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Gear vr headset

Manufactured by Samsung

The Gear VR headset is a virtual reality device developed by Samsung Electronics. It utilizes a smartphone as the display and processing unit, providing users with an immersive virtual reality experience. The Gear VR headset includes adjustable straps, a touchpad, and a range of connectivity options to seamlessly integrate with compatible Samsung smartphones.

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8 protocols using gear vr headset

1

Mobile VR System Usage in Trials

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Hardware.
The hardware used in this trial was the Samsung Gear VR system, comprising one of two Samsung smartphones (Note 4 or Galaxy S6), and the Samsung Gear VR headset (Second Innovator Edition). Unlike traditional virtual reality equipment which are tethered to a computer and require external base stations to track horizontal and vertical movement, the Samsung Gear VR is a mobile system, can run on battery power for multiple hours, and tracks head-rotation using internal sensors and gyroscopes. The Samsung Gear VR headset includes a dedicated touchpad for interacting with virtual reality content, back button for exiting or pausing levels, volume buttons, and a focus adjustment wheel to allow users to sharpen the image depending on their eye-sight. Inexpensive over the ear headphones were provided to deliver verbal instructions and sound.
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2

Virtual Reality Exposure Therapy Platform

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The VRET was developed using the Unity real-time 3D development platform (68 ). The Unity-based VRET smartphone application was deployed to the Android operating system. Data on heartrate were collected through the smartphone application, since the VRET smartphone application was connected to the Microsoft Band 2, a biometric wristband. A bespoke plugin developed in Java acted as a bridge between the Java-based official Microsoft Band software development kit and the VRET smartphone application. A Samsung Gear VR headset housed a Samsung Galaxy S7 smartphone on which the VRET application ran to display the virtual environment.
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3

Immersive Mobile VR Experience

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In the Ground condition, the Samsung S8 mobile phone displaying the VR activity was encased in the Samsung Gear VR headset compatible with the Samsung 8. Headphones were connected to the phone for audio input.
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4

Measuring Movement-Evoked Pain Threshold

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The primary outcomes were movement-evoked pain threshold (total range of motion to pain threshold in degrees) and self-reported pain intensity. The 3 threshold measures from each session were combined only after confirming no systematic differences. Pain ratings from the beginning of the session were used because we were interested in cumulative/ sustained analgesia, rather than immediate effects. Outcomes were assessed twice daily throughout the study. Measures were enabled by the motion sensors onboard the Samsung Gear VR headset and Galaxy smartphone. At each session, 3 measures were taken for the left and right rotations. Each rotation pain threshold was recorded automatically in a digital log on the mobile phone hard drive, along with a time and date stamp. We have previously shown highly precise axial measures using data from HMDs. 30, 35
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5

Immersive Virtual Reality Tourism Experience

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VR content was administered using the Samsung Gear VR headset, with Samsung Galaxy Note 7 mobile phones and Sony headphones. A helmet-mounted display with headphones helps users feel a sense of isolation from their physical environment, creating a greater sense of immersion and presence. Eighteen 360-degree videos, six to 10 minutes in length, were offered. Travel destinations included: Amsterdam, Australia, Cancun, Canyon Walk, Elephants and Orangutans, Egypt, Far East, Greece, Hong Kong, the International Space Station, Ireland, Paris, Portugal, Prague, Morocco, Scuba Diving, Spain, and Turkey. The videos were curated and chosen to represent a range of tourism activities (e.g. from visiting a city to scuba diving) that allowed for changing view points in response to the viewer’s head movements and did not contain sudden scene changes which could elicit cybersickness.
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6

Virtual Reality Immersion Evaluation

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The study was conducted in a simulation department at a regional hospital and participants were explained and taught how to use a Samsung Gear VR headset. The side of the headset had simple buttons to give users an opportunity to stop the video if motion sickness or other causes occurred. Likewise, a user watching the conventional 2D on a laptop could stop the video using universal video controls. The space was free from obstacles, which could allow headset users to move safely and unimpeded. Following media viewing the participants completed the AIEQ, AIMI, and MCQ.
The AIEQ is a 23-item measure with responses rated on a 1-5 Likert scale and the AIMI is a 14-item questionnaire with a 1-7 Likert response scale. The MCQ involved selecting the single best answer from 4 options for a total of 6 questions.
A researcher remained present throughout the AIEQ, AIMI, and MCQ data collection. 8 participants from the 360 arm were invited to complete an online survey with freetext responses to questions submitted by candidates through email participation.
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7

Virtual Reality for Pain Relief

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Study participants were exposed to two VR environments: scenery, where the participant is exposed to a VE consisting of passive sceneries such as nature experiences; and somatic, where the VE consisted of upper and lower extremity movements (Figure 1). Two types of somatic environments were used, and participants chose the most appropriate environment based upon their self-reported location of their most prominent pain: an upper extremity VE or a lower extremity VE. While viewing the VEs, no specific commands were given, and participants were not encouraged to focus on any particular part or element of the VE. Patients underwent the two consecutive VR sessions (scenery and somatic) in a randomized order. Each VR session was 10 min in duration. The participant was permitted to leave the laboratory and move freely within the campus (in some cases for several hours) and return for the second VR session once the participant reported a return to baseline pain level.
The VR system consisted of the Samsung Galaxy S3 housed in a Samsung Gear VR headset (Figure 1). Patients were placed in a seated position on a chair or their personal wheelchair, with the ability to look around freely. Patients were instructed to report any discomfort and given the possibility to ask to stop the intervention at any time.
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8

Multisensory VR Environments for Taste Research

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Three VR environments were used as visual stimuli. According to the existing literature, sweet-congruent visual cues such as round shapes, pink/red-shaded colours, and soft/smooth visual textures were incorporated into the design of the sweet environment. Meanwhile, bitter-congruent visual cues such as angular shapes, black/grey-shaded colours, and rough/grainy textures were incorporated into the incongruent/bitter environment, and the neutral environment was designed based on the test room itself, with a plain white background (Figure 2). Models were built using Rhinoceros three-dimensional (3D) software (Rhino 6.0) and rendered using Unity software (Unity, version 2019.2.13). With slight modifications, all three environments were designed based on the size of the test room (length = 3.6 m, width = 2.7 m, and height = 2.55 m), while the furniture and decorations in each environment were also adjusted for similarity in size, scale, and spatial arrangement. Android application packages (APK) of the VR environments were made freely available through three QR codes (Figure S2). Participants experienced the VR contexts through a Samsung Gear VR headset powered by Samsung Galaxy S7 smartphone. All three VR environmental designs were verified through a pilot questionnaire to ensure visual-taste association.
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