{"id":1630,"date":"2016-05-26T12:19:33","date_gmt":"2016-05-26T12:19:33","guid":{"rendered":"https:\/\/www.gravityjack.com\/?p=1630"},"modified":"2023-11-29T12:19:58","modified_gmt":"2023-11-29T12:19:58","slug":"ux-review-virtual-reality-device-best","status":"publish","type":"post","link":"https:\/\/www.gravityjack.com\/news\/ux-review-virtual-reality-device-best\/","title":{"rendered":"UX Review: Which Virtual Reality Device Is Best For You"},"content":{"rendered":"\n<p>The VR headset space is growing quickly. It seems as though we hear about a new headset hitting the market every month. In fact, chances are, another headset will be announced by the time you finish reading this! All of this can be confusing &#8212; What are they used for? How are they operated? How can my brand benefit from this technology? We\u2019re here to answer all of these questions and more.<\/p>\n\n\n\n<p>As the UX\/UI Engineer at Gravity Jack, when it comes to this type of hardware, my primary focus is how the user of the headset interacts with the content being displayed. <strong>There are two ways humans usually interact with computers: touching the screen or moving a mouse pointer around and clicking. These methods aren\u2019t available when the screen is on the user\u2019s face. <\/strong>So, without a mouse, how does one select options, go back, etc? Fortunately, each of the headsets solves these issues in their own way. There are dozens of different types of virtual reality headsets, but I\u2019ve laid out the details for the most common ones &#8212; allowing you to decide which would work best for your project.<\/p>\n\n\n\n<p><strong>GOOGLE CARDBOARD<\/strong><\/p>\n\n\n<div class=\"wp-block-image wp-image-6739 size-large\">\n<figure class=\"alignleft size-full\"><img fetchpriority=\"high\" decoding=\"async\" width=\"1016\" height=\"677\" src=\"https:\/\/www.gravityjack.com\/wp-content\/uploads\/2023\/11\/gj_cardboard4-1-1024x682-1.jpg\" alt=\"\" class=\"wp-image-1636\" srcset=\"https:\/\/www.gravityjack.com\/wp-content\/uploads\/2023\/11\/gj_cardboard4-1-1024x682-1.jpg 1016w, https:\/\/www.gravityjack.com\/wp-content\/uploads\/2023\/11\/gj_cardboard4-1-1024x682-1-485x323.jpg 485w, https:\/\/www.gravityjack.com\/wp-content\/uploads\/2023\/11\/gj_cardboard4-1-1024x682-1-500x333.jpg 500w, https:\/\/www.gravityjack.com\/wp-content\/uploads\/2023\/11\/gj_cardboard4-1-1024x682-1-800x533.jpg 800w\" sizes=\"(max-width: 1016px) 100vw, 1016px\" \/><figcaption class=\"wp-element-caption\">Gravity Jack\u2019s custom-branded Cardboards.<\/figcaption><\/figure><\/div>\n\n\n<p>Depending on how you look at it, the best or worst thing about Google Cardboard is that it\u2019s cheap&#8211; in fact, usually less than $15. To use a Cardboard, the only hardware necessary is a smartphone. Unlike other headsets, there are no wires or bulky desktop computers. These factors alone make Cardboard the <a href=\"http:\/\/www.theverge.com\/2016\/1\/27\/10842438\/google-shipped-5-million-cardboard-headsets\" target=\"_blank\" rel=\"noreferrer noopener\">most popular headset on the market.<\/a> Google designed this headset to be perfect for <a href=\"http:\/\/www.pcworld.com\/article\/2928952\/google-to-cardboard-developers-keep-it-short-and-simple-and-watch-out-for-nausea.html\" target=\"_blank\" rel=\"noreferrer noopener\">\u201csnackable\u201d experiences,<\/a> meaning short, easily digestible content.<\/p>\n\n\n\n<p>In my opinion, Cardboard is perfect for showing off 360\u00b0 photos and videos, like our 360\u00ba Skydive app (<a href=\"https:\/\/itunes.apple.com\/us\/app\/skydive360\/id1025171234?mt=8\" target=\"_blank\" rel=\"noreferrer noopener\">iOS<\/a> and <a href=\"https:\/\/play.google.com\/store\/apps\/details?id=com.gravityjack.skydive360&amp;hl=en\" target=\"_blank\" rel=\"noreferrer noopener\">Android<\/a>) or <a href=\"https:\/\/www.youtube.com\/playlist?list=PLU8wpH_LfhmvMokgsfQtiHNsP96bU7cnr\" target=\"_blank\" rel=\"noreferrer noopener\">Youtube 360<\/a>, as well as mini games that don\u2019t require complex controls. Apps for Google Cardboard can be distributed using the Google Play Store and Apple\u2019s App Store, which is great because smartphone users already have access to these marketplaces.