At this stage, there are many devices in the market that simulate the physical sense to make the virtual world more real, such as full-body suits, gloves, robots, and exoskeletons. These products can simulate sensations, but they cannot create the true effect of spatial structures such as walls and doors. With the increasing popularity of augmented reality and virtual reality, being able to “cross†walls directly is not an innovative idea. Instead, it will limit the user experience to a large extent.
Then, the problem will come. How should we design such a physical obstacle as a virtual wall? Not only can we push and push, but we do not need to use awkward mechanical hardware as an aid.
Pedro Lopes, who specializes in human-computer interaction, believes that the answer to this question is hidden under our skin. He teamed up with Patrick Baudisch, Sijing You, Lung-Pan Cheng, and Sebastian Marwecki from the Potsdam-Plattner Institute in Potsdam, Germany, to develop a simple wearable device that uses electro muscular stimulation (Electrical Muscle Stimulation, abbreviated as EMS) transmits sensations directly to the user's muscles, similar to the stimuli used in physical therapy.
He said: "We are very interested in this aspect and we hope to use the virtual wall method to simulate the true physical feeling in a way that everyone thinks is impossible."
Lopes and his team found that they can use the experiencer's own muscles to create a real blocked feeling. Specifically, by touching their opposing muscle groups, a feeling of counteracting or resistance to a real object is generated. By the same token, they can also connect the small wearable device with the electrode fixed on the skin, allowing the user to experience the feeling of holding a large square or holding down a virtual button in virtual reality.
The wearable device developed by the Lopes team consists of eight electrodes fixed to the left and right forearms, biceps, triceps, and shoulders. The eight electrodes need to be connected to a medical-specific eight-channel muscle stimulator that is controlled by a virtual reality simulator. The entire device is very compact and compact, and can be carried directly on the body, which perfectly reflects Lopes' research purpose. However, Lopes said that he himself is not the designer of the product and he hopes to further optimize product design in the future and plans to promote it.
A wearable device that simulates the effects of physical structures allows users to explore the virtual world in a more realistic way. Unlike the previous experience of using your fingers to easily cross the virtual wall in the game, this device will allow your entire body to feel the real resistance to the wall. Even more exaggerating is that if you are willing to try a virtual experience with some risk factors, then designers may also let the electrodes "spark" and let you feel the real feeling that the fingers are being pushed hard.
Lopes explained: “The greatest potential for development of this product is that it can provide the most true experience with minimal hardware. The entire set of equipment is just a few electrodes fixed on the arm, and does not require such a large device as the exoskeleton. You just need to open the electrodes and you can immediately experience the resistance of the virtual wall and feel the weight of the virtual buttons and squares.â€
To be honest, the technology itself is not new, because electronic muscle stimulation has been used for physiotherapy and strength training for decades. In addition to this wearable device, Lopes is also responsible for other research projects. These include immersing vibrations into the user's body and allowing them to experience real feelings in the virtual world. They also include an art project in which the power of the stimulus forces the user to constantly shake the machine's lever. In fact, Lopes studied how to simulate wall resistance in virtual reality as early as three years ago, but did not achieve any results. At that time, he discovered that, regardless of whether the time of electromyogram stimulation is long or short, the harvesting effect is relatively small, because people are accustomed to that type of vibration. But in this research project, Lopes discovered that the shorter the time of stimulus stimulation, the better the effect.
In order to test the user's true feelings, Lopes lets the experiencer try to push different "walls" in the virtual room and ask them how they feel after each push. He concluded: "We found that if the experiencer feels a short pulse of 300 milliseconds, then although they do not know where the resistance comes from, the muscles on the body react. Because in such a short time, they did not The rational reflection of time is the most real response.â€
In addition to the Lopes team, there are many institutions that study electronic muscle stimulation. For example, the virtual reality system TreeSense uses electronic muscle stimulation to let users experience the feeling of being a big tree. For another example, the virtual reality full-body touch experience kit developed by British company Teslasuit also uses electronic muscle stimulation. But Lopes pointed out that any technology that uses gloves as a carrier, or a technology that relies on mechanical parts, actually inhibits the user's true feelings.
For example, some gloves have a built-in motor that can touch the fingers, which sounds cool, but in fact the user cannot grasp the object after wearing the gloves, let alone feel the real resistance from the wall. Therefore, Lopes thinks that fixing the electrode on the arm can make the virtual experience more realistic.
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