WEBVTT - Groovy Moon Boots

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<v Speaker 1>Brought to you by Toyota. Let's go places. Welcome to

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<v Speaker 1>Forward Thinking. Hey there, and welcome to Forward Thinking, the

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<v Speaker 1>podcast that looks at the future and says these boots

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<v Speaker 1>are made for walking. I'm Jonathan Strickland, and I'm Joe McCormick,

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<v Speaker 1>and our other host, Lauren voc obamb is still unto

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<v Speaker 1>the weather, but she will be back with us next time.

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<v Speaker 1>I'm quite sure. Yeah, pretty pretty pretty positive on that.

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<v Speaker 1>And don't don't worry about her. She's doing fine. She

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<v Speaker 1>just got this scratching through. It's a bit of a

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<v Speaker 1>shame because she's the one who actually pitched this episode topic,

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<v Speaker 1>wasn't she. I think so so, Jonathan, I have a

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<v Speaker 1>question for you. Asked me, did you remever did you

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<v Speaker 1>ever own a pair of moon boots? I I can

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<v Speaker 1>honestly say, with on conviction that I have never owned

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<v Speaker 1>a pair of moon boots. You're aware of what I'm

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<v Speaker 1>talking about. That not not the actual boots that astronauts wear.

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<v Speaker 1>I'm so you mean the style of boots known as

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<v Speaker 1>moon boots. Yeah. No, I I had never owned a

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<v Speaker 1>pair of those. I have warned things that I suspect

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<v Speaker 1>we're equivalent to moon boots, at least in their the

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<v Speaker 1>clunkiness factor. But I personally have never owned any Oh

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<v Speaker 1>that may be what I had when I was a kid.

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<v Speaker 1>I had some puffy boots that I referred to as

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<v Speaker 1>moon boots. I don't know if moon boots is a brand,

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<v Speaker 1>that a brand. Well anyway, I don't know one way

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<v Speaker 1>or another. But I had some puffy boots that were

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<v Speaker 1>quite beloved to me, and I wore them out in

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<v Speaker 1>the snow, and I wore them out in the summer

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<v Speaker 1>also just because I thought they looked cool. Wow. Okay, well,

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<v Speaker 1>you know it just tells me a lot about you, Joe,

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<v Speaker 1>and and be proud of who you are. But we

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<v Speaker 1>wanted to talk today about a specific type of of

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<v Speaker 1>approach to designing shoes for astronauts specifically, but there are

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<v Speaker 1>implications beyond that that addressed some problems that they've encountered

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<v Speaker 1>in the past. So let's let's talk about why we

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<v Speaker 1>would even have this conversation in the first place. What

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<v Speaker 1>is the big issue? What is the problem astronauts face.

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<v Speaker 1>The problem is astronauts are always too intoxicated to walk

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<v Speaker 1>around properly. No that's not true, No, not at all.

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<v Speaker 1>That we we are. But however, if you were to

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<v Speaker 1>watch certain videos, you might get that impression. Because Jonathan,

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<v Speaker 1>did you watch the astronauts falling over? So did I? Even?

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<v Speaker 1>I even have a little little note that I put

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<v Speaker 1>on there. Okay, So Joe decided to kind of watch

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<v Speaker 1>this video and then he shared the video in our

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<v Speaker 1>notes of astronauts having difficulty standing upright while walking about

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<v Speaker 1>on the Moon's surface. And that's really what this episode

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<v Speaker 1>is all about, Like, how can people design uh a

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<v Speaker 1>system that allows astronauts to walk around on a surface

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<v Speaker 1>like the Moon's surface without the danger constantly falling over,

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<v Speaker 1>because based upon the YouTube video you've sent, it looks

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<v Speaker 1>like that is a common issue. Well, it's kind of funny,

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<v Speaker 1>isn't it, Like they walking can be hard when you're

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<v Speaker 1>on the moon, you know, yeah, I I wrote. My

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<v Speaker 1>comment on the video was this is majestic. You really

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<v Speaker 1>get the sense of achievement and grandeur as you watch

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<v Speaker 1>chubby figures fall about in the dust. It really is

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<v Speaker 1>like watching little toddlers fall over in a sandbox a lot.

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<v Speaker 1>But it's not the fault of the astronauts. It's just

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<v Speaker 1>really hard to get around in bulky spacesuits. And once

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<v Speaker 1>you're down, it looks like it's pretty challenging to get

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<v Speaker 1>back up again. Yeah, they kind of try all these

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<v Speaker 1>little moves to sort of pop back up, but they

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<v Speaker 1>keep falling over and they look like crazy breakdancing moves

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<v Speaker 1>at some points. Because there's one point where you see

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<v Speaker 1>a guy who is holding himself up in a horizontal position,

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<v Speaker 1>like like parallel to the Moon's surface, on his hands

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<v Speaker 1>and just trying to push himself up so they can

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<v Speaker 1>get his feet up underneath himself. It's pretty incredible. And

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<v Speaker 1>of course this isn't just the Moon. This is presumably

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<v Speaker 1>true for other space environments like Mars and other foreign

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<v Speaker 1>planets as well, where asteroids as well. That kind of

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<v Speaker 1>probably even harder on asteroids, the lack of i mean

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<v Speaker 1>almost you know, no negligible gravity. Yeah yeah, so, uh

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<v Speaker 1>so space suits are bulky their pressurized environments, and they

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<v Speaker 1>can tend to cause a feeling of perceptual segregation from

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<v Speaker 1>the outer atmosphere. You know, you're like you're living in

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<v Speaker 1>this interior world and just sort of vaguely bubble buoying through. Yeah,

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<v Speaker 1>like your perception is thrown off. Yeah, so they have

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<v Speaker 1>to be bulky, of course, because if you know, they

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<v Speaker 1>have all these built in protections, shielding regulatory systems. But

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<v Speaker 1>this often leaves the astronaut with a sort of limited

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<v Speaker 1>ability to sense their surroundings both by sight and by touch.

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<v Speaker 1>Right and then with that reduced gravity that I would

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<v Speaker 1>imagine adds another element of uncertainty and and and kind

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<v Speaker 1>of clumsiness to the whole thing. I imagine that walking

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<v Speaker 1>around on the Moon is a lot like have you

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<v Speaker 1>ever gone up a set of stairs that you've gone

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<v Speaker 1>up and down a thousand times and you're not really

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<v Speaker 1>paying attention, and in your mind you're thinking there's either

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<v Speaker 1>one more or one fewer step than actually are there

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<v Speaker 1>on the stairs, And that is a a really alarming

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<v Speaker 1>thing to have happened to you that moment. You either

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<v Speaker 1>take an extra step on a stair that's not there,

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<v Speaker 1>or you fail to take that extra step and you

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<v Speaker 1>miss a step that actually is there. I argue often

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<v Speaker 1>that it's worse going down than going up, Like I've

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<v Speaker 1>tried to step down at the bottom of a set

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<v Speaker 1>of stairs when I thought there was one more to go,

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<v Speaker 1>and it is the most jarring experience to try and

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<v Speaker 1>step down where you cannot because there is solid floor there, though,

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<v Speaker 1>I imagine it is much more jarring to step down

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<v Speaker 1>thinking you should be experiencing about you know, point eight

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<v Speaker 1>more g s than you are, right, and then you

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<v Speaker 1>end up falling over as a result because you have

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<v Speaker 1>either underestimated or overestimated. You couldn't really tell when you

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<v Speaker 1>were making contact. You didn't really know when you could

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<v Speaker 1>shift your weight, and so you either do so prematurely

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<v Speaker 1>or you're not quite ready to do so when you

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<v Speaker 1>need to. All of these factors come into play, and

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<v Speaker 1>it explains why we get this wonderful sequence of astronauts

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<v Speaker 1>falling over as if they're just completely helpless on the

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<v Speaker 1>surface of the moon. But of course, when you were

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<v Speaker 1>on a literal moonwalk falling over, despite how funny the

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<v Speaker 1>video is, that's not a good idea. You don't want

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<v Speaker 1>to be doing that. Number One, space suits are pretty

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<v Speaker 1>well shielded, but there's always a chance that you could

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<v Speaker 1>damage or puncture something vital. That's just pretty much everything

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<v Speaker 1>on the space suit. Yeah. Then on top of that,

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<v Speaker 1>there's just the waste of limited time and oxygen resources

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<v Speaker 1>lying stuck on the ground like this marshmallow man turtle thing. Right,

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<v Speaker 1>If you have a specific set of goals for your moonwalk.

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<v Speaker 1>You don't want to get stuck for ten minutes trying

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<v Speaker 1>to get up. Yeah, becausebviously, whenever any of that stuff

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<v Speaker 1>gets planned out back on Earth in the initial stages

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<v Speaker 1>where you've you've got your mission parameter set, you're gonna

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<v Speaker 1>build in extra time. Right, You're never going to say,

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<v Speaker 1>let's let's really cut this to the wire, right that

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<v Speaker 1>that makes no sense. However, if you fall over, then

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<v Speaker 1>you start eating up that extra time that was built in,

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<v Speaker 1>and and this is a real concern. Yeah, So the

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<v Speaker 1>story that made us want to do this episode today

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<v Speaker 1>is about a particular response to this kind of problem.

