Oculus Rift S Connection 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. -
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). -
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. -
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. -
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. -
Lab Report Template
VIRTUAL AND AUGMENTED REALITY Juan Jose Castano Moreno Department of Engineering Elizabethtown College Elizabethtown, PA 17022 USA I. ABSTRACT Augmented and virtual reality have been booming in the last On the one hand, virtual reality consists on a computer- decades. However, their differences and characteristics are generated virtual environment. It is the use of a specialized commonly not very discussed or well-known. This paper will headset to get immersed in a totally digital world. It is very provide a deeper insight on what exactly these technologies used in the videogame industry and also, in learning are. Furthermore, their current applications and developments environments. On the other hand, augmented reality is the are also going to be discussed. Based on all of this combination of computer-generated data with the real world. information, the future scope of these technologies will be In AR, the real world serves as a base to be enhanced by the analyzed as well. virtual elements added by the computer, like in Pokémon go. II. INTRODUCTION According to Dawait Amit Vyas and Dvijesh Bhatt [2], “One In the last decades, two of the technologies that have been can envision AR as a technology in which one could see more most developed are Virtual Reality (VR) and Augmented than others see, hear more than what others hear and perhaps Reality (AR). It is in the most special interest of many even touch and feel, smell and taste things that other people companies to take these technologies to the next level, like cannot feel.” These definitions are crucial to understand the Apple Inc. -
Exploration Into Advancing Technology on UX of Social Media Apps by Cameron Allsteadt — 121
Exploration into Advancing Technology on UX of Social Media Apps by Cameron Allsteadt — 121 An Exploration into the Effect of Advancing Technology on UX of Social Media Applications Cameron Allsteadt Strategic Communications Elon University Submitted in partial fulfillment of the requirements in an undergraduate senior capstone course in communications Abstract While the development of technology and its impact on the social media space may seem unclear, one idea is widely agreed upon: The ways individuals use and interact with social media applications will change dramatically as technologies infiltrate the space. This study explored how evolving technologies will impact the user experience (UX) of social media applications. Three interviews were conducted with futurists and members of Elon communications faculty, as well as a thorough case study of Facebook’s 2017 F8 conference. Findings suggest that evolving technology will rapidly transform the components of the UX framework and enhance consumer convenience, but may create challenges with corporate trust. I. Introduction Since the inception of the smartphone in the mid-1990s, the world of digital media has exploded in growth and continues to evolve at a frantic rate. The advancements in consumer technology have been principal driving forces behind the diversifying social media landscape. However, the rise of technologies like augmented reality, virtual reality, and artificial intelligence have prompted essential questions surrounding the effect of technological advancement on user experience and human culture as a whole. When Facebook launched and quickly gained popularity in 2004, the social networking website altered the media landscape. Facebook set the bar for similar social media applications to provide new ways for users to engage with and connect to one another. -
Laser Scanning for Bim and Results Visualization Using Vr
