Academic literature on the topic 'HTC Vive'

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Journal articles on the topic "HTC Vive"

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Dempsey, P. "The Teardown: hTc Vive Pro." Engineering & Technology 13, no. 5 (June 1, 2018): 82–83. http://dx.doi.org/10.1049/et.2018.0529.

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Kelly, Jonathan W., Lucia A. Cherep, and Zachary D. Siegel. "Perceived Space in the HTC Vive." ACM Transactions on Applied Perception 15, no. 1 (November 8, 2017): 1–16. http://dx.doi.org/10.1145/3106155.

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Dempsey, P. "The Teardown: HTC Vive virtual reality headset." Engineering & Technology 11, no. 7 (August 1, 2016): 80–81. http://dx.doi.org/10.1049/et.2016.0731.

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Lwowski, Jonathan, Abhijit Majumdar , Patrick Benavidez, John J. Prevost, and Mo Jamshidi. "HTC Vive Tracker: Accuracy for Indoor Localization." IEEE Systems, Man, and Cybernetics Magazine 6, no. 4 (October 2020): 15–22. http://dx.doi.org/10.1109/msmc.2020.2969031.

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WANG Ze-wei, 汪泽伟, 于有光 YU You-guang, and 杨付正 YANG Fu-zheng. "Panoramic video display quality assessment based on HTC Vive." Chinese Journal of Liquid Crystals and Displays 33, no. 1 (2018): 85–91. http://dx.doi.org/10.3788/yjyxs20183301.0085.

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Hemphill, Sydney, Alan Nguyen, Samuel T. Rodriguez, Maria Menendez, Ellen Wang, Kiley Lawrence, and Thomas J. Caruso. "Mobilization and calibration of the HTC VIVE for virtual reality physical therapy." DIGITAL HEALTH 6 (January 2020): 205520762095092. http://dx.doi.org/10.1177/2055207620950929.

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Aims The HTC VIVE virtual reality (VR) system is a potential tool for collecting kinematic data during inpatient and outpatient physical therapy (PT). When validated against research-grade systems, the VIVE has a reported translational error between 1.7 mm–2.0 cm. Our purpose was to portabilize the VIVE for room to room PT and validate the motion tracking software. Methods The VIVE was configured on a mobile cart. To validate the motion tracking software, the VIVE sensors (motion tracker, controller, headset) were mounted on a rigid linear track and driven through 10, one-meter translations in the X, Y, and Z axes. Results The mean translational error for all three sensors was below 4.9 cm. While error is greater than that reported for research-grade systems, motion tracking software on the portable VIVE unit appears to be a valid means of tracking aggregate movement. Conclusion Some therapy may require more precise measurements, however, the advantages of portability and accessibility to patients may outweigh the limitation of reduced precision.
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Egger, Jan, Markus Gall, Jürgen Wallner, Pedro Boechat, Alexander Hann, Xing Li, Xiaojun Chen, and Dieter Schmalstieg. "HTC Vive MeVisLab integration via OpenVR for medical applications." PLOS ONE 12, no. 3 (March 21, 2017): e0173972. http://dx.doi.org/10.1371/journal.pone.0173972.

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Soares, Inês, Ricardo B. Sousa, Marcelo Petry, and António Paulo Moreira. "Accuracy and Repeatability Tests on HoloLens 2 and HTC Vive." Multimodal Technologies and Interaction 5, no. 8 (August 23, 2021): 47. http://dx.doi.org/10.3390/mti5080047.

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Augmented and virtual reality have been experiencing rapid growth in recent years, but there is still no deep knowledge regarding their capabilities and in what fields they could be explored. In that sense, this paper presents a study on the accuracy and repeatability of Microsoft’s HoloLens 2 (augmented reality device) and HTC Vive (virtual reality device) using an OptiTrack system as ground truth. For the HoloLens 2, the method used was hand tracking, whereas, in HTC Vive, the object tracked was the system’s hand controller. A series of tests in different scenarios and situations were performed to explore what could influence the measures. The HTC Vive obtained results in the millimeter range, while the HoloLens 2 revealed not very accurate measurements (around 2 cm). Although the difference can seem to be considerable, the fact that HoloLens 2 was tracking the user’s hand and not the system’s controller made a huge impact. The results are considered a significant step for the ongoing project of developing a human–robot interface by demonstrating an industrial robot using extended reality, which shows great potential to succeed based on our data.
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Ikbal, Mohamed Sadiq, Vishal Ramadoss, and Matteo Zoppi. "Dynamic Pose Tracking Performance Evaluation of HTC Vive Virtual Reality System." IEEE Access 9 (2021): 3798–815. http://dx.doi.org/10.1109/access.2020.3047698.

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Kelly, Jonathan W., Brenna C. Klesel, and Lucia A. Cherep. "Visual Stabilization of Balance in Virtual Reality Using the HTC Vive." ACM Transactions on Applied Perception 16, no. 2 (August 17, 2019): 1–11. http://dx.doi.org/10.1145/3313902.

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Dissertations / Theses on the topic "HTC Vive"

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Rodriguez, Farfán Jean Paul Rafael. "Desarrollo de videojuego de estrategia de cartas usando HTC Vive." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2018. http://hdl.handle.net/10757/623834.

