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VRTech 10/10/2019 08:37
A new study conducted by the Neurosurgical Simulation and Artificial Intelligence Learning Centre at the Montreal Neurological Institute and Hospital (The Neuro) and McGill University has found that machine-learning algorithms can precisely evaluate the capabilities of neurosurgeons at the time of virtual surgery, indicating that AI-powered VR simulators can be very useful tools to train surgeons. The study recruited 50 participants from four stages of neurosurgical training: neurosurgeons, fellows and senior residents, junior residents, and medical students.
VRTech 10/09/2019 10:35
Augmented reality (AR) can be seen as a major trend – indeed, its potential is set to outstrip that of virtual reality (VR). But a technical challenge lies ahead. According to a new whitepaper from Adlens, a provider of adaptive focus lens technologies, solving the two key issues plaguing augmented reality could unlock an incremental $10 billion in addressable market value by 2026. These issues are focal rivalry and vergence-accommodation conflict (VAC). Focal rivalry essentially relates to human eyes not being able to focus on virtual and real objects simultaneously. A in May, in its Transactions on Biomedical Engineering journal, argued this deficit meant Microsoft’s HoloLens was not suitable to perform AR-assisted surgery. Vergence-accom.
VRTech 09/30/2019 09:42
Facebook has been biding its time a full five years after it bought Oculus – but with the launch of virtual reality ecosystem Horizon, it could be the start of a major push for both the company and the technology. The app is aimed at being a ‘mix of social places where users can mingle and chat, and other areas where they can play games against each other’, .
VRTech 09/23/2019 10:24
A recently published study by the Scholarly Journal of Psychology and Behavioral Science has found that virtual reality (VR) can help a person’s mood change whenever they sit for donating blood. This finding was part of research conducted with the American Red Cross wherein 33 volunteers participated, who were analysed for different types of moods like anger, tension, fatigue, happiness and calmness. ‘Needle fear’ or ‘needle phobia’ usually results in avoiding required treatments among patients and hence majority of them are reluctant to donate blood. Studies have revealed fear of needles makes as much as 91% of people anxious, and as this causes real-life consequences, a review of research on fear of needle suggests “greater attention shou.
VRTech 09/17/2019 11:06
A new report from the University of Nottingham has argued virtual reality (VR) has great potential to improve employee safety at workplaces. The research, titled "Immersive Virtual Worlds: Multi-Sensory Virtual Environments for Health and Safety Training", aimed to produce evidence-based guidance for the development and use of virtual environments in engaging and effective training.
VRTech 09/12/2019 04:21
Opinion ‘Digital convergence’ was the major buzz phrase during the nascent days of what we’ll call ‘mobile content’. In the early-2000s, you couldn’t open a trade magazine (remember those?), visit a tech website or attend a conference without being bombarded with the word and what it would mean for myriad industries specialising in creating content, its means of distribution or the devices for consumption. Sure enough, the smartphone is probably the defining product of the concept of digital convergence – one device to rule them all. And that’s great news; I literally wouldn’t be writing this article had the likes of Nokia, Motorola and Sony Ericsson not laid the foundations for the mobile games market that Apple and Google subsequently sen.
VRTech 09/10/2019 06:53
Here is proof the virtual (VR) and augmented reality (AR) market is thriving: WaveOptics, a UK-based designer of optical components for augmented reality devices, has announced an additional $13 million (£10m) in funding to close an oversubscribed series C funding round at $39m. The company aims to solve three primary problems associated with AR wearables; design, cost, and optical performance.
VRTech 09/02/2019 06:47
Virginia-based augmented reality (AR) software as a service platform developer Ario Technologies has raised $2 million (£1.64m) in a recently held seed funding round led by Richmond-based venture capital firm NRV. The secured funds will be used by Ario to capitalise further on its position as an emerging player in the enterprise AR industry and across the globe, where companies struggle to increase worker efficiency, reduce training time, and provide remote-expert assistance. Scott Tolleson, NRV’s managing director and incoming chairman of Ario, said: "The seasoned Ario team has built a software solution that solves important needs in our most important industries.
VRTech 08/27/2019 10:14
The global market for smart augmented reality (AR) glasses has struggled taking off even after few years of pilots, implementations, and a lot of hype. A new report by Tractica has revealed that smart AR glasses market is gaining traction as it inches away from being a niche product to becoming an industrial and enterprise problem solver. While consumer adoption is elusive, the market is building its ecosystem, refining hardware, and taking a more realistic approach for the long-run ramp-up of smart AR glasses. Tractica forecast global market for smart AR glasses will grow to 19.7 million units annually by 2025, representing a compound annual growth rate (CAGR) of 112.4%. Tractica’s report, “Smart Augmented Reality Glasses”, covers the vari.
