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Immersive learning case studies from countless industries highlight the potential extended reality technologies have to transform how we build skills and knowledge. Here are some of the top case studies sure to inspire you. Plenty of amazing immersive learning case studies show just how beneficial experiential training can be.
That’s the consensus that seems to emerge from “Top 2020 Trends: Enterprise AR & VR” , a report published today by Unity Technologies where 15 industry experts (yours truly among them) outline how mixed reality (or XR depending on what flavor acronym you favor) will supercharge and transform the world of work. .
We saw an incredible adoption rate of AR shopping and VR entertainment as well as immersive learning. The Significant AR/VR Trends for 2022 . One of the most important trends we note is the fact that AR/VR companies are working hard to democratize access to new technologies. AR/VR Will Make Remote Work More Connected.
As we move into 2021, both the VR and AR industries exhibit a plethora of career development opportunities for aspiring developers. According to Tech Jury , the global AR and VR markets are expected to grow to $209.2 Additionally, 14M VR and AR devices were sold in 2019 alone, with the global consumer market about to reach $2.6
Since 2015, Smart Study’s Pinkfong has continued to expand its brand through toys, games, books, and various other innovative collaborations. According to the developer, support for other platforms and additional content are currently in the works. Baby Shark AR Handwash Challenge . Baby Shark VR Dancing .
Kura promises to deliver lightweight AR glasses with astonishing features like 150° FOV, 8K resolution per eye, and outdoor use thanks to some breakthrough innovations they are working on. They could make AR enter a new immersive phase that leads towards mainstream adoption. It’s like 2 years (!!) What is Kura’s story?
A recent independent survey by HTC VIVE, titled “ XR Applications in the Financial Industry ,” involved around 400 financial services professionals to study the utilization of XR in the sector. The HTC VIVE representative expressed that f inancial services are an area where the firm thinks “it could make an impact.”
The medical edtech company leverages augmented and virtual reality (AR/VR) solutions to provide varied and realistic training scenarios. The Christchurch, Canterbury-based firm powers its AR/VR solutions by utilizing immersive technology like remote guidance, big data, and artificial intelligence (AI).
HTC VIVE announced on Tuesday it will expand the availability of its VIVE Flow compact VR goggles with a novel Business Edition version. The devices are set to train, work, collaborate remotely, and enhance classroom interactions for its users across sectors, including education, healthcare, and many others, HTC VIVE explained.
Today, we’re going to be looking at some of the most impressive XR advertising case studies from the last couple of years, to inspire your team. The project started with 3D content creation, and is now evolving to include AR and VR presentations. Rinnai and HTC VIVE. Still not sure what XR in advertising could be capable of?
It’s that time of the week when you can read the best news about AR and VR! CES 2021 brought some interesting AR/VR news. All these pieces of news are cool, but they are mostly directed towards the future of AR and VR, and are not changing much of the consumer XR landscape. Top news of the week.
We decomposed the task of creating a VR-tool for corporate training in the following way: Learning scenarios development We studied the process of network installation in the smallest details. All actions are predetermined, each new step is highlighted. VR simulators are available in two versions: for training classes?—?on
This post is adapted from ARtillery Intelligence’s report, AR Advertising Deep Dive, Part I: The Landscape. Prominent sectors include industrial AR , social , gaming , and shopping. But existing alongside all of them is AR advertising. But existing alongside all of them is AR advertising. billion by 2024.
LONDON, November 23, 2019 – Focused on filtering through the hype around VR, AR and immersive tech, the VRX Conference & Expo 2019 speaker line-up includes senior executives from HTC Vive, ExxonMobil, DreamWorks, Paramount Pictures, HP, Survios, Nestlé, Bayer Pharma USA and others. Tickets are still available at www.vr-intelligence.com/vrx
This is the first newsletter of the new year, and I hope it will just be the beginning of a wonderful year in AR and VR for all of you! One of the smartest ideas ever had by HTC has been the invention of the Vive Tracker: a little puck that you can attach to an object so that to track it inside virtual reality. Welcome 2021!
