During the last 6 month I have been working on HandVR, a personalized VR experience.
At the end of the 6 month Lift program at KiBu I had the opportunity to present the results at Startup Safari.
In this demo the user has photo realistic hand models instead of seeing the controllers.
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For a truly immersive experience
I've always preferred story-driven games to the competitive ones. When diving into a game like this, one experiences a variety of emotions and may also grow as a person at the end. Despite all that I came to the realization that we might control these characters — our avatars in a way—, but in effect, they have nothing to do with us!
When playing a game, you see the body and hands of your playable avatar instead of your own. You can customize your character in some MMORPGs, but it still requires heavy manual tweaking to make them look like you.
This is even more relevant in virtual reality, where the control is, literally, in the player's hands. Hand-object interaction is in the center of a great virtual reality experience.
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Since last summer I have been working on establishing a new definition for Anime and Cartoon using Artificial Intelligence.
During this time I took part in the KiBu Lift Program and the Hungarian National Talent Program.
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This post is the continuation of Anime or Cartoon? – Let the AI decide. In it I describe the project I’m collecting the data for.
In Deep Learning we often work with huge datasets and this project is no exception. I collected around 300.000 images from both anime and cartoons. Processing this many images is not an easy task though. After downloading the images from various sources, I quickly looked into them and found a few potential issues…
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There is an ongoing debate about the definition of Anime.
The word anime (アニメ) comes from the abbreviated pronunciation of “animation” in Japanese, referring to all kinds of animation.
Outside of Japan however, it is usually meant as animations exclusively created in Japan.
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Deep learning is currently a hot topic in Machine learning. The best way to illustrate this is probably through Neural Style Transfer. To get a better understanding of how this technique works I created a couple of images with the original code:
Golden bridge with the style of a snowy scene from Kara no Kyoukai – The Garden of Sinner
Golden bridge with the style of an apocalyptic scene from the same anime
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I’ve got access to an HTC Vive recently thanks to Kibu and I spent my past few weeks playing most of the games available. In this post I’ll share what I’ve learned from playing these games and watching others play them. I’ll walk around the different design solutions in these games especially applied to the Vive.
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The campers & their drones
After a long year of learning about drones we traveled to Lake Balaton for a weekend to finally build them! During the weekend we assembled two quadcopters and modified an existing one to enable mobile control.
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Atmo at the Demo Day
During the last 6 months I was in the Atmo team to develop a working prototype for an interactive board game extension as part of the Talent program at Kitchen Budapest.
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OnePlus Loop
After OnePlus announced it would give out free VR headsets for their product launch, the first 30.000 units were almost instantly sold out.
I wasn’t aware of that when I first read about it on their Facebook page. It wasn’t obvious what they meant by a “free VR headset” and I was disappointed by the lack of proper Android updates so I didn’t pay much attention to it. (I believed it was free _if _I pre-ordered the OnePlus 3)
When I realized my mistake, it was long over. Fortunately for me I reverse engineered the link which indicates the availability of the headset and I looked at it just at the right moment for the second round.
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