Have you ever hosted a company outing and wanted to add a little flair to the mix to really give your guests and employees something to remember? Virtual Reality is amazing new technology that gives event planners and coordinators something extra to offer that will amaze and awe. The sheer feeling of being immersed in another world gives the user a deep sense of enjoyment, something that can go a long way when adding to the benefit of guests.
The beauty of Virtual Reality for your next event is the ease of use. Once setup (which doesn’t take more than 5 minutes due to portable units and systems that allow for easy integration virtually anywhere there is a 8×8″ area. The VR headsets themselves are very user friendly and can often be picked up and learned within 5 minutes. The controls are super intuitive and once you calibrate for yourself within the virtual world, you will have no problem getting acquainted with the nuances of controlling your experience or game.
Not only is VR easy to pick up and play with, there is also a breadth of games and experiences available so that there is never short supply of entertainment with over 100+ games at your disposal. The technology has grown leaps and bounds since it was first released a few years ago, and the experiences are now at the point where they are polished and immersive.
What This Means For You?
Are you an event coordinator or an event planner? Are you looking to amaze your guests with state-of-the-art technology and immersive experiences aimed towards your target market? Virtual Reality events may be the perfect segue for you to introduce a new technology? A new internal company feature or product release? A way to showcase new company news or learning materials? The possibilities are literally endless with VR.
Not only are the games and experiences that are currently available completely customizable but they can also be easily integrated into whatever kind of business you have. The beauty of virtual reality is that the breadth of the technology allows it to be custom tailored to your needs so that you get the most out of your experience.
Virtual reality events are just the tipping point and with custom virtual reality education and experiences on the rise, the future holds much more for VR than we can even think of today. The games and experiences are only going to increase in realism and immersiveness, and the quality of the games and experiences will only get better with time as well. Dont miss out on showcasing your brand in the light of virtual reality and you will see the difference between old and new technologies.
Oculus and HTC are forerunners in the virtual reality (VR) realm. They are both the top in their respective hardware rights; Here you can check out the detailed specs comparison to see what to expect with both models.
Oculus Rift is Facebook’s version of virtual reality that is very much similar to the HTC Vive in their experiences, with a few unique differentiators.
The headset will entail 2160 x 1200 or 1080 x 1200 resolution for duo OLED display for eyes. This is around 233 million pixels per second, and a refresh rate of around 90Hz. Furthermore, it comes with 360-degree head tracking and field of view of approximately 100-degrees. In contrast to HTC Vive, Oculus Rift is to be used while sitting in conjunction with controllers (Oculus’ Touch).
The Rift requires a computer running Windows 7 or higher. You’ll need to have a GPU as capable as AMD 290/Nvidia GTX 970 or better. Other hardware requirements comprise 8GB+ of RAM, Intel i5-4590 processor, HDMI 1.3 video output and 2x USB 3.0 ports.
HTC Vive also features 2160 x 1200 or 1080 x 1200 resolution over duo OLED displays for every eye. Its refresh rate is 90Hz; has over 70 sensors for seamless and fluid movement and operate tracking space (15ft x 15ft) for supporting wireless cameras. Front-facing cameras help you identify objects around you as per the Chaperone safety system. This will protect users from bumping into objects, allowing Vive to be a true mobility gamer. HTC Vive needs tethering to a PC running GNU/Linux, OS X or Windows via HDMI cabling. Vive requires high specs to match its latency-free wireless capabilities.
The Oculus Rift is compact and lightweight. It comes with Velcro straps which are easy to adjust; offers comfortable headphone removal and faceplate padding on either side of the headset. However, as far as design is concerned, it’s not the most appealing VR-ware. Typically, it’s a huge, black protrusion from your human face. However, it’s more compact than various market alternatives.
The HTC Vive is a one of a kind VR gadget; it’s lightweight and has 37 external sensors on the device’s front to allow seamless connectivity to infrared cameras in tracking space. Moreover, it has Velcro straps and comfortable faceplate padding similar to the Rift. The Vive design is, however, worse than its Rift rival–It is not only a black protrusion from your face, but it’s also bulkier.
The Oculus Touch is the controller companion to the Oculus Rift, aiding users immerse deeper into the VR. Xbox One controller ships with the Oculus Rift as the controllers are to be sold separately. Touch controllers apply the half-moon design feature; are wireless, lightweight and a lanyard similar to the Wii remote.
One of the most awesome features in Oculus Touch is the inbuilt haptic feedback, analog stick, analog trigger and two extra buttons. Although Oculus Touch has good functionality, there still exist minor bugs, wireless connection and latency issues. The issues with the headset will be ironed before Q1 launch.
