The document discusses 10 VR startups that are forecasted to shape the VR world in 2017. It provides a short description, what the startup is, why it's hot, the founders, location founded, and funding amount for each startup. The startups cover a range of applications from VR entertainment, communication platforms, animation, drones, music experiences, virtual tours, and rehabilitation technologies.
Top Brands using virtual reality for advertising campaigns Q2 2016Chris Rigatuso
This document discusses virtual reality (VR) and its potential for brand marketing campaigns. It defines VR and provides stats on the growing VR market. Examples are given of brands like Volvo, North Face, and Lowe's that have implemented successful VR experiences. Considerations for brands interested in VR include content delivery methods, audience targeting, and evaluating costs versus reach and media coverage. An assessment framework is outlined to help brands decide whether to pursue a VR marketing campaign.
The Future of Play in a Gamified World: Webinar Presentation with transcriptGavin Gordon
The document discusses how immersive technologies like virtual reality (VR) and augmented reality (AR) will impact media, gaming, and customer engagement. VR and AR are beginning to move beyond gaming into other areas by making experiences more immersive and interactive. This will change how consumers interact with media content and brands. Brands can use these technologies to engage customers through personalized experiences tailored to individual consumers. As VR and AR become more widely used, consumers will expect brands to utilize these technologies to provide immersive and engaging content and interactions.
Below is my recap for CES 2016. I distilled the event into 6 strategic territories:
1) The New Reality - This section outlines the various virtual reality offerings presented
2) 3D Everything - A look at the advancements in 3D printing & scanning
3) Beyond Screens - This is a comprehensive look at new forms of computing and ways to connect with consumers with light
4) Accessories that Empower - A key factor in digital growth has been the creation of systems that empower consumers to create, be it images, videos, etc... This section focuses on the next evolution of accessories that will empower the creation of immersive experiences.
5) Smarter Home - There is an arms race to be the primary hub for the smart home. This section provides examples from Lowe's, LG and others who are working to connect IoT systems and the profitable ecosystem of sensors that accompany it
6) Intelligent Robotics - Emotive robotics and artificial intelligence will fundamentally change consumer behavior. This is a recap of intelligent robotic systems that were on display at CES 2016.
Companies are using VR to let people experience their services: hospitality and travel services providers can convince someone they can offer amazing experiences by letting people experience them in VR.
Virtual reality (VR) is growing and evolving, with many marketers believing 2016 was the year VR began. However, VR headsets remain expensive, making widespread adoption difficult. Some businesses have experimented with VR marketing but outcomes have varied. VR has potential to revolutionize how people view and interact with content. It will impact businesses by enabling virtual tours, meetings, training and product development. VR applications include tourism, gaming, education and simulation. The future of VR is still developing as the technology improves and costs decrease.
I was asked to present my prediction of what will happen in VR Market on 2017, based on our experience in developing VR Apps and Games. For more info, pls send eMail to Yariv@AppReal-VR.COM
Kinetic a WPP Agency and the global leader in contextually connecting and activating audiences on the move, led a CES tour for both clients on the ground and around the world, through a Spectacles-powered livestream on Snapchat. Here are the top trends for brands.
Top Brands using virtual reality for advertising campaigns Q2 2016Chris Rigatuso
This document discusses virtual reality (VR) and its potential for brand marketing campaigns. It defines VR and provides stats on the growing VR market. Examples are given of brands like Volvo, North Face, and Lowe's that have implemented successful VR experiences. Considerations for brands interested in VR include content delivery methods, audience targeting, and evaluating costs versus reach and media coverage. An assessment framework is outlined to help brands decide whether to pursue a VR marketing campaign.
The Future of Play in a Gamified World: Webinar Presentation with transcriptGavin Gordon
The document discusses how immersive technologies like virtual reality (VR) and augmented reality (AR) will impact media, gaming, and customer engagement. VR and AR are beginning to move beyond gaming into other areas by making experiences more immersive and interactive. This will change how consumers interact with media content and brands. Brands can use these technologies to engage customers through personalized experiences tailored to individual consumers. As VR and AR become more widely used, consumers will expect brands to utilize these technologies to provide immersive and engaging content and interactions.
Below is my recap for CES 2016. I distilled the event into 6 strategic territories:
1) The New Reality - This section outlines the various virtual reality offerings presented
2) 3D Everything - A look at the advancements in 3D printing & scanning
3) Beyond Screens - This is a comprehensive look at new forms of computing and ways to connect with consumers with light
4) Accessories that Empower - A key factor in digital growth has been the creation of systems that empower consumers to create, be it images, videos, etc... This section focuses on the next evolution of accessories that will empower the creation of immersive experiences.
5) Smarter Home - There is an arms race to be the primary hub for the smart home. This section provides examples from Lowe's, LG and others who are working to connect IoT systems and the profitable ecosystem of sensors that accompany it
6) Intelligent Robotics - Emotive robotics and artificial intelligence will fundamentally change consumer behavior. This is a recap of intelligent robotic systems that were on display at CES 2016.
Companies are using VR to let people experience their services: hospitality and travel services providers can convince someone they can offer amazing experiences by letting people experience them in VR.
Virtual reality (VR) is growing and evolving, with many marketers believing 2016 was the year VR began. However, VR headsets remain expensive, making widespread adoption difficult. Some businesses have experimented with VR marketing but outcomes have varied. VR has potential to revolutionize how people view and interact with content. It will impact businesses by enabling virtual tours, meetings, training and product development. VR applications include tourism, gaming, education and simulation. The future of VR is still developing as the technology improves and costs decrease.
I was asked to present my prediction of what will happen in VR Market on 2017, based on our experience in developing VR Apps and Games. For more info, pls send eMail to Yariv@AppReal-VR.COM
Kinetic a WPP Agency and the global leader in contextually connecting and activating audiences on the move, led a CES tour for both clients on the ground and around the world, through a Spectacles-powered livestream on Snapchat. Here are the top trends for brands.
The pace of change in advertising and consumer behavior continues to be frantic and to accelerate, so our annual trip to CES in Las Vegas continues to remind us how, in relative terms, hardware changes more slowly than both software and our expectations. In fact, CES in 2016 didn’t show a revolution in electronics and consumer products, but more of an evolution. The products were similar yet faster, thinner, cheaper and above all else, more connected.
This moment feels like the early stages of a new era, a time when all products are becoming cloud connected, touch screens are everywhere, and all media is digital. Yet it’s not quite the Internet of things — it’s the interim of things. We don’t yet have a complete smart home, we have sophisticated homes that sometimes don’t quite work. We have 3D printers without totally compelling use cases, and robotic body parts that don’t quite make a full humanoid.
The companies succeeding are those that are innovating and collaborating to solve real consumer needs, while staying true to a clear brand purpose. From artificial intelligence and cognitive computing, to drone technologies, virtual reality and biometric sensing, to 8k video and 360 surround sound, there are tremendous opportunities on the horizon.
Please read on to view the ten themes that make up this moment in time.
With special thanks to Rori DuBoff, Jez Jowett, Tom Goodwin and the team at Havas Worldwide.
This document discusses opportunities for content providers to capitalize on growing interest in virtual and augmented reality technologies. It projects that VR and AR device shipments will grow substantially over the next decade, reaching tens or hundreds of millions of devices annually by 2025. The document outlines several strategies content providers can pursue to engage viewers in VR and AR environments, such as virtual cinema experiences, 180-degree and 360-degree VR video, and social viewing features. It also examines technical considerations for different VR and AR formats and the potential convergence of these technologies.
