Tags Posts tagged with "business"

business

    by -
    Wallmart AR scanner cover

    Walmart simplifies the price checking process with  AR

    Walmart, the biggest US (and world) retailer, is actively embracing the full potential of AR (augmented reality) and VR (virtual reality) to keep them ahead of their competition.

    The US multinational company has explored cutting edge ideas such as Post Mobile AR for in-store displays of Nest products, filed patents for a virtual showroom and VR headset, and has even announced plans to train every US based employee using an Oculus Go through STRIVR’s VR training program.

     

    Adding to their ongoing push towards a high-tech in-store experience, the company is now putting AR in the hands of their loyal consumers with an update to the official Walmart app that introduces an AR Scanner for in-store price comparisons.

    walmart

    Available on all devices running iOS 11.3 or higher, the new augmented reality tool allows customers to scan physical products to display up-to-date information that includes the product name, how much the item costs, customer reviews from Walmart.com, and other valuable information – all by moving your device back and forth scanning the labels on stores shelves. Think of it as using your smartphone like a cursor in the real-world.

    In a recent blog post, senior engineering manager at Walmart Labs, Tim Fields said, “Walmart store shoppers love using our mobile app bar code scanner as a price checker. Our team sees the potential of this product as so much more,” adding, “When a customer launches the scanner, they get a direct connection between the digital and the physical world that their screen and camera lens creates for them.”

    AR Scanner created during an internal hackathon

    Walmart’s AR Scanner was created by a team of employees during an internal Walmart hackathon designed to highlight how AR can improve the shopping experience for their customers. Using Apple’s ARKit 2.0, the team set out to solve the three biggest customer complaints regarding current AR shopping experiences:

    • How could Walmart make the scanning experience not only load faster, but feel faster, so customers don’t feel frustrated while standing in the aisle of the store waiting for information to pop up?
    • Would customers be more likely to make a purchase or add items to your cart if you had the ability to easily compare products by more than just price?
    • Would customers use their AR Scanning option if it was fun and simple to use?

    Using AR as part of the shopping experiences isn’t an entirely new concept. Other retailers, such as Amazon, IKEA, and Wayfair, are using AR to customers preview furniture by placing digital tables and chairs throughout their living space, while social media apps like Snapchat and Facebook use technology to let users see how they might look in a pair of new sunglasses or the latest makeup.

    Walmart’s ambition is to go beyond simple gimmicks and dig deeper into a digital AR shopping experience that could permanently alter the Walmart shopping experience.

    AR technology to add value to real worl shopping

    By bringing together multiple technologies, it feels as though Walmart is attempting to combine the advantages of online shopping with conventional, brick-and-mortar storefronts.

    <>Walmart really seems to understand the potential of using augmented reality technology to add value to real-world shopping experiences. The minimal learning curve and easy accessebility through smartphone devices make augmented reality the perfect tool for in-store shopping.

    <>Walmart’s AR Scanner is available in the latest version of the Walmart app on the Apple App Store. iPhone devices running iOS 11.3 or higher are required.

    Image Credit: Walmart / Tim Sears

    The post Walmart Adds AR Price Check Tool To iOS App appeared first on VRScout.

    Source: VR Scout

    Powered by VR, The Wild’s cross-platform 3D design platform works much like Google Docs

    Last month, the developer of The Wild finally opened the gates to its cloud platform for collaborative 3D design across VR and AR.

    Founded by Gabe Paez, The Wild seeks to do what Google Docs does for collaborative word processing, but instead of fulfilling the role of an organizational tool, this app is meant to serve more creative purposes. 

    The magic of being human is connecting in spaces,” Paez said over a crowd of attendees at Portland’s local monthly Design Reality conference September 24th. “Why not design and experience something not only as we experience spaces by ourselves, but by how we experience those spaces together?

    On the stage, a woman held up an iPad with The Wild app loaded onto it. She pointed the camera directly at Paez, who was then standing off to the side in front of a pitch-black section of wall. On the opposite side of the room, Mischa, The Wild’s product manager, stood wearing an HTC Vive headset and a pair of Wand controllers.

    With the app connected between the two devices, Mischa was overlaid into the physical space behind Paez, where he was both designing inside of The Wild’s 3D environment and sharing screen space with Paez in real-time.

