Wed.May 20, 2020

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Rumor: ‘Apple Glass’ AR Headset Will Retail At $499, Works With iPhone

VRScout

New leaks may reveal additional information regarding Apple’s long-rumored AR device. A new report by Jon Prosser of Front Page Tech states that Apple’s long-rumored augmented reality headset will work in-tandem with the iPhone, using the devices processing power to generate AR visuals via the wireless headset, just like the Apple Watch.

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Experience Famous Artworks in Augmented Reality With “Museum From Home”

ARPost

There couldn’t have been a better time for Cuseum to introduce its new augmented reality experience. It brings famous artworks into people’s homes. It gives you an immersive museum experience, without crowds of tourists obscuring your view of the art. Cuseum also published groundbreaking research on the way the brain perceives art. They studied how we perceive art in digital forms and immersive technologies.

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Step Into The Trenches Of WWI With Dan Carlin’s War Remains On PC VR

VRScout

See what it was like to fight on the front lines of WWI. The first time I experienced Dan Carlin’s War Remains was during the 2019 Tribeca Film Festival. The 12-minute WWI VR experience was unforgettable and beyond intense. To bring that sliver of history to life, the team at MWM used an HTC Vive headset along with a life-sized studio set complete with creaking doors, vibrating floors, artificial heat designed to emulate the feel of nearby explosions, and an actual trench that you physically wal

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VR For Industrial Training: Proof Points & Tips

AR Insider

This article is the latest in AR Insider’s editorial contributor program. Find out more or contact us to participate here. Authors’ opinions are their own. . VR Training For Complex & Dangerous Scenarios. How to Successfully Implement . by Albert Liu. T he benefits of VR for improving learning outcomes has been clear for some time. Companies across many industries have adopted the technology to train their employees better.

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The Future of eLearning in 2022: A Sensitive Eye for Authentic Translation and Localization

Speaker: Chris Paxton McMillin, President of D3 Training Solutions

To avoid awkward and sometimes disastrous learning content, instructional designers must use authentic translation in the right context to get optimal results. For example, even a simple phrase like “got milk” translates to “are you lactating” in Mexico. Can you imagine what a straight translation might do to your course? With over 317 million people in the US and over 6.7 billion potential customers in the world, personalizing training seems logical.

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‘Tales from Soda Island’ is a Spectacular Animated Short Built Entirely in VR

Road to VR

Studio Syro, an indie VR animation studio, released the first installment of their short film series called Tales from Soda Island yesterday. Built entirely in the Oculus Quill , the series kicks off with one of the most charming VR experiences you’ve probably ever seen. The first episode is called ‘The Multiverse Bakery’, and is now available on Oculus Quest via the Oculus TV app and Quill Theater on Rift.

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How to Measure Your IPD and Why It’s Important for VR & AR Headsets

Road to VR

IPD stands for interpupillary distance—which simply means the distance between the center of your eyes. It’s important to know your IPD when it comes to VR and AR headsets because headsets can be adjusted to match your IPD for optimal image quality and comfort. Knowing your IPD is important for understanding which headsets are most suitable for your eyes.

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Through the Patient’s Eyes Operating Room

EON Reality

The AVR Platform’s 360 immersive lessons are more powerful when combined with 360 videos and interactive annotations. Students can now respond to videos to identify errors or procedures, embed subtraining such as surgical trays and undergo a realistic first time experience in a hospital environment. Experience the lesson for yourself today at [link].

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‘Apollo 11 VR’ Studio Secures $3.3M Funding from HTC for VR Education Platform ‘Engage’

Road to VR

Immersive VR Education , the studio behind Apollo 11 VR , Titanic VR , and social VR education platform ENGAGE , today announced that it’s secured a €3 million (~$3.3 million) investment from HTC. The investment follows a recent HTC Vive Ecosystem Conference held in Engage back in March, which would have otherwise been held in Shenzhen, China were it not for the coronavirus (COVID-19) pandemic.

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Healthcare PowerChat Podcast

EON Reality

We are pleased to release the next episode of our Healthcare #PowerChat podcast series! Enabling Healthcare with AR, VR & XR with EON Reality Chairman, Dan Lejerskar. [link]. The post Healthcare PowerChat Podcast appeared first on EON Reality.

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How to Train Employees 65% Faster With Virtual Reality

With a rapidly changing economy, Avangrid Renewables looked to virtual reality to develop a standardized form of immersive training in order to onboard and upskill technicians faster than ever before.

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The Kingdom Hearts All-In-One Package Gives You Ten Games and Movies to Catch Up, Now Just $40 on PS4

GizModo VR

Kingdom Hearts All-In-One Package (PS4) | $40 | Amazon Read more.

