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Emerging Trends in the VR Gaming Industry?—?2023

ARVR

North America continues to have the largest share of the VR market, but the Asia-Pacific market will expand the most, with India, China, Japan, and South Korea experiencing the highest demand for mounted gaming device screens. in the lead in the virtual reality market.

Trends 349
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NTT DOCOMO Trials 6G XR Use Cases at MWC 2023

XR Today - Mixed Reality tag

NTT is Japan’s largest telecommunications firm and the fourth-largest global company in the sector. PHOTO: NTT DOCOMO Such tools can teach students which fingers to use on a piano by simulating touch with haptic gloves. NTT QONOQ, a subsidy of Japan’s NTT Group, supplied the experiences for the premier event.

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The (uncomplete) Immersive Technology in Healthcare digest?—?Decembre 20, 2020

ARVR

Finally, on-site visits… VR startup in US brings immersive drug design software to Japan Nanome became the first VR software company to launch an immersive real-time collaboration platform for scientific discovery in 2015. L’article précise toutefois qu’il faudra encore un peu de temps pour que cette possibilité devienne courante.

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The XR Week Peek (2020.10.26): DecaGear is an intriguing VR headset, HTC is working on a new device, and more!

The Ghost Howls

Image by MegaDodo Simulation Games). In Japan, new PSVR bundles will include an adapter in the box, while in the West the adapter won’t be included, but it will be given for free to existing PSVR users. More info (PSVR bundles in Japan) More info (PS Camera adapter will be given for free). Top news of the week.

HTC 423
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Exploring the Vast Worlds of Immersive Entertainment, with The Stinger Report’s Kevin Williams

XR for Business Podcast

And what’s happened is connectivity, digital entertainment and interactivity have become understandable, controllable and repeatable to the point — courtesy of the consumer game, mobile phones, courtesy of digital entertainment and simulation and training — and all of this technology has now switched together., Kevin: Yeah.

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Exploring the Vast Worlds of Immersive Entertainment, with The Stinger Report’s Kevin Williams

XR for Business Podcast

And what’s happened is connectivity, digital entertainment and interactivity have become understandable, controllable and repeatable to the point — courtesy of the consumer game, mobile phones, courtesy of digital entertainment and simulation and training — and all of this technology has now switched together., Kevin: Yeah.

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Exploring the Vast Worlds of Immersive Entertainment, with The Stinger Report’s Kevin Williams

XR for Business Podcast

And what's happened is connectivity, digital entertainment and interactivity have become understandable, controllable and repeatable to the point -- courtesy of the consumer game, mobile phones, courtesy of digital entertainment and simulation and training -- and all of this technology has now switched together., Kevin: Correct. Kevin: Yeah.