Virtual Reality is a new audiovisual communication media which tries to trick the user’s mind by building up a virtual world as if it was the real one, and where the actions and decisions that the user takes in this virtual world have the effects in this new world. The last goal is to allow new experiences and sensations that otherwise the user could have never had: feelings such as leave our body, and see ourselves from the outside, or being tele-transported to other places and scenes thanks to virtual reality (VR).
Virtual Reality can also be used in other areas such as Videogames, education, communication, etc.
In March 2014 Facebook acquired the Virtual Reality glasses Oculus Rift, which will be available to the public in March 2016. In 2016 other suppliers are expected to jump into the arena such as Sony with Playstation VR, HTC with Vive, Samsung with Gear VR or Google with their own virtual reality adaptation with a cardboard box where any Smartphone up to 6 inches can be fitted: Google Cardboard.
To face the new challenges that define a new Virtual Reality user experience, we need to understand which are the new experiences that we can create on them first. To this end, the position of the user needs to be defined (Sit down, stand up, laying…). Then, there will be a partial or complete (360 degree) movement, and we will need to define if there is going to be any other gadget on top of the glasses like sensorial gloves, joysticks, trackpads, etc?
The scenario that we will create will depend of course on the creative concept and on the emotional experience that we want to create.
We can define 3 types of VR experiences: