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Case Studies on VR and AR

Virtual Reality and Augmented Reality are considered because of the next-gen media by many of us. inspiring case studies on VR/AR from top designers/researchers from the industry.

1. Pyrus: Burn Holograms

By Cedric Ith, a former design intern at Pyrus.

Category: Augmented Reality

Full case study: https://www.bestfolios.com/casestudy/pyrus:burnholograms

2. Notify VR

By Philippe Kimura, MS HCI student at Georgia Tech and upcoming product designer at Facebook.

Category: Virtual Reality

Full case study: https://www.bestfolios.com/casestudy/notifivr

3. Alien Encounter

By Philippe Kimura, MS HCI student at Georgia Tech and upcoming product designer at Facebook.

Category: Virtual Reality

Full case study: https://www.bestfolios.com/casestudy/alienencounter-vr

4. Airbnb VR

By Andre Le, Cofounder, and designer at YVR

Category: Virtual Reality

Full case study: https://www.bestfolios.com/casestudy/airbnbvr

5. Inceptions VR

By Valeria Dorofeyev, Co-Founder & Head of UX/UI at morning.agency

Category: Virtual Reality

Full case study: https://www.bestfolios.com/casestudy/inceptionsvr

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Best VR headset

Yes, VR remains around, and it’s seen an enormous spike in interest this year with the March release of Valve’s Half-Life: Alyx. But the thought of VR in 2020 is in transition because companies like Qualcomm (which makes the chips inside most self-contained VR headsets, like the favored Oculus Quest) are building new chips that time to a wave of higher standalone headsets at lower prices, including ones that plug into your smartphone.

Meanwhile, remember those older mobile VR or phone-based VR headsets, just like the Samsung Gear VR and Google Daydream? They’re basically dead, and lots of current smartphone options don’t even work with the old goggles anyway. If smartphone-based VR comes back, it’ll more likely be within the sort of small headsets that plug into phones via USB-C.

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Oculus Quest

The best standalone VR

Good: Self-contained and wireless; great touch controllers; comfortable design for gaming.

Bad: More limited library of apps; standalone design limits more advanced apps and tools.

At $400 with nothing else needed, the Oculus Quest delivers computer game games and an immersive VR experience anywhere. the search jogs my memory of the Nintendo Switch for its versatility and fun, plus it takes mere seconds to start out up. the search also fits rather well over glasses. The standalone VR headset has self-contained motion tracking and a full-motion six degrees of freedom (aka 6DoF) VR controller that’s an equivalent because of the ones on the PC-required Oculus Rift, plus a surprisingly great high-resolution display and built-in speakers. Apps are downloaded right to the standalone headset’s onboard storage. Its more limited mobile processor still plays games like Beat Saber, Moss, and SuperHot VR extremely well, and it can even connect with a PC if you would like to, employing a single USB-C cable.

Sony PlayStation VR

Still worth it for the games

Good: many games; lower price; works with many PS4 controllers just like the DualShock and Move.

Bad: Resolution isn’t cutting-edge; Sony hasn’t yet made great VR controllers that match the competition.

Sony’s three-plus-year-old PSVR headset remains the sole head-mounted display for gaming consoles and its screen still offers a surprisingly immersive experience. Even better, it’s often on sale for as low as $200, sometimes with games thrown in, too. Sony has delivered (and continues to deliver) many excellent computer game games, many of them exclusives. All you would like is that the PSVR and a PlayStation 4 and you’ll start playing. (A few good games to start out with are listed here.) This VR system is showing its age, though, compared to the alternatives

Oculus Rift S

Best easy-to-set-up PC VR

Good: Reasonable all-in price; crisp display; in-headset room tracking; specialized controllers.

Bad: Bulky headset is not portable; can’t flip up like another VR headsets.

The Oculus Rift S is an improvement over the first 2016 Rift PC VR headset, adding overdue features sort of a higher-resolution display and self-contained room tracking via five cameras studded within the Rift S headset. No more external cameras or sensors are needed, making the Rift S much easier to use casually.

