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Virtual reality arcades rolling across Canada

Seven months after opening, Ctrl V has already seen a fantastic response to its VR arcade and has quickly grown in popularity and size, with over 12,000 unique customers attending the Waterloo location alone. Part of its recent expansion efforts includes a four-station pilot with Landmark Cinemas and a single station location at Kitchener Public Library that is free for public use. An eight-station Ctrl V branded installation also opened up in Edmonton this past November.

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Cinematic VR Field Guide? Yes please!

Jaunt, the industry leader in cinematic virtual reality, today announced the availability of The Cinematic VR Field Guide: A Guide to Best Practices for Shooting in 360° from Jaunt Studios. Knowing that filming in VR for the first time can be daunting for aspiring and established filmmakers alike, as old rules of cinematography may no longer apply, this guide provides creatives with tips, tricks and lessons learned for entering into VR filmmaking.

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HTC VIVE Launches $10 Million “VR For Impact” Program At World Economic Forum 2017

HTC VIVE, the leader in room-scale Virtual Reality (VR), today announced VR For Impact, a $10 Million program to drive VR content and technologies that will create positive impact and change in support of the United Nation's Sustainable Development Goals by 2030. Virtual Reality provides a tremendous opportunity to develop and share ideas in impactful ways that lead to change, and through VR for Impact, HTC Vive will fund and support content and technologies that create the most powerful experiences to transform our world.

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VR Connects – Steel Media

Blue Monday is said to be the most depressing day of the year. What better way of passing the blues than hanging out with some magnificent people? With VR Connects heading into London over the next couple of days, the time is ripe and ready to display the talent heading over to Steel Media's big event.

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More than 88% of all VR displays sold in 2016 were mobile

Research and Markets has announced the addition of the "Mobile Virtual Reality" report to their offering. This research estimates that more than 88% of all consumer-grade VR head-mounted displays (HMDs) sold in 2016 were mobile, and the firm anticipates that the mobile domination of the VR market will continue for years to come, with mobile HMDs constituting three-quarters of annual consumer-grade HMD shipments in 2021.

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Vuzix Exhibits Award-Winning Blade 3000 Smart Glasses at CES

Of all the best applications for the product, I have seen it at its best for construction work or being given directions. Having someone over your right eye give you advice and directions is an excellent way of getting work done. But I can also see the commercial elements, and these glasses seem to fit the ticket quite well. They are also an excellent example of immersive technology.