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Crespo80's avatar
Crespo80
Explorer
12 years ago

a cheap foot controller for intuitive hands-free movement

Aside from beautiful but costly omni directional threadmills or sliding surfaces, consumer VR needs a cheap and solid device to intuitively and effectively move our avatar character in game while leaving our hands free for hands tracking or motion controllers.
I had started a thread on the mtbs3d forums and some other ideas came from the members, I want to share them also here and start a discussion, in order to find the best approach and maybe help developing a working prototype.

For stand-up play, the basic idea is to place one of your feet over a round controller stick to the ground and simply:
pitch forward/backward to go forward/backward
roll left/right to strafe left/right
freely move around 360° with the help of the free foot, by simply using the controller as a pivot point.
http://www.youtube.com/watch?v=RXl7BwhIHeg

Rolling the foot might be a problem because of the limited range of movement of the ankle, so a better idea might be to simply move the foot forward/backward and left/right in a strafing mode, just sliding, the way you find in the analog stick of the old PSP (that works by "sliding" the thumb, in opposition to a standard analog stick in which you tilt it).
http://img.ebw.gr/3225/psp_analog_stick_big.jpg
Stand-up play would be the ideal approach because it's intuitive and precise, but it needs a wireless rift, a very hard-to-figure-out positional tracking (the user doesn't even always face the same direction so a camera-based approach would be more complicated), a wireless hydra-like controller or other hands-tracking device, plus it's fatiguing and may pose risks of injury if the user starts feeling dizzy: so for the near future it's maybe best to focus on a seated version.

For seated play, we can use the same basic approach, so tilting forward/backwards and rolling left/right (but better strafing as previously stated), plus there's a third sensor that senses the rotation of the controller, so you can turn your virtual body without turning your real body, by simply rotating the controller up to 45° clockwise or 45° counterclockwise like the yaw movement of the right analog stick of a standard gamepad, so the more you rotate the controller and the faster your avatar spins.
http://www.youtube.com/watch?v=Wz_Ue1amC1Q

Another great approach for seated play, maybe the best in my opinion, suggested by STRZ user from mtbs3d forums, tries to brillantly replicate the keyboard/mouse control system:
you use your left foot like the WASD keys of a keyboard, with a simple strafing device like the one I mentioned before (psp analog stick approach);
you use the right foot like a single axis mouse, and rotate it to the left or to the right to move like a mouse (so 1:1 movements): if you want to continuosly rotate to the left, you rotate your foot to the left, then raise it, reposition to the center (just like raising the mouse to reposition) and then repeat.
STRZ proposed to place the foot over the board of a infinite-rotating disc, so you rotate the foot (with your heel as pivot point) over that disc to spin the character left/right, then raise the foot, reposition to the center and continue.
Under the disc there is a LED that senses the disc rotation, just like the LED under a mouse, so you have a great precision and don't have a disvantage in multiplayer games over standard keyboard/mouse players and maybe you can even have an advantage due to the higher FOV, wider image size, natural 3D perception, natural aiming system (with a hydra-like controller)

http://www.youtube.com/watch?v=G64ruTqEPeI

:mrgreen:

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