Cybershoes make it possible to walk and run in virtual reality.
The user is no longer limited by real world space.
Grab with your hands and walk with your the legs.
* Gaming: When immersion matters. Feel free to walk, run & strafe
* Industrial facilities: training and planning
* Medical use: elder(wo)men’s home, beautiful rehab
* Events, Presentation, Architecture, Travel
* HTC Steam Games for VR (via touchpad of the motion controller)
* Applications that support Gamepad or Vive Motion Controller for VR
* E.g. Sketchup, Autodesk Revit, Enscape, Robot Studio
* Oculus is supported via Gamepad
* HTC Vive via Motion Controller
* Vray for 3DS Max via Unreal Engine Datasmith Gateway
* create a workflow that suits your team and ambition
* rent Cybershoes for an event
* complete hard- and software package
* B2B service contract
* delivery of high-quality interactive content according to your guidelines
Availability: currently as B2B solution, Kickstarter project targeting consumer will be announced soon.
System components: please refer to image; HÅG Capisco chair is included, however not the VR headset.
Size: diameter 1.4 meter
Connectivity: like a wireless gamepad
Hand recognition: optional, Leap Motion & UE4
Technology readiness: very stable, TRL6
Architects on Cybershoes
The Cybershoes® are a surplus to advanced VR systems.
The user puts the Cybershoes® over her/his shoes and takes place on a comfortable seat with lean and armrest. The seat can rotate around its axis. All movements made by the user are transferred into the virtual reality headset. While walking, the user is halfway seated, what makes the Cybershoes® comfortable and secure. The walking movement is very intuitive and the virtual space is not limited by real space.
When it comes to locomotion, current VR systems rely on handheld controllers that are used like a joystick. Users can only walk within a space that is limited by real world space. When the user wants to precede further, the joystick is needed for teleportation or for being moved forwards. This form of locomotion is not life-like. Thus many people experience VR-nausea that is caused by unnatural behavior of the image projected in the VR glasses.