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User experience in VR systems
Published in Jennifer Whyte, Dragana Nikolić, Virtual Reality and the Built Environment, 2018
Jennifer Whyte, Dragana Nikolić
Recently, a new generation of VR devices has made VR environments increasingly accessible from home or the workplace (Slater, 2014). The crowd-sourced development of the Oculus Rift,3 initiated through a campaign in 2012, marked the start of a new generation of headsets with stereoscopic displays and six degrees of freedom. At the same time, new AR hardware was developed, and Google released its Google Glass headset4 that weighed 36g and featured a touchpad, camera and LED display. It was available in developer versions starting in 2013, but was discontinued shortly after 2015. Other headsets followed, with the HTC Vive5 offering an immersive VR experience, and Microsoft’s Holo-lens6 and Daqri7 headsets further demonstrating the potential for AR. Google Cardboard,8 released in 2014, provided a very low-end VR device that works with smartphones and is made of cardboard and two lenses. In addition, stereoscopic content has become available online through sites such as the 3D YouTube channel.9 Major game developers have also moved into virtual reality products, such as the Playstation VR10 headset and Samsung Gear VR11, and Apple has released ARKit, an application programming interface (API) to help developers build AR content.
3D Mobile Data Visualization
Published in Bongshin Lee, Raimund Dachselt, Petra Isenberg, Eun Kyoung Choe, Mobile Data Visualization, 2021
Lonni Besançon, Wolfgang Aigner, Magdalena Boucher, Tim Dwyer, Tobias Isenberg
Increasingly, dedicated immersive devices become available that were specifically created to be used in a mobile fashion. At the consumer end, Google Cardboard1 pioneered the notion of a simple holder and lenses to turn a modern smartphone into a VR headset. For professionals, commercial AR systems like Microsoft HoloLens are fully self-contained computing devices with dedicated graphics and computer vision hardware to provide stable augmented reality data overlays. These devices represent opportunities for new applications for 3D mobile data visualization that will permeate the way we work or potentially, our personal lives, as discussed in Section 4.9.
Virtual Reality Devices Applied to Digital Games
Published in Marcelo M. Soares, Francisco Rebelo, Ergonomics in Design Methods & Techniques, 2016
Breno Carvalho, Marcelo M. Soares, Andre Neves, Gabriel Soares, Anthony Lins
Google also developed its VR glass, presented in its I/O conference in 2014 and named Google CardBoard. The device uses smartphones as screens and leverages the accelerometer and gyroscope features of devices with the Android operating system. The structure is of cardboard and can be purchased online or built by the user following the specifications provided by the developer (Google, 2015).
Personalized Wearable Guides or Audio Guides: An Evaluation of Personalized Museum Guides for Improving Learning Achievement and Cognitive Load
Published in International Journal of Human–Computer Interaction, 2019
Jerry Chih-Yuan Sun, Shih-Jou Yu
Only the wearable guide group used wearable guide devices. The devices comprised Google Cardboard linked with smartphones. Google Cardboard is a new technology that was released by Google I/O in 2014. The goal of this platform is to enable more people to experience virtual reality (VR) by using the simple combination of a low-cost Google Cardboard device and a smartphone (Hasan & Yu, 2015). This study provided an innovative method of applying the original functionality of Google Cardboard. The smartphones’ Aurasma application was used to display the augmented reality materials, and the smartphones on Google Cardboards were worn by the participants, so that they would be able to see the various types of learning materials, including videos, images, and audio (see Figures 5 and 6). Wearable guide devices enable visitors to view the exhibited items or explore the exhibition hall. Further, the devices improve the correlation between the materials and exhibitions. In addition, they can provide visitors with a personalized, context-aware learning experience in which films can be viewed repetitively according to users’ personal needs. Their use also reduces waiting time and eliminates obscured vision when there are too many visitors.
The Perceptual Quality of the Oculus Rift for Immersive Virtual Reality
Published in Human–Computer Interaction, 2019
Manuela Chessa, Guido Maiello, Alessia Borsari, Peter J. Bex
In Experiment 3 the Oculus Rift was compared to two low-cost devices nowadays widely used to make users enjoy immersive VR scenarios: a Google Cardboard system and a 3DTV. Google Cardboard is a VR platform developed by Google for use with a head-mounted mobile phone. Its name comes from the foldout cardboard viewer, which can be bought online for $20. The Google Cardboard platform does not, however, require a specific smartphone mount; users may either build their own viewer from simple, low-cost components using specifications published by Google or purchase a viewer manufactured by a third party. In this article, we have used a compatible cardboard mount manufactured by Afunta (http://www.afunta.com/), which conveniently included an adjustable head strap. The mobile phone employed for the Google Cardboard system was a Samsung Galaxy S5 smartphone running on Android 5.0 with a 5.1-in. (13-cm) AMOLED display running at 60 Hz with 1920 × 1080 resolution. The lenses of Google Cardboard devices are designed for an 80º circular total field of view.