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Up and Coming
August 1, 2014

Walking in VR [Long, Long, Long Post]

I keep finding myself posting really long posts in random threads that start talking about locomotion in VR, so I'm going to make a big post here instead that I can just point to.

Introduction
There are lots of problems to be solved in VR. Perhaps the single most critical problem right now is the question of Input. For the purposes of this thread, I'm going to take it as a given that we need the ability to reserve our hands for doing hand-related things, and not for moving around. That is to say, we're going to need to use our feet or legs to operate the device that will allow us to move around in VR. I've been calling these locomotion devices 'Walkers'.
I should point out that I'm writing this thing for anyone to read. I realise that most of the people here will know what optical-tracking occlusion is, or well-understand the downsides to the Virtuix Omni, but I'm putting it all here just to be thorough.

The Current State of VR Walkers
Most people on this forum will be well-versed on the current state of VR input, but just in case anyone missed a device or two, I'm going to put here a list of all VR Walkers that I'm currently aware of. If I miss any, let me know and I'll add it asap.
In no particular order:
  • The Virtuix Omni
    The first of the harness-style omnidirectional treadmills. A curved, low-friction surface, special shoes, and a weight-removing harness allow the user to convert the natural walking and running motions they use everyday into virtual movement commands.

  • The Cyberith Virtualizer
    Following the Omni's example, the Virtualizer works similarly to the Omni, but allows the user to crouch and jump while remaining in the harness, allows the user to play in socks rather than special shoes, and has a flat surface rather than the Omni's curved one.

  • The Walkmouse
    A large-circular panel inset with many small rollers, this treadmill simulates a moving surface over which the user can walk.

  • The StinkyBoard
    Effectively a four-button gamepad for a single foot, this device allows the user to emulate WASD keyboard events using the feet, and so achieve simple VR locomotion

  • The Wii BalanceBoard
    Not actually a PC peripheral, with some hacking can be used as a lean-controller, allowing the user to move in VR by leaning their body forward, backwards, left and right

  • Stompz
    Implements IMUs on each feet to allow the user to make 'stomping' gestures to move forward, left and right in game

  • Infinideck
    A more traditional-style treadmill that can move in any 2D direction, that the user walks on as they would walk on a normal surface. Unfortunately, must be manually controller by a second person at the time of this writing

  • WizDish
    A low-friction surface that removes the vertical foot-motion component of walking, leaving the user to make skii-ing like gestures to control motion. At the time of this writing, lacks community support and/or funding

  • Free-Walking
    Perhaps the most immersive of them all - the user walks around a physically-large space (like a football field or warehouse), with real walked distance corresponding 1:1 to virtual walked distance

  • LocoVR
    A crowd-sourced project involving what is described as its conceiver as "basically a cross between a small bar stool and a kind of oversized joystick", able to rotate freely and respond to lean from the user to provide locomotion input

  • Pointman
    In use by the US Navy for infantry simulation, the Pointman system is actually a combination of several input devices. One of them is a device comprised of two footpedals able to move forward and backwards, as well as to be pressed down like a car acceleration pedal. At the time of this writing, a handheld controller is required for turning.


Adoption Factors
A critical thing with input devices is the degree of adoption. We obviously want a device that will be used by as many people as possible - this will give developers confidence that they aren't wasting their time by building games that support this hypothetical device, and with more content for the device, adoption will increase further, until the device is largely ubiquitous.
  • Price
    This one is a bit of a no-brainer. The cheaper something is, the more people will buy it. I would say that once the price of a device goes above about $150, it becomes a serious barrier to widespread adoption. Not that the ideal VR walker should necessarily be cheaper than this, but it's a good ballpark figure to go for.

  • Size
    Most people live in cities, meaning most people have very limited living space. That is to say, people tend to be less than impressed if asked to reserve an area the size of a double-bed for a VR input device. So the physical size of the device will be a further barrier to widespread adoption. Ideally, the system will fit onto the user, so it effectively takes up no space in and of itself.

