Currently, the number of smartphones with an embedded gyroscope sensor has been increasing due games whose performance relies on 3D augmented reality. In general, teaching papers on the gyroscope sensor address very simple spatial configuration, where the fixed rotation axis coincides to the z-axis of the smartphone. This work presents five experimental setups with different spatial orientations of a smartphone on a turntable. The total angular velocity vector of the turntable is constant, but its projections on the three fixed Cartesian axes of the smartphone varies for the five spatial orientations investigated. For the sake of consistency, the magnitude of the vector sum of the three angular velocities components yielded by the gyroscope sensor was checked by video analysis using the free software, Tracker. The internal consistency between the results provided by this video analysis technique and data from the gyroscope assures us this sensor is reliable for teaching proposals. The main goals of this paper are (i) encourage teachers to effectively incorporate the gyroscope sensor of smartphones in to their classrooms, especially in high schools and undergraduate physics and engineering courses; (ii) spread in the academic syllabus the Tait–Bryan convention, a very intuitive way to perform 3D rotations and; (iii) explain how to interpret data of the three components of angular velocity obtained by the gyroscope sensor in different spatial orientations.
We present a platform that offers designers flexibility on device design, fast prototyping, and integration of new devices to a mixed reality infrastructure. Our solution is based on the integration of a commercial embedded system, the Qwerk, and the Virtual Reality Peripheral Network (VRPN), a network-transparent interface between applications and typical virtual reality (VR) devices. This solution creates a hardware and software layer between new devices and VR applications that facilitate development. We show here a design process for new MR devices. With our hardware and software layer we allow designers concentrate more in the interaction rather than the way sensors are connected. To test our design process and our platform we implement three simple examples.
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