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Gear vr

Manufactured by Samsung

The Samsung Gear VR is a virtual reality headset designed to work with select Samsung smartphones. It allows users to experience immersive virtual environments and media by connecting the compatible smartphone to the headset. The Gear VR provides a hands-free, portable virtual reality experience.

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17 protocols using gear vr

1

Home-based Visual Therapy Techniques

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The eye therapy programs were chosen on the basis of eye vergence and accommodation therapy guidelines from the literature (43 (link)). Two types of home-based visual therapy techniques were reproduced, including Brock String (phase 1) and Eccentric Circles (phase 2). Brock String involved three dots, at variable distances to simulate near, intermediate, and distance positions. Each individual dot can be moved for the near (20 to 40 cm), intermediate (50 to 70 cm), and distance (80 to 100 cm) positions. Eccentric Circles allowed the user to move the cards laterally outward and inward to make cross-eye motions difficult. This motion was controlled by the touchpad and buttons on the Samsung Gear VR.
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2

Simulating Autistic Visual Perception

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The participants experienced a simulation of autistic visual perception with a head-mounted display (the Samsung Gear VR into which the Samsung Galaxy S8 phone was inserted) and headphones. They watched three videos of daily life scenes: going from a dimly lit entrance room to light outside, waiting at a station platform where a rapid train passed through, and having a meal in a crowded cafeteria. The ASD simulator added various atypical visual attributes to the videos in response to the videos’ original visual and auditory signals (Fig 2). The participants watched both original videos and videos with atypical visual attributes.
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3

Virtual Reality for Labor Pain Management

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Using only consumer-ready components, an immersive and interactive VR system was developed using a Samsung GearVR (Samsung, San Jose, CA) head-mounted display powered by a Galaxy S7 phone, a hand control, and noise-reducing headphones powered by a parallel S5 phone. The study began after regular contraction pain scores of ≥4/10 were reported. Each condition lasted 10 minutes (or 3 contractions) to replicate previously studied exposure times of VR for acute pain. 9 Orientation to the device and instructions took <60 seconds. Each patient experienced the same scene of curious manatees from the Ocean Rift (www.oceanrift.com) scuba diving simulation with sounds of manatee calls and breathing underwater. Additional relaxing music was supplied from nighttime sleep by Brain.fm (www.brain.fm). User input consisted of head tracking and a hand control that simulated taking underwater photos. After each condition, patients completed questionnaires as described above.
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4

Immersion and Awe: Exploring Video Experience

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The two videos chosen – an awe-inducing video and a neutral video - were manipulated to the two different mediums of display. Each video was displayed as immersive VR or on a 2D screen. This resulted in 4 conditions:

Neutral video on a 2D screen;

Awe-inducing video on a 2D screen;

Neutral video on immersive screen;

Awe-inducing video on immersive screen.

Specifically, each of the four videos was composed of the following subsections: (i) a black screen lasting 6000 milliseconds; (ii) a sound (lasting 500 milliseconds) that served as a signal to the experimenter to start physiological recordings; (iii) a black screen lasting 8000 milliseconds after the sound; (iv) the beginning of the video.
Videos were displayed using Samsung Gear VR, a head mounted virtual reality display. Each video lasted 2 minutes (excluding the i, ii, iii subsections). KolorEyes App was used to manipulate the dimension of immersion, by using the “immersive” option (to activate immersive display) or “2D” to display video on a 2D screen. Kolor Eyes 1.5 App is a free immersive video-player for Windows, Mac, HTML5, iOS and Android. This app allows tracking participants’ head orientation both in the 2D screen condition and in the immersive video condition.
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5

Virtual Reality and Biofeedback for Stress Reduction

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This study used an open, randomized, two-period, two-treatment crossover design. The study process consisted of a baseline phase, stress phase, and relaxation phase, and was aimed to compare the differences of subjective stress reduction and physiological parameters when VR or biofeedback was applied in the relaxation phase. On day 1, participants underwent a randomly assigned relaxation session. On day 2, the same process was conducted in the stress phase, and the other type of relaxation session was applied in the relaxation phase. We compared the differences in stress reduction and physiological parameters according to the type of relaxation sessions for participants (Figure 1). All research was conducted in a room that was exclusively prepared to block outside noise in the Clinical Trial Center located in Samsung Medical Center. Samsung Gear VR (Samsung Electronics Co., Ltd., Suwon, South Korea) was used in the stress-exposure phase and relaxation phase, and the head-mounted display (HMD) device included separate screens for each eye, integrated head tracking, and stereo earphones (Figures 2, 3).
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6

