OurCrowd, the leading global equity crowdfunding platform, made history today and hosted the biggest investment event in Israel, the Startup Nation. With 6,000 guests from 82 countries attending, including startups, venture capitalists and strategic investors, the event was packed
From gaming to multi-camera systems for recording 360-degree views, consumers want existing technology pushed beyond its current capabilities to create ever more immersive VR experiences. Can the Internet cope with the next phase of content - including ultra-high definition video and VR?
It's January and many people are working hard to keep their New Year's resolutions to get fit and be healthy, and there's an extensive number of companies out there who want to help you do this. In 2016 approximately 60% of mobile phone users downloaded health-related apps, and fitness-tracking wearables are projected to exceed $14bn by 2021.
When it comes to the law, VR can help the jury make a decision and support either side of the case. Using VR to help a jury member make their decision is an easy task with the technology. VR's greatest asset is its ability to take anyone, and put them in another person's shoes.
Our challenge was how to visualise a system where access is not readily granted to press or filmmakers, and how to bring the words of our contributors to life when most did not want to be filmed or identified. In many ways VR with its qualities of immersion, presence, and interactivity felt like the perfect medium for this subject matter.
Is it possible to turn the virtual into reality? This is the theme we drew on for the Virtually Real project which will open to the public at the Royal Academy on 12th January. Faramawy, a Royal Academy Schools alumni and Jetpacks, a current student reveal our experiences creating the world's first 3D printed artwork, made in virtual reality:
There is still the odd zombie shooter, and zombies jumping up on you in virtual reality is very, very frightening. Beyond slaughtering undead hordes, are there more constructive applications of virtual reality technology? Yes, and the possibilities are endless....
2016 has arguably been a breakthrough year for virtual reality (VR). Some retailers have already spotted an opportunity here by investing in great brand experiences in store for their customers which are beneficial for awareness and loyalty. But I'd argue none have successfully harnessed the technology to improve online sales.
The days of chalkboards and dusty textbooks in classrooms are long gone. Over the past two decades, technology has slowly crept into the classroom, changing the way students study and access information, and also opened up a whole new world of resources for teachers to utilise.
Technology has extended the human experience past the limits of biology and physiology. VR gives the viewer an immersive experience; it lets you be in the place rather than a passive viewer looking through a 2D window. In today's world of hyper-connectivity, our sense of space and our desire for meaningful experiences has undergone a revolution.
I was flicking through the i newspaper the other day when one particular article grabbed my attention. According to a new 12-month study for the National Citizen Service, almost half of teenagers in Yorkshire and the Humber (48%) think the area they live in will negatively influence their chances in life. This was the highest rate in the country.
MediaMonks Games unlocked its own achievement this November, as the most playful proposition in the global creative production company celebrated turning ten. During this time the industry has gone through its own transformation.
What we're seeing increasingly is less about getting lost in the connected world, and more about counterbalancing our connectivity - that we actually need physical objects to touch more than we envisaged when we dreamt of our future digitised lives
For the majority of the employed population, life at work begins and ends in an office environment. Whether that be a social and open plan community or a glass booth for your MacBook and pot plant, Virtual Reality (VR) is offering to transform them all.
If you move in a virtual environment in a way that doesn't match what your body experiences, you'll trigger motion sickness. But unlike seasickness or car sickness VR doesn't require motion, it can make you vomit in your living room.
In contrast to the delirious consumer market, Virtual Reality (VR) has quietly crept into the workplace without much more than the occasional "oh, that's cool"... Has the corporate world forgotten how to be enthralled by technology, or are they just slow off the mark?