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Virtual Reality Skateboard Extending Metaverse

Year 2023, Volume: 3 Issue: 2, 100 - 107, 31.12.2023
https://doi.org/10.57019/jmv.1317562

Abstract

Implementing a virtual reality skateboard which would be further expanded into the Metaverse, a cyberspace where multiple people can come together and interact virtually. Further implementation of this VR experience into the Metaverse will be conceptualized in the research paper published along with the project. The motive behind the project was to let people experience certain activities which are hard to realize in the physical world. Our project consists of 2 parts, hardware, and software. The hardware consists of a skateboard, Arduino, VR headset, jumper wires, mini breadboard, an HC-06 Bluetooth module, an MPU-6050 accelerometer or gyro, and a 9V battery with a battery box that has an on/off switch and a barrel plug (to power the Arduino board). Software is a mobile application that is developed using the Unreal Engine, on which the terrain is built and the user wearing the VR headset can experience the virtual world thus created. The software and hardware will be connected using the plugins which are available in Unreal.

References

  • L.-H. Lee, T. Braud, Pengyuan Zhou, and P. Hui, “All One Needs to Know about Metaverse: A Complete Survey on Technological Singularity, Virtual Ecosystem,...,” ResearchGate, Oct. 11, 2021. https://www.researchgate.net/publication/355172308_All_One_Needs_to_Know_about_Metaverse_A_Complete_Survey_on_Technological_Singularity_Virtual_Ecosystem_and_Research_Agenda
  • Nevelsteen, K. J. L. (2015b). Virtual World, Defined from a Technological Perspective, and Applied to Video Games, Mixed Reality and the Metaverse. arXiv preprint arXiv:1511.08464.
  • R. Sheldon, “What is virtual reality? - Definition from WhatIs.com,” WhatIs.com, Aug. 2022. https://www.techtarget.com/whatis/definition/virtual-reality
  • Hackster.io. (2019, September 17). DIY Virtual Reality Skateboard. https://www.hackster.io/MatthewHallberg/diy-virtual-reality-skateboard-097bf4
  • Dionisio, J. D. N., Iii, W. G. B., & Gilbert, R. (2013). 3D virtual worlds and the metaverse: Current status and future possibilities. ACM Computing Surveys (CSUR), 45(3), 1-38. Doi: 10.1145/2480741.2480751.
  • Ning, H., Wang, H., Lin, Y., Wang, W., Dhelim, S., Farha, F., ... & Daneshmand, M. (2023). A Survey on the Metaverse: The State-of-the-Art, Technologies, Applications, and Challenges. IEEE Internet of Things Journal.
  • K. Getchell, I. Oliver, A. Miller, and C. Allison, “Metaverses as a Platform for Game Based Learning,” research gate. researchgate.net/publication/221192245_Metaverses_as_a_Platform_for_Game_Based_Learning (accessed Nov. 04, 2022).
  • Kim, H. Y. (2018). A design and implementation of a framework for games in IoT. The Journal of Supercomputing, 74(12), 6516-6528. Doi: 10.1007/s11227-017-1973-2.
  • E. Ravenscraft, “What Is the Metaverse, Exactly?” Wired, Nov. 25, 2021. [Online]. Available: https://www.wired.com/story/what-is-the-metaverse
  • S. Srivastava, “Applications of Metaverse in Virtual Gaming,” Appinventiv, Sep. 26, 2022. https://appinventiv.com/blog/metaverse-gaming/#:~:text=Metaverse%20in%20the%20gaming%20industry (accessed Jan. 18, 2023).
  • Narin, N. G. (2021). A content analysis of the metaverse articles. Journal of Metaverse, 1(1), 17-24.
  • Park, S. M., & Kim, Y. G. (2022). A metaverse: Taxonomy, components, applications, and open challenges. IEEE access, 10, 4209-4251. Doi: 10.1109/access.2021.3140175
  • Lee, H., & Hwang, Y. (2022). Technology-enhanced education through VR-making and metaverse-linking to foster teacher readiness and sustainable learning. Sustainability, 14(8), 4786. Doi: 10.3390/su14084786.
  • Liszio, S., & Masuch, M. (2016). Designing Shared Virtual Reality Gaming Experiences in Local Multi-platform Games. In Lecture Notes in Computer Science (pp. 235–240). Springer Science+Business Media. https://doi.org/10.1007/978-3-319-46100-7_23
  • Arduino, https://www.robomart.com/arduino-uno-r3-online-india (accessed Oct 28, 2022)
  • Bluetooth, “HC 06 Bluetooth module pinout, features & datasheet,” Components101.com, 2018. https://components101.com/wireless/hc-06-bluetooth-module-pinout-datasheet (accessed Nov 1, 2022)
  • MPU6050 - Triple Axis Gyro Accelerometer Module, https://robu.in/product/mpu-6050-gyro-sensor-2-accelerometer/ (accessed Nov 1, 2022)
  • MPU6050 -Triple Axis Gyro Accelerometer Module, https://www.electronicwings.com/sensors-modules/mpu6050-gyroscope-accelerometer-temperature-sensor-module (accessed Nov 1, 2022)
  • VR headset, https://arvr.google.com/cardboard/ (accessed Nov 1, 2022)
  • Skateboard, https://pisoskateboards.com/ (accessed Nov 1, 2022)
  • “How to make VR cardboard Easy | VR headset at home,” www.youtube.com. https://www.youtube.com/watch?v=8qNmRi-gNqE&t=421s (accessed Jul. 10, 2023).
  • Qiu, W., & Yuille, A. (2016). Unrealcv: Connecting computer vision to unreal engine. In Computer Vision–ECCV 2016 Workshops: Amsterdam, The Netherlands, October 8-10 and 15-16, 2016, Proceedings, Part III 14 (pp. 909-916). Springer International Publishing.
  • O. Singh, “The key technologies that power the Metaverse,” Cointelegraph, May 28, 2022. https://cointelegraph.com/explained/the-key-technologies-that-power-the-metaverse

