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Five years after Half-Life: Alyx reshaped expectations for VR gaming, Valve remains a quiet yet critical force in the industry. Despite little fanfare, the company has continued to shape the VR landscape through steady updates to SteamVR, integration with standalone headsets like Quest, and whispers of new hardware and games. Now, as the fifth anniversary of Alyx passes, the question looms larger than ever: is Valve still all-in on VR, or is it slowly retreating from the frontier it helped defin
A subtle theme at SXSW was VR180. not because new hardware was pervasive, nor because everyone was buzzing about it, but if you looked closely you could connect the dots. Our Editor at Large Emily Olman reports. This post appeared first on AR Insider.
IO Interactive considers Hitman on PlayStation VR2 its chance at redemption, and we interviewed the studio alongside a hands-on preview to learn more. Third time's the charm might be the conventional saying, yet Hitman is pinning its hopes with attempt no.4. Previous versions of Hitman 3 for PSVR and PC VR had merits but ultimately fell short, and much has already been said about the widely criticized Quest 3 port last year.
Virtual reality isn't just a futuristic dream anymore it's a thriving industry on track for massive expansion. According to recent projections, the global VR market is expected to grow by a staggering $339.29 billion between 2025 and 2033, with a compound annual growth rate of 27.3%. That's not just a small bump it's a sign that VR is cementing itself as a major player in gaming, business, healthcare, and beyond.
Speaker: Chris Paxton McMillin, President of D3 Training Solutions
To avoid awkward and sometimes disastrous learning content, instructional designers must use authentic translation in the right context to get optimal results. For example, even a simple phrase like “got milk” translates to “are you lactating” in Mexico. Can you imagine what a straight translation might do to your course? With over 317 million people in the US and over 6.7 billion potential customers in the world, personalizing training seems logical.
Bigscreen today announced its next-gen Beyond PC VR headset, promising a big boost in field-of-view (FOV) and clarity thanks to the inclusion of new pancake lenses. Bigscreen is also making the slim and light headset more attractive to at-home and enterprise users too thanks to its new adjustable interpupillary distance (IPD) and a universal Lightseal facial interface.
SXSW is where bold ideas in storytelling, technology, art, health, and more collide to spark what comes next. This year signaled a new era for storytellers, redefining not just what stories are told, but how audiences engage with them. This post appeared first on AR Insider.
SXSW is where bold ideas in storytelling, technology, art, health, and more collide to spark what comes next. This year signaled a new era for storytellers, redefining not just what stories are told, but how audiences engage with them. This post appeared first on AR Insider.
Meta says over $2 billion has been spent on Quest content to date, and monthly headset usage increased 30% in 2024. The figures were revealed today at a GDC 2025 talk by Meta's Director of Games Chris Pruett. Meta Reality Labs, the company's hardware and metaverse division, has brought in a total of $9 billion since Quest 2 launched, suggesting that over 80% of its revenue has come from hardware and other services, with less than 20% coming from content revenue.
IRVINE, CA March 20, 2025 EON Reality, the world leader in AI-assisted Virtual Reality and Augmented Reality-based knowledge transfer for industry and education, today announces the launch of its innovative EON Creative Simulator, a groundbreaking XR educational platform designed to significantly enhance creativity, innovation, and practical skills across industries such as architecture, product development, and manufacturing.
Bigscreen launched orders for its upcoming Beyond 2 PC VR headset yesterday, which is boosting field-of-view and clarity thanks to the inclusion of a new pancake lens design. Now, the company says that within a mere 10 hours of sales going live, Beyond 2 has already outsold the original Beyond by a significant margin. In a series of updates on X, Bigscreen revealed just how well Beyond 2 was doing among PC VR enthusiasts. “In just the first 25 minutes, Beyond 2 outsold the first day of Bey
When Threedium introduced its 3D and AR shopping to luxury brands, many struggled to see the value. Fast forward to today, and 3D shopping has become table stakes for many brands. Threedium breaks it down in the latest video interview. This post appeared first on AR Insider.
With a rapidly changing economy, Avangrid Renewables looked to virtual reality to develop a standardized form of immersive training in order to onboard and upskill technicians faster than ever before.
When Bigscreen founder Darshan Shankar told us he was bringing the sequel to his Beyond SteamVR headset to GDC 2025, I booked a flight from New York to San Francisco and back with less than 24-hour turnaround. The reason I made the trip is because the latest design includes a new feature absent in the original which made it exceptionally hard for me to fully review.
IRVINE, CA March 20, 2025 EON Reality, the world leader in AI-assisted Virtual Reality and Augmented Reality-based knowledge transfer for industry and education, proudly announces the launch of its groundbreaking EON Exploratory Simulator , designed to enhance active learning and problem-solving through innovative Extended Reality (XR) experiences.
Indie studio SpaceOwl Games announced the upcoming sequel to real-time strategy game BattleGroupVR (2022). Developed by solo dev ‘KommanderKen’, BattleGroupVR2 is coming to Quest and SteamVR headsets soon, promising to be a “bigger, better sequel” to the single player real-time space strategy game. Space Owl says BattleGroupVR2 adds a heap of new features, including open-world exploration, missions, mining, trading, and fleet-building. 1 of 4 Image courtesy SpaceOwl Games
Snap is commemorating Spectacles's six-month anniversary with new lenses, and features in Snap OS. But Spectacles also mark a broader shift in the headworn AR market. We break down the drivers & dynamics. This post appeared first on AR Insider.