<\/p>\n\n\n\n<p>As a UX professional, my specialty is thinking about how users interact with, manage, manipulate, and view content and making that process as painless and intuitive as possible. Cardboards have two very simple interactions. The first is the use of the device\u2019s gyroscope. This allows the app to detect the phone\u2019s orientation, giving it the ability to display the corresponding portion of the content. Users then have the ability to turn around and look up or down to look around the world.<\/p>\n\n\n\n<p>In addition to the use of the gyroscope to look around, it can also be used for navigation. Gaze-based navigation is where the user looks at an object for a certain amount of time in order to initiate an action. It often takes the form of a small loading sequence or animation that begins when a user\u2019s focus is on an actionable element. Apps that use gaze-based navigation can sometimes have a reticle, which is like a mouse pointer that\u2019s always in the middle of the user\u2019s view to ensure the user is effortlessly aware of where any intended action is focused.<\/p>\n\n\n\n<p>The second form of interaction is through the use of a button located on the top right side of some Cardboards \u2013\u2013 similar to a handheld camera. Instead of gazing at an object and waiting for it to register, it can be used to \u201cclick\u201d on objects, similar to a mouse or trackpad click. This allows users to look around a scene and point the reticle at an object, then tap the button to click on it.<\/p>\n\n\n\n<p>In short, Google Cardboards are incredibly simple, making them ideal for short, snackable experiences. Conversely, their simplicity can be limiting as well. If done poorly, interacting with the content can be difficult (gaze-based navigation isn\u2019t always easy or convenient) and the transitions in and out of the headset can be awkward. To combat this, we\u2019ve implemented a shake to restart function in <a href=\"https:\/\/gravityjack.com\/portfolio\" target=\"_blank\" rel=\"noreferrer noopener\">a few of our Cardboard apps<\/a>. This action prevents the user from taking the device out of the headset every time the user wants to restart a video. Another option is to use the phone\u2019s microphone to speak directions. In my opinion, the available technology to interpret voice commands isn\u2019t great yet and sometimes speaking out loud to one\u2019s phone isn\u2019t socially acceptable. There are also <a href=\"http:\/\/www.amazon.com\/Mobile-Gaming-System-Android-Not-Specified\/dp\/B0096L2SJ0\" target=\"_blank\" rel=\"noreferrer noopener\">Bluetooth controllers<\/a> than can make interaction more familiar to users, but these surely turn your $15 investment into something more expensive.<\/p>\n\n\n<div class=\"wp-block-image wp-image-6740\">\n<figure class=\"alignleft size-full\"><img decoding=\"async\" width=\"480\" height=\"242\" src=\"https:\/\/www.gravityjack.com\/wp-content\/uploads\/2023\/11\/image01-1.webp\" alt=\"\" class=\"wp-image-1635\"\/><figcaption class=\"wp-element-caption\">Google announced at Google I\/O that it will be building a VR headset.<\/figcaption><\/figure><\/div>\n\n\n<p><strong>As of this week, Google has announced an <\/strong><a href=\"http:\/\/www.engadget.com\/2016\/05\/18\/googles-new-vr-system\/\" target=\"_blank\" rel=\"noreferrer noopener\"><strong>all-new VR platform called Daydream<\/strong><\/a><strong>. Google will be building its own VR headset (which will be more user-friendly and sturdier than a Cardboard), as well as releasing its specifications so that other hardware manufacturers can create \u201cDaydream-ready headsets\u201d.