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Chaperone

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==Introduction==
[[File:Stock-vector.jpg|thumbnail|Concept Drawing of Chaperone's Visual Grid]]
The Chaperone system is a utility design by [[Valve]] to be used with their [[Virtual Reality#Platforms|VR platform]], [[SteamVR]], and [[Virtual_Reality#Devices|Head Mounted Display]], the [[HTC Vive]]. Once set up, it keeps track of where a user is in relation to the physical walls around them, and if necessary, shows a [[#Collision Bounds|blue grid]]<ref>Chan, N. (2015). HTC Vive vs. Oculus Crescent Bay: My 10 VR takeaways. Retrieved from http://www.tested.com/tech/concepts/504521-htc-vive-vs-oculus-crescent-bay-my-10-vr-takeaways/</ref> within the user's virtual space to notify them that they are in close proximity to a physical barrier. The [[HTC Vive]] provides tracking within an approximately 15 -foot by 15 -foot area, and the Chaperon system provides assures the user with confidence users that they will not collide with any physical barriers as they experience their the virtual content. The first working prototype was introduced at CES 2016 with the announcement of HTC's second Vive development kit.
==Purpose==
The main purpose of the Chaperone system is to warn the user when they approach a physical barrier, to which they are blind because of the headset they are wearing. This will ideally prevent collisions and minimize accidents. This may help [[, and thus solve the problem of real space navigation in virtual reality]] experiences be more [[immersive]] because . The system recognizes objects and represents them in the observer trusts that they are safe user's field of view as glowing outlines and silhouettes. It makes it entirely possible to move around change position from standing to sitting on a chair, walk from object to object in the environmentreal world, and safely takes advantage of all available space in a user’s room.
A secondary purpose for the Chaperone system is to allow games to interact with the user in a unique way. Because the Chaperone system has information about the user's environment, virtual applications can react to the user's surroundings. It could, for example, generate a location that matches the orientation and layout of the user's room. Conversely, the system could use a techniques like overlapping spaces or [[directed walking]]<ref>http://ictSuma, E.A., Lipps, Z., Finkelstein, S., Krum, D.M. and Bolas, M.usc(2012).edu/pubs/Impossible%20SpacesSpaces: Maximizing natural walking in virtual environments with self-%20Maximizing%20Natural%20Walking%20in%20Virtual%20Environments%20with%20Selfoverlapping architecture. IEEE Transactions on Visualization and Computer Graphics, 18(4): 555-Overlapping%20Architecture.pdf564</ref> to make traverse-able, virtual environments that seem much larger than the user's physical space by distorting the user's perception of distance and rotational displacement. The latest version of Chaperone system has two modes of operation. In the first mode, the Vive is inactive until users get close to a wall or an obstacle. The headset then shows a glimpse of the real world to give users enough time to react and avoid any obstacle. The second mode is activated by double-tapping a menu button on the controller. In this mode, users see an instant view of all their surrounding.
==Collision Bounds==
Collision Bounds are is the blue grid that appears in [[VR]] when the user is close to physical barriers in real life.
On October 27, 2015, Valve introduced different styles of the grid for beta testing:<ref name="collision beta">httpVlachos, A. (2015). Collision Bounds change - Feedback please. Retrieved from https://steamcommunity.com/app/358720/discussions/0/483368526588965793/</ref> *Squares - Small floating squares on wall surfaces;*Beginner - Grid pattern with the intersections removed;*Intermediate - Same as beginner but square openings are about 2.25x the area (bars are 1.5x farther apart);*Advanced - A single horizontal line on each wall;*Developer - A persistent line loop at floor-level that never fades away, helping the user to always be aware of where the walls are by just glancing down.
==Current Limitations==
At The only remaining problem and potential danger is the time of writingattached cord. Unfortunately, Chaperone does not detect the set up procedure cord, and it is possible for the Chaperon system involves manually delineating the corners of the physical space with the [[SteamVR Controllers]]users to trip over it and fall.
One other limitation of ==Likely Additions==According to comments by the [[Lighthouse]] developers at conventions and on Twitter<ref>Yates, A. (2015). Retrieved from https://twitter.com/vk2zay/status/573909197949009920</ref>, as well as the emphasis on mapping in its patent <ref name="patent">United States Patent and Trademark Office. Chaperone system is . Retrieved from https://tsdr.uspto.gov/#caseNumber=86558185&caseType=SERIAL_NO&searchType=statusSearch</ref>, it seems likely that it is currently limited to mapping the floor and walls [[HTC Vive]] will eventually use a stereo pair of cameras or a space. This means that if depth camera to aid in "detection and measurement" the user's space includes surroundings. This might be a couch it would not be mapped and would present an invisible obstacle (one-time calibration, or it could, however, be defined as provide constantly updating information to capture changes in the limiting user'wall' on that side s environment. Gathering data in this fashion would also likely allow the recognition of the space)furniture and other small objects.
Finally==History==Valve Corporation filed for a patent entitled 'CHAPERONE' on March 09, the physical model built by 2015 <ref name="patent"></ref>. In it is contained this description of the Chaperone system is static. If any portion of the setup changes, such as moved furniture, it would not be reflected in the model and therefore not be used to guide the user.:
==Likely Additions==According to comments by the [[Lighthouse]] developers at conventions ''Hardware and on Twitter<ref>https://twitter.com/vk2zay/status/573909197949009920</ref>software, as well as sensors, and base stations for the emphasis on mapping in its patent<ref>http://tsdr.uspto.gov/#caseNumber=86558185&caseType=SERIAL_NO&searchType=statusSearch</ref>, it seems likely that detection and measurement of physical objects and the [[HTC Vive]] will eventually use a stereo pair representation of cameras or a depth camera to aid such objects in "virtual reality environments; Devices used for the detection and measurement" of physical objects and the user's surroundings. This might be a one-time calibration, or it could provide constantly updating information to capture changes representation of such objects in virtual reality environments; Electronic apparatus for the user's environment. Gathering data in this fashion would also likely allow detection and measurement of physical objects and the recognition representation of furniture and other small such objects.in virtual reality environments''
==History==Valve Corporation filed for The first consumer-ready implementation of Chaperone was introduced at CES 2016 as a patent entitled 'CHAPERONE' on March 09, 2015<ref>http://tsdr.uspto.gov/#caseNumber=86558185&caseType=SERIAL_NO&searchType=statusSearch</ref>. In it is contained this description part of the Chaperone system:HTC Vive Pre headset.
''Hardware ==Chaperone and softwarethe Guardian system==The Chaperone has been compared with the Rift’s Guardian system. Both systems enable the user to interact safely with the virtual space. However, sensors, and beacons the front camera in the Vive allows for the detection and measurement projection of physical objects and the representation of such objects outside world in the virtual reality environments; Devices experience, further helping the user to avoid crashing into obstacles. The camera can also be used for to find something in the detection and measurement of physical objects and room without having to remove the representation of such objects in virtual reality environments; Electronic apparatus for headset. This, according to some opinions, has given Chaperone the detection and measurement of physical objects and edge over the representation of such objects in virtual reality environments''Guardian system. <ref name=”vs”>Smith, S.L. (2017). Oculus Rift vs. HTC Vive: The Rift is best all around. Retrieved from https://www.tomsguide.com/us/oculus-rift-vs-htc-vive,review-3433.html</ref>
==References==
<references/>
[[Category:Terms]] [[Category:Technical Terms]] [[Category:SteamVR]]
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