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Locomotion in VR
Many of the best VR experiences are standing
Room-scale VR not large enough
Only ‘sufficient motion’ needed in VR
Maximum Output for Minimum Input
“The power to be extraordinary”
Simple leg movement sustains presence
The most important feature of walking is that you
don’t think about doing it.
Visual-vestibular interaction
Visual and
vestibular senses
DO NOT MATCH!
Simulation sickness
Tracking latency, display persistence, smear, refresh, eye-
tracking, GPU - will all improve but are not a complete cure.
A perfect HMD will not solve this problem!
4 WizDish inventions for locomotion
Low friction dish and footwear
No one would believe it possible
Low CoF mainly for drilling and automotive
Super low friction tech
Exercise without knowing it
Ultra simple, reliable, proportional motion tracking
Exploit complex tech you already own (PC sound card)
Highly innovative strong collapsible handrail
Instant start, then after training use as in real life
Acoustic tracking
Audio is the most basic I/O and always available
Ultra simple integration
• No SDK required
• Negligible CPU load
• No perceptible latency
• Fully proportional speed
• Versatile
Teleportation in VR (Blink)
Press comments
UploadVR on Fallout 4 teleportation
"The biggest concern.. I could easily teleport up to an enemy.. it feels like a cheap
and silly thing to enable"
Gizmodo
"suddenly appearing in another location makes you very quickly lose any sense of
direction“
Ars Technica
"Teleportation".. feels a little limited, while giant walk-simulation treadmills are too
expensive, hot, and bulky for realistic home use"
Rock Paper Shotgun review of The Lab
"Treadmill accessory for the Vive 2 please, Valve"
Digital Trends on ROVR
"if you want to move about in your virtual world, this is a good way to do so"
Hand walking
There are no quick wins
Physical comfort
Harness issues
• Not recommended by medics
• No balance, posture, core stability
• Pressure, friction and chaffing
(i.e. wear loose fitting clothes for exercise)
• Hot and tiring
• Impedes rotation
• Adjustment & hygiene
• Safety – Toppling, Trapped fingers
• Practicality – using & shipping
• Breaks presence
• Clothing
• Has to actually be fun
Clinical tests
Prototype ROVR 1
Box = 96 x 96 x 12 cm (about 3’ sq. x 5 inches)
Weight < 15Kg
Air freight = £30 Europe, £90 USA
Professional frame
British Army
Surprising result with 360 video and ROVR
– Could apply to guided tours and estate agents
Ongoing B2B examples
Samsung Olympic experience
ROVRs sent to Unity offices
TNMOC
The National Museum of Computing
Bletchley Park
FPS-Man by Tom Davies
Now on Gear VR
Summary
• Player comfort is mandatory
– Don’t make them sick or give them sores
• Standing and walking vastly improve presence
• Physical turning is a pre-requisite for FPS
• Variety essential for VR adoption
• An illusion of natural walking is sufficient
– Quickly ignored in favour of content
ROVR

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Wizdish rovr

  • 1.
  • 2. Locomotion in VR Many of the best VR experiences are standing Room-scale VR not large enough Only ‘sufficient motion’ needed in VR Maximum Output for Minimum Input “The power to be extraordinary” Simple leg movement sustains presence The most important feature of walking is that you don’t think about doing it.
  • 4. Simulation sickness Tracking latency, display persistence, smear, refresh, eye- tracking, GPU - will all improve but are not a complete cure. A perfect HMD will not solve this problem!
  • 5. 4 WizDish inventions for locomotion Low friction dish and footwear No one would believe it possible Low CoF mainly for drilling and automotive Super low friction tech Exercise without knowing it Ultra simple, reliable, proportional motion tracking Exploit complex tech you already own (PC sound card) Highly innovative strong collapsible handrail Instant start, then after training use as in real life
  • 6. Acoustic tracking Audio is the most basic I/O and always available
  • 7. Ultra simple integration • No SDK required • Negligible CPU load • No perceptible latency • Fully proportional speed • Versatile
  • 9. Press comments UploadVR on Fallout 4 teleportation "The biggest concern.. I could easily teleport up to an enemy.. it feels like a cheap and silly thing to enable" Gizmodo "suddenly appearing in another location makes you very quickly lose any sense of direction“ Ars Technica "Teleportation".. feels a little limited, while giant walk-simulation treadmills are too expensive, hot, and bulky for realistic home use" Rock Paper Shotgun review of The Lab "Treadmill accessory for the Vive 2 please, Valve" Digital Trends on ROVR "if you want to move about in your virtual world, this is a good way to do so"
  • 10. Hand walking There are no quick wins
  • 11. Physical comfort Harness issues • Not recommended by medics • No balance, posture, core stability • Pressure, friction and chaffing (i.e. wear loose fitting clothes for exercise) • Hot and tiring • Impedes rotation • Adjustment & hygiene • Safety – Toppling, Trapped fingers • Practicality – using & shipping • Breaks presence • Clothing • Has to actually be fun
  • 13. Prototype ROVR 1 Box = 96 x 96 x 12 cm (about 3’ sq. x 5 inches) Weight < 15Kg Air freight = £30 Europe, £90 USA
  • 15. British Army Surprising result with 360 video and ROVR – Could apply to guided tours and estate agents
  • 16. Ongoing B2B examples Samsung Olympic experience ROVRs sent to Unity offices
  • 17. TNMOC The National Museum of Computing Bletchley Park
  • 18. FPS-Man by Tom Davies Now on Gear VR
  • 19. Summary • Player comfort is mandatory – Don’t make them sick or give them sores • Standing and walking vastly improve presence • Physical turning is a pre-requisite for FPS • Variety essential for VR adoption • An illusion of natural walking is sufficient – Quickly ignored in favour of content
  • 20. ROVR