Forum Discussion
SwordArtOnline
13 years agoHonored Guest
Stompz - Low intensity, cost-friendly VR movement device
Hey all,
I have created a simple, inexpensive device that allows you to remain seated while walking through your virtual environments. It uses a pair of wireless ankle bracelet sensors that convert a walk-in-place gesture to respective keyboard or gamepad inputs.
The video:
The video is not very well done (I made it for my college class as a final project assignment). I will make a more interesting video soon. Until then you may want to skip to 3:28 in the video to save yourself from my horrible speaking abilities.
I invented a device very similar to the Virtuix Omni back in 2009. I have had it in the patent process for a long time now.
I realized while developing it that there are major drawbacks to this kind of "omni-directional treadmill".
1. They are expensive.
2. They are uncomfortable and unsteady.
3. They are exhausting.
4. They assume the user is healthy with no medical issues.
I would love to hear everyone's feedback for this method of VR movement. I would love to pursue developing this but it would be a lot of work and I want to hear what all of you Oculus fanatics think beforehand.
BTW, I talked with the CEO of the Omni (Jan) and it appears our devices aren't conflicting so I should be good.
Thanks for reading!
Relevant links: http://www.google.com/patents/US20130237378
http://youtu.be/zpRQgSqCVzE
I have created a simple, inexpensive device that allows you to remain seated while walking through your virtual environments. It uses a pair of wireless ankle bracelet sensors that convert a walk-in-place gesture to respective keyboard or gamepad inputs.
The video:
The video is not very well done (I made it for my college class as a final project assignment). I will make a more interesting video soon. Until then you may want to skip to 3:28 in the video to save yourself from my horrible speaking abilities.
I invented a device very similar to the Virtuix Omni back in 2009. I have had it in the patent process for a long time now.
I realized while developing it that there are major drawbacks to this kind of "omni-directional treadmill".
1. They are expensive.
2. They are uncomfortable and unsteady.
3. They are exhausting.
4. They assume the user is healthy with no medical issues.
I would love to hear everyone's feedback for this method of VR movement. I would love to pursue developing this but it would be a lot of work and I want to hear what all of you Oculus fanatics think beforehand.
BTW, I talked with the CEO of the Omni (Jan) and it appears our devices aren't conflicting so I should be good.
Thanks for reading!
Relevant links: http://www.google.com/patents/US20130237378
http://youtu.be/zpRQgSqCVzE
35 Replies
- flawExploreri actually like what you've got here. looks like it works well, looks like a good setup.
i definitely think gesture and motion detect are the only really obvious ways to interact with immersive 3D spaces properly.
i think, if you want a big run-around type of game, then maybe go to a studio or an obstacle course or setup, like you would if you were going to play laser tag.
i haven't tried one of these tread-mill setups, and i'm happy to be corrected but i don't see them working or i can't imagine it at least. - SwordArtOnlineHonored GuestFlaw,
I've been working on a VR locomotion setup since 2009 and started with something very similar to the Omni but there was no interest. Not mentioning the state VR was in at the time, the setup was still unattractive, uncomfortable and (to be perfectly honest) unsafe.
I think seated gameplay is here to stay. While the Omni will have a select market I believe consumer gaming will need to be safe, customizable and cheap!
This iteration that you've viewed from my video has it's limitations. I had enough interest to encourage me to continue development. My goal is to make a device that allow the same precision you would expect from a gamepad joystick.
Although the end goal is to bring this to anyone who buys an Oculus, for now, this is just a really fun personal project! If my patent application goes through (initial interview in 1 month. It's been about 2 years) I hope to try and get a kickstarter going and maybe some investors.
Thanks for the feedback!
Matt - Felix12gHonored GuestI do agree that the large majority will remain on a couch or desk chair when working with an HMD.
A cheaper alternative to allow for more analog inputs and making use of your legs will be a plus. - fudspongExplorerI like this idea! However, jumping from side to side (to make yourself a harder target to hit) will be interpreted as forward motion. And how do you run backwards?