Oculus’ collection of games and apps is superb, and therefore the Oculus Store is straightforward to browse for games for first-time Rift users. In-headset tracking for the Rift S isn’t as seamless or as large-scale, because the holodeck-like room tracking on the HTC Vive and Valve Index, but not wanting to install any extra hardware may be a huge help. The Rift S still uses a cable tethered to your PC, but a minimum of that one cable is pretty compact.

(Note that at the time of the latest update, the Rift S wasn’t available at Oculus, possibly thanks to high demand before Half-Life: Alyx. aside from resellers charging $550 or more, the sole place we found it purchasable was Lenovo.)

Valve Index

Best PC VR to explore the future of VR controllers

Good: Amazing futuristic controllers; high-quality headset; works with Vive hardware.

Bad: Expensive; requires room setup and tethering cable.

Valve’s new headset could be the foremost interesting PC computer game experience this year, only for its fancy new controllers. Valve’s “knuckle” controllers are pressure-sensitive and may track all five fingers, making them almost like gloves. Not many apps make the foremost of them yet, but Valve’s hardware is mix-and-match compatible with the HTC Vive, which is also built on the Steam VR platform. The Index headset has excellent audio and a very sharp, wide field-of-view display.

The Index uses external “lighthouse” boxes, meaning you would like to line those up during a room first. it isn’t as self-contained as Oculus’ Rift S, which may track the space with in-headset cameras, or the HTC Vive Cosmos. it is also definitely not wireless, but if you have already got some Vive hardware, you’ll add on parts of the Index to combine and match.

HTC Vive Cosmos

Could be a flexible, modular system

Good: Modular faceplates for extra features; built-in tracking; flip-up visor.

Bad: costlier than the Rift S or the first Vive.

A wild-card pick for PC VR is that the Vive Cosmos, the follow-up to 2016’s HTC Vive. The Cosmos has self-contained tracking just like the Oculus Rift S and a better-resolution display than the first Vive, but also has swappable faceplates which will add more cameras for mixed reality and external sensor tracking (for larger holodeck-type experiences). The Cosmos can get expensive, but its flexibility could be intriguing for creators. Bonus: you’ll use Valve Index accessories with it.

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AR/VR in Education System

We’re living during a digital age where technology has had a transformative effect on the way we live and work. Slowly and steadily, technology has been making strides in revolutionizing methods of learning and teaching. Technology-enabled curriculum and smart boards have long replaced traditional blackboards and two-dimensional textbook images. As we enter subsequent generation of media transformation, AR (Augmented Reality) and VR (Virtual Reality) are getting the most well liked topics in education technology. Before we understand their impact on education and learning, let’s check out what these technologies are.

What is AR and VR?

When we first hear the words AR and VR, the primary thought that involves mind is games. this is often because AR and VR technology has been extensively utilized in the gaming arena. Remember the recognition of the AR game “Pokemon GO” which became a worldwide sensation with over 100 million users at its peak in 2016. the sport used Augmented Reality, also referred to as AR. Augmented Reality is that the results of using technology to superimpose digital elements — sounds, images, and text to the planet we see employing a tablet, smart eyeglass or a smartphone camera. computer game is significantly more complex with an immersive, three-dimensional, computer-generated environment which can be explored and interacted with by an individual . rather than projecting the pictures and sounds on a true environment, computer game uses a VR headset to immerse users on the 360-degree environment they need to be in.

VR and AR in Education

The education industry has typically been slow in embracing new technologies. However, during this ever-changing world, it’s vital that the industry implement new technologies like AR and VR to remain relevant. By creating an immersive and interactive learning experience without the utilization of textbooks, AR and VR technology empowers learners to explore and learn at their own pace, thus stimulating learning and comprehension and enhances critical retention. VR and AR-based apps for education, that combine digital technologies and learning, improve the tutorial process and permit students to accumulate information visually. These technologies provide a solid base to enhance the education process. for instance , a learner can study jungle animals by taking an expedition through a digital jungle employing a smartphone app, simple cardboard VR glasses and earphones. Without having to exit of the classroom or their home, students are exposed to completely new and active learning environments. Teachers could teach subjects like Physics, Chemistry, and Biology through virtual labs that not just keeps students engaged but also allows them to practice before they will test the experiments in real laboratories. Students of drugs can study the precision of anatomy, learn the intricacies of surgery and simulate medical situations for practice.