HTC Vive controllers have a more traditional design over Oculus Touch. For instance, wheel below the thumb and a single analog index finger. The wheel is for scrolling menus and game zooming. Furthermore, it functions as game options and selector. They are flawless, very responsive and should be better upon release.
Rift and Vive will ship with a free content suite. The Rift features Lucky Tale, a VR-enabled vivid graphs game. HTC Vive will ship with three titles built around wireless input controllers. It has an inbuilt fantastic contraption Roomscale VR which utilizes hand controllers. Job Simulator is a little game that simulates various tasks. Tilt Brush is the 3rd title with a 3D Google app. Tilt Brush has a Vive wireless controller to paint and sculpt artworks.
Nothing physical limits you from integrating with the other platform. Oculus Home is the ultimate store for VR apps and games. Oculus Home is a perfect mix between Xbox and Steam dashboard for layout and functionality.
HTC’s Vive will make use of traditional stalwart on PC game industry. Vive rolled out a new digital storefront with specialized VR gaming support mode, Vive headset point of sale and VR-ware content.
Though the Rift and Vive both have their unique strengths and weaknesses, it makes none better than its alternative. VR is an amazing technology and is a leap into gaming future, especially with HTC Vive partnership with Steam-VR. Vive has a better overall standing experience in our opinion, verses the Rift having a lot more seated experiences. (Although that is set to change with Oculus touch)
The downside to these VR headsets is that they require PC tethering, hence requiring powerful machines. This can, however, change in the near future, making them more user friendly.
Today we are seeing kids in classrooms with personal devices that are responsible for managing course loads, all of their homework, and of course the ever important personal life of social media and general communications. Those devices are also heavily used for gaming primarily as a form of entertainment. What if we were able to get that type of time commitment from kids on a daily basis to do homework or grow skills? Or maybe have fun but also be developing critical thinking habits or team building? The great thing is educators are already using gamification but now it’s available in Virtual Reality.
As a planet we spend over 3 billion hours a week playing video and computer games. That is nearly 25 minutes for each human being on the planet today. I can personally remember a time when it was a big deal to have a PC in your home and the amazing devices we have available today were strictly ideas in Star Wars and in Sci-Fi shows. The world as we know it is changing so fast in regards to technology it seems nearly impossible for us to keep up with all of it especially in the world of gaming and Virtual Reality. The technology that we saw on TV is now available for our kids to learn and have fun while they do it.
Understanding gamification and its effectiveness beyond anecdotal evidence and hype is evidently a pertinent practical issue as well as, increasingly, a scholarly pursuit. Regardless of the increasing amount of both industry chatter and scholarly articles, there still is a dearth of coherent understanding whether gamification works and under which circumstances. To address this gap, we reviewed empirical studies on gamification. We focused on investigations and studies that were carried out by Huotari & Hamari 2012; Zhang 2008 what were the implemented affordances (independent variables), psychological and behavioural outcomes (dependent variables), what was gamified, as well as the methods and results of these studies.
The current empirical research on gamification largely supports the popular view that, indeed, gamification does produce positive effects, but many caveats exist. Most frequently, the studies bring forth three categories of caveats: the context of gamification, qualities of the users using the system and possible novelty effects. We encourage educators to review these findings as it is the future of education.
Earlier this year some amazing educational immersive experiences became available like the Apollo 11 Launch, Titans of Space, and Mars is a real Place. Could you fathom as a young person the ability to sit in your classroom and SEE MARS up close and personal without ever leaving your seat or the planet?! Well you can with VR Vision!
We aim to bring some of these experiences in to schools so children can have a more visual and engaged learning experience. It also shakes up the general day to day school and classroom environment and gives them the ability to be a part of a foreign world they may never see so closely otherwise! We have a list of titles that are designed and developed around team building, critical thinking and problem solving. We have content for artists to be uber creative with or just draw smiley faces with if they wish.
The beautiful thing about Virtual Reality technology and Education is people can learn and see things in person they may not ever be able to see and have a ton of fun while doing it! There is Virtual Reality experiences and content that has been developed to train the world’s doctors. Lets bring it to our kids as well.
Watch Mark Zuckerberg discuss the future of Oculus VR with some of the latest product demos and experiences available on Oculus.
Watch Oculus Connect 3 VR Event Keynote.
In this event:
- This is how Facebook will animate you in VR
- Oculus is working on a cheaper, wireless VR headset
- Oculus Avatars look like the future of video game character creation
- Oculus Touch will be available on December 6th for $199
- Oculus announces new $49 in-ear headphones for the Rift
- Oculus will soon be able to work with a much cheaper gaming PC
- Here’s what you’ll be playing with the new Oculus Touch controllers