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<v Speaker 1>So the story refers to some work done by M I. T. S.

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<v Speaker 1>Department of Aeronautics and Astronautics or Aero Astro and the

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<v Speaker 1>Charles Stark Draper Lab in Cambridge, Massachusetts. I love the

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<v Speaker 1>fact that's in Stark Labs. Yes it is, but they're

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<v Speaker 1>not that Stark because he works alone. It's a Stark contrast,

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<v Speaker 1>I imagine it is. Now. So they've been working on

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<v Speaker 1>this potential solution and it is space boots with environmental

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<v Speaker 1>swerves and embedded haptic motors. So it works like this.

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<v Speaker 1>Imagine you are an astronaut on the surface of the

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<v Speaker 1>Moon and you're shoveling up some barrels of lunar regular

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<v Speaker 1>to transport back to Earth, where it has become a

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<v Speaker 1>wildly popular flavoring agent in hot cuisine, of course. But

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<v Speaker 1>of course you are walking through a shallow dip on

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<v Speaker 1>the lunar surface and you feel a sudden vibration on

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<v Speaker 1>the outside toe of your left foot, so you stop,

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<v Speaker 1>you take a step back, You look down, you see, oh,

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<v Speaker 1>there it is. It's a rock, or maybe it's a

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<v Speaker 1>little room bus sized robotic rover sitting deactivated in your way,

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<v Speaker 1>whatever it is. Having avoided tripping over it, you go

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<v Speaker 1>around scoop up some more of the ultra fine particles

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<v Speaker 1>of cash money. Pretty simple, right, So you don't have

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<v Speaker 1>to depend on your eyes. You've got a tactle sensation,

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<v Speaker 1>this vibration that warns you to stop moving and reach

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<v Speaker 1>out your course. And that's exactly what we mean when

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<v Speaker 1>we talk about haptic feedback. If you're not familiar with

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<v Speaker 1>the term haptics, it really means engaging your sense of

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<v Speaker 1>touch in a way that gives you more information about something,

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<v Speaker 1>whether it's your environment, or a virtual environment or something

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<v Speaker 1>along those lines. A very basic example of this is

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<v Speaker 1>you likely have a smartphone or cell phone that has

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<v Speaker 1>a little motor that vibrates when you get a call

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<v Speaker 1>or a text. That's a haptic feedback system telling you, hey,

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<v Speaker 1>you've got an alert. So maybe it doesn't make an

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<v Speaker 1>audible alert so that you know if you're at work,

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<v Speaker 1>you're not having your phone go grouper or whatever. Well,

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<v Speaker 1>here's one. If you have a touch screen keypad on

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<v Speaker 1>your phone, very likely the phone vibrates ever so gently

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<v Speaker 1>when you correctly press a key, so that so that

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<v Speaker 1>you know you did hit the key instead of sort

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<v Speaker 1>of going off the side and not registering the the

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<v Speaker 1>input right, or that you just start typing you know,

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<v Speaker 1>h h h h h h h for hello, because

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<v Speaker 1>you haven't figured out if you're actually, you know, making

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<v Speaker 1>that contact with the screen or not right. And I

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<v Speaker 1>found out when when my phone's power saving features go

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<v Speaker 1>on when it's low on battery and it stops doing

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<v Speaker 1>that that response. Yeah, I find it disturbing when I'm

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<v Speaker 1>typing with my fingers, I'm like, wait a minute, am

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<v Speaker 1>I am I typing? I don't know if the letters

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<v Speaker 1>are going Yeah, I've gotten used to it. I had

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<v Speaker 1>turned mine off when I was at home, um after

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<v Speaker 1>a certain time, Like I could, I could create parameters

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<v Speaker 1>of when haptic feedback was turned on or turned off,

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<v Speaker 1>and that was specifically so that I didn't disturb either

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<v Speaker 1>my wife or my dog whenever I decided to look

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<v Speaker 1>on something on my phone and look something gup, because

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<v Speaker 1>every every time I would type, you get this little

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<v Speaker 1>haptic buzz and it would be distracting. But I also

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<v Speaker 1>found it very difficult to navigate on my phone without

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<v Speaker 1>it because without that feedback to reassure me that yes,

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<v Speaker 1>indeed your touch has been has been registered, I felt

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<v Speaker 1>like I wasn't properly activating my phone. So haptic is

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<v Speaker 1>a very powerful kind of disciplines of a very powerful

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<v Speaker 1>technology or strategy. I guess you could say to engage

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<v Speaker 1>our senses in another way and give us additional information. Yeah,

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<v Speaker 1>it's a it's a way of repurposing information that you

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<v Speaker 1>would get through one sense and feeding it through a

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<v Speaker 1>different one. So in July of this year, researchers presented

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<v Speaker 1>their findings on on these haptic feedback boots boots for

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<v Speaker 1>space at the International Conference on Human Computer interaction, and

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<v Speaker 1>specifically they've been studying what types of sensations applied to

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<v Speaker 1>which regions of the foot do the best job of

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<v Speaker 1>keeping people from tripping over things, or actually that that

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<v Speaker 1>part would be inferred, because really what they're looking for

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<v Speaker 1>first is like when people can feel the sensation and

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<v Speaker 1>how well they can feel it right, and and can

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<v Speaker 1>they identify from what direction it's it is coming? So

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<v Speaker 1>that way, like if we were to have the outer

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<v Speaker 1>left edge of your foot, uh, buzz, would that translate

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<v Speaker 1>in your mind, Oh, there's something forward and to the

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<v Speaker 1>left of me that I need to look out for. Yeah, uh,

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<v Speaker 1>And and there are lots of different options for how

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<v Speaker 1>you could provide haptic feature right. So you know, our

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<v Speaker 1>nervous systems are kind of quirky for reasons of evolutionary happenstance,

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<v Speaker 1>and so they respond better to some stimuli than to others.

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<v Speaker 1>So they actually looked into what works best. So scientists

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<v Speaker 1>Alison Gibson, Andrea Webb and Leah Sterling conducted this study

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<v Speaker 1>to find out exactly how good people are at detecting

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<v Speaker 1>different kinds of sensations on their feet under various conditions.

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<v Speaker 1>On my feet, my feet were tingling reading about this. Yeah,

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<v Speaker 1>and it's interesting to hear about the experiments because they

0:12:46.240 --> 0:12:50.000
<v Speaker 1>included everything from kind of a straightforward approach where they said,

0:12:50.000 --> 0:12:51.640
<v Speaker 1>are you gonna feel a buzz? I need you to

0:12:51.679 --> 0:12:55.000
<v Speaker 1>tell me, like, on a scale of maybe one to ten,

0:12:55.120 --> 0:12:57.880
<v Speaker 1>how strong was that buzz and where on your foot

0:12:57.880 --> 0:13:00.360
<v Speaker 1>did you feel it? And then they start and making

0:13:00.400 --> 0:13:03.680
<v Speaker 1>it a little more complicated by making people like do

0:13:03.920 --> 0:13:07.920
<v Speaker 1>things while they're administering the buzzes and try and see like, well,

0:13:08.240 --> 0:13:12.400
<v Speaker 1>can they still accurately describe the intensity and the location

0:13:12.920 --> 0:13:15.280
<v Speaker 1>because this obviously that would be important. You know, if

0:13:15.280 --> 0:13:18.120
<v Speaker 1>you're walking around the surface of the moon, you're probably

0:13:18.160 --> 0:13:21.320
<v Speaker 1>not just completely focused on how are my feet feeling

0:13:21.440 --> 0:13:24.079
<v Speaker 1>right now? No, you're trying to get that delicious regulars

0:13:24.080 --> 0:13:26.640
<v Speaker 1>back to your back to your transfer. Emerald will not

0:13:26.800 --> 0:13:30.440
<v Speaker 1>wait for his for his moon spice bam. So if

0:13:30.480 --> 0:13:33.640
<v Speaker 1>you want to look up their their presentation, it's it's

0:13:33.679 --> 0:13:37.920
<v Speaker 1>called user abilities in detecting vibro tactle signals on the

0:13:37.960 --> 0:13:43.079
<v Speaker 1>feet under varying attention loads. Vibro Tactle is amazing, what

0:13:43.200 --> 0:13:46.240
<v Speaker 1>a great word, And yeah, varying attention loads obviously that's

0:13:46.240 --> 0:13:48.400
<v Speaker 1>the reference to what I was talking about earlier. But

0:13:48.840 --> 0:13:53.280
<v Speaker 1>you know, sometimes you have to create some distractions, nothing

0:13:53.679 --> 0:13:57.640
<v Speaker 1>of real like importance or or urgency, but rather just

0:13:57.679 --> 0:14:01.880
<v Speaker 1>something to occupy the person's mind. So that example is

0:14:01.920 --> 0:14:05.080
<v Speaker 1>one of the independent variables they tested attention state whether

0:14:05.120 --> 0:14:09.000
<v Speaker 1>you're distracted by other stuff. Another one was vibration locations

0:14:09.040 --> 0:14:12.559
<v Speaker 1>of tow or heel in step or outside, etcetera. And

0:14:12.600 --> 0:14:15.720
<v Speaker 1>then the third was vibration signal type. And this is

0:14:15.720 --> 0:14:19.080
<v Speaker 1>not correct, but I wish this meant good vibrations versus

0:14:19.120 --> 0:14:23.920
<v Speaker 1>bad vibrations bad vibes manuh no. In actuality, the different

0:14:23.960 --> 0:14:30.000
<v Speaker 1>vibration types were high, low, increasing and decreasing, increasing and decreasing.