That’s the consensus that seems to emerge from “Top 2020 Trends: Enterprise AR & VR” a report published today by Unity Technologies, where 15 industry experts (yours truly among them) outlined how Mixed Reality (or XR depending on what flavor acronym you favor) will supercharge and transform the world of work.
Boston, February 1, 2020 — A greater awareness and acceptance of the value of VR and AR/MR solutions across enterprise verticals are motivating companies to invest across multiple business areas. Director Enterprise Content at HTC Vive.
Queen’s University will be partnering with SimforHealth, a European company experienced in developeding VR software, and HTC to create an 8,000 square foot clinical simulation space that will train prospective doctors and study the impact of VR on education in order to develop more useful content for future classes. billion by 2025.
Time to applaud for a sweet deal on the HTC Vive, Clash of Clans partners w/ Facebook to bring AR to fans, control VR with your mind, new predictions for spending & investment are out, the investment & funding wrapup, and more… 1. CLASH OF CLANS PARTNERS WITH FACEBOOK TO BRINGS AR TO FANS.
But just how far are we from becoming one with the metaverse and what can we learn about ourselves through sensory technologies? Brain-computer interface systems like Neurable’s VR game Awakening uses an electrode-laden headband, connected to an HTC Vive HMD, to track brain activity. AR Lenses . Brain-Computer Interfaces.
Traditional, instructional language learning focuses on the constructions of the language itself rather than the use of the language: ‘Almost any second language learner who is provided with sufficient exposure to the target language will outperform those who are not given the opportunity to practice the target language in a social environment.’.
Featured games and technologies range from topics including early learning , science , engineering , making , math , reading , social studies , English learning , social skills , and student support for those with or at risk of disabilities. It's great seeing the education industry adapt #VR & #AR into their learning environments.
According to one study , the extended reality (XR) market is forecast to grow to more than $209 billion in the next four years, an 800% increase from their 2018 prediction of $27 billion. She also regularly writes for Fast Company, Ars Technica, Quartz, Wired and others. Skip D’Amico, Global Manager, Digital Innovation, Cadillac.
But in China, they are very famous, and now they are also organizing a big event about XR called FBEC with hosts from all the major VR companies (HTC, Unity, Alibaba, Huawei, etc…). We are going on the road of courage chasing the light under drastic change and innovation together with the peers of the times!
Combining virtual, augmented, and mixed reality (VR/AR/MR), firms can empower teams with bespoke, targeted immersive experiences. XR can actually facilitate enterprise compliance, and many companies are already investing in the technology for critical employee training to do so. Changing the Way Companies Train Staff.
A dvertising continues to be a bright spot in AR’s otherwise-challenged early days. Brand spending on AR ads is on track reach $1.41 billion this year according to ARtillery Intelligence estimates, making this one of the most high-performing subsectors of the AR universe. But the opportunity goes beyond advertising.
Efforts to construct and expand the Metaverse were sparked by Meta Platform’s major pivot in October, which saw Microsoft, NVIDIA, HTC VIVE, Qualcomm, Google, Varjo, and dozens of other tech giants enter the race for prime positioning to build the virtual and connected world. It was built by The Cardano Foundation, EMURGO, and IOHK.
By integrating modern solutions such as augmented or virtual reality, we see the potential in meaningfully supplementing and further developing conventional teaching rather than replacing it” The collaboration will continue to enhance conventional teaching by introducing augmented and virtual reality (AR/VR) classroom tools.
Ok, of course, I’m kidding, but, you know, the possibility of saying the wrong name is so high that my proposal actually starts making sense… Top news of the week (Image by HTC Vive) HTC reveals inside-out-tracked Tracker With a totally unexpected move, HTC has revealed a new kind of Tracker. A very cool experiment.
working on AR/MR. Likewise, hardware, software and third-party content creators for extended reality (XR) are seeing much stronger enterprise growth compared to consumer sector growth over the last 12 months: almost half (49.2%) reported that growth on the consumer side was weaker than expected, as opposed to just 25.7%
FundamentalVR is also helping hospitals with another impact of the COVID-19 situation, as student surgeons are seeing their studies interrupted as hospitals are reserved for essential care. Student surgeons are seeing their studies interrupted as hospitals are reserved for essential care Click To Tweet.
