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Walking In A VR Future

neol'schmoe writes "There's a new solution to the age old problem of physical movement within a virtual world. Researchers in Japan have come up with tiles that move in concert with a user's pace and motion to allow free range of motion while literally walking in a virtual environment and never leaving a very small area in the real world."

371 comments

  1. Screw the tiles! by Anonymous Coward · · Score: 1, Funny

    We have hot cyber-chick slaves to invent and perfect!

    1. Re:Screw the tiles! by Anonymous Coward · · Score: 0

      What a juvenile post. I can't believe someone would waste the opportunity to claim first post to babble about something childish like cyber-chicks.

    2. Re:Screw the tiles! by Anonymous Coward · · Score: 0

      What would you have said? "Schnitzel"?

    3. Re:Screw the tiles! by Anonymous Coward · · Score: 1, Funny

      Yeah. What we really need to develop is a stable release of virtual pizza.

    4. Re:Screw the tiles! by Anonymous Coward · · Score: 1, Funny

      Come on, unity! This is why we still don't have cyber-chicks. Pizza will come later!

    5. Re:Screw the tiles! by Dr.+GeneMachine · · Score: 1

      If you already screw the tiles, what do you need the cyber-chicks for?

      --
      This comment does not exist.
    6. Re:Screw the tiles! by blankinthefill · · Score: 1

      No, really, you could screw the tiles. Just jump. How can they keep up with you if they don't have any data? From the looks of it, you'd only have to jump about 3 feet and you would be off the tiles. There's at least one book (sorry, I forgot the name) where some type of moving floor like this is used to imprison people in a VR environment (it could have been a Star Trek novel). The floor was defeated when one of the characters threw his boot. The program couldn't stop it from leaving the confines of the floor, so it hit the wall, while a projection of the boot continued into the VR. The character then jumped out of the VR in the same way the boot left it: in the air. So, if you want to screw the tiles, jump!

  2. X-Men by Supp0rtLinux · · Score: 1, Interesting

    Didn't Magneto do something like this either end of X-Men 1 or the beginning X-Men United? :)

    1. Re:X-Men by daehrednud · · Score: 1

      I think what you're talking about is when Magneto placed together a piecemeal bridge out of metal plates over a chasm. If that's what you're thinking of then close but not quite the same. The difference is that he was moving in space, instead of staying stationary relative to the earth.

    2. Re:X-Men by Supp0rtLinux · · Score: 1

      So assuming we all believe that Jesus walked on the water, then Magneto was nothing more than Jesus with Japan's technology advancements. :)

    3. Re:X-Men by Anonymous Coward · · Score: 0

      tell me something...how many dicks in your life you suck?

  3. And... by N0decam · · Score: 5, Funny

    Holodeck jokes in 5...4...3...2...1...

    1. Re:And... by Anonymous Coward · · Score: 0

      What did one holodeck say to the other holodeck?

    2. Re:And... by digitalsushi · · Score: 4, Funny

      agreed. make it so!

      --
      slashdot: where everyone yells sarcastic metaphors to themselves to understand the issue
    3. Re:And... by Anonymous Coward · · Score: 0

      Okay, so a Rabbi, George W. Bush and the Pope are on the holodeck...

    4. Re:And... by Tongo · · Score: 1

      So is this the new obligitory joke now?

    5. Re:And... by yiantsbro · · Score: 1

      Knock - Knock
      Who is there?
      Holo....

    6. Re:And... by Anonymous Coward · · Score: 0

      holo how are you?

    7. Re:And... by thpdg · · Score: 1, Flamebait

      The clown can stay, but the Ferengi in the gorilla suit has to go!

      --

      -Patrick

      "They never stop thinking about new ways to harm our country and our people, and neither do we."

    8. Re:And... by N0decam · · Score: 1

      My goal was to collect all the holodeck joke comments in one place, so as to clean up the rest of the discussion for people who don't like jokes :)

      Ah well, can't win em' all.

    9. Re:And... by Anonymous Coward · · Score: 0

      Holo who?

    10. Re:And... by Tongo · · Score: 1

      I applaud your efforts!!! But I've seen that done two or three times today. Thought it might have been "the new thing". My apologies :)

    11. Re:And... by N0decam · · Score: 1

      None needed.

    12. Re:And... by SEWilco · · Score: 1
      What did one holodeck say to the other holodeck?

      "Be here often?"

  4. Circula-Trash? by grunt107 · · Score: 3, Funny

    Does it come with a 'sticky-spot' mod to simulate chewed gum on sidewalk?

    1. Re:Circula-Trash? by chimpo13 · · Score: 1

      Speaking of sticky spots, this will probably sit around until someone finds a way of making money off it with porn.

    2. Re:Circula-Trash? by Anonymous Coward · · Score: 0

      the new tredmill?
      the lady in the red dress teases you and runs away.

      i really don't see much demand for hard to get virtual sex though.....

    3. Re:Circula-Trash? by Oliver+Wendell+Jones · · Score: 3, Funny

      If they make it work fast enough that you can jog on it, then all you need is virtual naked women so that us geeks can virtually chase virtually naked virtual women and lose weight - Porn and Weight Loss appear to be two HUGE markets based on the spam I receive....

      --
      A computer once beat me at chess, but it was no match for me at kick boxing -- Emo Phillips
    4. Re:Circula-Trash? by thephotoman · · Score: 1

      VR Porn? Would that be participatory, or would it just be VR images of other people doing things?

      If it's the former, those in the world's oldest profession may need to look for a new job, as theirs will have been replaced by machines. As I call it, that's just twisted. However, it would allow anyone to get action when they want it, without the risks of disease or being arrested in areas where prostitution is illegal.

      If it's the latter, what's the point?

      --
      Haec merda tauri est. Ceterum censeo Carthaginem esse delendam.
    5. Re:Circula-Trash? by hitmark · · Score: 1

      err, there have for a long time been stuff that you can stick you dick in for a good time, only that now they may come with a usb hookup :)

      vr glasses, vacumecleaner hooked to pc, virtual blowjob anyone? ;)

      hmm, i wonder how that would combine with a nice new net worm, a guys jewels removed by suction?

      --
      comment first, facts later. http://chem.tufts.edu/AnswersInScience/RelativityofWrong.htm
    6. Re:Circula-Trash? by Wireless+Joe · · Score: 2, Funny


      You've just described every Benny Hill-inspired chase dream I've ever had. Where do I pay for this virtual wonder?

  5. About Time by rkrabath · · Score: 3, Informative

    Looks cool, but i can't wait to try it out. Todays VR gets you disoriented because your mind sees movement but knows that your body isn't moving. This at least lets your body move, even if you're not actually traveling...

    --
    Who do I have to blackmail to get some representation around here!?!?!?!?
    1. Re:About Time by Anonymous Coward · · Score: 0

      I doubt this would have much less disorientation than current systems. The inner ear wouldn't be effected by that and that's what your body uses to sense movement.

      I do seem to recall seeing an article a couple of months ago about a system that uses magnets to trick the inner ear into thinking it's moving. If that were used with this, then you'd get much less disorientation.

    2. Re:About Time by Afrosheen · · Score: 1

      Um, actually, you are travelling. You may start out in the corner of a room (in the real world) and end up at the opposite side of that room (in the real world). You don't just march in place; the system would be pointless if that was the case. The tiles slide around under your feet in anticipation of your next few steps and make sure you've always got a tile under your foot regardless of the direction you choose.

    3. Re:About Time by cr0sh · · Score: 1

      No - the point of these moveable tiles (and the other 360 movement controllers they have created) is to keep you in one spot while you "move" through the virtual world. When you are wearing an HMD, it is kinda hard to see where you are going and avoid hitting a real-world wall.

      --
      Reason is the Path to God - Anon
    4. Re:About Time by CrackHappy · · Score: 1

      This just brings back memories of Jamiroquai's album "Travelling without Moving".

      --
      1f u c4n r34d th1s u r34lly n33d t0 g37 l41d Capitalization really works: i helped my uncle jack off a horse
    5. Re:About Time by CrackHappy · · Score: 1, Informative

      I'm sorry....

      HMD?

      Is that a "Hairy Masturbation Device"?
      How about "Head of Mass Destruction"?

      Either way, all I can think of is my wife.

      --
      1f u c4n r34d th1s u r34lly n33d t0 g37 l41d Capitalization really works: i helped my uncle jack off a horse
    6. Re:About Time by SpaceJunkie · · Score: 1

      It might be redundant - but he meant a Head Mounted Display.. Boring isnt it...

      I remember how disappointed I was when I found out TBM meant Tunnel Boring Machine

      --
      OrionRobots.co.uk - Robots From sol
    7. Re:About Time by Afrosheen · · Score: 1

      Ohhh. So this device isn't as cool as I thought it was. Or maybe cooler than I expected.

    8. Re:About Time by logicnazi · · Score: 1

      So as the other poster says you don't really move across the room. If you did this then the technology wouldn't be any better than the floor. The best way to think about it is like a 360 degree treadmill that is always travelling at exactly the opposite speed and direction as you are walking.

      While this does mean you get the physical motion of moving and everything should be fine so long as you are moving at a constant speed. Acceleration might be very screwed up however and I worry walking on this platform will feel like slipping on a skateboard. If the platforms move backward to compensate for your movements it will feel like what your stepping on is sliding back instead of you being pushed forward.

      Perhaps with enough tiles though they can make the backward acceleration of the tiles small enough not to be noticeable.

      --

      If you liked this thought maybe you would find my blog nice too:

    9. Re:About Time by alptraum · · Score: 1

      Does anyone have any idea how fast you can move on these tiles? In the article it gave no mention of how fast you could move and the tiles would keep up. Presumably one cannot run or jog on them (yet) but even if it keeps up to a normal walking pace seems like it could have promise.

      Anyone know if there are any videos of the tiles in use anywhere on the internet?

    10. Re:About Time by hitmark · · Score: 1

      or speed them up and everyone can do the moonwalk:)

      --
      comment first, facts later. http://chem.tufts.edu/AnswersInScience/RelativityofWrong.htm
    11. Re:About Time by SEWilco · · Score: 1

      Tilt the person so their head accelerates a little. That's how some motions are emulated in flight simulators.

    12. Re:About Time by Anonymous Coward · · Score: 0

      The inner ear wouldn't be effected

      "affected".

    13. Re:About Time by Apro+im · · Score: 1

      Or the music vid to virtual insanity... but there he actually moved, and the room (and camera) moved with him.

    14. Re:About Time by CrackHappy · · Score: 1

      I vividly remember seeing that video and thinking "WTF?" to myself. I then had to sit down and figure out in my head how they could do that. It was down to either the camera/wall movement or some sort of CG.

      You know... being a geek.

      --
      1f u c4n r34d th1s u r34lly n33d t0 g37 l41d Capitalization really works: i helped my uncle jack off a horse
    15. Re:About Time by Apro+im · · Score: 1

      Yeah, they had a big room on wheels with a camera attached to the walls, a really big floor, and a bunch of guys outside pushing the walls around while they filmed inside.

  6. but... by double-oh+three · · Score: 1

    But what about manipulating objects and the hundred other things(scent, texture, taste, etc.) that we'll need for life-like VR?

    --
    "For years, I struggled with reality... but I'm happy to say I finally won out over it." -- Elwood P. Dowd
    1. Re:but... by Anonymous Coward · · Score: 0

      Good point. Obviously since we're not there yet, we should ignore any progress in that direction.

      -ShadeOfBlue

    2. Re:but... by Breakfast+Pants · · Score: 2, Insightful

      Oh wait they should hold this advancement back until all those things are working perfectly just like the real world and then they should release it all at once. Wait, thats not how progress works you fucking whiney bastard.

      --

      --

      WHO ATE MY BREAKFAST PANTS?
    3. Re:but... by Moofie · · Score: 1

      Maybe we can get other smart people to work on different aspects of the problem. Golly, what an idea!

      --
      Why yes, I AM a rocket scientist!
  7. Holodecks are next!! by udowish · · Score: 3, Funny

    Hum, looks like Holodecks are just around the corner! mmmmmm holo babes and beeeer!

    --
    when in doubt press enter and we'll figure it out later..
    1. Re:Holodecks are next!! by N0decam · · Score: 1
    2. Re:Holodecks are next!! by LedZeplin · · Score: 1

      Comeon, that's funny and I'm not even a trekkie.

    3. Re:Holodecks are next!! by Performaman · · Score: 0

      For the world is holo and I have touched the sky!

      --

      I have gas, but my car uses petrol.
    4. Re:Holodecks are next!! by N0decam · · Score: 1

      I wasn't passing comment on the quality of the joke... (though if they'd maybe done something punnish with "corner" I'd have to give them a golf clap) Just puffing out my chest at my amazing precognitive powers. :)

  8. Pretty Cool by cephyn · · Score: 2, Interesting

    I didn't even realize people were working on VR still. Are the graphics getting better too? Id assume so. This thing looks like a really nifty fun invention. Of course, I'm wary since practical applications are the ubiquitous "5 years" away. Hopefully unpractical applications come sooner...I can see VR-DDR now with shifting tiles for people to dance on...

    --
    Moo.
    1. Re:pretty cool by Anonymous Coward · · Score: 0
      but its gonna suck the 1st time it breaks in mid-stride and sends you crashing into your rendering farm for the VR.
      Maybe it didn't break, maybe it was running the Segway simulation.
    2. Re:Pretty Cool by Mysticalfruit · · Score: 2, Interesting

      how long before you go into an Arcade and you rent a VR helmet and you plug it into the different games.

      Just think about a VR helmet that can actually do 1280x1024 by true color and combine that with 3 generations after the Doom3 or HL2 engine...

      --
      Yes Francis, the world has gone crazy.
    3. Re:pretty cool by tabrnaker · · Score: 1

      maybe it was a stupid president who doesn't know about this little thing we like to call electricity.

    4. Re:Pretty Cool by mikael · · Score: 4, Informative

      This was tried around 15 years ago by Virtuality. But back then, the helmets were absolutely massive, with a mini CRT monitors for each eye. At the companies peak, there were Virtuality booths close to every Underground station in central London. You could pay around 7 pounds for 20 minutes play. Although the games were simple, they were fun. One game was a first-person shooter, where you tried to shoot flying pterodactyls while trying to avoid being snatched or shooting other players.

      Atari and the other console makers also jumped onto the VR bandwagon, even though the headsets were much lighter (later versions of the Virtuality helmet.

      Obviously, you could do the same thing today, with consumer VR hardware, but the problem is cost. Consumers are more aware of the cost of playing in an arcade vs. playing at home. If the average game plays for one unit of currency for three minutes, and one person wants to play for three hours, thats 120 units of currency. For three months play, that amount of money would allow you to buy buy a PC + VR headset + broadband. Plus with headsets being as small and light as they are, they would very easily be stolen/broken. And that's not taking into account having to pay for parking, expensive drinks/snacks, worry about your belongings being stolen, your car being broken into, being mugged on the way home, or spend time finding a parking space.

      --
      Vintage computer adverts: http://www.vintageadbrowser.com/computers-and-software-ads
    5. Re:Pretty Cool by chadjg · · Score: 1

      This could lead to tragedy. Every now and then some poor Korean kid will off himself by playing games for 96 hours in a row.Imagine what would happen if they actually had to exert themselves? Maybe they should add some kind of pulse sensor to these tiles.

      Going to hell now...

      Btw, everyone knows that the first real use for this will be military or Doom 4 related.

      --
      Why do I have this? I don't smoke.
    6. Re:Pretty Cool by emilng · · Score: 1

      Just think about a VR helmet that can actually do 1280x1024 by true color and combine that with 3 generations after the Doom3 or HL2 engine...

      Six generations after the Doom2 or HL2 engine they'll be laughing at how primitive your statement sounds.

    7. Re:Pretty Cool by hobo2k · · Score: 1
      Virginia Tech has been working on their "cave" system for a few years. You are surounded by thin screens with high-res stereoscopic video back-projected on them. It even tracks your head movement to generate the correct perspective on the screens. They use it for scientific/engineering applications and the system is controled by some very expensive hardware.

      These tiles would be a very cool addition to their system.

    8. Re:Pretty Cool by andreyw · · Score: 1

      UofI at Chicago: Ditto.

    9. Re:Pretty Cool by Phisbut · · Score: 1
      How long before you go into an Arcade and you rent a VR helmet and you plug it into the different games.

      I'm not quite sure that the average human mind could handle a VR Doom3...

      A couple of years ago, I had an internship in a research center in applied mathematics, and I was assigned to the VR lab. I spent most of my time developing applications for the CAVE (CAVE Automatic Virtual Environment), which is a 1000 cubic-feet cube where images are projected stereographically on 4 sides (with special glasses, it produced a very neat 3D effect).

