Feel Three http://feelthree.com Virtual Reality Motion Simulation Fri, 03 Jun 2022 01:16:45 +0000 en-US hourly 1 https://wordpress.org/?v=6.9.4 http://feelthree.com/wp-content/uploads/2019/04/cropped-logo140-1-32x32.png Feel Three http://feelthree.com 32 32 Cenforce: The Unconventional Way to Pay for Your Prescription http://feelthree.com/2022/06/cenforce-the-unconventional-way-to-pay-for-your-prescription/ Fri, 03 Jun 2022 01:16:45 +0000 https://www.feelthree.com/2022/06/cenforce-the-unconventional-way-to-pay-for-your-prescription/
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This could be the summer of broken Quests…. but it doesn’t have to be! http://feelthree.com/2019/04/this-could-be-the-summer-of-broken-quests-but-it-doesnt-have-to-be/ Wed, 24 Apr 2019 15:54:35 +0000 http://www.feelthree.com/?p=3122 I predict there will be plenty of people taking new Quests to the park or beach to show their friends, but while you can be careful it’s still very easy to destroy your Quest, and much more likely for friends who don’t even realize the danger to ruin your new toy.

This comes from the fact that if you point the lenses at the sun it focuses onto the display and will instantly burn out the focal point, ie the OLED displays.

Sun damaged vive screen

BUT, Oculus could add at least a toggleable audible warning to each headset to hopefully prevent some of this potential damage from happening. If it knows your approximate location on earth, which it can easily get from an IP address, and also knows the time and date, it can calculate the position of the sun at any given time. It also knows the rotation of the HMD, so it would be fairly easy to add a warning noise if the Quest is not on someones face and is about to be rotated to burn out its displays.

It’s not a perfect solution, but I would rather have something than nothing since it’s so easy to forget this is a danger.

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Shortcut to Boston http://feelthree.com/2016/04/shortcut-to-boston/ Mon, 11 Apr 2016 01:30:55 +0000 http://www.feelthree.com/?p=2674 Currently in Boston in the US since I finally caught an invitation to the Hardware Workshop run by Bolt.vc. Was a great 2 day conference which taught me a lot… They had some great talks, some of which I knew, some of which I had a good idea about and some of which I didn’t know I needed to know and now have a score more things to think about. Hardware just got harder, but I also met a lot of cool people who are doing projects just like us and a few that launched and came through the other side. So it can be done, but I’m under less illusions that it would be easy. The first two hours on the last day were a barrage of stories about how hard it is to do lots of important tasks… almost as if they’re trying to persuade us to give up! šŸ™‚

I decided to take few days to hang out but the work never stops so I’ve been planning and thinking about the kind of things that you don’t always get time to consider when you’re elbows deep in hardware and software… but now I’m eager to get back. I have a 1.5m x 1.5m CNC router that is 99% finished in our workspace to get fully running and a to-do list that doesn’t seem to be getting any smaller.

The project was recently accepted onto a hardware accelerator, but after much deliberation we decided to pass. The money would have been nice, but not critical, but the issue was more to do with timing… and shipping prototypes to another country, especially when they’re so huge, isn’t perhaps the best use of a new injection of cash. Asia isn’t going anywhere.

I also had the chance to take a tour of the artisans asylum, which is just amazing. Where we are right now is pretty good but this is on another level… please open one in London someone!

Both the rift and Vive pre-orders remain in limbo, despite 15 minute (hey, the card wouldn’t go through šŸ™ ) and 3 minute timestamps respectively. Currently considering even reaching out to Palmer personally since the craziness of launch week has died down a little but I suppose they’ll come when they come… although perhaps a private youtube demo link might go a long way in persuading him. Hardware is really hard when you can’t get the other hardware to make your own hardware šŸ™

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Boom 20,000 followers on Twitter! :) http://feelthree.com/2015/10/boom-20000-followers-on-twitter/ http://feelthree.com/2015/10/boom-20000-followers-on-twitter/#comments Wed, 28 Oct 2015 14:34:59 +0000 http://www.feelthree.com/?p=2640 All genuine… not a single fivver account in sight šŸ™‚

Of course they’re not all customers, but they’re people we can reach out to when we launch, and some of them should spread the word…

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Project status…. http://feelthree.com/2015/10/project-status/ Sun, 25 Oct 2015 10:28:21 +0000 http://www.feelthree.com/?p=2636 Yes, it’s still going. Not always as quickly or efficiently as you might like but far from dead… very, very far from dead šŸ™‚

