Oculus Rift Test Requirements
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Cybersickness in Head-Mounted Displays Is Caused by Differences in the User's Virtual and Physical Head Pose
University of Wollongong Research Online Faculty of Arts, Social Sciences and Humanities - Papers Faculty of Arts, Social Sciences & Humanities January 2020 Cybersickness in Head-Mounted Displays Is Caused by Differences in the User's Virtual and Physical Head Pose Stephen Palmisano University of Wollongong, [email protected] Robert S. Allison Juno Kim Follow this and additional works at: https://ro.uow.edu.au/asshpapers Recommended Citation Palmisano, Stephen; Allison, Robert S.; and Kim, Juno, "Cybersickness in Head-Mounted Displays Is Caused by Differences in the User's Virtual and Physical Head Pose" (2020). Faculty of Arts, Social Sciences and Humanities - Papers. 389. https://ro.uow.edu.au/asshpapers/389 Research Online is the open access institutional repository for the University of Wollongong. For further information contact the UOW Library: [email protected] Cybersickness in Head-Mounted Displays Is Caused by Differences in the User's Virtual and Physical Head Pose Abstract Sensory conflict, eye-movement, and postural instability theories each have difficulty accounting for the motion sickness experienced during head-mounted display based virtual reality (HMD VR). In this paper we review the limitations of existing theories in explaining cybersickness and propose a practical alternative approach. We start by providing a clear operational definition of provocative motion stimulation during active HMD VR. In this situation, whenever the user makes a head movement, his/her virtual head will tend to trail its true position and orientation due to the display lag (or motion to photon latency). Importantly, these differences in virtual and physical head pose (DVP) will vary over time. -
Browsing Internet Content in Multiple Dimensions Vision of a Web Browsing Tool for Immersive Virtual Reality Environments
Browsing Internet Content in Multiple Dimensions Vision of a Web Browsing Tool for Immersive Virtual Reality Environments Tiger Cross Riccardo Bovo Thomas Heinis Imperial College London Imperial College London Imperial College London [email protected] [email protected] [email protected] ABSTRACT organising information across more than one axis, compared to An immersive virtual reality environment (IVRE) offers a design the vertical navigation of desktop browsers. space radically different from traditional desktop environments. Our vision aims to implement a web browser application Within this new design space, it is possible to reimagine a con- that uses an existing search API to perform a search engine’s tent search experience which breaks away from the linearity of work. User’s search tactics in information retrieval systems (i.e., current web browsers and the underlying single relevance metric browsers) have been categorized by previous literature into two of the search engine. distinct categories: goal-directed searching behaviour and ex- To the best of our knowledge, there is no current commercial ploratory search behaviour[2]. We note that there is not a clear nor research implementation that allows users to interact with re- line that can be drawn between the two. Users that exhibit sults from a web search ordered in more than one dimension[11]. Goal-directed searching behaviour, whom we will refer to as On the research front, a lot of work has been done in ordering "Searchers", know what they are looking for and wish to find query results based on semantic relations and different types of it quickly and easily (e.g. -
Oculus Rift CV1 (Model HM-A) Virtual Reality Headset System Report by Wilfried THERON March 2017
