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While standing VR may increase the sense of immersion in a virtual environment, it might be second-place when compared to room-scale, which some people argue could become an essential feature in VR technology <ref name=”6”> Borrow the Light Studios. Room scale vs. seated VR. Retrieved from http://www.borrowedlightvr.com/2016/02/29/room-scale-vs-seated-vr/</ref> <ref name=”7”> VRperception. Seated HTC Vive experiences with one Lighthouse station is possible. Retrieved from https://vrperception.com/2016/03/08/seated-htc-vive-experiences-with-one-lighthouse-station-is-possible/</ref>.
While standing VR may increase the sense of immersion in a virtual environment, it might be second-place when compared to room-scale, which some people argue could become an essential feature in VR technology <ref name=”6”> Borrow the Light Studios. Room scale vs. seated VR. Retrieved from http://www.borrowedlightvr.com/2016/02/29/room-scale-vs-seated-vr/</ref> <ref name=”7”> VRperception. Seated HTC Vive experiences with one Lighthouse station is possible. Retrieved from https://vrperception.com/2016/03/08/seated-htc-vive-experiences-with-one-lighthouse-station-is-possible/</ref>.
==Standing VR and HMD’s==
While the [[HTC Vive]] is mainly intended for [[room-scale VR]] use, it also has the capability to do standing VR, as well as [[seated VR]]. The standing only experiences are useful since they offer full body VR experiences within a smaller play space. Setting up the Vive for standing only will still result in a big range of titles being available within [[SteamVR]]. These may not be as impressive as room-scale titles, but will provide immersive experiences with the same level of tracking precision <ref name=”2”></ref> <ref name=”8”> 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> <ref name=”9”> Brown, M. (2016). How to set up your HTC Vive for standing use only. Retrieved from http://www.vrheads.com/how-set-your-htc-vive-standing-use-only</ref>.
The [[Oculus Rift]] also provides a standing VR experience. Originally, [[Oculus]] was focused on a seated experience. Since the release, in December 2016, of the [[Touch]] controllers, new tracking system setups, and a boundary system, standing and room-scale experiences became possible - although, according to some, not on the level of what is provided by the [[Vive]] <ref name=”10”> PC Magazine (2016). Oculus Rift. Retrieved from http://www.pcmag.com/review/343413/oculus-rift</ref> <ref name=”11”> Kuchera, B. (2016). The Oculus Rift is now a standing experience. Retrieved from http://www.polygon.com/2016/10/6/13182026/the-oculus-rift-is-now-a-standing-experience</ref>.
There have been reports regarding difficulties with the tracking system of the [[PlayStation VR|Playstation VR]], which uses a single camera to track the motion controllers. While it’s single-camera tracking system does not allow for room-scale VR it can, nevertheless, be used to experience standing VR titles. Indeed, for this system it is only recommended standing or seated VR <ref> Pino, N. (2017). PlayStation VR review. Retrieved from http://www.techradar.com/reviews/gaming/playstation-vr-1235379/review</ref> <ref> Venturebeat (2016). PlayStation VR Has A Frustrating Camera Distance Problem. Retrieved from https://uploadvr.com/playstation-vr-camera-tracking/</ref>.
Besides the systems mentioned, the [[Virtuix Omni]] allows for a more active standing VR experience. It is an accessory that adds to the immersion by providing an intense VR experience that comes with walking and running, while maintaining the same physical location <ref> Virtuix Omni. About Virtuix. Retrieved from http://www.virtuix.com/about/</ref>.


==Selected standing VR games==
==Selected standing VR games==