Virtual experience device for experiencing a falling sensation

By combining tablet rotation and VR headset image switching, and utilizing cross-modal effects, the lack of horror and challenge in existing technologies is solved, achieving a strong sense of immersion and a falling experience.

CN116829236BActive Publication Date: 2026-04-28LOGILICITY CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
LOGILICITY CO LTD
Filing Date
2021-02-17
Publication Date
2026-04-28

AI Technical Summary

Technical Problem

The combination of existing exercise equipment and VR headsets fails to create the sense of horror or challenge that young people crave, and the lack of physical stillness in VR headset games results in a lack of tactile satisfaction.

Method used

A virtual experience device that allows users to experience the sensation of falling is designed. By combining the rotation of a tablet with a VR headset, sensors detect changes in the tablet's height to switch images, from a stationary image to a falling image, creating a sense of immersion by incorporating the brain's cross-modal effects.

Benefits of technology

It achieves a strong sense of immersion and terror, allowing users to experience a prolonged fall in a short period of time, using illusions to enhance the experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

The virtual experience device of the present application, which can experience the feeling of falling, is provided with: a tool, which is formed with a rotating support part for rotatably supporting a flat plate; and a VR headset, which is internally provided with at least a height sensor and a display for displaying in a virtual space. The VR headset is provided with a sensor for detecting a second state when the height from the floor surface on which the tool is arranged becomes below a specified height. In addition, the virtual experience device is provided with image software including a stop image and a falling image which is switched from the stop image when the second state is reached.
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Description

Technical Field

[0001] This invention relates to a virtual experience device that allows users to virtually experience the sensation of falling, such as from a high-altitude bungee jump or a roller coaster. Background Technology

[0002] Various gymnastic training devices that promote health by using exercise equipment to move the body have been put into practical use. For example, a training device has been proposed in which the body is fixed on a rotatable plate, and the plate is rotated repeatedly in the opposite direction, thereby causing the body to rotate back and forth in a seesaw shape (Patent Document 1).

[0003] On the other hand, training devices that promote health through a combination of exercise equipment and VR (Virtual Reality) headsets have also been put into practical use. For example, a training device (software) is sold that combines an indoor bicycle-shaped exercise device called AEROBIKE (registered trademark) or flywheel with a VR headset. Based on the rotation of the pedals, which are equipped with rotation sensors connected to the VR headset via Bluetooth (registered trademark), the VR headset advances images of Street View (registered trademark).

[0004] In addition, various software programs that allow users to enjoy 3D images or more realistic games using VR headsets and handheld switches are becoming increasingly popular. These include VR software for bungee jumping, which allows users to play images of roller coasters or bungee jumps within VR headsets.

[0005] Existing technical documents

[0006] Patent documents

[0007] Patent Document 1: Japanese Utility Model Publication 53-140560 Summary of the Invention

[0008] However, training devices that only use exercise equipment are designed to promote health and therefore lack inherent gaming appeal. Furthermore, the combination of exercise equipment and VR headsets offers limited enjoyment as a game and fails to create the sense of horror or challenge that appeals to young people. Additionally, even games using VR headsets and hand-held switches, such as bungee jumping videos, lack sufficient horror or challenge due to the immobility of the body, resulting in a less satisfying tactile experience compared to actual bungee jumping.

[0009] The purpose of this invention is to provide a virtual experience device that can provide a more realistic sense of falling, such as a high-altitude bungee jump or roller coaster.

[0010] The virtual experience device of the present invention, which allows users to experience the sensation of falling, includes:

[0011] A tablet, to which the user is fixed;

[0012] The apparatus includes a rotating support portion that rotatably supports the flat plate, allowing the plate to rotate from a first state where the user's head is positioned above their feet to an inverted state where the user's body is upside down; and

[0013] VR headset, installed on the user's head.

