June 14, 2016

Invisible pet fence will corral your VR experience

I wonder if anyone else thought of wireless pet fences when they saw this bit of kit at E3.

From Gizmodo:
It’s fun watching people wearing an Oculus Rift or HTC Vive run into walls, trip over furniture, or smash into other obstacles while playing a VR game. But it’s not as fun when you’re the one accidentally breaking your own TV, so Nyko has come up with a solution that makes it safer to explore a VR world while you’re inside the real one.
The VR Guardian system is made up of four wireless positional sensors that you arrange around a space, in any shape as large as 20x20 feet, to define a safe area where you’re free to move and flail your arms without hitting anything. To let you know when you’re getting close to the invisible fence the sensors create, a wristband worn on each arm will start to vibrate letting you know to back off, without distracting you from your VR experience.
There are just so many problems that VR has to solve before it can really become a thing, and this is just one of them: how do you navigate a virtual space? Oculus "solved" this by giving users an XBox One gamepad, tacitly admitting that you can't actually do anything in Oculus VR that you can't do without it (although it sure will look pretty). HTC Vive went with a "room scale" solution, limiting players to a 5½ x 6½ foot space, which may be why Space Pirate Trainer is the most popular early offering for the Vive: a two-fisted, guns akimbo, VR version of what amounts to Duck Hunt (sure is pretty, though).


But beyond seated driving a piloting sims, and limited room-scale experiences like Job Simulator (yes, that's an actual thing), there's still little to no sign that VR hardware makers have cracked this basic interface problem, and your other interactions with the VR environment will be just as clunky: again, Oculus ships with an XBox controller, and while HTC Vive's controllers (and Oculus's coming add-on controllers) provide some ability to just reach out and grab things, the lack of tactile feedback and near-zero manual dexterity would see to me to be tailor-made to ensure that handling VR object is nothing like handling real-space ones. And yes, the VR hype machine would have you believe that a VR environment will replace your real-world work space!

No. Sorry, but I'm still not at all impressed, and I doubt that any number of invisible pet human fences will change my mind about that.