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What it Feels Like to Roll Through a Virtual World in the Virtusphere

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The 10ft Virtusphere sits in place as VR developers hack the night away.

The 10ft Virtusphere sits in place as VR developers hack the night away.

During a recent virtual reality hackathon at OCVR, I was able to try out a crazy contraption called the Virtusphere—essentially a giant acrylic human hamster ball that lets the user feel like they are walking through a virtual world. It was an intense and exciting experience that I will never forget.

When it comes to virtual reality, the whole idea is to initiate the feeling of Presence, the feeling of actually stepping deep inside a virtual world. When mismatches happen between what your brain expects and what it actually feels the feeling of Presense can be broken. This leaves behind a sense of disappointment along with being disassociated from the VR landscape.

In order to combat the fact that your body is somewhere different (the real world) than what your eyes are seeing (the virtual world), several companies have been working to create locomotion devices that allow freedom of movement within virtual worlds. Examples include the multi-directional treadmill known as the Virtuix Omni, as well as this huge plastic ball called the Virtusphere.

See also: Virtuix Closes $2.7M Investment, Finalized Omni Design to be Revealed at CES 2015

The Virtusphere is nothing new. It’s been around for years and several online news publications like Vice, CNN, Engadget, Popular Science, and Wired have all picked it up before. However, with the recent advancements of virtual reality and the sudden release of the Oculus Rift development kits, interests in this hamster ball-like system has fired up once again.

But why did it show up in Orange County during an unassuming weekend? Why here, and why now?

The answers to these questions can be understood by first looking at the growing movement of VR in Southern California. Around the same time that Facebook acquired Oculus, virtual reality meetups were starting to form in the area. At first, VRLA popped up and began aggregating consumer interest by setting up exciting events bringing in the general public and introducing them to VR for the very first time. Then shortly after the initial VRLA meetup, a second organization sprung up looking to gather up the virtual reality developers and inspiring them towards creating new ideas with virtual reality experiences as a base.

That developer focused meetup calls themselves OCVR, which was started by a handful of guys including Dylan Watkins, Michel Haddad, Matt Kinney, Kendrick Parks, and a few others. Interestingly enough a couple of those co-founders were running a food truck called Burger Monster at the same time and were attracting hungry developers with promises of fantastic food as well as high-tech prizes. Soon dozens upon dozens of developers were streaming through the door looking to find like minded individuals to team up with.

When asked what OCVR is about, Dylan Watkins described it as “a nexus place for local developers to give them the tools that they need, to give them the equipment, to give them the training, to give them the knowledge, and allow them to make whatever experiences they want.” This would include giving developers access to high speed internet, a place to hack for hours on end, computers if needed, a variety of VR technologies, and of course plenty of nourishment.

Dylan Watkins tries out the Virtusphere for the very first time

Dylan Watkins tries out the Virtusphere for the very first time

At the group’s 5th hackathon, which happened to be OCVR’s biggest one yet, approximately 30+ developers showed up to an incubator space, called the Eureka Building throughout the weekend, ready to start coding away. One of the guys who heard about the event beforehand, Michael Douglas, was interested in bringing something that developers like himself could use. That device was the 10ft spherical human hamster wheel called the Virtusphere.

Originally, there were concerns that it might be too much of an effort to get up and running, but Michael Douglas and the OCVR guys stood up the challenge and got it in the door. Granted, it took two whole days to finally get it going, but the outcome was worth the time.

Once the plastic pieces were fit together and the ball was positioned on the rolling wheels which held the sphere in place, people at the hackathon could get inside and test it out. There was even one guy who slept in it one night around 3am. Not sure how his back was after that, but the story will remain as a legend in the VR hackathon world.

The first person to try out the working Virtusphere was obviously Dylan Watkins who eagerly led the way, bravely stepping into uncharted virtual reality territory. Only Michael Douglas had used it before that, so he made the necessary precautions to keep people safe while they were inside.

After a couple of others took their turn, I climbed in ready to give it a go.

The first step was getting inside. That took a little bit of effort in that the whole Virtusphere had to be rotated allowing for one particular entranceway to be positioned just right. The opening was barely enough to get into and felt like journeying through a tight crawlspace which led to the inside of the sphere.

Once I stood up, it was like looking through a force field that kept me safe from the outer world. I could see everyone outside working diligently on their VR programs beyond the plastic grid surface. The pattern was mesmerizing; the whole thing was made up of tiny triangles that would join to form larger hexagons which in turn made even larger shapes. Metal circles screwed in strategic places held each segment together to form an entire sphere. I could extend my arms all the way out and there was plenty of room to move around. From there the speed would pick up as the large plastic ball began to rotate on its wheels.

Another journalist named Ian Hamilton showed up and captured a short video showing what it is like to be inside while others joyfully watched from the outside.

Being that I am known for pushing the boundaries in every which way, I had the urge to run as fast as I could while blindly wearing an Oculus DK1 on my face. Sure, I could see a virtual world in front of me, but my feet felt out of place as I was sprinting up against a curved surface instead of feeling flat ground in front of me.

Eventually I hit the ground bringing my hands falling to the plastic floor as my world turned upside down. Luckily Michael Douglas was there to slow the Virtusphere down to a steady pace, allowing me to catch my breath.

My perspective looking out from within the Virtusphere as Micheal Douglas provides a helping hand

My perspective looking out from within the Virtusphere as Micheal Douglas provides a helping hand

After hitting the ground moving quite fast, I can see how easy it would be to get injured with something like this. It was clear to why Douglas insisted on people wearing shoes while inside.

Still, the experience was out of this world. The demo that was loaded up was the Tuscany VR experience and it felt like I was floating in a sphere as it moved through the virtual landscape. The IR sensor system below my feet tracked the movements of my body and the information was passed wirelessly to a computer outside the Virtusphere. The backpack that I wore sent additional data to that computer as well, and it powered the DK1 headset as I ran from place to place.

It felt like being in a bubble gliding through a virtual realm in that my feet never hit the computer simulated ground. At times, there was a sense of being blocked from the environment because my body could sense that there was something in the way of me. Yet, at the same time it was like the Virtusphere itself was transported into that artificial world, making its presence known through contact with the shoes that I wore below. I could tell that there was an invisible layer that lay between me and the virtual environment.

As my Virtusphere ‘vehicle’ moved through the simulation, my sense of direction would occasionally shift suddenly due to my brain attempting to sync up the circular physical surroundings to the flat computer generated imagery at the edges of my toes. This made it difficult to transverse about as it was like trying to walk on a boat while waves rocked the deck. It was similar to what people call ‘sea legs’, and took a few jostling moments to get used to it, but eventually I figured out how to move around comfortably.

Regardless of the experience, a challenge facing the Virtusphere is its unsuitability for the home. It’s just too big to be practical for in-home use. However, with the spread of VR, it could find itself a comfortable addition to arcades, amusement parks, conferences, and even VR hackathons.

What comes next for this specific Virtusphere will be experimentation with Samsung mobile Gear VR headset, which the OCVR co-founders eagerly told me that they are going to try right away. Once they get it rolling, I will surely strap on some padded gloves and knee protectors, and see just how far I can go.

Picture taken by Michael Douglas as I venture into a virtual world

Picture taken by Michael Douglas as I venture into a virtual world

The post What it Feels Like to Roll Through a Virtual World in the Virtusphere appeared first on Road to Virtual Reality.


Virtuix Demonstrates Self-adjustment Capabilities of Omni VR Treadmill (video)

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virtuix omni vr treadmill heigh adjustment ces 2015 (2)

From the get-go, the Virtuix Omni VR treadmill was designed to be both adjustable and collapsible, allowing it to work for users of different heights and be stowed away out of sight. For the first time at CES 2015, Virtuix showed off the production version of the Omni and how easy it is for a single user to get up and running.