[0014] The VR headset features:

[0015] The sensor detects a second state when the appliance rotates from the first state and its height above the floor surface where the appliance is placed becomes below a predetermined height;

[0016] The monitor displays images in virtual space; and

[0017] The video software includes a stopped image displayed on the display in the first state and a falling image displayed on the display from the time the second state is entered.

[0018] The participant is secured to the board in a prone position. The participant is secured, for example, using straps to fasten the participant's ankles or abdomen to the board. The board with the participant secured can rotate from a first position where the participant's head is positioned above their feet to an inverted position where the participant's body is upside down.

[0019] The user attaches the VR headset to their head using the included straps. Sensors mounted on the VR headset detect this second state. These sensors can be positioning sensors that detect the position (location) of the VR headset. For example, the positioning sensor may consist of a plurality of cameras configured on the VR headset. The position (position on the three axes) of the VR headset is detected by processing the images captured by these cameras. Other examples of positioning sensors include gyroscope sensors, and further, known sensors such as infrared sensors or LED sensors may also be used. In this invention, any sensor capable of detecting at least height on the Z-axis is acceptable. Furthermore, it is desirable that these sensors have the function of tracking changes in the position of the VR headset.

[0020] In addition, video software is pre-installed in the VR headset.

[0021] The video software includes a stop image displayed on the display in a first state, and a fall image displayed on the display from the point of transition to the second state. The stop image is an image of the surroundings before the fall, and the fall image is an image of the direction of fall after the fall. The video software is, for example, bungee jumping video software.

[0022] In the above setup, the user is fixed in a prone position on the tablet and the video software is activated. At this point, the user's head is positioned higher than their feet (position 1). The video software outputs a stop image, which is displayed on the monitor within the VR headset. If the VR headset's sensors are used for position detection and tracking, the stop image changes according to their detection output. That is, if the user rotates their head, the image following the direction of rotation is displayed as the stop image.

[0023] When the sensor detects that the device has rotated from the first state to a second state where the height above the floor surface where the device is located is below a predetermined height, the image switches from a stop view to a fall view. That is, when the tablet begins to rotate forward from the first state, the second state (where the height from the floor to the VR headset is below a predetermined height) serves as the trigger to switch from a stop view to a fall view. At this time, because the tablet is rotating, the fall view is displayed synchronously with the user's body rotation on the display within the VR headset.

[0024] In this way, by switching the image displayed on the VR headset's screen in sync with the tablet's rotation from a stationary image to a falling image, the user can experience a strong sense of immersion, including the terror of falling from the highest point in virtual space.

[0025] In a preferred embodiment, the falling image includes footage of the user's body falling after it has entered the inverted position. The time it takes for the tablet to rotate from the second state to the inverted state is approximately 1 second, but the duration of the falling image is longer, for example, approximately 4 seconds. Therefore, the falling image continues further from the time the user enters the inverted state and stops rotating.

[0026] The key point here is to display the falling image during the one second it takes for the user to transition from the second state to the inverted state. Because the user experiences the fall through the falling image and the rotation during that one second, the sensation of falling is deeply ingrained. Therefore, when the user stops rotating in the inverted state, simply displaying the falling image creates the illusion that they are still falling. Thus, even with a short rotation time of only one second, a four-second virtual fall can be experienced.

[0027] Thus, by initially rotating the tablet and displaying images of it falling, the user is made to have a strong impression of the feeling of falling. Therefore, simply displaying images of falling afterwards can create the illusion of falling in the same way. By utilizing the illusions of the human brain in this way, a virtual experience with the feeling of falling can be created, which has the advantages of being simple and effective in construction.

[0028] Furthermore, in a preferred embodiment, the VR headset notifies the outside that it is in the lowest position when the falling image reaches its lowest point. This notification can be made, for example, by vibrating a hand switch connected to the VR headset via Bluetooth (registered trademark). By notifying the outside that the falling image is in the lowest position, the sense of immersion after reaching the lowest position can be further enhanced. For example, when the user recognizes the falling image as being in the lowest position through the vibration of the hand switch, the tablet can be rotated in the opposite direction. At this time, the falling image is set as the image of returning from the lowest position to the top. Through this image and the reverse rotation of the tablet, the user experiences the illusion of returning to the top with negative acceleration or floating near the lowest position. This also utilizes the illusions of the human brain, allowing for a virtual experience of the actual falling state near the lowest position.

