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==Purpose==
==Purpose==
The main purpose of the [[HTC Vive]] 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 [[virtual reality]] experiences be more immersive because the observer trusts that they are safe to move around in the environment.
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 [[virtual reality]] experiences be more immersive because the observer trusts that they are safe to move around in the environment.


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.
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.


==Current Limitations==
==Current Limitations==
At the time of writing, the set up procedure for the Chaperon system involves manually delineating the corners of the physical space with the [[HTC Vive]]'s controllers.
At the time of writing, the set up procedure for the Chaperon system involves manually delineating the corners of the physical space with the [[SteamVR Controllers]].


One other limitation of the Chaperone system is that it is currently limited to mapping the floor and walls of a space. This means that if the user's space includes a couch it would not be mapped and would present an invisible obstacle (it could, however, be defined as the limiting 'wall' on that side of the space).
One other limitation of the Chaperone system is that it is currently limited to mapping the floor and walls of a space. This means that if the user's space includes a couch it would not be mapped and would present an invisible obstacle (it could, however, be defined as the limiting 'wall' on that side of the space).