Balance Immersive Interface
A balance immersive interface is an interface of any type which completely eclipses the user?s own sense of balance, the inner ear itself either mollified or overridden. Instead that sense is replaced by sensory data coming from an avatar within a virtual environment, bonding the user?s sense of self to that avatar.
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Without the vestibular system we lose our sense of balance entirely. Balance is vital in the physical world. In the virtual, it is not yet vital, but would be handy for an increasing number of situations. What if there were ways to use prosthetics to give balance back to those without, and to then utilise that same discovery, to bring balance, into VR?
This interesting read deals with finding a balance between Role-Play, and the 'Hack & Slash' approach taken by gamers, allowing both to co-exist in the same world, happilly, without ruining the experience for each other.
Galvanic Vestibular Stimulation. For those of us familiar with it, it's a possible panacea to cure simulation sickness, and rope the sense of balance of the user directly into the simulation. Unfortunately, it seems there is a fly in the mixture.
A look at the Sega VR, a head mounted display and fully immersive interface of the early 1990s, that somehow never quite managed to make it off the ground.
The Wii Balance Board is literally as it sounds. It is a small, white board you stand upon, with internal pressure pads in formation, to detect any slight changes in weight as your posture changes on top of it.
Industry news from August 2005, featuring the debut of 'galvanic vestibular stimulation' or GVS. GVS is a means of controlling the input sent to the body's balance centres via a pair of devices behind the ears. Capable of tilting your balance to make you think you are moving in any direction at any time, GVS offers many hopes for cheap, mass-market movement simulation.
An innovative project at Tripler Army Medical Centre utilises an immersive virtual reality interface to take patients back to the war zones they experienced, to treat their battlefield stress.
The Virtual Dental Implant Training Simulation Program or VDITS is designed to help students in diagnostics, decision making and treatment protocols. However, its use is ultimately limited because VDITS is a fishbowl VR interface, not an immersive one - it expects participation via monitor screen, mouse and keyboard, rather than a full on virtual experience, at least at this stage.
An elegant comparison between three very different forms of hardware-mediated virtual reality - HMD immersive displays, CAVE immersive VR systems, and Chameleon VR systems that carve out a nook for themselves within the physical world.
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With a nervous smile on her face, a young woman walks forwards in a straight line. Suddenly, she veers to the right. She stops immediately, stumbling a little in the process, regains her balance, and walks forwards again ? before veering of...
The new Micoy camera System has been created to make real-time immersive worlds such as Star Trek holodecks, a reality.
The system is basically a set of cameras, that recordd 360 degrees by 360 degrees - the entire sphere aro...
MediaGrid.org is attempting to push forwards the cause of using both immersive and non-immersive interactive virtual environments for educational purposes.
They have launched an open call to educators, students and profession...
The iShoe, now under development at MIT, is a health interface, designed to test balancing ability and the unique pressure pooints on an individual?s feet.
The iShoe insole could help doctors detect balance problems before a ...
A nimble, four-legged robot called BigDog is so surefooted it can recover its balance even after being given a hefty kick. The machine, which moves like a cross between a goat and a pantomime horse, is being developed as a robotic pack mule...