Wizdish ROVR

Last updated
ROVR Systems
InventorJulian Williams
ManufacturerROVR Systems Ltd
Available2012
Current supplier https://rovrsystems.com
Website https://rovrsystems.com

The ROVR is an omnidirectional treadmill that simulates walking and running in virtual reality when used alongside a head-mounted display.

Contents

It is developed by ROVR Systems Ltd, who market it as "The mouse of the VR world". [1] This is due to the ROVR providing omnidirectional movement in virtual reality in a manner akin to walking in the real world. This is as opposed to the current teleportation solution. The difference can be described as navigating a website with a mouse instead of cycling through links sequentially using the tab key.

Product overview

The ROVR consists of a round, concave, low friction platform and a plastic or metal frame for user support. The user slides their feet back and forward on the platform, in a reciprocating motion, to simulate locomotion whilst wearing shoe covers that are designed to reduce friction. [2] The soles of the shoe covers are coated in ceramic discs that reduce friction between the user's feet and the ROVR. ROVR Systems also sells shoes with ceramic discs already fitted. [3] A contact microphone in the ROVR's platform translates the sound of the user's feet moving into forward movement within virtual reality. A low level of noise, made by slow or small movements on the platform, becomes slow movement in virtual reality, whilst louder noises increase the speed of movement. [4] The user moves in whichever direction the head or hand controllers are facing, as the acoustic sensor system can not detect the movement direction of the feet or the orientation of the body. [5] The concave platform combined with reciprocating movement of the feet minimises vertical movement of a person's centre of mass and so mimics the best low energy movement of real walking. It also encourages the user's feet to slip back into the centre of the ROVR, stopping the user from moving off the platform. A ring encircles the user at waist height, forming a containment field. This is for user support during orientation and to provide a boundary to stop the user from moving off the platform. Users quickly become used to the platform's surface, and are able to balance without the help of the ring, their hands being free to use independent controllers such as Oculus Touch, Vive wands, Knuckles and the Xbox One Controller.

The ROVR works with multiple different head mounted displays as it interfaces with software directly and not through the headset. [6]

Virtual reality sickness solution

By enabling naturally intuitive full physicality of movement in virtual reality the ROVR seeks to solve the problem of virtual reality sickness. Virtual reality sickness is a type of motion sickness that occurs when movement is seen but not felt when immersed in virtual reality thereby disrupting visual-vestibular matching and proprioception of the body. It is reported that two thirds of virtual reality users experience virtual reality sickness. [7] The ROVR aims to satisfy the body's need to feel the movement it is experiencing visually by having the user perform a variation of walking in place. [8] Studies indicate that walking in place increases the sense of presence when using virtual reality as the proprioceptive information in the body resembles the visual stimulus being provided by the head-mounted display. [9] [10] People do not carry memories of how they move their legs when they walk because locomotion is largely autonomous, being controlled by a Central pattern generator. The ROVR, therefore, does not rely on the exact recreation of how the legs move during ambulation, rather, it aims to provide enough activity in the legs that approximates the sensation of ambulation to 'trick' the users mind into thinking they are walking normally. [11]

History

The ROVR1 launched in 2012 ROVR1.png
The ROVR1 launched in 2012

ROVR Systems Ltd was founded in 2009 by Julian Williams. [12] Williams, an engineer for the BBC, had been experimenting with the idea of a 'VR treadmill' since 2001 and had applied for a US patent in 2003 which was granted in 2008. [13] [14] [15] [16] Williams was put in contact with Charles King, who holds a PhD in Physical metallurgy and the Science of Materials. [17] King had links with several UK universities including University College London, King's College London, and Oxford Brookes University, the latter through a partnership that began when he was a consultant for Siemens. [18] Together they developed and patented the low friction material used in the ROVR's platform base. [19]

ROVR1

King and Williams built a prototype version of the ROVR and began selling it in 2012 on the ROVR Systems website under the name ROVR1. [20] The ROVR1's containment frame consists of a waist high polymer ring supported by five polymer legs that adjoin a larger ring at the base of the ROVR1. This larger ring encircles the ROVR's patented, concave, low friction surface platform. [21] Between its release in 2012 and 2016 the ROVR1, weighing in at 15kgs, had been actively tested by over 30,000 people. [22]

Sales of the ROVR1, along with funding from Liberty Global and Techstars, helped fund the development of the ROVR2. [23]

The ROVR2 launched in 2017 ROVR2.png
The ROVR2 launched in 2017

ROVR2

ROVR Systems launched their ROVR2 at the VR World Congress 2017. [24] The ROVR2 is a slightly heavier, more aesthetic version of ROVR Systems's initial prototype. [25] It weighs 25kg. [26] The containment frame consists of a waist high, stainless steel metal ring supported by two legs that connect to the ROVR2's base. The low friction platform of the ROVR2 also has higher sides than the ROVR1. It is also collapsible, making it portable.

