Industrial Designer
VR Controller.24.jpg

VR Controllers

The Problem

Virtual and augmented reality has come a long way, but it’s still too expensive for most consumers. High-end VR experiences also require cumbersome and undesirable fixtures, like wall-mounted sensors and cameras, a psychological barrier for those who want the fun of VR without turning their home into an arcade.

VR Controller_012619.Top.5.png

Making AR/VR More Attainable

Most VR and AR experiences use 6-DoF controllers, which require these wall-mounted sensors and cameras. The cost of these cameras and the components in the controllers make them inaccessible to most people interested in VR. How might we make VR/AR less cost-prohibitive? How might we eliminate the need for in-home fixtures?


IMU for Angular Position

Like all 3-DoF controllers, this controller uses an IMU to track its angular position relative to the force of gravity as well as acceleration in any direction.


Ultrasonic Audio

Instead of using cameras and IR LEDs to determine controller position relative to the headset, these coordinates will be triangulated using microphones and ultrasonic audio transmission.

VR Sketches2
VR Sketches

USB-C Charging

No more waiting while your battery recharges — the convenient placement of the charging port allows for use during charging.


Textured Trackpad

A textured array of subtle micro-dots gives the user tactile feedback for fine motor control.