To see the other types of publications on this topic, follow the link: HTC Vive.

Journal articles on the topic 'HTC Vive'

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the top 50 journal articles for your research on the topic 'HTC Vive.'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Browse journal articles on a wide variety of disciplines and organise your bibliography correctly.

1

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 text
APA, Harvard, Vancouver, ISO, and other styles
2

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.

Full text
APA, Harvard, Vancouver, ISO, and other styles
3

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.

Full text
APA, Harvard, Vancouver, ISO, and other styles
4

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.

Full text
APA, Harvard, Vancouver, ISO, and other styles
5

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.

Full text
APA, Harvard, Vancouver, ISO, and other styles
6

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.

Full text
Abstract:
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.
APA, Harvard, Vancouver, ISO, and other styles
7

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.

Full text
APA, Harvard, Vancouver, ISO, and other styles
8

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.

Full text
Abstract:
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.
APA, Harvard, Vancouver, ISO, and other styles
9

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.

Full text
APA, Harvard, Vancouver, ISO, and other styles
10

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.

Full text
APA, Harvard, Vancouver, ISO, and other styles
11

Niehorster, Diederick C., Li Li, and Markus Lappe. "The Accuracy and Precision of Position and Orientation Tracking in the HTC Vive Virtual Reality System for Scientific Research." i-Perception 8, no. 3 (May 18, 2017): 204166951770820. http://dx.doi.org/10.1177/2041669517708205.

Full text
Abstract:
The advent of inexpensive consumer virtual reality equipment enables many more researchers to study perception with naturally moving observers. One such system, the HTC Vive, offers a large field-of-view, high-resolution head mounted display together with a room-scale tracking system for less than a thousand U.S. dollars. If the position and orientation tracking of this system is of sufficient accuracy and precision, it could be suitable for much research that is currently done with far more expensive systems. Here we present a quantitative test of the HTC Vive’s position and orientation tracking as well as its end-to-end system latency. We report that while the precision of the Vive’s tracking measurements is high and its system latency (22 ms) is low, its position and orientation measurements are provided in a coordinate system that is tilted with respect to the physical ground plane. Because large changes in offset were found whenever tracking was briefly lost, it cannot be corrected for with a one-time calibration procedure. We conclude that the varying offset between the virtual and the physical tracking space makes the HTC Vive at present unsuitable for scientific experiments that require accurate visual stimulation of self-motion through a virtual world. It may however be suited for other experiments that do not have this requirement.
APA, Harvard, Vancouver, ISO, and other styles
12

Tizuka, Michelle, and Greg Dziemidowicz. "MarineVerse Enables More People to Sail!" Comunicações em Informática 4, no. 2 (November 8, 2020): 36–38. http://dx.doi.org/10.22478/ufpb.2595-0622.2020v4n2.54594.

Full text
Abstract:
MarineVerse wants to promote and share the sport of sailing with the world by providing sailing education,growing as a sailor, socializing, and having entertainment using virtual reality technology. Current VR sailingapplications are designed for Valve Index, HTC Vive, Oculus Rift, and Oculus Quest, and flagship products areMarineVerse Cup and VR Regatta.
APA, Harvard, Vancouver, ISO, and other styles
13

Sá, Catarina, Paulo Veloso Gomes, António Marques, and António Correia. "The Use of Portable EEG Devices in Development of Immersive Virtual Reality Environments for Converting Emotional States into Specific Commands." Proceedings 54, no. 1 (August 25, 2020): 43. http://dx.doi.org/10.3390/proceedings2020054043.

Full text
Abstract:
The application of electroencephalography electrodes in Virtual Reality (VR) glasses allows users to relate cognitive, emotional, and social functions with the exposure to certain stimuli. The development of non-invasive portable devices, coupled with VR, allows for the collection of electroencephalographic data. One of the devices that embraced this new trend is Looxid LinkTM, a system that adds electroencephalography to HTC VIVETM, VIVE ProTM, VIVE Pro EyeTM, or Oculus Rift STM glasses to create interactive environments using brain signals. This work analyzes the possibility of using the Looxid LinkTM device to perceive, evaluate and monitor the emotions of users exposed to VR.
APA, Harvard, Vancouver, ISO, and other styles
14

Baker, Rose Marie, Karina Ramos, and John R. Turner. "Game design for visually-impaired individuals: Creativity and innovation theories and sensory substitution devices influence on virtual and physical navigation skills." Irish Journal of Technology Enhanced Learning 4, no. 1 (October 23, 2018): 36. http://dx.doi.org/10.22554/ijtel.v4i1.51.

Full text
Abstract:
This action research study examined the design elements of three VR games that used an HTC VIVE VR helmet, two HTC game controllers, and a VR horse simulator for functionality and transferability to orientation and mobility (O&M) education for visually impaired individuals. The functionality of the VR games was tested with a visually-impaired individual based upon five characteristics that are important to O&M education: perimeter scanning then grid scanning, hearing, touch, smell, and perceptions of body positions. The horse simulator has potential benefits for proprioception and kinesthesia development. The inconsistent haptic feedback requires redesign consideration for inclusion within VR games and systems for O&M education.
APA, Harvard, Vancouver, ISO, and other styles
15

Sylcott, Brian, Keith Williams, Mark Hinderaker, and Chia-Cheng Lin. "Comparison of HTC Vive™ Virtual Reality Headset Position Measures to Center of Pressure Measures." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 63, no. 1 (November 2019): 2333–36. http://dx.doi.org/10.1177/1071181319631344.

Full text
Abstract:
This study was completed to validate a virtual reality (VR) headset (HTC ViveTM, Taiwan) as a tool to measure postural sway using the position and orientation tracking capabilities built into the VR system. If validated, the headset could be a cost-effective tool for balance assessments. Unity was used to develop an optical flow environment for VR. Study participants were able to experience three different speeds of optical flow displayed through the HTC Vive headset. However, for this study, participants were shown a scene in the virtual environment that did not move, causing no optical flow for the participant. A force plate and VR headset recorded position measurements during each trial. The Pearson correlation coefficients between the headset and the force plate data measurements were calculated in MATLAB, along with the root-mean-squared and peak-to-peak values for each trial. Results show that correlations in the AP plane tended to be greater than 0.4 and correlation in the ML plane tended to be greater than 0.6. The VR headset may be used for postural control measurements in clinic. However, further development of software and testing protocols for balance assessments is needed.
APA, Harvard, Vancouver, ISO, and other styles
16

Donga, João, Paulo Veloso Gomes, António Marques, Javier Pereira, and João Azevedo. "Application of Adaptive Virtual Environments Through Biofeedback for the Treatment of Phobias." Proceedings 54, no. 1 (August 25, 2020): 42. http://dx.doi.org/10.3390/proceedings2020054042.

