Walk free and endless in VR.

Cybershoes make it even possible to run in virtual reality.

The user is no longer limited by real world space. Now that hands are freed up from controllers:
Users can “touch” virtual objects and operate a user interface. The user has a very high feeling of immersion. Only 2 out of 100 users complain that their are seated, not standing. Actually you are half-way seated.

* Visit places that are not accessible (Archeology, Lascaux Cages)
* Architecture: walk a 1:1 model of a project still unbuilt
* Compare in real-time different light, geometries, materials, furniture
* Infrastructural buildings:  check evacuation routes for security issues
* Prepare relief forces for certain territories
* Trainings on industrial facilities that are repeatable
* Cinematic use: play a dream world experience

Availability: professional replications of the prototype
System components: please refer to image; Leap Motion Controller and HÅG Capisco chair are included, however not the HTC Vive.
Size: diameter 1.4-1.6 meter
Connectivity: like a wireless gamepad
Hand recognition: optional, Leap Motion & UE4
Technology readiness: very stable, TRL6

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.