Half of consumers more likely to buy from a brand with VR experience

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Virtual reality is helping brands everywhere to enhance their marketing, and it appears to be having a positive effect so far. According to new research by Greenlight VR, over half of consumers say they’re more likely to buy from a brand that sponsors a VR experience.

The VR Consumer Adoption Report surveyed over 1,300 consumers in the US about how they felt toward VR and brands who use it.

Perhaps unsurprisingly, almost everyone who hadn’t used VR...

By Rachael Power, 19 July 2016, 0 comments. Categories: Brands, Research.

Around 40% of 16 - 24 year olds interested in VR, report says

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The influential part millennials have to play in adopting new tech and making it mainstream isn’t something that can be disputed.

From social networks such as Snapchat - which has a primarily younger audience - to the rise of the iPod, iPhone and later, iPad, 16 - 30 year olds with high amounts of disposable income and more tech-savviness are central to new tech spreading through current culture.

Virtual reality is no different. The younger generation, in search of more involved,...

By Rachael Power, 13 July 2016, 0 comments. Categories: Research.

VR helps children conquer their fear of water

We all know by now that VR has more uses than just gaming and particularly in the healthcare industry. So far, it's taken on the form of a pain-relieving tool, a way to lessen paranoia and has even been adopted into US hospitals.

But the latest issue it's aiming to tackle is hydrophobia: a fear of water. 

Energy company E.ON, the Swedish Swimming Federation and M&C Saatchi Stockholm...

By Rachael Power, 13 July 2016, 0 comments. Categories: Research.

Why VR, AR and mixed reality are the ‘fourth wave’ of consumer computing

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If we take the PC, the internet, and mobile as the first three waves of consumer computing, then what comes next? According to a report from research firm Digi-Capital, it’s virtual reality (VR), augmented reality (AR), and mixed reality (MR).

The proclamation, which appears in the analysts’ latest Q216 augmented and virtual reality report (subscription required), argues that while VR has two distinct forms,...

By James Bourne, 12 July 2016, 0 comments. Categories: AR, Hardware, Research.

Adobe study: VR key to tapping into consumer empathy

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Solving the virtual reality isolation 'problem' has been widely discussed in the tech press. From apps such as AltspaceVR to collaborative gaming, putting on a VR headset doesn’t have to be a 100% singular experience

But the personal nature of headsets can also be a positive thing, that’s at least according to a new

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

UK government exploring economic opportunities of virtual reality

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Virtual reality has a part to play in the future of the UK’s economy, according to Secretary of State for Culture, Media and Sport John Whittingdale.

Speaking during a visit to software company The Foundry this week, the minister said the UK has potential to become a global centre of VR content production.

The latest figures from the UK government show that the...

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

How you can combat VR sickness

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VR sickness is an issue within VR that's yet to be rectified. But it's not all that scary, and there are things you can do to stop yourself from feeling ill. 

Here's some more information on the experience: 

Why people get ill in VR

VR sickness is quite similar to motion or sea sickness. Scientists are not yet sure about all the details, but most probably all those sicknesses have something in common: What your eyes tell your brain doesn’t really match...

By Susanne Krause, 05 July 2016, 0 comments. Categories: Research.

Feature: Can virtual reality really be addictive?

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VR’s potential in mass commercial markets appears to be finally taking off because of mass-produced affordable hardware such as Oculus Rift, HTC Vive, PlayStation VR and the (ultra-cheap) Google Cardboard (in which a smartphone can be inserted into cardboard VR headset frame).

Last year, a report by the marketing and consulting company Tractica claimed that spending on virtual reality hardware could be as much as $21.8bn by...

By Dr Mark Griffiths, 28 June 2016, 0 comments. Categories: Research.

Hospital introduces VR to three departments to manage patient pain and anxiety

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A Los Angeles hospital has partnered with virtual reality healthcare specialists AppliedVR to introduce the tech in its spine centre, surgery department and orthopaedic center. 

Cedars-Sinai Medical Center is thought to be among the first hospitals to roll out a trial of VR technology. It's not a new hospital - it's been around since 1902 - but it has invested in AppliedVR via the TechStars healthcare accelerator.

VRTech hasn't yet heard of...

By Rachael Power, 27 June 2016, 0 comments. Categories: Research.

Researchers develop accurate hand recognition in VR using 'deep learning'

Headsets may be one of the main features of virtual and augmented reality, but your hands play quite a big role too.

That’s why Purdue University researchers have developed a new system, DeepHand, that uses deep learning to represent the human hand in VR, understanding its complex joint angles and contortions in real time.

The researchers behind the project say there will be a need for improved hand recognition for computer systems that allow people to interact with virtual environments in future...

By Rachael Power, 23 June 2016, 0 comments. Categories: Research.