Reality Feedback
Game Controller
Wearable Equipment
真实反馈游戏控制器
Three-Axis Gyroscope
Motor
Vibrator
When player bring up an heavy stuff, the part of the controller’s axle will limit player’s arm, allowing the player to feel the actual weight on their arms.
当玩家举起重物时,控制器的转轴上的马达将会给出反向的力来阻止玩家的手臂运动,从而带给玩家真实重物的体验。
Player shooting in the game, the controller will rotate to rear, which enables player to feel the weapon's recoil. At the same time, the shakers are activated
当玩家“射击”时,控制器上的马达会向着“枪”的反方向运动来制造枪制退的体感效果。
When player carrying too many equipments, the controller will restrict the player’s movement to emulate the heavy weight.
当玩家负重行进时,控制器的轴会限制关节的移动,制造出疲劳的感觉。
Process
Virtual Reality (VR) Market Research
HTC Vive
Oculus Rift
Playstation VR
Samsung Gear VR
Number of users in millions
The statistic depicts a forecast regarding the number of active virtual reality users from 2014 to 2018. (in millions)
The virtual reality market could be worth $30 billion by 2020. (claims tech M&A advisory firm Digi-Capital.)
Most of that growth is expected to come from sales of VR headsets, games, and videos.
One million people have used Samsung's Gear VR over the past month. (according to an Oculus statement in mid-May.)
There are currently 685 virtual reality start-ups with an average valuation of $4.5 million. (according to start-up tracking site AngelList.)
VR monitor
Only work on head
Camera Tracker
Tracking via camera, is limited to Only player’s front.
Muscle Tracker
Tracking via muscle’s biology electricity. The tracker needs to have contact with player’s skin. People need take off their clothes for the tracker
PrioVR
Tracking via measuring position of points player’s body.
It’s too complicated to wear and do not offer game’s experience.