Omni-Directional Treadmills

Clean the Sky - Positive Eco Trends & Breakthroughs

The Cybercarpet by CyberWalk Brings Virtual Reality Closer to Reality

— November 12, 2009 — Art & Design
The Cybercarpet by CyberWalk is an omni-directional treadmill and a unique use of virtual reality. Cyberwalk is a European research project concentrating on allowing virtual reality users to physically walk through virtual environments in a natural way.

To this end CyberWalk has created an omni-directional treadmill called CyberCarpet. Walking straight ahead at all times, such as on a traditional treadmill, doesn’t allow for full immersion into a virtual world. Small, densely packed balls are located under the walking surface and react to the friction created by the user’s moving feet and this action makes the omni-directional treadmill possible. 

Starting and stopping are still a bit of an issue, but the Cybercarpet is already being tested by a few lucky individuals who get to walk through ancient worlds.

Trend Themes

  1. Omni-directional Treadmills — The use of omni-directional treadmills in virtual reality experiences is a disruptive innovation opportunity that can increase the level of immersiveness in virtual reality gaming and exercise.
  2. Virtual Reality — The advancement of virtual reality technology with the use of omni-directional treadmills presents a disruptive innovation opportunity that can revolutionize the gaming and entertainment industry.
  3. Cybercarpet — The development of Cybercarpet, an omni-directional treadmill that allows physical walking through virtual environments, presents a disruptive innovation opportunity that can enhance the experience of virtual reality tours and simulations for educational and training purposes.

Industry Implications

  1. Gaming — The use of omni-directional treadmills in virtual reality gaming presents a disruptive innovation opportunity that can create a more immersive and interactive gaming experience.
  2. Fitness — The incorporation of omni-directional treadmills in fitness equipment presents a disruptive innovation opportunity that can provide a fun and engaging way of exercising.
  3. Education — The use of Cybercarpet, an omni-directional treadmill that allows physical walking through virtual environments, presents a disruptive innovation opportunity that can enhance the experience of virtual reality tours and simulations for educational and training purposes.
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