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VRGO: The Chair that’s Redefining Movement in Virtual Reality

Locomotion, or walking around in VR is a hotly discussed subject which has been limited by the conventional WASD, mouse or game controller inputs. Although alternative devices have recently started to hit the market, these past efforts have proven to be inconvenient, pricey, unresponsive and are simply not practical for the average home. What if instead of using conventional inputs to enter the virtual world, you could be fully immersed right within your own home, whilst sitting on a chair

The VRGO is a highly responsive, easy to use motion controller for virtual reality. The chair works by tilting or turning in 360 degrees which is translated as motion in VR i.e. if you lean forward on the chair you move forward in VR. It’s very intuitive and users understand the principles in seconds.


We are aware that not everyone’s got the space to have a large locomotion device in his or her dedicated VR space (bedroom/living room/office).  The VRGO is smaller than an office chair and is light enough to be easily moved around your home. Of course if you have a mobile HMD like the Gear VR you can take it anywhere you like as the VRGO is wireless. You can even open up the device and use it as storage for your HMD, plugs, adaptors, headphones etc.


Through lots of testing we have found the perfect sensitively for activating motion through tilt.  A gentle tilt of the chair forward will start motion and a tilt to the right will act as a strafe. Joypad control has an analogue range (the more you tilt the faster you go) while keyboard can only accommodate walk and sprint.

The turning (yaw) motion is set greater than 1:1 at default so that a small turn on the chair can act as a larger turn in VR. This limits the chance of wire tangle and effort required to turn.  This sensitivity can however be changed within most games within mouse or joypad options to suit your needs.


The VRGO puts the player in an active playing position. The player must harness their core muscles to control the chair, which can help with bad posture. It gets people off the couch and into the game but allows for multiple hours of gameplay without fatigue.


There are many devices that can track hands or use optical cameras to bring your hands into VR. To see your hands is an essential component to presence and as the VRGO requires no hand controls for motion it is a great solution to be able to see all your fingers move freely.


The VRGO can connect wirelessly to both PC/MAC and cell phone HMD headsets. We use Bluetooth because of the low latency and universal adoption.  The VRGO connects at the touch of a button as both a keyboard and mouse or as a joypad. This means it will work on all platforms and on any game that have either of these input options.


There are different theories why we suffer from motion sickness when in VR, but the most dominant theory is the Cue Conflict Theory. It is basically a mismatch between what we expect to see and feel and what we are actually seeing and feeling.

Moving around in VR can cause Cue Conflict especially when using traditional gamepad motion inputs. Yaw is the biggest culprit with leading VR figureheads talking of their poisonous effects. Because we are actually turning in reality in relation to the VR motion the VRGO helps to reduce the feeling of sickness some users experience. 

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