See Also: Virtuix CEO Talks Production-ready Omni, Shipping Expected in March (video)

We’ve been following the Virtuix Omni since its highly successful Kickstarter raised more than seven times its goal back in July, 2013. Since then we’d seen the prototype on numerous occasions. The prototype, however, was set to a single height, so we were never able to see the height-adjustment function for ourselves. At CES 2015, the company revealed their production unit and showed us how easy it is to step into the VR treadmill and get ready to run.

virtuix omni vr treadmill heigh adjustment ces 2015 (1)Starting by connecting the foot tracking pods to the shoes, users step into the Omni, close the ring opening, and fit the harness with a single waist buckle and two straps around the legs. With your feet, you can easily unhook two levers that lock the Omni’s waist ring into place. From there, some sturdy metal handles on the ring allow you to raise or lower the apparatus. Once you’re happy, line up the holes and press the foot levers to lock it into place. The height settings are numbered, making it easy to remember which one suits you best.

I got to test the production Omni for myself at CES 2015; being able to select a suitable height made for a more comfortable experience than when I’d tried the fixed-height prototype in the past. The new harness is also more padded and comfortable. A full hands-on article from my time sprinting around in VR with the Virtuix Omni is coming soon.

The post Virtuix Demonstrates Self-adjustment Capabilities of Omni VR Treadmill (video) appeared first on Road to Virtual Reality.

Preview: Virtuix Omni VR Treadmill Production Model (video)

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virtuix omni hands on production model ces 2015 (2)

I’ve been fortunate to try the Virtuix Omni VR treadmill several times over the course of its development. At every point though, I was testing some variation of the original prototype seen in the company’s highly successful Kickstarter campaign. That is until now—at CES 2015, Virtuix revealed the production version of the Omni, and I got to take it for a stroll (and sprint).


Listen to this story (experimental): 


The concept of the omnidirectional treadmill (let’s call it a VR treadmill for short) has been around for a long time. Most prototypes of such devices were huge, heavy, expensive, and complicated. However, with the recent push toward consumer virtual reality, demand rose for affordable and practical in-home VR treadmills. So devices like the Virtuix Omni, Cyberith Virtualizer, and the Wizdish floated to the top. All three devices make use of a passive walking component which serves to make them cheaper, more reliable, and more practically sized than their active brethren.

At CES 2015, Virtuix revealed the production-ready version of the Omni treadmill. Upgrades from the prior prototype include a safety ring with adjustable height, a more comfortable and ergonomic harness, and IMU-based tracking pods which affix to the user’s shoes (previously the Omni employed capacitive tracking)—and the VR treadmill is now more easily collapsible for stowing away.

virtuix omni hands on production model ces 2015 (1)

The adjustable height of the Omni is probably the biggest improvement over the prototype. Fitting the device properly makes it much more comfortable to use and in my testing felt like it resulted in a more natural gait. Virtuix designed the adjustment abilities of the device smartly so that you can do everything from within the VR treadmill itself. After stepping in and buckling up the harness, you can use your feet to unhook the locks that hold the safety ring in place. With the handles on the sides, you can raise or lower the spring-balanced ring to match your height.

See Also: Virtuix Demonstrates Self-adjustment Capabilities of Omni VR Treadmill (video)

Virtuix says that the Omni’s curved surface was designed to simulate a natural stride. I’m not well read in the field of gait analysis by any stretch of the imagination, but in my experience with the production Omni, forward movement feels like a very good analogue to the real deal. Walking and running forward feel very natural, especially once you’ve got the Omni adjusted to the proper height. There’s a bit of a learning curve as you first understand how to ‘run into’ the ring around your waist, but after a few minutes of  walking, I would think that most would be ready to don a VR headset and take a virtual stroll

virtuix omni vr treadmill heigh adjustment ces 2015 (1)Turning in the Omni works, but it doesn’t feel terribly natural, at least not while running. Broad turns are fine, but cutting sharp corners or quickly turning 180 degrees can be an awkward affair. It’s not that it can’t be done well enough, it just won’t feel like you’re used to in the real world. Turning sharply while running ends up feeling like you’re on rollerblades more than shoes, but thanks to the safety ring, you can just kind of deal with it.

At CES 2015, after I got hooked into the Omni, I donned the Oculus Rift DK2 headset (which had a suspended cable so I didn’t get wrapped up) and was handed a Bluetooth gun. The gun functioned as a simple controller for shooting and reloading, but aiming is still done with your head. It’s expected that down the road there will be experiences that allow independent head movement and weapon aiming (something I’m really looking forward to), but at this point, it’s a BYOMC (bring your own motion controller {and supported game}) deal.

The experience I played using the Omni was a first-party demo title which had me sprinting around and speed shooting targets as I moved from one room to the next. The goal was to hit all the targets and complete the course as fast as possible. One of the things that most excites me about VR treadmills like the Omni is the ability to bring physicality to gaming. By the end of my first run, I was compelled to try again to beat my time. Not only did I pull it off, but I had a lot of fun working up a good sweat.

virtual reality at ces 2015 whirlwind tourThe speed shooting demo does a decent job of designing for the Omni’s strengths, with long rooms to sprint through and little need to turn completely around on a dime. At first I would run into a room and stop in place to shoot targets, but as I got the hang of it, I begun to run-and-gun, which was really fun when pulled off successfully—after using the Omni people may finally realize the absurdity of an FPS character running at 20 MPH while pulling off headshots with a sniper rifle!

The newly IMU-based foot tracking (achieved with wireless sensor pods that clip onto the Omni’s special shoes) made the virtual walking feel more responsive than at any point in the Omni’s past. At CES the company was demonstrating analogue speed for the first time (the faster you run in real life, the faster you move virtually), which really motivated me to get my move on when I was trying to beat my previous record. The delay between moving in real life and in the game felt ok, but stopping was a more sluggish affair. Occasionally I would overshoot a target that popped up right as I was about to pass. Currently, with no ability to walk backward, that meant I had to turn completely around, walk a few steps, then turn around again to reface the target.

When I brought up that delay between stopping in real life and stopping in the game, Virtuix CEO Jan Goetgeluk pointed out the meaty antennas the company had installed in an effort to best pick up the signal from the IMU pods (indeed, CES is a nightmare scenario for wireless technologies). Interference may have contributed to the delay I felt, so I’m reserving judgement there until I have a chance to test in a more controlled scenario.

Backward walking functionality should come in time, and I can only imagine that Virtuix will continue tweaking the foot tracking software.

Jumping was also not something I tried as the speed shooting demo didn’t have any gaps to leap across, though I am very curious to find out how well it will work.

Undoubtedly, the Omni is going to work best with games that are custom made for it. The speed shooting demo I tried was definitely fun on the surface, but it’ll be interesting to see if developers can dream up games that offer depth and genuine replayability for more than just exercise—though something as simple as a version of Temple Run, where you really have to run (and jump!), would probably be a blast on the Omni.

Virtuix currently offers the Omni for pre-order for $499, but says the price is due to go up to go up. “The final Omni design is meant to be stunning and impressive. The final production cost, however, has increased compared to our initial estimates. As a result, we will increase our selling price on February 1, 2015, to $699,” the company shared in a recent update to their Kickstarter campaign. They expect to ship the first Omni units this quarter.

The post Preview: Virtuix Omni VR Treadmill Production Model (video) appeared first on Road to Virtual Reality.

I Went Mountain Biking*

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Not like taking a few jumps on a raked path in the woods behind my house like I used to do as a kid—I mean really mountain biking, the kind of thing you’d see on a GoPro commercial. The kind of thing that would almost certainly result in my death if I tried it without practice. Thanks to a motion bike and a VR headset, I got to taste the thrill without the risk. But can I really say “I went mountain biking”?

