Air Hockey

Year: 2014
Air Hockey is an Augmented Reality application developed for GetVu's AR Headset. It uses Leap Motion sensor for hand gesture controls. This is a multiplayer AR game developed using Unity Game Engine. One user has to place the air-hockey table somewhere inside the room and start the game. Any other user can look at the same place and confirm, to join the game. Once both the players are ready, they can play over the network using hand gesture controls. Single player option is also available where one player places the air-hockey table into the room and starts playing immediately.

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Social VR

Year: 2016
Social VR is a Virtual Reality project mainly focusing on studying user behavior when hanging out with friends in a virtual world. Concentrating more on activities that will give users different experience every time when they are hanging out with friends inside the same virtual world rather than providing users with different virtual worlds. We tried activities like users playing hide and seek, watching movies together, playing UNO or Rummy like card games or board games inside the virtual world. This project is developed using Photon Unity Networking and Unity Game Engine. Google's Cardboard VR is used for beta testing.

Telepresence

Year: 2016
The aim of this project is to bring two or more people into a virtual world instead of their avatars. Instead of a humanoid avatar, we wanted to bring the user itself into the virtual world. We used Microsoft Kinect to capture the depth data. Once the depth data is captured, only the user's point cloud is segmented out from the whole point cloud input given by Kinect. We then tried to stream the user's point cloud over the network after compressing. Streaming point cloud over a network was challenging. With reference to the below link, we tried to stream the point cloud real-time using Point Cloud Library.

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EasyG

Year: 2017
EasyG is an Android app that primarily digitalizes the ECG papers. Phone captured images are filtered using OpenCV Library to remove the grid lines. Filtered images are then converted into digital ECG wave. Noise canceling step is done at last to improve the digital ECG wave's quality.

Furniture AR

Year: 2015
FurnitureAR is an experimental project to study the feasibility of Augmented Reality in the Interior Design field. We tried using 2D marker tracking, 3D object tracking, SLAM or otherwise called markerless tracking, only using IMU's inside our smartphones to augment a virtual furniture with real world scale into the real world. Each method has their own pros and cons. 2D marker and 3D object tracking require some reference object to place the model whereas SLAM and IMU method doesn't require one. Using only IMU will not allow the user to move around the virtual furniture.

AR Training

Year: 2016
AR Training is an interactive way of training someone with the help of smartglass and Augmented Reality. We used Epson BT 200 for our prototype. Glasses like ODG R7, Hololens etc can also be used. For augmenting something with real world scale, we used Vuforia marker tracking. The main aim of this project is to find "Without any prior knowledge about a work, How fast a person can complete it?". Study proves to decrease the learning phase significantly with the help of Augmented Reality in training someone.