Tags Posts tagged with "augmented reality"

augmented reality

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    On social media where you can find Mondivirtuali.it and in general on the web the discussion whether virtual reality and augmented reality are disapponiting  last year‘s expectations or not and if some behaviour seem to conceal some basic insecurities, the claims made by supporters of the “VR/AR revolution” seem anyway interesting and are worth supporting.

    You can’t make a buck with VR

    As explains on Facebook Massimo Morselli (VR-Italia), “when assessing a market you have to consider trends, not earnings” and since “headsets are sold, people want them and you would be able to sell more if they were cheaper, which will be as time goes by”, everything is ok, despite some indie producer’s problems, as in the case of CCP Games.

    Especially because the fact that producing VR video games doesn’t make to earn “we already known and knew, or should have knows, also the developers”, that’s why “the one who develop VR at the moment can only invest, in experience and visibility; you can’t earn unless you develop very low cost titles and you are one of the one per cent titles which is a commercial success”. videogiochi VR

    So many positive signals

    Rather, goes on Morselli, we are plenty of positive signals for VR such as the decision of Facebook to invest 2 billion dollars to buy Oculus RiftValve‘s committment to create a whole VR ecosystem and the analogous decision of Microsoft, which also has induced tens of hardware producers to develop headsets based on its own specific.

    Or the record registered by Pimax which offered on Kickstarter a high end headset, really expensive, cashing 4 million dollars in 45 days (twice what Oculus Rift obtained at times).

    OpenXR becomes the standard

    All the subjects mentioned above, of which Mondivirtuali.it have spoken in these months, have also joined OpenXR to create a single, great VR platform and are subjects, points out Morselli, able to make investments over 5 ro 10 years with no problems, if they think is worth.

    As for this last point, still the interest doesn’t seem to have declined for VR nor for AR despite the latter is still something that “doens’t exist” at least as retail products, because still too behind in developing.

    Apple will launch AR device in 2020

    Apple, in particular, for a long time appeared hesitant regarding VR and AR, seems really to bet on a device for augmented reality as possible “breakthrough” product to succeed the iPhone and aims to develop technology by 2019, so that to be able to ship the first release as early as 2020.

    The development timeline “is very aggressive and could still change” referred a source to Bloomberg, stating that Apple’s AR device will have its own display and run on a new chip and operating system (“rOS”).Tim Cook Apple VR AR

    Cook: AR less isolating than VR

    Btw, confirming that doubts which we have many times reported nare not so rare among worldwide business community, Apple’s Ceo, Tim Cook, considers AR less “isolating” than VR and as potentially revolutionary as were the smartphones a few years ago.

    In a recent conference call with financial analysts Cook stressed: “put simply, we believe AR is going to change the way we use technology forever”. A trust that Cook has never shown toward VR.

    A new release of ARKit is coming

    Waiting to see what it will throw out of the cylinder in a couple of years, already in 2018 Apple should release a new version of ARKit software, that outside software developers use to create AR apps for the latest iPhones and iPads.

    If you wanna know how this will end, continue to follow Mondivirtuali.it, even through our account on Twitter and our fanpage on Facebook (but remember: Mondivirtuali is also on Flickr, on Pinterest, on Scoop.it on Paper.li and also on Youtube).

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      virtual reality cover

      Virtual reality days are already numbered? Judging by gaming sector signals, but not only, it seems possible.

      There are increasing doubts as what can really be the future of virtual reality platforms like Sansar or High Fidelity. The problem could be associated with the negative value attributed by most people to the very concept of virtuality. Eve Online

      CCP Games (Eve Online) cost cutting

      The latest announcement that shook, adversely, virtual reality sector has come from CCP Games, developer of the famous MMO Eve Online, which has announced the closure of two of its studios, the Newcastle one, that gave birth to Eve: Valkyrie, and the Atlanta one, that was focused on the development of virtual reality games, together with stopping to develop further VR projects.

      According to the company, basically, virtual reality didn’t get as much players as to pay back the high development costs and the same Eve: Valkyrie is actually a desert virtual world, despite the launch last September of Eve: Valkyrie – Warzone expansion with new maps and new equipment that you can play, in the multiplayer mode, cross-platform and cross-dimension (i.e. even if the player has not a VR headset). Sansar VR Cult

      Sansar and High Fidelity at risk?