Full text
Abstract:
This study proposes solutions to help people with phobias through the use of virtual environments that allow a contact between the subjects and these phobias. Using neurofeedback, the systems, depending on the emotional state of the user, adapt the scenarios allowing more or less intensity. The phobias these systems treat are social phobia, entomophobia and claustrophobia. The solutions have been developed using Unity, Muse 2 and Vive HTC.
APA, Harvard, Vancouver, ISO, and other styles
17

Sipatchin, Alexandra, Siegfried Wahl, and Katharina Rifai. "Eye-Tracking for Clinical Ophthalmology with Virtual Reality (VR): A Case Study of the HTC Vive Pro Eye’s Usability." Healthcare 9, no. 2 (February 9, 2021): 180. http://dx.doi.org/10.3390/healthcare9020180.

Full text
Abstract:
Background: A case study is proposed to empirically test and discuss the eye-tracking status-quo hardware capabilities and limitations of an off-the-shelf virtual reality (VR) headset with embedded eye-tracking for at-home ready-to-go online usability in ophthalmology applications. Methods: The eye-tracking status-quo data quality of the HTC Vive Pro Eye is investigated with novel testing specific to objective online VR perimetry. Testing was done across a wide visual field of the head-mounted-display’s (HMD) screen and in two different moving conditions. A new automatic and low-cost Raspberry Pi system is introduced for VR temporal precision testing for assessing the usability of the HTC Vive Pro Eye as an online assistance tool for visual loss. Results: The target position on the screen and head movement evidenced limitations of the eye-tracker capabilities as a perimetry assessment tool. Temporal precision testing showed the system’s latency of 58.1 milliseconds (ms), evidencing its good potential usage as a ready-to-go online assistance tool for visual loss. Conclusions: The test of the eye-tracking data quality provides novel analysis useful for testing upcoming VR headsets with embedded eye-tracking and opens discussion regarding expanding future introduction of these HMDs into patients’ homes for low-vision clinical usability.
APA, Harvard, Vancouver, ISO, and other styles
18

Majdanik, Dawid, Adrian Madoń, and Tomasz Szymczyk. "Natural interfaces in VR - comparative analysis." Journal of Computer Sciences Institute 18 (March 30, 2021): 1–6. http://dx.doi.org/10.35784/jcsi.2385.

Full text
Abstract:
The article presents the results of a comparative analysis of contemporary virtual reality devices. The analysis focuses on both the analysis of technical parameters of the goggles as well as comparison of natural interfaces. The following devices were tested: HTC Vive, Oculus Rift, PlayStation VR, Samsung Gear VR. The most ergonomic and user-friendly interface turned out to be Oculus Rift, while goggles Samsung Gear VR were the worst from tested devices.
APA, Harvard, Vancouver, ISO, and other styles
19

Vox, Jan P., Anika Weber, Karen Insa Wolf, Krzysztof Izdebski, Thomas Schüler, Peter König, Frank Wallhoff, and Daniel Friemert. "An Evaluation of Motion Trackers with Virtual Reality Sensor Technology in Comparison to a Marker-Based Motion Capture System Based on Joint Angles for Ergonomic Risk Assessment." Sensors 21, no. 9 (May 1, 2021): 3145. http://dx.doi.org/10.3390/s21093145.

Full text
Abstract:
The reproduction and simulation of workplaces, and the analysis of body postures during work processes, are parts of ergonomic risk assessments. A commercial virtual reality (VR) system offers the possibility to model complex work scenarios as virtual mock-ups and to evaluate their ergonomic designs by analyzing motion behavior while performing work processes. In this study a VR tracking sensor system (HTC Vive tracker) combined with an inverse kinematic model (Final IK) was compared with a marker-based optical motion capture system (Qualisys). Marker-based optical motion capture systems are considered the gold standard for motion analysis. Therefore, Qualisys was used as the ground truth in this study. The research question to be answered was how accurately the HTC Vive System combined with Final IK can measure joint angles used for ergonomic evaluation. Twenty-six subjects were observed simultaneously with both tracking systems while performing 20 defined movements. Sixteen joint angles were analyzed. Joint angle deviations between ±6∘ and ±42∘ were identified. These high deviations must be considered in ergonomic risk assessments when using a VR system. The results show that commercial low-budget tracking systems have the potential to map joint angles. Nevertheless, substantial weaknesses and inaccuracies in some body regions must be taken into account. Recommendations are provided to improve tracking accuracy and avoid systematic errors.
APA, Harvard, Vancouver, ISO, and other styles
20

Kersten, T. P., G. Büyüksalih, F. Tschirschwitz, T. Kan, S. Deggim, Y. Kaya, and A. P. Baskaraca. "THE SELIMIYE MOSQUE OF EDIRNE, TURKEY – AN IMMERSIVE AND INTERACTIVE VIRTUAL REALITY EXPERIENCE USING HTC VIVE." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-5/W1 (May 16, 2017): 403–9. http://dx.doi.org/10.5194/isprs-archives-xlii-5-w1-403-2017.

Full text
Abstract:
Recent advances in contemporary Virtual Reality (VR) technologies are going to have a significant impact on veryday life. Through VR it is possible to virtually explore a computer-generated environment as a different reality, and to immerse oneself into the past or in a virtual museum without leaving the current real-life situation. For such the ultimate VR experience, the user should only see the virtual world. Currently, the user must wear a VR headset which fits around the head and over the eyes to visually separate themselves from the physical world. Via the headset images are fed to the eyes through two small lenses. Cultural heritage monuments are ideally suited both for thorough multi-dimensional geometric documentation and for realistic interactive visualisation in immersive VR applications. Additionally, the game industry offers tools for interactive visualisation of objects to motivate users to virtually visit objects and places. In this paper the generation of a virtual 3D model of the Selimiye mosque in the city of Edirne, Turkey and its processing for data integration into the game engine Unity is presented. The project has been carried out as a co-operation between BİMTAŞ, a company of the Greater Municipality of Istanbul, Turkey and the Photogrammetry & Laser Scanning Lab of the HafenCity University Hamburg, Germany to demonstrate an immersive and interactive visualisation using the new VR system HTC Vive. The workflow from data acquisition to VR visualisation, including the necessary programming for navigation, is described. Furthermore, the possible use (including simultaneous multiple users environments) of such a VR visualisation for a CH monument is discussed in this contribution.
APA, Harvard, Vancouver, ISO, and other styles
21

Sun, Chengyu, Wei Hu, and Diqiong Xu. "Navigation modes, operation methods, observation scales and background options in UI design for high learning performance in VR-based architectural applications." Journal of Computational Design and Engineering 6, no. 2 (May 31, 2018): 189–96. http://dx.doi.org/10.1016/j.jcde.2018.05.006.

