Slashdot Mirror


VR Researchers Manipulate Human Visual System To Create An Infinite Corridor In a Fixed Space (roadtovr.com)

An anonymous reader quotes a report from Road to VR: This video showcases a new redirected walking implementation project that creates an "unlimited" virtual corridor in a space just 5 x 7 meters in size. Redirected walking (RDW) is a technique which aims to maximize the physical space of a virtual reality play space by tricking your senses. Or, "strongly modifying spatial perception" so that your mind believes, for example, that you're body is traveling in a straight line where in reality, it's traversing a carefully calculated curved course to keep that play space small. At SIGGRAPH last week, a project developed in part by Unity Product Evangelist and Education Lead Yohei Yanase at the University of Tokyo was present, featuring a new "Visuo-Haptic" VR experience which claims to create the illusion via an infinite virtual corridor within an actual physical play space of just 5 x 7 meters in size.

"It works by strongly modifying spatial perception, all while avoiding the typical "reorientation" manipulation methods that most often cause VR motion sickness," states a press release, "And it's designed to let multiple people experience it simultaneously, without risk of bumping into each other. Modern techniques like this could represent the next phase in VR navigation, merging virtual with physical environments to extend the comfort of VR sessions and extensibility of virtual environments."

29 of 63 comments (clear)

  1. After watching the video... by DontBeAMoran · · Score: 3, Funny

    All I can say is that the users are going around in circles.

    --
    #DeleteFacebook
    1. Re:After watching the video... by DigiShaman · · Score: 1

      How is that any different than in real life?

      Like rats in a maze...

      --
      Life is not for the lazy.
  2. old news? by Anonymous Coward · · Score: 2, Informative

    dude this is from almost two years ago :/

  3. Well-known problem in the real world by Anonymous Coward · · Score: 1

    Hikers and other outdoorsy types know you always pick a fixed and distant point to walk towards because using closer landmarks (or none at all) always results in walking in a circle. This is primarily because our legs are different lengths, but also because humans are really bad at judging small subtle changes over time.

    It's kind of cool they found the minimum radius, but otherwise this is nothing new.

    1. Re:Well-known problem in the real world by tehcyder · · Score: 1

      Hikers and other outdoorsy types know you always pick a fixed and distant point to walk towards because using closer landmarks (or none at all) always results in walking in a circle. This is primarily because our legs are different lengths

      That sounds like something off Brass Eye.

      --
      To have a right to do a thing is not at all the same as to be right in doing it
  4. 3-Demon by Bing+Tsher+E · · Score: 1

    Back in the late 80's, when it was already a rather obsolete system, I ran 3-Demon on an IBM-PC Junior.

    3-Demon is a wireframe 3-D version of Pacman. It runs pretty good on a PC-XT, but one of the amusing things about playing it on a PC Junior (which among other things lacks a DMA controller) is that the game severely slows down if you turn to face a particularly long corridor.

    3-Demon creates an infinite corridor in a fixed space. With 128K of RAM and no DMA controller (among other limitations).

    1. Re:3-Demon by Anonymous Coward · · Score: 1

      3-Demon creates an infinite corridor in a fixed space.

      No, it doesn't. I played that game a lot. It gave a wireframe representation of a 17 x 19 map. The longest corridor was 17 long.
      Here is a video of 3-Demon. Thanks for reminding me of this game, I loved it.

  5. 2016 ??? by Anonymous Coward · · Score: 1

    This is literally a major editor fail. This article is from 2016.

  6. No Thanks by Anonymous Coward · · Score: 1

    Can you just make 2d cartoons hand drawn again? Cuphead was better than all of 3D until now.

  7. Re:THX-1138 by Kaenneth · · Score: 2

    or Holodecks.

  8. Redirected walking by UglyMike · · Score: 5, Informative

    As has been noted, this video is TWO YEARS OLD, while there is a much more recent redirected walking" article available using a much more advanced teechnique....

    1. Re:Redirected walking by WallyL · · Score: 1

      Slashdot: If it's old news, they'll be the first to bring it to you!

  9. From the inside, the hamster wheel ... by Anonymous Coward · · Score: 1

    ... looks like a career ladder. :)

    Old saying around here.

  10. not really.. by SuperDre · · Score: 1

    This looks great, but it still has limitiation, this time other kind of limitations to the other sort of motion. And I don't know about you, but I don't have a 5x7 space at home free for this type of solution. If I have that much space, I don't really have to use this kind of method..

    1. Re:not really.. by Immerman · · Score: 1

      Really? If a 5x7m space were enough to freely roam through a vast game world from end to end, I'd certainly prefer that to having to teleport between points that I could then explore within the limits of a 5x7m box.

      Of course, I wouldn't want to explore the world with my hand constantly on a wall, which seems to be an important part of this trick. Without that it sounds like the minimum radius is ~22m, or a 44x44m space, probably considerably larger since at any moment you might decide to turn away from the "straight" line towards the boundary of the space.

