XBOX annuncia la sua VR

By on May 30, 2016 in news

Microsoft ha finalmente annunciato il suo dispositivo Vr, che sarà rilasciato nel 2017, così confermando indirettamente lo sviluppo di una nuova consolle,

come confermato su ARSTECHNICA http://arstechnica.com/gaming/2016/05/developer-were-working-on-an-xbox-one-vr-game-for-2017/

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OnePlus gives away new Loop VR headset for phone launch

By on May 30, 2016 in news

Ahead of its latest mobile phone launch, OnePlus has decided to give away 30,000 VR headsets allowing people to tune in and watch its upcoming conference.

Called Loop VR, the hardware looks similar to Samsung Gear VR but is compatible with a wide range of 5-6-inch phones.

OnePlus employed help from VR company AntVR to build the limited edition headset rather than giving out Google Cardboards like its handset launch from last year.

At the moment, it appears all the Loop VRs’ are gone. This means those 30,000 people will get to order the new OnePlus phone first from inside a VR space station which the company is calling “the world’s first global shopping experience in VR.”

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The Loop will ship on 6 June to the lucky few and purportedly, no more will be made after that – which OnePlus is capitalizing on, calling the batch ‘collector’s items.’

“We believe we, and the tech industry as a whole, have only scratched the surface of what can be done in VR, and there’s much more immersive experiences to be had,” said OnePlus cofounder Carl Pei.

Pei isn’t wrong. Aside from OnePlus, Samsung launched its own phone in VR earlier this year at MWC where people who couldn’t attend in person, could ‘attend’ via the virtual space.

It is a bit gimmicky but it makes sense. Mobile VR is the most accessible way to try out the burgeoning tech – Google has even upgraded Cardboard – so what better way to hype VR than a phone launch?

 

source: http://www.wareable.com/vr/oneplus-gives-away-new-loop-vr-headset-2754

7 Valuable Lessons About VR and AR in the Healthcare and Education Industries

By on May 30, 2016 in news

Content is Key for VR and AR Adoption in Education and Healthcare

Great immersive content is selling hardware. That’s why great content will be critical for VR adoption in healthcare and education. While the technology is out there and available, the right content is the key factor that gives sense to the technology and thus drives the adoption itself.

Content is also a great opportunity for investment. Healthcare and education are the industries where the most money is spent in the US and after the huge Facebook purchase of Oculus, the market started to swell. Although the focus of the investors has been more on the technology side so far, this is going to change as the manufacturers will seek more and more content to be able to sell their hardware.

 

 

7 Valuable Lessons About VR and AR in the Healthcare and Education Industries