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.

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.

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.

The White House now has its own AR experience

(c)Nexus Studios

2016 is certainly a year of firsts for the White House; but we're not writing about the topic that's been on everyone's news agenda for the last few months.

Just in case you were wondering what goes on behind closed doors at the iconic building, it now has its very own AR experience celebrating traditional events that unfold each year at the White House.

Award winning storytelling company Nexus Studios' Interactive Arts...

By Rachael Power, 01 December 2016, 0 comments. Categories: AR.

What Niantic's patents reveal about the future of augmented reality

The lifecycles of breakthrough technologies such as augmented reality (AR) are heavily reliant on mainstream take up.

Many believed AR would initially be used by architects to visualise buildings and design companies for 3D graphic imagery. Yet its first major adoption saw more than 100 million people take to the streets to hunt Pokémon.

Evolving from a simple, location-based AR game into a cultural phenomenon, Pokémon Go was the most successful app launch of 2016.  Approximately one in five 14-24 year...

By Pramitha K, 16 November 2016, 0 comments. Categories: AR.

Go Meta launches platform for anyone to create AR experiences

(c)Metaverse

Until now, building your own augmented reality experiences would be, to most people, a seemingly achievable task.

But along comes a company who wants to ‘democratise’ this sector: Go Meta. It’s just launched its Metaverse platform, which it says will allow anyone to create their own augmented reality experiences.

It’s currently available only for iPhone users, and launched after a $2m seed funding round, which got the backing of 23 angel...

By Rachael Power, 03 November 2016, 0 comments. Categories: AR.

You can now fly a drone in augmented reality

Virtual reality is clearly going to dominate Christmas lists this year, but augmented reality experiences are also clamouring to get a look in. 

While Pokémon Go is busy preparing and releasing updates to its fading-in-popularity app, others are taking the helm and launching new AR games to take a steer on the market. 

It pushes the boundaries of a remote control vehicle by combining it with one of the most talked about technologies today

In the States, children's entertainment company Spin...

By Rachael Power, 02 November 2016, 0 comments. Categories: AR.

VR in China: What's it like 'on the ground'?

The virtual reality market is taking off. According to the IDC, “worldwide revenues for the augmented reality and virtual reality (AR/VR) market is forecast to grow from $5.2bn in 2016 to more than $162bn in 2020”.

In China, it is expected to reach $860 million in 2016 and accelerate to $8.5bn by 2020, according to Bloomberg.

But what does that look like on the ground?

China Matters sent our team to find out more about this booming industry. All across China, signs...

By Miguel Roberg, 14 October 2016, 0 comments. Categories: AR, Brands, Case Studies.

Snap Inc launches new 115 degree 'circular video' format and Spectacles

(c)Screenshot

We’ve had virtual reality and 360 video - but what about a 115 degree offering?

Snapchat’s banking on a video format that’s viewable in any orientation, no matter which way you swing your smartphone, and it’s just announced a Google Glass style product to help it do the job.

It’s also had a bit of a rebrand, and the company’s now known as Snap Inc, one of the founders said in a blog this week.

This, he wrote,...

By Rachael Power, 26 September 2016, 0 comments. Categories: Applications, AR.

HoloLens is giving this elevator company a lift

(Image Credit: Microsoft)

Hot on the heels of a story we posted earlier today which reveals Apple CEO Tim Cook believes AR will be bigger than VR, Microsoft has announced that its own AR device, HoloLens, is now being used by elevator company ThyssenKrupp.

The AR headsets will be put to work by 24,000 elevator technicians around the globe and the firm says it’s...

By Ryan Daws, 15 September 2016, 0 comments. Categories: AR, Devices, Enterprise.

Hasbro and Argos want VR, AR and MR toy pitches from designers and developers

(c)Inventors' Worshop

Virtual reality and children may not seem like a ‘natural’ mix; most VR headsets include warnings that they’re not suitable for under 12s and 13's.

While guidelines for many devices - the upcoming Playstation VR included - say no to children using them, others such as Google Cardboard which showcases 360 rather than VR experiences, don’t prohibit this.

And with AR becoming more relevant to a younger generation via apps like...

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

Wembley Stadium launches immersive 360 degree and AR tour experience for visitors

Visitors to Wembley Stadium in London will now be able to tour the venue using a 360 degree and augmented reality video guide. 

With 90,000 seats, it's the second largest stadium in Europe and hosts home football matches of England's national football team, as well as high profile concerts from Beyonce to Rihanna. 

The Football Association, Wembley Stadium joined up with creative solutions firm Nock to build an immersive expeience for visitors taking a tour around the stadium, which was launched...

By Rachael Power, 18 July 2016, 0 comments. Categories: AR, Brands.

Why VR, AR and mixed reality are the ‘fourth wave’ of consumer computing

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If we take the PC, the internet, and mobile as the first three waves of consumer computing, then what comes next? According to a report from research firm Digi-Capital, it’s virtual reality (VR), augmented reality (AR), and mixed reality (MR).

The proclamation, which appears in the analysts’ latest Q216 augmented and virtual reality report (subscription required), argues that while VR has two distinct forms,...

By James Bourne, 12 July 2016, 0 comments. Categories: AR, Hardware, Research.

Nintendo insists more research in VR needed as Pokemon GO tops gaming charts

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Gaming giant Nintendo has given a ringing lack of endorsement towards VR in its latest shareholders’ annual general meeting, arguing it still needs to do more research before ploughing ahead.

Shigeru Miyamoto, senior managing director and creative fellow at Nintendo, told shareholders last week when quizzed over whether ‘serious research’ on virtual, augmented and mixed reality will be taking place: “For VR in particular, we are continuing our research, and...

By James Bourne, 11 July 2016, 0 comments. Categories: AR, Brands, Gaming.

Augmented reality video searching tool boomApp launches in UK

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Augmented reality is somewhat underutilised in the marketing sector. It's got huge potential, but virtual reality is winning in the hype stakes. 

The scope of what you can do with AR tech is pretty vast, and as such we were interested to learn of a new AR based tech startup that's launching in the UK this week. 

boomApp has developed the first tech to enable AR functionalities for traditional videos and its algorithm can search and find a video within a database of millions in under five...

By Rachael Power, 07 July 2016, 0 comments. Categories: AR, Brands.

Infographic: The rise and rise of augmented reality eyewear

(c)iStock.com/ferrantraite 

It's rare we publish infographics, but we spotted this quirky piece from Frames Direct and couldn't help sharing. 

The eyewear company has put together a short timeline of visual and VR devices - from 1800's stereoscopic photos, to 1960's sensorama. 

It also outlines the AR eyewear on the market at the moment, which is predicted to be a $90bn industry in just a few years. 

"Facebook is now working on Augmented Reality glasses that will allow wearers to interact...

By Rachael Power, 17 June 2016, 1 comment. Categories: AR.

Augmented set to grow faster than virtual reality globally, new report claims

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Augmented reality is ahead of virtual reality in terms of global market growth - and is set to continue all the way to 2020, according to a new report. 

Research and Markets published research this week looking into the two markets. It found AR was valued at $2.35bn last year, and estimates it'll reach $117bn by 2022. 

In contrast, the VR market's an estimated $1.37bn and may reach £33bn six years. AR's growth rate is set to be higher due to "interest shown by many...

By Rachael Power, 07 June 2016, 0 comments. Categories: AR, Data & Analytics, Research.