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El presente proyecto tiene como objetivo el desarrollo de un videojuego de estrategia de cartas de realidad virtual para HTC Vive, el cual implementa dos algoritmos de inteligencia artificial para el oponente del jugador, con el que cuenta el videojuego. El proceso de creación del videojuego tuvo 3 etapas: Diseño, desarrollo y testing. El nombre del videojuego es SoulBound, es del género estrategia de cartas; en donde el jugador asume el rol en primera persona, encarna a un maestro de cartas que enfrenta a un enemigo en una batalla. El juego cuenta con 3 mazos de 21 cartas cada uno, además cuenta con dos algoritmos de inteligencia artificial, uno de nivel básico y otro de nivel intermedio. El primero de ellos toma decisiones aleatorias con validaciones que siguen las reglas del juego, pero usualmente elige movimientos que terminan siendo perjudiciales para sus puntos de vida. El algoritmo de inteligencia artificial intermedio se desarrolló basado en 3 pasos del algoritmo de búsqueda MTS (Montecarlo Tree Search): seleccionar, expandir y simular. La diferencia principal entre ambos algoritmos es el uso de heurísticas en el algoritmo de inteligencia artificial intermedio que le permiten evaluar el contexto del juego y las consecuencias que traerían sus posibles movimientos, mientras que el algoritmo básico toma decisiones aleatorias sin tomar en cuenta el riesgo que estas implican. El público objetivo del videojuego son personas con edad entre 15 y 30 años que disfruten de los juegos de estrategia, sobre todo de juegos de mesa y cartas, y que de preferencia tengan experiencia con algún juego de cartas. Para validar el nivel de jugabilidad y la dificultad del algoritmo de inteligencia artificial se realizaron encuestas a los usuarios. Los resultados obtenidos en las encuestas se afirma que el 80 % de los encuestados considera original el juego. También, el 90% de los encuestados consideran que existe inmersión dentro del juego. Finalmente, el 60 % de los encuestados consideran entretenido el videojuego. Las conclusiones obtenidas en términos de desarrollo de un videojuego de estrategia de cartas fueron: aumentar la variedad de cartas e implementar una modalidad de juego multijugador.
The objective of this project is the development of a virtual reality card strategy video game for HTC Vive, which implements two artificial intelligence algorithms for the opponent of the player, with which the video game counts. The process of creating the game had 3 stages: Design, development and testing. The name of the game is SoulBound, it's from the card strategy genre; where the player takes the role in the first person, incarnates a card master who confronts an enemy in a battle. The game has 3 decks of 21 cards each, also has two artificial intelligence algorithms, one basic level and one intermediate level. The first of them makes random decisions with validations that follow the rules of the game, but usually chooses movements that end up being harmful to their points of life. The intermediate artificial intelligence algorithm was developed based on 3 steps of the MTS search algorithm (Montecarlo Tree Search): select, expand and simulate. The main difference between both algorithms is the use of heuristics in the intermediate artificial intelligence algorithm that allow them to evaluate the context of the game and the consequences that their possible movements would bring, while the basic algorithm makes random decisions without taking into account the risk that these imply. The target audience of the game are people between 15 and 30 years old who enjoy strategy games, especially board games and cards, and preferably have experience with a card game. To validate the level of playability and the difficulty of the artificial intelligence algorithm, user surveys were conducted. The results obtained in the surveys affirms that 80% of the respondents consider the game original. Also, 90% of the respondents consider that there is immersion within the game. Finally, 60% of the respondents consider the video game entertaining. The conclusions obtained in terms of development of a videogame of card strategy were: increase the variety of cards and implement a multiplayer game mode.
Tesis
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Essinger, Karl. "A comparison of interaction models in Virtual Reality using the HTC Vive." Thesis, Blekinge Tekniska Högskola, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-17227.

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Virtual Reality (VR) is a field within the gaming industry which has gained much popularity during the last few years. This is caused mainly by the release of the VR-headsets Oculus Rift [1] and HTC Vive [2] two years ago. As the field has grown from almost nothing in a short time there has not yet been much research done in all VR-related areas. One such area is performance comparisons of different interaction models independent of VR-hardware. This study compares the effectiveness of four software-based interaction models for a specific simple pick-and-place task. Two of the interaction models depend on the user moving a motion controller to touch a virtual object, one automatically picks them up on touch, the other requires a button press. The other two interaction models have the user move a laser pointer to point at an object to pick it up. The first has the laser pointer emitted from a motion controller and the second has it emitted from the user’s head. All four interaction models use the same hardware, the default HTC Vive equipment. The effectiveness is measured in three metrics, time to complete the task, number of errors made during the task, and the amount of participant enjoyment rated on a scale from one to five. The first two metrics are measured through an observational experiment where the application running the virtual environment also logs all relevant information. The user enjoyment is gathered through a questionnaire the participant answers during the experiment. These are the research questions: • How do the interaction models compare in terms of accuracy and time efficiency when completing basic pick and place tasks in this experiment? • Which interaction models are subjectively more enjoyable to use according to participants? The results of the experiment are displayed as charts in the results chapter and then further analysed in the analysis and discussion chapter. Possible sources of error and theories about why the results turned out the way they did are also discussed. The study concludes that the laser pointer based interaction models, 3 and 4, were much less accurate than the handheld interaction models, 1 and 2, in this experiment. All interaction models except 4 achieved about the same test duration while interaction model 4 lagged several seconds behind. The participants liked interaction model 1 the most, followed closely by 3. They disliked 4 the most and rated 2 at a point in the middle of the rest.
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Wildt, Anna, and Nelly Lindborg. "Står monstret bakom mig? : En kvalitativ undersökning av skräck i Virtual Reality." Thesis, Karlstads universitet, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-55178.

