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WizDish Could Be the First Virtual Reality Locomotion Device Suitable for Your Living Room

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wizdish virtual reality locomotion device

After head mounted displays, one of the obvious next steps for virtual reality immersion is to find a way to physically walk around a VR environment without walking into objects in the real world. A myriad of solutions (falling under the category of ‘locomotion device’ ) have been put forth. Take, for instance, omni-directional treadmills (ODT); the majority of which are big, expensive, and impractical for home use. The first person to crack the code — to create an affordable and reasonably sized device for VR locomotion — could revolutionize how and where people experience virtual reality. I recently spoke with Julian Williams, the creator of WizDish, whose product might be the first VR locomotion device to find its way into your living room.

Walking with WizDish

The WizDish throws out the complicated mechanics of omni-directional treadmills and instead goes for a completely passive device with no moving parts. The unit is a small concave disk which is no bigger than a small circular rug. To use the WizDish, the user puts on a special shoe called the WizShoe (naturally) and performs a skating motion which Julian Williams, the creator of the WizDish, says closely mimics walking.

“The WizDish exploits the fact that you have 29 bones in each foot to balance with. You slide your feet over a slick concave surface in a simulation of walking that gives surprisingly similar proprioceptive cues to real walking. Once you can see where you are going [using an HMD] you take more confident strides and quickly forget it’s a simulated walk. The key advantages of the WizDish are that you can start, stop and turn with absolute ease…,” said Williams.

He tells me that he was originally drawn to create a locomotion device as a means of immersing players into a virtual world for a game show. Though the show never made it far out of the concept stage, Williams never lost a passion for finding a way to immerse players in virtual worlds.

“…one night with lights out playing Return to Castle Wolfenstein with headphones on loud. I couldn’t believe as a grown man I could feel apprehensive about pressing a ‘w’ key to walk through catacombs. When I thought I’d completed the level I turned round to face an unseen skeletal soldier and was so shocked I fell off my chair pulling the PC on top of me. Sprawled on the floor I realised I’d never had an experience like that watching TV, and started to think how I could really experience being ‘inside the game’,” said Williams. “In 2001, inspired by Half Life, I thought of ways to put a live contestant inside a video game as a TV gameshow idea, but found commissioners have been burned trying this before.  I discovered VR in my research and have been passionate about it ever since.”

Williams began work on a locomotion device after this eye-opening experience . He knew he needed a solution that was cost-effective, lightweight, and portable. After devising a number of solutions but finding them already patented Williams settled on the concept that would eventually become the WizDish. After filing a provisional patent, Williams brought on board Dr. Charles King, a chartered physicist and Fellow of the Institute of Materials, to help fine tune the friction between the WizDish and WizShoe. Williams now has a full patent on the design.

Williams recently engaged with some of the folks over at the MTBS3D VR forums in a thread regarding the WizDish and created a short demo video showing the range of motions possible with the unit:

As per the objective of its design, the WizDish itself doesn’t actually detect motion. Another solution needs to be used in conjunction with the unit to recognize the gestures as strides, turns, strafes, jumps, and more.

Based in the UK, Williams  has spent much of his career as a media engineer for the BBC. He holds an MSc in Computing and tells me that apprenticeship on railways has taught him about safety critical mechanical and electrical engineering. As such, Williams and King carefully tuned the friction of the WizDish surface.

“We’ve had to get the amount of friction exactly right to stop it being too tiring or so slick that you lose control or can’t grip enough to step around,” Williams said. “There is skill involved [in the skating motion] but most people seem to be able to manage straight away, although practice and sporting ability no doubt help. It is nothing like as difficult as other forms of skating.  It’s even easier wearing an HMD as the proprioception then matches the vision.”

Mainstream VR Locomotion

The WizDish might be one of the first VR locomotion devices to find a consumer market. While other solutions are quite massive, very expensive, and require maintenance, the WizDish has no moving parts, weighs just 14 pounds (6.3kg), and perhaps most important of all, can be mass produced at an affordable price.

Williams has spent years perfecting the WizDish and although it isn’t yet for sale he tells me that he is interested in doing a WizDish Kickstarter in the near future. With the right number of orders he expects that units could be priced at “just a few hundred dollars each” which puts it within the realm of affordability for mainstream gamers — an important distinction from most VR locomotion devices.

Bridging the Gap

A virtual reality locomotion device like the WizDish bridges the gap between other peripherals to bring us one step closer to fully immersive VR. For instance, it isn’t hard to imagine how the WizDish would benefit the impressive full body tracking setup from YEI that we saw recently.

Then there’s Hesham Wahba’s virtual reality desktop environment called Ibex. Wahba imagines, “…a virtual world around it so you can work in a beautiful field with a river flowing by and actually get up and go there to think or take a break…” Physically walking around that environment, rather than navigating with your keyboard, would bring immersion to a whole new level.

There might be more at hand than mere entertainment to be transformed by the WizDish and other virtual reality components. Williams also notes that engaging people physically with games is worthwhile for the health benefits.

“This is all being done to make gaming more fun, but there are health benefits too. A lot of people who currently think games are wasting time will think differently of them, and maybe see active gaming as better value than gym membership,” he said. “The media isn’t exaggerating when they predict serious problems with obesity, diabetes etc. Before TV people were fit due to work, having to walk and sport. Gaming is making it worse but technology can just as easily be the cure instead, and without making exercise feel like a chore. I would stress that health is a happy byproduct of having more fun.”

Impact on Game Design

One thing that you might note is that there isn’t a way to run using the WizDish. While it is easy to simply tell a game to interpret a walk as a run for ease-of-use, I think the inability to physically sprint on the WizDish poses an interesting challenge for the future of virtual reality games.

I’ve always disliked playing what are supposed to be life-like RPGs (GTA, Shenmue, Skyrim, etc.) where your player-character is constantly sprinting from one place to the next. Most of the time the character is sprinting through houses or other places where in real-life people wouldn’t sprint.

By coupling your physical motion to your character’s movements in the game I can’t imagine we’ll be sprinting from A to B unless absolutely necessary. Instead, the pace of games designed with locmotion devices in mind will likely slow down. More details will be present around the player because it’ll be possible to get up close and personal with the environment and harder to cover huge swaths of land on foot.

I can easily imagine a horror game in which you search through an abandoned haunted house with a flashlight. Rather than sprinting from room to room as you might in a contemporary game, you’ll walk carefully from one room to the next with opportunities for fright at every corner. Thanks to the slowed pace, each room can be intimately detailed for exploration. This opens the door for immersion and deep narrative which I would absolutely welcome in forthcoming virtual reality games.

See the WizDish official site for more.

The post WizDish Could Be the First Virtual Reality Locomotion Device Suitable for Your Living Room appeared first on Road To Virtual Reality.


