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Up and Coming
June 15, 2013

Chair-based motion platform

I've looked at motion platforms in the past in connection with multiple monitor/projector displays, and the good ones run to $100K plus with 6DOF, skew etc.

It occurs to me that although FPS players will use the frictionless treadmill, racers and flight sim players will need a chair manipulator of some kind.

In the same way that Oculus has democratised head mounted VR, someone needs to do the same for domestic scale motion platforms.

Physical motion feedback will go a long way to ameliorate motion sickness in users if their mental motion sensations are matched by actual physical sensations.

    37 replies

    Up and Coming
    June 26, 2013
    "geekmaster" wrote:
    "fudspong" wrote:
    I've looked at motion platforms in the past in connection with multiple monitor/projector displays, and the good ones run to $100K plus with 6DOF, skew etc.

    It occurs to me that although FPS players will use the frictionless treadmill, racers and flight sim players will need a chair manipulator of some kind.

    In the same way that Oculus has democratised head mounted VR, someone needs to do the same for domestic scale motion platforms.

    Physical motion feedback will go a long way to ameliorate motion sickness in users if their mental motion sensations are matched by actual physical sensations.

    One of MANY "works-in-progress" that I would love to see make faster progress:
    ExoHaptic EasyChair:
    http://www.mtbs3d.com/phpBB/viewtopic.php?f=140&t=16484&p=104159#p104159

    I also want a simple motorized office chair, with integrated wireless (and/or slip-ring) Rift connections, that rotates to match the in-game orientation, with foot-rests and perhaps foot-pedal game controllers. Great for "cockpit" based (aircraft/automobile/boat/submarine) games. No more unnecessary "Vestibulo-Ocular Dissonance" motion sickness.


    I don`t quite get these Virtuix Omni, chairs and stuff. What if you`re playing GTA? You enter a car in the game, you have to detach yourself from the Omni, walk blindly to your VR-Chair and engage "driver mode"?

    It may be a silly example but it does make you wonder just how far can you go into simulating a trully immersive Virtual Reality with make-believe accessories.
    Up and Coming
    June 26, 2013
    "edulinares" wrote:
    I don`t quite get these Virtuix Omni, chairs and stuff. What if you`re playing GTA? You enter a car in the game, you have to detach yourself from the Omni, walk blindly to your VR-Chair and engage "driver mode"?

    It may be a silly example but it does make you wonder just how far can you go into simulating a trully immersive Virtual Reality with make-believe accessories.
    In the short term (next few years) this will be the a limitation of VR experiences. So you might not use an Omni in GTA, or you might not make a GTA style game.

    Sometime in the future I think Galvanic Vestibular Stimulation (a device that affects your inner ear) will eventually supersede motion platforms and let VR gamers sit on their sofa again;
    http://www.mtbs3d.com/phpbb/viewtopic.php?f=120&t=15403

    But that feels like it's a long way off right now.
    GunLock - Multiplayer FPS UE4 Rollercoaster HydraDeck - RTS
    Up and Coming
    June 26, 2013
    Palmer Luckey said GVS will not be commercially viable until reliable dry electrodes can be found.

    To learn more for DIY GVS experiments, there are some great links here:
    http://www.mtbs3d.com/phpBB/viewtopic.php?f=140&t=15595&start=80#p85254

    And simple schematics here:
    http://www.mtbs3d.com/phpBB/viewtopic.php?f=140&t=15595&start=80#p85256

    If connecting GVS to a computer, be sure to use only battery power, and to user wireless or opto-isolated connections to the computer. No need to send lethal voltages into your body in the event of a hardware failure. Always use battery power for devices that have electrodes.
    This work is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License.
    New Participant
    October 13, 2013
    I think the first step towards chair based motion platform is the wireless operation of oculus rift and controllers etc.
    We are preparing a product for this purpose.
    Check the video:
    http://www.youtube.com/watch?v=XncqRfSwwX8
    fudspongAuthor
    Up and Coming
    November 2, 2013
    "RXReality" wrote:
    I think the first step towards chair based motion platform is the wireless operation of oculus rift and controllers etc.
    We are preparing a product for this purpose.
    Check the video:
    http://www.youtube.com/watch?v=XncqRfSwwX8


    Why would you need wireless if you're sitting on a chair? I mean it would be nice, but totally not needed. If you were walking around wireless would be useful, but not when you're sitting on a chair platform that would at most move half a metre (and not spin around endlessly like on that video).
    Up and Coming
    November 2, 2013
    Up and Coming
    November 12, 2013
    A simple device that attaches to practically any office style chair is the go... it just swivels the chair left & right. keep it simple. Such a device could be created using Uniduino ( Arduino connecting for Unity ) All you really need to do is attach a simple gear ring to the chair's base pole & have a motor turn it left /right... yes ? there's no major amount of torque happening as most of the weight is centralized over the pivot.

    But the key here is KEEP It SIMPLE. adding foot pedals etc... could come later...

    such a device should be doable for under $100.00
    http://www.mickbanks.com
    Up and Coming
    December 6, 2013
    I had the same question as you. The best I found was this video ,
    http://www.youtube.com/watch?v=cPcZLF5X2kg

    They apparently sell you the blueprints. Joyrider

    If you get it, post a review.
    Up and Coming
    December 6, 2013
    I've done some research on this topic recently and came to a conclusion that muscle force simulation chairs give better feel than full motion simulation chairs, although giving zero G-force feedback (which is still very little even for high-end motion simulation rigs anyway). Combining such muscle force simulation chairs with GVS or similar G-force simulation devices seems to be an optimal solution.
    Up and Coming
    December 7, 2013
    "raidho36" wrote:
    I've done some research on this topic recently and came to a conclusion that muscle force simulation chairs give better feel than full motion simulation chairs ...

    Yes, pressure suits have been used for VR feedback to simulate gravity and acceleration haptic feedback. Some sources claim they can provide more effective feedback than vibrotactile suits alone. Combining both would probably be the best, along with piping hot and cold through heat-exchanger tubing embedded in the suit. The haptic suit could end up being an earth-bound version of a space suit...
    This work is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License.