The virtual motion folks came by our company HQ back when I worked for a small game company. Despite being a lowly programmer, I got to test drive it a little. The sensation was not unlike that 'falling' feeling that you might get after a long day at the local roller coaster park. The demo I experienced also involved a small memory-foam pad that helped lessen the sensory feedback of your feet touching the floor. This wasn't integral to the product, but it did help heighten the effect.
The device was attached to a small box which I believe contained most of the circuitry. They mentioned plans to eliminate this separate box, but I don't know if they have yet. I forget how this rig connected to the computer, but it was via a standard port. (serial or parallel...I saw this before USB was wide-spread)
The sensation was very pronounced in some directions and not so strong in others. The device was very good at simulating linear motion to the front, back, and sides. It had trouble generating rotational motion, but that may have changed. I forget how it handled motion along the vertical axis.
One thing I remember vividly is that after a short time of wearing the head-piece (and sweating a little where it contacted my skin), the small voltages that it used would start irritating my skin.
Again, I saw this product a few years ago. It really wasn't bad at the time, but our games just didn't lend themselves to such a device. I imagine it has been improved substantially over the passed couple of years though.
The virtual motion folks came by our company HQ back when I worked for a small game company. Despite being a lowly programmer, I got to test drive it a little. The sensation was not unlike that 'falling' feeling that you might get after a long day at the local roller coaster park. The demo I experienced also involved a small memory-foam pad that helped lessen the sensory feedback of your feet touching the floor. This wasn't integral to the product, but it did help heighten the effect.
The device was attached to a small box which I believe contained most of the circuitry. They mentioned plans to eliminate this separate box, but I don't know if they have yet. I forget how this rig connected to the computer, but it was via a standard port. (serial or parallel...I saw this before USB was wide-spread)
The sensation was very pronounced in some directions and not so strong in others. The device was very good at simulating linear motion to the front, back, and sides. It had trouble generating rotational motion, but that may have changed. I forget how it handled motion along the vertical axis.
One thing I remember vividly is that after a short time of wearing the head-piece (and sweating a little where it contacted my skin), the small voltages that it used would start irritating my skin.
Again, I saw this product a few years ago. It really wasn't bad at the time, but our games just didn't lend themselves to such a device. I imagine it has been improved substantially over the passed couple of years though.
-Brother Dog