Here are a number of the key benefits of using AR and VR technology in education and learning.

*Facilitates student learning through gamification and interactivity
* Keeps students engaged even while learning difficult topics
* Enhances creativity
*Fewer distractions
*Fosters increased collaboration
*Can be used for practical training
*Expanded teaching possibilities with 3D design, modeling, and presentations

While VR can deliver the wholesome experience, AR in education are often used as a supplementary tool to textbook learning. No wonder, from giants like Google and Microsoft to startups like EON Reality, Nearpod and Unimersiv, are focused on providing tailored VR experiences. In India, companies are integrating AR/VR technologies for nursery to eighth-grade curriculums for youngsters mapping the AR/VR journeys with course content for various subjects.

AR and VR Technology
Some of the common challenges of using augmented reality technology is that there’s a struggle to use the new technologies by teachers. Moreover, not all students have the smartphones capable of supporting AR content. computer game , on the opposite hand, faces completely different challenges. High costs of hardware, accessibility and lack of quality content are a number of the constraints that have kept VR from being the breakthrough technology in education.

AR/VR in Education
According to a report by Goldman Sachs, in 2020 the revenue for VR/AR educational software would be around $300 million and this figure is predicted to grow to $700 million by 2025. As investments still rise, the standard of content improves and therefore the cost of hardware decreases, the technology is now accessible to educational institutes worldwide. The AR/VR technology has the potential of being the most important breakthrough within the education system within the 21st century. it might help students take a step faraway from memorization and exams and permit them to find out through active participation and knowledge . It’s important that the tutorial institutions study aspects of AR and VR technology to seek out the proper tools to form the difference within the learning experience of scholars .

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Augmented and Virtual Reality Market

Augmented reality may be a technology, which uses the prevailing user’s environment and overlays the digital or virtual content or information over it to supply immersive digital experience in a real-time environment. computer games may be a computer-generated 3D environment, which completely immerses end users in a man-made world without seeing the real-world. Augmented reality applications are developed on special 3D programs, which enable developers to integrate contextual or digital content with the real world in real-time. computer game offers realistic user experience of the artificial world in an interactive simulated environment.

The increase in penetration of smartphones & connected devices in various application sectors and the development of the gaming industry boosts augmented and virtual reality market growth. the worldwide augmented and computer game market size was $11.35 billion in 2017, and therefore the augmented and computer game market forecast is projected to succeed in $571.42 billion by 2025, growing at a CAGR of 63.3% from 2018 to 2025.

Segment review

The global augmented and computer game market is the segmented supported application, organization size, industry vertical, and region. In terms of application, the market is bifurcated into consumer and enterprise. On the idea of organization size, it’s categorized into large enterprises and little & medium-sized enterprises. By industry vertical, it’s divided into gaming, entertainment & media, aerospace & defense, healthcare, education, manufacturing, retail, et al. The regions expected to watch major growth within the augmented and computer game market are North America, Europe, Asia-Pacific, and LAMEA.

The key players operating within the global augmented and computer game marketing research include Google Inc., Sony, Magic Leap, Inc., HTC, Microsoft Corporation, Osterhout Design Group, Facebook, DAQRI, Samsung Electronics Co., Ltd., and Wikitude.

Top impacting factors

The rise in penetration of smartphones & mobile gaming and the increase in the adoption of augmented & computer game solutions in education are expected to drive the market growth. However, the lack of effective user experience design and slow growth among underdeveloped economies are expected to hamper the market growth during the forecast period. On the contrary, an increase in investments within the market is predicted to be an augmented and computer game market opportunity.