      On my spare time, I browsed a little on the system and found out that Quake2 had been ported to the CAVE... Knowing that a nice 3D first-person shooted had been ported to such a big (and costy) VR device, and that I had access to it... I just had to try it.

      I never had such an adrenaline rush in all my life. Seeing those monsters coming at me, and trying to be careful and leaning over to check what was behind that wall or anything (you can physically walk on a 100 square-feet surface)... I didn't last 10 minutes, but those were the most intense 10 minutes of my life.

      The current human mind isn't made to handle such realism, but it might be in the future. At the beginning of the last century, people were horribly scared to see a black&white King Kong on a big screen but today we love to see huge color monsters on even bigger screens, because we became used to it. The first real VR games will be very hard on the mind, just like King Kong was back then, but future generations will have an extra gene that will let them enjoy it.

      --
      After 3 days without programming, life becomes meaningless
      - The Tao of Programming
  9. exercise while gaming... by ryane67 · · Score: 3, Interesting

    getting exercise while gaming would be nice for once... but It sure would suck when you try to roll/duck behind something in a FPS and you fall off the tiles and bust your ankle.. There's no way they can predict and keep up that well.

    --
    ?SYNTAX ERROR IN LINE 42
    1. Re:exercise while gaming... by rkrabath · · Score: 1

      Come to think about it, what if you change directions to fast and step off the tiles? I'd hate to have that happen during doom 4...

      --
      Who do I have to blackmail to get some representation around here!?!?!?!?
    2. Re:exercise while gaming... by Ced_Ex · · Score: 4, Insightful

      Umm... isn't that just called "sports"???

      Football, hockey, soccer... that's all "exercise while gaming"

      Nothing new

      --
      Live forever, or die trying.
    3. Re:exercise while gaming... by TR0GD0RtheBURNiNAT0R · · Score: 1

      But you cant run around with an M-16/M-204 fragging people in the middle of a football game :)

      --
      This is my sig. There are many like it, but this one is mine.
    4. Re:exercise while gaming... by ender- · · Score: 1

      Well, you COULD, but you'd quickly end up in a FPMITA prison...or an electric chair. :)

      Ender-

    5. Re:exercise while gaming... by Trifthen · · Score: 1

      Exercise while gaming? Yeah, it's called DDR. ^_^

      --
      Read: Rabbit Rue - Free serial nove
  10. Less reasons to leave the house! by ElForesto · · Score: 1

    Now I don't even have to go outside to stroll down the street.

    --
    There is a difference between "insightful" and "inciteful" other than spelling.
  11. Mmmm.... Running in Doom by damnal · · Score: 1

    Once this becomes mainstream, how long until we see this as the ultimate peripheral for FPSs? Look at me I can run around in Doom 7 by really running!

    1. Re:Mmmm.... Running in Doom by Anonymous Coward · · Score: 0

      how long until we see this as the ultimate peripheral for FPSs? Look at me I can run around in Doom 7 by really running!

      Sure if they ever put periphial controler support back into Doom! ...Wishes Doom3 supported controlers...*grumble*

    2. Re:Mmmm.... Running in Doom by WormholeFiend · · Score: 5, Funny

      or you could get a bunch of your friends to dress as zombies and imps, and head over to the nearest paintball venue...

      have the management turn all the lights off, and the main rule is that you cant use both the paintball gun and the flashlight at the same time.

    3. Re:Mmmm.... Running in Doom by Anonymous Coward · · Score: 0

      It will... wait for the xbox release. :)

    4. Re:Mmmm.... Running in Doom by tehcyder · · Score: 1
      the main rule is that you cant use both the paintball gun and the flashlight at the same time
      Someone has already done a "duct tape" mod for Doom 3, i.e. you can tape the flashlight to the torch and use both at once.

      --
      To have a right to do a thing is not at all the same as to be right in doing it
  12. hmm.... how fast is it? by fitten · · Score: 2, Funny

    Can it handle running, as if from a dragon?!?!?!

  13. computer, run program mikeylove 1. by MikeyLove · · Score: 1

    i do hope this is the first step to a holodeck. i've got about 15 years of fantasies to live out.

    1. Re:computer, run program mikeylove 1. by stratjakt · · Score: 0, Redundant

      I wanna run the Barkley program with the Deanna-whore character, who came off much more conservative and respectable than the real Deanna character.

      --
      I don't need no instructions to know how to rock!!!!
  14. Holodeck coming soon? by stratjakt · · Score: 4, Interesting

    Is it?

    Those japanese are always inventing stuff like this. I guess they got no square footage.

    My American answer is to put your VR goggles on in the middle of one of our spacious fields or parks, and just run around all you want.

    Drop someone in the middle of the desert with his LCD goggles and mo-cap mittens and he can VR his brains out.

    --
    I don't need no instructions to know how to rock!!!!
    1. Re:Holodeck coming soon? by namilax · · Score: 0

      until he dries his brains out. oops.

      --
      -- namilax!
    2. Re:Holodeck coming soon? by stratjakt · · Score: 1

      I think this may be the next big thing in Reality TV... Virtual Reality TV!

      How much would you pay to watch that guy running in place, panting and heaving, with a split screen showing the "virtual" Pepsi machine he's trying to reach?

      --
      I don't need no instructions to know how to rock!!!!
    3. Re:Holodeck coming soon? by Anonymous Coward · · Score: 0
      My American answer is to put your VR goggles on in the middle of one of our spacious fields or parks, and just run around all you want.

      Until you reach the end of the wires. I'll laugh my ass off, seeing you do a backflip like a dog hitting the end of their leash. Maybe you'll make that choked little yelping sound, too. That always makes it funnier.

    4. Re:Holodeck coming soon? by Anonymous Coward · · Score: 0

      Until you reach the end of the wires.

      Wires?

      Sorry to break it to you, but this is 2004.

    5. Re:Holodeck coming soon? by Anonymous Coward · · Score: 0

      The only problem with that is you would need some pretty good state of the art built in dog shit detection.

      Be the talk of the town, running around with goggles running into trees and rivers.

    6. Re:Holodeck coming soon? by WiggyWack · · Score: 1
      Drop someone in the middle of the desert with his LCD goggles and mo-cap mittens and he can VR his brains out.

      I don't know about the sand and VR equipment combination. Plus the whole being in the desert thing..

      --
      Macintosh humor! MacComedy.com
    7. Re:Holodeck coming soon? by Suidae · · Score: 1

      I've been wondering why we haven't seen any VR warehouses using that idea yet. Or even augmented reality lasertag arenas.

      In a large empty warehouse you could pretty easily simulate just about as large a space as you needed, just be reducing the visual feedback of turns when the user starts to get near a wall. Since our inertial navigation is pretty poor (try guessing how many degrees you turn though while riding in a car with your eyes closed), it would be easy to get the user to always turn more away from the wall than toward it without realizing it. It would be like walking in circles in the forest, you'd never notice it.

      You could probably do some pretty cool augmented reality or virtual reality games in a big warehouse using such a system. With stratigicly placed stairs and ramps you could probably even play some pretty rich FPS maps.

  15. What about the nausea problem? by Jaywalk · · Score: 5, Interesting
    There's a new solution to the age old problem of physical movement within a virtual world.
    IIRC it's not exactly new, Star Trek uses something like it to explain holodeck movement, although there's the usual handwaving about "force fields" instead of moving tiles. But the real issue is going to be nausea. The problem occurs both in VR situations and in more prosaic settings like motion sickness. If what your eyes tell you (you're moving) is out of sync with what your inner ear tells you (you're not moving) a lot of people get nauseous and toss their cookies. That's why folks who get car sick are okay if they keep looking out the window; their eyes tell them that they're moving, so it's in sync with their inner ear.

    Could definitely be a downer if you're the next in line for that arcade game.

    --
    ===== Murphy's Law is recursive. =====
    1. Re:What about the nausea problem? by cephyn · · Score: 2, Insightful

      Do people get motion sick on treadmills? Because this would solve the motion sickness problem. Youre eyes tell you youre moving (thats the VR job) and your feet are moving, your balance is shifting, your inner ear should be happy. As long as the VR accurately models what you're actually doing, it should work.

      --
      Moo.
    2. Re:What about the nausea problem? by Enry · · Score: 4, Insightful

      If what your eyes tell you (you're moving) is out of sync with what your inner ear tells you (you're not moving) a lot of people get nauseous and toss their cookies.

      But you *are* moving. It just happens that your movement is cancelled out by the floor. So things like head bob will still happen, but it's because your head is really bobbing as you walk.

    3. Re:What about the nausea problem? by JavaLord · · Score: 3, Interesting

      ut the real issue is going to be nausea. The problem occurs both in VR situations and in more prosaic settings like motion sickness. If what your eyes tell you (you're moving) is out of sync with what your inner ear tells you (you're not moving) a lot of people get nauseous and toss their cookies.

      I suffer from this very badly. I couldn't play the early Doom or Quake games. I tried out a VR game at Great Adventure around 1995/1996 and it made me horribly sick and dizzy.

      The strange part is, I couldn't play FPS games without getting tired/dizzy up until around 1999. I was stuck at home after sugery and doped up on painkillers I played FPS games all weekend. For some reason I have no problems with certain games after that(unreal tournament) while others still give me the dizzy sickness. (almost any console FPS). Bracelets and Nausea pills don't do anything for it. :/

      Is there a way to train your inner ear/eyes to not get sick if you play enough? Or is it that higher frame rates help? Ugg

    4. Re:What about the nausea problem? by dpilot · · Score: 3, Informative

      But there's no proper horizontal acceleration. That would be the problem.

      --
      The living have better things to do than to continue hating the dead.
    5. Re:What about the nausea problem? by stratjakt · · Score: 4, Interesting

      Do people get motion sick on treadmills?

      Yes, they do. If you go to the gym long enough, you'll see someone get dizzy or nausious and fall right off 'em.

      They even have lil warning labels advising people with inner ear problems to stay off.

      I wouldn't expect the average slashdotter has seen a treadmill in actual use.

      --
      I don't need no instructions to know how to rock!!!!
    6. Re:What about the nausea problem? by jackbird · · Score: 1, Interesting
      Yes, get good at the game.

      No, really. Then your expected perception of movement is in line with your percieved movement.

      Once you pass a certain point on the learning curve (like you did while all doped up that weekend), no problem.

      I'd guess the reason some games work for you and others don't has to do with field of view, height of the camera off the ground, or some other perceptual detail that doesn't fit in to your current mental model of what an FPS is supposed to feel like.

    7. Re:What about the nausea problem? by the_mad_poster · · Score: 5, Insightful

      That's because Slashdotters are smarter than the average gym user and won't pay $75 a month to walk on a moving belt when they can just go out the front door.

      --
      Alito: A vote for Alito is a punch in the eye to put that bitch back in her place!
    8. Re:What about the nausea problem? by Anonymous Coward · · Score: 0

      Yeah, do ice skating or bmx freestyling or kung-fu. Do anything where you spin a lot and you'll eventually get over your motion sickness. It'll be just like Trainspotting for a while though.

    9. Re:What about the nausea problem? by Scutter · · Score: 2, Informative

      If what your eyes tell you (you're moving) is out of sync with what your inner ear tells you (you're not moving) a lot of people get nauseous and toss their cookies. That's why folks who get car sick are okay if they keep looking out the window; their eyes tell them that they're moving, so it's in sync with their inner ear.

      That is complete and utter baloney. Ask anyone who suffers regularly from motion sickness to ride a Tilt-A-Whirl but keep their eyes closed. They will *still* end up dizzy and sick. A common "remedy" that non-motion-sickness-sufferers like to advise is to keep your eyes on something that's moving with you (like the floor of said Tilt-A-Whirl), or alternately, keep your eyes *away* from the floor and on the outside world. Doesn't matter where you keep your eyes, you're still gonna get dizzy and that dizziness doesn't just go away when the ride stops. In severe cases, it can take several days.

      --

      "Tell me doctor, with all of your defenses, are there any provisions for an attack by killer bees?"
    10. Re:What about the nausea problem? by stratjakt · · Score: 2, Interesting

      Thanks for proving that slashdotters have never even seen a gym.

      I pay 20 bucks a month for access to probably over 200,000 in equipment. The treadmill is only used as a warmup, or elliptical machine or stationary bike if you prefer. Once your heartrate is up, you hit the circuit training.

      In the summer, I have full access to the outdoor olympic sized pool, which I've never seen more than 10 people in at a time. And they're usually women, and usually in really nice shape. It's a really cool pool area, too. Plenty of grass for lounging on, an outdoor snackbar (with a liquor licsense!) I've spent many a saturday lounging around there.

      Haha to all those suckers packed into the community pool soaking in various 5 year olds urine. At 3 bucks a pop for the one hour "community swim"? Ha

      And, FYI, walking/running on a treadmill is a whole lot better for you than walking/running outside. Less impact on your knees from irregular terrain, no shin splints, etc..

      --
      I don't need no instructions to know how to rock!!!!
    11. Re:What about the nausea problem? by Mateito · · Score: 1
      they can just go out the front door.

      Just be cause we are able to, doesn't mean we will.

      I've joined the gym maybe three times in my life, and only once managed to keep going for more than a few months... and the only reason for that was the guy who took the classes was a fucking clown who kept doing monty python impressions.

      But... yeah.. treadmills are boring as bat shit.

    12. Re:What about the nausea problem? by Anonymous+Coed · · Score: 1

      You might check the VSYNC (Vertical Sync) setting on these games.

      Often VSYNC is OFF by default (because it provides higher apparent framerates) but not having VSYNC can make people sick due to the 'tearing effect.'

      Turning on VSYNC generally makes the image look more stable and smooth. This might be your problem. Just a thought.

      Turn on VSYNC and force your 3D apps to use a high refresh rate (75 hz if possible) -- usually you can do this in the Advanced properties of your display settings.

    13. Re:What about the nausea problem? by the_mad_poster · · Score: 1

      Thanks for proving that slashdotters have never even seen a gym.

      Don't worry, I don't get jokes either.

      --
      Alito: A vote for Alito is a punch in the eye to put that bitch back in her place!
    14. Re:What about the nausea problem? by Qeantk · · Score: 0

      It's not baloney, sorry. The tilt-a-whirl is a related, but slightly different cause (something about that much spinning and your inner ear). Why would one, slightly different cause negate the other. And it isn't just non-motion-sickness sufferers. The Tilt-A-Whirl is simply too much, but that soultion does help for dnacers.

    15. Re:What about the nausea problem? by notyou2 · · Score: 2, Informative

      Your ear detects ACCELERATION, not velocity... so if you're walking on the tiles, it will (roughly speaking) still experience the same up-down and swaying that you'd experience while walking on real ground, won't it?

      Basically, aside from the initial acceleration of starting to walk, won't this feel the same as "really" walking?

      On the other hand, I could certainly see how frequent changes in direction or velocity would confuse your ear, in which case I see your point.

    16. Re:What about the nausea problem? by glwtta · · Score: 1
      If what your eyes tell you (you're moving) is out of sync with what your inner ear tells you (you're not moving) a lot of people get nauseous and toss their cookies.

      Not exactly true - your inner ear can tell you if you are speeding up or slowing down, not if you are moving. That's why on planes people tend to get sick during take-off and landing, but not during most of the flight (when you are definitely moving, and your eyes only see a fixed environment, but the speed is quite constant).

      --
      sic transit gloria mundi
    17. Re:What about the nausea problem? by tkw954 · · Score: 3, Informative
      But you *are* moving. It just happens that your movement is cancelled out by the floor.

      It's not your velocity that causes motion sickness, it's the acceleration. The floor only "cancels" your relative velocity, as your frame of reference is moving with you; but not the acceleration, which you sense relative to a inertial frame of reference, which is essentially stationary.

    18. Re:What about the nausea problem? by CanSpice · · Score: 5, Funny
      IIRC it's not exactly new, Star Trek uses something like it to explain holodeck movement

      Here's a tip: Star Trek isn't real.
    19. Re:What about the nausea problem? by tabrnaker · · Score: 1

      might be frame rate, or might be refresh rate. 60hz does me in, terrible headaches, disturbing even at 120hz. Lcd's are nice.

    20. Re:What about the nausea problem? by OlafW · · Score: 2, Interesting

      One factor is framerate. Low frame rates are much more barfogenic than higher ones. Low resolution can also be a problem, but it is that split second lag between inner ear and virtual horizon that really rips you up.

    21. Re:What about the nausea problem? by bitinglobster · · Score: 1
      There a several theories of motion sickness, and many of them overlap and also contradict each other. The theory that would seem to relate to your case the best is the "rest-frame" theory. Basically, it proposes that your brain needs to have a model/hypothesis of how you are moving through space, and how that relates to the other objects moving around you. When your brain receives information that contradicts this model, you get sick until your brain comes up with a better model. This might explain why one could get sick with inner ear cues alone (and eyes and ears closed)

      The cue-conflict theory says that conflicting visuals and inner ear cues will make you sick. The Rest-Frame theory says that you get sick if the inner ear or visual cues conflict, not with each other, but with your mental model of your current motion. This might explain why the driver/pilot gets less sick, and why people can adapt to sickness. On the tilt-o-wirl, you might find that you could predict where your car is going in space (relative to the ground, it goes in a spirograph pattern) and keep your eyes looking at the point where you will be several seconds in the future. This might help.

