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The Guardian System came as a response to [[Valve]]’s [[Chaperone]] system, which also allows the configuration of virtual boundaries to determine the safe play space of the user, and is available for [[SteamVR]] and the [[HTC Vive]]. Both systems have the same function of safeguarding the players <ref name=”2”></ref> <ref name=”3”></ref> <ref name=”4”></ref> <ref name=”5”></ref>. The development and implementation of the Guardian was also a necessity since it was announced that the Oculus Rift would support four sensors, opening the door to 360 degrees tracking on the Rift with the Touch controllers, allowing for room-scale VR experiences <ref name=”6”> GIzmag (2016). Oculus Rift can still be the best VR headset. Retrieved from http://www.gadgetsnow.com/featured/Oculus-Rift-can-still-be-the-best-VR-headset/articleshow/54376617.cms</ref>. But the creation of this system was not only to restrain the users from bumping against walls or other physical obstructions while using VR, but also to enhance VR experiences on the Rift that use gamepads. It’s common for users using gamepads in stationary-based VR to hit desks and walls, due to the loss of the perception of space. With the boundary system, even the stationary-based experience will be improved <ref name=”3”></ref>.
 
The Guardian System came as a response to [[Valve]]’s [[Chaperone]] system, which also allows the configuration of virtual boundaries to determine the safe play space of the user, and is available for [[SteamVR]] and the [[HTC Vive]]. Both systems have the same function of safeguarding the players <ref name=”2”></ref> <ref name=”3”></ref> <ref name=”4”></ref> <ref name=”5”></ref>. The development and implementation of the Guardian was also a necessity since it was announced that the Oculus Rift would support four sensors, opening the door to 360 degrees tracking on the Rift with the Touch controllers, allowing for room-scale VR experiences <ref name=”6”> GIzmag (2016). Oculus Rift can still be the best VR headset. Retrieved from http://www.gadgetsnow.com/featured/Oculus-Rift-can-still-be-the-best-VR-headset/articleshow/54376617.cms</ref>. But the creation of this system was not only to restrain the users from bumping against walls or other physical obstructions while using VR, but also to enhance VR experiences on the Rift that use gamepads. It’s common for users using gamepads in stationary-based VR to hit desks and walls, due to the loss of the perception of space. With the boundary system, even the stationary-based experience will be improved <ref name=”3”></ref>.
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There were some doubts that the Oculus Rift’s optical sensors would allow for a boundary system akin to Valve’s Chaperone since its sensors are not usually mounted on the wall and can be moved easily, which might result in accidental bumps or movement of the equipment, affecting the boundary system. Nevertheless, if the system proves to work at least as well as the Chaperone it could propel the Rift to the leading position in the VR headsets market <ref name=”6”></ref>.
      
With the advent of virtual reality, stationary-based VR was the norm, with headsets hard-tethered to computers to be used sitting or standing. Room-scale experiences have nevertheless evolved due to developments in motion controllers, base stations, and haptics-enabled devices. This allows for experiences where the user can roam around a certain space while keeping the relative location in the virtual world. Without a boundary system this would be problematic (3). Before the update that enabled the Guardian system, the Oculus Rift offered only a stationary-based VR while the HTC Vive had this feature built-in. Of note is the fact that the Chaperone system works with the Rift when the headset is connected to Steam <ref name=”3”></ref> <ref name=”5”></ref>.
 
With the advent of virtual reality, stationary-based VR was the norm, with headsets hard-tethered to computers to be used sitting or standing. Room-scale experiences have nevertheless evolved due to developments in motion controllers, base stations, and haptics-enabled devices. This allows for experiences where the user can roam around a certain space while keeping the relative location in the virtual world. Without a boundary system this would be problematic (3). Before the update that enabled the Guardian system, the Oculus Rift offered only a stationary-based VR while the HTC Vive had this feature built-in. Of note is the fact that the Chaperone system works with the Rift when the headset is connected to Steam <ref name=”3”></ref> <ref name=”5”></ref>.
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6. Follow the on-screen instructions, using the INDEX trigger button to draw the outer bounds of your play area. <ref name=”1”></ref>
 
6. Follow the on-screen instructions, using the INDEX trigger button to draw the outer bounds of your play area. <ref name=”1”></ref>
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==See also==
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* [[Valve Chaperone system]]
    
==References==
 
==References==
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