- wildermuthnHonored GuestCall me lazy, but would this work by lifting your heel up and down (keeping your toe planted) instead of having to pull up your entire foot and stomp?
- TboneProtegeDefinitely a "step" in the right direction! I think you're right in your assumption that an omni-directional treadmill is going to be too much for a majority of the consumer market.
I'm still in favor of something akin to an omni Wii Board type solution, but this is more appealing to me than a full treadmill for sure. - SwordArtOnlineHonored Guest
I like this idea! However, jumping from side to side (to make yourself a harder target to hit) will be interpreted as forward motion. And how do you run backwards?
-fudspong
Strafe left and right are done by moving the respective foot only. Running backwards is done by shuffling the feet on the ground rather than the up and down motion.Call me lazy, but would this work by lifting your heel up and down (keeping your toe planted) instead of having to pull up your entire foot and stomp?
-wildermuthn
That is eventually what everyone who uses this device ends up doing! It takes a little bit of learning to get the gesture down comfortably.
Here's an interesting observation:
When the user is in a plain environment like Skyrim or Unity Bootcamp they have difficulty learning the movements (Both feet = forward, Left foot only = Left strafe, Right foot only = Right strafe).
When the user is thrown into a high intensity environment like the zombie attack example I created specifically for this device, they learn the movements immediately! Without even being told! This isn't scientific yet. Just a handfull of users that I have tested and found this to be true for.I'm still in favor of something akin to an omni Wii Board type solution, but this is more appealing to me than a full treadmill for sure.
-Tbone
I have found many limitations with this method. I am very realistic about what the 'best' method for VR locomotion might be. I agree that this likely isn't it.
I am developing two alternatives. One is a clear winner for cheap seated Oculus play. The other is a clear winner for cheap standing play without the expensive equipment and uncomfortable gear of the Cyberith and Omni.
There has been quite an encouraging amount of support for these. I hope to initiate a Kickstarter early 2014. Unfortunately this won't be ready in time for the expos early this year.
Thanks for the inputs, fellas!
Happy New Year! Hopefully, 2014 will be the year of the VR nerd! - HiThere_Superstar
"SwordArtOnline" wrote:
I realized while developing it that there are major drawbacks to this kind of "omni-directional treadmill".
1. They are expensive.
2. They are uncomfortable and unsteady.
3. They are exhausting.
4. They assume the user is healthy with no medical issues.
I would love to hear everyone's feedback for this method of VR movement.
5. They can require a lot of room to use.
7. They can take up a lot of room or time to store.
8. They can be noisy.
9. They can be dangerous (like falling off a Wizdish).
10. They can require consumables (like the Virtuix Omni shoes).
Odds are most Oculus Rift PC users won't buy a Virtual Treadmill (not at 500$), while they already own a swivel chair (for their PC).
Anyway here was my idea of an even lower intensity VR movement device, before I read about yours :
- Attach a single simplified motion detector to the back of the swivel chair (wireless or wired to the HMD).
- Use it to detect the rotation angle of the swivel chair.
And that's it : Walking frontwards, walking backwards, strafing left and right, is all done through a 4-directional Bumper.
Let's compare the perceived advantages of my method over yours :
- My method allows 1:1 tracking of the Swivel chair (1:1 tracking works great against nausea).
- Using a bumper or button to move forward is less exhausting for long gaming sessions (and 1:1 tracking isn't possible here anyway).
- You only need one motion tracker (twice cheaper), it can be a cheaper tracker (because you just want to track a rotation angle), and the programing part is greatly simplified (no foot tracking).
- It works with less then 2 feet ^^°°°
Example of uses :
- Perfect for simulating an ingame 1:1 nausea free... Swivel chair (every game should have one :) ) ! Like allowing you to manually enter or leave the pilot seat of a Star Citizen spaceship by turning the Swivel chair 180° yourself (less nausea and more immersion then the seat turning the viewpoint for you by itself).