      For a good descrition of several motion-sickness theories, see this thesis: http://www.hitl.washington.edu/publications/r-98-2 2/

    22. Re:What about the nausea problem? by Dun+Malg · · Score: 1
      Ask anyone who suffers regularly from motion sickness to ride a Tilt-A-Whirl but keep their eyes closed. They will *still* end up dizzy and sick.

      Yeah, but a Tilt-A-Whirl is a special circumstance. It's a device essentially designed to totally discombobulate your inner ear so that you get dizzy. Your inner ear can't keep up with the rapid motion changes on multiple axes and subsequently the perception of motion via your eyes and ears will never match. NOBODY can ride a Tilt-A-Whirl without getting dizzy to some degree. People susceptible to motion sickness are just generally easier to throw out of whack and have greater difficulty recovering. I used to vomit in the car every fifty miles or so when I was a kid. Maybe I grew out of it, or maybe it was all the low-altitude helicopter rides I had to endure in the Army that desensitized me, but I don't get motion sickness anymore.

      --
      If a job's not worth doing, it's not worth doing right.
    23. Re:What about the nausea problem? by |/|/||| · · Score: 2, Insightful
      Ask anyone who suffers regularly from motion sickness to ride a Tilt-A-Whirl but keep their eyes closed. They will *still* end up dizzy and sick.
      That statement is in direct agreement with what you quoted from the previous poster:
      If what your eyes tell you (you're moving) is out of sync with what your inner ear tells you (you're not moving) a lot of people get nauseous and toss their cookies.
      In this case, your eyes (closed) tell you that you're not moving, but your inner ear tells you that you are moving. Thus, they're out of sync and you get sick. Having a visual frame of reference (looking out the window, looking out of the tilt-a-whirl) may not always help, but it does help people sometimes.

      --
      [javac] 100 errors
    24. Re:What about the nausea problem? by Anonymous Coward · · Score: 0

      What a pathetic little bitch. Kill yourself you fucking little baby.

    25. Re:What about the nausea problem? by Anonymous Coward · · Score: 0

      Ah but where else can you get to oggle at so many sweaty women in tight-fitting clothes for so cheap? Every day? (the beach doesn't count)

    26. Re:What about the nausea problem? by Anonymous Coward · · Score: 1, Insightful

      Some of us live in one of the zillions of places around the world that have something called "weather".

    27. Re:What about the nausea problem? by luckyguesser · · Score: 1

      I hope that you've been on a treadmill at least once in your life (for the pure fun of messing around, at least). You feel like you're moving on those, don't you? Same thing.

      --


      The power of Christ compiles you.
      A Random Blog
    28. Re:What about the nausea problem? by Anonymous Coward · · Score: 1, Funny

      Here's a tip: Star Trek isn't real.

      pffft. Wacko.

    29. Re:What about the nausea problem? by nizo · · Score: 1

      Or maybe get a wireless controller and dance around in front of the screen in tune to what your character is doing so your ears don't get confused. It will make you look like a dork, but then again you are talking about playing a FPS so who cares? :-)

    30. Re:What about the nausea problem? by Nyder · · Score: 1

      no, I feel like I'm going to fall.

      --
      Be seeing you...
    31. Re:What about the nausea problem? by Anti_Climax · · Score: 1

      Front Door? That's where the pizza guy comes from, right?

      --
      Even people that believe in pre-destiny look both ways before crossing the street.
    32. Re:What about the nausea problem? by Anonymous Coward · · Score: 0

      There is a proper horizontal acceleration, relative to the moving tile. The only difference with "real" walking would be the air resistance.

    33. Re:What about the nausea problem? by dpilot · · Score: 1

      But your inner ear doesn't measure anything relative to the moving tile. It measures your acceleration relative to inertial space. Velocity is relative, acceleration isn't.

      --
      The living have better things to do than to continue hating the dead.
  16. This will not go over well with slashdot readers by deft · · Score: 0, Redundant

    You think wow, games could be awesome.

    don't forget walking is a form of exercise.

    --

    There's nothing Intelligent about Intelligent Design.
  17. A Geek's Excerise by teiresias · · Score: 1

    so now I can I walk a great distance without actually going anywhere and never leaving the comfort of my computer (and by extension pr0n)!

    Finally, an excerise program I can get onboard with!

    --
    -Teiresias
  18. What?? by Timesprout · · Score: 3, Funny

    I think most of us would agree that 'age old problem of physical movement within a virtual world' has absolutely nothing to do with walking. Its waaaaay more rythmic and horizontal than ambulatory.

    --
    Do not try to read the dupe, thats impossible. Instead, only try to realize the truth
    What truth?
    There is no dupe
  19. Power by Anonymous Coward · · Score: 0

    I purpose that we generate power by putting humans inside these and let them walk around a virtual world - while we harness their power.

    1. Re:Power by understyled · · Score: 1

      getting the tiles to move around requires power, not to mention the power required to run the computers that figure out where said tiles should move, along with all the other techno doohickies that render this virtual world of yours.

      --
      Sig (appended to the end of comments you post, 120 chars)
  20. I have one of these... by GillBates0 · · Score: 4, Funny
    The floor moves in the opposite direction from the user so that the motion of each step is canceled and the user's position remains fixed in the real world.

    I like to call it a "treadmill". Sounds much better than "shifty tiles" IMHO.

    --
    An Indian-American Hindu committed to non-violent thought/speech/action alarmed by the global explosion of radical Islam
    1. Re:I have one of these... by LightForce3 · · Score: 1

      I believe that these tiles have one major advantage over your treadmill: 360-degree range of motion.

      I'd love to see you try and sidestep on your treadmill. ;)

    2. Re:I have one of these... by retinaburn · · Score: 1

      Ok try running at full tilt, then turning 90 degrees smart guy. :)

    3. Re:I have one of these... by AndroidCat · · Score: 1

      I wonder how good those platforms are at getting under your feet in time? Even with sensors in the shoes, getting a section in place might be tricky. (I'm guessing that you don't always have to look in the direction of travel.) Since they're moving even when you step on one, they'd have to be pretty stable so's not to simulate cafeteria trays on a floor of marbles.

      --
      One line blog. I hear that they're called Twitters now.
    4. Re:I have one of these... by |/|/||| · · Score: 1
      I wouldn't try that on the "shifty tiles," either. ;)

      Of course, this is a first generation device - you can't expect it to allow you to run full tilt, jump sideways (or jump at all, probably), fall down, etc. It is a pretty cool experiment though, and well worth investigation in my opinion. My gut feeling is that this approach isn't going to go too far, but I'm sure we can learn something from it.

      --
      [javac] 100 errors
    5. Re:I have one of these... by WiggyWack · · Score: 1
      I like to call it a "treadmill".

      You're obviously not a Slashdot regular, are you?

      --
      Macintosh humor! MacComedy.com
    6. Re:I have one of these... by Geno+Z+Heinlein · · Score: 1

      I like to call it a "treadmill".

      We used to call it a "mouse wheel", but that means something else nowadays.

    7. Re:I have one of these... by skiman1979 · · Score: 1

      I was just thinking of a treadmill too, but I don't own one. There's one problem I can see with this, which is similar to a treadmill. The user can be happily jogging (or running) along and suddenly stop (because something in the VR world scared them.) Seems that would have the same effect as if you stopped in your tracks on a treadmill. Sure, the floor tiles would slow to a stop too, but it wouldn't be instant. It'd be a bit difficult to keep balance in that situation.

      --
      Having a smoking section in a public restaurant is like having a peeing section in a public swimming pool.
  21. pretty cool by jford235 · · Score: 3, Funny

    but its gonna suck the 1st time it breaks in mid-stride and sends you crashing into your rendering farm for the VR.

  22. Momentum by emeitner · · Score: 2, Insightful

    Ok, how do they plan on simulating momentum? Try running at full gallop and then stopping dead. Its pretty hard to do in reality. It would be easy on a treadmill that responds in the same way as the tiles above. The act of walking without the feedback that we feel from our momentum might be a little disorienting.

    --
    Guru Meditation #6d416769.21610a21
    1. Re:Momentum by Atzanteol · · Score: 1

      Wouldn't the tiles have some sort of momentum? Unless they're breaking some laws of physics, they should.

      --
      "Ignorance more frequently begets confidence than does knowledge"

      - Charles Darwin
    2. Re:Momentum by Aardpig · · Score: 1

      Ok, how do they plan on simulating momentum? Try running at full gallop and then stopping dead. Its pretty hard to do in reality. It would be easy on a treadmill that responds in the same way as the tiles above. The act of walking without the feedback that we feel from our momentum might be a little disorienting.

      I disagree. If you are running at speed on a treadmill, and stop suddenly, you will fall over in exactly the same way as if you had been running on solid ground. Momentum is relative, and all that matters here is your momentum relative to the surface you are running on.

      --
      Tubal-Cain smokes the white owl.
    3. Re:Momentum by Meostro · · Score: 2, Insightful

      It would appear that their simulation works the other way around, instead of moving the floor to make you feel like you're moving, they let you move and compensate for yor position with the floor.

      The equivalent would be a treadmill that reacts to your position, moving you backward when your foot approaches the front. If you're running, it would have to predict where you're going and put a tile there (whilst simultaneously moving your current tile in the opposite direction). If you stop abruptly, you would only have the lag of the prediction algos to worry about.

      Try stopping dead on a treadmill sometime, you'll see that they don't need to "simulate" momentum.

    4. Re:Momentum by Xaviar21 · · Score: 1

      That's not really that big of a problem, I don't think. I mean, I'm no physics genius, or anything, but it seems to me the when you are running full gallop, the tiles are moving backwards at an equivalent rate. And when you stop, they stop, but it'll still take a bit.. Hmm.. I'm not putting this very succinctly.. Ok.. So you stop running. I imagine this takes a little bit of time.. I don't personally think that I could stop myself from moving just like *snap* that..And then the sensors need to pick up that you aren't running full blow anymore, and the tiles need to stop going backwards so fast... So for a little bit, as you still yourself, and the tiles adapt, they are still moving backwards, a lot like the ground would still be moving backwards if you weren't on the tiles. Thinking about it.. the "simulated" momentum, which, if these work anything like how I imagine them, might even be a little bit more exagerated than real life...

    5. Re:Momentum by Analogy+Man · · Score: 1
      Well I in turn disagree with you...pleept!!!

      The problem with stopping short on the treadmill is that if you stop relative to the moving plane...the plane quickly moves back and dumps you on the floor

      As an illustration of this consider the moving sidewalks at the airport versus a treadmill at the gym. If you go the wrong way on the moving sidewalk and stop short ... it is no big deal and you will move back. At the gym you will be unceremoniously dumped on your keester in about 0.9 seconds.

      --
      When the people fear their government, there is tyranny; when the government fears the people, there is liberty.
    6. Re:Momentum by Anonymous Coward · · Score: 0

      Much like full motion flight sims use what's called "washout" to simulate actual motion and acceleration, these could do the same if there were a large enough space and enough tiles working in unison.

      If the platform were large enough that you could actually start to run on it as the platform ramps up speed, you'd get the real sensation of acceleration. The platform could then proceed to move faster than your run to bring you back to center. When you put on the brakes, the platform keeps moving rearward briefly, giving you the sensation of deceleration.

      It's all a matter of available space. A small simulator can give you some mild sensation, but a large simulator can make you feel like you're really there.

    7. Re:Momentum by AndroidCat · · Score: 1
      I don't think you could run at full gallop. If the idea of these platforms is to ease you backwards as fast as you're moving forwards (with a slow return-to-zero drift), then you won't be able to travel faster than the sections can move you backwards as well as zip around to be under your foot.

      As other posters have said, I really want to see a movie of this!

      --
      One line blog. I hear that they're called Twitters now.
    8. Re:Momentum by AndroidCat · · Score: 1
      It's amazing how much even a simple motion-platform can fool the brain with matching video. The company once took us all out to a huge arcade place where they had a ReBoot simulator (a mini theater seat section). The first time I just did the ride. The second time I watched the side of the ride to see what our actual motion was--very very little. I wish I'd tried it a third time: watching the film and knowing the tricks to see how effective they were.

      It was much better than the huge ancient "Tour of the Universe" simulator that used to be at the CN Tower. I imagine the controls systems are better now as well as understanding of the tricks. ("Tour of the Universe", bah! Capt Moses always only got us to Jupiter. I think he was drunk!)

      --
      One line blog. I hear that they're called Twitters now.
    9. Re:Momentum by Telepathetic+Man · · Score: 1

      I agree with the idea that the floor would still continue to move underneath for a little while if you tried to stop quickly on a normal treadmil, whehter it is powered or not. I think what would be need if this angle is continued, would be a smart brake for the treadmil. For the smart brake, I would propose a computer, camera, and digital suit to make sure it would be accurate. Effectively the computer could recognize a persons movements as being a quick stopping motion. Just a thought I was having....

      --
      Just because you can, does not mean you should.
  23. FPS integrates to olympics? by 192939495969798999 · · Score: 4, Funny

    Finally, FPS games will require moving around physically... I can see the game contestants' average weight declining rapidly as this device picks up support for Doom 3, etc.
    "I'm on the VR FPS diet! I just run around and pretend to shoot people for 8 hours a day."

    --
    stuff |
    1. Re:FPS integrates to olympics? by Anonymous Coward · · Score: 0

      Sometimes they already require moving aound.

      It's called laser tag, or paint ball, take your choice

    2. Re:FPS integrates to olympics? by RedRocketRanger · · Score: 1

      Chances are their maximum weight allowance (most things start complaining around 120kg) would prevent a lot of geeks from playing VR games on them. Especially games that contain running.

    3. Re:FPS integrates to olympics? by Ztras · · Score: 2, Interesting

      You've never played Dance Dance Revolution? Or any of the new PS2 EyeToy games? Or just go back to old school Ninetendo with the Power Pad.

      True that these aren't FPS's though... Hmmm... How about Police 911, as found in your nearest arcade? A FPS in the truest sense of the word. For those who aren't familiar, it is a shooting game with IR sensors positioned around you so you literally dive for cover

  24. Re:This will not go over well with slashdot reader by MaineCoon · · Score: 0

    SHHHH! Don't remind them!

    --
    Hunt your preferred prey at Aliens vs Predator MUD. Join the war at avpmud.com port 4000
  25. Video? by Kiriwas · · Score: 5, Insightful

    This really seems like the sort of technology you'd want to show video of. Is the motion smooth, if you make a quick step forward then back will you fall as it keeps trying to move forward? These are the things I'd like to know. This is an awesome technology (if it works) and could be of great use to us where I work. We're currently working with omni-directional treadmills... which leave a lot to be desires as well as make noise that sounds like a jet engine.

    1. Re:Video? by stienman · · Score: 4, Informative


      Here's a PDF paper about the omni-directional treadmill with neat pictures and good description of how it works, what it's like to use it, and limitations (turning in place, crouching, sidestepping and a few other movements often cause stumbles)

      To echo your sentiment, I too would like to see videos of all these in action, both with experienced users and users who have never been on it before.

      -Adam

    2. Re:Video? by AndroidCat · · Score: 1

      Move your target. Make your goal a 3D simulation of an aircraft hanger. ;)

      --
      One line blog. I hear that they're called Twitters now.
    3. Re:Video? by Not_Wiggins · · Score: 1

      We're currently working with omni-directional treadmills... which leave a lot to be desires as well as make noise that sounds like a jet engine.

      I'm getting a picture in my mind of someone walking on top of a massively over-sized trackball...

      Or is it more like a person inside a huge hamster ball? 8)

      --
      Diplomacy is the art of saying, "Nice doggie!" until you can find a rock.
    4. Re:Video? by Kiriwas · · Score: 1

      It is indeed much like a massively over-sized trackball. Except there is a treadmill type material on top. The major problem is that, like a treadmill that isnt turned on, you have to really push off to get it to move, so you're not at all walking naturally. Most of the time the soldiers training on them give up and use the thumbstick for movement.

    5. Re:Video? by Not_Wiggins · · Score: 1

      Well, the answer (for you guys) could be to combine a type of tracking on the shoes and pressure sensors on the bottom of the feet/inside the shoes with a set of motors driving the ball underneath.

      Figure the shift in pressure on the bottom of the foot would be a good indicator of how intensely someone is shifting weight and the tracker on the feet would indicate direction and speed of movement.

