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A sensor is required to provide a tracking system, in order for standing VR to be possible. Motion controllers are generally used in this kind of experience, and it can be considered more immersive than [[seated VR]]. Some users have reported that, while they were skeptic about the potential of standing VR due to physical space limitations and equipment constraints (e.g. headset cords), experiencing it changed their opinion. With standing VR, the physical space tracking required is lesser than for [[room-scale VR]], and the tracked hand controllers allow for a more seamless and intuitive experience <ref name=”1”> Railboy (2016). Standing VR is as big a leap from sitting VR as sitting VR was from 2D. Retrieved from https://www.reddit.com/r/oculus/comments/3tdpu6/standing_vr_is_as_big_a_leap_from_sitting_vr_as/</ref>.
A sensor is required to provide a tracking system, in order for standing VR to be possible. Motion controllers are generally used in this kind of experience, and it can be considered more immersive than [[seated VR]]. Some users have reported that, while they were skeptic about the potential of standing VR due to physical space limitations and equipment constraints (e.g. headset cords), experiencing it changed their opinion. With standing VR, the physical space tracking required is lesser than for [[room-scale VR]], and the tracked hand controllers allow for a more seamless and intuitive experience <ref name=”1”> Railboy (2016). Standing VR is as big a leap from sitting VR as sitting VR was from 2D. Retrieved from https://www.reddit.com/r/oculus/comments/3tdpu6/standing_vr_is_as_big_a_leap_from_sitting_vr_as/</ref>.


The major [[head-mounted display|head-mounted displays]] (HMD's) in the market [[HTC Vive]], [[Oculus Rift]], and [[PlayStation VR|Playstation VR]] - allow for standing VR, with each also offering their own brand of motion controllers <ref name=”2”> 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> <ref name=”3”> James, P. (2017). Oculus Rift & Touch 1.11 update brings improved Touch roomscale & multi-sensor support. Retrieved from http://www.roadtovr.com/oculus-rift-touch-1-11-update-brings-improved-touch-roomscale-multi-sensor-support/</ref> <ref name=”4”> Wan, S. (2016). Sony Playstation VR will focus on seated play. Retrieved from http://www.eteknix.com/sony-playstation-vr-will-focus-on-seated-play/</ref>.
The major [[head-mounted display|head-mounted displays]] (HMD's) in the market: [[HTC Vive]], [[Oculus Rift]], and [[PlayStation VR|Playstation VR]] - allow for standing VR, with each also offering their own brand of motion controllers <ref name=”2”> 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> <ref name=”3”> James, P. (2017). Oculus Rift & Touch 1.11 update brings improved Touch roomscale & multi-sensor support. Retrieved from http://www.roadtovr.com/oculus-rift-touch-1-11-update-brings-improved-touch-roomscale-multi-sensor-support/</ref> <ref name=”4”> Wan, S. (2016). Sony Playstation VR will focus on seated play. Retrieved from http://www.eteknix.com/sony-playstation-vr-will-focus-on-seated-play/</ref>.


In an informal survey made in 2015, respondents were asked what their expectations were regarding the usage of standing VR. The majority responded that they thought that they would enjoy a hybrid experience that had some standing and some sitting (or to be able to switch between the two). In second place, were the respondents that answered that they would enjoy a standing experience every day. Although this survey was made before the general release of the main headsets, it serves as an indication of the interest for a type of VR experience in which the user is standing up <ref name=”5”> Allen, D. (2015). Standing vs. seated: the VR community weights in. Retrieved from http://www.blockinterval.com/project-updates/2015/9/30/standing-vs-seated-the-vr-community-weighs-in</ref>.
In an informal survey made in 2015, respondents were asked what their expectations were regarding the usage of standing VR. The majority responded that they thought that they would enjoy a hybrid experience that had some standing and some sitting (or to be able to switch between the two). In second place, were the respondents that answered that they would enjoy a standing experience every day. Although this survey was made before the general release of the main headsets, it serves as an indication of the interest for a type of VR experience in which the user is standing up <ref name=”5”> Allen, D. (2015). Standing vs. seated: the VR community weights in. Retrieved from http://www.blockinterval.com/project-updates/2015/9/30/standing-vs-seated-the-vr-community-weighs-in</ref>.