Sometimes a lack of status updates makes people think the worst….

and sometimes lack of status updates mean great things are happening but your intellectual property lawyer tells you to stop posting every little thing you’re doing…

Great things are happening… šŸ™‚

If you’re in London and want to be a beta tester (under NDA) there is a link under the ‘Contact’ tab…

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My OctoPi settings http://feelthree.com/2015/10/my-octopi-settings/ Sun, 25 Oct 2015 10:23:19 +0000 http://www.feelthree.com/?p=2634 Well, it’s more for my octopi + ps3 camera settings, since it’s so easy to corrupt your install and then spend another day figuring out how to get the blasted camera working again….

But feel free to use it yourself

sudo nano /etc/rc.local

and paste in :
cd /home/pi/mjpg* && sudo killall mjpg_streamer && ./mjpg_streamer -i "./input_uvc.so -y -f 20 -r 640x480 -y" -o "./output_http.so -w ./www"

enjoy :)
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Back from OC2 http://feelthree.com/2015/10/back-from-oc2/ Sun, 04 Oct 2015 15:36:05 +0000 http://www.feelthree.com/?p=2624 Oculus Connect 2 was pretty amazing, great people, great demos, great food and great free drinks. The day before wasn’t the best time to pick up a 48 flu infection, but I struggled through.

Now I’m back in the UK and about to move into a state of the art prototyping facility so if you’re in London be sure to sign up for a future demo.

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Oculus Live report from GamesCom http://feelthree.com/2015/08/oculus-live-report-from-gamescom/ Thu, 06 Aug 2015 22:04:56 +0000 http://www.feelthree.com/?p=2595 Day two and I didn’t have a four hour wait ahead of me, since I had an all important appointment booked last week with the Oculus Live app. Or so I thought.

I made my way back up to GameCom and although I knew it would be much busier than the day before I wasn’t quite prepared for the amount of people. It seemed like Germany had empitied it’s schools and colleges and sent everyone under 18 to Cologne. Not that I have anything against the kids…. I used to be one you know! šŸ™‚

I now realised the power of the trade pass since I could now go into a much quieter area to at least use the toilet without a massive queue. I prepared myself and then fought through the crowds to the Oculus booth in one of the main arenas. They had 15 rooms with a space for Gear VR demos too in a more open space, which had a pretty huge queue for something that you can already try. 5 minutes before my allocated space I got to the ā€˜check in’ and I pulled out my kindle which showed my appointment and the girl checked her ipad. No appointment. Once again the Oculus Live app had done it’s trick of dropping appointments. I had suspected this would happen and since I didn’t manage to book an appointment with my Kindle (it never actually worked, just showed the progress screen… which then did nothing) but transfered an appointment that I booked with an ipad I had deliberately not connected to wifi. The app showed my name, my time, my date. I was there, it wasn’t my fault they screwed it up (at least three times)… so she let me join the queue.

The queue moved really fast, within 15 minutes I was at the head of the line and chatted to one of the Oculus girls while we waited for an empty room. Although there were one or two guys with the Oculus logo it seemed that most of the exhibitors seemed to exclusively employ teenage girls. Oculus at least stayed classy, no hot pants or the like were on show :p The girl expressed a little amazement that I had waited for 4 hours to experience the Vive the day before, although it’s hardly surprising that everyone working at the conference wasn’t a hardcore gamer.

So I was in, room 5 was free and walked in. There was a single seat chair in the 3x3m room with the new camera pointing towards it. There was the new CV1 to the side with an xbox one controller. I sat down and the girl running the demo asked if I had tried this before. I explained I had a DK2, and she instructed me to pull the HMD on like a baseball cap. I pulled it on and then she proceeded to adjust it to fit, placing the ear phones down over my ears. While she did this I was seated in the center of a darkened hall, with a few more seats and passageways off to the sides. It seems strange how quickly you forget these details just a few hours later. She told me I could choose a demo, with the xbox one controller now in my hands and the room brightened and now showed 8 panels floating in front of me. She asked which I wanted to try (first?) and I said ā€˜not the hockey’…. ā€˜Ok, the hockey demo then’ was her reply and I quickly said ā€˜no no no!’. Hey, I’m english, we don’t play hockey :p

So, I was expecting a nice 10-15 demo slot and decided to jump into Luckeys Tale first since I had heard so much about it. The girl expressed a little surprise since everyone else had apparently picked ā€˜Edge of Nowhere’ but I figured if it was that good I could try it next.