First, let’s talk about the setup. I was riding Activetainment’s B\01 bike which actuates forward and backward based on incline and has pedals, gears, and software-controlled resistance, meaning it can make it hard to pedal as I’m going uphill and easy when going downhill, you know… like a real bike. You can also lean left and right into turns… as you would on a real bike. The company teamed up with MTB Freeride, an in-development mountain biking game that’s actually rather gorgeous and aims for realistic riding physics.

The other component was the Oculus Rift DK2 VR headset, which MTB Freeride supports natively. I tried the monitor-based version of the system to first get a feel for the bike and controls. Naturally, the screened experience didn’t hold a candle to the world within the DK2.

virtual reality mountain biking oculus rift mtb freeride activetainement b01 (5)

After putting on the headset, I was immersed in a mountain biker’s paradise, a highland region with steep downhill roads, broad turns alongside deadly falls, forest trails with multiple jumps and paths, and even some death-defying ramps. As I started out on the bike, I shifted to increase my resistance so I could get a solid workout. I was fairly impressed with the bike’s ability to pitch forward and back with the in-game terrain. The pitching sometimes felt sluggish, but when things lined up, it made climbing and descending inclines along the wooded path feel natural, and I could anticipate and lean into jumps as I would expect to on a real bike. Better than the pitching was feedback of the terrain below me. As I ran over sticks, rocks, and streams, I could convincingly feel the bike bump along as I went.

virtual reality mountain biking oculus rift mtb freeride activetainement b01 (3)

You can lean left and right into turns which works well most of the time. Without centrifugal force to right the bike after rounding a turn the B\01 relies instead on a spring-like system that pushes back as you lean into a turn. At times, too much learning would cause a sort of ‘bounce back’ from the spring which didn’t replicate the feeling of a bike very much. This happened especially when standing while pedaling, probably due to a raised center of gravity that more easily overcame the spring’s resistance. But after time I learned the right amount of tilt needed for a natural feeling of riding into a turn.

virtual reality mountain biking oculus rift mtb freeride activetainement b01 (4)

There were feelings of free-fall when I launched from an especially tall platform that landed me into a steep wooden ramp that turned into an inverted loop (it turned out to be quite difficult to round the loop entirely). In free-fall, with the bike pointed down and theOculus Rift allowing me to actually look down, the only thing missing was real inertia—and a sense that my life was in grave danger.


*
By the end of my time on the bike I had some sweat to show for it and a good bit of fun. But did I really go mountain biking?

This experience got me thinking about whether or not virtual experiences can be counted as their real life counterparts. If I meet up with a group of people in VR for a meeting, is that fundamentally different than meeting with them in real life? If so, why? After all, a few simple cues in a social VR environment can make you feel like you’re standing right beside other people, even if they’re physically located elsewhere.

Much of the feedback of actual mountain biking was present during my ride. Sure, the feedback could be more accurate, and there’s still missing sensory information, like the wind through my hair and a certain set of forces on my body, but at what point is a virtual experience real enough to be… well, real?

I doubt we’ll ever be able to draw a hard line in the sand, but one way we might measure the ‘realness’ of a simulation could be to see how well it prepares us to perform the real thing.

Simulations have been used extensively for many years to train pilots, both civilian and military. Many of these simulators go far beyond a VR headset, using displays that sit outside the windows of a replica cockpit. There’s actually an entire certification system for what’s called the Full Flight Simulator, which defines to what extent the real experience is simulated. By the Federal Aviation Administration’s standards, FFS systems range from levels A through D—with D being the highest—and have requirements like motion simulation with 6 degrees of freedom, a 150 degree horizontal field of view, and complex aerodynamic modeling capable of providing feedback to the pilot’s joystick.

Can pilots who have spent adequate time in a level D FFS say they’ve flown a plane? Aviation agencies worldwide definitely agree that the answer is closer to ‘yes’ than it is to ‘no’, at least as far as certifying someone as ready to take control of a real plane.

Did my experience on a VR mountain bike prepare me for the real thing? Certainly not fully in my mere 10 minute session, but I would argue that there’s lot’s of useful information to extract from the experience that would carry over to the real world, even with this limited simulation. Things like becoming aware of varying traction on different surface types (not knowing the feeling of traction itself, but being aware of changing from one surface to another), knowing best when to brake and shift, becoming familiar with a particular course, learning how to safely pass and be passed, and even how many calories I might burn on said course could all be simulated with a system like the one I tried above.

So did I really go mountain biking? By some metrics, I believe the answer is yes. With enough time in the virtual reality mountain biking experience, I believe I would measurably perform better and safer than someone who had never gone mountain biking, be it virtual or real. In that sense, the simulation is able to teach me things that I could otherwise only learn from the real thing. Of course, by other metrics, the answer is no. One day we may close the gap to the point that there is no doubt that your virtual experience was a real one. Meanwhile, my time mountain biking in virtual reality has made me want to try the real thing, and has perhaps, in a small way, even better equipped me to do so—and that’s a real result to come from the simulation no matter how you look at it.

The post I Went Mountain Biking* appeared first on Road to VR.

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 VR.

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 VR.

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 VR.

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 VR.


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.

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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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What it Feels Like to Roll Through a Virtual World in the Virtusphere

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The 10ft Virtusphere sits in place as VR developers hack the night away.
The 10ft Virtusphere sits in place as VR developers hack the night away.

During a recent virtual reality hackathon at OCVR, I was able to try out a crazy contraption called the Virtusphere—essentially a giant acrylic human hamster ball that lets the user feel like they are walking through a virtual world. It was an intense and exciting experience that I will never forget.

When it comes to virtual reality, the whole idea is to initiate the feeling of Presence, the feeling of actually stepping deep inside a virtual world. When mismatches happen between what your brain expects and what it actually feels the feeling of Presense can be broken. This leaves behind a sense of disappointment along with being disassociated from the VR landscape.

In order to combat the fact that your body is somewhere different (the real world) than what your eyes are seeing (the virtual world), several companies have been working to create locomotion devices that allow freedom of movement within virtual worlds. Examples include the multi-directional treadmill known as the Virtuix Omni, as well as this huge plastic ball called the Virtusphere.

See also: Virtuix Closes $2.7M Investment, Finalized Omni Design to be Revealed at CES 2015

The Virtusphere is nothing new. It’s been around for years and several online news publications like Vice, CNN, Engadget, Popular Science, and Wired have all picked it up before. However, with the recent advancements of virtual reality and the sudden release of the Oculus Rift development kits, interests in this hamster ball-like system has fired up once again.

But why did it show up in Orange County during an unassuming weekend? Why here, and why now?

The answers to these questions can be understood by first looking at the growing movement of VR in Southern California. Around the same time that Facebook acquired Oculus, virtual reality meetups were starting to form in the area. At first, VRLA popped up and began aggregating consumer interest by setting up exciting events bringing in the general public and introducing them to VR for the very first time. Then shortly after the initial VRLA meetup, a second organization sprung up looking to gather up the virtual reality developers and inspiring them towards creating new ideas with virtual reality experiences as a base.

That developer focused meetup calls themselves OCVR, which was started by a handful of guys including Dylan Watkins, Michel Haddad, Matt Kinney, Kendrick Parks, and a few others. Interestingly enough a couple of those co-founders were running a food truck called Burger Monster at the same time and were attracting hungry developers with promises of fantastic food as well as high-tech prizes. Soon dozens upon dozens of developers were streaming through the door looking to find like minded individuals to team up with.

When asked what OCVR is about, Dylan Watkins described it as “a nexus place for local developers to give them the tools that they need, to give them the equipment, to give them the training, to give them the knowledge, and allow them to make whatever experiences they want.” This would include giving developers access to high speed internet, a place to hack for hours on end, computers if needed, a variety of VR technologies, and of course plenty of nourishment.