[0029] Thus, by combining a device having a rotating center that rotatably supports a flat plate with a VR headset containing built-in sensors, the present invention allows users to experience an actual fall in virtual space with a strong sense of immersion. Attached Figure Description

[0030] Figure 1 This is a diagram showing the user being fixed to a flat surface in the high-altitude bungee jumping virtual experience device of the present invention.

[0031] Figure 2 This is a diagram showing the state of the flatbed during its rotation in the high-altitude bungee virtual experience device of the present invention.

[0032] Figure 3 This is a diagram showing the state of the participant when they are in an inverted position in the high-altitude bungee jumping virtual experience device of the present invention.

[0033] Figure 4 Images (A) to (C) are cropped images of the stop image and the fall image of the high-altitude bungee virtual experience device of the present invention.

[0034] Figure 5 Images (D) to (F) are cropped images of the fall from the high-altitude bungee virtual experience device of the present invention.

[0035] Figure 6 Images (G) to (I) are cropped images of the fall from the high-altitude bungee virtual experience device of the present invention.

[0036] Figure 7 This diagram illustrates the electrical configuration of the virtual experience device 1.

[0037] Figure 8 This is a flowchart illustrating the actions of the virtual experience device 1. Detailed Implementation

[0038] Figure 1 This is a diagram showing the user being fixed to a flat surface in the high-altitude bungee jumping virtual experience device of the present invention.

[0039] exist Figure 1 In the virtual experience device 1, there are two components: the device 10 and the VR headset 11.

[0040] The device 10 consists of a flat board 100 that can fix the user 2 in a prone position, straps 101 that fix the user 2's ankles on the flat board 100 to the flat board 100, a rotating support part 102 that rotatably supports the flat board 100, and a device body 103 that is fixed with the rotating support part 102 and stably holds the flat board 100.

[0041] The appliance body 103 has an inverted V-shaped structure when viewed from the front and is set on a flat floor 3. The reason for the inverted V-shaped structure of the appliance body 103 is that the entire appliance body 103 is easy to move by closing the top corner. The appliance body 103 can have any structure as long as it can rotatably support the flat plate 100.

[0042] The VR headset 11 includes a positioning sensor 110 composed of multiple cameras, a control unit 111, and a display 112 (see reference). Figure 7 The positioning sensor 110 is, for example, composed of a plurality of cameras configured in the VR headset. By processing the images captured by these cameras, the position (position on the three axes) of the VR headset 11, including the distance (height) between the floor 3 and the sensor 110, is detected. A gyroscope sensor can also be used as another example of the positioning sensor 110, and further, it can be composed of known sensors such as infrared sensors or LED sensors. In this invention, any sensor capable of detecting at least the height on the Z-axis is acceptable. Furthermore, it is desirable that these sensors have the function of tracking changes in the position of the VR headset.

[0043] exist Figure 1 In the simulation, participant 2 lies prone on tablet 100, with both ankles secured to the tablet 100 by straps 101. This completes the preparation for the virtual bungee jump experience. In this first state, participant 2's head is positioned higher than their feet. Additionally, the VR headset 11 is pre-installed with bungee jump video software, which is also in motion mode. This bungee jump video software consists of a still image showing the surrounding environment before the fall and a falling image during the fall. Figure 1In the first state, a stopping image is displayed on the monitor 112 of the VR headset 11. The stopping image is the image around the VR headset 11 before the fall. Since the VR headset 11 is equipped with a positioning sensor 110 with tracking function, when the user 2 lowers their head to look down, the monitor 112 inside the VR headset 11 displays the image of the lowest position faced during the jump. In addition, if the user 2 turns their neck to look left and right, the surrounding image changes accordingly.