Applications

The ROVR's most popular application is for gaming in virtual reality. Omnidirectional treadmills increase immersion inside virtual worlds by allowing the gamer to be mobile. The gamer's feeling of 'being there' is increased by this freedom of movement as they are able to identify more closely with their in-game avatar. This is as opposed to sitting still whilst their in-game avatar moves around.

There is also potential for the ROVR in the arcade gaming market. The act of sliding the feet to navigate virtual spaces provides a novel gaming experience in a similar vein to arcade dance pads.

The ROVR requires the user to be on their feet and mobile and therefore can be used as fitness equipment in a manner similar to a regular treadmill and the Wii Balance Board. It also has the potential to aid with injury recovery by providing a low stress environment to exercise injured muscles. [27]

The ROVR has been used by Dominator Yachts [28] to show customers around virtual versions of the yachts they sell. [29]

In 2014 Nissan used the ROVR to market their Juke at the Paris Motor Show. [30] The user assumed the role of an 'iron man' figure running through a virtual city, keeping pace with a Juke driving alongside.

In 2015 Wells Fargo started on a 3 year campaign using ROVRs at public events in the US to promote the Wells Fargo brand. Mosaic, an event marketing think tank, found that after attending a Wells Fargo event 74% of the participants said they have a more positive opinion about the company, brand, product, or service being promoted. The study also found 96% of consumers who tell a friend or family member about their experience mention the company or brand running the event. [31]

With the advent of 5G the viability for wireless head-mounted displays and peripherals is increasing. ROVR Systems is developing a bluetooth version of the ROVR which aims to provide a wireless virtual reality experience when used in tandem with a wireless head-mounted display. [32]

See also

Related Research Articles

<span class="mw-page-title-main">Virtual reality</span> Computer-simulated experience

Virtual reality (VR) is a simulated experience that employs pose tracking and 3D near-eye displays to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment, education and business. Other distinct types of VR-style technology include augmented reality and mixed reality, sometimes referred to as extended reality or XR, although definitions are currently changing due to the nascence of the industry.

<span class="mw-page-title-main">Omnidirectional treadmill</span> Treadmill which can convey objects in two dimensions

An omnidirectional treadmill (ODT) is a mechanical device, similar to a typical treadmill, that allows a person to perform locomotive motion in any direction, allowing for 360 degrees of movement. The ability to move in any direction is how these treadmills differ from their basic counterparts.

<span class="mw-page-title-main">VirtuSphere</span> Spherical virtual reality device

VirtuSphere is a spherical virtual reality device. It consists of a 10-foot hollow sphere, which is placed on a special platform that allows the sphere to rotate freely in any direction according to the user’s steps. It works with computer based simulations and virtual worlds, and rotates as the user walks, allowing for an unlimited plane upon which the user can walk. A wireless head-mounted display with gyroscopes is used to both track the user's head movement as well as display the environment of the virtual world. VirtuSphere can serve many purposes, including exercise, video gaming, military training, and virtual museum tours.

<span class="mw-page-title-main">360-degree video</span> Visual arts technique

360-degree videos, also known as surround video, or immersive videos or spherical videos, are video recordings where a view in every direction is recorded at the same time, shot using an omnidirectional camera or a collection of cameras. The term 360x180 can be used to indicate 360° of azimuth and 180° from nadir to zenith. During playback on normal flat display the viewer has control of the viewing direction like a panorama. It can also be played on a display or projectors arranged in a sphere or some part of a sphere.

<span class="mw-page-title-main">Immersion (virtual reality)</span> Perception of being physically present in a non-physical world

Immersion into virtual reality (VR) is a perception of being physically present in a non-physical world. The perception is created by surrounding the user of the VR system in images, sound or other stimuli that provide an engrossing total environment.

<span class="mw-page-title-main">Oculus Rift</span> Virtual reality headsets by Oculus VR

Oculus Rift is a discontinued line of virtual reality headsets developed and manufactured by Oculus VR, a virtual reality company founded by Palmer Luckey that is widely credited with reviving the virtual reality industry. It was the first virtual reality headset to provide a realistic experience at an accessible price, utilizing novel technology to increase quality and reduce cost by orders of magnitude compared to earlier systems. The first headset in the line was the Oculus Rift DK1, released on March 28, 2013. The last was the Oculus Rift S, discontinued in April 2021.

