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ml-data-collection-via-vr's Introduction

📚 WELCOME TO MY RESEARCH PROJECT

This is a research project done in BUVIAR (github: @buviar).

The website for BUVIAR (Boğaziçi University Virtual Reality Laboratory) is here where you can browse our activities, projects, research articles and members.

PROJECT RUN RELATED DETAILS:

  • Unity Version: 2021.2.7f1
  • On opening Unity editor, if you try to run the game with the play button at the top but the game on't connect:
    • navigate to Edit -> Project Settings -> XR Plug-in Management -> OpenXR and change Play Mode OpenXR Runtime option to SteamVR

⭐⭐⭐ PLEASE TAKE A LOOK AT THE WIKI PAGE OF MY REPOSITORY! I did some documentation of the research required while project building. I started it close to the finish line but it is better than nothing :) I hope it helps. I also track TODO's and my notes on development process there.

❎❎❎ I will open issues for the problems I coincide, so you can take a look at them to have an ideo of my development process, hoping you will also find a solution for your possible problems.

Important Note: The code that made the second camera in scene gather depth information was inspired and originated from this repository.

PS: The Ultraleap customer support is utterly responsive. When you ask a question, within a week they respond to you by opening an issue in their own platform and communicating with you one-to-one. I reached them for a couple of topics, they even browsed my project repository once to give an on-the-spot solution specific to my problem. They also have a developers community in Discord.

ml-data-collection-via-vr's People

Contributors

demet47 avatar igor-lirussi avatar

Watchers

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ml-data-collection-via-vr's Issues

Static Object Text Data Change on Scene Change

I have a camera that is preserved on scene change, not being destroyed. I have a TextMesh Pro object attached to it. As per scene change, I want to change the text, the text grabbed from a static class's string array, index provided via the index of the scene internally. I was having runtime error and cleaned the code part completely. I will seek ways to implement a non-erroneous way.

Hand Transformation and Object Transformation is not Synchronized

I get the hands' locations from Ultraleap Hand Tracking SDK and objects' locations directly from Unity Scripting API. I am currently trying to collect and record those datas ar a certain rate of FPS, but the data are too asynchronously different and don't have the same unit.

Synchronized Snapshots of all Objects

I have a script component that I add to all objects I want the data of. This way, with a certain frequency I record the data for all objects but not in chorus, rather in cacaphony fashion.

How to Approach the Issue:

  • In script Data.cs, remove the DataCollector.printData() line in Update() function.
  • In script Data.cs, extract the content of the if statement and remove the if
  • In script DataCollector.cs, convert the printData method into a coroutine. Arrange the FPS by putting a WaitForSeconds yield at the termination. Then call the coroutine inside start method.
  • Put the modified DataCollector.cs script onto an invisible GameObject you create anew and name the object DataRecorder.
  • Merge the hand data collect with this script also. Thus, every snapshot without exceptions will be sync.

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