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AR / VR / XR Story

IoT Bridge

IoT Bridge

This MediaLab project aimed to connect IoT sensors based on the SeeedStudio Grove platform to most used game Engines using a socket library and proved to be successful. Providing students and researchers with an easy way to use IoT sensors in their projects at the NewMedia Centre XR Zone. IoT sensors are sensors that can measure things like: Pressure, Light, Gyroscopic & Acceleration, Temperature & Humidity, Proximity & Motion and more.

This technology can be used not only by game developers but also by students and researchers. By incorporating real-world data into game engines, students and researchers can explore new possibilities for immersive and interactive experiences.

 

By incorporating real-world data into game engines, students and researchers can explore new possibilities for immersive and interactive experiences.

The IoT Bridge is separated into three main components:

•    a Raspberry Pi SD image
•    Unreal Engine plugin
•    Unity plugin

The Raspberry Pi SD image contains all the necessary software and configurations to run the Grove sensors and enable communication between the sensors and the game engines. This image simplifies the setup process, making it easy for game developers to bring incorporating real-world data and physical elements into their projects.

The Unreal Engine and Unity plugins provide a seamless integration between the Grove sensors and the respective game engines, together with the Raspberry Pi SD image they allow for real-time data transfer and control of actuators. Developers can use the data from the sensors to drive various elements within the game engines, such as animations, particle effects, and physical simulations, creating more interactive and immersive experiences.

The three components work together to bridge Grove based IoT sensors and both game engines.

This technology provides a platform for experimentation and innovation in the field of Serious-Game development and other XR applications, making it an ideal tool for students and researchers looking to push the boundaries of what is possible in this field. The integration of Grove based IoT sensors with game engines through IoT Bridge provides easier access to a powerful solution for exploring the integration of real-world data and physical elements in XR projects.
 
To access this technology, visit the XR Zone located in the TU Delft Library.

Initiative:
Luuk Goosen
Roland van Roijen

Developers: 
Luuk Goosen
Yosua Adisapta Pranata Andoko

Categories
3D Story

3D Scanner

3D Scanner

In the Media Lab we are  setting up a 3D scanner service, currently we are testing and investigating how to implement this service. This includes best practices, optimization and a solution to export and or publish your model in format or formats suitable for several applications.

A handheld 3D scanner is a device that uses lasers and cameras to capture the shape and texture of an object, and then creates a 3D digital model of it. These scanners have become increasingly popular in recent years due to their ability to quickly and easily capture detailed 3D data of a wide range of objects, from small figurines to large industrial parts. Handheld 3D scanners are used in a variety of industries, including manufacturing, engineering, and design. They can also be used for artists who want to create digital models of their creations.

Handheld 3D scanners have a wide range of applications, such as:

  • Reverse engineering
  • Quality control and inspection
  • Rapid prototyping
  • Archiving historical artifacts
  • Cultural heritage and conservation
  • Artistic creation
  • Education

The Scanner available is the Creaform Go Scan.

This is a fast user-friendly handheld 3D scanner that works with lights and cameras. Ideally, it is used for objects as small as approximately 5 cm, up to objects measuring roughly 2 meters, Because it has a cord which is little over 2 meters long. 

3D scanners are used in a variety of industries, including manufacturing, engineering, and design.

Having the scanner is the easy part, but creating instructions to make it user friendly is a challenge that requires a lot work. several sessions have been done with test users and after a few paper versions the first instruction video is being created for new run.

After the scanning a huge amount of data is created and Sharif is finalizing an Application build to do an automated optimization where the model can be converted to more usable formats like glTF and FBX accompanied with PBR materials.

If you have questions, ideas or suggestions do not hesitate to contact us.

Initiator: Vincent Cellucci
Coordinator: Roland van Roijen
Developer: Sharif Bayoumy
Use Case Research: Geertje van Achterberg

Categories
Story Video

Holographic projection

Holographic projection

Together with the Mexican Monterrey Institute of technology the NewMedia Centre is investigating possibilities for holographic projections in the classroom. Currently there is a pilot running where a teacher from Mexico will teach students in Delft and in turn a Delft Teacher will teach students in Mexico.