Seminario introduttivo generale a design e UX realizzata per operatori del settore ICT che non mai investito un euro nella progettazione utente centrica.
I recently attended the 2016 Mobile World Congress event in Barcelona, Spain. With over 100,000 attendees and 2,200 participating companies there was a lot of breaking news and tech on display that has the potential to reshape industries.
With mobile representing a primary access point for consumers this event is becoming increasingly important for brand marketers.
This document covers:
• Key industry topics discussed at MWC
• Overviews of technology that will empower
consumers
• The latest technology focused on creating
immersive experiences
• How connected cars are evolving to become
mobile platforms.
Tom Edwards
Chief Digital Officer, Agency
Epsilon
Last week an estimated 80,000 makers, thinkers and innovators gathered for Mobile World Congress (MWC) held in Barcelona, to experience the newest technologies and mobile products from around the world. Exhibitors showcased the next wave in wearables, smartphones, tablets, as well as the connected home and car.
There were some exciting announcements centred around high speed data access, digital payments and infrastructure elements which all have the potential to impact the role of mobility in brand communication.
We create 5 key takeaways about this year's MWC.
>>MEC @ Mobile World Congress 2015
[wpp.com 09.03.15]
MWC has become the world’s biggest and only truly global mobile event. This year, 1900 exhibitors convened in Barcelona to showcase the next wave in wearables, smartphones, and tablets, as well as the connected home and car. But MWC 2015 doesn’t just focus on hardware, the truly exciting announcements centred around high speed data access, digital payments, and a host of other infrastructure elements. All of which have the potential to change how we live, work, and play, all over again.
http://www.wpp.com/wpp/marketing/digital/mec-at-mobile-congress-week-2015/
Virtual Reality in Marketing and PR - What you should know and why you should...Stefan Spinnler
Virtual reality (VR) provides an immersive 3D experience that transports users inside digital environments instead of restricting them to 2D displays. This allows marketers to communicate experiences in a more engaging way. There are two main types of VR content: 360-degree videos which users can passively view, and interactive environments rendered in real-time. Mobile VR using smartphones is already widespread, while higher-fidelity tethered VR headsets connected to PCs will soon provide improved graphics, tracking, and controls. VR gives marketers a new tool to engage and educate consumers, boosting the impact of their content marketing by bringing concepts to life in an immersive way.
The document provides an overview of virtual reality (VR) technologies and their potential impacts. It summarizes the results of a survey of 2000 UK consumers which found that 67% are unfamiliar with VR headsets, but 70% would consider purchasing one. The survey indicates VR will most impact gaming and entertainment. It also reviews several VR hardware options like Oculus Rift, HTC Vive, Samsung Gear, and Google Cardboard.
16 Digital Trends for 2016 explores macro digital shifts that will impact digital marketing in the next year. The focus is to identify trends that can enhance campaigns in 2016 as well as provide a look into the near future through emerging technology that brand marketers will begin experimenting with in 2016. From the impact of Ad-Blocking to Holographic Computing, the deck will provide an overview and key takeaways for consideration.
Follow Tom Edwards @BlackFin360
This document discusses the past, present and future of augmented reality (AR) and virtual reality (VR). It summarizes how VR content development went off course by focusing too much on 360-degree video rather than stereoscopic 3D. It argues that AR needs to incorporate stereoscopic 3D smartphone cameras to enable user-generated VR content and camera-through AR capabilities. The document reviews notable companies and technologies in areas like volumetric capture, waveguide displays, and optical see-through displays. It envisions smartglasses that combine eye tracking, depth sensors, computer vision and electroencephalography to create a general purpose AR interface controlled by thought instead of voice.
The document provides an overview of key highlights and trends from CES 2017, the annual Consumer Electronics Show. In 3 sentences: CES 2017 saw over 3,800 exhibitors and 165,000 attendees from 150 countries showcase innovations across traditional and emerging tech sectors, with notable growth in robots, drones, smart home devices, and autonomous vehicles. New trends included a focus on mixed reality, personalized AI assistants, and reimagined concepts for shared and connected transportation. Companies also demonstrated expanding capabilities and partnerships to enable wider scenarios within and beyond their existing domains.
The document discusses trends seen at CES 2017 related to connection, cognition, and immersion. Key trends highlighted include the emergence of connected product ecosystems from brands like LG; Alexa becoming the dominant interface for IoT devices; augmented reality gaining capabilities through object recognition and spatial freedom in VR; and autonomous vehicles expanding beyond cars to devices like drones and delivery robots. The trends showcase an ambient computing future where artificial intelligence and new data types simplify tasks and predict needs.
Top 10 Companies Leading the AR/VR Revolutions, 2020 September 2020Merry D'souza
Top 10 companies leading the ar/vr revolutions, 2020 september 2020; Insights Success has published top 10 companies leading the ar/vr revolutions, 2020 september 2020.
Workshop taught by Mark Billinghurst at the ICIDM 2013 conference about using the Junaio platform for designing mobile AR applications. Presented on December 2nd 2013. Provides material about using Metaio Creator, and Junaio coding for developing marker based and GPS based mobile AR applications.
This document shows the important highlights from Mobile World Congress 2016 (MWC 2016).
The show hosted the new flagship mobile phones like Samsung Galaxy S7 or LG G5 as well as new tablets like Huawei Matebook…
In this document, I wanted to show you some interesting highlights from the show rather than taking you through these new devices.
Observations and insights on #MWC17 trends and technologies from Kinetic, the global leader in contextually connecting and activating audiences on the move.
Each year, memBrain LLC attends CES® to gather intelligence on hot new products and to identify emerging trends and industries.
This special edition of memBrain’s magazine, The STORM Report, is a compilation of memBrain’s observations from the CES® show floor combined with the most “buzzed about” products according to leading industry publications, industry insiders, and the CES® 2020 Innovation Award winners.
With thousands of new products vying for attention at CES®, it is easy to become overwhelmed. But the overarching trends and themes of the show offer an excellent window into what to expect in the near and not-too-distant future. In fact, it seemed as if the innovation on display this year was remarkably more focused on the present than on a future utopia, which was a departure from CES® events of the past.
While previous years felt like a showcase for moonshots and futuristic idealism, this year’s CES® was far more balanced between the practical and the fantastical. The consumer electronics industry is maturing - optimizing between commercialization, technological progress, and the next generation of disruptive products.
The final part of virtual reality & marketing. In this section we see what things to consider when using VR to the top trends that are affecting this new technology.
Understanding VR & AR for immersive marketingAyesha Aaliyah
The document discusses how virtual reality (VR) and augmented reality (AR) technologies can provide immersive experiences for audiences and allow marketers to engage consumers beyond traditional methods. VR completely immerses users in virtual 3D worlds, while AR layers virtual images over the real world. Both provide opportunities for personalized experiences but VR requires expensive headsets and isolation while AR risks distraction. The document explores the functions, stats, opportunities, and challenges of using VR and AR for immersive marketing.
Spotlight on Media & Entertainment: Virtual RealityL.E.K. Consulting
As new technologies are developed and price points drop, virtual reality (VR) is poised to take off for some applications. In this Executive Insights’ "Spotlight on Media and Entertainment" series, L.E.K. takes a look at the three different types of VR including Super VR, Medium VR, and Casual Mobile VR.
