Immersive Input Devices

This Feet-Incorporating VR Controller Makes Gaming More Realistic

This wearable VR controller lets people immerse themselves more fully in virtual reality games. Currently seeking finances on crowdfunding site Kickstarter, Stompz is wearable technology that controls movements in virtual realities with the player's feet. The innovative but simple hardware can be strapped onto the player's feet or shoes, which then connects them to the gaming device (such as an Oculus Rift) or similar headset and have a more realistic gaming experience. It can also be used to make fitness more fun.

The VR controller uses high quality MU sensors and 9 axis motion trackers in order to translate actions to an avatar. This includes crouching, jumping, running and turning. Stompz works with any head-mounted device with a USB input. It is also compatible with non-virtual reality games and several exercise machines.

Virtual Reality Wearable Controllers
Developing unique wearable controllers could create more immersive and realistic gaming experiences.
Fitness Through Gaming
Combining fitness with gaming could be a disruptive innovation opportunity within the fitness industry.
Wearable Technologies
Creating wearable technologies that are compatible with multiple digital devices could be an opportunity to integrate gaming with different technological systems.

Who This Affects Most

Gaming Industry
The gaming industry could potentially benefit from wearable controllers to create more immersive games and experiences.
Fitness Industry
The fitness industry could benefit from incorporating gaming technology to provide an innovative and fun way for individuals to workout.
Wearable Technology Industry
Creating a wearable technology that can work with multiple digital devices could create innovative and compatible technological experiences across industries beyond gaming and fitness.
SCORE
0.8 out of 10
GENDER
70% Men30% Women
MARKETTop markets: North America, Europe
GENERATION
  • Gen Alpha
  • Gen X
  • Gen Z (primary audience)
  • Millennial (primary audience)
POPULARITY
Popularity 11%
Activity 6%
Freshness 8%

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