Magic Leap One Creator Edition is finally launched – with $2295 price tag

It has certainly taken its time – but Magic Leap has finally taken the leap and announced the availability of its augmented reality (AR) headset.

The Magic Leap One Creator Edition, in the words of the company, is ‘a spatial computing system that brings digital content to life here in the real world with us. Its unique design and technology lets in natural light waves together with softly layered synthetic lightfields, enabling creators to build unbelievably believable interactive experiences and...

By James Bourne, 10 August 2018, 0 comments. Categories: Applications, AR, Devices.

Strategy Analytics: AR is making waves – but headsets will continue to struggle

Augmented reality (AR) is making waves in the consumer market through apps such as Snapchat and Pokemon GO – but hardware is still struggling to break through.

A new series of reports from analyst firm Strategy Analytics, one focused on AR device market and outlook and another from forecast by device type until 2023, notes that slot-in AR devices will account for the majority of shipments and users today, but binocular units, such as HoloLens, will increase in importance as the market evolves towards...

By James Bourne, 09 August 2018, 0 comments. Categories: AR, Enterprise.

High Fidelity raises $35 million in series D funding to further global VR infrastructure

San Francisco-based privately held Virtual Reality (VR) specialist firm High Fidelity has raised $35 million in series D funding round which will be used for the further development of a global infrastructure for VR experiences.

The fundraising event was headed by blockchain investment company Galaxy Digital Ventures, who invested $20 million from its Galaxy EOS Ecosystem Fund, was also assisted by Blockchain Capital among new investors. Existing investors, such as Breyer Capital, IDG Capital Partners and...

By James Bourne, 02 July 2018, 0 comments. Categories: Ecosystems, M&A.

New report explores greater accessibility for VR games and content

A new detailed report recently released by The Independent Game Developers' Association (TIGA) has noted how to face challenges and grab the opportunity to make VR content available to the widest audiences possible.

The report, titled ‘Accessibility and VR’, is authored by veteran video game accessibility specialist Ian Hamilton. The report covers topics that will better serve those with motor and visual impairment, understanding hearing loss relative to VR, considering simulation sickness,...

By James Bourne, 19 June 2018, 1 comment. Categories: Applications, Gaming.

New reports give conflicting views on how AR will influence retail

Augmented reality (AR) will be majorly adopted in the retail sector - but not in the way many have predicted, according to a new report from ABI Research.

The analyst firm said that interest in AR will be driven by the retail workforce and online shoppers.

AR experiences can be of extreme use for online customers who are unable to interact with the physical products they plan to buy. For in-store employees, AR promises to deliver operational efficiencies and increase the quality of the service...

By James Bourne, 12 June 2018, 0 comments. Categories: AR, Brands.

AR and VR spending in Canada set to ramp up this year, says IDC

International Data Corporation (IDC) Canada has announced the latest release of its IDC's Worldwide Semiannual Augmented and Virtual Reality Spending Guide forecasting Canada's hardware, software and services spending on the two technologies combined is set to total C$602 million by 2018, increasing to $8 billion by 2022 at a CAGR of 90%.

Consumer, healthcare, and retail, powering immersive and realistic images, sounds, and experiences that simulate physical presence in a virtual environment will lead...

By James Bourne, 04 June 2018, 0 comments. Categories: AR, Devices, Ecosystems.

Advertising, search and commerce likely to drive AR expansion, says Strategy Analytics

Advertising, search and commerce are the three main segments that will drive the expansion of augmented reality (AR) beyond Snapchat and Pokemon Go, according to new research from Strategy Analytics.

The report was published by the analyst firm's Wireless Media Strategies (WMS) arm and titled 'Advertising, Commerce and Search Move Augmented Reality From Fun to Function'.

As the AR is still in its budding stage, Apple’s ARKit and Google S ARCore SDKs have recently allowed access to the...

By James Bourne, 30 May 2018, 0 comments. Categories: AR, Brands.

Sotheby's International Realty expands real estate-focused AR app to Apple iOS

Sotheby's International Realty Affiliates has announced that its real estate focussed AR app is now available on Apple iOS devices, iPad and iPhone. 

The Curate by Sotheby's International Realty app was made available for download from the Google Play Store earlier in 2018. The roomy-powered mobile app brings a home’s virtual staging pictures from flat, two-dimensional perspectives into AR allowing home buyers to virtually furnish or decorate their homes prior to fixing a purchase...

By James Bourne, 25 May 2018, 0 comments. Categories: AR, Brands.