Disrupting Reality: Taking Virtual & Augmented Reality to the EnterpriseCognizant
The impact of virtual and augmented reality platforms and applications will be profound for enterprises across industries, allowing companies to transform processes and improve how employees work, communicate and collaborate. All within a real-time, "real-life" environment that reduces the need for physical premises and presence.
The pace of change in advertising and consumer behavior continues to be frantic and to accelerate, so our annual trip to CES in Las Vegas continues to remind us how, in relative terms, hardware changes more slowly than both software and our expectations. In fact, CES in 2016 didn’t show a revolution in electronics and consumer products, but more of an evolution. The products were similar yet faster, thinner, cheaper and above all else, more connected.
This moment feels like the early stages of a new era, a time when all products are becoming cloud connected, touch screens are everywhere, and all media is digital. Yet it’s not quite the Internet of things — it’s the interim of things. We don’t yet have a complete smart home, we have sophisticated homes that sometimes don’t quite work. We have 3D printers without totally compelling use cases, and robotic body parts that don’t quite make a full humanoid.
The companies succeeding are those that are innovating and collaborating to solve real consumer needs, while staying true to a clear brand purpose. From artificial intelligence and cognitive computing, to drone technologies, virtual reality and biometric sensing, to 8k video and 360 surround sound, there are tremendous opportunities on the horizon.
Please read on to view the ten themes that make up this moment in time.
With special thanks to Rori DuBoff, Jez Jowett, Tom Goodwin and the team at Havas Worldwide.
This document discusses opportunities for content providers to capitalize on growing interest in virtual and augmented reality technologies. It projects that VR and AR device shipments will grow substantially over the next decade, reaching tens or hundreds of millions of devices annually by 2025. The document outlines several strategies content providers can pursue to engage viewers in VR and AR environments, such as virtual cinema experiences, 180-degree and 360-degree VR video, and social viewing features. It also examines technical considerations for different VR and AR formats and the potential convergence of these technologies.
Seminario introduttivo generale a design e UX realizzata per operatori del settore ICT che non mai investito un euro nella progettazione utente centrica.
I recently attended the 2016 Mobile World Congress event in Barcelona, Spain. With over 100,000 attendees and 2,200 participating companies there was a lot of breaking news and tech on display that has the potential to reshape industries.
With mobile representing a primary access point for consumers this event is becoming increasingly important for brand marketers.
This document covers:
• Key industry topics discussed at MWC
• Overviews of technology that will empower
consumers
• The latest technology focused on creating
immersive experiences
• How connected cars are evolving to become
mobile platforms.
Tom Edwards
Chief Digital Officer, Agency
Epsilon
Last week an estimated 80,000 makers, thinkers and innovators gathered for Mobile World Congress (MWC) held in Barcelona, to experience the newest technologies and mobile products from around the world. Exhibitors showcased the next wave in wearables, smartphones, tablets, as well as the connected home and car.
There were some exciting announcements centred around high speed data access, digital payments and infrastructure elements which all have the potential to impact the role of mobility in brand communication.
We create 5 key takeaways about this year's MWC.
>>MEC @ Mobile World Congress 2015
[wpp.com 09.03.15]
MWC has become the world’s biggest and only truly global mobile event. This year, 1900 exhibitors convened in Barcelona to showcase the next wave in wearables, smartphones, and tablets, as well as the connected home and car. But MWC 2015 doesn’t just focus on hardware, the truly exciting announcements centred around high speed data access, digital payments, and a host of other infrastructure elements. All of which have the potential to change how we live, work, and play, all over again.
http://www.wpp.com/wpp/marketing/digital/mec-at-mobile-congress-week-2015/
Virtual Reality in Marketing and PR - What you should know and why you should...Stefan Spinnler
Virtual reality (VR) provides an immersive 3D experience that transports users inside digital environments instead of restricting them to 2D displays. This allows marketers to communicate experiences in a more engaging way. There are two main types of VR content: 360-degree videos which users can passively view, and interactive environments rendered in real-time. Mobile VR using smartphones is already widespread, while higher-fidelity tethered VR headsets connected to PCs will soon provide improved graphics, tracking, and controls. VR gives marketers a new tool to engage and educate consumers, boosting the impact of their content marketing by bringing concepts to life in an immersive way.
The document provides an overview of virtual reality (VR) technologies and their potential impacts. It summarizes the results of a survey of 2000 UK consumers which found that 67% are unfamiliar with VR headsets, but 70% would consider purchasing one. The survey indicates VR will most impact gaming and entertainment. It also reviews several VR hardware options like Oculus Rift, HTC Vive, Samsung Gear, and Google Cardboard.
16 Digital Trends for 2016 explores macro digital shifts that will impact digital marketing in the next year. The focus is to identify trends that can enhance campaigns in 2016 as well as provide a look into the near future through emerging technology that brand marketers will begin experimenting with in 2016. From the impact of Ad-Blocking to Holographic Computing, the deck will provide an overview and key takeaways for consideration.
Follow Tom Edwards @BlackFin360
This document discusses the past, present and future of augmented reality (AR) and virtual reality (VR). It summarizes how VR content development went off course by focusing too much on 360-degree video rather than stereoscopic 3D. It argues that AR needs to incorporate stereoscopic 3D smartphone cameras to enable user-generated VR content and camera-through AR capabilities. The document reviews notable companies and technologies in areas like volumetric capture, waveguide displays, and optical see-through displays. It envisions smartglasses that combine eye tracking, depth sensors, computer vision and electroencephalography to create a general purpose AR interface controlled by thought instead of voice.
The document provides an overview of key highlights and trends from CES 2017, the annual Consumer Electronics Show. In 3 sentences: CES 2017 saw over 3,800 exhibitors and 165,000 attendees from 150 countries showcase innovations across traditional and emerging tech sectors, with notable growth in robots, drones, smart home devices, and autonomous vehicles. New trends included a focus on mixed reality, personalized AI assistants, and reimagined concepts for shared and connected transportation. Companies also demonstrated expanding capabilities and partnerships to enable wider scenarios within and beyond their existing domains.
The document discusses trends seen at CES 2017 related to connection, cognition, and immersion. Key trends highlighted include the emergence of connected product ecosystems from brands like LG; Alexa becoming the dominant interface for IoT devices; augmented reality gaining capabilities through object recognition and spatial freedom in VR; and autonomous vehicles expanding beyond cars to devices like drones and delivery robots. The trends showcase an ambient computing future where artificial intelligence and new data types simplify tasks and predict needs.
Top 10 Companies Leading the AR/VR Revolutions, 2020 September 2020Merry D'souza
Top 10 companies leading the ar/vr revolutions, 2020 september 2020; Insights Success has published top 10 companies leading the ar/vr revolutions, 2020 september 2020.
Workshop taught by Mark Billinghurst at the ICIDM 2013 conference about using the Junaio platform for designing mobile AR applications. Presented on December 2nd 2013. Provides material about using Metaio Creator, and Junaio coding for developing marker based and GPS based mobile AR applications.
This document shows the important highlights from Mobile World Congress 2016 (MWC 2016).
The show hosted the new flagship mobile phones like Samsung Galaxy S7 or LG G5 as well as new tablets like Huawei Matebook…
In this document, I wanted to show you some interesting highlights from the show rather than taking you through these new devices.
