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.

SteamVR Input makes VR control schemes adaptable for users and devs alike

Building games for VR is hard. As well as making sure your game is fun and interesting, you've also got to ensure that your users don't puke after they put a VR headset on. Valve can't do too much about these three issues, but they can help solve another bugbear: control schemes.

VR gamers have a wide range of input options, from traditional console gamepads and racing wheels to VR-specific controllers made by giants like Oculus or hand-assembled by enthusiasts. Even if a developer supports the...

By William Judd, 16 May 2018, 0 comments. Categories: Developers, Devices, Ecosystems, Gaming, Hardware.

Microsoft launches HoloLens ‘as a service’ with education partner

Microsoft has announced the launch of HoloLens ‘as a service’, with a subscription programme being put in place alongside UK education provider JTRS.

JTRS, which is owned by Econocom, will offer what is being described as ‘mixed reality as a service’, with customers given a HoloLens package from £260 per device, per month for two years. The service includes the device, delivery, swap warranty, and collection and recycling at the end of the term.

Alongside this, users will be able...

By James Bourne, 02 May 2018, 0 comments. Categories: Ecosystems, Hardware, Microsoft.

Will healthcare be where the killer VR apps will emerge?

Virtual reality (VR) technology offers new opportunities for clinical research, assessment, and intervention. Since the mid-1990s, VR-based testing, training, teaching, and treatment approaches have been developed by clinicians and researchers that would be difficult, if not impossible, to deliver using traditional methods.

During this time, a large and ever maturing scientific literature has evolved regarding the outcomes and effects from the use of what we now refer to as Clinical VR. This term subsumes VR...

By Skip Rizzo, 13 February 2018, 0 comments. Categories: Applications, Ecosystems.

ABI Research: Hardware differentiation to become increasingly difficult

Differentiation between VR/AR headsets will begin to become more challenging for hardware developers as standards mature, according to ABI Research.

While early VR leaders like Google, Samsung, Oculus and HTC will continue to drive innovation over the coming years, but innovation between untethered or mobile-based headsets will begin to slow down.  

Standards (such as cross-platform support) are already beginning to emerge with organisations like the Khronos group and IEEE lending their support to a more...

By Colm Hebblethwaite, 25 January 2018, 0 comments. Categories: Brands, Ecosystems, Hardware, Platforms.

HTC Vive partners with World Economic Forum

HTC Vive has announced that it will be partnering with the World Economic Forum (WEF) to promote the VR/AR for Impact initiative. The pair will be showcasing content at the UN Sustainable Impact Hub at WEF 2018 in Davos.

The initiative was originally launched by HTC at WEF 2017 and looks to use over $10 million to help fund VR and AR content and technologies that will create a positive impact and change in line with the aims of the UN’s sustainable development goals.

HTC Vive will...

By Colm Hebblethwaite, 23 January 2018, 0 comments. Categories: Ecosystems.

Facebook debuts web-based VR news feed content

Facebook has launched a new feature that will allow people to access VR experiences through their normal news feeds.

Promotional experiences for the forthcoming Jumanji film and the British Museum were among the first to be posted.

The announcement follows on from the April 2017 release of React VR, a library and JavaScript framework for developers to help them build multi-channel VR experiences. React VR was used to build the initial experiences that appeared in user news feeds under the category of ‘360...

By Colm Hebblethwaite, 20 November 2017, 0 comments. Categories: Ecosystems, Platforms.

Walmart showcases its vision of VR as the future or retail

Store No 8, the technology incubator of retail giant Walmart, has showcased a number of incoming technologies it feels are set to revolutionise retail in the coming years at its recent innovation gala.

VR took a prominent place among the pioneering tech, highlighting the importance the company thinks immersive experiences are set to have in the retail landscape.

The event showcased experiences produced from five VR developers, all of which are focused on using VR to solve different problems in the...

By Colm Hebblethwaite, 23 October 2017, 0 comments. Categories: Ecosystems, Hardware.

Global spending on AR and VR set to double each year for next five years, says IDC

IDC’s latest ‘Worldwide Semiannual Augmented and Virtual Reality Spending Guide’ shows a 100%, or more, growth prediction in the worldwide revenues for the AR/VR market by 2021.

The total spending on AR/VR products and services is expected to soar from $11.4 billion in 2017 to nearly $215 billion 2021, at CAGR of 113.2%.

The US will be largest spender in the AR/VR category with a total of $3.2 billion, followed by APAC (excluding Japan) (APeJ) with $3 billion and Western Europe with $2...

By James Bourne, 15 August 2017, 0 comments. Categories: Ecosystems.

World’s first brain-computer VR interface allows users to control VR with their minds

Neurable has built the first brain-computer interface that allows VR users to use their thoughts as a controller in virtual environments.

The prototype is attached to the back of a HTC Vive headset and is capable of reading a user’s brain signals. The thoughts have to relate to specific actions relating to the virtual activity being undertaken, which are then interpreted by the interface to trigger actions.

In a blog post, Neurable vice president Michael Thompson, explains:...

By Colm Hebblethwaite, 11 August 2017, 0 comments. Categories: Applications, Ecosystems, Platforms.