Virtual Reality Skateboard Extending Metaverse

Year 2023, Volume: 3 Issue: 2, 100 - 107, 31.12.2023
https://doi.org/10.57019/jmv.1317562

Abstract

Implementing a virtual reality skateboard which would be further expanded into the Metaverse, a cyberspace where multiple people can come together and interact virtually. Further implementation of this VR experience into the Metaverse will be conceptualized in the research paper published along with the project. The motive behind the project was to let people experience certain activities which are hard to realize in the physical world. Our project consists of 2 parts, hardware, and software. The hardware consists of a skateboard, Arduino, VR headset, jumper wires, mini breadboard, an HC-06 Bluetooth module, an MPU-6050 accelerometer or gyro, and a 9V battery with a battery box that has an on/off switch and a barrel plug (to power the Arduino board). Software is a mobile application that is developed using the Unreal Engine, on which the terrain is built and the user wearing the VR headset can experience the virtual world thus created. The software and hardware will be connected using the plugins which are available in Unreal.

References

  • L.-H. Lee, T. Braud, Pengyuan Zhou, and P. Hui, “All One Needs to Know about Metaverse: A Complete Survey on Technological Singularity, Virtual Ecosystem,...,” ResearchGate, Oct. 11, 2021. https://www.researchgate.net/publication/355172308_All_One_Needs_to_Know_about_Metaverse_A_Complete_Survey_on_Technological_Singularity_Virtual_Ecosystem_and_Research_Agenda
  • Nevelsteen, K. J. L. (2015b). Virtual World, Defined from a Technological Perspective, and Applied to Video Games, Mixed Reality and the Metaverse. arXiv preprint arXiv:1511.08464.
  • R. Sheldon, “What is virtual reality? - Definition from WhatIs.com,” WhatIs.com, Aug. 2022. https://www.techtarget.com/whatis/definition/virtual-reality
  • Hackster.io. (2019, September 17). DIY Virtual Reality Skateboard. https://www.hackster.io/MatthewHallberg/diy-virtual-reality-skateboard-097bf4
  • Dionisio, J. D. N., Iii, W. G. B., & Gilbert, R. (2013). 3D virtual worlds and the metaverse: Current status and future possibilities. ACM Computing Surveys (CSUR), 45(3), 1-38. Doi: 10.1145/2480741.2480751.
  • Ning, H., Wang, H., Lin, Y., Wang, W., Dhelim, S., Farha, F., ... & Daneshmand, M. (2023). A Survey on the Metaverse: The State-of-the-Art, Technologies, Applications, and Challenges. IEEE Internet of Things Journal.
  • K. Getchell, I. Oliver, A. Miller, and C. Allison, “Metaverses as a Platform for Game Based Learning,” research gate. researchgate.net/publication/221192245_Metaverses_as_a_Platform_for_Game_Based_Learning (accessed Nov. 04, 2022).
  • Kim, H. Y. (2018). A design and implementation of a framework for games in IoT. The Journal of Supercomputing, 74(12), 6516-6528. Doi: 10.1007/s11227-017-1973-2.
  • E. Ravenscraft, “What Is the Metaverse, Exactly?” Wired, Nov. 25, 2021. [Online]. Available: https://www.wired.com/story/what-is-the-metaverse
