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Rift headset

Manufactured by Oculus
Sourced in United States

The Oculus Rift is a virtual reality headset designed for immersive gaming and entertainment experiences. It features a high-resolution display, tracking sensors, and a comfortable, adjustable design to provide users with a seamless VR environment.

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Lab products found in correlation

4 protocols using rift headset

1

Immersive VR Headset Characterization

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The Oculus Rift headset has a refresh rate of 90 Hz, a resolution of 1080 × 1200 for each eye, and a diagonal field of view of 110 degrees. Participants were encouraged to sit still and look straight ahead during trials but did not have their head position fixed. The Rift’s tracking camera and internal accelerometer and gyroscope accounted for any head movements in order to render an immersive experience.
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2

Virtual Reality Environments for Perception

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An Oculus Rift headset and associated controllers were used, with two environments created in Unreal Engine 4.2. Figure 3 shows the virtual Sparse environment presented to participants: a room containing just a long table (1 m width by 4 m length) and the target object (an 10 by 10 by 5 cm cuboid presented at eye-height). The architecture of the room, target, and reference line were created using the Engine’s Starter Content. The Cluttered environment incorporated objects added on to the tabletop, shown in Fig. 4. These were scans obtained from Unreal Engine Marketplace29 ,30 or real objects scanned by the experimenters. A total of 21 objects were positioned randomly across the full length of the table surface.
The target object had a point light locked to the participant-facing side, with an intensity of one lumen and attenuation radius of 10 cm. This light was programmed to not cast any shadows during the experiment, and ensured that the luminance of the target object itself did not differ across the lighting conditions of the experiment, which did however affect the presence, location and shape of the cast shadows.
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3

Evaluating News Material Comprehension

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We recruited 88 participants (36 males and 52 females) from a university via advertisements, Webchat, and microblogs. They were aged between 18 and 33 (M = 26.5, SD = 3.297) and were pursuing different majors, including economics, law, literature, science, engineering, and management. Based on the information collected in the pretest questionnaire survey, individuals who had full knowledge of the content of the news material used in this experiment or who exhibited strong personal opinions and emotional attitudes were excluded during the recruitment process to avoid any influence of participants’ biases on the accuracy and credibility of the experimental results. In addition to the Oculus Rift headset, we also used a web camera and a voice recorder to record the participants’ behaviors and soliloquies for later data analysis.
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4

Virtual Reality Spatial Navigation Study

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Participants wore an Oculus Rift headset (Consumer Version; Menlo Park, CA, USA). The headset was tracked continuously by small reflective markers feeding into a Vicon Bonita motion tracking system (Oxford, UK). They were also given a motion-tracked ‘wand’ for indicating responses, made of some PVC and a screwdriver handle. The virtual environment was programmed in WorldViz Vizard 5. With real-time updating of the participant’s position and headset’s position from the motion capture markers, participants were able to freely traverse a space of about 5 m × 10 m, with approximately 3 m × 3 m used during this study.
The virtual environment was very sparse (see Fig. 1A,B). There was a floor with a sand texture. There was a skybox, rendered at infinite distance, with the appearance of an outer space nebula. A circle was placed with a radius of 1.3 m. Using the center of the circle as (0, 0), three small beacons were placed at (−0.65, 0), (0, 0.65), and (0, –0.65) with distances in meters. These beacons were grey cylinders with a height of 1 cm and a radius of 6.5 cm. A translucent blue column was placed to indicate where the participant should stand. When standing inside this column, it became invisible. The wand was rendered as a rectangular solid with a sphere on the end and a thin column of light extending along its main axis (like a laser pointer).
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