  • Flexibility
    Keep in mind that locomotion in games isn't always human-style walking/running. For example, think of Minecraft with a Virtuix Omni. The Omni would work great while you're running around mining, building and fighting zombies. But if you want to play in creative-mode, suddenly you have this big mismatch between flying around in-game, but making walking and running motions in reality to drive this motion. For a device to become widely-used, it needs to be suited to a wide variety of locomotion applications, not just walking and running


Immersion Factors
So, casting aside questions of what will get the device used, and turning our attention instead to what will make the device great, we need to think about what factors actually influence how suited the device is for VR. That is to say, how immersive is the device to use?
  • Movement similarity
    We all know what walking feels like. We know what the movements are, and how it feels when we perform them. The closer a VR Walker can get to emulating this motion, the more immersive it will be. In this way, devices like the Omni or the Virtualizer are a step-up from solutions like the StinkyBoard or Stompz. The obvious ideal is devices like the WalkMouse or InfiniDeck, the question of whether these solutions are currently realistic remains to be seen.

  • Constraints on movement
    An important thing to consider is the degree to which a VR Walker inhibits our ability to perform actions unrelated to locomotion. For example, the Omni doesn't allow users to bend down, because they're stuck in a harness that has a fixed height off the ground. Both the Omni and the Virtualizer don't allow the user to lower their hands below their waist, since the harness gets in the way. These kinds of movement constraints are non-issues in some games, especially FPS, where the user always has their hands above their waist holding a gun, but significantly annoying in games involving peaceful exploration, where the user is likely to want their hands to rest in their natural position - down by their sides.

  • Strenuousness (Spellcheck agrees with me that this is a real word)
    When we're talking about using natural motion to run around in games, obviously an issue is going to be people getting tired! I personally can't run for much more than 5 minutes before I'm completely wasted. I'm definitely not up to running around for a half-hour gaming session. This isn't only about physical capability - if people are getting tired and cramped while playing, this is an immersion-breaking experience and something to be avoided.


Friction
So that's the groundwork laid out. But the real question is 'what are the constraints under which the creator of a VR Walker must operate?'. The central constraint (if we want to use natural walking/running motion) is friction. More specifically, it's the normal component of friction.
When we walk, we are effectively applying pressure down onto the ground with our weight, and then using friction to use that weight to move us forward. If we want the users to be making the same motions in VR that they make in material reality (MR?), then we need some way of negating this forward motion. There are basically two ways of doing this:
  • Move the ground under the user
    This is the solution that WalkMouse and InfiniDeck are pursuing. This is also the solution that traditional exercise treadmills implement. All you have to do is have a device that the user stands on, and when they move, detect the speed of movement, and move the surface they're standing on in the opposite direction at that speed, negating any physical movement the user might undergo, saving them from crashing into a wall and breaking their precious precious DK2.

  • Remove the frictional force
    This is the solution that the Omni and the Virtualizer are using, and many hypothetical input devices involving suspending the user from harnesses on the ceiling etc. are also operating under this principle.
    This solution typically involves both reducing the normal force (that is, taking the user's weight off the feet so that the feet are effectively suspended), and reducing the coefficient of friction between the feet and the ground (eg. socks on a polished wood floor) so that the feet can easily slide over the surface.

There are advantages and disadvantages to both of these methods. For the following reasons, I'm going to be considering only the second option:
  • Moving the ground under the user requires many moving parts, increasing cost and reducing reliability

  • Ensuring that the dynamic surface behaves exactly as the user would expect a static surface to behave is 100% essential to avoid loss of balance leading to injury, and requires zero latency, which is an engineering challenge not likely to be solved any time soon


So the question now becomes 'how do we take the weight off the feet to allow natural input, without implementing a large mechanism to support a harness that limits the user's natural movement'?
Quite the brain teaser.

Sensors
The last thing I'll talk about is sensors, and which sensors are most applicable to the creation of a VR walker, and some considerations for using each one. I'm not really a Maker, so I'm just going to give an outline of a few that I've thought about
  • IMUs (Inertial Measurement Units)
    Specifically, I'm talking about IMUs containing an accelerometer, a gyroscope and a magnetometer. Through sensor-fusion these three devices allow us to get drift-free rotational measurements at about 1kHz. In addition, with the advent of MEMS technology, they're pretty cheap, and digital MEMS IMUs do much of the processing on the chip, so they're easy to use.

  • Optical tracking
    Optical tracking is awesome because it gives us 1:1 positional data in realtime, and this data will never drift. The main Achilles' Heel of optical tracking is occlusion - any objects between the camera and the tracked objects will interfere with tracking.

  • Pressure sensors
    These devices measure pressure applied downwards on them. Four of these are all the sensors that the Wii BalanceBoard has behind it. They're quite versatile, and can be small enough to be used in wearable devices.

