‘Path of the Warrior’ Gets Co-op with Cross-play Between Quest & Rift

Oculus-exclusive VR beat ’em up Path of the Warrior got a new update today enabling co-op, including cross-play between Quest & Rift.

Published by Oculus Studios, developer Twisted Pixel launched Path of the Warrior last month on Quest and Rift. The title reimagines beat ’em up action for VR from classics like Double Dragon (1987) and Teenage Mutant Ninja Turtles: The Arcade Game (1989).

While the co-op feature was announced at launch, it wasn’t available until today. A free update added Path of the Warrior co-op multiplayer, letting you team up with a friend across all single player levels.

Better still, the game also supports cross-buy (if you buy on Rift, you can also play it on Quest and vice versa) and cross-play, which means that Quest and Rift players can play co-op together.

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Where to Find All Quest & Rift Cross-buy Apps in One Place

Not segmenting players by headset is a good idea, not only because it opens more avenues for friends to play together, but also because it helps bolster the multiplayer population of a given VR game. We’d love to see more games which go even further by offering cross-platform multiplayer (like playing between Quest and Vive), but unfortunately Path of the Warrior is an Oculus exclusive which means it’s only available on select Oculus headsets.

The post ‘Path of the Warrior’ Gets Co-op with Cross-play Between Quest & Rift appeared first on Road to VR.

Oculus Go Now Permanently Priced at $150, All Supported Countries to See Similar Drop

Facebook slashed the price of Oculus Go for Black Friday, and kept it for the post-holiday season. Now, the company has confirmed that it’s permanently sticking with that pricing scheme, which comes to $150 for the 32GB version and $200 for the $64GB version.

Residents in the Euro Zone will find both Oculus Go variants for €160/€220, and for £140/£190 in the UK. Regional Amazon sites and Oculus.com currently reflect the new permanent price.

Facebook confirmed the pricing scheme with UploadVR, stating that “Oculus Go is now priced at $149 USD, which is equal to a $50 price drop. We are applying comparable discounts across all countries where Go is sold. Updated pricing is rolling out to all channels.”

Launched in May 2018 for $200/$250, Oculus Go was the company’s first standalone VR headset. It’s major claim to fame was its low-friction appeal to new VR users, which gave access to a respectable library of games and experiences that were generated over the life cycle of its smartphone-driven predecessor, Samsung Gear VR.

Image courtesy Oculus

Like Gear VR, Oculus Go only has head tracking (three degrees of freedom) and comes with a single controller, which is basically targeted at casual users looking for an easy way to either consume media or play simpler games than you might find on the company’s $400/$450 positionally-tracked standalone, Oculus Quest.

Granted, you probably won’t see many new games or apps being created for Go, as it largely benefited from the company’s previous content investment for Gear VR. It is however an absolute steal if you’re looking for a dedicated media device for Netflix/Hulu/YouTube viewing and don’t mind the lack of VR’s most compelling games, which by design can only be played on either PC VR headsets such as Oculus Rift or Valve Index, or Oculus Quest.

The post Oculus Go Now Permanently Priced at $150, All Supported Countries to See Similar Drop appeared first on Road to VR.

Retro-inspired Adventure ‘Pixel Ripped 1995’ to Launch Spring 2020

Pixel Ripped 1995, the sequel to the nostalgia-soaked VR game Pixel Ripped 1989 (2018), is now slated to launch this spring.

Created by São Paulo-based studio ARVORE, Pixel Ripped 1995 jumps six years forward into the history of gaming, leaving behind the 8-bit handhelds of the late ’80s and dipping its toes into the era of 16-bit and 32-bit consoles—all of course following the same trippy game-within-a-game style that Pixel Ripped 1989 pioneered.

Arvore says we should expect to find plenty of homages to ’90s games; to the studio, Pixel Ripped 1995 focuses on the historical transition from 2D to 3D gaming, as it includes action RPGs, brawlers, 2D and 3D platformers, space shooters and racing games.

The game is said to include six levels, which the studio says should individually “feel like an entire new game.”

Pixel Ripped 1995 is slated to support Oculus Quest, Oculus Rift, PSVR, and SteamVR headsets when it launches this spring. If you’re planning to play on a SteamVR headset, you can add it to your Steam wishlist in the meantime.

The post Retro-inspired Adventure ‘Pixel Ripped 1995’ to Launch Spring 2020 appeared first on Road to VR.

