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18 protocols using rift cv1

1

VR Spatial Navigation Study

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The virtual environment was programmed in Vizard (version 5.7, WorldViz LLC), a python-based VR software. To allow participants to physically navigate the conceptual space, we employed a novel VR set-up consisting of an omnidirectional motion platform (Cyberith Virtualizer) and a head mounted display (Oculus Rift CV1). The HMD had a resolution of 1080×1200 pixels and a refresh rate of 90 Hz. In the motion platform, participants were secured in a harness. The harness was attached to a rotatable ring, affording the ability to freely rotate. Participants wore low-friction overshoes which allowed them to slide their feet across the baseplate as they stepped forward. The virtualizer generated a speed value from the sliding motion across the baseplate. Orientation and speed were measured at 90 Hz.
In the MG, the motion platform was used to navigate the space. The speed and ring orientation readings controlled the participant’s position, and the HMD orientation readings were used to update the angular colour code. In the GG, an Xbox One controller was used to navigate the space. The left stick on the controller determined the angular velocity while the right trigger determined the translational velocity. The translational velocity for both the GG and MG was smoothed by four frames (0.044 s).
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2

Oculus Rift CV1 Virtual Reality Setup

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The virtual reality system consists in a commercial head-mounted display system (Oculus Rift CV1 coupled with a single Oculus Rift Sensor).
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3

VR System Setup for Experimental Studies

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An Oculus Rift CV1 was selected as HMD-VR system. CV1 has two main components: a HMD and two handheld touch controllers. One advantage of CV1 is that its HMD provides a wide 110-degree field of view in the 3D virtual environment, which is close to one’s natural viewing angle. The high-resolution and high refresh rate of displays in CV1 is another advantage that provides users with better-quality images and motion of objects. To process and generate real-time game views for CV1, a personal (desktop) computer with 12GB of RAM, running Windows 7, and a NVIDIA GTX 1070 graphics card was used. The Unity3D game engine (version 5.6) was used for the game design.
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4

Stereoscopic Virtual Reality Perception Experiment

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Stimuli were presented in an Oculus Rift CV1 virtual headset. The CV1 has a field of view that extends approximately ±110° diagonally. The screen has a 1,080 x 1,200-pixel resolution per eye and a 90Hz refresh rate. Stimuli were created in Unity (Version 5.5.2f1, Unity Technologies SF, US) on an Alienware Area-51 R2 with an intel i7 core, and a Nvidia GeForce GTX 980 graphics card. The projection was stereoscopic and was actively linked to the position of the participant’s head. Therefore, distance cues were available from stereoscopic cues and motion parallax.
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5

Immersive VR in Office-Based Procedures

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During this study, two different VR headsets were used. Between 2017 and 2020, we used an Oculus Rift CV1 headset, and after January 2020, we used the Oculus Quest 2. Because the Oculus Virtual Reality system used between these dates did not permit alteration of the axis of gaze, it was necessary to operate on all the office patients in a seated position. This was consistently applied whether they received WAVR or not. The patients were offered 360 YouTube videos. These were chosen for their engaging qualities and avoided too much spatial motion. The rest of the room can follow what the patient is viewing on a laptop or tablet. The office WAVR + VR setup is demonstrated in Figure 1. If the patient was needle-phobic, they were offered WAVR during the injection phase, but the standard approach was to use VR during the surgery alone.
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6

VR Experiment in Controlled Environment

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The experimental session took place in a testing room at the university. Participants were sitting on a chair in a quiet room with a mean indoor temperature of 22.1°C (s.d. = 1.3°C). For the VR stimulation, we used a head-mounted display (HMD) Oculus Rift CV1. Participants used one Oculus controller in the dominant hand. The experimental stimuli were created with Unity (v. 2018.2.8f1). The VR simulation was run on an Alienware 15 R3 computer (Nvidia Geforce GTX 1080 8GB; 16GB RAM; Intel Core i7; Windows 10).
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7

Virtual Reality Driving Simulation

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The experiment ran on a desktop with Intel(R) Xeon(R) CPU E5-1620 v4 (@ 3.5 GHz) processor, 16 GB RAM, NVIDIA Quadro M5000 graphics card, and Windows 10 Enterprise operating system. Unity version 5.5.0f3 Personal, combined with the Oculus Rift CV1 head-mounted display, integrated headphones, and a constellation tracking camera were used for providing the virtual environment at a resolution of 2,160 × 1,200 pixels.
Background noise and driving sounds were implemented. The driving sounds were the same for each vehicle. The frequency and the volume of the driving sound depended on distance and velocity.
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8

Virtual Reality Hand Tracking Experiment

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Participants were seated behind a table, with a standard computer mouse under one hand and an empty mouse pad under the other so as to promote consistent hand movements (Fig. 1B). Participants were fitted with an Oculus Rift CV1 (Oculus VR, LLC; Oculus) VR headset with a refresh rate of 90 Hz, and a field of view of approximately 100° and precise, low-latency positional tracking. The Leap Motion Controller (Leap Motion, Inc.; Leap) Orion SDK (version 3.1.2) mounted on the headset was used to track hand movements. The Leap Motion sensor tracks the position, velocity, and orientation of hands and fingers with low latency and an average position accuracy of 1.2 mm (Weichert et al. 2013 (link)), with a field of view of 150° horizontally and 120° vertically. The experiments were conducted in a quiet and dark room.
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9

Virtual Reality Hand Tracking Experiment

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The position and movement of participants’ hands were tracked using a motion tracker (Leap Motion Controller by Ultraleap, ltd; Hand tracking running at 150 fps). Participants saw virtual hands from first person perspective through a head mounted display (HMD: Oculus Rift CV1 which displayed a stereoscopic image with a resolution of 2160×1200), and no other body parts were presented. A virtual world was developed using Unity3D and run on a Windows PC (Level Infinity by iiyama: Intel core i7-7700HQ at 2.8 GHz, 16 GB RAM, and NVIDIA GeForce GTX 1060). The visual stimulus was an outdoor scene based on a Japanese city model in which there are plenty of familiar objects (e.g., buildings, cars and traffic signals). The visual stimulus was displayed at 90 fps.
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10

Motion Perception in Virtual Reality

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Participants were seated comfortably in a car seat that was mounted on a six-degrees-of-freedom motion platform (MB-E-6DOF/12/1000, Moog Inc.). They were restrained safely with a 4-point harness, and their heads were supported by a head support with lateral arms to limit head movements (Black bear, Matrix Seating Ltd.). Participants wore a virtual reality head-mounted display (HMD, Oculus Rift CV1) and noise-canceling headphones (Sony WH-1000XM3). A green fixation point was presented in the HMD and remained at a fixed distance (66 cm) in front of the participant throughout the experiment (i.e., it moved with the participant during self-motion stimuli). The participants were instructed to keep their heads straight and still and to focus on the fixation point throughout the experiment. The participants initiated trials and reported their selections via a response box (Cedrus RB-540).
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