Full text
Abstract:
Abstract Virtual Reality (VR) technologies have been widely applied to the field of architecture education because of its unique immersion. There have been many researches on hardware and platform development in the world. However, there are relatively few on User Interface (UI) design. This is a study of UI design in VR applications applied in architectural education, which aims to improve users' learning performance. Through a previous study and other scholars' researches, four key factors have been extracted from the challenges of UI design in VR applications: navigation modes, operation methods, observation scales and background options. A set of experiments were conducted based on correlation analysis with 120 students of these four factors and learning performance. It is concluded that fishing mode with instantaneous movement is preferred rather than flying mode in HTC Vive navigation; the way of direct grasp in virtual operation performs better than the way of using an operational proxy in virtual construction process; a virtual observation scale close to body-and-mockup in real world performs best; contribution of a background environment in VR is not as significant as expected. In brief, the learning performances in a VR platform vary greatly with different UI designs. Highlights With different UI designs, the learning performances in VR vary greatly. In HTC Vive navigation, fishing mode is preferred rather than flying mode. Grasp method performs better than proxy method in virtual construction operations. A virtual observation scale close to body-and-mockup in real world performs best.
APA, Harvard, Vancouver, ISO, and other styles
22

Borrego, Adrián, Jorge Latorre, Mariano Alcañiz, and Roberto Llorens. "Comparison of Oculus Rift and HTC Vive: Feasibility for Virtual Reality-Based Exploration, Navigation, Exergaming, and Rehabilitation." Games for Health Journal 7, no. 3 (June 2018): 151–56. http://dx.doi.org/10.1089/g4h.2017.0114.

Full text
APA, Harvard, Vancouver, ISO, and other styles
23

Borglund, Filip, Michael Young, Joakim Eriksson, and Anders Rasmussen. "Feedback from HTC Vive Sensors Results in Transient Performance Enhancements on a Juggling Task in Virtual Reality." Sensors 21, no. 9 (April 23, 2021): 2966. http://dx.doi.org/10.3390/s21092966.

Full text
Abstract:
Virtual reality headsets, such as the HTC Vive, can be used to model objects, forces, and interactions between objects with high perceived realism and accuracy. Moreover, they can accurately track movements of the head and the hands. This combination makes it possible to provide subjects with precise quantitative feedback on their performance while they are learning a motor task. Juggling is a challenging motor task that requires precise coordination of both hands. Professional jugglers throw objects so that the arc peaks just above head height, and they time their throws so that the second ball is thrown when the first ball reaches its peak. Here, we examined whether it is possible to learn to juggle in virtual reality and whether the height and the timing of the throws can be improved by providing immediate feedback derived from the motion sensors. Almost all participants became better at juggling in the ~30 min session: the height and timing of their throws improved and they dropped fewer balls. Feedback on height, but not timing, improved performance, albeit only temporarily.
APA, Harvard, Vancouver, ISO, and other styles
24

Shelstad, William J., Dustin C. Smith, and Barbara S. Chaparro. "Gaming on the Rift: How Virtual Reality Affects Game User Satisfaction." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 61, no. 1 (September 2017): 2072–76. http://dx.doi.org/10.1177/1541931213602001.

Full text
Abstract:
Virtual reality (VR) headsets like the Oculus Rift, HTC Vive, and PlayStation VR can provide a unique experience different from traditional computer monitors. Research demonstrates some support for VR resulting in more immersive gaming than traditional games using a computer or TV monitor. This study investigates how VR technology impacts game user satisfaction. Participants played the same strategy video game using the Oculus Rift, a VR headset, and a computer monitor. Game user satisfaction was measured by the psychometrically validated Game User Experience Satisfaction Scale (GUESS) which consists of nine constructs. Results from this study showed that VR enhanced overall satisfaction, enjoyment, engrossment, creativity, sound, and graphics quality.
APA, Harvard, Vancouver, ISO, and other styles
25

Kaleja, Pavol, and Mária Kozlovská. "Virtual Reality as Innovative Approach to the Interior Designing." Selected Scientific Papers - Journal of Civil Engineering 12, no. 1 (June 27, 2017): 109–16. http://dx.doi.org/10.1515/sspjce-2017-0011.

Full text
Abstract:
Abstract We can observe significant potential of information and communication technologies (ICT) in interior designing field, by development of software and hardware virtual reality tools. Using ICT tools offer realistic perception of proposal in its initial idea (the study). A group of real-time visualization, supported by hardware tools like Oculus Rift HTC Vive, provides free walkthrough and movement in virtual interior with the possibility of virtual designing. By improving of ICT software tools for designing in virtual reality we can achieve still more realistic virtual environment. The contribution presented proposal of an innovative approach of interior designing in virtual reality, using the latest software and hardware ICT virtual reality technologies
APA, Harvard, Vancouver, ISO, and other styles
26

Pranata, Made Aditya, Gede Saindra Santyadiputra, and I. Gede Partha Sindu. "Rancangan Game Balinese Fruit Shooter Berbasis Virtual Reality Sebagai Media Pembelajaran." Jurnal Nasional Pendidikan Teknik Informatika (JANAPATI) 6, no. 3 (January 4, 2018): 256. http://dx.doi.org/10.23887/janapati.v6i3.11994.

