VIRTUAL EXPERIENCE DEVICE ENABLING EXPERIENCING FEELING OF FALLING
20240115939 ยท 2024-04-11
Assignee
Inventors
Cpc classification
A63F13/285
HUMAN NECESSITIES
G06F3/011
PHYSICS
International classification
Abstract
A virtual experience device that enables experiencing a feeling of falling includes an instrument in which a rotation support portion that rotatably supports a flat plate is formed, and a VR headset including, in the inside, at least a height sensor and a display that performs display on a virtual space. The VR headset includes the sensor that detects a second state of when a height from a floor surface on which the instrument is installed is equal to or less than a predetermined height. Further, the virtual experience device includes video software including a stop video and a falling video switched from the stop video when the second state is established.
Claims
1. A virtual experience device that enables experiencing a feeling of falling, comprising: an instrument having a flat plate for fixing an experiencing person and an instrument body, the instrument body having a rotation support portion which rotatably supports the flat plate from a first state in which a head is positioned above a foot of the experiencing person to an inverted state in which a body of the experiencing person is inverted; and a VR headset attached to the head of the experiencing person, wherein the VR headset includes: a sensor that detects a second state of when the instrument rotates from the first state and a height from a floor surface on which the instrument is installed becomes equal to or less than a predetermined height; a display that displays a video in a virtual space; and video software including a stop video displayed on the display in the first state and a falling video displayed on the display from when the second state is established.
2. The virtual experience device that enables experiencing a feeling of falling according to claim 1, wherein the falling video includes a video of falling even after the body of the experiencing person becomes in the inverted state.
3. The virtual experience device that enables experiencing a feeling of falling according to claim 2, wherein the VR headset notifies outside that the falling video is in a lowermost position state when the falling video reaches a lowermost position.
4. The virtual experience device that enables experiencing a feeling of falling according to claim 1, wherein the stop video and the falling video include a video of bungee jumping.
Description
BRIEF DESCRIPTION OF DRAWINGS
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DESCRIPTION OF EMBODIMENTS
[0034]
[0035] In
[0036] The instrument 10 includes a flat plate 100 to which an experiencing person 2 in a prone position can be fixed, a belt 101 that fixes both ankles of the experiencing person 2 on the flat plate 100 to the flat plate 100, a rotation support portion 102 that rotatably supports the flat plate 100, and an instrument body 103 to which the rotation support portion 102 is fixed and that stably holds the flat plate 100.
[0037] The instrument body 103 has a structure having an inverted V-shape in a front view, and is installed on a flat floor 3. The reason why the instrument body 103 has an inverted V-shape is to facilitate transportation of the entire instrument body 103 by closing a vertical angle portion. The instrument body 103 may have any structure as long as the instrument body 103 can rotatably support the flat plate 100.
[0038] The VR headset 11 is provided with a positioning sensor 110 including a plurality of cameras, a control unit 111, and a display 112 (see
[0039] In
[0040] From the state of
[0041]
[0042] The positioning sensor 110 provided in the VR headset 11 detects that the VR headset 11 is lowered by several ten centimeters due to a change from the state of
[0043] When the flat plate 100 is further rotated from the state of
[0044] As described above, when the flat plate 100 slightly rotates forward from the first state (
[0045] As described later, the bungee video software outputs a stop video from the first state in
[0046] As described above, while the flat plate 100 further rotates from the second state in which a distance between the positioning sensor 110 and the floor 3 becomes h1 to the state of
[0047] What is important here is that the falling video is displayed during one second in which the experiencing person 2 changes from the second state to the inverted state. During this one second, the experiencing person has a bodily sensation of falling by the falling video and rotation of the flat plate 100, so that the experiencing person is strongly impressed with a feeling of falling. For this reason, even if the rotation is stopped in the inverted state after the above, the experiencing person has an illusion of being continuously falling only by displaying of the falling video after the above. Such an illusion is estimated to be caused by a cross-modal effect. The cross-modal effect refers to a phenomenon in which certain sensory information interferes with another piece of sensory information (mechanism) and the sensory information itself changes. In the present embodiment, the experiencing person is considered to have an illusion of being continuous falling is illusion in the inverted state as spatial perception is changed by a cross-modal effect by visual input by the VR headset 11, sensory input of gravitational acceleration due to rotation of the flat plate 100, bodily sensation input in the inverted state, and the like. The present embodiment can be considered to use an illusion due to the cross-modal effect. By the above, even when rotation is performed in short time of one second, falling for four seconds can be virtually experienced.
[0048] As described above, by first performing rotation of the flat plate 100 for short time of one (second) and display of a falling image in synchronization, it is possible to strongly impress the experiencing person 2 with a feeling of falling. For this reason, after the above, it is possible to cause the experiencing person 2 to have an illusion of a feeling of falling as before only by displaying the falling video. For this reason, only by rotating the flat plate 100 for short time, the experiencing person 2 can experience a strong immersive feeling of falling for time exceeding the rotation time.