    An ideation tool for “spatial designers,” as Paez defines his target user base, The Wild is designed to support content hooks from major manufacturers and asset repositories. If you wanted to pull down a specific car model or piece of furniture for scale, you could do that. When importing your own content, you’re also able to port meshes and textures as you would with any other 3D design software.

    The Wild even comes with support for PBR textures. Since the collaborative software platform is targeted towards professionals, it does come with an entry fee, getting a seat.

    Seats are referred to as “Editors”, which have the ability to manipulate and directly interact with The Wild’s 3D environments. The Wild’s environments can also be exported for others to view without purchasing a seat.

    The primary industry that The Wild seeks to benefit first is AEC (architecture, engineering and construction), where “most of an architect’s job right now is to nail down details that are extremely rote; things that algorithms are better at,” according to Logan Smith of Bevel Space, who also spoke to the crowd at Design Reality.

    What happens when architects get freedom to play, create and share in real-time? Where previously, spatial design needed to be communicated in 2D language; with VR and AR, ideas can now be fully formed and natively communicated instantaneously.

    Beyond developing a platform for 3D designers to work creatively, The Wild seeks to bridge barriers for more efficient communication.

    According to Shaan Hurley, a 21 year veteran of design at Autodesk 3D spatialization software similar to The Wild is what helped the company refurbish the Towne Storage building in Southeast Portland earlier this year.

    Everything from the reconstruction of the building to the planning process was done in VR,” said Shaan in front of the Design Reality audience, mere minutes before Paez took to the stage.

    Even the move from Autodesk’s previous office, in Lake Oswego, OR, was facilitated with the use of VR and AR. Employees could see the refurbished Towne Storage building, explore its hallways, and even visualize parking spots. Unlike in 2D, the spatial communication provided by VR created comfort in all of Autodesk’s stakeholders.

    With unlimited 3D cloud storage, real-time collaboration, dynamic lighting/global illumination and more advanced features, The Wild presents a significant contender in 3D spatial design. If you’re interested in exploring The Wild for yourself, you can set it up today on HTC Vive, Oculus Rift, Windows Mixed Reality, any AR-ready device, and/or desktop.

    Image Credit: The Wild

    The post ‘The Wild’ Is A Platform For Collaborative 3D Design In VR & AR appeared first on VRScout.

    Source: VR Scout

      by -

      Macy’s further embraces immersive technology expanding its in-store VR program

      Clothing giant Macy’s is teaming up with Facebook and 3D streaming company Marxent to collaborate on bringing in new brands and marketing opportunities using virtual relity. The retailer will even be providing headsets for use in stores.

      We are focused on providing customers with fresh experiences, and we are always looking for new ways to engage our customers in store, online and via our mobile app,” said Hal Lawton, president of Macy’s, according to Anne Flynn Wear of FurnitureToday.com. “Our technology enhancements are practical applications that will engage our customers while also driving sales.” Macy’s hopes that implementing immersive technologies all along their supply chain will give customers an easier shopping experience and increase revenue.

      The Market @ Macy’s” is a new area within stores. It “rotates a handful of brands in and out — to two more Macy’s locations, at Lenox Square Mall in Atlanta and Century City in Los Angeles, in November, bringing the total to 12 across the U.S.,” according to CNBC’s Lauren Thomas. “These shops are located at what Macy’s says are some of its most-trafficked stores, including Herald Square in New York.”

      The company’s partnership with Facebook will add 150 clothing brands to its repertoire which advertise on the social platform. Late November, the clothing chain is scheduled to add two new pop-up shops featuring their immersive campaign.

      Macy’s is using AR extensively for furniture ad campaigns as well. “With VR technology, we can offer a full range of furniture with as little as 5,000 square feet of space – down from 20,000 square feet previously,” said Ceo Jeff Gennette according to Wear. “This will enable us to expand furniture sales at our smaller stores.”

      Linked here is a video of Macy’s AR furniture experience, which appears to be similar to SIMS and design-based games that’ve been popular since the ’90’s.

      Former Macy’s advertising strategy employee Irene Stolyarov thinks using virtual reality for the company’s furniture department “is an awesome idea.” She continued, “those are all big ticket items and cost lots so its important to be able to get a feel for how they look in real life. Something like VR would be great [at Macy’s] if it meant I could get a feel and not have to actually go in store.”

      Stolyarov said its effectiveness will depend on how immersive the technology is: “The fabric and that sort of stuff is really important. […] You should be able to touch it and feel like you are in the store doing the same.”