Last month, we got to know that (according to a rumor) Samsung is working together with Microsoft on new AR glasses, most probably powered by a Qualcomm chipset. According to the Korean magazine Electronic Times, the device should be an AR glass and it should use one of Samsung’s Exynos chips. Other relevant news.
And the mention of VR is the first confirmation we have about Apple working on XR , and on Apple also working on VR and not only AR (we all know that the two technologies will merge in the end). Image by Snap, from AR Post). Snapchat adds full body AR effects. The same on Twitter. Other relevant news. Image by Epic Games).
This week we can expect VR and even AR experiences from Marvel, The Tick, Blade Runner, Legion, Stranger Things, and The Black Eyed Peas. Mira – A mobile-first augmented reality company that makes premium AR experiences available to everyone. VR & AR Brand Experiences. VR CON @ COMIC-CON.
HTC Vive Cosmos will work with Vive Wireless Adapter. This week, HTC has not made another big reveal about the Vive Cosmos, so we’ll still have to wait to discover more about its price and its features. It’s more a logistic thing internal to HTC, so I think most of us can not care about this :D. SIGGRAPH and Gamescom are coming.
A recent HTC VIVE study has found that extended reality (XR) technologies have become an “invaluable” tool for training healthcare staff in key skills and capabilities. In addition, XR Today recently interviewed the world-renowned surgeon on the benefits of using Vuzix’s AR smart glasses for surgical procedures.
BISim delivered a series of three training events for the UK MOD’s VRLT pilot study demonstrating VR and mixed reality (MR) capabilities using BISim products. Some customers require features that are beyond the capabilities of the commercial-grade headsets (i.e., And what about AR? haptics suits ) or does a VR headset suffice?
These new technologies are Augmented Reality ( AR ) and Virtual Reality (VR). Some popular examples include the Oculus Rift, HTC Vive, and the Vavle Index. Trending AR VR Articles: 1. How AR/VR Are Transforming the Real Estate Industry 2. Introducing the new AR-media platform & plugins 4.
Virtual reality (VR) is one of four key forms of immersion, with others including augmented, mixed, and extended reality (AR/MR/XR). Flagship products such as the Meta Quest Pro, Pico 4 and Pico 4 Enterprise, and HTC VIVE Focus 3 and Flow devices have recently hit shelves, sparking interest in the emerging technology.
As technology in this landscape grows more affordable and accessible to people around the globe, XR gaming opportunities are becoming more mainstream. Today, to provide an insight into the opportunities for XR in the gaming landscape, we’re going to be looking at some of the most impressive case studies from the last few years.
Varjo, Lenovo, HTC VIVE Additional hardware offerings, including the Magic Leap 2, Lenovo’s ThinkReality VRX, HTC VIVE’s Flow and Focus 3, and Varjo’s Aero and XR-3 offer a trove of specifications. VR/ AR learning firms can improve their solutions with the latest offerings from the tech industry.
Here, universities, schools, and training companies are embracing the experiential benefits of immersive XR technology to deliver lessons like never before. Today, we’re going to be looking at some of the most inspirational case studies from the educational landscape, highlighting the benefits of XR for training. Meta Oculus and Aptiv.
Data Point of the Week is AR Insider’s dive into the latest spatial computing figures. One leading indicator for products in any sector is what developers are working on now. But that’s ambiguated to some degree by the fact that AR and VR aren’t segmented. Even 6 percent reported “never.”
This session is followed by back-to-back keynotes by HTC Global Vice President of Corporate Development Alvin Graylin and University of South Australia professor Dr. Mark Billinghurst. Niantic Senior VP of Engineering, Brian McClendon, explains how “Niantic is Powering AR, Everywhere, All at Once.”
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