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==Seated VR and main HMD’s==
==Seated VR and main HMD’s==
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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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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>.
[[Steam VR]] has a function that shows the users if a gamepad can be used with a game, or if the [[Vive]] controllers are necessary. For Vive, in most cases, the gamepad is not the preferred setup for play <ref name=”1”></ref>.
[[Steam VR]] has a function that shows the users if a gamepad can be used with a game, or if the [[Vive]] controllers are necessary. For Vive, in most cases, the gamepad is not the preferred setup for play <ref name=”1”></ref>.
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The first official demonstration of seated VR was on the original Vive development kit, during EGX 2015. In 2016, HTC made another demonstration with the Vive Pre at CES 2016, with [[Elite Dangerous]] as a seated experience. The showcase had two [[Lighthouse]] base stations with three seated VR rigs equipped with gaming chairs and HOTAS controls. The seated experience has been reported as on the same level of the [[Oculus Rift]], without any noticeable differences in the headtracking performance <ref name=”4”></ref> <ref name=”6”> 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>.
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The first official demonstration of seated VR was on the original Vive development kit, during EGX 2015. In 2016, HTC made another demonstration with the Vive Pre at CES 2016, with [[Elite Dangerous]] as a seated experience. The showcase had two [[Lighthouse]] base stations with three seated VR rigs equipped with gaming chairs and HOTAS controls. The seated experience has been reported as on the same level of the [[Oculus Rift]], without any noticeable differences in the headtracking performance <ref name=”4”></ref><ref name=”6”> 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>.
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Oculus’s strategy has been different by betting on the seated experience as the base level for VR. According to Palmer Luckey, founder of [[Oculus VR]], this choice was made for “reasons of practicality, not functionality.” <ref name=”4”></ref> Indeed, this mode reduces the need for a specific space requirement, such as in the case of the room-scale setup. Although Oculus introduced the Oculus Rift without hand tracking input, in December 2016 the Touch controllers were released. This, along with implementation and improvements in the tracking system ([[Constellation]]) and a boundary system ([[Oculus Guardian System]]), has since allowed for [[room-scale VR]] in this device <ref name=”7”> 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=”8”> 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>.
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Oculus’s strategy has been different by betting on the seated experience as the base level for VR. According to Palmer Luckey, founder of [[Oculus VR]], this choice was made for “reasons of practicality, not functionality.” <ref name=”4”></ref> Indeed, this mode reduces the need for a specific space requirement, such as in the case of the room-scale setup. Although Oculus introduced the Oculus Rift without hand tracking input, in December 2016 the Touch controllers were released. This, along with implementation and improvements in the tracking system ([[Constellation]]) and a boundary system ([[Oculus Guardian System]]), has since allowed for [[room-scale VR]] in this device <ref name=”7”> 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=”8”> 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>.
With the [[PlayStation VR]] (PS VR), the focus is on seated play for its games. It is the cheapest VR headset, and so it could shape how a lot of users experience VR for the first time. While some tech demos have allowed users to play while standing up, the planned PS VR titles recommend that users remain seated. This seems to be due to the lack of capacity for the Playstation Move camera to track a large enough area <ref> 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>. Since its release, the PS VR has been praised for its comfort, affordability, and solid lineup of games. The same cannot be said of the tracking system and Move controllers, which hold the device back. Some journalists have referred to it as a great seated VR experience, but that “it starts to show blemishes if you attempt to get up and active during a game.” <ref> Jagneaux, D. (2016). How ‘The Brookhaven Experiment’ developers achieved 360 ‘Roomscale’ gameplay on PS VR. Retrieved from https://uploadvr.com/brookhaven-psvr-roomscale/</ref>
With the [[PlayStation VR]] (PS VR), the focus is on seated play for its games. It is the cheapest VR headset, and so it could shape how a lot of users experience VR for the first time. While some tech demos have allowed users to play while standing up, the planned PS VR titles recommend that users remain seated. This seems to be due to the lack of capacity for the Playstation Move camera to track a large enough area <ref> 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>. Since its release, the PS VR has been praised for its comfort, affordability, and solid lineup of games. The same cannot be said of the tracking system and Move controllers, which hold the device back. Some journalists have referred to it as a great seated VR experience, but that “it starts to show blemishes if you attempt to get up and active during a game.” <ref> Jagneaux, D. (2016). How ‘The Brookhaven Experiment’ developers achieved 360 ‘Roomscale’ gameplay on PS VR. Retrieved from https://uploadvr.com/brookhaven-psvr-roomscale/</ref>