      I'm sure that (this being your field, and me just being some "Joe" software engineer posting on /.) you've already thought about it. 8)

      Still, I think foot pressure combined with foot movement could be a reasonable measure of what direction someone is intending to move and have the motors (one "x" axis, one "y" axis) move the surface accordingly. At least, that'd be my $.02 on it. 8)

      --
      Diplomacy is the art of saying, "Nice doggie!" until you can find a rock.
    6. Re:Video? by jerometremblay · · Score: 3, Informative
    7. Re:Video? by moterizer · · Score: 1

      Here's a video (9.7MB) from SIGGRAPH (Note: slow to load; wait for it). It was linked to from this page: Not terribly imressive, I'm afraid. It's hard to imagine how this might scale up to anything useful. The omni-directional treadmill referred to elsewhere seems much more promising.

  26. Why tiles? by Anonymous Coward · · Score: 2, Interesting

    Can someone explain or theorize about why they use tiles instead of a uniform treadmill-like surface that can scroll on two axes?

    1. Re:Why tiles? by MickWest · · Score: 2, Interesting

      Because it's hard to make a treadmill wrap around infinitely in two directions. What you areally need is a 30 foot diameter sphere set in the floor. Think of a giant trackball, with you stood on top, and the contact rollers below being motorized to drive it. Then imagine a bug in the computer that makes it impossible to get off it, no matter which direction you run in, you stay in the same place. Where did I read that?

    2. Re:Why tiles? by jfinke · · Score: 1

      I had an idea like that when I was a freshman in college. However, building a trackball of that size is pretty impracticle. I wonder if you could build something out of a flexible rubber material that could be stretched across the top, but has some slack underneath?? Kinda like a giant uninflated balloon..

    3. Re:Why tiles? by Anonymous Coward · · Score: 0

      Because the idea will be that the tile will be intelligent enough to move into new positions when they are far enough away from the user.

      This is just baby-steps towards that end vision.

  27. Also called a by GillBates0 · · Score: 0, Redundant
    --
    An Indian-American Hindu committed to non-violent thought/speech/action alarmed by the global explosion of radical Islam
    1. Re:Also called a by Anonymous Coward · · Score: 0

      Dear BillGates0:
      While I normally appreciate your comments please note that: 1) you've already used this joke on this thread, and 2) it goes in multiple directions, making the joke moderately un-funny.

      Have a nice day.

  28. Holy Shit by Apreche · · Score: 1

    There's not much more to say about this other than yes yes yes! With more clever thinking like this we can achieve "real" VR without having to jack wires into our brains. All we need now is a body suit that makes you feel things and tracks the motion of your entire body.

    If you combine the tiles, vr goggles, a body suit and a light gun peripheral you've got the first quality VR fps. No more wasting money on airsoft or paintball. I can't believe nobody ever though of this before...

    --
    The GeekNights podcast is going strong. Listen!
    1. Re:Holy Shit by Tadrith · · Score: 1

      Am I the only one who is looking forward to the day when I can plug things into my head? :P

    2. Re:Holy Shit by Thomas+Shaddack · · Score: 1
      Am I the only one who is looking forward to the day when I can plug things into my head? :P


      No.

  29. How does it handle momentum? by xyote · · Score: 1

    If you are "running" and suddenly stop, what then? In the real world you have to work to kill all that momentum and slow down.

    1. Re:How does it handle momentum? by funwithBSD · · Score: 1

      You get virtual contusions of meander...

      --
      Never answer an anonymous letter. - Yogi Berra
    2. Re:How does it handle momentum? by deadlysloth · · Score: 1

      I think that you could simulate momenutm, after all momentum is relative. If you are moving, or the floor is moving, whats the difference? Just counter-propagate the floor to match the required force of stopping yourself using your weight and speed. Doesnt that seem like it'd work?

    3. Re:How does it handle momentum? by Crashless · · Score: 1

      Actually, according to the acticle, you're not moving, the tiles are. If you're not moving, you have no momentum.

    4. Re:How does it handle momentum? by xyote · · Score: 1
      There's that problem of for every action there's an opposite but equal reaction. The momentum imparted to simulate acceleration or deacceleration is going to start you moving relative to your original position.

      They might try using tilt which is what some flight simulators do to simulate acceleration.

    5. Re:How does it handle momentum? by deadlysloth · · Score: 1

      Yes, very true, I understand. If you are moving in the real world, you have momentum becuase you have a velocity realive to the ground. In the VR world, you are not moving - the ground is, so you still have momentum becuase you have a velocity relative to the ground. Momentum is what, mass * velocity? Velocity is relative. So, either you are moving wrt the ground, or the ground is moving wrt you.

    6. Re:How does it handle momentum? by silvaran · · Score: 1

      With respect to the tiles, if they're moving, then yes you do. It depends on your reference point. To simulate momentum, the tiles would continue to move, but slow down as your next step pushes on them, or as you shift your centre of gravity backwards tocompensate for your "faked" forward momentum.

      Let's say these tiles were blazingly fast and accurate, and you ran steadily in one direction and they were able to keep up. If you suddenly came to a stop, the tiles would continue to move from front to back to simulate momentum. If you didn't push the soles of your feet against their direction of movement, the tiles would continue to slip under your feet and you would fall over (much like you would fall over if you stopped all of a sudden, and didn't shift your weight backwards).

  30. Multiple people? by Ced_Ex · · Score: 3, Interesting

    Will this work if you have a group of people and you all scatter in different directions?

    What if you jump?

    --
    Live forever, or die trying.
    1. Re:Multiple people? by davidsyes · · Score: 1

      what if THEY jump?

      From the single picture, THIS looks like a whole new type of Connect Four, or that plastic word puzzle the name of which I forget.

      David Syes

      --
      Previously: "Linux... Toward the Sunrise..." Now: "Linux... Toward the-- No, now, part of Every Sunrise"
    2. Re:Multiple people? by Ced_Ex · · Score: 1

      Or what if you walk towards a tile that is already occupied? The second dude is going to be standing still on a moving tile. What a weird sensation that will be for him.

      --
      Live forever, or die trying.
    3. Re:Multiple people? by chaosmage42 · · Score: 1

      Wouldn't each person have their own set of tiles?

      --

      done
    4. Re:Multiple people? by WiggyWack · · Score: 1
      Will this work if you have a group of people and you all scatter in different directions?

      No.

      --
      Macintosh humor! MacComedy.com
  31. "Step" in the right direction... by riptide_dot · · Score: 2, Insightful

    I think this is a great step forward in the VR developments (no pun intended). What I think is going to be really interesting to see is, in say 10 years or so, what newer VR technology does to the relative fitness of your average hardcore computer gamer. Think about it - instead of sitting in a chair, you'd actually be exercising, which would burn those pizza and Dew calories.

    If that becomes the case, what would happen to the labeling of games? All games could have "calorie burn factors" printed on them, so the more intense ones would have higher "calorie burn" ratings.

    Does anyone know if there are any statstics out there for what the physical impact of today's games is that are a little like this - like "Dance Dance Revolution"?

    --
    I was in the park the other day wondering why frisbees get bigger and bigger the closer they get - and then it hit me.
    1. Re:"Step" in the right direction... by Dracolytch · · Score: 1

      Overall statistics vary a great deal, because you get into workout programs (Which definately have varied results for individuals). It'll take a bit more time to see if games like DDR stick, and what effects it will have on the gaming community.

      One of the nice things about DDR, and even some of the boxing games in the arcades, is that they have calorie counters, so you know how much of a workout you're getting. DDR even has a workout mode so that you can increase your goal if you had a particularly fattening day. :)

      ~D

      --
      This sig has been enciphered with a one-time pad. It could say almost anything.
    2. Re:"Step" in the right direction... by Mike+Hawk · · Score: 1

      One version of DDR actually tracks the calories used during play. Unfortunately the designers didn't think to track how high on the Lloyd Christmas dumbass scale you look while jumping around like a damn fool.

    3. Re:"Step" in the right direction... by solive1 · · Score: 1

      There was something on G4 TV where a woman did Dance Dance Revolution every day for a year and lost about 40 pounds. I've done a little of it, and it's a workout when you really get the game going. I believe the PS2 versions even have an "exercise" mode.

    4. Re:"Step" in the right direction... by chainsaw1 · · Score: 2, Interesting

      This won't happen. There is a reason video gamers have a stereotype of fat and lazy non-athletes. Once athletic skill is required for a game, don't expect that game to do well on the shelves. The reason will simbly be that it's no fun to lose, which is why the stereotypical gamer is regarded as shunning athletics in the first place. I know there are people who are athletic and gamers, but for the purpose of the stereotype you presented in your post, I think this is accurate.

      The other reason is that there is no way to ensure the reliability of the controller for cheating purposes, yet have dissimilar movements by players. Either every player has a equal maximum speed regardless of physical ability, or someone somewhere will increase the signal gain on their walking device, or rebuild it from lighter parts, or something to move faster than Carl Lewis. How are you going to police that? You can't, really...

      --
      - Sig
    5. Re:"Step" in the right direction... by Al+Dimond · · Score: 1

      As a runner, I find DDR to be great as complementary excercise. Nobody could ever get me to do plio consistently on its own, but DDR does. Also have friends that have got in better shape by playing it, although you have to get reasonably good for that to happen. You can't pass max-300 on heavy without being in damn good shape, I know that (I sure as hell can't do it, though that's just because I'm an uncoordinated clod)

    6. Re:"Step" in the right direction... by Jhan · · Score: 1
      Once athletic skill is required for a game, don't expect that game to do well on the shelves. The reason will simbly be that it's no fun to lose

      You, apparently, aren't much of a gamer. There have been so many games over the years that are very good, but super hard. I mean impossible, requiring superhuman skill.

      Every time such a game appears, a small cadre of über gamers appears that has totally mastered the game. These guys have must have played the game for thousands, if not tens of thousand of hours, losing all the time. Still, they perserve, against all hope until finally they have the God-like skills needed to play the game perfectly.

      If you replace the "twitch" challenge in such a game with a physical challenge, you would soon see hordes of anemic japanese kids competing in the weight lifting world championships.

      --

      I choose to remain celibate, like my father and his father before him.

    7. Re:"Step" in the right direction... by Trifthen · · Score: 2, Interesting

      There is a reason video gamers have a stereotype of fat and lazy non-athletes. Once athletic skill is required for a game, don't expect that game to do well on the shelves.

      As an avid player of DDR, who has managed to get quite a few of my other gamer friends addicted to DDR, as well as know others with similar stories, I call shenanigans. DDR is fun, requires (sometimes Herculean) effort, and has the addictive quality of trying to "beat it" by getting to higher levels. Once you get past the stigma of looking like a tard, you'd be surprised how active a formerly sedentary person will become.

      --
      Read: Rabbit Rue - Free serial nove
    8. Re:"Step" in the right direction... by Moofie · · Score: 1

      Uh huh, because nobody bought DDR, right?

      The solution to your "cheating" problem is the same as the solution to all cheating problems with 'net gaming: Don't play with strangers.

      --
      Why yes, I AM a rocket scientist!
  32. What about a sphere? by Maestro4k · · Score: 5, Insightful
    Wouldn't it be simpler to use a sphere sitting on rollers so it would turn with the person inside it? It wouldn't have to be too large to keep the interior curve to a reasonable level (so the person inside didn't feel they were always walking uphill. It wouldn't have to have many electronics (no predicting where the user's walking, just move with them) and rough terrain could be handled with a sort of wallpaper like object attached to the interior.

    These tiles are neat but it seems to be making the problem more difficult than necessary. Yes a sphere wouldn't allow doing a duck and roll but most applications would probably be walking/running anyway.

    1. Re:What about a sphere? by Mysticeti · · Score: 1

      Exactly. I want a "Giant Hamster Ball" Quake/Doom Mod.

      The ball would go as fast as you could so you'd probably need some breaking mechanism in order to stop in any reasonable amount of time.

    2. Re:What about a sphere? by Tlosk · · Score: 3, Insightful

      Hehe, are you sure? It seems to me like a couple tiles of the size shown in the picture are a heck of a lot simpler and more cost effective than a freely rotating sphere of a size big enough to both fit a person and have a small curve (you have to go pretty large, over 20 feet diameter, before you get away from a strongly pronounced curvature).

      Their idea is actually quite clever, and perhaps more importantly, could be something that would end up being relatively low cost.

      I wouldn't want to try to get litigation insurance though, I can readily see people falling and hurting themselves (through little fault of the product, lot of clumsy people out there) and sueing them.

    3. Re:What about a sphere? by Dracolytch · · Score: 2, Insightful

      A giant gerbil ball... For people. Nice.

      I think one of the factors they're dealing with is size. The gerbil ball would take up tons of space (Especially in the Japanese perspective), even if not in use.

      ~D

      --
      This sig has been enciphered with a one-time pad. It could say almost anything.
    4. Re:What about a sphere? by swb · · Score: 2, Interesting

      I have no idea if this would work, but what came to mind for me would be having the VR floor consist of a treadmill on a turntable. Since the treadmill can only go in one direction, the treadmill belt would be embedded with spheres.

      As you walked, the treadmill would walk with you to leave you close to the center. If you changed directions, the treadmill would rotate to compensate for your directions, and the spheres would allow the treadmill to be rotated without turning your orientation. I think it would help if the spheres could somehow be locked (perhaps magnetically) so that you wouldn't lose traction.

      I think if the room was big enough, the treadmill could be rotated slowly enough to not be noticable yet still compensate for more erratic movements and changes in direction.

    5. Re:What about a sphere? by mobby_6kl · · Score: 1

      I've read about such thing a few years ago in a magazine. I think it was developed by a russian guy and the final price was expected to be about $4-5k. Right now I'm not sure how the movement was measured, but I guess it was similar to what is used in a usual ball mouse.

    6. Re:What about a sphere? by sls1j · · Score: 3, Insightful

      A sphere may be simpler but it would still need to have some sencing capability and motorization. Otherwise say you were running at top speed. That sphere is going to have a lot of angular momentum so when you try to stop quickly you'll fall flat on your face and be flipped around several times while the ball slows down.

    7. Re:What about a sphere? by Maestro4k · · Score: 1
      • A giant gerbil ball... For people. Nice.
      I did think of that, but hey most consumers are glorified sheep anyway, might as well lower their expectations. ;) Be sure to check out the other reponses to my post someone posted a link to a company that's actually MADE a system like I suggested!
      • I think one of the factors they're dealing with is size. The gerbil ball would take up tons of space (Especially in the Japanese perspective), even if not in use.
      Doh, I should have thought of that, I've been to Japan and yeah it would take up way too much room, most of an apartment for most people. I was thinking more in a research sense I suppose, or exercise (at a gym, obviously this isn't somthing that'd be cheap).
    8. Re:What about a sphere? by gunnk · · Score: 1

      Think it through a little more -- if you stand on a turntable, then as the it turns so will you. If you mount a treadmill on a turntable, then if the turntable turned, you would as well and would therefore continue forward on the treadmill without falling off.

      The problem is that if you turn while on the treadmill, you are turning RELATIVE TO THE TREADMILL. If the turntable under the treadmill turns this WON'T compensate for your change of direction relative to the treadmill. End result: you fall off.

      --
      Life is short: void the warranty.
    9. Re:What about a sphere? by Elwood+P+Dowd · · Score: 1

      Inertia.

      The sphere would have inertia. It would have to have a few powerfull & very accurate electric motors if it wanted to hide the fact that a large, durable sphere has inertia. Both inertia of rest and inertia once you started moving it in any direction.

      Anyway, a neat thing about this floor tile thing is that it's relatively tiny. Your sphere might not have to be 200' around, but it's certainly going to have to be over 6' around. These tiles don't have any external housing. Just looks like one big coat rack sized monitoring device.

      Both ideas have different advantages and disadvantages. Neither is going to work great, right?

      --

      There are no trails. There are no trees out here.
    10. Re:What about a sphere? by Maestro4k · · Score: 1
      • The ball would go as fast as you could so you'd probably need some breaking mechanism in order to stop in any reasonable amount of time.
      I suspect using rollers with a carefully calculated level of friction with the sphere would be able to stop it fairly quickly, especiallyl from a walking speed. Going from running to a full stop would likely cause more trobule.
    11. Re:What about a sphere? by retinaburn · · Score: 2, Funny

      Ok I will buy your giant gerbil ball, but I will not, repeat will not sleep in my food dish.

    12. Re:What about a sphere? by Dracolytch · · Score: 1

      That sphere is going to have a lot of angular momentum so when you try to stop quickly you'll fall flat on your face and be flipped around several times while the ball slows down.

      Isn't that part of the fun? >:)

      ~D

      --
      This sig has been enciphered with a one-time pad. It could say almost anything.
    13. Re:What about a sphere? by clacour · · Score: 3, Interesting

      A sphere you walk on top of would probably be easier to construct, but unfortunately, either way has the same problem, because you're wrong about one thing.