Dylan Watkins tries out the Virtusphere for the very first time
Dylan Watkins tries out the Virtusphere for the very first time

At the group’s 5th hackathon, which happened to be OCVR’s biggest one yet, approximately 30+ developers showed up to an incubator space, called the Eureka Building throughout the weekend, ready to start coding away. One of the guys who heard about the event beforehand, Michael Douglas, was interested in bringing something that developers like himself could use. That device was the 10ft spherical human hamster wheel called the Virtusphere.

Originally, there were concerns that it might be too much of an effort to get up and running, but Michael Douglas and the OCVR guys stood up the challenge and got it in the door. Granted, it took two whole days to finally get it going, but the outcome was worth the time.

Once the plastic pieces were fit together and the ball was positioned on the rolling wheels which held the sphere in place, people at the hackathon could get inside and test it out. There was even one guy who slept in it one night around 3am. Not sure how his back was after that, but the story will remain as a legend in the VR hackathon world.

The first person to try out the working Virtusphere was obviously Dylan Watkins who eagerly led the way, bravely stepping into uncharted virtual reality territory. Only Michael Douglas had used it before that, so he made the necessary precautions to keep people safe while they were inside.

After a couple of others took their turn, I climbed in ready to give it a go.

The first step was getting inside. That took a little bit of effort in that the whole Virtusphere had to be rotated allowing for one particular entranceway to be positioned just right. The opening was barely enough to get into and felt like journeying through a tight crawlspace which led to the inside of the sphere.

Once I stood up, it was like looking through a force field that kept me safe from the outer world. I could see everyone outside working diligently on their VR programs beyond the plastic grid surface. The pattern was mesmerizing; the whole thing was made up of tiny triangles that would join to form larger hexagons which in turn made even larger shapes. Metal circles screwed in strategic places held each segment together to form an entire sphere. I could extend my arms all the way out and there was plenty of room to move around. From there the speed would pick up as the large plastic ball began to rotate on its wheels.

Another journalist named Ian Hamilton showed up and captured a short video showing what it is like to be inside while others joyfully watched from the outside.

Being that I am known for pushing the boundaries in every which way, I had the urge to run as fast as I could while blindly wearing an Oculus DK1 on my face. Sure, I could see a virtual world in front of me, but my feet felt out of place as I was sprinting up against a curved surface instead of feeling flat ground in front of me.

Eventually I hit the ground bringing my hands falling to the plastic floor as my world turned upside down. Luckily Michael Douglas was there to slow the Virtusphere down to a steady pace, allowing me to catch my breath.

My perspective looking out from within the Virtusphere as Micheal Douglas provides a helping hand
My perspective looking out from within the Virtusphere as Micheal Douglas provides a helping hand

After hitting the ground moving quite fast, I can see how easy it would be to get injured with something like this. It was clear to why Douglas insisted on people wearing shoes while inside.

Still, the experience was out of this world. The demo that was loaded up was the Tuscany VR experience and it felt like I was floating in a sphere as it moved through the virtual landscape. The IR sensor system below my feet tracked the movements of my body and the information was passed wirelessly to a computer outside the Virtusphere. The backpack that I wore sent additional data to that computer as well, and it powered the DK1 headset as I ran from place to place.

It felt like being in a bubble gliding through a virtual realm in that my feet never hit the computer simulated ground. At times, there was a sense of being blocked from the environment because my body could sense that there was something in the way of me. Yet, at the same time it was like the Virtusphere itself was transported into that artificial world, making its presence known through contact with the shoes that I wore below. I could tell that there was an invisible layer that lay between me and the virtual environment.

As my Virtusphere ‘vehicle’ moved through the simulation, my sense of direction would occasionally shift suddenly due to my brain attempting to sync up the circular physical surroundings to the flat computer generated imagery at the edges of my toes. This made it difficult to transverse about as it was like trying to walk on a boat while waves rocked the deck. It was similar to what people call ‘sea legs’, and took a few jostling moments to get used to it, but eventually I figured out how to move around comfortably.

Regardless of the experience, a challenge facing the Virtusphere is its unsuitability for the home. It’s just too big to be practical for in-home use. However, with the spread of VR, it could find itself a comfortable addition to arcades, amusement parks, conferences, and even VR hackathons.

What comes next for this specific Virtusphere will be experimentation with Samsung mobile Gear VR headset, which the OCVR co-founders eagerly told me that they are going to try right away. Once they get it rolling, I will surely strap on some padded gloves and knee protectors, and see just how far I can go.

Picture taken by Michael Douglas as I venture into a virtual world
Picture taken by Michael Douglas as I venture into a virtual world

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Virtuix Demonstrates Self-adjustment Capabilities of Omni VR Treadmill (video)

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virtuix omni vr treadmill heigh adjustment ces 2015 (2)

From the get-go, the Virtuix Omni VR treadmill was designed to be both adjustable and collapsible, allowing it to work for users of different heights and be stowed away out of sight. For the first time at CES 2015, Virtuix showed off the production version of the Omni and how easy it is for a single user to get up and running.

See Also: Virtuix CEO Talks Production-ready Omni, Shipping Expected in March (video)

We’ve been following the Virtuix Omni since its highly successful Kickstarter raised more than seven times its goal back in July, 2013. Since then we’d seen the prototype on numerous occasions. The prototype, however, was set to a single height, so we were never able to see the height-adjustment function for ourselves. At CES 2015, the company revealed their production unit and showed us how easy it is to step into the VR treadmill and get ready to run.

virtuix omni vr treadmill heigh adjustment ces 2015 (1)Starting by connecting the foot tracking pods to the shoes, users step into the Omni, close the ring opening, and fit the harness with a single waist buckle and two straps around the legs. With your feet, you can easily unhook two levers that lock the Omni’s waist ring into place. From there, some sturdy metal handles on the ring allow you to raise or lower the apparatus. Once you’re happy, line up the holes and press the foot levers to lock it into place. The height settings are numbered, making it easy to remember which one suits you best.

I got to test the production Omni for myself at CES 2015; being able to select a suitable height made for a more comfortable experience than when I’d tried the fixed-height prototype in the past. The new harness is also more padded and comfortable. A full hands-on article from my time sprinting around in VR with the Virtuix Omni is coming soon.

The post Virtuix Demonstrates Self-adjustment Capabilities of Omni VR Treadmill (video) appeared first on Road to VR.

Preview: Virtuix Omni VR Treadmill Production Model (video)

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I’ve been fortunate to try the Virtuix Omni VR treadmill several times over the course of its development. At every point though, I was testing some variation of the original prototype seen in the company’s highly successful Kickstarter campaign. That is until now—at CES 2015, Virtuix revealed the production version of the Omni, and I got to take it for a stroll (and sprint).


Listen to this story (experimental): 


The concept of the omnidirectional treadmill (let’s call it a VR treadmill for short) has been around for a long time. Most prototypes of such devices were huge, heavy, expensive, and complicated. However, with the recent push toward consumer virtual reality, demand rose for affordable and practical in-home VR treadmills. So devices like the Virtuix Omni, Cyberith Virtualizer, and the Wizdish floated to the top. All three devices make use of a passive walking component which serves to make them cheaper, more reliable, and more practically sized than their active brethren.

At CES 2015, Virtuix revealed the production-ready version of the Omni treadmill. Upgrades from the prior prototype include a safety ring with adjustable height, a more comfortable and ergonomic harness, and IMU-based tracking pods which affix to the user’s shoes (previously the Omni employed capacitive tracking)—and the VR treadmill is now more easily collapsible for stowing away.

virtuix omni hands on production model ces 2015 (1)

The adjustable height of the Omni is probably the biggest improvement over the prototype. Fitting the device properly makes it much more comfortable to use and in my testing felt like it resulted in a more natural gait. Virtuix designed the adjustment abilities of the device smartly so that you can do everything from within the VR treadmill itself. After stepping in and buckling up the harness, you can use your feet to unhook the locks that hold the safety ring in place. With the handles on the sides, you can raise or lower the spring-balanced ring to match your height.