The International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences, Volume XLII-5/W2, 2019 Measurement, Visualisation and Processing in BIM for Design and Construction Management, 24–25 September 2019, Prague, Czech Republic LASER SCANNING FOR BIM AND RESULTS VISUALIZATION USING VR K. Pavelka, jr.1, B. Michalík 2 1 Czech Technical University in Prague, Faculty of Civil Engineering, dept. of Geomatics, Thakurova 7, Prague 6,16629 [email protected] 2 G4D s.r.o., Prague, Czech Republic, Hauptova 594 156 00 Praha 5-Zbraslav, Czech Republic, [email protected] KEY WORDS: Virtual reality, photogrammetry, laser scanning, BIM, documentation ABSTRACT: Virtual Reality (VR) is a highly topical subject in many branches of science and industry. Thanks to the rapid development and advancement of computer technology in recent years, it can now be used to a large extent, with more detail to show and is now more affordable than before. The use of virtual reality is currently devoted to many disciplines and it can be expected that its popularity will grow progressively over the next few years. The Laboratory of Photogrammetry at the Czech Technical University in Prague is also interested in VR and focuses mainly on documentation and visualization of historical buildings and objects. Our opinion is that in the field of virtual reality there is great potential and extensive possibilities. 3D models of historical objects, primarily created by photogrammetric IBRM technology (image based modelling and rendering) or by laser scanning, gain a completely different perspective in VR. In general, most of the newly designed buildings are now being implemented into BIM. -
Fmcode: a 3D In-The-Air Finger Motion Based User Login Framework for Gesture Interface
FMCode: A 3D In-the-Air Finger Motion Based User Login Framework for Gesture Interface Duo Lu Dijiang Huang Arizona State University Arizona State University [email protected] [email protected] Abstract—Applications using gesture-based human-computer (e.g., Oculus Rift and Vive) and wearable devices rely on interface require a new user login method with gestures because the connected desktop computer or smartphone to complete it does not have traditional input method to type a password. the login procedure using either passwords or biometrics, However, due to various challenges, existing gesture based au- thentication systems are generally considered too weak to be which is inconvenient. A few standalone VR headsets (e.g., useful in practice. In this paper, we propose a unified user Microsoft Hololens [4]) present a virtual keyboard in the air login framework using 3D in-air-handwriting, called FMCode. and ask the user to type a password. However, it is slow We define new types of features critical to distinguish legitimate and user unfriendly due to the lack of key stroke feedback users from attackers and utilize Support Vector Machine (SVM) and a limited recognition accuracy of the key type action for user authentication. The features and data-driven models are specially designed to accommodate minor behavior variations in-the-air. Moreover, passwords have their own drawbacks that existing gesture authentication methods neglect. In addition, due to the trade-off between the memory difficulty and the we use deep neural network approaches to efficiently identify password strength requirement. Biometrics employ the infor- the user based on his or her in-air-handwriting, which avoids mation strongly linked to the person, which cannot be revoked expansive account database search methods employed by existing upon leakage and may raise privacy concerns in online login. -
Off-The-Shelf Stylus: Using XR Devices for Handwriting and Sketching on Physically Aligned Virtual Surfaces
TECHNOLOGY AND CODE published: 04 June 2021 doi: 10.3389/frvir.2021.684498 Off-The-Shelf Stylus: Using XR Devices for Handwriting and Sketching on Physically Aligned Virtual Surfaces Florian Kern*, Peter Kullmann, Elisabeth Ganal, Kristof Korwisi, René Stingl, Florian Niebling and Marc Erich Latoschik Human-Computer Interaction (HCI) Group, Informatik, University of Würzburg, Würzburg, Germany This article introduces the Off-The-Shelf Stylus (OTSS), a framework for 2D interaction (in 3D) as well as for handwriting and sketching with digital pen, ink, and paper on physically aligned virtual surfaces in Virtual, Augmented, and Mixed Reality (VR, AR, MR: XR for short). OTSS supports self-made XR styluses based on consumer-grade six-degrees-of-freedom XR controllers and commercially available styluses. The framework provides separate modules for three basic but vital features: 1) The stylus module provides stylus construction and calibration features. 2) The surface module provides surface calibration and visual feedback features for virtual-physical 2D surface alignment using our so-called 3ViSuAl procedure, and Edited by: surface interaction features. 