Cost-efficient benefits of augmented and virtual reality-based solutions

Augmented and computer game offers an economical and efficient solution in training and skill development because it replicates the important scenarios by using augmented and computer game enabled solutions. as an example, in civil aviation or military application, it’s costlier to utilize an actual aircraft to coach a pilot.

Furthermore, it could harm humans. Conversely, augmented and computer game solutions create a virtual environment almost like an important world, where a trainee can understand and tackle challenges with strategic mapping. Moreover, in healthcare, the participation of humans for the training of scholars or nurses or other medical professionals is unethical and will be harmful. Thus, augmented and virtual reality-based solutions provide valid tools to coach medical professionals without compromising and harming one’s life.

Expansion of the gaming industry

The video game is one among the main applications of augmented and computer game technology. within the past, the amount of gamers worldwide has increased at a rapid pace. This is attributed to increased demand for augmented and virtual reality-based games, thus driving the market growth.

Advancement of AR/VR technology

Augmented and computer game technologies are often used for collaborative seminars, meetings, public lectures, flight training, training, training for nurses & medical professionals, and self-learning process. Furthermore, to introduce enhanced products or solutions, key players are anticipated to stress product innovation through continuous investment in development, which further leads to the advancement of AR/VR technology.

Lack of effective user experience design

3D interface design may be a complicated and expensive procedure. Moreover, only a couple of people are available with the required design skills to beat these issues. Furthermore, customers are fascinated by the new entertainment possibilities but don’t want to take a position in head-mounted displays (HMDs). Although VR is already available to consumers through devices like HTC Vive and Oculus Rift, it’s not being recognized globally, as AR/VR hardware still must improvise convenience and control.

Key Benefits for Augmented and computer game Market:

  • This study includes the analytical depiction of the worldwide augmented and computer game market trends and future estimations to work out the approaching investment pockets.
  • The report presents information associated with key drivers, restraints, and augmented and computer game market opportunities.
  • The current market is quantitatively analyzed from 2017 to 2025 to spotlight the financial competency of the industry.
  • Porter’s five forces analysis illustrates the potency of buyers & suppliers within the global augmented and computer game industry.

Augmented and Virtual Reality Key Market Segments:

By Application

  • Consumer
  • Enterprise

By Organization Size

  • Large Enterprises
  • Small- & Medium-sized Enterprises

By Industry Vertical

  • Gaming
  • Entertainment & Media
  • Aerospace & Defense
  • Healthcare
  • Education
  • Manufacturing
  • Retail
  • Others

By Region

  • North America
    • U.S.
    • Canada
  • Europe
    • UK
    • France
    • Germany
    • Russia
    • Rest of Europe
  • Asia-Pacific
    • China
    • India
    • Japan
    • South Korea
    • Rest of Asia-Pacific
  • LAMEA
    • Latin America
    • Middle East
    • Africa

Key Market Players

  • Alphabet (Google Inc.)
  • DAQRI
  • Facebook
  • HTC
  • Magic Leap, Inc.
  • Microsoft Corporation
  • Osterhout Design Group
  • Samsung Electronics Co., Ltd.
  • Sony
  • Wikitude
ar vr health care

AR / VR Healthcare System

AR / VR Healthcare System

How can VR/AR help the health care system to handle these challenges? First of all, it’ll make many things easier to hold out. Next comes increased accessibility of the services and eventually Augmented and computer game in Medicine can critically affect the effectiveness of the medical services itself and drastically improve its overall efficiency.

Virtual Reality in medicine statistics:

Value of computer game healthcare market
What is important to notice is that unlike other industries, where the implementation of AR/VR seems to be more of the icing on a cake (most notably in Entertainment) – just in the case of Virtual and Augmented reality and computer game in Healthcare – it’s the other. VR/AR solutions can put the prevailing health care system established order the wrong way up and make it more useful than it ever was.

In other words, the implementation of AR / VR use in healthcare is often game-changing.