Virtuix Omni VR Treadmill Headed to Kickstarter: Walk, Jump, and Sprint in Virtual Reality

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virtuix omni treadmill virtual reality

The Virtuix Omni is a passive omnidirectional treadmill that looks like it could fill one of the last major missing pieces of the VR puzzle. The Omni, which is soon to hit Kickstarter, allows players to walk, jump, and literally sprint inside of their favorite games. Virtuix CEO Jan Goetgeluk tells me he thinks his company has “cracked the formula” for a consumer omnidirectional treadmill that will have players more immersed than ever before.

I will admit, I was absolutely impressed when I saw that the Omni will allow players to actually sprint inside of their favorite games:

For a long time I’ve been saying that an omni-directional VR treadmill will have major implications for games. It’s one thing to hold a thumb-stick or mouse button and have your character sprint at 20 MPH for hours on end. But when you are the one who has to do the sprinting, things change fast — everything from gameplay to game pacing is impacted by how quickly your character moves.

In a game like GTA IV (Rockstar North, 2008), you constantly run from one point to the next in a huge city. With a system where you actually need to run to run, game developers had better expect a lot more walking. Suddenly those blocky pedestrians will need to high quality assets to stand up to the scrutiny of a player strolling by down the sidwalk. In a virtual world where the player really has to walk and run, maybe an entire city isn’t the best environment. Perhaps a single, high detailed, city block would be better suited to the medium.

If the Omni succeeds in its mission it will take VR gaming to a new level of immersion.

Imagine a terrifying game like Slender: The Arrival (Parsec Productions, 2013) wherein you are pursued in a dark forest by a terrifying daemon and the only way to survive is to run for your life. With a keyboard, you simply hold the ‘W’ key to sprint away from that nightmare. With a VR treadmill like the Virtuix Omni, you won’t just sprint at one set speed — you’ll have to actually run for your life. As I imagine this scenario in my head (playing Slender with the Omni, Oculus Rift, and Razer Hydra) I can almost feel the terror coursing through me. Mark my words, people are going to be screaming and sprinting for their lives, anxiously peering behind them to see if they’ve gotten away. I’ll be the first in line.

Coming to Kickstarter, Endorsed by Palmer Luckey

As reported by 3D Focus, Oculus VR Inc founder Palmer Luckey will be officially endorsing endorsing the Virtuix Omni in the forthcoming Omni Kickstarter campaign which is expected in May.

“Palmer and others (Chris Roberts, Paul Bettner) tried the Omni at SXSW in Austin this past March and greatly enjoyed it.  We were allowed to film our demo night for Kickstarter, so we’ll have some fun footage to share.  Palmer is endorsing the Omni for our Kickstarter campaign,” Goetgeluk told 3D Focus.

Be sure to read the rest of the 3D Focus Virtuix Omni interview.

Virtuix is in the process of filming and editing their Kickstarter video materials. The Omni price has not been announced but the obvious aim to is to make it affordable for your everyday gamer.

Virtuix Omni and the Oculus Rift

virtuix omni palmer luckey Jan Goetgeluk oculus rift

Palmer Luckey (Oculus VR) and Jan Goetgeluk (Virtuix Omni)

Virtuix CEO Jan Goetgeluk recently picked up an Oculus Rift developer kit and tested it with the Omni for the first time.

“I tried the Rift with the Omni this morning, a magical experience… Walking around the Tuscany villa with the Omni must have been my strongest VR moment so far.  My brain started to believe I was in Italy…  VR users will want and need a natural interface to experience VR.  I am now more convinced than ever that the Omni will become a crucial part of VR,” he told me.

Thanks to the built-in headtracking and wide FoV, the Oculus Rift makes a natural companion for the Omni. Together they take care of two huge components of the VR puzzle. Along with the Razer Hydra or a similar system for 6DOF hand-input, the trifecta will comprise a highly immersive virtual reality system at a price that consumers can actually afford — the first time this has ever happened.

The post Virtuix Omni VR Treadmill Headed to Kickstarter: Walk, Jump, and Sprint in Virtual Reality appeared first on Road To Virtual Reality.

Latest Virtuix Omni VR Treadmill Video Shows Intense TF2 Gameplay With Oculus Rift and New Prototype

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A new video of the Virtuix Omni omnidirectional treadmill shows the latest prototype unit being used to play TF2 with the Oculus Rift. As expected, using your entire body to move inside of the game looks significantly more immersive than using a keyboard.

Ladies and gentlemen, you’re looking at the future of gaming.

See Also: Virtuix Omni VR Treadmill Headed to Kickstarter: Walk, Jump, and Sprint in Virtual Reality

CEO of Virtuix, Jan Goetgeluk, told me about the TF2 experience that, “The action feels like real running. The immersion is intense. I had a former Marine try HL2 yesterday, and he was slightly shaking.”

At the moment the Virtuix Omni is using Kinect for tracking, but Goetgeluk say that the company is working on an integrated tracking solution that will be part of the Omni.

Actual running speed is not yet tied to in-game speed, according to Geotgeluk, but that will come in due time.

The post Latest Virtuix Omni VR Treadmill Video Shows Intense TF2 Gameplay With Oculus Rift and New Prototype appeared first on Road To Virtual Reality.

New Virtuix Omni Gameplay Footage, Kickstarter Goal Crushed on Day One

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virtuix omni kickstarter

New Virtuix Omni gameplay videos have popped up, but first, a big congratulations to Virtuix who’s Omni Kickstarter blasted out of the gate yesterday morning and crushed its goal shortly thereafter. Now the only question left is: how high will it go?

At the time of writing (1:14AM EST), the Virtuix Omni Kickstarter has raised $460,912, more than 306% of its $150,000 goal. I’ve embedded an up-to-date widget below to keep track of the Kickstarter (it will have more accurate numbers by the time that you read this):

Omni: Move Naturally in Your Favorite Game -- Kicktraq Mini

So far there are 1,205 backers with 1,062 Omni’s ordered. Someone even snatched up the $10,000+ ‘VR Champion tier’ shortly after the Kickstarter opened:

VR CHAMPION: Thank you – you make VR possible! No Omni in the world can be enough to thank you, so we will give you two: the first made custom wooden/steel Omni, in a design of your choosing, and the first made custom injection molded Omni, in colors and branding of your choosing. These units will be signed and serial numbered starting at 00001. Full option and all-in, including an office visit and dinner with the team – it would be our honor! Includes tracking hardware and software, up to 10 pairs of shoes, and up to 5 belts. (Let us know if you need more? Shipping and handling costs separate, see FAQ)

Virtuix will be demonstrating the Omni at E3 next week.

Will the Virtuix Omni Kickstarter surpass the Oculus Rift Kickstarter’s $2.4 million? Leave your bet in the comments!

New Virtuix Omni Gameplay Footage

We saw bits and pieces of them in the Kickstarter video, but here are the full Virtuix Omni gameplay videos. You can see that the Kinect tracking still needs some work; we’re hoping that Virtuix’s own tracking solution will perform better.

Virtuix Omni Left 4 Dead 2

Virtuix Omni Fallout New Vegas

Virtuix Omni COD Black Ops II

Virtuix Omni Battlefield 3

Virtuix Omni Arma 2

Virtuix Omni Half Life 2

The post New Virtuix Omni Gameplay Footage, Kickstarter Goal Crushed on Day One appeared first on Road To Virtual Reality.