0:14:30.040 --> 0:14:32.760
<v Speaker 1>Matter because of something I'll get to in a bit, well,

0:14:32.800 --> 0:14:35.160
<v Speaker 1>well before before we get into that, just for a

0:14:35.200 --> 0:14:37.400
<v Speaker 1>clarification on my own part, because this was something that

0:14:37.440 --> 0:14:39.520
<v Speaker 1>I missed when I was reading it. When they say

0:14:39.600 --> 0:14:44.440
<v Speaker 1>high and low, are they talking about frequency or intensity? Oh? Well,

0:14:44.560 --> 0:14:49.880
<v Speaker 1>actually I think it's intensity, But I'm not positive because

0:14:49.880 --> 0:14:52.440
<v Speaker 1>I was it's intensity. I would think so too, because

0:14:52.520 --> 0:14:54.640
<v Speaker 1>to me that would just mean like, is the motor

0:14:54.720 --> 0:14:57.400
<v Speaker 1>vibrating at a greater intense stealer as in, is it

0:14:57.480 --> 0:15:00.360
<v Speaker 1>making heart of great bigger vibrations is the ample alitude

0:15:00.400 --> 0:15:03.760
<v Speaker 1>increased as opposed to is the frequency increase. I would

0:15:03.760 --> 0:15:07.120
<v Speaker 1>imagine the same thing. That was my interpretation, but I

0:15:07.160 --> 0:15:11.640
<v Speaker 1>didn't actually read Yeah, okay, co uh So these could

0:15:11.680 --> 0:15:14.520
<v Speaker 1>be delivered to six different places on each foot and

0:15:14.640 --> 0:15:17.960
<v Speaker 1>that results in twenty four unique different kinds of signals.

0:15:18.160 --> 0:15:20.880
<v Speaker 1>And then they also, like you said, they ran a

0:15:20.920 --> 0:15:24.000
<v Speaker 1>distraction test, so they were like, let me know if

0:15:24.080 --> 0:15:26.320
<v Speaker 1>you can feel anything on your feet and uh and

0:15:26.440 --> 0:15:28.960
<v Speaker 1>what it is, where it's coming in, and what it

0:15:29.000 --> 0:15:32.080
<v Speaker 1>feels like. But then also do that while I show

0:15:32.120 --> 0:15:33.880
<v Speaker 1>you a random number and you start to count up

0:15:33.920 --> 0:15:38.720
<v Speaker 1>by threes Jonathan twenty four, thirty thirty three, thirty six.

0:15:38.960 --> 0:15:40.560
<v Speaker 1>I gave you an easy one. Let me get a

0:15:40.560 --> 0:15:43.040
<v Speaker 1>hard no no, no, no no, don't don't have a

0:15:43.080 --> 0:15:47.760
<v Speaker 1>liberal arts major. Uh So, But it turns out even

0:15:47.800 --> 0:15:50.120
<v Speaker 1>with a pretty simple test like this subject has had

0:15:50.200 --> 0:15:54.800
<v Speaker 1>some difficulty. They they had trouble identifying when the vibration,

0:15:54.920 --> 0:15:58.440
<v Speaker 1>for example, was steadily increasing, so that that's not just

0:15:58.560 --> 0:16:01.800
<v Speaker 1>the on and off high and low sensation, but when

0:16:01.840 --> 0:16:06.760
<v Speaker 1>it's slowly getting more intense and even in the undistracted condition,

0:16:06.840 --> 0:16:08.680
<v Speaker 1>so even when they're not trying to do the counting.

0:16:08.720 --> 0:16:11.160
<v Speaker 1>People did not do a great job of detecting when

0:16:11.320 --> 0:16:16.400
<v Speaker 1>vibration was decreasing in intensity. Uh. And also no surprise here,

0:16:16.440 --> 0:16:18.760
<v Speaker 1>but some parts of the foot are just more sensitive

0:16:18.760 --> 0:16:21.080
<v Speaker 1>than others. You know, the middle of the outside of

0:16:21.120 --> 0:16:25.240
<v Speaker 1>the foot was pretty dumb. By the way, A little side. Now,

0:16:25.360 --> 0:16:27.720
<v Speaker 1>do you ever play that game where you touch somebody's

0:16:27.800 --> 0:16:31.040
<v Speaker 1>back with different numbers of fingers and asked them how

0:16:31.040 --> 0:16:34.280
<v Speaker 1>many it is you should you should agree beforehand with

0:16:34.320 --> 0:16:37.760
<v Speaker 1>the person you're playing, right, there's consent is absolutely don't

0:16:37.800 --> 0:16:41.400
<v Speaker 1>don't surprise somebody with this game. I've I've played variations

0:16:41.400 --> 0:16:43.400
<v Speaker 1>of that, like as a kid. There's also the I'm

0:16:43.400 --> 0:16:45.680
<v Speaker 1>gonna draw something on your back, tell me what it

0:16:45.760 --> 0:16:50.320
<v Speaker 1>was you I drew and I, uh, it's difficult. Yeah,

0:16:50.400 --> 0:16:53.200
<v Speaker 1>people don't realize how dumb their backs are. The tactle

0:16:53.240 --> 0:16:55.440
<v Speaker 1>neurons back there is just I don't know, you know,

0:16:55.720 --> 0:16:58.480
<v Speaker 1>I'm touching your touch somebody with three fingers and they're like,

0:16:58.560 --> 0:17:02.160
<v Speaker 1>oh one right, yeah, let's say. And so you think

0:17:02.200 --> 0:17:05.000
<v Speaker 1>about it, like, there are definitely gonna be areas of

0:17:05.080 --> 0:17:09.160
<v Speaker 1>the foot that will be more responsive to to haptic

0:17:09.200 --> 0:17:13.600
<v Speaker 1>feedback than others. And when they were talking about increasing

0:17:13.720 --> 0:17:16.920
<v Speaker 1>or decreasing the intensity, I could easily imagine that being

0:17:16.960 --> 0:17:20.880
<v Speaker 1>a difficult thing to uh, to detect even so much.

0:17:20.960 --> 0:17:23.119
<v Speaker 1>Is like, even if I have a phone in my

0:17:23.200 --> 0:17:26.680
<v Speaker 1>hand and I'm increasing the motor intensity until you get

0:17:26.720 --> 0:17:31.320
<v Speaker 1>to like unless it unless it does does it in

0:17:31.400 --> 0:17:35.040
<v Speaker 1>big jumps, the differences can be fairly subtle, And then

0:17:35.080 --> 0:17:36.800
<v Speaker 1>I think, well, what if I felt that on my foot,

0:17:37.160 --> 0:17:40.879
<v Speaker 1>and what if that were the important determining factor. Like,

0:17:42.000 --> 0:17:48.600
<v Speaker 1>as I approach a potential stumbling block, the intensity increases. Uh,

0:17:48.640 --> 0:17:52.280
<v Speaker 1>if it is to settle, then that becomes kind of useless.

0:17:52.280 --> 0:17:54.439
<v Speaker 1>It just is going to be a constant distraction as

0:17:54.480 --> 0:17:56.960
<v Speaker 1>I look around, and maybe I can't identify what the

0:17:56.960 --> 0:17:59.000
<v Speaker 1>thing is because it's not quite close enough for me

0:17:59.080 --> 0:18:02.880
<v Speaker 1>to notice that it is something I'm going to stumble over. Uh.

0:18:02.960 --> 0:18:04.880
<v Speaker 1>And then next thing, you know, I start to ignore

0:18:05.560 --> 0:18:09.119
<v Speaker 1>this this buzzing because so frequently it's not helpful, and

0:18:09.119 --> 0:18:11.800
<v Speaker 1>then I'm falling all over again. That exactly is a

0:18:11.880 --> 0:18:14.280
<v Speaker 1>problem people are worried about. Okay, so how do you

0:18:14.359 --> 0:18:17.159
<v Speaker 1>keep people from tuning out the feedback? Yeah, you have

0:18:17.240 --> 0:18:20.720
<v Speaker 1>to have it be urgent enough that it's meaningful, but

0:18:20.840 --> 0:18:26.640
<v Speaker 1>not so urgent that it is that it's misleading right there.