[0049] In the present embodiment, the VR headset 11 notifies a hand switch 113 that the falling video is in a lowermost position state when the falling video reaches a lowermost position. The hand switch 113 vibrates at this time. Then, since an assistant can know that the falling video is in the lowermost position state, the assistant reversely rotates the flat plate 100. At this time, the falling video is switched to a floating video of returning upward from the lowermost position or floating near the lowermost position. By the floating video and the reverse rotation of the flat plate 100, the experiencing person 2 has an illusion of returning upward or floating due to negative acceleration near the lowermost position.
[0050] After the above, the flat plate 100 is returned to the original position in
[0051] In this way, the experiencing person 2 can obtain a virtual experience of bungee jumping. In the present embodiment, since the body of the experiencing person 2 rotates in synchronization with watching of a video of a bungee jump, immersive feeling at the time of falling is strong. For this reason, the experiencing person 2 can have a virtual experience including a sense of fear similar to one in an actual bungee jump.
[0052] Note that, in
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[0063] The falling video lasts four seconds, but the video frame at the time of falling described above is obtained by cutting out a part of the falling video, and video frames after t=7 are omitted. Actually, there are also video frames at the time of falling after t=7. Further, a video frame of the stop video in the state of
[0064] The bungee video software is started after the experiencing person 2 is fixed to the flat plate 100 as illustrated in
[0065] When the flat plate 100 starts to rotate from the state of
[0066] Video frames from t=0 to t=7 are video frames when the experiencing person 2 jumps from a rooftop of a building and falls toward the ground. As continuous video at the time of falling is displayed on the display 112 in the VR headset 11 and the body of the experiencing person 2 rotates, the experiencing person 2 obtains a strong immersive feeling of falling.
[0067] The falling video further continues even after the flat plate 100 stops rotating and becomes in the inverted state of
[0068] When the falling video becomes a video of when reaching a lowermost position, the control unit 111 causes the hand switch 113 to vibrate. At this time, an assistant recognizes the vibration of the hand switch and reversely rotates the flat plate 100. At this time, the bungee video software switches the video from the falling video to a floating video of floating by moving up and down near the lowermost position. By the floating video and the reverse rotation of the flat plate 100, the experiencing person 2 has an illusion of returning upward or floating due to negative acceleration near the lowermost position.
[0069]
[0070] The VR headset 11 includes the positioning sensor 110 including a plurality of cameras, the control unit 111, and the display 112 capable of performing 3D display. The VR headset 11 is connected to the hand switch 113 and the blower 114 by Bluetooth (registered trademark). The control unit 111 includes a memory (not illustrated) in which the bungee video software is installed in advance.
[0071]
[0072] This flowchart is executed by the control unit 111 provided in the VR headset 11.
[0073] The VR headset 11 is activated as a power switch provided on the body is turned on. After activation, the bungee video software is activated by the hand switch 113 connected to the control unit 111 by Bluetooth (registered trademark) (ST1 and ST2) At this time, the video displayed on the display 112 is a stop video.
[0074] After the above, an assistant lifts a bottom part of the flat plate 100 located at the foot of the experiencing person 2 upward. Alternatively, the experiencing person 2 slightly moves forward to move the center of gravity of himself or herself forward (in a head direction), and raises both hands upward as necessary. Then, the flat plate 100 starts to rotate about the rotation support portion 102, and the rotation of the flat plate 100 is temporarily stopped in a state where the head is slightly lower than a horizontal position (
[0075] As the flat plate 100 further rotates from
[0076] When the falling video becomes a video at a lowermost position (ST5), the hand switch 113 is vibrated. An assistant learns that the falling video becomes a video at the lowermost position, and rotates the flat plate 100 in a reverse direction at this timing. Then, the video is switched from the falling video to the floating video (ST7). The experiencing person 2 has an illusion of returning upward or floating due to negative acceleration near the lowermost position.
[0077] When the floating video ends, all operations end.
[0078] Note that in the present embodiment, the blower 114 connected by Bluetooth (registered trademark) is disposed on the floor 3 in front of the virtual experience device 1 (on the left side in
[0079] By the above operation, the flat plate 100 rotates from the state of
[0080] As another embodiment, instead of the bungee video software, falling video software of a roller coaster can be installed. Even in the falling video software of a roller coaster, it is possible to experience a rapid descent in an actual roller coaster with a strong immersive feeling, similarly to the bungee video software.
[0081] Note that in the present embodiment, the instrument body 103 has a structure of an inverted V-shape, but the shape does not need to be the inverted V-shape as long as the flat plate 100 and the rotation support portion 102 can be stably held. Further, as long as the instrument body 103 can be kept substantially horizontal, the floor 3 may be combined with a table or a rail for rotating the instrument body 103 left and right or moving the instrument body 103 back and forth. With such a structure, it is possible to obtain a virtual experience closer to that in an actual bungee jump by rotating the instrument body 103 forward or rightward and leftward in a stopped state.
[0082] Further, rotation of the flat plate 100 can be performed not manually but automatically using a motor. Furthermore, in the present embodiment, time during which the flat plate 100 rotates to
REFERENCE SIGNS LIST
[0083] 1 virtual experience device [0084] 2 experiencing person [0085] 3 floor [0086] 10 instrument [0087] 11 VR headset [0088] 100 flat plate