Showing 21 - 40 results of 43 for search '"Oculus Rift"', query time: 0.08s Refine Results
  1. 21

    The Use of Portable EEG Devices in Development of Immersive Virtual Reality Environments for Converting Emotional States into Specific Commands by Catarina Sá, Paulo Veloso Gomes, António Marques, António Correia

    Published 2020-08-01
    “…One of the devices that embraced this new trend is Looxid Link<sup>TM</sup>, a system that adds electroencephalography to HTC VIVE<sup>TM</sup>, VIVE Pro<sup>TM</sup>, VIVE Pro Eye<sup>TM</sup>, or Oculus Rift S<sup>TM</sup> glasses to create interactive environments using brain signals. …”
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    Article
  2. 22

    Face Authenticated Hand Gesture Based Human Computer Interaction for Desktops by Mukthineni Venkat, Mukthineni Rahul, Sharma Onkar, Narayanan Swathi Jamjala

    Published 2020-11-01
    “…Currently, this technology is limited to expensive and highly specialized equipment and gadgets such as Kinect and the Oculus Rift. In this paper, various technologies and methodologies of implementing a gesture detection and recognition system are discussed. …”
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    Article
  3. 23

    Serious virtual reality game - ArcadeVR by Ng, Nickson

    Published 2022
    “…This VR game is developed for the oculus quest 2 and oculus rift using the unity game engine, photon multiplayer engine and blender. …”
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    Final Year Project (FYP)
  4. 24

    Design of a tactile life jacket by Nishant Lokhandwala.

    Published 2013
    “…This explores in detail the current immersive virtual reality technology available in the market including the Oculus Rift. This is followed by an introduction to the various components considered during the design of the project including haptic actuators, microcontrollers, communication interfaces and motor control components. …”
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    Final Year Project (FYP)
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    Empathy for the game master: how virtual reality creates empathy for those seen to be creating VR by Roquet, Paul

    Published 2021
    “…Tracing how both positive and negative empathy circulates around characters in one of the most influential VR fictions of the 2010s, the light novel series-turned-anime series Sword Art Online (2009–), as well as the real-life figure of Palmer Luckey, creator of the Oculus Rift headset that launched the most recent VR revival, the author shows how empathetic identification ultimately tends to target the VR game master, the head architect of the VR world. …”
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    Article
  7. 27

    Lingering effects associated with the consumer use of virtual reality by John Porter III, Andrew Robb

    Published 2022-09-01
    “…Since the release of the Oculus Rift CV1 in 2016, millions of VR headsets have made their way into consumers’ homes. …”
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    Article
  8. 28

    A Scoping Review on Virtual Reality-Based Industrial Training by Jose E. Naranjo, Diego G. Sanchez, Angel Robalino-Lopez, Paola Robalino-Lopez, Andrea Alarcon-Ortiz, Marcelo V. Garcia

    Published 2020-11-01
    “…From a total of 350 peer-reviewed database articles, such as SpringerLink, IEEEXplore, MDPI, Scopus, and ACM, 44 were eventually chosen, mostly using the virtual reality haptic glasses and controls from Oculus Rift and HTC VIVE. It was concluded that, among the advantages of using this digital tool in the industry, is the commitment, speed, measurability, preservation of the integrity of the workers, customization, and cost reduction. …”
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    Article
  9. 29

    Virtual Reality in Discrete Event Simulation for Production–Assembly Processes by Peter Trebuna, Miriam Pekarcikova, Richard Duda, Tomas Svantner

    Published 2023-04-01
    “…Virtualization was solved using the Oculus Rift S Headset. The output is a generally applicable procedure for modelling and testing a virtual model with its verification on a case study.…”
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    Article
  10. 30

    A non-contact interactive stereo display system for exploring human anatomy by Ziteng Liu, Wenpeng Gao, Yu Sun, Yixian Su, Jiahua Zhu, Lubing Xu, Yili Fu

    Published 2019-03-01
    “…Hand gesture interaction is implemented based on a Leap Motion controller mounted on the Oculus Rift DK2. Voice is converted into operation using Bing Speech for English language and Aitalk for Chinese language, respectively. …”
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    Article
  11. 31

    Exploring the design space of immersive urban analytics by Zhutian Chen, Yifang Wang, Tianchen Sun, Xiang Gao, Wei Chen, Zhigeng Pan, Huamin Qu, Yingcai Wu