Microsoft is Aware of Significant Display Issues on Some HoloLens 2 Units

Microsoft began shipping its latest AR headset, HoloLens 2 in November. After a slow initial rollout, devices are getting out into the hands of more developers and reports have surfaced that many units are exhibiting significant color-consistency issues. Microsoft has acknowledged the problems and says its working with customers to understand the cause.

HoloLens 2 is Microsoft’s latest AR headset, boasting a larger field of view, greater resolution, and improved hand-tracking compared to the original HoloLens.

While the original headset wasn’t exactly know for a high level of color-consistency, several HoloLens 2 units that we’ve seen appear to be much worse off, showing an obvious rainbow-like pattern over virtual imagery displayed by the headset.

A through-the-lens view of HoloLens 2 | Image courtesy Reddit user hegemonbill

It’s unclear how widespread the issue is, but Microsoft confirmed that it’s aware of the problem and working to identify the cause. A Microsoft spokesperson shared the following with Road to VR:

“Microsoft continues to invest and innovate in the field of display technology. Microsoft HoloLens 2 contains a new type of display that more than doubles the field of view of the original HoloLens and is the result of a set of balanced display trade-offs. We are aware of reports from some developers experiencing issues with their displays and we’re working closely with them to understand the underlying cause.”

HoloLens creator Alex Kipman responded to a twitter user who posted pictures of the color-consistency issue.

In a string of tweets Kipman said that photos of the headset’s display through a camera wouldn’t look accurate because the headset incorporates eye-tracking into its display. He also encouraged those with issues to reach out to contact him:

Friends, we have a binocular system that forms an image at the back of your eyes not in front of it. Eye tracking is fully in the loop to correct comfort which also includes color.

Eye relief (the distance from lens to your pupil) changes the image quality. Further out you are, worse the image quality becomes in terms of MTF as well as color uniformity.

Taking monocle pictures from a phone (or other camera) is completely outside of our spec and not how the product is experienced.

When you look at it with both eyes, at the right eye relief (somewhere between 12-30 mm from your eyes) with eye tracking turned on, you experience something very different.

If you are having issues experiencing our product, first our apologies, second please get a hold of us (akipman@microsoft.com is your friend) and let’s engage on how we can solve your issues. Team is fully leaned in and listening.

Granted, in all five or so of the HoloLens 2 units which I’ve personally tried, it was immediately apparent that the colors across the display were highly inconsistent, which was the impetus for asking Microsoft if they were aware of the issue. With a $3,500 price tag, I can understand why developers getting headsets with this issue would be concerned.

On the plus side, HoloLens 2 seems to be everything else that Microsoft has promised with regards to improved field of view, resolution, and hand-tracking. It also seems to have exceptional ergonomics (when used with the top strap) thanks to its light weight, balanced design, and large eyebox.

The post Microsoft is Aware of Significant Display Issues on Some HoloLens 2 Units appeared first on Road to VR.

Astronauts Wrap Up First Spacewalk of 2020

NASA astronaut Jessica Meir enters the Quest airlock
NASA astronaut Jessica Meir enters the Quest airlock to complete a spacewalk after swapping batteries that store and distribute solar power collected from the solar arrays on the International Space Station.

At 2:04 p.m. EST, Expedition 61 Flight Engineers Christina Koch and Jessica Meir of NASA concluded their spacewalk. During the 7-hour, 29-minute spacewalk, the two NASA astronauts successfully replaced nickel-hydrogen batteries with newer, more powerful lithium-ion batteries for the power channel on one pair of the station’s solar arrays. Meir and Koch are scheduled to venture outside the station again Monday, Jan. 20, for a second battery replacement spacewalk.

The astronauts were also able to accomplish a get-ahead task of relocating the an additional nickel-hydrogen battery to the external pallet in preparation for next week’s spacewalk.

This was the first spacewalk outside the station this year. Space station crew members have now conducted 225 spacewalks in support of assembly and maintenance of the orbiting laboratory. Spacewalkers have spent a total of 58 days, 23 hours, and 12 minutes working outside the station. It is the second time all spacewalkers have been women and the 44th spacewalk to include women.

It was the second spacewalk for Meir, who now has spent a total of 14 hours and 46 minutes spacewalking, and the fifth for Koch for a total of 35 hours and 17 minutes.

Koch arrived to the orbiting laboratory in March 2019 and marked 300 days in space on Jan. 9. She currently holds the record for longest single spaceflight by a woman and will return to Earth on Feb. 6 from an extended duration mission of 11 months in space. Her extended missions provides researchers the opportunity to observe effects of long-duration spaceflight on a woman to prepare for human missions to the Moon and Mars. Meir arrived in Sept. 2019 and is due to return in April.