      Currently the Email and Push Marketing Specialist at San Francisco-based vintage clothing platform ModCloth, Stolyarov worked for Macy’s from 2015 to 2017. She has used VR to market camping gear at ModCloth and said it was an exciting new option in clothing sales strategy. ModCloth currently doesn’t have software for VR or AR set up but is exploring options for immersive technology in the future.

      Other retail companies embracing VR and AR include department stores like JC Penny and Nordstrom which are exploring immersive technologies in their physical locations. Meanwhile, Walmart is stocking 30 percent more toys and hosting toy events in an attempt to bid for children’s games and toys following the closing of Toys ‘R Us.

      And some stores, including Macy’s itself, are creating “Instagram-worthy” exhibits with experiences for shoppers like ice cream and bouncy-ball rooms reminiscent of pop-singer Ariana Grande’s Spotify Sweetener experience or the Museum of Ice Cream.

      Macy's via CNBC

      The company added virtual mirrors to 50 stores in the makeup department and apps for shoppers to use AR on their phones to try on makeup at home as well.

      These immersive techniques appear to be working. Coresight Research said that online retail sales for Macy’s are expected to grow nearly 16 percent over winter 2018 as compared to one year ago, Thomas wrote.

      And customers who used VR whilst shopping increased their basket size by 60 percent according to Wear.

      Image Credit: Digital Commerce 360 & CNBC respectively

      The post Macy’s Brings VR Ad Campaign To 69 Stores In Conjunction With Facebook & Marxent appeared first on VRScout.

      Source: VR Scout

      by -

      Despite the limited enthusiasm with which the mass market has so far accepted virtual reality and its viewers, Facebook does not seem to want to slow down, indeed: in the latest Oculus Connect (OC5) a new version of the viewer has been announced, intermediate between the mobile Oculs Go and the top of the range Oculus Rift.

      Oculus Quest will cost 399 dollars

      Oculus Quest, this is the name of the new viewer, will be available from spring 2019 at the price of $ 399 in America (the price and release date in Italy must still be announced), that is $ 50 less than the Rift plus the Touch controller. If Rift requires a wired connection to a PC, Quest will be without cables, even if this led to choose the Snapdragon 835 as Cpu.Oculus Quest

      50 games ready for the launch

      Facebook promised that the contents available for the Rift will all have aporting” on Quest and that at the time of launch will be available over 50 video game titles including somebest sellers” like Robo Recall, The Climb and Moss.

      Among the new titles was announced Vader Immortal: A Star Wars VR Series, which will be developed on three episodes (the first already available at the launch of the Quest) and which will tell a storyuntold” from Star Wars series, which confirms itself among the most appreciated franchisees by companies engaged in the VR sector (as we already saw with Sansar).

      A good compromise between Go and Rift

      Compared to Oculus Go (currently on sale from 219 euros in Italy), Oculus Quest can be considered an enhanced version, since it preserves the design but uses a more versatile processor (Go uses the Snapdragon 821) and, ensuring the taking over of the user’s position in a space, is able to offer more satisfying immersive experiences.

      How Htc will react?

      In short: Oculus Quest fills a commercial void and could help expand the audience of virtual reality devices users. Now the competition moves are expected, starting from Htc.

      If you wanna know how it will end, keep following Mondivirtuali.it, also through our account on Twitter and our fanpage on Facebook (but remember: Mondivirtuali is on Flickr, on Pinterest, on Scoop.it on Paper.li and also on Youtube too) and maybe subscribe our newsletter!

        by -
        Capgemini AR VR cover

        Few talk about it except among the experts, but virtual reality and augmented reality seem to really have a very promising future in business.

        According to a reasearch of Capgemini entitled “Augmented and virtual reality operations: a guide for investments” (which you can download here), 82% of companies that already use these technologies claim to have found benefits equal to or higher than expected. Capgemini benefici AR VR

        Capgemini: efficiency grows with VR and AR

        Capgemini research signals significant benefits in terms of greater efficiency and greater productivity, as well as the reduction of complexity and greater security of operations.

        Benefits that seem to interest, albeit with different degrees of intensity, both the automotive sector and the manufacturing sector in general as well as public utilities.

        Those who do not use it think to do it within 5 years

        Not only: 50% of companies that have not yet implemented these technologies plans to start exploring their potential within its own operations within the next three years.

