VR Equipment Guide (PDF)

Total Page:16

File Type:pdf, Size:1020Kb

VR Equipment Guide (PDF) VR Equipment Guide Author: Belle Tuen Last Modified: 2020-04-06 Important Information This guide was written in February of 2020. All prices and information may be outdated in the future. Prices may fluctuate. Introduction This guide contains general information about the big VR headsets that are out in the market in February, 2020. There are mainly 2 big manufacturers that are creating interactive immersive VR, Oculus and HTC. There has been a long debate about which company is better, but both have their own strengths. HTC is known to have better controller tracking than Oculus but over time, tracking in Oculus has improved as well. One of the biggest benefits Oculus has over HTC is that it does not need external trackers to set the play area and track the controllers. However, HTC just released the Vive Cosmos that competes with the Oculus Quest which is a completely wireless headset that does not need external trackers. One of the biggest reason Oculus managed to stay competitive with HTC is their low prices. They managed to make their headsets affordable and high quality. A standalone headset does not need to hook up to a computer whereas PC headsets need to be hooked to a computer. If you already have a VR ready computer, you should get a PC headset because it is cheaper and it usually has higher refresh rate than a standalone. On the other hand, if you want a more portable headset and don’t want to pay $1000+ for a PC, you should get a standalone headset. If you want a PC headset and do not own a VR ready computer, there are 3 recommended VR computers below, one desktop and two laptops. General Advice When looking for headsets to watch 360 photos and videos, you would want less expensive/standalone headsets because of the low amount of cpu power needed. If you want a more portable headset, you should get the standalone headset. However, if you require a stronger headset, you could get a PC headset with a portable gaming laptop. If you have a VR program that’s more interactive, then you would want a headset with two controllers. For use cases that require higher graphics, such as designing, modelling, and/or animating 3D objects, you would need a more expensive, higher CPU headset. Usually PC headsets would be stronger. Use cases that involve a lot of moving around, you would want a headset with 6 degrees of freedom. If you are concerned with wires, it would be better to get a stronger powered standalone headset. Oculus Oculus Go Type: Standalone Price: $329.99 Specifications: Operating System: Android 7.1.2 Memory: 3GB (LPDDR4) Storage: 64 GB internal memory; does not have external memory Display: 5.5" fast-switching LCD (RGB-stripe) 2560×1440 resolution (1280×1440 per eye) 12.67 pixels per degree Refresh Rate: 60 to 72 Hz Graphics: Adreno 530 Sound: Integrated Speakers, Also has 3.5mm headphone jacks Dimensions: 190 mm × 105 mm × 115 mm (7.48 in × 4.13 in × 4.53 in) Mass: 468g (1.032 lbs) Description: The Oculus Go is the first version of standalone headsets that came out in May of 2018. It features one controller with built in audio for immersive sound. It is relatively light and is comfortable with glasses. The Oculus Go was designed for anyone to use thanks to its minimalistic set up and affordable price. Pros and Cons: Pros Cons • Great Device with Affordable Price • Limited by Its Hardware • Large Built-In Library of Apps • Only 3 Degrees of Freedom - Meaning only • Easy to Use with Minimal Set-Up head movements and controllers are tracked • Battery lasts 2 hours with 3 hour charge Suited Use Cases: - 360 video/photo viewing - Minimal interaction in VR needed - Mostly used sitting down – only movement is head turning (good with google expeditions) - Portable Design Oculus Quest Type: Standalone Price: $549.99 – 64GB Specifications: Operating System: Android 7.1.1 Memory: 3GB (LPDDR4) Storage: 64 GB internal memory (can pay more for the 128 GB of internal memory); does not have external memory CPU: 4 Kryo 280 Gold (ARM Cortex-A73 based) @ 2.45 GHz + 4 Kryo 280 Silver (ARM Cortex-A73 based) @ 1.9 GHz Display: PenTile OLED 1440 × 1600 per eye Refresh Rate: 72 Hz Graphics: Adreno 540 Sound: Integrated Speakers, Also has two 3.5mm headphone jacks (one on each side) Connectivity: USB Type-C Bluetooth Wi-Fi Dimensions: 7.5 x 4.1 x 4.5 inches Mass: 571g Description: The Oculus Quest is the second version of standalone headsets that came out in May of 2019. It features two 2nd generation Oculus touch motion tracked controllers with built in audio for immersive sound. It is heavier than a regular standalone headset and has padding