[0044] Tablet 100 self Figure 1 The state of Figure 2 The tablet 100 can be rotated slightly forward. For example, the assistant lifts the bottom of the tablet 100 upwards, causing it to rotate. Without an assistant, if the user shifts their center of gravity forward, the tablet 100 will rotate on its own. Figure 1 The state of Figure 2 The device rotates in a specific manner. This is the state of the participant just before jumping in an actual bungee jump, and the monitor 112 displays the lowest position seen just before the fall.

[0045] Figure 2 This indicates that in the high-altitude bungee jumping virtual experience device 1, while the tablet 100 is rotating, the distance between the positioning sensor 110 and the floor 3 is about to reach its previous state of h1. In other words, Figure 2 The height of the VR headset 11 from the floor 3 is defined as h1 + Δ.

[0046] The positioning sensor 110 installed inside the VR headset 11 detects that the VR headset 11 is in a certain position. Figures 1 to 2 The position decreases by tens of centimeters during the change in state. During this period, the image output from the high-altitude bungee jumping video software is a stationary image, but due to the positional change of the VR headset 11 corresponding to the change in the position of the user's head, it becomes a stationary image corresponding to that positional change. Figure 2 In the image, the still image is a view looking down from above a tall building.

[0047] If the tablet 100 is moved by the shifting of the center of gravity of the assistant or the user 2, it will move on its own. Figure 2 If the state rotates further, the distance between the positioning sensor 110 and the floor 3 immediately becomes h1. This is the second state. Using the transition to the second state as a trigger, the high-altitude bungee jumping video software switches from a stationary image to a falling image. Furthermore, the tablet 100 instantly rotates to... Figure 3 The inverted state.

[0048] Thus, tablet 100 starts from state 1 ( Figure 1 )Slightly rotate forward and about to fall ( Figure 2If the flat plate 100 rotates further from this state, it will instantly become inverted as the distance between the positioning sensor 110 and the floor 3 becomes h1, representing the second state. Figure 3 This stops the rotation of the plate 100. Figures 2 to 3 The rotation time is about 1 second (hereinafter referred to as 1 second).

[0049] As described below, the high-altitude bungee jumping video software is... Figure 1 The first state until becoming Figure 2 The output stops before the status is displayed. Figure 2 When the tablet 100 begins to rotate further and the distance between the positioning sensor 110 and the floor 3 becomes h1 (second state), the output switches to a fall image. Furthermore, it becomes in an inverted state ( Figure 3 The falling video is then continuously output. The falling video is approximately 4 seconds long (hereinafter referred to as 4 seconds). Therefore, the participant 2 goes from the second state to an upside-down state and then watches the falling video for several seconds.

[0050] Thus, the distance between the self-positioning sensor 110 and the floor 3 becomes the second state of h1, which continues as the plate 100 rotates further. Figure 3 During this state, Subject 2 suddenly saw a falling image instead of the still image seen from above the building. Furthermore, Subject 2's body rotated sharply 90 degrees during this time, becoming inverted. After becoming inverted, the falling image continued for several more seconds.

[0051] The key point here is that the falling image is displayed during the one second that the user 2 transitions from the second state to the inverted state. Because the user experiences the fall through the falling image and the rotation of the tablet 100 during this one second, the feeling of falling is deeply ingrained. Therefore, even after the user becomes inverted and stops rotating, simply displaying the falling image creates the illusion of a continuous fall. This illusion is presumably caused by a cross-modal effect. A cross-modal effect refers to the phenomenon where one sensory information interferes with another sensory information (mechanism), causing the sensory information itself to change. In this embodiment, it is believed that the visual input from the VR headset 11, the sensory input of the gravitational acceleration from the rotation of the tablet 100, and the tactile input from the inverted state, utilize the cross-modal effect to modulate spatial cognition, thereby creating the illusion of a continuous fall while inverted. In this embodiment, the illusion is generated by the cross-modal effect. Thus, even with a short rotation time of only one second, a four-second fall can be virtually experienced.