Oculus Rift CV1 (Model HM-A) Virtual Reality Headset System report by Wilfried THERON March 2017 21 rue la Noue Bras de Fer 44200 NANTES - FRANCE +33 2 40 18 09 16 [email protected] www.systemplus.fr ©2017 by System Plus Consulting | Oculus Rift CV1 Head-Mounted Display (SAMPLE) 1 Table of Contents Overview / Introduction 4 Cost Analysis 83 o Executive Summary o Accessing the BOM o Main Chipset o PCB Cost o Block Diagram o Display Cost o Reverse Costing Methodology o BOM Cost – Main Electronic Board o BOM Cost – NIR LED Flex Boards Company Profile 9 o BOM Cost – Proximity Sensor Flex o Oculus VR, LLC o Housing Parts – Estimation o BOM Cost - Housing Physical Analysis 11 o Material Cost Breakdown by Sub-Assembly o Material Cost Breakdown by Component Category o Views and Dimensions of the Headset o Accessing the Added Value (AV) cost o Headset Opening o Main Electronic Board Manufacturing Flow o Fresnel Lens Details o Details of the Main Electronic Board AV Cost o NIR LED Details o Details of the System Assembly AV Cost o Microphone Details o Added-Value Cost Breakdown o Display Details o Manufacturing Cost Breakdown o Main Electronic Board Top Side – Global view Estimated Price Analysis 124 Top Side – High definition photo o Estimation of the Manufacturing Price Top Side – PCB markings Top Side – Main components markings Company services 128 Top Side – Main components identification Top Side – Other components markings Top Side – Other components identification Bottom Side – High definition photo o LED Driver Board o NIR LED Flex Boards o Proximity Sensor Flex ©2017 by System Plus Consulting | Oculus Rift CV1 Head-Mounted Display (SAMPLE) 2 OVERVIEW METHODOLOGY ©2017 by System Plus Consulting | Oculus Rift CV1 Head-Mounted Display (SAMPLE) 3 Executive Summary Overview / Introduction o Executive Summary This full reverse costing study has been conducted to provide insight on technology data, manufacturing cost and selling price of the Oculus Rift Headset* o Main Chipset supplied by Oculus VR, LLC (website). -
VR Headset Comparison
VR Headset Comparison All data correct as of 1st May 2019 Enterprise Resolution per Tethered or Rendering Special Name Cost ($)* Available DOF Refresh Rate FOV Position Tracking Support Eye Wireless Resource Features Announced Works with Google Subject to Mobile phone 5.00 Yes 3 60 90 None Wireless any mobile No Cardboard mobile device required phone HP Reverb 599.00 Yes 6 2160x2160 90 114 Inside-out camera Tethered PC WMR support Yes Tethered Additional (*wireless HTC VIVE 499.00 Yes 6 1080x1200 90 110 Lighthouse V1 PC tracker No adapter support available) HTC VIVE PC or mobile ? No 6 ? ? ? Inside-out camera Wireless - No Cosmos phone HTC VIVE Mobile phone 799.00 Yes 6 1440x1600 75 110 Inside-out camera Wireless - Yes Focus Plus chipset Tethered Additional HTC VIVE (*wireless tracker 1,099.00 Yes 6 1440x1600 90 110 Lighthouse V1 and V2 PC Yes Pro adapter support, dual available) cameras Tethered All features HTC VIVE (*wireless of VIVE Pro ? No 6 1440x1600 90 110 Lighthouse V1 and V2 PC Yes Pro Eye adapter plus eye available) tracking Lenovo Mirage Mobile phone 399.00 Yes 3 1280x1440 75 110 Inside-out camera Wireless - No Solo chipset Mobile phone Oculus Go 199.00 Yes 3 1280x1440 72 110 None Wireless - Yes chipset Mobile phone Oculus Quest 399.00 No 6 1440x1600 72 110 Inside-out camera Wireless - Yes chipset Oculus Rift 399.00 Yes 6 1080x1200 90 110 Outside-in cameras Tethered PC - Yes Oculus Rift S 399.00 No 6 1280x1440 90 110 Inside-out cameras Tethered PC - No Pimax 4K 699.00 Yes 6 1920x2160 60 110 Lighthouse Tethered PC - No Upscaled -
Facebook Quest 2 Facial Interface Due to Skin Irritation Hazard
21-017 QA PRODUCT RECALL – FACEBOOK QUEST 2 FACIAL INTERFACE DUE TO SKIN IRRITATION HAZARD Date: 30 July 2021 Recall: # 21-017 Scope: Select Worldwide Stores and E-Commerce In co-operation with the Consumer Product Safety Commission (CPSC), Facebook Technologies is recalling Removable Foam Interface for Oculus Quest 2 Virtual Reality Headsets due to skin irritation hazard. Description: UPC ITEM DESCRIPTION 815820021292 OCULUS QUEST 2 64GB VR HEADSET 815820021308 OCULUS QUEST 2 256GB VR HEADSET 815820021681 OCULUS QUEST 2 FIT PACK V2 815820021179 OCULUS FACIAL INTERFACE Hazard: The foam facial interfaces can cause facial skin irritation and reactions including rashes, swelling, burning, itching, hives, and bumps Remedy: Consumers who experience a skin irritation or reaction should immediately stop using the recalled foam facial interface, and all consumers should contact Facebook Technologies to receive a free silicone cover. Facebook Technologies is contacting all Quest 2 users directly. Incidents/Injuries: The firm has received approximately 5,716 reports of incidents of skin irritation and approximately 45 reports of consumers that required medical attention. Sold at: BestBuy, GameStop, Target, Walmart, and other retailers, and online at Oculus.com, Amazon.com, BestBuy.com, Gamestop.com, Target.com, and Walmart.com between October 2020 and July 2021. The Exchange also sold this item in stores and online. Consumer Contact: Facebook Technologies toll-free at 877-960-0889 anytime, or online at https://www.oculus.com/quest-2/removable-facial-interface-alert or www.oculus.com and click on Support at the top of the page then on the facial interface recall banner for more information. -