for those who wear glasses. Compared to the Go, this headset has stronger processing power and a higher refresh rate, minimizing the screen-door effect. The Oculus Quest was designed to be a stronger gaming console with little setup required and within an affordable price range. Pros and Cons: Pros Cons • 6 Degrees of Freedom - Meaning hand • Still less powerfull than wired headsets controllers and body movement are to PC because it has a mobile processer tracked • Need to take into account storage space • No External Tracking Stations • Battery lasts 2 hours with 2 hour charge • Easy to Use with Minimal Set-Up • Stronger hardware than other standalone headsets Suited Use Case: - If you want an easy to set up device that is more portable and interactive (2 controllers) o Eg. Using it to interact with a 3D model of a flower - Stronger Specs than the Go – if you want higher graphics/cpu power o More then just 360 photo and video editing - If there is a need to track body motion and movement Oculus Rift S Type: PC Headset Price: $549.99 – 64GB Headset Specifications: Display: Fast-switch LCD 2560×1440 (1280×1440 per eye) Refresh Rate: 80 Hz Sound: Integrated Speakers, Also has two 3.5mm headphone jacks (one on each side) Connectivity: DisplayPort 1.2 USB 3.0 Mass: 1.1 lb (500 g) Description: The Oculus Rift S is the second version of Oculus PC virtual reality headsets that came out in May of 2019, replacing the first generation Oculus Rift CV1. It features two 2nd generation Oculus touch motion tracked controllers with built in audio for immersive sound. Since this headset needs to be connected to a powerful PC, this headset can load in much strong graphics and interactive apps. It has a higher refresh rate, minimizing to eliminating the screen-door effect. The Oculus Rift S is the same price as the Oculus Quest; however, the price of a VR ready PC will increase the prices drastically. Computer Requirements: Minimum Specs: Graphics Card: NVIDIA GTX 1050Ti / AMD Radeon RX 470 or greater Alternative Graphics Card: NVIDIA GTX 960 / AMD Radeon R9 290 or greater CPU: Intel i3-6100 / AMD Ryzen 3 1200, FX4350 or greater Memory: 8GB+ RAM Video Output: DisplayPortTM 1.2 / Mini DisplayPort (with adapter included in the box) USB Ports: 1x USB 3.0 port OS: Windows 10 Recommended Specs: Graphics Card: NVIDIA GTX 1060 / AMD Radeon RX 480 or greater Alternative Graphics Card: NVIDIA GTX 970 / AMD Radeon R9 290 or greater CPU: Intel i5-4590 / AMD Ryzen 5 1500X or greater Memory: 8GB+ RAM Video Output: DisplayPortTM 1.2 / Mini DisplayPort (with adapter included in the box) USB Ports: 1x USB 3.0 port OS: Windows 10 Pros and Cons: Pros Cons • 6 Degrees of Freedom - Meaning hand • Needs to be wired to a PC controllers and body movement are • Safety and Durability Problems with tracked Wires • No External Tracking Stations • Needs a VR Ready Computer • Stronger hardware than other standalone headsets Suited Use Case: - If a standalone headset is not strong enough - If the headset is not going to be moved everywhere - If you have a space already designated for VR o Wired may be a better choice for better graphics HTC HTC Vive Pro Starter Kit Type: PC Headset Price: $1500 Headset Specifications: Display: Dual AMOLED 3.5’’ diagonal 1440 x 1600 pixels per eye (2880 x 1600 pixels combined) Refresh Rate: 90 Hz Sound: Hi-Res certificate headphones (removable), has integrated microphone Connectivity: USB-C port for peripherals Bluetooth Mass: 741g Description: The HTC Vive Pro is the upgraded vive model that replaced the discontinued HTC Vive. It features two 1st generation SteamVR tracking controllers with built in audio for immersive sound. Since this headset needs to be connected to a powerful PC, this headset can load in much strong graphics and interactive apps. It has a higher refresh rate, minimizing to eliminating the screen-door effect. The HTV Vive Pro includes VIVE Pro HMD. It is a refined fit, balance, and comfort for extended usage. The play area can be up to 15m2, which is approximately a 3.5m x 3.5m area. The whole bundle comes with the headset, 2 controllers, 2 base stations, and cables to attach to the computer. Computer Requirements: Recommended Specs: Graphics Card: NVIDIA® GeForce® GTX 1070/Quadro P5000 or above, or AMD Radeon™ Vega 56 or above CPU: Intel Core™ i5-4590 or AMD FX™ 8350, equivalent or better Memory: 4GB RAM or more Video Output: DisplayPortTM 1.2 or newer port USB Ports: 1x USB 3.0 port or newer port OS: Windows® 7, Windows® 8.1 or later, Windows® 10 Upgrade to Windows 10® for the best results with the dual front facing cameras * driver is required to download and install before using VIVE Pro's dual cameras on Windows® 7.
