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A new XR startup is set to change the way we approach interactive experiences, combining portability, functionality, and style in its line of wearable tech. Let’s take a look at how VITURE is breaking barriers in the wearable tech industry and how it plans to change the way we experience XR. Redefining the Future of Wearable Tech.
Instead, the company designed the glasses to help develop the “safeguards, policies and even social norms necessary to govern the use of AR glasses and other future wearable devices.” Announced in 2020, Aria doesn’t include AR displays of any type.
Like so many conferences and summits in the last few months, the event for enterprise XR and wearables went entirely digital – this one with its own custom-built platform to promote the professional networking that the summit is known for. Why Enterprise XR and Wearables? EWTS is also special in that it prioritizes wearables.
Some controllers incorporate haptics but incorporating the technology into wearable devices is the next step that some producers are exploring. There are a couple of competitors in the haptic wearables field. The only wearable with more touch-points is the $685 SoundShirt. However, “immersion” should involve all of the senses.
Regarding the well-established virtual reality market, immersive training and learning tools are easily one of the largest XR opportunities for businesses worldwide outside of gaming and entertainment use cases.
Perpetually attempting to connect those dots, we’ve been obsessing over Charlie Fink’s prediction at AWE that it could be an entertainment device. The reason this would align with an entertainmentwearable is that opacity would make glasses optimized for high contrast entertainment like watching a movie.
Specifically, the stellar performance of wearables could signal Apple’s continued financial motivations to lessen revenue dependence on a maturing iPhone. Meanwhile, the story is the opposite for wearables, as that division is on its way up. Moreover, the wearables category by itself is now the size of a Fortune 150 company.
Because VR can take over our entire reality, it can be great for entertainment. Matsuda calls this prototype the ‘virtual wearable’: Introducing Virtual Wearables pic.twitter.com/LPvknKBlnO. Keiichi Matsuda (@keiichiban) March 22, 2018. Keiichi Matsuda (@keiichiban) February 28, 2018.
Unlike competitors such as Meta, Samsung has a broad hardware ecosystem that can support a dedicated XR wearable, akin to how the Apple Vision Pro works alongside newly released iPhone and iPad models. MeetKai and ThinkAR demonstrated their advancements in immersive wearables, showcasing tailor-made augmented reality tools for their clients.
While these games have the same basic goal of allowing multiple players to share experiences in the same virtual environment, they continue to evolve and develop into games that go beyond entertainment. The players use wearables and controllers to make the experience immersive. Enhancing Shared Experiences in the Physical World.
Hearables with augmented reality features are becoming ubiquitous thanks to the overall spread of wearables, the contribution of tech giants, and the growing demand for emerging technologies. While visual forms of AR communicate with screens or glasses, smart hearables as a subset of wearable technology introduce audio augmented reality.
Have you been waiting for sleek wearable XR glasses that would look great with any outfit? Step into a new realm of immersive entertainment. Get ready to redefine your gaming and streaming experiences with this wearable technology. Your long wait is over.
For millions of people around the world who have low vision, virtual reality offers a myriad of possibilities for entertainment and socialization. Vision Buddy is a wearable Television Watching System designed for people with eye and vision conditions. Virtual Reality as a Sight Aid for Severe Vision Loss. Vision Buddy.
Since ValoArena doesn’t require any wearables, you can jump straight into a game and start playing with others immediately. ValoArena is great because it combines movement with kids’ love of digital entertainment. It’s a fully automated physical gaming attraction. How it works is actually pretty interesting.
“We’re proud to enable this industry shift, which puts Windows PCs at the forefront of technology and allows users to push the boundaries of what’s possible across productivity, creativity, and entertainment.”
These headsets aim to tackle the issue of VR fatigue, and enable long-term use of wearable devices. Were also seeing new opportunities for VR in education, media and entertainment, and even the retail sector. For instance, companies like BigScreen Beyond and MeganeX are producing headsets a fraction of the size of their predecessors.
Their platform for virtual concerts featuring avatars has garnered big interest in a post-COVID world and they’re betting big on immersive personalized experiences at the cross-section of gaming and entertainment. See Also: New Guidelines for Developers: XR Software Should Be Accessible for Users With Disabilities.
Announced during CES , the move further positions HTC as not only a VR headset provider, but a well-rounded metaverse company by expanding its ecosystem beyond business , entertainment , and art to include healthcare through XRHealth’s medical platform and their virtual clinics. . Image Credit: HTC.
The Enterprise Wearable Technology Summit is now the Augmented Enterprise Summit, or AES for short. The event is well-attended by enterprises using XR wearables, making it different from other summits that are largely the same collection of XR companies promoting their own products and services. Looking Back at AES.
At an event that was dominated by AI software , XREAL was a real highlight in the wearable hardware space. The stylish specs represent a quantum leap forward in consumer-oriented augmented reality, and have a sleek, wearable design. XREAL demoed plenty of real-world applications through a range of hands-on experiences.
HaptX delivers an intuitive wearable haptic device to meet the demanding quality requirements of enterprise customers. The HaptX Gloves DK2 could be an incredible tool for physical therapy, PTSD, sensory activities, phobia treatment, education, entertainment, eSports, and social VR.
Last week, at CES 2025, MeetKai showcased a collaboration with ThinkAR to highlight how professionals in various sectors are deploying AI-ready AR solutions in a bid to start a wave of new immersive wearable use cases.