      Will Sansar have the same fate? Many people wonder whether Linden Lab will have financial resources and skills enough to fully develop Sansar (having also decided to develop its own graphic engine instead of using Unreal or Unity) and to promote to the extent that it won’t look like a desert.

      This applies all the more to High Fidelity, right now lagging behind in development. But it’s not just gaming to give warnings: as pointed out blogger and well-known Second Life “residentWagner James Au, also the “VRporn” sector does not seem to register any significant rise in the users number, still an extremely tiny fraction of the sector’s worldwide traffic.

      For instance, regarding the famous Pornhub site you can estimate there are no more than 50 thousand daily users attracted by VR content, in the face of about 26 million daily users on average as a whole. Spectacles Snapchat

      Google and Snapchat disappointed by AR

      Thus two of the presumed growth “drivers” for adopting VR technology look like they’ve more trouble than estimated. Viewers‘ price ceertainly had so far an adverse impact, but beyond that there is a feeling (also confirmed by the fundamental failure of projects AR-related like Google Glass or Spectacles Snapchat) that users don’t like to have to wear on their faces devices which alter reality.

      At the end the trouble with all is “virtual” will precisely be that fact that most of people continue, rightly or wrongly, to consider virtualiy a negative value, as explained years ago a poll by Mondivirtuali?

      If you wanna know and discover how this will end, continue to follow Mondivirtuali.it, even through our account on Twitter and our fanpage on Facebook (but remember: Mondivirtuali is also on Flickr, on Pinterest, on Scoop.it on Paper.li and also on Youtube).

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        Is it time to invest in virtual reality, or the trend is already fading? Judging by the poor devices sales development, one can suspecte that even this time VR technology (which, to be true, has been trying to figure out for at least 40 years) is bound to remain a niche phenomenon. Still many professional investors think otherwise, especially in the United States.

        Boost VC: now it’s time to invest in VR

        Murray Newlands, already founder of chatbot developer Chattypeople.com and of Sighted.com (an online invoicing company), interviewed on Forbes Adam Draper, founder and managing director of Boost VC accelerator (which carries among its mentors Philip Rosedale), who must know virtual reality a little bit, since he invested in 52 startups (on 180 total investments) devoted to the development of virtual reality and of augmented reality. And you know? Both agree it’s the perfect time to invest in this technology.

        You must bet on people behind ideas

        Draper is sure that virtual reality and augmented reality are just in their early development (that’s why 70% of the startups accelerated by Boost VC deals with such technologies, you can find their names here) and in his interview explains that in order to invest successfully you need to bet on people, on the team behind the development of a business idea, which has to be, potentially, a disruptive idea able to change the world, managed by a team able to make more right decisions than wrong decisions.

        realtà virtuale investimenti Boost VC

        VR so far has disappointed, but it’s a good news

        Because you know, I can confirm you because of my experience with SeedUp (an Italian pre-seed/seed investor): when dealing with a startup (especially if it is connected to virtual or augmented reality), you’re going to run into a long mistakes and bad decisions sequence, until you succeed. Now the sentiment towards virtual reality, being the media hype of last year deflated, is near its nadir because of disillusion, but according to Draper this is the right time to bet on it.

        Startups focusing on enterprise market

        Of course you can’t invest randomly: it will take time before that a billion people use virtual reality on a daily basis. Untill then, winnig startups have to focuse on providing “enterprise” solutions, starting to create an habit, to make someone’s life better (it doesn’t matter if they will be coders who will have the possibility to visualize code in VR or athlets who will be exercising in virtual gyms), and then turning into a powerful reason for use. This was the case, for example, of the use of spreasheeds like Excel, that from a mere personal utility software used by companies turned into one of the reasons why people buy personal computers.

        realtà virtuale investimenti Google

        Google goes shopping to develop new products

        The idea that this could be the perfect time to invest has just come to mind in Google too, since the Us giant just bought for 1.1 billion dollars a “team of Htc talent” already working on the Htc Google Pixel smartphone, as stated Rick Osterloh, Google Senior Vice President Hardware (i.e. in charge of the development of products like Google Home, Google Wifi, Daydream View, Chromecast Ultra and the Pixel itself).

        Google, next October 4, will launch a new products generation and who knows if among them there will be some new headsets for virtual reality or augmented reality: if not this time, it sounds likely in the near future. If you wanna know how this will end, continue to follow Mondivirtuali.it, even through our account on Twitter and our fanpage on Facebook (but remember: Mondivirtuali is also on Flickr, on Pinterest, on Scoop.it, on Paper.li and also on Youtube).