Recommended publications
  • PROGRAMS for LIBRARIES Alastore.Ala.Org
    32 VIRTUAL, AUGMENTED, & MIXED REALITY PROGRAMS FOR LIBRARIES edited by ELLYSSA KROSKI CHICAGO | 2021 alastore.ala.org ELLYSSA KROSKI is the director of Information Technology and Marketing at the New York Law Institute as well as an award-winning editor and author of sixty books including Law Librarianship in the Age of AI for which she won AALL’s 2020 Joseph L. Andrews Legal Literature Award. She is a librarian, an adjunct faculty member at Drexel University and San Jose State University, and an international conference speaker. She received the 2017 Library Hi Tech Award from the ALA/LITA for her long-term contributions in the area of Library and Information Science technology and its application. She can be found at www.amazon.com/author/ellyssa. © 2021 by the American Library Association Extensive effort has gone into ensuring the reliability of the information in this book; however, the publisher makes no warranty, express or implied, with respect to the material contained herein. ISBNs 978-0-8389-4948-1 (paper) Library of Congress Cataloging-in-Publication Data Names: Kroski, Ellyssa, editor. Title: 32 virtual, augmented, and mixed reality programs for libraries / edited by Ellyssa Kroski. Other titles: Thirty-two virtual, augmented, and mixed reality programs for libraries Description: Chicago : ALA Editions, 2021. | Includes bibliographical references and index. | Summary: “Ranging from gaming activities utilizing VR headsets to augmented reality tours, exhibits, immersive experiences, and STEM educational programs, the program ideas in this guide include events for every size and type of academic, public, and school library” —Provided by publisher. Identifiers: LCCN 2021004662 | ISBN 9780838949481 (paperback) Subjects: LCSH: Virtual reality—Library applications—United States.
    [Show full text]
  • Oculus Go 32 GB Quickstart Guide
    Oculus Go 32 GB Quickstart Guide VR Expert [email protected] Demkaweg 11 030 7116158 3555HW, Utrecht Oculus Go 32 GB - Guide Hardware Power button Volume adjuster Micro USB port 3.5 mm Audio Jack Oculus button Back button Touchpad Trigger In the box Before you start ● 1x Headset Oculus Go ● Do not allow the lenses to come in contact 32 GB with periods of direct sunlight. This will ● 1x Oculus Go motion permanently damage the screen and Controller does not fall under warranty. ● 1x AA Battery ● 1x Micro-USB cable ● Please install the Oculus App on your ● 1x Eyeglas Spacer smartphone. This is necessary to install ● 1x Cleaning Cloth the device. ● 1x Walkthrough booklet by Oculus ● 1x Lanyard Oculus Go 32 GB - Guide How to start 1. Put on the headset and press the “Power-Button” for 3 sec. How to install 2. The Oculus Symbol will appear at the screen of the headset 1. Put on the Oculus Go 32 GB headset and hold the “Power-Button” for 3. The instructions of the headset start automatically approximately 3 seconds. a. Take your phone and download the oculus app 2. The instructions of the headset will start automatically. b. Create an Oculus Account and log in a. Take your phone and download the Oculus App. c. Go to settings in the app Android: i. activate bluetooth https://play.google.com/store/apps/details?id=com.oculus.twil ii. activate the location service of the phone ight d. Tap on “Connect new headset” and choose Oculus Go or e.
