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Virtuix Omni Provides Virtual Worlds in Which to Walk, Run, and Jump

2016 has been called the year that virtual reality becomes a reality, as some of the most anticipated devices will be made available on the consumer market. From Magic Leap (valued at over $1 billion) to Oculus (acquired by Facebook last year for $2 billion), there’s plenty of interest in the market, and ample room for it.

Though virtual reality is often depicted as an experience for the recliner or gaming chair, a number of VR enthusiasts want us to rethink how we engage with the technology. Instead of sitting around, they’d like to get us moving and looking beyond the go-to medium of gaming. Developers of these new devices consider fields like military training and healthcare as valuable places for mobile virtual reality to be applied.

Leading this approach is a Kickstarter VR company called Virtuix, whose treadmill-like device Omni encourages users to get upright and active. The reason to develop such a device felt like a natural evolution to Virtuix’s former Product Manager, Colton Jacobs.

“If I am walking in the virtual world my avatar is actually walking…”, he says, “…then the body’s natural reaction is, I want to stand up, I want to be walking with this avatar as if I’m actually there.”

Virtuix’s Omni

Users first slip on a pair of Omni’s $60 slippery-bottomed shoes before stripping into a lower body harness, which allows them to shuffle and slide their feet over the surface of the device. The device looks like a treadmill, but the track doesn’t actually move; rather, the shuffling and sliding motions register on the track and translate into the VR program being used. Shuffle forward, and your character moves forward. Shuffle backward, and your character back pedals. The resulting movement is somewhat awkward looking from the outside, but a reportedly smooth and consistent experience for the user.

Engadget had a chance to try out the device earlier this year and gave a positive review: “Even the easy mode that I tried, wherein you fire where you look rather than where the gun is pointing – had my heart pounding.” Testing games like Doom and Call of Duty, Engadget reporter Andrew Tarantola recounts his experience:

“The generic ‘base defense’ shooter game that I tried blew me away. Having to actually move, turn, look around and aim was incredibly immersive and added a completely new level of gameplay. There’s no more sprint button. If you want to run faster, then you really have to run faster. I was sweating by the end of my session — and grinning harder than I have in years.”

Meanwhile, Jacobs describes Omni as an immersive experience like few others. Where your standard, handheld controls allow you to manipulate your character’s movement by toggling a joystick, Omni facilitates movement by mimicking the user’s movement.

“You can walk, run, jump, turn around 360 degrees and act out your virtual avatar’s motions. We’re doing motion tracking ourselves to the lower body so we’re going to be able to tell what direction you’re walking in and how fast you’re moving, jumping, side stepping, things like that and translate that into analog movement in the virtual world.”

Though he acknowledges gaming as the default medium for immersive VR devices, Jacobs envisions Omni’s technology applied beyond gaming.

“The gaming market is a great first adopter market for us,” he says. “That being said, we’ve had multiple orders for military installations, West Point Navy installations, where they’re doing training simulation for some emergency and disaster training… instead of sending soldiers out to the field, they can actually just do training for various types of scenarios in the virtual world together.”

By getting soldiers to actually act out the movement, they’re able to simulate the physicality of real-world scenarios more realistically than can be done with a hand-held controller.

Virtuix likely won’t stop with entertainment and military training. According to Jacobs, the company has looked into healthcare — particularly physical therapy and recovery – as a field that would greatly benefit from a device like Omni.

“We’ve had multiple universities around the world actually, go ahead and order the Omni and they’re looking to test it for various different rehabilitation, also research. Stroke survivors is one of our big ones. A traditional treadmill can get someone up and walking in a straight line but a lot of the dangers that they have when they’re walking around in their home or just walking in general is when they have to turn corners. When they have to go around an object, that’s when they have a higher fall risk. Our system could potentially help to reactivate those muscles after a major neurological attack like a stroke or Alzheimer’s.”

Though virtual reality is already used in healthcare, some ask why there isn’t hasn’t been more innovation in this area by the virtual reality industry. Perhaps Omni could be a useful bridge in moving the technology forward.

Of course, an important component in such applications is ensuring that the system is safe. After all, the thought of wearing a head mounted display (HMD) while sliding around a track sounds like an accident waiting to happen.

“Safety is definitely a top priority,” Jacobs says. “You can’t actually see your surroundings while you’re in the Omni. You need to be strapped in, make sure you’re safe, but you’re also standing on a frictionless surface. You have to watch a video of this to really understand, it’s very hard to say in words.”

But so far, Omni has stood up to the gaming obstacles, which speaks to potential opportunities for use in healthcare-type settings.

“With our harness and our safety support structure, we’ve never had anyone fall on the Omni, especially in a high-intensity gaming situation; it’s even more intense when there’s zombies flying at you.”

Samsung thinks you can overcome your fear of spiders using virtual reality

VR for phobias; makes sense. Scared of spiders? Samsung believes VR may be the treatment for you.


Could you face your fears if you knew you weren’t actually facing your fears? That’s the premise behind a virtual reality experiment Samsung is running for a new app called Itsy, which is designed to help people face their fear of spiders. Created with the help of researchers at Stockholm University, Itsy tries to wean people into giving up their fear of arachnids.

