ABSTRACT a Rogerian Case Study Seeking the Future of VR: Responding to Dr. Sutherland's Ultimate Display Victor Henry Larson
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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). -
Top 20 Influencers
Top 20 AR/VR InfluencersWhat Fits You Best? Sanem Avcil Palmer Luckey @Sanemavcil @PalmerLuckey Founder of Coolo Games, Founder of Oculus Rift; CEO of Politehelp & And, the well known Imprezscion Yazilim Ve voice in VR. Elektronik. Chris Milk Alex Kipman @milk @akipman Maker of stuff, Key player in the launch of Co-Founder/CEO of Within. Microsoft Hololens. Creator of Focusing on innovative human the Microsoft Kinect experiences in VR. motion controller. Philip Rosedale Tony Parisi @philiprosedale @auradeluxe Founder of Head of AR and VR Strategy at 2000s MMO experience, Unity, began his VR career Second Life. co-founding VRML in 1994 with Mark Pesce. Kent Bye Clay Bavor @kentbye @claybavor Host of leading Vice President of Virtual Reality VR podcast, Voices of VR & at Google. Esoteric Voices. Rob Crasco Benjamin Lang @RoblemVR @benz145 VR Consultant at Co-founder & Executive Editor of VR/AR Consulting. Writes roadtovr.com, one of the leading monthly articles on VR for VR news sites in the world. Bright Metallic magazine. Vanessa Radd Chris Madsen @vanradd @deep_rifter Founder, XR Researcher; Director at Morph3D, President, VRAR Association. Ambassador at Edge of Discovery. VR/AR/Experiencial Technology. Helen Papagiannis Cathy Hackl @ARstories @CathyHackl PhD; Augmented Reality Founder, Latinos in VR/AR. Specialist. Author of Marketing Co-Chair at VR/AR Augmented Human. Assciation; VR/AR Speaker. Brad Waid Ambarish Mitra @Techbradwaid @rishmitra Global Speaker, Futurist, Founder & CEO at blippar, Educator, Entrepreneur. Young Global Leader at Wef, Investor in AugmentedReality, AI & Genomics. Tom Emrich Gaia Dempsey @tomemrich @fianxu VC at Super Ventures, Co-founder at DAQRI, Fonder, We Are Wearables; Augmented Reality Futurist. -
View the Manual
Base game Manual V0.4 Environment Remove any objects in the playing area that you might touch or hit while playing with your body. Please also make sure that lamps or fans are not in the playing area. If you are at the edge of the playing area, do not make any big movements, otherwise you could touch the walls with your body or hands/controllers. It is best to stand. Step movements are not necessary during the game. You can move and rotate completely with the controllers. Technical requirements To play the game, you need Virtual Reality headset (VR headset). Without VR glasses, the game will not run. A (free) Steam account is also required. Also installed must be the VR software "SteamVR" (when using HTC VIVE or the Valve Index) or the additional software "Windows Mixed Reality for SteamVR" for the use of Windows Mixed Reality glasses on Steam with "SteamVR". Before the first launch, a room measuring should also have been done in SteamVR (when using the HTC VIVE or the Valve Index). When using Windows Mixed Reality glasses, there is an option to change the position of the floor from the height. The controllers of the VR headset should also be connected to the VR system and be charged. The game Container You start the game in the container and go to the selected construction site through the door. Later, you can start different locations here depending on the existing DLC. You can now set options to one of the boards by moving the switch accordingly. -
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 -
Virtual Reality Headsets
VIRTUAL REALITY HEADSETS LILY CHIANG VR HISTORY • Many companies (Virtuality, Sega, Atari, Sony) jumped on the VR hype in the 1990s; but commercialization flopped because both hardware and software failed to deliver on the promised VR vision. • Any use of the VR devices in the 2000s was limited to the military, aviation, and medical industry for simulation and training. • VR hype resurged after Oculus successful KickStarter campaign; subsequently acquired by Facebook for $2.4 bn. • Investments rushed into the VR industry as major tech firms such as Google, Samsung, and Microsoft and prominent VC firms bet big on the VR revolution. LIST OF VIRTUAL REALITY