Monday, November 30, 2015

VR content dev status- Update

Just want to keep a link to the VR content development inside my blog:

Garage 1

Garage 2

Trophy Museum

Condo Sim

VR mobile : looking for the right balance

I've been testing several ways to improve a mobile VR setup that wouldn't be as expensive as buying an Oculus Rift or a Samsung Gear VR. There are other factors that need to be consider as well:

* Input/controller,
* Head band or "head" holder,
* Field of vision degree (as much as possible, ans still cheap),
* Battery life,
* Processor power and GPU (if available),
* Comfortable,
* Fashion factor (is it "dress able"? is i presentable?),
* Desirability factor,
* "X" factor (novelty, how is accepted by the user immediate social circles);
* The capacity to assimilate new technology o new ways to consume media).
* Portability (fold able, pocket size).
* Cheaper than the actual systems.

These pictures are my approach to a system that potentially can keep up with all these requirements:

So far is working pretty decent; I'm very pleased with the results. I've been noticing a couple of issues that can be addressed. And of course, also working on the content, which also has its own requirements.

The setup:
-Wearality SKY googles,
-A small android bluetooth controller,
-Nexus 5 smartphone