How BP is using mixed reality – and HoloLens in particular – for its upstream operations

If you think of the oil and gas industry, then BP, as one of the seven ‘supermajors’, will feature prominently in many people’s thoughts. The company has many emerging technology initiatives in place, from artificial intelligence to blockchain, yet mixed reality – the co-existence of physical and digital worlds,...

By James Bourne, 05 December 2019, 0 comments. Categories: Ecosystems, Enterprise, Hardware, Microsoft, Research.

Virtual and augmented reality market 'volatile but promising', warns CCS Insight

The market for extended reality products, comprising VR and AR devices, will see a growth of 21% in 2019 to just over 10 million devices, according to the latest forecast from analyst CCS Insight.

Sony has been already on track to record a solid 2019, and Facebook too has started gaining meaningful revenue from its Oculus devices, the company argued in what it descried as a ‘volatile but promising’ market.

By VR 360, 04 December 2019, 0 comments. Categories: AR, Devices, Ecosystems, Gaming, Research.

Mixed reality game streamer LIV raises $2.6 million in series A funding round

LIV, a mixed reality game streaming platform provider, has announced it has raised $2.6 million (£2.06m) in series A funding led by Hiro Capital.

The company said it will be using the funds to accelerate its technology and integrate more third-party game studios.

Established in 2016, LIV was founded by gaming professionals AJ Shewki, known as Dr. Doom, and Steffan Donal among...

By VR 360, 25 November 2019, 0 comments. Categories: Ecosystems, eSports, Gaming.

Snapchat to create augmented reality experiences through Verizon 5G collaboration

A partnership deal has been signed between Verizon and Snapchat creator Snap, where the former’s 5G Ultra Wideband technology will support the Snapchat’s creator’s AR, visual communications, and content experiences.

Under the agreement, both will work as official 5G innovation partners at the telecom giant’s 5G Labs to develop new experiences, such as experiencing live events in newer ways through...

By VR 360, 22 November 2019, 0 comments. Categories: AR, Brands, Ecosystems.

VR and AR could add £62.5 billion to the UK economy by 2030, says PwC

A new report launched by PwC has revealed that virtual reality (VR) and augmented reality (AR) could add £62.5 billion to the UK economy, boosting the GDP by 2.4% by 2030.

The majority of the contribution to the UK economy will come from AR (£44.4bn) with VR providing £18.1bn. VR and AR will also have a major impact on the UK workplace with 1.19% of jobs – coming to just over 400,000 people...

By VR 360, 20 November 2019, 0 comments. Categories: AR, Ecosystems.

Opinion: VR can be the answer to many problems – but the devil is in the detail

First, a confession: I love VR. I became hooked on its potential long before today's affordable, reliable hardware. But as the old adage says, when you have a hammer, every problem looks like a nail. And that's dangerous for a tool in its early stages of deployment like VR.

Training is an obvious and useful application of VR. And almost every industry is bad at training.

By Nicholas Napp, 15 November 2019, 0 comments. Categories: Applications, AR, Ecosystems, Enterprise.

Network Rail app to use AR to show passengers the next generation of railway footbridges

Network Rail has introduced an augmented reality-based smartphone application, called ARki, which supports the railway company’s engagement with passengers by allowing them to see the replacement of footbridges at train stations.

The app, developed by London-based Darf Design, highlights 3D visualisations of planned buildings in place helping passengers and local communities to see their future as the railway firm...

By VR 360, 29 October 2019, 0 comments. Categories: AR, Brands, Ecosystems.

From Silicon Valley to Hollywood: Sandbox VR secures $11 million in funding round

Silicon Valley and Hollywood has joined forces to invest $11 million (£8.6m) in Sandbox VR to help its rollout across the US.

The company’s goal is to provide an immersive experience where, by using full body motion capture and virtual reality, players can ‘go anywhere together with their friends.’ The California-based startup has just opened in Los Angeles and will soon expand to New York, Austin, San...