But that’s just a neighborhood of the story. On the opposite hand – VR/AR needs Healthcare solutions to evolve. Here’s why.

Uses of computer game in Healthcare

Improved Patient Experience

Patient experience is one among those elusive things that hardly gets mentioned when it involves talking about how VR & AR can make the Healthcare system better. However, actually , patient experience is that the one field that gets the foremost out of the implementation of VR & AR to the operation.

Immersion and engagement matter tons for successful treatment, and it’s often the one thing that gets limited attention because of its relatively inconsequential influence during a grand scheme of things. I mean – when it involves matters of life and death, customer experience is not the thing that involves mind first.

Augmented Reality solution can significantly improve the overall patient experience and make it less problematic by adding pop-up information and navigating features among other things.

The other way, AR & VR healthcare applications can improve Patient Experience is via an extension. As you recognize, chronic patients often experience the discomfort of being partially left to their own devices in-between the procedures. VR & AR can make their experience slightly bit less uncomfortable and doubtless more exciting.

For example, AR & VR are often used to maintain better communication with their relatives. Also, video game physiotherapy is often used to spend time within the places outside the hospital in an elaborate variation of “try before you buy” scenario (you can read more about this in our article about VR & AR tourism). On the other hand, AR can help the patient to remain track of their vital stats and stay tuned with their therapy progress during a more engaging manner.

Psychological Relief and Treatment

The immersion factor also exposes a gateway toward new ways of therapy. for instance, an elaborate computer game environment is often used for pain reduction and improvement of sleep habits. Also, VR is often wont to help amputees to urge familiar with their state and knowledge once more their missing limbs.

On the opposite hand, specific environments are often wont to treat the mental condition, like anxiety, various sorts of phobias, and addictions. VR Healthcare Simulation of events can help better understand the patterns of disorders and develop simpler treatment strategies.

VR has proved to be extremely useful in treating Post-Traumatic Stress Disorders of a special kind. VR PTSD treatments have two modes:

  • aimed at relaxation and stabilization of the patient
  • aimed at teaching the patient to beat the PTSD bouts.


However, during this case, it’s too early to say that this approach is beneficial at the end of the day.

Data Visualization / Body Mapping/ Interactive Patient Information

The easiest way during which Augmented reality can neatly fit into the healthcare system is thru visualizing data. Case in point – visualized patient data with an opportunity to live stats.

Relevant patient information is one of the crucial elements that permit effective treatment. However, even with the foremost advanced data management systems – the scope of gathered information could be impenetrable or confusing for the doctors. Usually, it’s all placed on numerous monitors surrounding the patient and control rooms.

Augmented reality can show the stats directly on the patient’s body – remarking the problematic points and showing relevant stats.

While it sounds complicated, the entire thing can fit into a pair of smart glasses and accessed through the smartphone.

Other important thanks to fit VR and AR into the examination process is via Body mapping. A full recreation of the patient’s body may are available handy when the case is complicated or when the doctor is physically unavailable to attend the examination.

In every case, the challenge comes with the accuracy of incoming data and therefore the configuration of the hardware. Considering that the entire operation would require the connection and synchronization of multiple sensors, it seems that it’ll take a while before this approach will blossom.

Advanced Diagnostics / Risk Assessment

Diagnostics is one of the critical areas of healthcare that always relies on precise results and a shut assessment of varied symptoms. it’s a dubious and sometimes tedious task where every detail matters and may potentially break the diagnosis during a different direction (for an illustration, watch a random episode of House M.D.)

What Augmented reality can increase the table? many stuff. AR can play a big role in additional efficient detecting, preventing, and treating many diseases. ranging from visualizing information coming from sensors into one cohesive interface to showing potential causes of a patient’s state via analysis.

With AR – a doctor can look around the layers of patient – check veins, organs, lesions, and other things without actually penetrating. All this will increase the precision of diagnosis. which is usually an honest thing.

Microsoft’s HoloLens is one of the premier samples of this. With its help, doctors can do all kinds of checks and simulations with live stats and extract more valuable data for further research.

