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WalkinVR Looks To Make PC VR More Accessible To Disabled Users

VRScout

He studied how each player interacted with their virtual environment in order to identify where their respective conditions came into play the most. In a 2017 interview with VRFocus, Bendarski said “WalkinVR aims at giving users with physical disabilities the freedom of unlimited movement in virtual reality.

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Glossary: The Metaverse and its Key Components

XR Today - Virtual Reality

Efforts to construct and expand the Metaverse were sparked by Meta Platform’s major pivot in October, which saw Microsoft, NVIDIA, HTC VIVE, Qualcomm, Google, Varjo, and dozens of other tech giants enter the race for prime positioning to build the virtual and connected world. Decentraland. Immersive Media.

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7 Insightful XR Gaming Case Studies to Read in 2022

XR Today - Mixed Reality tag

Today, to provide an insight into the opportunities for XR in the gaming landscape, we’re going to be looking at some of the most impressive case studies from the last few years. Sense Arena and HTC VIVE. HTC VIVE provided Sense Arena with a unique selection of crucial tools for the gamified learning experience.

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7 Insightful XR Education Case Studies to Read in 2022

XR Today - Mixed Reality tag

Today, we’re going to be looking at some of the most inspirational case studies from the educational landscape, highlighting the benefits of XR for training. According to Aptiv, even people who had never touched a virtual reality headset before were still able to take part in the training. HTC Vive and Penn State.

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Queen’s University Announces Dedicated VR Medical Training Center

VRScout

Queen’s University will be partnering with SimforHealth, a European company experienced in developeding VR software, and HTC to create an 8,000 square foot clinical simulation space that will train prospective doctors and study the impact of VR on education in order to develop more useful content for future classes.

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VR Gaming for Adults

ARPost

Gamers 18 or older represent nearly 80% of the video-gaming population, based on a 2020 study , and lest you think most of those are new to adulthood, the average gamer is actually 34 years old and nearly a quarter (23%) of all gamers in the United States are over the age of 50. Who Is Playing Games? Why Is VR Gaming Appealing to Adults?

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Canetrollers Could Change VR for Visually Impaired

VRScout

Whole experiences are built around immersing the eyes in headsets to explore virtual environments. We created Canetroller, a haptic cane controller that simulates [assistive] cane interactions, enabling people with visual impairments to navigate a virtual environment by transferring their cane skills into the virtual world.”.