      It would have to be quite large to seem flat.

      Thanks to a helpful page on chords at http://mathforum.org/library/drmath/view/57832.htm l, here's what I came up:

      Assume a 30 inch step.
      That makes the short side of the triangle 15 inches.
      Start off with a sphere 10 feet in radius (20 feet in diameter).
      15/120 = .0125, which is the sine of the triangle. Cosine(arcsine(short/hypotenuse))=0.94 inches.

      A 1 inch height difference would certainly be noticed by me.

      Assuming a 0.1 inch difference as small enough to be ignored, your sphere would have to be about 94 feet in radius. (And remember, that's radius. It's almost 200 feet in diameter.

      Considering that's what would be required for each person in the game, I think what they've got is definite improvement.

      I'm not impressed by the photo, though. It doesn't look like you could (safely) take a step forward, unless those blocks are really fast.

      To anyone who complains that I should have done that in metric:
      A) I'm a Merkin. (See alt.fan.pratchett on Usenet) We're allowed.
      B) I'm at work and trying to be reasonably honest with my employer's time...

    14. Re:What about a sphere? by orion41us · · Score: 2, Informative
    15. Re:What about a sphere? by swb · · Score: 1

      Either I wasn't clear, or it didn't make sense. The treadmill is on a turntable. The belt of the treadmill is embedded with spheres which can rotate in any direction (and with very little energy).

      The purpose of the sphere-embedded surface that makes up the treadmill belt is so that when the treadmill's turntable turns, the user on the belt's inertia causes it to NOT rotate; this allows the treadmill belt to align with the direction the user's motion.

      You'd need a large surface area so that turntable movement could be slow enough so as to not be noticable and get time to compensate, but fast enough that when you turned the turntable and the lack of friction on the spherical surface coupled with the user's inertia kept them from rotating as well.

      The spherical surface would need to be lockable somehow so that the spheres weren't always slippery.

      It might never work for really rapid movement (such as running) or lots of erratic changes it direction. It should work for "ordinary" movements like walking relatively straight paths with simple turns.

    16. Re:What about a sphere? by DunbarTheInept · · Score: 1

      In theory that might work, but only if you could come up with a ball made of material that has very little mass. The problem is that if the ball has any signifigant mass (Remember, it would have to be made from something sturdy enough for a person to walk inside), then it will have an immense amount of rotational inertia. It would feel nothing like walking on actual ground. On actual ground when you stop walking, the ground doesn't try to keep sliding under you. It would only be useful for simulating drunken walking - "I stopped walking, but the ground kept moving so I fell over."

      --

      Don't label something "offtopic" unless you know the topic well enough to tell what's on topic.

    17. Re:What about a sphere? by Apotsy · · Score: 1
    18. Re:What about a sphere? by skiman1979 · · Score: 1

      That could work, until you are running in the sphere and suddenly stop. You'd go tumbling around it until it stops.

      --
      Having a smoking section in a public restaurant is like having a peeing section in a public swimming pool.
    19. Re:What about a sphere? by xygorn · · Score: 3, Interesting

      While we are looking at other alternatives: If we are already using remotely controlled wheels that stay under your feet, why don't we just attach the wheels to the shoes. Basically, multi-directional roller skates with controlled wheels should be able to do the same thing, with a lot less complexity

      --
      I am a sig. I wish I were a more creative sig, but I am not. I guess everyone has something to strive for.
    20. Re:What about a sphere? by jeff+munkyfaces · · Score: 1

      i'm assuming this wouldn't be a free-wheeling sphere, rather controlled externally.

      the reason a sphere is used is because it provides a never-ending surface to walk on.

    21. Re:What about a sphere? by Suidae · · Score: 1

      I think that would be very disconcerting to walk on. When I turn while walking I press sideways against the floor. The faster the turn, the more force is applied. The force feedback I expect is based on the inertial resistance the mass of my body provides. If I feel less resistance than I have learned to expect while moving at that velocity and making that kind of turn, I know my feet are slipping (or my inertial mass has suddenly been reduced).

      If the floor is made of ball bearings, I will always notice that there is none of the inertial resistance I've learned to use to judge how secure my footing is. I'd probably get used to it, particularly since the VR helmet would provide the visual feedback I expect, but it would probably feel like walking on wet ice at first.

      You'd be able to do away with the treadmill completely. And if you put some motors on the balls you could better control the feedback provided ot the user, but that would require lots and lots of mechanics for all the bearings. Instead you could put the balls on the bottom of a little plate, and the user could step on top of the plate. Then the plate could move around after the user removes his foot...

      Hey, wait a sec..

    22. Re:What about a sphere? by UserGoogol · · Score: 1

      Yes, but inertia is based on mass, not size. If you can just find some really really light material, the treadsphere would work very nicely.

      --
      "Never attribute to malice that which can be adequately explained by stupidity." -- Hanlon's Razor
    23. Re:What about a sphere? by Elwood+P+Dowd · · Score: 1

      Rotational inertia is based on size.

      --

      There are no trails. There are no trees out here.
    24. Re:What about a sphere? by UserGoogol · · Score: 1

      Damn. I was afraid of that. Oh well. Well, a low-mass sphere would still have lower inertia than a large-mass sphere.

      --
      "Never attribute to malice that which can be adequately explained by stupidity." -- Hanlon's Razor
  33. REAL Virtual Reality by sunaj · · Score: 1

    I think many manufacturers miss the point that most people won't want full locomotion in a VR environment. Yes, many environments, such as rescue training, will require full locomotion, but most couch potatoes in a VR game or movie, won't want to exert the energy required to do full locomotion. I personally would enjoy the physical exertion of a VR bike ride across the planet Mars, for instance, as I already average 40 kM a day on a non-VR bike, but most of my friends would much prefer being taken along for a ride in a powered vehicle.

  34. Re:Take THAT, Moriarty by stratjakt · · Score: 2, Interesting

    Nah, they're in space, so if you turn off the "gravity generators" in the holodeck, they can just float.

    Now you can apply force fields to the floating bodies to mimic the environment, like the resistance of the floor to your feet or the wind on your face, etc..

    What I never got was: 1) Why did they dress up to go to the holodeck? Data would put on his whole lil Sherlock outfit.. Why bother? Cant the holodeck generate the funny hat and pipe? Is there really enough personal storage space on the Enterprise for such things? I doubt the crew of your average aircraft carrier have room for sherlock holmes outfits to play dress-up in their downtime.

    and 2) they could take stuff out of the holodeck. I forget the episode, but I think it was Picard walking around when suddenly he gets hit by a snowball, and you see Crusher and his boyfiend apologizing, they just came from the holodeck after skiing on the moons of endor or some shit. Why would the holodeck allow this to happen?

    Of course, the whole holo-doctor thing on Voyager just got silly.

    --
    I don't need no instructions to know how to rock!!!!
  35. just plain exercise by meganthom · · Score: 1

    I am a runner. I have just moved to an area of the US where it gets quite cold and snowy in the winter, and I would absolutely *love* to be able to go running in a virtual environment this way...

    Maybe the YMCA of the future will have Oakley-style VR glasses and boxed in treadmills and bicycles...

    --
    Live free or die
    1. Re:just plain exercise by Mr+Guy · · Score: 1

      I think they call them treadmills. In seriousness though, why don't they attach VR helmets to treadmills for running? Isn't there something like that for cycling?

    2. Re:just plain exercise by Al+Dimond · · Score: 1

      As a runner, I've always wanted a running video game... now put that in VR, and online in a multi-player environment.

      "You have just been passed by Alan Webb." D'OH!

    3. Re:just plain exercise by Destoo · · Score: 2, Funny

      Here's the game for you.

      Hall Runner

      "Sprint down halls as if you were some type of madman.
      What could be better? Watch out for the bugs or tentacles, though! They can hurt!
      Ouchy! Fun for several!"

      Brought to you by the people who made Trogdor.

      --
      Nouvelles de jeux et technologies en français. TC
    4. Re:just plain exercise by Al+Dimond · · Score: 1

      I'm almost tempted to install the flash plugin here at work... but the animated ads, they buuuuuurn!

    5. Re:just plain exercise by Anonymous Coward · · Score: 0

      Weakling. Who cares about snow and cold.

    6. Re:just plain exercise by |/|/||| · · Score: 1, Offtopic
      One of the many awesome extensions for FireFox is flashblock, which replaces flash objects with an icon that you can click to allow that 1 flash object to display. I still boycott flash based sites to the extent that I reasonably can, but every once in a while you want to see flash content, and the extension makes that easy.

      --
      [javac] 100 errors
    7. Re:just plain exercise by Destoo · · Score: 1

      Hmmm.. I somehow thought extensions on that page wouldn't work anymore. Silly me.
      Now I can reinstall Linky and Next Image for all my, uh, online picture browsing.

      By the way, your ID 404's.
      I'm adding you as a friend!

      404 File Not Found
      The requested URL (~%7C%2F%7C%2F%7C%7C%7C/) was not found.

      --
      Nouvelles de jeux et technologies en français. TC
    8. Re:just plain exercise by Destoo · · Score: 1

      Doesn't seem to work with 0.9.2

      --
      Nouvelles de jeux et technologies en français. TC
  36. ... oh, wow ... by ninjagin · · Score: 5, Interesting
    I've been waiting for something like this for years. VR games and VR/VRML worlds have needed this like crazy for the longest time.

    I can already think of improvements:

    1. Scale up the 4-tile model for walking, and have a 12-tile model for running.

    2. Force-feedback tiles for seismic or moving-walkway effectts.

    3. cushiony lifting-tiles to simulate low-g walks/runs/jumps.

    Of course, can you imagine the liability issues for a manufacturer of such a product?

    Very neat. I can't wait to have one. When they have it work with Unreal Tournament, I'll be sold.

    --
    .. pa-ra-bo-la, pa-ra-bo-la, 2 pi R, 2 pi R, where's your latus rectum, where's your latus rectum, 2 pi R
    1. Re:... oh, wow ... by kevmit · · Score: 1

      I'm sorry you missed the release, but there's already a simulation that satisfies virtually all of these requirements.
      It's called...PHYSICAL REALITY. (version 1.0)
      You can perform all sorts of fascinating lifelike actions in the PHYSICAL REALITY environment with IMMEDIATE TACTILE FEEDBACK! Seriously d00dZ, it's the greatest gaming environment ever. The AI-enabled fantasy-world-inhibitors enable choices made in the PR Environment to retain lasting effects across multiple gaming sessions.
      Forget clunky VR visors and force-feedback devices. 6DoF controllers? Old Hat. PHYSICAL REALITY takes ergonomic gameplay to a new level with its innovative HAL (Human Abstraction Layer) controller that is intuitive, powerful, and open-source!

    2. Re:... oh, wow ... by Anonymous Coward · · Score: 1, Funny

      PHYSICAL REALITY v1.0 has a distinct lack of reliable respawn points. Why, my friend was fragged the other week, and he still hasn't rejoined the map.

    3. Re:... oh, wow ... by kevmit · · Score: 1
      "PHYSICAL REALITY v1.0 has a distinct lack of reliable respawn points. Why, my friend was fragged the other week, and he still hasn't rejoined the map."
      This is a common misconception amongst Level-1 PHYSICAL REALITY Gamers.
      This is a feature - NOT A BUG
      PR v1.0 employs the latest in Karmic-Debt-Respawning limiters. So it's entirely possible, probable even, that your friend respawned instantly...only perhaps as a fern...or lint.
  37. Vendors are at Siggraph by Skevin · · Score: 4, Informative

    These guys are out at Siggraph Emerging Technologies, and I'm trying it for myself even as I type.

    Your pace has be be quite a bit slower than the article suggests, and the compensational backwards movement of the platform throws you off. I'm laughing at the picture in the article where the guy wears the blindfold, because just now, the vendor won't let me wear one. I'm going to show STFA to them in protest in just a few seconds here...

    Solomon

    --
    "Twice half-assed makes an ass whole." --Solomon K. Chang
    1. Re:Vendors are at Siggraph by Elwood+P+Dowd · · Score: 2, Interesting

      Are you convinced that the floor tiles are 100% automated, and not remotely controlled by an operator?

      --

      There are no trails. There are no trees out here.
    2. Re:Vendors are at Siggraph by boomgopher · · Score: 3, Informative

      Yeah I tried this there yesterday, and while it looks very cool/creepy to see the tile you stepped off of automatically move in front of you, the feeling itself it quite awkward, and not a natural pace.

      There's also a guy sitting partially obscured by a curtain who looks like he's controlling everything, so I'm unsure how automatic this is.

      Still cool all-in-all, but needs some work it seems.

      --
      Your hybrid is not saving the environment. Its purpose is to make you feel good about buying something.
    3. Re:Vendors are at Siggraph by Denial93 · · Score: 2, Insightful

      I can't quite imagine this will become a mature product. When people can walk in a VR world, they will expect to be able to use other forms of movement as well. Running alone is a major problem: anything beyond a slow walk will require tiles that can move as quick as a running person and, while doing so, are also able to stop and change directions within fractions of a second. Then people (once suspension of disbelief is good) occasionally will jump, which I guess is another hard problem. Any single mistake in the system, when used with a helmet, is likely to result in injury to the user. I'm sooooo not designing this.

      What - beyond the wow factor - is a technology that only allows for slow VR movement actually useful for?

    4. Re:Vendors are at Siggraph by Anonymous Coward · · Score: 0

      Quite a bit slower is an understatement. Looks like the top speed is 330mm/s. That's under one mile an hour. That's a ridculously slow pace. Most people average three miles an hour. I do about four at a normal pace. Power walking starts at five, and some people can go up to 12. And then there's running.

      You'd have to do an "old man shuffle" to go as slow as this thing requires. Can that even be called walking?

    5. Re:Vendors are at Siggraph by Dun+Malg · · Score: 1
      There's also a guy sitting partially obscured by a curtain who looks like he's controlling everything, so I'm unsure how automatic this is.

      Wow, a true PNAMBC* demo. Usually they're sensible enough to not use an actual curtain in order to avoid the inevitable Wizard of Oz jokes.

      *Pay No Attention to the Man Behind the Curtain

      --
      If a job's not worth doing, it's not worth doing right.
    6. Re:Vendors are at Siggraph by luckyguesser · · Score: 1

      Running / quickly changing directions: More tiles, not faster tiles.

      Jumping: As long as the tracers in the shoes stay on your feet, the tiles can simply ignore the vertical axis. Hopefully they can withstand the force of being jumped onto.

      --


      The power of Christ compiles you.
      A Random Blog
    7. Re:Vendors are at Siggraph by Anonymous Coward · · Score: 0

      This dosen't seem as bad as all the ropes hooked up to the swimming thing hoked up behind these guys.

    8. Re:Vendors are at Siggraph by jafuser · · Score: 1

      Going by my experience on a treadmill, I'd say power walking starts a little lower than 5 mph and I highly doubt anyone can walk 12 mph =)

      --
      Please consider making an automatic monthly recurring donation to the EFF
  38. how do the floor tiles react? by forsythe450 · · Score: 1

    It seems to me that there would be motion sickness potential since the floor tiles have to move in the opposite direction you are moving. If you are walking forward at a constant pace, you wouldn't notice. It would be like walking on a people-mover. If you abruptly turn sideways, however, you'd certainly notice the change in movement of the tiles.

    --
    Did you ride the short bus? http://sh.ortb.us
  39. This is an awesome starter! by bennomatic · · Score: 4, Insightful
    Anyone remember the first "dactyl attack" game in the arcades. Huge helmet, a ring that keeps you in place, and a "walk" button on the gun to move forward. It was the best thing at the time, but totally unnatural. If this can really do true--or nearly true--360 degree tracking in 2d and eventually map to uneven terrain, that'd be awesome.

    What might be interesting for uneven terrain would be something like those old "pin art" toys you could get at Headlines or Yarmo Zone. You know, the ones with 1000 pins on a rack in square formation, and you would reset them by dumping them all to the back, and then pushing something--your face or a fist or something uneven--into them, and on the other side you'd get a pin sculpture of your hand or whatever.

    It wouldn't work for everything (i.e. simulated overhangs in a climbing situation), but if you had something like that on a huge scale, maybe covered with some sort of flexible surface, you could simulate some pretty interesting terrains if you had the computer determining the pin positions.

    --
    The CB App. What's your 20?
    1. Re:This is an awesome starter! by Jhan · · Score: 1
      Anyone remember the first "dactyl attack" game in the arcades?

      Yep. A lot of fun, and I must point out at this time that it runs of an Amiga. Just because I have an unhealthy urge to plug Amigas at every opportuniy. :-)

      --

      I choose to remain celibate, like my father and his father before him.

