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Study Shows How VR Could Help Diagnose ADHD

VRScout

A group of researchers based out of Aalto University, Åbo Akademi Universit, and the University of Helsinki has developed a VR game that can supposedly help diagnose attention-deficit hyperactivity disorder (ADHD) in children. “Our partners in Geneva are studying aging-related diseases,” added Project lead Juha Salmitaival.

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Case Study: Boosting Online Sales with AR

ARVR

To continue the narrative and “show rather than tell,” the report features case studies that map to various stages of the consumer purchase funnel. Detailed Visualization After case studies that focused on the upper and mid-funnel, we now continue to the lower funnel. What do AR ads look like today? What’s the concrete ROI?

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Case Study: Lessons in Designing an XR Lab

AR Insider

All of this factored into Eastern Colleges Group's XR Lab, which architect Giovanni Patania breaks down for us. Educational spaces must fuel the desire to learn and fit practical needs of teachers, students and community. This post appeared first on AR Insider.

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Study by “Compare The Market” Finds Surging Interest in “Virtual Travel”

ARPost

A recent study sheds light on one way that some people might be trying to adapt: virtual travel. About the Study. That month saw many countries implement stay-at-home advice and restrictions and by the end of March most of the world was under some form of stay-at-home order,” Eliza Buglar wrote in her article on the study.

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The Glimpse Group IPO, the Metaverse ETF, and a Market Coming of Age

ARPost

Between the Metaverse ETF, the Glimpse Group IPO (initial public offering), and other big trends, XR might be finally coming of age. Glimpse Group Goes Public. Glimpse Group is composed of eight subsidiary XR companies. Glimpse Group recently went public with a successful Nasdaq IPO with the ticker “VRAR.”

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Zakeke Releases Study on VR and AR Retail, Launches New Web Viewer Tool

ARPost

The company recently partnered with YouGov to release a study on online retail during the pandemic , and has also expanded its offerings for 3D and AR assets. The study found that, generally, brick-and-mortar is the preferred shopping channel for essential items while online shopping is the preferred shopping channel for discretionary items.

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Study Shows VR Technology Can Have A Positive Psychological Impact During Lockdown

VRScout

Italian researchers worked with 400 participants over a three month period as part of this in depth study. If you poke around Facebook, you’ll find multiple Quest 2 and VR user groups filled with people all exploring the power of VR. And that’s a pretty good feeling. Feature Image Credit: Facebook.

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