Have you heard of virtual reality? Kidding! Of course you have! Strap on a headset and immerse yourself in an alternative universe. But… what if your simulated world requires extensive movement throughout? Walking. Crouching. Maybe you’re running a training simulation that requires quite a bit of physical activity. Walk over here. Mess with this object. Then move over there. Today’s VR headsets are mostly tethered which affects mobility. Stationary simulations only. People still can’t run and jump around in a virtual environment. That’s a problem that Joel Becker is keen to solve.
Joel’s what I call a twofer. He’s got both hardware and software expertise. A rare trait, but not unique within TSC fellows. Using cameras and sensors, Joel is able to deliver X, Y, and Z coordinates back into the VR engine which allows the VR simulation to pinpoint the location of the person within a space.
Joel is targeting law enforcement trainers, military trainers, and sports trainers as his initial customers. Know anyone in this space who’d be open to having a customer discovery interview with Joel? Let me know. firstname.lastname@example.org
Author // Nathan Preheim