Full text
Abstract:
Komoditas buah-buahan Bali berada pada situasi yang sulit karena harus bersaing dengan buah impor yang keberadaannya begitu menjamur. Beberapa jenis buah yang dulu sangat populer di masyarakat, saat ini sudah mulai jarang ditemukan. Generasi sekarang lebih mengenal berbagai buah impor daripada buah lokal khususnya di Bali [1]. Oleh karena itu diperlukan adanya media yang digunakan untuk memperkenalkan buah lokal Bali, salah satunya adalah media pemebelajaran Tujuan dari penelitian ini adalah untuk memperkenalkan buah lokal Bali kepada generasi muda khususnya anak-anak TK melalui game dan membantu proses pembelajaran di TK (Taman Kanak Kanak) dengan sub tema buah-buahan. Pengembangan aplikasi ini ditunjukkan kepada anak-anak TK agar dapat memotivasi minat belajar, menambah wawasan terkait dengan buah lokal Bali, memperkenalkan buah lokal Bali kepada anak-anak TK, serta memberikan gambaran bentuk dari buah lokal Bali. Rancangan game Balinese Fruit Shooter berbasis Virtual Reality sebagai media pembelajaran menggunakan model ADDIE yang terdiri dari lima langkah, yaitu Analisis (Analyze), Desain (Design), Pengembangan (Development), Implementasi (Implementation), Evaluasi (Evaluation). Pada model ini memberikan kesempatan untuk melakukan evaluasi dan revisi secara terus menerus dalam setiap fase yang dilalui, sehingga produk yang dihasilkan menjadi produk yang valid. Hasil akhir dari penelitian ini berupa aplikasi game Balinese Fruit Shooter berbasis Virtual Reality tentang game menembak buah lokal Bali berdasarkan warna sebagai pengenalan buah lokal Bali untuk anak usia dini yang dapat dimainkan melalui komputer dengan alat HTC VIVE. Berdasarkan hasil yang diperoleh dapat disimpulkan bahwa game Balinese Fruit Shooter, dapat digunakan untuk pembelajaran dengan sub tema buah-buahan. Hal ini dapat dilihat dari kriteria yang didapat dari hasil pengujian kebenaran proses 96%, pengujian kelayakan sebagai game edukasi pengenalan buah lokal Bali 95%, pengujian ahli media 96,5%, dan pengujian ahli isi 97,5%.Kata Kunci – Virtual Reality, HTC VIVE, 3D, game
APA, Harvard, Vancouver, ISO, and other styles
27

Guo, Haitao, and Yunsick Sung. "Movement Estimation Using Soft Sensors Based on Bi-LSTM and Two-Layer LSTM for Human Motion Capture." Sensors 20, no. 6 (March 24, 2020): 1801. http://dx.doi.org/10.3390/s20061801.

Full text
Abstract:
The importance of estimating human movement has increased in the field of human motion capture. HTC VIVE is a popular device that provides a convenient way of capturing human motions using several sensors. Recently, the motion of only users’ hands has been captured, thereby greatly reducing the range of motion captured. This paper proposes a framework to estimate single-arm orientations using soft sensors mainly by combining a Bi-long short-term memory (Bi-LSTM) and two-layer LSTM. Positions of the two hands are measured using an HTC VIVE set, and the orientations of a single arm, including its corresponding upper arm and forearm, are estimated using the proposed framework based on the estimated positions of the two hands. Given that the proposed framework is meant for a single arm, if orientations of two arms are required to be estimated, the estimations are performed twice. To obtain the ground truth of the orientations of single-arm movements, two Myo gesture-control sensory armbands are employed on the single arm: one for the upper arm and the other for the forearm. The proposed framework analyzed the contextual features of consecutive sensory arm movements, which provides an efficient way to improve the accuracy of arm movement estimation. In comparison with the ground truth, the proposed method estimated the arm movements using a dynamic time warping distance, which was the average of 73.90% less than that of a conventional Bayesian framework. The distinct feature of our proposed framework is that the number of sensors attached to end-users is reduced. Additionally, with the use of our framework, the arm orientations can be estimated with any soft sensor, and good accuracy of the estimations can be ensured. Another contribution is the suggestion of the combination of the Bi-LSTM and two-layer LSTM.
APA, Harvard, Vancouver, ISO, and other styles
28

Sproule, David, Rosemarie Figueroa Jacinto, Steve Rundell, Jacob Williams, Sam Perlmutter, and Steve Arndt. "Characterization of Visual Acuity and Contrast Sensitivity using Head-Mounted Displays in a Virtual Environment: A Pilot Study." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 63, no. 1 (November 2019): 547–51. http://dx.doi.org/10.1177/1071181319631488.

Full text
Abstract:
Virtual reality (VR) and personal head-mounted displays (HMDs) can be a viable tool for the presentation of scientifically accurate and valid demonstrative data in the courtroom. However, the capabilities and limitations of the technology need to be fully characterized. The current pilot study evaluated visual acuity and contrast sensitivity using two commercially available HMDs (Oculus Rift and HTC Vive Pro). Preliminary findings indicated that visual acuity and contrast sensitivity experienced in VR may be less than what is experienced in real-world scenarios. The current pilot study provides a quantitative approach for characterizing the limitations of VR with respect to visual acuity and contrast sensitivity, and provides recommendations for the appropriate use of this technology when performing forensic investigations and developing visualization tools.
APA, Harvard, Vancouver, ISO, and other styles
29

S, Smys. "VIRTUAL REALITY GAMING TECHNOLOGY FOR MENTAL STIMULATION AND THERAPY." Journal of Information Technology and Digital World 01, no. 01 (September 14, 2019): 19–26. http://dx.doi.org/10.36548/jitdw.2019.1.003.

Full text
Abstract:
Requirement for rehabilitation from injuries is a major requirement for several victims of injury and trauma in recent days. Several mechanisms for patient engagement such as videogames and so on are developed for therapy and mental simulation. In this paper, a Virtual Reality (VR) gaming system is developed integrating electromyography (EMG) signals and integrating motion capture. Yei-3 space sensors or Azure Kinect, Myo armband and Saitek’s rudder foot pedal provides the inputs to the motion capture system. The user input is measured in terms of bicep or muscle efforts. A HTC Vive VR headset is used that is synchronised with the sensors for the videogame sequence controls. The system is tested on 15 subjects and provided 96% accurate control results.
APA, Harvard, Vancouver, ISO, and other styles
30

Bauer, Peter, Werner Lienhart, and Samuel Jost. "Accuracy Investigation of the Pose Determination of a VR System." Sensors 21, no. 5 (February 25, 2021): 1622. http://dx.doi.org/10.3390/s21051622.

Full text
Abstract:
The usage of VR gear in mixed reality applications demands a high position and orientation accuracy of all devices to achieve a satisfying user experience. This paper investigates the system behaviour of the VR system HTC Vive Pro at a testing facility that is designed for the calibration of highly accurate positioning instruments like geodetic total stations, tilt sensors, geodetic gyroscopes or industrial laser scanners. Although the experiments show a high reproducibility of the position readings within a few millimetres, the VR system has systematic effects with magnitudes of several centimetres. A tilt of about 0.4° of the reference plane with respect to the horizontal plane was detected. Moreover, our results demonstrate that the tracking algorithm faces problems when several lighthouses are used.
APA, Harvard, Vancouver, ISO, and other styles
31

Budi, Agus Setyo, Dadan Sumardani, Dewi Muliyati, Fauzi Bakri, Po-Sheng Chiu, Mutoharoh Mutoharoh, and Marlinda Siahaan. "Virtual Reality Technology in Physics Learning: Possibility, Trend, and Tools." Jurnal Penelitian & Pengembangan Pendidikan Fisika 7, no. 1 (July 19, 2021): 23–34. http://dx.doi.org/10.21009/1.07103.