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          anti terrorism VR cover

          The repetition of bloody attacks such as those in London of these last months, is bringing some companies operating in the field of virtual reality and increased to develop counterterrorism applications.

          An example is given by the US multinational Eon Reality, founded in 1999 by Dan Lejerskar, Mikael Jacobsson and Mats Johansson in Irvine, California, which has grown throughout the world over the years (with offices, among others, in Paris, Manchester, Moscow, Doha, Singapore, Seul and Melbourne). anti terrorism VR

          Eon Reality develops counterterrorism apps

          Precisely thanks to a new counterterrorism application Eon Reality won, for the second year, the InnovPlus Award promoted by Singapore’s Ial (Institute for adult learning). The project used virtual reality platform AVR to create an improvised explosive device recognition and defusal application for anti-terrorism training and VIP protection.

          The goal of the project is to create a realistic simulation for security personnel to give them a realistic training experience without the danger. This is just an example how virtual reality and aumented reality could help security forces to raise the alert level against further terroristic attacks quickly and with relatively small investments. Auggmed anti terrorism VR

          Europe is developing Auggmed

          Europe is developing Auggmed (Automated serious game scenario generator for mixed reality training), a three-year project of 5.5 million euros developed under the Horizon 2020 program which has already produced the first prototypes, with good feedbacks from the end-users.

          Even in this case, the goal is to enable single and team-based training with different levels of experience so that all end-users involved can respond in the most efficient way to terrorist and criminal threats.

          Auggmed, a completely mobile platform with an operating system simply involves downloading the software to a touchscreen or laptop that runs on a Windows operating system and has a reasonable processor and graphics card, automatically create scenarios tailored to the needs of individual users in training and offers new ways to learn decision-making skills, emotional management techniques and analytical thinking while under pressure.

          Develops even for augmented reality

          A more immersive experience requires a VR headset such as Htc Vive (that in the coming months should go from the cable-related release to one  equipped with sensors and antennas) and by the coming year the consortium of 14 partners behind Auggmed should integrate the platform with a Google Glass-type AR headset.

          If you wanna know how it will end, continue to follow Mondivirtuali.it, even through our account on Twitter and our fanpage on Facebook (but remember: Mondivirtuali is also on Flickr, on Pinterest, on Scoop.it, on Paper.li and also on Youtube).

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          Movie franchisee Transformers is one of the longest running, since the first movie of the series (the animation movie Transformers: the Animated Movie) debuted in 1986, just two years after the debut of the cartoon produced by Japanese Toei Animation and Tokyo Movie ShinSha and the American Sunbow.

          China loves Transformers

          Over the years the Transformers (whose fifth movie, The Last Knight, will be released in Italian theatres on June, 22 and in American theatres on June, 23, while two further movies are scheduled in 2018 and in 2019) grossed over 3,7 billion dollars at box office all over the world, developing a fans’ community particularly strong in China.

          It is therefore not by chance if DMG entertainment and Hasbro decided to launch now amusement centers dedicated to the Transformers, able to offer an “highly-immersive, interactive” digital simulation experiences based on the Transformers’ universe both in virtual reality (VR) both in augmented reality (AR).

          The first of these centers (the sector of virtual amusement parks seems to have great potentialities in China for some years) should open in Shanghai later this summer, then the centers will expand to other China cities regularly over the next five years. Transformers VR

          Virtual reality centers and live shows

          The Transformers used for digital simulations will have the shape of the “Generation One”, still the most loved by fans of the whole world, but with a photorealistic rendering so to increase the digital experience immersivity. As reports a press release you will fight the evil Decepticons on Cybertron alongside Optimus Prime or have a driving experience with Bumblebee.

          In the same time DMG, together S2BN, is also working on a live show, Transformers Live, a cross between an action-adventure spectacle, a theme park attraction and a theatrical show, featuring shape-shifting robots, aerial stunts and large-scale special effects. A custom-built theater seating 4,000 will host the live show, so the experience promises to be really “mythical”.

          If you wanna know how this will end, continue to follow Mondivirtuali.it, even through our account on Twitter and our fanpage on Facebook (but remember: Mondivirtuali is also on Flickr, on Pinterest, on Scoop.it, on Paper.li and also on Youtube).

