Forum Discussion
icedan
12 years agoHonored Guest
Body Model Extrapolation and Haptic Feedback Thoughts
Ok first I will admit I am not very clued up on Haptic Technology and other solutions for VR Presence.
Obviously now we are learning that In order for VR to reach maximum potential, our body and its movements plus haptic feedback need to be integrated.
The first problem I think is easy to solve. Basically, with the Oculus on your head and a built in altimeter, we could measure your height and by extrapolating from the top of the head we can build a generic body, one for female and one for male. Finally, we need to be wearing special gloves and socks/shoes? that wirelessly talk to the oculus, with these 5 points of measurement included, the animation can be procedually generated via extrapolation.
Second, I assume this haptic idea has already been thought of but I'll go ahead and talk about it anyway because I'd like to read your input. Talking about the Gloves specifically, I was thinking there needs to be a pocket between the outer layer and the inner layer of the glove, this pocket is broken up into different chambers that match the different parts of both top and bottom of your hands. So for example, when you pick up a mug, the gloves will appropriately fill the chambers with air to simulate pressure. This can be used in different ways, if for example you pick up something heavy, the pressure will be increased, (additionally, you could even have shoulder pads that apply pressure to the muscles to weaken your muscle strength). Also, punching can be simulated by filling the outer layer pocket chambers with air at rapid speed with high pressure.
Of course I know this kind of technology is not easily made compact, but perhaps a full body suit is required where a light, compact air pump can sit on the body somewhere, the back, acting like a tiny, unmoveable backpack?
Obviously now we are learning that In order for VR to reach maximum potential, our body and its movements plus haptic feedback need to be integrated.
The first problem I think is easy to solve. Basically, with the Oculus on your head and a built in altimeter, we could measure your height and by extrapolating from the top of the head we can build a generic body, one for female and one for male. Finally, we need to be wearing special gloves and socks/shoes? that wirelessly talk to the oculus, with these 5 points of measurement included, the animation can be procedually generated via extrapolation.
Second, I assume this haptic idea has already been thought of but I'll go ahead and talk about it anyway because I'd like to read your input. Talking about the Gloves specifically, I was thinking there needs to be a pocket between the outer layer and the inner layer of the glove, this pocket is broken up into different chambers that match the different parts of both top and bottom of your hands. So for example, when you pick up a mug, the gloves will appropriately fill the chambers with air to simulate pressure. This can be used in different ways, if for example you pick up something heavy, the pressure will be increased, (additionally, you could even have shoulder pads that apply pressure to the muscles to weaken your muscle strength). Also, punching can be simulated by filling the outer layer pocket chambers with air at rapid speed with high pressure.
Of course I know this kind of technology is not easily made compact, but perhaps a full body suit is required where a light, compact air pump can sit on the body somewhere, the back, acting like a tiny, unmoveable backpack?
3 Replies
- icedanHonored GuestCoincidently while I was typing that I was watching a Oculus VR Crescent Bay reaction video and one of the speakers mentioned this: https://www.kickstarter.com/projects/yeitechnology/priovr-suit-up-game-on
I don't know... I get the feeling that sensors aren't needed all over the body, extrapolation would be faster and smoother at rendering. Also, without haptic feedback, you're still going to feel like you're just floating in the world. - mptpExplorerProblem is, tracking the hands/feet in world-space isn't easy to do on the cheap. There have been expensive mocap systems around for ages, but it's only now that VR is a 'thing' that consumers are asking for the same abilities. Right now, there's basically nothing that can achieve this - there are a handful of systems coming out over the next 6-12 months that'll allow us to do this nicely, however (notable STEM and Perception Neuron).
The second idea you have for haptics has a fatal flaw, I'm afraid. Haptics involves applying forces to our bodies to simulate forces that we would feel if the virtual interactions we are involved in were real. To apply an external force to our bodies, however, we need an external reference frame (in the same way that you can't jump off your hands indefinitely to fly away). Haptics that apply non-external forces (like your hypothetical double-gloves) will only be surface forces. For example, increasing the pressure in the glove when you pick up something heavy wouldn't feel 'heavier', it would just make the gloves tighter.
Unfortunately, haptics is in an even worse state than 3D skeleton reconstruction, in that it's a non-existent technology. Most of VR right now is old tech being repurposed. We had mocap for animation, now we have it for VR. We had cheap IMUs and small screens for smartphones, now we have it for HMDs. However, we've never needed haptics before, so it's seriously behind in the R&D sense. Right now, there's nothing on the horizon that will give us the haptics we want. :( - Felix12gHonored GuestI think the last word was we'll be getting our STEM sets by the end of the year.
I'm also curious to feel what the Cyberith haptics in their base will feel like.
It'll be at least a few years yet before anything realistic is ready for consumers.
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