This is our Q4 2014 update showing companies developing hardware for the virtual reality market. We include head-mounted displays, hand/body controllers, treadmills and other input devices.
The Q3 2014 update of the KZero VR Software Radar chart visualising virtual reality games and experiences by genre, launch stage and average player age.
This is our Q4 2014 update showing companies developing hardware for the virtual reality market. We include head-mounted displays, hand/body controllers, treadmills and other input devices.
This is our Q2 2014 update showing companies developing hardware for the virtual reality market. We include head-mounted displays, hand/body controllers, treadmills and other input devices.
This is our Q3 2014 update showing companies developing hardware for the virtual reality market. We include head-mounted displays, hand/body controllers, treadmills and other input devices.
A supporting presentation for the series of KZero articles explaining the evolution of the virtual worlds sector moving towards Social Virtual Reality.
The KZero Virtual Reality Radar Chart shows the key growth areas for consumer take-up of VR. We have identified 12 key sectors and show the adoption years for each sector.
The Q3 2014 update of the KZero VR Software Radar chart visualising virtual reality games and experiences by genre, launch stage and average player age.
This is our Q4 2014 update showing companies developing hardware for the virtual reality market. We include head-mounted displays, hand/body controllers, treadmills and other input devices.
This is our Q2 2014 update showing companies developing hardware for the virtual reality market. We include head-mounted displays, hand/body controllers, treadmills and other input devices.
This is our Q3 2014 update showing companies developing hardware for the virtual reality market. We include head-mounted displays, hand/body controllers, treadmills and other input devices.
A supporting presentation for the series of KZero articles explaining the evolution of the virtual worlds sector moving towards Social Virtual Reality.
The KZero Virtual Reality Radar Chart shows the key growth areas for consumer take-up of VR. We have identified 12 key sectors and show the adoption years for each sector.
Introduce the VR and AR technology and industry value chain , on going applications in verity industries , global VR AR market overview , and some Indicators Examples
N Tech Corporation Marketing Plan for G-VR (Final Project for Principles of M...Clarice Annabelle Hillaby
As our final project for our Principles of Marketing course, we were required to design a detailed marketing plan with a new business to understand, analyze and apply the knowledge that we have acquired throughout this whole course. Our team, Emma Falkengaard, Hidayatul Fitriah binti Hamid, Nurul Fitriyani binti Hamdan, Kim Ho Jean and Clarice Annabelle anak Hillaby, worked together very closely and this is how we came up with G-VR, a VR headset designed for organizations that includes architecture firms, real estate agencies, schools and hospitals.
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.
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.
When will Virtual Reality become Reality? @NED2015Rori DuBoff
The evolution of Virtual Reality and Augmented Reality.
Brand Marketing Case examples across industries including retail, travel, hospitality, medical, sports, journalism, music, movies, education and more. Plus the future for expanded reality (XR)
Virtual Reality in Marketing and PR - What you should know and why you should...Stefan Spinnler
Virtual Reality is a powerful new medium, allowing us to tell our stories and connect with consumers in exciting new ways. In this presentation I want to show how Virtual Reality can expand our marketing toolbox and boost our content marketing.
Also check out my "Virtual Reality Playbook for Marketing and PR" at http://de.slideshare.net/stefanspinnler5/virtual-reality-playbook-for-marketing-and-pr
Mixed Reality Interfaces and Product ManagementJeremy Horn
Slides Vikas Batra recently used in his discussion w/ mentees of The Product Mentor.
Synopsis: In this talk Vikas will share recent developments in the field of Virtual Reality(VR) and Augmented Reality (AR) . Share use-cases on how AR is being used by enterprises to help you identify how you could use it to gain competitive advantage in your market.
The Product Mentor is a program designed to pair Product Mentors and Mentees from around the World, across all industries, from start-up to enterprise, guided by the fundamental goals…Better Decisions. Better Products. Better Product People.
Throughout the program, each mentor leads a conversation in an area of their expertise that is live streamed and available to both mentee and the broader product community.
http://TheProductMentor.com
Introduce the VR and AR technology and industry value chain , on going applications in verity industries , global VR AR market overview , and some Indicators Examples
N Tech Corporation Marketing Plan for G-VR (Final Project for Principles of M...Clarice Annabelle Hillaby
As our final project for our Principles of Marketing course, we were required to design a detailed marketing plan with a new business to understand, analyze and apply the knowledge that we have acquired throughout this whole course. Our team, Emma Falkengaard, Hidayatul Fitriah binti Hamid, Nurul Fitriyani binti Hamdan, Kim Ho Jean and Clarice Annabelle anak Hillaby, worked together very closely and this is how we came up with G-VR, a VR headset designed for organizations that includes architecture firms, real estate agencies, schools and hospitals.
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.
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.
When will Virtual Reality become Reality? @NED2015Rori DuBoff
The evolution of Virtual Reality and Augmented Reality.