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            In a recent studio about the five main “supertrends” which can influence long term investments, Credit Suisse examined among others the perspectives of some of the most promising technologies, like virtual reality and augmented reality. Thanks to devices like Samsung Gear, poin out the experts, virtual reality grown a lotin recent years.

            Samsung Gear sold 5 million units last year, topping the estimates (ranging from 2 to 5 millions), on total estimated sales of 8-10 million of virtual reality devices if you consider also Oculus Rift, HTC Vive and Sony Playstation VR. “While the numbers look healthy, we believe that lower hardware price points could support an even higher adoption of the technology” pointed out analysts. VR AR Credit Suisse

            From gaming to interactions and commerce

            According to the experts virtual reality and augmented reality will move beyond technology and gaming enthusiasts into areas such as consumer applications and manufacturing. If so far the focus was on gaming, in the next 5 years it should translate on interaction, extending then on commerce in the following 5-10 years.In this way it shold go from a potential market of 8 billion dollars (video games), to 68 billion (interaction), upt ot 600 billion dollars (commerce).

            At the same time from big VR glasses, PCs and video games, we should translate to slim VR glasse, the start of AR, holograms and gloves, and then to a VR integrated in daily life, in buying/selling houses through VR/AR, up to a real mass market. “Another very interesting area for VR/AR is education, with several startups such as Immersive VR, Alchemy VR, Curiscope and even Alphabet making inroads“. VR AR future

            Virtual reality for education service providers

            VR/AR trechnology is helping education service providers to offer more enriching and interactive experiences. The primary idea for virtual worlds is that they enable immersive learning, which will assure higher attention and active involvement from students.

            Long term outlook for the AR/VR market is then “very positive” according to Credit Suisse who think that virtual reality and augmented reality market can potentially become even larger than the current smartphone market (600-700 billion dollars), growing at the same pace as the latter in 2001 – 2015.

            The very fact that Apple, analysts conclude, is working on incorporating AR capabilities in its new flagship iPhone 8 confirms that virtual reality and augmented reality trend has consistent long-term growth potential.

            If you wanna know hot it will develop, continue to follow Mondivirtuali.it even through our account on Twitter and our fanpage on Facebook (but remember: Mondivirtuali is also on Flickr, on Pinterest, on Scoop.it, on Paper.li and also on Youtube).

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              Icaros VR cover

              It was among the most admired novelties at 50th Ces of last January in Las Vegas, but after a few months Icaros VR, an equipment that connects fitness and virtual reality technology, seems to have already found its market, showing that Johannes Scholl and Michael Schmidt, two German startuppers who found Icaros GmbH, had the right idea to successfully start up.

              200 Icaros VR already settled

              During recent months already 200 gyms and fitness centers installed Icaros VR all around the world, from London to Tokyo, despite the equipment is not really cheap (according to Bloomberg, adding transport and other costs every machine can costs around 10 thousand dollars).

              These numbers are so encouraging that Scholl and Schmidt already started the development of an home version of Icaros VR, far more cheaper (it should costs around 2 thousand dollars) whose launch on the market is scheduled by next year beginnings. Icaros VR

              How to make fitness less boring

              Other equipement like Icaros VR promise to resolve one of the problems taht from years have afflicted gyms and fitness centers: how to make gymnastic exercises less boring. According to its creators, combine the additive ability of the video games with virtual reality technology could be the correct solution.

              They are not only the German startuppers to think in this way: american company VirZOOM planned to transforme cyclettes into virtual reality controllers that allow the users to ride horses or drive Formula One cars during their rides, while a Finnish augmented reality  startup, added Bloomberg, overlays digital images onto rock-climbing walls, letting climbers play games while ascending.

              The lesson of Pokemon Go

              Other startups are developing applications to let people lose weight and to stay healty with home workouts built around VR archery, shooting and boxing games. The start to this proliferation of virtual reality workouts was, after all, the success (however ephemeral) gained last summer by Pokemon Go, which lead million of boys zig-zagging through neighborhoods and parks around the world in search of Pokemons using their smartphones in augmented reality mode.

              By the way fitness experts are still skeptical, since this kind of high-tech gadgets seem to get traction enough only with those who exercise already, but it doesn’t seem to succeed in convincing those new in the game to start a regular fitness activity. So trying to trick the brain into doing something the body resists could not being the best solution, at the end.

              Icaros VR benefits
              The basic problem remains the motivation

              That’s especially true because the intrinsic motivation in similar activities remains high only until the reward has been taken away. But once you collect all your Pokemons, or virtually drove all possible Formula One cars, or virtually won the box world championship, what’s the reason to exercise anything more?

