Will healthcare be where the killer VR apps will emerge?

Virtual reality (VR) technology offers new opportunities for clinical research, assessment, and intervention. Since the mid-1990s, VR-based testing, training, teaching, and treatment approaches have been developed by clinicians and researchers that would be difficult, if not impossible, to deliver using traditional methods.

During this time, a large and ever maturing scientific literature has evolved regarding the outcomes and effects from the use of what we now refer to as Clinical VR. This term subsumes VR...

By Skip Rizzo, 13 February 2018, 0 comments. Categories: Applications, Ecosystems.

ABI Research: Hardware differentiation to become increasingly difficult

Differentiation between VR/AR headsets will begin to become more challenging for hardware developers as standards mature, according to ABI Research.

While early VR leaders like Google, Samsung, Oculus and HTC will continue to drive innovation over the coming years, but innovation between untethered or mobile-based headsets will begin to slow down.  

Standards (such as cross-platform support) are already beginning to emerge with organisations like the Khronos group and IEEE lending their support to a more...

By Colm Hebblethwaite, 25 January 2018, 0 comments. Categories: Brands, Ecosystems, Hardware, Platforms.

HTC Vive partners with World Economic Forum

HTC Vive has announced that it will be partnering with the World Economic Forum (WEF) to promote the VR/AR for Impact initiative. The pair will be showcasing content at the UN Sustainable Impact Hub at WEF 2018 in Davos.

The initiative was originally launched by HTC at WEF 2017 and looks to use over $10 million to help fund VR and AR content and technologies that will create a positive impact and change in line with the aims of the UN’s sustainable development goals.

HTC Vive will...

By Colm Hebblethwaite, 23 January 2018, 0 comments. Categories: Ecosystems.

Facebook debuts web-based VR news feed content

Facebook has launched a new feature that will allow people to access VR experiences through their normal news feeds.

Promotional experiences for the forthcoming Jumanji film and the British Museum were among the first to be posted.

The announcement follows on from the April 2017 release of React VR, a library and JavaScript framework for developers to help them build multi-channel VR experiences. React VR was used to build the initial experiences that appeared in user news feeds under the category of ‘360...

By Colm Hebblethwaite, 20 November 2017, 0 comments. Categories: Ecosystems, Platforms.

Walmart showcases its vision of VR as the future or retail

Store No 8, the technology incubator of retail giant Walmart, has showcased a number of incoming technologies it feels are set to revolutionise retail in the coming years at its recent innovation gala.

VR took a prominent place among the pioneering tech, highlighting the importance the company thinks immersive experiences are set to have in the retail landscape.

The event showcased experiences produced from five VR developers, all of which are focused on using VR to solve different problems in the...

By Colm Hebblethwaite, 23 October 2017, 0 comments. Categories: Ecosystems, Hardware.

Global spending on AR and VR set to double each year for next five years, says IDC

IDC’s latest ‘Worldwide Semiannual Augmented and Virtual Reality Spending Guide’ shows a 100%, or more, growth prediction in the worldwide revenues for the AR/VR market by 2021.

The total spending on AR/VR products and services is expected to soar from $11.4 billion in 2017 to nearly $215 billion 2021, at CAGR of 113.2%.

The US will be largest spender in the AR/VR category with a total of $3.2 billion, followed by APAC (excluding Japan) (APeJ) with $3 billion and Western Europe with $2...

By James Bourne, 15 August 2017, 0 comments. Categories: Ecosystems.

World’s first brain-computer VR interface allows users to control VR with their minds

Neurable has built the first brain-computer interface that allows VR users to use their thoughts as a controller in virtual environments.

The prototype is attached to the back of a HTC Vive headset and is capable of reading a user’s brain signals. The thoughts have to relate to specific actions relating to the virtual activity being undertaken, which are then interpreted by the interface to trigger actions.

In a blog post, Neurable vice president Michael Thompson, explains:...

By Colm Hebblethwaite, 11 August 2017, 0 comments. Categories: Applications, Ecosystems, Platforms.

Decentraland combines VR with blockchain to create a metaverse

There are currently two extremely hyped up technologies that have experts fervently proclaiming how the they are going to change everything from education to international governance.

One is VR and the other is blockchain, or distributed ledger technology.

Blockchains are essentially decentralised networks that are both publicly verifiable and unchangeable. When a transaction is registered on a blockchain, it is registered across all computers in the network and cannot be retroactively altered.

Proponents of...

By Colm Hebblethwaite, 31 July 2017, 0 comments. Categories: Ecosystems, Platforms.