Full text
Abstract:
This study aims to disclose how virtual reality technology has been applied to studies of learning and the possibility of virtual reality by reviewing studies that have employed the virtual reality approach. A total of 15 papers were selected from the Scopus Index database from 2015 to 2020. Content analysis showed that virtual reality and physics learning had received the most attention under the theme of student perception, especially in self-efficacy and experience, followed by satisfaction, motivation, and engagement. Trends of research development show that the use of virtual reality has proliferated recently. Moreover, HTC Vive is the most powerful device to conduct the VR study for the tool device. This study concludes that virtual reality technology provides a promising media for educational researchers.
APA, Harvard, Vancouver, ISO, and other styles
32

Casey, Peter, Rebecca Lindsay-Decusati, Ibrahim Baggili, and Frank Breitinger. "Inception: Virtual Space in Memory Space in Real Space – Memory Forensics of Immersive Virtual Reality with the HTC Vive." Digital Investigation 29 (July 2019): S13—S21. http://dx.doi.org/10.1016/j.diin.2019.04.007.

Full text
APA, Harvard, Vancouver, ISO, and other styles
33

., Robby Wijaya Khoerniawan, I. Made Putrama, S. T. ,. M. Tech ., and Dr Ketut Agustini, S. Si, M. Si . "Game Edukasi Penjelajah Berbasis Virtual Reality." Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika (KARMAPATI) 7, no. 1 (February 26, 2018): 20. http://dx.doi.org/10.23887/karmapati.v7i1.13592.

Full text
Abstract:
Tujuan dari penelitian ini adalah untuk mengembangkan sebuah aplikasi permainan edukasi “Penjelajah” Pengenalan Benda-Benda Pra Sejarah Berbasis Virtual Reality. Adapun tujuan dari pengembangan permainan ini adalah untuk membantu pelajar dan mahasiswa dalam mengenali dan mempelajari benda-benda prasejarah di Indonesia. Fitur utama dari permainan ini yaitu pemain dapat melihat bentuk, nama, dan juga deskripsi dari benda prasejarah yang ditemukan dan juga terdapat ruangan museum mini yang berisikan benda-benda prasejarah yang telah didapatkan selama permainan. Pengembangan permainan edukasi “Penjelajah” ini menggunakan model ADDIE. Ada lima tahap dalam model ADDIE yaitu Analisis (Analyze), Desain (Design), Pengembangan (Development), Implementasi (Implementation), dan Evaluasi (Evaluation). Pengembangan produk dengan model ini dapat menghasilkan produk yang baik, karena pada setiap fase yang dilalui dapat melakukan evaluasi dan revisi. Pengujian untuk mengetahui respon masyarakat setelah menggunakan permainan edukasi “Penjelajah” ini dilakukan dengan metode angket dan memiliki hasil dengan persentase rata-rata sebesar 91.81% yang artinya aplikasi masuk kategori baik.Kata Kunci : Virtual Reality, Benda Pra Sejarah, 3D, HTC Vive, ADDIE The purpose of this research is to develop an education game named “Penjelajah” about the Introduction of Indonesian Prehistoric Artifacts Based on Virtual Reality. This game can help the student and colleger to learn prehistoric artifacts in Indonesia. The features are player can see the object, name, and description of prehistoric artifacts found and there’s a museum room containing prehistoric items that have been obtained. The development of this “Penjelajah” Education Game is using ADDIE model. There are five stages in the ADDIE model: Analyze, Design, Development, Implementation, and Evaluation. The development of this model can produce a good product, because in every phase which passable can do evaluation and revision. Testing to determine the response of the public after using this “Penjelajah” Education Game, done with the questionnaire method and has a result with an average percentage of 91.81% which means the application is in a good category.keyword : Virtual Reality, Pre Historic Artifact, 3D, HTC Vive, ADDIE
APA, Harvard, Vancouver, ISO, and other styles
34

Pirker, Johanna, Isabel Lesjak, and Christian Gütl. "An Educational Physics Laboratory in Mobile Versus Room Scale Virtual Reality – A Comparative Study." International Journal of Online Engineering (iJOE) 13, no. 08 (August 4, 2017): 106. http://dx.doi.org/10.3991/ijoe.v13i08.7371.

Full text
Abstract:
The emergence of new digital tools supporting immersive and engaging learning through Virtual Reality is opening up new paths for both distance, but also classroom learning. In this article we discuss the virtual physics laboratory “Maroon” and discuss experiences with Maroon in a cost-effective mobile setup with a mobile VR experience through Samsung GEAR and compare it with a more interactive VR experience with room-scale VR with HTC Vive. We describe a comparative evaluation of these two setups in order to identify chances and challenged of both setups. First results indicate more flexibility and portability through the mobile setup, while the room-scale setup profits of a highly interactive and hands-on experience. We discuss and compare the two setups based on immersion, engagement, presence, and motivation.
APA, Harvard, Vancouver, ISO, and other styles
35

Holubek, Radovan, Roman Ružarovský, and Daynier Rolando Delgado Sobrino. "Using Virtual Reality as a Support Tool for the Offline Robot Programming." Research Papers Faculty of Materials Science and Technology Slovak University of Technology 26, no. 42 (June 1, 2018): 85–91. http://dx.doi.org/10.2478/rput-2018-0010.

Full text
Abstract:
Abstract The present article focuses on the possibilities of using Virtual Reality (VR) as a supporting tool by using the offline programming method for industrial robots. The philosophy of using such a process is hierarchically linked to the observance of methodological procedures for the proposal new workstations with using industrial robots. First, it is necessary to develop CAD models of the projected workplace, which can be imported into a suitable simulation environment for the creation of robotic simulations with support for visualization to the immersive VR environment. In our case, the CAD software Catia was used to develop a workstation, followed by integration of the CAD database into the simulation environment of Process Simulate (PS). Support for the visualization in the immersive environment of the Virtual Reality of Process Simulate was vested using the glasses headset HTC VIVE.
APA, Harvard, Vancouver, ISO, and other styles
36

Bendell, Rhyse, Gabrielle Vasquez, Andrew B. Talone, and Florian Jentsch. "Evaluation and Benefits of Head-Mounted Display Systems for HRI Research." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 62, no. 1 (September 2018): 1484–88. http://dx.doi.org/10.1177/1541931218621336.

