A new project by Polish open source software tutorial website mepi.pl aims to give you the opportunity to follow your own movements as if you were a 3rd person spectator on your own life.

The project rigs a dual, customised webcams to a motorised assembly that is, currently controlled manually by the user. The assembly is strapped to a poll, in turn strapped into a backpack raised a couple of feet above your head. The stereo view is rendered by an Intel powered backtop which then in turn feeds the output to the wearer’s Oculus Rift. The effect is akin to playing a 3rd person game, with an elevated position presented to you as you move and look around – for this reason the creators have nicknamed the system a TPP, or Third Person Perspective device.

The project was conceived and produced as an entry to Intel’s ‘Make it Wearable’ competition – designed as a way to promote creative advances in wearable technology. We’d love to see a more advanced version of this which takes live positional input from the Rift and automatically adjusts the camera position accordingly – that would make for a truly surreal out of body experience, made possible only with virtual reality.

Newsletter graphic

This article may contain affiliate links. If you click an affiliate link and buy a product we may receive a small commission which helps support the publication. More information.

Based in the UK, Paul has been immersed in interactive entertainment for the best part of 27 years and has followed advances in gaming with a passionate fervour. His obsession with graphical fidelity over the years has had him branded a ‘graphics whore’ (which he views as the highest compliment) more than once and he holds a particular candle for the dream of the ultimate immersive gaming experience. Having followed and been disappointed by the original VR explosion of the 90s, he then founded RiftVR.com to follow the new and exciting prospect of the rebirth of VR in products like the Oculus Rift. Paul joined forces with Ben to help build the new Road to VR in preparation for what he sees as VR’s coming of age over the next few years.