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Up and Coming
March 13, 2015

How to create gravitational presence in VR?

...give small centrifugal forces to the body, enough to remind the brain the user has mass. Much greater sense of immersion.

How to make FPS controls intuitive?
...track user's facing direction (i.e. torso always points 'forwards'), not just where they're looking

How to ensure user's don't miss the action in a VR movie?
...be physically turned towards the action

How to resolve tangling cables?
....slip rings underneath your chair

How to give people the inclination to explore 360 VR? (i.e. stop people being lazy)
...add a motor with intuitive controls. Minimal physical exertion, in comfort, with safety and also making it fun

How to reduce nausea?
....physically turn around in the real world

Please help us get Roto off the ground...it's only the community that can make this happen. We designed it for Oculus from the ground up.

https://www.kickstarter.com/projects/ro ... nav_search

    6 replies

    Up and Coming
    March 13, 2015
    That looks quite interesting.

    How many axis do the foot pedals measure?
    gametrakAuthor
    Up and Coming
    March 14, 2015
    The foot pad inputs have two functions - rotate the user around intuitively (variable speeds up to 35 RPM), and as assignable buttons via the touch pedals (footsteps, or accel/brake in car sim, for example).

    The Roto platform turns clockwise / anti-clockwise. It's not a sim chair, it simply fulfils the needs of VR. If successful, we can add more axis such as tilt.
    Up and Coming
    March 14, 2015
    Looking very nice! Can you tell any more about the:

    tangle-free adapter, which uses a patent pending slip ring arrangement


    Video signals are very dense and somewhat fragile.

    Does the slip ring solution give glitch free operation and what's the MTBF? (of the slip ring).
    Android VR Developer. https://twitter.com/SiliconDroid
    Participant
    March 14, 2015
    Sounds like an ideal situation for seated ONLY VR like Oculus Rift. But i don't think that VR should be experienced in a seated position. Also VR's input shouldn't be your regular controller...that defeats the purpose of virtual experience.The ONLY reason we're in this position is because we couldn't figure out a way to physically navigate in all direction when standing up. Vive's "room" experience is the perfect solution but only limited to 15'x15' space. Treadmill seems to solve the problem but treadmill doesn't let you walk naturally.
    Up and Coming
    March 15, 2015
    I asking can you use the control for the actions usually done by the left thumbstick like moving forwards backwards and strafing.

    So are the footplate has pads buttons rather than being one of those thing you twist and push like:

    gametrakAuthor
    Up and Coming
    March 19, 2015
    "g4c" wrote:
    Looking very nice! Can you tell any more about the:

    tangle-free adapter, which uses a patent pending slip ring arrangement


    Video signals are very dense and somewhat fragile.

    Does the slip ring solution give glitch free operation and what's the MTBF? (of the slip ring).


    Yes - the slip rings work glitch free :)