<span class="mw-page-title-main">Virtuix Omni</span>

The Virtuix Omni is an omnidirectional treadmill simulator for virtual reality games and other applications. It uses a platform to simulate locomotion i.e. the motion of walking, requiring both special shoes or shoe covers and a surface that reduces friction. It works in conjunction with the HTC Vive, and allows a Vive user to physically walk within a limited number of supported games.

<span class="mw-page-title-main">Cyberith Virtualizer</span> Motion detector in virtual reality applications

The Virtualizer is a series of omnidirectional treadmills for virtual reality applications. The treadmills have integrated sensors for motion detection of the user. The products are being developed, manufactured and sold by the Austrian company Cyberith GmbH.

<span class="mw-page-title-main">Reality Labs</span> Virtual and augmented reality products company

Reality Labs is a business and research unit of Meta Platforms that produces virtual reality (VR) and augmented reality (AR) hardware and software, including virtual reality headsets such as Quest, and online platforms such as Horizon Worlds. In June 2022, several artificial intelligence (AI) initiatives that were previously a part of Meta AI were transitioned to Reality Labs. This also includes Meta's fundamental AI Research laboratory FAIR which is now part of the Reality Labs - Research (RLR) division.

Virtual reality sickness occurs when exposure to a virtual environment causes symptoms that are similar to motion sickness symptoms. The most common symptoms are general discomfort, eye strain, headache, stomach awareness, nausea, vomiting, pallor, sweating, fatigue, drowsiness, disorientation, and apathy. Other symptoms include postural instability and retching. Common causes are low frame rate, input lag, and the vergence-accommodation-conflict.

<span class="mw-page-title-main">Oculus Touch</span> Motion controller system

Oculus Touch is a line of motion controller systems used by Meta Platforms virtual reality headsets. The controller was first introduced in 2016 as a standalone accessory for the Oculus Rift CV1, and began to be bundled with the headset and all future Oculus products beginning in July 2017. Since their original release, Touch controllers have undergone revisions for later generations of Oculus/Meta hardware, including a switch to inside-out tracking, and other design changes.

<span class="mw-page-title-main">Virtual reality headset</span> Head-mounted device that provides virtual reality for the wearer

A virtual reality headset is a head-mounted device that provides virtual reality for the wearer. VR headsets are widely used with VR video games but they are also used in other applications, including simulators and trainers. VR headsets typically include a stereoscopic display, stereo sound, and sensors like accelerometers and gyroscopes for tracking the pose of the user's head to match the orientation of the virtual camera with the user's eye positions in the real world.

Tilt Brush is a room-scale 3D-painting virtual-reality application available from Google, originally developed by Skillman & Hackett.

<span class="mw-page-title-main">Google Daydream</span> Discontinued virtual reality platform by Google

Daydream is a discontinued virtual reality (VR) platform which was developed by Google, primarily for use with a headset into which a smartphone is inserted. It is available for select phones running the Android mobile operating system that meet the platform's software and hardware requirements. Daydream was announced at the Google I/O developer conference in May 2016, and the first headset, the Daydream View, was released on November 10, 2016. To use the platform, users place their phone into the back of a headset, run Daydream-compatible mobile apps, and view content through the viewer's lenses.

Foveated rendering is a rendering technique which uses an eye tracker integrated with a virtual reality headset to reduce the rendering workload by greatly reducing the image quality in the peripheral vision.

<span class="mw-page-title-main">Virtual reality game</span> Video game played in virtual reality

A virtual reality game or VR games is a video game played on virtual reality (VR) hardware. Most VR games are based on player immersion, typically through head-mounted display unit or headset with stereoscopic displays and one or more controllers.

<i>Rec Room</i> (video game) 2016 virtual reality social game

Rec Room is a virtual reality massively multiplayer online game with an integrated game creation system, initially released in 2016. It is available on Microsoft Windows, Xbox One, Xbox Series X and Series S, PlayStation 4, PlayStation 5, PSVR, Meta Quest, Pico, iOS, and Android.

The Valve Index is a consumer virtual reality headset created and manufactured by Valve. Announced on April 30, 2019, the headset was released on June 28 of the same year. The Index is a second-generation headset and the first to be manufactured completely by Valve. Half-Life: Alyx is bundled in with the headset.