<\/strong><\/p>\n\n\n\n<p>Controllers will be a mandatory part of VR on Android after Daydream launches this fall. This is exciting news since the interaction on the Cardboard is currently so limited! Google\u2019s motion-based controller has a circular touchpad on top with a handful of buttons, including two volume buttons. All indications point to Google getting very serious about VR on Android. We\u2019re super stoked about Daydream and we\u2019ll be writing more about it as we get closer to the launch date, so stay tuned for that!<\/p>\n\n\n\n<p><strong>GOOGLE GLASS<\/strong><\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img decoding=\"async\" width=\"743\" height=\"437\" src=\"https:\/\/www.gravityjack.com\/wp-content\/uploads\/2023\/11\/image03-1.jpg\" alt=\"\" class=\"wp-image-1634\" srcset=\"https:\/\/www.gravityjack.com\/wp-content\/uploads\/2023\/11\/image03-1.jpg 743w, https:\/\/www.gravityjack.com\/wp-content\/uploads\/2023\/11\/image03-1-485x285.jpg 485w, https:\/\/www.gravityjack.com\/wp-content\/uploads\/2023\/11\/image03-1-500x294.jpg 500w\" sizes=\"(max-width: 743px) 100vw, 743px\" \/><\/figure>\n\n\n\n<p>Google Glass isn\u2019t strictly virtual reality and it\u2019s not immersive like most of the headsets in this post, but I\u2019ve included it because it\u2019s tech that lives close to users\u2019 eyes and is interactive. The first version (which is no longer available) was $1,500 and very few were sold, which made the audience of any Glass-enabled apps fairly small. Google Glass functions at its best when connected to a device, and is currently compatible with Android and iOS devices. I\u2019ve also read rumors that Google is working on a new version of Glass but, if true, it is surely several months away, if not more.<\/p>\n\n\n\n<p>Google Glass has a few input methods: a simple touchpad on the side, a gyroscope, <a href=\"https:\/\/support.google.com\/glass\/answer\/4347190?hl=en\" target=\"_blank\" rel=\"noreferrer noopener\">a wink sensor<\/a>, and microphone, which responds to \u201cOkay, Glass\u201d. Unfortunately, Glass users were met with quite a bit of social stigma, partially because people were afraid they were being filmed without their knowledge. Unlike most of these headsets, the display in the first iteration of the Glass was pretty low quality.<\/p>\n\n\n\n<p>Overall, I\u2019m excited to see what Google does with their Glass technology. We are finding that more and more large companies are getting into the wearable space and heads-up displays have been featured in science fiction for decades, making it only a matter of time before smart glasses become mainstream. I\u2019d imagine that the distribution of apps will be similar to Android Wear smartwatch apps &#8212; through the Google Play Store.<\/p>\n\n\n\n<p><a href=\"https:\/\/www.htcvive.com\/us\/\" target=\"_blank\" rel=\"noreferrer noopener\"><strong>HTC VIVE<\/strong><\/a><\/p>\n\n\n<div class=\"wp-block-image wp-image-6743 size-large\">\n<figure class=\"alignleft size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1016\" height=\"572\" src=\"https:\/\/www.gravityjack.com\/wp-content\/uploads\/2023\/11\/VivePhotos-1-1024x576-1.jpg\" alt=\"\" class=\"wp-image-1633\" srcset=\"https:\/\/www.gravityjack.com\/wp-content\/uploads\/2023\/11\/VivePhotos-1-1024x576-1.jpg 1016w, https:\/\/www.gravityjack.com\/wp-content\/uploads\/2023\/11\/VivePhotos-1-1024x576-1-485x273.jpg 485w, https:\/\/www.gravityjack.com\/wp-content\/uploads\/2023\/11\/VivePhotos-1-1024x576-1-150x85.jpg 150w, https:\/\/www.gravityjack.com\/wp-content\/uploads\/2023\/11\/VivePhotos-1-1024x576-1-500x281.jpg 500w, https:\/\/www.gravityjack.com\/wp-content\/uploads\/2023\/11\/VivePhotos-1-1024x576-1-800x450.jpg 800w\" sizes=\"(max-width: 1016px) 100vw, 1016px\" \/><figcaption class=\"wp-element-caption\">Yes, that\u2019s a selfie of me with the Vive headset on and me holding one of the motion controllers. The round part near my thumb is a trackpad.