In the world of haptic feedback accessories, the SUBPAC Wearable Physical Sound System is a favorite among VR entertainment providers. ‘Feel the Beat’ for $299. By surrounding the wearer with optimized tactile transducers, SUBPAC translates music, sound effects, and various other audio cues into physical impressions.
” “A lot of what we see with XR and virtual worlds right now are the incremental baby steps to facilitate a world in which wearables are commonplace. “We’re in a burgeoning moment where music visualization should be reimagined in this rebirth [of performances].”
That could feature a “notification layer” or lean-back entertainment , which then evolves over time into sleeker hardware for world-immersive AR. The eventual target is a likely an all-day wearable. That could take form in a multi-modal device with variable-opacity lenses for occluded entertainment, and utility-driven AR.
Like virtually all sectors, the art and entertainment industry has been exposed to significant pressure in recent years. With lockdowns and pandemics changing the way people seek out entertainment and inspiration, companies have been left searching for new ways to engage their audience.
What’s Holding Wearable Displays Back? Now we see a small, but healthy and growing market for VR devices, software, and services, which are focused on delivering solutions around entertainment, training, education, and clinical use. They are not wearable enough or good enough for consumers to be willing to buy them.
The accelerator is open to developers working in nearly every facet of the AR/VR industry, including entertainment, gaming, health, education, virtual commerce, hardware, media, and VR theme parks. HTC says there will be more locations yet to come. SEE ALSO Valve VR Dev is "Dying to share all the exciting things" in Development.
It could even change the meaning of responsive web design for the next generation of devices, including wearables. That’s a lot of online traffic, and considering how AR is becoming a big part of social media through face filters, consumerism , entertainment , education , and the metaverse in general. Image Credit: 8th Wall.
It looks like Hasbro is attempting to get in on the VR craze with their own head-mounted entertainment device. is a wearable device that fits snugly atop the players head, projecting color patterns they’ll need to mimic right in front of their faces via a transparent visor. Available this fall, the Simon Optix (oh I get it!),
Triangulating this clue with others we’ve tracked, Apple could release a “lean back” entertainmentwearable in 2022. Then it will launch a more fashionable (though less-spec’d) “all-day” wearable in 2023. This provides some additional veracity. This will be for isolated/occluded uses like watching movies. Multimodal Approach.
The COVID-19 pandemic impacted several industries, including entertainment hubs. Players aren’t compelled to don wearables too to enjoy the game. According to the company, every day, more than 65,000 people in more than 65 countries use Valo Motion products. AR Gaming System Amidst the Pandemic. There’s also no prep time.
Augmented reality-enabled hearables are becoming ubiquitous thanks to the spread of wearables, the contribution of tech giants, and the demand for emerging technologies. WebXR insights and analysis from Amy Peck, Alan Smithson, and others, all hosted by Samantha Mathews and produced by the team that brought you the Polys.
Keen to explore the potential of immersive technologies to enhance passenger wellness during long-haul flights, StoryUP has partnered with French-American company Skylights , which has recently utilized cinematic VR as premium passenger entertainment to work towards integrating its Healium content onto their Allosky headsets.
However, at the moment, AR has some limited use in entertainment, more significant use in retail and education, and sees most of its use cases in enterprise. However, this renaissance will likely have to follow the advent of a convenient, affordable, and powerful AR wearable.
Another device class paving the way for AR is wearables. Just as mobile AR conditions users for spatial experiences, wearables acclimate them to body-worn sensors. And the stakes are high as Apple doubles down on wearables to offset declines from a maturing smartphone market. Lighter AR.
See Also: Redefining the Future of Location-Based Entertainment With HTC VIVE Focus 3 and The Park Playground “Virtual reality is often perceived as being limited to the world of gaming. More Widespread Use of VR for Location-Based Entertainment According to Vindevogel, VR technology will continue to evolve and become more widely adopted.
Virtual reality might be great for gaming and entertainment but its also an incredible resource for businesses and their teams. Think VR use cases are limited to the consumer landscape? Think again.
MR-integrated immersive wearables allow a user to combine their surrounding real and virtual worlds. The San Francisco, California-based firm demoed its Mobile Dock solution at the event; the immersive wearable allows users to stream media and gaming content to their device on a 120-inch virtual screen.
It’s an incredible hour of entertainment. Neurosity launches the Crown , a wearable device that puts users in control of their focus. The EEG wearable device connects with Spofity to identify music that syncs with a user’s focus to boost productivity and also has other neuro-driven apps. Great script.
The firm is cementing its modern legacy in the AR smart glasses market by unveiling the XREAL One Series, an XR wearable that the company calls the “biggest leap forward for the consumer AR industry.” XREAL notes that the latest One Series wearables ensure more stable and customizable virtual screens.
With these emerging technologies, companies have begun experimenting with augmented dashboards, entertainment systems, and immersive wearables. Over the last few months, audiences have paid considerable attention to firms like holoride , a German automotive entertainment firm at the forefront of the sector.
But, since then, no major tech company has offered AR glasses for consumers, and wearable AR has turned into a market that is perpetually ‘three years away’. Edge processors have been evolving rapidly, making AI processing possible in low powered wearable devices. In fact, they did release an enterprise edition in that year.
Demand for lightweight, convenient, and versatile wearable tech has exploded to the point that virtual reality headsets almost seem to be taking a backseat. The Best Smart Glasses in 2025: Our Top Picks Ready to take the leap into a new age of wearable technology? The question is, which glasses have the most to offer right now?
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