Social media powering growth of AR/VR

40 million US citizens will engage with some form of AR this year, according to an eMarketer forecast.

This represents a growth from 30% last year.

According to eMarketer, this growth is mainly being fuelled by social media innovations, particularly Snapchat Lenses, Facebook Stories and Instagram Stories.

VR usage meanwhile is receiving a boost from 360-degree videos on social media.

Augmented reality

If an ‘AR user’ is defined as an individual who engages with AR content at least once a month on...

By Colm Hebblethwaite, 22 May 2017, 0 comments. Categories: AR, Hardware.

AR: what’s the ROI?

AR is the future of marketing as it applies a digital and interactive layer to anything within the real world.

From enhancing how we communicate and entertain ourselves to the way we work and solve problems, AR has the potential to transform how we interact with the world around us.

Retail brands across the world are increasingly sitting up and taking notice of the power of AR technology to engage with their consumers. They are turning to AR platforms to enhance the customer shopping experience by bridging...

By Richard Corps, 03 May 2017, 0 comments. Categories: AR.

Lightform creates AR without a headset

Lightform have developed the first computer made for projected AR that can be connected to any video projector. The system features a 3D scanning device that can turn any object into a screen.

It is AR without the need for a headset. Instead, projection mapping creates the AR on physical surroundings.

The company has secured $2.6 million in seed funding from Lux Capital and Seven Seas Partners.

“Lightform connects to any projector via HDMI and projects a series of patterns,” said Lightfrom CEO...

By Colm Hebblethwaite, 06 April 2017, 0 comments. Categories: AR.

ADVR launches VR and AR discovery marketing engine

The San Francisco based ADVR has secured $3 million in initial funding as it launches its discovery marketing engine for VR and AR.

The company claims the engine will “transform VR worlds into personalised discovery ecosystems that use advanced analytics to target and deliver dynamic in-world experiences.”

What does this mean? The engine will provide a content-marketing platform that can deliver dynamic or sponsored content using game dynamics to increase engagement by enhancing rather disrupting...

By Colm Hebblethwaite, 31 March 2017, 0 comments. Categories: Advertising, AR, Platforms.

BMW harnessing Unreal Engine for vehicle development

BMW is combining VR, 3D printing and technology transferred from the computer games industry to radically alter the way it develops it vehicles.

Whereas the world of product development for large-scale manufacturing has always been a long and costly process, the combination of three distinct technological advancements could be about to consign that to history.

The new process uses 3D printed prototype components with a VR environment based on Unreal Engine's real-time physics-based rendering.

This creates...

By Colm Hebblethwaite, 23 March 2017, 0 comments. Categories: AR, Case Studies, Gaming.

IDC predicts VR and AR market take off

A combination of new device launches, lower prices and an explosion of consumer and enterprise content is going to lead to fast growth in the global VR and AR markets, according to the International Data Corporation (IDC).

In its latest Worldwide Quarterly Augmented and Virtual Reality Headset Tracker, the IDC predicts that headset shipments will reach 99.4 million in 2021.

This represents growth rate of 58% over the five years from 2016.

By Colm Hebblethwaite, 21 March 2017, 1 comment. Categories: AR, Research.

EVR Holdings sign VR deal with Universal Music

EVR Holdings has signed a deal with the world’s largest music company to create and distribute a range of VR music content.

The deal between EVR and Universal Music Group (UMG) will see both parties sharing the revenue created on the VR company’s MelodyVR platform and featuring Universal artists.

Live-streaming looms

The content will initially only be available on the MelodyVR app, before becoming available through other channels.

EVR Holdings’ website says that the company intends to begin...

By Colm Hebblethwaite, 20 March 2017, 0 comments. Categories: AR.

Sweden’s Dirac Research raises $4.8m to foray into VR/AR market

Sweden-based audio technology company Dirac Research has raised 44 MSEK ($4,865,000 USD) from current and new investors, as part of an investment round to accelerate expansion into new markets such as VR and AR. The received capital will help strengthen the Swedish firm to further develop their management and engineering teams and position itself as the global leader in mobile audio optimisation technology.

The investor list includes John Wattin, IT industry executive and Executive Chairman of and investor in...

By VR 360, 16 March 2017, 0 comments. Categories: Applications, AR.

Western European revenues for AR/VR market expected to reach $2.5 billion in 2017

Revenues for the augmented reality and virtual reality (AR/VR) markets in Western Europe will reach $2.5 billion in 2017, according to a new study from IDC.

The report, IDC’s latest worldwide semi-annual augmented and virtual reality spending guide, shows a 131% increase over the $1.1 billion spent in 2016. According to the report, AR/VR spending will further accelerate in the coming years, achieving a CAGR of 210% and totalling $25.7 billion in 2020.

In the coming years, the consumer market will be the...

By VR 360, 14 March 2017, 0 comments. Categories: Applications, AR, Ecosystems.

Survey highlights concerns over potential of illegal actions in VR

A large majority of Brits want there to be restrictions on users of VR performing actions that would be illegal in real life regardless of the popularity of violence in online gaming, according to new research from Wiggin.

The study, which was conducted alongside ComRes and polled 2,003 British adults, found that 63% of respondents were in support of such restrictions. One in five, (19%), said that users should be allowed to do as they wish in VR regardless of its legality in real life, while over half, (58%)...

By VR 360, 07 March 2017, 1 comment. Categories: AR, Ecosystems, Regulation.