              Therefore who knows if will Icaros VR, for which Scholl and Schmidt are already thinking about developing a second generation machine for professional gyms (able, for example, to offer more intense cardio exercises and muscle-building), actually succeed to fly high for long or will it end with to fall to the ground as the homonym mythological character (and also Pokemon Go)?

              In the months or in the years to come the answer: for now if you wanna keep up with virtual reality, augmented reality and geek technologies news and giveaways, continue to follow Mondivirtuali.it, even through our account on Twitter and our fanpage on Facebook (but remember: Mondivirtuali is also on Flickr, on Pinterest, on Scoop.it, on Paper.li and also on Youtube).

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                Apple AR cover

                Sentence to grow so to avoid to be climbed over by its rivals? Many financial analists suspect this is one of the reason why Apple, whose stock prices hit recently a new record high at Wall Street over 141 dollars, keeps on investing in new technologies which pparently have little to do with smartphones, music players and computers.

                Apple drawn to augmented reality

                Apple, which have a 735 billion dollars market cap, has to deal with Alphabet (parent company of Google), 592 billion $ market cap, the “oldMicrosoft, which still stands over 500 billion $, and Facebook close to 404 billion $ market cap, all of them busy to invest billion of dollars in acquisition and research and development of virtual reality (VR) or augmented reality (AR) technology.

                For Apple augmented reality especially is a potential hazard: according to analysts smartphones within the next few years will widely integrate such technology and those which didn’t succeed in doing it would risk of getting cut from a market which, as Mondivirtuali already told you is estimed to be worth up to 80 billion dollars a year within 2024.

                Apple iPhone and augmented realityAR features with the new iPhone

                This way, for Tim Cook, since 2011 Apple Ceo, the path seems to be just one: adding augmented reality features (such as the integration with the Apple 3D maps, demos of which have been being seen for four years now) already with the new iPhone, so to quickly build a mass market and improve customers loalty to Apple’s ecosystem, waiting to develop “ad hoc” gadgets like the Google Glasses.

                According to sources cited by Bloomberg, Apple already built up a team of its hardware and software veterans and talented outsiders with previously experiences with Oculus Rift and HoloLens, after the acquisitions of many startups with knowledge of AR hardware, 3D gaming and virtual reality software over recent months.

                Tim Cook has more doubts on VR

                About VR, Tim Cook last year seemed quite sceptic, affirming to believe that, at the end, a few people will want to be “enclosed in something”, but you never know. What do you think about? Please leave a comment and if you like share this article, you will help us to cover always better the items you prefer!

                Then if you wanna keep up with virtual reality, augmented reality and geek technologies news and giveaways, continue to follow Mondivirtuali.it, even through our account on Twitter and our fanpage on Facebook (but remember: Mondivirtuali is also on Flickr, on Pinterest, on Scoop.it, on Paper.li and also on Youtube).

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                Italian way to virtual reality cover

                Does it exist an “Italian way” to virtual reality (VR) and augmented reality (AR) development? The question was asked in an interview through Skype arrenged by Sergey and Mikhail Doudy, the blogger bros behind VR Otaku, think thank specialized in market researches on VR/AR that you can follow on Twitter.

                AR/VR in Italy has two main problems

                SeedUp teamBased on my personal experience like financial analyst and seed investor through SeedUp, I can say that yes, it exists and is peculiar in respect to the way virtual reality and augmented reality industry is developing in other countries like for instance the United States of America.

                In Italy we have a couple of problems that slow the growth of VR/AR industry: the infrastructural gap and the cultural gap. The infrastructural gap is tied to the need to have di data communications networks with ultra broad band/high performances to be able to market  VR/AR services on a large scale.

                In Italy untill 2014 broad band networks covered just 1,4% population, versus 6,3% in France or 7,9% in Spain. By 2020 coverage in Italy should growth to 85% population (partly 30 Mbps, partly 100 Mpbs).

                Infrastructural and cultural gap to fill

                virtual reality like Matrix?Only then (unless investments are not further postponed) it will be possible to see if the virtual reality and augmented reality will be mass market successful.

                For that to happen it will be necessary, however, to fill even the evident cultural divide: how many in Italy (and in the world) really know virtual reality and its possible uses and benefits?