Observations and insights on #MWC17 trends and technologies from Kinetic, the global leader in contextually connecting and activating audiences on the move.
Each year, memBrain LLC attends CES® to gather intelligence on hot new products and to identify emerging trends and industries.
This special edition of memBrain’s magazine, The STORM Report, is a compilation of memBrain’s observations from the CES® show floor combined with the most “buzzed about” products according to leading industry publications, industry insiders, and the CES® 2020 Innovation Award winners.
With thousands of new products vying for attention at CES®, it is easy to become overwhelmed. But the overarching trends and themes of the show offer an excellent window into what to expect in the near and not-too-distant future. In fact, it seemed as if the innovation on display this year was remarkably more focused on the present than on a future utopia, which was a departure from CES® events of the past.
While previous years felt like a showcase for moonshots and futuristic idealism, this year’s CES® was far more balanced between the practical and the fantastical. The consumer electronics industry is maturing - optimizing between commercialization, technological progress, and the next generation of disruptive products.
The final part of virtual reality & marketing. In this section we see what things to consider when using VR to the top trends that are affecting this new technology.
Understanding VR & AR for immersive marketingAyesha Aaliyah
The document discusses how virtual reality (VR) and augmented reality (AR) technologies can provide immersive experiences for audiences and allow marketers to engage consumers beyond traditional methods. VR completely immerses users in virtual 3D worlds, while AR layers virtual images over the real world. Both provide opportunities for personalized experiences but VR requires expensive headsets and isolation while AR risks distraction. The document explores the functions, stats, opportunities, and challenges of using VR and AR for immersive marketing.
Spotlight on Media & Entertainment: Virtual RealityL.E.K. Consulting
As new technologies are developed and price points drop, virtual reality (VR) is poised to take off for some applications. In this Executive Insights’ "Spotlight on Media and Entertainment" series, L.E.K. takes a look at the three different types of VR including Super VR, Medium VR, and Casual Mobile VR.
Disrupting Reality: Taking Virtual & Augmented Reality to the EnterpriseCognizant
The impact of virtual and augmented reality platforms and applications will be profound for enterprises across industries, allowing companies to transform processes and improve how employees work, communicate and collaborate. All within a real-time, "real-life" environment that reduces the need for physical premises and presence.
Future of AR & VR technologies - PixelCrayonsPixel Crayons
The document discusses the future of augmented reality (AR) and virtual reality (VR). It summarizes statistics that estimate the market size of AR and VR will greatly increase by 2022. New technologies like VR headsets, 9D cinema, AR apps, and simplified product development using VR and AR will impact the future. The conclusion states that AR and VR will significantly change the world and attract people from all backgrounds.
- En quoi la réalité virtuelle est-elle un nouveau vecteur de conversation avec notre consommateur ?
- Quels sont ses réels impacts aujourd’hui ?
- Quelles sont les industries qui ont osé sauter le pas ?
La réalité virtuelle est désormais un atout dans le portfolio marketing et devient un outil incontestable pour créer de l’engagement.
Damien Lefebvre
Co-president, Canada
damien.lefebvre@valtech.ca
Immersive technologies such as virtual and augmented reality are currently taking the world by storm. Over the past three years, we’ve seen a huge interest in immersive technologies from the likes of advertising agencies, games developers, construction companies and more… Here we take a look at what the hype is all about and what the future holds for these technologies!
This document summarizes a report by Mindshare on trends for 2017, with a focus on virtual, augmented, and mixed reality technologies (collectively referred to as VR/AR/MR). It discusses the current state of these technologies and their potential for growth. Key points include:
- VR/AR/MR have been in development for decades but are now gaining more attention due to improvements in technology. However, widespread adoption still faces barriers of cost, usability, and a lack of compelling applications and content.
- Experts provide opinions on the technologies' development and potential. They believe mobile phones will be key to scaling experiences, and that advertising could use VR to tell immersive stories and demonstrate products,
Uploaded here for the students in my digital communications and online PR workshops
Original document here http://www.mindshareworld.com/sites/default/files/Mindshare%20Trends%202017.pdf
eMarketer Webinar: Immersive Media—A New Frontier Powered by Virtual and Augm...eMarketer
This document discusses the emerging fields of virtual reality (VR) and augmented reality (AR). It notes that VR completely immerses users in virtual worlds, while AR overlays virtual objects on the real world. Major tech companies are investing heavily in VR and AR, with over $2.5 billion invested in related startups. While estimates of the market size of VR and AR vary widely, mobile VR is expected to significantly outpace desktop VR over the next few years. Major challenges include creating complex and realistic content while controlling costs, as well as defining effective ways to leverage immersive technologies for marketing.
This document provides a snapshot of the VR publishing and monetization landscape in September 2016 based on interviews with over two dozen VR industry experts. It finds that while definitions of VR vary, immersiveness is key. Publishers are creating VR content ranging from 360 videos to interactive experiences, with costs depending on complexity. VR's strengths include immersive storytelling, opportunities for shopping/product demos, and its ability to stir emotions. Experts predict continued growth in the next 24 months as audiences and monetization models expand.
Yode Group is a middleware company that develops VR software and technologies. They are a top VR agency according to industry ratings. VR has many business applications such as exhibitions, advertising, education, and real estate. VR can increase brand relevance and involvement through immersive experiences. Example success stories include IKEA allowing customers to design kitchens virtually and Marriott offering VR travel experiences. Yode Group has created VR experiences for brands like Jim Beam, Red Bull, and UEFA Euro 2016. They see great potential for VR to grow to an $80 billion market by 2025.
This document provides an overview of virtual reality, including definitions of VR and how it differs from augmented reality. It discusses the VR market and ecosystem, including major investments from companies like Facebook, Google, and Magic Leap. The biggest VR markets are expected to be gaming, healthcare, and engineering. Example VR applications mentioned include tourism, automotive, media, sports, and more. The document also introduces the BE.VR community in Belgium for those interested in VR.
Virtual reality (VR) is an immersive 3D computer-generated environment that can be interacted with. VR headsets like the Oculus Rift display stereoscopic imagery to create realistic 3D landscapes. The VR industry is growing rapidly, driven by gaming, media, and other applications. Pornography is also a major driver, accounting for about 30% of internet traffic. While legal, the porn industry risks exploiting performers and fueling demand for increasingly younger participants. Stronger age restrictions and support systems are needed to curb exploitation and allow the VR industry to reach its full potential.
“The State of VR in 2017” is a white paper covering the immersive reality industry. It is following some upcoming trends and companies working in sectors from gaming to medical to e-commerce, while focusing on how the technology benefits each of the industries.
Virtual and Augmented Reality are promising but the consumer market has not yet met initial expectations. However both B2B and B2C markets are seen practically without any growth limits in the future.
The document discusses virtual reality (VR) and its potential uses for businesses. It provides an overview of VR, comparing different types like tethered, mobile, and browser-based VR. It outlines several key business uses for VR, such as allowing clients to visualize designs, conducting virtual tours and presentations, and using VR at events. The document advocates for authoring simple VR experiences that integrate with existing workflows and can be easily shared and viewed on different hardware. It also provides best practices around authoring, storing, and viewing VR content for business purposes.
Final File World's 10 Most Innovative ARVR Solution Providers 2022 1.pdfBusinessBerg
We at The Business Berg found 2immersive4U to be best suited for the cover of our latest edition, “World’s 10 Most Innovative AR/VR Solution Providers 2022.
