VR & AR

The AR/VR bandwagon gathers momentum, with investment topping $1.1 billion in the first two months of 2016. And now  Sony will officially join the fray in October.
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In the wake of MWC 2016, which was dominated by virtual reality products and news, a question arises that fuels skepticism of mobile VR.
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A (presumably) unintentional reveal of Sony Playstation VR's release window sets the stage for what could be the most important Holiday buying season in recent memory.
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VR cinema presents a host of creative issues, but the solutions may give birth to films that bear an increasing resemblance to games.
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22 Jan 2016

Is cinematic VR a mistake?

by Published in VR & AR
While the bill at Sundance might be full of VR titles, Simon Wyndham thinks virtual reality video and cinema still seem set to replay 3DTV's troubles in the market.
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Can a recording of actual or computer generated subjects ever appear as realistic as how they would appear if they were actually in front of us? Gary Hango charts the challenges.
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The Nokia OZO, aimed at high-end VR production, is accepting pre-orders for anyone with a spare $5K.
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The success of indie games such as The Talos Principle indicates that producing content for VR doesn’t have to be left to the major corporations with enormous budgets.
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There's a very big problem with VR, and it has nothing to do with the viewing technology.
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The Star Wars: The Force Awakens team produced this immersive experience as part of Facebook's push for more 360 video. Tour the Jakku desert in an Imperial speeder bike!
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An intriguing end-to-end solution for virtual reality content delivery and management could offer pay-TV outlets the ability to deliver premium VR-services in the near future. What does the system's reliance on users' smartphones mean for the rest of the VR industry?
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