3 Benefits Virtual Reality Can Bring to Your Business in the Coming Years

| June 3, 2019

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Businesses all around the world are now integrating technology to enhance products and services and keep up with the times. The anticipated new tech trends for 2020 are leaning towards incorporating expanded reality options such as Augmented Reality (AR) and Virtual Reality (VR) into numerous industries, especially in Retail. Having more info about how to learn such a business application and the virtual reality companies that make them is definitely useful.

Spotlight

ESL - Turtle Entertainment

ESL is the world's largest esports company, leading the industry across various games with numerous online and offline competitions. It operates high profile, branded international and national leagues and tournaments such as the Intel® Extreme Masters, ESL One, ESL Pro Series, StarCraft® II World Championship Series, as well as grassroots amateur cups, leagues and matchmaking systems. ESL covers a broad field of services in gaming technology, event management, advertising and TV production, fully catering to the needs of the esport’s ecosystem. With offices in Germany, Russia, France, Poland, Spain, China, North America and partners in many other countries, it has a truly global footprint.

OTHER ARTICLES

Why VR and AR Should Be Part of Your Audience Building Campaign

Article | April 6, 2020

Marketing is a high-priority concern for businesses of all shapes, sizes, and varieties. To get noticed, they need to optimize everything from the content they produce to the brand images they present — but they also need to target the right audiences (and know them completely). Because this can’t be achieved immediately, it must be worked on over time. You send out some types of content and see how they perform. How do the recipients react? How much interest do they show?

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Is Microsoft moving Windows Mixed Reality VR/AR towards consumers?

Article | April 6, 2020

Recently, Bill Stillwell of Xbox fame left the gaming division to join Windows Mixed Reality, to work on "world-class consumer AR/VR experiences in the Microsoft ecosystem." Interesting. For a couple of years, Microsoft couldn't resist demonstrating its unprecedented HoloLens augmented reality tech at every single event, it felt like, using Minecraft and other random Xbox properties to showcase the potential therein. Fast forward five years to 2020 and HoloLens remains firmly in the realm of big business and the military, powering next-generation training, awareness, and productivity solutions.

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Player vs. Hacker: Cyberthreats to Gaming Companies and Gamers

Article | April 6, 2020

The video gaming landscape has changed drastically over the past few decades. Some of these changes have led to considerable developments in the cyberthreat landscape as it applies to gaming companies, the games themselves and the user base that enjoys them. Integration of the cloud, mobile apps and social networks, the diversity of games and platforms, the popularity of streaming, and the change in profit models to include loot kits mean that the attack surface is far greater than it has ever been. For this reason, it is important that gaming companies are prepared to defend against threats to their consumers and that gamers understand the types of threats they can face.

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PlayStation VR on the PS5 could ditch Move controllers for finger-tracking

Article | April 6, 2020

Sony got good mileage out of its PlayStation Move motion controllers, which it introduced for the PS3 generation. But it could be moving to something more akin to the Valve Index controller for the upcoming PlayStation 5. A patent application published this month suggests finger-tracking technology could come to the system, possibly for use with PlayStation VR. The application, which was first filed in 2018, is for a hand-worn device that includes sensors to detect individual fingers. A “sensor support” unit is located in the middle and is adjustable to accommodate different hand sizes.

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Spotlight

ESL - Turtle Entertainment

ESL is the world's largest esports company, leading the industry across various games with numerous online and offline competitions. It operates high profile, branded international and national leagues and tournaments such as the Intel® Extreme Masters, ESL One, ESL Pro Series, StarCraft® II World Championship Series, as well as grassroots amateur cups, leagues and matchmaking systems. ESL covers a broad field of services in gaming technology, event management, advertising and TV production, fully catering to the needs of the esport’s ecosystem. With offices in Germany, Russia, France, Poland, Spain, China, North America and partners in many other countries, it has a truly global footprint.

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