    2. Re:This is an awesome starter! by Stone316 · · Score: 1
      Yes I remember that game, you basically had to use your head to steer. When I got out of the game I was so dizzy it wasn't funny. The resolution was horrible, I could even see guns to pick up but my friend luckily found a rocket launcher.

      Apparently one of the staff had to come over and stand by the machine cause they were afraid I was going to tip it over.

      I must say tho, i'm rather disappointed with the slow progress of VR. I thought we'd all have fancy helmets at home by now and prototypes of 'VR' rooms would be a reality.

      --
      "Thanks to the remote control I have the attention span of a gerbil."
  40. Huh? by Anonymous Coward · · Score: 0

    Unlike the average slashdot user, I read the article and looked at the pictures, and I gotta ask: how is this useful? The dude's about to step off the last platform.

    All it says in the article is that the panels shift as he walks, but it mentions nothing about what happens when he hits the last end of the last panel. Presumably one of the other panels would come zipping around and stop under his foot, but the article seems to imply these are just dumb panels on rollers.

    "well, add more panels" you say. How is this different from a guy walking around in a room? The only advantage seems to be that the room now moves around him, but so what? He's still going to reach the end at some point and need to stop (either by the vr telling him to stop or him falling flat on his face).

    Note the ultra sound sensors are a few feet behind the guy, not on the panels themselves.

    1. Re:Huh? by stratjakt · · Score: 1

      The article doesn't imply these are dumb panels on rollers, the article says these use ultrasound to determine their position, and magnetically track the position of the users feet (I assume you wear some special sort of shoe).

      --
      I don't need no instructions to know how to rock!!!!
  41. New Detention Device by RaisinBread · · Score: 1

    What if you made this thing on a little larger scale and dropped a convict in the middle? I guess you'd have to try to keep him from diving around, but you could have the device sense where the weight was and keep that object in the center of the path.

    Might also be really nice for taking your dog on long trips - he could run around all he wanted...

    1. Re:New Detention Device by Anonymous Coward · · Score: 0

      What if you made this thing on a little larger scale and dropped a convict in the middle?
      Have you considered a job at the defence department, maybe in military intelligence?

    2. Re:New Detention Device by Tairnyn · · Score: 1

      I think the term I'm looking for here is "cost effectiveness"

      --
      "Don't waste your time or time will waste you" -MUSE
  42. Japanese business oppurtunity by djfray · · Score: 2, Funny

    Attn all employees: Your sleeping tubes have now been upgraded, to a modestly sized bathroom, with movable tiles with VR-capability! You will live in a virtual mansion! Note: All employees will receive an annual $10,000 deduction for VR-Mansion maintainence fees.

    --
    This sig is o Unfunny o Funny
  43. Cycling by bsd4me · · Score: 2

    Cycling while watching a TV can be a little dangerous, especially if you are watching a race, or something else from the first person perspective. The problem is that you will unconsciously lean into turns. With a wind trainer this isn't too much of a problem, but if you are riding rollers, it can hurt. Trust me.

    --

    (S(SKK)(SKK))(S(SKK)(SKK))

    1. Re:Cycling by Al+Dimond · · Score: 1

      Hah! Make'em like those arcade ski racer games where you lean the bike to turn. Give the game its own unique challenge so it's not just excercise with a TV.

      Might be a bit difficult to make a cycling-based game that's as exciting as, say, DDR, but hey, add some weapons and head-to-head competition and it could be a physical version of Mario Kart...

  44. Another solution.... by orion41us · · Score: 1

    a big gerbel wheel.... errr.... ball.

    virtusphere.com

  45. Great... by 5m477m4n · · Score: 1

    The last thing I want is exercise when I'm playing my video games.

    --

    ---
    Those who can, do
    Those who can't, teach
    Those who don't know how, supervise
  46. Professor Henry Jones by gsf789 · · Score: 2, Funny

    "But in the Latin alphabet, "Jehovah" begins with an "I."

    1. Re:Professor Henry Jones by Anonymous Coward · · Score: 0

      Stone him! Stone him!

  47. Video Link by Chibi+Merrow · · Score: 4, Informative

    Not sure if anyone else pointed this out, but the actual website is here and includes a demonstration video.

    --
    Maxim: People cannot follow directions.
    Increases in truth directly with the length of time spent explaining them
    1. Re:Video Link by epall · · Score: 1

      torrent up at http://www.lokitorrent.com/download.php?id=13349&n ame=circulafloor.mpg%5Bwww.lokitorrent.com%5D.torr ent.
      They can't even fill my DSL connection, they're gonna need some help.

    2. Re:Video Link by epall · · Score: 1

      correction, Here

    3. Re:Video Link by Anonymous Coward · · Score: 0

      I will say that the 3d model in the begining of the video has a HUGE ASS!

      I don't think he has used the tiles enough...

  48. What About Equipment Failure? by AnonymousKev · · Score: 4, Insightful
    Okay, I'm feeling pessimistic today.

    Moving tiles means there are gaps. Gaps means things can be wedged into those gaps. Now what happens when you're running in VR land and wedge your foot into the fast-moving tiles? Suddenly, not being able to see your real-world foot doesn't sound so good ...

    --
    Anonymous Kev
    Proudly posting as AC since 1997
    (Finally got a dang account in 2004)
    1. Re:What About Equipment Failure? by lavaface · · Score: 1

      Ummm . . . have you ever wedged your foot between floor tiles? Lineoleum? I imagine this is a similar setup

    2. Re:What About Equipment Failure? by AnonymousKev · · Score: 1
      Except these VR tiles are supposed to move in response to your movements. As your real body lay on the ground trying to jank out your foot, the tiles would respond by slamming up and down to accomodate your VR body jumping on one foot.

      And don't try to tell me about "safety interlocks" -- those things never worked on the holodeck :)

      --
      Anonymous Kev
      Proudly posting as AC since 1997
      (Finally got a dang account in 2004)
  49. Re:Take THAT, Moriarty by sploo22 · · Score: 1

    Points 1 and 2: The holodeck used holograms for the scenery, but objects were created using the replicators (for example, clothes). So when you reach down towards a patch of snow, it quickly created some real snow that you can pick up, instead of just using a force field.

    The EMH on Voyager, IIRC, used something slighty different. Instead of a replicator, his mini-projector used a true hologram with force fields. He attached it to his shoulder and the force fields held it up. What I don't understand is where it got its power supply... antimatter perhaps?

    --
    Karma: Segmentation fault (tried to dereference a null post)
  50. Fewer, not less by Anonymous Coward · · Score: 0
  51. Re:Take THAT, Moriarty by FauxPasIII · · Score: 1

    > Is there really enough personal storage space on the Enterprise for such things?

    They replicate things like that.

    > I doubt the crew of your average aircraft carrier have room for sherlock holmes outfits to play dress-up in their downtime.

    An aircraft carrier isn't built for decades-long deep-space exploration, either.

    > Picard walking around when suddenly he gets hit by a snowball

    Clearly crusher had used his l33t h@x0ring skills to disengage the saftey protocols, due to his penchant for extreme sports.
    On that setting, the holodeck will use microreplication to produce as close as possible a real-world simulation of the effects of
    whatever is being simulated. Or maybe it has to do with collinear inverse tachyon particles. Who knows?

    --
    25% Funny, 25% Insightful, 25% Informative, 25% Troll
  52. Re:Take THAT, Moriarty by Tongo · · Score: 1

    IIRC, the objects on the holodeck that were created for interaction with the person were created with the same technology as the food replicators. It would actually create that object/substance, which could then be taken out of the holodeck.

  53. Dance Fever? Cat-scratch fever? by davidsyes · · Score: 1

    Imagine "Data's Day"... Tap-dancing might be tap-tossing...

    How useful is this tech for tap-dancing, or crawling?

    This might be useful for replacing tires on obstacle courses. It might be possible to simulated "tap-dancing in a minefield" -- if the tiles can eject or launch the user. Then, someone needs to learn how to land after being launched.

    And, a few of these around burglar's escape routes might keep them treading on thin ice until the cops show up. OTOH, superfast treadmills in reverse of their path might keep escaping burglars still.

    Cat-scratch fever?

    David Syes

    --
    Previously: "Linux... Toward the Sunrise..." Now: "Linux... Toward the-- No, now, part of Every Sunrise"
  54. Bally's VR-workout? by grunt107 · · Score: 3, Funny

    Future story:
    "The % of obese people ages 18-26 has decreased significantly with the simultaneous releases of GTA5:VRRiot and MallWalker1:ShoppingFury"

    1. Re:Bally's VR-workout? by David+Horn · · Score: 1

      Obligatory Red Dwarf quote:

      "That groinal attachment was supposed to have a lifetime warranty - you've worn in out in a week!"

      --
      PocketGamer.org - For the gamer on the go!
  55. Alright! by warmgun · · Score: 1

    One step closer to a working holodeck.

  56. Not just for VR! by Xaviar21 · · Score: 1

    It seems to me that the uses for this aren't confined simply to VR... I don't have anything specific in mind, but I'm picturing something along the lines of the scene from X-Men, (or was it X2) where Magneto is walking and the bridge builds itself in front of him. Except the bridge in front of you would be build with pieces of the bridge from behind you...

    1. Re:Not just for VR! by Xaviar21 · · Score: 1

      Whoops. Didn't see the um.. top comment there. And the fact that it's exactly the same as mine.

  57. Ungrateful bastards. by Anonymous Coward · · Score: 1, Insightful

    Why are all of you so negative? Nowhere in the online community is there such a group of negative people as in Slashdot.

    HELLO!! Its a new, proprietary technology! All of you naysayers that nitpick at it seriously need to get a new hobby.

    Those that are asking why don't they just make a treadmill: have you ever seen a treadmill that can simulate moving sideways as well as forwards? I sure haven't, and I can imagine it'd be incredibly hard to engineer.

    Its so easy to sit in your throne in the comfort of your mom's basement and nitpick on other's creations, isn't it?

    Personally, I think this is very cool.

    1. Re:Ungrateful bastards. by Anonymous Coward · · Score: 0

      As a matter of fact, treadmills that can simulate moving sideways as well as forwards exist. Some are used in the military - they're excessively expensive, large, heavy and noisy though. Try googling "omni directional treadmill".

  58. Pausing... by davidsyes · · Score: 1

    If soldiers in training stop to eat their rations, would they have "Four squares and a meal"?

    A really useful variation of this would be to put electric wires in them and use them for convict/incarceree conditioning. Just a mild shock. Hell, virtual prisons could be made. I can see it now, humans encased, wearing VR goggles,strapped in a tube, working on a virtual chain gang.

    David Syes

    --
    Previously: "Linux... Toward the Sunrise..." Now: "Linux... Toward the-- No, now, part of Every Sunrise"
    1. Re:Pausing... by TR0GD0RtheBURNiNAT0R · · Score: 1
      Hell, virtual prisons could be made. I can see it now, humans encased, wearing VR goggles,strapped in a tube, working on a virtual chain gang.

      Wow. Add in robot jailers, and you've got a great idea. Hell, it'd make a pretty good movie too. ;)

      --
      This is my sig. There are many like it, but this one is mine.
    2. Re:Pausing... by davidsyes · · Score: 1

      ... "I Tiltbot"?

      --
      Previously: "Linux... Toward the Sunrise..." Now: "Linux... Toward the-- No, now, part of Every Sunrise"
  59. Oh shit! by Anonymous Coward · · Score: 0

    They do move!(admittedly hella slow). No dodging and rolling (or running or even walking at a normal pace) in this system, but it does look like a step in the right direction.

    Um, no pun intended.

  60. Re-wording by Anonymous+Writer · · Score: 1

    Researchers have come up with tiles that move in concert with a user's pace... in Japan!

  61. Virtual Insanity! by SpeedyGonz · · Score: 1

    Now I can make my own video, move over Jamiroquai . . .

  62. Alright! by MoOsEb0y · · Score: 1

    Now we just need a VR bodysuit so I can have better virtual sex than I can get at fu-fme

  63. SCHNITZEL IS ON TEH SPOKE!!!~1` by Anonymous Coward · · Score: 0
  64. Someone mod some lyrics by AndroidCat · · Score: 1
    Walking in a VR Wonderland

    I'd do it, but .. trapped by flu...... surrounded by tissues..... low on coffee

    --
    One line blog. I hear that they're called Twitters now.
  65. UK company doing this by fantomas · · Score: 1

    UK Company is doing this. I saw a presentation by one of the company at a meeting of the London Virtual Reality Group in 2001(?), in the Bartlett School of Architecture.

    1. Re:UK company doing this by Maestro4k · · Score: 1
      • UK Company is doing this. I saw a presentation by one of the company at a meeting of the London Virtual Reality Group in 2001(?), in the Bartlett School of Architecture.
      Ahh cool, nice to know some of my ideas aren't just hair-brained lunacy brought on by midday boredom. :) Thanks for the link and info.
  66. literally by Anonymous Coward · · Score: 0

    You can't literally walk somewhere that doesn't exist.

  67. Confinement by Hockney+Twang · · Score: 1

    Finally, I have a simple off the shelf solution for rendering someone totally immobile. Juts slip these under their feet and bam, instant loss of traction, and then you could program the tiles to cart them off to a predetermined destination. Yeah, so not really, but it's fun to dream about floor tiles that kidnap people.

  68. Tickling the neurons by gsf789 · · Score: 2, Interesting

    How did they handle this in the world of the Matrix?

    Oh yeah, plug it into the brain directly and you can worry about simulating kinesthesia and proprioception at the root of the problem.

    Once we do that we'll look back at this and think, boy what a silly circuitous solution.

  69. I had a similar idea... by LightForce3 · · Score: 2, Insightful

    ...but it was rather half-baked. It was a passive system that involved a fixed array of spheres on some kind of (possibly low-friction) surface that a person would walk on. Fill up a shallow pan with a layer of marbles and you'll have an idea of what it would look like.

    I hadn't solved the problem of how to create the proper amount of resistance, so if it were implemented as designed, it probably would have been something like walking on ice. Also, I hadn't entirely worked out how to get data from the grid for feedback to the imaging components of the system.

    Just one of those things you come up with when you're not paying attention in class. :)

    1. Re:I had a similar idea... by CoreyGH · · Score: 1

      I have mulled over a similar idea. Let's say that instead of a pan, you have 2 layers of metal (or whatever) with many holes in them, one for each sphere. Now, the holes would be small enough to keep the spheres from falling through them but big enough to let, say, one-third of the diameter of the sphere to come out on the other side. Now, sandwich the spheres between the two layers of metal. The harder you clamp the metal layers together, the more friction they place on the spheres. Of course, there will be friction also from your weight on the spheres as you push them into the lower layer. So, what if you remove the lower layer and replace it with a magnetic field? Now the spheres are suspended in air by the magnetic force from below and the more you push down on the upper layer, the more friction on the spheres. But, since the spheres are poking through the holes in the upper layer, you can still move your feet over them and cause the spheres to turn (provided the upper layer isn't clamped down on them to hard).

      Of course, now the problem becomes generating a magnetic field large enough to support your weight.

      And I haven't even begun to think about how to traslate the analog movement of your feet into the digital world of VR.

  70. How does it work? by Anonymous Coward · · Score: 0

    How is this better than my idea... walking around on the top of a very large track ball? (With a harness to keep you from falling off, of course.) Seems to me these tiles can't predict sudden changes of direction.

  71. Smaller ones by Wowbagger5 · · Score: 1

    What you really need is a whole bunch of smaller tiles. That way, the gaps would be gone and they would be able to cover a larger area (i.e. have them spread out initially, and then come together under you before you hit the ground) For some Reason I keep thinking of smart wheels in Snow Crash

    --
    Still Rampant, Wowbagger
  72. Gerbil Ball by Anonymous Coward · · Score: 0

    Um, as a middle-aged adult, I haven't thought about having a small rodent as a pet for 30+ years. When I was a kid, they ran on *wheels*, not *balls*. Has the pet industry added another dimension to the rodent experience?

    1. Re:Gerbil Ball by Anm · · Score: 1

      Has the pet industry added another dimension to the rodent experience?

      Yes.

    2. Re:Gerbil Ball by Dracolytch · · Score: 1

      Indeed... Spheres with a little hatch on the side where you can insert your favorite rodent. Said rodent can then go running around your house freely, safely enclosed in their plastic ball.

      http://www.petco.com/Productlisting.asp?tab=6&c1 =1 604&ct1=Hamsters+%26+Gerbils&c2=1615&ct2=Toys+%26+ Accessories&c3=1618&ct3=Toys+%26+Run+About+Balls&D ept_ID=1618

      Block off stairs and similar dangers.
      Cats LOVE them.

      ~D

      --
      This sig has been enciphered with a one-time pad. It could say almost anything.
  73. Er...? by The-Bus · · Score: 1

    Can anyone tell me why you can't just use a zillion little trackballs? That's what was used in the "Angel" program in the awful movie (but OK book) Disclosure. I'd imagine that would be a bit easier...?

