08-20-2016 08:28 AM
08-23-2016 04:28 PM
kevinw729 said:
Sadly, there seems to be little prospect in the short term of this migrating into consumer application, but there are a number of projects in the DOE (Digital Out-of-Home entertainment) scene that look promising.
08-23-2016 06:35 PM
DaftnDirect said:
I'm thinking a newly waxed floor and cotton socks with bungee chord attached to each wall
..I have my best ideas after a few drinks
08-23-2016 07:42 PM
brantlew said:
Redirected walking is a near-perfect solution to locomotion with a very clear and inexpensive technological path - likely it's the only viable solution.
08-23-2016 10:35 PM
08-24-2016 03:40 AM
The reality is that even at the height of the consumer goods revolution, there has still been a drive for social experience, and leaving the home has fueled this. The cinema, restaurant and even aspects of retail have seen a drive to "out-of-home" experiences, while the low-end retail and commerce sector is eaten by internet / social media application - the experiential sector still see's solid growth (just look at the leisure attendance numbers this year).
brantlew said:
....But the convenience to stay inside one's home trumps the desire for that solution.
08-24-2016 04:06 AM
08-24-2016 05:25 AM
08-24-2016 06:06 AM
LZoltowski said:
Hey everyone, for anyone who is interested in technical papers and interesting research, there is a lot of work being done on something called Redirected Walking. It is a method where the user is fooled into thinking they have just walked 200 meters forward in a 20mx20m space ... Very interesting read and there are tonnes of papers on it on the net.
Excerpt: "Redirected Walking, a new interactive locomotion technique for virtual environments (VEs), captures the
benefits of real walking while extending the possible size of the VE. Real walking, although natural and
producing a high subjective sense of presence, limits virtual environments to the size of the tracked space.
Redirected Walking addresses this limitation by interactively and imperceptibly rotating the virtual scene
about the user. The rotation causes the user to walk continually toward the furthest wall of the lab without
noticing the rotation. We implemented the technique using stereo graphics and 3D spatialized audio.
Observations during a pilot study suggest that the technique works: Redirected Walking causes people to
change their real walking direction without noticing it, allows for larger VEs, and does not induce
appreciable simulator sickness. "
Here is an interesting one (quoted above) to get you started: http://www.cs.unc.edu/techreports/01-007.pdf
Also a cool vid from tested on VR research: https://www.youtube.com/watch?v=IJbAqAqjFKI
08-24-2016 06:52 AM
edmg said:
brantlew said:
Redirected walking is a near-perfect solution to locomotion with a very clear and inexpensive technological path - likely it's the only viable solution.
So long as you have 10,000 square feet to walk around in, yes (from what I've read, I believe The Void uses some kind of redirected walking in their 'warehousescale' setup).
Most people don't have that much empty space in their house.
08-24-2016 06:54 AM