Full text
Abstract:
The intent of this evaluation is to describe the unique benefits that may be provided to human robot interaction (HRI) researchers by the capabilities of commercially available binocular head-mounted displays (HMDs) and associated handheld controllers. Three popular HMDs (Oculus Rift, HTC Vive, and Google Daydream) were compared across eight factors: cost, head tracking fidelity, visual resolution, user mobility, hand tracking fidelity, number of input modes, adaptability of input, and provided tracking space. Each of these elements was considered in the context of their relevance to the field of HRI, and potential importance for conducting research in immersive virtual reality (IVR). A Pugh chart was developed to succinctly compare the pros and cons of each headset alongside a description of IVR tasks for HRI military research as well as examples taken from work currently being conducted in our lab.
APA, Harvard, Vancouver, ISO, and other styles
37

Campo-Prieto, Pablo, Gustavo Rodríguez-Fuentes, and José Mª Cancela-Carral. "Immersive Virtual Reality Exergame Promotes the Practice of Physical Activity in Older People: An Opportunity during COVID-19." Multimodal Technologies and Interaction 5, no. 9 (September 1, 2021): 52. http://dx.doi.org/10.3390/mti5090052.

Full text
Abstract:
Life expectancy has increased in recent years. Physical activity has been postulated as a key element in active aging strategies. However, adherence to physical exercise programs has traditionally been low among the elderly, and the current situation of the COVID-19 pandemic has added extra impediments. Immersive virtual reality (IVR) devices could motivate this population to practice exercise. This study aimed to analyse the use of IVR exergames as a tool to facilitate physical exercise in older people. Four healthy older adults (males, 65–77 years) participated in the study. They carried out two exergaming sessions with HTC Vive ProTM. Outcomes were evaluated using the Simulator Sickness Questionnaire (SSQ), System Usability Scale (SUS), Game Experience Questionnaire (GEQ post-game module), an ad hoc satisfaction questionnaire, and perceived effort. All participants completed the sessions without adverse effects, with no SSQ symptoms reported. SUS scores were high in both sessions (SUS > 85/100). Post-game GEQ scores were 3.08–3.41/4 (positive experiences) and 0.08–0.16/4 (negative experiences). Opinions showed high levels of satisfaction with the experience. Exergaming programs, based on commercial head-mounted displays, are a feasible alternative to traditional senior exercise, and could be a solution to the current situation that has arisen from the impact of the COVID-19 pandemic.
APA, Harvard, Vancouver, ISO, and other styles
38

Stein, Niklas, Diederick C. Niehorster, Tamara Watson, Frank Steinicke, Katharina Rifai, Siegfried Wahl, and Markus Lappe. "A Comparison of Eye Tracking Latencies Among Several Commercial Head-Mounted Displays." i-Perception 12, no. 1 (January 2021): 204166952098333. http://dx.doi.org/10.1177/2041669520983338.

Full text
Abstract:
A number of virtual reality head-mounted displays (HMDs) with integrated eye trackers have recently become commercially available. If their eye tracking latency is low and reliable enough for gaze-contingent rendering, this may open up many interesting opportunities for researchers. We measured eye tracking latencies for the Fove-0, the Varjo VR-1, and the High Tech Computer Corporation (HTC) Vive Pro Eye using simultaneous electrooculography measurements. We determined the time from the occurrence of an eye position change to its availability as a data sample from the eye tracker (delay) and the time from an eye position change to the earliest possible change of the display content (latency). For each test and each device, participants performed 60 saccades between two targets 20° of visual angle apart. The targets were continuously visible in the HMD, and the saccades were instructed by an auditory cue. Data collection and eye tracking calibration were done using the recommended scripts for each device in Unity3D. The Vive Pro Eye was recorded twice, once using the SteamVR SDK and once using the Tobii XR SDK. Our results show clear differences between the HMDs. Delays ranged from 15 ms to 52 ms, and the latencies ranged from 45 ms to 81 ms. The Fove-0 appears to be the fastest device and best suited for gaze-contingent rendering.
APA, Harvard, Vancouver, ISO, and other styles
39

Feng, Eric, and Xijin Ge. "DataViz: visualization of high-dimensional data in virtual reality." F1000Research 7 (October 23, 2018): 1687. http://dx.doi.org/10.12688/f1000research.16453.1.

Full text
Abstract:
Virtual reality (VR) simulations promote interactivity and immersion, and provide an opportunity that may help researchers gain insights from complex datasets. To explore the utility and potential of VR in graphically rendering large datasets, we have developed an application for immersive, 3-dimensional (3D) scatter plots. Developed using the Unity development environment, DataViz enables the visualization of high-dimensional data with the HTC Vive, a relatively inexpensive and modern virtual reality headset available to the general public. DataViz has the following features: (1) principal component analysis (PCA) of the dataset; (2) graphical rendering of said dataset’s 3D projection onto its first three principal components; and (3) intuitive controls and instructions for using the application. As a use case, we applied DataViz to visualize a single-cell RNA-Seq dataset. DataViz can help gain insights from complex datasets by enabling interaction with high-dimensional data.
APA, Harvard, Vancouver, ISO, and other styles
40

Heeter, Carrie, Tom Day, and Leticia Cherchiglia. "Interoceptive Awareness: The ‘Being’ Dimension of ‘Being There’ in Virtual Worlds." Interacting with Computers 32, no. 1 (January 2020): 1–16. http://dx.doi.org/10.1093/iwc/iwaa001.

Full text
Abstract:
Abstract We conducted an exploratory study to introduce, operationalize and test a theoretical conceptualization of interoceptive awareness (IA) in virtual worlds that aligns with neurobiological explanations of interoception. We examined the relationship between IA and the self-location subdimension of spatial presence. Experimental subjects experienced either a 10-min meditation designed to activate IA or a control condition designed to encourage mind wandering. Participants either wore a virtual reality (VR) headset (Samsung Gear VR or HTC Vive) or had their eyes closed. Results suggest that (i) IA was not different between eyes closed or eyes open in VR; (ii) VR display technology did not influence IA; and (iii) higher IA and visual clarity were associated with significantly stronger feelings of spatial presence, whereas display technology had no relationship to spatial presence. Further examination of the role of IA in virtual worlds experiences is warranted.
APA, Harvard, Vancouver, ISO, and other styles
41

Boot, Walter R., Andrew Dilanchian, and Ronald Andringa. "EXPLORING OLDER ADULTS’ PERCEPTIONS OF PRESENCE AND IMMERSION IN DIVERSE VIRTUAL ENVIRONMENTS." Innovation in Aging 3, Supplement_1 (November 2019): S239—S240. http://dx.doi.org/10.1093/geroni/igz038.895.