It was nice, I would have loved to try the Touch but I was happy to be in the Oculus booth so quickly. I jumped around, bashed a few monsters, picked up some coins, looked around the very nice environment while trying not to die. The consumer rift is really nice. Like the HTC any complaints about the barely noticeable pixels or less than super wide FOV are pure nit-picking. The tracking is rock steady, no judder or artefacts, just as you would expect. This isn’t going to make anyone motion sick.

I made it over the rise to peer down to the next level and was quite happy. Luckeys Tale looks really nice and will be a great launch title, it looks polished and fun, but why stay on one game when there are 7 other experiences to try. 90 seconds was enough to convince me so I asked to move onto another game… I really wanted to see how well Eve Valkyrie would fit into the motion simulator we’re developing.

ā€œNo, you get one demo, thats’ itā€

huh? I played Luckeys Tale for 2 minutes maximum, I was sold. How about selling me on something else?

ā€œNo, one demoā€

/sigh. All it would take is ā€˜click, click, click’ and I would be back in the main screen and she could go back to facebooking her friends or whatever she was doing. I wasn’t going to complain or throw the headset off, I was more stunned that anyone actually thought it was a good idea to not let the customer do whatever they wanted. So, I played luckeys tale…. but now I was racing to find something new, but instead of really knowing the game and getting used to the controls I just wanted to see something else, maybe I could get to the boss, maybe there would be some cool cut scene…. instead I died… and then died again… and again… and again at the same point. Back to the checkpoint and running up to my death… but all I could think is the girl next to me couldn’t be bothered to click her mouse three times.

I fell into the lava from the slippy log for the fifth time and the demo was over. If I had been smart I would have booked multiple demos with multiple accounts, which Im sure plenty of people did, but I actually think thats pretty lame. Technology like this should be shared with as many people as possible, and there was another line on the other side for people who hadn’t booked a demo with the app who were waiting 2, 3 or 4 hours to try it, just as I had the day before. So I could have done Eve and Edge of Tomorrow with a couple of fake accounts, but that seemed like cheating.

I got my free t-shirt (which was a nice bonus) and filled in the survey… but I felt quite dissappointed. If the HTC demo had spoiled me then Im not sure that was a bad thing. The day before I had been helped to have a really cool set of experiences, Olga was watching what I was doing and giving me suggestions, there was so much to see and try you needed a friendly helping hand. When it was over she asked what I thought and what was my fovourite experience and seemed genuienly interested in what I said. Oculus seemed like it was ā€œsit down. put this on, one demo, get out (and dont forget your t-shirt)ā€, I didn’t give a damn about a stupid t-shirt, I just didn’t want to be stuck in Luckeys Tale for 10 minutes (which was still gorgeous).

After a quick wander and snack it was time for the VR Meetup which was slightly off from where I expected it to be but the Gear VRs in attendance soon clued me into it’s location. I shook a lot of hands and swapped a lot of business cards. There were maybe 30 people there in total and I tried to speak to most of them. Lots of people are doing software, no one was making hardware, but this is also to be expected. It’s really nice to make a few new friends and try to introduce other people, lots of people are working on some pretty cool stuff. I was upsurprisingly surrounded by Germans but it’s quite easy to float around the small knots of people looking for the English speakers, and the language barrier is the perfect icebreaker šŸ™‚

Lots of people left after an hour and a half or so and then I was left talking to another developer at one table while everyone else were now surrounding another. It took a little while to realise that Palmer and Brendan had finally shown up and I hadn’t even noticed. As would be expected when VR royalty are in attendance you couldn’t have a conversation or a real introduction but it was really nice that they turned up. I tried to chat to Palmer later in the business section but was swiftly turned away by the every efficient German staff ā€œNot a chanceā€ were her words, which was fair enough since he probably was fending off pitches all day. :p

After they left we were joined by a HTC Prototype developer from the HTC Creative Labs, who was clearly a great person to meet as a hardware developer. He was obviously unable to spill all the secrets floating around in his head but I had several major suspicions about the final version confirmed and did my best to try to convince him that we’re worthy of a dev kit (or at least a lighthouse and the specs to add our own sensors….). Fingers crossed. One developer showed me his Gear VR demo that had just that day earned him a dev kit.

