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A Look at OmniVirt’s Analysis of AR and VR Technology in Advertising

ARPost

Authors didn’t separate AR and VR technology in the analysis but instead divided XR technology use cases into four groups. Those four groups were brand awareness, virtual try-ons, post-sale initiatives, and increasing foot traffic to a physical location. Use Case: Brand Awareness.

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Sony Just Invested $250 Million in Epic Games, Here’s What it Could Mean for VR and Beyond

Road to VR

Sony Corporation announced today that it will invest $250 million in Epic Games, the company well known for its hit game Fortnite and the Unreal Engine game engine that powers it. It’s the “convergence of gaming, film, and music” part which speaks to where the long-term synergies between Sony and Epic lie.

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Open Haptics Ecosystem: unlock a tremendous value for the haptics market

ARVR

the XR Haptics working group I chair with Chris made incredible strides in only 6 months. See section 8 for a case study. Apple and Sony have brilliant scientists talking and working with open-minded product and designer teams. Here is a case study. And it works! We will help you out.

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