Oculus Rift CV1 (Model HM-A) Virtual Reality Headset System Report by Wilfried THERON March 2017
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
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. -
Phobulus, Tratamiento De Fobias Con Realidad Virtual
Universidad ORT Uruguay Facultad de Ingeniería Phobulus Tratamiento de fobias con realidad virtual Entregado como requisito para la obtención del título de Ingeniero en Sistemas Juan Martín Corallo – 172169 Christian Eichin – 173551 Santiago Pérez – 170441 Horacio Torrendell - 172844 Tutor: Nicolás Fornaro 2016 Declaración de autoría Nosotros, Juan Martín Corallo, Christian Eichin, Santiago Pérez y Horacio Torrendell, declaramos que el trabajo que se presenta en esa obra es de nuestra propia mano. Podemos asegurar que: La obra fue producida en su totalidad mientras realizábamos el proyecto de grado de fin de curso de la carrera Ingeniería en Sistemas; Cuando hemos consultado el trabajo publicado por otros, lo hemos atribuido con claridad; Cuando hemos citado obras de otros, hemos indicado las fuentes. Con excepción de estas citas, la obra es enteramente nuestra; En la obra, hemos acusado recibo de las ayudas recibidas; Cuando la obra se basa en trabajo realizado conjuntamente con otros, hemos explicado claramente qué fue contribuido por otros, y qué fue contribuido por nosotros; Ninguna parte de este trabajo ha sido publicada previamente a su entrega, excepto donde se han realizado las aclaraciones correspondientes. Fecha: 23 de Agosto, 2016. Juan Martín Corallo Christian Eichin Santiago Pérez Horacio Torrendell 2 Agradecimientos En primer lugar queremos agradecer al tutor del proyecto, MSc. Nicolás Fornaro, por acompañarnos y ayudarnos con entusiasmo desde el principio del mismo. Siempre estuvo disponible con la mejor voluntad para resolver dudas en reuniones o vía medios electrónicos, y guiarnos en todo lo referente al proyecto. Queremos agradecer también a los miembros del laboratorio ORT Software Factory, Dr. -
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. -
647 Virtual Anatomy: Expanding Veterinary Student Learning
647 VIRTUAL PROJECTS DOI: dx.doi.org/10.5195/jmla.2020.1057 Virtual Anatomy: expanding veterinary student learning Kyrille DeBose See end of article for author’s affiliation. Traditionally, there are three primary ways to learn anatomy outside the classroom. Books provide foundational knowledge but are limited in terms of object manipulation for deeper exploration. Three- dimensional (3D) software programs produced by companies including Biosphera, Sciencein3D, and Anatomage allow deeper exploration but are often costly, offered through restrictive licenses, or require expensive hardware. A new approach to teaching anatomy is to utilize virtual reality (VR) environments. The Virginia–Maryland College of Veterinary Medicine and University Libraries have partnered to create open education–licensed VR anatomical programs for students to freely download, access, and use. The first and most developed program is the canine model. After beta testing, this program was integrated into the first- year students’ physical examination labs in fall 2019. The VR program enabled students to walk through the VR dog model to build their conceptual knowledge of the location of certain anatomical features and then apply that knowledge to live animals. This article briefly discusses the history, pedagogical goals, system requirements, and future plans of the VR program to further enrich student learning experiences. Virtual Projects are published on an annual basis in the Journal of the Medical Library Association (JMLA) following an annual call for virtual projects in MLAConnect and announcements to encourage submissions from all types of libraries. An advisory committee of recognized technology experts selects project entries based on their currency, innovation, and contribution to health sciences librarianship. -
Novel Approach to Measure Motion-To-Photon and Mouth-To-Ear Latency in Distributed Virtual Reality Systems
Novel Approach to Measure Motion-To-Photon and Mouth-To-Ear Latency in Distributed Virtual Reality Systems Armin Becher∗, Jens Angerer†, Thomas Grauschopf? ∗ Technische Hochschule Ingolstadt † AUDI AG ? Technische Hochschule Ingolstadt Esplanade 10 Auto-Union-Straße 1 Esplanade 10 85049 Ingolstadt 85045 Ingolstadt 85049 Ingolstadt [email protected] [email protected] [email protected] Abstract: Distributed Virtual Reality systems enable globally dispersed users to interact with each other in a shared virtual environment. In such systems, different types of latencies occur. For a good VR experience, they need to be controlled. The time delay between the user’s head motion and the corresponding display output of the VR system might lead to adverse effects such as a reduced sense of presence or motion sickness. Additionally, high network latency among world- wide locations makes collaboration between users more difficult and leads to misunderstandings. To evaluate the performance and optimize dispersed VR solutions it is therefore important to mea- sure those delays. In this work, a novel, easy to set up, and inexpensive method to measure local and remote system latency will be described. The measuring setup consists of a microcontroller, a microphone, a piezo buzzer, a photosensor, and a potentiometer. With these components, it is possible to measure motion-to-photon and mouth-to-ear latency of various VR systems. By using GPS-receivers for timecode-synchronization it is also possible to obtain the end-to-end delays be- tween different worldwide locations. The described system was used to measure local and remote latencies of two HMD based distributed VR systems. -