0:18:26.640 --> 0:18:29.879
<v Speaker 1>It's a delicate balance, but you can see where it

0:18:29.920 --> 0:18:32.520
<v Speaker 1>could become really useful if you have the sensors in

0:18:32.560 --> 0:18:37.320
<v Speaker 1>a boot and you have the alert happen where it's

0:18:37.359 --> 0:18:41.240
<v Speaker 1>not gonna be so sensitive that it's it's it's set

0:18:41.240 --> 0:18:44.880
<v Speaker 1>off by everything, because then you're just like, well, all

0:18:44.920 --> 0:18:46.359
<v Speaker 1>I can tell you is being on the moon is

0:18:46.400 --> 0:18:50.000
<v Speaker 1>crappy because all my feet are just buzzing. These dogs

0:18:50.040 --> 0:18:53.879
<v Speaker 1>are buzzing. In other words, that's an alternate title for

0:18:53.920 --> 0:18:58.000
<v Speaker 1>this episode. Yes, so of course this technology it's still

0:18:58.040 --> 0:19:00.880
<v Speaker 1>got a lot of ground to cover as the study,

0:19:01.160 --> 0:19:05.439
<v Speaker 1>but a lot of moon ground. Because while a simple

0:19:05.520 --> 0:19:08.760
<v Speaker 1>on off vibration might be somewhat helpful, one thing about

0:19:08.760 --> 0:19:12.640
<v Speaker 1>the world around us is it's best represented by continuous data,

0:19:12.720 --> 0:19:16.000
<v Speaker 1>not on off analogue rather than digital. Yeah, so the

0:19:16.000 --> 0:19:19.639
<v Speaker 1>the increasing and decreasing quantities would probably be the best

0:19:19.720 --> 0:19:24.399
<v Speaker 1>way to represent something like proximity or even like the

0:19:24.400 --> 0:19:27.439
<v Speaker 1>the size of the potential obstacle, because again we have

0:19:27.520 --> 0:19:30.240
<v Speaker 1>you have such a limited field of view inside a

0:19:30.320 --> 0:19:33.040
<v Speaker 1>space helmet, right like it cuts off your field of

0:19:33.119 --> 0:19:38.680
<v Speaker 1>view significantly. Uh, you might want to use intensity to

0:19:38.720 --> 0:19:42.360
<v Speaker 1>indicate perhaps not the distance to the obstacle, but perhaps

0:19:42.359 --> 0:19:45.760
<v Speaker 1>the the size of the obstacle, like whether or not

0:19:45.800 --> 0:19:48.000
<v Speaker 1>it's a sizeable rock that's ahead of you that you

0:19:48.080 --> 0:19:51.760
<v Speaker 1>might stumble over, or a drop down that's been you know,

0:19:51.800 --> 0:19:56.280
<v Speaker 1>that's your boot has uh detected where you know you

0:19:56.280 --> 0:19:59.240
<v Speaker 1>don't want to have that next step forward be four

0:19:59.240 --> 0:20:03.320
<v Speaker 1>inches lower than what you had anticipated. Yeah, exactly. So

0:20:03.520 --> 0:20:07.760
<v Speaker 1>the mn T news piece that covered this particular research also,

0:20:07.880 --> 0:20:10.560
<v Speaker 1>I thought this was interesting. Spoke to a doctor, Shirley

0:20:11.000 --> 0:20:15.440
<v Speaker 1>right Dick, professor of Health and Kinesiology at Perdue, who

0:20:15.480 --> 0:20:19.960
<v Speaker 1>specializes She specializes in like falling down. Basically, so do I,

0:20:20.840 --> 0:20:23.159
<v Speaker 1>but not not. I don't have the credentials. I just

0:20:23.200 --> 0:20:28.119
<v Speaker 1>have the experience America's Funniest Home Videos professor. And but

0:20:28.160 --> 0:20:30.920
<v Speaker 1>she pointed out that this would be useful for more

0:20:30.960 --> 0:20:33.800
<v Speaker 1>than just astronauts. I think that that's clear. But for who,

0:20:33.880 --> 0:20:37.680
<v Speaker 1>Well she gave the example of how about firefighters. So

0:20:37.760 --> 0:20:40.920
<v Speaker 1>for firefighters, you go into a burning building, there's flames,

0:20:40.920 --> 0:20:44.399
<v Speaker 1>there's smoke. Environmental navigation inside a burning building is a

0:20:44.440 --> 0:20:47.399
<v Speaker 1>well known problem. Uh, And so this could be very

0:20:47.440 --> 0:20:50.920
<v Speaker 1>useful for them too, And I imagine maybe deep sea divers.

0:20:51.040 --> 0:20:53.879
<v Speaker 1>Maybe you know there there are lots of conditions where

0:20:54.920 --> 0:20:57.080
<v Speaker 1>you don't want to be tripping over stuff and your

0:20:57.280 --> 0:21:00.240
<v Speaker 1>personal visibility is going to be limited. And the even

0:21:00.280 --> 0:21:03.600
<v Speaker 1>beyond that, we started talking and in fact articles have

0:21:03.720 --> 0:21:06.119
<v Speaker 1>also been pointing this out. It's not just Joe and

0:21:06.160 --> 0:21:08.520
<v Speaker 1>I have come up with this idea, but we've talked

0:21:08.560 --> 0:21:11.440
<v Speaker 1>about how these sort of haptic feedback systems could be

0:21:11.560 --> 0:21:16.360
<v Speaker 1>used for people in everyday situations, particularly people who may

0:21:16.440 --> 0:21:21.520
<v Speaker 1>have uh problems with their vision. Yeah, exactly, So one

0:21:21.560 --> 0:21:25.120
<v Speaker 1>obvious application would be for people with visual impairments. So

0:21:25.960 --> 0:21:28.359
<v Speaker 1>at a certain level, this is harder than it sounds,

0:21:28.440 --> 0:21:31.480
<v Speaker 1>because you can give somebody a vibration in their shoe

0:21:31.720 --> 0:21:34.480
<v Speaker 1>if they're about to kick something, But how do you

0:21:34.520 --> 0:21:38.840
<v Speaker 1>communicate more complex navigational information about a person surroundings without

0:21:38.960 --> 0:21:42.040
<v Speaker 1>visual information. The thing about the astronauts is they should

0:21:42.080 --> 0:21:44.719
<v Speaker 1>be able to see generally what's going on around them.

0:21:44.760 --> 0:21:46.840
<v Speaker 1>The problem is they might not notice there's a rock

0:21:47.000 --> 0:21:52.159
<v Speaker 1>at their foot. But but imagine you're completely blind and

0:21:52.200 --> 0:21:55.200
<v Speaker 1>you're trying to use haptic feedback to give people navigational

0:21:55.240 --> 0:21:58.760
<v Speaker 1>information about what's around them. You can you can give

0:21:58.800 --> 0:22:01.400
<v Speaker 1>a kind of dumb and form, but it gets more

0:22:01.480 --> 0:22:05.920
<v Speaker 1>difficult the more info you're trying to encode, right, So,

0:22:05.920 --> 0:22:09.960
<v Speaker 1>so indicating that there's a possible surface that you're going

0:22:10.000 --> 0:22:14.160
<v Speaker 1>to come into contact with right there, that's that's one thing.

0:22:14.400 --> 0:22:17.879
<v Speaker 1>But to get to a level like the way, how

0:22:17.880 --> 0:22:20.040
<v Speaker 1>about there's a street and there are cars on it

0:22:20.240 --> 0:22:22.520
<v Speaker 1>right right. One of the things I thought about when

0:22:22.520 --> 0:22:25.800
<v Speaker 1>we started talking about this is it's a a step

0:22:25.920 --> 0:22:30.240
<v Speaker 1>toward spiky sense, but perhaps a better representation would even

0:22:30.280 --> 0:22:34.080
<v Speaker 1>be Daredevil's heightened senses. That Daredevil's capable even though he's blind.

0:22:34.520 --> 0:22:38.879
<v Speaker 1>Matt Murdoch spoiler alert is blind, he's capable of sensing

0:22:39.520 --> 0:22:46.679
<v Speaker 1>through this this crazy heightened ability to almost see vibrations

0:22:46.680 --> 0:22:48.920
<v Speaker 1>like he can he can sense sound at such a

0:22:49.000 --> 0:22:51.680
<v Speaker 1>level that he can and he knows shapes of things

0:22:51.720 --> 0:22:53.880
<v Speaker 1>and whether something is coming towards him or moving away

0:22:53.920 --> 0:22:58.959
<v Speaker 1>from him. That level is well beyond a little motor

0:22:59.080 --> 0:23:01.920
<v Speaker 1>vibrating against you to indicate that there's something you might

0:23:01.960 --> 0:23:05.800
<v Speaker 1>be bumping into in the very near future. And um

0:23:05.840 --> 0:23:09.840
<v Speaker 1>and while I think that this technology definitely has the

0:23:09.880 --> 0:23:16.280
<v Speaker 1>potential to increase a person's environmental awareness, particularly someone who

0:23:16.320 --> 0:23:21.879
<v Speaker 1>perhaps has has just become blind, who hasn't had hasn't

0:23:21.920 --> 0:23:25.520
<v Speaker 1>been dealing with an impairment over the course of years. Uh,

0:23:25.560 --> 0:23:29.280
<v Speaker 1>this might be something that is more helpful. Yeah, and

0:23:29.320 --> 0:23:32.439
<v Speaker 1>this is something that is also under development. In fact,

0:23:32.840 --> 0:23:35.720
<v Speaker 1>more m I T research. There. There's research on the

0:23:35.800 --> 0:23:40.159
<v Speaker 1>hardware behind a wearable device that uses three D camera

0:23:40.240 --> 0:23:43.560
<v Speaker 1>data to provide navigational feedback to people with visual impairments.

