Redefining Immersive Virtual Experiences With Embodied Audio
Embodied audio is a game-changing piece of technology that will add a new dimension to VR experiences, making them more engaging and immersive.
Embodied audio is a game-changing piece of technology that will add a new dimension to VR experiences, making them more engaging and immersive.
In Part 1, I described the technical discrepancies between the reality of the metaverse and what people expect. In part 2 we will see the problem of unexpected costs.
As virtual reality technology advances, more and more industries can capitalize on VR applications. Nonprofit organizations can be key benefactors.
VR robots have applications beyond the usual manufacturing processes. We now see some in the consumer sector delivering robotic solutions that require customization.
In the commercial sector, real estate virtual tours are set to become the norm and replace in-person tours for hospitality, industrial and multi-family properties.
Retreat is a VR app and social education platform that helps learners have better focus and access an innovative channel for personal growth and self-improvement.
HTC VIVE and The Park Playground are bringing a truly wireless VR experience for gamers, thus changing the way users approach location-based entertainment.
Zoe platform is the result of the collaboration between Meta and Zoe Immersive, resulting in a platform that allows anyone to create VR experiences without coding.
Spatial, Exclusible, and Polycount have a long history. So, it makes sense that their partnership has a lot of fruit - or at least food for thought.
VR has become a major player in the music industry and VR concerts are on the rise with performances by mainstream artists in popular games–and platforms.
Phygital experiences, which enable consumers to interact with brands both physically and digitally, can be made more immersive via AR and VR technologies.
Valkyrie Industries has an innovative idea for using haptics to get swole in muscle-pumping VR cardio. But, there are a lot of reasons to want electrical muscle stimulation in VR.
Applying HapticVR technology to surgical education has enabled students to improve their performance, resulting in better surgical outcomes.
We take a look at the HaptX Gloves G1, both on their own and as to what they mean for the company and the larger industries of spatial computing and robotics.
Skits & Giggles debuts as the first VR comedy show in Horizon Worlds at the upcoming 30th Raindance Film Festival.
Virtual reality is becoming more popular. While the tech is still developing, there are many use cases of VR for different age groups.
We look at recent activations in XR fashion and retail, from virtual stores to the companies that build them like Spatial, Ready Player Me, DRESSX, and others.
This article details the future of the metaverse. It details why the metaverse will take time as well as all the reasons why it will do well.
ARPost tries on the YOGES Quest 2 head strap, from opening the box, assembly, into VR, and out again. We’ll also talk about price, pros, and cons.
Lenovo ThinkReality VRX and what it means for business in the context of the recent Pico 4 announcement and the upcoming Meta Quest Pro announcement.
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