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3.7 OCULUS RIFT S

                       Source        https://www.oculus.com/rift-s/
                                     PC required
                  Type of VR system
                                     (connected to a PC or laptop)
                                     Oculus Rift S (2019):
                                     Approx. 349,99 €
                    Average costs                                                                  Source: https://www.oculus.com/rift-s/
                                     Oculus Rift (CV1; 2016-2019)
                                     Approx. 200 € (second-hand)

                  Degrees of freedom   6DOF
                 Supporting hardware   PC (Oculus Rift CV1 also needed
                       needed        external sensors)
                                        Headset: comfortable, light (400 grams), high image resolution
                                        Easy to be used
                                        Oculus Touch controls or Xbox One Gamepad OK
                                        3D field of view: 110 degrees diagonally
                     STRENGTHS          Accurate 360° motion tracking for headset and controllers: no need for external
                                         sensors
                                        Mini-audio speakers integrated into the headband (no specific on-ear earplugs)
                                        Good price performance ratio
                                        Well-equipped games and apps software library

                                      !  Physical cable to connect to a PC
                                      !  Needs about 3x2 meters, min. 2x1,5 meters
                                      !  Add headphones to hear audio privately or lauder
                                      !  Requires a suitable PC (cost)
                                      !  DisplayPort only, USB 3.0, no HDMI
                    WEAKNESSES
                                      !  Lower resolution than the Oculus Quest (stand-alone)
                                      !  SteamVR requires tinkering to use
                                      !  Scarcity of learning apps ad hoc for facilitating SEN learners’ access to WBL
                                      !  Impractical and costly for large groups of people
                                      !  Not many trainers know how to use it
                                        VR Global market grows, and it becomes cheaper
                                        VR specialized trainers and education grow
                                        Availability of public and private funding for VR-based educational project
                                        Enhance intuitive software’s usability through movement-based controls
                   OPPORTUNITIES
                                        Oculus Rift S becomes a standard for VR and specializes in apps to facilitate SEN
                                         learners’ access to WBL
                                        Establishment of a strong and loyal consumer group
                                        Creative use of single-player apps in groups

                                      !  Few teachers and trainers know how to use the Oculus Rift S
                                      !  Major competitors grow (e.g., PlayStation VR, HTC Vive)
                      THREATS         !  Worldwide economic, environmental and health crisis
                                      !  Economic difficulties of families, schools, and institutions limit their access to
                                         the Oculus Rift S




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