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Virtual Reality har existerat i olika former runt 80 år tillbaka, men i dess nuvarande form har den en mer signifikant plats på marknaden. Med detta behövs mer forskning på hur VR fungerar och hur människor påverkas av VR för att kunna utveckla produkter till detta växande medium. Forskningen är idag bristande, så för att bredda förståelsen om VR och framförallt VR som konsol för spel har den här kvalitativa studien undersökt hur skräckelement upplevs i en VR-miljö. Studien undersökte även vad som kan påverka “immersion”, fördjupning i miljön, samt om tidigare erfarenheter kan påverka upplevelser i en VR-miljö. Dessa frågor analyserades utifrån två speltest som gjordes på VR-konsolen HTC Vive. Första speltestet fokuserade på kontroller och “immersion” för att se hur pass lättförstådd och intuitiv konsolen är. Det andra testet undersökte skräckelement i VR och vad för slags element kunde bidra till en mer effektiv och intensiv skräckupplevelse. Totalt deltog 16 personer mellan 19-26 år i speltesterna. Deltagarna var studenter vid Karlstad Universitet eller hade tidigare varit det. Deltagarna blev indelade i olika grupper baserade på tidigare erfarenhet inom spel (första testet) och skräck (andra testet). Med hjälp av observation av videoinspelningar och intervjuer kunde den insamlade datan delas in i teman. De teman som användes för att analysera datan var kontroller, obehag/desorientering, “immersion” och skräckelement. Resultaten visade att HTC Vive har goda förutsättningar för “immersion”. Dock med några problematiska faktorer, utrustning exempelvis, som störde upplevelsen. Trots detta skapade konsolen en stark känsla av “immersion” då deltagarna upplevde sig närvarande i VR-miljön på grund av sådant som bakgrundsljud och naturligt perspektiv på VR-miljön i headsetet. Det som spelade störst roll för “immersion” var att miljön behövde agera verklighetstroget, alltså som spelaren förväntar sig. Den sortens närvaro bidrog positivt till skräckupplevelsen då spelarna tycktes uppleva sig hotade av skräckelementen som att det var riktat mot dem personligen och inte bara en karaktär i ett spel. Gällande skillnader mellan grupperna i erfarenhet fanns det inte många substantiella skillnader. Det kunde märkas lite skillnad i hur kontrollerna hanterades mellan de spelerfarna och icke erfarna. De med tidigare erfarenhet tycktes ha med sig förväntningar om hur kontrollerna skulle fungera. Studien hade, på grund av dess kvalitativa natur, inte möjlighet att få fram generaliserbara resultat. Dock så öppnade den upp för frågor till framtida forskning gällande både VR-spel och dess användare samt om VR-konsoler.
Virtual Reality has existed in different forms since around 80 years ago, but in its current form it has a more significant place on the current market. With this change, more research on how VR works and how humans are affected by it is needed to be able to develop products for this growing medium. The research today is lacking, so to expand the understanding of VR and specifically VR as a console for games, this qualitative study has researched how elements of fear are experienced in a VR-environment. The study also studied what can affect “immersion”, depth in the environment, as well as if previous experience can affect experiences in a VR-environment. These questions were analyzed based on two game tests that were made on the VR-console HTC Vive. The first test focused on controls and “immersion” to see how intuitive and easily understood the console is. The second test examined horror elements in VR and what kinds of elements could contribute to a more effective and intense horror experience. A total of 16 people between the ages of 19-26 participated in the game tests. The participants were students at Karlstad University, or had previously been so. The participants were divided in different kinds of groups depending on previous experiences in digital games (the first test) and horror (the second test). With the help of observation of the video recordings and the interviews the collected data could be divided into themes. The themes used to analyze the data were controls, disorientation/discomfort, “immersion” and horror elements. The results showed that HTC Vive have good qualifications for “immersion”. Though with a few problematic factors, the equipment for example, which disturbed the experience. Despite this, the console created a strong feeling of “immersion” as the participants experienced themselves to be present in the VR-environment because of factors such as background noise and a natural point-of-view of the VR-environment through the headset. The biggest contributor for “immersion” was that the environment needed to have a natural and believable behavior, acting the way the user expects it to. This kind of presence contributed positively to the horror experience as the participants seemed to believe themselves to be threatened by the horror elements as if it was directed at them personally and not just a character in a game.   In the subject of differences between the groups in experience there not a lot of substantial differences. A small difference could be found regarding how the controls were handled between the different groups of game experience. The participants with previous experience seemed to bring expectations about how the controls should work. The study had, because of its qualitative nature, no possibility to receive generalizable results. But the study did open up for questions for future research related to VR-games and their users, as well as VR-consoles.
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Manzini, Marco Valerio. "Progettazione e realizzazione di una applicazione di realtà virtuale immersiva utilizzando la tecnologia HTC Vive." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2017. http://amslaurea.unibo.it/12919/.