3) The evaluation suite provides a comprehensive test bed Daniel Zielasko, combining technical measurements for precision, accuracy, and latency with extensive University of Trier, Germany usability evaluations including handwriting and sketching tasks based on established Reviewed by: visuomotor, graphomotor, and handwriting research. The framework’s development is Wolfgang Stuerzlinger, Simon Fraser University, Canada accompanied by an extensive open source reference implementation targeting the Unity Thammathip Piumsomboon, game engine using an Oculus Rift S headset and Oculus Touch controllers. The University of Canterbury, New Zealand development compares three low-cost and low-tech options to equip controllers with a *Correspondence: tip and includes a web browser-based surface providing support for interacting, Florian Kern fl[email protected] handwriting, and sketching. -
UCLA Electronic Theses and Dissertations
UCLA UCLA Electronic Theses and Dissertations Title Transcoded Identities: Identification in Games and Play Permalink https://escholarship.org/uc/item/0394m0xb Author Juliano, Linzi Publication Date 2015 Peer reviewed|Thesis/dissertation eScholarship.org Powered by the California Digital Library University of California UNIVERSITY OF CALIFORNIA Los Angeles Transcoded Identities: Identification in Games and Play A dissertation submitted in partial satisfaction of the requirements for the degree of Doctor of Philosophy in Theater and Performance Studies By Linzi Michel Juliano 2015 © Copyright by Linzi Michel Juliano 2015 ABSTRACT OF THE DISSERTATION Transcoded Identities: Identification in Games and Play By Linzi Michel Juliano Doctor of Philosophy in Theater and Performance Studies University of California, Los Angeles, 2015 Professor Sue-Ellen Case, Chair This work foregrounds how technologies create and emerge from sociocultural, economic and political discourses. My use of transcode, a term introduced by the semiotician A.J. Greimas and carried into the digital realm by Lev Manovich, refers to how cultural elements such as assumptions, biases, priorities emerge within programming code and software. It demonstrates how cultural norms persist across different mediums and posits that, in many ways, the capacity to be flexible defines cultural ideologies. At the software level, programming languages work like performative speech: grammar which produces effects. When cast as speech, coming from a body (or bodies) instead of hardware, information structures can be perceived as acting within regimes of corporeality; when cast as software, information structures demonstrate and advertise the capabilities of hardware. Although often aligned with veracity and stability in its proximity to (computer) science, software is not culturally neutral. -
PL 53N4 Julyaug14.Pdf
Every Child Ready to Read®, Second Edition materials are based on research from the PLA/ALSC Early Literacy Initiative, a project of the Association for Library Service to Children (ALSC) and the Public Library Association (PLA), divisions of the American Library Association. Feature Articles 24 27 37 Simple Steps to Starting YA Spaces and the End Time to Rethink Readers’ a Seed Library of Postural Tyranny Advisory Education? By Emily Weak By Anthony Bernier & Mike Males By Bill Crowley Outlines Mountain View (Calif.) Library’s Studies the importance of accommodat- Examines how readers’ advisory theory process of beginning their seed library, ing YA-specific spatial needs in existing and practice may produce a service from simple plant exchange to a robust library spaces. philosophy out of sync with contempo- deployment of community resources. rary culture. Departments PLA News 3 By the Book 44 Kathleen Hughes Catherine Hakala-Ausperk President’s Message 5 New Product News 46 Larry P. Neal Heather Teysko & Tanya Novak Tales from the Front 10 Under the Radar 48 Mary Rzepczynski Kaite Mediatore Stover & Jessica Moyer Perspectives 12 Cover illustration by James LaRue Jim Lange Design (jimlangedesign@ The Wired Library 18 Extras sbcglobal.net) R. Toby Greenwalt Fundraising Beyond Editor’s Note 2 Book Sales 20 Verso—Public Libraries: Liz Boyd How to Save Them 7 Forward Thinking 22 Advertiser Index 9 John Spears EDITORIAL EDITOR: Kathleen M. Hughes PL Editor CONTRIBUTING EDITORS: Liz Boyd, R. Toby Greenwalt, Catherine KATHLEEN M. Hakala-Ausperk, Nanci Milone Hill, Kevin King, James LaRue, HUGHES Editor’s Note Jessica Moyer, Tanya Novak, Mary Rzepczynski, John Spears, Kaite Mediatore Stover, Heather Teysko During the years I have worked on the magazine, I’ve been consistently amazed ADVISORY COMMITTEE Joanne King, Queens (N.Y.) Library (Chair); Loida A.