Assignment 1 – Definitively Ranked (by Opinion)
- by jarace
- September 5
- in
by Joshua Race
I have experienced VR multiple times in the past, including some extended experience at my office’s VR lab this summer. The summer experience was mostly focused on gamification, not storytelling, so the time already spent in the innovation lab has helped me assess which forms of VR are best, and the respective values of each medium. Below, is my definitive ranking of nearly every VR headset in existence:
HTC Vive
It’s the most immersive format I was able to use. I watched the documentary After Solitary and found myself having a very emotional, human response. What’s more, because of the medium, I reacted to the story’s first-person narration as if it were a real human telling their story: I was aware of changed body language (crossed hands, standing against the *virtual* wall, nodding along) I only closely explored the space–his space–when the narrator wasn’t speaking and present. Granted, the cables of the headset got in my way at times, but they were quickly forgotten. If anything the most distracting element of the Vive was its’ limitations; I found myself wanting to pick things up, and even shake hands with the narrator.
In the past, I have used the Vive for gaming, and I’m aware that the device is capable of more integrated experience. It seems likely that the Vive is one of the most likely to marry documentary and interaction in it’s current version. For its’ immersion, HTC wins.
Google Cardboard
While great for other reasons, Cardboard is also one of my favorite devices for its measure of portability while still maintaining an experience which, with a pair of wireless headphones, borders on fully immersive. In addition, Cardboard has access to a smartphone app library full of free and paid content to use on the VR headset. Unlike the Vive or the Oculus Rift, which needs Steam to run anything, I was able to explore the app store and find many apps that provide a vast spread of available content.
Homido
I consider this device the polar opposite to the Vive or Oculus Rift. Why? Because it is the antithesis of immersion–a headset stripped down to the simplest possible execution of what VR is. This is a lucky advantage, since it is able to be carried around almost anywhere.
The device uses all media that another smartphone headset might use. It’s noticeable difference is only the light allowed in on each side. Because the device is not a full viewfinder that blinds you to your surroundings, you are less involved in the content. In contrast, it also is less embarrassing to use in public; you may find yourself less self-conscious, since you are still aware of your surroundings.
Oculus Rift
While the Oculus is most often contrasted wit the HTC Vive, I couldn’t give this one as high of marks. This is in part due to the media I interacted with on the Oculus, which was Google Earth and a 3D Painting application. In both cases, the device leans heavily on the nonintuitive controls of it’s hand controllers. It seems it should be just as easy as the Vive, but in this case, it seemed to rely more on multi-button controls, which were confusing and difficult to master.
In addition to bothersome controls (to me), the Oculus seemed less comfortable than the Vive for extended use.
Samsung Gear VR 3
Lastly, I used this device for two stories, the Battle for Avengers Tower and Ocean Rift. Initially, I was most taken aback by screen resolution. For some reason, this device was the first one where I remember pixelation and a clear sense of looking “at a screen.” I was also drawn to the limitations of the device’s frame-rate. While not measurably different, there seemed to be some lag on the head tracking–enough to feel like I was unable to completely control which direction I should look.
As an aside, I was also surprised by how (in both stories) I felt like I had been forgotten. On both occasions, I missed the title card. It felt almost like the designer had forgotten that I didn’t have to look where he wanted me to.
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