CirculaFloor robot floor tiles keep you moving in virtual reality

One of the big problems facing VR is the issue of mobility -- how do you allow users unrestricted movement in virtual reality, while keeping them relatively static in real reality? Omni-directional treadmills have been tried in the past, and now researchers at the University of Tsukuba in Japan have developed something called CirculaFloor. The system uses four robotic tiles that constantly shift position, ensuring that there's always a tile in the direction you're headed. Additionally, the entire assembly moves slowly backwards, giving one the impression of movement while they're actually standing relatively still. The tiles also incorporate lifts, for simulating staircases and the like. While this research is promising, there's still plenty of work to be done -- for instance, the tiles still move awful slowly, and while they seem sturdy enough for a leisurely stroll, a Left 4 Dead implementation is not likely to happen any time soon. Video after the break.
[Via Tech Digest]
[Via Tech Digest]






















It's no holodeck, but it'll do for now.
This would have been perfect for when I was 6 and we were playing "the floor is lava".
Holy crap, YOUR floor was lava too?! What the hell was wrong with our parents?!
the floor's NOT lava?
Just stick to the gray tiles and you'll always be fine, trust me.
I loved that game.
Hehe my floor was lava too, but it pretty much stopped being lava when I broke the glass table...
http://www.youtube.com/watch?v=BQw1tsgrJOs&feature=related
You beat me to it.....my thoughts exactly.
yea but with these you wouldn't have to have a huge set up these are portable and can be stored while the other cannot. Don't get me wrong i like both its just this would be more practical for home use while the other for arcades or other things.
that can't do stairs
Interesting but i can't see these ever being fast enough or safe enough to rely on for true simulated running
Hmm, I remember seeing this project a good long while ago. I don't want to say years, but it certainly feels that long.
I wonder what's changed to make it show up on the radar again.
To aMac and James,
I had a feeling I had seen this years ago too, and here at Engadget. And it was YEARS ago.
http://www.engadget.com/2004/08/19/the-circulafloor/
James is right, this is back from 2004. Is there anything different about it that's showing up now, or is this just a blunder on Engadget's part?
The future is now!
well this is on my christmas list
I'd rather have some brain reading device that will move me in virtual reality rather than floor tiles keeping up with it.
Too much DRM on the brain reading devices
They should call them "Flobots"
We need something like a ball on rollers, like an upside down mouse
http://www.virtusphere.com/
dear virtual reality researchers:
ceiling mounted body harness. large orb (think trackball) installed into the floor to walk in 360'.
you're welcome
Yes, a tight genital crushing suspended body harness will not distract from our being taken away to some enchanted virtual reality.
Some people's idea of an enchanted virtual reality involves tight genital crushing.
;)
Neat! This is pretty much exactly what the Star Trek Technical manual says the holodeck does!
Except for the lack of transporters, replicators, and force-fields.
http://memory-alpha.org/en/wiki/Holodeck
Whenever I see anything involving tiles and humans - I always think "Jump to conclusions" from Office Space lol.
That is the worst idea I have ever heard in my life Tom.
Yes, is horrible, dis idea.
In case anyone else wants to walk down memory lane:
http://www.youtube.com/watch?v=Fcv5e6xX25I
Cube2 anyone?
I could see this slow design iteration as being a pretty sick way to play Myst.
Jump to Conclusions Mat
I prefer the Omni-directional treadmill.
Alright, but what if we have to jump?
How about something like in the movie Disclosure?
They used rollers in a bowl shape to keep the person stationary.
http://www.imdb.com/title/tt0109635/
http://www.youtube.com/watch?v=VFkyV7d5t8o
Oh crap. Did I wake up in 2004 this morning?
http://www.newscientist.com/article/dn6299-smart-tiles-add-reality-to-virtual-worlds.html
The treadmill seems to be more realistic and safe, but it doesn't have the ability to simulate steps or hilly terrains. Perhaps some type of morphable treadmill would be the best of both worlds. Of course, you could have a lot of fun messing with someone on a morphing omni-directional treadmill...
or you could just simply TILT the floor... sounds a lot less expensive than a morph ball
ALSO Nintendo should be taking notes. before I saw the video my first thought was the Wii fit balance board 2.
Tilt would simulate smooth gradations, like walking up a smooth hill, but not steps or other, more discrete, height changes. Morphing doesn't have to be futuristic or strange (essentially just the technology in those kids toys made of pins that form the shape of your face or hand).
I would love for Nintendo to do something like this, but I think the price would preclude it from a home console. It could be something for arcades or theme parks, though.
