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Oculus Rift 和 HTC Vive 比较:基于虚拟现实的探索、导航、健身游戏和康复的可行性。

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

机构信息

1 Neurorehabilitation and Brain Research Group, Instituto de Investigación e Innovación en Bioingeniería, Universitat Politècnica de València , Valencia, Spain .

2 Servicio de Neurorrehabilitación y Daño Cerebral de los Hospitales NISA, Fundación Hospitales NISA , Valencia, Spain .

出版信息

Games Health J. 2018 Jun;7(3):151-156. doi: 10.1089/g4h.2017.0114. Epub 2018 Jan 2.

DOI:10.1089/g4h.2017.0114
PMID:29293369
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 m 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 m) 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.

摘要

简介

最新一代头戴式显示器 (HMD) 内置头部跟踪功能,可在房间大小的环境中估算位置。这项功能使使用者能够在真实大小的虚拟环境中探索、导航和移动,例如厨房、超市过道或街道。在此之前,这些操作通常通过外部外围设备和交互隐喻来实现。

目的

本研究旨在比较 Oculus Rift 和 HTC Vive 在头部跟踪工作范围和工作区域、准确性和抖动方面在房间大小环境中的表现,并确定它们在严肃游戏、康复和健康相关应用中的可行性。

材料和方法

HMD 的位置在一个 10×10 的网格中注册,网格覆盖了坐着(1.3 米)和站着(1.7 米)时 25 米的区域。准确性和抖动从位置数据中估计。通过将 HMD 从相机移开直到没有数据获得,来估计工作范围。

结果

HTC Vive 的工作区域(24.87 米)是 Oculus Rift 的两倍大。两个设备在坐姿时都表现出出色且相当的性能(精度高达 1 厘米,抖动<0.35 毫米),而 HTC Vive 在站姿时的精度虽然较差但仍然出色(精度高达 1.5 厘米,抖动<0.5 毫米)。HTC Vive 的工作范围(7 米)大于 Oculus Rift(4.25 米)。

结论

我们的结果支持在虚拟现实环境中使用这些设备进行真实导航、探索、运动游戏和运动康复。

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