A method for implementing MR hybrid reality interaction, and a storage medium
A mixed reality and client-side technology, applied in the input/output of user/computer interaction, the input/output process of data processing, instruments, etc., can solve the problems of equipment loss of spatial information, limited recognition range, and inaccurate recognition. Achieve the effects of improving flexibility, expanding the range of operation recognition, and relieving fatigue
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Embodiment 1
[0076] Please refer to figure 2 , this embodiment provides a method for realizing MR mixed reality interaction by combining Holoens with HTCVive. Use the HTC VIVE device that can record and transmit spatial information and event information, combined with the Unity development engine suitable for mobile terminal development to replace the Click device.
[0077] Among them, the HTC VIVE device includes a helmet, a pair of handles and two scanning signal towers, which can realize the simultaneous acquisition of event information and spatial information. After being used in MR scenes, it will enhance the realism of users interacting with MR applications; at the same time, it also It can improve the trigger mode of user operation and greatly enhance the flexibility of operation.
[0078] In addition, a server and a client will be built separately to transfer the event information and spatial information collected by the above-mentioned devices to the Hololens application. Speci...
Embodiment 2
[0120] Please refer to Figure 4 to Figure 12 , this embodiment further expands Embodiment 1, and provides a specific implementation method for realizing MR mixed reality interaction by combining Holoens with HTCVive. Methods include:
[0121] 1. Server
[0122] 1.1 Build server
[0123] In order to successfully obtain the spatial information and event information of the HTC VIVE handle, we need to build a server to collect and process these data. In the project applied in this embodiment, we build a server-side scene based on the Unity engine and SteamVR components to obtain the space information and event information of the handle and establish a monitoring of the client connection. When the server listens to the connection of the client, it will open a new thread to process and package the collected data information, and then send it to the specified client, while the main thread continues to monitor the connection status of the client. The specific flow chart is as F...
Embodiment 3
[0168] This embodiment corresponds to Embodiment 1 and Embodiment 2, and provides a scene applied to MR shooting games:
[0169] 1. Turn on the HTC device (helmet and handle), turn on the HTC base station, turn on the server on the computer where the server is deployed, specify the IP port "127.0.0.1:8080" and start monitoring.
[0170] 2. The player wears and turns on the Hololens helmet, and then opens the MR shooting game application (client). Choose whether to connect to the server, if not, start the game directly. If a connection is required, a connection request is initiated to the specified server according to the set port "127.0.0.1:8080".
[0171] 3. After receiving the connection request sent by the shooting game application (client), the server sends a "connection successful" message to the corresponding client. After the game application (client) receives the message returned by the server, it confirms that the connection is successful, and initializes the mappin...
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