Read More: https://thebusinessberg.com/worlds-10-most-innovative-ar-vr-solution-providers-2022-june2022/
Let's Break Tradition: Virtual Reality in Public RelationsMSL
Virtual reality is no longer an off-in-the-distance idea. It’s a quickly emerging trend with which wise marketers and communicators are already experimenting. Read our guidebook and start taking advantage of emerging VR platforms and tools.
Similar to The 10 VR Startups forecasted to shape virtual reality world in 2017 (20)
“An Outlook of the Ongoing and Future Relationship between Blockchain Technologies and Process-aware Information Systems.” Invited talk at the joint workshop on Blockchain for Information Systems (BC4IS) and Blockchain for Trusted Data Sharing (B4TDS), co-located with with the 36th International Conference on Advanced Information Systems Engineering (CAiSE), 3 June 2024, Limassol, Cyprus.
Sudheer Mechineni, Head of Application Frameworks, Standard Chartered Bank
Discover how Standard Chartered Bank harnessed the power of Neo4j to transform complex data access challenges into a dynamic, scalable graph database solution. This keynote will cover their journey from initial adoption to deploying a fully automated, enterprise-grade causal cluster, highlighting key strategies for modelling organisational changes and ensuring robust disaster recovery. Learn how these innovations have not only enhanced Standard Chartered Bank’s data infrastructure but also positioned them as pioneers in the banking sector’s adoption of graph technology.
In the rapidly evolving landscape of technologies, XML continues to play a vital role in structuring, storing, and transporting data across diverse systems. The recent advancements in artificial intelligence (AI) present new methodologies for enhancing XML development workflows, introducing efficiency, automation, and intelligent capabilities. This presentation will outline the scope and perspective of utilizing AI in XML development. The potential benefits and the possible pitfalls will be highlighted, providing a balanced view of the subject.
We will explore the capabilities of AI in understanding XML markup languages and autonomously creating structured XML content. Additionally, we will examine the capacity of AI to enrich plain text with appropriate XML markup. Practical examples and methodological guidelines will be provided to elucidate how AI can be effectively prompted to interpret and generate accurate XML markup.
Further emphasis will be placed on the role of AI in developing XSLT, or schemas such as XSD and Schematron. We will address the techniques and strategies adopted to create prompts for generating code, explaining code, or refactoring the code, and the results achieved.
The discussion will extend to how AI can be used to transform XML content. In particular, the focus will be on the use of AI XPath extension functions in XSLT, Schematron, Schematron Quick Fixes, or for XML content refactoring.
The presentation aims to deliver a comprehensive overview of AI usage in XML development, providing attendees with the necessary knowledge to make informed decisions. Whether you’re at the early stages of adopting AI or considering integrating it in advanced XML development, this presentation will cover all levels of expertise.
By highlighting the potential advantages and challenges of integrating AI with XML development tools and languages, the presentation seeks to inspire thoughtful conversation around the future of XML development. We’ll not only delve into the technical aspects of AI-powered XML development but also discuss practical implications and possible future directions.
GDG Cloud Southlake #33: Boule & Rebala: Effective AppSec in SDLC using Deplo...James Anderson
Effective Application Security in Software Delivery lifecycle using Deployment Firewall and DBOM
The modern software delivery process (or the CI/CD process) includes many tools, distributed teams, open-source code, and cloud platforms. Constant focus on speed to release software to market, along with the traditional slow and manual security checks has caused gaps in continuous security as an important piece in the software supply chain. Today organizations feel more susceptible to external and internal cyber threats due to the vast attack surface in their applications supply chain and the lack of end-to-end governance and risk management.
The software team must secure its software delivery process to avoid vulnerability and security breaches. This needs to be achieved with existing tool chains and without extensive rework of the delivery processes. This talk will present strategies and techniques for providing visibility into the true risk of the existing vulnerabilities, preventing the introduction of security issues in the software, resolving vulnerabilities in production environments quickly, and capturing the deployment bill of materials (DBOM).
Speakers:
Bob Boule
Robert Boule is a technology enthusiast with PASSION for technology and making things work along with a knack for helping others understand how things work. He comes with around 20 years of solution engineering experience in application security, software continuous delivery, and SaaS platforms. He is known for his dynamic presentations in CI/CD and application security integrated in software delivery lifecycle.
Gopinath Rebala
Gopinath Rebala is the CTO of OpsMx, where he has overall responsibility for the machine learning and data processing architectures for Secure Software Delivery. Gopi also has a strong connection with our customers, leading design and architecture for strategic implementations. Gopi is a frequent speaker and well-known leader in continuous delivery and integrating security into software delivery.
Alt. GDG Cloud Southlake #33: Boule & Rebala: Effective AppSec in SDLC using ...James Anderson
Effective Application Security in Software Delivery lifecycle using Deployment Firewall and DBOM
The modern software delivery process (or the CI/CD process) includes many tools, distributed teams, open-source code, and cloud platforms. Constant focus on speed to release software to market, along with the traditional slow and manual security checks has caused gaps in continuous security as an important piece in the software supply chain. Today organizations feel more susceptible to external and internal cyber threats due to the vast attack surface in their applications supply chain and the lack of end-to-end governance and risk management.
The software team must secure its software delivery process to avoid vulnerability and security breaches. This needs to be achieved with existing tool chains and without extensive rework of the delivery processes. This talk will present strategies and techniques for providing visibility into the true risk of the existing vulnerabilities, preventing the introduction of security issues in the software, resolving vulnerabilities in production environments quickly, and capturing the deployment bill of materials (DBOM).
Speakers:
Bob Boule
Robert Boule is a technology enthusiast with PASSION for technology and making things work along with a knack for helping others understand how things work. He comes with around 20 years of solution engineering experience in application security, software continuous delivery, and SaaS platforms. He is known for his dynamic presentations in CI/CD and application security integrated in software delivery lifecycle.
Gopinath Rebala
Gopinath Rebala is the CTO of OpsMx, where he has overall responsibility for the machine learning and data processing architectures for Secure Software Delivery. Gopi also has a strong connection with our customers, leading design and architecture for strategic implementations. Gopi is a frequent speaker and well-known leader in continuous delivery and integrating security into software delivery.
Securing your Kubernetes cluster_ a step-by-step guide to success !KatiaHIMEUR1
Today, after several years of existence, an extremely active community and an ultra-dynamic ecosystem, Kubernetes has established itself as the de facto standard in container orchestration. Thanks to a wide range of managed services, it has never been so easy to set up a ready-to-use Kubernetes cluster.
However, this ease of use means that the subject of security in Kubernetes is often left for later, or even neglected. This exposes companies to significant risks.
In this talk, I'll show you step-by-step how to secure your Kubernetes cluster for greater peace of mind and reliability.
UiPath Test Automation using UiPath Test Suite series, part 5DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 5. In this session, we will cover CI/CD with devops.
Topics covered:
CI/CD with in UiPath
End-to-end overview of CI/CD pipeline with Azure devops
Speaker:
Lyndsey Byblow, Test Suite Sales Engineer @ UiPath, Inc.
LF Energy Webinar: Electrical Grid Modelling and Simulation Through PowSyBl -...DanBrown980551
Do you want to learn how to model and simulate an electrical network from scratch in under an hour?
Then welcome to this PowSyBl workshop, hosted by Rte, the French Transmission System Operator (TSO)!