See Also: Virtuix Demonstrates Self-adjustment Capabilities of Omni VR Treadmill (video)

Virtuix says that the Omni’s curved surface was designed to simulate a natural stride. I’m not well read in the field of gait analysis by any stretch of the imagination, but in my experience with the production Omni, forward movement feels like a very good analogue to the real deal. Walking and running forward feel very natural, especially once you’ve got the Omni adjusted to the proper height. There’s a bit of a learning curve as you first understand how to ‘run into’ the ring around your waist, but after a few minutes of  walking, I would think that most would be ready to don a VR headset and take a virtual stroll

virtuix omni vr treadmill heigh adjustment ces 2015 (1)Turning in the Omni works, but it doesn’t feel terribly natural, at least not while running. Broad turns are fine, but cutting sharp corners or quickly turning 180 degrees can be an awkward affair. It’s not that it can’t be done well enough, it just won’t feel like you’re used to in the real world. Turning sharply while running ends up feeling like you’re on rollerblades more than shoes, but thanks to the safety ring, you can just kind of deal with it.

At CES 2015, after I got hooked into the Omni, I donned the Oculus Rift DK2 headset (which had a suspended cable so I didn’t get wrapped up) and was handed a Bluetooth gun. The gun functioned as a simple controller for shooting and reloading, but aiming is still done with your head. It’s expected that down the road there will be experiences that allow independent head movement and weapon aiming (something I’m really looking forward to), but at this point, it’s a BYOMC (bring your own motion controller {and supported game}) deal.

The experience I played using the Omni was a first-party demo title which had me sprinting around and speed shooting targets as I moved from one room to the next. The goal was to hit all the targets and complete the course as fast as possible. One of the things that most excites me about VR treadmills like the Omni is the ability to bring physicality to gaming. By the end of my first run, I was compelled to try again to beat my time. Not only did I pull it off, but I had a lot of fun working up a good sweat.

virtual reality at ces 2015 whirlwind tourThe speed shooting demo does a decent job of designing for the Omni’s strengths, with long rooms to sprint through and little need to turn completely around on a dime. At first I would run into a room and stop in place to shoot targets, but as I got the hang of it, I begun to run-and-gun, which was really fun when pulled off successfully—after using the Omni people may finally realize the absurdity of an FPS character running at 20 MPH while pulling off headshots with a sniper rifle!

The newly IMU-based foot tracking (achieved with wireless sensor pods that clip onto the Omni’s special shoes) made the virtual walking feel more responsive than at any point in the Omni’s past. At CES the company was demonstrating analogue speed for the first time (the faster you run in real life, the faster you move virtually), which really motivated me to get my move on when I was trying to beat my previous record. The delay between moving in real life and in the game felt ok, but stopping was a more sluggish affair. Occasionally I would overshoot a target that popped up right as I was about to pass. Currently, with no ability to walk backward, that meant I had to turn completely around, walk a few steps, then turn around again to reface the target.

When I brought up that delay between stopping in real life and stopping in the game, Virtuix CEO Jan Goetgeluk pointed out the meaty antennas the company had installed in an effort to best pick up the signal from the IMU pods (indeed, CES is a nightmare scenario for wireless technologies). Interference may have contributed to the delay I felt, so I’m reserving judgement there until I have a chance to test in a more controlled scenario.

Backward walking functionality should come in time, and I can only imagine that Virtuix will continue tweaking the foot tracking software.

Jumping was also not something I tried as the speed shooting demo didn’t have any gaps to leap across, though I am very curious to find out how well it will work.

Undoubtedly, the Omni is going to work best with games that are custom made for it. The speed shooting demo I tried was definitely fun on the surface, but it’ll be interesting to see if developers can dream up games that offer depth and genuine replayability for more than just exercise—though something as simple as a version of Temple Run, where you really have to run (and jump!), would probably be a blast on the Omni.

Virtuix currently offers the Omni for pre-order for $499, but says the price is due to go up to go up. “The final Omni design is meant to be stunning and impressive. The final production cost, however, has increased compared to our initial estimates. As a result, we will increase our selling price on February 1, 2015, to $699,” the company shared in a recent update to their Kickstarter campaign. They expect to ship the first Omni units this quarter.

The post Preview: Virtuix Omni VR Treadmill Production Model (video) appeared first on Road to VR.

I Went Mountain Biking*

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Not like taking a few jumps on a raked path in the woods behind my house like I used to do as a kid—I mean really mountain biking, the kind of thing you’d see on a GoPro commercial. The kind of thing that would almost certainly result in my death if I tried it without practice. Thanks to a motion bike and a VR headset, I got to taste the thrill without the risk. But can I really say “I went mountain biking”?

First, let’s talk about the setup. I was riding Activetainment’s B\01 bike which actuates forward and backward based on incline and has pedals, gears, and software-controlled resistance, meaning it can make it hard to pedal as I’m going uphill and easy when going downhill, you know… like a real bike. You can also lean left and right into turns… as you would on a real bike. The company teamed up with MTB Freeride, an in-development mountain biking game that’s actually rather gorgeous and aims for realistic riding physics.

The other component was the Oculus Rift DK2 VR headset, which MTB Freeride supports natively. I tried the monitor-based version of the system to first get a feel for the bike and controls. Naturally, the screened experience didn’t hold a candle to the world within the DK2.

virtual reality mountain biking oculus rift mtb freeride activetainement b01 (5)

After putting on the headset, I was immersed in a mountain biker’s paradise, a highland region with steep downhill roads, broad turns alongside deadly falls, forest trails with multiple jumps and paths, and even some death-defying ramps. As I started out on the bike, I shifted to increase my resistance so I could get a solid workout. I was fairly impressed with the bike’s ability to pitch forward and back with the in-game terrain. The pitching sometimes felt sluggish, but when things lined up, it made climbing and descending inclines along the wooded path feel natural, and I could anticipate and lean into jumps as I would expect to on a real bike. Better than the pitching was feedback of the terrain below me. As I ran over sticks, rocks, and streams, I could convincingly feel the bike bump along as I went.

virtual reality mountain biking oculus rift mtb freeride activetainement b01 (3)

You can lean left and right into turns which works well most of the time. Without centrifugal force to right the bike after rounding a turn the B\01 relies instead on a spring-like system that pushes back as you lean into a turn. At times, too much learning would cause a sort of ‘bounce back’ from the spring which didn’t replicate the feeling of a bike very much. This happened especially when standing while pedaling, probably due to a raised center of gravity that more easily overcame the spring’s resistance. But after time I learned the right amount of tilt needed for a natural feeling of riding into a turn.

virtual reality mountain biking oculus rift mtb freeride activetainement b01 (4)

There were feelings of free-fall when I launched from an especially tall platform that landed me into a steep wooden ramp that turned into an inverted loop (it turned out to be quite difficult to round the loop entirely). In free-fall, with the bike pointed down and theOculus Rift allowing me to actually look down, the only thing missing was real inertia—and a sense that my life was in grave danger.


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By the end of my time on the bike I had some sweat to show for it and a good bit of fun. But did I really go mountain biking?

This experience got me thinking about whether or not virtual experiences can be counted as their real life counterparts. If I meet up with a group of people in VR for a meeting, is that fundamentally different than meeting with them in real life? If so, why? After all, a few simple cues in a social VR environment can make you feel like you’re standing right beside other people, even if they’re physically located elsewhere.

Much of the feedback of actual mountain biking was present during my ride. Sure, the feedback could be more accurate, and there’s still missing sensory information, like the wind through my hair and a certain set of forces on my body, but at what point is a virtual experience real enough to be… well, real?

I doubt we’ll ever be able to draw a hard line in the sand, but one way we might measure the ‘realness’ of a simulation could be to see how well it prepares us to perform the real thing.