<\/figcaption><\/figure><\/div>\n\n\n<p>The HTC Vive (created in partnership with <a href=\"http:\/\/www.valvesoftware.com\/\" target=\"_blank\" rel=\"noreferrer noopener\">Valve<\/a>) is gaining serious traction as an alternative, immersive way to play PC games. It\u2019s available for preorder now, and will ship in June. It\u2019s not cheap to say the least, running at $800 (plus the cost of a VR ready PC, which can cost around $1.5k). It sports a 2160 by 1800 pixel display, which is no surprise, given HTC&#8217;s history of making high resolution mobile phone screens.<\/p>\n\n\n\n<p>The Vive is unique because it allows the player to move in a small physical space (like a living room) and will translate those movements into 3D world space. (To see this in action, check out this video of a <a href=\"http:\/\/mashable.com\/2015\/09\/16\/htc-vive-paint-virtual-reality\/#jH2aJL_aUmqH\" target=\"_blank\" rel=\"noreferrer noopener\">Disney animator \u201cpainting\u201d in 3D space.<\/a>) This makes for an interesting dynamic since many of the games rely on worlds that are much \u2018bigger\u2019 than that of your living room. Navigating through these often huge worlds, using only a 5\u2019 by 5\u2019 space, all while preventing motion sickness requires a great deal of creativity on the part of game creators. Game developers who choose to publish Vive-ready games get to take advantage of the hugely successful Steam platform, which sold <a href=\"https:\/\/medium.com\/steam-spy\/steam-sales-in-2015-2e81a6bb0f5a#.evllgcyi6\" target=\"_blank\" rel=\"noreferrer noopener\">an estimated $3.5 billion<\/a> worth of games in 2015.<\/p>\n\n\n\n<p>The Vive ships with two handheld controllers (each with a touchpad, a few buttons, and 24 motion-tracking sensors). These allow the user to manipulate objects in world space in a way that mirrors real life. Most of us are used to moving a lever with a quick flip of a thumbstick, but the Vive\u2019s controllers allow users to \u201cgrab\u201d it and move it in 3D space with the shoulder\u2019s full range of movement.<\/p>\n\n\n\n<p>Overall, the Vive is an incredible piece of technology that has functionality we\u2019ve yet to see in consumer-facing products. It\u2019s backed by a popular distribution platform, so developers should have no problems getting games into users\u2019 hands. It\u2019s not nearly as cheap or portable as Google Cardboard or Samsung Gear VR, but it\u2019s far more powerful than both. If you\u2019re looking for the next big thing in gaming, look no further than the HTC Vive and the Facebook-owned Oculus Rift.<\/p>\n\n\n\n<p><strong>OCULUS RIFT<\/strong><\/p>\n\n\n<div class=\"wp-block-image wp-image-6744 size-large\">\n<figure class=\"alignleft size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1016\" height=\"760\" src=\"https:\/\/www.gravityjack.com\/wp-content\/uploads\/2023\/11\/image04-1-1024x766-1.jpg\" alt=\"\" class=\"wp-image-1632\" srcset=\"https:\/\/www.gravityjack.com\/wp-content\/uploads\/2023\/11\/image04-1-1024x766-1.jpg 1016w, https:\/\/www.gravityjack.com\/wp-content\/uploads\/2023\/11\/image04-1-1024x766-1-441x330.jpg 441w, https:\/\/www.gravityjack.com\/wp-content\/uploads\/2023\/11\/image04-1-1024x766-1-500x374.jpg 500w, https:\/\/www.gravityjack.com\/wp-content\/uploads\/2023\/11\/image04-1-1024x766-1-800x598.jpg 800w\" sizes=\"(max-width: 1016px) 100vw, 1016px\" \/><figcaption class=\"wp-element-caption\">Randy, one of our developers, wearing the Oculus Rift (the second development version).