The Roto Virtuality Chair breaks with the VR headset mold

If 3D printing and wearable technology were the breakout technologies of 2014, virtual reality (VR) is poised to be the breakout star for this year. Companies from Sony to Steam have been rushing their VR devices or VR-compatible platforms to market. Most of those have confined their efforts to the now-iconic VR headset that focuses on visual and audio aspects of the illusory environment.

Until now.

The Roto VR chair allows gamers to control their movement inside the VR environment with their entire bodies through a combination of swiveling the chair and depressing foot pedals to move forward and backward.

Roto consists of four sections, which include: a strong base at center to hold the chair and pedals, that includes integration for Samsung and Android devices; a smaller base at the top to plug in the Oculus Rift VR headset; a port for a selection of seats; and a front tray (think like a high chair or old-time school chair) for extra devices and accessories.

The base also includes a hollow tube for any wires from the user’s rig, so they can be integrated without risk of tangling. Though the current prototype supports only the Oculus Rift headset, the designers say the final version will support any VR headset on the market.

As a product, Roto’s modular design could give the chair the edge it needs to introduce such a wildly new concept to market.

It’s a sign of maturity when developers create devices built to serve existing technology rather than create new devices for that market. Since the Roto chair does exactly that, it’s a sign that VR has truly arrived as a technology.

Roto is not yet available for consumers. If you’re interested in finding out when that will happen, keep an eye on the company’s blog here.

Roto VR



Source : Roto


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