    --

    Small potatoes make the steak look bigger.

  74. VR Doom3 is easy. Close your eyes. by SmallFurryCreature · · Score: 1

    VR Doom3 is easy. Close your eyes and have someone else jump up behind you and say boo.

    --

    MMO Quests are like orgasms:

    You may solo them, I prefer them in a group.

  75. Star Trek reference by Anonymous Coward · · Score: 0

    I, for one, welcome our new holodeck-using overlords.

  76. Force feedback by gardyloo · · Score: 2, Insightful

    It would be very interesting to see if accelerations are dealt with properly with these things. In walking, not only do we have the "push-off" force which gets us going in some direction (push back -- with one's foot/leg -- to move forward, push left to go right, etc.) but we also have "stopping" forces (put one's foot down in front to decelerate the body's forward movement, etc.).
    Presumably, with some sort of feedback algorithms, it'll be relatively easy to hold these things in place when one wants to move forward, etc. However, how are the tiles to know that you want to _stop_ "moving" (or seem like you want to)? Normally, if you stop walking, you definitely get a tactile feeling to it -- your body decelerates, your feet want to slip forward, etc. But on tiles, where your body may not have actually moved in the first place, simulating this stopping would require accelerating you in the direction opposite to the original (presumed by the tiles) movement. Might one simply get used to this sort of "movement without consequences"?

  77. You could add a... by StalinsNotDead · · Score: 1

    Surface that pivots on two axes to simulate slope. You'd just have to make sure the tiles aren't too slippery.

    It could be like that floor in the fight scene in Flash Gordon except without the spike popping up through the floor.

    --
    Thanks to the internet, we can now all die alone together! -SomeWoman
  78. Wouldn't a bunch of balls be simpler by Theobon · · Score: 1

    Why not use a mat of spheres instead? With some form of tether to keep you in place.
    If each was imbedded with a magnet then a network of wires/sensors underneath could determine your direction of travel and speed. Would take up little space and not require having to figure out where the person is going to step next. Only problem is the bumpy surface but that can be fixed with hard soled shoes.

  79. Video Description by Anonymous Coward · · Score: 1, Informative

    For those who haven't seen. The video is very impressive. somewhat unreal. An interesting thing to note though is that the guy is taking extremely small steps (less than 3 inches), and the blocks are getting there in front of him in the nick of time.

    1. Re:Video Description by epall · · Score: 1

      It's a prototype, come on. Yes, he's only taking small steps and the floors are having trouble keeping up, but that's probably the speed of the floors. Faster floors = faster walking. This is an amazing prototype that could become an even cooler product.

  80. Bradbury fans all agree... by loteck · · Score: 4, Interesting
    Just think, one day you can install a room in your super-computer-enabled house that will allow your children to imagine virtual adventures that they can play out, without ever leaving the house!

    Would be a parent's dream!

    Just hope your kids like you and don't enjoy the company of ravenous lions! :D

    1. Re:Bradbury fans all agree... by Felix+The+Cat · · Score: 1

      Only if I try to shut it down....

      --
      Windows is the Acme of computing -- in the Wile E. Coyote sense.
    2. Re:Bradbury fans all agree... by Afrosheen · · Score: 1

      With the economy, air quality (in some cities) and the crime rate here in the US, it may be the only viable option kids have for playtime in the future.

      Back in my day, kids had imaginations and ran around outside getting hurt!

    3. Re:Bradbury fans all agree... by HBergeron · · Score: 2, Informative

      Damn, nice obscure Bradbury reference, too bad I can't mod you up.

      --
      THE YEAR WAS 2081, and everybody was finally equal...
  81. age-old (not) by sacrilicious · · Score: 1
    There's a new solution to the age old problem of physical movement within a virtual world.

    IIRC it's not exactly new
    Agreed, and it's not 'age old' either. The author of the article seems to use stock phrases without realizing that words actually are supposed to MEAN something, not just provide a grammatically correct setting for other words.
    --
    - First they ignore you, then they laugh at you, then ???, then profit.
  82. But really, why? by TiggertheMad · · Score: 1, Insightful

    While this is an interesting excercise in engineering/software development/physics application, is it really needed? Virtual reality is a visual representation of data, but nothing says that all your physical activites need to be directly mapped in a literal fashion.

    3D shoote-em-up games are virtual reality environments, and you certainly don't see people in quake3 having problems moving around in the worlds.

    Moreover, by mapping movement to walking, aren't you limiting the input to the speed that someone can actually walk? Sure you could include a speed scaling factor control, but why not map movement to something else entirely?

    This may solve the problem of vertigo that some people experience, but wouldn't it be better to figure out why only some people are affected? In addition, people with phyisical disabilies might not really appreciate this 'development' very much.

    --

    HA! I just wasted some of your bandwidth with a frivolous sig!
    1. Re:But really, why? by cr0sh · · Score: 1
      For desktop, non-immersive VR (which is all current FPS games are) it isn't necessary. But when you put on a fully immersive HMD (heck, any HMD, really - that you can't "see through", like certain ones for augmented reality, or AR) - things get a whole lot trickier. When you are wearing an HMD, all visual cues come from the video. So, when you move (ie, if you were dumping the video from an FPS into the immersive HMD, and using keyboard controls to walk), your brain thinks you are moving - but your ear tells your brain differently - and BAM! - motion sickness ensues.

      Creating these 360 moving surfaces helps to alleviate this motion sickness issue (not completely, but it helps), by introducing real motion into the action. Now, the problem then becomes syncing up the motion in the real world (that is, the distance you move your legs), with that of the video in the virtual world. If the two don't match - I am certain motion sickness would ensue again. Thus, I don't think you could add a "scaling factor" to the motion in the virtual world to "move faster" without causing the same motion cue disconnect.

      I would say for long distance travel, you would simply step into a "teleporter" device, enter in where you want to go, and step out of it into the new location. This "device" could be called up by the UI, or it could be a part of the game. Or, you could make it like a "dimension door". Some kind of a portal or small room (like an elevator car) would be needed, rather than just "jumping" - because it would make the transition more "natural", and less confusing. You could certainly just do "abrupt jumps", which an experienced user of the virtual world could get used to, but a casual user would quickly tire of it (and it could certainly cause other forms of simulator sickness).

      So, for short distances, walking/running works well. For longer distances, either virtual vehicles, travel "platforms" (ie, virtual "skateboards"?), and/or dimensional jump portals or rooms could be used.

      --
      Reason is the Path to God - Anon
  83. science behind startrek by lo_fye · · Score: 1

    i actually read the "holodeck" part of the science behind star trek book and they pretty much described it working this way. tiles. the only problem i have is that in a recent episode of voyager, one of the crew did a holodeck flying thing where they were lying down and floating. I don't think tiles can make you float. :(

    --
    geeks are cats who dig a certain kind of cool
  84. Re:Take THAT, Moriarty by Marxist+Hacker+42 · · Score: 1

    30th century technology- perhaps it was a Stargate Atlantis style ZPT (vaccuum energy).

    --
    SJW: a person who perceives an injustice, and while correcting it, commits a greater injustice.
  85. You mean, like this Virtursphere? by CoreyGH · · Score: 1

    http://www.virtusphere.com/Virtusphere has been around for awhile, but the guys doing it are in Russia somewhere I think.

    1. Re:You mean, like this Virtursphere? by Anonymous Coward · · Score: 1, Informative

      Actually in Moscow. It was not just for a while, it was for almost a decade. They also have developed a good motion tracking suit that doesn't require cameras (sensors are woven in). Unfortunately, they didn't manage to get any finding so far, despite a plethora of awards at various exhibitions. They also had Quake II and Unreal Tournament (and perhaps other games) working on their system.

  86. Great, I wondered how they would solve this. by Anonymous Coward · · Score: 0

    It always puzzled me as to the solution here... I thought of a conveyor belt mechanism, but obviously that would only work for forward and back movement.

    Then there's the giant spheres you walk in (like a hamster ball), but obviously, walking on the inside of a big sphere isn't naturaly (or easy!).

    Cool.

  87. 2d treadmills, motion sickness and Redirection by bitinglobster · · Score: 5, Informative
    This is reply to several posts. There's been a couple inquiring about other kinds of 2-d treadmills and spheres, both of which exist (see below for links to videos and papers).

    There are fundamental problems with all of these types of devices-- they 1) don't let the body handle momentum naturally and 2) don't stimulate the vestibular system in a way that is consistent with the visual or proprioceptive (the body's sense of where its limbs are) cues.

    1) Momentum: On a 2-D treadmill, the omni-directional treadmill is supposedly fast enough that it allows for running. But when you are running and then change direction quickly, your body will lean into the turn to counter its momentum. Doing this on the treadmill will make you fall over. Someone once described it as "running on a slippery ice cube".

    2) Vestibular cues: Our body can sense motion even without visuals or body movements. This is why some flight simulators have motion platforms [://www.simlabs.arc.nasa.gov/vms/motionb.html]. One post above said that the treadmill should reduce motion sickness because it provides body motions as well as visuals. But a treadmill doesn't cue the vestibular system. One theory of motion sickness is that it results from a mismatch of visual and vestibular cues. In the back seat of a car, your visual cues say you are still (relative to the inside of the car) but the vestibular system says you are moving. Similarly in a IMAX theater or while playing an FPS on a big screen, your visuals say you are moving but your vestibular system says you are still. Knowing how you are moving is critical for maintain balance and even surviving. The mismatch in visual and vestibular cues interferes with your ability to balance, and that's why dizziness results.

    Luckily, one can fool the vestibular system, much as we can fool the visual system. Techniques include "wash-out" on motion platforms, electrical stimulation, and Redirection. Wash-out is where the motion platform moves the user to simulate the virtual motion, but then sneaks her back to the center of the room at an acceleration that is below what her vestibular system can detect. The shifting tiles look like a fabulous idea, and I wonder if one could implement a form of wash-out on those tiles.

    Links

    One more thing, the problem with, as one post suggested, implementing VR in a huge wide open space (like a desert) is tracking. The computer needs to know where your head is and in which direction you are looking, very accurately and quickly, so it can draw the virtual scene from your perspective. By accurately, I mean with millimeter precision, and by quickly I mean it must update the images within tens of milliseconds of your head moving. If you focus your eyes on your figure at arms length, then rotate your head right and left, the reflex that moves your eyes to keep them locked on your finger is called the VOR (vestibular ocular reflex). It can react to head movements in 10 milliseconds.

    1. Re:2d treadmills, motion sickness and Redirection by Suidae · · Score: 1

      One more thing, the problem with, as one post suggested, implementing VR in a huge wide open space (like a desert) is tracking. The computer needs to know where your head is and in which direction you are looking, very accurately and quickly,

      How is that less of a problem on a treadmill?

      I'm not that kind of engineer, but it seems like a combination of fast accelerometers on the VR helmet for fine movements and ultrasonic locators for gross positioning in the enviroment would solve that problem pretty well.

      I would be extremely surprised if there are not accelerometers available that can very easily outperform, both in resolution and speed, all the senses we use to identify the position of our heads. Accuracy over large distances might be difficult to keep accurate with such equipment, but GPS or ultrasonic locators would remove any error there.

    2. Re:2d treadmills, motion sickness and Redirection by mijacs · · Score: 1
      Tracking movement works quite well. We are currently using a ISense Cube. The cable we have is extended to about 12 feet with the person on a treadmill or pad type device. If you want people to be free roaming then you need longer cables, wireless, or self contained. Longer cables and wireless might lead to latency problems.

      If you made a self contained apparatus then you still need position tracking that will have the same issue also the further away the trackers, they become less accurate. For example, we have used Flock of Birds that has a range of about 3.05 meters. I suppose you could do a design with tons of trackers that are evenly spaced out but that would cost a lot of money.

      I know there are other methods but basically small controlled environments are easier to handle.

    3. Re:2d treadmills, motion sickness and Redirection by Animats · · Score: 1
      The 2D treadmills are all mechanical nightmares. Reminds me of the '80s fad for holonomic robots, which led to some very complicated wheel designs. And if you move fast, the illusion breaks down. Usually, you fall down. Not good. The tiles have the same problem.

      Flight simulators for transport aircraft have motion platforms. But that works only because transport aircraft only make gentle motions. Flight simulators for fighters are on fixed bases. A bad illusion of motion is worse than no illusion for fighter training.

      That "redirection" scheme is cute. But they're pushing the turn illusion very hard, turning the visual world 150 degrees when the person has only turned 90 degrees. That has to be noticeable. After all, you can walk fifty feet in a straight line in the dark with only a few feet of deviation. Messing with vestibular/visual coordination could mess up the user's perception in the real world. With a big enough space, and less drastic illusions, it might be tolerable.

      The military has tried a system where you stand in a ring, so you can't go very far or fall, but you run in place, to move. It's like Dance Dance Revolution. Turns are real, but linear motion is fake and everybody knows it. This is at least tolerable as a training aid.

      Gloves-and-goggles VR isn't fun after the first hour, actually.

    4. Re:2d treadmills, motion sickness and Redirection by Suidae · · Score: 1

      I was thinking something more like this, allowing gross positioning of many objects (about 75 objects per second to 3cm). An on-player computer system would use an accelerometer system for head positioning and tracking between updates from the gross positioning system.

      The article describes a 3 floor, 10,000 square foot office building that required about 750 sensors to cover. While that is probably expensive, its also a very large area. A mostly empty warehouse enviroment could probably be covered effectively (perhaps with lower resolution) for much less. For that matter, it might make more sense to put ultrasonic receivers on the few people and use a few transmitters located around the area to chirp signals that the computer system could use to triangulate its location.

      I like the idea of VR gaming in an arena because it largely removes the problems of motion feedback (realistic acceleration, ground textures, etc), but still allows you to use the space to simulate a larger enviroment. I think the technology has progressed to a point where someone could set up a successful commercial arena VR game.

      Thanks for the links.

  88. Doom 3 Duct tape (flashlight) mod by AgentPhunk · · Score: 1, Offtopic

    There's a mod for D3 to "duct tape" your flashlight to SOME of your weapons. From the dude's site:

    Under the crazy presumption that a roll of duct tape has to exist somewhere on the Mars facility, the Duct Tape mod sticks flashlights to your machinegun and shotgun. In order to preserve the atmosphere, these new lights are much narrower (and a little brighter) than the standard flashlight, and are only available on the basic weapons. The pistol is not equipped with a flashlight, so as not to spoil the early sections of the game.

    ducttape.gelnmurphy.com

  89. UCB fans agree. by mcmonkey · · Score: 1
    Just think, one day you can install a room in your super-computer-enabled house that will allow...

    two words: Hot. Chicks. Room.

    1. Re:UCB fans agree. by cephyn · · Score: 1

      uh, isnt that THREE words?

      --
      Moo.
  90. Perceived rotation and fields of view by tjwhaynes · · Score: 2, Informative
    I suffer from this very badly. I couldn't play the early Doom or Quake games. I tried out a VR game at Great Adventure around 1995/1996 and it made me horribly sick and dizzy.

    For me, I recently pulled out my old Doom WADs when the Doomsday (aka jDoom) engine was ported to Linux. And after about 20 minutes of insane play, I had to go outside and recover from severe nausea.

    Now, the original Wolfenstein used to give me major problems but Doom wasn't an issue. So I poked around the options and discovered a setting to change the field-of-view from 95 degrees down to 90 degrees. And lo and behold, no more chunder rumbles.

    Now it might just be that the frame rate changed because the amount of geometry being rendered was slightly reduced, but my money would be that because I sit far back from the screen with the keyboard out in front of me, my view onto the virtual world beyond the screen needs a narrower field of view than someone who is sitting with their eyeballs an inch from the monitor. The perceived world through the screen should reasonably match the expectations given the viewers position if it is to be believable and I wonder whether that nausea is caused by a mismatch between the perceived world when rotating the camera.

    Cheers,
    Toby Haynes

    --
    Anything I post is strictly my own thoughts and doesn't necessarily have anything to do with the opinions of IBM.
  91. In japan by Anonymous Coward · · Score: 0

    They have physical movement within a virtual world... in japan!

  92. HELP! by Afty0r · · Score: 1

    LET ME OFF!

  93. Running and choice of ground by SeanDuggan · · Score: 1
    And, FYI, walking/running on a treadmill is a whole lot better for you than walking/running outside. Less impact on your knees from irregular terrain, no shin splints, etc..
    I'm guessing you're referring to running on pavement. *shudder* Man's feet really are not built for running on that kind of unyielding surface. I much prefer running over dirt and grass. More yielding to the ankles and, in my uneducated opinion, gives you more variety of movement because you have to deal with the ground not being perfectly even. I only have the anecdotal evidence, but I've had friends who tried running to lose weight (Obviously they weren't that bad off if they started off with running rather than walking without difficulty) and they lost weight more readily when they started doing so on uneven ground rather than pounding the pavement.