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L'attuale tecnologia, sviluppatasi negli ultimi 20 anni, ha permesso l'introduzione nel mercato di consumo diversi dispositivi di Realtà Virtuale (VR) a basso costo, grazie ai quali negli ultimi sette anni si è visto un'esplosione di applicazioni legate ai campi più disparati, di cui i principali sono: intrattenimento, addestramento, apprendimento, commerciale, e perfino in campo medico. Il lavoro di tesi descrive la realizzazione di una applicazione immersiva di Realtà Virtuale basata su Head-Mounted Display(HMD) HTC Vive e piattaforma Game Engine Unity3D 5.5.0f3. Per sviluppare tale applicazione è stato creato un ambiente di sviluppo che si intende utilizzare per la realizzazione di altre applicazioni. Nel lavoro di tesi vengono anche presentate le caratteristiche delle tecnologie attualmente disponibili sul mercato.
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Lindvall, Tobias, and Özgun Mirtchev. "Survey of Virtual and Augmented Reality lmplementations for Development of Prototype for Practical Technician Training." Thesis, Örebro universitet, Institutionen för naturvetenskap och teknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-59337.

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Virtuell träning är ett viktigt sätt att utbilda tekniker för att förbereda dem för underhållsarbete i verkligheten. Tekniker som utbildas för att utföra underhållsarbete på JAS 39 Gripen, genomför delar av utbildningen genom programmet Virtual Maintenance Trainer (VMT), som kan återge en detaljerad simulering av flygplanet under drift. Teknikerna kan delta i lektioner med specifika uppgifter som inkluderar att felsöka interna datorer och delar av flygplanet samt utföra underhållsarbete för att åtgärda fel. Programmet är dock skrivbordsbaserat och för att göra utbildningen mer effektiv, finns det en önskan om att utforska möjligheterna i virtual och augmented reality. Denna rapport undersöker alternativen för utbildningsverktyg i virtual reality och augmentedreality genom en teoretisk undersökning. I undersökningen vägs fördelar och nackdelar för nuvarande implementeringar för att tillhandahålla ett optimalt system som kan fungera för att ge tekniker praktisk erfarenhet i en realitisk träningssimulering. Baserat på resultaten från undersökningen och genom att använda spelmotorn Unity, har enprototypsapplikation skapats som kan simulera teknikerutbildning på en modell av JAS 39 Gripen. HTC Vive och Leap Motion användes för att låta användaren kliva in i simuleringsvärlden och för att möjliggöra realistisk interaktion. En tekniker kan lära sig att utföra underhållsåtgärder genom att genomföra olika träningsförfaranden i simuleringen genom att gå runt och interagera med ett fullskaligt Gripen-flygplan.
Virtual training is a vital way of educating technicians to make them prepared for real maintenance work. Technicians that are educated to perform maintenance work on JAS 39 Gripen, complete parts of their training through the application Virtual Maintenance Trainer (VMT), which can provide a detailed simulation of the aircraft during operation. The technicians are able to complete courses and lessons with specific procedures such as debugging internal computers and parts of the aircraft and performing maintenance work to fix errors. However, the application is desktop-based and to make the education even more effective, there is a desire to explore the possibilities in virtual and augmented reality. This report explores the alternatives of education tools in virtual reality and augmented reality through a survey. In the survey, the advantages and disadvantages of current implementations are examined to provide an optimal system which could work to give technicians a realistic practical training simulation experience. Based on the results of the survey and by using the game engine Unity, a prototype application is built which can simulate technician training procedures on a model of JAS 39 Gripen. HTC Vive and Leap Motion were used to immerse the user into the simulation world and to enable realistic interaction. A technician may be able to learn through completing different training procedures in the simulation by walking around and interacting with a full-scaled Gripen aircraft.
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Liu, Fang. "Forbidden City: An Immersive Virtual Reality World Using the HTC VIVE to explore the real imperial palace of China." Thesis, Virginia Tech, 2017. http://hdl.handle.net/10919/77943.

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Forbidden City is a 3D virtual tour of an ancient Chinese architectural masterpiece, first of the world's top five palaces -The Imperial Palace in Beijing, China. This travel guide is designed to give you useful information that will greatly enhance your experience, and it will bring you into an immersive virtual world by using the device of the HTC VIVE rather than static texts and images. This 3D guide integrates cultural and historical information, which is practical and informative. You can get a comprehensive understanding of the palace history, architectural characteristics and Chinese culture through interaction within the immersive experience. Forbidden City travel guide 3D virtual tour provides all the necessary functions and information for planning a visit to the Forbidden Cty palace in the capital of Beijing, China. With the tour guide character "Doctor Guider" within this experience/game, your tour to this Forbidden City will be purposeful and fun.
Master of Fine Arts
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Jörgensen, Tanja. "Den virtuella verklighetens magiska cirkel : En kvalitativ studie av ljud, bild, interaktion och immersion för applikationen Tilt Brush i VR-headsetet HTC Vive." Thesis, Högskolan Dalarna, Akademin Humaniora och medier, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:du-28679.