<\/figcaption><\/figure><\/div>\n\n\n<p>The <a href=\"https:\/\/www.oculus.com\/en-us\/rift\/\" target=\"_blank\" rel=\"noreferrer noopener\">Oculus Rift<\/a> started as a $2.5 million Kickstarter campaign in 2012, then was bought by Facebook in 2014 for $2 billion. The development kits have been available for a few years now, unlike the Vive development kits, which came out earlier this year. <a href=\"http:\/\/www.theverge.com\/2016\/4\/21\/11478496\/oculus-rift-htc-vive-vr-headset-comparison\" target=\"_blank\" rel=\"noreferrer noopener\">It\u2019s fairly similar to the Vive in technology and intended use case.<\/a> The consumer version started shipping earlier this spring (although some shipments have been delayed, frustrating buyers). It costs $599, but also requires a powerful computer (<a href=\"https:\/\/www.oculus.com\/en-us\/oculus-ready-pcs\/\" target=\"_blank\" rel=\"noreferrer noopener\">bundles<\/a> start at $1500).<\/p>\n\n\n\n<p>Users can interact with Rift games using a keyboard (if they are sitting), an <a href=\"http:\/\/www.amazon.com\/Microsoft-Xbox-Controller-Cable-Windows\/dp\/B00O65I2VY\/ref=sr_1_2?s=videogames&amp;ie=UTF8&amp;qid=1462997814&amp;sr=1-2&amp;keywords=xbox+one+controller+pc\" target=\"_blank\" rel=\"noreferrer noopener\">Xbox controller<\/a>, the <a href=\"http:\/\/www.theverge.com\/2016\/1\/6\/10723568\/oculus-rift-remote-announce-ces-2016\" target=\"_blank\" rel=\"noreferrer noopener\">Oculus Remote<\/a> (a small, pill-shaped device with a touchpad and a few buttons), and the yet-to-be-released <a href=\"https:\/\/www.oculus.com\/en-us\/touch\/\" target=\"_blank\" rel=\"noreferrer noopener\">Oculus Touch<\/a> (a pair of motion controllers with a handful of buttons). In my mind, Touch is the most intriguing input type: it allows users to pick items up and manipulate them, much like the Vive controllers.<\/p>\n\n\n\n<p>The consumer version of the Rift comes with removable on-ear headphones which make use of the Rift\u2019s 3D Audio Spatialization system, which allows developers to make it seem like a sound is coming from a specific point in 3D space. The realistic audio spatialization increases immersion significantly, to say the least. For example, when I was using the Vive here in the office, I had only one headphone in so I could hear the developer talking to me about what I was seeing. In that moment, it seemed like that ear was my only connection to the real world.&nbsp;Rift-ready games can be published on the <a href=\"https:\/\/share.oculus.com\/category\/all#eyJjYXRlZ29yeSI6ImZ1bGxHYW1lIiwic29ydCI6ImFsbCIsInBsYXRmb3JtIjpbInBjIl0sImdlbnJlIjpbXSwib2Zmc2V0IjowfQ==\" target=\"_blank\" rel=\"noreferrer noopener\">Oculus store<\/a> or on Valve\u2019s <a href=\"http:\/\/store.steampowered.com\/\" target=\"_blank\" rel=\"noreferrer noopener\">Steam<\/a> platform.<\/p>\n\n\n\n<p><strong>SAMSUNG GEAR VR<\/strong><\/p>\n\n\n<div class=\"wp-block-image\">\n<figure class=\"alignleft size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1016\" height=\"572\" src=\"https:\/\/www.gravityjack.com\/wp-content\/uploads\/2023\/11\/GearVRMontage-1-1024x576-1.jpg\" alt=\"\" class=\"wp-image-1631\" srcset=\"https:\/\/www.gravityjack.com\/wp-content\/uploads\/2023\/11\/GearVRMontage-1-1024x576-1.jpg 1016w, https:\/\/www.gravityjack.com\/wp-content\/uploads\/2023\/11\/GearVRMontage-1-1024x576-1-485x273.jpg 485w, https:\/\/www.gravityjack.com\/wp-content\/uploads\/2023\/11\/GearVRMontage-1-1024x576-1-150x85.jpg 150w, https:\/\/www.gravityjack.com\/wp-content\/uploads\/2023\/11\/GearVRMontage-1-1024x576-1-500x281.jpg 500w, https:\/\/www.gravityjack.com\/wp-content\/uploads\/2023\/11\/GearVRMontage-1-1024x576-1-800x450.jpg 800w\" sizes=\"(max-width: 1016px) 100vw, 1016px\" \/><\/figure><\/div>\n\n\n<p>The