    [Show full text]
  • Learning Theories & Learning Preferences 4
    Technology Instruction A-Z New Canaan Library Learning Objectives By the end of this presentation, attendees will be able to… ● Define virtual reality and augmented reality and integrate VR & AR programming into library services, if/when possible ● Compare, contrast and discuss New Canaan Library’s approaches to technology instruction and how they compare to that of one’s own library ● Articulate the different components of a lesson plan What is virtual reality? The computer-generated simulation of a three-dimensional image or environment that can be interacted with in a seemingly real or physical way by a person using special electronic equipment, such as a helmet with a screen inside or gloves fitted with sensors. - Merriam-Webster What is augmented reality? Enhanced version of reality created by the use of technology to overlay digital information on an image of something being viewed through a device (such as a smartphone camera). - Merriam-Webster In Short Virtual Reality creates an artificial environment to inhabit. Augmented Reality simulates artificial objects in the real environment. Why AR/VR now? ● Aligns with mission ● State of technology ● Affordable Things to Consider ● Costs ● Business Proposal ● Equipment (Oculus, Vive, Samsung, etc) ● How will it be used / Space ● Booking Procedure ● Policy / Waiver ● Age limits ● Sanitation ● Health Equipment ● Oculus Rift ○ headset, L/R controllers, 2 sensors ● Oculus Go ● Robust PC with high-end video card ● Furniture Letting the World Know ● Website ● Digital Newsletter ● Social Media
    [Show full text]
  • Social Media Ruler: Facebook
    SOCIAL MEDIA RULER: FACEBOOK Presented by 50 RULERS OF ENGAGEMENT Presented by NAB Show CATEGORY COMPANY A small group of big SVOD Netflix Search Google companies dominate a Wearables Apple Box Office Disney dizzying array of products Streaming Audio Spotify Smart Speakers Amazon and services aimed at Social Media Facebook Messaging Facebook your eyes and ears. App Stores Apple Operating Systems Microsoft In the grand scheme of how a global ing with each other across a broad swath Cloud Services Amazon pandemic will reshape the future, there are of overlapping business interests, from Smartphones Samsung more profound issues to consider than the TV stations to app stores to video game PCs/Tablets Apple impact COVID-19 is having on the media consoles to smart watches. and technology businesses. But even as so These companies are the “Rulers of TV Networks Disney much is disrupting these industries, some Engagement.” Variety Intelligence Platform TV Stations Nexstar things don’t change: Their competitive and the National Association of Broad- framework remains intact. casters present a topline examination of Pay TV Comcast From 30-minute TV shows to 3-milisec- the trends and rivalries that distinguish SVOD Aggregators Amazon ond search-engine returns, a mega-war is the many different markets in the atten- being waged for mindshare across billions tion economy. In the slides that follow, we Virtual MVPDs Disney of devices worldwide. While the media examine 25 such competitive sets. Connected TV Roku business is at the epicenter of this frenzy, Take a front-row seat to the biggest Game Publishers Tencent it’s the technology giants who have esca- business battleground on the planet.
    [Show full text]
  • CDW VR in Aging White Paper
    FRONT PORCH CENTER FOR INNOVATION AND WELLBEING CDW VR in Aging CDW VR IN AGING CDW.com | 800.800.4239 2 Tonia Nguyen, OTD, OTR/L and Davis Park Executive Summary and loneliness, stakeholders supporting the longevity market With a growing population of adults age 65-plus comes a must explore innovative solutions that leverage technology pressing need to address aging challenges, such as social for deep impact. With the power of today’s technologies, such isolation and loneliness, to improve health and wellness solutions can be designed and adapted to meet the need for outcomes. One of the ways to address this rising need is to take social engagement in older adults. For example, internet- advantage of opportunities afforded by new and innovative enabled video communication solutions such as Skype connect technologies like virtual reality. While the initial development of older adults with long-distance friends and family. Further, consumer VR is focused on entertainment and gaming, research voice-enabled technologies like Amazon Alexa support safer and application of VR has spread to health, wellness and medical- connected environments, and robotic animal companions such as related fields, including its use with older adults for treatments PARO help reduce anxiety and promote social interaction. Indeed, related to anxiety, cognition, rehabilitation, pain management technology promises numerous opportunities to disrupt aging and social engagement. challenges. Another technology solution ripe with opportunity to A review of the VR landscape’s current and future direction address social engagement needs is virtual reality. in the context of older adults, combined with the Front As evidence has demonstrated, VR can be a powerful vehicle Porch Center for Innovation and Wellbeing’s (FPCIW's) own to promote health, wellness and engagement across multiple experiences with existing applications from the perspective of populations.
