ChannelLife India - Industry insider news for technology resellers

Virtual Reality (VR) stories - Page 31

Strap on a headset and enter a computer-generated world where interactions and movement bring person and machine closer together. As a simulation, experiences can vary from closely matching the real world, through to fantastical environments limited only by the imagination of their developers. VR is typically broken down into three categories- non-immersive, semi-immersive, and fully-immersive. A non-immersive example would appear on a normal screen, semi-immersive might add a headset, while fully-immersive combines headset and motion-sensitive controls. VR applications are extensive and include video gaming, training simulations including in military, healthcare and business, and travel and leisure.
Story image
Google’s Daydream View is a good, if tentative, step forward for mobile VR headsets
Mon, 10th Oct 2016
#
ar, vr & metaverse
#
google
#
ovum
Google’s design team has obviously gone to town on the Daydream View – replacing hard matte plastic with fabric and creating a hassle-free headset.
Story image
The rise of dedicated portable headsets
Mon, 10th Oct 2016
#
ar, vr & metaverse
#
oculus
#
ovum
Oculus teases new tetherless VR headset, aiming to merge mobility with immersive tech, amidst a competitive week in VR arena.
Story image
EB Expo 2016 treats fans to a gaming extravaganza
Sun, 9th Oct 2016
#
digital entertainment
#
gaming
#
ar, vr & metaverse
It’s all over for EB Games Expo 2016 in Sydney, Netguide’s Darren Price looks back at the highs and the lows of the three-day gaming extravaganza.
Story image
Who is Leap Motion and why should you care?
Tue, 4th Oct 2016
#
digital entertainment
#
gaming
#
ar, vr & metaverse
Leap Motion empowers virtual reality with intuitive hand-tracking tech, redefining interaction in the burgeoning VR landscape.
Story image
Kiwi innovation dominates Visa's Everywhere Initiative
Fri, 23rd Sep 2016
#
martech
#
commerce systems
#
supply chain systems
Visa's Everywhere Initiative comes to Australia and New Zealand, with several Kiwi start-ups taking home awards.
Story image
Kiwi tech company aims for the big time with investors in China
Mon, 19th Sep 2016
#
ar, vr & metaverse
#
geo ar games
#
fundertech
FunderTech is sending this Kiwi tech company to China to pitch their idea in front of 300-500 investors - here's an update on their progress.
Story image
Intel sparks move into VR realm with proposed Movidius acqusition
Fri, 9th Sep 2016
#
ar, vr & metaverse
#
movidius
#
m&a
Intel eyes future tech supremacy, set to acquire VR innovators Movidius, enhancing devices with smart, connected vision.
Story image
Wellington get ready, virtual reality complex could be on its way
Wed, 7th Sep 2016
#
ar, vr & metaverse
#
national virtual reality complex
#
ar
A national virtual and augmented reality complex, titled 'ProjectR' WHERE id = is set to be established in Wellington.
Story image
AR/VR Garage set to turn Auckland into a virtual reality innovation hub
Mon, 5th Sep 2016
#
ar, vr & metaverse
#
ar
#
auckland
New Zealand's ability to produce more AR and VR content has become much stronger, after the launch of a dedicated facility in Auckland.
Story image
Intel targets all-in-one headset and Microsoft partnership to bring VR into the mainstream
Thu, 25th Aug 2016
#
ar, vr & metaverse
#
ar
#
intel
Intel has made its move into the virtual reality market, launching an untethered all-in-one handset and announcing a partnership with Microsoft.
Story image
The ten teams transforming our history at Te Papa's Mahuki innovation hub
Thu, 25th Aug 2016
#
ar, vr & metaverse
#
te papa museum
#
māori
Ten teams are taking over Te Papa's Mahuki innovation hub to form digital solutions put to them by Te Papa, NZ & international cultural providers.
Story image
Is virtual reality ruining our society?
Wed, 17th Aug 2016
#
ar, vr & metaverse
#
digital engagement
#
ar
Virtual Reality: Innovative or isolative? Debating if technological convenience may erode societal value in face-to-face interactions.
Story image
IDC predicts huge $162 billion growth in VR & AR markets by 2020
Tue, 16th Aug 2016
#
ar, vr & metaverse
#
japan
#
idc
IDC forecasts virtual and augmented reality markets could reach $162 billion by 2020, representing 181.3% CAGR as the market explodes.
Story image
ANZ channel businesses on the road to change
Thu, 11th Aug 2016
#
ar, vr & metaverse
#
iot
#
comptia
Understanding the elements of change is key for IT businesses to thrive, says Jim Hamilton of CompTIA ANZ Channel Community.
Story image
Meet Morpheus, the app training Otago Uni's health students
Tue, 9th Aug 2016
#
ar, vr & metaverse
#
university of otago
#
morpheus app
New augmented reality app 'Morpheus' developed by University of Otago enables students to visualise drug structures.
Story image
PC users can now enjoy free virtual reality 3D conversion
Thu, 4th Aug 2016
#
ar, vr & metaverse
#
ifunsoft
#
ar
Users can convert for free any 2D video file into VR-3D video that can be played in every single VR device available.
Story image
All aboard the Hogwarts Express - petition asks for Harry Potter version of Pokémon Go
Wed, 20th Jul 2016
#
gaming
#
digital entertainment
#
ar, vr & metaverse
Fans clamour for a spellbinding twist on augmented reality – a Harry Potter themed game akin to Pokémon Go is petitioned.
Story image
Early lessons from Pokemon Go
Thu, 14th Jul 2016
#
gaming
#
digital entertainment
#
ar, vr & metaverse
Pokemon Go has brought augmented reality to the masses, revealing the potential for brands to take advantage of the craze.
Story image
Pokemon Go is giving to society what other technology had taken away
Wed, 13th Jul 2016
#
gaming
#
digital entertainment
#
ar, vr & metaverse
Pokemon Go has rekindled human interaction and outdoor activity, reversing the isolation fostered by other technologies and reigniting community spirit.
Story image
Is the gap between education technology suppliers and end users increasing?
Mon, 11th Jul 2016
#
edutech
#
ar, vr & metaverse
#
edtech
EdTech innovation surges, yet end users struggle to keep pace in an ever-evolving, crowded digital learning landscape.