Difference between revisions of "RIPmotion"

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|Required Devices=Motion-tracked controllers
 
|Required Devices=Motion-tracked controllers
 
|Description=Put hands at your hips, press a button on each controller and run in place to move
 
|Description=Put hands at your hips, press a button on each controller and run in place to move
|Pros=Proprioceptive and vestibular engagement, Motion sickness reduction, Immersive, Decouples head and body movement, fitness
+
|Pros=Proprioceptive and vestibular engagement, VR sickness reduction, Immersive, Decouples head and body movement, fitness
 
|Cons=Cannot interact with object with hands while moving,  
 
|Cons=Cannot interact with object with hands while moving,  
 
|Examples=
 
|Examples=
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===Advantages of RIPmotion===
 
===Advantages of RIPmotion===
 
*Proprioceptive and vestibular engagement. You're actually moving your body and limbs. Your head critically is bobbing up and down and around a bit. Which leads to
 
*Proprioceptive and vestibular engagement. You're actually moving your body and limbs. Your head critically is bobbing up and down and around a bit. Which leads to
*[[Motion sickness]] reduction - because your head is bobbing up and down, it's creating a lot of vestibular noise which can overwhelm the virtual environment movement vector, helping to significantly reduce and even eliminate motion sickness in the vast majority of users.
+
*[[VR sickness]] reduction - because your head is bobbing up and down, it's creating a lot of vestibular noise which can overwhelm the virtual environment movement vector, helping to significantly reduce and even eliminate VR sickness in the vast majority of users.
 
*[[Immersive]] - in multiple ways. Engaging your body and head, which brings you more into the virtual environment. Also critically, it helps to establish a sense of scale related to energy expenditure. We often don't really appreciate the scale of distances until we have to expend real energy to move between them. Similar is how our sense of scale and distance shrinks when we get into a car. Also, it allows you to retain a sense of spatial movement throughout the space, allowing you to understand where things are oriented just as in a normal environment. Teleportation, especially with turning teleportation (snap turns or the method found in The Gallery) has a tendency to disrupt orientation learning.
 
*[[Immersive]] - in multiple ways. Engaging your body and head, which brings you more into the virtual environment. Also critically, it helps to establish a sense of scale related to energy expenditure. We often don't really appreciate the scale of distances until we have to expend real energy to move between them. Similar is how our sense of scale and distance shrinks when we get into a car. Also, it allows you to retain a sense of spatial movement throughout the space, allowing you to understand where things are oriented just as in a normal environment. Teleportation, especially with turning teleportation (snap turns or the method found in The Gallery) has a tendency to disrupt orientation learning.
*Decouples head and body movement - the user can indicate direction of travel independently of looking. This is also critical in improving immersion and reducing motion sickness - because our vestibular sense of expectation is modified by our proprioceptive signals (i.e. if we look in one direction and move in another, we don't expect the visual motion to suddenly be travelling in the direction that we're looking).
+
*Decouples head and body movement - the user can indicate direction of travel independently of looking. This is also critical in improving immersion and reducing VR sickness - because our vestibular sense of expectation is modified by our proprioceptive signals (i.e. if we look in one direction and move in another, we don't expect the visual motion to suddenly be traveling in the direction that we're looking).
 
*Fitness, fitness, fitness. It turns VR absolutely into a health positive medium that vitalizes its users as they get more used to it, instead of causing sedentarianism that has been sapping the energy from people using it, and contributed towards multi decade long trend of obesity.
 
*Fitness, fitness, fitness. It turns VR absolutely into a health positive medium that vitalizes its users as they get more used to it, instead of causing sedentarianism that has been sapping the energy from people using it, and contributed towards multi decade long trend of obesity.
*Cheap. Basically grants you the most vital benefits of an ODT, but better (because it still lets you use roomscale still). Doesn't take up space. Only requires the components that roomscale already has.
+
*Cheap. Basically grants you the most vital benefits of an ODT, but better (because it still lets you use room-scale still). Doesn't take up space. Only requires the components that room-scale already has.
  
 
==Problems==
 
==Problems==

Revision as of 11:54, 31 December 2016

Information icon1.png This page is a stub, please expand it if you have more information.
RIPmotion
Information
Type Standing, Room-scale
Required Devices Motion-tracked controllers
Description Put hands at your hips, press a button on each controller and run in place to move
Pros Proprioceptive and vestibular engagement, VR sickness reduction, Immersive, Decouples head and body movement, fitness
Cons Cannot interact with object with hands while moving,
Creator Ryan Sullivan
RIPmotion is a Locomotion Method.

Additional Information

RIPmotion stands for Running In Place motion.

To run forward, put your hands at your hips, press a button on each controller and run in place.

To run backwards, starting moving backwards a little, put your hands at your hips, press a button on each controller and run in place.

To change direction, change the direction your body is facing.

Lazy mode - just put your hands at your hips and press another button on each controller. No need to run in place.

Advantages of RIPmotion

  • Proprioceptive and vestibular engagement. You're actually moving your body and limbs. Your head critically is bobbing up and down and around a bit. Which leads to
  • VR sickness reduction - because your head is bobbing up and down, it's creating a lot of vestibular noise which can overwhelm the virtual environment movement vector, helping to significantly reduce and even eliminate VR sickness in the vast majority of users.
  • Immersive - in multiple ways. Engaging your body and head, which brings you more into the virtual environment. Also critically, it helps to establish a sense of scale related to energy expenditure. We often don't really appreciate the scale of distances until we have to expend real energy to move between them. Similar is how our sense of scale and distance shrinks when we get into a car. Also, it allows you to retain a sense of spatial movement throughout the space, allowing you to understand where things are oriented just as in a normal environment. Teleportation, especially with turning teleportation (snap turns or the method found in The Gallery) has a tendency to disrupt orientation learning.
  • Decouples head and body movement - the user can indicate direction of travel independently of looking. This is also critical in improving immersion and reducing VR sickness - because our vestibular sense of expectation is modified by our proprioceptive signals (i.e. if we look in one direction and move in another, we don't expect the visual motion to suddenly be traveling in the direction that we're looking).
  • Fitness, fitness, fitness. It turns VR absolutely into a health positive medium that vitalizes its users as they get more used to it, instead of causing sedentarianism that has been sapping the energy from people using it, and contributed towards multi decade long trend of obesity.
  • Cheap. Basically grants you the most vital benefits of an ODT, but better (because it still lets you use room-scale still). Doesn't take up space. Only requires the components that room-scale already has.

Problems

Solutions

References