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[[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>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 the user with confidence that they will not collide with physical barriers as they experience their 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 observer trusts that they are safe . The system recognized objects and represents them in user's field of view as glowing outlines and silhouettes. It makes it entirely possible to change position from standing to sitting on a chair, walk from object to move around object in real world, and safely take advantage of all space that the environmentroom users play in provides.
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://ict.usc.edu/pubs/Impossible%20Spaces-%20Maximizing%20Natural%20Walking%20in%20Virtual%20Environments%20with%20Self-Overlapping%20Architecture.pdf</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==
==Current Limitations==
==Likely Additions==
''Hardware and software, sensors, and beacons for the detection and measurement of physical objects and the representation of such objects in virtual reality environments; Devices used for the detection and measurement of physical objects and the representation of such objects in virtual reality environments; Electronic apparatus for the detection and measurement of physical objects and the representation of such objects in virtual reality environments''
==References==