Learn more about station activities by following the space station blog, @space_station and @ISS_Research on Twitter as well as the ISS Facebook and ISS Instagram accounts.

Spacewalkers Begin Work to Upgrade Power Systems

Astronauts Christina Koch (left) and Jessica Meir
Astronauts Christina Koch (left) and Jessica Meir pose for their official NASA portraits.

Two NASA astronauts switched their spacesuits to battery power this morning at 6:35 a.m. EST Expedition 61 Flight Engineers Christina Koch and Jessica Meir are venturing out into the vacuum of space for about six-and-a-half hours to finish replacing nickel-hydrogen batteries with new lithium-ion batteries that store and distribute power generated by the station’s solar arrays on the station’s port truss. The lithium-ion batteries provide an improved power capacity for operations with a lighter mass and a smaller volume than the nickel-hydrogen batteries.

Watch the spacewalk on NASA TV and on the agency’s website.

Meir is designated extravehicular crew member 1 (EV 1), wearing the suit with red stripes, and with helmet camera #11. Koch is designated extravehicular crew member 2 (EV 2), wearing the suit with no stripes, and her helmet camera is labeled #18.

Commander Luca Parmitano of the European Space Agency (ESA) and NASA Flight Engineer Andrew Morgan will assist the spacewalkers. Morgan will control the Canadarm2 robotics arm and Parmitano will provide airlock and spacesuit support.

Learn more about station activities by following the space station blog, @space_station and @ISS_Research on Twitter as well as the ISS Facebook and ISS Instagram accounts.

Firefox Reality VR Web Browser Officially Heading To Pico Neo 2 VR Headsets

Mozilla partners with Pico in the hopes of bringing new innovations to enterprise VR.

After releasing a new update for Firefox Reality that makes it easier for you to jump between your VR headset and your PC, Mozilla has announced a new partnership with Pico Interactive to bring Firefox Reality to Pico’s new lineup of 6DOF VR headsets.

The Neo 2 headset lineup, which is focused on delivering business solutions through VR technology, is available in two versions: the Neo 2 Standard and the Neo 2 Eye. The Neo 2 Standard offers 4K resolution, wireless PC to VR streaming, built-in spatial stereo speakers, and is powered by a Qualcomm Snapdragon 845; the Neo 2 Eye is exactly the same as the Neo 2 Standard, only with the added benefit of integrated eye-tracking.

Image Credit: Pico Interactive

The partnership between the two companies puts Firefox Reality on every Neo 2 device giving you the ability to instantly send a video, a document, or a webpage directly from your computer to your VR headset through a “Send Tab” option that’s built into the dropdown menu located in Firefox’s URL. 

Collaborating through a Pico Neo 2 device will also get a boost thanks to Mozilla’s Hubs, a VR environment that lets co-workers from all over the globe work together in a private virtual room where they can talk, share 3D objects, and develop ideas.

While most VR headsets, such as the HTC Vive and Oculus Quest, market themselves as devices designed for gaming, education, socializing, and workforce solutions, Pico’s Neo 2 is focused solely on business and education. Mozilla is well aware of VR technology’s growing role as a tool in everything from recruitment and training to business marketing and day-to-day operations. Having both Firefox Reality and Hubs available on Neo 2 devices could potentially position both companies as leaders in VR education and as an enterprise solution businesses of varying sizes. 

Image Credit: Mozilla Firefox

In an interview with VRScout, Christine Lion-Bailey, Chief Strategy Officer of Ready Learner One and a Director of Technology & Innovation in New Jersey, expanded upon the partnership, saying, “With this powerful VR partnership of access to information paired with the abilities to synthesize through real-time virtual collaboration, we are on the verge of transforming the quest for new knowledge both in the enterprise space as well as in education.”

With products such as the HoloLens 2 packaged with Microsoft’s Dynamics 365 and Facebook’s Oculus for Business on the Quest both being readily available for workforce training, workforce education, and collaboration, the Mozilla/Pico partnership delivers another option for businesses.

Competition is good for business and for consumers, and it helps to boost innovation and outreach, which is where Mozilla sees their partnership with Pico excelling.

Image Credit: Pico Interactive

“We are pleased to be partnered with Pico to bring Firefox Reality to their users, especially the opportunity to reach more people through their large Enterprise audience,” says Andre Vrignaud, Head of Mixed Reality Platform Strategy at Mozilla in a blog post. “We look forward to integrating Hubs by Mozilla to bring fully immersive collaboration to business.”

