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

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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

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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

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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”

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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.

How far away is VR for your brand communications?

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Sony has announced that it is releasing the PlayStation VR this autumn. With VR hitting the headlines in recent weeks, marketers have been prompted to think about how they can utilise this new technology. With one of the biggest gaming giants producing a real-world product, VR has never been closer to the mainstream consumer.

However, the huge wave of new technologies being touted, from...

By Stephen Morgan, 03 October 2016, 0 comments. Categories: Advertising, Brands, Ecosystems.

SeaWorld to offer VR roller coaster as part of 2017 attractions

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Entertainment and theme park company SeaWorld Entertainment has unveiled a wide range of new attractions, events and shows for 2017, including a virtual reality (VR) roller coaster ride.

The additional rides are at all three of the company's theme parks, with the VR experience in Orlando, Florida. The company will spend around $175 million in the additions.

The Kraken VR roller coaster will be its first digitally-enhanced ride experience, transforming its popular Kraken...

By James Bourne, 28 September 2016, 0 comments. Categories: Brands, Ecosystems.

OSVR wants to create VR experiences on affordable PCs

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Just as Android democratised the mobile operating system for mobile devices, so too is OSVR (or Open Source Virtual Reality) trying to do the same for VR.

Its HDK2 and HMD starts shipping in a few days, so we spoke to CEO of VR firm Sensics and co-founder of OSVR, Yuval Boger, about what the project is trying to achieve.

Affordable VR for everyone is certainly one of OSVR’s objectives, and it’s even looking at how it can make experiences...

By Rachael Power, 29 July 2016, 0 comments. Categories: Ecosystems, Hardware.

Presence in VR: How to provide a superior experience

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When it was introduced at Google I/O 2014, the Cardboard headset was a great way to deliver a bite sized VR experience on iOS or Android mobile phones.

At this year’s I/O conference, Google announced Daydream – a platform for high performance mobile VR built on top of Android N with optimizations called Android VR Mode.

We are very excited about Daydream bringing high performance VR to the Android ecosystem and in this article, we'd like to...

By Alex Voica, 24 June 2016, 0 comments. Categories: Developers, Ecosystems.

Samsung ramps up VR offering with new initiative, camera and VR video platform

(c)Samsung 

Samsung is going gangbusters for VR, with a raft of announcements in the US this week.

The Gear headset maker has launched the Samsung Gear 360, a high-res camera developed for creating 360-degree videos for smartphones and VR content. 

It'll come in at about $349.99 in the US, and those going to VidCon in California will able to get their hands on a limited few. We're expecting ot hear more news about the camera's availability later in the year. 

The company has also launched

By Rachael Power, 23 June 2016, 0 comments. Categories: Brands, Devices, Ecosystems.

Opinion: The future of VR and the challenges which need to be overcome

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Virtual reality is not a new medium in itself, it’s actually been around for decades with one of the first uses being the Sensorama by Morten Heilig. This crazy machine not only showed visuals and sound but also scent, a real trailblazer. VR went on to be used by NASA, the US army, in gaming arcades and all over popular culture through the 70s, 80s and 90s, apparently falling into obscurity in early 2000s.

Palmer...

By Henry Stuart, 20 June 2016, 0 comments. Categories: Applications, Ecosystems, Gaming.

GoPro looks further towards VR with latest product offerings

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GoPro has shed light on some of its latest product offerings, including the publishing of high resolution virtual reality content.

GoPro VR, a platform to share and view content, is available on the web, free mobile app, or experienced on a mobile head-mounted display. The platform allows users to enjoy 360˚ video and converts the screen of a user into a virtual portal that puts on display original content from GoPro and a global community of artists.

The display, at NAB in Las...

By James Bourne, 28 April 2016, 0 comments. Categories: Applications, Ecosystems, Platforms.

Let’s take VR up a level: The opportunities for brands

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It does feel like a critical year for virtual reality -  a year in which the platform will spark massive public interest, and opportunities will arise for smart brands to take the lead. Why? Because, as with any new technology launch, there’s a lack of well-crafted content. Tech people rarely make the best storytellers, so those brands who weave emotion and creativity into their experiences will really stand out.

Everyone’s talking about VR

It feels like not a day goes by without a new VR...

By Ian Hambleton, 28 April 2016, 0 comments. Categories: Brands, Case Studies, Ecosystems.