Virtual Reality Archery

Virtual Reality Archery

We will essentially render bows as electronic peripherals to VR computers, by attaching [or building in] motion control electronics, one on the riser and one installed in a bow hand glove or wristband.

We also attach existing or newly designed arrow dampers, so that the user has an “arrow” to shoot, but nothing physical flies out of the bow, and the bow does not dry fire.

The operation of the bow is exactly the same as normal, and the physics of the virtual arrow can match those of any selected physical bow or arrow in the VR simulation, as well as any weather conditions.

This is all far less complex than a flight simulator, of which Microsoft Flight Simulator has sold millions of copies, is older than Microsoft Windows, and has received the highest possible reviews since its creation.

In fact, the fundamentals of this have been done, in 2014, by an enterprising Dutch student in Eindhoven, The Netherlands, Menno Bischops. Here he is, with his bow:

The really important points about this are:

1) the technology has improved by leaps and bounds since then, and

2) this transformation can be performed with any bow.

More on Bow Motion Controllers

There is a Play Spectrum of Virtual Reality Archery which is determined by the relationship of the extent to which the player is immersed in virtual reality and the extent to which player actions associated with virtual play are transferable to actual play on a conventional range with real arrows.

High Transferability and High Immersion will combine to provide a high level of virtual enjoyment and practice for conventional archery. This combination is therefore the most realistic conventional archery experience and therefore the ultimate training tool. This part of the spectrum is not suitable for new archery discipline status because – except for its electronic component – it is not different from existing disciplines.

High Transferability and Low Immersion, with augmented reality information or target overlays on the real environment, will also provide a significant training experience.

Low Transferability and Low Immersion are “just for fun.” These provide entry archery experiences for the widest possible audience.

High Immersion and Low Transferability is where we are focused in the effort to create a new archery discipline. Holopoint fits in this part of the spectrum. It is fully engaging and defines a new kind of archery, with premiums placed on accuracy, speed, and extreme athleticism.