Researchers test whether VR can treat phantom pain

Phantom pain is a strange phenomena whereby someone who has recently lost a limb continues to feel pain that seems to be coming from the missing limb itself. The condition can often compound the anguish that can come when a person loses part of their body.

As well as trying to understand why phantom pain occurs, scientists have been trying to find an effective way to treat the condition. Researchers at the University of Brunswick’s Institute of Biomedical Engineering are studying whether VR can help...

By Colm Hebblethwaite, 02 March 2018, 0 comments. Categories: Research.

Scientists use VR to identify areas of brains involved in memory

Neuroscientists at the University of California have used VR to gain new insight into how different areas of the brain are involved in the distinct parts of the memory organisation process.

The findings are detailed in a study published in the Nature Communications journal by graduate student Halle Dimsdale-Zucker. Dimsdale-Zucker and her colleagues used a virtual environment to show participants virtual objects.

When the subjects were then asked about the objects, the team was able to view activity in different areas of...

By Colm Hebblethwaite, 29 January 2018, 0 comments. Categories: Research.

$2.5 billion invested in AR/VR in 2017

2017 has been a bumper year in terms of investment for the AR/VR sector, and the pace of money coming in has picked up substantially in the last quarter.

According to the latest figures in Digi-Capital’s Augmented/Virtual Reality Report and Deals Database, startup leaders across 27 AR/VR sectors raised $1 billion in capital in Q4 2017. This brings total investment in 2017 to $2.5 billion in 2017, meaning that a whopping two-fifths of the total investment in the sector has come in October and...

By Colm Hebblethwaite, 14 December 2017, 0 comments. Categories: AR, Research.

VR industry leaders launch world’s first ‘Academic Purpose’ bundle

VR First is a global initiative that aims to enable global innovation in VR/AR by providing creators, companies and governments with state-of-the-art facilities.

Now the group, along with a team of industry leaders, have announced the launch of the world’s first VR Academic Purpose bundle. This bundle consists of hardware, services and support from key players in the industry, and is designed specifically for academic research, development and innovation purposes.

The bundle will be made available to...

By Colm Hebblethwaite, 08 December 2017, 0 comments. Categories: Developers, Research.

Pioneering VR hopes to help Cystic Fibrosis patients

Patients at the All Wales Adult Cystic Fibrosis Centre have had access to potentially revolutionary VR treatment, and the initial results seem to be positive.

The centre has partnered with Cardiff-based Orchard Media and Events Group to try and change the way that patients are treated. Currently, due to the threat of infection, patients have to be treated in isolation. This can cause additional anxiety and pain for people who are already under a heavy burden.

The new solution allows patients to don VR...

By Colm Hebblethwaite, 01 December 2017, 0 comments. Categories: Research.

New research could put an end to queasy VR experiences

New research from the UK and Germany that was looking for a way to provide quicker and visually sharper experiences, may have uncovered something even more desirable: a path towards eliminating nausea-inducing VR experiences.

Conducted by researchers at Brunel University London and Bonn-Rhein-Sieg University of Applied Sciences and Saarland University in Germany, the project seems to have unearthed the “sweet spot” of image quality.

VR can make users sick, mainly due to latency between eye...

By Colm Hebblethwaite, 01 November 2017, 0 comments. Categories: Research.

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.