VR Surgery Run-Throughs

Surgeries require intricacy and a spotlight to the detail to be effective. Surgery done right are some things sort of operation. It goes in bouts of intense planning and consideration of varied options leads to a scientific realization of the plan step by step over short periods. looks like an ideal place for Virtual & Augmented reality solutions.

AR & VR Surgery can provide models for planning operation and playing out various scenarios to optimize the sequence and prepare a course of action for any circumstances. While there are doubts that the VR environment is going to be ready to play out every detail of the proposed scenario any time soon, the prospect of the technology improving the method of preparation is exciting.

AR Surgery Assistance

Surgery is one of the foremost exciting areas where Augmented reality is often implemented. There are often several ways it is often done.

Let’s count them down:

  1. As a visible shorthand for operating procedures required in several scenarios (for example, with the help of Hologram monitors);
  2. As a reference board with various information emerging at request – like patient care, patient’s vital stats, critical information on a disease and its treatment, etc.
  3. As remote assistance in complicated cases that need increased caution over possible consequences;
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What is an Immersive Experience?

An “immersive experience” pulls a person into a new or augmented reality, enhancing everyday life (by making it more engaging or satisfying) via technology. They often use one or more technologies linked together. They often use one or more technologies linked together.

Immersive experiences look and feel different counting on where and the way they’re applied – an exhibition vs. a mobile app AR for instance – but all seek to reinforce lifestyle through technology.

Here is some of the technology that is most frequently used to create immersive experiences.

5 Types of Immersive Technologies (+ Real-World Examples)

The technologies available to us today make it easier than ever to make immersive experiences that folks love. Here are a number of the foremost common types and samples of how brands have used them successfully.

Augmented Reality

Augmented reality (AR) uses technology (like a camera and screen on a smartphone) to feature a computer-simulated layer of data on top of the important world. AR is often considered an enhancement of the planet around you – instead of creating a replacement virtual world like VR, it simply adds (or subtracts) information that’s already there.

Virtual Reality

Virtual reality (VR) immerses the user inside a digital simulation they will interact with. Stimulating as many senses as possible is vital to making sure the user seems like they really are therein a virtual environment. And most VR experiences (but not all) will use special hardware to try to so.

Mixed Reality

Mixed reality (MR) is an enhanced version of AR, tying in elements of VR also. It often integrates entire virtual objects into the important world vs. simply adding information, with the goal of making a good more immersive experience than AR could alone.

360º Content

360º content maybe a photo or a video you’ll “explore.” because the name suggests, 360º photos and videos are shot in every direction at an equivalent time and allow you to rotate the viewing angle to ascertain what’s “around you” as you view the video/picture.

Strategies That Help You Create an Immersive Experience

Making an experience more immersive is like trying to seek out ways to form a recipe taste better. There are many alternative ways to try to to it and they’re all subjective — but there are certain flavor combinations and elements that are known to figure well together. Here are some ideas and strategies that will help you create a more engaging experience with the immersive technologies above.

1. Define “The Big Idea”

What does one want people to feel? To experience? to steer away thinking? Honing in on what the core experience should be (and shouldn’t be) makes choosing the simplest tech/approach much easier. Start with the “big idea” first… then choose the weather which will bring that concept to life. For mobile marketers, it’s important to recollect that flashy tech doesn’t make the experience alone. it’s to really enhance your users’ lives if you would like to ascertain lasting adoption.

2. Nail The Details

It’s often the small things that make the large experiences really shine. So when you’re trying to make a very immersive experience with technologies like VR or AR, getting the small details right can make an enormous difference. The closer you’ll make it feel to the important thing, the more immersive it becomes. Things like sound and video quality, also as seamless, intuitive interactions are the keys to taking a mean immersive experience and making it great.

