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context, you can always ask for support and assistance from the members of the individual project
group (https://vetreality.erasmus.site/partners).
3.2 ACER OJO 500
https://www.acer.com/ac/it/
Source
IT/content/model/VP.R0AEE.002
PC required
Type of VR system
(connected to a PC or laptop)
Average costs Approx. 450 € (2019) Source: https://www.acer.com/ac/it/IT/content/model/VP.R0AEE.002
Degrees of freedom 6DOF
Supporting hardware
No
needed
Comfortable design
The front can be rotated upwards, eliminating the need to take off the entire
headset
it allows you to "detach" the part that rests on the user's face, so that you can
change and clean it according to your needs Easy to set up (approximately 10
minutes)
No need for sensors
STRENGTHS
Intuitive
There are mini-audio speakers integrated into the headband to not have any-
thing over the ears and be able to interact with the external world
Has an interpupillary distance wheel and a smartphone application that
measures the space between the pupil of the eye and the screen allowing the
user to change this distance for clearer images
The cable connects with USB and HDMI (useful for laptops)
! Small space between eyes and lenses and no possibility to control this gap,
which can be a problem for people wearing glasses
! A very high price for the possibilities offered by this headset
! It requires a very powerful computer to run them smoothly (for example, the
recommended graphics card is NVIDIA®Geforce®GTX 1070Ti or above)
! No built-in audio (but there is a 3.5 mm jack input for headphones)
WEAKNESSES ! No controllers from the producer.
! The gap between the glasses and the nose makes you see the floor, which is
bad for immersion
! VR world scaling issues, warping in the FOV, especially at the edges, causing
motion sickness
! Several users reported problems with Steam compatibility
! Not great mechanical quality for such an expensive product
Global market for VR is expected to grow
OPPORTUNITIES VR headsets/apps are cheap and affordable
Software intuitiveness can be improved
The application of VR in education and learning is constantly growing
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