0:23:43.560 --> 0:23:47.680
<v Speaker 1>It's been known as the Virtual Guide Dog. Interesting. But

0:23:47.960 --> 0:23:50.480
<v Speaker 1>you know, Jonathan and I were talking before we came

0:23:50.480 --> 0:23:53.480
<v Speaker 1>in here about the idea of of expanding this even

0:23:53.520 --> 0:23:59.880
<v Speaker 1>farther with something that Jonathan dubbed pedestrian assist. Yeah, kind

0:24:00.359 --> 0:24:03.720
<v Speaker 1>modeled after the driver assist systems that were familiar with

0:24:03.800 --> 0:24:08.280
<v Speaker 1>things like you know, the lane assist, parking assist, breaking assist, acceleration,

0:24:08.520 --> 0:24:12.120
<v Speaker 1>you know, cruise control. But in this case, obviously I'm

0:24:12.119 --> 0:24:15.920
<v Speaker 1>not talking about your your shoes magically taking over for you, Like, hey, shoes,

0:24:16.160 --> 0:24:18.040
<v Speaker 1>I want to go to the mall and they just

0:24:18.080 --> 0:24:19.959
<v Speaker 1>start stepping and you're just like, hey, I can go

0:24:20.000 --> 0:24:22.120
<v Speaker 1>to sleep now. Yeah, So it would be self powered,

0:24:22.160 --> 0:24:24.439
<v Speaker 1>but it would be uh, sort of like a not

0:24:24.560 --> 0:24:27.400
<v Speaker 1>self driving car for your feet, but self navigating car

0:24:27.480 --> 0:24:30.000
<v Speaker 1>for your feet or or at least giving you Yeah,

0:24:30.040 --> 0:24:34.040
<v Speaker 1>that driver assists that warning accident prevention right like you're

0:24:34.080 --> 0:24:37.160
<v Speaker 1>going to hey, buddy, stop playing Pokemon Go for three

0:24:37.240 --> 0:24:39.920
<v Speaker 1>freaking seconds. That is a thing, because you're gonna run

0:24:39.960 --> 0:24:43.200
<v Speaker 1>into that street lamp. People have walked off of ledges,

0:24:43.240 --> 0:24:46.800
<v Speaker 1>haven't they? I I have personally like I I play

0:24:46.840 --> 0:24:49.720
<v Speaker 1>Pokemon Go, so full full disclosure. I play the game.

0:24:50.280 --> 0:24:54.760
<v Speaker 1>I do not disclosing your conflict of interest, Yes, exactly, well,

0:24:54.800 --> 0:24:56.160
<v Speaker 1>I want to make sure that people know that I'm

0:24:56.160 --> 0:24:58.640
<v Speaker 1>not making fun of folks who play Pokemon Go. I'm

0:24:58.640 --> 0:25:01.879
<v Speaker 1>making fun of myself, a person who does play Pokemon Go.

0:25:02.480 --> 0:25:05.960
<v Speaker 1>So subtle difference. I have made it a point when

0:25:05.960 --> 0:25:08.720
<v Speaker 1>I started playing, and i've I've stayed true to this

0:25:09.040 --> 0:25:12.800
<v Speaker 1>that I will not pay any attention to my phone

0:25:12.800 --> 0:25:16.840
<v Speaker 1>whenever I am crossing streets, because I know I would

0:25:16.840 --> 0:25:21.200
<v Speaker 1>be that person who stumbles over a curb and causes

0:25:21.320 --> 0:25:24.960
<v Speaker 1>danger to myself, to others, to you know, giving drivers

0:25:24.960 --> 0:25:28.600
<v Speaker 1>a heart attack, maybe possibly suffering a massive injury or

0:25:28.640 --> 0:25:31.240
<v Speaker 1>perhaps even death because I'm not paying attention to what

0:25:31.240 --> 0:25:34.880
<v Speaker 1>I'm doing, Because I am aware of this, and I've

0:25:34.960 --> 0:25:40.560
<v Speaker 1>had situations where I have made contact with stationary objects

0:25:40.600 --> 0:25:43.040
<v Speaker 1>because I was looking down at my screen and not up.

0:25:43.119 --> 0:25:45.879
<v Speaker 1>Now in in my case, that stationary object was a

0:25:45.920 --> 0:25:49.000
<v Speaker 1>tree branch that in my neighborhood. There's this one tree

0:25:49.040 --> 0:25:53.480
<v Speaker 1>where the branches is slightly uh lower down to the

0:25:53.520 --> 0:25:55.800
<v Speaker 1>ground than my height is. So if I don't duck,

0:25:55.840 --> 0:25:58.440
<v Speaker 1>I will bang my head against it. But if I

0:25:58.600 --> 0:26:01.399
<v Speaker 1>if I'm looking down towards my screen, it's out of

0:26:01.560 --> 0:26:04.960
<v Speaker 1>my view, my field of view. So I have hit

0:26:05.080 --> 0:26:07.800
<v Speaker 1>on more than one occasion the top of my head

0:26:08.359 --> 0:26:12.119
<v Speaker 1>against this branch. Now, it hasn't always been because of Pokemon.

0:26:12.520 --> 0:26:16.040
<v Speaker 1>Sometimes it's a real monster, that being my dog. So

0:26:16.080 --> 0:26:20.040
<v Speaker 1>I'm often looking down at him, and I frequently nearly

0:26:20.200 --> 0:26:22.640
<v Speaker 1>not quite close line myself. It's not quite low enough,

0:26:22.680 --> 0:26:25.439
<v Speaker 1>but I do get knocked right at the crown of

0:26:25.480 --> 0:26:27.040
<v Speaker 1>my head. Oh, I thought you were going to say

0:26:27.040 --> 0:26:29.240
<v Speaker 1>that you were on the way home and face timing

0:26:29.320 --> 0:26:33.080
<v Speaker 1>with him before. If my dog learns how to face time,

0:26:33.200 --> 0:26:35.639
<v Speaker 1>it will be the end of times. But because I

0:26:35.640 --> 0:26:38.359
<v Speaker 1>will never do anything ever again other than FaceTime with

0:26:38.480 --> 0:26:41.680
<v Speaker 1>my dog. But no, it is definitely one of those things.

0:26:41.760 --> 0:26:45.080
<v Speaker 1>Where if I were to have some sort of of

0:26:45.240 --> 0:26:48.240
<v Speaker 1>sensor on me and clothing, they could say hey, dude,

0:26:48.680 --> 0:26:52.240
<v Speaker 1>heads up, then I would not have that experience. Now,

0:26:52.280 --> 0:26:56.119
<v Speaker 1>in my case, that was a very minor inconvenience. I

0:26:56.160 --> 0:26:58.159
<v Speaker 1>was never hitting it so hard that I was causing

0:26:58.200 --> 0:27:02.120
<v Speaker 1>myself real injury. It was more more than anything else.

0:27:02.160 --> 0:27:05.840
<v Speaker 1>I was feeling embarrassed about clocking my head because I

0:27:05.880 --> 0:27:08.159
<v Speaker 1>wasn't really paying attention to where I was going. But

0:27:08.880 --> 0:27:12.240
<v Speaker 1>this could really end up being something that prevents injury

0:27:12.280 --> 0:27:16.680
<v Speaker 1>and death if if actually rolled out to and incorporated

0:27:16.760 --> 0:27:21.080
<v Speaker 1>in a larger number of of wearables. Yeah. And of course, Jonathan,

0:27:21.119 --> 0:27:24.639
<v Speaker 1>you were mentioning something about the way haptics would be

0:27:24.680 --> 0:27:29.400
<v Speaker 1>incorporated in uh in virtual reality and augmented reality environment. Yeah,

0:27:29.520 --> 0:27:32.280
<v Speaker 1>so this is not unusual either. It's something that a

0:27:32.280 --> 0:27:34.200
<v Speaker 1>lot of In fact, I would argue that the video

0:27:34.240 --> 0:27:38.640
<v Speaker 1>game world has pushed the haptic discipline forward more than

0:27:38.720 --> 0:27:42.960
<v Speaker 1>anything else as an effort to create more immersive experiences

0:27:43.000 --> 0:27:46.200
<v Speaker 1>for gamers. So a very simple version of that is

0:27:46.240 --> 0:27:48.080
<v Speaker 1>the rumble pack that you find in a lot of

0:27:48.080 --> 0:27:50.280
<v Speaker 1>game controllers, right, that gives you that So like like

0:27:50.320 --> 0:27:53.720
<v Speaker 1>when there's thunder in the game, the controller vibrates and

0:27:53.760 --> 0:27:56.440
<v Speaker 1>gives you that sensation something that you don't even really

0:27:56.640 --> 0:27:59.679
<v Speaker 1>necessarily register after you've played a lot of games with

0:27:59.720 --> 0:28:03.560
<v Speaker 1>that kind of functionality. But when it's gone, you're like, oh, yeah,

0:28:03.680 --> 0:28:07.520
<v Speaker 1>that is that does make a difference. Well, in virtual reality,

