Australian VR market gained momentum in 2016, research finds

A survey conducted by Australian technology analyst firm Telsyte, has showed a strong demand for virtual reality (VR) in the country. In its recently released report titled “Telsyte Australian VR & AR Market Study 2017”, the firm provides an in-depth analysis of the market.

According to the report, the VR market in Australia witnessed a strong growth in 2016, by selling 216,000 units in the calendar year. About 70% share among the sold units belonged to mobile VR. Nearly half of all device...

By VRTech News, 23 February 2017, 0 comments. Categories: Ecosystems, Hardware.

How virtual reality can make a big noise in the hospitality industry

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As CEO of VIP Worldwide, an international luxury hospitality film and marketing agency, I am consistently striving to discover new ways for our clients to reach and engage with their target demographic. The modern traveller is curious and savvy, which means they neither require or appreciate traditional sales techniques. Virtual reality (VR) is revolutionising the way hotels communicate with the world. Marketing with virtual reality is here and it’s here to stay.

Our...

By David Beasley, 13 January 2017, 0 comments. Categories: AR, Brands, Ecosystems.

The outlook for VR in 2017: Hardware, content, and going beyond gaming long term

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Having worked through 2016 with businesses and investors on the opportunities and risks of VR, it is clear to me that we are still in the foothills of the eventual impact of VR on a range of industries and business models.  Whilst fully realising the potential of VR will take years, even decades, I can make four predictions that are likely to be true in 2017:

Computer games will be a big winner in the short term

VR in computer gaming is an attractive theme for investors because this...

By Nick Field, 10 January 2017, 0 comments. Categories: Developers, Ecosystems, Gaming, Hardware.

Awareness of VR technologies high in US but uptake still low, report argues

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86% of US respondents in a study from digital and video advertising provider YuMe say they are aware of virtual reality technologies, yet less than one in five have taken the plunge – with cost the primary stumbling block.

The study, which polled more than 800 US respondents between the ages of 18 and 54, found only 16% own or use an ‘immersive technology device’ – in other words, either a mobile VR device, a 360 degree camera, or a desktop VR system.

This...

By James Bourne, 09 January 2017, 0 comments. Categories: AR, Brands, Ecosystems.

Stanford VR simulation takes users to the “ocean of the future”

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Researchers from Stanford University have developed free science education software that spreads awareness on the pressing issue of ocean acidification, a process where coral and other marine systems get corroded by absorbing carbon dioxide from the atmosphere.

The Stanford Ocean Acidification Experience is a virtual reality software that takes users on a virtual tour of the ocean of the future which then fast-forwards to the end of the century when many coral reefs are predicted to...

By James Bourne, 24 October 2016, 0 comments. Categories: Applications, Ecosystems.

How far away is VR for your brand communications?

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Sony has announced that it is releasing the PlayStation VR this autumn. With VR hitting the headlines in recent weeks, marketers have been prompted to think about how they can utilise this new technology. With one of the biggest gaming giants producing a real-world product, VR has never been closer to the mainstream consumer.

However, the huge wave of new technologies...

By Stephen Morgan, 03 October 2016, 0 comments. Categories: Advertising, Brands, Ecosystems.

SeaWorld to offer VR roller coaster as part of 2017 attractions

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Entertainment and theme park company SeaWorld Entertainment has unveiled a wide range of new attractions, events and shows for 2017, including a virtual reality (VR) roller coaster ride.

The additional rides are at all three of the company's theme parks, with the VR experience in Orlando, Florida. The company will spend around $175 million in the additions.

The Kraken VR roller coaster will be its first digitally-enhanced ride experience, transforming its popular Kraken roller...

By James Bourne, 28 September 2016, 0 comments. Categories: Brands, Ecosystems.

OSVR wants to create VR experiences on affordable PCs

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Just as Android democratised the mobile operating system for mobile devices, so too is OSVR (or Open Source Virtual Reality) trying to do the same for VR.

Its HDK2 and HMD starts shipping in a few days, so we spoke to CEO of VR firm Sensics and co-founder of OSVR, Yuval Boger, about what the project is trying to achieve.

Affordable VR for everyone is certainly one of OSVR’s objectives, and it’s even...

By Rachael Power, 29 July 2016, 0 comments. Categories: Ecosystems, Hardware.

Presence in VR: How to provide a superior experience

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When it was introduced at Google I/O 2014, the Cardboard headset was a great way to deliver a bite sized VR experience on iOS or Android mobile phones.

At this year’s I/O conference, Google announced Daydream – a platform for high performance mobile VR built on top of Android N with optimizations called Android VR Mode.

We are very excited about Daydream bringing high performance VR to the Android ecosystem and in this article, we'd like to introduce a...

By Alex Voica, 24 June 2016, 0 comments. Categories: Developers, Ecosystems.

Samsung ramps up VR offering with new initiative, camera and VR video platform

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Samsung is going gangbusters for VR, with a raft of announcements in the US this week.

The Gear headset maker has launched the Samsung Gear 360, a high-res camera developed for creating 360-degree videos for smartphones and VR content. 

It'll come in at about $349.99 in the US, and those going to VidCon in California will able to get their hands on a limited few. We're expecting ot hear more news about the camera's availability later in the year. 

The company has also launched

By Rachael Power, 23 June 2016, 0 comments. Categories: Brands, Devices, Ecosystems.