  • Capacitative sensors
    These are effectively touch-sensors, that when placed in an array, allow the position and shape of an object in contact with the sensor surface to be resolved. These are the sensors behind the Omni.


The Challenge
So I hope I've summed up the state of VR Locomotion Input decently. I think what it boils down to is the following challenge:
    What device removes the weight of the user off the ground so that they can use their normal walking/running motions, but doesn't impose any other movement restrictions? Does this device take up little room, and is it cheaper than $200? Can it be used to move around in experiences that don't necessarily involve walking/running? Can it be used for multiple hours at a time without the user getting tired or sore?

I don't think it's going to be an easy nut to crack, and I don't think any of the current solutions that are either on the market, or will be coming to market in the foreseeable future are adequate.

What do you guys think - I reckon as a community we can come up with some pretty sweet ideas that will hopefully be picked up by someone with the know-how and capital to make this ideal VR-walker a reality. I think it's the one thing that stands between us and totally immersive first-person walking VR experiences.
From what people are saying, Elite:Dangerous is mind-blowing because we finally have an experience where we can match input devices to virtual reality perfectly. Once we can do that with common non-cockpit experiences, VR will have taken a huge step forward.

    89 replies

    Participant
    July 9, 2015
    I imagine the crouching thing is in fact a safety issue that the two companies have conceded to in favor of not giving people the opportunity injure themselves. I've read an article of someone who was trying to actively hurt themselves and fall over in an Omni but was unable to. I'd like to see the same test done with the Cyberith.
    New Participant
    August 9, 2015
    I really think people are kidding themselves if they think ODT solutions like the Omni/Virtualizer/KATVR are going to be highly adopted, nor do I think people really want to get all sweaty with a VR HMD slipping around and getting all foggy on their head. They are too big, cant be easily stowed away, are too expensive, and scream to anyone that comes over that you are a geek of the magnitude of Sheldon Cooper from the Big Bang Theory. It reminds me of an episode where they bought a full size replica of a time machine out of a movie. It took up their entire living room and was completely impractical.

    A highly adopted solution has to be cheap, take up little to no space and give you a better sense of immersion and that is all. Total presence isnt required as that isnt going to be easily nor cheaply attained for awhile. Using a realistic walking motion isnt going to happen anytime soon outside of 1:1 tracking in a cavernous area so scratch that. Basically you need something that can be used standing and/or sitting, be able to tell what direction you are facing and whether or not you are standing still, walking forward, backward, or side to side.

    The solution mentioned here that fits the bill best is the stompz, even though that hasnt generated very much enthusiasm here. It's not as good as what I am about to propose though....sometimes the best solutions are the simplest ones. The Stompz is a proprietary tracking method, but why not just use the tracking already used by the Oculus Rift and the HTC Vive? The Oculus/Vive HMD's are tracked with IR LEDs to mm accuracy in the space they are scanning. Why not add some of those little LEDS to a pair of shoes? That would give the system accurate directional info, allowing the user to be moving in a direction other than where he is looking (strafing anyone?). In this sense movement can be forward and to the side, not sure how backwards would work, but im sure someone can come up with something.

    How does movement occur? That depends on how much space you have and how lazy you want to be at any given moment. The Vive is the standard for 1:1 movement in a small space right now, but the Oculus team have claimed that their system can do the same kind of tracking if you add multiple positional trackers, so I will assume they will both be able to track an area the size of a small room.

    If you want the most immersion you can stand and walk around in the space naturally ala the Vive as we know it now, but if there are larger virtual spaces to traverse then your feet would go into a "stomping" mode....the system would detect when you stopped walking for real and started stomping and seamlessly continue the virtual walking. Youre not going to want to run in a 15X15 room, so stomp faster. The stomping doesnt have to be very high, the system should be able to tell within a couple mm whether you are attempting to stomp. You can start walking again at any time and the system will seamlessly shift from stomping to walking, probably by noticing your head moving more than a few mm.

    If you are tired of walking/standing/stomping and want to sit down go ahead and have a seat, preferably a swiveling stool or chair, and change a system setting to let it know you want to sit while still tracking feet and head. This way you can stomp away (or even toe tap) and swivel in any direction.

    If you are too lazy to toe tap, merely change another setting and it becomes what is now known as a seated Oculus experience we know today, with an Xbox1 controller or KB mouse combo, whatever.

