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Unity platform

Manufactured by Unity Technologies
Sourced in United States

Unity is a real-time development platform that allows users to create and operate interactive 2D and 3D content. It provides tools and features for game development, animation, virtual reality, and other interactive applications.

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Lab products found in correlation

4 protocols using unity platform

1

Virtual Reality BBT Simulation Development

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The VR BBT simulation was developed using the Unity platform (Unity Technologies, Austin TX, USA). Using Unity as the real-time simulation engine, the VR BBT simulation is completed using the Oculus Rift VR system on a 16 GB RAM Windows PC with an Intel Core i7-8700 processor. The BBT simulation features a set of logical constraints that align with the rules of the physical BBT. The virtual BBT is developed to have the same dimensions as the physical BBT within the virtual environment [53.7 cm (W) × 25.4 cm (H) × 8.5 cm (D)]. The virtual environment includes an enclosed room with 3 windows, a background made to look like a starry night, and a white scoreboard that displays a 1-min timer and BBT score directly in front of the user. The VR BBT simulation was developed in first-person perspective and the virtual avatar was represented as floating hands within the simulation space that the participants controlled (Fig. 6).

Comparison of the VR BBT simulation (top) setup to the physical BBT (bottom setup).

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2

Virtual Reality Eye Tracking Experiment

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The experiment was controlled by a desktop computer running an HTC Vive Virtual Reality device equipped with an SMI eye tracker. The HTC Vive headset has a resolution of 1080 x 1200 pixels, with a 110° by 113° field of view and a refresh rate of 90 Hz. The virtual experimental set-up was built using the Unity platform (Unity Technologies, 2017) [31 ]. The SMI eye tracker has a sampling rate of 250 Hz and was controlled using the SMI-designed Unity plugin. Tracking accuracy was maintained by performing a calibration every 20 trials. Calibration consisted of following a moving white circle with a red dot in the middle to 5 different regions. The SMI Unity plugin reports only success or failure of calibration, not accuracy, so calibration was repeated upon failure. Head movements (movements of the HTC Vive headset) were tracked using inertial measurement units inside the headsets that were calibrated via two infrared base stations (60 Hz) located on opposite corners of the room [32 (link)].
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3

Navigating Virtual Environments in First-Person

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Experimental design: The details of the present design were described previously (Zhang and Naya, 2020) . A 3D virtual environment was programmed using Unity platform (Unity Technologies, San Francisco). In the environment, three animate 3D human characters (Mixamo, San Francisco, https://www.mixamo.com) were placed on three out of four locations pseudo-randomly across trials (Fig. 1a). Participants performed the task using firstperson perspective with a 90° field of view (aspect ratio = 4:3) and had never seen a topdown view of the virtual environment. Experimental stimuli were presented through an LCD projector with a resolution of 1024 × 768 pixels.
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4

Immersive Virtual Reality Experiment

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The stereoscopic head-mounted display (HMD) was an Oculus Rift DK2 (Oculus VR, Irvine, CA) with a resolution of 960x1080 per eye and a field of view of 100º, displayed at 60Hz.
The virtual environment was programmed using the Unity platform (Unity Technologies, San Francisco, CA). The tactile feedback (TOUCH group only, see Procedure) was administered via a single small vibrator placed in the middle of the right participant's hand dorsum and controlled via an Arduino board (Arduino LLC, Ivrea, Italy). Noise isolation was ensured by the administration of pink noise via headphones, with a constant volume set at 70 dB SPL.
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