        Added to this is that 46% of respondents believe that these technologies will be widely used by their companies within the next three years, while 38% say that their implementation will be established from 3 to the next 5 years. Capgemini ricerca AR VR

        Skills shortage slows down VR and AR adoption

        In short: if three years ago, companies wondered what AR / VR technologies could do and how they could exploit them, currently the question arises in terms of Roi (return on investment) and speed with which the software will be developed.

        Rather, point out Capgemini analysts, now there is a lack of internal expertise and a lack of sufficient back-end infrastructure that still represent strong barriers to growth.

        A key role will have internal influencers

        The conclusion of the analysts is that companies wishing to start or continue their journey in virtual and augmented reality, until a wider adoption of this technology is achieved having a key internal influencer can lead to greater awareness of the potential benefits of AR / VR technologies.

        As if to say that it could be a type of work just waiting for someone to come forward to do it. If you wanna know how it will end, keep following Mondivirtuali.it, also through our account on Twitter and our fanpage on Facebook (but remember: Mondivirtuali is also on Flickr, on Pinterest, on Scoop.it and on Paper.li, as well as on Youtube) and maybe subscribe ours newsletter!

          by -
          Why Apple loves AR cover

          That the great giants of technology look with interest to virtual reality (VR) and augmented reality (AR) is well known, as well as that after hesitating longer than others, Apple decided to invest in a software development kit for virtual reality applicationsa, ARKit, of which at the beginning of last June a new release was announced, ARKit2, as part of the new features brought by the new iOS 12 operating system.

          Apple bets on virtual reality

          Apple seems to believe a lot to, called “a platform that allows developers to integrate shared experiences, persistent AR experiences tied to a specific location, object detection and image tracking to make AR apps even more dynamic”.

          But why did Apple, after hesitating, embrace the AR technology with great enthusiasm, even though it seems still more immature than that of virtual reality?

          Also The Motley Fool (one of the best known and appreciated American financial sites) experts asked for it, believing that the reason is simple: augmented reality applications “require a substantial amount of processing power”, since it is not trivial at all to succeed in superimposing to reality images of objects rendered realistically.

          Considerable computing power and excellent graphics performance are required, two fields in which Apple is rapidly making important progress with its own mobile chips.

          AR apps will require new hardware

          Apple: perchè ama AR (credit image Apple) If developers will acquire more experience in realizing augmented reality applicationstruly useful and compelling augmented reality applications, it might not be long before they start really pushing the limits of what current iOS hardware can do”. Rather, “most creative developers may even start clamoring for even bigger generational performance improvements”.

          The point is that augmented reality applications seem to havethe potential to raise the level of performance and capacity that customers expect from their smartphones”, which would do a lot of good to Apple according to the The Motley Fool experts,since in recent years the update cycles of Apple’s flagship products have significantly lengthened.

          Current uses don’t require more performing smartphones

          After all, there’s only so much a company can do to upgrade the user experience of viewing mobile webpages, setting reminders, playing casual games, and watching videos (that is more or less everything you can do with smartphones and tablets).

          When common use cases stop requiring new, more capable hardware, it becomes harder even for a company like Apple convince consumers to buy new devices every time.

          On the contrary, augmented reality can give rise to a completely new class of applications which would be challenging at the same time from a computational point of view and potentially attractive for the mass market.

          This, at least initially, could go back to speeding up the pace with which the typical owners of iPhones and iPads are willing to switch to new devices, for the joy of Apple.

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

            by -
            adult VR and more cover

            Adult content contributed significantly to internet development and according to some, they are doing the same for virtual reality.

            This at least is what Brian Shuster declares. Shuster is the Ceo of HoloGirls VR, Canadian producer of VR adult content, after having already been among the pioneers of the internet  (he founded in 1995 his first company, World Wide Internet Network, with which he developed the first advertising network of internet becoming one of the banner pioneers), but also one of the pioneers of adult virtual worlds with Utherverse.

            Shuster has been focusing on adult content for years

            adult VR and more shuster
            Indeed Shuster is not new to these statements, as Mondivirtuali.it already told you since 2014. The owner, among other things, of Utherverse repeated for yearsthe predominance ofspicycontent compared to the overall offer of VR content is “natural”, since virtualporno producers caninnovate and develop filming and CG techniques for a real customer base, and the result is that VRporn companies are years ahead of non-adult companies in our understanding of what customers want in VR”, and can offer what they want.

