The ohti Projects for a open headtracker has been slow but will hopefully
be updated soon.
It is only for so called 9 degrees of freedom, no position data only
directional info with 2 degrees precision.

Data is currently quaternions over serial communication to control the
omnitone binaural decoder.
The host software written in JavaScript could with a bit of help have the
added functionality to send OSC.
There already exists a library to send OSC for JavaScript.

Den tis 1 okt. 2019 13:11Hector Centeno <hcen...@gmail.com> skrev:

> Hi Jack,
>
> Yes, I saw those Bose but inertial sensors won't work for precise tracking.
> I've done a lot of arkit/arcore with phones and tablets and it works great
> but I don't want to be looking through a screen with a 2D representation of
> the world while experiencing a sound only environment (unless you strap the
> device to headphones with the camera facing forward, but that would be not
> very convenient).
>
> Cheers,
>
> Hector
>
> On Tue., Oct. 1, 2019, 4:18 a.m. jack reynolds, <jackreynolds...@gmail.com
> >
> wrote:
>
> > The new Bose headphones have 6dof tracking, but the accelerometers are
> not
> > terribly accurate, so they are more 3dof really, unless you implement
> ARKit
> > or similar.
> >
> >
> >
> > On Mon, 30 Sep 2019 at 15:29, Hector Centeno <hcen...@gmail.com> wrote:
> >
> > > I've been wanting to create work in this way for a while now (6DOF
> > > audio-only augmented reality). This audio augmentation is what I found
> > > appealing when I tried the Magic Leap AR headset for the first time
> since
> > > it's very well implemented there (as opposed to the disappointing
> visual
> > > quality). I wish someone will soon produce headphones with 6DOF
> tracking
> > > (will require cameras to perform SLAM). In the meantime, I'm also
> waiting
> > > for Intel to add Android support to their RealSense Tracking Camera
> T265
> > [
> > > https://www.intelrealsense.com/tracking-camera-t265 ] which they claim
> > is
> > > on the works. This would allow strapping one of those sensors to a pair
> > of
> > > headphones and running an Android app that does the spatialization (I
> > > agree with Przemyslaw that using a game engine such as Unity or Unreal
> > > would make things very easy, even in this scenario or in a sever based
> > > one).
> > >
> > > Cheers,
> > >
> > > Hector
> > >
> > >
> > > On Mon, Sep 30, 2019 at 3:31 AM Przemysław Danowski <
> > > przemyslaw.danow...@chopin.edu.pl> wrote:
> > >
> > > > Michelle,
> > > >
> > > > You could look at game engines like Unreal or Unity, and if you can
> get
> > > > headtrackers send OSC to the engine you will get coordinates for the
> > > > position of the players head. You can use native multiplayer feature
> of
> > > the
> > > > engines. You could employ Kinect camera to trace position of the
> > players
> > > in
> > > > the room.
> > > >
> > > > It would be very easy to implement using VR/AR 6DoF headsets, where
> you
> > > > have room position tracking and headtracking combined and the SDK
> ready
> > > to
> > > > use.
> > > >
> > > > best,
> > > >
> > > >
> > > > Przemyslaw Danowski
> > > > Sound Engineering Department
> > > > Fryderyk Chopin University of Music
> > > > mob.+48603700626
> > > > www.chopin.edu.pl <http://www.chopin.edu.pl/>
> > > >
> > > > UMFC VR : virtual exhibition
> > > > http://fb.me/umfcvr <http://fb.me/umfcvr>
> > > > > Wiadomość napisana przez Michelle Irving <
> > > > michelle.irv...@soleilsound.com <mailto:
> > michelle.irv...@soleilsound.com
> > > >>
> > > > w dniu 27.09.2019, o godz. 19:22:
> > > > >
> > > > > Hi,
> > > > >
> > > > > I'm working with an artist who wants to explore Ambisonic Audio
> > > > > and use the Audeze Mobius headphones in an audio installation.
> > > > > The soundscape will consist of recordings of various individual
> > vocals
> > > > > spatialized
> > > > > throughout the "room". There is a video projection overhead. Hard
> > sync
> > > is
> > > > > not required.
> > > > >
> > > > > Questions:
> > > > > 1.Is it possible to exploit the headtracking of the Mobius
> headphones
> > > to
> > > > > give each person and individualized experience of the audio
> > > composition.
> > > > > ie. Person A is in the far left front corner and hearing a
> particular
> > > > voice
> > > > > in close proximity while Person B is in the far back right corner
> > > barely
> > > > > hearing what Person A is hearing?
> > > > >
> > > > > 2.If the Answer to 1. is YES - would you recommend using Max/Msp or
> > > > Arduino
> > > > > for configuring hte individual playbacks (mappings between
> headphones
> > > and
> > > > > some sort of player)
> > > > >
> > > > > 3.I've looked at the Waves NX toolkit and I don't see a feature to
> > > > > determine virtual room size?Am I missing something or is there
> other
> > > tech
> > > > > that could allow me to map the headtracker to a specific roomsize?
> > > > >
> > > > > 4.Open to better ideas how to achieve an interactive Ambisonic
> audio
> > > > > soundscape that works with multiple headsets.
> > > > >
> > > > > thanks!
> > > > > Michelle
> > > > >
> > > > > --
> > > > >
> > > > > Michelle Irving
> > > > >
> > > > > Post-Audio Supervisor
> > > > >
> > > > > 416-500-1631
> > > > >
> > > > > 507 King St. East
> > > > >
> > > > > Toronto, Ontario
> > > > >
> > > > > www.soleilsound.com <http://www.soleilsound.com/>
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