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I denna studie som utgår från Huizingas begrepp ”den magiska cirkeln” undersöksapplikationen Tilt Brush för VR headsetet HTC Vive med avseende på dess bild ochljud samt hur detta tolkas och används under interaktionen med applikationens verktyg.Begreppet utgår ifrån att användaren kan låta sig uppslukas i ett spel så längeförväntningarna enligt spelets regler inte störs. Genom en fallstudie har applikationenstuderats med metoder som autoetnografi och multimodal analys utifrånsocialsemiotiska begrepp, samt öppna intervjuer med inslag av ”think-aloud”. Deliknande iakttagelser som framkommit med hjälp av olika metoder får anses styrkastudiens resultat. Resultaten i studien pekar på att det för interaktionens del är viktigt attvissa aspekter av ljudet, som har med positionering eller fysikens lagar att göra,stämmer överens med våra erfarenheter från verkligheten och att detta i sin tur stämmeröverens med det visuellt representerade. För bildens och ljudens meningserbjudanden iövrigt är användaren beredd att gå med på vilka oerhörda illusioner som helst så längebild och ljud kommuniceras i överensstämmelse och på ett trovärdigt sätt som lever upptill användarens förväntningar inom den magiska cirkeln, platsen för själva spelet.Förväntningarna behöver då inte ha med verkligheten att göra. Vad som uppfattas somhög modalitet styrs av vilken genre användaren förväntar sig att möta. Detta i sin turrelateras till användarens tidigare erfarenheter och sociala och kulturella bakgrund.
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Mai, Kristina Lynn. "Evaluation of PC-Based Virtual Reality as a Tool to Analyze Pedestrian Behavior at Midblock Crossings." DigitalCommons@CalPoly, 2017. https://digitalcommons.calpoly.edu/theses/1746.

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The aim of this research was to analyze if current generation PC-driven virtual reality simulations can be used to accurately mimic and therefore, observe behavior at a crosswalk. Toward that goal, the following research tasks were carried out: a) Designing a 3D virtual crosswalk and recruiting volunteers to wear the HTC Vive headset and to walk across the street, b) Setting up cameras near the midblock crosswalk on University Drive at California Polytechnic State University, San Luis Obispo to observe pedestrians, and c) Comparing pedestrian behavior data from both the virtual and real midblock crosswalk. The comparison was based on the following criteria: a) Pedestrian walking speed, b) Observation patterns prior to crossing the road, characterized by glancing left and right to detect cars, and c) Pedestrians’ decisions as to where to cross, defined by if they chose to walk directly on or outside of the midblock crosswalk. Walking speed and the number of pedestrians who looked left and right before crossing were significantly different in both the virtual and real environments. On the other hand, the proportion of people who chose to walk on the crosswalk was similar in both environments. This result indicates that there is a future potential in using virtual reality to analyze pedestrian behavior at roundabouts. Although this study showed that PC-driven virtual reality is not effective in replicating pedestrian walking speeds or pedestrian observation patterns at a midblock crosswalk, researchers may expect PC-driven virtual reality to have greater applications within the transportation discipline once the technology improves over the years. Potential improvements in technology that would help include being wireless, allowing users to walk in a non-confining space, and making the equipment more affordable, allowing the technology to become more mainstream.
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Sandström, Anton. "Virtuella möten i skogen : Ett verktyg för att underlätta Gällö skogs möten i skogen genom 3D-konferens." Thesis, Mittuniversitetet, Avdelningen för informationssystem och -teknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-34049.

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Within Gällö skog there is an increasing need for meetings in the forest at a distance. This is because many landowners do not live at or close to their forest property. The aim of this work was therefore to find a 3D conference solution for Gällö skog. The work has been carried out using the design process and Pugh's relative decision matrix. First, a requirement specification was made for both hardware and software selection. Then the Facebook Spaces, Rumii and AltSpaceVR software were investigated against this. When none of the aforementioned software was sufficiently satisfactory for this work, it was decided to develop a software. The developed software is based on a website and was developed by modifying an existing project from github.com. Through the modification made in the project, all requirements in the specification could ultimately be achieved. However, with some restrictions. The software works best in the Mozilla Firefox browser, and is not compatible with the iPhone. The user friendliness of Gällö skog also has development potential. The hardware in this work was chosen by comparing the VR glasses HTC Vive and Oculus Rift against each other and the developed requirement specification. As a result, HTC Vive was bought for the project. This because it fulfilled most of the work requirements, and that it had other features that enabled the headset to be used in future work. Finally, The conclusion of this work was that until this technology has come further, this solution may be insufficient. The idea is good, the solution is good, but the technology needs to come further for fully satisfactory results. When the VR technololgy have advanced further, a solution like this could be something that could be useful to companies. This because the inertaction of a 3D conference is improved compared to today's video chat.
Inom Gällö skog finns ett ökande behov av att hålla möten i skogen på distans. Detta eftersom många markägare inte bor på, eller vid sin skogsfastighet. Målet med detta arbete var därför att hitta en 3D-konferenslösning åt Gällö skog. Arbetet har genomförts med hjälp av designprocessen samt Pughs relativa beslutsmatris. Först togs en kravspecifikation fram både för val av hårdvara och mjukvara. Efter det undersöktes mjukvarorna Facebook Spaces, Rumii och AltSpaceVR mot denna. När ingen av de nämnda mjukvarorna var tillräckligt tillfredsställande för detta arbete så valdes att ta fram en egen mjukvara. Den framtagna mjukvaran baseras på en webbplats och togs fram genom att modifiera ett befintligt projekt från github.com. Genom den modifikation som gjordes i projektet så kunde alla krav i kravspecifikationen till slut uppnås. Dock med vissa restriktioner. Mjukvaran fungerar bäst i webbläsaren Mozilla Firefox, och är ej kompatibel med Iphone. Även användarvänligheten för Gällö skog har utvecklingspotential. Hårdvaran i detta arbete togs fram genom att jämföra VR-glasögonen HTC Vive och Oculus Rift mot varandra och den framtagna kravspecifikationen. Resultatet av detta blev att HTC Vive köptes in till projektet. Detta för att de uppfyllde flest av arbetets krav, samt att de hade övriga funktioner som gjorde att de kan användas även i framtida arbeten. Slutsatsen av detta arbete blev till slut att tills dess att tekniken kring detta har hunnit längre så blir denna lösning möjligtvis otillräcklig. Tanken är god, lösningen bra, men tekniken behöver komma längre för fullt tillfredsställande resultat. När VR-tekniken kommit längre skulle en lösning likt denna kunna vara något som kan bli användbart för fler företag. Detta eftersom interaktionen i en 3D-konferens förbättras jämfört med dagens videochattar.
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Yu, Haisheng. "Training novice robot operators to complete simple industrial tasks by using a VR training program." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-280857.