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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7

Multisensory VR Game for Pediatric Patients

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Two mobile-based VR head-mounted displays were used. Patients used 2 different VR headsets depending on their age group (Samsung Gear VR [Samsung Electronics] for patients aged 13-21 years and Merge VR [Merge Labs] for patients aged 10-12 years). Both age groups played a multisensory (visual and auditory) VR game (Bear Blast; AppliedVR). While playing the game, users traveled on a preset path through a colorful highly interactive 3-dimensional environment filled with animated landscapes, buildings, and clouds, during which the user’s gaze controlled the direction of a cannon fired to knock down teddy bears. For hygiene purposes, patients wore hospital hairnets while using the VR equipment, and all equipment was cleaned with alcohol-based sanitary wipes between patients. The VR intervention was implemented by trained and supervised research staff (including A.S.L.). Over the course of the clinical trial, we did not receive any reports of misuse or mismanagement of the VR equipment.
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8

Immersive VR for Seriously Ill Children

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Immersive VR experiences were provided using a smartphone (Galaxy S7®; Samsung) and VR headset (Samsung Gear VR® first-generation mobile HMD; released November 2015) and headphones. Equipment was cleaned as per guidelines developed in consultation with the institution's infection control department. The intervention content involved original 360 o video content (i.e. 360-degree spherical video recordings), produced in collaboration with a VR production company (Phoria, Melbourne, Australia). Participants viewed one of three virtual simulation experiences, including simulated travel to Australian national parks (i.e. nature experience), Australian zoos (i.e. animal experience), or global city tourist spots (i.e. travel experience). The developers considered applicability of content to seriously ill children of varying ages, and gender with feedback incorporated from stage 1 usability testing (e.g. eliminating fast movements perceived to be nausea-inducing). Head movements allowed for interaction within a 270 o field of view and corresponding soundscape, designed to account for patients' receiving VR intervention whilst resting in bed.
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9

Optic-flow Perception in Virtual Reality

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The subjects were seated in a padded chair, with the head secured using a forehead belt attached to the chair. The stimulus comprised a 3D optic-flow pattern projected through the VR goggles (Samsung Gear VR) (Fig. 1B). There were 169 trials in each 12-minute block. The subjects viewed a star cloud radially expanding from a different angle randomized across trials straight ahead (0°) and 5°, 10°, 15°, 20°, 25°, and 30° to the right or left (Fig. 1B). They selected their perceived heading direction with a button click on the handheld input response device.
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10

Virtual Reality for Chronic Pain Management

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The distraction-to-exposure hierarchy was built with input from chronic pain program clinical stakeholders [39 (link)]. The hierarchy started with low stimulation intensity and then moved to high movement intensity. Twelve commercially available VR apps, six per head-mounted display (HMD), were then chosen to fit intensity levels. Low-intensity distraction apps included mindfulness meditation [40 (link)] and visual imagery [41 ,42 ], which required minimal movement. Medium-intensity apps included virtual walking or swimming [43 ,44 ] and controlling aircraft or watercraft [45 ,46 ], which required head and neck movement. High-intensity apps were 3D painting [47 ,48 ] and music or rhythmic-based [49 ,50 ], which also required torso and upper extremity movement. Veterans alternated between two commercially available VR HMDs: Oculus Rift [51 ] and Samsung Oculus Gear VR [52 ]. Rift is an HMD with hand-tracking controllers, which is used with commercial gaming computers. Gear VR uses Samsung Galaxy Series mobile phones (S6 and above) to project virtual environments with sound. Both HMDs have been used for pain management research in medical settings [28 (link),53 ,54 (link)]. Figure 1 shows our team members using each HMD.
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