VR Wing Flight
My latest prototype in VR movement systems, Wing Flight requires the user to move their arms/wings in different ways in order to produce different vectors of force that are applied to the body. A flap with a high start and low finish will make the user fly straight upwards, a tighter angle at a faster speed will produce forward movement, and a flap with both wings directed forward will brake by applying force backwards. Turning is accomplished by raising one wing while lowering the other. The greater the difference, the tighter the turn will be.
The constantly shifting vignette (circular shadow) around the user’s eyesight greatly decreases levels of VR sickness, even in those who tend to be more prone to it than others. This is based off of the work of Professor Steven Feiner, the head of the Computer Graphics and User Interface Lab at Columbia University (and my mentor.)
Note: The “jitter” in the video is created by the user’s own body movements as they move their arms, and therefore does not affect them as it does the viewer of the video.