So the TLDR? Oculus have some great hardware but their GamesCom presence is let down by a a sub standard experience (flakey appointment app and uncaring demo staff). Maybe it was just the girl I got, but if I had known it was ā€˜one demo, no backsies’ I wouldn’t have been so frustrating to pick something I only wanted to quickly see. I also agree with what BluePinguin said on Reddit, devs and people who travel specifically for things like this should be acknowledged. This isn’t to say that I’m more important than some teenager from Berlin, but I bought my air fare, trade ticket and insanely expensive last minute accommodation when I got a Oculus Live demo last week. I haven’t seen any other games either, not because I’m not interested, but I’m happy to wait for a release to play them. The VR stuff is something I want to experience now, and GamesCom is the only place to do it now. The guy that organised the meetup got a Touch demo, and I’m happy for him, but it would be nice to spread that love to a few more of the devs that are obviously passionate about VR.

HTC win GamesCom I’m afraid, their staff were just more enthusiastic, I hope Oculus take note and at least make sure the booth staff tell people know there is only one demo, if not allowing two for half the time each. I’d queue for four hours tomorrow to try the Touch, but I guess it’s not going to happen… maybe I’ll get lucky into OC2… but I think the flight cost means I’m not going anyway. Roll on Q2 2016!

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HTC Vive report from GamesCom http://feelthree.com/2015/08/htc-vive-report-from-gamescom/ Wed, 05 Aug 2015 22:56:40 +0000 http://www.feelthree.com/?p=2593 So, I got the news with ten minutes to midnight… no HTC Vive demo for me at GamesCom but I wouldn’t let a simple refusal put me off. So rising rather later than I had planned I made my way to GamesCom and eventually stumbled across the booth. I knew Wednesday was reserved for press but figured that not all the appointments would be kept, and I was right. There was already a sizable line to the side of the booth for people also willing to wait and after a quick bathroom break I joined them and sat down to wait.

And wait I did, people slowly went in, people slowly joined the line behind me. I would have been very happy to wait most of the day, apart from the fact that my laptop had come unplugged in the night and ended up on only 14% power. After nearly four hours the ten people in front had been demo’d and it was very nearly my turn. The (mostly female) staff were constantly turning people away (or rather, putting them off with the long wait times) so they would have easily shown the demo to 50+ more people. Five booths just didn’t seem like a lot considering the interest they got. It would also have been very interesting if passers by could see into the rooms, but for most people the HTC Vive stand would remain a mystery.

Finally I had my turn, and with my bag stashed away I stepped into the room with Olga, my ā€˜operator’. It was dimly lit and after closing the smoked glass door the sounds of the main floor were considerably muffled. The room was perhaps 3m x 3m, carpeted wall to wall, with a PC in the corner and the mystical Vive on the floor in the center of the room. Next to it were two wireless controller. I placed the headset on my head and now stood in a white room, with the floor tiles fading off into the distance. The controllers were on the floor where they should have been. There was also a panel at waist height to start the demos. First I got a pair of wireless headphones, then the controllers were put in my hand (after the all important wrist straps). Olga now set up a sound link so she could tell me what to do and help me.

First we tested the chaperone system, so I approached the wall until a set of boundaries appeared to tell me I was going to close. I tested these later and found that they were slightly generous, so putting your hand out meant they weren’t right where you though they might be. In an empty room it was great, but I had some reservations a little later on. With the boundaries set I returned to the center of the room and we tested the controllers. With my left hand I could use my thumb to select a colour, my right hand trigger would then blow up a balloon, which then floated away from me. With either hand I could hit them and there was a distinct ā€˜dunk’ from the controller, much as you might feel from hitting a real balloon. Subtle tactile feedback.

The controllers were light and comfortable in my hands, I’m not a huge fan of their appearance but I’m pretty sure this will change before release. The HMD was also light, comfortable and with a large sweet spot for viewing. It just worked. I think perhaps the white ā€˜transition room’ setting wasn’t ideal since I could see some screen door effect, but honestly this is just nitpicking. I could see it because it’s what you see while you’re waiting for headphones and controllers, once the scene changes I completely forgot about it. The resolution is great, really great. Compared to the DK2 it’s awesome.

