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.

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.

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.

ABBA to reunite for ‘new entertainment experience’ through VR

Picture credit: Universal Music Group

Swedish pop group ABBA has joined hands with world-renowned entertainment entrepreneur Simon Fuller and Universal Music Group to give their millions of fans a new entertainment experience by utilising the latest virtual reality technology.

Fuller, who first came to prominence through managing the Spice Girls, has his latest business which been quietly investing in virtual reality technologies, developing hyper-realistic digital humans in the field of...

By James Bourne, 28 October 2016, 0 comments. Categories: Brands, Platforms.

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.

First government-backed VR alliance launches in Beijing

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China’s virtual reality industry is set to enter a significant period in 2016, as the country has got its first official, government-backed organisation called the Industry of Virtual Reality Alliance (IVRA), which will work towards the development of the VR ecosystem in the country.

The alliance will help promote technology innovation and the formulation of industrial standards, bridging hardware, software, content, platforms and industrial applications of the VR.

The IVRA is...

By James Bourne, 06 October 2016, 0 comments. Categories: Enterprise.

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.

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.

GoPro looks further towards VR with latest product offerings

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GoPro has shed light on some of its latest product offerings, including the publishing of high resolution virtual reality content.

GoPro VR, a platform to share and view content, is available on the web, free mobile app, or experienced on a mobile head-mounted display. The platform allows users to enjoy 360˚ video and converts the screen of a user into a virtual portal that puts on display original content from GoPro and a global community of artists.

The display, at NAB in Las...

By James Bourne, 28 April 2016, 0 comments. Categories: Applications, Ecosystems, Platforms.

GREE sets up investment fund to boost growth at young virtual reality companies

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Mobile social company GREE has put in place the GVR Fund, an investment pot that functions as a bridge between strategic investors to give early stage virtual reality (VR), augmented reality (AR) and mixed reality (MR) companies the opportunity to boost growth.

The fund will be managed by GREE VR Capital and will invest in gaming and non-gaming software and content companies. To date, the fund has invested in two companies: VRChat, a platform that allows users to create, publish, and...

By James Bourne, 25 April 2016, 0 comments. Categories: Gaming, M&A.

“A soaring example” of VR as gaming’s future: CCP launches two Oculus Rift titles

Picture credit: EVE: Valkyrie/YouTube

Games house CCP Games has announced the launch of EVE: Valkyrie and Gunjack, both aimed at the VR markets for the Oculus Rift platform on PC.

Both games were specifically developed for VR, with Valkyrie as a multiplayer dogfighting shooter while Gunjack is a VR arcade shooter.

EVE: Valkyrie is an award-winning game built from ground up for virtual reality. It allows players to take on the role of a spaceship pilot in the middle of combat. The game has already won rave...

By James Bourne, 22 April 2016, 0 comments. Categories: eSports, Gaming.

AOL agrees to acquire VR content studio RYOT

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AOL has announced its agreement to acquire the Los Angeles-based media company and virtual reality content studio RYOT.

With this acquisition, RYOT will join The Huffington Post, another AOL property, to deliver linear video, award-winning films, VR and 360-degree content. It will provide the online news publication immediate access to its VR production arm and its expertise in Academy Award-nominated documentary film expertise.

RYOT will add its VR and 360-degree capabilities to 15...

By James Bourne, 21 April 2016, 0 comments. Categories: Brands, M&A.

New research report assesses Oculus Rift and overall VR market

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Analyst house Research and Markets argues in its latest note the much-awaited VR headset Oculus Rift has finally begun shipments, with the first pre-orders expected to have been delivered earlier this month.

Oculus rose to fame with its Kickstarter campaign in 2012, bringing in nearly 10,000 backers, raising $2.4 million and playing a key founding role in the currently fledgling but fast-rising VR market.

Now a Facebook company, Oculus has delivered its first headsets to the...

By James Bourne, 20 April 2016, 0 comments. Categories: Developers, Devices, Gaming.

Juniper argues “invisible wearables” provide key to mainstream market success

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Analyst house Juniper Research has released a new paper asserting ‘invisible’ wearables – hardware which is indistinguishable from non-smart technology – will provide a key market opportunity by 2020.

In a report entitled ‘The World in 2020: A Technology Vision’, made available for free download here, the analysts argue many wearables companies...

By James Bourne, 20 April 2016, 0 comments. Categories: AR.

Amnesty International launches #360Syria ‘virtual tour’ experience with Mozilla

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Amnesty International has launched a new #360Syria ‘virtual tour’ website using WebVR technology which reveals the destruction wrought by the Syrian government on the city of Aleppo.

The demonstration, known as “Fear of the Sky”, is powered by Mozilla A-Frame technology, an open source framework which streamlines WebVR development and facilitates simple creation of WebVR experiences with HTML.

The #360Syria website features specially-created 360-degree...

By James Bourne, 20 April 2016, 0 comments. Categories: Applications, Brands, Case Studies.

Enterprise applications to drive growth for augmented reality and wearable devices

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Though augmented reality (AR) and wearable devices have caused a stir in consumer technology, a new report from Beecham Research argues that enterprise applications will be the major driver of growth in these segments.

Manufacturing, logistics, healthcare and retail have been identified as some of the most dynamic markets, where AR offers novel, hands-free interaction along with more control and access to information.

The report details market activity and consolidation and lists recent...

By James Bourne, 20 April 2016, 0 comments. Categories: Applications, Enterprise.