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This paper studies a Virtual Reality (VR) training program for novice industrial robot operators. The VR training program is constructed using Unity and HTC Vive. The paper presents the result of comparative experiments allowing novices to learn and operate virtual and physical robots to complete simple industrial production tasks. The results include their time to complete the task, the pass rate of the task, and the results of the questionnaire survey as evidence of their learning efficiency and user satisfaction. Finally, through data analysis, we compare the impact the two methods have on novices. The two approaches are the VR training program and the conventional physical robot training method. The experiment results show that novices who use the VR training program at first show a high degree of user satisfaction, and they can more quickly and efficiently master the knowledge of manipulating industrial robots and apply it to practice. The findings of this article also show that the use of VR technology in industrial production improves y and is a feasible and reliable method which still has room‌‌‌ or improvement.
Den här uppsatsen undersöker ett Virtual Reality-träningsprogram för industriella robot operatörer som är nybörjare. VR-träningsprogrammet är skapat i Unity för HTC Vive. Uppsatsen presenterar resultaten av en jämförande studie där nybörjare fick lära sig att använda en VR och en fysisk robot för att slutföra enkla industriella produktionsuppgifter. Resultatet inkluderar deltagarnas tid att slutföra uppgifterna, andel lyckade försök samt resultaten av ett frågeformulär som bevis på deltagarnas inlärnings effektivitet samt användartillfredsställelse. Genom en dataanalys jämfördes de effekter ett VR- träningsprogram och en konventionell metod på fysiska robotar hade på nybörjare. Studiens resultat visar att nybörjare som använder VR-träningsprogrammet visar en högre grad av användartillfredsställelse och att dem är snabbare och effektivare när dem bemästrar kunskapen som behövs för att manipulera industrirobotar, samt att tillämpa detta i verkligheten. Resultaten visar också att användningen av VR i industriell produktion förbättrar effektiviteten och är en rimlig och trovärdig metod, men som fortfarande har rum för förbättringar.
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Books on the topic "HTC Vive"

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Hu, Liangyun. Bu dan wan, hai zi ji zuo VR! dong shou kai fa HTC Vive you xi. Taibei Shi: Jia kui shu wei, 2017.

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Hoc fac, et vives (Lk 10₂₈): Vor allen dingen minne got : theologische Reflexionen eines Laien im Gregorius und in Der Arme Heinrich Hartmanns von Aue. Frankfurt am Main: New York, 1991.

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Harris, LaShawn. “‘Decent and God-Fearing Men and Women’ Are Restricted to These Districts”. University of Illinois Press, 2017. http://dx.doi.org/10.5406/illinois/9780252040207.003.0006.

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This chapter draws attention to the multiple ways in which a new vanguard of black political and neighborhood activists like Jamaica, Queens resident Geraldine Chaney and members of Harlem Citizens Council (HCC) contested the presence of vice and immoral social amusements and economic activities in their neighborhoods. New Yorkers expressed their concerns and outrage about community conditions and its impact on their families and day-to-day lives through citizens' complaint letters and the formation of grassroots anti-vice neighborhood associations. Local black New Yorkers' activism, part of broader northern civil rights campaigns for citizenship and race, gender, and class equality, underscored visions of wholesome communities and neighborhood safety and their refusal to allow crime racketeers and disorderly neighbors to permeate spaces in which they had to live and work and raise families.
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Stig, Strömholm, Blückert Kjell, Neave Guy R, and Nybom Thorsten 1945-, eds. The European research university: Essays in honor of Professor Dr. Dr. Dr. h.c. mult. Stig Strömholm, former vice chancellor of Uppsala University ... New York: Palgrave Macmillan, 2006.

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Book chapters on the topic "HTC Vive"

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Maraj, Crystal, Jonathan Hurter, Schuyler Ferrante, Lauren Horde, Jasmine Carter, and Sean Murphy. "Oculus Rift Versus HTC Vive: Usability Assessment from a Teleportation Task." In Virtual, Augmented and Mixed Reality. Multimodal Interaction, 247–57. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-21607-8_19.

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Lew, Kai Liang, Kok Swee Sim, Shing Chiang Tan, and Fazly Salleh Abas. "3D Kinematics of Upper Limb Functional Assessment Using HTC Vive in Unreal Engine 4." In Advances in Computational Collective Intelligence, 264–75. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-63119-2_22.

