Literature DB >> 29293369

Comparison of Oculus Rift and HTC Vive: Feasibility for Virtual Reality-Based Exploration, Navigation, Exergaming, and Rehabilitation.

Adrián Borrego1, Jorge Latorre1, Mariano Alcañiz1, Roberto Llorens1,2.   

Abstract

INTRODUCTION: The latest generation of head-mounted displays (HMDs) provides built-in head tracking, which enables estimating position in a room-size setting. This feature allows users to explore, navigate, and move within real-size virtual environments, such as kitchens, supermarket aisles, or streets. Previously, these actions were commonly facilitated by external peripherals and interaction metaphors.
OBJECTIVE: The objective of this study was to compare the Oculus Rift and the HTC Vive in terms of the working range of the head tracking and the working area, accuracy, and jitter in a room-size environment, and to determine their feasibility for serious games, rehabilitation, and health-related applications.
MATERIALS AND METHODS: The position of the HMDs was registered in a 10 × 10 grid covering an area of 25 m2 at sitting (1.3 m) and standing (1.7 m) heights. Accuracy and jitter were estimated from positional data. The working range was estimated by moving the HMDs away from the cameras until no data were obtained.
RESULTS: The HTC Vive provided a working area (24.87 m2) twice as large as that of the Oculus Rift. Both devices showed excellent and comparable performance at sitting height (accuracy up to 1 cm and jitter <0.35 mm), and the HTC Vive presented worse but still excellent accuracy and jitter at standing height (accuracy up to 1.5 cm and jitter <0.5 mm). The HTC Vive presented a larger working range (7 m) than did the Oculus Rift (4.25 m).
CONCLUSION: Our results support the use of these devices for real navigation, exploration, exergaming, and motor rehabilitation in virtual reality environments.

Keywords:  Exergaming; Head-mounted display; Navigation; Rehabilitation; Serious games; Virtual reality

Mesh:

Year:  2018        PMID: 29293369     DOI: 10.1089/g4h.2017.0114

Source DB:  PubMed          Journal:  Games Health J        ISSN: 2161-783X


  15 in total

1.  Effects of using immersive virtual reality on time and steps during a locomotor task in young adults.

Authors:  Alexandre Renaux; Frédéric Muhla; Fabien Clanché; Philippe Meyer; Séverine Maïaux; Sophie Colnat-Coulbois; Gérome Gauchard
Journal:  PLoS One       Date:  2022-10-10       Impact factor: 3.752

2.  A New Sensitive Test Using Virtual Reality and Foam to Probe Postural Control in Vestibular Patients: The Unilateral Schwannoma Model.

Authors:  Grâce Oussou; Christophe Magnani; Ioannis Bargiotas; Georges Lamas; Frederic Tankere; Catherine Vidal
Journal:  Front Neurol       Date:  2022-05-25       Impact factor: 4.086

3.  Feasibility and Tolerability of a Culture-Based Virtual Reality (VR) Training Program in Patients with Mild Cognitive Impairment: A Randomized Controlled Pilot Study.

Authors:  Jong-Hwan Park; Yung Liao; Du-Ri Kim; Seunghwan Song; Jun Ho Lim; Hyuntae Park; Yeanhwa Lee; Kyung Won Park
Journal:  Int J Environ Res Public Health       Date:  2020-04-27       Impact factor: 3.390

4.  Sound source localization with varying amount of visual information in virtual reality.

Authors:  Axel Ahrens; Kasper Duemose Lund; Marton Marschall; Torsten Dau
Journal:  PLoS One       Date:  2019-03-29       Impact factor: 3.240

5.  Embodiment and Presence in Virtual Reality After Stroke. A Comparative Study With Healthy Subjects.

Authors:  Adrián Borrego; Jorge Latorre; Mariano Alcañiz; Roberto Llorens
Journal:  Front Neurol       Date:  2019-10-10       Impact factor: 4.003

6.  Technological Competence Is a Pre-condition for Effective Implementation of Virtual Reality Head Mounted Displays in Human Neuroscience: A Technological Review and Meta-Analysis.

Authors:  Panagiotis Kourtesis; Simona Collina; Leonidas A A Doumas; Sarah E MacPherson
Journal:  Front Hum Neurosci       Date:  2019-10-02       Impact factor: 3.169

7.  Commercial head-mounted display virtual reality for upper extremity rehabilitation in chronic stroke: a single-case design study.

Authors:  Mattias Erhardsson; Margit Alt Murphy; Katharina S Sunnerhagen
Journal:  J Neuroeng Rehabil       Date:  2020-11-23       Impact factor: 4.262

8.  Autonomous Fingerprinting and Large Experimental Data Set for Visible Light Positioning.

Authors:  Tyrel Glass; Fakhrul Alam; Mathew Legg; Frazer Noble
Journal:  Sensors (Basel)       Date:  2021-05-08       Impact factor: 3.576

9.  Virtual Reality and Simulation for Progressive Treatments in Urology.

Authors:  Alaric Hamacher; Taeg Keun Whangbo; Su Jin Kim; Kyung Jin Chung
Journal:  Int Neurourol J       Date:  2018-09-28       Impact factor: 2.835

Review 10.  Emotion Recognition in Immersive Virtual Reality: From Statistics to Affective Computing.

Authors:  Javier Marín-Morales; Carmen Llinares; Jaime Guixeres; Mariano Alcañiz
Journal:  Sensors (Basel)       Date:  2020-09-10       Impact factor: 3.576

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