So the stage set we moved onto the main event, the demos. First I was transported to the bow of a sunken ship, surrounded by a shoal of fish which flicked away from my hands when I swiped at them. Approaching the side I could peer down into the murky depths and looking up the sunlight dappled the waves above my head. ā€˜This is really nice’ I said to Olga, smiling widely, as I strode around the deck of the ship, the SDE was gone, the four hours waiting well spent. Manta rays glided in from the darker water but didn’t react when I tried to touch them. The controllers were only simple rods in my hands, I put my hands to my sides and just enjoyed the visuals. I deep rumbling boom announced another arrival and a huge blue whale swam out of the depths and gazed steadily in my direction before swiping it’s huge dorsal fin over my head and shaking the ships remaining deck tackle with the thrust of its huge tail. Just lovely!

We returned to the white room after Olga informed me that the demo would end, this is nice to prepare for the transition instead of just throwing the user back into the previous scene. Now I was moved into the center of a table where a small pair of armies were battling below me, one defending a castle and other attacking with tanks and other weapons. I crouched down to get a little closer to the action. This was an impressive demo but not my favourite, getting a little too close to the ground created a few problems when my head clipped through the floor, but still it was pretty well done. I also got a little too close to the walls a couple of times and now I saw a pretty big flaw in the chaperone system. Although I was close to a wall, I was looking into the center of the room and in no real danger of walking into a wall since I was crouching down and facing away from it, but the whole boundary was lit up until I moved out of it’s range, so now instead of looking at what was happening behind the castle walls I was acutely aware of where I was in the room instead. Perhaps instead of showing this in an open space it could be in a room the size of the demo room. Then I would be very aware of where the walls are and could happily get quite close to them. The Chaperone system would ideally flash up when I’m *really* close.

We then moved onto the cooking game and I made some soup! First I played around trying to chop up the tomato (you can’t) and then threw a knife from hand to hand. My controllers were now big blocky open hands and pulling either trigger made them close so instinctively I knew I could pick stuff up. I threw a few eggs around, chopped a carrot up, broke one knife and then realised I had a job to do. The environment was good, but not perfect, I tried to ring the bell with the side of the knife, but it didn’t do anything. After a minute of messing around I noticed the instructions I was supposed to be following and started throwing ingredients into the nearby cooking pot, two tomatos, some mushrooms, a dash of chili sauce and salt. The kitchen was a bit of a mess when I was done, but I could now ring the bell with my hand and the demo ended.

We then moved onto the tilt brush demo which has been written about a lot. It was quite good, but it’s pretty difficult to create something interesting when you’re just playing around. Some more time to really play would have been nice but I just wanted to move onto the real event which I knew was coming. I nearly asked for it to end early but it finished soon enough. I’m looking forward to trying it when I have more time, and I would love to paint something with another person at the same time, either in the same space or across the internet.

So the final demo, which I hoped was the Aperture lab was replaced with the ā€˜Secret Shop’. I was standing in a weird medieval room with junk and stuff all around me. Olga vaguely explained that someone would come in to give me a light that I could ā€˜use’ but I really didn’t know what she was talking about :p Eventually the door opened and in walked a weird character holding some kind of white light. He offered it to me and with my right hand I reached out to take it. Now I had a burning white light in my hand which threw shadows around the room as I waved it around. The environment was really beautiful, with a stunning amount of detail all around me. One thing I noticed was the lack of positional audio though, the sound was good in all the demos but I wanted to hear where I should be looking. When the shop owner approached the door from the outside, I could hear him, but I didn’t know where he was, I had to look around to figure out what was going on.

So with the light in my hand Olga instructed me to press my right trigger close to a glowing circle of symbols shining on a sheaf of parchment on the table in front of me. I did so, and was momentarily confused because now the shop keeper was droning on about something or other but was now towering above me, partially obscured from the bottom, his voice deep and booming. I was now 2 inches tall and standing on the papers but utterly confused. It took 10 seconds for me to understand that I had magically shrunk and was now seeing the same scene from a completely different perspective. It really is the most amazing thing to experience something with no preparation or warning, which I’m now completely spoiling for you dear reader šŸ™‚ So even though I knew all about changes in scale I wasn’t ready at all when it just happened for the first time. Again I said to Olga ā€œThis is just amazing!ā€.

Ever demo was undoubtedly running on a top end PC and although I did mark a few very occasional, tiny twitches in the position of the controllers, every demo from a technical point of view was just stunning. No noticeable latency (screen or controllers), great resolution, no dropped frames or visual artefacts. The minor screen door effect melted away once the fun began and the good field of view issue (which was better than my DK2) was also instantly forgotten. The hardware seems to be very close to being ready to be sold. If they had presented me with a card reader right after the demo (and a bag I could take away) I would be happy to put in my PIN for $700.