HEADSET FIRMS Company Name Entered Exited Disposition Company Name Entered Exited Disposition Company Name Entered Exited Disposition LEEP Optics 1979 1998 Bankrupt Meta Altergaze 2014 Ongoing VPL Research 1984 1990 Bankrupt SpaceGlasses 2012 Ongoing Archos VR 2014 Ongoing Division Group Sulon Cortex 2012 Ongoing AirVr 2014 Ongoing LTD 1989 1999 Acquired Epson Moverio Sega VR 1991 1994 Bankrupt BT-200 2012 Ongoing 360Specs 2014 Ongoing Virtuality 1991 1997 Acquired i2i iPal 2012 Ongoing Microsoft VictorMaxx 1992 1998 Bankrupt Star VR 2013 Ongoing Hololens Systems 2015 Ongoing Durovis Dive 2013 Ongoing Razr OSVR 2015 Ongoing Atari Jaguar VR 1993 1996 Discontinued Vrizzmo 2013 Ongoing Virtual I-O 1993 1997 Bankrupt Cmoar 2015 Ongoing CastAR 2013 Ongoing eMagin 1993 Ongoing Dior Eyes VR 2015 Ongoing VRAse 2013 Ongoing Virtual Boy 1994 1995 Discontinued Yay3d VR 2013 Ongoing Impression Pi -
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. -
An Augmented Reality Social Communication Aid for Children and Adults with Autism: User and Caregiver Report of Safety and Lack of Negative Effects
bioRxiv preprint doi: https://doi.org/10.1101/164335; this version posted July 19, 2017. The copyright holder for this preprint (which was not certified by peer review) is the author/funder. All rights reserved. No reuse allowed without permission. An Augmented Reality Social Communication Aid for Children and Adults with Autism: User and caregiver report of safety and lack of negative effects. An Augmented Reality Social Communication Aid for Children and Adults with Autism: User and caregiver report of safety and lack of negative effects. Ned T. Sahin1,2*, Neha U. Keshav1, Joseph P. Salisbury1, Arshya Vahabzadeh1,3 1Brain Power, 1 Broadway 14th Fl, Cambridge MA 02142, United States 2Department of Psychology, Harvard University, United States 3Department of Psychiatry, Massachusetts General Hospital, Boston * Corresponding Author. Ned T. Sahin, PhD, Brain Power, 1 Broadway 14th Fl, Cambridge, MA 02142, USA. Email: [email protected]. Abstract Background: Interest has been growing in the use of augmented reality (AR) based social communication interventions in autism spectrum disorders (ASD), yet little is known about their safety or negative effects, particularly in head-worn digital smartglasses. Research to understand the safety of smartglasses in people with ASD is crucial given that these individuals may have altered sensory sensitivity, impaired verbal and non-verbal communication, and may experience extreme distress in response to changes in routine or environment. Objective: The objective of this report was to assess the safety and negative effects of the Brain Power Autism System (BPAS), a novel AR smartglasses-based social communication aid for children and adults with ASD. BPAS uses emotion-based artificial intelligence and a smartglasses hardware platform that keeps users engaged in the social world by encouraging “heads-up” interaction, unlike tablet- or phone-based apps. -
Digital Populism: Trolls and Political Polarization of Twitter in Turkey
International Journal of Communication 11(2017), 4093–4117 1932–8036/20170005 Digital Populism: Trolls and Political Polarization of Twitter in Turkey ERGİN BULUT Koç University, Turkey ERDEM YÖRÜK Koç University, Turkey University of Oxford, UK This article analyzes political trolling in Turkey through the lens of mediated populism. Twitter trolling in Turkey has diverged from its original uses (i.e., poking fun, flaming, etc.) toward government-led polarization and right-wing populism. Failing to develop an effective strategy to mobilize online masses, Turkey’s ruling Justice and Development Party (JDP/AKP) relied on the polarizing performances of a large progovernment troll army. Trolls deploy three features of JDP’s populism: serving the people, fetish of the will of the people, and demonization. Whereas trolls traditionally target and mock institutions, Turkey’s political trolls act on behalf of the establishment. They produce a digital culture of lynching and censorship. Trolls’ language also impacts pro-JDP journalists who act like trolls and attack journalists, academics, and artists critical of the government. Keywords: trolls, mediated