Simulations have been used extensively for many years to train pilots, both civilian and military. Many of these simulators go far beyond a VR headset, using displays that sit outside the windows of a replica cockpit. There’s actually an entire certification system for what’s called the Full Flight Simulator, which defines to what extent the real experience is simulated. By the Federal Aviation Administration’s standards, FFS systems range from levels A through D—with D being the highest—and have requirements like motion simulation with 6 degrees of freedom, a 150 degree horizontal field of view, and complex aerodynamic modeling capable of providing feedback to the pilot’s joystick.

Can pilots who have spent adequate time in a level D FFS say they’ve flown a plane? Aviation agencies worldwide definitely agree that the answer is closer to ‘yes’ than it is to ‘no’, at least as far as certifying someone as ready to take control of a real plane.

Did my experience on a VR mountain bike prepare me for the real thing? Certainly not fully in my mere 10 minute session, but I would argue that there’s lot’s of useful information to extract from the experience that would carry over to the real world, even with this limited simulation. Things like becoming aware of varying traction on different surface types (not knowing the feeling of traction itself, but being aware of changing from one surface to another), knowing best when to brake and shift, becoming familiar with a particular course, learning how to safely pass and be passed, and even how many calories I might burn on said course could all be simulated with a system like the one I tried above.

So did I really go mountain biking? By some metrics, I believe the answer is yes. With enough time in the virtual reality mountain biking experience, I believe I would measurably perform better and safer than someone who had never gone mountain biking, be it virtual or real. In that sense, the simulation is able to teach me things that I could otherwise only learn from the real thing. Of course, by other metrics, the answer is no. One day we may close the gap to the point that there is no doubt that your virtual experience was a real one. Meanwhile, my time mountain biking in virtual reality has made me want to try the real thing, and has perhaps, in a small way, even better equipped me to do so—and that’s a real result to come from the simulation no matter how you look at it.

The post I Went Mountain Biking* appeared first on Road to VR.

‘Roto VR': the Chair That Aims to Drastically Reduce Sim Sickness, Kickstarter Now Live

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Roto VR has recently launched a Kickstarter campaign for its rotating chair design that promises to reduce simulator induced nausea, and give the user more control inside the virtual environment without getting tangled up in wires.

Roto VR, a London based company, have built a novel take on the office swivel chair that aims to eliminate the most nauseating part of moving around in virtual environments: the dreaded yaw rotation, an unfortunately necessary part of traditional in-game locomotion that requires the user to rotate the virtual world around them while remaining physically stationary. Although some experienced VR enthusiasts have the ability to build up a tolerance to the nausea, not everyone is so lucky, with legendary developer and Oculus CTO John Carmack going as far to call traditional yaw control techniques used by game controllers “VR poison,” saying in a tweet during CES 2015 that “removing it may be the right move — swivel chair/stand or don’t play.” Carmack had previously spoken on what he terms the “yaw navigation issue” during his 2014 Oculus Connect keynote, stating that “…this is a bigger deal than you might imagine”.

See Also: ‘Nuren’ and ‘Apollo 11′ VR Experiences Successfully Funded on Kickstarter

While game developers have since instituted a number of techniques to mitigate its effect, like “VR comfort mode,” such control schemes often come at the cost of infringing on overall immersion.

Roto VR is proposing a solution, and a deceivingly simple one at that. At its most basic level, Roto is a low-profile motorized base with incorporated foot controller that replaces the wheely bit of your office chair, and rotates the seated user in 360 degrees at a max speed of 35 RPMs with an upper limit of 250 lbs of cargo. The most basic model however is decidedly aimed at mobile VR fans, which integrates its controls via Bluetooth for use with wireless VR headsets like Samsung Gear VR and Google Cardboard.

roto with chair

The motorized base is modular, good news to anyone who’s spent a large amount of time getting the butt-groves in their gaming chair just right, because Roto features the option to either bring your own chair via their ‘universal chair adapter’, or opt in for a Roto-built chair at the premium of £219 (~$325) extra.

Roto VR Kickstarter Campaign

roto v rchair

This is all well and good for mobile VR users who have no trouble spinning around freely without the constant menace of tangled cords, but what about the tethered VR headsets that rely on HDMI and USB cables for power and data transmission? I sat down with Elliott Myers, a long-time game peripherals designer (formerly of now defunct Gamester) and one of the minds behind Roto to find out more.

“One of the biggest problems with virtual reality right now is you put the headset on, but they don’t actually turn around and look behind them. They end up playing it like a normal video game… One of the reasons people don’t turn around is because it requires some sort of physical exertion. There has to be some really big incentive for someone to have to turn around. And what happens is people use that right thumb stick and the world rotates around them, your inner-ear isn’t moving and that induces nausea.”

roto vr swivel adapter
Roto’s swivel adapter showing HDMI, and 2 USB ports

Myers then told me that they’ve combated this by integrating an optional DK2 slip-ring adapter that allows you to plug all cables directly into the base station, letting you spin with vestibular system and afternoon’s lunch thankfully unperturbed. Myers also assured me that Roto works with all games, movies and headsets ‘out of the box’ as a basic right thumbstick input, but if future headsets adopt a different standard besides HDMI and USB connection, the slip-ring adapter will need a corresponding update—not exactly a cheap part to replace at what now costs £100 ($150) extra, although we admittedly haven’t really seen any other cable management solution in the marketplace to compare it to.

Things have also certainly changed from their first stab effort in January, a fairly large prototype called VRXplorer that didn’t make it beyond some preliminary market testing. This was in part due to its size, weight and inability to service VR headsets tethered to desktops. Roto VR has since shown an intermediary prototype at SouthWest VR Conference in Bristol that in comparison is greatly reduced in size. Provided Roto reaches its £85,000 ($125,000) funding goal, the final consumer version of the chair base will only be a meager 65cm (25in) diameter x 10cm (4in) height.

Funding Tiers (estimated delivery in Nov 2015)

  • £199 Tier – ROTO PLATFORM – Supports Samsung Gear VR & Google Cardboard – Includes Footpad Controls & Bluetooth connectivity for wireless HMDs.
  • £299 Tier – ROTO PLATFORM + TANGLE FREE ADAPTER FOR OCULUS – Also supports Samsung Gear VR & Google Cardboard – Includes Footpad Controls & Bluetooth connectivity for wireless HMDs.

Extras (shipping costs included)

  • Add £219 to the base price for Roto Chair
  • Add £160 to the base price for Roto Table
  • Add £369 to the base for Roto Chair & Table

The post ‘Roto VR': the Chair That Aims to Drastically Reduce Sim Sickness, Kickstarter Now Live appeared first on Road to VR.


‘Level-Ups': the Motorized Stilts that Provide Vertical Force Feedback in VR (video)

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Standing-up interactions are coming to VR sooner than we can pronounce ‘HTC Vive’ correctly (like ‘revive’ minus the ‘re’), and although flat virtual surfaces are a breeze to get around, what about stairs? ledges? curbs? You know, all of those little banal pieces of architecture that make streets, houses, and mountain pathways possible? Researchers at Hasso-Plattner-Institute in Potsdam, Germany aim to find out with their prototype device: ‘Level-Ups’

The prototype is based on the findings by a number of researchers from the Hasso-Plattner-Institut, a private research facility affiliated with the University of Potsdam that is primarily dedicated to IT systems engineering. Institute researchers Dominik Schmidt, Robert Kovacs, Vikram Mehta, Udayan Umapathi, Sven Köhler, Lung-Pan Cheng, and Patrick Baudisch have all contributed to the paper, which is traveling along with the prototype itself for a hands-on demonstration at CHI 2015, the upcoming human computer interaction conference taking place in April 18-23 in Seoul, Korea.