0:28:07.560 --> 0:28:12.280
<v Speaker 1>obviously you're in you're interacting with the world that doesn't exist, right,

0:28:12.359 --> 0:28:16.679
<v Speaker 1>It's it's purely digital. It is over is replacing the

0:28:16.680 --> 0:28:20.240
<v Speaker 1>physical world around you. Um, and it may mean that

0:28:20.280 --> 0:28:22.880
<v Speaker 1>you need to do things like interact with certain objects

0:28:22.920 --> 0:28:27.199
<v Speaker 1>in the world. When you include haptic feedback in that world,

0:28:27.760 --> 0:28:30.960
<v Speaker 1>it increases that sense of immersion that you are really

0:28:31.119 --> 0:28:34.919
<v Speaker 1>in that virtual environment. Uh, this is tricky to do, right, Like,

0:28:35.119 --> 0:28:37.560
<v Speaker 1>we don't have a whole lot of examples. I've seen

0:28:37.640 --> 0:28:40.080
<v Speaker 1>some stuff like I wore a vest at c S

0:28:40.120 --> 0:28:43.480
<v Speaker 1>one year that was a haptic feedback vest for video

0:28:43.520 --> 0:28:47.000
<v Speaker 1>games that would have lots of little actuators and motors

0:28:47.040 --> 0:28:49.400
<v Speaker 1>in it so that when you got shot in a game,

0:28:49.960 --> 0:28:54.160
<v Speaker 1>it would map. It would give you a good thud

0:28:54.440 --> 0:28:56.160
<v Speaker 1>at the location of the shot, so if it was

0:28:56.200 --> 0:28:58.640
<v Speaker 1>a like a shot in the shoulder, your shoulder would

0:28:58.640 --> 0:29:02.240
<v Speaker 1>actually go thud. And yeah, that's not pleasant. They also

0:29:02.240 --> 0:29:06.040
<v Speaker 1>had helmets. I did not try one of those on. Um,

0:29:06.120 --> 0:29:08.440
<v Speaker 1>being a bald guy, I'm not thrilled about putting on

0:29:08.520 --> 0:29:12.720
<v Speaker 1>helmets that other people have tried. Uh, you're the least

0:29:12.760 --> 0:29:16.200
<v Speaker 1>susceptible to headlines. Well, I don't want to make other

0:29:16.240 --> 0:29:18.520
<v Speaker 1>people think, oh, the sweaty bald guy just took that

0:29:18.560 --> 0:29:21.400
<v Speaker 1>helmet off. Now I gotta put it on. And I

0:29:21.480 --> 0:29:24.160
<v Speaker 1>don't like to share those kind of things. But yeah,

0:29:24.200 --> 0:29:27.440
<v Speaker 1>it's it's it's one of those things that again increases

0:29:27.480 --> 0:29:29.640
<v Speaker 1>your sense of immersion. It could be very valuable. I've

0:29:29.640 --> 0:29:34.680
<v Speaker 1>seen some really cool prototype devices that give that haptic

0:29:34.720 --> 0:29:40.719
<v Speaker 1>feedback to create that that more convincing situation, which can

0:29:40.760 --> 0:29:43.680
<v Speaker 1>be really useful whether it's a game or some other experience.

0:29:44.280 --> 0:29:46.640
<v Speaker 1>Like have you seen the gloves that it looks like

0:29:46.640 --> 0:29:49.120
<v Speaker 1>you put your fingers through a set of rings and

0:29:49.160 --> 0:29:51.520
<v Speaker 1>each ring is attached to what looks almost like a piston.

0:29:52.520 --> 0:29:56.440
<v Speaker 1>I'm not sure I have, so, so each finger is

0:29:56.560 --> 0:29:59.400
<v Speaker 1>on again they look like little pistons that that look

0:29:59.440 --> 0:30:03.000
<v Speaker 1>like almost like pneumatic pistons, right, And the idea is

0:30:03.040 --> 0:30:06.080
<v Speaker 1>that it creates resistance so that when you are picking

0:30:06.160 --> 0:30:09.760
<v Speaker 1>up a virtual object in a game. It increases resistance

0:30:09.800 --> 0:30:13.760
<v Speaker 1>as if you were actually gripping that object, so and

0:30:13.840 --> 0:30:16.760
<v Speaker 1>you could you can adjust the level of resistance so

0:30:16.880 --> 0:30:20.000
<v Speaker 1>a soft object has less resistance, so you can you know,

0:30:20.080 --> 0:30:22.600
<v Speaker 1>you you definitely feel it. It's more than if you

0:30:22.640 --> 0:30:24.680
<v Speaker 1>were to just open or close your hand, but a

0:30:24.760 --> 0:30:29.600
<v Speaker 1>hard object would have greater resistance, hopefully mapped so that

0:30:29.680 --> 0:30:32.920
<v Speaker 1>it would kind of like, quote unquote, feel like your

0:30:32.960 --> 0:30:35.200
<v Speaker 1>hand is closing around an object of about the same

0:30:35.240 --> 0:30:38.120
<v Speaker 1>size as what you're seeing on the screen. Now, that

0:30:38.200 --> 0:30:39.960
<v Speaker 1>doesn't solve the problem of the fact that everything is

0:30:39.960 --> 0:30:43.120
<v Speaker 1>weightless right like it's or or it's rather just the

0:30:43.160 --> 0:30:47.400
<v Speaker 1>weight of whatever the actual glove you're wearing happens to be. Well,

0:30:47.440 --> 0:30:50.080
<v Speaker 1>they need to make things in the gloves that adjust

0:30:50.120 --> 0:30:54.040
<v Speaker 1>their mass and suddenly so it just converts energy to

0:30:54.120 --> 0:30:57.120
<v Speaker 1>mass or releases an equivalent amount of energy when you

0:30:57.200 --> 0:30:59.280
<v Speaker 1>drop it. You know, you set off a nuclear bomb

0:30:59.280 --> 0:31:03.440
<v Speaker 1>every time you drop something from your inventory. No big deal, uh,

0:31:03.720 --> 0:31:05.719
<v Speaker 1>I mean, you know there are other ways of doing that,

0:31:05.760 --> 0:31:09.680
<v Speaker 1>but it mostly involves turning your game room into like

0:31:09.760 --> 0:31:13.320
<v Speaker 1>a crazy system of pulleys and restraints that are going

0:31:13.360 --> 0:31:17.760
<v Speaker 1>to raise some questions in your average household, I imagine y. Yeah,

0:31:17.800 --> 0:31:21.720
<v Speaker 1>But at any rate, the having this haptic feedback UH

0:31:21.840 --> 0:31:25.480
<v Speaker 1>for for augmented reality or virtual reality very important because

0:31:26.640 --> 0:31:29.840
<v Speaker 1>we are trying to marry a real experience with a

0:31:29.880 --> 0:31:33.520
<v Speaker 1>digital one to some extent, you know, uh, replacing the

0:31:33.560 --> 0:31:35.320
<v Speaker 1>real experience with a digital one in the case of

0:31:35.400 --> 0:31:38.400
<v Speaker 1>virtual reality, augmenting in the case of a R. But

0:31:38.480 --> 0:31:41.440
<v Speaker 1>either way you need to have or at least it

0:31:41.440 --> 0:31:45.240
<v Speaker 1>it has been official to have that additional haptic feedback

0:31:45.280 --> 0:31:51.680
<v Speaker 1>to make the experience more meaningful, powerful, memorable, uh, and

0:31:51.760 --> 0:31:55.240
<v Speaker 1>even easy to navigate. Right Like, when you have that

0:31:55.240 --> 0:31:59.600
<v Speaker 1>that force feedback and it reinforces the idea of this

0:31:59.640 --> 0:32:04.880
<v Speaker 1>is a will experience, then it is easier to to

0:32:05.120 --> 0:32:08.400
<v Speaker 1>create something that a user is going to find gratifying.

0:32:09.160 --> 0:32:12.480
<v Speaker 1>If you don't have that there. Ultimately you have people

0:32:12.480 --> 0:32:14.560
<v Speaker 1>who go through that experience who want to test the

0:32:14.600 --> 0:32:17.520
<v Speaker 1>boundaries of what is what it's what is possible to

0:32:17.560 --> 0:32:19.360
<v Speaker 1>do in there? And as soon as you find something

0:32:19.400 --> 0:32:22.440
<v Speaker 1>that's not possible to do, you get that sense of, oh, well,

0:32:22.480 --> 0:32:24.680
<v Speaker 1>that's disappointing. I was really hoping I could do this thing,

0:32:25.320 --> 0:32:28.480
<v Speaker 1>which is why like like there's um a game, the

0:32:29.360 --> 0:32:32.880
<v Speaker 1>job simulator game for VR. We talked about the previous episode.

0:32:33.920 --> 0:32:37.800
<v Speaker 1>Now there's haptic feedback doesn't really fit into this, but

0:32:38.480 --> 0:32:41.600
<v Speaker 1>the the idea that you know, you start coming up

0:32:41.640 --> 0:32:44.360
<v Speaker 1>with a concept like what would happen if I did this?

