Showing posts with label E3 2015. Show all posts
Showing posts with label E3 2015. Show all posts

Sunday, June 21, 2015

VR startups: Stop trying to make virtual reality treadmills a thing

VR startups: Stop trying to make virtual reality treadmills a thing



This is the Cyberith Virtualizer and it's so not easy to get strapped into this thing.
IMAGE: CYBERITH

Opinion

Virtual reality treadmills are a bad idea and they're never going to be a thing that appeals to the masses.
But first a little history lesson. In 2012, a then-20-year-old Palmer Luckey put up a campaign on Kickstarter asking for support to help make his Oculus Rift VR headset a reality. The crowdfunding campaign asked for $250,000 and by the end it got more than $2.4 million.
Needless to say, geeks around the world were psyched for VR.
SEE ALSO: Oculus has figured out hand input for VR, and it's called Oculus Touch
As the Oculus Rift headset became synonymous with modern VR, swarms of startups started popping up left and right with VR products that promised to add to the realistic immersion.
One such product was the Virtuix Omni, a treadmill resembling a baby walker — but for adults!
The Omni sprang up as a solution to a problem that may or may not be crucial to VR in the long run. Short of strapping myriad sensors to your leg or using a Kinect-based 3D depth camera to track your movements, there really is no natural and realistic way to move around in VR.
Sure, you can use a game controller's analog stick to move around, but it doesn't have the same immersion effect as moving your real legs. With no solid solution available yet, it's also why many first-person shooter games for VR don't involve much camera movement, opting for more on-rails gameplay instead.
The Omni's pitch: It could turn your real walking into movement inside of a video game. Walk and your in-game soldier walks. Run and your soldier runs, too. 
The Omni promised to put the reality into virtual reality.
The Omni promised to put the reality into virtual reality.

OK, it sounded cool. I'm a geek and I rolled with it.
At the time in 2013, I was writing for DVICE (a defunct tech blog) and had attended E3, where I had a chance to meet with Jan Goetgeluk, the company's founder. That day is one I'll never forget because I had tried the original Oculus Rift developer kit and then 20 minutes later tried the 1080p version, and then an hour after that, found myself strapped in the first prototype of the Omni. It was a whole lot of VR immersion to take in during one day.
None of that changed my preconceived expectations for the Omni, though: That it's a big, ridiculous and expensive contraption that isn't fun to use or set up at home.
The prototype Omni didn't fit me (I'm 5-foot-5). It also didn't fit my then editor who is about 6 feet tall. Of course it didn't, it was designed for Goetgeluk, whose height fell in between ours.

Getting in the Omni was a huge pain in the ass. There were tons of straps and harnesses that kept me securely locked, gripping my crotch in all kinds of uncomfortable ways. Then I had to put on these special shoes to walk inside of the thing. Not simple at all.
When it came time to use the damn thing, I quickly learned that walking on the Omni was different from walking in real life. Instead of relaxed leg movements, my feet had to slap at the Omni's base and then peel away like some kind of sea otter walking on land.
I had a plastic gun in one hand and was trying to walk and shoot, but the experience was anything but fun. In fact, 
it was work — serious work
it was work — serious work. Before the demo even finished, I tapped out, letting my editor swap places with me.

At E3 2015, the Omni was no longer in a hotel room far away from the crowded masses at the Los Angeles Convention Center, but had its own booth right by the Oculus VR booth.

Oh dear god, that doesn't look comfortable at all.
IMAGE: CYBERITH
The company had several Omni treadmills set up for people to try and while the product looked a little more polished with a nice black paint job and some green accents, it still looked stupid.
And this isn't the critic in me just trying to trounce all over a product. Almost everyone I saw trying out the Omni looked horribly uncomfortable. If it weren't for the harnesses and slings securing them in, they'd all have tripped over themselves attempting to run inside of the structure.