[0052] As shown above, by initially displaying a short (1 second) simultaneous rotation and falling image of the tablet 100, the user 2 can have a strong impression of the feeling of falling. Therefore, subsequently displaying only the falling image can create the illusion of the same falling feeling for the user 2. Thus, by simply rotating the tablet 100 for a short time, the user 2 can experience a strong sense of immersion in a fall that lasts longer than the rotation time.

[0053] In this embodiment, when the falling image reaches its lowest position, the VR headset 11 notifies the hand switch 113 that it is in the lowest position. The hand switch 113 vibrates at this time. In this way, the assistant can understand that the falling image is in the lowest position state, and therefore causes the tablet 100 to rotate in the opposite direction. At this time, the falling image switches to a floating image that is returning from the lowest position to the top or floating near the lowest position. Through this floating image and the reverse rotation of the tablet 100, the user 2 experiences the illusion of returning to the top with negative acceleration or floating near the lowest position.

[0054] After that, Tablet 100 returned. Figure 1 The original position was freed from the tablet 100 by the user 2.

[0055] In this way, participant 2 can obtain a virtual experience of bungee jumping. In this embodiment, because participant 2's body rotates in sync with the image of bungee jumping, the sense of immersion during the fall is greater. Therefore, participant 2 can have a virtual experience containing the same sense of terror as actual bungee jumping.

[0056] In addition, Figures 1-3 In this setup, a blower 114 is positioned in front of the virtual reality experience device 1. The blower 114 delivers the airflow of the falling experience to the user 2. The blower 114 begins delivering airflow when the falling image is displayed and stops delivering airflow when the falling image has completely ended. Furthermore, as a variation, the airflow is drastically increased from the start of the falling image display. By controlling the airflow in this way, the feeling of actual bungee jumping can be further approximated.

[0057] Figures 4-6 This refers to the image (image frame) captured from the standstill image and fall image displayed on the monitor 112 inside the VR headset 11 in the high-altitude bungee jumping video software.

[0058] Figure 4 (A) ... a still image frame of the image before the fall.

[0059] Figure 4 (B)...The image frame at t=0 immediately after the initial fall.

[0060] Figure 4 (C)...The image frame at t=1 after the initial fall.

[0061] Figure 5 (D)...image frame at t=2 after the initial fall

[0062] Figure 5 (E)...image frame at t=3 after the initial fall.

[0063] Figure 5 (F)...image frame at t=4 after the initial fall

[0064] Figure 6 (G)...image frame at t=5 after the initial fall

[0065] Figure 6 (H)...Image frame at t=6 immediately after the initial fall.

[0066] Figure 6 (I)...image frame at t=7 immediately after the initial fall.

[0067] The fall footage is 4 seconds long, but the aforementioned fall frames are partial cropped images, omitting frames after t=7. In reality, fall frames after t=7 also exist. Furthermore, these frames are also omitted. Figure 1 Image frames of the stopped image in the state and image frames of the floating image after reaching the lowest position.

[0068] Bungee jumping video software such as Figure 1 The system is activated after user 2 is fixed to tablet 100. The high-altitude bungee jumping video software is... Figure 2 Just before it was about to crash, the output contained Figure 4 The stop image of frame (A). This stop image is a view from the roof of a tall building, showing the moment of the impending fall. In fact, due to Figure 4 The image frame of (A) is a crop of the view direction of the user 2 from the image of the surrounding 3D display. Therefore, if the user 2 turns his neck up, down, left, and right, the animation image in the corresponding view direction will be displayed.

[0069] Tablet 100 self Figure 2 The system begins to rotate. When the positioning sensor 110 detects that the distance between the VR headset 11 and the floor 3 is height h1, the image switches from a stationary image to a falling image. The falling image becomes a continuously changing animated image at t=0, t=1, t=2... and is displayed on the monitor 112.