Brand Marketing Case examples across industries including retail, travel, hospitality, medical, sports, journalism, music, movies, education and more. Plus the future for expanded reality (XR)
Virtual Reality in Marketing and PR - What you should know and why you should...Stefan Spinnler
Virtual Reality is a powerful new medium, allowing us to tell our stories and connect with consumers in exciting new ways. In this presentation I want to show how Virtual Reality can expand our marketing toolbox and boost our content marketing.
Also check out my "Virtual Reality Playbook for Marketing and PR" at http://de.slideshare.net/stefanspinnler5/virtual-reality-playbook-for-marketing-and-pr
Mixed Reality Interfaces and Product ManagementJeremy Horn
Slides Vikas Batra recently used in his discussion w/ mentees of The Product Mentor.
Synopsis: In this talk Vikas will share recent developments in the field of Virtual Reality(VR) and Augmented Reality (AR) . Share use-cases on how AR is being used by enterprises to help you identify how you could use it to gain competitive advantage in your market.
The Product Mentor is a program designed to pair Product Mentors and Mentees from around the World, across all industries, from start-up to enterprise, guided by the fundamental goals…Better Decisions. Better Products. Better Product People.
Throughout the program, each mentor leads a conversation in an area of their expertise that is live streamed and available to both mentee and the broader product community.
http://TheProductMentor.com
COMP 4010 - Lecture 1: Introduction to Virtual RealityMark Billinghurst
Lecture 1 of the VR/AR class taught by Mark Billinghurst and Bruce Thomas at the University of South Australia. This lecture provides an introduction to VR and was taught on July 26th 2016.
The way we will interact with digital content is about to rapidly change, due to the emergence of Consumer Virtual Reality.
!
This KZero Worldswide report explains the state of the Consumer Virtual Reality market, the devices being created, the companies operating in it, market size forecasts and commercial application examples for key Virtual Reality markets.
The rise of VR & AR era. Why this time is different?Vasily Ryzhonkov
When Facebook bought virtual reality company Oculus in early 2014, virtual reality blew up. While game and movie studios began reimagining the future, others looked back at the "old days" of VR — a loosely remembered period in the 1990s when gloves and goggles were super cool and everyone was going to get high on 3D graphics.
Computer enthusiasts and science fiction writers have dreamed about VR for decades. But earlier attempts to develop it, especially in the 1990s, were disappointing. It turns out the technology wasn’t ready yet. What’s happening now — because of Moore’s Law, and also the rapid improvement of processors, screens, and accelerometers, driven by the smartphone boom — is that VR is finally ready to go mainstream. Now, we’re in the midst of a virtual reality revolution.
So the question I want to pose here – is this time different?
Are we going to this future or it’s only media hype?
2015년 하반기의 뉴스 모음입니다.
뉴스에 나온 이미지와 주요 내용을 PPT 1장으로 정리한 것으로 총 13가지로 분류하였습니다.
IT Market
IT Technologies
Internet of Things
Virtual Reality (VR)
Connected Car
Connected Home
Drone
Mobile
Wearable
Online to Offline, Offline to Online (O2O)
FinTech
IT Company
Security
감사합니다.
The world is changing fast. Virtual Conferences and Virtual Tradeshows will become the new norm during and after COVID. Many companies are leveraging Virtual Reality and Augmented Reality to scale their marketing efforts during these turbulent times
Broadway Entertainment Group Interactive IntroductionKiwon Seo
Broadway Entertainment Group Interactive(BEGI) established by Dec. 2013. BEGI, a development company
for inter-industrial cultural contents, develops VR (virtual reality) contents that are linked to various hardware
by blending traditional offline businesses with VR, IT technologies We’ve developed various games and
tangible contents by applying hardware such as Ocuclus, Vive, Sixense stem, Perception neuron Currently We
are developing "Justice of darkness" that virtual room-escape game. Also, We are looking for Publishers and
Service Companies that prepare the VR gaming service or Clients who are seeking VR Game Developer.
Heyy! there, honorable men with fashion! Are you arranged to step up the quality of your extras? We’re diving profoundly into the domain of custom wallets for men, so you do not have to be look any more distant. Custom wallets are the perfect strategy to grandstand your uniqueness and progress your fashion, notwithstanding whether you’re an experienced fashionista or essentially need to include a individual touch to your day-by-day carry.
Matt Zeller (Microsoft): Windows Mixed Reality: Holograms to VR, and Everythi...AugmentedWorldExpo
A talk from the Life Track at AWE USA 2017 - the largest conference for AR+VR in Santa Clara, California May 31- June 2, 2017.
Matt Zeller (Microsoft): Windows Mixed Reality: Holograms to VR, and Everything in Between
Mixed reality covers a spectrum of experiences from traditional AR to VR. Come learn about Microsoft’s mixed reality strategy, and how you can create experiences that cover the entire spectrum using one platform and one set of tools.
http://AugmentedWorldExpo.com
Introduction to VR ebook- Dream School.pdfMahadi Hasan
Introduction to VR ebook- Dream School
Virtual Reality (VR) is a rapidly growing technology that offers a new way of experiencing the world and beyond. Whether you're interested in gaming, education, or exploring new environments, VR provides an immersive and interactive experience that is unlike anything you've seen before.
