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How Different Age Groups Can Use Virtual Reality

ARPost

Virtual reality is becoming increasingly popular among consumers and businesses. However, virtual reality is still relatively new. What are some existing applications, and which populations benefit from them? In other words, children under 13 years of age can use VR headsets, but some risks are involved.

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Virtual Reality Innovation is Increasing, as Samsung Leads ahead of Apple, Qualcomm

XR Today - Virtual Reality

Ahead of the usual surge of CES-fuelled interest in XR, innovation was increasing in the AR/VR/MR landscape and beyond, according to a new report from Anaqua. The innovation and IP management technology solutions provider recently debuted its report analyzing USPTO data and which firms are leading in general technology innovation.

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Are Virtual Reality Headsets Bad for Your Eyes?

XR Today - Virtual Reality

Are virtual reality headsets bad for your eyes? As VR devices continue to gain popularity in both the consumer and business landscapes, many potential users are asking this question. Are Virtual Reality Headsets Bad for Your Eyes? Are Virtual Reality Headsets Bad for Your Eyes Today?

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How Artificial Intelligence Can Reshape AR, VR, and MR Technologies

ARPost

Artificial intelligence is a versatile piece of technology that encompasses a wide aspect of our daily lives, including emerging technologies such as augmented reality , virtual reality , and mixed reality. How is artificial intelligence used to enhance emerging technologies, particularly AR, VR, and MR?

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PICO Integrates OpenXR 1.1 for Simplified Immersive Application Development

XR Today - Virtual Reality

Khronos Group is a non-profit consortium powering royalty-free interoperability for VR, AR, ML, 3D graphics, and other technologies. The immersive virtual reality provider said it is also planning to integrate it with the PICO 4 and Neo 3 by June 2025. PICO has announced support for OpenXR 1.1,

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The Future of VR in the Workplace: What to Expect in the Next 5 Years

XR Today - Virtual Reality

Not so long ago, most people viewed virtual reality as a novelty targeted mainly at consumers and gamers. Now, companies in every industry, from manufacturing to healthcare, are beginning to rely on VR tech. Right now, the virtual reality market is growing at a CAGR of 28.7% – expected to reach a value of $123.06

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WEART, MAIZE Partner to Drive Immersive Training Adoption and Innovation

XR Today - Virtual Reality

Leading into the new year, virtual reality training is growing as the broader XR market also emerges as a tool for work and everyday life. Moreover, virtual reality learning environments provide a training experience that can mimic real-world spaces, objects, machinery, people, and situations.

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