Getty Images partners with Jaunt to augment its virtual reality offerings

US stock photo agency Getty Images has entered into an exclusive global distribution partnership with virtual reality (VR) company Jaunt that has the largest library of high-quality cinematic VR content in the industry.

Through this partnership, Getty Images users will be able to access Jaunt’s immersive 360° stereo video experiences through its website along with Getty Images’ collection of over 25,000 360 photographs. It will also enable leading content creators to deliver the one-of-a-kind...

By James Bourne, 20 June 2017, 0 comments. Categories: Data & Analytics, Ecosystems.

IDC: VR and AR shipments soaring year on year despite ‘cautious’ consumer approach

Global shipments of virtual reality (VR) and augmented reality (AR) headsets ‘continue to soar’ year over year with 2.3 million units shipped in the most recent quarter, according to new figures from IDC.

The analyst firm, through its Worldwide Quarterly Augmented and Virtual Reality Headset Tracker, found Samsung shipped the most devices in Q117 at just under half a million (489,500) at a market share of 21.5%. Sony, with 429,000 and a market share of 18.8%, came in second, with HTC (190,900,...

By James Bourne, 05 June 2017, 0 comments. Categories: AR, Devices, Ecosystems.

How virtual worlds are teaching better lessons

When virtual reality (VR) content is experienced using a VR headset the outcome is a virtual world. In that world, the possibilities are limited only by the imagination. This approach has given education an opportunity to leapfrog existing teaching practice by providing educationally beneficial immersive experiences.

The first among these is that VR allows students to be absolutely captivated by the teaching. All teachers want their students to fully concentrate on their lesson. But teachers know that...

By John Stokoe, 02 June 2017, 0 comments. Categories: Applications, AR, Ecosystems.

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.

Education tech startup Nearpod raises $21 million in venture funding

Nearpod, a Miami-based edtech startup, has raised $21 million in venture funding to help teachers turn their mobile devices into a powerful educational tool.

According to a TechCrunch report, the company will spend most of its series B capital on hiring and developing more proprietary digital content for its library.

The Series B round was led by Insight Venture Partners, with...

By VR 360, 06 March 2017, 0 comments. Categories: Ecosystems, Hardware.

ZTE moves into virtual reality with end to end offering

Visitors at the recent Mobile World Congress (MWC) event in Barcelona recently saw ZTE Corporation officially launching its end to end (E2E) virtual reality (VR) live solution, along with four key components: VR content capture, elastic networks, a premium video platform and VR software development kits (SDK)/set-top box (STB).

The visitors witnessed ZTE’s low-latency 2K P30 VR broadcast service based on wireless networks and wired networks with 360-degree panorama video and mobile capture video via VR...

By VR 360, 03 March 2017, 0 comments. Categories: Ecosystems, Platforms.

Australian VR market gained momentum in 2016, research finds

A survey conducted by Australian technology analyst firm Telsyte, has showed a strong demand for virtual reality (VR) in the country. In its recently released report titled “Telsyte Australian VR & AR Market Study 2017”, the firm provides an in-depth analysis of the market.

According to the report, the VR market in Australia witnessed a strong growth in 2016, by selling 216,000 units in the calendar year. About 70% share among the sold units belonged to mobile VR. Nearly half of all device...

By VR 360, 23 February 2017, 0 comments. Categories: Ecosystems, Hardware.

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.

The outlook for VR in 2017: Hardware, content, and going beyond gaming long term

(c)iStock.com/Rasica

Having worked through 2016 with businesses and investors on the opportunities and risks of VR, it is clear to me that we are still in the foothills of the eventual impact of VR on a range of industries and business models.  Whilst fully realising the potential of VR will take years, even decades, I can make four predictions that are likely to be true in 2017:

Computer games will be a big winner in the short term

VR in computer gaming is an attractive theme for investors because this...

By Nick Field, 10 January 2017, 0 comments. Categories: Developers, Ecosystems, Gaming, Hardware.

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.

Stanford VR simulation takes users to the “ocean of the future”

(c)iStock.com/MelanieMaya

Researchers from Stanford University have developed free science education software that spreads awareness on the pressing issue of ocean acidification, a process where coral and other marine systems get corroded by absorbing carbon dioxide from the atmosphere.

The Stanford Ocean Acidification Experience is a virtual reality software that takes users on a virtual tour of the ocean of the future which then fast-forwards to the end of the century when many coral reefs are predicted to...

By James Bourne, 24 October 2016, 0 comments. Categories: Applications, Ecosystems.