Researchers Sherry Law has been studying the benefits that VR can provide to patients in one Fredericton long-term care home:
"If the data indicates that VR can improve residents’ moods, the technology could be implemented in York Care Centre and other long-term care centres in Canada as a supplementary tool to alleviate mood or mental health concerns in the population.
The benefits of improving mood in long-term care residents are multi-faceted. An improved mood could boost participation in rehabilitation or medical intervention, improve cooperation between the resident and staff, decrease aggressive incidents, and potentially increase overall health by reducing stress. These advantages could be translated into financial benefits as well," said Law.
The research is being undertaken by the One CABHI project. You can read the complete article Can Virtual Reality Make Long-term Care Residents Happier? One CABHI Project Investigates
NOTE: This project is using the HTC Vive VR headset.
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European VR companies institute standards for watching you watch ads
The hope is that this initiative will form the standard now for everyone from game developers to trainers and educators through to marketing and advertising agencies to use as a base for the active engagement of participants in content. I should think that there will be many UX and UI people pouring over the details as we all get up to speed on these suggested standards.
Read the complete article
VR headset sales show no signs of slowing as they past record numbers.
The number of VR headsets sold in the last 3 months exceeds 1 million units for the first time. This is great news for game development companies and inline with Zuckerberg's predictions that Virtual Reality is about to boom.
"Virtual reality headset shipments are showing no signs of slowing, as the quarterly total exceeded 1 million units for the first time in Q3 2017. Sony took the lead, shipping more than 490,000 PlayStation VR (PS VR) sets in Q3. It was followed by Oculus, which shipped 210,000 of its Rift headsets. HTC took third place, shipping 160,000 Vive VR units. Collectively, Sony, Oculus and HTC made up 86% of the total market in Q3 2017."
Read the full article here
"In Asia, Japan’s unique gaming and entertainment culture has helped VR adoption. VR in Japan has benefited immensely from the emergence of VR experience zones across the country, such as in Shinjuku, Tokyo. Japanese consumers enjoy living their fantasies in virtual reality, a trait that stems from their anime and gaming culture. “Sony is well placed to take advantage of this increasing interest in VR,” said Canalys Analyst Jason Low. “Sony has dominated the Japanese VR headset market since the release of the PS VR, taking more than an 80% share, and will continue to lead as it increases supply of the PS VR headset with bundles featuring new titles from popular franchises.”
The global VR headset market is expected to gain a sizeable boost in 2018 from new entrants supporting Microsoft’s Windows Mixed Reality platform. "
In Alan Smithson article on March 28, 2017 he said this:Unless you have been living under a rock for the past 12 months, you will be aware of what virtual reality is and probably have an idea of how big the virtual and augmented reality market is going to be. I am going to tell you anyway to make sure you know now…
By 2035, Citi Financial Estimates the vCommerce industry to be worth $1.3 trillion. Yes, that is trillion with a “T”, we’re talking 4 comma club! Now that is a massive number and surely not all of this is from virtual and augmented reality… or is it. According to VR evangelist and author of the Fourth Transformation, A book about the transformative potential of VR/AR, Robert Scoble suggests ‘Users will start expecting brands to have mixed reality experiences in 2018. The big money will show up in 2020’
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Expert says NZ has a potential gold mine of virtual reality innovation - "if we play our cards right."
Brett Telfer is the Head of AR/VR Garage - a collaborative R&D facility launched in Auckland by ATEED just over a year ago. "We are talking to various people about developing world-leading innovation labs with adjacent apartments with VR/AR capability, as well as theme park functionality here in New Zealand," he says.
When launched, the VR/AR Garage was "world-leading", says Telfer, ahead of anything in New York, Melbourne and many other international cities. "The next iteration needs to be industry-led but must be supported by central government," he says. "There are countries round the world - Korea, Israel, Australia, Taiwan - who have profited from such government backing. The rise and rise of VR/AR is almost a no-lose investment for governments."
"We need early investment in globally significant infrastructure, allowing us to build R&D environments here attractive to global investment and effective for multinational proof of concept and prototyping. We have to move away from governments waiting for individual companies to succeed by themselves and then taking the political credit for it."
New Zealand's success so far - and the AR/VR Garage's approach - is to assess and identify "international movers and shakers" in the new industry, understanding the problems they face, solving them and encouraging economic development here through partnerships and collaborations.
"It's a substantially different approach to the way business has been done in New Zealand for the last 30 years - where Kiwis figure out what we do very well , make something and try to sell it to the world against strong competition. We are now talking to major players who already have the infrastructure and reach to take things to the world," he says.
"If we do that and if we get the right government support, then we can leverage the revolution of the VR/AR industry to become digital masters of our own fate."
Here is the full article
Understand how Virtual Reality Really works
If you have ever wondered how the virtual reality experience becomes so immersive, check out Oculus CTO John Carmack's WIRED challenge. He shares how VR systems work with so many brains!
"The technology behind modern virtual reality is rapidly evolving, but what exactly helps create a better sense of realism and immersion? WIRED has challenged Oculus CTO John Carmack to explain the concept of realism in virtual reality to 5 different people; a child, a pre-teen, a college student, a grad student and a VR expert. John goes over what makes his company's product, the Oculus Rift, so successful at creating convincing VR, as well as the initial hesitance to introduce the lower-powered Gear VR into the market".
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