Virtual-reality has brought us the possible of living in fantasy-worlds. Its significant competitive advantage is immersion. Being able to override our senses and trick us into thinking we're in a whole new world. The key to successful VR apps is immersion.

However, video-game controllers, while dynamic and robust, lack this type of immersion element. A more appropriate way to control the world is one that gesture controlled, as if the power to control your reality was inherently in you, and not dependent on some controller.

That's why I wanted to take a step forward, and used a gesture-sensing armband to control Virtual reality applications.

What it does

In this application, you can control the 4 "elements" (fire, water, air, and earth), using gestures, instead of a VR controller. This is reminiscent of a real children's tv show on Nickelodeon. By using the gestures provided by the armband, you can live as if you were an avatar.

How I built it

I used the Myo Armband, which can detect gestures, and I hooked that up into a VR app using SteamVR and unity.

Challenges I ran into

Water mechanics and graphics were hard to model at first. Eventually, I had to study a little bit of physics to get the motion of the water particles just right. Another difficulty was finding suitable and cheap models for what I wanted. For some of these models, they were developed through Blender myself.

Accomplishments that I'm proud of

This app brings us a step closer to full-on VR immersion. It's no matrix, but it definitely shows that eventually, we can build applications where we Virtual Reality becomes less virtual and more reality.

What I learned

I learned how to create virtual reality apps and work with the Myo armband API. Overall, a very fun experience.

What's next for MuscleArmbandVR

The mechanics of the game are set up. What would be interesting next is to create real-life storylines and gameplay. For example, "fighting" someone with the muscle mechanics.

Video Link: Password for vimeo video is attchallenge2018

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