3. Incorporate Location-Based Interactions

Imagine walking into a store and having a reduction code automatically crop up on your phone for something you were brooding about buying. Pretty compelling, right?Marketers are using geofencing to make more immersive experiences like this for a few time. But marketing isn’t the sole application geofencing or location-based interactions are often used. For example, Disney World combined it with AR/MR and created a game to entertain park visitors while they walk around and wait in line for physical attractions

4. Enable Multi-User Interaction

Allowing users to enjoy their experiences with others may be a great strategy for creating them more immersive. It also encourages referrals, which can drive additional downloads and growth for you. Pokémon Go is an example of how multi-user play and AR combined to make an immersive experience that drove massive growth – $832 million within the first year alone.

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Virtual and augmented reality marketing

Augmented Reality (AR) for marketing

Augmented reality (AR) is an emerging trend in marketing and sales strategies. It allows brands to offer customers unique experiences with the convenience of tapping into their mobile devices. AR gives you another tool when it involves driving sales and enhancing brand value through mobile devices.

AR is quite just a novelty or a replacement frontier in gaming. It stands to be one among the driving forces behind sales and marketing innovations over subsequent decade. Using AR, businesses are going to be ready to upgrade the experience they provide their customers, resulting in increased business opportunities and sales.

Brands can use AR to permit consumers to undertake products before they buy them, with augmented shopping experiences becoming increasingly popular. From clothing to check driving a possible new car, you’ll craft AR experiences that make shopping – whether reception or in-store – easier.

Similarly, AR offers the potential for businesses to incorporate a digital component on top of their physical locations. Customers are ready to use an AR experience tailored either toward providing a brand-related experience.

You can even use AR to require branding materials like business cards and brochures to subsequent level. Users can scan printed materials with their mobile devices to access a variety of features giving them more information and ways to urge in touch with the brand.

Virtual reality for marketing

Many people seem to think that VR is primarily for gamers which it requires heavy investment in technology to enjoy virtual experiences. This isn’t the case. Access to smartphones means the typical consumer can now enjoy VR, so you would like to concentrate thereto.

VR marketing allows companies to bridge the gap between experience and action. you’ll use VR to supply a digital experience in situ of a physical one, which may promote products and services.

As well as promoting existing products, you’ll also use VR to showcase people who are in development. you’ll invite your customers along on the journey as you create something new, this may help to urge them invested in what you’re creating – also as offer you a source of feedback.

Most importantly, VR changes the dynamic between brands and consumers. instead of using ad blockers or clicking out of ads as quickly as possible, people hunt down VR brand experiences. this suggests your engagement rates can improve as people come to you, instead of you want to attract them.

Distinguishing your brand by using VR provides an enormous competitive advantage, especially because the technology is merely getting to become more popular. Marketers who embrace this technology as a marketing tool now are ready to test and innovate new tactics before VR really explodes. When VR does become the norm, their brands are going to be at the forefront of the sector.

vr yoga

Virtual Reality Yoga

Virtual Reality

Virtual reality (VR) provides users the power to enter into a special world from the comfort of their home or wherever they’re. Currently, there are several VR devices available to consumers. During this stage of development, Virtual Yoga Retreat only supports the Oculus Rift, with support for other computer game headsets planned for future releases.

The first exposure to computer games is an experience, unlike anything . the power to completely immerse oneself in several places and experiences is actually astonishing.

Virtual Yoga Retreat uses the power of the computer games to line the stage. counting on the mood of the user, different environments are often utilized. does one desire immersing yourself during a serenely green forest setting or a touch cove on the Mediterranean? Would you wish to practice yoga to the calming energy of a gorgeous lake or do a fast session on a tropical beach during sunset? of these are possible, and this is often only the start. As development continues, more environments are going to be added, and particularly during Early Access, it is you, the user, who can have a direct impact on what gets added next.

VRWorkout Overview

In VRWorkout, you enter into a low-fi training arena. rather than using VR controllers, VRWorkout integrates closely with hand tracking on the Oculus Quest in order that you’ll put down your controllers completely. A computerized voice leads you thru 8 different randomized exercises in 15-30 second intervals: standing, sprinting, jumping, crunches, squats, push-ups, and burpees. If you aren’t conversant in each exercise, don’t worry. the most menu of the sport features a good tutorial section where you’ll watch videos of every exercise in perfect form.

