Scots council is first in UK to provide VR headsets to schools

VR is coming to the 30 primary and secondary schools of East Renfrewshire Council in Scotland as part of a new scheme. The announcement marks the first time that local government in the UK has specifically earmarked funding to provide VR hardware to schools.

The £250,000 investment will see pupils in the region gain access to VR via ClassVR headsets. The hardware, designed by educational technology company Avantis, the headsets are specially designed to provide pupils with hundreds of virtual and...

By Colm Hebblethwaite, 19 March 2018, 0 comments. Categories: Devices.

Bose takes innovative approach to AR with smart glasses prototype

Bose may be primarily known for their audio products like headphones and speakers, but the company is looking to make waves in to the AR market as well.

The company surprised attendees of SXSW with an announcement that it will be launching an AR platform that will be accompanied by smart glasses. Fittingly, Bose AR was described as being the “world’s first audio augmented reality platform”, highlighting the key distinction between the Bose glasses and others emerging into the...

By Colm Hebblethwaite, 12 March 2018, 0 comments. Categories: AR, Devices.

What is the scent of virtual reality?

The following article is authored by Avery Gilbert, with contributions from Jacki Morie and Saskia Wilson-Brown

Dogs are renowned for their keen sense of smell, but the human nose is no slouch. It’s capable of distinguishing more than 1 trillion different scents, according to Rockefeller University scientists.

In fact, although that’s far more than the 10,000 that decades-old research indicated, the Rockefeller University study concludes...

VR hits the slopes in the Winter Olympics

The Winter Olympics currently taking place in South Korea marks a big step forward for live broadcast VR content.

Intel is working in partnership with the International Olympic Committee to provide the technology needed for broadcasting VR and 360 video content. The partnership is extended up until 2024, so the Korean games are just the beginning.

The company will be streaming 30 events, both live and on-demand, throughout the games. Events being streamed include Women’s Skeleton, Men’s Downhill and...

By Colm Hebblethwaite, 12 February 2018, 0 comments. Categories: Devices, Platforms.

Has MONKEYmedia solved the VR nausea issue?

Eliminating motion sickness and nausea is one of the holy grails of VR development, and Austin-based MONKEYmedia believe that they might have done it.

The small tech firm has announced the launch of its body-based navigation solution, called BodyNav. The system could be a game-changer due to one important factor: it eliminates the need for a handheld game controller.

One of the main causes of VR-induced motion sickness is a disconnect between what the user is seeing and the physical experience they are having...

By Colm Hebblethwaite, 07 February 2018, 0 comments. Categories: Developers, Devices, Hardware.

VR headset shipments top 1 million per quarter for the first time

It seems that VR sales are not showing the signs of slowing that were predicted, as headset sales for Q3 2017 broke 1 million for the first time.

According to independent analysts Canalys, Sony took the lead with Playstation VR shipping over 490,000 sets. Oculus followed behind in second place with 210,000 Rift headsets shipped, and HTC took third with 160,000 Vive units sold.

Together, Sony, Oculus and HTC dominate the VR hardware market, taking a up 86% of the total market in Q3 2017.

The widely reported...

By Colm Hebblethwaite, 28 November 2017, 0 comments. Categories: Devices, Hardware.

Logitech and HTC Vive solve the VR keyboard problem

The problem of how to use a keyboard in a virtual environment has been a tricky one for developers. The finger-operated keyboard is still the best way we have for user to input information quickly, particularly in productivity-driven or desktop scenarios, but also in games, social applications and content browsing.

You would be forgiven for thinking that the solution would to learn to touch-type so that you can still use a keyboard while wearing a headset. But, this is surprisingly difficult in a virtual...

By Colm Hebblethwaite, 06 November 2017, 0 comments. Categories: Developers, Devices, Hardware.

Leeds university warns of risks to children from VR

While the benefits of VR for the medical and therapeutic industries is being hotly touted, less attention has been given to the effects that immersive experiences could have on the development of children.

Researchers at the University of Leeds have conducted research that points to some potentially troubling conclusions. The team have issued a warning that they believe that continued use of VR headsets could trigger eyesight and balance problems in young children.

The study was performed on a group of...

By Colm Hebblethwaite, 30 October 2017, 0 comments. Categories: Devices, Hardware.

Reality 2.0: welcome to the hyperreal

The concept of hyperreality is rapidly gaining momentum across the film and entertainment world as viewers demand increasingly immersive experiences.

Hyperreality is the inability of consciousness to distinguish reality from a simulation of reality, especially in technologically advanced postmodern societies. A state in which what is real and what is fiction are seamlessly blended together so that there’s no clear distinction between where one ends and the other begins.

More than just an idea

Looking...

By Jon Wadelton, 18 October 2017, 0 comments. Categories: Developers, Devices, Hardware.

VR in healthcare and medicine to grow to $285 million in 2022

VR has opened up a range of new possibilities for services and treatments in the healthcare industry, and the industry is expected to experience significant growth in the next five years.

The immersive experience created by VR is already being used in a variety of ways by healthcare professionals, from pain and stress management therapy to training and simulation.

ABI Research forecasts that VR services in the medical and healthcare segment is about to explode in value from $8.9 million in 2017 to around $285...

By Colm Hebblethwaite, 06 October 2017, 0 comments. Categories: Devices, Hardware.