Remove 2011 Remove Gaming Remove Google Remove Magic Leap
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Spatial Beats: Magic Leap 2, Holoride & Leo

AR Insider

This week, we look at new AR and VR funding rounds, Magic Leap 2, and the latest in virtual collaboration. Magic Leap CEO Peggy Johnson says their new AR headset will arrive Q4, 2021. The lighter, slight less bulky Magic Leap 2 will double the size of its field of view. W elcome back to Spatial Beats.

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Microsoft’s Meandering XR Strategy Could Lead to Another Zune Moment

Road to VR

It had a compelling reason to exist, which is why Microsoft directly competed against iPod Touch over the course of three device generations before eventually giving up the goat in 2011 and discontinuing the third-gen Zune. Azure Cloud Platform competes alongside AWS and Google Cloud. Breaking the Zune Curse?

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Report Predicts AR and VR Headsets Shipments to Approach 100 Million by 2021

Road to VR

. “While there was clear demand coming primarily from technology enthusiasts, what became readily apparent were the use cases for enterprise users across multiple verticals and for consumers with gaming and content consumption.

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Magic Leap Could be a Great Strategic Acquisition

VRWorld

Since Magic Leap’s inception in 2011, there has been great innovation in the technology sector focused in the virtual reality (VR)/augmented reality (AR)/mixed reality (MR) space with Magic Leap trying to create a new hardware interface designs. Google discontinued the interface in January 2015.

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The IKEA of AR: Making Content Effortlessly, with EON Reality’s Dan Lejerskar

XR for Business Podcast

But we managed to navigate those water until I would say 2011, 2012, when the hardware became available for mobile devices. Only instead of for games, you’re doing it for learning. Small companies like Google, and eventually people like Facebook and others, and create this revolution. So this was before Oculus.

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The IKEA of AR: Making Content Effortlessly, with EON Reality’s Dan Lejerskar

XR for Business Podcast

But we managed to navigate those water until I would say 2011, 2012, when the hardware became available for mobile devices. Only instead of for games, you’re doing it for learning. Small companies like Google, and eventually people like Facebook and others, and create this revolution. So this was before Oculus.

AR 78
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The IKEA of AR: Making Content Effortlessly, with EON Reality's Dan Lejerskar

XR for Business Podcast

But we managed to navigate those water until I would say 2011, 2012, when the hardware became available for mobile devices. Only instead of for games, you're doing it for learning. Small companies like Google, and eventually people like Facebook and others, and create this revolution. That raised and crashed also, pretty tough.

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