    More on subject for the topic, this unevenness of ground is not likely to be replicated, but that's probably all for the best. *wry grin* Could you imagine the lawsuits over sprained and broken ankles if they started tilting these floorboards? I do agree that motion-sickness could be a problem although thankfully, I'm one of those people who don't get motion sick. (Well, except for the first time I played Doom, but I think that was partly the fluidly swaying crotch-height weapons...)

    That said, I always kind of like the look of the giant trackballs. Were those ever used outside of a movie? I seem to remember seeing examples in Ghost in the Machine and in some low-budget movie about a toy robot (built as a mobile adversary for "cops and robbers) who started accessing its earlier homicidal programming (seems the programmer used to work for the Army developing Killbots and re-used code).

    --
    This sig has absolutely no significance and serves only to take up screen space and waste the time of the reader.
    1. Re:Running and choice of ground by plasm4 · · Score: 1
      I always kind of like the look of the giant trackballs. Were those ever used outside of a movie?
      you're standing on one ;)
  94. Yes, but... by AvantLegion · · Score: 1
    .... do they light up when you step on them?

    Billy Jean is not my lov-ah!

  95. Hermits crabs as well by SeanDuggan · · Score: 1
    ^_^ Hermit crabs also, although you have to get one with a relatively low weight and generally with some degree of purchase on the inside. Also has the benefit that, unlike a hermit crab normally walking about, they find it very hard to scurry under beds and the like. Plus, less chance of accidentally stepping on them. (unlike most small mammals, the hermit crab response to a looming presence is to hide in their shell which generally offers no protection against a descending foot although shell fragments convinces you to never do it twice, at least with bare feet, I've heard.

    Now what was always funny to me were the animals in the wheels who would bring the wheel to high speed, then grip the floor so that they spin around a couple times.

    --
    This sig has absolutely no significance and serves only to take up screen space and waste the time of the reader.
  96. Feelings of motion. by SeanDuggan · · Score: 1

    There's a lot of discussion in this topic about the dangers of sensing the motion with your inner ear and having conflicts with the visual perception that you're moving. I remember about 5 years ago, there was mention in a video games magazine of a device that hooked to your forehead and transmitted vibrations that fooled your inner ear into believing you were moving. Did that ever go anywhere? Is it like Smell-O-Vision, just never caught on? Or were there too many testers with jellied brains?

    --
    This sig has absolutely no significance and serves only to take up screen space and waste the time of the reader.
    1. Re:Feelings of motion. by cr0sh · · Score: 1

      It wasn't really vibrations, but rather specific frequency AC currents that stimulated the vestibular system of the brain (in some bizaar manner). The device was a very advanced version of a similar system used by researchers studying vertigo and other such phenomena (it is a medical device). Basically, they took the technology and made it better. They added computer control and made it more presise. Whereas the original medical device could only simulate "falling", they were able to simulate falling or accelleration in any direction. The last I heard on it, they were seeking beta testers (where you had to pay around $300.00 for a Windows SDK and the hardware), then it just "vanished" off the radar - I am not sure if it was a "dot-com" bust, or something else, but as far as I know, nothing more was done...

      --
      Reason is the Path to God - Anon
  97. Actually... by cr0sh · · Score: 1
    The game was called "Dactyl Nightmare" and the system it ran on was W Industries, Ltd "Virtuality 1000" stand-up pod (they also had a sit down pod for driving). Custom Amiga 3000 hardware with CD-ROM drive and custom graphics cards. Not sure what tracking was done with (the later 2000 series used a 486 with custom graphics cards and a Polhemus tracker). The HMD used low-res, miniature CRT displays (320 x 240 for each eye) optically folded into the eyes (like a periscope), with a very wide field of view (essential for immersive simulations).

    The later 2000 series (still being made and sold) had much light HMDs (LCDs with 640x480 resolution), large FOV, polhemus tracking (I managed to recently pick up one of these HMDs and a joystick, plus a portion of the tracker - for around $300.00 on eBay). I played the game "Zone Hunter" on this system at an arcade once (long time ago) - much better display, much light, much easier to use than the old 1000 series. The current series of Visette HMDs being made supposedly has 800x600 resolution, with the same large FOV of the 2000 HMD (60 degrees H x 45 degrees V)...

    --
    Reason is the Path to God - Anon
  98. Not quite there yet... by Anonymous Coward · · Score: 0

    The floor moves in the opposite direction from the user so that the motion of each step is canceled and the user's position remains fixed in the real world.

    This won't work when you do the dive-roll-shoot maneuver. *yawn*

  99. In other news.... by RPI+Geek · · Score: 0

    ... a new game has been released called "Sim Fall On Your Face And Break Your Nose". Where you try to walk, lean like you do when naturally walking, and fall on your face because you're not actually moving! Company spokesman John Doe is quoted as saying, "Bell, thiz game iz a lot like ben you try walkig on ize, excep you fall dowm bore often. We're exbectig a lot of beople who habe neber been on ize to buy our broduct do zee what it iz like."

    Seriously, it's counterintuitive to not lean when you start walking, but it's relatively easy to learn how to do it. I used to talk on water cooler bottles when I was little, I even got the the point where I could kick them to make them turn. I could go into rooms and down hallways and around corners and everything.

    --

    - "Nobody came out that night, not one was ever seen. But Old Man Stauf is waiting there, crazy sick and mean!"
  100. DDR in reverse! by brodin · · Score: 1

    This technology is just Dance Dance Revolution in reverse. Maybe it is the Soviet Russian version of DDR?!

  101. There will be artifacts by James+Turpin · · Score: 2, Interesting
    At some point in the movement the accelerations will be wrong. The trick is to study how the brain senses this and find a way to minimize the 'wrongness' of the accelerations. But like audio compression - I'm stretching for an analogy - there will be artifacts that get worse as you try to do more extreme and complex movements.

    (Sarcasm Begin.) Unless you use force fields like Star Trek! The force fields could cancel the artifacts! F=ma. Or put the whole thing in a spaceship in outer space and have your spaceship accelerate/decelerate to compensate for the artifacts!(Sarcasm End.)

    --
    Mathematics is not a crime.
  102. true VR requires neural interfacing, sex ensues by evilmousse · · Score: 1, Interesting

    I've wondered for quite some time now if it's possible to acheive the heights of VR without hacking into our nervous systems. How can one possibly acheive dynamic programmed texture, temperature, and 3d-shape/location?

    This tiles approach is the first I've seen in a while that doesn't take a glove/bodysuit angle. Suits are a dead-end, for physics demand a person leaning on a virtual wall falls over, no matter how hard the suit he's wearing pushes against his hand. I don't see how moving tiles could ever be extrapolated into a truly dynamic environment either, though floors and walls are a fun start.

    One thing's for sure, sex will be the #1 driving force behind true VR's eventual existence, and I, for one, welcome my playboy mansion matrix.

  103. Re:flash plugin by ryane67 · · Score: 1

    you HAVE TO have the flash plugin... how else can you keep up with strong bad's emails!?

    --
    ?SYNTAX ERROR IN LINE 42
  104. Great but ultimately flawed.. by Wescotte · · Score: 1

    I agree that VR is lacking without allowing for movement but I don't think having a device that will allow all range of motion you want in a game to take place in a stationary postion. Things like climbing ladders, jumping gaps, and swimming. Things like collision detection would be virtually impossible and if you did hit a wall in VR your vision would stop but you could more than likely continue to walk in that direction. I think all these things would be more feasible in a matrix/eXistenZ style setup... Although I don't see that happening for quite some time.

    Eric

  105. What about a "carpet of balls"? by Thomas+Shaddack · · Score: 2, Insightful
    Another possibility. A "carpet" of balls, with small motors to spin them in X-Y. Kind of a trackball with motors instead of sensors. Considering we won't need them to be controlled individually, we'd need just two engines for the whole board, and a grid of perpendicular pairs of axes to put the balls on, controlled by the motors. The balls would then sit in the intersections of the pairs of the shafts.

    This would work for straightline-movement only, though. For things like spinning you would need to either control the balls individually, or at least in groups significantly smaller than the whole surface. (Or spin the whole base.)

    The feedback for the motors then can be maintained by optical tracking of the movements of the person, or by torsion sensors in the axes.

  106. Re:flash plugin by thephotoman · · Score: 1

    Well, if you're in Linux, it doesn't work quite so well. By the end of a usual SB email, the audio is completely out of sync with the video. Any suggestions for a fix?

    --
    Haec merda tauri est. Ceterum censeo Carthaginem esse delendam.
  107. made my day, thanks by Anonymous Coward · · Score: 0

    whoever modded that as informative deserves some sort of prize.

  108. The ultimate MMORPG! by Tackhead · · Score: 1
    > > Hell, virtual prisons could be made. I can see it now, humans encased, wearing VR goggles,strapped in a tube, working on a virtual chain gang.
    >
    > Wow. Add in robot jailers, and you've got a great idea. Hell, it'd make a pretty good movie too. ;)

    Wow. Add in a chat client and robot jailers, and you've got... a nastygram from Sony Online Entertainment for infringing on the treadmill that is Star Wars Galaxies?

  109. Video! (bittorrent) by Anonymous Coward · · Score: 0

    A video of the circulafoor in action is Here. It's a torrent and we'll need seeders.

  110. But really, why not? by entrigant · · Score: 1

    One word: Immersion

    The idea of being able to completely fool all of your senses so it seems like you really are somewhere else is very appealing to many people.

  111. Re:flash plugin by ryane67 · · Score: 1

    id suggest something but it would probably promote a flame war ;)

    --
    ?SYNTAX ERROR IN LINE 42
  112. Alternative Designs by mdnkc · · Score: 1

    You have a 6'x6' platform covered with 1000 small balls. Picture a gird of 3/4" balls mounted trackball style. They would each have to have 2-axis motor control, but would allow a much faster response time and smaller footprint that a human hamster ball or shifting tiles. With smaller balls you greatly reduce the inertia issue. Allowing for much quicker acceleration and deceleration. You wouldn't have to wait for a sliding tile to move it to position and how it guesses the right place quick enough. And would allow for faster direction changes Drawback would be cost.

  113. More like in Soviet Puppet Germany by tepples · · Score: 1

    No, it's the East German version: Deutsche Demokratische Republik

  114. if this ever came to fpsers, rollerblades by Anonymous Coward · · Score: 0

    most fps'ers have very flat steel floors, or at worst, steps.

    i would just love to rollerblade around in those virtual places. the day i can put on rollerblades and rollerblade around a virtual enviroment, is the day i will say VR is mature.

  115. What about extreme movements? by Sascha+J. · · Score: 1

    What about extremem movements in Fast Shooters, or games like Max Payne? What if you suddenly want to jump to the left/right? Don't think those tiles will be able to handle that :D
    Or if you do a role on the ground... Wouldn't work either I guess.

    I think all this could be worked out, if the field would be about 6x6m, or something like that, huge.
    But not everybody is able to put such a huge field in his flat :D

  116. Re:Mmmm.... Running in Doom, paintball by wiremind · · Score: 1

    Ha Ha

    that would be quite a bit of fun. everyone dressed up in theme clothing.

    with it so dark, most of the action would be close range; and that could get quite painful if you dont have any armor on.

  117. w00t! by hobo2k · · Score: 1
    Now they just need to figure out what to do when Riker and Data walk in different directions in the same holodeck!

    At some point do they see each other as holo-elements, sized correctly for the holo-distance involved?

    Well, that and holo-dirt, holo-water, etc.

    1. Re:w00t! by some+guy+I+know · · Score: 1
      Well, that and holo-dirt, holo-water, etc.
      Yeah, dude, in the ST:TNG pilot, young Wesley Crusher exits the holodeck after having fallen into a hololake filled with holowater, and he's still wet.
      What's up with that?
      --
      Those who sacrifice security to condemn liberty deserve to repeat history or something. - Benjamin Santayana
    2. Re:w00t! by Anonymous Coward · · Score: 0

      maybe they use teleporters to teleport actual water, then confine it with some hologram? ;)

  118. I walked on these by epepke · · Score: 1

    They're pretty cool but not there yet. You can walk in any direction, but the tiles are small and take some time to get into place. Effectively, they only work with baby steps and if you aren't weraring a facesucker. Even so limited, they take quite a lot of floor space.

  119. A simple (if large) answer by Mal-2 · · Score: 1

    How about a large, lightweight, hollow ball on rollers? You'd actually get inside the ball, and external projectors would display images through the matte finish. You'd need a pretty big ball to eliminate the feeling that you're constantly walking uphill, and a headband with a locator and a camera, so the game can detect when you're crouching, dodging, and looking to the side (or maybe it doesn't need to care where you're looking). And unlike a controller-based game, there'd be no odd trickery involved in looking one way, walking another, and shooting in yet a third. Weapon control could be simplified as well -- the weapon changes based on how you hold it. Hold it to your shoulder and it's a rifle, hold it outstretched in your hand and it's a pistol, hold it on your shoulder and it's a rocket launcher.

    A system like this would be neither cheap nor small, but it should fit into a trailer with a relatively modest amount of tearing down. The ball will probably have to break into many segments, or be double-walled and inflatable. Imagine a large, thin Zorb for some idea what might work. I bet they'd sell to carnies, and be safer than just about any other carnival thrill ride ever made.

    If it's inflatable, even falling down shouldn't hurt too much. You'd be able to walk in any direction without having to worry about whether or not there will be something there to catch your foot. You'll notice hamsters never seem to have that problem. :)

    Obviously there would need to be a way to get in and out of the sphere quickly (zipper perhaps, or even just a crack that seals upon full inflation -- let some air out and it re-opens), and it would need to be easily hoseable for the inevitable spew, sweat, and maybe blood. Some klutz is going to fall down and catch the weapon right in the nose, you just know it.

    If concerns about ventilation and visual flaws prove too much, you go back to the cumbersome headset I guess, since you could then use a heavily perforated ball and nobody would care.

    Mal-2

    --
    How is the Riemann zeta function like Trump rallies? Both have an endless number of trivial zeros.
    1. Re:A simple (if large) answer by cr0sh · · Score: 3, Informative

      This has been done - I believe it was called the "CyberSphere" or something equally passe - anyhow, it was created by a guy in the UK, he actually got a lot of press for it. Something he had to invent was a manner of casting the plastic panels that made up the sphere - it was quite large, and the panels had to be a special shape to hold up to the weight of the sphere, as well as a person stepping around on the inside. It was supported by an air bearing - though I think a mechanical friction link (like an old mouseball) was used for movement detection (although, today one could sense it optically). One of the big problems, which I think killed it - was the fact that in order to make the ball rigid enough, the weight increased to such a point that you could walk inside it, but when you stopped or changed directions, the momentum of the ball continued in the direction you were going, causing awkward moments at best, falls at worst...

      --
      Reason is the Path to God - Anon
  120. Cybertiles: When technology is getting you nowhere by syousef · · Score: 1

    I can just see the ads!

    --
    These posts express my own personal views, not those of my employer
  121. MOD PARENT UP by Tokerat · · Score: 1


    That was pretty impressive, even though it's clearly in the early stages...wouldn't it be easier to put the tiles on a base of some kind as opposed to having them run loose around the floor?

    --
    CAn'T CompreHend SARcaSm?
  122. Bracelets didn't work?! by Anonymous Coward · · Score: 0

    OMFG!

    You mean to tell me that not even bracelets could cure your ailment?

    My god, man, you must really be ill.

    My sympathies to you, sir. I am praying for your recovery.

  123. Relativity by SEWilco · · Score: 2, Insightful
    We are in an environment where this is an "ages old problem".

    That reminds me of the fellow the other day who referred to a new method being different from "traditional cloning".

    I remember when creating traditional cloning was an ages old problem.

  124. Thinking Outside the Box by SEWilco · · Score: 2, Interesting
    Another use would be to cover a shopping mall with these tiles.
    But for the opposite use: Stand on a tile and it carries you to a real world location. Or for Seven League Boots: Tile moves as you step on another moving tile, so your walking speed is increased.

    Unlike doing this on an escalator, you could do it in any horizontal direction. Which would also mean the tile system should be involved in helping everyone avoid collisions.

    You might also not need a shopping cart. Just place a basket on a leash on a tile. Avoiding snap-the-whip motions would be interesting. Might be easier to just have loaded tiles follow an individual, although the tiles would have to know whether they are carrying a person or merely an unstable load.

  125. Inaccurate...RTFA by johnthorensen · · Score: 1

    You can't make the statement that "This was tried around 15 years ago by Virtuality", because the technology in question isn't VR...it's a moving floor. Virtuality did indeed create a fairly complete VR system, but this did not...repeat did not include a moving floor. The dais that the user stood on did include position sensors though (one on the helmet and one around your waist), so perhaps that is where the confusion comes in.

    -JT