    [Show full text]
  • Freely Available Virtual Reality Experiences As Tools to Support
    Freely Available Virtual Reality Experiences as Tools to Support Mental Health Therapy: A Systematic Scoping Review and Consensus Based Interdisciplinary Analysis Best, P., Meireles, M., Schroeder, F., Montgomery, L., Maddock, A., Davidson, G., Galway, K., Trainor, D., Campbell, A., & Van Daele, T. (2021). Freely Available Virtual Reality Experiences as Tools to Support Mental Health Therapy: A Systematic Scoping Review and Consensus Based Interdisciplinary Analysis. Journal of Technology in Behavioral Science. https://doi.org/10.1007/s41347-021-00214-6 Published in: Journal of Technology in Behavioral Science Document Version: Publisher's PDF, also known as Version of record Queen's University Belfast - Research Portal: Link to publication record in Queen's University Belfast Research Portal Publisher rights Copyright 2021 the authors. This is an open access article published under a Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution and reproduction in any medium, provided the author and source are cited. General rights Copyright for the publications made accessible via the Queen's University Belfast Research Portal is retained by the author(s) and / or other copyright owners and it is a condition of accessing these publications that users recognise and abide by the legal requirements associated with these rights. Take down policy The Research Portal is Queen's institutional repository that provides access to Queen's research output. Every effort has been made to ensure that content in the Research Portal does not infringe any person's rights, or applicable UK laws. If you discover content in the Research Portal that you believe breaches copyright or violates any law, please contact [email protected].
    [Show full text]
  • Facebook, Inc
    RBC Capital Markets, LLC Mark S.F. Mahaney Zachary Schwartzman (Analyst) (Associate) (415) 633-8608 (415) 633-8651 [email protected] [email protected] Dylan Haber (AVP) Shweta Khajuria, CFA (AVP) (415) 633-8527 (415) 633-8631 [email protected] [email protected] July 25, 2018 Sector: Internet Facebook, Inc. Don’t Unfriend FB Now… Outperform NASDAQ: FB; USD 173.00 Our view: FB reported a disappointing Q2, with a Revenue Miss (partly driven by European GDPR pressure), a Soft H2 Revenue Guide (due to Price Target USD 225.00 ↓ 250.00 currency, rising Sponsored Stories usage, privacy regs), and a Negative 2-3 WHAT'S INSIDE Year Margin Guide (due primarily to security and growth investments). We Rating/Risk Change Price Target Change EQUITY RESEARCH see the outlook as overly conservative. We are buyers w/ $225 PT. In-Depth Report Est. Change Key points: Preview News Analysis Weak Q2 Results: Revenue grew 38% Y/Y ex-FX to $13.23B vs. RBC/Street Scenario Analysis* estimates of $13.37/13.33B. Ad Revenue growth ex-FX decelerated from 42% in Q1 to 38% in Q2 – the largest deceleration we’ve seen since Downside Current Price Upside Q4:16. The region with the greatest deceleration was Europe. Operating Scenario Price Target Scenario Income and EPS, however, beat RBC/Street, primarily due to R&D and G&A 130.00 173.00 225.00 300.00 leverage. All in, fundamentals for FB in Q2 weakened, given Rev Growth 25% 30% 73% Deceleration and Op Margin Y/Y declines, and the Outlook – even if *Implied Total Returns conservative – implies more of same.
