VR brings our 30,000-year old Homo sapiens ancestors back in 3D for the first time

VR animation by Visual Science

Technology continues to bring the history of our planet and our species into dazzlingly sharp relief. What before was a murky and often hard to conceptualise swamp is fast becoming a beautiful and detailed panorama.

Now, Visual Science is using VR to bring us face to face to with our distant ancestors. Partnering with the RAS Institute of Ethnology and Anthropology, the company has reconstructed the faces of the Sungir people, Homo sapiens...

By Colm Hebblethwaite, 11 October 2017, 0 comments. Categories: Research.

Academic study explores VR’s effectiveness in marketing

Aside from gaming and training, marketing and advertising is perhaps the area where VR’s transformative potential has business tongues wagging.

The technology’s ability to immerse consumers in branded experiences or allow them to explore products more comprehensively before purchase is widely heralded, but at this point still largely theoretical.

Researchers at Milano-Bicocca University have analysed the experience users had while having a VR experience. The users tried Urban Up – Milan...

By Colm Hebblethwaite, 26 July 2017, 0 comments. Categories: Research.

Early adopters see 5G as catalyst for adoption of mobile VR

70% of early adopters of VR/AR expect it to fundamentally change the way that consumers interact with media, education, work, social interaction and retail.

An extensive report by Ericsson, based on a survey of 9,200 consumers across the globe, found that there are a lot of people who see the technology having wide reaching  effects on everyday life.

While early adopters could be expected to...

By Colm Hebblethwaite, 22 June 2017, 0 comments. Categories: Research.

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.

US VR healthcare market grew by $450 million since 2012

The VR in healthcare market in the United States has grown from $525 million in 2012 to an estimated $976 million in 2017, according to healthcare market research firm Kalorama.

The firm estimates that the VR/AR in healthcare market will continue to grow at roughly the same pace in the US over the coming years.

“The term ‘virtual reality’ is used in different contexts,” said Emil Salazar, analyst at Kalorama and author of the report.

“Broadly, virtual reality is the means or...

By Colm Hebblethwaite, 22 May 2017, 0 comments. Categories: Hardware, Research.

VR headsets ownership higher then tablets at same stage of lifecycle

Ownership levels of VR headsets are higher than those of wearables and tablets at the same stage of their lifecycle, according to research by YouGov.

The new report, called VR: A Deeper Perspective, found that 6% of the UK population currently own a headset. At the equivalent point after commercial release, only 4% owned wearables and 3% had bought a tablet.

The data suggests that VR hardware is seeing a rapid expansion in the last year. In Q4 2016, headset penetration was 3%, meaning it had roughly doubled by Q1...

By Colm Hebblethwaite, 19 May 2017, 0 comments. Categories: Brands, Hardware, Research.

Study finds VR therapy helps reduce pain for patients

The potential for VR to transform medical training and patient care is well known at this point, with exciting new applications popping up every week. 

However, the technology could also have a startling application for patients being treated in hospital.

A new study by non-profit medical centre Cedars-Sinai has recorded results that indicate that VR therapy could have significant impact on reducing pain for hospitalised patients.

half of the patients received VR therapy that included calming videos of helicopter...

By Colm Hebblethwaite, 09 May 2017, 0 comments. Categories: Research.

Healthcare VR/AR projected to grow 73% by 2022

The healthcare sector will see a rise in adoption of VR/AR training and simulation applications in the coming years, according to Allied Market Research.

In a new report, the market research company projects growth in the global VR/AR market of 65.7% from 2016 to 2022. The market will have a value of $59,511 million.

This growth will be driven by an expansion in the gaming market, as well as enterprise functions and training will increase awareness amongst end users.

However, the report also notes that...

By Colm Hebblethwaite, 02 May 2017, 0 comments. Categories: Research.

HTC Vive announces first ‘VR for Impact’ grant recipients

HTC Vive celebrated international Earth Day by unveiling the first recipients of its $10 million VR for Impact grant.

The programme looks to provide funding to VR content and technology that drives awareness of, and create a positive in impact in support of the UN sustainable development goals.

 The chosen projects not only receive funding, but will made available on Viveport.

“We believe VR and the immersive experiences it delivers have the potential to...

By Colm Hebblethwaite, 24 April 2017, 0 comments. Categories: Developers, Research.

VR market to be worth $37 billion by 2020, says SuperData

The emerging VR market will grow by $4.9 billion this year, according to SuperData.

The growth will be driven primarily by hardware, with software beginning to bring in more revenue. SuperData estimates that the market will be worth 437.7 billion by 2020.

The company says that ‘like most new technologies and platforms, VR has had a rocky, but predicable, start’.

The report states:

“Supply constraints limited access to...

By Colm Hebblethwaite, 20 April 2017, 0 comments. Categories: Devices, Research.