Augment Works - Augmented Reality and Virtual Reality Development CompanyGhanshyam Sharma
We are an Augmented & Virtual Reality applications development company, we work on cutting edge technologies & with all the major VR and AR stages. From five-plus years we have been working on Augmented reality, and from 3 years in Virtual and mixed reality.
We have expertise & hands-on experience working on a variety of AR, VR platforms like:
Augmented reality: AR toolkit, Vuforia, Kudan, Easy AR, AR Core, AR Kit, Web AR.
Virtual Reality: HTC Vive, Oculus, Cardboard, Android, iOS, Google Tango, Leap Motion, Vico VR.
We also have expertise in Mobile Apps Development for both IOS & Android.
Here are some of the AR apps that we created for some of our clients :
1.a] Magic joe coloring book https://www.youtube.com/watch?v=Z8N0HJtRYXw
1.b] Magic Joey Transport AR https://www.youtube.com/watch?v=ut-p2sCHtgk
2] Door and window (Furniture apps):https://www.youtube.com/watch?v=-cy_MapZfEg
3] AR E-Commerce POC (3d view of product) https://www.youtube.com/watch?v=auH53q9jY5A 4]Drill POC(Machinery e-learning) https://www.youtube.com/watch?v=MpmSf0P6Fwc
5] Augmented Reality on Indoor Posters and Outdoor Banners https://www.youtube.com/watch?v=jJzfvYJlz7k
6] Drum POC AR https://www.youtube.com/watch?v=iEWLviyWUDc
7] Boy POC with logo.avi https://www.youtube.com/watch?v=0GIfhk5jhJ0
8] Web AR: https://www.youtube.com/watch?v=5BFJGfdvMvc
Also, you can check our Virtual reality work:
1. VR Training and Maintenance for machinery: https://www.youtube.com/watch?v=FkFFE1g27Y0 2. VR Meditation By Augmentworks on HTC VIVE: https://www.youtube.com/watch?v=LisBkFBhgNo 3. VR Mars Mission By Augment works on HTC VIVE: https://www.youtube.com/watch?v=5PPMqSJVfxE
4. VR Fire Safety Drill By Augment works on HTC VIVE: https://www.youtube.com/watch?v=SgqcjN1bdDk
5. VR Cycle for Cardboard with IoT Device: https://www.youtube.com/watch?v=g2gHWEG_mcQ
6. VR Balloonshoot For Cardboard: https://www.youtube.com/watch?v=lY8C2Vy4Wv4
Games we have developed:
LadyBug on Screen:https://play.google.com/store/apps/details?id=com.augmentworks.ladybug&hl=en
The KZero Radar Chart show key growth areas within the Virtual Reality market place. 12 key sectors have been identified, along with companies and sub-sectors.
The first edition of the KZero Galaxy chart. This chart presents total cumulative registered accounts for the MMORPG, FPS, MOBA, ART and other gaming related categories.
A presentation delivered by Nic Mitham (KZero) for the Enne organised conference called 'Jornada Digital Contents: An EStrategy for the Economic Growth and Innovation' 21st October 2011 at Navarra University Spain.
6. VR Hardware Radar Launch Stages of Virtual Reality Devices: Announced, In Development, Available
7. Launch Stages
Announced / Pending Funding: A prototype has been announced but the
company/inventor has not yet secured funding.
In Development: A prototype has been publicly demonstrated and/or the
company has funding.
Pre-Order / Dev Kit Available: The product is in the latter stages of
development, has made limited versions available to developers and/or is
taking pre-orders.
Consumer Version Available: The product is available for purchase by the
general public.
8. Hardware Categories
HMD: Integrated: A virtual reality head-mounted display with the screen
integrated into the unit.
HMD: With Mobile Device: A virtual reality head-mounted display using a
third-party mobile device as the screen.
Controller: Hand Device / Glove / Body Unit : An input device using
hands and/or body movement for tracking.
Controller: Treadmill / Foot Control: An input device that tracks leg/foot
movements.
9. Hardware Categories
Controller: Haptics: An input device for hands and body that also provides
tactile feedback by force or vibration.
3D Camera: A video or image recording device that captures 3D stereoscopic
views.
End-to-End Platform: A company that provides HMD systems coupled
with input devices and motion capture.
Misc: Products not fitting into other categories.
23. Other KZero presentations you may like
VR Game Radar: VR games and experiences visualised by genre and average
user age.
Brands in Virtual Reality: Official and unofficial brand experiences in VR.
Virtual Reality Market Sizing: Unit sales, active users and revenue forecasts
for the consumer Virtual Reality sector.
Virtual Reality State of the Market: An assessment of the current state of
the Consumer Virtual Reality marketplace.
Order these reports from our website.