The Cyberith Virtualiser – a New Virtual Reality Locomotion Device

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A video has just been released demonstrating a new device offering gaming locomotion, i.e. translating the actions of walking into in-game actions. It’s called the Cyberith Virtualiser.

Unique Approaches

Not much is known about the device currently, but from the video demonstration it offers a unique approach to the problems of gaming treadmills. For one, unlike the recently Kickstarted Virtuix Omni, the waist support is articulated in the vertical axis, meaning actions like ducking and jumping are measured physically (as opposed to the Omni’s motion tracked approach).

The uploader of the video and engineer behind the project is cleearly aiming for a mass market device, to compete directly with the Virtuix Omni. The the comments section ‘Cyberith’ states:

Its still in the developing process, i cant tell you numbers now, but my goal is it to make it affordable for every gamer without losing quality

We’re trying to find more concrete details on the new device and will them once we have them.

The post The Cyberith Virtualiser – a New Virtual Reality Locomotion Device appeared first on Road To Virtual Reality.

New Interview With Jan ‘Virtuix Omni’ Goetgeluk

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A new Interview with Jan ‘Virtuix Omni’ Goetgeluk has appeared via the technology YouTube channel ‘Linus-TechTips’ with detailed shots of the Omni in use.

Close-Up with the Omni

The interview with Jan, who’s current, hugely successful Kickstarter Campaign current sits close to $900,000, has some nicely detailed closeups and slow-mo shots of the VR focussed locomotion treadmill in use.

The Virtuix Omni’s kickstarter still has 28 days left to run at the time of writing and has around 2500 backers.

The post New Interview With Jan ‘Virtuix Omni’ Goetgeluk appeared first on Road To Virtual Reality.

Virtuix Omni VR Treadmill Now Available for Direct Pre-order, $50 Coupon Through August 13th

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virtuix omni kickstarter

After a highly successful Kickstarter that raised $1.1 million, the Virtuix Omni is now available for direct pre-order from the official website, along with accessories. Through August 13th you can use a coupon to get $50 off the Omni or Duel Omni package.

The Virtuix Omni is an omnidirectional treadmill for VR gaming which allows players to walk, run, and jump in any direction.

Those who missed the Virtuix Omni Kickstarter can now directly pre-order the VR treadmill starting at $499. Virtuix notes that “Delivery of the pre-order Omnis will start after delivery of the Kickstarter units (estimated March 2014 and beyond).”

Through August 13th you can use coupon code ‘VR50′ to take $50 off of the standard Omni or Duel Omni package

Accessories are are available: Omni Rack ($79), extra harnesses ($79), and extra shoes ($49).

Virtuix Omni Heading to PAX

Virtuix has also announced that the Omni will come to PAX Prime in Seattle on August 30 – September 2.  The Omni will be in Zone 2 (Level 6 Expo Floor).

The post Virtuix Omni VR Treadmill Now Available for Direct Pre-order, $50 Coupon Through August 13th appeared first on Road To Virtual Reality.

Gamecom 2013: Cyberith Virtualiser Interview and Demonstration [Video]

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One of the pleasant surprises we found whilst poking around the vast halls was finding a booth with the latest Cyberith Virtualiser prototype being demoed by Cyberith’s founder and inventor Tuncay Cakmak. He kindly agreed not only to demonstrate the Virtualiser but to talk to me about him, the team and how the device came to be.

Straight From The Workshop

Tuncay, beaming with infectious enthusiastic, was still buzzing from gallons of Red Bull and adrenalin that comes from barely making it to his booth at Gamescom, having just got ‘Prototype 2′ up and running hours before his brother was due to drive them all to Cologne for the show. Last minute coding on their proprietary software had to be done on the bus in-transit so it’s probably quite understandable why Tuncay seemed pleased to be there at all. To sweeten the situation, they’d landed a booth literally right next to Oculus’ – seemingly this was fate.

The Virtualiser was an imposing site, although not huge by any stretch. It had a design aesthetic reminiscent of a high-budget 80′s Sci-Fi movie but within it’s chassis lies technology that could shape the future of VR Gaming.

We’ll have more detailed write-up of what it’s like to use the Virtualiser from Road to VR writer Dominic Eskofier, who had tipped me off as to their attendance before I’d even reached the show (thanks Dominic!)

One thing that didn’t make it into the interview was Tuncay’s plea for feedback and ideas that might enhance the Cyberith Virtualiser as it stands. So please feel free to air your thoughts here in our comments section or head over to Cyberith’s website here to do so.

The post Gamecom 2013: Cyberith Virtualiser Interview and Demonstration [Video] appeared first on Road To Virtual Reality.


Virtuix Omni VR Treadmill Hands-on and Interview with CEO Jan Goetgeluk [video]

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Though we’ve been covering the Virtuix Omni since the beginning, I never got a chance to slip on the shoes and try it for myself. Last weekend I finally got that opportunity and also spoke with Virtuix CEO Jan Goetgeluk to get the latest on the omnidirectional VR treadmill.

virtuix omni virtual re treadmill

For those just joining us (welcome!), the Virtuix Omni is an omnidirectional VR treadmill—a passive unit with no moving parts that enables a player to walk, run, and jump in any direction. Virtuix raised money to produce the Omni with a spectacularly successful Kickstarter back in June that raised $1.1 million dollars; 739% of the $150,000 goal.

See All Virtuix Omni News

I met up with the Virtuix crew at Engadget Expand NY 2013 last weekend to finally try out the Omni for myself.

Currently, Virtuix is using a Kinect to do rudimentary leg tracking on the Omni. There’s no variable movement speed, no independent look/walk direction, and then there’s the sloppy tracking that Kinect is known for. The Kinect is soon to be discarded in favor of Virtuix’s own custom capacitive tracking solution, which the company says will fix all of the aforementioned Kinect woes. Developers will be able to see where your feet are, how fast they’re moving, and in what direction.

Assuming that’s all going to work, all I needed to know was whether or not the locomotion really worked… and I’m happy to report that it does.

It takes a few minutes of training to understand how to walk on the Omni, but once it clicks, you’re ready to start running around virtual worlds.

virtuix-omni-gif

I’m extremely excited for omnidirectional treadmills like the Omni. It’s one thing to sit in your chair with an HMD and have it look like you’re in a virtual space. It’s another thing to sprint full speed toward an enemy with virtual guns ablazing.

That’s actually the first thing I did as I tried the Omni. Pulse Rifle in hand, I sprinted right toward my first foe in Half-Life 2 (2005) and gunned him down; it was quite satisfying. Combining the emotional intensity of gaming with physical intensity will be huge for immersion (and exercise).

The Kinect tracking did make things feel goofy in the game due to its limited implementation; detecting small movements is not its forte. I’m withholding judgment on the tracking aspect until we see Virtuix’s proper capacitive foot tracking. For now I’m happy to know that the walking and running motions work.

