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The latest consumer survey from ARtillery Intelligence and Thrive Analytics tackles this question and we break it down in the latest Behind-the-Numbers.er survey from ARtillery Intelligence and Thrive Analytics tackles this question and we break it down for AR Insider readers This post appeared first on AR Insider.
Despite industry woes, XR development has largely stayed consistent, according to the annual Game Developer Conference (GDC) State of the Game Industry Survey, noting that 35% of developers who responded are building for XR.
adults have used AR at least once according to our latest survey. We drill into survey sentiments in the latest Behind the Numbers installment. 35 percent of U.S. But how often are they using it? This post appeared first on AR Insider.
We unpack original survey research in the latest Behind-the-Numbers installment. How are consumers finding and consuming AR? Do they turn to apps? mobile web? In-app features? This post appeared first on AR Insider.
A recent ARtillery report features original consumer survey data, which we feature in this week's Behind-the-Numbers. How is VR resonating with consumers? How often are they using it? How satisfied are they? And how much are they willing to pay for it? This post appeared first on AR Insider.
ExpressVPN has conducted a survey of 1,500 employees and 1,500 employers to learn about attitudes toward immersive work. About a third of employees and almost as many employers who participated in the survey prefer video conferencing to in-person meetings. Please do read the original survey for yourself. Okay, Boomer.
For the last three years, law firm Perkins Coie, the XR Association, and Boost VC have conducted a survey on industry attitudes toward AR and VR technology. Here, we look at some of the major trends in the survey. Before we jump into the survey results , there are a couple of things to understand going in. Major Trends.
(Thanks Rob Cole for the tip) Learn more News from partners (and friends) Participate in the Developer Nation survey! I have partnered again with the XR survey by Developer Nation to provide an interesting opportunity to you. This is the claim of the initiative: AR/VR creators, this survey is for you.
A recent survey by XR Association (XRA) and the International Society for Technology in Education (ISTE) presented this conclusion based on a poll of over 1,400 high school teachers across 50 US states. Let’s look at the survey results. The XRA-ISTE survey dispelled several myths about extended reality’s acceptance in education.
Source: Google survey “The Shopping Filter: Marketers are using augmented reality to reinvent the digital store” The polls asked questions about the public’s attitudes toward smartphone use and general e-commerce, as well as questions specifically related to AR. The number was slightly higher for automotive brands.
The XR industry is a young one, making surveys and reports crucial. The Survey and Why We Need It. Source: “XR Industry Insider: 2021 XR Survey” Looking back, the healthcare and medical fields are believed to have changed the most during the pandemic. Recently, those reports have been… complicated.
Valve just updated the Steam Hardware Survey to list Quest 3S - but only from Steam Link users. What Is The Steam Hardware Survey? The Steam Hardware & Software Survey is offered to a random sample of Steam’s user base each month. Yesterday we reported on the release of the November Steam Hardware Survey data.
To demystify the data Road to VR maintains a modelbased on the historical survey data along with official data points directly from Valve and Steamwhich aims to account for Steams changing population and estimate the actual count (not just the percent )of headsets being used on Steam.
Valve this week updated its monthly Steam Hardware & Software Survey to fix issues resulting in anomalous VR population data. The corrected figures return the survey to being one of the most useful pieces of public data about the trend of consumer PC VR usage.
ARtillery Intelligence authored survey questions and a narrative report while Thrive Analytics administered the survey through its established survey engine and ongoing Virtual Reality Monitor research. Virtual Reality Monitor applies Thrive Analytics’ acumen and time-tested practices in survey research.
adults have used AR at least once according to our latest survey. We drill into survey sentiments in the latest Behind the Numbers installment. 35 percent of U.S. But how often are they using it? This post appeared first on AR Insider.
The latest consumer survey from ARtillery Intelligence and Thrive Analytics tackles these questions, and we break it down for AR Insider readers. How does VR resonate with consumers? How often are they using it? And How satisfied are they? This post appeared first on AR Insider.
adults have used AR at least once according to our latest survey. We drill into survey sentiments in the latest Behind the Numbers installment. 30 percent of U.S. But how often are they using it? This post appeared first on AR Insider.
These results flow from ARtillery Intelligence's latest original survey research with Thrive Analytics. 35 percent of U.S. adults have tried mobile AR, and 80 percent of those do so at least monthly. This post appeared first on AR Insider.
ARtillery Intelligence authored survey questions and a narrative report while Thrive Analytics administered the survey through its established survey engine and ongoing Virtual Reality Monitor research. On the bright side, Standalone VR – exemplified by Oculus Quest 2 — was a standout in this year’s survey.
adults have tried VR according to ARtillery Intelligence's latest original survey research with Thrive Analytics. 25 percent of U.S. We break down the findings in this week's Behind-the-Numbers installment. This post appeared first on AR Insider.
But until brands and enterprises vote with their wallets, we can look to survey data to take their temperature. Despite the chorus of punditry on Apple Vision Pro, its real fate lies in an x-factor: What the market will bear. This post appeared first on AR Insider.
