We did a preliminary user study on ten people measured the time taken it took for them to play an arbitrary sequence of 5, 10 and 15 notes. Each of this was done with and without the feedback of our tutor. We have plotted these results in a bar chart as shown:
More info here
We finally integrated our circuit to an actual guitar. We mounted the arduino board on the guitar capo. The softpot sensors went between the strings and the neck of the guitar.
In our project, we are planning to use FSR sensors to detect if a fret has been correctly pressed. To do that, we plan to put these sensors on the neck of the guitar below the strings. Therefore, as a first step towards our project, we tested the signal from the sensors, by communicating the values serially to a PC. We might need to detect the level of pressure on any of these sensors. For now, we are restricting ourselves to three levels of sensing pressure as we show in the figures below. We gathered readings using the arduino code sample below. We then used processing to visualize the sensor readings.
Apart from the idea mentioned here, we would also like to consider creating a VR head mount for a mobile phone as a project. It will be very similar to Google Cardboard in terms of concept, but instead of it being a simple cardboard box, we would 3D print the entire model.
The goal was to print a 3D mouse which looked like the one in the figure shown below
We used a FlashForge 3D printer with using PLA filaments as the print material. The extruder temperature was set to 210 degrees and the temperature of the plate was set to around 80 degrees. We used a 10% infill. We did not use any rafts or supports. A couple of images showing the printing in process.
Our idea of a mouse
Here are the details of the first part of the assignment in which we made the cut plans in inkscape.
Here are the details of the assignment and our solution.
This is what we did
Incase you are not aware, typing in VR is hard. For example, in the early days of Samsung GearVR, you had to look at the letters of the keypad which popped up in front of you in VR, and 'key press' by tapping the touchpad at the side of your head mounted device. And since there are no (very few?) popular eye tracking solutions commercially available for VR, it meant bobbing your head around, one character at a time, and tapping simultaneously to write a single sentence. For more intensive interactions, using game controllers was the norm. Realization soon hit that these interaction techniques were not enough. (I refer only to the hand gesture interactions, a whole lot of devices and techniques are possible to create other immersive experiences). Very soon, we witnessed the controllers from notable VR companies, amongst a whole bunch of others.
Other gestures aside, typing is needed in almost every other application. I have listed a few notable attempts (by no means exhaustive), which I came across to create typing and interaction in general, as easy and convenient as possible in VR.