"Self motion isllusion (vection) in VR"(?)
Found this on the six-flags facebook page:
"Self motion isllusion (vection) in VR" https://www.facebook.com/photo.php?v=10151465491754520
http://ispace.iat.sfu.ca/projects/ (LOADS of cool stuff)
These guys use stereoscopic sound, a blindfold, and a rotating platform + swivel chair system to simulate a sound scape rotating around a user.
Nothing new there. But after a while, users get the feeling that they are rotating in the world (Like turning in a swivel chair) as opposed to the world and audio sources moving around them. And they're collecting some useful data.
I'm guessing everyone here has experienced the Rift's magnetic drift. I'm always surprised when I take off the glasses and find myself facing a different direction.
Could this audio, swivel chair and platform trick be used to redirect users into facing a 'desired' direction? One where they don't wrap the cable around their neck?
So a user turns his head 90° left, the VR character does the same. But ever so slowly, the rendered view and audio scape slowly drifts right. Causing the user to keep tracking the sounds / visual queues and, unconsciously, start facing the original direction.
Full pdf paper download here:https://zoterofilestorage.s3.amazonaws.com/93163a40eabde9c050948dba48ca377a/Riecke%20and%20Schulte-Pelkum%20-%202013%20-%20Perceptual%20and%20Cognitive%20Factors%20for%20Self-Motion%20S.pdf?AWSAccessKeyId=AKIAI4IEEOCQFLSM5GMQ&Expires=1376243185&Signature=VUY%2F8EPfT49FoBZQJzH6MMIzxt0%3D (Haven’t finished reading it yet)
http://ispace.iat.sfu.ca/publications/
How useful is this? Depends.
People playing sitting down. People unable to rotate more than 180 while sitting in a sofa. People in VR warehouses that need redirected walking. People who don't want to accidentally yank their PC off the desk.
Pretty sure this has been addressed in another thread... But still.
Food for thought
"Self motion isllusion (vection) in VR" https://www.facebook.com/photo.php?v=10151465491754520
http://ispace.iat.sfu.ca/projects/ (LOADS of cool stuff)
These guys use stereoscopic sound, a blindfold, and a rotating platform + swivel chair system to simulate a sound scape rotating around a user.
Nothing new there. But after a while, users get the feeling that they are rotating in the world (Like turning in a swivel chair) as opposed to the world and audio sources moving around them. And they're collecting some useful data.
I'm guessing everyone here has experienced the Rift's magnetic drift. I'm always surprised when I take off the glasses and find myself facing a different direction.
Could this audio, swivel chair and platform trick be used to redirect users into facing a 'desired' direction? One where they don't wrap the cable around their neck?
So a user turns his head 90° left, the VR character does the same. But ever so slowly, the rendered view and audio scape slowly drifts right. Causing the user to keep tracking the sounds / visual queues and, unconsciously, start facing the original direction.
Full pdf paper download here:https://zoterofilestorage.s3.amazonaws.com/93163a40eabde9c050948dba48ca377a/Riecke%20and%20Schulte-Pelkum%20-%202013%20-%20Perceptual%20and%20Cognitive%20Factors%20for%20Self-Motion%20S.pdf?AWSAccessKeyId=AKIAI4IEEOCQFLSM5GMQ&Expires=1376243185&Signature=VUY%2F8EPfT49FoBZQJzH6MMIzxt0%3D (Haven’t finished reading it yet)
http://ispace.iat.sfu.ca/publications/
How useful is this? Depends.
People playing sitting down. People unable to rotate more than 180 while sitting in a sofa. People in VR warehouses that need redirected walking. People who don't want to accidentally yank their PC off the desk.
Pretty sure this has been addressed in another thread... But still.
Food for thought
