The VR Input Device Problem (and solution)
So I've been holding this idea in for a while, unsure how to actually make it a reality. Since I don't know how to proceed, I just wanted to throw it out there for everyone and see what happens. Maybe nobody thinks its a good idea but who knows.
First I just want to lay out the set of assumptions that lead me to the idea.
So the idea, my solution to the above set of assumptions is simply what I'm calling:
A Capacitive Keyboard for Visualization in Virtual Environments
Capacitive touch has been on keyboards for a while, but in all of those existing cases the capactive touch is used to send keyup/keydown messages to the PC. Instead what I propose is that we use a standard mechanical keyboard as we use today but add capacitive sensors to every key, not for sending key press signals, but for sending touch information. We could then, in the VR environment, display a 3D model of a keyboard probably someplace inconspicuous such as only when the user looks directly "down".
We then highlight the view of the virtual keyboard using the capacitive touch information being sent from the physical keyboard and this will allow us to create a feedback loop of tactile and visual input. The user will be able to align their hands on the home row easily as well as find hard to reach keys more easily. Looking back up would hide the keyboard restoring immersion. It would also allow you to view the keyboard un-occluded by your hands which may aid certain people in learning to touch type.
I believe the same idea could be translated to other hardware devices, such as mice, game pads and joysticks.
I believe that this is a fairly simple solution that doesn't require any additional research, would be inexpensive and would work with existing hardware and software systems, would have extremely low latency, extremely high accuracy and would not require much processing power to achieve. It is something any user could understand intuitively (assuming they are already familiar with the input device outside of VR), it would meet the requirements for a VR sit down experience and would be easy for software developers to adapt to.
The input device problem is one of the biggest hurdles for VR to overcome and I believe if we agreed that this was a good short term solution it would allow VR to move forward and continue to innovate on other input systems as longer term goals.
EDIT: added "VR is for much more than just games" to assumption list
First I just want to lay out the set of assumptions that lead me to the idea.
- Oculus is targeting a sit down experience in the short term
- VR is for much more than just games
- Using a keyboard while wearing an HMD is too difficult
- Using a camera to see real-world objects decreases immersion
- Using motion tracking to track hands or objects:
- has too much latency (for now)
- is not deterministic enough.
- has oclusion problems.
- has conflicts with room lighting or other ir devices.
- GamePads are great, but not for text input or other complex input scenarios.
- We want an input solution that doesn't require you to remove the HMD for entire sessions (hours)
So the idea, my solution to the above set of assumptions is simply what I'm calling:
A Capacitive Keyboard for Visualization in Virtual Environments
Capacitive touch has been on keyboards for a while, but in all of those existing cases the capactive touch is used to send keyup/keydown messages to the PC. Instead what I propose is that we use a standard mechanical keyboard as we use today but add capacitive sensors to every key, not for sending key press signals, but for sending touch information. We could then, in the VR environment, display a 3D model of a keyboard probably someplace inconspicuous such as only when the user looks directly "down".
We then highlight the view of the virtual keyboard using the capacitive touch information being sent from the physical keyboard and this will allow us to create a feedback loop of tactile and visual input. The user will be able to align their hands on the home row easily as well as find hard to reach keys more easily. Looking back up would hide the keyboard restoring immersion. It would also allow you to view the keyboard un-occluded by your hands which may aid certain people in learning to touch type.
I believe the same idea could be translated to other hardware devices, such as mice, game pads and joysticks.
I believe that this is a fairly simple solution that doesn't require any additional research, would be inexpensive and would work with existing hardware and software systems, would have extremely low latency, extremely high accuracy and would not require much processing power to achieve. It is something any user could understand intuitively (assuming they are already familiar with the input device outside of VR), it would meet the requirements for a VR sit down experience and would be easy for software developers to adapt to.
The input device problem is one of the biggest hurdles for VR to overcome and I believe if we agreed that this was a good short term solution it would allow VR to move forward and continue to innovate on other input systems as longer term goals.
EDIT: added "VR is for much more than just games" to assumption list
