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