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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."

24 of 371 comments (clear)

  1. 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.

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    1. 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.

  2. 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.

  3. "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"?

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  4. 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 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.

    2. 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

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    3. 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.

  5. 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.

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  6. 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.

  7. 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.

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  8. 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 ...

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  9. 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.

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  10. 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

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  11. 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.

  12. 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. :)

  13. 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"?

  14. 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.

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  15. 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?

  16. 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.

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  17. 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.

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  18. 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.

  19. 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".

  20. 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.