    Published 2017-06-01
    “…Recent years have witnessed the rapid development and wide adoption of immersive head-mounted devices, such as HTC VIVE, Oculus Rift, and Microsoft HoloLens. These immersive devices have the potential to significantly extend the methodology of urban visual analytics by providing critical 3D context information and creating a sense of presence. …”
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    Article
  12. 32

    Taking animation project learning into the virtual environment by Hodgkinson, Gray

    Published 2017
    “…Along this journey the students gained skills with advanced 3D modelling techniques, motion-capture, the 3D goggles Oculus Rift, the game engine Unreal Engine 4, as well as other supporting skills such as script writing and concept art.…”
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    Conference Paper
  13. 33

    Wayfinding in Virtual Reality Serious Game: An Exploratory Study in the Context of User Perceived Experiences by Shafaq Irshad, Andrew Perkis, Waleed Azam

    Published 2021-08-01
    “…Thirty-nine participants experienced three variants of the VR SG using Oculus Rift- S. Participants in the control condition were exposed to the VR with no wayfinding cues, and the experimental groups were exposed to VR with static and dynamic wayfinding cues. …”
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    Article
  14. 34

    Alprazolam Reduces Freezing of Gait (FOG) and Improves FOG-Related Gait Deficiencies by Abdullah Al Jaja, Téa Sue, Margaret Prenger, Ken N. Seergobin, Jessica A. Grahn, Penny A. MacDonald

    Published 2024-01-01
    “…At each session, on separate days, patients walked on a pressure-sensitive walkway. Using Oculus Rift virtual-reality goggles, patients walked along a plank that appeared to be (a) level with the floor, in the low-anxiety condition or (b) raised high above the ground, in the high-anxiety conditions. …”
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    Article
  15. 35

    Acquisition of customer’s tailor measurements for 3D clothing design using virtual reality devices by Andrea Vitali, Caterina Rizzi

    Published 2018-07-01
    “…Tailor Tracking has been developed using low cost devices, such as Microsoft Kinect sensor, Leap motion device and Oculus Rift, and open source libraries, such as Visualisation Toolkit (VTK) and Qt. …”
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    Article
  16. 36

    Feasibility and psychophysical effects of immersive virtual reality-based mirror therapy by Chris Heinrich, Nadine Morkisch, Tobias Langlotz, Holger Regenbrecht, Christian Dohle

    Published 2022-10-01
    “…The recent emergence of affordable, off-the-shelf head-mounted displays (like the Oculus Rift or HTC Vive) has opened the possibility for novel and cost-effective approaches for immersive mirror therapy interventions. …”
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    Article
  17. 37

    Adversarial Autoencoder and Multi-Armed Bandit for Dynamic Difficulty Adjustment in Immersive Virtual Reality for Rehabilitation: Application to Hand Movement by Kenta Kamikokuryo, Takumi Haga, Gentiane Venture, Vincent Hernandez

    Published 2022-06-01
    “…This study proposes to use an efficient tool for high-dimensional data by considering a deep learning approach for dimensionality reduction of hand movement recorded using a wireless remote control embedded with the Oculus Rift S. This latent space is created as a visualization tool also for use in a reinforcement learning (RL) algorithm employed to provide a decision-making framework. …”
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    Article
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    Off the shelf: Investigating transfer of learning using commercially available virtual reality equipment. by Logan T Markwell, Koleton Cochran, Jared M Porter

    Published 2023-01-01
    “…Participants in the VR group also performed golf putts on three different miniature golf putting holes, using the commercially available Oculus Rift and the Cloudlands VR Minigolf game. The VR putting targets were designed to replicate the putting holes in the physical environment. …”
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    Article
  20. 40

    Validity of a Fully-Immersive VR-Based Version of the Box and Blocks Test for Upper Limb Function Assessment in Parkinson’s Disease by Edwin Daniel Oña, Alberto Jardón, Alicia Cuesta-Gómez, Patricia Sánchez-Herrera-Baeza, Roberto Cano-de-la-Cuerda, Carlos Balaguer

    Published 2020-05-01
    “…Our VR-based BBT (VR-BBT) integrates the traditional BBT mechanics into gameplay using the Leap Motion Controller (LMC) to capture the user’s hand motion and the Oculus Rift headset to provide a fully immersive experience. …”
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    Article