populism, Turkey, political polarization, Twitter Turkish media has undergone a transformation during the uninterrupted tenure of the ruling Justice and Development Party (JDP) since 2002. Not supported by the mainstream media when it first came to power, JDP created its own media army and transformed the mainstream media’s ideological composition. What has, however, destabilized the entire media environment was the Gezi Park protests of summer 2013.1 Activists’ use of social media not only facilitated political organizing, but also turned the news environment upside down. Having recognized that the mainstream media was not trustworthy, oppositional groups migrated to social media for organizing and producing content. -
PROGRAMS for LIBRARIES Alastore.Ala.Org
32 VIRTUAL, AUGMENTED, & MIXED REALITY PROGRAMS FOR LIBRARIES edited by ELLYSSA KROSKI CHICAGO | 2021 alastore.ala.org ELLYSSA KROSKI is the director of Information Technology and Marketing at the New York Law Institute as well as an award-winning editor and author of sixty books including Law Librarianship in the Age of AI for which she won AALL’s 2020 Joseph L. Andrews Legal Literature Award. She is a librarian, an adjunct faculty member at Drexel University and San Jose State University, and an international conference speaker. She received the 2017 Library Hi Tech Award from the ALA/LITA for her long-term contributions in the area of Library and Information Science technology and its application. She can be found at www.amazon.com/author/ellyssa. © 2021 by the American Library Association Extensive effort has gone into ensuring the reliability of the information in this book; however, the publisher makes no warranty, express or implied, with respect to the material contained herein. ISBNs 978-0-8389-4948-1 (paper) Library of Congress Cataloging-in-Publication Data Names: Kroski, Ellyssa, editor. Title: 32 virtual, augmented, and mixed reality programs for libraries / edited by Ellyssa Kroski. Other titles: Thirty-two virtual, augmented, and mixed reality programs for libraries Description: Chicago : ALA Editions, 2021. | Includes bibliographical references and index. | Summary: “Ranging from gaming activities utilizing VR headsets to augmented reality tours, exhibits, immersive experiences, and STEM educational programs, the program ideas in this guide include events for every size and type of academic, public, and school library” —Provided by publisher. Identifiers: LCCN 2021004662 | ISBN 9780838949481 (paperback) Subjects: LCSH: Virtual reality—Library applications—United States. -
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. -
Learning Theories & Learning Preferences 4
Technology Instruction A-Z New Canaan Library Learning Objectives By the end of this presentation, attendees will be able to… ● Define virtual reality and augmented reality and integrate VR & AR programming into library services, if/when possible ● Compare, contrast and discuss New Canaan Library’s approaches to technology instruction and how they compare to that of one’s own library ● Articulate the different components of a lesson plan What is virtual reality? The computer-generated simulation of a three-dimensional image or environment that can be interacted with in a seemingly real or physical way by a person using special electronic equipment, such as a helmet with a screen inside or gloves fitted with sensors. - Merriam-Webster What is augmented reality? Enhanced version of reality created by the use of technology to overlay digital information on an image of something being viewed through a device (such as a smartphone camera). - Merriam-Webster In Short Virtual Reality creates an artificial environment to inhabit. Augmented Reality simulates artificial objects in the real environment. Why AR/VR now? ● Aligns with mission ● State of technology ● Affordable Things to Consider ● Costs ● Business Proposal ● Equipment (Oculus, Vive, Samsung, etc) ● How will it be used / Space ● Booking Procedure ● Policy / Waiver ● Age limits ● Sanitation ● Health Equipment ● Oculus Rift ○ headset, L/R controllers, 2 sensors ● Oculus Go ● Robust PC with high-end video card ● Furniture Letting the World Know ● Website ● Digital Newsletter ● Social Media