Building the Archery Everywhere Platform: Bow Motion Control
We have an opportunity to guide the archery industry toward product integration with AR/VR technology.
In doing so, we can define a platform for the extension of archery. That platform will include hardware
[bows, motion controller kits, arrow dampers, etc.], software [games and applications], IT infrastructure [cloud competitive platforms, administration, retail, etc.], events and activities [competition, training, recreation, etc.], and entertainment [movies, video, amusement attractions, etc.].
This briefing addresses bow motion control.
In a fundamental manner, real bows can become input devices – controllers – for AR/VR systems. This has been done before, with Nintendo’s Wii and the SONY Playstation, at the “toy” end of the spectrum.
SONY Playstation MOVE:
We can take all of this much, much farther, integrating everything from purely recreational bows, like these Dude Perfect Nerf bows:
To the most advanced target and hunting bows.
At this point, note that there are two halves of the motion controller bow kit [the following is confidential, proprietary and U.S. patent applied for]: the riser controller and the glove controller. The riser controller is some [not all, because we don’t need all the functions] of the internals of the “forward” controller in any controller set, whether it be VIVE’s or Oculus’ or Microsoft’s.
This is the controller that is in the left or “bow hand” of Jack Septiceye when he’s playing Holopoint:
Note that the “string draw” is controlled by the motion of the rear controller away from the front [“riser”] controller, then the “arrow” is released by the trigger on the rear controller.
The glove controller would be the “rear” controller on the draw hand, and it can be installed on the back of an otherwise normal archery glove.
The motion controllers in the above images are depicted on the riser and on or near the nock point. The nock point location would obviate the need for a glove controller [see image below, on a functional motion controller bow], but it is less practical.
The better set-up would be a small controller that is mounted on the back of an archery glove [or otherwise attached to the draw hand, if fingers need to be free] that would trigger on release of the arrow, either inertially or mechanically.
Our glove controller could look something like this golf swing analysis aid, whose inertial motion sensor detects, tracks and transmits the golfer’s swing shape:
Ours would only need to detect the release motion, which would activate the motion controller trigger.
It might not need to be any bigger than this:
This entire process recently became much easier and cheaper with Valve’s announcement that they would provide their best in class tracking gear to manufacturers, royalty-free, with implementation instruction and guidance.
[CLICK IMAGE TO ENLARGE]
This is a dramatic leap forward for us, as without this, we’d have had to negotiate license agreements from scratch. Now there will be no agreement… or at least no royalty… from a leading provider.
The most important role of these devices is that they are key components of the Archery Everywhere Platform that we can design [including present and future products], on which many consumer and industry participants will play, some for enjoyment, some to make money.
And, by the way, most of the existing controllers are made and assembled in mainland China or [in the case of the VIVE] Taiwan. So would ours be. But the margins on these components are not critical… what’s critical is that they are key building blocks of the Archery Everywhere Platform, which will be manufacturers’ prime revenue drivers.
Our objective is for Virtual Reality Archery to be played everywhere, with real bows.