<span class="mw-page-title-main">Oculus Rift CV1</span> Virtual reality headset by Oculus VR

Oculus Rift CV1, also known simply as Oculus Rift, is a virtual reality headset developed by Oculus VR, a subsidiary of Meta Platforms, known at the time as Facebook Inc. It was announced in January 2016, and released in March the same year. The device constituted the first commercial release in the Oculus Rift lineup.

<i>Horizon Worlds</i> Virtual reality platform developed by Meta Platforms

Meta Horizon Worlds is a free virtual reality, online video game with an integrated game creation system developed and published by Meta Platforms. On this multi-player virtual platform, players move and interact with each other in various worlds that host events, games, and social activities. The game works on Oculus Rift S, Meta Quest 2, Meta Quest Pro and Meta Quest 3 headsets.

References

  1. "Wizdish". Wizdish. Retrieved 2019-12-09.
  2. Connor, Andy M. (2016-03-29). Wizdish ROVR uses low friction shoes to aid locomotion. ISBN   9781522500179 . Retrieved 2019-12-09.
  3. "Wizdish shop". Wizdish. Retrieved 2019-12-09.
  4. "ROVR uses sound as input". Ars Tenchnica. 30 November 2016. Retrieved 2019-12-09.
  5. "Wizdish FAQs". Wizdish. Retrieved 2019-12-09.
  6. "ROVR is headset agnostic". Ars Technica. 30 November 2016. Retrieved 2019-12-09.
  7. "Two thirds of VR uses experience virtual reality sickness". Aunt Minnie. Retrieved 2019-12-09.
  8. "Moving your legs and weight bearing is enough for your brain to accept as walking". Startup Rader. Retrieved 2019-12-09.
  9. Slater, Mel; Usoh, Martin; Steed, Anthony (September 1995). "Taking steps: the influence of a walking technique on presence in virtual reality". ACM Transactions on Computer-Human Interaction. 2 (3): 201–219. doi:10.1145/210079.210084. S2CID   5550965 . Retrieved 2019-12-10.
  10. Slater, Mel; Usoh, Martin; Steed, Anthony (1994). "Steps and Ladder in Virtual Reality". Proceedings of the ACM Conference on Virtual Reality Software and Technology: 45–54. doi:10.1142/9789814350938_0005. ISBN   978-981-02-1867-6.
  11. "Sliding you feet back and forward is sufficient for walking in VR". Startup Radar. Retrieved 2019-12-09.
  12. "Interview with Wizdish founder". Power Up Gaming. 30 September 2016. Retrieved 2019-12-10.
  13. "VR treadmill patent". Google patents. Retrieved 2019-12-10.
  14. "Patent filed for VR treadmill in 2003". Ars Technica. 30 November 2016. Retrieved 2019-12-10.
  15. "Julian Williams patent granted in 2008". Tech Spark. 31 August 2017. Retrieved 2019-12-10.
  16. "Wizdish has a US patent for simulating walking in VR". Tech in Asia. Retrieved 2019-12-10.
  17. "Charles King PhD". Tech in Asia. Retrieved 2019-12-10.
  18. "Oxford Brookes University Stress and Materials lab". Ars Technica. 30 November 2016. Retrieved 2019-12-09.
  19. "Low friction surface patent". Google patents. Retrieved 2019-12-10.
  20. "ROVR1 launches in 2012". Tech Spark. 31 August 2017. Retrieved 2019-12-10.
  21. "Wizdish ROVR1". Wizdish. Retrieved 2019-12-10.
  22. "ROVR1 tested by over 30,000 people". Ars Technica. 30 November 2016. Retrieved 2019-12-10.
  23. "ROVR1 sales helped to fund ROVR2 dev". Tech Spark. Retrieved 2019-12-10.
  24. "Wizdish news blog". Wizdish. Retrieved 2019-12-10.
  25. "ROVR2 vs ROVR1". Uploadvr. 31 August 2016. Retrieved 2019-12-10.
  26. "ROVR2 weight". Tech in Asia. Retrieved 2019-12-10.
  27. "ROVR injury recovery testimony". VR Fitness Insider. Retrieved 2019-12-10.
  28. "ROVR used by Dominator Yachts". Ocean of News. Retrieved 2019-12-12.
  29. "ROVR used by Dominator Yachts". Tech in Asia. Retrieved 2019-12-10.
  30. "ROVR used by Nissan". Tech in Asia. Retrieved 2019-12-10.
  31. "Wells Fargo Puts Virtual-Reality Twist on Experiential Marketing". American Banker. Retrieved 2019-12-12.
  32. "Wizdish developing bluetooth units". Digital Trends. Retrieved 2019-12-10.