Digital Tools

What is Oculus?

Oculus VR, now known as Reality Labs, is “a business and research unit of Meta Platforms (formerly Facebook Inc.) that produces virtual reality (VR) and augmented reality (AR) hardware and software.”

An example of the kind of hardware they produce is Meta Quest.

A picture of the Meta Quest 3, which includes the headset and controllers.

Meta Quest is “a line of virtual reality headsets with augmented reality capabilities.” It uses “internal sensors and an array of cameras in the front of the headset” and the controls to track hand movements to allow for movements to be tracked.

A closer look at the inside of the headset.
A picture of the hand held controllers.

The Secret Annex and Oculus

When released, the VR version of the Secret Annex could “be downloaded from the Oculus Store for Samsung Gear VR and the recently launched Oculus Go headset from Oculus and Facebook.”

The Oculus Go was a virtual reality headset created by Meta Reality Labs in 2018. The Oculus Go was different from the other VR headsets at the time because it was “a standalone unit with all the components required to provide virtual reality experiences built into the headset.” This meant that it didn’t need a device like a phone to be attached to work.

A picture of what the Oculus Go and the hand controllers looked like.

The Secret Annex could also be played on the Oculus Rift, since it was available on the Oculus store. The Oculus Rift was “the first virtual reality headset to provide a realistic experience at an accessible price” with its release to the public in 2016. But unlike the Oculus Go, the Oculus Rift required a computer to run.

Click play on the video on this page or click on this link to the youtube video to see what it looked like to use the Oculus Rift to see the Secret Annex.

Is it Compatible with Digital Humanities?

Yes, I think that Oculus is compatible with Digital Humanities. I think that any of these VR headsets would work really well with Digital Humanities. I think it provides another way to experience and share cultural data by allowing people to be fully immersed in the experience.