Full text
Abstract:
Abstract Virtual Reality (VR) holds great promise for enhancing the health, well-being, and skills of older adults. However, VR solutions must consider the age-related “digital divide;”many older adults have less experience and proficiency with a number of newer technologies, which may serve as a barrier. Older adults especially have less experience with virtual environments, an experience many younger adults have acquired through video gaming. This study compared younger and older adults’ perceptions of immersion and presence in a series of diverse virtual environments using the HTC Vive. Participants experienced a VR meditation task, “indoor" and “outdoor” navigation tasks, and a fast-paced action game. Importantly, younger and older adults reported similarly high experiences of immersion and presence within virtual environments, and contrary to expectations, older adults reported fewer symptoms of cybersickness. Results suggest VR as a promising tool to promote the health and well-being of older adults.
APA, Harvard, Vancouver, ISO, and other styles
42

Cherni, Heni, Souliman Nicolas, and Natacha Métayer. "Using virtual reality treadmill as a locomotion technique in a navigation task: Impact on user experience – case of the KatWalk." International Journal of Virtual Reality 21, no. 1 (May 18, 2021): 1–14. http://dx.doi.org/10.20870/ijvr.2021.21.1.3046.

Full text
Abstract:
This paper reports empirical results from a study on the impact of the KatWalk virtual reality omnidirectional treadmill on the user experience. The omnidirectional treadmill is a mechanical device, that allows the user to perform locomotive motion in any direction, allowing for 360 degrees of horizontal movement. This locomotion method appeared as a potential solution of the locomotion problem in virtual reality after the emergence and the democratization of the new generation of head-mounted display systems such as HTC Vive and Oculus Rit. However, little empirical work has been done to test the efficiency of the tool as a locomotion technique in virtual environments. Twenty-four subjects (13 females, mean age = 30.38, SD = 6.32) participated in the experiment. Results showed that the tool is suitable for traveling in virtual environments seen through head-mounted display systems, whether they are composed of plan or bumpy ground, with or without obstacles.
APA, Harvard, Vancouver, ISO, and other styles
43

Kontos, D., and A. Georgopoulos. "PERFORMING 3D MEASUREMENTS IN A VR ENVIRONMENT." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLIII-B2-2020 (August 12, 2020): 863–70. http://dx.doi.org/10.5194/isprs-archives-xliii-b2-2020-863-2020.

Full text
Abstract:
Abstract. In the context of this paper, a virtual reality application that allows each user to perform basic topographic processes on an already created 3D model inside a virtual environment was developed. Specifically, it is an application that allows the user to perform measurements of distances between two points in three-dimensional space and measurement and extraction of the three-dimensional coordinates of any point inside the virtual reality environment. Furthermore, the created application was evaluated in terms of its functionality, its usability and metric accuracy. Before the developing stage a research was done in order to determine which virtual reality system and which game engine is most suitable to use and finally the HTC Vive® virtual reality system and the Unreal Engine 4 game engine were used. Before all that, the concept of the virtual reality science was defined and also the virtual reality technologies in today's world were analyzed.
APA, Harvard, Vancouver, ISO, and other styles
44

Wang, Mingming, Anjali Jogeshwar, Gabriel J. Diaz, Jeff B. Pelz, and Susan Farnand. "Demonstration of a Virtual Reality Driving Simulation Platform." Electronic Imaging 2020, no. 9 (January 26, 2020): 39–1. http://dx.doi.org/10.2352/issn.2470-1173.2020.9.iqsp-039.

Full text
Abstract:
A virtual reality (VR) driving simulation platform has been built for use in addressing multiple research interests. This platform is a VR 3D engine (Unity © ) that provides an immersive driving experience viewed in an HTC Vive © head-mounted display (HMD). To test this platform, we designed a virtual driving scenario based on a real tunnel used by Törnros to perform onroad tests [1] . Data from the platform, including driving speed and lateral lane position, was compared the published on-road tests. The correspondence between the driving simulation and onroad tests is assessed to demonstrate the ability of our platform as a research tool. In addition, the drivers’ eye movement data, such as 3D gaze point of regard (POR), will be collected during the test with an Tobii © eye-tracker integrated in the HMD. The data set will be analyzed offline and examined for correlations with driving behaviors in future study.
APA, Harvard, Vancouver, ISO, and other styles
45

Naranjo, Jose E., Diego G. Sanchez, Angel Robalino-Lopez, Paola Robalino-Lopez, Andrea Alarcon-Ortiz, and Marcelo V. Garcia. "A Scoping Review on Virtual Reality-Based Industrial Training." Applied Sciences 10, no. 22 (November 20, 2020): 8224. http://dx.doi.org/10.3390/app10228224.

Full text
Abstract:
The fourth industrial revolution has forced most companies to technologically evolve, applying new digital tools, so that their workers can have the necessary skills to face changing work environments. This article presents a scoping review of the literature on virtual reality-based training systems. The methodology consisted of four steps, which pose research questions, document search, paper selection, and data extraction. From a total of 350 peer-reviewed database articles, such as SpringerLink, IEEEXplore, MDPI, Scopus, and ACM, 44 were eventually chosen, mostly using the virtual reality haptic glasses and controls from Oculus Rift and HTC VIVE. It was concluded that, among the advantages of using this digital tool in the industry, is the commitment, speed, measurability, preservation of the integrity of the workers, customization, and cost reduction. Even though several research gaps were found, virtual reality is presented as a present and future alternative for the efficient training of human resources in the industrial field.
APA, Harvard, Vancouver, ISO, and other styles
46

Torkashvanda, G., M. Li, and P. Vink. "Concept evaluation of a new aircraft passenger privacy bubble using virtual prototyping: A Human-Centered Design framework." Work 68, s1 (January 8, 2021): S231—S238. http://dx.doi.org/10.3233/wor-208020.

