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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.
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http://dx.doi.org/10.1089/g4h.2017.0114 | DOI Listing |
J Neuroeng Rehabil
July 2025
Department of Neurology, Jena University Hospital, Jena, Germany.
Background: Virtual reality (VR) technology offers immersive and interactive experiences and is increasingly being explored for rehabilitation therapies. However, concerns about side effects such as nausea and dizziness-collectively referred to as VR sickness-are holding back clinical translation. Sensorimotor mismatches, while potentially beneficial for motor learning, may exacerbate these effects.
View Article and Find Full Text PDFOphthalmol Ther
August 2025
Yong Loo Lin School of Medicine, National University of Singapore, Singapore, Singapore.
Climate change and global warming significantly affect the incidence and distribution of infectious ocular diseases. This narrative review explores how climate-related factors-including extreme weather events, precipitation, temperature fluctuations, humidity, wind patterns, ultraviolet radiation, and air pollution-can directly and indirectly influence the burden of ocular infections. By synthesizing evidence from the published literature, we examine how these environmental variables impact disease mechanisms such as pathogen survival, transmission dynamics, and host susceptibility.
View Article and Find Full Text PDFClin Teach
August 2025
Department of Surgery, University of Eastern Finland, Kuopio, Finland.
Background: Virtual reality (VR) training requires the incorporation of teaching resources into the medical curriculum. This study aimed to explore whether a peer tutor would have an equal effect on learning as a clinical teacher.
Approach: Medical students at the University of Eastern Finland were invited to take part in a voluntary exercise.
JMIR Form Res
May 2025
Partner Site Mannheim-Heidelberg-Ulm, Deutsches Zentrum für Psychische Gesundheit (German Center for Mental Health), Mannheim, Germany.
Background: Social contextual factors influence the onset and maintenance of substance abuse. Virtual reality (VR) provides a standardized method to present social stimuli and is increasingly used in addiction research.
Objective: This study examines the influence of a smoking versus a nonsmoking agent in VR on craving in nicotine-dependent male participants.
Acta Psychol (Amst)
May 2025
Music Department, Taiyuan Normal University, Taiyuan, China. Electronic address:
This study aims to evaluate the effectiveness of VR-based training in enhancing the emotional expressiveness of amateur vocalists, with a specific focus on how this improvement may be influenced by the participants' baseline emotional intelligence. The central hypothesis is that the immersive features of virtual reality facilitate vocal emotional development and that a singer's emotional intelligence level significantly moderates this effect. The VR program utilized in the study was specifically designed to enhance participants' emotional expressiveness.
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