And for those wondering, yes, it is a workout! In modern shooters today, players cover probably tens if not hundreds of miles on foot over the course of a campaign. With the Virtuix Omni, you’ll be walking each step with your character! Seriously though… Omni game developers will need to design carefully so that the player isn’t expected to have the endurance of a professional marathon runner.

The Omni is ripe with potential for the gamification of exercise and I’m looking forward to going on virtual hikes around the world from the comfort of my home.

“We Sell Omnis Every Day…”

Virtuix CEO Jan Goetgeluk, told me in our interview (above) that people are pre-ordering Omnis every day through Virtuix’s website (3:39). For a fairly expensive and niche product, that was quite surprising to me. But I’m glad to hear it, a strong developer community will be needed if the omnidirectional treadmill is going to secure its place as a staple of VR gaming.

As with many Kickstarter projects, Virtuix has experience some schedule slippage. Goetgeluk told me that while all minor Kickstarter rewards have been shipped (except the mini-Omni), the earliest shipments of the Omni itself have moved from January to March–April (1:51).

TraVR is a game currently in development by Virtuix which will run on the Oculus Rift alone or with the Oculus Rift and the Omni. Goetgeluk told me that the game is coming along well and actually thinks that “it will be among the top games made for the Rift in general,” sounds ambitious (2:04)! Goetgeluk also mentioned that they plan to bring some new demo videos showing the Omni in use with Battlefield 4 and/or Call of Duty: Ghosts… hopefully with the new capacitive tracking.

The post Virtuix Omni VR Treadmill Hands-on and Interview with CEO Jan Goetgeluk [video] appeared first on Road to Virtual Reality.

Virtuix Omni Heading to Shark Tank Investment Reality Show Next Friday

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virtuix-omni-gifVirtuix Omni, the forthcoming VR omnidirectional treadmill, will be making an appearance on ABC’s popular venture capital reality show, Shark Tank.

For those who haven’t seen the show, Shark Tank puts entrepreneurs in front of a panel of wealthy investors in the hopes that they’ll be able to make an on-the-spot investment deal.

In a surprise to us, the Virtuix Omni will make an appearance on the show next Friday, December 6th.

In a preview of the forthcoming episode shown at the end of last week’s episode, we see Virtuix CEO Jan Goetgeluk and what appears to be investor Robert Herjavec in the Omni donning the Oculus Rift and that ever-flattering harness:

virtuix omni shark tank vr treadmill 2

Virtuix appears to have been completely silent about their involvement with the show (likely due to an NDA) so we won’t know if they made a deal or not until the episode airs next Friday, December 6th at 9PM EST.

Last week I had a chance to meet up with Virtuix CEO Jan Goetgeluk and try out the Omni for myself.

What we can infer thus far is that the system shown above is the pre-production Omni prototype which is still using the Kinect for leg tracking. Virtuix says that their forthcoming capacitive tracking system will significantly increase tracking quality. One other thing is certain: assuming nothing goes terribly wrong, this is a great step for VR into mainstream consciousness.

Virtuix has thus far raised funding for Omni production through its highly successful Kickstarter, which raised $1.1 million, and is now offering pre-orders through its website.

Will the Sharks be able to see through the Kinect’s sloppy tracking? Do you think Virtuix walked away with an investment?

The post Virtuix Omni Heading to Shark Tank Investment Reality Show Next Friday appeared first on Road to Virtual Reality.

Virtuix Omni Cyber Monday Sale—Save $70 on the Omnidirectional VR Treadmill

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virtuix omni sale deal black friday cyber monday vr omnidirectional treadmill

Today is the last day to get in on the Virtuix Omni cyber weekend sale. Through 11:59PM PST tonight you can save $70 on a Virtuix Omni pre-order.

The Virtuix Omni is an omnidirectional VR treadmill—a passive unit with no moving parts that enables a player to walk, run, and jump in any direction. Virtuix raised money to produce the Omni with a spectacularly successful Kickstarter back in June that raised $1.1 million dollars; 739% of the $150,000 goal.

Virtuix has joining in the Black Friday / Cyber Monday craze and offered a $70 deal on a Virtux Omni pre-order which is now expected to ship in May 2014. The deal brings the price down to $429.

A few weeks ago I had the opportunity to try out the Virtux Omni for myself and catch up with CEO Jan Goetgeluk to hear the latest on this interesting product.

Virtuix’s “Cyber Weekend” deal is good until 11:59 PST tonight (December 2nd). Get it here!

See All Virtuix Omni News

See Also:

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Q&A: Virtuix CEO Shares Inside Details of the Shark Tank Experience After Omni Pitch

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Earlier this month, Virtuix Omni, the omnidirectional VR treadmill, was shown to a national (U.S.) audience when featured on the venture investment reality show Shark Tank. Virtuix CEO Jan Goetgeluk shares inside details about the experience with Road to VR.

After watching the Shark Tank segment featuring the Virtuix Omni, with a healthy realization that ‘reality TV’ is generally anything but, we had some questions for Virtuix CEO Jan Goetgeluk to get this thoughts on the outcome:

Road to VR: How did the Omni end up on Shark Tank?  When was the segment recorded?

Goetgeluk: I applied for SharkTank in the spring through a quick email submission and, a few months later, received an email stating that Virtuix had been selected to continue to the next round. However, that round required filling out lots of paperwork and preparing a short video. I re-evaluated our participation and decided not to apply, taking into consideration that we were a serious and visible company with an established community (through Kickstarter), and ultimately not the right fit for a reality TV show.

After letting the deadline expire without sending in the paperwork, I received a phone call from a producer who expressed deep disappointment that we had not applied and urged us to reconsider. At that point, I realized this was a good opportunity that should not be ignored. I filled out the paperwork and made a video in a matter of days, and submitted our application. We got approved and in September of this year we traveled to LA for the taping of the show.

Road to VR: Why was the Oculus Rift logo taped over?

Goetgeluk: Oculus had to sign a standard IP release form to allow the producers to show the logo on TV; unfortunately, Oculus was not able to get the paperwork signed in time.

Road to VR: Did you notice any major edits to what happened compared to what made it into the final cut?

Goetgeluk: We were in front of the sharks for 45 minutes and had a great and upbeat discussion about the Omni and virtual reality. Those 45 minutes were reduced to 6 minutes of reality TV.  My response after each shark’s “I’m out” was a confident “certainly, no problem”; however, that was replaced by some dramatic looks and close-ups, ha. I think SharkTank is a great television show and we had a great experience.

That said, I hope our following and the VR community understands that what you see on TV is not necessarily what happened in the Tank. I had great counter arguments to all the remarks the sharks made, and they even agreed to my arguments; however, that was left out of our segment for the sake of drama and emotion. No problem with that, I appreciate good TV, and that’s what we signed up for.

Road to VR: How did you feel about not landing a deal with the Sharks?

Goetgeluk: That was perfectly fine. We were never the right fit for this type of investors, and had no intentions to believe so. We went in, showed a great Omni demo, had a good discussion, and left. Mission accomplished. I believe our appearance brought VR one step closer to becoming a mainstream medium. The Rift came out nice, too.