I would think you would need a lot more than 4 to do this properly.
Thats pretty impressive. The treadmill is pretty cool too. Cant wait til this comes to complete fruition.....
What if the person wants to step sideways, around a virtual lamppost, say? Whoops?
The system appears to try to forecast where you'll move, but that only works if you move straight ahead and make forward turns; you have to make gestures about your movement before the squares have to do anything about them. Practically, you'll need at least one more square in each direction just for immediate use, since you probably aren't going to have your feet together and step right in the middle of a square every time (and you don't want to slip off), in addition to the square you are moving to, and more unless the squares are REALLY fast and can tell exactly where your feet are. You'll really need at least one more in each direction, even if it only takes 1/2sec for the whole row of tiles behind you to move in front of you. And you'll need more rows if the response time is lower. So, the square you're mainly on, one more on each side for safety or your other foot, another for where you might step (a row of squares if it can't tell exactly where you are going to step or can't move fast enough to compensate for a sudden side-step), and more rows depending on response times. As you shift your weight from one square to another, you need another eight squares to surround it instantly, should you decide to put your other foot down.
The problem is for steps - the environment will need the horizontal space mapped in tile units, so a person doesn't step on a tile edge where a step down is indicated visually, but the physical tile doesn't end for another couple of inches. (A more comprehensive solution, but more difficult to implement, would be to use a bunch of smaller tiles, say, 4". 1" would be better, but these have to be self-contained after all.) The active tile will need to be a step above the underlying surface to allow for an upcoming step down, and as soon as a tile becomes active, it will need to move to the middle position. The next tile will need to be able to go a step higher, unless all steps are pre-planned; in a free-roaming environment, you should be able to step either forward or backward, either up or down, from your current location. And while the new "current square" will need to be able to quickly move to the middle level, the "previous square" will need to move as well, since your other foot is probably still near it and you need to keep the two steps in relative position. This may require a four-level arrangement, so that both the current (focus of weight) and previous (secondary weight) tiles can both have tiles above and below, to allow for a step back when the person was moving forward. Additional tiles in a flat plane isn't as much of a problem, as indicated before, but in 3D, it becomes more of a problem.
Which brings up another problem: Safety. What if somebody trips? Do they fall two-three feet and risk hitting the corner of a tile on the way down? Even if the system detects a trip and moves the tiles out of the way, somebody's going to get hurt. Unless the system moves the tiles IN the way to act as a floor. Since it seems enough tiles will be needed for movement, that shouldn't be a problem - since you're already simulating floor, just simulate enough floor for the body, not just for the feet. This could then be used intentionally - the tiles could even move somewhat to give a cushioned landing, on, say, a jump/fall from a height in the virtual environment; cushioning an accidental trip would be a side-benefit. Hmmm, this is getting more interesting... (But it will need MANY more tiles, not just four...)
I was thinking the same thing, about the safety issues. Say they increased the speed of the tiles to allow for running, how easy would it be for someone to catch their foot in-between the tiles and go crashing chin first to the floor?
That's why I suggested the smaller tiles. It would create a more seamless floor, like a conventional tile floor. The system could be configured to allow, say, two feet on all sides of the participant, unless the program is designed with a step/slope/etc at a particular location. And the safety margin would be maintained regardless of the participant's motion. This could require very large numbers of tiles if the tile movement is slow; it could take several yards of tiles to remain two feet ahead of a full-speed runner.
While for the sake of keeping the runner still in absolute space, the tiles will have to move at least as fast as the runner, the tile maximum speed could simply be listed as a system limitation/specification. Like calculations per second, dots per inch, etc.; it's not a limitation if it suits the needs of the implementation. The UI would obviously need some way to signal the user when the limit is being approached, perhaps with a visible horizon that approaches the user as he/she moves faster. When the user moves well within the system limits, the horizon is not visible. If the user moves fast enough that the horizon reaches him/her, then he/she will go over the edge... (The manual would have a disclaimer against any such injury, as the user was warned well in advance of the edge.)
The system will also have to closely monitor the runner's motions; you don't want the tiles to keep moving in the wrong direction when he stops or turns suddenly...
Oh god! Now I can play Final Fantasy Tactics or any other similar tactics game live with my own body!
http://news.bbc.co.uk/2/hi/technology/7593444.stm
this could be a start for realistic environments
Unless they are totally silent - the illusion is spoiled...
Two words:
noise-canceling headphones
Reminds me of that scene in X-Men with Magneto building the floor/bridge under his feet as he walks.
Yeah, that's pretty much what I was thinking
my mom said the cussions would burn in the lava, so i used plates.. keke