Pressing the trigger again returned me to my ā€˜normal body’ and normal scale, and at Olgas urging I now waved my shining light at other circles of light dotted around the room. A dusty shelf was empty but for a small green frog and a band of light, but pressing the trigger close to it once again returned me to my miniscule body and the tiny frog now towered above me. I stepped gingerly towards the edge of the shelf to look down and then the frog lashed his tongue out over my head causing me to flitch. Just awesome šŸ™‚ The scene was repeated all over the room, small vignettes of funny creatures or moving magical objects coming alive once you teleported to their side. With my off hand I bashed some of the objects around the room and they generally responded predictably to my touch.

Then the curtain opened, the lights come back up and it was all over. 15 minutes of fun for a 4 hour wait. Was it worth it? Yep. HTC and Valve have a great bit of kit on their hands. The demos were really good. My only slight concern is that people might try them and think ā€˜well, it was a nice experience, but where is the game?’. Myself, I know the games will come and there are already plenty that are on the way. Palmer should be very proud, he’s not only spawned his own great company to fulfill his dream but also inspired a worthy competitor to push Oculus forward too. They can’t afford to rest on their laurels with such amazing experiences to spur them on.

 

Lets see what Oculus have to offer tomorrow at 12 noon šŸ™‚

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The Feel Three *is* more than just renders :) http://feelthree.com/2015/07/the-feel-three-is-more-than-just-renders/ Sat, 04 Jul 2015 20:40:22 +0000 http://www.feelthree.com/?p=2575 We have a working prototype…. we’re just not ready to show it to anyone yet, but it exists. Right now we’re only showing it to potential investors and people working on the project… so if you want a look, become one of these people šŸ™‚

The rest of the world has to wait… a little longer.

folding base8 2015-07-04 21.32.22

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how many parts??? http://feelthree.com/2015/06/how-many-parts/ http://feelthree.com/2015/06/how-many-parts/#comments Thu, 25 Jun 2015 01:22:51 +0000 http://www.feelthree.com/?p=2567 So I had another look at the design and also played around with a simple triangle idea to create the chair base and arm rests inside the sphere.

Its probably not necessary to try to cut the part list to the bare bones but still a good exercise. One of the major mistakes I think a lot of Kickstarted projects make is to start thinking that since they raised 500% of their goal they should now start to redesign the whole project with all this extra capital. It’s far better to deliver what they promised first with some minor improvements and use the extra cash towards the next version, rather than fail to deliver anything. The Oculus Rift DK1 was not what they really promised, but they at least delivered something pretty close and that moved the company forward. Imagine if they had tried to create the DK2 instead…. they would probably have just failed completely.

So the major components now number just 10…. this doesn’t include nuts, bolts and other off the shelf items such as motors, Ā  omniwheels or a seat. Two required small metal parts could probably be found in mcmaster-carr, I just haven’t looked. The rim is matter of bending two aluminium extrusions, cutting to length and drilling in the right places. The base triangles can be laser cut or made quite simply in a carpentry place (assuming they’re made from wood). I’m not sure the turnbuckles are classed as manufactured components either since I could probably order 100k of them from Alibaba quite simply….. 9 parts then? :p

So, pentagon, half hexagon, the connector to hold them all together and the base panel…. 4 tricky parts…. plus the electronics and code.

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Remember what I said about designing vs building….? http://feelthree.com/2015/06/remember-what-i-said-about-designing-vs-building/ Wed, 24 Jun 2015 23:22:53 +0000 http://www.feelthree.com/?p=2563 Well it doesn’t seem to apply here šŸ™‚ I printed two of just the longest sections to make sure it would fit together and it works beautifully. Of course the next step is to print 4 (or at least the connection parts) to make sure they don’t interfere with each other and then all 24 parts to be sure but so far it looks great. The user would connect a top and bottom parts together with a long rod pushed in to hold them together. This doesn’t need to be locked in place since its impossible to remove when the ring is complete. The user makes another top/bottom part and now pushes in two more rods from the top and bottom. One in held in place with gravity and the other can’t come out since the weight of the simulator is over it. Super simple!

This is a huge win for the design and manufacturing if we can get it to work. The only downside is that the previous design could be adapted to accommodate larger or smaller spheres, plus it would be possible to only need 3 or so wedges, but this version should be so much easier to use.

