Pc Head Tracking Voice Sets !!EXCLUSIVE!!
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This mod allows the player to use head/eye tracking animations, voice type selection and custom voice function, in consideration of performance and stability.All the options can be individually enabled or disabled.
When you watch a supported show or movie, make a FaceTime call, or listen to supported music on your device, AirPods (3rd generation), AirPods Pro (all generations), and AirPods Max use Spatial Audio and head tracking to create an immersive theater-like environment with sound that surrounds you.
VR headsets range from the simplest ones being made out of cardboard and a few lenses all the way up to being sensor filled LCD screen glasses packed with technology. The HTC Vive, Oculus Rift, and Playstation VR are by far the most common PC-based options, and Samsung Gear VR and Google Cardboard both work by utilizing your smartphone. These two different kinds of headsets, PC or phone-based, work in similar ways but have to utilize different sensor capabilities to make each of their functionalities work.
There's another realm of VR headsets too, that's standalone VR. The two primary standalone VR headsets are the Oculus Go and the Daydream headset. Standalone VR, in short, simply means that you can put on the headset and be good to go. You don't need another device like your smartphone or computer to run the show.
VR headsets will typically require some kind of input to function, or at least for you to interact other than seeing in the digital world. This ranges from simple head tracking to controllers or even to voice commands and controllers. Different types of headsets will utilize different methods of controls.
The goal of VR headsets is to generate a lifelike virtual environment in 3D that tricks our brains into blurring the lines between digital and reality. Video for headsets is fed from a source, either through the smartphone screen, through an HDMI cable from a computer, or natively displayed through the headset's screen and processor.
In VR headsets that have sensors embedded in them for head tracking, something known as six degrees of freedom, or 6DOF, is the concept used to make head tracking work. This system basically plots your head in an XYZ plane, and measures head movements by forward, backward, side to side, and yaw and roll.
As headsets are working to be the most realistic they can be to trick our brains into thinking they're in a virtual space, the lag and response rate needs to be flawless. Head tracking movements need to be less than 50 milliseconds. Otherwise, our brains will think something is up, and we might start to get sick. Coupled with this response rate, the screen's refresh rate needs to be high, upwards of 60 to 120 fps. Without high response rates, VR headsets would be nausea-inducing devices.
Premium VR headsets have the ability to motion track, whereas the cheaper headsets just have a static or motion-activated viewpoint and require other more manual inputs, like from a gaming controller. Head tracking is one of the key capabilities that make these headsets more premium and thus make using them feel more real.
There are a number of methods used for head tracking. Screen quality and head-tracking responsiveness are some of the most significant user experience differentiators between high-end headsets, like Oculus Rift, and low-end headsets and smartphone holding designs like Google Cardboard. Devices that use smartphones often rely on phone accelerometers and gyroscopes. High-end headsets have more accurate tracking with precise sensors, along with other systems including infrared LEDs, cameras and magnetometers.
Because head tracking in AR or VR can simulate real life experiences, it can fool the brain even better than standard viewing for a more engaging and immersive user experience. However, tracking input lag and looking at screens for a prolonged period of time can cause side effects. Head tracking lag and lower refresh rates on screens, in particular, can cause simulation sickness, a form of motion sickness resulting in headaches and nausea.
It is possible to perform the face tracking on a separate PC. This can, for example, help reduce CPU load. This process is a bit advanced and requires some general knowledge about the use of commandline programs and batch files. To do this, copy either the whole VSeeFace folder or the VSeeFace_Data\\StreamingAssets\\Binary\\ folder to the second PC, which should have the camera attached. Inside this folder is a file called run.bat. Running this file will open first ask for some information to set up the camera and then run the tracker process that is usually run in the background of VSeeFace. If you entered the correct information, it will show an image of the camera feed with overlaid tracking points, so do not run it while streaming your desktop. This can also be useful to figure out issues with the camera or tracking in general. The tracker can be stopped with the q, while the image display window is active.
