Is virtual reality the future of social networking?

| March 28, 2019

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The VR industry is experiencing unprecedented growth, reaching over $27 billion in 2018. Market analysts predict the worldwide VR market is set to reach over US$200 billion by 2022.Lead by Generation Z and Millennials, 77% of VR headset owners said they are interested in engaging with others in VR, according to Greenlight Insights. Playing games, watching videos, and video communication ranked highest as social VR activities of interest. And yet, numerous challenges are holding back VR adoption.

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Apple to Buy NextVR from Best Virtual Reality Platforms

Article | April 5, 2020

Technology giant Apple plans to take NextVR, one of the best platforms, by showing that it continues to work on virtual reality. NextVR was transferring important events over virtual reality today. Virtual reality (VR) and augmented reality (AR) technologies will undoubtedly be among the most used technologies in the future. Studies on this subject have been going on for years, but we still have not fully seen what this technology can do. For this reason, the virtual reality industry has not matured yet today. Apple has long been working on virtual reality and augmented reality.

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The streaming, AI and VR-assisted future of listening

Article | March 29, 2020

We’ve already seen a boom in smart speakers. This and the unleashing of sound experiences from any sort of tether are fuelling the audio revolution. Streaming services like Spotify and Apple Music mean sound is no longer dependent on a carrier medium or dedicated device. Instead, listening has become mobile and on-demand. Like an invisible companion, sound accompanies us wherever we go, without interruption. In the future, I believe that the distance between listener and sound will shrink even more. How so?

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Why we expect AR/VR/MR—and this company in particular—to take off faster than Elon Musk’s and SpaceX’s Crew Dragon

Article | March 13, 2020

First, let’s state the obvious: the augmented reality (AR), virtual reality (VR), and mixed reality (MR) industry—often referred to as “XR” or extended reality—has been on a tear since long before the spread of the coronavirus, hitting new high notes in late 2019 and early 2020. The installed base of ARCore-compatible Android devices, for example, grew from 250 million devices in December 2018 to 400 million in May 2019. Meanwhile, 2017 heralded the Cambrian explosion of the AR world, with the introduction of easy-to-use software development kits from both Apple (called ARKit) and Google (called ARCore).

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Microsoft’s xCloud game streaming arrives on iOS with some Apple restrictions

Article | February 12, 2020

Microsoft is expanding its Project xCloud service to the iPhone today. The software giant is launching a beta of xCloud through Apple’s TestFlight service, allowing xCloud testers to try the service on an iPhone or iPad. It’s the first time we’ve seen a cloud game streaming service appear on iOS since the days of OnLive — and OnLive’s iOS app wound up in limbo when Apple didn’t approve it. Google’s Stadia and Nvidia’s GeForce Now are still not available on Apple’s devices, either, and neither company has been able to tell us when that might change.

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Spotlight

Juice Worldwide

Juice Worldwide is one of the world’s top providers of digital services and content licensing for OTT platforms, major studios, networks and independents. Juice has preferred vendor status with iTunes and Netflix and delivery relationships with an expansive list of companies including Amazon, Google, Xbox, Sony, Hulu, and many others.

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