Pico Neo 2 devices will begin shipping with Mozilla’s Firefox Reality in Q1 2020.

Feature Image Credit: Pico Interactive

The post Firefox Reality VR Web Browser Officially Heading To Pico Neo 2 VR Headsets appeared first on VRScout.

Reale Brillen für virtuelle Welten

Ob ganz virtuell oder nur zum Teil: Wer durch aktuelle VR-/AR-/MR-Brillen blickt, taucht immer tiefer in ein Erlebnis ein – sei es im jeweiligen Moment oder nachträglich in gespeicherten „Erinnerungen“, in der Freizeit oder auf der Arbeit.

Das Werkzeug

Bei der XR-1 Developer Edition versucht der Hersteller Varjo die aktuell verfügbare Technik voll auszureizen. Die fotorealistische Verarbeitung kombiniert das Bild zweier vorne am Headset angebrachter Kameras mit digital erzeugten Elementen – ob Flugzeugturbine oder Automotor. Das Blickfeld zählt mit 87° zur Oberklasse. Lebensechte Farben und Schattierung sowie eine sehr kurze Latenz machen das Eintauchen in die überlagerten Realitäten laut Varjo perfekt. Mit über 3000 Punkten pro Inch (ppi) ist das Bild sehr scharf (vgl. iPhone 11 pro: 485 ppi). Die Bauart erlaubt es, zwischen rein virtueller und gemischter Realität zu wechseln. Trotz des hohen Preises von 9995 $ sind Firmen wie Audi offenbar überzeugt.

Tragbare KI

Für intuitive Interaktion in der gemischten Realität setzt Microsofts Mixed-Reality-Brille Hololens 2 auf künstliche Intelligenz (KI). So misst ein spezielles Hand-Tracking-System die individuelle Form der Hände und ermöglicht eine präzise Bedienung. Eye-Tracking erlaubt, den individuell unterschiedlichen Abstand zwischen den Pupillenmittelpunkten zu messen, der beeinflusst, wie eine Person nahe oder ferne Objekte sieht. Auf Basis eines KI-Algorithmus werden dann personalisierte 3-D-Modelle an die Hände und Augen des Nutzers angepasst. Die entsprechenden KI-Technologien laufen lokal auf der jeweiligen Brille, was Latenzzeiten vermeidet und Vorteile im Bereich Datenschutz bietet. Der Preis: ab 3500 $.

Superheld ohne Stolpern

Elektronikhersteller Lenovo hat in einer Kooperation mit dem Superheldenkonzern Marvel ein Produkt auf den Markt gebracht, mit dem man in den eigenen vier Wänden das Superheldenleben nachspielen kann. Zwei Controller und ein Gerät zur Bewegungsverfolgung ergänzen in dem Paket eine Brille für erweiterte Realität. Der Blick ins Wohnzimmer wird dabei nur digital überlagert, wodurch man Stolperfallen, Wände und Familienmitglieder noch gut erkennen kann. Mirage AR mit Marvel Dimension of Heroes ist für 149 $ zunächst in den USA erhältlich. Ein ähnliches Produkt im Star Wars-Universum ist mit „Jedi Challenges“ schon länger in Deutschland verfügbar.

Virtuelle Papplikationen

Google hat die VR-Ausrüstung aus Pappe mit dem Cardboard groß gemacht. Nintendo liefert mit seinem Labo VR-Kit nun ausgefeilte Spieleapplikationen zum moderaten Preis ab 89 € mit einer Handvoll Papp-Geräten. Vom Elefantenrüssel als Greifarm über einen Vogelflug und einen Fotoapparat für eine Unterwassersafari bis zur Papp-Kanone bietet das Set einige gut durchdachte VR-Spiele. Voraussetzung ist allerdings, dass die hauseigene Spielkonsole Switch (aktuell um die 300 €) bereits vorhanden ist, denn sie dient als Bildschirm und ihre Controller dienen zur Bewegungsverfolgung.

Leichtgewicht mit Klotz am Bein

Der Name ist bei Nreal Light Programm: Mit 88 g zählt die Brille für erweiterte Realität (AR) zu den leichten Vertreter ihrer noch relativ seltenen Art. Das Blickfeld soll 52° betragen, wodurch es auf einer Höhe ist mit Schwergewichten wie der Hololens 2 von Microsoft (566 g). Eine Entwicklerversion ist bereits für 1199 $ erhältlich, die günstigere Endkundenversion soll Anfang dieses Jahres für 499 $ erhältlich sein. Allerdings wird der Chef des Start-ups gerade von seinem Ex-Arbeitgeber Magic Leap (s. VDI nachrichten 1-2-3/19) verklagt, Technologie geklaut zu haben, um seine Brille zu bauen.

