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.

Oculus co-founder Palmer Luckey: Rift S is great – but 30% of users won’t be able to use it

The Oculus Rift S is set to be a considerable upgrade on what has come before and aims to give gamers and enthusiasts ‘the most immersive content that VR has to offer’ when it launches later this year.

One enthusiast who probably won’t be shelling out, however, is Palmer Luckey. The Oculus co-founder has argued in a...

By James Bourne, 27 March 2019, 0 comments. Categories: Devices, Ecosystems, Hardware, Platforms.

I’m Fine VR project aims to raise awareness and educate around suicide prevention

VoidVR, an independent virtual reality (VR) development studio, has announced the launch of I’m Fine, a new educational project aimed at suicide awareness.

The project, which will be available for free on the Oculus Rift and HTC Vive from July, is aimed at being ‘used as a means of experiencing what sufferers of suicidal thoughts go through in their darkest hours… [to] better understand [them].’

By James Bourne, 25 March 2019, 0 comments. Categories: Applications, Ecosystems.

Executives see bright future for VR, AR and XR particularly in gaming – but barriers to adoption remain

The vast majority of technology executives surveyed by global law firm Perkins Coie say they expect immersive technologies of virtual, augmented and mixed reality to become as ubiquitous as mobile devices within six years.

The research, conducted alongside the XR Association, noted the state of investment in the space, which surged in late 2018. Q4/2018 saw spike in global venture capital deal value to $1.7 billion in AR and...

By James Bourne, 19 March 2019, 1 comment. Categories: AR, Ecosystems, Gaming, Research.

Man spends entire week in VR headset, notes strength of community despite missing nature

Jak Wilmot, co-founder of Atlanta-based VR agency Disrupt VR, spent an entire week locked into a VR headset – and while he missed the ‘energy’ of the natural world, his conclusion was that virtual reality was “whatever you want it to be.”

The experiment – or publicity stunt, delete as appropriate – came with a couple of caveats. Wilmot could take up to 30 seconds out to switch VR...

By James Bourne, 18 March 2019, 0 comments. Categories: Case Studies, Ecosystems, Research.

Nissan and NTT DOCOMO test ‘invisible-to-visible’ technology in moving vehicle using 5G

Nissan and NTT DOCOMO have put Nissan’s 'invisible to visible' technology through its field test in a moving vehicle, using DOCOMO’s fifth-generation mobile communications connectivity.

Invisible-to-visible (I2V) is a future Nissan Intelligent Mobility technology that merges the real and virtual worlds. Combining information from sensors outside and inside the vehicle with the data from the cloud helps...

By VR 360, 14 March 2019, 0 comments. Categories: AR, Brands, Ecosystems.

Phiar raises $3 million to develop computer vision and deep learning navigation app

Machine learning and augmented reality provider Phiar has announced a seed funding round of $3 million to develop a computer vision and deep learning navigation app for smartphones, to be launched in app stores in mid-2019. Unlike traditional GPS apps, the Phiar app displays the driver’s real-world surroundings augmented with an easy to follow painted path.

The seed round, co-led by the Venture Reality Fund and Norwest...

By VR 360, 06 December 2018, 0 comments. Categories: AR, Developers, Ecosystems.