M&A @ Facebook: Strategy, Themes and Drivers
A Work Project, presented as part of the requirements for the Award of a Master Degree in Finance from NOVA – School of Business and Economics M&A @ FACEBOOK: STRATEGY, THEMES AND DRIVERS TOMÁS BRANCO GONÇALVES STUDENT NUMBER 3200 A Project carried out on the Masters in Finance Program, under the supervision of: Professor Pedro Carvalho January 2018 Abstract Most deals are motivated by the recognition of a strategic threat or opportunity in the firm’s competitive arena. These deals seek to improve the firm’s competitive position or even obtain resources and new capabilities that are vital to future prosperity, and improve the firm’s agility. The purpose of this work project is to make an analysis on Facebook’s acquisitions’ strategy going through the key acquisitions in the company’s history. More than understanding the economics of its most relevant acquisitions, the main research is aimed at understanding the strategic view and key drivers behind them, and trying to set a pattern through hypotheses testing, always bearing in mind the following question: Why does Facebook acquire emerging companies instead of replicating their key success factors? Keywords Facebook; Acquisitions; Strategy; M&A Drivers “The biggest risk is not taking any risk... In a world that is changing really quickly, the only strategy that is guaranteed to fail is not taking risks.” Mark Zuckerberg, founder and CEO of Facebook 2 Literature Review M&A activity has had peaks throughout the course of history and different key industry-related drivers triggered that same activity (Sudarsanam, 2003). Historically, the appearance of the first mergers and acquisitions coincides with the existence of the first companies and, since then, in the US market, there have been five major waves of M&A activity (as summarized by T.J.A. -
Immersive Virtual Reality Methods in Cognitive Neuroscience and Neuropsychology: Meeting the Criteria of the National Academy Of
Immersive virtual reality methods in cognitive neuroscience and neuropsychology: Meeting the criteria of the National Academy of Neuropsychology and American Academy of Clinical Neuropsychology Panagiotis Kourtesisa,b,c,d* and Sarah E. MacPhersone,f aNational Research Institute of Computer Science and Automation, INRIA, Rennes, France; bUniv Rennes, Rennes, France; cResearch Institute of Computer Science and Random Systems, IRISA, Rennes, France; dFrench National Centre for Scientific Research, CNRS, Rennes, France. eHuman Cognitive Neuroscience, Department of Psychology, University of Edinburgh, Edinburgh, UK; fDepartment of Psychology, University of Edinburgh, Edinburgh, UK; * Panagiotis Kourtesis, National Research Institute of Computer Science and Automation, INRIA, Rennes, France. Email: [email protected] Abstract Clinical tools involving immersive virtual reality (VR) may bring several advantages to cognitive neuroscience and neuropsychology. However, there are some technical and methodological pitfalls. The American Academy of Clinical Neuropsychology (AACN) and the National Academy of Neuropsychology (NAN) raised 8 key issues pertaining to Computerized Neuropsychological Assessment Devices. These issues pertain to: (1) the safety and effectivity; (2) the identity of the end-user; (3) the technical hardware and software features; (4) privacy and data security; (5) the psychometric properties; (6) examinee issues; (7) the use of reporting services; and (8) the reliability of the responses and results. The VR Everyday Assessment Lab (VR-EAL) is the first immersive VR neuropsychological battery with enhanced ecological validity for the assessment of everyday cognitive functions by offering a pleasant testing experience without inducing cybersickness. The VR-EAL meets the criteria of the NAN and AACN, addresses the methodological pitfalls, and brings advantages for neuropsychological testing. -
