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Draft:C-Infinity (product)

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  • Comment: The product is not notable enough for a stand-alone article, but it might be OK to include a sentence or two about it in the article Virtual reality game. bonadea contributions talk 20:05, 15 October 2024 (UTC)
  • Comment: Besides the grammar issues, this article looks to me like an advertisement for this product rather than an encyclopedic entry on the product. Ktkvtsh (talk) 22:48, 18 August 2024 (UTC)

Overview

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C-Infinity is a virtual reality (VR) motion controller platform developed by NeuroSync Laboratories, a Texas-based VR technology company. It is marketed as a “no-nausea” device for VR gaming, intended to combat the motion sickness often experienced in virtual reality environments[1]. The system’s design is based on a patented "Joystick Chair" concept developed by Vrmeco LLC in 2019[2]. By physically engaging the user’s body in VR locomotion, C-Infinity aims to align real-world movements with in-game actions to reduce sensory disconnect and related[3]. In 2024, a peer-reviewed study reported that using C-Infinity significantly reduced VR-induced nausea for participants, supporting its effectiveness in mitigating motion sickness[4]. Tech reviewers have noted the device’s capability to alleviate VR sickness while also describing it as a large and ambitious solution to the problem.

Development

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The concept for C-Infinity builds on the Joystick Chair technology patented by Vrmeco LLC, which laid the groundwork for a chair-based VR controller aimed at improving immersion and reducing motion sickness. Neurosync Laboratories (based in Texas) further developed this concept into the C-Infinity platform. The device was introduced to the public through a Kickstarter crowdfunding campaign in early 2024, where it was offered to backers to raise funds for production. The crowdfunding effort drew attention in tech media due to C-Infinity’s promise of a nausea-free VR experience. Dr. Slobodan Paessler[5], co-founder of NeuroSync and one of the system’s creators, stated that “playing action games in VR does not have to cause nausea” and that a true sense of locomotion in VR is achievable with this technology. The successful Kickstarter campaign indicated consumer interest in a hardware solution for VR motion sickness, and production of C-Infinity commenced following the funding phase.

Design and Technology

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C-Infinity
TypeVR Controller
InventorVrmeco LLC
Inception2019
ManufacturerNeurosync Laboratories LLC
AvailableYes
Websiteneurosyncvr.com

C-Infinity consists of a sensor-equipped chair-like platform with a base stand, a seat with backrest and footrest, and two armrests that have integrated controller handles. The user sits in the apparatus and controls movement within a VR game by physical actions: pulling both armrest controllers toward themselves to move forward, pushing them to move backward, and twisting their torso in the desired direction to turn. These inputs correspond to in-game locomotion without requiring the user to walk around, allowing the system to be used in a relatively small play area. According to the developers, C-Infinity’s method of locomotion is designed to provide congruent sensory feedback that mimics natural motion. The movements made on the platform are said to generate signals in the user’s somatosensory cortex (the part of the brain that processes bodily sensations) which closely correspond to expected physical motion. At the same time, the VR headset provides synchronized visual feedback of movement. By aligning the brain’s motion signals with what the eyes see in the virtual environment, C-Infinity seeks to prevent the sensory mismatch that is a primary cause of VR motion sickness. This neuro-digital interface approach is intended to make VR experiences more comfortable by minimizing dizziness and nausea.

The C-Infinity platform is a substantial piece of hardware: it weighs about 105 lbs (48 kg) and can support users up to 400 lbs (181 kg)[3]. Despite its size, the unit does not require the user to physically roam a room, unlike some VR setups, which means it can be used in a fixed location with less space than full room-scale VR systems. The trade-off for its stationary design is the platform’s bulk – it effectively functions as a piece of furniture dedicated to VR gameplay. The manufacturer provides compatibility with PC-based VR as well as console VR systems (such as PlayStation VR), claiming support for thousands of VR games via software integration.