[0070] The image frames from t=0 to t=7 are the image frames of the experiencer 2 jumping off the roof of a tall building and falling to the ground. By displaying the continuous images of this fall on the display 112 inside the VR headset 11, and by observing the rotation of the experiencer 2's body, the experiencer 2 gains a strong sense of immersion in the fall.

[0071] The falling image stopped rotating on the flat plate 100 and became Figure 3 The inverted state continues even after the initial inversion. However, user 2 experiences the fall through the falling images after t=0 and the rotation of the tablet 100, thus creating a strong impression of the fall. Therefore, even if the rotation of the tablet 100 stops, the illusion of falling continues through the aforementioned cross-modal effect using the subsequent falling images. Thus, even with a short rotation time of only 1 second, a 4-second fall can be virtually experienced.

[0072] If the falling image is the image at the lowest position, the control unit 111 vibrates the hand switch 113. At this time, the assistant, aware of the vibration of the hand switch, rotates the tablet 100 in the opposite direction. At this time, the high-altitude bungee jumping image software switches from the falling image to a floating image that moves up and down and floats near the lowest position. Through this floating image and the reverse rotation of the tablet 100, the experiencer 2 experiences the illusion of returning upward with negative acceleration near the lowest position or floating.

[0073] Figure 7 This diagram illustrates the electrical configuration of the virtual experience device 1.

[0074] The VR headset 11 includes a positioning sensor 110 composed of a plurality of cameras, a control unit 111, and a display 112 capable of 3D display. Furthermore, the VR headset 11 is connected to a hand switch 113 and a blower 114 via Bluetooth (registered trademark). The control unit 111 includes an unlabeled memory pre-installed with bungee jumping video software.

[0075] Figure 8 This is a flowchart illustrating the actions of the virtual experience device 1.

[0076] This flowchart is executed by the control unit 111 located within the VR headset 11.

[0077] The VR headset 11 is started by turning on the power switch located on the main body. After starting, the high-altitude bungee jumping video software (ST1, ST2) is activated by using the hand switch 113 connected to the control unit 111 via Bluetooth (registered trademark). At this time, the image displayed on the display 112 is the stop image.

[0078] Then, the assistant lifts the bottom of the tablet 100, which is located next to the feet of the user 2, upwards. Alternatively, the user 2 shifts their center of gravity forward (towards the head) by moving slightly forward, and lifts their hands upwards as needed. In this way, the tablet 100 begins to rotate around the rotating support 102, with the head slightly below horizontal ( Figure 2The rotation of the tablet 100 is temporarily stopped. At this time, the distance between the VR headset 11 and the floor 3 does not reach the specified height h1. Figure 4 As shown in (A), the display 112 of the VR headset 11 outputs a stopped image looking down from the roof of a tall building, showing the state just before the fall.

[0079] If the flat plate 100 self Figure 2 Upon further rotation, the positioning sensor 110 detects that the distance between the VR headset 11 and the floor 3 reaches a predetermined height h1, thus entering the second state (ST3). In this way, the image switches from a stationary image to a falling image. The tablet 100 rotates from the second state to... Figure 3 The inverted state. This time is 1 second. Since the falling image lasts for 4 seconds, even if it becomes... Figure 3 The image of the falling object is temporarily displayed on monitor 112, showing it in an upside-down position.

[0080] When the falling image reaches its lowest position (ST5), the hand switch 113 vibrates. The assistant, recognizing that the falling image has reached its lowest position, rotates the tablet 100 in the opposite direction at that moment. In this way, the image switches from a falling image to a floating image (ST7). The user 2 experiences the illusion of returning upwards with negative acceleration near the lowest position or floating.

[0081] End all actions at the end of the floating image phase.

