FIELD: human movement modeling systems.
SUBSTANCE: invention relates to systems for modeling human movement in virtual reality for gaming, sports, military, research and tourism scenarios. An omnidirectional treadmill for user interaction with virtual reality contains an omnidirectional movement system, three vertical posts, a user fixation and rotation system, and a positioning system. The omnidirectional movement system is a cross, on which a base of a round-shaped substrate is installed, on which a slippery PTFE substrate is installed, made of a flat shape or in the form of a bowl with the possibility of user moving 360 degrees along it. Three vertical steel posts with arches are fixed with a cross. Each of the racks contains a mechanism for changing the vertical position, consisting of a guide, on one side of which a carriage is installed with the possibility of vertical movement, and on the other, a counterweight, interconnected by an aluminum cable passing through a roller located on top of the guide, while the vertical position mechanism is closed corrugated. The system for fixing and turning the user on the track is made in the form of an aluminum support ring, consisting of an external reinforcement of the ring with lugs, in which two rings are installed with recesses for bearings that provide rotation, a small ring on which lacing carabiners are fixed to fix the user's belt, a large ring, which is adjacent to the outer reinforcement of the ring, and the closing plate and mounted on the mentioned carriages by means of pipes fixed in the mentioned lugs. Positioning system including sensors, one of which is made with the possibility of detachable attachment at least to the user's leg, located on the substrate of the omnidirectional movement system, and the others - with the possibility of detachable attachment at least to the user's hand and to the head. The vertical position mechanism is made with the possibility of fixing, raising and lowering the aluminum support ring.
EFFECT: creation of system for modeling human movement in virtual reality for gaming, sports, military, research and tourism scenarios
2 cl, 5 dwg
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Authors
Dates
2022-11-29—Published
2022-10-03—Filed