Snapschüsse in 3-D

Die US-Medienfirma Snap hat zu Weihnachten die dritte Revision ihrer 3-D-Brille vorgestellt. Im Gegensatz zu AR-Brillen werden die „Spectacles“ nicht zum Anzeigen, sondern zum Aufnehmen von 3-D-Erlebnissen verwendet. Dem Paket liegt jedoch auch ein 3-D-Betrachter bei, um die Aufnahmen später anzusehen. Für 370 € sind die Kamerasonnenbrillen in den Farben Schwarz und Mineral erhältlich. Die zwei HD-Kameras können entweder kombiniert ein stereoskopisches 3-D-Bild oder klassisch einzeln 2-D-Bilder schießen. Gleiches gilt für Videos. Die Medien können in der Snapchat-App außerdem mit speziellen AR-3-D-Filtern überlagert werden.

 

Quelle:

Foto: Varjo

https://www.vdi-nachrichten.com/technik/reale-brillen-fuer-virtuelle-welten/

VR Training: The Scalable, Almost Real World Way to Learn

Organizations of all sizes often struggle with a similar problem – how to scale consistent and effective employee training. Traditional classroom learning techniques have proven ineffective in many cases, with a majority of workers reporting a lack of interest and retention. In Deloitte’s 2019 Global Human Capital Trends study, learning is listed as the top priority, with 84% of respondents reporting the need to rethink their workforce experience to improve productivity.

Most people learn best by doing, but most classes don’t offer hands-on experience, especially for hazardous, expensive or complicated workplace situations. That means front-line employees don’t develop the muscle memory they need for real-world, high pressure situations. According to Deloitte, just 36% of new employees feel they’ve been given the skills and knowledge to thrive in their roles.

Maintaining a well-trained workforce is a key challenge for any organization that wants to improve performance, consistency and safety, address morale issues, enhance productivity and innovation, and reduce turnover. In short, a better prepared workforce leads to a healthier bottom line.

Immersive training

Traditionally, the most effective training situations exist in one-on-one learning environments, such as when the employee has a dedicated expert mentor or trainer. However, in large, distributed organizations, scaling this model is unrealistic.

The other end of the spectrum involves training videos, manuals and classroom lectures. While these methods are easy to quickly distribute across a large workforce, they are less effective, as learners retain far less information through these methods than through individualized, more engaging lessons.

Enter immersive learning. Over the past few years, immersive learning has taken hold in companies across industries to fill in the gap and offer a highly engaging, effective, and scalable alternative for learning and development. Immersive learning is an interactive training methodology that uses virtual reality to simulate real-world scenarios in a safe, controlled and engaging environment.

Companies that create immersive learning environments for employee training are at the forefront of a transformative workplace revolution. Immersive technologies like virtual reality are a fundamentally better way to properly equip employees to excel at their roles and prepare for high-stakes situations. Enabled by cutting-edge virtual reality, employees and companies can now reap the same benefits of on-the-job, individualized training, but in a way that is easily accessible and able to scale across the entire organization.

VR is a technology that has been studied for decades, but has only recently been developed for use in employee training. Already, the results have proven fruitful for many elite sports teams and enterprise organizations alike. Major corporations already using the technology include Walmart, Verizon, United Rentals, Fidelity, Tyson Foods and JetBlue.

It’s more real world

When used effectively, virtual reality can be invaluable as a learning tool due to a concept cognitive researchers refer to as “presence.” Presence, in the sense of VR, refers to the notion that in many ways, VR feels so real that the brain responds as if it were an actual experience. Because of this, VR opens up numerous avenues for workplace training to which previous classroom or seminar training models simply cannot compare.

If you really want to experience what it’s like to be on a factory line, or to be dealing with an upset customer, or a dangerous workplace situation, you can’t get any closer to the actual experience than when it takes place in an immersive learning environment. Using a virtual reality headset, one could simulate almost any type of situation – say, lunch rush at a busy deli, a department store during the holiday shopping season, or the inside of an airplane hangar – without ever having to physically leave the room. VR provides safe access to risky, hard to replicate situations in the comfort of a conference room or your desk.