Microsoft launches HoloLens ‘as a service’ with education partner

Microsoft has announced the launch of HoloLens ‘as a service’, with a subscription programme being put in place alongside UK education provider JTRS.

JTRS, which is owned by Econocom, will offer what is being described as ‘mixed reality as a service’, with customers given a HoloLens package from £260 per device, per month for two years. The service includes the device, delivery, swap warranty, and collection and recycling at the end of the term.

Alongside this, users will be able...

By James Bourne, 02 May 2018, 0 comments. Categories: Ecosystems, Hardware, Microsoft.

New report highlights recent trends and threats in the global VR headsets market

A new report by QYResearchReports.com has outlined the challenges as well as trends associated with the global VR headsets market and offered a detailed analysis of the future growth opportunities.

“Global Virtual Reality Headsets Sales Market Report 2018” aims to reinforce the decision-making capacity of readers, potential investors and new entrants in the VR headset market by offering them with financial performance reports of prominent players, their M&A strategy news, the challenges they...

By James Bourne, 25 April 2018, 0 comments. Categories: AR, Hardware, Research.

VR social network vTime raises $7.6 million in series A funding round, aims to introduce AR version

Virtual reality (VR) social network vTime has secured $7.6 million in a series A funding round that will be invested in the R&D of a new augmented reality (AR) version of the app coming towards the end of 2018.

In addition, the funding will be utilised to speed up the worldwide growth of vTime as well as in product development.

Martin Kenwright, CEO of UK-based vTime, commented: "vTime offers users the most immersive and intuitive way to engage with others in VR from wherever they are. The...

By James Bourne, 17 April 2018, 0 comments. Categories: Applications, AR, Brands.

ODG formulates smartglasses for emergency landings in aviation industry

Smartglass manufacturer Osterhout Design Group (ODG) has formulated an all-in-one vision and oxygen solution in the form of a heads-up display (HUD) mask that uses the same AR technology from its smartglasses to help pilots in emergency landings in an unlikely situation where the cockpit is filled with smoke.

ODG has worked with FedEx Express to develop the easy-to-use and reusable prototype mask named SAVED (Smoke Assured Vision Enhanced Display) for their pilots. The smartglass maker aims to market its...

By James Bourne, 13 April 2018, 0 comments. Categories: Applications, AR.

ARKit app downloads hit 13 million in six months, says new analysis

More than 13 million augmented reality (AR) apps have been installed using Apple’s ARKit framework in its first six months according to data from Sensor Tower – with almost half of these coming from gaming.

The figures suggest a steady upward trend since the platform debuted in September last year. Previous analysis from one month after iOS 11 launched saw the number at around three million. Back then, ARKit-only gaming apps represented just over one third (35%) of all installs. Today, the number...

By James Bourne, 03 April 2018, 0 comments. Categories: AR, iOS, Platforms.

Immersv seals $10.5 million series A funding to accelerate VR advertising

Immersv, a provider of interactive advertising virtual reality (VR) platforms, has announced the completion of a $10.5 million series A round of financing.

The company says the funding builds on a year of ‘significant product and market momentum’, with Immersv recently signing programmatic deals with a variety of demand side platform (DSP) and supply side platform (SSP) providers. Immersv also lists Mountain Drew, Nissan, and the Hawaii Tourism Bureau as brands who have executed successful...

By James Bourne, 23 August 2017, 0 comments. Categories: Advertising, Brands.

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.

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.

BMW tops most engaging 360 video campaign list

(c)iStock.com/sndr

BMW is king of the 360 video brand experience, according to new data from Socialbakers.

The figures, which represent the top UK Facebook Live 360 Videos from 2016, sees the German car manufacturer take three spots in the top 10 including the gold medal position with a video from December which secured more than 14,000 interactions and 3.5 million views.

The top three videos generated more than 10,000 interactions each. Cadbury came second with a 360 tour video of the ‘Obey Your...

By James Bourne, 18 January 2017, 0 comments. Categories: 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.

Finch to showcase kit at CES to “accelerate mobile VR revolution”

Picture credit: "CES 2016", by "Sungsil Hwang", used under CC BY NC / Modified from original

As the new year begins, it’s not a surprise that the vast majority of news will be around the Consumer Electronics Show (CES) – and this particular piece of news has come out before the event has even begun.

Virtual reality start-up Finch will showcase its Mobile Virtual Reality (VR) Kit based...

By James Bourne, 03 January 2017, 0 comments. Categories: Devices, Hardware, Platforms.