Paper Abstract: We present “Level-Ups”, computer-controlled stilts that allow virtual reality users to experience walking up and down steps. Each Level-Up unit is a self-contained device worn like a boot. Its main functional element is a vertical actuation mechanism mounted to the bottom of the boot that extends vertically. Unlike traditional solutions that are integrated with locomotion devices, Level-Ups allow users to walk around freely (“real-walking”). We present Level-Ups in a demo environment based on a head-mounted display, optical motion capture, and integrated with a game engine.

The post ‘Level-Ups': the Motorized Stilts that Provide Vertical Force Feedback in VR (video) appeared first on Road to VR.

Elevators and Extra-dimensional Space: Exploring Ways to Transcend Physical Boundaries of Room-scale VR

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James Andrew, Founder of PixelRouter VR and creator of Z0NE, explores the challenges virtual reality developers face when trying to transcend the boundaries of users’ physical space for the purposes of virtual reality. He shares his experiences at NYU’s MAGNET ‘Holodeck’ and some of his research into creating ‘extra-dimensional’ VR space.


Me_On_Trail_BWJames Andrew is the Founder of PixelRouter VR and creator of Z0NE, the First Great Arcade Shooter for Virtual Reality, forthcoming on Sony PS4, with other major platforms to follow. James began creating virtual worlds in text, at eight years old, on his Commodore-64. Recently, he has had the privilege to begin collaborating with Dr. Ken Perlin and his team at NYU MAGNET, home of The Holodeck, where we are creating the future of VR, through a combination of technologies yet out of reach to the consumer.


A few months back I had the opportunity to begin collaborating with Dr. Ken Perlin and his team at NYU MAGNET (Media and Games Network), on a project that has come to be known as ‘The Holodeck’.

Ken had a fantastic idea. He combined a professional motion capture stage with Samsung’s mobile Gear VR headset, yielding a 600 square-foot room with full positional tracking. In other words, it’s a research space that’s way ahead of anything close to consumer level. Not only this, but we can add retro-reflective markers to real world objects in the space so that we can populate virtual worlds with real, touchable things, and then interact with them in VR.

VR_Holodeck
‘The Holodeck’ at NYU MAGNET

Ken has gathered a team of some particularly driven and creative individuals who are working together to devise and create new experiences for the space. When he asked me if I’d like to contribute some of my own ideas, I didn’t have to think very long before saying yes! So I started thinking about what sorts of things I’d like to do in VR that might be possible in this new space.

Just before I got there, the team had undertaken the brilliant and obvious task of creating a virtual representation of the real physical space. As Ken says, “How are you going to create new virtual spaces if you can’t even create the one you are physically in?” I love this idea of using a virtual representation of your real surroundings as the gateway into other virtual places.

Holodeck_In_VR
‘The holodeck’ represented in VR

What do you see in VR as soon as you put on the Gear VR? You see walls. And there it was, the most obvious first step that I just had to take—let’s do something about these walls. That was the idea behind my first contribution, in the form of an experience I called ‘Sunroof’.

The idea is simple. Let’s roll down the walls like windows, revealing a much more expansive outdoor environment. And let’s make it the surface of a huge lake under sunny skies. And let’s shrink the floor so you find yourself on the middle of a small floating dock. And let’s put a single huge Koi fish in the water, swimming circles around the dock.
Now, something like this can be pretty cool in VR, even without a motion tracked room. Even on the Gear VR alone, it is pretty cool to see walls open up revealing another world. However, I was not prepared for the level of wow that I experienced the first time we tried this in The Holodeck.

You see, having your head tracked perfectly, anywhere you go in the room, and in any position, fundamentally changes this experience and it becomes amazing. Now I was able to walk to the edge of the dock, kneel down, and peer over the edge into the water where I saw the Koi swim by just inches from my face. Now I could lie down in the center of the floor and look up at the sky moving slowly overhead.

AtleighAndKoi
Koi Watching

This was all very cool, and it represented one way of taking our minds off of the fact that we are inside of a relatively large, but nonetheless walled room. In this case, by contracting the floor into a small dock and surrounding it with water, the walls recede into irrelevance for the duration of the experience. We could go all the way to the edge of the dock and look out into the distance.

But how might we connect virtual spaces so that we could walk from one to another? Technology is not close to addressing the fundamental limitation of the real physical walls. So how can we feel like we travelled from one place to another place?

A few weeks ago Ken introduced a very cool concept to the group, which came out of a MAGNET faculty brainstorming session. Here’s the idea: What if we could place a mirror on the wall in VR, and then when you walk up to the mirror, you see yourself reflected, but in another world? And then, by some gesture like reaching out and touching your mirrored hand, the worlds change places. You now see yourself reflected in the place you just came from, and then when you turn around, you are in the new world that was formerly in the reflection.

I decided that the technical aspects of pulling this off were a little beyond my reach at this point. It requires tracked avatars and some pretty creative coding around the reflections, especially considering the target platform is the Gear VR. Don’t get me wrong, I can’t wait to try this, but my executive producer, who is also me, won’t allow it.

In Ken’s idea, a mirror is on the wall, and it is something we are used to walking up to and then turning away from. This feels natural. I think a key aspect of any good idea about making the Holodeck feel bigger is going to be coming up with creative ways to make your player change direction. We can’t walk more than about twenty four feet in any one direction, so how can we work with this limitation and make it feel the natural thing to do, to turn around?

I began brainstorming other situations where it is natural to want to turn around. And there it was—the elevator. Of course! We are all used to walking into a small enclosure, turning around, and then walking out into a new place moments later.

napkin-sketch-elevator-idea
Napkin Sketch of the Elevator Idea

So here was the idea for my next contribution. Let’s install elevators in the Holodeck! Let’s alternate their location from level to level, encouraging the player to walk across the room, get into and elevator, and then emerge from the elevator at a new level. Then let’s repeat this several times, taking the player higher and higher from the ground floor, all the way up the roof and the wide open sky.

And this is what I did. And I filmed the premier, on location at the NYU Holodeck.
Watch how it all turned out in the video at the top of the article.

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‘Kat Walk’ Joins the VR Treadmill Race, Approaching $100,000 Goal on Kickstarter

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Joining longstanding names Virtuix and Cyberith, Kat Walk hopes to be the newest VR treadmill option on the block. The system differentiates itself with an open design that suspends users from above instead of using a support ring around the waist.

KatVR, a Chinese VR company founded in 2013, launched their Kickstarter campaign for the Kat Walk VR treadmill earlier this month. They’re hoping to raise $100,000 to continue production of the unit which they aim to deliver in April of 2016 at the earliest. At just over $75,000 raised so far, the crowdfunding campaign is well on its way to reach its goal with 29 days remaining.

Kat Walk Kickstarter

The Virtuix Omni and Cyberith Virtualizer are two omnidirectional treadmills aimed at the VR space; both use a similar design of a support structure surrounding the user which holds them up with a harness mounted on a waist-level ring that also provides resistance for the walking action.

KatVR has taken a different approach, aimed at a more open design, which runs the support structure up just one side of the unit and then connects to the user from above. The company says that open design means more space for natural arm movements and also a lower chance of bumping into support struts while running. KatVR also notes that the current prototype is larger than the final product.

While the Omni and Virtualizer both use low-friction surfaces to allow users’ feet to slide while walking, Kat Walk uses special shoes with rollers to simulate the friction of walking. The company says that this approach helps create a more natural gait with less training time needed before you’re comfortable walking on the unit.

kat-walk-hanging-chairKat Walk also offers something totally out of left field: a fashionable “Swing Chair” which can be attached to the support structure for when you’d rather sit comfortably for VR gaming experiences. Not the worst idea I’ve ever seen, but at $149 I think I’d opt to simply pull up a chair next to the system.