Road to VR: What did you think about the Sharks’ reasons for not supporting the Omni?

Goetgeluk: Their reasons were flawed. The main argument was that gamers are lazy and don’t want to exercise. That is untrue. Many gamers do like to be healthy and in shape. We have many gamers come up to us at tradeshows to express how excited they are to finally be able to exercise and burn calories while gaming with the Omni.

One shark’s argument was that no one wants the Omni in their homes. Well, the Omni is smaller than a regular treadmill, and many people have treadmills in their homes. The Omni is also easy to disassemble and store away; you can take the top part off and put the Omni aside, just like exercise equipment.

Finally, the Guitar Hero and Rockband products took up a lot of space too, with those drum kits, however close to 40 million units have been sold worldwide. Space is not an issue for products that are fun, functional and aesthetically pleasing. Bottom line: the Omni is an incredibly fun and immersive experience that takes gaming to the next level, and you stay in shape while having fun. That is a great value proposition that appeals to a broad audience.

Road to VR: Did you see any new interest in the Omni from the publicity that came with being on the show?

Goetgeluk: Yes, our sales are booming, and our inboxes are flooding. Our daily pre-orders have quadrupled since the show. The marketing and publicity of our appearance has proven invaluable.

Road to VR: What’s the latest on Omni production? (have you tested the capacitive tracking prototype yet?)

Goetgeluk: Everything is on track and working well. We might have more to show at CES!

See All Virtuix Omni News

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Oculus Releases Best Practices Guide for VR Developers, Reduces Minimum Recommended Age to 7 Years

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Oculus VR Inc has released a draft Best Practices guide for VR developers that, in their words, seeks to maximize:  1) oculomotor comfort, 2) bodily comfort, and 3) a positive user experience. The document can be found on the Oculus VR web site. Among a list of recommendations for developers, it also reduces the minimum recommended age of using the Oculus Rift from 10 to 7.


My wife played the early Rift Coaster demo for around 15 seconds before ripping the Rift off her head and swearing the whole thing off. My 4 year old son seems unaffected by the dreaded “VR sickness.” Oculus appears to recognize that while no two people experience virtual reality the same, there are steps that can be taken to minimize (or even eliminate) negative feedback from the brain, resulting in a more positive and pleasurable VR experience.

Some of the major points in the document are well-known to the Road to VR crowd, and are reflected in the Rift roadmap (based on recent interviews). Oculus says that “code should run at a minimum 60fps,” and to “target 20ms or less motion-to-photon latency.” However, the document is full of advice that may seem obvious but needs reinforcement.

It’s imperative that head tracking work at all times, even in cut scenes and pause screens. It’s also important that the laws of “real life” are observed as closely as possible. “The camera should rotate and move in a manner consistent with head movements”, for example. Also, avoid rapid acceleration and deceleration as it “creates a mismatch between your visual and vestibular senses.” It’s unnatural to go from 0 to 60 miles per hour in 2.5 seconds and not feel the inertia of that experience; the discord between your eyes and your other senses can cause confusion.

The other items seem fairly common-sense once you understand the experience you’re trying to deliver. Don’t put scoreboard, HUD, and other dialogs too close or too far away; they should sit around 50cm from the user. If you attach a user’s view to a camera, don’t execute fast zooms or unexpected pans or tilts. Try to map the user’s view of the game world as closely as possible to the data coming from the Rift. If the brain detects a disconnect between action and reaction (either consciously or subconsciously), you’ve already lost and are creating disharmony.

While the document is still considered a draft, with a footer reading “Pending legal and medical expert review,” Oculus has reduced their minimum age recommendation from 10 years (according to the Oculus Rift DK1 manual) to 7 years. More Oculus Rift developer resources (including the SDK) can be found at the company’s developer portal: developer.oculusvr.com.

I’d highly recommend reading over the Best Practices document, even in you’re not a developer.  These are the key items that will likely appear in all of the high-quality VR experiences over the next few years. Oculus has done much of the heavy lifting for developers by creating this detailed document, though they seem to realize that 39 pages might be a bit dense—as such they’ve also included an Executive Summary of their findings and recommendations which developers will find useful and enthusiasts may find interesting:

Oculus VR Inc’s Executive Summary of Best Practice for Virtual Reality Development

Rendering

  • Use the Oculus VR distortion shaders. Approximating your own distortion solution, even when it “looks about right,” can still be discomforting for users.
  • Get the projection matrix exactly right. Any deviation from the optical flow that accompanies real world head movement creates oculomotor and bodily discomfort.
  • Maintain VR immersion from start to finish – don’t make a user look at static images fixed to the eyes through their Rift.
  • Avoid displaying completely different content to each eye. If you have rendering effects, make sure they resolve across both eyes and do not contain random differences, as the brain will not fuse the image properly.
  • Consider supersampling and anti-aliasing to remedy low apparent resolution, which is at its worst at the center of each eye.

Minimizing Latency

  • Your code should run at a minimum 60fps, v-synced and unbuffered. Lag and dropped frames are discomforting in VR.
  • Ideally, target 20ms or less motion-to-photon latency. Organise your code to minimize the time from sensor fusion (reading the Rift sensors) to rendering.
  • Use the SDK’s predictive tracking, making sure you feed in an accurate time parameter into the function call.

Optimization

  • Decrease render buffer resolution to save video memory and increase frame-rate.

Head-tracking and Viewpoint

  • Avoid features that upset the user’s sense of stability in their environment. Rotating or moving the horizon line or other large components of the user’s environment can be discomforting to the user.
  • The display should respond to head-tracking and viewpoint changes at all times, without exception. Even when the game is paused or displaying a cutscene, users should be able to look around.
  • The camera should rotate and move in a manner consistent with head movements; discrepancies are discomforting.

Accelerations

  • Acceleration creates a mismatch between your visual and vestibular senses; minimize the duration and frequency of such conflicts. Make accelerations as short (preferably instantaneous) and infrequent as you can.
  • Remember that “acceleration” does not just mean speeding up while going forward; it refers to any change in the motion of the user. Slowing down or stopping, turning while moving or standing still, and stepping or getting pushed sideways are all forms of acceleration.
  • Have accelerations initiated and controlled by the user whenever possible. Shaking, jerking, or bobbing the camera will be uncomfortable for the player.

Speed

  • Users are most comfortable moving through virtual environments at real-world speeds; a walking rate of 1.4 m/s is most comfortable.
  • Movement in one direction while looking in another direction can be disorienting. Minimize the necessity for the user to look away from the direction of travel, particularly when moving faster than a walking pace.