0:32:44.640 --> 0:32:47.680
<v Speaker 1>Did they think about that? And whenever you try something

0:32:47.720 --> 0:32:49.600
<v Speaker 1>and you realize, oh, they did think about it, and

0:32:49.640 --> 0:32:53.400
<v Speaker 1>they created a funny outcome for this thing that I

0:32:53.480 --> 0:32:56.520
<v Speaker 1>just came up with. It delights you because I mean

0:32:56.640 --> 0:33:00.960
<v Speaker 1>someone has thought the same goofy stuff you thought and

0:33:01.000 --> 0:33:04.160
<v Speaker 1>they built it into the experience. I would argue the

0:33:04.200 --> 0:33:07.160
<v Speaker 1>same thing it's true with with haptic feedback is building

0:33:07.160 --> 0:33:12.400
<v Speaker 1>the stuff in. It reminds you that other people are

0:33:12.480 --> 0:33:17.680
<v Speaker 1>really thinking about these weird you know, outside the boundaries cases,

0:33:17.880 --> 0:33:20.720
<v Speaker 1>and they're accounting for it. And that creates a really

0:33:20.920 --> 0:33:25.640
<v Speaker 1>fun experience on your end, a discovery that is enjoyable.

0:33:26.080 --> 0:33:30.880
<v Speaker 1>So there's not just the practical aspect of this can

0:33:30.920 --> 0:33:34.320
<v Speaker 1>help you avoid getting hurt while you're walking around a

0:33:34.360 --> 0:33:38.320
<v Speaker 1>physical space but you're in a virtual world. It can

0:33:38.360 --> 0:33:42.800
<v Speaker 1>also enhance that experience itself, so they're not getting hurt matters.

0:33:42.920 --> 0:33:45.000
<v Speaker 1>That doesn't matter. And we talked about this before we

0:33:45.080 --> 0:33:48.400
<v Speaker 1>came in here too, about how some of the systems

0:33:48.400 --> 0:33:52.520
<v Speaker 1>out there, like HTC vive rely on you moving around

0:33:52.560 --> 0:33:55.240
<v Speaker 1>a physical space while playing in a virtual environment. You're

0:33:55.280 --> 0:33:58.200
<v Speaker 1>not just sitting in a chair wearing a headset and

0:33:58.280 --> 0:34:01.720
<v Speaker 1>holding a controller. Well, that does seem like the crucial

0:34:01.760 --> 0:34:04.600
<v Speaker 1>next step. I mean, if you are inhabiting a virtual

0:34:04.720 --> 0:34:08.560
<v Speaker 1>environment in which you can move your head as if

0:34:08.560 --> 0:34:11.279
<v Speaker 1>you're really in the environment, you can't move the rest

0:34:11.360 --> 0:34:14.160
<v Speaker 1>of your body as if you're really in the environment.

0:34:15.239 --> 0:34:16.600
<v Speaker 1>I don't, I don't know. I mean, I don't have

0:34:16.719 --> 0:34:19.439
<v Speaker 1>much experience with virtual reality. I haven't I haven't used

0:34:19.480 --> 0:34:21.920
<v Speaker 1>any of this new generation or anything. But that seems

0:34:22.000 --> 0:34:25.799
<v Speaker 1>like that would be a kind of frustrating disconnect or

0:34:25.920 --> 0:34:30.200
<v Speaker 1>half measured. It can definitely, uh, at least in my case,

0:34:31.120 --> 0:34:33.680
<v Speaker 1>make you give you a little bit of that motion

0:34:33.719 --> 0:34:37.360
<v Speaker 1>sickness feeling. Not because usually it's that's due to latency,

0:34:37.400 --> 0:34:41.880
<v Speaker 1>but if if it's because you are moving about using

0:34:41.960 --> 0:34:45.560
<v Speaker 1>a controller, but you are moving your head as if

0:34:45.600 --> 0:34:48.600
<v Speaker 1>you're in the space, there's a disconnect between Hey, this

0:34:48.680 --> 0:34:52.840
<v Speaker 1>is not how I really navigate my environment in real

0:34:52.960 --> 0:34:56.840
<v Speaker 1>meat space. So my my brain is saying this is

0:34:56.880 --> 0:35:00.640
<v Speaker 1>weird because you're sitting still, you're and you don't feel

0:35:00.640 --> 0:35:03.520
<v Speaker 1>an emotion from the chair. You are and you're feeling

0:35:03.520 --> 0:35:06.880
<v Speaker 1>no sense of acceleration, and yet you are accelerating and

0:35:06.920 --> 0:35:10.640
<v Speaker 1>decelerating based upon the visual stimulator giving you know what.

0:35:11.160 --> 0:35:15.560
<v Speaker 1>That's it. Everyone in the stomach get out right, Like

0:35:15.680 --> 0:35:17.680
<v Speaker 1>you just start to feel kind of sick to your stomach.

0:35:17.880 --> 0:35:22.560
<v Speaker 1>Whereas with the HTC vibe and and similar products, you

0:35:22.600 --> 0:35:25.800
<v Speaker 1>are actually moving. You you can physically move into space,

0:35:25.800 --> 0:35:28.399
<v Speaker 1>but then you're you're you have the question of well,

0:35:29.239 --> 0:35:31.279
<v Speaker 1>how do we make sure a person moving in a

0:35:31.280 --> 0:35:35.360
<v Speaker 1>physical space doesn't slam up against the wall or trip

0:35:35.440 --> 0:35:38.400
<v Speaker 1>over a chair or bang up against a desk. As

0:35:38.480 --> 0:35:41.200
<v Speaker 1>we've talked about before, this introduces all kinds of other problems,

0:35:41.200 --> 0:35:44.000
<v Speaker 1>Like it would be even cooler to have virtual environments

0:35:44.040 --> 0:35:46.840
<v Speaker 1>where you could move with your body throughout the space,

0:35:46.880 --> 0:35:50.480
<v Speaker 1>but you'd have to have a dedicated real world space

0:35:50.640 --> 0:35:53.319
<v Speaker 1>it seems like, and of a decent size. Yeah, And

0:35:53.360 --> 0:35:56.840
<v Speaker 1>it would also in some way have to have to

0:35:57.000 --> 0:35:59.160
<v Speaker 1>match the virtual space, Like what if you want to

0:35:59.160 --> 0:36:02.839
<v Speaker 1>go uphill in the virtual space, Either the virtual space

0:36:02.840 --> 0:36:06.040
<v Speaker 1>would have to be completely flat, or you would have

0:36:06.080 --> 0:36:09.239
<v Speaker 1>to have like real world objects that are mapped to

0:36:09.480 --> 0:36:13.520
<v Speaker 1>virtual objects, which I've seen, and at that point, like

0:36:13.640 --> 0:36:18.879
<v Speaker 1>it's almost like why yeah, Because I mean like like

0:36:19.000 --> 0:36:23.720
<v Speaker 1>I've seen some examples of let's have this this post

0:36:23.800 --> 0:36:26.520
<v Speaker 1>here and we map it in the game. So it's

0:36:26.520 --> 0:36:28.520
<v Speaker 1>a tree. So if you were to walk up, you

0:36:28.560 --> 0:36:30.759
<v Speaker 1>could reach out and you could touch, and there would

0:36:30.760 --> 0:36:33.600
<v Speaker 1>actually be a thing there where the tree is. It

0:36:33.600 --> 0:36:36.520
<v Speaker 1>wouldn't necessarily feel like a tree that would be there.

0:36:37.000 --> 0:36:40.719
<v Speaker 1>Um that kind of thing or uh, you know. I've

0:36:40.760 --> 0:36:44.640
<v Speaker 1>also seen some interesting studies about how you can guide

0:36:44.680 --> 0:36:46.879
<v Speaker 1>a person so that it feels like they're walking down

0:36:46.880 --> 0:36:51.080
<v Speaker 1>a straight pathway but in reality, through visual cues, you

0:36:51.200 --> 0:36:54.240
<v Speaker 1>are you're making them curves, so they're walking in a circle,

0:36:54.280 --> 0:36:55.680
<v Speaker 1>but to them it feels like they're walking in a

0:36:55.719 --> 0:36:59.000
<v Speaker 1>straight line. That kind of stuff is interesting, but ultimately

0:36:59.000 --> 0:37:01.440
<v Speaker 1>you still have the concerned what happens when they get

0:37:01.480 --> 0:37:04.200
<v Speaker 1>too close to the wall with the HTC vibe. The

0:37:04.280 --> 0:37:07.560
<v Speaker 1>solution is to give a visual cue. Because you're using

0:37:07.560 --> 0:37:11.319
<v Speaker 1>two sensors called lighthouses that are able to map out

0:37:11.360 --> 0:37:13.520
<v Speaker 1>the room that you are in. You're supposed to put

0:37:13.560 --> 0:37:16.719
<v Speaker 1>them in in diagonally opposite corners, and when you get

0:37:16.760 --> 0:37:19.520
<v Speaker 1>close to a wall, there's an indication on in your

0:37:19.600 --> 0:37:21.600
<v Speaker 1>view that you're getting too close to a wall. But

