Difference between revisions of "Standing VR"

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==References==
 
==References==

Revision as of 16:53, 23 February 2017

Standing VR (figure 1) is a way of experiencing virtual reality (VR) in which the user is standing up in a specific area, but not moving around. It stands in-between seated VR and room-scale VR. There will be more movement while interacting with the VR experience compared to seated VR, but less when compared to room-scale VR.

1. Standing VR (Image: WorldViz)

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 [1].

The major head-mounted displays (HMD's) in the market – HTC Vive, Oculus Rift, and Playstation VR - allow for standing VR, with each also offering their own brand of motion controllers [2] [3] [4].

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 [5].

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 [6] [7].

Selected standing VR games

  • Sublevel Zero

References

  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/
  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
  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/
  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/
  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
  6. Borrow the Light Studios. Room scale vs. seated VR. Retrieved from http://www.borrowedlightvr.com/2016/02/29/room-scale-vs-seated-vr/
  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/