By VR 360, 28 October 2019, 0 comments. Categories: Brands, Ecosystems, Platforms.

Facebook to launch Horizon virtual reality ecosystem: Will this fulfil Oculus’ long-awaited promise?

Facebook has been biding its time a full five years after it bought Oculus – but with the launch of virtual reality ecosystem Horizon, it could be the start of a major push for both the company and the technology.

The app is aimed at being a ‘mix of social places where users can mingle and chat, and other areas where they can play games against each other’,

By James Bourne, 30 September 2019, 0 comments. Categories: Ecosystems, Gaming.

Why breaking the one metre barrier is key to unlocking the true potential of VR

Much like Twitter’s original 140 character limit, the vergence accommodation conflict (VAC) is responsible for one of the defining limitations of VR content today, ‘the one metre barrier’.

So what is the problem? It is uncomfortable to spend time up close and personal in a VR environment because of the decoupling of the natural vergence and accommodation responses in our eyes. As objects get closer, our eyes naturally turn...

By John Kennedy, 06 September 2019, 0 comments. Categories: AR, Devices, Ecosystems.

Khronos publicly releases OpenXR 1.0 specification for VR and AR ecosystem

The Khronos Group has publicly released the OpenXR 1.0 specification, along with openly available implementations and substantial ecosystem momentum.

According to the Oregon-based non-profit industry consortium, the OpenXR 1.0 is a unifying, royalty-free, open standard that provides high-performance, cross-platform access to extended reality, also known as XR, supported platforms and devices.

By VR 360, 08 August 2019, 0 comments. Categories: AR, Ecosystems.

How virtual reality is increasing collaboration and improving outcomes across industries

Those old enough to remember the arcades of the 1980s and 1990s will have experienced a rudimentary version of what we now know as virtual reality. Fast forward three decades and the technology that allowed people to hit tennis balls around with virtual adversaries has matured beyond recognition. The average consumer now experiences...

By Nick Lazaridis, 26 July 2019, 0 comments. Categories: Applications, Ecosystems, Enterprise.

Microsoft joins XR Association in ‘significant milestone’

Microsoft has joined the XR Association (XRA), joining Facebook, Google, HTC Vive, Samsung and Sony as members.

The trade association, which represents technology manufacturers across virtual, augmented and mixed reality, ‘further signifies the Association’s broadening scope and representation of the XR industry’, according to the press materials.

This is not overly surprising...

By James Bourne, 22 July 2019, 0 comments. Categories: AR, Brands, Ecosystems, Microsoft.

HTC VIVE announces VIVE enterprise solutions business unit

A new business unit and strategy has been announced by HTC VIVE that aims to deliver a complete portfolio of extended reality (XR) solutions to enterprises and developers across the world.

The new organisation, dubbed as VIVE Enterprise Solutions, focuses on assisting businesses that are looking for comprehensive XR solutions that are a mix of hardware, software, and services for professional needs.

By VR 360, 04 July 2019, 0 comments. Categories: Devices, Ecosystems, Enterprise.

Siemens’ latest version of Solid Edge CAD software features AR and 2D nesting among other tools

Siemens Digital Industries Software has announced the availability of a new version of its Solid Edge CAD software featuring augmented reality (AR) among other new options.

Dubbed as Solid Edge 2020, the newer edition of the CAD software will help the small and medium-sized manufacturers expedite their product development and manufacturing process.

The Solid Edge 2020 software, which...

By VR 360, 11 June 2019, 0 comments. Categories: AR, Ecosystems, Enterprise.

AR and VR market could separate before converging, Digi-Capital argues

A number of industry experts in the AR/VR domain foresee convergence of the two technologies into one unique spatial computing solution. However, Digi-Capital has predicted that mobile AR, smart glasses, and VR may in fact be separated in the medium-term from a commercial point of view.

AR is estimated to reach 2.5 billion installed base and $70-$75 billion revenue and VR is expected to hit over 30 million installed base and...

By VR 360, 15 May 2019, 0 comments. Categories: AR, Ecosystems, Research.