How does it work?

One of the biggest problems that Virtual Reality faces is nausea associated with movement. In order to solve these problems, we took advantage of our nervous system, by tricking the part of the brain that senses movement.

We’ve achieved this by addressing the issues in these three areas of VR locomotion – the posture of the body while in VR, yaw and forward-backward movement.

Your posture in the chair is similar to the posture of your VR body, which increases presence.

The body weight is distributed across three areas. The lower part, from standing platform to the seat, the middle part from the seat to the armrests, and the upper part above the armrests.

This makes you feel only a third of your weight, because the rest is distributed on your bones and the chair, which further results in unobstructed blood flow from lower to upper part of the body.

This enables comfortable prolonged use of the chair.

The yaw command is achieved by rotating the chair using the middle and upper part of the body. Head naturally follows the movement of the body generating a slight sensation of turn in the Vestibular system.

The chair controllers are designed to perfectly fit your hand. All the buttons on the controllers are easily accessible by the thumbs. The controllers don’t actually move anywhere, they just measure the force that’s applied to them. This helps with generating the signals in the fingertips and palms, that are used to trick the brain to sense movement. The texture increases grip, and helps keep sweat away with capillary effect. The commands for strafe are separated from the forward/backward movement. The user cannot go sideways unintentionally which reduces nausea.

When issuing movement commands with our fingertips or palms, sensors in the skin generate signals in our Primary somatosensory cortex, which is next to the Primary motor cortex, the part of our brain that processes motion sensation. The Primary somatosensory cortex generates noise in the Primary motor cortex, because of overlapping regions, as a result of their proximity to each other. Because of visual input from VR glasses, Visual cortex confirmes sensation of motion in the primary motor cortex.

When we press our fingers against the front of the chair controller, sensations register in Tactile corpuscles, some of impulses from Bulbous corpuscles in our fingertips, and resulting logic calculation are transmitted through afferent nerve fiber of the Somatosensory system, moving forward to the spinal cord. From there signals are transmitted via the Posterior column–medial lemniscus pathway (PCML) (also known as the Dorsal column-medial lemniscus pathway (DCML)) to the Postcentral gyrus (Somatosensory cortex) of the Primary somatosensory cortex, which is just next to (posterior to) the Primary motor cortex. There, noise is generated because of overlapping regions of cortices, as a result of their mutual proximity. We are using sight to discard that noise, so when VR tricks the Visual cortex, by giving a visual representation of movement, that noise to us becomes slight sensation of forward movement.

What it feels like?

The feeling when you issue the forward command using our VR Chair controllers can be compared to the feeling you get when you pull yourself forward on a slide, before going down. The force needed to issue the command is far weaker then the force needed to pull yourself on a slide though, so the action is not tiring.