Four major factors will determine the widespread success or failure of Kat Walk, just as they will any other VR treadmill:

  • Gait: Does it really feel natural to walk in the system?
  • Walking Quality: Does the unit effectively translate your own walking motions into in-game movement consistently and without significant latency?
  • Practically: Can it be broken down and shipped at a reasonable cost? Is it sizeable to be reasonably placed in the home?
  • Price: The company is selling the basic system on Kickstarter for $599 with an additional undisclosed shipping cost.

We’ve got our eye on Kat Walk and hopefully one day soon will have our feet on it to answer the questions above.

The post ‘Kat Walk’ Joins the VR Treadmill Race, Approaching $100,000 Goal on Kickstarter appeared first on Road to VR.

7 Ways to Move Users Around in VR Without Making Them Sick

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You only need 10 minutes with a keyboard and mouse set-up to find out that moving around in VR is completely different from anything else in gaming. Here we take a look at some of the techniques developers are using to put you into VR, not only so you can feel like you’re somewhere else, but so you won’t be nauseous when you start exploring.

Unfortunate to say, there is no one-size-fits-all solution for locomotion in VR games—at least not the kind we’re used to when playing games on monitors or TVs. While clever hardware solutions like the omni-directional treadmill Virtuix Omni, or entire VR parks like The VOID do an excellent job of approximating endlessly walkable terrain, VR developers are thinking about the average user—the person with some room, a headset, and controller(s)—and they want that user to be able to explore expansive spaces in virtual reality comfortably.

Developers have been experimenting with just how to do this, and there’s now a number of different virtual reality locomotion techniques that provide comfortable experiences.

Roomscale Locomotion

So far there’s nothing better than dancing with your own two feet, and Valve’s Steam VR platform takes this to heart in the soon-to-release HTC Vive.

htc-vive-steamvr-setup-guide-pamplet

Creating a large-scale tracking volume means you’ll be able to walk right up to in-game characters, look under desks, hide behind mounds of treasure – truly experiencing virtual scenery like never before. Provided you aren’t tangling yourself up, you’ll definitely be surprised at the level of immersion you can achieve.

Both Oculus and Sony offer large-scale tracking volumes, but are emphasizing a balance in standing and seated gameplay for now. Our multiple experiences with both Rift and PlayStation VR have been a positive one, and we hope to see more opportunities to engage in more standup gameplay.

See Also: Following Oculus Rift Price Reveal, HTC Thinks Vive Customers will be ‘happy with their investment’

Vehicles

A good cockpit makes a world of difference, because there’s something innately comforting about having a solid feature in your foreground while you screech around corners in Project Cars, or blow up enemy wraiths in EVE: Valkyrie.

A vehicle not only adds a weightiness to your movements (which ought to be restricted by a physics engine), but also allows you to assume your natural sitting position, making for an easier 1-to-1 match-up that your brain really wants when its turning in directions it’s not actually going.

This is a boon for both developers currently making racing/flight/space sims, but also the players who will automatically step in needing nothing more than a chair and their smattering of peripheral goodies.

Roomscale Vehicles

Vehicles are nice. We like them. But when you have a room big enough for a boat, why not … have a boat?

StressLevelZero’s upcoming title Hover Junkers is a ‘VR only’ post-apocalyptic shooter that lets you hunt down your friends online using the game’s junk-encrusted hover boats. Although these sorts of ‘roomscale vehicles’ are still underused in current VR games, they not only address a problem, but actively use it as an integral game mechanic.

The game comes out first for HTC Vive in April and in Q3/Q4 for Oculus Rift, and we’re hoping other devs follow suit.

See Also: ‘Hover Junkers’ Pre-order Now Available on Indiegogo

Teleportation

All three major headsets (HTC Vive, Ouclus Rift, PSVR) suffer a similar problem regardless of how much tracking volume they provide: when you hit the wall in the real world, you’re going to need a way of getting past it in the virtual.

Teleportation is a novel way of addressing a number of things that induce nausea in VR, like the dreaded ‘yaw stick poison’ – or when you use the right stick of your controller to turn your POV.

Virtual spaces like AltspaceVR, Cloudhead’s Blink, Epic Games’ FPS Bullet Train, Convrge and many more use teleportation to excellent effect, often including either a line-of-sight cursor or a ghostly outline that can be controlled by the player. Newly revealed title Budget Cuts directly uses teleportation as a gameplay mechanic with their unique portal system.

Next Page: Flight, VR Comfort Mode and Floating Head

The post 7 Ways to Move Users Around in VR Without Making Them Sick appeared first on Road to VR.

AxonVR is Making a Haptic Exoskeleton Suit to Bring Your Body and Mind into VR

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AxonVR, a Seattle-based startup fresh out of a 4 year stint in stealth mode, recently revealed a piece of hardware that seems to have been lifted directly from science fiction. Promising a full-body haptic suit and an exoskeleton walking platform, AxonVR is the first company to tease an all-in-one solution that aims to deliver simulated pressure, hot and cold sensations, and the ability walk freely through the virtual world. But is it feasible? Sure, but maybe not as soon as you think.

AxonVR proudly claims that their haptic/locomotion platform will let you “scale the limestone pyramids of Giza. Make snow angels on the ice planet Hoth. Tee off like a green jacket master,” but you can leave your credit cards safely in your wallets for now, because while the renders show a finely-stitched haptic suit and sleek exoskeleton platform, AxonVR is still very much in the ‘bare wires and actuators’ R&D phase.

AxonSuitDetail AxonStationDetail

Dubbed ‘AxonSuit’, the company aims to deliver a full-body haptic suit using a sort of smart textile that marries pneumatic actuators and a reactive thermal layer. And if that was their only game, they’d really have their work cut out for them—as the prospect of fashioning an entire suit on the technology shown in the video and developing a robust exoskeleton platform would be considered nothing short of revolutionary for the VR industry.

the tactile layer with pneumatic actuators the water-cooled/heated thermal layer

Early haptic prototypes seen in the teaser are still bulky and inflexible, with the tactile layer requiring compressed air to simulate touch delivered through individual plastic tubes—and the separate thermal layer, which functions like a water-cooling rig for your computer by pumping heated and cooled water to a conductive, flexible heat sink, being equally as unwieldy. These are however prototypes to display the core technology, but shrinking and scaling it to cover the entire surface area of full-body suit—including a jacket, pants, gloves and boots while remaining flexible, light and breathable—will be a clear triumph in haptic technology.

exoskeleton axonvr exosuit axonvr

The second part of the Axon platform is a piece of kit called the ‘AxonStation’, an exoskeleton designed to give force feedback and simulate free locomotion. We haven’t had a chance to try out a prototype yet, but a clear concern for any locomotion device such as an omnidirectional treadmill (or any consumer fitness machine for that matter), is the device’s inherent robustness. More moving parts usually means more points of failure, and when you’re relying on an actuator to stop your foot while you’re supposed to be climbing the millionth stair, or making a parkour jump to the next platform, you need something that will support your weight time and time again, and with little to no chance of breaking.

AxonVR’s digital marketing manager Andrew Mitrak disclosed on Reddit that the whole system is both “very cool and very expensive,” and jokingly admitted that if anyone “want[s] to send us $4999, our address is available on our website.” Mitrak later circled back to make it very clear that this statement was made purely in jest and that $4999 was in no way indicative of final retail pricing.

The startup isn’t asking for money though, at least not from you via any form of crowdsourcing campaign. According to Geekwire, AxonVR raised $1.2 million “from friends and family, and it is currently oversubscribed in an ongoing $3 million seed round.” The company has since brought on board ex-Microsoft executives Mark Kroese and Joe Michaels to fill the roles of President and Chief Revenue Officer respectively.

While any good skeptic will tell you that extraordinary claims require extraordinary evidence, consumers (us included) badly want to believe that the company’s core technologies are scalable enough to fit an entire suit—and that evidence has yet to arrive.

The post AxonVR is Making a Haptic Exoskeleton Suit to Bring Your Body and Mind into VR appeared first on Road to VR.

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