            Also Piper Jaffray seems to agree

            But it is not only Shuster that bet on the virtualporno boom: also Piper Jaffray in a 2015 report had reiterated that virtual reality was the new “mega tech theme” and that adult content would have constituted by 2025 the third most important component of the whole sector, surpassed only by video games (in which Linden Labs seems to believe a lot) and by sport content (of Nfl particularly).

            Kermes: we always like what is spicy

            adult VR and more
            In truth, the latest developments on the subject of  production and use of adult content in virtual reality do not seem to have fully confirmed the forecasts made so far, as we already told you, but that does not seem to deter industry experts.

            In an interview in the New York Times, for instance, Mark Kernes, AVN Media Network senior editor who covers the virtual reality sector, explained that “sex sells, and where there is money to be made, there will be entrepreneurs who want to adopt it and make money from it”.

            The case of the adult Tripadvisor

            I can believe it, since one of the ideas that I recently saw circulating among investors of London startups  regards an escort service reviews site, a sort of “adult Tripadvisor”, confirming that yes, everything that revolves around sex, for centuries, moves a lot of money and a lot of interest.

            Then if all this can be a way to make virtual reality a mass technology remains to be seen. Btw continue to follow Mondivirtuali.it, also through our account on Twitter and our fanpage on Facebook (but remember: Mondivirtuali is on Flickr, on Pinterest, on Scoop.it on Paper.li and also on Youtube too) and maybe subscribe our newsletter!

            by -
            sansar esport cover

            If Goldman Sachs experts are right, eSport (electronic sports), which already boast 350 million fans worldwide, are destined to become more and more popular in the next few years, overcoming initial skepticism.

            Goldman Sachs: eSport will grow further

            According to Ryan Nolan, global head of digital gaming of Goldman Sachs’ investment banking, “the whole ecosystem will be able to enjoy richer assessments, greater opportunities for monetization and greater diffusion over time”.

            To sniff the deal was also Linden Lab: Second Life and Sansar developer decided to collaborate with the teams of Overwatch League, the eSport championship sponsored and controlled by Blizzard (followed this year by over 10 million total viewers) where there are currently 9 American teams, one South Korean, one Chinese and one British. sansar outlaws

            Two virtual eSports arenas on Sansar

            If in reality the Overwatch League matches are hosted at Blizzard Arena, in Los Angeles, thanks to Linden Lab two teams, Outlaws and San Francisco Shock, will have their own virtual arenas at their disposal on Sansar (respectively The Hideout and Epicenter).

            In them, fans can buy skins and other merchandising to customize their avatar, just like in Second Life, but also participate in virtual parties and watch streaming games of the Ovewatch League, so far transmitted exclusively by the British channel Twitch, being also able to consult game statistics and listen to live audio. sansar san francisco shock Will eSports be that famous “killer applicationwhich has so far been lacking in virtual reality and in Sansar? If you want to find out, keep following Mondivirtuali.it, also through our account on Twitter and our fanpage on Facebook (but remember: Mondivirtuali is on Flickr, on Pinterest, on Scoop.it on Paper.li and also on Youtube too) and maybe subscribe our newsletter!

              by -
              VRT World ICO cover

              To ride not just one but two “media hypes” so to raise funds to develop their activity. This is the ambitious goal that seems to have VRT World (already know as VR Technologies), russian company headquartiered in Singapore specialised in virtual reality that from March 14 to April 30, 2018 will launch its own ICO (Initial coin offering, ndr) in order to issue “tokens” (i.e. cryptocurrencies) with an “hard cap” (the tokens’ maximum amout that will ever enter in circulation) of 16 million dollars.

              A 16 million dollars ICO for VRT World

              A target already announced last November, when Konstantin Negachev, co-founder (with Denis Mazur and Dmitriy Livshin) and Ceo of VRT World, pointed out that they were hoping to create 100 million tokens ERC20 compliant (i.e. compliant with the rules of the blockchain behind the Ethereum and therefore exchangeable with them), of which only 32.5 millions would been delivered for circulation (while the other would been cancelled following the ICO).

              Tokens’ initial total value should be equal to 0.002 Ethereum l(around 1.75 dollars at the moment), that at current prices would allow to reach a total value of the issue of 56.5 million dollars. That value would imply a high potential capital gain for participants in the ICO, but you must note that this will depend on the trend in the prices of the Etherereum as well as on the fate of VRT World. VRT World ICO Ceo

              VR parks and technology development

              Compared to too many other ICOs that ended up making the collected funds disappear, VRT World can offer a “vital” product, as Negachev say, announcing in the next two weeks the launch of a new company website, of a VRT Marketplace operative release and some “serious updates” of virtual parks that they are developing (one already operating in Moscow the other being set up in Dubai).