We break down the latest survey results. Building on last week's Behind the Numbers installment on consumer desires for VR content improvements, what types of experiences are they most interested in? This post appeared first on AR Insider.
Participate in SlashData Survey. Copy-paste: AR/VR creators, this survey is for you. Take the survey to help the global community learn more about the skills and technologies necessary to succeed in 2023. The survey takes about 15 minutes and covers VR, AR, and mixed reality sectors. News from partners (and friends).
While Steam’s latest hardware survey indicates that over half of connected VR headsets are some flavor of Quest, its continued work on Steam Link may be a key to the rollout of its own rumored standalone headset , codenamed ‘Deckard’, which has been a hot topic of conversation since 2021 following a series of code leaks.
The latest Steam Survey data became available this week, showing a record number of headsets in use on the platform as well as a surprising shift in the popularity of specific headsets. That’s based on March 2020 data released this week from Valve’s Steam Survey. Share of VR Headsets on Steam.
In the survey “The State of Virtual Tours in Commercial Real Estate”, Resonai collected data from 300 commercial real estate professionals in July 2022. The survey focused on the use of real estate virtual tours during the pandemic and the plans to continue using them in the future. Infographic].
My company surveyed our female players about their experience in VR and found that of the 1000+ women engaging in VR, 46% said that another player has made them uncomfortable while in VR because of the actions of their avatar. This increases engagement and drives empathetic experience forward. The Importance of Inclusivity in VR Gaming.
In this article, we will cover some of the most salient data emerging from surveys and market research reports that looked at the ways in which extended reality has influenced people’s lives during the pandemic. There is no doubt about it, the global pandemic has led to an AR/VR accelerated adoption at all levels: individual and business.
adults in Thrive’s established consumer survey engine. At a high level, 19 percent of consumers surveyed have bought or used a VR headset, up from 16 percent in 2019. As noted, survey results indicate that it currently stands at 19 percent. As noted, survey results indicate that it currently stands at 19 percent.
We dive into the latest consumer survey data. After examining things like AR formats and usage frequency, we switch gears this week to examine consumer aspirations. What types of AR experiences do they want to see next? This post appeared first on AR Insider.
Resonai surveyed senior facility management directors, as well as executives, in Europe and the United States, from November 2020 to January 2021. But in the next 24 months, that will change because three out of four professionals surveyed planned to implement AR in their respective fields.
Resonai surveyed 300 real estate professionals for their thoughts on virtual tours, discovering that it isn't a Covid-era fad. Guest author Emil Elon breaks down the results and takeaways. This post appeared first on AR Insider.
We tackle these questions in the latest consumer survey results. How many consumers have tried VR? And for those who haven't what's their interest in trying it? More importantly, for those uninterested. This post appeared first on AR Insider.
In a survey by Roblox, 75% of Gen Z plan to spend money on digital fashion in the metaverse including brand-name virtual items. What does this mean for the future of the metaverse monetization? This post appeared first on AR Insider.
We tackle price-sensitivity dynamics in the latest Behind-the-Numbers installment, based on consumer survey research from ARtillery Intelligence and Thrive Analytics. How much are consumers willing to pay for mobile AR apps and experiences? This post appeared first on AR Insider.
Episode 62 of ARtillery Briefs breaks down the latest consumer survey results. How do VR users feel, and what types of experiences resonate most? We have the episode takeaways and video for AR Insider readers. This post appeared first on AR Insider.
Valve’s monthly Steam Hardware & Software Survey, which we’ve been carefully tracking for years now, has been a useful way to gauge how many VR headsets are being used on the platform each month. The latest data shows an odd, sharp drop in the number of VR users on Steam, but Valve isn’t saying why.
The latest consumer survey from ARtillery Intelligence and Thrive Analytics tackles this question and we break it down for AR Insider readers. Which VR headsets are showing the most traction among consumers? This post appeared first on AR Insider.
The latest Steam Survey data is the first time we’re seeing the impact of Half-Life: Alyx in the numbers; although the game launched in late March, Valve advised that most survey data is collected early in each month, so the impact of the game’s launch wasn’t truly revealed until now.
Episode 61 of ARtillery Briefs breaks down the latest consumer survey results. How do mobile AR users feel, and what types of experiences resonate most? We have the episode takeaways and video for AR Insider readers. This post appeared first on AR Insider.
We tackle these questions in the latest Behind-the-Numbers installment, based on consumer survey research from ARtillery Intelligence and Thrive Analytics. How often do AR users engage. and how satisfied are they? This post appeared first on AR Insider.
These results flow from ARtillery Intelligence's latest original survey research with Thrive Analytics. 30 percent of U.S. adults have tried mobile AR, and 75 percent of those do so at least monthly. We break down the findings. This post appeared first on AR Insider.
We break down the latest survey data. After examining mobile AR user penetration and demographics last week, we move on to the question of how and in what formats they engage. other channels? This post appeared first on AR Insider.
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