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Simplification pt 2 http://feelthree.com/2015/06/simplification-pt-2/ http://feelthree.com/2015/06/simplification-pt-2/#comments Tue, 23 Jun 2015 15:00:39 +0000 http://www.feelthree.com/?p=2557 The motor needs a place to be mounted and the wheel ideally would be supported on both sides of the axle…. but with a little tweaking it’s perfectly possible to use the same flat base part as the internal support (the wooden part in the picture). Depending on materials it might not be strong enough ‘as is’ but it should be fairly easy to add some simple steel support rods inside.

This is very cool, we went from 5 different parts that would need to be bolted together (making them still very large for storage, 72 parts in total) to 27 identical components… plus some simple (and cheap) connecting rods. It can also (hopefully) be set up in a few minutes and would lay flat under a bed. Nice.

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The simplification continues http://feelthree.com/2015/06/the-simplification-continues/ Mon, 22 Jun 2015 18:24:37 +0000 http://www.feelthree.com/?p=2548 Considering how large the simulator will be most people will probably think it consists of hundreds of different components but nothing could be further from the truth. At last count we had the total down to 24, this doesn’t count all the nuts, bolts and other readily available parts (of which there are a LOT) but these are solved problems which only need money to source. After reducing the manufactured sphere parts to as low as just two we took another look at the base.

undercut

 

The design as it stands uses five strong panels and two shiny ones to cover them, these repeat 12 times allowing us to use 3,4 or 6 wheels for movement. It is perhaps possible to reduce these to just two or three.

Using the same interlocking idea for the panels should create a very rigid structure that is also very easy to assemble and disassemble. Both panels could have ‘teeth’ with a hole to allow insertion of a metal rod to hold everything together. Initial tests of this idea for the panels proves it works really well. Another idea is to reuse the internal panel connectors to work as the external safety rim, if this works there would be another saving of two extra components.

All these ideas need to be tested but any chance to combine manufactured components needs to be seized….

 

edit: While I have some concerns about the strength and rigidity of the following idea it seems like it might be possible to create the base from just ONE manufactured component! Of course this assumes that the motor and wheel are connected by *magic* but I would guess there would be some off the shelf components to easily solve that problem… the top and bottom sections would also interlock (not shown)….

Screenshot 2015-06-23 02.35.28

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Designing a better omniwheel http://feelthree.com/2015/06/designing-a-better-omniwheel/ http://feelthree.com/2015/06/designing-a-better-omniwheel/#comments Mon, 15 Jun 2015 01:28:01 +0000 http://www.feelthree.com/?p=2541 I spent the last few days building omniwheels… although hopefully this is a part we can just use off the shelf its still nice to make your own for a scale prototype.

new omniwheel

Much better than the ones they replaced, with a lot better grip too. O-rings seemed like a good idea, but they’re not high friction so not a great choice.

omniwheel

One thing is clear though, the amount of moving parts for all of them might make them noisy… and unreliable.

So it got me thinking about whether there is a better way and I might have found one. I’m not going to give away my secrets but if it works then we might have a silent omniwheel with just THREE parts… this could be pretty useful for the future but of course the question is ‘will it work’…. well, I’ll find that out, apply for my patent and you’ll see šŸ™‚

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Cable Management Part 2 http://feelthree.com/2015/06/cable-management-part-2/ http://feelthree.com/2015/06/cable-management-part-2/#comments Sun, 07 Jun 2015 13:02:00 +0000 http://www.feelthree.com/?p=2535 Plainly our design creates a problem for cables, VR will not be wireless for a good while, unless you count mobile VR, which is cool but not what we want to use. If you have a PC or laptop in the sphere you need power (a gaming laptop battery doesn’t last very long) or if it’s outside you need to run cables to the HMD and your peripherals. we do mention induction charging in the vision goalsĀ  list, but this would be expensive and probably not the best solution.

Running cables over the top is a nice compromise but we’ve now come up with another 2 solutions. The fit nicely into the philosophy of creating everything in threes. So we have an easy solution for the ‘basic’ simulator that doesn’t add any more parts (in fact it would remove some) which makes it cheaper, the intermediate configuration uses the flexible arm and the ‘deluxe’ version means you could create a full sphere that could roll 360° in any direction, but shouldn’t be too expensive to add. This is not the same as should or ‘we encourage this’ since there are a few other issues to address, but it’s always nice to have options.

Now you might wonder what these ideas are, but perhaps maddeningly we’re not going to tell you šŸ™‚

Suffice to say that they’re another couple of ‘obvious’ ideas that become clear when you’re building something. All will be revealed in due course….