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De Feudis, Irio, Domenico Buongiorno, Giacomo Donato Cascarano, Antonio Brunetti, Donato Micele, and Vitoantonio Bevilacqua. "A Nonlinear Autoencoder for Kinematic Synergy Extraction from Movement Data Acquired with HTC Vive Trackers." In Progresses in Artificial Intelligence and Neural Systems, 231–41. Singapore: Springer Singapore, 2020. http://dx.doi.org/10.1007/978-981-15-5093-5_22.

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Vicente-Dueñas, Carolina. "In Vivo Generation of Leukemic Stem Cells by HSC Targeting by Transgenesis." In Leukemia Stem Cells, 361–72. New York, NY: Springer US, 2020. http://dx.doi.org/10.1007/978-1-0716-0810-4_22.

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Tůma, Z., L. Kotek, J. Kroupa, P. Blecha, and F. Bradáč. "Verification of HTC Vive deployment capabilities for ergonomic evaluations in virtual reality environments." In Safety and Reliability – Safe Societies in a Changing World, 309–13. CRC Press, 2018. http://dx.doi.org/10.1201/9781351174664-39.

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AlKhatib, Haya Hasan, Evi Indriasari Mansor, Zainab Alsamel, and Joud Allam AlBarazi. "A Study of Using VR Game in Teaching Tajweed for Teenagers." In Interactivity and the Future of the Human-Computer Interface, 244–60. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-7998-2637-8.ch013.

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This research aims to study the use of VR games to entertain players while teaching and improving the knowledge of Quran Tajweed for teenagers. Tajweed is an Islamic science that studies the correct recitation of the letters and words in the Qur'an. Teenagers between the ages of thirteen to eighteen were chosen for this research because it has been proven that learning at an early age ensures long-lasting knowledge, and in addition, teenagers are more capable of controlling and modifying their pronunciation. As teenagers nowadays are exposed to a variety of game technologies and their expectations and satisfaction levels are particularly high, a 3D VR game was introduced as an attractive modern solution. Viewed on HTC Vive, a 3D VR game prototype consisting of two levels was developed and evaluated by 20 teenage participants. The evaluation session resulted in a positive outcome with a few suggestions for future modifications.
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C. Carney, Bonnie, Jeffrey W. Shupp, and Taryn E. Travis. "The Need for Basic, Translational, and Clinical Research in the Field of Hypertrophic Scars." In Wound Healing [Working Title]. IntechOpen, 2021. http://dx.doi.org/10.5772/intechopen.96943.

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Hypertrophic scar (HTS) is a fibrotic skin disorder that is marked by excessive inflammation and extracellular matrix deposition in response to cutaneous traumatic injuries such as burns, lacerations, incisions, and abrasions. HTS has various risk factors, available treatments, and treatment effectiveness. Research at the basic, translational, and clinical levels are in their infancy compared to fibrotic diseases in other organ systems. This chapter will review current in vitro and in vivo modeling, and highlight research needs to address gaps in the study of HTS. The following topics will be discussed in the chapter: a. Basic Science Research i. Seminal findings ii. Limitations to these models iii. Suggestions for topics of future research b. Translational Science Research i. Seminal findings ii. Limitations to these models iii. Suggestions for topics of future research c. Clinical Research i. Seminal findings ii. Limitations to these models iii. Suggestions for topics of future research.
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Dhar, Subhankar. "Mobile Ad Hoc Network." In Mobile Computing, 952–60. IGI Global, 2009. http://dx.doi.org/10.4018/978-1-60566-054-7.ch077.

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A mobile ad hoc network (MANET) is a temporary, self-organizing network of wireless mobile nodes without the support of any existing infrastructure that may be readily available on conventional networks. It allows various devices to form a network in areas where no communication infrastructure exists. Although there are many problems and challenges that need to be solved before the large-scale deployment of an MANET, small and medium-sized MANETs can be easily deployed. The motivation and development of MANET was mainly triggered by Department of Defense (DoD)-sponsored research work for military applications (Freebersyser and Leiner, 2002). In addition, ad hoc applications for mobile and dynamic environments are also driving the growth of these networks (Illyas, 2003; Perkins, 2002; Toh, 2002). As the number of applications of wireless ad hoc networks grows, the size of the network varies greatly from a network of several mobile computers in a classroom to a network of hundreds of mobile units deployed in a battlefield, for example. The variability in the network size is also true for a particular network over the course of time; a network of a thousand nodes may be split into a number of smaller networks of a few hundred nodes or vice versa as the nodes dynamically move around a deployed area. Ad hoc networks not only have the traditional problems of wireless communications like power management, security, and bandwidth optimization, but also the lack of any fixed infrastructure, and their multihop nature poses new research problems. For example, routing, topology maintenance, location management, and device discovery, to name a few, are important problems and are still active areas of research (Wu & Stojmenovic, 2004).
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Kačevska, Inga. "Ņujorkas konvencijas par ārvalsts šķīrējtiesas spriedumu atzīšanu un izpildi V panta otrās daļas piemērošanas problemātika." In Tiesības un tiesiskā vide mainīgos apstākļos, 104–11. LU Akadēmiskais apgāds, 2021. http://dx.doi.org/10.22364/juzk.79.10.

