MAVARIC Framework: Providing healthier and more natural "play-style" that reduces costs/risks for developers by an order of magnitude

Let's face it, content developers love things like "sequels" as a lower risk strategy to continue adding new things into a theme they already succeeded with customer. So if we could make the VR adoption process feel like the same way rather than a high risk and costly adventure, it will be much easier for content developer to make decisions.

A lot of the cost and risks comes from the changes to the originals in order to fit the immersive environment of VR and avoid motion sickness [1]. As published by Oculus and HTC, there's a long list of restrictions came from decades of lessons learned from previous VR and simulator practices to prevent motion sickness.

With our revolutionary "MAVARIC" (Motion Augmented Vr/AR Intuitive Controller) wearable technology framework based on flight simulation research and latest industry best practices and inexpensive to provide to end users, over 90% of such motion-sickness related changes which is both costly and risky (on user experience) can be saved, and contents can keep their original manner of interaction/motion (and the same level map) rather than having to change to teleportation to prevent motion sickness. At the same time this provides a healthier and more natural way for user to interact with VR without the need for a large room size area, so it is a winner for end user also.

motion w/o sickness

Contact us for more exciting detail about this framework and related technologies!

References:

[1] Adding VR to Resident Evil 7 was 'like working on two games at once'

[2] "Road to VR" article about new locomotion style and related challenges

[3] "Teleporting is immersion-breaking, and immersion is the whole point here" as commented by IGN on Skyrim VR