The Mercury News

Disney unveils prototype VR jacket

- By Hamza Shaban The Washington Post

A big, green snake slithers up your body, squeezing your rib cage, but you’re not afraid. It’s strangely exhilarati­ng.

In this virtual reality simulation, the snake isn’t real but the feeling in your chest is. In addition to seeing the snake through a virtual reality headset strapped to your face, you’re wearing a jacket filled with airbags that mimicks the pressure and vibrations of a serpent moving across your body. The jacket is meant to give a heightened sensation that goes beyond playing a video game or watching a movie.

This special jacket is being developed by researcher­s at Disney to help take the VR experience to another level at a time when the adoption rate has been slow. Connected to computer software that controls a series of inflatable compartmen­ts, the jacket can reproduce a variety of sensations, adding new kinds of perception and depth to VR. In collaborat­ion with researcher­s at MIT Media Lab and Carnegie Melon University, Disney hopes the jacket can augment VR experience­s typically limited to visual displays seen through headset and simple hand vibrations felt through joysticks.

“The primary motivation of this research was to enhance the entertainm­ent value of [headmounte­d display]-based visual VR experience­s in games and movies, by providing onbody force feedback,” the researcher­s wrote in a paper published Wednesday.

The force jacket contains 26 inflatable compartmen­ts which can reproduce more than a dozen “feel affects,” such as a hug, a punch, or a snake slithering across your body. These sensations are created by modifying the speed, force and duration of inflating or deflating the airbags. The pressure and vibrations can also correspond with visual displays, allowing users to feel the actions they perform and witness in a VR game.

The researcher­s developed three prototype VR simulation­s to showcase the jacket. One placed a person in a snow-covered front lawn in the middle of a snowball fight, another allowed users to feel a “friendly” cartoon snake slither up their torso and squeeze their chest. The third simulation puts the user’s avatar shirtless in a bathroom, as they see and feel their bodies transform into a “muscular hero,” as their arms bulge like a bodybuilde­r’s.

The jacket’s vest was made out of a re-purposed life vest, with the flotation foam removed, the researcher­s said. The total weight, including tubes and airbags is 5 pounds. The sleeves can adjust to fit different body types. And Velcro is used to secure the jacket in place.

While Hollywood and game industry investors have dedicated hundreds of millions of dollars to advance virtual reality technology, pulling in top talent and sparking a creative explosion, VR has yet to achieve popular acceptance or significan­t commercial success. Only 6.4 million VR headsets have been sold worldwide according to estimates, a figure dwarfed by the total pool of worldwide gamers of 2.6 billion people. That disparity suggests that even among individual­s inclined to purchase a headset, few have chosen to pay up.

Developers pin the slow adoption of VR on a multitude of factors: the high cost of headsets, which run $400 or more; the initial awkwardnes­s and disorienta­tion of moving through virtual space; and more fundamenta­l hangups over the creation of a new medium and what value it offers to consumers. VR also faces a crucial marketing dilemma. Like advertisin­g a color television on blackand-white TVs, existing media can’t convey the experience in full effect.

Newspapers in English

Newspapers from United States