Full text
Abstract:
BACKGROUND: The Human-Centered Design methodology advocates VR prototyping, as an effective tool to evaluate concepts in a cost-efficient, time-saving way. It is the question of whether it works in the development of a product intended to increase privacy while flying. OBJECTIVE: The current study aims at the application of virtual reality on the evaluation of a new privacy bubble called PRIVA for the passenger cabin. METHODS: An interactive VR was created and aligned with the HTC VIVE headset. 40 participants took part in the experiment as well as in the post-experiment survey. RESULTS: The concept was in overall, desirable as it was perceived to be more private, comfortable, satisfactory, effective, and appealing to participants compared to the current seat experiences. It was also perceived as more satisfactory with regards to the activities. CONCLUSIONS: The VR was effective, although there are limitations, the product seems promising and should be developed further.
APA, Harvard, Vancouver, ISO, and other styles
47

Crowson, Aaron, Zachary H. Pugh, Michael Wilkinson, and Christopher B. Mayhorn. "Who is in the Room? Notification for Intrusions While in Virtual Reality." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 64, no. 1 (December 2020): 521–25. http://dx.doi.org/10.1177/1071181320641118.

Full text
Abstract:
The development of head-mounted display virtual reality systems (e.g., Oculus Rift, HTC Vive) has resulted in an increasing need to represent the physical world while immersed in the virtual. Current research has focused on representing static objects in the physical room, but there has been little research into notifying VR users of changes in the environment. This study investigates how different sensory modalities affect noticeability and comprehension of notifications designed to alert head-mounted display users when a person enters his/her area of use. In addition, this study investigates how the use of an orientation type notification aids in perception of alerts that manifest outside a virtual reality users’ visual field. Results of a survey indicated that participants perceived the auditory modality as more effective regardless of notification type. An experiment corroborated these findings for the person notifications; however, the visual modality was in practice more effective for orientation notifications.
APA, Harvard, Vancouver, ISO, and other styles
48

Almousa, Omamah, Joana Prates, Noor Yeslam, Dougal Mac Gregor, Junsong Zhang, Viet Phan, Marc Nielsen, Richard Smith, and Karim Qayumi. "Virtual Reality Simulation Technology for Cardiopulmonary Resuscitation Training: An Innovative Hybrid System With Haptic Feedback." Simulation & Gaming 50, no. 1 (January 2, 2019): 6–22. http://dx.doi.org/10.1177/1046878118820905.

Full text
Abstract:
Objective. Although cardiopulmonary resuscitation (CPR) skills are lifesaving skills, the gap between awareness and actual training remains significant. Advances in technology are shaping the future of education and innovative learning solutions are essential to facilitate effective and accessible training. This project objective is to develop a self-directed educational system for hands-on CPR training using virtual reality (VR) technology. Methods. HTC VIVE was the chosen VR engine, and Unity3D was the software used for development. CPR skills including chest compressions, rescue breathing, and automated external defibrillator (AED) are taught in VR through focused instructions, demonstrations, and simulated interactive scenarios with hands-on training sessions. A tracking system was designed using virtual planes and VIVE-Tracker for accurate measurements of chest compressions (rate, depth, and recoil), hands’ position and AED. A real mannequin was integrated in the VR space and overlaid with virtual 3D-human model for realistic haptic feedback and hands-on training. VIVE-controller was used for precise calibration between the mannequin location in real environment and the virtual human model in VR space. Results. The VR-CPR prototype was designed to be generic, approachable, and easy to follow. Realism and interaction were achieved through 3D virtual scenes simulating common sites at which cardiac arrest may occur. Variety in scenarios and gamification features like scoring and difficulty levels of training were made to enhance users’ engagement. The VR-mannequin hybrid system enabled quality training and immersive learning experience. Further, real-time feedback and scoring system are built for self-directed learning and optimal performance. Conclusions. The developed VR-hybrid product is a structured educational tool for hands-on CPR training and ongoing practice. This innovative technology provides self-directed learning with no restrictions of time, place, or personnel, which are the main challenges with current traditional courses. This product is a promising CPR training initiative in the evolution of digital education.
APA, Harvard, Vancouver, ISO, and other styles
49

Cwierz, Halina C., Francisco Diaz-Barrancas, Pedro J. Pardo, Angel Luis Perez, and Maria Isabel Suero. "Application of spectral computing technics for color vision testing using virtual reality devices." Electronic Imaging 2020, no. 15 (January 26, 2020): 260–1. http://dx.doi.org/10.2352/issn.2470-1173.2020.15.color-237.

Full text
Abstract:
Color deficiency tests are well known all over the world. However, there are not applications that attempt to simulate these tests with total color accuracy in virtual reality using spectral color computing. In this work a study has been made of the tools that exist in the market in VR environments to simulate the experience of users suffering from color vision deficiencies (CVD) and the VR tools that detect CVD. A description of these tools is provided and a new proposal is presented, developed using Unity Game Engine software and HTC Vive VR glasses as Head Mounted Display (HMD). The objective of this work is to assess the ability of normal and defective observers to discriminate color by means of a color arrangement test in a virtual reality environment. The virtual environment that has been generated allows observers to perform a virtual version of the Farnsworth-Munsell 100 Hue (FM 100) color arrangement test. In order to test the effectiveness of the virtual reality test, experiments have been carried out with real users, the results of which we will see in this paper.
APA, Harvard, Vancouver, ISO, and other styles
50

Maciejewski, Marcin, Marek Piszczek, Mateusz Pomianek, and Norbert Pałka. "Optoelectronic tracking system for shooting simulator - tests in a virtual reality application." Photonics Letters of Poland 12, no. 2 (July 1, 2020): 61. http://dx.doi.org/10.4302/plp.v12i2.1025.

Full text
Abstract:
We present test results of an authorial tracking device developed in the SteamVR system, optimized for use in a missile launcher shooting simulator. Data for analysis was collected using the virtual reality training application, with the launcher set on a stable tripod and held by a trainee who executed two scenarios with static and movable targets. The analysis of experimental data confirms that the SteamVR system together with the developed tracker can be successfully implemented in the virtual shooting simulator. Full Text: PDF ReferencesD. Bogatinov, P. Lameski, V. Trajkovik, K.M. Trendova, "Firearms training simulator based on low cost motion tracking sensor", Multimed. Tools Appl. 76(1) (2017) CrossRef D.C. Niehorster, L. Li, M. Lappe, "The Accuracy and Precision of Position and Orientation Tracking in the HTC Vive Virtual Reality System for Scientific Research", Iperception. 8(3) (2017) CrossRef A. Yates, J. Selan, POSITIONAL TRACKING SYSTEMS AND METHODS. US20160131761A1, (2016) DirectLink P. Caserman, A. Garcia-Agundez, R. Konrad, S. Göbel, R. Steinmetz, Virtual Real. 23(2) (2019) 155-68. CrossRef
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!

To the bibliography