V I R T U A L E N T E R T A I N M E N T A N D M A R K E T I N G
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Samsung Gear VR: S m a r t p h o n e<br />
i n t e g r a t i o n w i t h O c u l u s V R<br />
t e c h n o l o g y<br />
Like Google<br />
Cardboard,<br />
Samsung Gear<br />
VR uses a<br />
smartphone,<br />
but it differs in that the phone is<br />
connected to a headset developed by<br />
Oculus VR. Thus, Gear represents<br />
an early VR device whose $200 retail<br />
cost is significantly higher than Google<br />
Cardboard but whose design is more<br />
similar to subsequent, dedicated headsets<br />
such as Oculus VR’s own Oculus Rift.<br />
The benefit for Oculus VR in providing<br />
Samsung with a form of their technology,<br />
then, is that the Gear introduces VR to<br />
developers and consumers before the<br />
release of the Rift. Furthermore, Gear VR<br />
content must be released through Oculus<br />
Home, which is the proprietary storefront<br />
controlled by Oculus VR itself. A more<br />
advanced version of Samsung Gear VR<br />
is reportedly going on sale in late 2015,<br />
but it remains to be seen what impact the<br />
Rift’s own late 2015 release will have on<br />
Gear’s market viability.<br />
Oculus Rift: Dedicated VR headset<br />
with Facebook funding<br />
Oculus VR’s Oculus<br />
Rift was one of<br />
the first publicly<br />
announced modern<br />
VR devices.<br />
In August 2012, the first developer kit was<br />
made available to backers on Kickstarter in<br />
an attempt to drive content development<br />
for the Rift. After the “Crystal Cove”<br />
prototype debuted in January 2014,<br />
Facebook acquired Oculus VR for<br />
approximately $2 billion. This updated<br />
prototype included refinements such as a<br />
motion-tracking external camera, which<br />
provides a form of data measurement<br />
that likely only increased Facebook’s<br />
interest in the Rift’s economic potential.<br />
The most recently introduced version<br />
of the headset is “Crescent Bay,” and it<br />
is believed that the consumer version of<br />
Rift will become available in late 2015<br />
for between $200 and $400. Because of<br />
the Rift’s comparatively longer history in<br />
the contemporary VR space and because<br />
of Facebook’s high-profile acquisition of<br />
Oculus VR, the market performance of<br />
the Rift will determine how Hollywood<br />
studios, video game publishers, and<br />
advertisers approach VR. Facebook, then,<br />
has the potential to establish VR for the<br />
mainstream.<br />
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