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

Picture credit: myWebRoom

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.

Christmas stressing you out? Here's four VR apps to help you chill

Virtual reality has made quite a comeback in 2016. Thanks to Oculus, HTC and Sony, consumer friendly VR is finally rolling out and now everyone and their grandma has tried a roller coaster ride on a smartphone strapped to their face.

But VR can do more. Much more. As VR can cut us out from boring ol' reality and immerse us in something we can control (and desire), it is the perfect tool to help us overcome stress, among other issues like anxiety, fears and psychological trauma. So...

By Parth Misra, 22 December 2016, 0 comments. Categories: Gaming.

VR hardware needs to be cheaper for mass adoption, research says

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We've all heard that the majority of high-end virtual reality headsets are too expensive for the average consumer, but new research by The Foundry cements this belief.

According to a recent study the creative software developer carried out, UK adults are only ready to spend £134 for a VR device. Sure, that may get you a Samsung Gear VR or Daydream, but this means the likes of Oculus Rift and HTC Vive are still beyond most people's grasp. 

By Rachael Power, 22 December 2016, 0 comments. Categories: Research.

The Frequency Effect chapter one: The Awakening

As a Christmas treat, we're exclusively publishing the first chapter of The Frequency Effect, a cinematic novel that encompasses multi-sensory elements to help in its storytelling. The book makes use of 360 videos, available to view online, to accompany the story. Enjoy! 

Writhing around slowly with an unconscious economy of movement, Ben began to surface. Firing up slowly and with an empowering lethargy, his mind...

By Alex Moorhouse, 22 December 2016, 0 comments. Categories: Brands.

VRTech's top 10 augmented and virtual reality predictions for 2017

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VR has done so much over the past 12 months. Countless papers have been published celebrating its potential for helping people with everything from paranoia and anxiety, to overcoming arachnophobia and a fear of heights.

But it gets even better than that; there’s evidence of it helping paraplegics in rehabilitation, helping patients in hospital to overcome pain and even in rehabilitating prisoners. The potential of this life-changing technology is...

By Rachael Power, 21 December 2016, 0 comments. Categories: Advertising, Applications, Brands.

Marketers warned to consider the 'naughty' and 'nice' elements of VR

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Christmas is just days away, and virtual reality headsets, cardboard devices and high-end HMDs are lying silently under layers of wrapping paper in many homes across the world, waiting for the shrieks of excitement on the 25th. 

With this wave of first-time VR owners comes a wealth of opportunities for many sectors; in particular for marketing. 

That's why the Chartered Institute of Marketing (CIM) has issued guidance for marketers on the 'naughty' and 'nice aspects of smart devices...

By Rachael Power, 21 December 2016, 0 comments. Categories: Brands.

Oculus launches Parties and Rooms for GearVR

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There’s no two ways about it, gaming is fun. And it’s even better when you get a group of your friends together online for a good, old-fashioned session.

That’s something virtual reality was sort of missing, until now. Of course, apps such as AltSpace sought to bridge the social gap, but in-game parties was that little piece missing from the puzzle.

But now Oculus has launched Rooms and Parties for Gear VR, two experiences that lets you do just...

By Rachael Power, 20 December 2016, 0 comments. Categories: Applications.

Qualcomm and Lionsgate announce Power Ranger VR experience

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If you were a child of the 90’s, chances are you’ll have had an argument with your friends about which Power Ranger you were.

One thing’s for sure though, whether you were pink, green or blue, we’ll be you didn’t imagine the Rangers and their baddies in VR.

But the coloured ones will be making their way to a headset potentially near you in the coming year, as Qualcomm has joined forces with Lionsgate to - ahem - power - a...

By Rachael Power, 19 December 2016, 0 comments. Categories: Gaming.

AxonVR raises $5.8m to develop its haptic VR product

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Haptics is big news in virtual reality. Sure, we can mentally ‘feel’ like we are in a different time, place or world with a headset on and some controllers - but what about physically feeling it, too?

This is where AxonVR steps in. It’s just completed the largest round of funding a haptic VR company has ever made, $5.8m and its investors...

By Rachael Power, 19 December 2016, 0 comments. Categories: Brands.

Oculus' Medium experiences lets you create 3D printed, sculpted objects out of thin air

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Imagine a world where you can sculpt something with your bare hands, but without tools or materials - and then print those very objects in 3D so that they become real.

It’s quite incredible how just a few years ago, this may seem like pure science fiction, but in just 12 months, virtual reality is enabling us to create art out of thin air.

This is what Oculus’ new experience for Touch, Medium, allows people to do. It’s free when you buy and set up...

By Rachael Power, 16 December 2016, 0 comments. Categories: Brands.