Cameras

  • Subjecting the user to any change in perspective can induce uncomfortable feelings of movement and acceleration. Even a seemingly trivial movement—such as shifting the camera slightly to center it over a gun’s sight when entering an aiming mode—can be disorienting and uncomfortable.
  • Zooming in or out with the camera can induce or exacerbate simulator sickness, particularly if it causes camera movement rates to differ from head movements.
  • For third-person content, be aware that camera accelerations and movements can induce nausea regardless of what your avatar is doing. Furthermore, users must always have the freedom to look around the environment, which can add new requirements to the design of your content.
  • Apply the Oculus head model to create an accurate and comfortable visual frame of reference.
  • Avoid using Euler angles whenever possible; quaternions are preferable. Try looking straight up and straight down to test your camera; it should always be stable and consistent with your head orientation.
  • Do not use “head bobbing”; it creates a series of small but uncomfortable vertical accelerations.

Managing and Testing Simulator Sickness

  • Test your content with a variety of un-biased users to ensure it is comfortable to a broader audience. As a developer, you are the worst test subject. Repeated exposure to and familiarity with the Rift and your content makes you much less susceptible to simulator sickness or content distaste than a new user.
  • People’s responses and tolerance to sickness vary, and visually induced motion sickness occurs more readily in virtual reality headsets than with computer or TV screens. Your audience will not “muscle through” an overly intense experience.
  • As part of your user-configurable options, offer the option for a “monoscopic display” mode that sets inter-camera distance to zero (i.e., presents the same image to both eyes). This can reduce simulator sickness and eyestrain for sensitive users.
  • Consider implementing mechanisms that allow users to adjust the intensity of the visual experience. This will be content-specific, but adjustments might include movement speed, the size of accelerations, or the breadth of the displayed FOV. Any such settings should default to the lowest-intensity experience.
  • For all user-adjustable settings related to simulator sickness management, users may want to change them on-the-fly (for example, as they become accustomed to VR or become fatigued). Whenever possible, allow users to change these settings in-game without restarting.

In-game Impacts and Collisions

  • Do not move the camera without the user’s control (even brief shaking or jerking) during impacts and collisions. It represents unexpected, uncontrolled changes to acceleration, orientation or rotation, which creates discomfort.
  • Consider settings for user-adjustable camera behavior; lower settings would not allow impacts and collisions to affect the camera, whereas higher settings would.

Degree of Stereoscopic Depth (“3D-ness”)

  • For individualized realism and a correctly scaled world, set left and right eye camera separation to the IPD from the user’s profile. Note that realism has its downside: Beyond a fairly close range, you will perceive little stereoscopic 3D. Resist the temptation to increase the inter-camera distance to enhance the stereoscopic depth effect.
  • Avoid placing static visual elements that persist in the user’s view (such as a HUD) closer than 50 cm from the user in the virtual world. Converging the eyes on such close objects can cause eye strain and even make clearly rendered objects appear blurry. Users might still choose to position themselves closer to environmental objects, but you should avoid forcing them into such situations when possible.

User Interface

  • UIs should be a 3D part of the virtual world and ideally sit at least 50 cm away from the viewer—even if it’s simply drawn onto a floating flat polygon, cylinder or sphere that floats in front of the user.
  • Don’t require the user to swivel their eyes in their sockets to see the UI. Your UI should fit entirely inside the middle 1/3rd of the screen; otherwise, they should be able to examine it with head movements.
  • Use caution for UI elements that move or scale with head movements (e.g., a long menu that scrolls or moves as you move your head to read it). Ensure they respond accurately to the user’s movements and are easily readable without creating distracting motion or discomfort.
  • Consider having your interface elements as intuitive and immersive parts of the 3D world; for example, ammo count might be visible on the user’s weapon rather than in a floating HUD.
  • Draw any crosshair, reticle, or cursor at the same depth as the object it is targeting; otherwise, it can appear as a blurry and/or doubled image when it is not at the plane of depth on which the eyes are focused.
  • In general, avoid requiring the user’s eyes to make rapid and frequent adjustments in distance, such as switching focus between a distant object and nearby HUD element.

Controlling the Avatar

  • User input devices can’t be seen while wearing the Rift. Allow the use of familiar controllers as the default input method. If a keyboard is absolutely required, keep in mind that users will have to rely on tactile feedback (or trying keys) to find controls.
  • Consider using head orientation itself as a direct control or as a way of introducing context sensitivity into your control scheme.

Sound

  • When designing audio, keep in mind that the output source follows the user’s head movements when they wear headphones, but not when they use speakers. Allow users to choose their output device in game settings, and make sure in-game sounds appear to emanate from the correct locations by accounting for head position relative to the output device.

Content

  • Give the user a body. Looking down and having no body is disconcerting, whereas anything from a vague, ghostlike presence to a full character avatar can do a lot to ground the user in the virtual environment.
  • Consider the size and texture of your artwork as you would with any system where visual resolution is an issue (e.g. avoid very thin objects).
  • Unexpected vertical accelerations outside the user’s real world movements, like walking over uneven or undulating terrain, can create discomfort. Consider flattening your walking surfaces or steadying the user’s viewpoint when traversing such terrain.
  • Be aware that your user has an unprecedented level of immersion, and frightening or shocking content can have a profound effect on users (particularly sensitive ones) in a way past media could not. Make sure players receive warning of such content so they can decide whether or not they will be able to handle it.
  • In VR, simply looking at interesting shapes and textures can be a fascinating experience. Content that is simply window-dressing when played on a monitor can itself be a major focus of VR.
  • Don’t rely entirely on the stereoscopic 3D effect to provide depth to your content; lighting, texture, parallax (the way objects appear to move in relation to each other when the user moves), and other visual features are equally (if not more) important to conveying depth and space to the user.
  • Design environments and interactions to minimize the need for strafing, back-stepping, or spinning.
  • Steady, forward movement is the most comfortable for users in a virtual environment.
  • People will typically move their heads/bodies if they have to shift their gaze to a point farther than 15-20° of visual angle away from where they are currently looking. Avoid forcing the user to make such large shifts to prevent muscle fatigue and strain.
  • Don’t forget that the user is likely to look in any direction at any time; make sure they will not see anything that breaks their sense of immersion (such as technical cheats in rendering the environment).

Health and Safety

  • Carefully read and implement the warnings that accompany the Rift (Appendix L) to ensure the health and safety of both you, the developer, and your users.

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Infinadeck is a 1000 Pound Omnidirectional Treadmill Designed and Built By One Man

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Infinadeck is a new entrant into the omnidirectional treadmill space for VR use. The device allows a user to walk completely naturally in any direction. Unlike other VR treadmills that have sprung up recently, the Infinadeck is an active, rather than passive, solution to the problem of VR locomotion.

Bats? Omnidirectional Treadmills? It’s All Just Engineering.

Having seen what, to my eyes, appeared to be a very complex piece of machinery, I would have never thought that the Infinadeck treadmill was designed and built by one guy—in his spare time. George Burger, the inventor of Infinadeck, is the also Director of New Product Development for Louisville Slugger, the baseball bat brand. He designs the machines that make the bats.

When I asked him, quite amazed, how he managed to build this monstrous device on his own, he stared at me puzzled, like I’d just asked him how he managed to tie his shoelaces. From the looks of the individual belts running along a tank-tread-like conveyor, I had assumed that each belt was powered by an individual motor. Burger went on to explain that the Infinadeck omnidirectional treadmill is powered by just two motors—so much for my engineering intuition.

