera / cursor movement
The Display Output options for when Using Oculus Rift: note the new depth slider and the options to define / refine camera / cursor movement

As well as adding preliminary UI capabilities to Riftlook, this release of the CtrlAltStudio Alpha version also brings with it a range of updates and fixes, including:

  • Some adjustment of the depth at which the Riftlook UI is displayed
  • Enabling the display of avatar toasts and floating text in Riftlook
  • Esc in third-person Riftlook will return you to Riftlook first-person (instead of having to exit then re-enter Riftlook)
  • Esc in flycam Riftlook with SpaceNavigator will return you to Riftlook first-person
  • Entering / leaving stereoscopic 3D display mode now recorded in the program log
  • Work-around added to get stereoscopic 3D working with AMD Radeon on Windows
  • Added “–riftlook” command line parameter that toggles into Riftlook after a successful login
  • Fixed OpenSim “4096 bug” that limited the range of hypergrid teleporting
  • Fix to ensure view remains in Mouselook when TPing or when an alert dialog pops up, if UI is turned on in Mouselook
  • And more: please refer to the release notes for this version for a complete list of updates, changes and fixes, together with the correct attributions for those contributed by others.

Sadly, I don’t have the Oculus Rift SDK, so can’t speak first-hand has to how things look. So if you do have a headset, why not pop over to the CtrlAltStudio website and download this version of the viewer and take it for a test run? Strachan would doubtless appreciate all constructive feedback received!

At the time of writing, the viewer is only available for Windows, but the Mac OSX  version is promised soon – so be sure to check back with the CtrlAltStudio website if you’re a Mac user.

Related Links

CtrlAltStudio updates and LittleSight arrives on the TPVD

Both CtrlAltStudio v3 viewer and the Android LittleSight client both updated recently.

CtrlAltStudio

The stereoscopic version of CtrlAltStudio, the Firestorm-based v3 viewer for Windows and Mac was updated on September 27th to version  1.0.0.34288, which provides a number of improvements and bug fixes, including:

  • Added Ctrl-Alt-3 keyboard shortcut that toggles stereoscopic 3D on/off.
  • Added work-around to get stereoscopic 3D working with AMD Radeon on Windows.
  • Fixed world not being updated after leaving stereoscopic 3D display mode.
  • Fixed flycam with 3Dconnexion SpaceNavigator in stereoscopic 3D.
  • Fixed projected light rendering in stereoscopic 3D.
  • Fixed shift-drag object selection when editing in stereoscopic 3D.

This version of CtrlAltStudio does not support Oculus Rift, but uses OpenGL quad-buffered stereoscopic 3D, it requires NVIDIA graphics drivers with 3D Vision support (314.07 or later) and monitors set to 120Hz. The viewer needs to be running in screen mode, and suitable 3D glasses are required (does not work with 3D Vision Discover anaglyph).  The capability should work with GeForce GTS250 or better, NVIDIA Quadro cards, AMD Radeon HD 6000 or better and FireGL V7600 or better with recent drivers.

The release notes for version 1.0.0.34288 are available from the CtrlAltStudio website.

LittleSight

I first covered the LittleSight text client on July 22nd, 2012, with a review of version 1.0.4. Since then there has been further development of the client since then, notably with a paid teleport service to get around the grid.

On September 29th, LittleSight marked its arrival on the SL Third Party Viewer Directory with the release of version 1.5.0.0, although the update doesn’t appear to bring any additional functionality to the client.

Related Links

CtrlAltStudio: Stereo 3D and first pass at Oculus Rift Support

CAS-logoCtrlAltStudio is a relatively new viewer to appear for use with both Second Life and OpenSim. The work of David Rowe, it is based on Firestorm, and the project is revisiting the use of stereoscopic 3D in the viewer, building on the release of the NVIDIA 314.07 video driver.  More recently, David has also been working at a first pass at Oculus Rift integration ahead of LL’s own work with the headset.

Version 1.0.0.34218: Stereoscopic 3D View

A proof of concept image with CtrlAltStudio (image: David Rowe)

After various proof-of-concept and beta iterations, the 3D-capable version of CtrlAltStudio appeared on July 27th, 2013.

Version 1.0.0.34218 of the viewer (release notes) uses OpenGL quad-buffered stereoscopic 3D, and requires NVIDIA graphics drivers with 3D Vision support (314.07 or later). It also requires monitors set to 120Hz, and for the viewer to be running in full screen mode. It should work with GeForce GTS250 or better, NVIDIA Quadro cards, AMD Radeon HD 6000 or better and FireGL V7600 or better with recent drivers.

To control the 3D capabilities, David has added an additional Display Output tab Preferences > Graphics, and an additional toolbar button, labelled 3D, which toggles the stereo view on / off.

Sadly, I don’t have the glasses to test the viewer itself, so will have to leave that to others to report on how things look.

Version 1.1.0.34244: Initial Oculus Rift Support

Second Life in Oculus Rift via CtrlAltStudio (image; David Rowe) – click to enlarge

On August 25th, David release version 1.1.0.34244 Alpha with initial Oculus Rift support (release notes). This is well ahead of the Lab’s own implementation of support for the headset, and people shouldn’t expect it to be in any way a complete integration of Rift support. As David comments on the blog post announcing the release:

If you want to stick your Rift-kitted head into Second Life or OpenSim and have a look around, well now you can. I’ve added some basic Oculus Rift support to CtrlAltStudio Viewer 1.1.0.34244 Alpha: you can look around and move about but there is no UI. Full Rift support including UI will come when Linden Lab release their viewer with Rift support in the not too distant future. But in the meantime you can now at least enjoy the sights of your favourite virtual world locations.

Options for Oculus Rift have been added to the Display Output tab in Preferences > Graphics, directly below those for the 3D stereo controls.

The Display Output tab of Preferences > Graphics, showing the 3d vision and Oculus Rift options
The Display Output tab of Preferences > Graphics, showing the stereoscopic and Oculus Rift options

To use the headset with the viewer, David recommends that you first sit down, then get to where you want to be before you don the headset. Once there, wear the headset and toggle “Riftlook” (using the 3D toolbar button or CTRL-ALT-3) to look around and use the arrow / WASD keys to move, remembering that “forward” is in the direction in which the Rift is pointing when “Rfitlook” is enabled.

So if you have the Oculus Rift SDK, why not download CtrlAltStudio and give it a go. Just do remember, the viewer is still Alpha, and subject to limitations, possible odd behaviour.

Related Links