Airport uses AR to help passengers get to the right gate

Your heart pounding, bag bouncing on your back as you sprint past onlookers, continuously looking behind to make sure the rest of your party is still behind you.

The list of aggravations that will come from missing your flight begin to multiply in your mind. Why didn’t we leave half an hour earlier?

Being late for a flight is not a pleasant experience, especially with the complexity of modern airports.

Gatwick Airport believes it has provided panicked travellers with a cutting-edge solution.

2,000...

By Colm Hebblethwaite, 25 May 2017, 0 comments. Categories: AR.

Social media powering growth of AR/VR

40 million US citizens will engage with some form of AR this year, according to an eMarketer forecast.

This represents a growth from 30% last year.

According to eMarketer, this growth is mainly being fuelled by social media innovations, particularly Snapchat Lenses, Facebook Stories and Instagram Stories.

VR usage meanwhile is receiving a boost from 360-degree videos on social media.

Augmented reality

If an ‘AR user’ is defined as an individual who engages with AR content at least once a month on...

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

AR: what’s the ROI?

AR is the future of marketing as it applies a digital and interactive layer to anything within the real world.

From enhancing how we communicate and entertain ourselves to the way we work and solve problems, AR has the potential to transform how we interact with the world around us.

Retail brands across the world are increasingly sitting up and taking notice of the power of AR technology to engage with their consumers. They are turning to AR platforms to enhance the customer shopping experience by bridging...

By Richard Corps, 03 May 2017, 0 comments. Categories: AR.

Lightform creates AR without a headset

Lightform have developed the first computer made for projected AR that can be connected to any video projector. The system features a 3D scanning device that can turn any object into a screen.

It is AR without the need for a headset. Instead, projection mapping creates the AR on physical surroundings.

The company has secured $2.6 million in seed funding from Lux Capital and Seven Seas Partners.

“Lightform connects to any projector via HDMI and projects a series of patterns,” said Lightfrom CEO...

By Colm Hebblethwaite, 06 April 2017, 0 comments. Categories: AR.

ADVR launches VR and AR discovery marketing engine

The San Francisco based ADVR has secured $3 million in initial funding as it launches its discovery marketing engine for VR and AR.

The company claims the engine will “transform VR worlds into personalised discovery ecosystems that use advanced analytics to target and deliver dynamic in-world experiences.”

What does this mean? The engine will provide a content-marketing platform that can deliver dynamic or sponsored content using game dynamics to increase engagement by enhancing rather disrupting...

By Colm Hebblethwaite, 31 March 2017, 0 comments. Categories: Advertising, AR, Platforms.

BMW harnessing Unreal Engine for vehicle development

BMW is combining VR, 3D printing and technology transferred from the computer games industry to radically alter the way it develops it vehicles.

Whereas the world of product development for large-scale manufacturing has always been a long and costly process, the combination of three distinct technological advancements could be about to consign that to history.

The new process uses 3D printed prototype components with a VR environment based on Unreal Engine's real-time physics-based rendering.

This creates...

By Colm Hebblethwaite, 23 March 2017, 0 comments. Categories: AR, Case Studies, Gaming.

IDC predicts VR and AR market take off

A combination of new device launches, lower prices and an explosion of consumer and enterprise content is going to lead to fast growth in the global VR and AR markets, according to the International Data Corporation (IDC).

In its latest Worldwide Quarterly Augmented and Virtual Reality Headset Tracker, the IDC predicts that headset shipments will reach 99.4 million in 2021.

This represents growth rate of 58% over the five years from 2016.

By Colm Hebblethwaite, 21 March 2017, 1 comment. Categories: AR, Research.

EVR Holdings sign VR deal with Universal Music

EVR Holdings has signed a deal with the world’s largest music company to create and distribute a range of VR music content.

The deal between EVR and Universal Music Group (UMG) will see both parties sharing the revenue created on the VR company’s MelodyVR platform and featuring Universal artists.

Live-streaming looms

The content will initially only be available on the MelodyVR app, before becoming available through other channels.

EVR Holdings’ website says that the company intends to begin...

By Colm Hebblethwaite, 20 March 2017, 0 comments. Categories: AR.

Sweden’s Dirac Research raises $4.8m to foray into VR/AR market

Sweden-based audio technology company Dirac Research has raised 44 MSEK ($4,865,000 USD) from current and new investors, as part of an investment round to accelerate expansion into new markets such as VR and AR. The received capital will help strengthen the Swedish firm to further develop their management and engineering teams and position itself as the global leader in mobile audio optimisation technology.

The investor list includes John Wattin, IT industry executive and Executive Chairman of and investor in...

By VR 360, 16 March 2017, 0 comments. Categories: Applications, AR.

Western European revenues for AR/VR market expected to reach $2.5 billion in 2017

Revenues for the augmented reality and virtual reality (AR/VR) markets in Western Europe will reach $2.5 billion in 2017, according to a new study from IDC.

The report, IDC’s latest worldwide semi-annual augmented and virtual reality spending guide, shows a 131% increase over the $1.1 billion spent in 2016. According to the report, AR/VR spending will further accelerate in the coming years, achieving a CAGR of 210% and totalling $25.7 billion in 2020.

In the coming years, the consumer market will be the...

By VR 360, 14 March 2017, 0 comments. Categories: Applications, AR, Ecosystems.

Survey highlights concerns over potential of illegal actions in VR

A large majority of Brits want there to be restrictions on users of VR performing actions that would be illegal in real life regardless of the popularity of violence in online gaming, according to new research from Wiggin.