Holographic projection technology is revolutionizing the way we teach and learn. With this technology, teachers are no longer limited to the physical space of the classroom and can now reach students from anywhere in the world.

The technology works by using a combination of cameras, projectors, and special software to create a true sized image of the teacher that can be projected into the classroom on a transparent screen. This image is so realistic that it appears as if the teacher is actually in the room with the students.

One of the biggest advantages of holographic projection technology is that it allows for remote teaching. This means that a teacher can teach a class from a different location, whether it be from their home or another school. This is particularly useful in cases where a teacher is unable to be physically present in the classroom. 

Overall, holographic projection technology is considered a game-changer in the field of education. It could opens up new opportunities for teaching and learning, making it possible for teachers to reach students in ways that were previously not possible. As this technology continues to evolve, we can expect to see even more innovative and immersive ways of teaching and learning in the future.

 

With this technology, teachers are no longer limited to the physical space of the classroom and can now reach students from anywhere in the world.

Play Video

Not only can this screen be used for teaching it will also allow people to do presentations or meetings. Academic Director of the TU Delft Teaching Academy, Annoesjka Cabo was the first to use our screen in the Netherlands during the Education Day in 2022. Where she spoke to a crowd of approximately 150 people and responded to questions from the audience. Overall the response to this performance was very positive.

We are still experimenting with the implementation and possibilities so do not hesitate to contact us if you are interested.

Initiative: Monterrey Institute of technology

Developer: Roland van Roijen

Categories
AR / VR / XR Story

PV-Lab

PV-Lab

The availability of the physical University Labs may be limited due to its capacity or other factors, like the mandatory requirement to work from home during the pandemic peaks. TU Delft had a goal to increase the capacity and extend the availability of the physical Photovoltaic Lab.

To still provide a sustainable and uninterrupted access to learning, the NewMedia Centre together with a research group Photovoltaic Materials and Devices (PVMD) have created the Virtual PVLAB.

The Virtual PVLAB is the digital twin of the on-campus PV Laboratory. Each task and each piece of equipment is simulated in a 3D environment that resembles the actual PV Laboratory. The didactical approach pursued in Virtual PVLAB is the same as in its on-campus version: students access the laboratory, preemptively study from the guide and execute a certain task according to a schedule. In the virtual lab students gain practical experience, conducting experiments with light, solar cells, modules, batteries, power electronic components, and system design. They also test the impact of various realistic situations and configurations on the performance of PV systems and all their components.

Through practical work the students get a “hands on” experience with solar equipment, thus gaining a more pragmatic understanding of all the processes.

“Gameplay” images from the application

Instead of analyzing the aforementioned experiments through a mathematical representation in theory, the students can actively manipulate objects in a virtual, live setting and challenge themselves by arranging the measurement setup in a virtual lab. Through practical work the students get a “hands on” experience with solar equipment, thus gaining a more pragmatic understanding of all the processes.

The opportunity to follow this course in a virtual format also enables students to do it at any time, facilitating their study progress through the MSc programme.

How does it work?

Students can access the virtual lab through their laptops. They do not need any VR headsets, as the Web Graphics Library provides access to a 3D environment through a web browser. In order to create the web application the NewMedia Centre has used Unreal Engine to create the 3D environment and equipment, simulate the physics behind the interaction of all objects; and used WebGL to deploy the tasks on all platforms on all major browsers.

All 3D objects created by NewMedia Centre’s XR are high quality and optimized for future re-use in similar or other XR applications.

Initiative:
Prof.dr.ir. O. Isabella MSc
Faculty of Electrical Engineering, Mathematics & Computer Science

Didactics, Technical input & knowledge:
Dr. René van Swaaij
Dr.ir. R. Vismara MSc

Developer: Arend-Jan Krooneman
3D modeling: Arno FreekeRoland van Roijen