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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."

82 of 371 comments (clear)

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

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

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

      agreed. make it so!

      --
      slashdot: where everyone yells sarcastic metaphors to themselves to understand the issue
  2. 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 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
    2. 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?

  3. 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...

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  4. 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..
  5. 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 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.
    2. 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.

      --
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  6. 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 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.
  7. hmm.... how fast is it? by fitten · · Score: 2, Funny

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

  8. 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!!!!
  9. 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 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!
    7. 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?"
    8. 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!!!!
    9. 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.

    10. 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.

    11. 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.
    12. 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.

    13. 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
  10. 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.

    --
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  11. 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
  12. 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.

  13. 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 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.

  14. 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 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

  15. 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 jerometremblay · · Score: 3, Informative
  16. 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?

  17. 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.
  18. "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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    1. 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
    2. 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.

      --
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  19. 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

      --
      This sig has been enciphered with a one-time pad. It could say almost anything.
    3. 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.

    4. 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 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.

    6. 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...

    7. Re:What about a sphere? by orion41us · · Score: 2, Informative
    8. 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

      --
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  20. 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!!!!
  21. ... 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.

    --
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  22. 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?

  23. 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?
  24. 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
  25. 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))

  26. Professor Henry Jones by gsf789 · · Score: 2, Funny

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

  27. 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
  28. 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)
  29. 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.

  30. 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"

  31. 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.

  32. 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. :)

  33. 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
  34. 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"?

  35. 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 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...
  36. 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?
  37. 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.

  38. 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.
  39. 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.
  40. 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.

  41. 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.

  42. 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.

  43. 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