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Exposing the ‘obvious’ http://feelthree.com/2015/06/exposing-the-obvious/ http://feelthree.com/2015/06/exposing-the-obvious/#comments Mon, 01 Jun 2015 13:56:16 +0000 http://www.feelthree.com/?p=2528 Occasionally its nice to have a minor revelation about the design, and today was time for a reasonably major one.

I’ve been building the latest prototype and since it’s actually easier to just make pentagons and half hexagons, that’s what I’ve been doing. This is another perfect example of learning by doing, since although what I’m about to write would appear pretty ‘obvious’ to anyone looking at it, no one has bothered to point it out. Building things in the computer is easy, they fit together and are nice and shiny, but nothing beats getting your hand dirty and when you’re faced with bolting a million parts together you naturally look for some shortcuts.

This isn’t really a shortcut, but pretty important all the same. There is no point designing something that costs a fortune to manufacture, not for a startup anyway, so every manufactured part that doesn’t need a process or tool saves a huge amount of time, in producing them and cost in tooling. My initial idea has always been based around three panels and one part on the edges to hold them together. These four parts need to be very strong and very precise in their manufacture. Any defect in any of them means the sphere doesn’t fit together very well, and a ‘wobbly’ sphere is not good.

Well, he’s the obvious part… why make three panels when I can just make two?

Screenshot 2015-06-01 14.32.57

The half hexagon is just a hexagon cut in two… so joining two together makes… a hexagon. If the panels are made from moulded plastic their size means the tooling for them would probably run more than $20,000 each, so reducing the panels numbers means a massive saving at the start of the project.

Pure hexagons still look a lot cleaner, but at the start of a project when every dollar saved might mean the projects survival $20k in the bank is an amazing revelation. All that’s needed is four more holes in the half hexagon and another two connectors per hexagon, and if these don’t need to be quick release they could be much simpler (although that again adds another part, which we should be trying to avoid :p).

So, again, if anyone has any other ‘obvious’ suggestions please let us know…. šŸ™‚

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A matter of balance http://feelthree.com/2015/05/a-matter-of-balance/ Thu, 28 May 2015 22:02:44 +0000 http://www.feelthree.com/?p=2479 The lack of recent blog posts doesn’t mean this project has at all slowed down, far from it, but we’re far to busy to add much in the way of updates. The last couple of weeks have been crazily busy.

Some of you may have noticed the more realistic design of the chair mount. The one that was in use for the longest time was only ever a place-holder and not at all practical, but this has changed the look of the sphere quite a lot.

The design was always built around the principle that if the main mass was kept in the centre of the sphere it would be easy (and cheap, mechanically and ‘componently’) to impart movement to the user. So ideally you would put the ‘belly button’ of the user in the centre of the sphere, and then it’s quick to move them.

With the new design it should be pretty easy to accomplish this, but the aesthetics are changed quite a lot, especially with the ‘entry level’ 16 panel configuration. With limited panels it now looks like the chair mount is floating strangely in the centre of the sphere. This puts the users centre of gravity in the right place, but might put some people off. It also might make the simulator somewhat challenging to get into for some people.

16 SideView

The rods to mount the chair should be highly adjustable but moving the chair down into the sphere means the motors now how to work harder and the sphere is no longer as safe as it was…. Keeping a balanced COG is vital.

Dropping the chair down makes everything nicer… but the balance is now gone.

16 SideViewLow2


Moving the centre of gravity isn’t an impossible decision to make though, but does need to be adjusted for. With the configuration above the COG has moved down and back… so how can we move it back to the centre of sphere?

Well, we could potentially reintroduce an early design idea and put in a ‘roll cage’. It should never be needed for this but would give some reassurance of safety for the user, and if we need a bar over the sphere for cable management this can now be re-purposed for ‘gravity control’.

16 SideViewLow -XS COG

By adding two parallel bars over the user we can now really quickly adjust the centre of gravity by moving some attached weights. This would also mean it’s really easy to change the set up for different people who want to use the sim. We also have a handy bar to use for support as the user is getting in and out of the seat.

This sadly doesn’t come for ‘free’ since there in an increase in mass and inertia so the movement would be reduced, but this is a reasonably viable option for some people. As always, it would come down to the users choice, if you want a slower sim that is easy to get into and share, add some bars.

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Cross section http://feelthree.com/2015/04/cross-section/ Mon, 27 Apr 2015 15:04:02 +0000 http://www.feelthree.com/?p=2402 x-section

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