Quick & Efficient Movement

low throw, stable, and centered movement

Ability to be nimble in VR is paramount!

The turris difference:

gimbal.jpg

The design of turris allows for super fast directional changes, because a properly trained user of a turris does not have to translate their center of gravity to move any direction, they simply use core muscle movement to redistribute their weight to create the movement in VR.  This approach is fast and efficient!

The turris utilizes a solution which the seating surface tilts at a point closer to the hips or seat of the user -- not the floor like the weeble-wobble designs!   This pivot location is critical as this approach never puts the user in a position of instability of falling.  

There are some VR locomotion solutions that don't pay attention to this important detail; however, it can be argued that it is one of the stronger, if not the strongest, contributor to VR anxiety and nausea.

The turris is able to create the same angle of seating surface of the weeble-wobble designs with less overall movement displacement of the occupant, which increases the speed and efficiency in which the user can provide input and change directions in VR.

Moving forward or backward, strafing right or left:

wee-bowl.dynamic.jpgChanges in direction of movement in VR has to be quick!   If you compare it to a hand-held controller, you can go from forward to backward, or from left strafe to right strafe in a split second.   Most seated VR locomotion solutions, especially the weeble-wobble designs, don't provide that ability as they require the user to move themselves too far from neutral position.

Notice the linear travel per degree of tilt on the weeble-wobble design.    This angle would require the user to swing their hips almost 20 inches in their attempt to go from full forward to full reverse.   This is not the case with the turris!

Turning, changing direction, in VR space:

weeble-uturn.gifRotating in VR when leaned in full-forward in the weeble-wobble approach can require your CG to have to move nearly 53" to create a 180 degree turn.    The only option to reduce that arc is to scale rotation in the application, which is not advised due to the impact on VR induced motion sickness.