To combine iPhone tracking with Leap Motion tracking, enable the Track fingers and Track hands to shoulders options in VMC reception settings in VSeeFace. Enabling all over options except Track face features as well, will apply the usual head tracking and body movements, which may allow more freedom of movement than just the iPhone tracking on its own.
To make use of these parameters, the avatar has to be specifically set up for it. If it is, using these parameters, basic face tracking based animations can be applied to an avatar. As wearing a VR headset will interfere with face tracking, this is mainly intended for playing in desktop mode.
If you want to check how the tracking sees your camera image, which is often useful for figuring out tracking issues, first make sure that no other program, including VSeeFace, is using the camera. Then, navigate to the VSeeFace_Data\\StreamingAssets\\Binary folder inside the VSeeFace folder and double click on run.bat, which might also be displayed as just run.
Spatial audio is an effect that gives the impression of sound coming at you from three dimensions. It's common in gaming headsets and has been making inroads in other types of headphones, especially now that Apple is offering support for the technology through its latest pairs of AirPods and Beats. But what exactly does it sound like, and what do you need to experience the effect at its best We've tested Apple's spatial audio across every pair of headphones it works on, and have collected everything you need to know right here.
Spatial audio is an umbrella term for various spatial effects you can experience through headphones or speakers. For headphones, it's a system that adjusts balance and frequency response for different sounds between your ears to give the impression of directionality, in some cases incorporating motion sensors and head tracking in the process.
Keep in mind that Atmos is, at heart, a speaker technology, as speakers such as soundbars use angled drivers and acoustic reflections to facilitate height channels and incorporate additional satellites for true rear and side imaging. By comparison, headphones only have one audio source on each ear (we've seen a few \"surround sound\" headsets in the past that use individual drivers for different channels, but because headphones have no space for different sound sources to come from, they don't work well).
The list gets much shorter for spatial audio with dynamic head tracking. These headphones all have one thing in common: Beyond the inclusion of H1 or W1 chips, they have accelerometers that track the movement of your head.
Currently, the ability to physically move around while your head is engaged in a VR space is achieved by placing sensors around the room that track the user. That approach is more expensive, more complex and less accurate than inside-out tracking however, and has led to all VR manufacturers trying to use cameras on the headset itself to survey the room and feed the information back.
Facebook's Oculus has been trialing a prototype of the Rift headset called Santa Cruz that has inside-out tracking. And the still-to-be-launched Sulon Q hopes that its unique selling point will be its inside-out tracking system (combined with the ability to not be physically tethered to a computer, thanks to a tiny PC mounted on the back of the headset). Microsoft also announced its Evo headset late last year, which should be available at some point in 2017.
He also claimed the company was working with top-tier VR companies but was currently not at liberty to name them. He hopes to do so later this year, when, he claims, headsets featuring the software will hit the market.
Another common adaptive input technique is head control. With this techniquean ultrasonic device is strapped to the user's head for cursor steering. Sincea position tracker would normally be mounted to the CAVE user's head, gazemonitoring is automatic. With 3D position-tracking, gesture recognitiontechniques can be used for head gesture, hand gesture or wand gesture as analternative input method. Gestures can be small and subtle or large and obvious.
Mass Transit Interior DesignAt UIC we are continuing to develop accessible vehicle interiors. Models of theUniversity campus shuttle bus and various public transit vehicles have beenbuilt for evaluation in VR. Bringing these models into the CAVE has allowed usto evaluate interior layouts for wheelchair accessibility. The wheelchair liftarea can be inspected for clearance and the stanchions checked for position andheight. By having the primary investigator wear the head tracking device,accurate clearance measurements can be made around wheelchairs, real objectsand virtual objects.
And finally, a feature that can be used with any ARKit session, but is particularly interesting with face tracking is: Audio Capture. Now it's disabled by default, but if enabled, then while your ARSession is running, it will capture audio samples from the microphone, and deliver a sequence of CMSampleBuffers to your app. So this is useful if you want to capture the user's face and their voice at the same time. 153554b96e