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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
The Oculus Rift is a new headset with a visor for VR. The Rift makes it possible for players to feel they have entered their favorite games and virtual worlds. The Rift uses customized tracking technology, to provide ultralow latency for 360° head movements, thereby allowing the user to look around the virtual world easily, just as one would do in real life. The Oculus Rift creates stereoscopic 3D viewing with excellent depth, scale, movement, and moving scenes (see Figure 9.7). The Oculus Rift provides a high-end VR experience at an affordable price. The combination of a wide field of vision with head tracking and stereoscopic 3D creates an immersive VR experience.
An Evaluation Model for the Design of Virtual Reality Systems
Published in Tugrul Daim, Marina Dabić, Yu-Shan Su, The Routledge Companion to Technology Management, 2023
In the “Meant to be Seen” 3D Forum, Oculus founder Palmer Freeman Luckey displayed a new HMD. At the time, it was a relatively efficient HMD on the market that was also affordable for gamers. Oculus Rift is a type of head-mounted VR device. Oculus Rift was financed and developed by Oculus VR i 2012. The company was acquired by Facebook in March 2014 and the product was launched on March 28, 2016. Oculus Rift was the first consumer-oriented head-mounted VR device on the market and it was the “first professional VR headgear for PC”. In addition to gaming entertainment, Oculus Rift supports media, social networking, and industrial applications (Wikipedia, 2021b).
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
Nowadays, creating and using virtual environments is possible with a variety of different technologies. The VR technologies most frequently employed in the literature are (large) 3D monitors, HMDs, and immersive rooms (Bouchard, 2011). Large monitors (specifically stereoscopic 3D monitors) may provide a compelling yet limited immersive experience and until recently were the least expensive solution. Both HMDs and immersive rooms provide a more powerful feeling of being immersed in the virtual environment. HMDs typically consist of goggles with small monitors mounted in front of each eye and a motion-tracking system that monitors the position and movements of the user’s head. In the literature, many authors analyze the issues of misperception that affect HMDs (Sharples, Cobb, Moody, & Wilson, 2008; Ukai & Howarth, 2008; Ukai & Kibe, 2003). Among the wide range of commercially available HMDs only a few are characterized by both affordable costs and good performance. The Oculus Rift, which is the HMD device studied in this article, is available for $599 and claims very high performance. A very different solution to create immersive VR environments is the immersive room, in particular the C-Automatic Virtual Environment, better known with its trademark name CAVE (Cruz-Neira, Sandin, & DeFanti, 1993; Li, Chang, Hsu, Kuo, & Way, 2001). The main drawback of this technology is that it consists of an expensive and room-size system, thus it cannot be easily employed in everyday or clinical use.
Towards the development of an intuitive teleoperation system for human support robot using a VR device
Published in Advanced Robotics, 2020
Jun Nakanishi, Shunki Itadera, Tadayoshi Aoyama, Yasuhisa Hasegawa
Figure 1 shows the configuration of our teleoperation system developed in this paper. As a user interface, we use Oculus Rift/Touch (Facebook Technologies, formerly Oculus VR), which is a commercially available VR headset (Oculus Rift) and a handheld motion controller (Oculus Touch). Figure 2 presents an overview of the system and the motion mapping between the user and the robot, and visual and haptic feedback provided to the user during teleoperation. According to the measured position and orientation of these devices, we control the corresponding DoFs of the robot so that the movement of the robot is synchronized with that of the user. We provide the user with the stereoscopic image around the robot projected on the head-mounted display (HMD) of the Oculus Rift headset and haptic feedback through vibration in the Oculus Touch controller according to the magnitude of the contact forces. The horizontal head position (2 DoFs) and the hand position/orientation (6 DoFs) of the user are mapped with the base and arm DoFs of the robot (total of 8 DoFs). The head pan/tilt motion of the robot is controlled to track the corresponding head orientation (2 DoFs) of the user. The open/close command for the gripper and the start/stop command for the suction pad will be given by a trigger and a button on the Oculus Touch device, respectively. In addition, the horizontal movement of the mobile base is commanded by the thumbstick and the direction of the rotation of the base is commanded by the buttons both via velocity control. By this way, it is possible to perform the coordinated whole-body control of HSR via hand and head movement of the user and navigation of the robot in the environment via joystick control at the same time.
Virtual Reality Interfaces for Interacting with Three-Dimensional Graphs
Published in International Journal of Human–Computer Interaction, 2019
Ugo Erra, Delfina Malandrino, Luca Pepe
The VR headset supported is based on Oculus Rift, released in 2016 by Oculus VR and developed principally for gaming. The success of its Kickstarter campaign in 2012 and the first version of the device reinvigorated interest in VR experiences and paved the way for more new head-mounted displays. Oculus Rift Consumer Version 1 (Oculus CV1) provides an extended (°) field of view, stereoscopic vision, and responsive head tracking. The device is easy to use, relatively inexpensive, and can be calibrated with a simple tool.