The worst part is, the Omni wasn't the only VR treadmill at E3. Cyberith's Virtualizer, which is a clone of the Omni, but with spring-loaded panels that let you jump and crouch, was right next door to it. Another difference is the Virtualizer comes with booties that slip over your own sneakers and shoes.
I tried both the new Omni and the Virtualizer and although the latter felt better and offered more range of motion, 
I still felt like an adult inside of a super-sized baby walker
I still felt like an adult inside of a super-sized baby walker.

Gamers are always geeking out about immersion this and immersion that. The graphics need to be photorealistic until they resemble the uncanny valley. The sound needs to be mixed in for real-life spatial awareness. The physics need to be grounded in reality. And now, with VR, the controls have to mimic reality; we should be completely one with our digital avatars.
As much as I'd love to be able to walk in real life and have my video game character do the same on the screen, existing setups like these VR treadmills just don't work.

Who in their rightful mind is going to put one of these monstrosities in their living rooms? They're huge and weigh a ton for a game accessory. The Omni is 55 inches wide in diameter and weighs 160 pounds, and the Virtualizer is 40 inches wide in diameter and weighs 110 pounds. These accessories aren't like Rock Band's plastic instruments that you can just toss in a corner or a small closet. You need serious space to store and set one up.
I'm all for pushing the boundaries of VR input, but if it looks cumbersome, isn't something you can easily jump into and start up, it's just never going to succeed.
There will be the nerds who already preordered — the Omni is $699 and the Virtualizer is $1,249 — and are patiently waiting for their VR treadmills to ship by the end of the year, but everyone else is going to give them one look and just laugh and walk away. 
Mom's definitely not going to voluntarily hop in one.
Mom's definitely not going to voluntarily hop in one.

A more practical VR accessory may be the VirZoom — sensors that connect to a bike and a VR headset and turn pedaling into movement. That to me, makes more sense, will be far cheaper, and will be more entertaining than any of these outrageous VR treadmills.
If you disagree with everything I've said, and think the treadmills will motivate you to work out more while getting in some gaming, I implore you to look out a window. See that street out there? It's free and you can walk on it — normally without any special frictionless shoes and without needing any harnesses.
Maybe one day we'll get an Oculus Touch for our legs or Kinect will become sophisticated enough to track our leg movements accurately. Who knows what will happen. But until that day comes, it's probably a smart idea to skip these death traps.

Grab on to virtual reality and hold tight with the Oculus Touch

Grab on to virtual reality and hold tight with the Oculus Touch


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Oculus VR's two Oculus Touch "Half Moon" prototype controllers.
IMAGE: MASHABLE, DUSTIN DRANKOSKI
“Palmer’s going to be doing your Oculus Touch,” I was told as I entered Oculus VR’s quiet upstairs meeting room, a quiet space full of soft carpet and dim lighting.
Palmer Luckey, the 23-year-old creator of the Oculus Rift, likes to demo his products to journalists, so this wasn’t anything unexpected. Throughout the company’s quick sprints from Kickstarter product to independent Facebook acquisition, Palmer is passionate about showing everyone virtual reality.
SEE ALSO: The faces people make while wearing VR headsets are insanely awkward
The Oculus Touch was revealed by the Oculus VR team last week as part of its pre-E3 press conference. The controller, presented on stage by Palmer, is supposed more closely mimic our natural movements in virtual reality. It's set to come out by the middle of next year, a few months after the consumer version of the Oculus Rift.
When I entered the small soundproof booth after spending time demoing the consumer version of the Oculus Rift, I figured I’d get strapped in to the headset and see Palmer when he arrived. I was handed the two Touch controllers, and the scene faded in front of me.

