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?
