Use of VR and AR in behavioural change supported by new research


Virtual and augmented reality technologies are prime to be used for personal and behavioural change - such as treatment of eating disorders and stress - new research has suggested.

A new review paper published in the Frontiers in Psychiatry took a look at the scientific evidence related to the use of VR and AR in behavioural health. 

It found both have the power to wield an impact on behavioural change, which...

By Rachael Power, 06 October 2016, 0 comments. Categories: Research.

Gamers will drive VR hardware adoption to over $50bn by 2021

(Image Credit: iStockPhoto/stonena7)

Research from Juniper has provided insight on the expected revenues which VR hardware is expected to generate within the next five years.

While there's a question over the power of current games consoles to deliver high-caliber gaming experiences, the pre-orders for the first PlayStation VR (PSVR) sold out within minutes. Whether this indicates significant interest or lack of...

By Ryan Daws, 04 October 2016, 0 comments. Categories: Android, Devices, Gaming, Hardware, Research.

New documentary showcasing what it's like to film in VR/360 launched by The Foundry

(c)The Foundry 

Virtual reality and 360 video are fascinating mediums, but the only thing even more interesting is how the finished product comes to be. Filming and editing 360 video in particular isn't merely a point-and-shoot process, and can be quite intense. 

But now you can get a peek behind the scenes, as creative software developer The Foundry has released the first episode of a five part, behind-the-scenes documentary...

By Rachael Power, 09 September 2016, 0 comments. Categories: Research.

Russian scientists develop VR system for detecting Parkinson's, MS and Alzheimer's early

A virtual reality diagnosis system for early-stage neurodegenerative diseases is being developed by scientists from Tomsk Polytechnic University and the Siberian State University in Russia.

Diseases researchers are hoping to detect with the system includes Parkinson’s, multiple sclerosis (MS) and Alzheimer’s. All of these diseases have a few things in common: they’re slow to develop and lead to a loss of nerve cells, which affects balance and coordination.

In the...

By Rachael Power, 07 September 2016, 0 comments. Categories: Research.

How to avoid making mistakes when filming in VR

Virtual reality is a lot more complex than its traditional counterparts: live-action filming or animation. While this makes for exciting possibilities, it also means there’s a lot more room for things to go wrong.

For starters, VR requires co-ordination and serious effort. Making even the slightest error during filming can very easily result in untold chaos later on down the line.

With the margin for mishaps that much smaller, the production needs to be managed carefully from the outset to avoid...

By Jamie Field, 25 August 2016, 0 comments. Categories: Research.

Majority of developers focusing on the HTC Vive, new research says


Virtual reality developers are focusing their efforts mainly on projects for the HTC Vive, according to a new survey by the UBM Game Network.

Ahead of the VR Developers Conference in San Francisco, the company - which also runs - surveyed 500 developers about their thoughts on VR.

The survey found 34% of developers were planning to develop their next title...

By Rachael Power, 25 August 2016, 0 comments. Categories: Developers, Research.

Paraplegics learned to walk again with help of brain-controlled robots and VR, study reports


A study recently published in Scientific Reports shows improvement of eight paraplegic patients after rehabilitation with a brain-machine interface, including a virtual reality component.

Researchers trained eight paraplegic patients over a year on the 'Walk Again Neurorehabilitation' protocol.

The patients had been completely paralysed for three to 13 years due to a severe spinal cord injury and nonehad shown any clinical improvement with traditional...

By Rachael Power, 24 August 2016, 0 comments. Categories: Research.

South Korea gov may dedicate funds to VR and AR

(c) Pavone

South Korea’s reportedly making moves to take a lead in the global VR and AR markets, according to a national newspaper.

The Korea Joongang Daily said the government announced it will create a 40bn won ($35.8m) fund to invest in the development of virtual and augmented reality technologies.

This is after it named the two as part of nine emerging tech areas South Korea would aim to focus on - including AI and...

By Rachael Power, 24 August 2016, 0 comments. Categories: Research.