Gear VR is essentially an upgraded Google Cardboard, but it\u2019s made specifically for a handful of Samsung phones. &nbsp;Samsung built it alongside the Oculus team, showing that it isn\u2019t viewed as a true competitor in the high end headset market. Like the Cardboard, it\u2019s meant for snack-sized experiences, since it\u2019s dependent on a phone\u2019s battery. Because it uses a phone as the screen and processor, the headset itself is wireless. Unfortunately, it\u2019s not nearly as attractive in terms of looks as the Rift or Vive. Currently, it\u2019s being sold for $100 (but sometimes comes packaged with the phones it works with).<\/p>\n\n\n\n<p>One thing that makes the Gear VR significantly better than the Cardboard is the directional pad on the right side of the headset. The Cardboard\u2019s one button pales in comparison to this \u201cD-pad\u201d&#8211; it actually makes gaze-based navigation unnecessary since users can use the four directional buttons to navigate between menu options. Like the Cardboard, users can purchase a <a href=\"http:\/\/riftybusiness.com\/2015\/03\/which-gear-vr-controller-should-you-buy\/\" target=\"_blank\" rel=\"noreferrer noopener\">gamepad<\/a> to extend the number of input options, or even try out <a href=\"http:\/\/www.theverge.com\/2016\/1\/7\/10727852\/samsung-rink-motion-controllers-gear-vr-ces-2016\" target=\"_blank\" rel=\"noreferrer noopener\">Samsung\u2019s new Rink product<\/a>. Samsung has put some serious thought into user interaction with VR experiences&#8211; how to navigate a list, how to go back, how to select an option, etc.<\/p>\n\n\n\n<p>For being so inexpensive, it functions quite well and has a decent number of input options, but the major &nbsp;bummer is that it\u2019s only intended for use with a handful of phones. In my opinion, it\u2019s at it\u2019s best when playing simple games, watching 360\u00b0 videos, and experiencing other basic VR content. Additionally, Samsung has released a Gear VR web browser, but it seems the <a href=\"http:\/\/www.androidcentral.com\/samsungs-gear-vr-web-browser-has-exactly-one-useful-function\" target=\"_blank\" rel=\"noreferrer noopener\">best use of it so far is accessing YouTube.<\/a><\/p>\n\n\n\n<p>Samsung is far from done making VR headsets. In fact, <a href=\"http:\/\/variety.com\/2016\/digital\/news\/samsung-standalone-headset-gear-306-camera-1201762040\/\" target=\"_blank\" rel=\"noreferrer noopener\"><em>Variety<\/em> reports<\/a> that Injong Rhee revealed at Samsung\u2019s developer conference that Samsung is working on standalone, wireless headset that might not require a phone and will have positional head tracking like the Rift and Vive.<\/p>\n\n\n\n<p><strong>PLAYSTATION VR<\/strong><\/p>\n\n\n\n<figure class=\"wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio\"><div class=\"wp-block-embed__wrapper\">\n<iframe title=\"PlayStation\u00aeVR | Coming October 2016\" width=\"1778\" height=\"1000\" src=\"https:\/\/www.youtube.com\/embed\/-GXvYexMoZY?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" allowfullscreen><\/iframe>\n<\/div><\/figure>\n\n\n\n<p><a href=\"http:\/\/www.techradar.com\/us\/reviews\/gaming\/playstation-vr-1235379\/review\" target=\"_blank\" rel=\"noreferrer noopener\">Sony\u2019s Playstation<\/a> (formerly known as \u201cProject Morpheus\u201d) is the first major console to have a VR headset, although <a href=\"http:\/\/www.wareable.com\/headgear\/xbox-one-vr-headset-rumours-and-news\" target=\"_blank\" rel=\"noreferrer noopener\">more may be coming soon<\/a>. This summer, users will be able to preorder a headset for $400, which is expected ship in October of 2016. The total buy in price is much cheaper than both the Vive and Rift with a price tag of $500 for the headset bundle (including a Kinect-like camera and two motion controllers) and around $350 for the console.