Oculus Go 32 GB Quickstart Guide
Oculus Go 32 GB Quickstart Guide VR Expert [email protected] Demkaweg 11 030 7116158 3555HW, Utrecht Oculus Go 32 GB - Guide Hardware Power button Volume adjuster Micro USB port 3.5 mm Audio Jack Oculus button Back button Touchpad Trigger In the box Before you start ● 1x Headset Oculus Go ● Do not allow the lenses to come in contact 32 GB with periods of direct sunlight. This will ● 1x Oculus Go motion permanently damage the screen and Controller does not fall under warranty. ● 1x AA Battery ● 1x Micro-USB cable ● Please install the Oculus App on your ● 1x Eyeglas Spacer smartphone. This is necessary to install ● 1x Cleaning Cloth the device. ● 1x Walkthrough booklet by Oculus ● 1x Lanyard Oculus Go 32 GB - Guide How to start 1. Put on the headset and press the “Power-Button” for 3 sec. How to install 2. The Oculus Symbol will appear at the screen of the headset 1. Put on the Oculus Go 32 GB headset and hold the “Power-Button” for 3. The instructions of the headset start automatically approximately 3 seconds. a. Take your phone and download the oculus app 2. The instructions of the headset will start automatically. b. Create an Oculus Account and log in a. Take your phone and download the Oculus App. c. Go to settings in the app Android: i. activate bluetooth https://play.google.com/store/apps/details?id=com.oculus.twil ii. activate the location service of the phone ight d. Tap on “Connect new headset” and choose Oculus Go or e. -
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. -
Facebook's Products, Services & Companies
FACEBOOK'S PRODUCTS, SERVICES & COMPANIES Products and Services The following products and services are explicitly connected to, or part of, your Facebook account, and fall under Facebook’s "Data Policy". Profile Personal profile page on Facebook. News Feed Personal news page on Facebook where stories from friends, Pages, groups and events are updated. Messenger Facebook’s mobile messaging app. roups !ool for creating groups to share photos, files and events. "vents !ool for creating and inviting people to events. #ideo !ool for storing and sharing videos on Facebook. Photos !ool for storing and sharing photos on Facebook. Search Search engine for searching within Facebook. Pages Public profile pages for e.g. organisations, brands, celebrities. Free $asics %pp and web platform that gives access to a package of internet services for free, in places where internet access is limited. &see Internet.org(. Facebook )ite % version of Facebook that uses less data, for situations where there is lower bandwidth. Mobile %pp Facebook’s mobile app. *ompanies The following companies are owned by Facebook but many have individual privacy policies and terms. !owever, in many case information is shared with Facebook. Pa+ments !ool that can be used to transfer money to others via Facebook Messenger. %tlas Facebook’s marketing and advertising tool. Moments %pp that uses facial recognition to collect photos based on who is in them. 'nstagram %pp for taking, editing and sharing photos. ,navo %ndroid app to save, measure and protect mobile data Moves Mobile app for monitoring your movements over the da+. ,culus #irtual realit+ equipment . research. )ive/ail Monetisation platform for video publishers. -
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. -
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. -
Virtual Reality Sickness During Immersion: an Investigation of Potential Obstacles Towards General Accessibility of VR Technology
Examensarbete 30hp August 2016 Virtual Reality sickness during immersion: An investigation of potential obstacles towards general accessibility of VR technology. A controlled study for investigating the accessibility of modern VR hardware and the usability of HTC Vive’s motion controllers. Dongsheng Lu Abstract People call the year of 2016 as the year of virtual reality. As the world leading tech giants are releasing their own Virtual Reality (VR) products, the technology of VR has been more available than ever for the mass market now. However, the fact that the technology becomes cheaper and by that reaches a mass-market, does not in itself imply that long-standing usability issues with VR have been addressed. Problems regarding motion sickness (MS) and motion control (MC) has been two of the most important obstacles for VR technology in the past. The main research question of this study is: “Are there persistent universal access issues with VR related to motion control and motion sickness?” In this study a mixed method approach has been utilized for finding more answers related to these two important aspects. A literature review in the area of VR, MS and MC was followed by a quantitative controlled study and a qualitative evaluation. 32 participants were carefully selected for this study, they were divided into different groups and the quantitative data collected from them were processed and analyzed by using statistical test. An interview was also carried out with all of the participants of this study in order to gather more details about the usability of the motion controllers used in this study.