Speaker: Nik Gowing, Brenda Laurel, Sheridan Tatsuno, Archie Kasnet, and Bruce Armstrong Taylor
With 191 country signatories to the Paris Climate Agreement now hard at work in the race to zero carbon by 2050, much of the heavy lifting in ecosystem sustainability falls on the shoulders of the world's densely populated urban centers. This conversation considers how today's AI-enabled simulation media, such as AR/VR, can be effectively applied to accelerate learning, understanding, training, and solutions-modeling to sustainability planning and design.
Bigscreen Beyond 2 starts shipping next month with significantly upgraded & adjustable lenses, and Beyond 2e is coming in May with eye tracking. Like the original Beyond , Bigscreen Beyond 2 and 2e are tethered PC VR headsets that use SteamVR Tracking, so you'll need a PC with a powerful graphics card and at least one (ideally at least two) tracking base stations from Valve or HTC.
IRVINE, CA March 17, 2025 EON Reality, a global leader in AI-assisted XR-based education and training solutions, is proud to announce the upcoming integration of Gemini 2.0 Flash’s advanced image generation capabilities into its EON-XR platform. This strategic enhancement solidifies EON-XR’s position as the premier solution for immersive learning experiences, setting a new standard in the industry.
Meta has finally released the long-awaited Passthrough Camera API for Quest, which gives developers direct access to the headset’s passthrough RGB cameras for better scene understandingkickstarting the next generation of more immersive mixed reality experiences on Quest. Until now, Quest’s passthrough cameras were mostly locked down, limiting what developers could do beyond Metas built-in functionalities.
The XR Experience Exhibition at SXSW once again stood out as one of the festivals highlights. From 31 projects that embodied the continued evolution of immersive storytelling, Charlie Fink lists faves. This post appeared first on AR Insider.
Remote meetings are here to stay - and many are BORING. If you are trying to engage your learners (or any audience), compelling content is critical. But trying to create stimulating content with the same tools you’ve always had is hard, right? Thankfully, wrong! Terrific tools in PowerPoint along with visual assets help you create the kind of dynamic content you need to capture your remote audience’s attention, with functions that allow for interactive sequences and navigation.
A Valve Deckard proof of concept model had 2K LCD panels and a Snapdragon 8 Gen 3 chipset, though this doesn't mean the shipping Deckard will. Over the past four years Valve has repeatedly confirmed that it's working on a new headset, strongly hinting that it will have a focus on wireless streaming from your PC, and a job listing mentioned it having inside-out tracking, camera passthrough, environment understanding, eye tracking, and hand tracking.
IRVINE, CA – March, 17, 2025 – EON Reality, the global leader in AI-assisted Virtual Reality and Augmented Reality-based knowledge transfer for industry and education, proudly unveils its groundbreaking AI-Powered Entrepreneur Guide Application , a cornerstone of the newly launched EON AI Income Academy Program in India. This innovative platform harnesses Artificial Intelligence and a structured 8-step entrepreneurial process to transform aspiring entrepreneurs into creators of marke
LG was previously tapped to partner with Meta to advance its XR efforts, however after high-level talks fell through, LG has now confirmed it’s closed its XR product division, instead focusing on long-term research and development. According to South Korean news outlet The Bell (via UploadVR ), LG is tuning down its XR efforts, which included the disbandment of the organization responsible for XR products late last year.
In this series, we interview the founders and CEOs behind immersive technology companies. Immersive technology is rapidly evolving and involves various innovative solutions. These inspiring leaders are shaping a future where the digital and physical worlds merge. In this article, we interview Bobby Voicu of MixRift. Bobby is the CEO and co-founder of MixRift, [.
Speaker: Treion Muller, Chief Strategy Officer at ELB Learning
Since when has learning and development (L&D) become such a negative experience with its intended learners? Could it be because learners have been conditioned by very poor learning experiences over the past two decades, combined with the kinks of technological innovation? Or is it because learning has typically been designed as a one-size-fits-all solution, despite the fact that humans are not clones?
Meta says it funded over 100 VR & mixed reality titles that shipped in 2024, as well as over 200 currently in "active production". These figures were revealed today at GDC 2025 by Meta's Director of Games Chris Pruett, during a talk where he also revealed that over $2 billion has been spent on Quest content to date, and monthly headset usage increased 30% in 2024.
IRVINE, CA – March 21, 2025 – EON Reality, the world leader in AI-assisted Virtual Reality and Augmented Reality-based knowledge transfer for industry and education, successfully concluded the event “Industrializarea Romniei Viitorul n Educaie: The Future of Knowledge Transfer” at the Oradea Business Incubator. The event drew over 130 participants from both public and private sectors across Romania, sparking significant enthusiasm for the integration of AI and XR in mode
Snap, the company behind Snapchat, introduced its fifth-gen Spectacles AR glasses six months ago, and now the company is releasing a number of new features that aim to improve geo-located AR experiences. Released in September 2024, Spectacles are still very much a developer kitthe AR glasses only have 45 minutes of standalone battery poweralthough Snap is one of the few companies out there actively engaging developers to build the sort of mainstay content you might find on the all-day consumer A
Sunovatech has unveiled an exciting innovation in India's gaming landscape by introducing the country's first Location-Based Virtual Reality (LBVR) game and complete system tailored for Family Entertainment Centers (FECs). This groundbreaking achievement highlights the creativity and technical expertise of Sunovatech's young and passionate team, setting new benchmarks in immersive entertainment.
Speaker: Micah Eppler, Account Executive for Rehearsal of eLearning Brothers
Did you know that companies such as Paychex, 3M, and Honeywell are getting better results by incorporating video-based practice and coaching within their L&D strategy? From sales pitches to soft skills, learners are becoming top performers by applying and validating knowledge transfer using the unique benefits of video. Whether used as a stand-alone application or integrated with a learning platform, video-based practice and coaching platforms give learners the ultimate opportunity to repeatedly
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