During the webinar, you will discover the PowSyBl ecosystem as well as handle and study an electrical network through an interactive Python notebook.
PowSyBl is an open source project hosted by LF Energy, which offers a comprehensive set of features for electrical grid modelling and simulation. Among other advanced features, PowSyBl provides:
- A fully editable and extendable library for grid component modelling;
- Visualization tools to display your network;
- Grid simulation tools, such as power flows, security analyses (with or without remedial actions) and sensitivity analyses;
The framework is mostly written in Java, with a Python binding so that Python developers can access PowSyBl functionalities as well.
What you will learn during the webinar:
- For beginners: discover PowSyBl's functionalities through a quick general presentation and the notebook, without needing any expert coding skills;
- For advanced developers: master the skills to efficiently apply PowSyBl functionalities to your real-world scenarios.
How to Get CNIC Information System with Paksim Ga.pptxdanishmna97
Pakdata Cf is a groundbreaking system designed to streamline and facilitate access to CNIC information. This innovative platform leverages advanced technology to provide users with efficient and secure access to their CNIC details.
Unlocking Productivity: Leveraging the Potential of Copilot in Microsoft 365, a presentation by Christoforos Vlachos, Senior Solutions Manager – Modern Workplace, Uni Systems
DevOps and Testing slides at DASA ConnectKari Kakkonen
My and Rik Marselis slides at 30.5.2024 DASA Connect conference. We discuss about what is testing, then what is agile testing and finally what is Testing in DevOps. Finally we had lovely workshop with the participants trying to find out different ways to think about quality and testing in different parts of the DevOps infinity loop.
GridMate - End to end testing is a critical piece to ensure quality and avoid...ThomasParaiso2
End to end testing is a critical piece to ensure quality and avoid regressions. In this session, we share our journey building an E2E testing pipeline for GridMate components (LWC and Aura) using Cypress, JSForce, FakerJS…
In his public lecture, Christian Timmerer provides insights into the fascinating history of video streaming, starting from its humble beginnings before YouTube to the groundbreaking technologies that now dominate platforms like Netflix and ORF ON. Timmerer also presents provocative contributions of his own that have significantly influenced the industry. He concludes by looking at future challenges and invites the audience to join in a discussion.
Climate Impact of Software Testing at Nordic Testing DaysKari Kakkonen
My slides at Nordic Testing Days 6.6.2024
Climate impact / sustainability of software testing discussed on the talk. ICT and testing must carry their part of global responsibility to help with the climat warming. We can minimize the carbon footprint but we can also have a carbon handprint, a positive impact on the climate. Quality characteristics can be added with sustainability, and then measured continuously. Test environments can be used less, and in smaller scale and on demand. Test techniques can be used in optimizing or minimizing number of tests. Test automation can be used to speed up testing.
zkStudyClub - Reef: Fast Succinct Non-Interactive Zero-Knowledge Regex ProofsAlex Pruden
This paper presents Reef, a system for generating publicly verifiable succinct non-interactive zero-knowledge proofs that a committed document matches or does not match a regular expression. We describe applications such as proving the strength of passwords, the provenance of email despite redactions, the validity of oblivious DNS queries, and the existence of mutations in DNA. Reef supports the Perl Compatible Regular Expression syntax, including wildcards, alternation, ranges, capture groups, Kleene star, negations, and lookarounds. Reef introduces a new type of automata, Skipping Alternating Finite Automata (SAFA), that skips irrelevant parts of a document when producing proofs without undermining soundness, and instantiates SAFA with a lookup argument. Our experimental evaluation confirms that Reef can generate proofs for documents with 32M characters; the proofs are small and cheap to verify (under a second).
Paper: https://eprint.iacr.org/2023/1886
A tale of scale & speed: How the US Navy is enabling software delivery from l...sonjaschweigert1
Rapid and secure feature delivery is a goal across every application team and every branch of the DoD. The Navy’s DevSecOps platform, Party Barge, has achieved:
- Reduction in onboarding time from 5 weeks to 1 day
- Improved developer experience and productivity through actionable findings and reduction of false positives
- Maintenance of superior security standards and inherent policy enforcement with Authorization to Operate (ATO)
Development teams can ship efficiently and ensure applications are cyber ready for Navy Authorizing Officials (AOs). In this webinar, Sigma Defense and Anchore will give attendees a look behind the scenes and demo secure pipeline automation and security artifacts that speed up application ATO and time to production.
We will cover:
- How to remove silos in DevSecOps
- How to build efficient development pipeline roles and component templates
- How to deliver security artifacts that matter for ATO’s (SBOMs, vulnerability reports, and policy evidence)
- How to streamline operations with automated policy checks on container images
A tale of scale & speed: How the US Navy is enabling software delivery from l...
The 10 VR Startups forecasted to shape virtual reality world in 2017
1.
2. Introduction
The 10 VR Startups Forecasted to Shape Virtual Reality World in 2017
Virtual Reality did not just debut as a neophyte in the market in 2016. In fact, it had
already taken tentative baby steps in the early 90s. If every progress it has accomplished
over the years since its introduction is to be taken into account, consumers’ adaptation
with VRs was generally slow-moving when compared to other wearables. Once in awhile
Virtual Reality was able to showcase new innovations over that period of their market
overture, but all in all what those amounted to were short or slight hypes that were either
insignificant or momentary.
3. In 2015 Gartner Inc. released a report on the evolving popularity of the convenience of
mobile payments via smartphones, which they say will intensify by the year 2018. Gartner
pointed to it as a significant indicator of the viability of the market for wearables or
smartphones. The report discussed in detail how further innovation in apps, mobile
devices and mobile services will be impacting traditional business models, particularly in
how people will use personal technology for their productivity and pleasure. They see a
possible increase in the numbers of users for what they categorized as main devices;
tablets, smartphones, notebooks and convertibles (two-in-one devices), each user
owning at least two devices at any given time. As well as increase in the demand for
niche devices; health bands, smart watches, smart glasses and new types of connected
devices such as e-readers smart cards, and portable cameras. VR headsets were never
mentioned, especially the bulky unwieldy VR’s. This is a sign that analysts have not even
the slightest glimpse of VRs landing a lead role in the near future.
However, even if there’s not the slightest hint of Virtual Reality headsets in Gartner’s
instructive report, we can see a high probability of a Virtual Reality World finally taking
shape in 2017. Why?
4.
5. Emerging New Uses For Mobile Devices Will
Stimulate Adoption
The smartphone arena has never been this stimulated before last year. Leading mobile
companies such as Sony, Samsung, and even Microsoft, piloted by the industry’s leader
Apple, are all focused on improving the gaming capabilities of their devices. Almost all
the mobile manufacturers playing the field, except Apple, had already showcased their
best gaming VR headsets to the world. And Apple is scrambling to catch up.
6. Prices Will Become Competitive
The present competition between mobile manufacturers that began in 2016 is already
fierce enough. And we can see it escalating further in the coming months, when
manufacturers start unleashing their innovations. Consequently it will drive the prices
lower, but that will not happen anytime soon. We can see competition already beefing;
Facebook’s Mark Zuckerberg’s acquisition of Oculus Rift in 2014, Samsung Gear VR and
HTC Vive hitting the shelves in 2016 while Sony’s PSVRs gauge consumers’ interests in
advance. Outside the U.S. there are also tech companies working hard on their own VR
headsets, and this will also cause many companies to lower prices.
