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.

NHS offers ‘Blue Room’ VR treatment to help children with autism overcome fears

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The Blue Room, an immersive virtual reality service which helps children with autism overcome their fears, is being offered on the National Health Service (NHS) in the UK after research from Newcastle University.

In 2014, the university team reported that eight out of 10 children who received Blue Room treatment were able to tackle their fears and some had completely overcome their phobias, even after a year later. The immersive reality treatment is available at NHS, where there is...

By VRTech News, 16 February 2017, 0 comments. Categories: AR, Case Studies, Platforms.

SubVRsive gets $4 million funding for VR and AR production

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SubVRsive, a Texas-based media house specialising in virtual and augmented reality, has announced it has raised $4 million (£3.21m) in a series A investment round as well as appointing Johannes Larcher as its CEO.

The company, which was founded in 2015, aims to create ‘unforgettable virtual reality experiences’ and has been working on behalf of some of the world’s leading brands, including Lionsgate, MTV, and Downy Unstopables. The funding round’s only...

By VRTech News, 15 February 2017, 0 comments. Categories: AR, Brands.

HTC plans to enter the mobile VR arena

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With its handset business continuing to falter, HTC is banking on making a success of mobile VR to improve the company’s outlook.

HTC is best known for its smartphones, but their recent flagships have failed to stand out amid tough competition from the likes of Apple, Samsung, and LG. Last year, HTC’s profits dropped almost 80 percent ahead of their next flagship release.

Where HTC has managed to carve itself a place is...

By Ryan Daws, 15 February 2017, 0 comments. Categories: Devices, Gaming, Platforms.

First ever European VR landscape unveiled with more than 100 firms on board

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A first ever European virtual reality (VR) landscape, featuring companies that are developing infrastructure, tools/platforms and/or apps for the thriving ecosystem, has been released by Silicon Valley-based venture firm The Venture Reality Fund, with more than 100 companies making the cut.

The European VR landscape, which was created in partnership with LucidWeb, is based on extensive research and information gathered during meetings and calls with regional VR ambassadors across...

By VRTech News, 10 February 2017, 0 comments. Categories: Platforms, Research.

VCs and investors poured $2.3 billion into VR and AR startups in 2016

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According to technology advisor Digi-Capital, venture capital and corporate investors have invested $2.3 billion (£1.84bn) into virtual reality/augmented reality (VR/AR) startups in 2016, making it three times the USD $700 million investment of 2015.

AR hardware player Magic Leap raised $793.5 million at a $4.5 billion valuation at the start of 2016. Even when Magic Leap took the maximum money in the VR/AR industry in 2016, it accounted only for around $3 of every $10 invested...

By VRTech News, 07 February 2017, 0 comments. Categories: Developers, M&A, Platforms.

RBS 6 Nations fans to get machine learning and VR experience through Accenture

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The 2017 RBS Six Nations Championship will be accompanied by artificial intelligence in the form of the latest analytics, machine learning and virtual reality brought by Accenture, the company has announced. The firm has been the official technology partner of the annual international rugby union competition for six years in a row.

Accenture will provide its latest analytics dashboard to the tournament that will deliver improved player, match and Championship insight, which 20,000...

By VRTech News, 03 February 2017, 0 comments. Categories: Brands, Case Studies, Data & Analytics.

Microsoft indicates "thousands" of HoloLens units have been sold

(Image Credit: Microsoft)

Microsoft launched the developer version of HoloLens last year for a cool $3000, but until now the company has not indicated how many units have been sold. Roger Walkden, Microsoft's Commercial Lead for HoloLens, has now given us some idea after saying “thousands” have been shipped.

Bearing in mind HoloLens is still expensive and designed for developers at this stage, even a thousand units would be impressive. Microsoft...

By Ryan Daws, 27 January 2017, 0 comments. Categories: Developers, Devices, Microsoft, Platforms.

Manchester City unveils new video to bring ‘matchdays to virtual reality’

Picture credit: Manchester City FC

Manchester City has announced the release of a new 360-degree virtual reality video to provide an “authentic, behind the scenes view of the matchday atmosphere” of the Etihad Stadium, the football club has announced.

The video, produced in collaboration with VR technology provider Jaunt, will take the club’s supporters directly to the players’ changing room and give a first-hand look as the team arrive on the ‘blue carpet’. The video will...