In reality, the device consists of just one belt that is looped in such a way that it comes out straight on top, giving the appearance of many belts that run perpendicular to the direction of the conveyor. Using one belt instead of many has two huge benefits. First, the belt can be powered by one motor instead of multiple, hugely cutting cost. Second, a single belt provides a constant speed across the entire system, with no need to sync motor RPM—very important for safely walking on this massive machine. By combining the motion of these perpendicular systems with the vector of the user’s direction, Infinadeck lets you walk in any direction using a single platform.

Walking on Infinadeck and Challenges With Active Omnidirectional Treadmills

infinadeck omnidirectionl vr treadmill

I got to walk on the Infinadeck at the SVVR Conference & Expo last week. For now, it lacks the ability to detect a user’s direction and speed. Instead, Burger manually controlled those values using two makeshift dials. Using my arms I indicated to him which direction I wanted to turn, and he adjusted the vector slowly as I rotated.

When I wasn’t rotating, it worked very well. No matter what direction I was facing, walking was natural and seamless. Manual rotation in symphony with Burger was a bit precarious, a few times I nearly lost balance (I can’t imagine it being too fun to fall onto this beast). At the conference there wasn’t any safety ring around the user, but this is apparently in the works. A safety rig to prevent the user from falling will definitely be necessary for virtual reality use.

Other VR treadmills like the Virtuix Omni and Cyberith have taken a passive approach to omnidirectional motion. They use low-friction surfaces to facilitate locomotion rather than moving parts. The passive approaches reduce size, cost, and complexity, but may not be as natural as walking on a moving surface.

The usefulness of Infinadeck will come down to how well the user’s direction and speed can be detected and compensated for. If it’s off by just a bit, losing balance becomes a very real possibility. Not being able to see your legs in a virtual reality environment (occluded by a VR headset) would make this even more difficult.

Momentum could be another problem for the prototype. Due to its heft, there’s no way I could see the prototype working for a jogging pace followed by a quick stop; the parts likely wouldn’t be able to stop fast enough to keep the user from losing balance. However, Burger says that he built Infinadeck with scalability in both size and manufacturing in mind. A production model, he said, could be much lighter, and perhaps more responsive. Noise was also a problem that Burger said would be improved in a production model which would use plastic gears instead of chain sprockets.

Assuming the parts can stop fast enough, sensing user speed and direction will be vital. A solution as laggy and jumpy as the Kinect could never work. Infinadeck will need something with a lighting fast sampling rate and incredible accuracy if they want to preserve completely natural walking motion.

That’s not to say that Infinadeck wouldn’t be great for some games in its current form. So long as users don’t expect to be running at full sprint in their favorite FPS, Infinadeck could provide the perfect platform for virtual tourism, and slower experiences like the excellent Dear Esther (2012) which has the player walk through a beautiful environment with a guided narrative—no running needed.

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News Bits: Loading Human Kickstarter Passes Goal, Announces Omni Support with 3 Days Left

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The darling of virtual reality enthusiasts right now, Untold Games’ Loading Human, is a first person adventure which is attempting to pave the way for compelling human interaction within virtual spaces. Its ambition we spoke about recently, as well as the game’s recent very attractive transition to Unreal Engine 4.

The Kickstarter campaign for the new title actually passed its $30k goal a couple of weeks back, but the team have just announced that, in addition to Oculus Rift, Sixense STEM and Razer Hydra support, backers of the game can also look forward to Virtuix Omni support too. It’s an enviable line up of supported hardware for sure, although I do worry that such a small team might struggle to find time to implement them all with the finesse demonstrated by their current user interfaces. We should find out for sure February 2015 when the early access backer tiers gain access to the game.

Focus on Storytelling

One of the problems with creating a setting for Loading Human is forming a believable universe in which to immerse the player. Countless games have hashed and re-hashed various Sci-Fi tropes over decades of gaming leaving a tough task for those wishing to be truly original in the space.

The Loading Human team are acutely aware of this and released a video to explain their approach to the storytelling challenge.

It’s a UNICs System!

As mentioned, Loading Human is positioning itself as somewhat of a game changer for virtual reality gaming. As we all know, human interaction with these virtual game worlds will be the key to user enjoyment. No matter how good your VR Headset might be at achieving a sense of presence, you still have to get things done in VR and a frustrating interface could be immersion breaking in the extreme.

To this end, Untold Games have released a short video describing their methodology behind their implementation of an ‘invisible’ interface. Using cues provided by the animation applied to your in-game hands, objects held and what you can do with them should be seamlessly and invisibly (i.e. no text required) communicated to the player. UNICS (Untold Natural Interaction & Communication System) is the cheeky monicker they’ve assigned this system, take a look at it in action.

We’ll keep you up to date  on Loading Human’s progress and don’t forget, you still have 3 days left to back the project here.

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SVVR and Road to VR Host the U.S. Virtualizer Debut August 19th in Mountain View California

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The Cyberith Virtualizer Comes to the US for the First Time for Live Demonstrations

Virtualizer1

Silicon Valley Virtual Reality and Road to VR today announced a special event featuring the debut of the Virtualizer and accompanying technology from the virtual reality ecosystem. The Virtualizer has achieved its goal on Kickstarter with over 25 days remaining in the campaign. Based on its third generation design, the Virtualizer is the first to offer 360 degree tangle-free rotation and a vertical free-motion ring for full freedom of movement in VR. Representatives from Cyberith, SVVR, and Road to VR will be onhand along with partners and friends.

For more information and to join the free event register online.

About Cyberith

Cyberith is an Austrian startup company founded by Tuncay Cakmak and Holger Hager, specializing in affordable virtual reality hardware solutions for private and professional applications. The Virtualizer is now on Kickstarter.

About SVVR

SVVR (Silicon Valley Virtual Reality) is a fast-growing group of developers, entrepreneurs, hackers, and artists, with an infectious enthusiasm for exploring the possibilities, opportunities, and impact of consumer Virtual Reality.

About Road to VR

Started in 2011, Road to VR is a respected name in the virtual reality community and is the #1 independent site dedicated to VR news.

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The ‘Birdly’ Experience: Earning My Wings in Virtual Reality

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“The air up there in the clouds is very pure and fine, bracing and delicious. And why shouldn’t it be? —it is the same the angels breathe.”
– Mark Twain, Roughing It, Chapter XXII, 1886

In my mind, I’m a free bird (no relation to Lynyrd Skynyrd), soaring over San Francisco’s Coit Tower, the wind blowing in my face, not a care in the world. In reality, my meat body is half a mile away at Swissnex, perched atop Birdly at the Swissnex grand opening a few weeks ago.

Max Rheiner, Zurich University of the Arts

Max Rheiner, Zurich University of the Arts

Birdly is a multisensory virtual reality experience, crafted by Max Rheiner and his team at the Zurich University of the Arts. The player lays atop a custom table that supports their chest, hips, legs, and arms. It’s not exactly comfortable, but it’s not uncomfortable, either, and is acceptable for the duration of the experience. The player’s head is is left free in order to accommodate the Rift. Arms are placed across boards which act as wings and slotted underneath a bracket that allows the player to pull up on the wing; the start button is also positioned on the bracket.