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How COVID-19 is driving a long-overdue revolution in education

EON Reality

“COVID-19 is causing us to challenge deep-rooted notions of when, where, and how we deliver education, of the role of colleges and universities, the importance of lifelong learning, and the distinction we draw between traditional and non-traditional learners.” What needs to be relooked in designing a higher education system of relevance?

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Accessibility of Web AR - Tom Emrich of 8th Wall

Everything VR & AR

Tyler and Sophia explore the opportunities of hosting augmented reality on the web and skipping the need to download a phone app. Tom Emrich, VP of Product at 8th Wall discusses their new development, Inline AR, that now makes it easier than ever to embed AR content within existing websites. Connect with Tom: LinkedIn: [link] Twitter: @tomemrich Visit the VR/AR Association at www.TheVRARA.com for more information about how you can get involved with this worldwide organization to help gain expos

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Learning about Gutenberg Machine

EON Reality

The printing press, invented by German goldsmith Johann Gutenberg in 1448, has been called one of the most important inventions in the history of humankind. Today, through the AVR Platform, students can watch a live printing press in action and learn how it played a key role in moving the world out of the Medieval era into the Early Modern period! The post Learning about Gutenberg Machine appeared first on EON Reality.

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Are You Still Watching? How to Create Engaging Presentations for Virtual Learning

Speaker: Richard Goring, Director at BrightCarbon

Remote meetings are here to stay - and many are BORING. If you are trying to engage your learners (or any audience), compelling content is critical. But trying to create stimulating content with the same tools you’ve always had is hard, right? Thankfully, wrong! Terrific tools in PowerPoint along with visual assets help you create the kind of dynamic content you need to capture your remote audience’s attention, with functions that allow for interactive sequences and navigation.

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How can architects use technology in post-COVID and post-lockdown times?

Trenzi VR

Revamping our working styles, the COVID-19 pandemic has been an opportunity to upskill as we adapt… The post How can architects use technology in post-COVID and post-lockdown times? appeared first on Trezi.

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Early Launch of eLearning Supported SoCalGas Rapid Response to COVID-19

CraneMorley

Working closely with the SoCalGas operations training team, CM provided a large-scale package of eLearning modules as part of the company’s rapid response to keep training operational during the COVID-19 pandemic. The eLearning was already in development as part of an innovative SoCalGas transformation of its curriculum to a blended learning model.

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How can architects use technology in post-COVID and post-lockdown times?

Trenzi VR

Revamping our working styles, the COVID-19 pandemic has been an opportunity to upskill as we adapt to a new tomorrow of ‘remote working’ Despite social distancing, as designers and architects, we are leveraging technology to enable communication and virtual collaboration routines with peers and stakeholders, mitigating the impact of the situation and keeping our work afloat.

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#913: All of Microsoft’s AR & AR Announcements from Microsoft Build with Director Greg Sullivan

Voices of VR

There were not a lot of AR or VR announcements that happened during the main keynotes of Microsoft Build 2020, but there were a number.

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AR/VR Simulations for Sustainable, Regenerative, Circular Cities

Speaker: Nik Gowing, Brenda Laurel, Sheridan Tatsuno, Archie Kasnet, and Bruce Armstrong Taylor

With 191 country signatories to the Paris Climate Agreement now hard at work in the race to zero carbon by 2050, much of the heavy lifting in ecosystem sustainability falls on the shoulders of the world's densely populated urban centers. This conversation considers how today's AI-enabled simulation media, such as AR/VR, can be effectively applied to accelerate learning, understanding, training, and solutions-modeling to sustainability planning and design.

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Oculus is (still) Covering Unreal Engine Royalties for $5M in Revenue Per-game Through 2025

Road to VR

With the recent news that Unreal Engine was permanently waiving engine royalties for the first $1 million in app revenue, we were reminded of a similar program for VR apps based on Unreal Engine 4 that Oculus established back in 2016. We reached out to Oculus which confirmed that the program, which covers UE4 royalties for the first $5 million in revenue, is still in place and will continue through 2025.

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New Report: 19% of U.S. Adults Have Tried VR

AR Insider

T hrive Analytics and ARtillery Intelligence today released a new report: VR Usage & Consumer Attitudes, Wave IV. ARtillery Intelligence authored survey questions and a narrative report while Thrive Analytics administered the survey through its established survey engine and ongoing Virtual Reality Monitor research. Highlights include the fact that 19 percent of consumers have used VR, up from 16 percent in last year’s study.

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