Omni: The "Oculus Rift" of 3D Treadmills
kickstarter.com
kickstarter.com
Source: Urban combat training, FDF.
I define strafing ( in games ) as running sideways at the same speed as running forward ( as in most shooters ) , which is not done in real life.
That's fine and good. But in games, I strafe all the damn time. If you're playing some kind of FPS game and you aren't strafing you're going to get your ass beat thoroughly.
I also strafe all the time in games that have spiral staircases. Much faster that way.
http://www.youtube.com/watch?v=d-8eVcN2z3k
http://www.youtube.com/watch?v=msci440q18s
Think about it. How do you accomodate movement along multiple axis simultaneously using treadmill technology in a compact, affordable, game-room-sized package?
Other than the obvious reason as they say, no moving parts(min 4 motors, moving belts etc) How would this work? How would one get coverage on a cone shaped walking zone, sounds to me like an engineering nightmare?
I've yet to see a decent and honest 'risks and challenges' section for a project, they all end up talking about how great everything is.
They are far removed from the 'risks' section of a financial prospectus (which still get ignored!) and yet kickstarter backers have fewer rights and safeguards than a real financial investor.
If the project never gets done and no one receives their reward, what's the harm done?
But there's one very important catch: The "special shoes" are not an option for people with unusual orthotics requirements (e.g. me), because they're not going to be able to make shoes suitable for everybody.
They have to create soles that can be strapped on to our existing shoes.
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Your medical issues sound serious and I'm sorry they cause you excruciating pain, but please don't assume people know of and/or were referencing your particular issues before you specified what those issues were.
I've tried both the rubberband type and the sandal-type (linked to above) and there are challenges to both. The rubberband type fit better, but are hard to put on (particularly when sitting in a driver's seat in the cold - but this wouldn't be as big a problem for the Omni). The sandal-type aren't secure enough, so they flop or slide (this would be a very big deal for the Omni).
Screw the flashy shooters, I would love to hike across Skyrim, although horse riding will definitely feel uncanny.
Whereas in a natural gait, each foot moves parallel to the line of travel.
See 2:10 of the video for how the shoes fit into the grooves using plunger pins, and how they move on the platform.
With any luck, the problems and shortcomings of the Oculus Rift and the Omni will be solved within a couple years, and we'll be able to buy a fully usable VR rig for something like $1500 (glasses, treadmill, handheld controller). And we'll have games designed specifically for it.
I had beers a week or two ago with the project founder (really friendly guy!) and he's looking for software developers to help create an awesome SDK. Get in touch with him if you're interested--it's a really cool project!
Are you saying that the iPhone4s, iPhone5, Galaxy S3, Galaxy S4 and Google Nexus phones accelerometers are really unresponsive? Btw. just in case your theory is right (I admit when I'm wrong), then please checkout how long that theory will have legs ;)
* Quantum Limit, freaking yeah!!
http://arstechnica.com/science/2012/12/an-accelerometer-so-g...The key is that humans can perceive latency around 20-30ms, and the phone is delivering around 80-100 in the best case. For what it's worth, I did real measurements on all this before giving up on the idea myself.
Please open the PDF on page 14, chapter 2 Module specifications.
(1) nerd remarks: yes, it will eventually go below it, when the sun expands to become a red giant. Also, earth might be knocked out of its orbit earlier, or maybe we move it, etc.
The LSM330 has an user-selectable full scale acceleration range of ±2 g/±4 g/±6 g/±8 g/±16 g and angular rate range of ±250/±500/±2000 d.
Samsung Galaxy S4 accelerometers/gyro Datasheet: http://www.st.com/web/en/catalog/sense_power/FM89/SC1448/PF2...
Here's a FULL Teardown of the insides of the Samsung Galaxy S4. http://www.chipworks.com/blog/recentteardowns/2013/04/25/ins...
Everyone benefits, if one bright mind comes up with a solution or a fact that others have to live with.
You might get lucky and have a phone so incredibly powerful that even non-optimal software stacks are fast/low-latency enough to work well, but I suspect it will be a long time before most people do...
You can use LLVM and CLANG to write the sensor tools, bypassing the entire "Stack of Software", could result in sub-millisecond reaction time.
Also they didn't show if it's comfortable to run backwards - a critical move in any first person game.
[My impression is that the running backward technique is profitable largely due to limitations on user control and enemy AI, and those are probably not going to go away any time soon (even if developers might really want to make a game that feels realistic, it's, well, hard :)...]
This isn't intended to be the Holodeck - but it's a step in the right direction.
For that matter, how would you represent a jump?
That said, I'd use the hell out of it for a game like Skyrim, or other open world environments. And it can be so much more than that, .e.g. ocean/space environments for instance.
The gameplay is secondary - there are a lot of motions that can't be expressed well using this device (although with the kinect, you can unlock a lot of arm motions - good for sword play, I'd wager) - but it's superb for walking in fantasy environments.
