Omnidirectional Treadmill
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Omnidirectional Treadmill
An omnidirectional treadmill (ODT) is a mechanical device, similar to a typical treadmill, that allows a person to perform locomotive motion in any direction, allowing for 360 degrees of movement. The ability to move in any direction is how these treadmills differ from their basic counterparts (that permit only unidirectional locomotion). Omnidirectional treadmills are employed in immersive virtual environment implementations to allow unencumbered movement within the virtual space. Advantages to pairing an ODT with an immersive virtual environment include: * Natural navigational movement of the system user within the enclosure while still providing contextual cueing which simulate physical traversal through the virtual terrain * Reverting immersive navigation tasks from hand-based (mouse, joystick) to mentally hard-wired whole body (leg) based * Enhancing immersion by providing a whole-body experience that begins at the soles of the feet and ends at the top of the head * Facil ...
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ARL ODT
ARL may refer to: Military * US Navy hull classification symbol for repair ship * Admiralty Research Laboratory, UK * United States Army Research Laboratory * ARL 44, a WWII French tank Organizations * Aero Research Limited, a UK adhesives company * Air Resources Laboratory of US NOAA * Association of Research Libraries, US and Canada * Pennsylvania State University Applied Research Laboratory, US * Animal Rescue League of Western Pennsylvania, US Sports * Albanian Rugby League * Auckland Rugby League * Australian Rugby League Transportation * Airport Rail Link (Bangkok), Thailand * Autolinee Regionali Luganesi, Swiss bus company * Arlesey railway station (National Rail code), UK * Armour Refrigerator Line, a refrigerator car line * Arly Airport (IATA airport code), Burkina Faso Computing * Authority revocation list, in cryptosystems Other * Argyll Argyll (; archaically Argyle, in modern Gaelic, ), sometimes called Argyllshire, is a historic county and registr ...
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Treadmill
A treadmill is a device generally used for walking, running, or climbing while staying in the same place. Treadmills were introduced before the development of powered machines to harness the power of animals or humans to do work, often a type of mill operated by a person or animal treading the steps of a treadwheel to grind grain. In later times, treadmills were used as punishment devices for people sentenced to hard labor in prisons. The terms ''treadmill'' and ''treadwheel'' were used interchangeably for the power and punishment mechanisms. More recently, treadmills have instead been used as exercise machines for running or walking in one place. Rather than the user powering a mill, the device provides a moving platform with a wide conveyor belt driven by an electric motor or a flywheel. The belt moves to the rear, requiring the user to walk or run at a speed matching the belt. The rate at which the belt moves is the rate of walking or running. Thus, the speed of running may b ...
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Animal Locomotion
Animal locomotion, in ethology, is any of a variety of methods that animal (biology), animals use to move from one place to another. Some modes of locomotion are (initially) self-propelled, e.g., running, swimming, jumping, flying, hopping, soaring and gliding. There are also many animal species that depend on their environment for transportation, a type of mobility called Passive locomotion in animals, passive locomotion, e.g., sailing (some jellyfish), Ballooning (spider), kiting (spiders), rolling (some beetles and spiders) or riding other animals (phoresis (biology), phoresis). Animals move for a variety of reasons, such as to find Foraging, food, a Mating system, mate, a suitable microhabitat, or to Escape response, escape predators. For many animals, the ability to move is essential for survival and, as a result, natural selection has shaped the locomotion methods and mechanisms used by moving organisms. For example, Animal migration, migratory animals that travel vast dista ...
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Immersion (virtual Reality)
Immersion into virtual reality (VR) is a perception of being physically present in a non-physical world. The perception is created by surrounding the user of the VR system in images, sound or other stimuli that provide an engrossing total environment. Etymology The name is a metaphoric use of the experience of submersion applied to representation, fiction or simulation. Immersion can also be defined as the state of consciousness where a "visitor" (Maurice Benayoun) or "immersant" (Char Davies)'s awareness of physical self is transformed by being surrounded in an artificial environment; used for describing partial or complete suspension of disbelief, enabling action or reaction to stimulations encountered in a virtual or artistic environment. The greater the suspension of disbelief, the greater the degree of presence achieved. Types According to Ernest W. Adams, immersion can be separated into three main categories: * Tactical immersion: Tactical immersion is experienced whe ...
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Virtual Environment
A virtual environment is a networked application that allows a user to interact with both the computing environment and the work of other users. Email Electronic mail (email or e-mail) is a method of exchanging messages ("mail") between people using electronic devices. Email was thus conceived as the electronic ( digital) version of, or counterpart to, mail, at a time when "mail" meant ..., chat, and web-based document sharing applications are all examples of virtual environments. Simply put, it is a networked common operating space. Once the fidelity of the virtual environment is such that it "creates a psychological state in which the individual perceives himself or herself as existing within the virtual environment" (Blascovich, 2002, p. 129) then the virtual environment (VE) has progressed into the realm of immersive virtual environments (IVEs). References * Blascovich, J. (2002).Social Influence within Immersive Virtual Environments In R. Schroeder (Ed.), T ...