14849335053_cc9c4dbaec_bLike many VR experiences, birdly is one of those things that’s more easily seen than described. For the first time since I’ve been writing about VR, I was initially self-conscious about how I must look to the collection of strangers in the room, sprawled on this contraption. That concern dissipated after about 10 seconds once my mind starting soaking in the experience.

The simulation runs atop the Unity engine, with the birdly rig itself appearing as a USB device dropped into the game. PLW Modelworks was kind enough to lend the team a model of downtown San Francisco so participants could soar over familiar territory.

It took a little time, safely hundreds of feet above San Francisco, to become accustom to my new body. The control scheme is intuitive, and even people without flight experience should quickly pick up on how to operate the surfaces. Want to go up? Rotate your wrists backwards to create lift. Want to bank to the left? Lower your left arm and raise your right. Flap your arms to gain speed. Beside feeling the table pitch and roll and tip in response to what’s happening in VR, the design team created a multisensory experience with the inclusion of a fan, which speeds up the faster you go, and an olfactory module (Flying over forest? It should smell like trees!), though unfortunately the latter wasn’t in operation the time.

Brian smiles after a crash landing

Brian smiles after a crash landing

Once I was comfortable in my new body, I did a nose-dive towards the buildings below, feeling the wind pick up in my face, soaring down streets with buildings to my left and right. Turning corners was a breeze. Later, I flapped my arms to gain altitude, and practiced steep turns near Coit Tower. Sensing my time in the simulation was almost over, I attempted to land, despite being informed that landing hasn’t been built-in to the game yet. I crashed, of course, and my view faded to black.

Birdly team member Fabian Troxler shares more:

It’s always exciting to see people pushing the limits of what VR means, whether it be with fashion, real estate, health, ingenious control experiments like Birdly, or hundreds of other examples. VR offers the immersive environment for creative developers to craft wonderful experiences. Our thanks to the Birdly team and Swissnex for inviting us to check out the system.

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About Swissnex (from their web site): Swissnex San Francisco is a platform for the exchange of knowledge and ideas in science, education, art, and innovation. Through our public events and study tours, we highlight the best of Swiss and North American ingenuity and create opportunities for networking among our diverse group of professional contacts in the San Francisco Bay Area, Silicon Valley, and beyond. We offer workspace in the heart of downtown San Francisco and the resources to help international guests, start-ups, university outposts, entrepreneurs-in-residence, and other visitors succeed.

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Cyberith Virtualizer makes US debut

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Cyberith disassembledOn August 19, the Cyberith team debuted their Virtualizer virtual reality device for the first time in the United States at an event sponsored by Silicon Valley VR and Road to VR, with LinkedIn graciously providing meeting space in Mountain View, CA. Cyberith is nearing the end of their successful Kickstarter campaign (which we’ve written about previously), having raised $306,000 of their original $250,000 goal with five days still to go.

In this presentation, founder Tuncay Cakmak provides insights into the origins of the Virtualizer, and demonstrates its use while wearing a PrioVR tracking suit.

A technical issue prevented a complete demonstration with locomotion, but attendees were able to put the Virtualizer through its physical paces.

For more information on the Virtualizer, please visit their Kickstarter page or web site at cyberith.com.

Many thanks, also, to our friends Sixense, Trinity VR, and Tactical Haptics, who provided demonstrations of their next-generation virtual reality controllers at the event.

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Cyberith Virtualizer Targets Mobile VR With New Bluetooth Feature

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Cyberith, fresh from their extremely successful Kickstarter campaign, are clearly not resting on their laurels. They’ve announced that with their newest addition to their VR locomotion device the Virtualiser, they can offer compatibility with the new generation of mobile VR headsets such as Samsung’s Gear VR.

Untethered, Decoupled VR Locomotion

Wires, they suck! If there’s a VR enthusiast out there who doesn’t harbour a deep hatred for the immersion sapping power of a tangled cable, I’ve yet to meet them. It’s one of the most powerful promises the advent of mobile VR brings, freedom from the regime of cabling.

With this in mind, Cyberith have released information and a short video demonstrating their latest feature, wireless untethered connectivity. The idea being that owners of a mobile VR headset, such as the Samsung Note 4 powered Gear VR, can pair their phone with the Virtualiser and wander, wires-free through virtual worlds with the treadmill streaming motion control information to the headset.

See Also: Cyberith Virtualiser Makes US Debut at SVVR

The video also demonstrates one of the innate benefits of using an omnidirectional treadmill for movement input. Walking in one direction whilst looking in another is something we all take for granted but an element traditional games stubbornly eschew, mainly due to fundamental limitations of traditional controllers. Games such as ARMA have provided the ability to de-couple where you look with the direction that you walk. Treadmills like the Cyberith Virtualiser coupled with the naturalistic ability to look where you want wearing the wireless headset of your choice is a combination that has the potential to be incredibly immersive.

Cyberith recently celebrated the successful conclusion of their Virtualiser Kickstarter campaign, which raised over $360k of their original $350k target. Early backers of the Kickstarter are expecting to receive their treadmills around March 2015.

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Virtuix Closes $2.7M Investment, Finalised Omni Design to be Revealed at CES 2015

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Video thumbnail for youtube video Here's Your Chance to Win a Virtuix Omni VR Treadmill - Road To Virtual RealityVirtuix has just announced that it has secured $2.7M of investment as the commercial launch of its omni-directional treadmill, the Omni approaches.

Time was at Road to VR that every other week we’d have a story on the Virtuix Omni, the omnidirectional treadmill that promises to capture your physical actions and use them to control VR applications and games. But the company has had its metaphorical head down as it finalises designs and prepares itself both for shipping units to Kickstarter backers but also release the product commercially.

virtuix omni mark cuban shark tank investment funding ventureYou could argue that the Virtuix team at one point were near Omnipresent (sorry!) at trade shows and VR meetups after their hugely successful Kickstarter campaign netted over $1.1M back in February 2013. In the time since the Kickstarter closed, the company has been at the forefront of the media as one of the earliest examples that the VR revolution was inbound. Virtuix Founder and CEO Jan Goetgeluk even appeared on national US TV when he pitched the Omni on the reality show Shark Tank.

Now, the company has announced that it has secured $2.7M of funding to help push the Virtuix Omni forward into the commercial realm. “Virtuix’s mission is to take virtual reality beyond the chair,” said Virtuix CEO Jan Goetgeluk. “The Omni transforms VR into an active experience. These funds ensure that we can accelerate development of that mission beyond our upcoming commercial launch.” The company has already received $3M of seed investment, which it secured

To date, the Omni has sold 3,500 units and expects to reveal the finalised product ahead of their Q1 2015 retail push at CES in January. Road to VR will be on the ground at CES next year to see it for ourselves.

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