Effectiveness and Research

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A study on C-Infinity’s efficacy in reducing motion sickness was published in Neuroscience Letters in 2024[4]. In this peer-reviewed study, researchers (including NeuroSync’s Dr. Paessler) tested the C-Infinity platform with VR applications to evaluate its impact on simulator sickness symptoms. The findings indicated that participants using C-Infinity experienced a significantly lower incidence of nausea compared to those using standard VR locomotion methods. The study attributed the reduction in motion sickness to C-Infinity’s ability to simulate natural motion cues – by providing physical feedback synchronized with the virtual movement, the device helps avoid the sensory conflicts (between vision and balance) that often lead to nausea. This research provided some scientific validation for C-Infinity’s approach to VR locomotion, suggesting that the device can improve user comfort during extended VR sessions.

Reception

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C-Infinity has received mixed but generally intrigued responses from technology journalists and VR enthusiasts. Kyle Orland of Ars Technica described C-Infinity as “a bulky, quixotic solution to VR’s nausea problem,” characterizing the device as effective in addressing motion sickness but possibly overengineered for the task[6]. Orland noted that while the platform tackles a well-known issue in VR, its large size and complex setup make it a rather impractical or extreme approach for consumers seeking relief from VR nausea.

In a detailed review for SlashGear, Andy Zahn gave C-Infinity a 7/10 rating, commending its capability to virtually eliminate VR-induced nausea and its comfortable, robust design[7]. Zahn reported that the device allowed people prone to simulation sickness to enjoy VR without ill effects, calling its effectiveness at eliminating nausea “frankly incredible”. However, he also pointed out several drawbacks. The C-Infinity was criticized for its “enormous weight and size,” which makes it physically challenging to assemble and move, effectively being “a large piece of furniture” once set up. He further noted the steep learning curve for calibration and game compatibility, as well as the high price of the unit – on the order of a high-end gaming PC or VR headset – which limits its appeal to only the most dedicated VR enthusiasts. These factors, according to the review, mean that while C-Infinity solves a crucial problem in VR, it does so in a way that may not be practical for the average consumer.

Other commentators have also remarked on C-Infinity’s cost-benefit equation. A Destructoid article[1] highlighted the device’s price for early backers with a tongue-in-cheek remark that one “could just take a break for free” instead of investing in expensive hardware to combat VR sickness. This sentiment reflects a degree of skepticism about whether the improvement in comfort justifies the platform’s expense and inconvenience. Nonetheless, the existence of C-Infinity has been noted as a significant step in VR hardware innovation, directly addressing one of the longstanding obstacles to immersive VR gaming – motion-induced nausea – with an inventive engineering solution. The device’s reception suggests that while its effectiveness is acknowledged, its practicality and affordability remain key concerns in the eyes of reviewers and potential users.

References

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  1. ^ a b Simelane, Smangaliso (2024-01-27). "C-Infinity wants to help anyone with VR nausea". Destructoid. Retrieved 2024-07-12.
  2. ^ "Patent Center". patentcenter.uspto.gov. Retrieved 2024-04-24.
  3. ^ a b "C-Infinity VR platform designed to keep gamers from losing their lunch". New Atlas. 2024-02-01. Retrieved 2024-04-20.
  4. ^ a b Dopsaj, Milivoj; Tan, Wilhelmina; Perovic, Vladimir; Stajic, Zoran; Milosavljevic, Nemanja; Paessler, Slobodan; Makishima, Tomoko (2024-03-10). "Novel neurodigital interface reduces motion sickness in virtual reality". Neuroscience Letters. 825: 137692. doi:10.1016/j.neulet.2024.137692. ISSN 1872-7972. PMID 38382798.
  5. ^ "Slobodan Paessler". UTMB Health Research Expert Profiles. Retrieved 2025-05-13.
  6. ^ Orland, Kyle (2024-02-21). "C-Infinity is a bulky, quixotic solution to VR's nausea problem". Ars Technica. Retrieved 2024-04-23.
  7. ^ Zahn, Andy (2023-07-19). "Neurosync C-Infinity Review: An Effective Fix For VR's Greatest Weakness". SlashGear. Retrieved 2024-04-23.