Communicating your design vision to clients and stakeholders is one of the most crucial moments for your project. Generating interest and excitement is not only what moves things forward, but it helps build solid relationships that can turn into repeat business for your firm.
ZEBRADOG is an internationally-recognized Experiential Design firm in Madison, Wisconsin that specializes in creating immersive branded experiences for a wide-range of national and international clients. Their diverse range of projects extend from Museum design, to Corporate Office Experiences, and Sports/Entertainment venues through community-branding and public placemaking.
Several users have written us asking if Prospect supports the use of room-scale with the Oculus Rift system. The short answer is yes; Oculus Rift officially enables room-scale VR through the use of a third sensor that fills any gaps in tracking coverage and allows for full movement. The long answer is... this blog post. We’ll be touching on some of the considerations, necessary equipment, and advantages of using this type of setup. By the end, you should be able to get up and running with room-scale VR!
One of the most common questions we get asked is how IrisVR sets up virtual reality for various different office spaces and user requirements. We’ve tried pretty much every configuration: at our office we have 20 Oculus Rifts, 5 HTC Vives, 6 Gear VRs, and about 500 Cardboards. The Oculus Rifts are used at individual employee desks and two are taken on the road when we’re giving quick demos. Two of the Vives are set up permanently in common areas, and the other 3 are regularly shipped to conferences. We keep our Cardboards stocked as handouts for office visitors.
With our latest update to Prospect I wanted to share our design process with you, our users, because your involvement is so essential to the evolution of our software.
This post is the third of four on how quality assurance and quality review processes can be augmented with virtual reality and immersive review.
This post is the second of four on how quality assurance and quality review processes can be augmented with virtual reality and immersive review.