Jump to content

Seated VR: Difference between revisions

Created page with "Seated VR (figure 1) is a form of experiencing virtual reality in which the user is sitting down. It contrasts with standing VR or room-scale VR, which require the use..."
 
RealEditor (talk | contribs)
 
(2 intermediate revisions by one other user not shown)
Line 1: Line 1:
Seated VR (figure 1) is a form of experiencing [[virtual reality]] in which the user is sitting down. It contrasts with standing VR or [[room-scale VR]], which require the user to be standing up or moving around in a specified area. In seated VR experiences, a chair is commonly used, and it is seen as a manner of experiencing VR in a more relaxed way.
Seated VR (figure 1) is a form of experiencing [[virtual reality]] in which the user is sitting down. It contrasts with standing VR or [[room-scale VR]], which require the user to be standing up or moving around in a specified area. In seated VR experiences, a chair is commonly used, and it is seen as a manner of experiencing VR in a more relaxed way.


All of the main headsets in the market [[Oculus Rift]], [[HTC Vive]] and [[PlayStation VR]] - allow for seated VR, generally using mouse and keyboard or a gamepad instead of motion-based controllers <ref name=”1”> Holly, R. (2016). Can you enjoy the HTC Vive sitting down? Retrieved from https://www.vrheads.com/can-you-enjoy-htc-vive-sitting-down</ref>.
All of the main headsets in the market, [[Oculus Rift]], [[HTC Vive]] and [[PlayStation VR]], allow for seated VR, generally using mouse and keyboard or a gamepad instead of motion-based controllers <ref name=”1”> Holly, R. (2016). Can you enjoy the HTC Vive sitting down? Retrieved from https://www.vrheads.com/can-you-enjoy-htc-vive-sitting-down</ref>.


VR game developers can take into account the fact that users are going to experience their games sitting down by inserting the player into a cockpit, for example. This creates a deeper sense of immersion since the position of the player is matched with its virtual reality avatar <ref name=”2”> Allen, D. (2016). How to create comfortable seated locomotion in VR. Retrieved from http://www.blockinterval.com/project-updates/2016/4/4/how-we-achieved-comfortable-locomotion-in-life-of-lon</ref>.
VR game developers can take into account the fact that users are going to experience their games sitting down by inserting the player into a cockpit, for example. This creates a deeper sense of immersion since the position of the player is matched with its virtual reality avatar <ref name=”2”> Allen, D. (2016). How to create comfortable seated locomotion in VR. Retrieved from http://www.blockinterval.com/project-updates/2016/4/4/how-we-achieved-comfortable-locomotion-in-life-of-lon</ref>.
Line 7: Line 7:
[[File:Seated VR.jpg|thumb|1. Seated VR (Image: vrperception.com)]]
[[File:Seated VR.jpg|thumb|1. Seated VR (Image: vrperception.com)]]


==Seated VR and main HMD’s==
==Seated VR and main HMDs==
 
The [[HTC Vive]] allows the use of VR apps that are designed for seated experiences <ref name=”3”> Vive. Will VR apps for seated/standing-only experiences work with room-scale setup? Retrieved from https://www.vive.com/us/support/category_howto/839445.html</ref>, although it is most well-known for its room-scale VR. Indeed, HTC and [[Valve]] are investing in room-scale being the standard for VR, and so their system comes out-of-the-box with motion controls, a tracking system, and a boundary system <ref name=”4”> Lang, B. (2016). HTC show Vive pre working great for seated VR at CES. Retrieved from http://www.roadtovr.com/htc-shows-vive-pre-working-great-for-seated-vr-at-ces/</ref> <ref name=”5”> Oscillada, J. M. (2017). Oculus introduces Guardian, a boundary system for Touch. Retrieved from http://virtualrealitytimes.com/2017/02/18/oculus-guardian-boundary-system/</ref>.
The [[HTC Vive]] allows the use of VR apps that are designed for seated experiences <ref name=”3”> Vive. Will VR apps for seated/standing-only experiences work with room-scale setup? Retrieved from https://www.vive.com/us/support/category_howto/839445.html</ref>, although it is most well-known for its room-scale VR. Indeed, HTC and [[Valve]] are investing in room-scale being the standard for VR, and so their system comes out-of-the-box with motion controls, a tracking system, and a boundary system <ref name=”4”> Lang, B. (2016). HTC show Vive pre working great for seated VR at CES. Retrieved from http://www.roadtovr.com/htc-shows-vive-pre-working-great-for-seated-vr-at-ces/</ref> <ref name=”5”> Oscillada, J. M. (2017). Oculus introduces Guardian, a boundary system for Touch. Retrieved from http://virtualrealitytimes.com/2017/02/18/oculus-guardian-boundary-system/</ref>.


Line 39: Line 38:


==References==
==References==
<references />
[[Category:Terms]] [[Category:Technical Terms]]