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Augmented Reality

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DMI, NRECA (National Rural Electric Cooperative Association), and Jo-Carroll Energy teamed up to explore the benefits of using virtual reality at rural electric cooperative substations. "The project paid for itself in just over two years, solely from reduced drive time of the more than 30 staff who have used VR. The substation selected for the immersive VR is about 50 miles from JCE’s headquarters. Savings from eliminating the need to have staff drive several hours for each training session added up quickly. Other benefits are significant, but harder to quantify. “How do you know the payback on safety and doing the training in a non-hazardous VR environment?” said Skinner. For example, he explained, “Every time you go to a substation with a whole crew, you're going to go over the safety details – what the voltages are, what kind of physical hazards are potentially there, and so on. Most substations are full of rocks. It's not a smooth surface; there are tripping hazards. There's a whole bunch of equipment that you can bump into.” JCE sees that being able to do the training in the office, a non-hazardous area, is a huge advantage.

On September 28, 2017 DMI introduced the next industrial revolution encapsulated in our newest suite of solutions called Precision Reality™. Executives that attended were educated on the latest innovations, from virtual reality to internet of things, forming the foundation for a wellspring of untapped enterprise ROI. DMI shared our experience as a trusted advisor within numerous industries. We were also able to share an exclusive look at some projects with our partners. Together, we explored the the impact of harnessing the transformative power of emerging technology in the enterprise.  

With 4700 attendees, 351 speakers, 212 exhibitors and an expo hall of 100,000 sqft. AWE USA 2017 was their biggest event yet! This year’s conference and expo showcased speakers, startups and organizations who are using AR & VR to drive economic growth, encourage empathy and collaboration, democratize healthcare and education, and promote sustainability in the world. Alex, David, and Nathan, represented the DMI team, as they networked, learned, and shared new technologies. The DMI team’s favorite parts were in the Intel booth- watch the attached video to see more of their experience!

Advances in 3D cameras have made possible new ways to play familiar games. LikeTANKED! , an arcade-style warfare game that uses a sandbox, projector and Intel® RealSense™ camera to create a dynamic terrain users can battle atop. Or Puck Club, an air hockey game that can be projected on any flat surface and controlled with hand gestures. Motherboard spoke with the Intel® Software Innovators behind these projects—Nathan Greiner and Alex Schuster , the President and Interactive Software Developer, respectively, of Design Mill, Inc.—about their work with 3D cameras and what cool applications we might see in the future.

Dubuque, IA, January 4, 2015: Design Mill, Inc., a leading systems integrator and leading innovator using Intel RealSense Technology will demonstrate new mixed reality gaming platform, Torch, at the Consumer Electronics Show (CES) on January 6-9, 2016 in Las Vegas. Torch is comprised of gaming software and compatible hardware developed utilizing Intel RealSense Technology to capture and display dynamic terrain generation and interactive mixed reality games. Tanked!, the first game to be released on the Torch platform, is an arcade-style one-on-one tank battle game that was first unveiled at the Intel Developer Forum in Summer 2015. Tanked! was developed on the foundation of Unity 3D and combines a custom-built sand table, Intel RealSense R200 camera for depth sensing, and a projector to create a game in which players can manipulate the landscape of the game map with their hands. Play begins by building a virtual environment using real world sand as a haptic input device. Once the terrain is modified, a virtual tank is dropped into the environment. The players maneuver their tanks across the dynamically generated terrain using valleys and mountains to their advantage, thus changing their own cannon’s trajectory as well as dodging opponents’ artillery. Repeat play is uniquely based on the topography of the sand that players create each time. An Intel RealSense R200 camera senses the depths of valleys and height of hills in the landscape, which impacts gameplay. The Intel Developer Zone and support from Intel’s Perceptual Computing team, in conjunction with the strong community and support for the Unity 3D gaming engine, provided the tools and resources necessary to develop Torch. Modern game development is a realization of advanced programming and coding coming together to create progressive visualization experiences. A new wave of gaming involves developing additional sensory integration of haptic elements into high-tech virtual environments in a way that

Design Mill, Inc., a leading systems integrator, was chosen by Intel to showcase application of the Intel RealSense3D R200 camera with a dynamic terrain generation game called Tanked! This project will be unveiled and demonstrated at annual Intel Developer Forum(IDF) on August 18-20, 2015 at the Moscone West Convention Center in San Francisco, California. Tanked!, an arcade-style one-on-one tank battle game developed using Unity 3D and built on the foundation of Intel RealSense SDK Documentation combines a custom built sand table, the Intel RealSense 3D R200 and a projector to create a game in which players can manipulate the landscape of their map with the touch of their hand. The players begin by building a virtual environment using real world sand as a haptic input device. Scripts written in C# find depths and smooth layers while a calibration utility calculates the height of the area to display based on the selected width and the aspect ratio of the R200. The calibration settings determine the depth points that will be utilized in the actual game. Once the terrain is modified a virtual tank is dropped into the environment for each player and the game begins. The players maneuver their tanks across the dynamically generated terrain using valleys and mountains to their advantage changing their own cannon’s trajectory as well as dodging opponents’ artillery. A mid-game mine sweep provides an additional sensory element. Faced with a warning of incoming mines, the tanks stop battling while virtual mines are placed at random points where the R200 RealSense has determined the depth of the sand is sufficient. Players must dig into the sand table in search of the mines to deactivate them before time runs out. Failure to deactivate the mines results in damage to the tank reducing mobility when normal play resumes. Play continues until a tank is hit enough