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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."

42 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!

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  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
  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!

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  5. 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.

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    ?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.
  6. 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.

    --
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  7. 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 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.

    2. 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

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

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

      --
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    4. 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!!!!
    5. 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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    6. 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.

    7. 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.
  8. 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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  9. 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.

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  10. 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.

  11. 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."

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    stuff |
  12. 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
  13. 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?

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  14. 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 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.

    3. 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...

    4. 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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  15. ... 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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  16. 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 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.

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  17. 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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  18. 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.

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  19. 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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  20. 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.

  21. 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"

  22. 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

  23. 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.

  24. 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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  25. 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...

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