Welcome to the newest edition of XR For Business Weekly! We’ll be posting every week, highlighting the coolest updates in the virtual, augmented, and mixed reality industry.
This week we’re focusing on the following industries:
Plus we’ve included a few “Must-Try” experiences!
Article of the Week
68% of survey respondents from Harvard & Microsoft expressed confidence that mixed reality would play an important role in achieving their companies’ strategic goals over the next 18 months
87% are already in the process of exploring, piloting or deploying mixed reality in their institutional workflows
Mercedes-Benz is the latest automotive company to join the growing list of companies adopting augmented reality into its business. The luxury automaker will use the technology to assist in its manufacturing operations, allowing hundreds of employees access.
Below the video shows how Volvo is currently using the technology for its employees.
Today, CableLabs released a short film called “The Near Future: Ready for Anything,” the third in a series about how technology can help us in the future. CableLabs naturally sees wired and wireless networking as playing a big role in that future, which will require gigabytes and gigabytes of data flowing into and out of our homes and businesses.
This year’s video focuses on technologies for education such as augmented reality, virtual reality, video walls, Internet of Things measurement devices, and the “light field Holodeck” where you can interact with 3D objects in a virtual space.
Electronauts is the latest title to come from Survios, the studio behind Raw Data and Sprint Vector. Electronauts isn’t a game as much as it is a music making tool designed to let you express your musical creativity even if you don’t know anything about making music. With the game’s ‘Music Reality Engine’, a lot of the complexity of mixing awesome beats is handled for you, letting novices jump in easily.
Climbing out of the realm of novelty, augmented reality and virtual reality are getting serious attention from investors. “The AR/VR space has extended far beyond its roots in gaming to applications in healthcare, retail, manufacturing, entertainment and more,” said Matthew Bielski, founder and CEO of Defiance ETFs.
The market interest in companies specializing in AR/VR applications tracks a series of optimistic projections about the potential size of the industries. Digi-Capital recently forecasted the virtual reality market at $15 billion and the augmented reality market at $90 billion by 2022.
AR banner ads are still few and far between, but the numbers are starting to grow. Once hailed as the future of online advertising, banner ads have since sunk into a state of functional utility. However, augmented reality is allowing them to become more creative, expressing new messages and engaging users more than before. Beyond driving sales and clicks, online banner ads are the perfect way for brands that want to build AR experiences to get in front of a large audience.
The New York Times, which has been experimenting with augmented reality for the last several months, ran a piece about David Bowie’s costumes that featured an augmented banner ad for BMW.
Lockheed Martin Corp’s engineers thoroughly understand the of power of AR technology and its potential as a revolutionary tool in the work environment as a digital infrastructure.
So much so that the American based global technologies company is turning to augmented reality to develop a faster and more efficient process to manufacture NASA’s Orion spacecraft which will be used for the first deep-space mission to send humans to Mars.
This is made possible with the iPhone X’s TrueDepth sensor, and with the sensor expected to make its way to more Apple devices during the next Apple product cycle, the availability of such apps should increase in coming months.
Explore the shipwreck! Titanic VR is an immersive educational interactive story and game; with over 6 hours of game-play you will leave with a greater understanding of the historic tragedy that unfolded in 1912.
A group of Japanese high school students have been producing a VR experience of the Hiroshima bombing to educate about the effects before, during and after the tragedy.
The students, who belong to the computation skill research club at Fukuyama Technical High School, were born more than half a century after the bombing but wanted to educate future generations.
“Even without language, once you see the images, you understand,” said Mei Okada, one of the students working on the project at a technical high school in Fukuyama, a city about 60 miles east of Hiroshima. “That is definitely one of the merits of this VR experience.”