There are several ways to set up for a virtual reality experience. From easily accessible wearable VR solutions, to fully virtual trade shows and conferences, interactive movies and hybrid set ups, no matter what the goal is there is a way to achieve it. Or, at the very least, get very close.
Below we've detailed four key types of virtual reality experience, alongside examples to help clarify the concepts and clear up confusion.
The simplest kind of VR experience is the diorama, where a 3d scene is built and the viewer observes from a third person perspective. Whilst the user's eyes are still the camera, the attendee will be looking around the diorama in a simple scene.
This is good for making virtual exhibits akin to museums, or to showcase simple content, such as text and images. It can make for a good introduction for users new to VR, but lacks much of the depth that other types can lend.
It lacks the movement and interactivity of other formats, making it quick to produce but not the most exhilarating of experiences.
In this VR experience, the viewer is given the means to explore the 3d world around them. Oftentimes using a controller to help navigate around, this helps give more freedom to your guests as they explore around the world at their leisure.
Whilst still lacking further interactivity, this type of experience is fantastic for making tours of locations, such as breweries or cruise ships. It gives a realistic view of their surroundings, and the ability to get up close to whatever they choose.
This is the most sought after VR experience, and for good reason. All of the explorable nature of the First Person Experience, with added layers of interactivity on top. Physics engines are often used in these, making the world have weight and a more realistic feel than its un-interactive counterparts.
Objects respond with a touch, be it controller driven or using other technology such as Haptic gloves, giving a much more immersive feel. Visitors can have a direct impact on this world, making it great for product demonstrations where they can get hands on, or for showing of game content.
The drawback of this type is production time and price. Due to the nature of interactivity, it may take longer for this content to reach final development.
Finally, when riding on rails the user is put into a virtual position where they cannot move, but are automatically being transported through the environment projected about them. Often used to show off rollercoasters, tours, or more passively engaging products, this gives a taste of the real experience without the need for travel.
Combining this with motion sensor seats can make the experience all the more real - some of the best on the market can safely move the user 360 degrees at any angle, including upside down!