![]() We've seen developers working on mobile versions of this experience through the Epson Moverio headset, but your smartphone will keep you sitting or standing in one place while you pan around and experience the game or video. This experience is fixed, meaning you can't just get up and walk around to see more of the world around you. The accelerometer and gyroscope in your smartphone give your VR app a sense of motion and position, allowing you to tilt your head and even spin around completely to see more of the virtual world being drawn for you. This same basic concept drives a lot of the VR content, and as a result a lot of the same technology is used. Photospheres and Spotlight Stories are two of the more impressive examples that come to mind when thinking about an experience where your phone is a window to this larger world, and you have to move around to see all of it. Some of these apps let you tilt the phone to turn a vehicle, while others rely on standing up and physically panning the phone in one direction or the other to reveal more of an image. We've had video games on our smartphones for quite a while where movement was a critical part of interactive experiences. ![]() It means you've got to tweak the focal length to get it to where you want it, but it also means most folks who wear glasses can wear the Gear VR without them. The alternative, as seen in the Samsung Gear VR, is a knob that adjusts the focal length while the headset is resting on your face. As anyone with glasses can attest, holding something to your glasses for any length of time is less than comfortable and usually means you have to clean your glasses afterwards. ![]() This means anyone can pick up something like Google Cardboard and immediately start using it without adjusting anything, but if you rely on glasses to see you'll need to keep those glasses on your face to enjoy what you are seeing. Most forms of smartphone-based VR rely on these lenses existing in a fixed position. ![]()
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