&nbsp;Sony has an existing set of input devices which can be used to manipulate objects, navigate menus, and more in VR: The <a href=\"http:\/\/www.amazon.com\/Playstation-Move-Motion-Controller-3\/dp\/B002I0J51U\" target=\"_blank\" rel=\"noreferrer noopener\">Playstation Move controllers<\/a> (motion controllers with little colored globes at the top, which can be used like the Vive\u2019s controllers to manipulate objects in 3D space) and the <a href=\"http:\/\/www.amazon.com\/DualShock-Wireless-Controller-PlayStation-Black-4\/dp\/B00BGA9X9W\/ref=sr_1_2?s=videogames&amp;ie=UTF8&amp;qid=1462997753&amp;sr=1-2&amp;keywords=dualshock+4\" target=\"_blank\" rel=\"noreferrer noopener\">Dualshock 4 controllers<\/a>. Like Samsung, Sony has thought seriously about user input and its users are well-versed in using the Playstation controllers, so I have no concerns about UX or input here.<\/p>\n\n\n\n<p><strong>MICROSOFT\u2019S HOLOLENS<\/strong><\/p>\n\n\n\n<p>Even if Microsoft declines to make a VR headset for XBox, they still have the <a href=\"https:\/\/gravityjack.com\/news\/microsoft-hololens-what-it-is-and-what-we-can-expect\/\" target=\"_blank\" rel=\"noreferrer noopener\">Hololens<\/a>, an exciting mix of augmented reality and VR (referred to as MR, or Mixed Reality). It has the ability to seamlessly map the room that the user is in and place 3D content within it (sitting on a table, displayed on a wall, etc.).<\/p>\n\n\n\n<p>This technology presents a lot of <a href=\"https:\/\/www.youtube.com\/watch?v=aAKfdeOX3-o\" target=\"_blank\" rel=\"noreferrer noopener\">possibilities<\/a> for applications, but so far we\u2019ve only seen a few Microsoft <a href=\"https:\/\/www.youtube.com\/watch?v=xgakdcEzVwg\" target=\"_blank\" rel=\"noreferrer noopener\">demos<\/a>. The best uses that come to mind are gaming and viewing or manipulating 3D models. In other words, while the Hololens gives you the ability to do things like browse the web, the most appealing use cases are the ones with 3D content that adapts to the room.<\/p>\n\n\n\n<p>The Hololens Dev Kit is shipping now, but its $3,000 price tag will prevent all but the most serious developers from buying it. One of my favorite features of the Hololens is that it\u2019s wireless, which means &nbsp;there\u2019s an entire computer built into it (running Windows 10 of course). I\u2019m extremely interested to see how developers use the headset and if the applications are stunning enough to prompt regular people to drop that kind of money on it (The price will drop as consumer versions are manufactured, but I\u2019m betting it still won\u2019t be cheap.)<\/p>\n\n\n\n<p>Unlike the rest of these headsets, which have a controller or buttons of some type, the Hololens uses the <a href=\"https:\/\/www.youtube.com\/watch?v=4p0BDw4VHNo\" target=\"_blank\" rel=\"noreferrer noopener\"><em>user\u2019s hands<\/em><\/a> and simple voice commands as input. People are very used to interacting with software using hand-held hardware, so it will be very interesting to see how quickly people will adapt to using their hands.<\/p>\n\n\n\n<p><strong>HONORABLE MENTIONS<\/strong><\/p>\n\n\n\n<figure class=\"wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio\"><div class=\"wp-block-embed__wrapper\">\n<iframe title=\"Magic Leap | Demos: Everyday Magic with Mixed Reality\" width=\"1778\" height=\"1000\" src=\"https:\/\/www.youtube.com\/embed\/kw0-JRa9n94?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" allowfullscreen><\/iframe>\n<\/div><\/figure>\n\n\n\n<p><a href=\"https:\/\/www.wired.com\/2016\/04\/magic-leap-vr\/\" target=\"_blank\" rel=\"noreferrer noopener\">Magic Leap<\/a> is a super secretive startup that\u2019s raised $1.4 billion from companies like Google and Qualcomm. It\u2019s still a few years away from being commercially available, but is similar to the Hololens in that it displays 3D content over real world objects, and that it requires no controllers; users can <a href=\"https:\/\/www.youtube.com\/watch?v=kPMHcanq0xM\" target=\"_blank\" rel=\"noreferrer noopener\">use their hands<\/a> to interact with the content.