Up close with the Oculus Touch controllers.
IMAGE: MASHABLE, DUSTIN DRANKOSKI
The first thing I noticed where blue, translucent, hologram-like representations of my hands in front of me. But then I looked across the virtual “room” and saw a separate pair of similar hands, which belonged to floating blue head wearing a transparent version of the Rift.
Then that head spoke, and it was Palmer.
The virtual caricature — even with floating head and hands — moved like a person. While he waited for me to get set up, Palmer mimicked Saturday Night Fever dance moves, scratched his chin and threw a thumbs up. He could move most of his translucent fingers independently. I’ve seen a couple of representations of shared VR space, but never something that made me forget that he and I weren’t actually in the same room.

Sometimes when we Touch …

The Oculus Touch itself fits comfortably in your hand. The best analog in size would be the Wii Remote’s nunchuck accessory, but with lot more going on. There are two triggers that fit comfortably beneath your fingers: one under the index finger, and a lower, larger trigger beneath your middle, ring and pinky finger. There is a single button and more traditional analog stick at the top of your controller. The Touch controller’s circular sensor never touches your hands.
“Make a fist,” Palmer told me, as I squeezed both triggers and rested my thumb on top of the controller. My blue hands balled up. “Now, point at me. Give me a thumbs up.”
As he barked through commands I moved my hands naturally to respond, squeezing or releasing triggers, or moving my thumb on or off the top of the controller. It didn’t take much fiddling to learn how to get my new hands to respond naturally. Your hands want to fit naturally in the Touch, which didn’t feel huge in my smaller hands, and the triggers didn’t have too much resistance or mushiness.
Once I had figured out the use of my digits, the real fun began.

Palmer snapped us into another virtual reality, as my tour guide on a 10-minute demo called the Toy Box. He acted as a magician, using VR and the Touch to constantly bombard my senses.
The things we did in Toy Box were often very simple activities, but there was so much surprise and delight of firing a slingshot with both hands, or throwing a ball, or — my favorite — flipping open a Zippo lighter to light a sparkler. (Using the sparkler itself was a whole other level, but don’t sparklers always transform anyone, of any age, into captivated children? Same in VR.)
But then there were the things we could only really do in VR. Palmer zapped me with a shrink ray, then loomed over me (complete with modulated, booming voice). He offered me two robot fists that I pulled over my own, then was able to punch while wielding them. He transported us to a world without gravity, where we shot a dozen Roman candles into the sky.
Yes, it was a flashy tech demo. But it showed the Oculus Touch is going to help make experiences in virtual spaces feel so real. You can not only see your hands, but you can easily use them in both regular and fantastic — and in gestures that aren’t too strange to many of us. While I’ve said before that Oculus' most recent headsets offered glimpses of presence, the Touch controller allows you to take that feeling and squeeze tight.

E3 2015 was all about VR and its weird accessories

E3 2015 was all about VR and its weird accessories


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If there's any one trend that perfectly summed up E3 2015 it's virtual reality.
Virtual reality was everywhere this year. Oculus VR, of course, had a massive booth to show off its Oculus Rift headset and Samsung's Gear VR, for which it provides the software. Sony dedicated a huge chunk of its PlayStation booth to its upcoming Project Morpheus VR headset. And even smaller VR headset companies like AntVR and MergeVR showed up.
SEE ALSO: Mashable's best games of E3 2015
But more than just VR headsets, there were also a bunch of really weird VR accessories (big and small) that claimed to up the immersion factor.
We saw silly stuff like Omni's Virtuix and Cyberith's Virtualizer, two treadmills that turn your body movements into movements inside of the gaming world.
Other VR gear like the Manus wireless gloves had potential but weren't quite fully baked yet.VirZoom, a bundle of sensors that transform your bike into a VR controller was surprisingly fun and easy to grasp.
We're still not sold on all the VR accessories (most of them seem like expensive junk), but after spending a few days trying tons of VR headsets — and seeing the hilarious VR faces of people doing the same — it's probably safe to say VR isn't going to be a passing fad the way 3D's rebirth a couple of years ago was.
VR has the potential to profoundly change how we interface with the digital world and we're only still scratching the surface.