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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. -
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. -
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. -
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. -
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 . -
UPDATED Activate Outlook 2021 FINAL DISTRIBUTION Dec
ACTIVATE TECHNOLOGY & MEDIA OUTLOOK 2021 www.activate.com Activate growth. Own the future. Technology. Internet. Media. Entertainment. These are the industries we’ve shaped, but the future is where we live. Activate Consulting helps technology and media companies drive revenue growth, identify new strategic opportunities, and position their businesses for the future. As the leading management consulting firm for these industries, we know what success looks like because we’ve helped our clients achieve it in the key areas that will impact their top and bottom lines: • Strategy • Go-to-market • Digital strategy • Marketing optimization • Strategic due diligence • Salesforce activation • M&A-led growth • Pricing Together, we can help you grow faster than the market and smarter than the competition. GET IN TOUCH: www.activate.com Michael J. Wolf Seref Turkmenoglu New York [email protected] [email protected] 212 316 4444 12 Takeaways from the Activate Technology & Media Outlook 2021 Time and Attention: The entire growth curve for consumer time spent with technology and media has shifted upwards and will be sustained at a higher level than ever before, opening up new opportunities. Video Games: Gaming is the new technology paradigm as most digital activities (e.g. search, social, shopping, live events) will increasingly take place inside of gaming. All of the major technology platforms will expand their presence in the gaming stack, leading to a new wave of mergers and technology investments. AR/VR: Augmented reality and virtual reality are on the verge of widespread adoption as headset sales take off and use cases expand beyond gaming into other consumer digital activities and enterprise functionality. -
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. -
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. -
Comparing the Accuracy and Precision of Steamvr Tracking 2.0 and Oculus Quest 2 in a Room Scale Setup
Comparing the Accuracy and Precision of SteamVR Tracking 2.0 and Oculus Quest 2 in a Room Scale Setup Valentin Holzwarth∗ Joy Gisler∗ [email protected] ETH Zurich University of Liechtenstein Switzerland Liechtenstein Christian Hirt Andreas Kunz ETH Zurich ETH Zurich Switzerland Switzerland ABSTRACT KEYWORDS Real walking is the most intuitive navigation means to explore large Tracking system, Inside-out tracking, Motion capture, Head-mounted virtual environments. For such a free walking Virtual Reality (VR) display experience, large tracking spaces are required as well as dedicated motion tracking systems covering them. In the past, the coverage ACM Reference Format: of large tracking spaces could only be achieved by professional- Valentin Holzwarth, Joy Gisler, Christian Hirt, and Andreas Kunz. 2021. grade motion tracking systems. Recently, low-cost, consumer-grade Comparing the Accuracy and Precision of SteamVR Tracking 2.0 and Oculus Quest 2 in a Room Scale Setup. In 2021 the 5th International Conference motion tracking systems, such as SteamVR Tracking and Oculus on Virtual and Augmented Reality Simulations (ICVARS 2021), March 20– Insight, have arisen, which also allow for room scale setups. How- 22, 2021, Melbourne, VIC, Australia. ACM, New York, NY, USA, 5 pages. ever, the capability, limitation, and reliability of consumer-grade https://doi.org/10.1145/3463914.3463921 VR motion tracking systems is not fully understood yet. In this paper, we aim to fill the gap by comparing SteamVR Tracking and Oculus Insight in a 5m × 5m room scale setup, using state of the art 1 INTRODUCTION hardware (i.e. the Oculus Quest 2, SteamVR base stations 2.0 and The naturalistic exploration of Virtual Environments through real High Tech Computer Corporation (HTC) Vive Trackers Version walking requires large tracking spaces, wherein users can freely 2018). -
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.