Room Scale
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Room Scale
Room-scale (sometimes written without the dash) is a design paradigm for virtual reality (VR) experiences which allows users to freely walk around a play area, with their real-life motion reflected in the VR environment. Using 360 degree tracking equipment such as infrared sensors, the VR system monitors the user's movement in all directions, and translates this into the virtual world in real-time. This allows the player to perform tasks, such as walking across a room and picking up a key from a table, using natural movements. In contrast, a stationary VR experience might have the player navigate across the room using a joystick or other input device. The HTC Vive virtual-reality system incorporates room-scale tracking in its core design, using two infrared tracking stations located in opposite corners of the room to monitor the movement of the player. The Oculus Rift Oculus Rift is a discontinued line of virtual reality headsets developed and manufactured by Oculus VR, a divi ...
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Virtual Reality
Virtual reality (VR) is a simulated experience that employs pose tracking and 3D near-eye displays to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video games), education (such as medical or military training) and business (such as virtual meetings). Other distinct types of VR-style technology include augmented reality and mixed reality, sometimes referred to as extended reality or XR, although definitions are currently changing due to the nascence of the industry. Currently, standard virtual reality systems use either virtual reality headsets or multi-projected environments to generate realistic images, sounds and other sensations that simulate a user's physical presence in a virtual environment. A person using virtual reality equipment is able to look around the artificial world, move around in it, and interact with virtual features or items. The effect is commonly created by VR headsets consis ...
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Positional Tracking
In virtual reality (VR) and augmented reality (AR), a pose tracking system detects the precise pose of head-mounted displays, controllers, other objects or body parts within Euclidean space. Pose tracking is often referred to as 6DOF tracking, for the six degrees of freedom in which the pose is often tracked. Pose tracking is sometimes referred to as positional tracking, but the two are separate. Pose tracking is different from positional tracking because pose tracking includes orientation whereas and positional tracking does not. In some consumer GPS systems, orientation data is added additionally using magnetometers, which give partial orientation information, but not the full orientation that pose tracking provides. In VR, it is paramount that pose tracking is both accurate and precise so as not to break the illusion of a being in virtual world. Several methods of tracking the position and orientation (pitch, yaw and roll) of the display and any associated objects or devices ...
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HTC Vive
VIVE, sometimes referred to as HTC Vive, is a virtual reality brand of HTC Corporation. It consists of hardware like its titular virtual reality headsets and accessories, virtual reality software and services, and initiatives that promote applications of virtual reality in sectors like business and arts. The brand's first virtual reality headset, simply called HTC Vive, was introduced as part of a collaboration with Valve Corporation, implementing its SteamVR hardware and software ecosystem. It was unveiled during HTC's Mobile World Congress keynote in March 2015. Development kits were sent out in August and September 2015, and the first consumer version of the device was released in April 2016. It has since been succeeded by newer models with upgraded specifications. HTC has also released accessories that integrate with the Vive and SteamVR, including sensors for motion capture and facial capture. In February 2022, HTC unveiled Viverse, a metaverse ecosystem comprising its ...
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Oculus Rift
Oculus Rift is a discontinued line of virtual reality headsets developed and manufactured by Oculus VR, a division of Meta Platforms, released on March 28, 2016. In 2012 Oculus initiated a Kickstarter campaign to fund the Rift's development, after being founded as an independent company two months prior. The project proved successful, raising almost from around 10,000 contributors. Then in March 2014, Oculus was purchased by Facebook for $2 billion.Gleasure, R., & Feller, J. (2016). A Rift in the Ground: Theorizing the Evolution of Anchor Values in Crowdfunding Communities through the Oculus Rift Case Study. Journal of the Association for Information Systems, 17(10), 708-736. The Rift went through various pre-production models since the Kickstarter campaign, around five of which were demonstrated to the public before reaching its commercial release. Two of these models were shipped to backers, labelled as development kits; the DK1 in mid 2013 and DK2 in mid-2014, intended to p ...
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