      However, that sort of space would potentially fit within a football or soccer field - a large, flat area sitting mostly unused almost anywhere in the world. Sufficiently large empty warehouses might also do the trick. It wouldn't be private VR, but at least there's a path available for infinite-world VR in a commercial setting. Something a bit more stable than having a giant gerbil ball or other omni-treadmill in your basement.

      --
      --- Most topics have many sides worth arguing, allow me to take one opposite you.
  11. Curved Space by tinkerton · · Score: 1

    The example is a bit odd and actually, trivial , but it does resemble the idea of VR in curved space (Riemann manifold), like what you have in General Relativity.

  12. What about a treadmill? by jonwil · · Score: 1

    I swear I saw something about using a treadmill that can move in every direction as a solution to VR movement in a confined space...

    1. Re:What about a treadmill? by Immerman · · Score: 1

      Lots of options, but mostly very sub-optimal. I've seen
      - the giant "gerbil ball" models (a nuisance getting in and out of, and you pretty much require wireless VR, which isn't here yet.
      - the "running in a bowl wearing slippery shoes" model, which is considerably more affordable and doesn't mind wires, but requires an abdominal harness to keep you from falling on your ass, which also prevents a wide range of natural motion (no crouching or bending over too far)
      - and various actual powered treadmills, which are potentially more stable, but dramatically more expensive.

      And of course, all suffer from the fact that you're not *actually* moving, your feet are simply sliding around underneath you, which dramatically affects the physics of motion.

      So yeah, there are "solutions", but they're FAR from perfect. Much better suited to your living room, but there's plenty of room for exploring more realistic options as well, even if they're more relevant to the commercial realm.

      --
      --- Most topics have many sides worth arguing, allow me to take one opposite you.
  13. Better summary by purplie · · Score: 1

    Due to limited physical (real) space, the goal is to give the illusion of walking in a straight line when you're really walking to a circle. This can be done (up to a point) by projecting the image of a straight corridor, and rotating the mapping of virtual world to real world as the user walks. The point of this article/video is that the illusion can be made more effective by adding haptic feedback allowing the user to feel the virtual "straight" wall with his hand. "More effective" means that the radius of the circle can be made somewhat smaller before the illusion breaks.

    1. Re:Better summary by Immerman · · Score: 1

      Considering that they say the minimum radius is 22m (i.e. a 44x44m space) without the haptic feedback, I'd say an almost 9x reduction in radius is a bit more than "somewhat" smaller. The extra 2m are, I assume, the width of the hallway, and not directly relevant to the minimum "straight" radius.

      Still, I'm having a hard time imagining a lot of compelling VR experiences that require you to keep one hand on the wall at all times.

      --
      --- Most topics have many sides worth arguing, allow me to take one opposite you.
  14. No bumping into each other? by Daralantan · · Score: 1

    "And it's designed to let multiple people experience it simultaneously, without risk of bumping into each other." What if I ran?

    1. Re:No bumping into each other? by Immerman · · Score: 1

      Why must they? Unless you actually want them to be able physically touch each other, there's no need for them to be anywhere near each other physically when they encounter each other virtually.

      --
      --- Most topics have many sides worth arguing, allow me to take one opposite you.
  15. Re: THX-1138 by asylumx · · Score: 3, Insightful

    No, holodecks use science fiction tricks.

  16. Re: THX-1138 by DontBeAMoran · · Score: 1

    Holodecks don't use matter transportation tricks for the walking, they make you walk on the same spot, like a treadmill.

    --
    #DeleteFacebook
  17. Required Mythbusters Reference by Thyamine · · Score: 1

    This sounds similar (but different) to when they did the walking while blindfolded tests. You would think you would notice that you are curving, but they showed that when blindfolded, you have no idea if you are walking in circles or maintaining a straight line, even when the person was trying to walk as straight as possible. Add to that VR that is actively trying to fool you, and I can see how this could be highly effective. When do I get this for my Oculus?

    --
    I will shred my adversaries. Pull their eyes out just enough to turn them towards their mewing, mutilated faces. Illyria
  18. The problem with VR by OneHundredAndTen · · Score: 1

    With the current gear, enjoying VR makes you look like a complete dork. I suspect that, like in Brainstorm, until the equipment can be reduced to something much more discreet, only dorks and those who need it for professional reasons, will use it in public.

    1. Re:The problem with VR by Immerman · · Score: 1

      Um, considering that it basically renders you completely blind to the real world, I'd venture a guess that nobody but a complete idiot would use it in public - with the exception of in an arcade where everybody around you is already a self-professed dork anyway. Or at work, where it's a valuable tool, and $#@! what you look like.

      --
      --- Most topics have many sides worth arguing, allow me to take one opposite you.
  19. Scooby Doo by HideyoshiJP · · Score: 1

    Scooby Doo has been doing this for decades, dude.

  20. Finally explains Talosian illusions by Phil+Karn · · Score: 1

    Ah, so *THIS* is how the Talosians kept Captain Pike from bouncing off the walls of his cage. I always wondered about that.