  • S. Srivastava, “Applications of Metaverse in Virtual Gaming,” Appinventiv, Sep. 26, 2022. https://appinventiv.com/blog/metaverse-gaming/#:~:text=Metaverse%20in%20the%20gaming%20industry (accessed Jan. 18, 2023).
  • Narin, N. G. (2021). A content analysis of the metaverse articles. Journal of Metaverse, 1(1), 17-24.
  • Park, S. M., & Kim, Y. G. (2022). A metaverse: Taxonomy, components, applications, and open challenges. IEEE access, 10, 4209-4251. Doi: 10.1109/access.2021.3140175
  • Lee, H., & Hwang, Y. (2022). Technology-enhanced education through VR-making and metaverse-linking to foster teacher readiness and sustainable learning. Sustainability, 14(8), 4786. Doi: 10.3390/su14084786.
  • Liszio, S., & Masuch, M. (2016). Designing Shared Virtual Reality Gaming Experiences in Local Multi-platform Games. In Lecture Notes in Computer Science (pp. 235–240). Springer Science+Business Media. https://doi.org/10.1007/978-3-319-46100-7_23
  • Arduino, https://www.robomart.com/arduino-uno-r3-online-india (accessed Oct 28, 2022)
  • Bluetooth, “HC 06 Bluetooth module pinout, features & datasheet,” Components101.com, 2018. https://components101.com/wireless/hc-06-bluetooth-module-pinout-datasheet (accessed Nov 1, 2022)
  • MPU6050 - Triple Axis Gyro Accelerometer Module, https://robu.in/product/mpu-6050-gyro-sensor-2-accelerometer/ (accessed Nov 1, 2022)
  • MPU6050 -Triple Axis Gyro Accelerometer Module, https://www.electronicwings.com/sensors-modules/mpu6050-gyroscope-accelerometer-temperature-sensor-module (accessed Nov 1, 2022)
  • VR headset, https://arvr.google.com/cardboard/ (accessed Nov 1, 2022)
  • Skateboard, https://pisoskateboards.com/ (accessed Nov 1, 2022)
  • “How to make VR cardboard Easy | VR headset at home,” www.youtube.com. https://www.youtube.com/watch?v=8qNmRi-gNqE&t=421s (accessed Jul. 10, 2023).
  • Qiu, W., & Yuille, A. (2016). Unrealcv: Connecting computer vision to unreal engine. In Computer Vision–ECCV 2016 Workshops: Amsterdam, The Netherlands, October 8-10 and 15-16, 2016, Proceedings, Part III 14 (pp. 909-916). Springer International Publishing.
  • O. Singh, “The key technologies that power the Metaverse,” Cointelegraph, May 28, 2022. https://cointelegraph.com/explained/the-key-technologies-that-power-the-metaverse

Details

Primary Language English
Subjects Graphics, Augmented Reality and Games (Other)
Journal Section Research Articles
Authors

Kanishka KATARİA This is me 0009-0005-5810-3090

J CHANDANA 0009-0005-8809-1924

Athira RAGHUMADHAVAN This is me 0009-0000-1756-0061

Komal GANDHİ This is me 0009-0008-0038-248X

Kartik RAJA This is me 0009-0003-2957-3742

Shilpa GİTE This is me 0000-0003-3882-7030

Early Pub Date October 19, 2023
Publication Date December 31, 2023
Submission Date June 20, 2023
Published in Issue Year 2023 Volume: 3 Issue: 2

Cite

APA KATARİA, K., CHANDANA, J., RAGHUMADHAVAN, A., GANDHİ, K., et al. (2023). Virtual Reality Skateboard Extending Metaverse. Journal of Metaverse, 3(2), 100-107. https://doi.org/10.57019/jmv.1317562

Journal of Metaverse
is indexed and abstracted by
Scopus and DOAJ

Publisher
Izmir Academy Association
www.izmirakademi.org