VR training has staying power

Traditional training methods rely on manuals, textbooks, videos and lectures to train workers for these types of situations, but these approaches are often insufficient. VR drives behavioral change by strengthening the brain’s connections to translate learning to real life on the job. A Chinese study showed that the retention rate was a third better when participants acquired new information through an immersive learning environment vs. traditional methods.

It’s a common adage: practice makes perfect. In fact, neuroscientific literature backs this up. The brain physically changes the more you are able to repeat a task. It’s often critical to get enough repetition before the right connections are sufficiently strengthened. In short, we learn by doing, and VR gives people the opportunity to repeat a practice as many times as necessary at practically no cost.

Mistakes are free

One of the earliest examples of immersive learning in practice – and one that has become common practice industry-wide – is the flight simulator. Edwin Link, inventor of the flight simulator, realized that a mere training manual was not providing enough intelligence for aviators to be fully equipped to fly. Link’s flight simulator allowed aviators to practice their skills in a risk-free environment, and learn from their mistakes in situations where real-world consequences would prove costly or even fatal.

Virtual reality training offers the same sort of immersive learning environment, providing workers the ability to experience high-pressure situations and make mistakes without consequence. Then, because they can repeat the simulation as often as needed, students can learn from their mistakes and ultimately master the tasks.

Data capture

One of the most powerful tools when creating VR-based immersive learning environments is the ability to capture unique data and analyze it to continuously improve the training experience. We can, for example, capture the responses learners make during the experience, track head movements to determine which areas they focus on, and measure the rate at which they progress and complete tasks.

In aggregate, these insights allow for unmatched performance analysis and insights for improvement. The VR experience provides unique and important metrics that provide an unprecedented look into the mind of a learner, enabling educators to see how well trainees are learning, as well as explore where additional training is needed or where lessons should be improved.

The bottom line

Immersive learning proves there’s a new, more effective way to provide engaging, employee training programs at scale. It’s a model that doesn’t force employers to choose between scalable learning and effective learning. Over a million employees are already learning with immersive technology, and it’s driving performance improvement, boosting learning outcomes and elevating the employee experience for organizations of all kinds. VR is transforming the employee journey, from recruitment to on-boarding, upskilling and reskilling.

 

Quelle:

VR Training: The Scalable, Almost Real World Way to Learn

Workforce Training Tops Use Cases for AR and VR Applications

Emergent Insight:
Immersive experiences are providing memorable training. This summary of a recent study by Gergana Mileva at AR Post shows that more and more companies are adopting AR & VR for workplace objectives. And, not surprisingly, training is at the top of the list. The need for providing on-demand information at the time of need is becoming essential for the high velocity pace of business today. AR & VR solutions can do that when designed smartly with a good user experience. Watch for these adoption numbers to increase year after year.

Original Article:
Photo by Laurens Derks on Unsplash

When we hear of AR and VR, gaming often first comes to mind. Most associate these immersive technologies with gaming technology. However, augmented and virtual reality applications have long been explored for use in various industries. They have applications in the field of medicinemilitary, and aeronautics.

In recent years, enterprises have used AR and VR to enhance their business processes. A recent survey on XR Enterprise Trends clearly shows the demand for AR and VR. The Consumer Technology Association (CTA) surveyed 577 organizations. Of these, 77% indicated that they are currently engaged in AR and/or VR initiatives.

Corporate Functions That Use Augmented Reality and Virtual Reality Applications

AR and VR have several use cases in the corporate setting. These include:

  • Training and teaching;
  • Design and visualization;
  • Repair and maintenance;
  • Virtual meetings;
  • Customer engagement;
  • Sales.

In the survey, CTA had 324 respondents from companies engaged in AR initiatives. Meanwhile, they also had 333 respondents from companies engaged in VR initiatives. The results of the survey show that:

  • 45% of companies are currently using AR to increase customer engagement, while 34% plan to use it within the next year;
  • More than eight in 10 companies use or plan to use XR technologies for training and design functions;
  • 48% of companies are already using VR applications in virtual meetings, while 28% plan to use the technology within the next year;
  • 55% are currently using AR in training and/or teaching, while 27% plan to use it within the next year;
  • 51% are currently using VR in training and/or teaching, while 31% plan to use it within the next year.

Top Use Case for AR/VR Is Workforce Training

The CTA survey shows workforce training as the top use case for both AR and VR. More than 50% of the organizations indicated their current use of both technologies.

 

Quelle:

Workforce Training Tops Use Cases for AR and VR Applications