Facebook Technologies Recalls Removable Foam Facial Interfaces for Oculus Quest 2 Virtual Reality Headsets Due to Skin Irritation Hazard (Recall Alert)
Skip to content Manuals+ User Manuals Simplified. Facebook Technologies Recalls Removable Foam Facial Interfaces for Oculus Quest 2 Virtual Reality Headsets Due to Skin Irritation Hazard (Recall Alert) Home » Support » Facebook Technologies Recalls Removable Foam Facial Interfaces for Oculus Quest 2 Virtual Reality Headsets Due to Skin Irritation Hazard (Recall Alert) Name of product: Removable Foam Facial Interfaces for Oculus Quest 2 Virtual Reality Headsets Hazard: The foam facial interfaces can cause facial skin irritation and reactions including rashes, swelling, burning, itching, hives, and bumps. Remedy: Repair Recall date: July 27, 2021 Units: About 4 million (In addition, about 172,600 in Canada) Consumer Contact: Facebook Technologies toll-free at 877-960-0889 anytime, or online at https://www.oculus.com/quest- 2/removable-facial-interface-alert or www.oculus.com and click on Support at the top of the page then on the facial interface recall banner for more information. Contents [ hide 1 Recall Details 1.1 Related Manuals Recall Details In Conjunction With: Description: This recall involves Oculus Quest 2 Virtual Reality Headsets removable foam facial interfaces, included with a purchase of Oculus Quest 2 Headsets, and sold separately as a “Quest 2 Standard Facial Interface” or in a “Quest 2 Fit Pack.” Only headsets with the SKUs in the table below or the serial numbers identified below are included in the recall. The SKU and serial number are located on a label on the retail packaging of the headset. Additionally, the serial number can be found on the user’s account, on the Oculus app or on the headset. -
Instructions on Using VR Oculus Rift S
Instructions on Using VR Oculus Rift S Turn on the VR Computer. Login as usual. No password is set. If it is not already connected, connect the end of the cable (two connections) of the Oculus Rift S VR headset to the computer. One end will be a USB cable and the other will be a Display Port cable to the back of the computer. On the computer:- • Click and launch the Oculus software program. • The Oculus software programme screen once launched should look similar to below. • The devices may already be paired. But if starting fresh - Click on Devices on the left menu. • Click on right pointing arrow beside Rift S under listing of devices. • Follow steps to confirm connection. • Click on the right pointing arrow for Left and Right Touch to setup controllers. • To pair left controller :– o Press and hold the Menu and ‘Y’ button until the status light starts blinking. You will also feel a slight vibration to indicate pairing. Page 1 of 4 • To pair right controller :– o Repeat above step but press and hold Oculus icon and ‘B’ button. o Once paired you will get a green tick to indicate pairing successful. Wearing the VR Headset • Before you wear your Oculus Rift S headset with glasses, check to make sure that the width and height of your frames are as follows: o Width: 142 mm or less. o Height: 50 mm or less. Note: If your glasses don't fit in the headset or the lenses of your glasses touch the Rift S lens, Oculus recommend taking off your glasses while using Rift S. -
Recommendations for Integrating a P300-Based Brain–Computer Interface in Virtual Reality Environments for Gaming: an Update
computers Review Recommendations for Integrating a P300-Based Brain–Computer Interface in Virtual Reality Environments for Gaming: An Update Grégoire Cattan 1,* , Anton Andreev 2 and Etienne Visinoni 3 1 IBM, Cloud and Cognitive Software, Department of SaferPayment, 30-150 Krakow, Poland 2 GIPSA-lab, CNRS, Department of Platforms and Project, 38402 Saint Martin d’Hères, France; [email protected] 3 SputySoft, 75004 Paris, France; [email protected] * Correspondence: [email protected] Received: 19 September 2020; Accepted: 12 November 2020; Published: 14 November 2020 Abstract: The integration of a P300-based brain–computer interface (BCI) into virtual reality (VR) environments is promising for the video games industry. However, it faces several limitations, mainly due to hardware constraints and limitations engendered by the stimulation needed by the BCI. The main