Augmented and Virtual Reality reports, articles and stories
The home of on trend news stories, articles, and reports focused around Virtual and Augmented Reality in the Enterprise.
FREE AR & VR World Reports & Webinars
Free Webinar: Managing AR & VR Expectations Now
This webinar focuses on the practicalities of implementing AR & VR technologies today.
In particular, this webinar covers topics including:
- Developing the AR/VR blueprint in planning, design, implementation, scalability and sustainability
- Managing the client's expectations of what ARVR capabilities are available today
- How AR and VR is benefiting companies and industries right now
How AR & VR are Bringing Workplace Training Into the Modern Age
Augmented reality and virtual reality are poised to transform the enterprise by revolutionizing how employees are trained.
Some major enterprises are already rolling out these technologies to secure an efficient and effective way to train their workforce.
Download our most recent slide deck to find out more.
AR & VR Glossary
Learn key terms for augmented reality & virtual reality which will help you understand the technology and help your business implement a successful AR & VR business strategy.
The AR & VR glossary identifies the meanings of terms such as Field of View (FOV), Head-Mounted Display (HMD), Mixed Reality, and many more key terms that critical to help with your understanding.
Use the AR & VR glossary to develop a knowledge of these technologies.
Top articles from AR & VR World
How Will Augmented Reality Revolutionize Museums?
Augmented Reality Developer Ramy Hammady, shares insights on Cairo's Egyptian Museum , a building holding over 100,000 objects, making it the largest museum of Ancient Egyptian antiques globally.
This article explores his case study, "MuseumEye," which used Microsoft HoloLens augmented reality headset to simultaneously conduct research while examining visitors' and their journey around the exhibits.
AR to Enable 3D Storytelling – Google's AR & VR Global Strategy Head
Augmented and virtual reality use has become increasingly more common and is expected to grow exponentially in the coming years with tech pioneers such as Google, Facebook, Sony, and iconic brands such as IKEA and Pokémon already with products in the market. The market is so hot right now that IDC expects VR and AR markets to grow by in excess of 100% in the coming 4 years.
Steven Kan, Head of Global Strategy for AR & VR at Google shares his thoughts on immersion, commercialisation, and the impact of AR & VR on the gaming sector.
Virtual Reality Is Reshaping the Social Landscape
Virtual reality has become part of mainstream entertainment. Through VR technology you can immerse in films and other media content as if you were a character or engage with fantasy realms and creatures as if they were real.
Major video gaming titles such as Resident Evil and indie games such as Everspace have taken to augmenting entertainment through virtual reality headsets in what seems like a natural progression. Nonetheless, VR use will take on an even deeper effect on everyday life and will change the way we socialize.
More articles from AR & VR World
Getting Started With VR Experiences Development: The Engine
The dream of experiencing different realities using virtual reality technology has been an on-going challenge for software developers for decades. Moreover, the ability to build these virtual 3D environments had proved near impossible to achieve. Nowadays, VR tech is within reach and the power of these technologies continue to grow to make virtual reality the truly engaging platform that has been craved for generations. With major tech companies such as Samsung, Google, & Sony have achieved record numbers for the VR hardware, virtual reality is providing a key opportunity for software developers to explore.
VR Will Change How We Browse the Web
TechX365 Contributor Josh Althauser explores the current capabilities of VR technology and it's capability to affect the web. It has previously been argued that virtual reality technology is restricted to use for storytelling and entertainment such as video games and films. To some extent, this is true as VR has changed the way in which media content can be experienced such as video games, films or documentaries. However, VR has the capability to change design obstacles on a much greater scale than just in engagement with media.
Education Has More of a Need for AR & VR Than Entertainment
Elin Gronow, Digital Content Marketer for AR & VR World & Contributor to TechX365, managed to grab some time with Daniel Inversini, software lead at Disney Research Zürich. Daniel discussed how AR & VR concepts are helping to enrich experiences and the use of these technologies in education and entertainment.
In this interview, Daniel, who will be joining a panel to discuss training and education at AR & VR World on June 13th, highlights the limitations and managing expectations for today's AR & VR applications.