Horse-View VR Headsets

Equine Eyes VR Headset Lets Users Experience a Horse’s Vision

Alan Hook, a researcher and designer at Ulster University, created Equine Eyes so participants can try a horse-like view of familiar spaces. The wearable uses cameras mounted on each side of the head and sends the live image into a virtual-reality display, while its long horse-shaped shell makes the act of wearing it part of the exercise.

Two 180-degree cameras build a view near 350 degrees, and the feed shifts toward the blue-and-yellow range linked to horses' two-color vision. In July 2026, two headsets entered public and educational use at the National Museum of Racing and Hall of Fame in Saratoga Springs, New York.

National Museum placement turns a speculative design object into a discussion aid for visitors, especially people who work with horses. Hook's Interspecies Design Toolkit carries the same animal-centered thinking into design workshops, widening its use from one headset to products and buildings.

Image Credit: Alan Hook, designboom, designboom, designboom

Animal-perspective Immersion
VR systems that translate nonhuman sensory experiences into wearable simulations create new pathways for empathy-driven education, training, and exhibit design.
Interspecies Design Tools
Design frameworks centered on animal perception open opportunities for products, spaces, and services that better align with multispecies needs.
Sensory Simulation Exhibits
Museums and learning venues are turning speculative prototypes into interactive interpretation tools that make complex biological differences tangible for visitors.

Industries Being Reshaped

Virtual Reality
Specialized headsets that simulate species-specific vision suggest growth potential beyond entertainment into research, accessibility, and professional training contexts.
Museums and Education
Immersive animal-view experiences enrich public programming by transforming passive learning into embodied understanding for diverse audiences.
Equine Care
Horse-centered perceptual technologies provide trainers, handlers, and facility designers with new insight into how environments may be experienced by animals.
SCORE
8.6 out of 10
GENDER
50% Men50% Women
MARKETTop markets: North America, Europe
GENERATION
  • Gen Z
  • Gen Alpha
  • Millennial (primary audience)
  • Gen X (primary audience)
POPULARITY
Popularity 58%
Activity 100%
Freshness 100%