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Global Virtual Reality Industry to Reach $7.2 Billion in Revenues in 2017

Road to VR

billion globally by the end of 2017, of which, head-mounted displays (HMDs) will account for $4.7 The report also offers disruptive trends to watch in 2017, such as: New VR headsets powered by Microsoft’s Windows 10 operating system will spark demand by enterprise firms for VR-related hardware, software and services.

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Augmented Reality and Hearables: Where the Two Technologies Meet

ARPost

Generally, there are two types of AR solutions — marker-based augmented reality and markerless (sensor-based) augmented reality — that help developers merge content into the camera feed of a smartphone or head-mounted display. See Also: What Is the Difference between Virtual Reality and Augmented Reality? Mobile application.

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What Made VR Gaming Highly Popular

ARPost

Sony, Nintendo, and Microsoft are expected to reduce the prices for their game products in the coming years. The VR head-mounted displays were initially created focusing on games mainly. VR In Gaming. But later on, their presence has been felt in diverse businesses across industries all over the world. Horror Games in VR.

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A first look at the Tundra Labs HDK

The Ghost Howls

For developers and prosumers, Tundra has released a number of SteamVR specific products ; two of the products are reviewed here today, Tundra Labs 12VDC Power Kit for Head-Mounted Displays and SteamVR HDK. The just-launched Tundra Tracker (Image by Tundra Labs). Tundra Labs HQ (Image by Tundra Labs provided by Rob Cole).

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Apple Teases Reality Pro Specs, Disney Partnership

XR Today - Mixed Reality tag

The partnership aims to integrate the Cupertino-based firm’s Apple TV+ product lineup on the new head-mounted displays (HMDs). It read that Apple designed the device jointly with Sony Group Corp, which will feature high-resolution displays and augmented reality (AR) full-colour passthrough.

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Report: Using Extended Reality in Healthcare

Tech Trends VR

Now consider an xR solution in which you place a Microsoft HoloLens on your head and a 3-dimensional, dynamic representation of the human body appears in front of you. Some of the more advanced platforms include realistic artificial cadavers that provide the appropriate haptic feedback, for example.

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The High-end VR Room of the Future Looks Like This

UploadVR Between Realities podcast

To mimic the tactile feedback that you experience in real life, you’ll need sensors and haptics all over your body or at least in significant areas, like the face, hands, and feet. The first hardware generation attempting to solve the body feedback problem will likely use full bodysuits with haptic responses aligned to the VR experience.

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