[0082] Furthermore, in this embodiment, in front of the virtual experience device 1 ( Figures 1-3 A blower 114 connected via Bluetooth (registered trademark) is positioned on the floor 3 (on the left side). The control unit 111 starts supplying air from the blower 114 upon entering ST1. Air supply stops upon entering ST5 or ending ST7. By synchronizing the air supply in this way, the feeling of falling during a high-altitude bounce can be further enhanced. It is believed that the sensation of wind pressure caused by the air supply contributes to the aforementioned transmodal effect. As a variation, the air volume in ST4 can be greater than the air volume in ST1. Therefore, compared to when it stops ( Figure 1 , Figure 2 In terms of the fall ( Figure 2 → Figure 3 As the wind intensifies, the feeling of falling becomes more pronounced. Furthermore, in ST4, the airflow can be increased over time, further amplifying the feeling of falling.

[0083] Based on the above actions, the tablet 100 automatically... Figure 1 The state rotates to become Figure 3In addition, by displaying the stopping image and falling image of the high-altitude jump in sync with the display 112 in the VR headset 11, the experiencer 2 can experience the actual high-altitude jump in the virtual space with a strong sense of immersion.

[0084] As another embodiment, roller coaster drop video software can be installed instead of bungee jump video software. Similar to bungee jump video software, roller coaster drop video software can provide a highly immersive experience of the rapid descent of an actual roller coaster.

[0085] In this embodiment, the device body 103 is designed with an inverted V-shape. However, as long as the shape of the flat plate 100 and the rotating support 102 can be stably maintained, the shape does not have to be inverted V-shaped. Furthermore, as long as the floor 3 can hold the device body 103 approximately horizontally, it can be combined with a base or track that allows the device body 103 to rotate left and right or move forward and backward. With this configuration, when the device body 103 is stationary, a more realistic virtual experience of high-altitude jumping can be achieved by moving the device body 103 forward or left and right.

[0086] Furthermore, the rotation of the plate 100 can be performed automatically using a motor instead of manually. Further, in this embodiment, the plate 100 is rotated to... Figures 2-3 The time is set to 1 second, and the output time of the falling image is set to 4 seconds, but the time is not limited. These times are appropriately set according to the type of user 2 (adult or child), the size and structure of the device 103, the characteristics of the image software (the type of bungee jump or roller coaster or the time of the fall), etc. These settings can also be made via a hand switch or the switch of the VR headset 11.

[0087] Explanation of reference numerals in the attached figures

[0088] 1: Virtual Experience Device

[0089] 2: Experiencer

[0090] 3: Floor

[0091] 10: Utensils

[0092] 11: VR Headset

[0093] 100: Tablet

Claims

1. A virtual experience device that allows users to experience the sensation of falling, characterized in that... have: The tablet fixes the user in a prone position without raising or lowering it. The apparatus includes a rotating support portion that rotatably supports the flat plate, with the user's waist as the rotation center. This allows the flat plate to rotate from a first state where the user's head is positioned above their feet to an inverted state where the user's body is upside down. In the first state, the user's body is in a horizontal position. VR headset, installed on the user's head, and equipped with a display for showing images in virtual space. The VR headset features: The sensor detects a second state where the appliance rotates from the first state and its height above the floor surface where the appliance is placed becomes below a predetermined height; and The video software includes a stopped image displayed on the display in the first state and a falling image displayed on the display from the time the second state is entered. The falling image includes: a first falling image, which is a falling image displayed on the VR headset during a first time period until the experiencer's body stops in the inverted state; and a second falling image, which is a falling image displayed on the VR headset during a second time period longer than the first time period after the experiencer's body stops in the inverted state. The second falling image is a falling image that is continuous with the first falling image. The second falling image when the experiencer's body stops in the inverted state also creates the illusion of continuous falling after the experiencer becomes in the inverted state through a cross-modal effect.

2. The virtual experience device for experiencing a falling sensation according to claim 1, characterized in that, The VR headset notifies the outside world that it is in the lowest position when the falling image reaches its lowest position.

3. The virtual experience device for experiencing a falling sensation according to claim 1 or 2, characterized in that, The stopping image and the falling image are composed of images taken during the high-altitude bungee jump.

Citation Information

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