The program is being run by Samsung’s Nordic branch, and the reason is extremely specific.

It turns out 25 percent of Nordic people have a fear of spiders. This presented a good way to test VR and help people at the same time. First subjects are asked to walk as close to a tarantula as they can get. Most of them don’t get far. That’s when Itsy comes in.

Traditional Contact Lenses Reimagined to Include Biosensoring Virtual Reality

IRVINE, Calif., July 11, 2016 /PRNewswire/ — From measuring glaucoma to augmenting reality, advances in technology have enabled smart contact lenses to steadily gain traction in the past year. Although still in the early stages of development, the introduction of such novelties will inevitably be life-changing.

Photo — http://photos.prnewswire.com/prnh/20160711/388295

Here’s what you’ll see at TIFF and The Verge’s VR showcase this month

We’re really excited to be working with the Toronto International Film Festival on a three-day event called POP showcasing some of the most inventive VR creations… and it’s coming up very soon — Friday, July 15th through Sunday, July 17th at the TIFF Bell Lightbox in Toronto. Tickets are on sale now, and we’d love to see you there.

Let’s talk about what you’ll see when you’re there. The theme of this POP event is empathy and real-world storytelling — how VR can really impact your view of (and connections to) the world. We have more than a dozen pieces that you can try.

Then on Saturday, Adi Robertson and I will be moderating panels where the creators — including the co-founders of Felix and Paul… Felix Lajeunesse and Paul Raphaël — talk about how they use VR to elicit emotion.

Microsoft uses BBC Micro Bit and virtual reality to prepare autistic kids for jobs

Good work by Microsoft.


Autism is a spectrum disorder, meaning not all people that meet the classification have identical behaviors. Some of these folks are very functional, while others may struggle more to socialize, or not be able to hold jobs.

According to Microsoft, 85 percent of those with Autism do not hold full-time employment. This is unfortunate, as some of those with the classification are likely falling through the cracks — capable of work, but not equipped. Luckily, the Windows-maker, in association with CASPA and Dennis Publishing, is aiming to change this with some unlikely tools — the BBC Micro Bit and HTC Vive virtual reality solution.

“The participants — aged between seven and 19 — were taught to code using the BBC micro: bit — a programmable mini-computer that features an LED display, accelerometer, compass, micro USB plug and external battery pack. They learned to light up the LEDs, and change that display by moving and turning the micro: bit”, says Microsoft.

DARPA Develops Virtual Eye That Captures a Real Time Virtual Reality View Using Two Cameras

DARPA Vector Logo.eps

During a disaster situation, first responders benefit from one thing above anything else: accurate information about the environment that they are about to enter. Having foreknowledge of specific building layouts, the locations of impassable obstacles, fires or chemical spills can often be the only thing between life or death for anyone trapped inside. Currently first responders need to rely on their own experience and observations, or possibly a drone sent in ahead of them sending back an unreliable 2D video feed. Unfortunately neither option is optimal, and sadly many victims in a disaster situation will likely perish before they are discovered or the area is deemed safe enough to be entered.

But a team at the Defense Advanced Research Projects Agency (DARPA) has developed technology that can offer first responders the option of exploring a disaster area without putting themselves in any risk. Virtual Eye is a software system that can capture and transmit video feed and convert it into a real time 3D virtual reality experience. It is made possible by combining cutting-edge 3D imaging software, powerful mobile graphics processing units (GPUs) and the video feed from two cameras, any two cameras. This allows first responders — soldiers, firefighters or anyone really — the option of walking through a real environment like a room, bunker or any enclosed area virtually without needing to physically enter.

How VR Gaming will Wake Us Up to our Fake Worlds

Human civilization has always been a virtual reality. At the onset of culture, which was propagated through the proto-media of cave painting, the talking drum, music, fetish art making, oral tradition and the like, Homo sapiens began a march into cultural virtual realities, a march that would span the entirety of the human enterprise. We don’t often think of cultures as virtual realities, but there is no more apt descriptor for our widely diverse sociological organizations and interpretations than the metaphor of the “virtual reality.” Indeed, the virtual reality metaphor encompasses the complete human project.

Virtual Reality researchers, Jim Blascovich and Jeremy Bailenson, write in their book Infinite Reality; “[Cave art] is likely the first animation technology”, where it provided an early means of what they refer to as “virtual travel”. You are in the cave, but the media in that cave, the dynamic-drawn, fire-illuminated art, represents the plains and animals outside—a completely different environment, one facing entirely the opposite direction, beyond the mouth of the cave. When surrounded by cave art, alive with movement from flickering torches, you are at once inside the cave itself whilst the media experience surrounding you encourages you to indulge in fantasy, and to mentally simulate an entirely different environment. Blascovich and Bailenson suggest that in terms of the evolution of media technology, this was the very first immersive VR. Both the room and helmet-sized VRs used in the present day are but a sophistication of this original form of media VR tech.

Read entire essay here