7. Start-ups Campaigned for Investors Who Are Now
Impatient to See Result
Taking into account the amount of time from feasibility study to research development it
could take a long time for a prototype to emerge. VR headsets for the longest time have
only been producing prototypes, adding to the uncertainty of investors. Super Data
Research reported, so far VR’s have billions worth of investment, projected to reach a
consumer base of 55.8 million in 2016, triggering momentum and increasing industry
expectations.
8.
9. VR headsets are an optional gaming accessory; once more new VR games hit the market
perhaps some gamers will draw more interest towards them.
Based on our interpretations above of the volatility and maturity of the VR market for the
coming year, we chose 10 startups as the most likely ones to take off big-time in 2017.
These are not fledgling companies. They are past their source funding stage, some for a
year or others for a couple and are fully backed financially. Some even have pending
patents, although not all of them are for gaming, they still define Virtual Reality in full.
Variety will surely add spice to competition.
And here’s our two cents (or is this worth a dollar?):
10.
11. 1. The InvisiVision
Short description: An innovative VR technology on entertainment eyewear that is currently a hot entrant
to the industry with their vision statement “Invisivision – delivering content like you’ve never seen it!”
What is it?: InvisiVision is a patent pending hands-free eyewear technology, which will allow users to see
two different projections on a single screen at the same time.
Why it’s hot?: It is a cost-effective VR technology, tailored to an architecture that do away with the
standard default framework of most VR devices like unwieldy hardware, expensive infrastructure and
pricey electronics. According to InvisiVision’s founder, their technology as a rule offers to users a more
immersive and enhanced experience, a novelty to an already stagnating entertainment industry.
nvisiVision was one of 20 companies in the 2015 CES internal tradeshow chosen for Disney’s Best of CES
and was also the chosen frontier technology presenter for OMDC at the Digital Dialogue conference in
2015. InvisiVision is set to release its very first movie Optic soon.
Founders: Ryan Brooks, Robert Bruski 2014
Founded: Kitchener, Canada
How much did they raise? CA$ 20,325
12. 2. HYPERCELL
Formerly AVR
Short description: A new generation VR immersion theme park solution that is location-based.
What is it?:This was the former startup project AVR which changed its name to Hypercell. Hypercell is a
unique Virtual Reality concept for the entertainment industry. It is a Virtual Reality Theme Park service
package, which contains software, hardware and content solution which they are now offering for
franchising.
Possibly the most significant technology today in the VR world is the location-based VR. As the possibility
of Smart Home Technology is pursued to its next level, location based VR surfaced and is projected to
replace, or at any rate, revise the indoor entertainment areas; paint ball, theme parks, laser combat fields,
mall entertainment areas, and so on. The new breed of gamers is looking for more interactive and
immersive set-up than what they have at home.
Why it’s hot?: Hypercell is offered as a complete service package which can be built in a small space, 25+
m2 and can support as many as 8 players. Investment needed will be minimal for clients because
decorative props will not be needed, the VR will provide it for them. And gamers have long ago hinted of
this kind of demand, and this may be the answer.
Founders: Levend Turgay, 2016
Founded: Istanbul, Turkey
How much did they raise? $100,000
13. 3. ALT VR
Short description: A fun, complete and effective Virtual Reality communication platform which people
can use to get together in virtual space for work or just to have a good time, even when they are
physically apart.
What is it?: ALT VR is a VR startup company that is currently developing an integrated hardware and
software communication platform, projected to provide a new level of experience on online
communication and interaction. It is built around a user-centered approach which give users who are
apart from each other physically the upper hand in creating their shared online virtual experiences. They
can listen to music, watch movies, even work together and do other things around internet via ALT VR
created virtual spaces.
Why it’s hot?: Users spread across over 150 countries around the world, still growing as per last count are
naturally appreciative of ALT VR’s inspiring and fulfilling shared virtual spaces. They love the stimulating
and satisfying experience of playing games, streaming videos, or finishing tasks with their friends,
colleagues and loved ones within the confines of the virtual spaces provided by the two dimensional
holographic experiences delivered by ALT VR. This startup is way past its prototype stage, and presently
its teams are still building and improving their system, to provide more substantial shared Virtual Reality
places experiences. With the rise of online mobile payments systems, which Gartner predicted will still
grow in the succeeding years, ALT VR in the future may find something for them in the online mobile
payments niche. It is compatible with HTC Vive, Oculus Rift and Samsung Gear VR, and others, and you
don’t need to have the same headset with the one you are co-sharing with to make it work.
Founders: Eric Romo, Gavan Wilhite, David Gudmundson 2013
Founded: Redwood city, California
How much did they raise? $10, 300, 000 on Series A and $5,200,000 on Seed
14. 4. Baobab Studios
Short description: Baobab is a VR animation startup built around the value of providing story and
character driven cinematic experiences to a new breed of VR audiences.
What is it?: Baobab was founded by Maureen Fan, and based in Redwood City, California. It was
conceptualized around a principle of new era VR animated storytelling. To get the company’s value
across, two tangible epitomes of their innovative cinematic model, Asteroids and Invasion, can now be
enjoyed by users. Packaged along with the company’s release of its 2 models is the company’s
awareness, of needing to appeal to everyone through quality animation, beautiful artwork, compelling
stories, and humor. The people behind the creation of Asteroids and Invasion hope to create a form of
Virtual Reality that everyone can appreciate and enjoy, regardless of background, age, or personal
experience.
Why it’s hot?: It personifies the projections about Virtual Reality’s future. The VR’s era is now and the
prospect for the industry is limitless and universal. Baobab’s creed illustrates that VR’s are not hinged on
gaming and headsets, it has other avenues to explore. It can be played and viewed using readily available
VR headsets in the market today, whichever one of these you now have.
Baobab’s battle cry “Through compelling stories, believable characters, immersive worlds, beautiful art
and high-quality animation – we inspire you to dream by bringing out your sense of wonder.” says it all
with Invasion and Androids with no less than Elizabeth Banks as one of its talent. And the continuous
evolution of 3D animation sets new standard for modern era audiences. This is an industry rife with
opportunities for startups like Baobab.
Founders: Maureen Fan, Larry Cutler 2015
Founded: Redwood City, California
How much did they raise? $31M in 2 Rounds from 11 Investors
15. 5. WEVR
Short description: A Virtual Reality startup conceptualized as community support and VR media
publishing platform for all types of aspiring and professional creatives’ discipline.
What is it?: The founders of WEVR formerly known as WemoLab know Virtual Reality has infinite
potentials in influencing changes in people’s lives more than other mediums. They know the freedom with
which its power of immersion in creating memories can be explored is limitless. So they conceptualized
this open platform they named Transport which can support all forms of collaborations by creative,
immersive, and technology communities. Aside from the support community they also commit to
consistently supply VR producers superior high performance VR playback software that will help in
showcasing brilliant VR projects by emerging VR storytellers. This as an open VR technology platform, for
immersive storytellers to use in creating, presenting, and publishing projects on all VR headsets has many
things in store for it in 2017.
Why it’s hot?: The limitless freedom with which an artist or a producer can use this platform in creating,
presenting and publishing projects has already brought a wave of promising artists to its community. A
few of them already tested WEVR’s capabilities; you can find their masterpieces at WEVR and there is no
sign that people behind WEVR are stopping soon. They committed to continue building and improving
their platform to realize their vision of winning over the greatest storytellers of our time, and provide them
the best platform to tell stories and engage audience big time across all types of creatives’ disciplines.
