VR team presents infinite walking in virtual environments.
40 replies, posted
[QUOTE]When the wearer moves forward, the VR system's computer provides new hallways and rooms. The corridors and rooms are generated automatically as the walker moves to always fit inside the real space available. Their technique involves "procedural layout generation."
Source:
[URL]http://phys.org/news/2013-04-virtual-reality-team-infinite-environments.html[/URL][/QUOTE]
See source for video!
This solves a plethora of problems for virtual interpolation of real world spaces.
Does this mean we're on our way to the Holodeck?
now we just need an omnidirectional treadmill
[QUOTE=Eltro102;40255368]now we just need an omnidirectional treadmill[/QUOTE]
Just get a big ass human sized hamster ball.
[QUOTE=Eltro102;40255368]now we just need an omnidirectional treadmill[/QUOTE]
This means that we don't [B][I]need[/I][/B] treadmills..
We can just use a regular defined space, and just write a program such that movements are accounted for digitally.
What is this, anti-chamber?
[QUOTE=Bradyns;40255331]The corridors and rooms are generated automatically as the walker moves to always [b]fit inside the real space available.[/b][/QUOTE]
Not really infinite. Still cool, though.
[QUOTE=Paramud;40255405]Not really infinite. Still cool, though.[/QUOTE]
The virtual space is infinite though...
[QUOTE=Bradyns;40255390]This means that we don't [B][I]need[/I][/B] treadmills..[/QUOTE]
Not really. By using this you're very limited in the kind of environment you want to use. Say you want to navigate a completely flat 20 square km of terrain; it wouldn't work with this.
It's a cool workaround for small spaces and procedurally generated environments, but by all means it's not gonna replace treadmills.
[editline]12th April 2013[/editline]
[QUOTE=Paramud;40255405]Not really infinite. Still cool, though.[/QUOTE]
The real space is not obviously, but that's not the point of this.
[QUOTE=Scot;40255546]Corridor Simulator 2013 is shaping up nicely.[/QUOTE]
WINDOWS 95 MAZE: THE GAME (2013)
[IMG]http://courses.cit.cornell.edu/ee476/FinalProjects/s2008/jvk7_yy244/jvk7_yy244/windows.png[/IMG]
[QUOTE=Bradyns;40255390]This means that we don't [B][I]need[/I][/B] treadmills..
We can just use a regular defined space, and just write a program such that movements are accounted for digitally.[/QUOTE]
The only thing this is useful for is proving a way for someone to get into a room as a kind of fun gimmick. You can't honestly say this is going to invalidate the need for "treadmills" or anything else like that, as all it does it randomly generate hall ways to always lead you back to where you were before, so you don't accidently walk outside of the real world space you are in. AKA a technique of VR that is literally ONLY useful in that [I]exact[/I] situation, a situation that is extremely limiting and frankly, uncanny.
It's neat, but nothing more than a neat project or an inspiration for something in the future rather than something that'll ever actually be useful.
Personally I've always thought that the future of VR lies in our ability to actually produce signals in our brain along side the VR head mounted display. I.E. jumping in a VR game feeling weird? Well, just activate the part of our inner-ear/brain that responds to jumping in real life so we still get the same experience of jumping mentally without having to jump!
It's already somewhat possible AFAIK, I think I remember seeing articles of devices that manipulate the individual's inner-ear to make them feel like they are falling when they aren't (done in Japan, I think). Expand that to include everything, from the slight feelings of motion you get while walking to the feelings of falling, etc and you could make someone feel like they are in VR without actually having to make the person do those actions in the real world. Ideally you'd still want to be standing though, and be in a space where you can freely turn around, move, and somehow signal forward walking motion without having to actually walk. Or we could just do what we all do for video games and train our brains to think "W = walk forward" along with brain trickery to make it actually feel like that as well.
I know they say that test of users show that they don't notice overlaps but I find that hard to believe tbh.
Kind of reminds me of Antichamber, because of the way you keep kind of overlapping places you've already been.
[QUOTE=Bradyns;40255331]See source for video!
This solves a plethora of problems for virtual interpolation of real world spaces.[/QUOTE]
God dammit I read this in your avatar's voice.
People complain that this kind of thing becomes noticeable with the overlaps, but wouldn't that really only be a problem if you're doing it in a small area? If you had space the size of a cafeteria, for example, I would think that the overlaps would be really hard to notice.
I bet that guy's spacial cognition is going on the fritz.
[QUOTE=Eltro102;40255368]now we just need an omnidirectional treadmill[/QUOTE]
already exists
[video=youtube;eg8Bh5iI2WY]http://www.youtube.com/watch?v=eg8Bh5iI2WY[/video]
skip to about 10:00 to see it in action
[QUOTE=wingless;40255374]Just get a big ass human sized hamster ball.[/QUOTE]
[URL="www.virtusphere.com"]Virtusphere is for you[/url]
[QUOTE=Bradyns;40255650]WINDOWS 95 MAZE: THE GAME (2013)
[IMG]http://courses.cit.cornell.edu/ee476/FinalProjects/s2008/jvk7_yy244/jvk7_yy244/windows.png[/IMG][/QUOTE]
That screensaver definitely needs Oculus Rift support.
This won't work for large open areas though.
This could work for larger areas if it's like a treadmill that will reset its position. It'd be a good combination with this.
OPs avatar fits
[QUOTE=Lol-Nade;40255887]already exists
[video=youtube;eg8Bh5iI2WY]http://www.youtube.com/watch?v=eg8Bh5iI2WY[/video]
skip to about 10:00 to see it in action[/QUOTE]
This but with Oculus rift. Would be perfect.
[QUOTE=Lol-Nade;40255887]already exists
[video=youtube;eg8Bh5iI2WY]http://www.youtube.com/watch?v=eg8Bh5iI2WY[/video]
skip to about 10:00 to see it in action[/QUOTE]
Could you imagine something like S.T.A.L.K.E.R or Metro 2033 with this
fuck it'd be amazing.
[editline]asd[/editline]
focking ottomarge broken
[QUOTE=Lol-Nade;40255887]already exists
[video=youtube;eg8Bh5iI2WY]http://www.youtube.com/watch?v=eg8Bh5iI2WY[/video]
skip to about 10:00 to see it in action[/QUOTE]
I had a go in that and played some multiplayer.
It's hard as hell because you cant just 180° when you get shot from behind, you have to actually turn, and constantly turning around is exhausting.
[QUOTE=cyanidem;40256263]I had a go in that and played some multiplayer.
It's hard as hell because you cant just 180° when you get shot from behind, you have to actually turn, and constantly turning around is exhausting.[/QUOTE]
How and where?!
[QUOTE=cyanidem;40256263]I had a go in that and played some multiplayer.
It's hard as hell because you cant just 180° when you get shot from behind, you have to actually turn, and constantly turning around is exhausting.[/QUOTE]
That's how I feel every time I play a console game
[QUOTE=Si`Sik;40256410]How and where?![/QUOTE]
I work on the show.
They also had a mini version (but minus the roller-floor set up at TGS Live 2013 last week)
[img]http://fc07.deviantart.net/fs71/f/2012/015/c/6/matrix_back_doors_by_drenemy-d4mioe7.jpg[/img]
Anyone?
For those who don't remember, this may be better: [url]http://www.cyberpunkreview.com/images/matrixreloaded54.jpg[/url]
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