The study, which was conducted alongside ComRes and polled 2,003 British adults, found that 63% of respondents were in support of such restrictions. One in five, (19%), said that users should be allowed to do as they wish in VR regardless of its legality in real life, while over half, (58%)...

By VR 360, 07 March 2017, 1 comment. Categories: AR, Ecosystems, Regulation.

The sky is the limit…literally: Improved spectrum required for an optimal virtual world

Escapism is becoming easier nowadays with new and exciting developments in technology. Who needs old-fashioned TV and books when you can delve into whole other worlds created for your sensory pleasure?

Although the concept of virtual reality (VR) and augmented reality (AR) is not new, this technology has experienced an influx of developments in the industry of late, gearing it up to be the next big thing, with a combined revenue prediction of US $150 billion for 2020. Whilst the creatives in the industry are...

By Anita Sivapalan, 06 March 2017, 0 comments. Categories: Applications, AR, Brands, Platforms.

Editorial: Increasing the appetite for VR with the right content

VR was everywhere at this year’s MWC, but the industry still has some work to do when it comes to increasing consumer appetite.

According to IBB Consumer Research, just 16 percent of surveyed consumers are interested in VR and 13 percent do not know what it even is. Of those who are interested in VR and own equipment, 44 percent received their headset as a gift or part of a bundle, 30 percent spent up to $99, 20 percent between $99 and $500, and just 6 percent spent more than $1000.

Reaching mass...

By Ryan Daws, 03 March 2017, 0 comments. Categories: AR, Devices, Gaming, Hardware.

NHS offers ‘Blue Room’ VR treatment to help children with autism overcome fears

(c)iStock.com/Marbury

The Blue Room, an immersive virtual reality service which helps children with autism overcome their fears, is being offered on the National Health Service (NHS) in the UK after research from Newcastle University.

In 2014, the university team reported that eight out of 10 children who received Blue Room treatment were able to tackle their fears and some had completely overcome their phobias, even after a year later. The immersive reality treatment is available at NHS, where there is...

By VR 360, 16 February 2017, 0 comments. Categories: AR, Case Studies, Platforms.

SubVRsive gets $4 million funding for VR and AR production

(c)iStock.com/violetkaipa

SubVRsive, a Texas-based media house specialising in virtual and augmented reality, has announced it has raised $4 million (£3.21m) in a series A investment round as well as appointing Johannes Larcher as its CEO.

The company, which was founded in 2015, aims to create ‘unforgettable virtual reality experiences’ and has been working on behalf of some of the world’s leading brands, including Lionsgate, MTV, and Downy Unstopables. The funding round’s only...

By VR 360, 15 February 2017, 0 comments. Categories: AR, Brands.

How virtual reality can make a big noise in the hospitality industry

(c)iStock.com/DragonImages

As CEO of VIP Worldwide, an international luxury hospitality film and marketing agency, I am consistently striving to discover new ways for our clients to reach and engage with their target demographic. The modern traveller is curious and savvy, which means they neither require or appreciate traditional sales techniques. Virtual reality (VR) is revolutionising the way hotels communicate with the world. Marketing with virtual reality is here and it’s here to stay.

Our...

By David Beasley, 13 January 2017, 0 comments. Categories: AR, Brands, Ecosystems.

A look to the future: Alternative worlds in 2017

(c)iStock.com/yuuuurin

We have always loved escaping to alternative realities, through books, films, and popular culture. Escapism is not a new phenomenon and is born from our desires to be someone else, somewhere else. C.S Lewis wrote, “If I find myself a desire which no experience in this world can satisfy, the most probable explanation is that I wasn’t made for this world.” 

Technology and processing speeds mean we are able to access means of escapism in ever more ‘real’...

By Heather Dansie, 13 January 2017, 0 comments. Categories: AR, Brands.

Awareness of VR technologies high in US but uptake still low, report argues

(c)iStock.com/sam_ding

86% of US respondents in a study from digital and video advertising provider YuMe say they are aware of virtual reality technologies, yet less than one in five have taken the plunge – with cost the primary stumbling block.

The study, which polled more than 800 US respondents between the ages of 18 and 54, found only 16% own or use an ‘immersive technology device’ – in other words, either a mobile VR device, a 360 degree camera, or a desktop VR system.

This...

By James Bourne, 09 January 2017, 0 comments. Categories: AR, Brands, Ecosystems.

The White House now has its own AR experience

(c)Nexus Studios

2016 is certainly a year of firsts for the White House; but we're not writing about the topic that's been on everyone's news agenda for the last few months.

Just in case you were wondering what goes on behind closed doors at the iconic building, it now has its very own AR experience celebrating traditional events that unfold each year at the White House.

Award winning storytelling company Nexus Studios' Interactive Arts division has created the experience along with...

By Rachael Power, 01 December 2016, 0 comments. Categories: AR.

What Niantic's patents reveal about the future of augmented reality

The lifecycles of breakthrough technologies such as augmented reality (AR) are heavily reliant on mainstream take up.

Many believed AR would initially be used by architects to visualise buildings and design companies for 3D graphic imagery. Yet its first major adoption saw more than 100 million people take to the streets to hunt Pokémon.

Evolving from a simple, location-based AR game into a cultural phenomenon, Pokémon Go was the most successful app launch of 2016.  Approximately one in five 14-24 year...

By Pramitha K, 16 November 2016, 0 comments. Categories: AR.