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  • '''2.''' The second aspect of immersion is the sense of presence. This implies t VR is created by '''[[head-mounted display]]s''' (HMDs) such as the [[Oculus Rift]]. HMDs utilize [[stereoscopic displays]] and specialized [[lenses]] a
    19 KB (2,854 words) - 09:59, 17 April 2024
  • |Input=Controllers in both hands |Connectivity=2 HDMI ports, 2 USB ports, 1 headphone jack
    11 KB (1,697 words) - 20:07, 4 May 2016
  • |Accessories=[[SteamVR Controllers]] ...[[device]], [[HTC Vive]], a VR [[HMD]] similar to [[Oculus Rift]]. Unlike Oculus, SteamVR features a [[holodeck]] experience, allowing the users to move and
    5 KB (745 words) - 06:17, 17 April 2024
  • |Platform=[[SteamVR]], [[Oculus Rift (Platform)]] |Device=[[Oculus Rift DK2]], [[Gear VR]], [[Oculus Rift CV1]], [[HTC Vive]], [[Leap Motion]], [[Microsoft Kinect]], [[3DTV]],
    7 KB (1,039 words) - 21:17, 11 October 2017
  • |Platform=[[SteamVR]], [[Oculus Rift (Platform)]] |Device=[[HTC Vive]], [[Oculus Rift]]
    6 KB (1,048 words) - 10:30, 3 September 2017
  • ...entation/overview/positional-tracking/introduction.html</ref> <ref name=”2”> Lang, B. (2013). An introduction to positional tracking and degrees of ...by touch; and detect gestures by analyzing position over time <ref name=”2”></ref> <ref name=”4”> Boger, Y. (2014). Overview of positional track
    14 KB (2,149 words) - 07:44, 17 April 2024
  • |Platform=[[SteamVR]], [[Oculus Rift (Platform)]] |Device=[[HTC Vive]], [[Oculus Rift CV1]]
    2 KB (242 words) - 11:06, 23 September 2016
  • |Platform=[[SteamVR]], [[Oculus Rift (Platform)]] |Device=[[HTC Vive]], [[Oculus Rift]], [[OSVR]]
    3 KB (373 words) - 21:03, 21 August 2017
  • |Platform=[[SteamVR]], [[Oculus Rift (Platform)]] |Device=[[HTC Vive]], [[Oculus Rift]], [[OSVR]]
    3 KB (439 words) - 19:02, 19 April 2017
  • *[[PSVR 2]] - release date: February 22, 2023 [[Vive]] HMDs - [[Vive Pro 2]], [[Vive Focus 3]]
    24 KB (3,082 words) - 09:07, 17 April 2024
  • |image=[[file:oculus touch1.jpg|350px]] |Platform=[[Oculus Rift (Platform)]]
    7 KB (1,120 words) - 08:41, 17 October 2017
  • |Platform=[[SteamVR]], [[Oculus Rift (Platform)]] |Device=[[HTC Vive]], [[Oculus Rift]]
    3 KB (363 words) - 23:57, 21 August 2017
  • |Event=[[Oculus Connect 2]] ...), [[Devin Reimer]] (CTO of [[Owlchemy Labs]]) during the [[Oculus Connect 2]] on September 24, 2015.
    1 KB (145 words) - 05:25, 8 September 2015
  • |Event=[[Oculus Connect 2]] ...Studio]]), [[Arthur van Hoff]] ([[Jaunt VR]]) during the [[Oculus Connect 2]] on September 24, 2015.
    1 KB (169 words) - 05:24, 8 September 2015
  • |Platform=[[Oculus Rift (Platform)]] |Device=[[Oculus Rift]]
    2 KB (256 words) - 19:49, 19 April 2017
  • |Input=Controllers in both hands |Connectivity=2 HDMI ports, 2 USB ports, 1 headphone jack
    24 KB (3,921 words) - 08:21, 17 April 2024
  • ...text. The Journal of the Learning Sciences, 17: 102-141</ref> <ref name=”2”> Pita, P. (2016). What is full dive virtual reality? Retrieved from http ...dvancements while in others breakthroughs are still necessary <ref name=”2”></ref>. A lower level of FIVR can be achieved by using full-body motion
    17 KB (2,635 words) - 23:16, 28 September 2022
  • |Platform=[[SteamVR]], [[Oculus Rift]], [[PlayStation VR]] |Device=[[HTC Vive]], [[Oculus Touch]], [[PlayStation VR]]
    4 KB (530 words) - 11:43, 13 September 2016
  • |Platform=[[SteamVR]], [[Oculus Rift (Platform)]] |Device=[[HTC Vive]], [[Oculus Rift CV1]], [[Samsung Gear VR]]
    7 KB (1,060 words) - 04:01, 16 September 2016
  • |Platform=[[Oculus Rift (Platform)]] |Developer=[[Oculus VR]]
    14 KB (2,107 words) - 08:20, 17 April 2024

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