Strategy Analytics: AR is making waves – but headsets will continue to struggle

Augmented reality (AR) is making waves in the consumer market through apps such as Snapchat and Pokemon GO – but hardware is still struggling to break through.

A new series of reports from analyst firm Strategy Analytics, one focused on AR device market and outlook and another from forecast by device type until 2023, notes that slot-in AR devices will account for the majority of shipments and users today, but binocular units, such as HoloLens, will increase in importance as the market evolves towards...

By James Bourne, 09 August 2018, 0 comments. Categories: AR, Enterprise.

Scandit secures $30 million to further augmented reality and computer vision platform

Switzerland-based scanning software provider Scandit has raised $30 million in a series B funding round led by GV, along with existing investor Atomico, and NGP Capital – a venture capital arm of Nokia Corporation.

The accrued funds will be used by Scandit to expedite its process of expanding the business across the world, and further develop its mobile computer vision platform to support advanced capabilities across any camera-equipped device. It will also help the company to boost its long-term vision...

By VR 360, 30 July 2018, 0 comments. Categories: Applications, AR, Brands.

Research explores VR, AR and mixed reality as the ‘new realities of business’

In its latest review into global market tech trends, international technology M&A advisory Hampleton Partners has said that manufacturing, retail and healthcare industries are at the forefront of integrating augmented, virtual and mixed reality into the workplace to eradicate some of their complex challenges.

The Hampleton Partners M&A report on AR/VR predicts the global market size of the VR sector to grow at a CAGR of 44.5% to $17.8 billion in 2022. On the other hand, AR is expected to grow at...

By VR 360, 23 July 2018, 0 comments. Categories: AR, Ecosystems, Research.

VR may help people control their fear of heights, new research claims

Virtual reality may help assuage those who have a fear of heights, according to a new report.

According to research published in The Lancet Psychiatry Journal, following a randomised controlled trial of 100 people, it was stated that VR could help people with a clinically diagnosed fear of heights overcome their fear.

Though at a nascent stage, the use of VR technology was successfully conducted as a treatment without a therapist that provided a proof of concept for how some psychological interventions might...

By VR 360, 18 July 2018, 0 comments. Categories: AR, Research.

Digital Catapult’s Augmentor programme to help UK firms adopt AR and VR

Digital Catapult is allowing 10 early-stage VR and AR businesses to join its Augmentor programme, which aims to expedite business adoption and investment in the immersive sector in the UK. Under the 10-week long programme, these businesses will receive technical and business guidance, access to state-of-the-art facilities and backing for confidently pitching their ideas at an exclusive investor showcase in September 2018.

The companies are: HoloMe from London; KageNova from Guildford, Lume VR from London UK;...

By VR 360, 06 July 2018, 0 comments. Categories: AR, Ecosystems.

New reports give conflicting views on how AR will influence retail

Augmented reality (AR) will be majorly adopted in the retail sector - but not in the way many have predicted, according to a new report from ABI Research.

The analyst firm said that interest in AR will be driven by the retail workforce and online shoppers.

AR experiences can be of extreme use for online customers who are unable to interact with the physical products they plan to buy. For in-store employees, AR promises to deliver operational efficiencies and increase the quality of the service...

By James Bourne, 12 June 2018, 0 comments. Categories: AR, Brands.

Apple reveals key updates to AR developer framework ARKit

Opening its World Wide Developer Conference (WWDC) this week, Apple announced a string of updates to its AR (augmented reality) framework ARKit - a key development in a field the tech company is pitching its long-term success on.  

The update comes after Apple announced that 13 million apps had been downloaded using the framework since its debut in September 2017, with some 47% of that figure driven by a surge in the popularity of

By Mark Jones, 06 June 2018, 0 comments. Categories: Applications, AR, Developers, Gaming.

AR and VR spending in Canada set to ramp up this year, says IDC

International Data Corporation (IDC) Canada has announced the latest release of its IDC's Worldwide Semiannual Augmented and Virtual Reality Spending Guide forecasting Canada's hardware, software and services spending on the two technologies combined is set to total C$602 million by 2018, increasing to $8 billion by 2022 at a CAGR of 90%.

Consumer, healthcare, and retail, powering immersive and realistic images, sounds, and experiences that simulate physical presence in a virtual environment will lead...

By James Bourne, 04 June 2018, 0 comments. Categories: AR, Devices, Ecosystems.

Advertising, search and commerce likely to drive AR expansion, says Strategy Analytics

Advertising, search and commerce are the three main segments that will drive the expansion of augmented reality (AR) beyond Snapchat and Pokemon Go, according to new research from Strategy Analytics.

The report was published by the analyst firm's Wireless Media Strategies (WMS) arm and titled 'Advertising, Commerce and Search Move Augmented Reality From Fun to Function'.

As the AR is still in its budding stage, Apple’s ARKit and Google S ARCore SDKs have recently allowed access to the...

By James Bourne, 30 May 2018, 0 comments. Categories: AR, Brands.

Does full-time ‘extended reality’ suggest an architecture for confirmation bias?

Extended-reality (XR) technologies suggest a future of cinema-calibre, interactive content that enhances our physical environment in inspirational and useful ways. The positive potential of XR is vast, and many applications are clearly beneficial, especially in vertical markets.

The experience of using an augmented-reality (AR) headset on an assembly line, for example, so as to superimpose digital content over the physical environment in order to aid performance and safety, is a finite and circumscribed user...

By Jay Iorio, 29 May 2018, 0 comments. Categories: Advertising, Applications, AR.