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Virtual Reality
Virtual reality (VR) is a simulated experience that employs pose tracking and 3D near-eye displays to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video games), education (such as medical or military training) and business (such as virtual meetings). Other distinct types of VR-style technology include augmented reality and mixed reality, sometimes referred to as extended reality or XR, although definitions are currently changing due to the nascence of the industry. Currently, standard virtual reality systems use either virtual reality headsets or multi-projected environments to generate realistic images, sounds and other sensations that simulate a user's physical presence in a virtual environment. A person using virtual reality equipment is able to look around the artificial world, move around in it, and interact with virtual features or items. The effect is commonly created by VR headsets consisting ...
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Haptic Technology
Haptic technology (also kinaesthetic communication or 3D touch) is technology that can create an experience of touch by applying forces, vibrations, or motions to the user. These technologies can be used to create virtual objects in a computer simulation, to control virtual objects, and to enhance remote control of machines and devices (telerobotics). Haptic devices may incorporate tactile sensors that measure forces exerted by the user on the interface. The word '' haptic'', from the grc-gre, ἁπτικός (''haptikos''), means "tactile, pertaining to the sense of touch". Simple haptic devices are common in the form of game controllers, joysticks, and steering wheels. Haptic technology facilitates investigation of how the human sense of touch works by allowing the creation of controlled haptic virtual objects. Most researchers distinguish three sensory systems related to sense of touch in humans: cutaneous, kinaesthetic and haptic. All perceptions mediated by cutaneous and ...
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Virtual Reality
Virtual reality (VR) is a simulated experience that employs pose tracking and 3D near-eye displays to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video games), education (such as medical or military training) and business (such as virtual meetings). Other distinct types of VR-style technology include augmented reality and mixed reality, sometimes referred to as extended reality or XR, although definitions are currently changing due to the nascence of the industry. Currently, standard virtual reality systems use either virtual reality headsets or multi-projected environments to generate realistic images, sounds and other sensations that simulate a user's physical presence in a virtual environment. A person using virtual reality equipment is able to look around the artificial world, move around in it, and interact with virtual features or items. The effect is commonly created by VR headsets consisting ...
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List Of Emerging Technologies
This is a list of emerging technologies, in-development technical innovations with significant potential in their applications. The criteria for this list is that the technology must: # Exist in some way; purely hypothetical technologies cannot be considered emerging and should be covered in the list of hypothetical technologies instead. However, technologies being actively researched and prototyped are acceptable. # Have a Wikipedia article or adjacent citation covering them. # Not be widely used yet. Mainstream or extensively commercialized technologies can no longer be considered emerging. Agriculture Construction Electronics, IT, and communications Entertainment Optoelectronics Energy Materials and textiles Medicine Neuroscience Military Space Transport See also General: * Anthropogenics *Differential technological development *Diffusion of innovations *Disruptive innovation *Ecological modernization *Environmental technology *F ...
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Redirected Walking
Redirected walking is a virtual reality locomotion technique that enables users to explore a virtual world A virtual world (also called a virtual space) is a computer-simulated environment which may be populated by many users who can create a personal avatar, and simultaneously and independently explore the virtual world, participate in its activities ... that is considerably larger than the tracked working space. With this approach the user is redirected through manipulations applied to the displayed scene, causing users to unknowingly compensate for scene motion by repositioning and/or reorienting themselves. References * Virtual reality {{tech-stub ...
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Simulated Reality
The simulation theory is the hypothesis that reality could be simulated—for example by quantum computer simulation—to a degree indistinguishable from "true" reality. It could contain conscious minds that may or may not know that they live inside a simulation. This is quite different from the current, technologically achievable concept of virtual reality, which is easily distinguished from the experience of actuality. Simulated reality, by contrast, would be hard or impossible to separate from "true" reality. There has been much debate over this topic, ranging from philosophical discourse to practical applications in computing. Arguments Simulation argument A version of the simulation hypothesis was first theorized as a part of a philosophical argument on the part of René Descartes, and later by Hans Moravec. The philosopher Nick Bostrom developed an expanded argument examining the probability of our reality being a simulation. His argument states that at least one of t ...
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VirtuSphere
VirtuSphere is a spherical virtual reality device. It consists of a 10-foot hollow sphere, which is placed on a special platform that allows the sphere to rotate freely in any direction according to the user’s steps. It works with computer based simulations and virtual worlds, and rotates as the user walks, allowing for an unlimited plane upon which the user can walk. A wireless head-mounted display with gyroscopes is used to both track the user's head movement as well as display the environment of the virtual world. VirtuSphere can serve many purposes, including exercise, video gaming, military training, and virtual museum tours. The VirtuSphere is a creation of Ray and Nurulla Latypov, whose company, VirtuSphere Inc, is based in Binghamton, New York. Applications Markets and applications for Virtusphere include: *Military, law enforcement, and other dangerous occupations that require a safe training environment *Gaming and entertainment *Health and fitness *Museums and oth ...
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