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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 />

14

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