restriction is still the low transfer rate that can be achieved by current BCI technology, preventing movement while using VR. The goal of this paper is to review current limitations and to provide application creators with design recommendations to overcome them, thus significantly reducing the development time and making the domain of BCI more accessible to developers. We review the design of video games from the perspective of BCI and VR with the objective of enhancing the user experience. An essential recommendation is to use the BCI only for non-complex and non-critical tasks in the game. Also, the BCI should be used to control actions that are naturally integrated into the virtual world. Finally, adventure and simulation games, especially if cooperative (multi-user), appear to be the best candidates for designing an effective VR game enriched by BCI technology. -
Install VR APK During Development for Oculus Quest 2 Step 1: Preparations
Install VR APK during development for Oculus Quest 2 Step 1: Preparations: 1. Enable developer mode of Oculus Quest 2: instructions provided from https://developer.oculus.com/documentation/native/android/mobil e-device-setup/ 2. Download & Setup SideQuest from https://sidequestvr.com/setup-howto Step 2: Install APK via SideQuest: 1. Turn on Oculus Quest 2 and SideQuest on PC, connect them with USB cable. Following prompt should emerge in your Oculus Quest 2, make sure you allow USB debugging. You should be able to see your device on top left corner of SideQuest. Click the button marked in red on the top toolbar of SideQuest will display all apps you installed on your device. 2. Locate the APK file you intend to download, click the button marked in blue on the toolbar. Drag the APK file you have (for my case, it is called test.apk) to SideQuest. If following message shows up on SideQuest, then the installation is successful. 3. Two ways to Launch the App: (a): through SideQuest. Return to the screen where presents all your apps. You should see the app just get installed. Click corresponding gear in the right column. Then you can manage your app here. (b): Through your device. Click button-apps on your bot tool bar. Expand ALL on the top right corner of the new prompted interface, then you should see an option called Unknown Source. Click this and you can see the app just get installed Editor: Wen Li Time: 6/23/2021 . -
Using Virtual Reality to Engage and Instruct: a Novel Tool for Outreach and Extension Age Group: All Ages! Dr. Geoffrey Attardo
Using Virtual Reality to Engage and Instruct: A novel tool for Outreach and Extension Age Group: All Ages! Dr. Geoffrey Attardo Email: [email protected] Assistant Professor Room 37 Briggs Hall Department of Entomology and Nematology University of California, Davis Davis, California 95616 Recent developments in computer and display technologies are providing novel ways to interact with information. One of these innovations is the development of Virtual Reality (VR) hardware. Innovations in hardware and software have made this technology broadly accessible with options ranging from cell phone based VR kits made of cardboard to dedicated headsets driven by computers using powerful graphical hardware. VR based educational experiences provide opportunities to present content in a form where they are experienced in 3 dimensions and are interactive. This is accomplished by placing users in virtual spaces with content of interest and allows for natural interactions where users can physically move within the space and use their hands to directly manipulate/experience content. VR also reduces the impact of external sensory distractions by completely immersing the user in the experience. These interactions are particularly compelling when content that is only observable through a microscope (or not at all) can be made large allowing the user to experience these things at scale. This has great potential for entomological education and outreach as students can experience animated models of insects and arthropods at impossible scales. VR has great potential as a new way to present entomological content including aspects of morphology, physiology, behavior and other aspects of insect biology. This demonstration allows users of all ages to view static and animated 3D models of insects and arthropods in virtual reality.