You just jump, I think there are videos showing that. I cant jump like the hero in the game but you can do a little hop.
Don't get me wrong, it looks cool. I just don't understand why people are using the term 3D.
Yes, people have played games instead of going to the gym, but I wouldn't call that "exercising". I guess you could put Wii/Kinect in this category, but even those are pretty static compared to this. You're actually running on this.
From the "Oculus Rift" demos I've seen, it seems people already feel weird by the character height, so I guess it might feel a little awkward to run twice as fast as expected.
Nevertheless, it sure beats being sitted.
Most of the problems associated with running come from the unforgiving impact of your foot on the ground (often a hard surface). Devices like this and other treadmills are much better if you have joint problems.
An obese person should not be running in any case, even if they're able from a cardiovascular standpoint, the impact that running & jogging has on joints is unacceptably severe until a person reaches a normal weight range - even the ubiquitous-in-the-US 'Overweight' status is pushing it.
Ellipticals, cycling, walking, leg lift machines, etc are much better.
Well you're in luck. Running at sub-elite levels has not been correlated with osteoarthritis.
http://www.ncbi.nlm.nih.gov/pubmed/9489830 http://www.ncbi.nlm.nih.gov/pubmed/22632690
Does your condition have a name? I've not seen claims of long-term injuries (as opposed to acute injury) that have names other than osteoarthritis.
Thanks.
What's wrong with "Omni: a 3D Treadmill"?
I think it would have make a lot more sense to say "Omni 3d Treadmill: The perfect complement for the Oculus Rift."
But life isn't a tastefulness contest. I suck at it. (And I'd suck if it was).
If the dog were to brush across the back of my leg while I played some terrifying HL2 mod or other it would be kicked clean across the room.
tl;dr. Does the omni + oculus rift increase realism enough that violent games require extra caution?
The secret jumped out at me when I read that drone pilots were getting real, bona-fide combat PTSD just from pushing the button while looking at those grainy monochrome heat images. People (almost all of them) know the difference between real and imaginary. "The Line" is in us, not on the screen.
Also there's the fact that military training conditions people to kill automatically without thinking and the fact that virtual reality has a proven ability to decondition people with PTSD or fear of spiders(with real results in real life), which is basically the same psychological process of military conditioning.
All this raises interesting questions about "the line" between real and virtual , that at least be tested before wide scale deployment of VR.
http://www.ncbi.nlm.nih.gov/pubmed/20712501
Efficacy of VR exposure therapy in anxiety disorders , in cluding PTSD:
http://en.wikipedia.org/wiki/Virtual_reality_therapy#Efficac...
Exposure therapy probably works via habituation or conditioning.
http://www.nelsonbinggeli.net/NB/CBT-Exposure.html
The knowledge on how military training works is found on dave grossmans's book : "on killing".
On the other hand, I could imagine these or something like these making the gym more fun as a fitness thing rather than a gaming thing.
Fun.
Did you miss the Dance Dance Revolution mats, the Guitar Hero guitars, the light gun games, DK Bongos, etc etc?
I think something less gamey and more second-lifey might have potential, but I don't think these will make much headway with hardcore FPS gamers.
For long and boring walks you do the same as in any MMO. Hit some kind of lockbutton or something.
> Or imagine you get to a difficult part of the level and you realize that this would be so much easier with a keyboard and mouse. How many times will you retry before you give up and go and sit at your desk?
Well the same argument can be made for playing a game at the lowest difficutly mode. If I like a game and enjoy playing I want to beat the game on the highest possible difficulty. Of course you die often but it is also fun. Nothing is more boring then a shooter where you are never challanged.
People want to play a challenging shooter, but nobody goes out to get the worst mouse they can in order to make it extra challenging.
But as soon as a new mode of input is good enougth, people have fun doing things with these input modes even if there is a more efficent way to input. People play with controllers even if it is clear that a shooter can be played better with a mouse. People like to play wii because the like hitting the air instead of moving the finger to the button.
Its fun to use a wheel to drive a car instead of a controller even if the controller works much more accuratly. The same goes for the treadmill, running around and shooting stuff can be more fun then sitting and shooting stuff better.
Also nobody belives that everybody will always use a treadmill, just as nobody belives everybody will use mouse, controller, wii remote, kinect or anything else. Some people only like the mouse/keyboard other people have all the above.
I think lots of people will have fun with actually walking around and moving the same distance in the game. Also people will have fun when the look to the left while keeping there gun pointed at some door.
Having another independend multidirectional input will make it harder if you are untraind but it can improv the max skill. I remember playing Goldeneye on the N64 where your gun was always point strait and you had to switch between walking and pointing the gun. Then it changed and you could do both at the same time. Now we will have another such change, your head, your body and your gun all move independently and that will be fun.