Module 13 Post

VR Tool: Oculus headsets

For this blog post, I decided to focus on learning more about the Oculus line of headsets for virtual reality (VR) experiences. Besides Pokemon Go, this was the only tech tool I had heard of before, but I've never learned anything about it. Here's what I found out!

The Basics:

  • Oculus is the brand of VR headsets and gaming/experience programs.
  • There are three headsets in the current line. There appears to be one each of high-end, mid-range, and lower-end options:
    • High: the Oculus Rift, which is powered by a PC; 
    • Mid: the Oculus Quest, which works without a PC but can access Rift games and software if connected to a PC; 
    • Low: and the Oculus Go, which is an all-in-one headset with no other technology required.
  • Each headset from Go to Quest to Rift increases in quality in terms of Hz (how fast the image "refreshes") and how well it tracks the user's movement. (For example, users are recommended to sit down when using the Go because it doesn't track as many movement points.)
  • The user purchases games and other experiences directly from Oculus. Here is an example of the Top Sellers for the Quest, their mid-range headset.
Buying an Oculus headset:
  • Oculus sells their headsets on their website, where they are currently out of stock. However, each of the three models of headset has its own page where you can locate other retailers, such as Best Buy, Walmart, and Amazon. (Here is a link to the Rift's page of retailers as an example.)
  • It can be hard to pin down current pricing since the headsets are sold out in most locations, but the different headset models appear to range from $200 to $700 each.
How Oculus headsets are being used:
  • Gaming: Considering the huge number of games being offered by Oculus, it appears that many Oculus customers are using their headsets for gaming. In this list of Oculus Rift games, you can see that the games range in genre and playstyle; some are action-RPGs and thriller games, but others are puzzle or strategy games. Many of the games available are simulation games focused on racing, flight, and exploration.
  • Movies/Entertainment: Through an app called Oculus Cinema, users can watch movies using their headsets. The headsets can mimic a huge movie-theater screen and the experience of sitting in a theater. Additionally, in a more recent article, I learned that Oculus is using its cinema technology to create more immersive experiences for users in physical movie theaters as well.
  • Professional Training: Many different industries are turning to VR headsets like the Oculus line for realistic training opportunities. For example, the Norwegian Armed Forces has used Oculus headsets to simulate tank-driving for its soldiers.
What about education?
Although Oculus headsets were originally marked as gaming devices, they began doing significant research and product testing in the education market in 2018.

Here are some ways that Oculus headsets could be beneficial in a classroom or library environment:
  • Exploring the world: Oculus has an "Education" section in their Experiences store with some offerings. The educational experiences are mostly focused on exploration (in the ocean and in space, for example). There are also some virtual tours available of historical and significant locations, such as the Anne Frank House and the White House. Students are able to virtually visit places that are not possible (physically and/or financially) to travel to in their real lives.
  • Learning about anatomy and bodies: Many of the experiences in the Oculus store also focus on anatomy, the human body, and up-close interactions with animals like bears.
  • Visualizing difficult concepts: This article describes one Oculus experience called Calcflow that allows students to create and analyze a 3-D rendering of mathematical data.
Additional resources and articles:

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