Remove 2020 Remove Apple Remove Entertainment Remove Samsung
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Samsung Reportedly Developing Their Own Wireless AR/VR Headset

VRScout

Not so fast, Apple. It appears as though the hybrid headset market is shaping up to be the latest trend in immersive entertainment as it’s now being reported that Samsung may be in the process of developing their own AR/VR headset similar to that of Apple’s recently announced device. Photo of Samsung Odyssey.

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Choosing the Right AR SDK: Mobile AR App Development Toolkit for 2020

ARPost

For instance, it has entertainment applications, and can also be used for retail, in the medical field, and for manufacturing, among others. If you want to embrace this new technology in 2020, one way to do so is to create an augmented reality mobile application. Apple ARKit. billion that same year. It is free and open-source.

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My predictions for virtual reality in 2020

The Ghost Howls

So, here you are how I envision this 2020 in virtual reality! (I’ll I see 2020 as a good year of consolidation, where VR will grow linearly before the expected explosion around 2022. In 2020 this trend will continue, and the more content will get released, the more people will start entering VR. The reasons?

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My Oculus Connect 6 predictions: a glimpse of the XR of the future

The Ghost Howls

And to be the leader in some years, it has to start going public now, also to begin competing with Apple, that will probably announce its AR glasses next year. But Facebook has a big problem and that big problem is called Apple. Concept of a future AR glass by Apple (Image by iDropNews). What will these devices be?

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VRTUOLUO talks about its FBEC event and the VR ecosystem in China

The Ghost Howls

With the enormous influence in the XR industry, VRTUOLUO has set up dozens of industry communities (such as the Industry Executives Association, VR Game Developers Community, VR Education Community, Financing and Investment Community, Offline Entertainment Group, etc.) and covered more than 80% of the XR pioneers as communities members.

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Augmented Reality and Hearables: Where the Two Technologies Meet

ARPost

Visual augmented reality became mainstream with Pokemon Go (2016) and Snapchat filters, but its use cases are now moving beyond gaming and entertainment. Moreover, a recent report from Juniper Research says that the number of hearables in use will grow to more than 970 million units by 2024 (an increase of 270% compared to 2020).

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The Down-Low on What You Need to Know (To Be Competitive in XR), with SuperData’s Carter Rogers

XR for Business Podcast

If you look at someone like Apple, they aren’t about to put their logo on something like the current developer-focused headsets out there. What split is it between media and entertainment vs. enterprise applications right now, as far as total market spend? So, office buildings, your house, or wherever.