Why You Should Workout in VR

One of the inherent benefits of VR is that it gets you up and active while you play video games. VR fitness games are popular because they provide you the motivation to figure out while you’ve got fun. You get the advantage of being during a routine while you play games every day. Some games we list below allow you to burn 400 or more calories as a cardio workout during one session!

The Best VR Headset to Workout With

In theory, any VR headset can be worked out in. There are covers for every headset that prevents sweat from building up on the outside of the headset. The one major drawback about the Oculus Rift S, HTC Vive, and most other headsets is the fact that you need to be tethered to a nearby gaming PC.

Exercises

RUNNING

The game tracks your running speed and awards more points the faster you go

PUNCHING / DUCKING

Arm movements to the beat of the music and fast ducking to avoid bad targets

SQUATS

Shallow or deep squats depending on your comfort level

CRUNCHES / SITUPS

Engage your core muscles by reaching for higher targets

BURPEES

Pushups followed by jumps get your heart pumping

PUSHUPS / SIDE PLANKS

Classic pushup, one-armed plank, and side planks

JUMPING

Fast and small jumps similar to skip rope jumping

MOST ENGAGING VR FITNESS EXPERIENCE

Burn up to 330kcal in 20 minutes

  • Play with hand tracking on the Oculus Quest
  • Automatically generated sessions. No two sessions are the same.
  • Audio instructions
  • Custom songs
  • Freeplay mode without music, play to your own background music
  • Heart rate driven gameplay

Workout in VR to stay motivated

Hit the cues to the beat of the music.

  • Play with open palms to improve tacking
  • Build your own workout by selecting a combination of exercises
  • Set the beat of your own background music by hitting the drum in the main menu
  • Personalize the workout even more by uploading your own music

Controller handling
&What level of VRWorkout commitment is right for you?

  • Level 0
    Play with controllers in hand and put them down during pushups. For the curious first time players
  • Level 1 (Quest)
    Play with hand tracking. For a good daily workout
  • Level 1 (Valve Index)
    Strap the controllers to your wrists
  • Level 2
    Use Vive Trackers with a wrist mount. Freedom of movement plus accuracy
  • Level ∞
    Regular Vive trackers strapped to the hands with a bandage
AR VR BLOG

WHAT’S THE DIFFERENCE BETWEEN AR, VR, AND MR?



Augmented Reality Pokemon on the road
Augmented reality (AR) adds digital elements to a live view often by using the camera on a smartphone. samples of augmented reality experiences include Snapchat lenses and therefore the game Pokemon Go.

future-ar-vr

Virtual reality (VR) implies an entire immersion experience that shuts out the physical world. Using VR devices like HTC Vive, Oculus Rift, or Google Cardboard, users are often transported into a variety of real-world and imagined environments like the center of a squawking penguin colony or maybe the rear of a dragon.

In a Computer Science Class Boy Wearing Virtual Reality Headset Works in Interactive 3D Environment. Mechanical Modeling Project of Connecting Gears with Augmented Reality Software.


In a Mixed Reality (MR) experience, which mixes elements of both AR and VR, real-world and digital objects interact. Mixed reality technology is simply now beginning to begin with Microsoft’s HoloLens one among the foremost notable early mixed reality apparatuses.

Extended Reality (ER) is an umbrella term that covers all of the varied technologies that enhance our senses, whether they’re providing additional information about the particular world or creating totally unreal, simulated worlds for us to experience. It includes computer games (VR), Augmented Reality (AR), and Mixed Reality (MR) technologies.

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The University signs MoU with Scopik Edu Services, Salem

 

The AR and VR technologies will be imparted for the first time in a university curriculum in the country as a direct effect of the Memorandum of Understanding (MoU) signed between Periyar University with a technical collaborator, Scopik Edu Services, which will provide the knowledge skill to the students.

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