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==Introduction==
[[File:Stock-vector.jpg|thumbnail|Concept Drawing of Chaperone's Visual Grid]]
[[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 assures the users that they will not collide with any physical barriers as they experience the virtual content. The first working prototype was introduced at CES 2016 with the announcement of HTC's second Vive development kit.
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 assures the users that they will not collide with any physical barriers as they experience the virtual content. The first working prototype was introduced at CES 2016 with the announcement of HTC's second Vive development kit.
==Purpose==
==Purpose==
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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, and thus solve the problem of real space navigation in virtual reality. The system recognizes objects and represents them in the 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 object in real world, and safely takes advantage of all available space in a user’s room.
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The 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, and thus solve the problem of real space navigation in virtual reality. The system recognizes objects and represents them in the 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 object in real 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 techniques like overlapping spaces or [[directed walking]]<ref>Suma, E.A., Lipps, Z., Finkelstein, S., Krum, D.M. and Bolas, M. (2012). Impossible Spaces: Maximizing natural walking in virtual environments with self-overlapping architecture. IEEE Transactions on Visualization and Computer Graphics, 18(4): 555-564</ref> to make virtual environments seem much larger than the user's physical space by distorting the user's perception of distance and rotational displacement.
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 techniques like overlapping spaces or [[directed walking]]<ref>Suma, E.A., Lipps, Z., Finkelstein, S., Krum, D.M. and Bolas, M. (2012). Impossible Spaces: Maximizing natural walking in virtual environments with self-overlapping architecture. IEEE Transactions on Visualization and Computer Graphics, 18(4): 555-564</ref> to make virtual environments seem much larger than the user's physical space by distorting the user's perception of distance and rotational displacement.