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. 2018 May 16;9:345. doi: 10.3389/fneur.2018.00345

Table 1.

The most commonly virtual reality (VR) systems.

VR systems

CAVE PC based Mobile based Console based Standalone
User mobility required Low/medium/high Low/medium Low/medium/high Low/medium Low Low Low Low Low Low/medium

System name (cost) Proprietary (>100,000 $) Oculus Rift (500–1,000 $) HTC Vive (500–1,000 $) Microsoft (200–500 $) Samsung Gear VR (<200 $) Google Cardboard (<100 $) Google Daydream (<200 $) Playstation VR (200–500 $) Oculus Go (<200 $) Mirage Solo (400–500 $)

Hardware requirements (cost) High end PCs (>1,000 $) High end PC (>1,000 $) High end PC (>1,000 $) Mid level PC (500–1,000$) High end Samsung phone (500–1,000 $) Middle/high end Android phone or iPhone (<500 $) High end Android phone (<500 $) PS4 or PS4 Pro (<500 $) None None

Body tracking High Medium High Medium Low Low Low Medium Low Medium

User interaction with VR High High High High Medium Low Medium High Medium Medium

Software availability Custom build applications Oculus store Steam store Windows store Oculus store Google Play or IOS store Google Play Playstation store Oculus store Google Play

The costs are based on information provided by system vendors in most European and North-American countries and they are expressed in USA dollars. User mobility required: low: static position, medium: limited movements in the space, high: active movements in the space. Body tracking: low: head tracking (rotation), medium: head tracking and positional tracking (forward and backward), high: head tracking and volumetric tracking (up to full room size movements). User interaction with VR: high: using joystick and/or controllers, medium: using gaze, a built in pad or joystick, low: using gaze or a bottom.

CAVE, cave automatic virtual environment; PC, personal computer.