    [Show full text]
  • Getting Started with Your Oculus Go to Set up and Connect
    7/5/2019 Getting Started with your Oculus Go | Oculus Support Centre Getting Started with your Oculus Go To set up and connect your Oculus Go, you'll need to download the Oculus app on your supported mobile phone. With the Oculus app, you can set up your headset, browse VR games and apps and customise your device settings. Download the App: Setting Up Your Oculus Go Which phones can I use with Oculus Go? To set up and connect your Oculus Go to Wi-Fi, you'll need to download the Oculus app on your mobile phone. The Oculus app runs on the following phones: Any Android phone running software version 6.0 Marshmallow or higher. Any iPhone running software version iOS 10 or higher. You can download the Oculus Go app on your supported phone by going to oculus.com/app and following the on-screen instructions. Notes: Your phone must be connected to Wi-Fi and have Bluetooth turned on in order to set up your Oculus Go. https://support.oculus.com/183135912238400/ 1/16 7/5/2019 Getting Started with your Oculus Go | Oculus Support Centre If you install the Oculus app on an unsupported device, you may experience issues with setting up your Oculus Go. Was this answer helpful? Permalink Yes No How do I download the Oculus app for Oculus Go? Before you set up your Oculus Go headset, download the Oculus app on your mobile phone to get started. To download the Oculus app: Using the supported phone you'd like to download the Oculus app on, go to oculus.com/app and follow the on-screen instructions.
    [Show full text]
  • 1 Facebook, Inc. (FB) First Quarter 2018 Results Conference Call April
    Facebook, Inc. (FB) First Quarter 2018 Results Conference Call April 25th, 2018 Operator Good afternoon. My name is Mike and I will be your conference operator today. At this time I would like to welcome everyone to the Facebook first quarter 2018 Earnings Call. All lines have been placed on mute to prevent any background noise. After the speakers' remarks, there will be a question and answer session. If you would like to ask a question during that time, please press star then the number 1 on your telephone keypad. This call will be recorded. Thank you very much. Ms. Deborah Crawford, Facebook’s Vice President of Investor Relations, you may begin. Deborah Crawford, VP Investor Relations Thank you. Good afternoon and welcome to Facebook’s first quarter 2018 earnings conference call. Joining me today to discuss our results are Mark Zuckerberg, CEO; Sheryl Sandberg, COO; and Dave Wehner, CFO. Before we get started, I would like to take this opportunity to remind you that our remarks today will include forward-looking statements. Actual results may differ materially from those contemplated by these forward-looking statements. Factors that could cause these results to differ materially are set forth in today’s press release, and in our annual report on form 10-K filed with the SEC. Any forward-looking statements that we make on this call are based on assumptions as of today and we undertake no obligation to update these statements as a result of new information or future events. During this call we may present both GAAP and non-GAAP financial measures.
    [Show full text]
  • GVTC March 2021 Gaming Giveaway Terms and Conditions
    Guadalupe Valley Telephone Cooperative GVTC March 2021 Gaming Giveaway NO PURCHASE OR PAYMENT OF ANY KIND IS NECESSARY TO ENTER OR WIN THIS PROMOTION. A PURCHASE OR PAYMENT WILL NOT INCREASE YOUR CHANCES OF WINNING. YOU HAVE NOT YET WON. BY ENTERING THIS PROMOTION, PARTICIPANTS ACCEPT AND AGREE TO BE BOUND BY ALL TERMS AND CONDITIONS IN THESE OFFICIAL RULES. WINNING IS CONTINGENT ON FULFILLING ALL REQUIREMENTS SET FORTH IN THESE OFFICIAL RULES. ANY VIOLATION OF THESE RULES MAY RESULT IN DISQUALIFICATION, WITHOUT NOTICE OR OTHER OBLIGATION TO THE VIOLATOR. ALL DECISIONS OF SPONSOR ARE FINAL AND BINDING IN ALL RESPECTS. VOID WHERE PROHIBITED BY LAW. 1. Sponsor. The sponsor of this GVTC March 2021 Gaming Giveaway (the “Promotion”) is Guadalupe Valley Telephone Cooperative, Inc., at 36101 FM 3159, New Braunfels, Texas 78132 (“Sponsor”). This Promotion is NOT sponsored, endorsed, or administered by, or associated with, Facebook, Instagram, Facebook Technologies, LLC (or Oculus). 2. Timing. a. Promotion Period. The Promotion entry period begins on March 1, 2021 at 10:00 a.m. Central Standard Time (“CST”) and ends on March 31, 2021 at 11:59 p.m. CST (the “Promotion Period”). Sponsor’s computer is the official time- keeping device for the Promotion. b. Drawing(s). One (1) potential winner will be selected on or about March 31, 2021. The potential winner will be randomly drawn from all eligible entries received during the Promotion Period. 3. Eligibility Requirements. This Promotion is open only to legal residents living in the state of Texas, United States and within Sponsor’s service area (check here to see if you are in Sponsor’s service area https://gvtc.com/check-availability) who are at least eighteen (18) years old at the time of entry and who can provide proof of U.S.
