Monday, April 24, 2017

OUGD501 Studio brief 2

Research



Looking at the age demographic and which medium is most used within the virtual reality we can see that the mobile industry is leading in how consumers interact with VR. While this is the case, a major factor that restrains people from using virtual reality functions is the fact you need to buy a headset separately which cause people to be turned off from the function. There’s a fair few choices for what’s on offer in terms of headsets such as:

- Google Cardboard 

A cheap alternative that’s affordable, but requires assembly 

- Samsung Gear VR headset

Much more expensive and can only work with Samsung phones, while this is the case it bolds more in terms of features

- Knock offs

A much cheaper headset compared to the Gear VR headset but they don’t have any features outside of holding onto the phone

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