0:37:21.680 --> 0:37:24.640
<v Speaker 1>you could do the same thing with haptic feedback, where

0:37:24.960 --> 0:37:27.680
<v Speaker 1>you get a little bit of a of a pressure

0:37:27.920 --> 0:37:32.080
<v Speaker 1>against some part of your body, not necessarily uh linked

0:37:32.120 --> 0:37:34.560
<v Speaker 1>to gameplay, because you don't want to You don't want

0:37:34.560 --> 0:37:37.360
<v Speaker 1>to create confusion, right, You don't want to make people

0:37:37.360 --> 0:37:40.120
<v Speaker 1>think was that because it thundered in the game, Or

0:37:40.120 --> 0:37:42.080
<v Speaker 1>am I I'm about to break my nose because I'm

0:37:42.120 --> 0:37:44.680
<v Speaker 1>getting too close to the wall. But if you're able

0:37:44.719 --> 0:37:48.040
<v Speaker 1>to differentiate, differentiate, and use that haptic feedback, it is

0:37:48.120 --> 0:37:50.440
<v Speaker 1>kind of like having that spiky sense of Oh, I

0:37:51.000 --> 0:37:53.600
<v Speaker 1>gotta I gotta be careful or I'm gonna I'm gonna

0:37:53.760 --> 0:37:57.960
<v Speaker 1>totally uh smack my face against the door any second, now,

0:37:58.520 --> 0:38:00.800
<v Speaker 1>you know. I wonder if in the in for navigating

0:38:00.880 --> 0:38:03.040
<v Speaker 1>virtual worlds, what people are going to have to have

0:38:03.200 --> 0:38:07.799
<v Speaker 1>is is not dedicated flat rooms, but a combination of

0:38:08.440 --> 0:38:12.680
<v Speaker 1>the omnidirectional treadmill paired at the same time with a

0:38:12.760 --> 0:38:16.840
<v Speaker 1>sort of actuated version of those coffee table art pieces

0:38:16.880 --> 0:38:18.920
<v Speaker 1>people have where they've got all the pins in them,

0:38:18.960 --> 0:38:20.839
<v Speaker 1>and you can create a three D contour of your

0:38:20.840 --> 0:38:23.160
<v Speaker 1>hand by sticking them under the pins. First time I

0:38:23.160 --> 0:38:28.080
<v Speaker 1>ever encountered that was at the Imagination Pavilion at Epcot. Really,

0:38:28.160 --> 0:38:30.680
<v Speaker 1>I thought it was the most mind breaking thing I'd

0:38:30.680 --> 0:38:32.799
<v Speaker 1>ever seen. I mean, they are pretty cool. I like

0:38:32.880 --> 0:38:35.600
<v Speaker 1>to play with them. Whenever I see one, I'm impressed.

0:38:36.120 --> 0:38:39.160
<v Speaker 1>But anyway, wait, where is it? I used to encounter

0:38:39.200 --> 0:38:42.160
<v Speaker 1>one all the time. I can't remember. For me, it

0:38:42.239 --> 0:38:44.799
<v Speaker 1>was the early eighties when Epcot first opened. I was

0:38:44.840 --> 0:38:47.359
<v Speaker 1>a kid, and I was easily impressed. I think one

0:38:47.400 --> 0:38:51.359
<v Speaker 1>of my friends had one. But anyway, imagine something kind

0:38:51.400 --> 0:38:54.360
<v Speaker 1>of like that. So you're on an omnidirectional treadmill, but

0:38:54.480 --> 0:38:58.120
<v Speaker 1>also under your feet you've got you know, actuated things

0:38:58.200 --> 0:39:02.000
<v Speaker 1>that can rise up in program contours so that you

0:39:02.040 --> 0:39:05.600
<v Speaker 1>can you can climb, you can descend, becoming like the

0:39:05.640 --> 0:39:09.160
<v Speaker 1>mini bots and uh in Big Hero six. Yeah, I

0:39:09.200 --> 0:39:11.640
<v Speaker 1>see what you're saying. Where you've got this um so,

0:39:11.640 --> 0:39:15.560
<v Speaker 1>so it's not just flat, featureless landscape that you're running across,

0:39:15.600 --> 0:39:19.000
<v Speaker 1>but you can you can have elevation uh and and

0:39:19.239 --> 0:39:22.480
<v Speaker 1>encounter that and have it change. Yeah, or I mean

0:39:22.560 --> 0:39:25.440
<v Speaker 1>another way of doing it would be just a tilt

0:39:25.680 --> 0:39:30.479
<v Speaker 1>like a a tilting omnidirectional uh treadmill, which we're starting

0:39:30.480 --> 0:39:32.400
<v Speaker 1>to get We're starting to get into some pretty complicated

0:39:32.520 --> 0:39:35.840
<v Speaker 1>territory here to have all this work out properly. But

0:39:36.000 --> 0:39:39.920
<v Speaker 1>it is interesting, um you know, and these are these

0:39:39.960 --> 0:39:42.760
<v Speaker 1>are real questions, like at what point do you just say,

0:39:43.080 --> 0:39:46.440
<v Speaker 1>all right, now I'm outside, Yeah, this is this is

0:39:46.440 --> 0:39:49.720
<v Speaker 1>too complicated, Let's just build a theme park or uh

0:39:50.000 --> 0:39:53.920
<v Speaker 1>we can we can get away with this minimum amount

0:39:54.440 --> 0:40:00.600
<v Speaker 1>of sensory input and create a really compelling experience because honestly,

0:40:01.719 --> 0:40:04.640
<v Speaker 1>it doesn't take that much to get lost in a

0:40:04.760 --> 0:40:07.360
<v Speaker 1>virtual experience and start to think of it as a

0:40:07.360 --> 0:40:10.920
<v Speaker 1>real experience. What you need is low latency and high agency,

0:40:11.560 --> 0:40:14.319
<v Speaker 1>Like you need to have very little lag between your

0:40:14.360 --> 0:40:17.360
<v Speaker 1>actions and you need to actually be able to enact

0:40:17.560 --> 0:40:20.680
<v Speaker 1>change in your environment. And the more you're able to

0:40:20.719 --> 0:40:24.920
<v Speaker 1>bring down latency and increase agency, the more immersive the

0:40:24.960 --> 0:40:28.279
<v Speaker 1>experience tends to be. And it doesn't matter how high

0:40:28.280 --> 0:40:31.200
<v Speaker 1>fidelity the graphics are at that point, or how many

0:40:31.200 --> 0:40:35.120
<v Speaker 1>different points of feedback you have, um other than you know,

0:40:35.200 --> 0:40:37.560
<v Speaker 1>as long as everything supports what you're doing and doesn't

0:40:37.600 --> 0:40:40.200
<v Speaker 1>detract from it, right, like you wouldn't want to have

0:40:40.239 --> 0:40:46.000
<v Speaker 1>a haptic feedback that that contradicts the other sensory uh

0:40:46.080 --> 0:40:49.759
<v Speaker 1>input that you're receiving. That would that would be detrimental

0:40:49.800 --> 0:40:53.239
<v Speaker 1>to the overall experience. But yeah, this was um a

0:40:53.239 --> 0:40:56.160
<v Speaker 1>fun thing to just explore and and I love the

0:40:56.200 --> 0:41:01.080
<v Speaker 1>idea of utilizing it in a practical sense for space application,

0:41:01.160 --> 0:41:05.279
<v Speaker 1>but also then to see what other potential applications we

0:41:05.320 --> 0:41:09.480
<v Speaker 1>could uh find for it here on Earth. Uh, mostly

0:41:09.480 --> 0:41:12.160
<v Speaker 1>because you know, I like to play with technology. I

0:41:12.200 --> 0:41:13.440
<v Speaker 1>don't know if you saw it, but I put on

0:41:13.560 --> 0:41:15.840
<v Speaker 1>a suit that made you'll feel like a real old person.

0:41:16.640 --> 0:41:19.160
<v Speaker 1>Yeah I I if I didn't like technology, I never

0:41:19.160 --> 0:41:23.400
<v Speaker 1>would have allowed them to strap on that extremely snug outfit.

0:41:27.360 --> 0:41:31.640
<v Speaker 1>So Lauren, thank you for the suggestion. Wish that you

0:41:31.640 --> 0:41:33.880
<v Speaker 1>could have been here to chime in because this was

0:41:34.120 --> 0:41:36.600
<v Speaker 1>a fun one. But we do expect her to be

0:41:36.640 --> 0:41:40.680
<v Speaker 1>back for our next episode and of course, listeners out there,

0:41:40.880 --> 0:41:43.799
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0:41:43.840 --> 0:41:47.880
<v Speaker 1>future topics, please send them our way our email addresses

0:41:48.000 --> 0:41:51.960
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0:41:52.040 --> 0:41:55.080
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0:41:55.120 --> 0:41:57.800
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0:41:57.880 --> 0:42:00.359
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0:42:00.440 --> 0:42:02.480
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0:42:02.520 --> 0:42:05.840
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0:42:11.360 --> 0:42:13.799
<v Speaker 1>For more on this topic and the future of technology,

0:42:14.080 --> 0:42:27.960
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0:42:28.440 --> 0:42:29.400
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