Why So Many Doubters? Riding the VR Hype Cycle

From the moment Mark Zuckerberg handed over $2billion for Oculus Rift, the starting gun sounded for the latest trip around the VR hype cycle.

VR is not a new technology. The earliest incarnations have been traced all the way back to around 1860 in the form of panoramic paintings. By 1930, the first flight simulator using a version of the technology was sold to the US military to improve pilot skills. The first head mounted display was developed in 1960, first VR goggles hit the shelves in 1987, Lawnmower Man...

By Robert Kendal, 11 September 2017, 0 comments. Categories: Brands, Enterprise, Hardware.

HTC announces premium VR headset for China market

HTC has announced the first Vive Standalone VR headset for the Chinese market, which will have Viveport as its official content platform.

HTC Vive hopes that the new standalone will be the number one premium device for Chinese consumers.

The Vive Standalone will make use of features of the Qualcomm Snapdragon 835 mobile VR platform that was designed to support built-in VR functionality. This will allow developers to more rapidly release compelling content.

“China is the leading mobile market in the...

By Colm Hebblethwaite, 27 July 2017, 0 comments. Categories: Enterprise, Hardware.

VR as part of an omnichannel approach in the automobile industry

The car-buying public is increasingly using immersive technologies like VR and AR to facilitate their purchase decisions. Automotive retail, in particular, is seeing greater implementation of immersive technology as a customer engagement tool, delivering a multitude of benefits that are designed to both empower car buyers and drive efficiencies for the brand. 

Increasing numbers of successful implementations are coming to light at various stages of the customer journey, with Audi, Toyota, and Pagani...

By Joseph Artgole, 20 July 2017, 0 comments. Categories: Advertising, Enterprise.

First enterprise-ready multi-user VR platform launched

London-based Immerse has launched the world’s first multi-user VR system for enterprise.

The platform will allow multiple users to create and share VR/3D experiences for business applications. The company is already working on a number of live projects, specialising on offering solutions in the defence, engineering, manufacturing, healthcare, energy and communications sectors.

“Our platform is specifically designed to democratise the VR experience, allowing VR content creators to...

By Colm Hebblethwaite, 03 July 2017, 0 comments. Categories: Enterprise, Platforms.

Kaleidoscope launches premium VR content fund

The VR industry has attracted a lot of funding over the last few years, but many creators still struggle to find funding for their projects.

Premium, high quality content is an important factor in driving consumer adoption of VR in general.

With this is mind, Kaleidoscope is launching a platform to help content creators get funding.

You can watch the platform launch video here.

The company has built up a network of creators and identified 120 potential sources of funding. These sources...

By Colm Hebblethwaite, 30 June 2017, 0 comments. Categories: Developers, Enterprise.

Five Key Lessons from IVRPA Vienna 2017

IVRPA 2017 was held in Vienna earlier this month and brought together over 200 360˚ and VR content creators from across the globe for four days of keynotes, workshops and social events.

Here are some of the most significant learnings from the event:

1) Brands need scale, so forget about the headset, just for now

Brands need and expect scale for their campaigns, and a key friction point is that headset experiences currently don’t deliver this.

Headset adoption will of course increase over time, but...

By Rachel Dennis, 21 June 2017, 0 comments. Categories: Brands, Enterprise, Hardware.

Will enterprise rather than consumers drive VR/AR adoption?

The predicted VR boom that was being touted last year has so yet to really materialise in 2017.

Despite heavy investment, truckloads of hype and an ever-growing army of start-ups, consumers haven’t yet really warmed to the technology.

In the B2B and enterprise application space, however, VR/AR looks to be gathering momentum.

Research firm Tractica predicts that enterprise spending will outstrip consumer spending on VR/AR in the next few years.

Tractica estimates a CAGR of 60% for enterprise spending on...

By Colm Hebblethwaite, 16 June 2017, 1 comment. Categories: AR, Enterprise.

UK VR revenue to grow 76% - PwC

The VR market in the UK is set to undergo rapid growth in the coming years, according to the latest PwC forecasts.

According to the professional services giant, the UK VR industry will grow at a faster rate than any other entertainment and media industry between 2016-2021.

The new Global Entertainment & Media Outlook 2017-2021 report forecasts a 76% CAGR to a value of £801 million in 2021.

If this prediction is accurate, this will make the UK VR market the fastest growing VR sector in EMEA.

A large...

By Colm Hebblethwaite, 14 June 2017, 0 comments. Categories: Enterprise, Research.

The versatility of VR: Four key use cases showing its potential

It’s no secret social virtual reality is having a moment. As one of the key highlights to come out of the Facebook F8 conference, not only has VR now mastered ‘presence’ (convincing the brain you’re actually there without the motion sickness) but it also has its sights set on making you feel the presence of others. 

The possibilities with this are huge; from dating to interactive business meetings, and even football matches where you can feel the crowd’s excitement but skip...

By Charles Crotty, 31 May 2017, 0 comments. Categories: Brands, Enterprise, Gaming.

Chinese VR consumer market growth slows

Consumer adoption of VR in china has slowed, despite a continued push to integrate the technology into education, according to Canalys.

The technology market analysis firm estimates that the US VR market accounted for 40% of the global market in Q1 2017. PlayStation VR is dominating this market, with a 60% share.

Japan has overtaken China for second place with 14% of the global market. The Chinese market is now 11% of the total.

HTC continues to lead the Chinese market, with 15,000 headsets shipped in Q1...

By Colm Hebblethwaite, 23 May 2017, 0 comments. Categories: Enterprise.