<\/p>\n\n\n\n<p><a href=\"http:\/\/www.osvr.org\/\" target=\"_blank\" rel=\"noreferrer noopener\">OSVR<\/a> (Open Source Virtual Reality) is working to \u201ctranscend the boundaries and challenges faced by any one, company or individual, to ultimately, drive their success and the overall success of the VR industry.\u201d In other words, if OSVR took off, developers wouldn\u2019t have to worry about developing for all the different headsets available&#8211; they could develop the software once, and it would work on any headset. Similarly, consumers wouldn\u2019t have to worry about certain games being unavailable for the headset they own (like how some games are only available for Xbox, but not every console gamer has an Xbox). It remains to be seen if any major game developers, publishers, or hardware manufacturers will be on board.<\/p>\n\n\n\n<p><strong>IN CONCLUSION<\/strong><\/p>\n\n\n\n<p>There are a lot of VR headsets out there (and more are being announced all the time)! Which one is right for you? Well, that depends on your use case. If you want as many people as possible to see your \u201csnackable\u201d content, go with the Cardboard and iOS\/Android apps. If your audience wants to be immersed in the world you\u2019ve created for hours on end, I\u2019d recommend going with one of the gaming headsets (Rift, Vive, or Playstation VR).<\/p>\n\n\n\n<p>Some headsets are easy to interact with because they come with 3D head tracking and fancy motion controllers (Vive, Rift). Others have zero or few buttons on the headset itself (Cardboard, Gear VR), so interaction can be bit tougher. Which brings us to the Hololens and Magic Leap, which will supposedly have hand tracking, requiring no controllers.<\/p>\n\n\n\n<p><strong>With all of this said, no matter which headset you go with, it is important keep the user interaction in mind&#8211; people are used to interacting with digital content using a mouse or tapping the screen, but neither of these actions is common in VR, so your users will likely have to learn new ways of interacting. <\/strong>As you can see there is plenty here to discuss, and with new developments in the VR space continually emerging, there is no doubt that we will be doing another blog sooner than later.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>The VR headset space is growing quickly. It seems as though we hear about a new headset hitting the market every month. In fact, chances are, another headset will be announced by the time you finish reading this! All of this can be confusing &#8212; What are they used for? How are they operated? How <a href=\"https:\/\/www.gravityjack.com\/news\/ux-review-virtual-reality-device-best\/\" class=\"more-link\">&#8230;<span class=\"screen-reader-text\">  UX Review: Which Virtual Reality Device Is Best For You<\/span><\/a><\/p>\n","protected":false},"author":9,"featured_media":1637,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_acf_changed":false,"inline_featured_image":false,"footnotes":""},"categories":[3,14],"tags":[],"class_list":["post-1630","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news","category-vr"],"acf":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v22.2 - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>UX Review: Which VR Device is Best For You | Gravity Jack<\/title>\n<meta name=\"description\" content=\"In our latest blog, we review all of the latest virtual reality headsets on the market. 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