The largest database of trusted experimental protocols

Rift dk2

Manufactured by Oculus
Sourced in United States, Canada

The Oculus Rift DK2 is a virtual reality headset designed for developers. It features a high-resolution OLED display, positional tracking, and low-latency head tracking. The Rift DK2 is intended for use in virtual reality development and research.

Automatically generated - may contain errors

28 protocols using rift dk2

1

Comparison of Head-Mounted and Screen-Based VR

Check if the same lab product or an alternative is used in the 5 most similar protocols
The environments for all blocks were designed using the game engine development tool, Unity 3D (Version 5.6.6). In the blocks where participants were in the HMD-VR environment, participants performed the task in a head-mounted display (Oculus Rift DK2). In the blocks where participants were in the Screen environment, participants performed the task on a 17.3 in., 1920 × 1080 pixel resolution computer laptop (ASUS ROG G751JY-DH71). The HMD-VR environment was created based on a fixed coordinate system that did not depend on the participant’s head position. All participants were physically seated in the same location for all blocks and used the same force transducer for the task. The only difference between HMD-VR and Screen blocks is that participants put on the HMD-VR headset for HMD-VR blocks.
+ Open protocol
+ Expand
2

Measuring Human Posture and Motion Using VR

Check if the same lab product or an alternative is used in the 5 most similar protocols
Force-plate measurements were acquired at 100 Hz and synchronized with Rift DK2 (Oculus VR, Irvine, CA, USA) VRHMD measurements of 75 Hz. The DK2 uses a combination of inertial sensors and an external synchronized camera to provide accurate 6°-of-freedom tracking of spatial position with millimeter accuracy. It has been designed with a low-persistence panel, which greatly reduces motion blur visible on the screen. Motion blur has been shown to contribute toward increased simulator sickness.26 (link) The DK2 software-development kit provided position and rotation of the headset. The kit also provided an estimated eye height and depth offset from the point of articulation (neck). Using this information and the current orientation of the headset, it was possible to subtract the offset caused by rotating the headset during assessment.
+ Open protocol
+ Expand
3

Thumb Movement and Skin Conductance in VR

Check if the same lab product or an alternative is used in the 5 most similar protocols
The participants received stimuli through a head-mounted display (Oculus Rift DK2, 960 (width) × 1,080 (height) pixel, 90 × 110 deg, refresh at 75 Hz). A motion capture system (Noitom Perception Neuron, 120 Hz) detected the observers' right thumb movement. A computer (OS: Windows 10, RAM: 16.0 GB, CPU: Intel(R) Core(TM) i5-6400 CPU @ 2.70 GHz (4 CPUs), GPU: GeForce GTX 1,080) controlled the stimuli. BIOPAC Systems MP150 measured the observers' skin conductance response (SCR) for a threatening stimulus. Two electrodes (EL507) were attached to the distal phalanges of the middle and ring fingers of the participants' left hand. A wireless transmitter (BN-PPGED) was attached to the participants' left wrist, and two lead wires (BN-EDA-LEAD2) were connected from the transmitter to the electrodes. The data were acquired by manufacturer's software AcqKnowledge 4.4 for Windows at a sample rate of 1,000 Hz. The computer sent a trigger signal to an interface module (UIM 100c) connected to the MP150 via Arduino Uno. The trigger was set 10 s before the threatening stimulus, and the data were acquired for 20 s. The participants' right hand was put on a wrist rest so that they could move the thumb freely with the hand facing down (Figure 1). They put their real left arm down at their side.
+ Open protocol
+ Expand
4

Virtual Reality for Assistive Vision

Check if the same lab product or an alternative is used in the 5 most similar protocols
Subjects wore a virtual reality headset (Rift DK2; Oculus Inc., Irvine, CA, USA) with a wide field of view (FOV) camera (Logitech c390e, FOV: 80.7° × 50°, 30 fps; Logitech, Lausanne, Switzerland) mounted to the headset in front of the left eye (Fig. 2). Images from the camera were prewarped to eliminate lens distortion. A 15° × 15° ROI (based on a conservative retinal projection of the electrode array29 (link)) was sampled from each frame to be rendered as a phosphene image and presented on the headset display to the left eye only. The subject could redirect the camera axis by moving their head. Phosphene rendering latency was 50 ms and the display refresh rate was 90 Hz, yielding latencies between 50 and 61 ms for the display to reflect a change in camera image.
+ Open protocol
+ Expand
5

Spatiotemporal Dynamics of Peripersonal Space

Check if the same lab product or an alternative is used in the 5 most similar protocols
The PPS task was administered using a virtual reality headset (Oculus Rift DK2; 900 × 1090 per eye, ∼105 FOV) and the ExpyVR software (https://lnco.epfl.ch/expyvr): a new augmented-reality technology developed at the EPFL. (Laboratory of Cognitive Neuroscience at the Ecole Polytechnique Federale deLausanne). During each trial, a looming ball on a transparent background was presented, while in approximately 77% of the trials, subjects also received mild (non-painful) vibrations on their left-hand fingertips by means of holding sensory electrodes (i.e., vibrotactile stimulator, custom-made at the EPFL). The remaining trials were catch trials, where only the looming ball was presented. Subjects were asked to respond to the vibration stimulation as fast as possible, by pressing the space bar on the keyboard. Tactile RTs were recorded.
For experiment 1 and 2: in the social PPS task condition, an experimenter was sitting in front of the participants (90 cm away) with the looming ball appearing at the level of the neck of the experimenter. In contrast, in the non-social PPS condition, there was no person sitting in front of the participant, but the chair was still present.
+ Open protocol
+ Expand
6

