Academic literature on the topic 'HTC Vive'
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Journal articles on the topic "HTC Vive"
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.
Full textKelly, 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.
Full textDempsey, 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.
Full textLwowski, 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.
Full textWANG 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.
Full textHemphill, 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.
Full textEgger, 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.
Full textSoares, 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.
Full textIkbal, 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.
Full textKelly, 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.
Full textDissertations / Theses on the topic "HTC Vive"
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.
Full textThe 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
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.
Full textWildt, 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.
Full textVirtual 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.
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/.
Full textLindvall, 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.
Full textVirtual 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.
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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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.
Full textMai, 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.
Full textSandström, 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.
Full textInom 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.
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.
Full textDen 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.
Books on the topic "HTC Vive"
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.
Find full textHoc 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.
Find full textHarris, 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.
Full textStig, 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.
Find full textBook chapters on the topic "HTC Vive"
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.
Full textLew, 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.
Full textDe 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.
Full textVicente-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.
Full textTůma, 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.
Full textAlKhatib, 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.
Full textC. 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.
Full textDhar, 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.
Full textKačevska, 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.
Full textKanagasabai, 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.
Full textConference papers on the topic "HTC Vive"
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.
Full textZheng, 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.
Full textEgger, 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.
Full textVasylevska, 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.
Full textpeng, 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.
Full textDeng, 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.
Full textSoffel, 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.
Full textEgger, 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.
Full textWeissker, 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.
Full textChen, 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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