                And how many, instead, still attribute a negative meaning at the word “virtual” and fear that technology in general entails risks and disadvantages (alienation, escape from the reality, job losses etc) which can outweight the potential benefits?

                Once filled the infrastructural and cultural divide Italy has, by the way, very interesting assets that could allow to get worldwide successes in the field of virtual reality and augmented reality.

                Just think to our artistic and cultural heritage, to the possibility of making tourist promotion, to enrich cultural experience, to allow the fruition and at the same time the maintenance of the historical and archeological sites available in Italy.

                Virtual reality: leveraging on formidable assets

                virtual reality - SpinvectorOtherwise, think about how fashion sector could make research and promotion, about how Italian architects and engineers could plan from interior design to large structures without having to move a single brick.

                In short Italy thanks to virtual reality and augmented reality could leverage on assets that the whole world envies us but frequently are not sufficiently valorized, to to preserve, study, promote and to make them being used better, creating wealth and employment opportunities for thousand of young (and older) workers.

                Give us your opinion

                I really think Italy can do it, even if the game is on. What do you think? Please leave your opinion in the comments and if you like share this article, you will help us to always better follow items you like!

                Then if you wanna keep up with virtual reality, augmented reality and geek technologies news and giveaways, continue to follow Mondivirtuali.it, even through our account on Twitter and our fanpage on Facebook (but remember: Mondivirtuali is also on Flickr, on Pinterest, on Scoop.it, on Paper.li and also on Youtube).

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                VR Touch cover

                If at Ces 2017 a bit of tired was noticed about virtual reality and augmented reality (VR/AR) sector, one of the few really interesting news has been launched by an Italian startup, Go Touch VR, founded by four haptic experts: Eric Vezzoli, Thomas Sednaoui, Vincenzo Giamundo and Zlatko Vidrih.

                VR  Touch improves user’s immersion

                Go Touch VR TeamGo Touch VR officially launched last 5 January, during Ces 2017, its futuristic VR Touch wearable device.

                Powered by a patent-pending technology, the device will enable the users to learn, design, manipulate and interact in VR sphere just akin to real life and vice versa.

                We are committed to add on the touch sense in VR space to improve user immersion“, stated Eric Vezzoli who together with his three partners, in the past, has been working long on a project involving haptic feedback on touch screens.

                Just the absence of the needed “touch” feel in the existent VR scene prompted the four startuppers to project a device able to extend “360 degree solution for advanced high performance haptic integration in VR/AR systems”.

                The illusion to touch virtual objects

                In short VR Touch is a a wearable ring that will successfully create the illusion of touching virtual objects. “Our device will ensure real contact under your fingers -pointed out Vezzoli – matching up with the very virtual contact as would be felt by you in the virtual reality”.

                Basically, when we try to touch an object, the brain expects a sensation of touch: “This very science is the backbone of our haptic design and it led us to bring in the anticipated sensation with our VR Touch to complete your VR experience. Our haptic ring follows a scalable concept involving 1-10 fingers”.

                Feelings was never so realistic in VR

                VR Touch devicesGiven the natural interaction with VR Touch, users will benefit from shorter learning time for the hand interactions as well as greater control over hand interaction and better dexterity with object manipulation.

                What distinguishes Go Touch VR’s wearable from competitors is that there are already gloves to interact with virtual reality, but none of these devices is able to offer the needed real touch sensation since they use just vibration as a feedback.

                VR headsets and graphic engines compatibility

                VR Touch is fully wireless and is fully compatible with Intel Real Sense, Leap Motion and all the VR headsets, also supporting all major graphic engines like Unreal Engine, Unity and CryEngine. VR Touch will assure embedded tracking, embedded gesture recognition so that you can enjoy precise contact while interacting with virtual objects in a way that was not possible earlier.

                Wishing Go Touch VR to be able to make its mark in the more and more crowded and competitive virtual reality and augmented reality devices sector, we just wanna suggest you to continue to follow Mondivirtuali.it, even through our account on Twitter and our fanpage on Facebook (but remember: Mondivirtuali is also on Flickr, on Pinterest, on Scoop.it, on Paper.li and also on Youtube). Share this article, you will help us to follow always better topics that you are interested in

                I più letti ultima settimana / Most read last 7 days

                Apple Faceshift cover

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                Even Apple comes into play VR: Cupertino bought Faceshift, a Swiss startup that deals with “motion capture” to offer features and services that integrate and improve everyday life.