They believe they are truly fortunate to have created this amazing confluence of art and technology,
although its future is unwritten. They know its potential is unlimited.
Founders: Neville Spiteri, Anthony Batt, Scott Yara 2010
Founded: Venice, California
How much did they raise? $38.25M; 5 Rounds; 13 Investors
16. 6. PRENAV
Short Description: Precise, automated drones (aerial robots), which can navigate along pre-planned flight
paths. Precision Navigation for Drones.
What is it?: These are drones that PRENAV developed to safely fly in close proximity to structures and in
complicated environments which GPS cannot navigate or cover. Designed primarily as commercial drone
system intended to assist organizations in inspecting and maintaining their infrastructure. Initially it has
capability to navigate around tall structures like cell phone towers and wind turbines. PreNav is currently
focused on improving its automated capacity for flying in close proximity to industrial structures, and in
using its precise positioning capabilities to put together engineering-grade 3D reconstructions of the
structures and the area.
Why it’s hot?: It allows people who are not expert pilots to fly a drone for business even without obtaining
an experimental airworthiness certificate. It shortens and lessens the prerequisites for drone pilots
imposed by the FAA. It combines a ground-based guidance robot, a drone and software to diagram the
project and analyze resulting data
Founders: Naim Busek, Nathan Schuett, Asa Hammond 2013
Founded: San Carlos, California
How much did they raise? Raised a total amount of $9.75 million in 3 rounds.
17. 7. Spaceout.VR
Short Description: Convert your digital life automagically into shareable social spaces with this new
generation Virtual Reality music powered medium for entertainment.
What is it?: Spaceout.VR is a startup founded in 2015 which developed a Mobile VR App that has an
integrated VR content publisher. It gives you a new experience with your own choice of music. With your
playlist, Spaceout VR will let you experience an expanded perception of your favorite music; songs and
mixes. It can fully integrate your music collection into a sound responsive fantastical world. A new breed
of entertainment, gaming and communications into one personalized VR App.
Why it’s hot?: The latest updated release includes music streaming via Soundcloud which you can
choose your music and enter HEADBANGERZ, VisionVR a whole new experience with your Facebook
photos, and a Geospatial UI with Google streetview. Spaceout.VR has over 80,000 users and expects to
complete its entire app in early 2017.
This is a low cost and highly durable product which can cultivate mainstream acceptance and uptake
within any age level, anyone who owns the latest models of smartphone, can enjoy SpaceoutVR.
Founders: Dennis Adamo, V. Owen Bush, Ignatio Platas, Agustin Abreu 2015
Founded: New York
How much did they raise? Monetize through freemium, subscription and advertising.
18. 8. Virt
Short Description: Bringing reality into Virtual Reality with robots.
What is it?: A startup founded in Las Vegas which developed prototypes of 360-Degree Video Robots intended to
have the capability to transform real-world spaces into Virtual Reality by creating virtual copies of the real live sight.
This is a new way to bring new experiences in bringing people and places together. The first model was for real
estate; commercial and residential. Whether you are selling a house or you are showing off a new office design, VIRT
can import the real sight into Virtual Reality.
Why it’s hot?: VIRT VR transform virtual content creation into a time efficient and cost-effective process which
previously was time-consuming and expensive. It is a novel experience with Virtual tour that it has made more
affordable, simple and practical. It has expanded to cover hospitality, retail, marketing and construction industries.
In hospitality industry VIRT VR creates a virtual tour for guests to let them have a virtual taste of the experience
hospitality establishments are offering them. What’s the best way to convince them of the fun and the conveniences
they are going to have from your establishment than a taste of the experiences online, increasing the chances of
them booking your establishment right after their online Virtual tour.
Let customers step-in and experience the perfect shopping experience you have invested heavily with in your actual
store. It doesn’t matter where they are in the world VIRT VR will let them get a taste of your actual retail store set-up.
Lessen actual trips to your construction sites, VIRTMOBI a VR 360-degree video allows you remote walkthroughs
around your construction projects. You can directly oversee and manage several projects effortlessly in less time
and less expense at your office. Making your inspection regular and intensive.
Marketing can become less stressful and fluid with Virtual Reality. VIRT VR will let you create immersive experience
for prospective customers. It is a proven strategy with marketing videos, virtual visual contents draw more
engagements, and lengthen users online engagement within your marketing sites and pages. VIRT VR’s Marketing
platform will drive more users engagement for you.
Founders: Phil Johnston, Brian Kauke 2014
Founded: Las Vegas
How much did they raise? Not mentioned but target is $1,500,000 in Seed Financing.
19. 9. MindMaze
Short description: MindMaze is a startup directing its energies on managing a platform which builds
intuitive human machine interfaces by integrating Virtual Reality, neuroscience, brain imaging and
computer graphics.
What is it?: MindMaze is Tej Tadi’s vision of an innovative online medical grade technology platform
dedicated to building intuitive human machine interfaces; combination of virtual reality (VR), brain
imaging, computer graphics, and neuroscience. Tej is passionate in his idea of developing new
applications in health care, brain machine and gaming to help victims of stroke, amputees and patients
with spinal injuries. The result was the company’s development of the high-resolution motion capture
sensors, extremely capable of transcribing exact positions and orientations to enable real-time
representation of movements onto virtual characters.
Why it’s hot?: MindMaze first developed medical grade virtual reality products proposed to aid in the
stimulation of neural recovery. Among the latest products the company has produced and launched are
devices that use virtual reality, brain imaging and gaming technologies to retrain the brain in stroke
victims; lightweight, wearable Head Mounted Display (HMD) and 3D motion capture cameras with
enhanced features like; VR, gesture, multiple user or object recognition and Augmented Reality
capabilities. Three years and counting it is now listed as one of the top 10 healthcare start-ups in
Switzerland.
Founders: Tej Tadi 2012
Founded: Ecublens, Vaud
How much did they raise? $108.5M in 2 Rounds from 1 Investor
20. 10. Lucid VR
Short description: Leveraging 3D imaging, vital in capturing real immersive VR images and videos,
bringing you a gateway to share your world with or join another.
What is it?: Lucid is a composite device fabricated as a ready to pair stereoscopic camera, that captures
the real world the way the human eye sees it - with all its actual complexity, and 180º field of vision. You
can then watch and share your video by combining LucidVR with any mobile device to create the
gateway with which you can experience and relive the experience through the immersive VR videos.
Why it’s hot?: It is the winner of the Lumiere’s award 2015 by the prestigious advanced imaging society.
You can effortlessly pair it with any available mobile device or any available Virtual Reality headset, like
Oculus Rift and with a Google Cardboard, to relive the experience as if you were actually there in the
video.
Founders: Adam Rowell, Han Jin 2014
Founded: Santa Clara, California
How much did they raise? $2.4M in 3 Rounds; 8 Investors
Now that our list is out, let’s see how well will they live up to their hype in 2017. Who among these fully
backed 10 cost effective, competitive and highly adaptable start ups will prove themselves further to the
satisfaction of investors and consumers? Which of them will break or make the future of the Virtual
Reality World? Let’s watch and see.
Zazmic predicts that AltVR will be a definite winner from this list. Because it combines two trends that
have been unstoppable in the last couple of years with both a messaging / communication platform.
AltVR has delivered on the need for communication in the VR world.