VRTech 08/21/2019 11:44
Researchers at the University of Cambridge are working on a next-generation 3D head-up display that is said to beam real-time safety information in front of the driver’s eyes. As the research project, which has Jaguar Land Rover (JLR) on board, is being undertaken in collaboration with the Centre for Advanced Photonics and Electronics (CAPE) at the University. Engineers working on the technology are trying to instil functions, such as lane departure, hazard detection, sat nav directions, reduce the effect of poor visibility in poor weather or light conditions, in the head-up display.
VRTech 08/12/2019 07:33
VR worlds are arenas which frequently take you away from the mundane and move into the magical. Yet a key long-term use case for virtual reality could be around the mundane – and sometimes uncomfortable – tasks in the workplace. Retail giant Walmart has long since been an advocate of VR for training its staff. The company utilises Oculus to give employees direction on various scenarios. “We can create scenarios that may never happen – like severe weather training – or situations that happen all the time, but we don’t want to disrupt our stores to give associates first-hand experience,” Andy Trainor, senior director of Walmart US academies, . “VR lets them explore these sorts of scenarios in a first-hand way.”Since then, the retailer has ra.
VRTech 08/09/2019 10:32
California-based production company Live Planet has announced its Blockchain Virtual Reality Network (BVRN) that will feature in-depth and engaging VR programming from major blockchain industry influencers, including Bad Crypto Podcast, Crypto Trader, Boxmining, BLOCKTV, Decentralized Films,, and The Blockchain VR Network is the world’s first VR network built specifically for the blockchain sector, the company has claimed. The programming will be shot with the Live Planet VR System, which is the world’s most cutting-edge end-to-end capture and distribution system for immersive video, and the first application using VideoCoin Network technology, a decentralised video encoding, storage, and content distribution system.
VRTech 08/08/2019 09:05
The Khronos Group has publicly released the OpenXR 1.0 specification, along with openly available implementations and substantial ecosystem momentum. According to the Oregon-based non-profit industry consortium, the OpenXR 1.0 is a unifying, royalty-free, open standard that provides high-performance, cross-platform access to extended reality, also known as XR, supported platforms and devices. During the public review of the provisional specification, Khronos gathered feedback from the XR community to improve the OpenXR input subsystem, game engine editor support, and loader.
VRTech 08/05/2019 10:04
Apple is inviting people to register for its series of new art-based ‘Today at Apple’ augmented reality (AR) experiences, called [AR]T. Offered at Apple Stores globally, the [AR]T sessions comprises of an interactive walk featuring works by some of the world’s renowned contemporary artists, an in-store session on basics of creating AR through Swift Playgrounds, and an AR art installation in every Apple Store across the world. New York-based New Museum chose seven contemporary artists – Nick Cave, Nathalie Djurberg and Hans Berg, Cao Fei, John Giorno, Carsten Höller and Pipilotti Rist – to create the sessions and participate in an experiential project that is free for the public.
VRTech 07/31/2019 11:07
South Korean telecom operator SK Telecom has launched three 5G augmented reality (AR) and virtual reality (VR) services, called ‘Jump AR’, ‘LCK VR Live Broadcasting’ and ‘VR Replay’, which aim to offer a more realistic and immersive experience while watching eSports games. The summary of the products are:. Jump AR: Users can use their smartphones to access Jump AR that transports them to an eSports stadium, LoL Park.
VRTech 07/29/2019 10:20
A new report from analyst firm ABI Research has suggested that more than 80 new companies have joined the augmented (AR) and virtual reality (VR) spaces – all looking at new services and verticals as key to an immersive future in which they want a part. The trends surrounding enterprise digitisation are continuing to push the market forward owing to the increasing collaborative efforts by AR/VR companies with hardware and software providers that are helping these developers increase the value of their services, the company added..
VRTech 07/26/2019 06:09
Those old enough to remember the. will have experienced a rudimentary version of what we now know as virtual reality. Fast forward three decades and the technology that allowed people to hit tennis balls around with virtual adversaries has matured beyond recognition. The average consumer now experiences near-life like virtual gaming in the comfort of their own home, on PCs and consoles. With advances in processing speed and graphics capabilities, the technology has finally caught up with the promise, providing incredible immersive experiences. Even more exciting are the new potential applications of these revolutionary technologies. The new promise of VR is in the upending and transforming of traditional industries:. predicts commercial spend.

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