By VRTech News, 26 January 2017, 0 comments. Categories: Brands, eSports.

BMW tops most engaging 360 video campaign list

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BMW is king of the 360 video brand experience, according to new data from Socialbakers.

The figures, which represent the top UK Facebook Live 360 Videos from 2016, sees the German car manufacturer take three spots in the top 10 including the gold medal position with a video from December which secured more than 14,000 interactions and 3.5 million views.

The top three videos generated more than 10,000 interactions each. Cadbury came second with a 360 tour video of the ‘Obey Your...

By James Bourne, 18 January 2017, 0 comments. Categories: Brands.

myVR opens its social platform to brands and marketers

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myVR, a San Francisco-based virtual reality (VR) social platform which aims to help brands interact with their audiences via a realistic 3D environment, is now allowing brands and marketers to work with its designers to create ‘in-app’ experiences that will enable users to create brand engagement.

The users of the myVR platform can easily find, save, stream and share online content including news articles, music, and videos, through an interactive, customisable...

By VRTech News, 16 January 2017, 0 comments. Categories: Advertising, Brands.

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.

A look to the future: Alternative worlds in 2017

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We have always loved escaping to alternative realities, through books, films, and popular culture. Escapism is not a new phenomenon and is born from our desires to be someone else, somewhere else. C.S Lewis wrote, “If I find myself a desire which no experience in this world can satisfy, the most probable explanation is that I wasn’t made for this world.” 

Technology and processing speeds mean we are able to access means of escapism in ever more ‘real’...

By Heather Dansie, 13 January 2017, 0 comments. Categories: AR, Brands.

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.

How to make CX innovation count in virtual reality

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Consumers now expect their interactions with brands to be flawless and engaging. In this ‘Age of the Customer’, as Forrester refers to it, they will simply take their custom elsewhere if these expectations aren’t met.

It’s therefore unsurprising that 71% of B2B businesses have made it a top priority to improve customer experience, according to...

By Daryn Mason, 06 January 2017, 0 comments. Categories: Research.

AR and VR need better hardware, software and power for mass adoption

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On July 6, 2016, Niantic released its augmented reality (AR) game, Pokémon Go. Over the course of the following few weeks, the game, according to SensorTower, was downloaded more than 15 million times, attracted 21 million active daily users and pulled in more than $160m in under a month.

To say Pokémon Go was a phenomenon would be an understatement. But is it the 'ah-ha' moment some have made it out to be?

It likely is...

By Vishwa Ranjan, 05 January 2017, 0 comments. Categories: Research.

Honda and Dreamworks try out in-car VR entertainment experience

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Honda and Dreamworks Animation have partnered up to demo a new augmented and virtual reality content and solutions test bed for an in-car experience.

The experience, Honda Dream Drive, uses a VR headset to immerse passengers in a VR world triggered by the movement of the car. A proof of concept version of the expeirence will be demoed at this year's CES in Las Vegas.

Dreamworks and Honda have created a software development kit. which fuses live telematics data to feed in-vehicle...

By Rachael Power, 04 January 2017, 0 comments. Categories: Devices.

Finch to showcase kit at CES to “accelerate mobile VR revolution”

Picture credit: "CES 2016", by "Sungsil Hwang", used under CC BY NC / Modified from original

As the new year begins, it’s not a surprise that the vast majority of news will be around the Consumer Electronics Show (CES) – and this particular piece of news has come out before the event has even begun.

Virtual reality start-up Finch will showcase its Mobile Virtual Reality (VR) Kit based...

By James Bourne, 03 January 2017, 0 comments. Categories: Devices, Hardware, Platforms.

NYT releases 360 video of Santa in the Arctic Circle

It's only 24 hours until Santa makes his final preparations to visit children around the world, and as such the New York Times has released an exclusive 360 expeirence of the man himself. 

In partnerhsip with the Gardner Creative team, the NYT has brought Santa to life in this  360 experience. The video was shot in the Santa Claus village in Rovaniemi (Lapland, Finland) and takes you into the heart of Santa’s world.

First it shows the snowy village outside Santa Claus’ Office, before it...

By Rachael Power, 23 December 2016, 0 comments. Categories: Brands.