              Btw VRT World has already managed to collect with a couple of tokens pre-sales to private investors over a million dollarsi between September 2017 and January 2018. These tokens will be transferred on the wallets of users already in the Ethereum blockchain.

              Allocation of capital and tokens

              As for the funds that will be collected, VRT World undertakes to use 25% of the proceeds to develop and promote 15 virtual reality parks, the same amount will be used for marketing activities, 12% will be used to create new VR contents for the parks, 15% to develop VR “blockchain based” platform trhough SDK (software developers kit) and API (application programming interface) so to make VR content creation possible without binding developers to a single company or device, 18% to develop site and VR content marketplace and the last 5% to support developers.

              About tokens allocation, 75% will be placed via the ICO, 15% will remain in the hands of the VRT World founders and team, 5% will go to the fund that will support the project, 3% will be of Bancor (company that developed the homonymous protocol that allows the automatic creation of liquidity for any digital asset, transforming tokens in “smart tokens“) while the last 2% will be used as reward (“bounty“) to be distributed to participants of the community revolving around VRT World project.

              VRT World ICO

              Transactions to be paid with tokens

              This is a project in which token that will be placed soon will act as a “fuel” for the entire platform, providing a single form of payment for all transactions (purchases, sales or rent of VR content and related services).

              As mentioned, VRT World already manages a virtual reality park (which allows developers to create and sell their VR content without having to equip themselves with expensive equipment) in Moscow and is preparing to open a second in Dubai.

              The business therefore seems very tangible, even if the intention to ride these two “mediatic hypesis equally evident. If you wanna know how this will end, continue to follow Mondivirtuali.it, also through our account on Twitter and our fanpage on Facebook (but remember: Mondivirtuali is on Flickr, on Pinterest, on Scoop.it on Paper.li and also on Youtube too) and maybe subscribe our newsletter!

              by -
              architechture in VR cover

              Maybe virtual realilty  is missing its deadlines in the gaming sector, perhaps it will be necessary to wait some big name lik Apple get right into the battle zone to see a mass adoption of virtual reality and augmented reality devices, but for sure in the business sector technical possibility of virtualization are taking a lead increasingly concrete.

              Virtual reality for dream houses

              The possibility to have a virtual property inspection before the works for its building or conversion start, for instance, is literally transforming in the United States  (but not only) the way architects work.

              One of the most common problems when you build or convert a property is a vision of the buyer that doesn’t succeed in being transferred to the planners and the team that it will concretely realize the work, with stresses for both sides.architettura in VR Since bealding a “dream house” is no easy feat, despite what real estate reality shows showcase, trying to minimize misunderstanging and to relieve stresses surely is a key point in the structure of a project.

              So more and more architects and interior designers are increasing their reliance on virtual reality devices to let their clients virtually “walking throught” a property before construction works start.

              Unique visual experience

              Sure, as points out Ignacio Rodriguez, IR Architects Ceo, on Venture Beat, traditional 2D drawings and 3D models already offer a wide visualization array, but wearing a virtual reality headset allows you to enjoy of a unique visual experience that enable the buyer to walks through property as it will be once ended, before breaking ground. architettura in VR Some of the highest-level VR programs let you open the doors, turn on a light switch, change lights, not to talk of the detail of textures that allow the customer to imagine in the details how the property will be once completed the works. This way interventing even before they start to modify what doesn’t convince the buyer.

              Less stresses and costs

              This is particularly important for those involved with interior design, since the buyer can see textiles, colors, clarances and every detail whereby property will come true.

              This way you can cut quite every misunderstanding and choose consciously the solution more responsive to buyer’s need, avoiding waste of time, costs increasing and frustrations.

              So, if the way for finding a virtual or augmented reality consumer “killer application” seems to be still pretty long, in the business sector VR is proving to be an effective and efficient technology, whose use has spread more and more especially in the case of building or convertion of luxury houses.

              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).

              I più letti ultima settimana / Most read last 7 days

              Koinup.com launches a new contest for fans of graphics that use virtual worlds as an editor for their works: Virtual Diversity. Here how to apply.