    [Show full text]
  • Oculus Go Applications
    Oculus Go Applications Ocean Rift Ocean Rift is the world's first VR aquatic safari park. Explore a vivid underwater world full of life including dolphins, sharks, turtles, orcas, sea snakes, rays, whales, manatees, sea lions and even dinosaurs! Ocean Rift is divided into 12 unique habitats ranging from coral reefs, ship wrecks and lagoons, to the arctic, the deep and prehistoric seas. Play instructions Go to menu - back button Swipe though animal choices – big button Select Animal – trigger button Exit application – back button Henry the Hedgehog Narrated by Elijah Wood and developed with former creative talent on the Brave and Toy Story 3 teams, Henry is the story of a little hedgehog with a big problem… he loves to hug! After ending up alone on his birthday, he'll make a wish that changes everything. Play instructions Sit back and move your head to enjoy the story Exit application - back button Happy Place Happy Place is a virtual space for tranquility and relaxation, designed to distract from worldly problems like pain, and give rise to positive emotions like ease and calmness. A place where the user can sit back, get some time for contemplation and escape from reality. This application includes a beautiful stylized camping environment where one can interact with nature and experience the changes from sun to rain and day to night. Guided relaxation and soothing music is optional. Every unique experience is highly individual. Play instructions Gaze at different objects to interact with them. Enjoy guided meditation or gaze at the book to silence this. Crow: The Legend In this animated movie with an all star cast, Crow is the most admired animal in the forest with his magnificent colours and beautiful voice.
    [Show full text]
  • The Vo Virtual Reality Timeline
    THE VO VIRTUAL REALITY TIMELINE Like a surprising number of current subjects based on computing, the technology and even the concepts of Virtual Reality are comparatively recent. Exactly where you chose to start a timeline on VR is therefore a matter of opinion, but we have chosen the publication of Howard Rheingold’s bestseller ‘Virtual Reality’ as our start point, as it collates all the diffuse research efforts into the field up to that date and moves it on from a cyberpunk trope to a deployable technology. Our Virtual Reality Timeline chart progress in the field from the publishing of “Virtual Reality” in 1991 to the very latest key events and milestones. To read the complete text about each item, click the VIRTUAL REALITY BY HOWARD RHEINGOLD 1991 Rheingold’s book encapsulates the research efforts of the first wave of THE LAWNMOWER MAN The movie ‘The Lawnmower 1992 Man’ wasn’t very good at the time, to be honest, and it has VIRTUALITY GOES BUST The end of the First Wave of 1997 VR comes when location- based entertainment ENTER THE RIFT After a long hiatus, where VR is virtually forgotten, Palmer 2011 Luckey hacks together the THE RIFT DK1 SHIPS March 29, 2013 2013 Oculus VR launches a Kickstarter campaign to get its headset into development GOOGLE CARDBOARD LAUNCHES June 25, 2014 Google’s admirably low-tech Cardboard becomes one 2014 SAMSUNG ANNOUNCES GEAR VR September 3, 2014 In partnership with Oculus, at the Ifa tech show in 360-DEGREE VIDEO March 13, 2015 YouTube adds 360-degree video https://youtu.be/0RPurvYriHI FACEBOOK PURCHASES
    [Show full text]