Immersive Virtual Reality Experiment

Check if the same lab product or an alternative is used in the 5 most similar protocols
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.
+ Open protocol
+ Expand
7

Virtual Reality for Spatial Cognition Research

Check if the same lab product or an alternative is used in the 5 most similar protocols
The experiment was performed with a virtual reality system consisting of a head-mounted virtual reality helmet (Oculus Rift DK2, Oculus, Irvine, CA, U. S.; 100° horizontal field of view, resolution 960 × 1080 pixels per eye, refresh rate 75 Hz; delay 2~3 ms), an HP workstation (CPU E5–2667 3.20 GHz, RAM 56.0 GB, GPU NVIDIA Quadro K6000), and an infrared tracking subsystem. The infrared tracking subsystem was comprised of eight intelligent tracking cameras (ART Track 5 tracking cameras; refresh rate 300 Hz) and one central controller with DTrack2 software (ART technology company, Weilheim, Germany). The tracking cameras covered a 6 m × 6 m tracking area on the floor. The virtual reality environment (VRE) was presented on the head-mounted displays, which was tracked by the infrared tracking subsystem via a pair of glasses fixed with six passive markers. The sounds in the experiment were presented by a stereo subsystem (Wharfedale Pacific Evolution-40, Wharfedale, Britain).
+ Open protocol
+ Expand
8

Immersive Virtual Environment Memory Task

Check if the same lab product or an alternative is used in the 5 most similar protocols
Visual contexts were displayed either on a computer screen (15.4-inch) or via a head-mounted display (HMD) to create fully surrounding virtual environments (Oculus Rift DK2, Oculus VR, LLC). In both cases participants were seated comfortably in a chair with an approximate distance of 60 cm to a computer screen. During the memory task (encoding–distraction task–recall) the light was switched off to reduce any visual influences other than what was displayed on the computer screen or via HMD. To create and display the visual contexts, as well as for recording of the verbal listing of remembered words, Unity 3d (Version 5.6, https://unity3d.com/) was used.
+ Open protocol
+ Expand
9

Virtual Reality Cognitive Assessment

Check if the same lab product or an alternative is used in the 5 most similar protocols
The cognitive tasks were programmed using the “Vizard 5 Virtual Reality” software (WorldViz, Santa Barbara, CA, USA). In the VMWM and the VRAWM tasks, subjects wore the Oculus Rift DK2 virtual reality goggles (Oculus VR, LLC, Irvine CA, USA). These goggles were utilized as a display that enabled subjects to see the room in a first-person perspective, as well as a rotating tool of the view, due to its capability to translate head movements in real-time to shifts of the viewpoint. A controller (X-Box, Microsoft) was used for navigation in the environment as well as for rotating the view left and right, in addition to the goggles' rotation. Prior to starting each experiment, instructions were presented and explained to the subjects.
+ Open protocol
+ Expand
10

Virtual Reality Experiment with Oculus Rift

Check if the same lab product or an alternative is used in the 5 most similar protocols
The experiment was controlled by Matlab and the Psychophysics Toolbox64 (link)–66 (link) on a Macintosh computer and projected through the Oculus Rift Development Kit 2 (DK2) (www.oculusvr.com), which was calibrated using standard gamma calibration procedures. The Oculus Rift DK2 is a stereoscopic head-mounted virtual reality system with a Galaxy Note 3 display - a 14.5 cm low-persistence AMOLED screen - embedded in the headset providing a resolution of 1920 × 1080 pixels (960 × 1080 pixels per eye) with a refresh rate of 75 Hz. The horizontal field of view is about 85 deg (100 deg diagonal). Head position was tracked with an accelerometer, gyroscope, and magnetometer with an update rate of 1000 Hz embedded in the headset with 0.05 deg precision, and position tracking via an external camera with near-infrared CMOS sensor with 0.05 mm precision. These tracking methods provided both head position and orientation. Observers used a wireless keyboard to initiate trials and make responses.
+ Open protocol
+ Expand

About PubCompare

Our mission is to provide scientists with the largest repository of trustworthy protocols and intelligent analytical tools, thereby offering them extensive information to design robust protocols aimed at minimizing the risk of failures.

We believe that the most crucial aspect is to grant scientists access to a wide range of reliable sources and new useful tools that surpass human capabilities.

However, we trust in allowing scientists to determine how to construct their own protocols based on this information, as they are the experts in their field.

Ready to get started?

Sign up for free.
Registration takes 20 seconds.
Available from any computer
No download required

Sign up now

Revolutionizing how scientists
search and build protocols!