We experimented with Virtual Reality hardware and virtual worlds using the OCULUS VR goggles. This may have been the best thing that we tried, because it was true immersion virtual reality.
The OCULUS hardware comes with two sets of interfaces. The first is the headset, which includes goggles and surround sound earphones. In addition, there is a set of two handsets, which are manipulated by your hand motions and your fingers.
The headset is a full immersion device that embeds the user in the virtual universe. The goggles fit snugly onto the eyes, and the straps keep the device tight on the head. As the user moves his head, he can see around in 3D. Sensors in the device measure where the user is, his orientation, and what he is looking at.
The goggles contain high quality eye-wear that fit tightly with the user's eyes. Unlike cheaper versions which use a flat screen (such as Samsung's Gear VR), these goggles contain two unique displays which work in tandem to create the 3D effect.
The headset would be useless without these handsets. Either one handset can be used, or they can be used in tandem. The handset is the sole input device. It controls movement, manipulation, and decision making.
In the image below, you can see how the handset makes a virtual realization of the user's hand. The user can grip and pick up objects using the natural gripping action in their hands. Users can manipulate the joystick with their thumb to control movement. Crucial, all decisions and selections are made with the index finger. Pointing brings up a menu of options, while pullig the trigger makes the selection.
The limitation of the hardware is that all devices must remain within range of the sensors. These sensors look like old fashioned microphones, they pick up the proximity of the user and where the device fits within the field.
OCULUS comes with software designed to exploit the abilities of the device. One of these virtual worlds was a flying vehicle simulator similar to the film 'Blade Runner.' For this simulation, the user needs to sit in a chair in real life. This transforms into the flying machine in the virtual world. The user can fly the vehicle using the joystick on the handset. I found the experience fairly disorientating, as the controls were so sensitive and it was easy to flip over. While the image on the display flipped over and over, there was no corresponding sensation in my body of falling or spinning. So it was all very confusing for my mind.
The most interesting part of the experience was the virtual world below. I would describe it as a 1980s futuristic space-lab. There was a virtual assistant (who I called Gizmodo) who guided you to try out different aspects of the environment. The purpose of this world is for the user to get familiar using the hardware and exploiting the virtual environment using the device.
Unfortunately, after a short time using this device, I became nauseous and I had to stop. I have similar trouble when watching 3D movies, because the device can't keep up with the brain in terms of frame rates of the eyes, rotating objects and tracking topography. Also, there is no physical sensation to correspond to the virtual world. The user can be doing any number of crazy exhilarating things, but the body is at rest. There is a disconnect between the mind and body, which causes cognitive dissonance and stress.
However, VR has come a long way from the days when it was first proposed, but I think it still has a long way to go to match real life and break away from being considered a gimmick.








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