- Best used to control things like a rotating turret, preferably with 1:1 tracking (anything from a fixed ground turret to a fixed turret on a moving object like the top turret of a WW2 bomber or of the Millenium falcon...).
- Preferably used to simply turn your body left and right (specially with 1:1 analog input instead of non 1:1 keyboard/gamepad digital input).
- Not really suited for unrealistic fast FPS games though, the main purpose is to shine in providing nausea free left/right 1:1 rotation tracking to slower paced games (including horror games).
A few problems though :
- Competitors like Sixense might provide that exact function through Stems (but it looks like it's going to be expensive).
- Oculus Rift might provide that in the consumer version : It's so cheap and simple to include, compared to the amount of reduced nausea and immersion it can add to just about any Oculus game where you want to turn your virtual body or the virtual chair you are sitting on left/right (which is most of them).
- It works best if the game is designed to accept it as an analog input (instead of treating it like keyboard/gamepad digital input). And as much as possible with an easy on/off option included in the game interface. That's why I think it would be best for full game support from all Oculus games if analog swivel chair tracking (including the single extra cheap motion controller it requires for the back of the swivel chair) would be directly part of the Oculus consumer version.
Because although it doesn't make sense to sit in a swivel chair instead of stand up in a treadmill to play VR games, for plenty of reasons it makes plenty of sense to assume that Oculus Rift users will be a lot more likely (able and willing) to be sitting in a swivel chair then standing up in a treadmill, so Oculus Rift might as well put that assumption to good use and build on it. Even a VR Cinema (which will most probably be included in the Consumer version) could benefit from a default 1:1 swivel chair tracking :)
So if anything, I suggest you keep an eye on the second developer devkit, to check if Oculus (or to a less extent Sixense) isn't simply going to add such a cheap and effective solution which would benefit so many games, by itself.
And in the meantime feel free to try out my simplified single tracker implementation (by putting one of your motion trackers on the swivel chair), to determine and explain to everyone here how our two methods actually compare, how convenient and easy to use and useful they are, but also how comfortable they are to use for long gaming cessions.
Suggestions :
- You might also try adding the single chair motion tracker I suggested to your two leg trackers, to check if adding that third motion tracker adds anything useful to STOMPZ. Like using the chair motion tracker for rotation, using a gamepad bumper for moving around (forward, backward, strafe), and using your two leg trackers to perform special actions hands free. Such as kick right leg forward to jump forward (faster kick for a higher jump), bend right leg backward to jump backward (bend faster for higher jump), bend both legs backwards to jump on the spot, bend left leg backwards once as far as you need to crouch as much as you want (bend more to crouch more, you stay crouched), kick left leg forwards as far as you need to crouch less, kick both legs forwards while crouching to stand up... basically you can implement whatever leg movement that can't be mistaken with using your legs to rotate the swivel chair.
- As far as STOMPZ all by itself goes, it should at least feature the option to activate an auto walk/run forwards feature without having to keep your legs (or heels) up, if only for games with vast open spaces that require a lot of walking around (like Role Playing Games). Like only requiring to stretch out your legs in a comfortable position, instead of requiring to lift them up in a less comfortable position. - SwordArtOnlineHonored GuestGood thoughts.
Firstly, the Oculus already measures the rotational motion, so the motion tracker on the chair would be redundant.
By "bumper" I assume you're talking about a joystick? Most handheld devices I've seen have those as part of the device.
Good suggestions! Most of those hint at updates already made to this new generation that will be coming out shortly.
Good luck! Happy New Year!
Matt - wildermuthnHonored Guest
"SwordArtOnline" wrote:
Call me lazy, but would this work by lifting your heel up and down (keeping your toe planted) instead of having to pull up your entire foot and stomp?
-wildermuthn
That is eventually what everyone who uses this device ends up doing! It takes a little bit of learning to get the gesture down comfortably.
Awesome. Maybe you already mentioned this, but is a Kickstarter in the works? Sign me up!
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