    Dont get me wrong, I think other solutions are great ideas, but they are largely impractical and cost prohibitive. I have a treadmill in my house, it was expensive, it takes up a ton of space, and I never use it. Contraptions that dangle you from the ceiling with slippery shoes.....really? Lets all take a deep breath and get real here. Simpler is better. At least until technology catches up to some of our ideas.
    Up and Coming
    August 10, 2015
    @gatormac, I think we must first start from the Vive and Oculus hardware. Besides the two types of optical tracking, both HMD's and their motion controllers have a set of 2 IMUs and a magnetometer each. Putting only LEDs (Oculus) or photodiodes (Vive) on the feet will not work on its own. And hardwarewise Stompz is also a set of (not sure which and how many) IMUs, so really the baseline in terms of hardware would have to include a set of IMUs.
    New Participant
    August 11, 2015
    "konstantin_lozev" wrote:
    @gatormac, I think we must first start from the Vive and Oculus hardware. Besides the two types of optical tracking, both HMD's and their motion controllers have a set of 2 IMUs and a magnetometer each. Putting only LEDs (Oculus) or photodiodes (Vive) on the feet will not work on its own. And hardwarewise Stompz is also a set of (not sure which and how many) IMUs, so really the baseline in terms of hardware would have to include a set of IMUs.


    Thanks for the reply, as to the requirement of IMUs I guess that's OK if size and comfort can be attained. My main point in my rant was that the solution for now is going to have to be something simple, not some huge, expensive contraption that is going to make people sweat profusely.
    Up and Coming
    August 11, 2015
    Yes, I did not manage to try the Virtualizer at Gamescom, but I watched people try it at their booth and oh, man, were they struggling...
    Participant
    August 30, 2015
    This is a very interesting subject for me. I'm thinking about putting together a VR arcade at some point in the future and don't have the cash or time to try out every ODT solution available, so great to see these comments.

    i like the idea of something like the Omni because it has great street view appeal to draw customers in. i like the Cyberith better because no special shoes needed for each customer, just socks.

    anyhow, i'm just following the discussion for now and maybe i'll build some hardware of my own to play with my DK2 in the meantime.

    is anyone else building their own hardware? i was wondering about a super slippy surface using something off the shelf. my best idea so far is a big super high gloss floor tile. any other ideas?
    Participant
    August 31, 2015
    Can I suggest you add SprintR to the list? It solves the walking problem, while leaving your hands free. it is also easier to use since you don't have to jump around or get a $1000+ treadmill. Full disclosure, I made the thing.

    http://www.sprintrvr.com/

    I'll have some videos in a few weeks, making a demo now. thoughts?
    Participant
    September 1, 2015
    Yay KatVr Did what I was thinking... Cept a little lower then I was thinking... Ingenious way to center the weight load. I didn't think of that angle on the support bar.

    The only thing left is to tether a persons feet to small platforms (like you would if you were snowboarding) and when each platform gets below a certain point the lock vertically but move horizontally. Then you could get rid of the Bowl at the bottom and it would feel more natural.

    If you could control the vertical locking point as well you could simulate inclines.

    And if you could control the tension of the horizontal/Vertical movement you could simulate everything from underwater to different gravity environments.

    I hope to see more from KatVR! Would love to see some demos with KatVr+HTC Vive!
    New Participant
    July 11, 2023

    Thank you for providing this list of VR walkers and input devices. It's great to see the variety of options available for virtual reality locomotion. Here's some additional information on a few more VR input devices:

    1. Kat Walk C: The Kat Walk C is a harness-based omnidirectional treadmill that enables natural walking and running movements in virtual reality. It features waist-mounted support and a small platform that allows users to move freely in a virtual environment.

    2. Infinadeck: Infinadeck is an omnidirectional treadmill that uses a variable-speed belt system. It allows users to walk, run, and change direction in a virtual environment. The treadmill can detect user movements and adjust the belt speed accordingly.

    3. 3DRudder: The 3DRudder is a foot-based motion controller that lets users navigate and control movement in virtual reality using their feet. By tilting and rotating the device, users can simulate movements like walking, strafing, or rotating in VR.

    4. Kat VR Mini: The Kat VR Mini is a compact and portable omnidirectional treadmill designed for home use. It features a small platform with a curved surface, allowing users to walk, run, and turn in virtual reality.