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.

The sky is the limit…literally: Improved spectrum required for an optimal virtual world

Escapism is becoming easier nowadays with new and exciting developments in technology. Who needs old-fashioned TV and books when you can delve into whole other worlds created for your sensory pleasure?

Although the concept of virtual reality (VR) and augmented reality (AR) is not new, this technology has experienced an influx of developments in the industry of late, gearing it up to be the next big thing, with a combined revenue prediction of US $150 billion for 2020. Whilst the creatives in the industry are...

By Anita Sivapalan, 06 March 2017, 0 comments. Categories: Applications, AR, Brands, Platforms.

Editorial: Increasing the appetite for VR with the right content

VR was everywhere at this year’s MWC, but the industry still has some work to do when it comes to increasing consumer appetite.

According to IBB Consumer Research, just 16 percent of surveyed consumers are interested in VR and 13 percent do not know what it even is. Of those who are interested in VR and own equipment, 44 percent received their headset as a gift or part of a bundle, 30 percent spent up to $99, 20 percent between $99 and $500, and just 6 percent spent more than $1000.

Reaching mass...

By Ryan Daws, 03 March 2017, 0 comments. Categories: AR, Devices, Gaming, 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 VR 360, 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 VR 360, 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.