- Currently, this is the way to reach the largest consumer base possible as all that is required is a
mobile device, a camera, and an app.
- Highly portable and able to be used in most environmental settings.
- Can integrate with the world around the user, giving the ability to create extremely personal
within the app.
- Since the user can see the physical environment that they are currently in, there is a smaller
chance that they
will trip over or bump into objects.
- AR currently has the ability to provide the most natural interactions since the user is already
the input (hands, phone, etc.)
- In order to create a seamless experience, the app is somewhat limited to using “real” physics on
Earth. For example, it is
hard to create an AR experience that emulates space since all physical objects will be subject to
- There are some privacy concerns as the app will need to see whatever environment the user is in.
- Since there are many models of smartphone, the developer has to test on a wide variety of devices.
- Can produce high quality holographic images without needed a high-powered computer or high-end
- The device is wireless and self-contained so there is need for a cable running from the headset to a PC.
- Can track hands without needed a controller so developers can support more natural gestures and input.
- Since there is a small field of vision, navigating menus can be difficult.
- The pinch to select and zoom gestures are awkward.
- The device itself is expensive and uncomfortable to wear.
Headset VR (HTC Vive)
- The creator of the application has almost complete control over the environment that the user will
does not necessarily need to follow “Earth physics”. This can be used to evoke a wide range of
- Provides the ability to give experiences to those who may not have the means to do this themselves.
Disabilities, other Worlds, etc.)
- There is a smaller number of platforms that the developer has to test.
- VR is more susceptible to negative physical affects than AR. Since users cannot see their physical
they can very easily bump into things. Additionally, the entire view of the virtual environment is
screens. This means that if framerates drop below 30-60 frames per second, there is a greater chance
sickness or vertigo.
- The entire setup needed to run a VR headset is expensive. Not only does a consumer need to buy the
they need to have physical space to move in, and a somewhat high-end machine that is capable of
fast enough to avoid motion sickness.
- The user has to wear a bulky headset which can be uncomfortable over long periods of time.
- It has the capability to provide a room scale VR experiences without the need to wear bulky items.
- The developer only must test on one platform.
- While a majority of the users field of vision is covered, there are some gaps above and below. This
difficult to place items "inside" the cave. To prevent any eye discomfort, items have to be placed
screen, rather than popping out at the user
- Enabling room-scale VR with the tracked 3D glasses may cause disorientation for everyone else wearing non-tracked glasses.
- I am not sure of the exact cost of building the CAVE2, but I am sure the average consumer could not
it. This limits the number of people that can use the application
- There is likely a small developer community around CAVE2.