Rotatable VR Footpads for Stable Locomotion Simulation

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Solution Overview

Problem

Current virtual reality systems lack effective methods for simulating locomotion that do not require physical movement or restraints, fail to provide accurate motion feedback, and often cause disorientation due to inconsistent cues between visual and bodily sensations.

Innovation Solution

A virtual reality locomotion apparatus with rotatable footpads and sensors that transmit rotation data to a VR system, allowing users to simulate movements like forward, backward, and arc travel, and rotation, while maintaining stability and providing feedback through motor-actuated footpads and environmental simulators.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If traditional video game controllers are used, then basic gameplay is possible, but they cannot provide immersive virtual reality experiences or enable natural locomotion control

Engineering Contradiction:
Improveimmersive virtual reality experience capabilityVSAvoidcontroller structure complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The controller is designed to perform multiple functions: it serves as both a traditional game controller and a virtual reality interaction device. The housing can rotate to different orientations (landscape and portrait modes), and the same physical buttons and triggers serve both traditional gaming and VR locomotion purposes, eliminating the need for separate devices

Inventive Principle:
Principle #6Universality (Multi-functionality)

Solution Approach 2:

The controller incorporates dynamic elements including rotatable housing that can transition between landscape and portrait orientations, movable thumbsticks that can be positioned at different locations on the housing, and adjustable trigger positions. These dynamic features allow the controller to adapt to different VR locomotion modes and user preferences

Inventive Principle:
Principle #15Dynamics

2Adaptability or versatility

If fixed controller design is used, then manufacturing is simple, but it cannot accommodate different VR locomotion modes and user preferences

Engineering Contradiction:
Improvelocomotion mode adaptabilityVSAvoidcontroller assembly complexity
Core Design Contradiction:
Adaptability or versatilityVSEase of manufacture

Solution Approach 1:

The controller is divided into separable components including the housing, thumbsticks, triggers, and button assemblies. The thumbsticks can be independently positioned and attached at different locations on the housing, and the housing itself can be rotated to different orientations. This segmentation allows for easy reconfiguration without requiring complex integrated designs

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The controller components are designed with pre-configured mounting features and standardized interfaces that allow for quick assembly and reconfiguration. The thumbsticks, triggers, and buttons are prepared with attachment mechanisms that enable easy positioning and securing at different locations, reducing the complexity of the assembly process

Inventive Principle:
Principle #10Preliminary action

3Ease of operation

If conventional control schemes are used, then traditional gaming compatibility is maintained, but natural VR locomotion control is not achieved

Engineering Contradiction:
Improvenatural locomotion controlVSAvoidcontrol mechanism complexity
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The controller enables the user to customize its own configuration by positioning and attaching thumbsticks, triggers, and buttons at preferred locations on the housing. This self-configuration capability allows users to adapt the controller to their natural hand anatomy and preferred locomotion style without requiring complex pre-programmed control schemes

Inventive Principle:
Principle #25Self-service

Data Source

PatentEP3740848B1Virtual reality locomotion device
Publication Date: 2024.06.05 HOBOLOCO INC
  • EP3740848B1 patent drawingFigure 1~2
  • EP3740848B1 patent drawingFigure 3
  • EP3740848B1 patent drawingFigure 4~5

AI summary

A device with rotatable footpads for locomotion simulation in a virtual reality environment and method for same are disclosed. The apparatus comprises: a stanchion for supporting two footpads, wherein the two footpads rotate on an axis passing through the stanchion; a plurality of sensors that detect the rotation of each footpad; and a controller transmitting signals from the plurality of sensors representing the rotation of each footpad to a virtual reality system. The method for using the apparatus comprises: stabilizing footpads of a virtual reality locomotion apparatus using motors controlled by a locomotion controller; detecting the rotation of the footpads on an axis passing through the footpads via sensors of the footpads that detect rotation of the footpads; and transmitting a digital representation of the rotation of the footpads to a virtual reality system.