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By one of the recent decisions, the Latvian court did not recognise an ad hoc arbitration award made in the UK based on Article V(2)b) of NYC and Article 5(1)1) of the Arbitration Law (non-arbitrability rules). Arbitration agreement was concluded between a creditor and a guarantor, and the court found that in Latvia the domestic arbitration could not hear the disputes, the adjudication of which may infringe the rights of a person who is not a party to the arbitration agreement. The court concluded that in the arbitration case at hand, the main debtor’s rights were infringed, as the main debtor was not participating in proceedings. Thus, the dispute could not be resolved by the arbitration in accordance with legal doctrine and the Civil Law. This article discusses the nature and interpretation of Article V(2) of the NYC, the relation between sections a) and b), and the author gives a practical guidance on applicability hereto.
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Kanagasabai, Lenin. "Enhanced Symbiotic Organisms Search and Hydrological Cycle Algorithms for Real Power Loss Diminution and Voltage Stability Enhancement." In Advances in Environmental Engineering and Green Technologies, 175–206. IGI Global, 2022. http://dx.doi.org/10.4018/978-1-7998-7447-8.ch007.

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In this chapter, enhanced symbiotic organisms search (ESOS) algorithm and hydrological cycle (HC) algorithm are projected to solve factual power loss lessening problem. Symbiotic search algorithm is based on the actions between two different organisms in the ecosystem: mutualism, commensalism, and parasitism. Exploration procedure has been initiated arbitrarily, and each organism indicates a solution with fitness value. Quasi-oppositional-based learning and chaotic local search have been applied to augment the performance of the algorithm. In this work, hydrological cycle (HC) algorithm has been utilized to solve the optimal reactive power problem. It imitates the circulation of water form land to sky and vice versa. Only definite number of water droplets is chosen for evaporation, and it is done through roulette-wheel selection method. In the condensation stage, water drops move closer, combine, and also collusion occurs as the temperature decreases.
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Conference papers on the topic "HTC Vive"

1

Borges, Miguel, Andrew Symington, Brian Coltin, Trey Smith, and Rodrigo Ventura. "HTC Vive: Analysis and Accuracy Improvement." In 2018 IEEE/RSJ International Conference on Intelligent Robots and Systems (IROS). IEEE, 2018. http://dx.doi.org/10.1109/iros.2018.8593707.

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Zheng, Xin, Hui Lv, Jie Sun, Junli Zhao, and Zuohao Yan. "Virtual Campus Roaming Based on HTC VIVE." In 2018 International Conference on Virtual Reality and Visualization (ICVRV). IEEE, 2018. http://dx.doi.org/10.1109/icvrv.2018.00053.

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Egger, Jan, Simon Gunacker, Markus Gall, and Dieter Schmalstieg. "Multi-threaded integration of HTC-Vive and MeVisLab." In Imaging Informatics for Healthcare, Research, and Applications, edited by Jianguo Zhang and Po-Hao Chen. SPIE, 2018. http://dx.doi.org/10.1117/12.2292718.

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Vasylevska, Khrystyna, Iana Podkosova, and Hannes Kaufmann. "Teaching virtual reality with HTC vive and leap motion." In SA '17: SIGGRAPH Asia 2017. New York, NY, USA: ACM, 2017. http://dx.doi.org/10.1145/3134368.3139221.

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peng, Chen, and Yan Jin Li. "Visualization of Virtual Scene Based on HTC Vive Interactive System." In 2019 IEEE 4th International Conference on Computer and Communication Systems (ICCCS). IEEE, 2019. http://dx.doi.org/10.1109/ccoms.2019.8821659.

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Deng, Fu-ping, Guang Hong, Shuai Zhang, and Bing Zhai. "Research on motion sensing interaction technology based on HTC Vive." In 2016 4th International Conference on Machinery, Materials and Information Technology Applications. Paris, France: Atlantis Press, 2016. http://dx.doi.org/10.2991/icmmita-16.2016.202.

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Soffel, Fabian, Markus Zank, and Andreas Kunz. "Postural stability analysis in virtual reality using the HTC vive." In VRST '16: 22th ACM Symposium on Virtual Reality Software and Technology. New York, NY, USA: ACM, 2016. http://dx.doi.org/10.1145/2993369.2996341.

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Egger, Jan, Markus Gall, Jürgen Wallner, Pedro de Almeida Germano Boechat, Alexander Hann, Xing Li, Xiaojun Chen, and Dieter Schmalstieg. "Integration of the HTC Vive into the medical platform MeVisLab." In SPIE Medical Imaging, edited by Tessa S. Cook and Jianguo Zhang. SPIE, 2017. http://dx.doi.org/10.1117/12.2263234.

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Weissker, Tim, Philipp Tornow, and Bernd Froehlich. "Tracking Multiple Collocated HTC Vive Setups in a Common Coordinate System." In 2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW). IEEE, 2020. http://dx.doi.org/10.1109/vrw50115.2020.00147.

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Chen, Donglin, Hao Liu, and Zhigang Ren. "Application of Wearable Device HTC VIVE in Upper Limb Rehabilitation Training." In 2018 2nd IEEE Advanced Information Management, Communicates, Electronic and Automation Control Conference (IMCEC). IEEE, 2018. http://dx.doi.org/10.1109/imcec.2018.8469540.

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