Domain: dnd.ca
Stories and comments across the archive that link to dnd.ca.
Stories · 3
-
The Dismounted Soldier Problem
Pilchie asks: "When reading this recent article I started thinking about a problem I learned about when working for Canada's DCIEM in the simulation training technology sector. Most of you are probably familiar with some type of simulator or virtual reality. Have you ever noticed that every VR game includes some kind of vehicle? The reason is that no one has been able to develop a system to accurately simulate walking, without actually going anywhere. Before you laugh at this, think about it. How would you build a User Input system that allows a person to walk in an arbitrary direction at an arbitrary time?" Interesting thought. Anyone have potential solutions? (More below)Pilchie continues:
"Some Ideas
These are some of the ideas that I have heard, and some of their drawbacks:Don't walk. Use some other input system (joystick, whatever) to move the character. Problem: People get lost if they don't actually walk. See here.
2D mesh of bearings. This is probably the best idea so far, the idea is to have a 2d mesh of bearing that can rotate in any direction, each with a sensor to determine which direction it is rotating in. The drawback is the difficulty in sensing the rotation of the beads, as well as allowing them to move in any direction. Plus safety(things getting caught between the beads).
Spheres. This idea involves placing a person either inside or outside of a spere and letting the whole sphere rotate in an arbitrary direction (sort of like a mouse ball). The problem is making a sphere big enough, with little enough friction that it can actually be moved by a normal walking action.
Mime Walking. This involves teaching people to walk in a special manner to allow the system to know they are walking. See this again. Problem is that it is fake.
Large room/visual tricks. Put someone in a large room and let them walk where they want. When they start to approach a wall, rotate the picture enough that they compensate, but not enough that they realize it is rotating. Problem: obiously you can't be sure they won't hit a wall at some point.
Well what are your ideas on the issue?"
-
The Dismounted Soldier Problem
Pilchie asks: "When reading this recent article I started thinking about a problem I learned about when working for Canada's DCIEM in the simulation training technology sector. Most of you are probably familiar with some type of simulator or virtual reality. Have you ever noticed that every VR game includes some kind of vehicle? The reason is that no one has been able to develop a system to accurately simulate walking, without actually going anywhere. Before you laugh at this, think about it. How would you build a User Input system that allows a person to walk in an arbitrary direction at an arbitrary time?" Interesting thought. Anyone have potential solutions? (More below)Pilchie continues:
"Some Ideas
These are some of the ideas that I have heard, and some of their drawbacks:Don't walk. Use some other input system (joystick, whatever) to move the character. Problem: People get lost if they don't actually walk. See here.
2D mesh of bearings. This is probably the best idea so far, the idea is to have a 2d mesh of bearing that can rotate in any direction, each with a sensor to determine which direction it is rotating in. The drawback is the difficulty in sensing the rotation of the beads, as well as allowing them to move in any direction. Plus safety(things getting caught between the beads).
Spheres. This idea involves placing a person either inside or outside of a spere and letting the whole sphere rotate in an arbitrary direction (sort of like a mouse ball). The problem is making a sphere big enough, with little enough friction that it can actually be moved by a normal walking action.
Mime Walking. This involves teaching people to walk in a special manner to allow the system to know they are walking. See this again. Problem is that it is fake.
Large room/visual tricks. Put someone in a large room and let them walk where they want. When they start to approach a wall, rotate the picture enough that they compensate, but not enough that they realize it is rotating. Problem: obiously you can't be sure they won't hit a wall at some point.
Well what are your ideas on the issue?"
-
The Dismounted Soldier Problem
Pilchie asks: "When reading this recent article I started thinking about a problem I learned about when working for Canada's DCIEM in the simulation training technology sector. Most of you are probably familiar with some type of simulator or virtual reality. Have you ever noticed that every VR game includes some kind of vehicle? The reason is that no one has been able to develop a system to accurately simulate walking, without actually going anywhere. Before you laugh at this, think about it. How would you build a User Input system that allows a person to walk in an arbitrary direction at an arbitrary time?" Interesting thought. Anyone have potential solutions? (More below)Pilchie continues:
"Some Ideas
These are some of the ideas that I have heard, and some of their drawbacks:Don't walk. Use some other input system (joystick, whatever) to move the character. Problem: People get lost if they don't actually walk. See here.
2D mesh of bearings. This is probably the best idea so far, the idea is to have a 2d mesh of bearing that can rotate in any direction, each with a sensor to determine which direction it is rotating in. The drawback is the difficulty in sensing the rotation of the beads, as well as allowing them to move in any direction. Plus safety(things getting caught between the beads).
Spheres. This idea involves placing a person either inside or outside of a spere and letting the whole sphere rotate in an arbitrary direction (sort of like a mouse ball). The problem is making a sphere big enough, with little enough friction that it can actually be moved by a normal walking action.
Mime Walking. This involves teaching people to walk in a special manner to allow the system to know they are walking. See this again. Problem is that it is fake.
Large room/visual tricks. Put someone in a large room and let them walk where they want. When they start to approach a wall, rotate the picture enough that they compensate, but not enough that they realize it is rotating. Problem: obiously you can't be sure they won't hit a wall at some point.
Well what are your ideas on the issue?"