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  • ...for $2 billion dollars. After this, virtual reality blew up, with multiple companies investing in the development of their own VR systems. The rise of smartphon
    19 KB (2,854 words) - 09:59, 17 April 2024
  • [[Category:Companies]] [[Category:Technology]]
    3 KB (392 words) - 02:58, 15 May 2017
  • A number of companies have marketed [[waveguide]]s for OST-HMDs, including [[Dispelix]], [[Digile
    1 KB (181 words) - 08:05, 17 April 2024
  • [[Category:Companies]]
    1 KB (180 words) - 17:59, 27 April 2016
  • ...factor and can only track the movements of a user’s head. Nevertheless, companies are still investing in the development of an accurate positional tracking s
    14 KB (2,149 words) - 07:44, 17 April 2024
  • [[Category:Companies]]
    586 bytes (64 words) - 16:39, 18 April 2015
  • [[Category:Companies]]
    593 bytes (76 words) - 16:34, 18 April 2015
  • ...ed, Shovel Knight, Call of Duty, Syphon Filter, and from a variety of game companies including Sony, Microsoft, EA, Capcom and more!
    3 KB (373 words) - 21:03, 21 August 2017
  • ..., creating a potential niche opportunity for filmmakers and new production companies. Indeed, startups like Jaunt and MindVR are already exploring storytelling ...ds of new questions, and answers are still being sought for today. So many companies are trying to sort this out, and figure out the best way to utilize this ne
    21 KB (3,449 words) - 22:53, 20 May 2017
  • The event features over 200 companies in the [[VR]], [[AR]], wearable tech and [[IOT]] industries along with more
    2 KB (215 words) - 13:47, 14 January 2016
  • ==Companies and Organizations==
    24 KB (3,057 words) - 05:08, 30 April 2024
  • Companies are starting to offer interesting inside-out systems. Microsoft has been in
    12 KB (1,692 words) - 21:39, 24 July 2017
  • [[Category:Companies]] [[Category:Accessories]]
    674 bytes (89 words) - 08:17, 5 June 2015
  • [[Category:Companies]]
    2 KB (303 words) - 22:14, 25 November 2016
  • ==IMU companies==
    672 bytes (92 words) - 07:14, 17 April 2024
  • [[Category:Companies]]
    2 KB (335 words) - 08:03, 24 September 2015
  • [[Category:Companies]] [[Category:Broadcasting]] [[Category:Sports Broadcasting]]
    3 KB (397 words) - 09:10, 29 October 2016
  • With the advent of VR, virtual reality audio has gained more interest. Companies want to implement a VR audio solution that realistically reproduces audio i
    15 KB (2,378 words) - 17:56, 13 December 2017
  • In May 2016, Odyssey was shipped to select [[VR companies]], [[WEVR]], [[VRSE]], [[Specular]], [[Surreal]], [[Theory]] and [[Two Bit
    3 KB (394 words) - 17:59, 12 May 2016
  • ...CraftAR]], which is a suite of tools created for agencies, publishers, and companies that would like to leverage technological possibilities of AR and IR to cre
    4 KB (601 words) - 09:39, 22 October 2015
  • ...ost-processing options and also for very realistic 3D imagery. Unlike many companies out there, 8i does not want to focus on the gaming industry. Instead, they ...nd 8i consists of experts from very prominent technology and entertainment companies including Weta Digital, YouTube, NVIDIA, PayPal, Microsoft Research, Sony C
    2 KB (376 words) - 04:47, 10 March 2017
  • ...rtual reality]]. The company has been having discussions with several [[VR companies]] about the possibility of integrating their technology into VR displays. T [[Category:Companies]]
    4 KB (571 words) - 17:12, 7 February 2020
  • [[Category:Companies]] [[Category:Software]] [[Category:Technology]]
    3 KB (439 words) - 03:57, 4 January 2016
  • ...Valve]]. Indeed, it was the partnership between the two notable technology companies that led to a quality product and made possible the integration of the VR h
    24 KB (3,921 words) - 08:21, 17 April 2024
  • ...ance the productivity and safety of deskless professionals at Fortune 1000 companies.<ref>http://www.prnewswire.com/news-releases/augmented-reality-leader-athee
    6 KB (742 words) - 19:34, 9 May 2017
  • ...ty science organization in 2014 and VRMark is the first product of the two companies together.
    7 KB (1,019 words) - 20:46, 21 November 2016
  • ...go device was a reference design tablet made by Google for developers. The companies worked together in order to give the Phab 2 Pro a smaller design than a tab ...in a store, leading the client directly into the products desired. Retail companies could develop several apps that provide this service while also providing a
    10 KB (1,614 words) - 18:55, 10 May 2017
  • ...mineral rich expanse beyond Earth. Handing their findings over to private companies, governments gave way to corporations who would soon establish mining &amp;
    6 KB (888 words) - 11:06, 23 September 2016
  • [[Category:Companies]]
    2 KB (190 words) - 18:42, 4 April 2017
  • ...isoft Photoscan]] or one of Autodesk's many solutions (they keep buying up companies, it seems), which generate highly detailed meshes from these photographs. T
    16 KB (2,510 words) - 06:45, 17 April 2024
  • Whereas all previous apps are developed by relatively large companies, Gravity Sketch is an independent company that focuses on innovation. With
    5 KB (791 words) - 02:38, 10 February 2017
  • ...-vr-hires-michael-abrash-as-its-new-chief-scientist</ref>. Indeed, the two companies shared intelligence thanks to the relationship between Abrash and John Carm
    14 KB (2,120 words) - 17:00, 11 March 2017
  • The presentations seem to strike the right note. Companies across industries wanted to embrace the high-fidelity virtual reality hapti
    8 KB (1,206 words) - 07:44, 25 February 2017
  • ...the Alloy headset will be given to third party companies. The third party companies will produce and sell the headsets.
    5 KB (839 words) - 03:39, 25 September 2017
  • ...of movies in 3D, TV channels launching 3D broadcasts of sports events, and companies selling 3DTV sets and Blu-ray 3D players. Despite the technological advance
    13 KB (2,094 words) - 04:29, 18 April 2024
  • ...] [[Category:Brain-Computer Interface]] [[Category:Technology]] [[Category:Companies]]
    6 KB (853 words) - 07:16, 17 April 2017
  • ...f the Metaverse. Due to the increasing focus on the “immersive web” by companies like [[Google]], Oculus, Samsung, and Microsoft, WebVR has had a surge of s
    15 KB (2,277 words) - 08:20, 13 December 2017
  • ...me a planet of death where no one could come any closer. The multinational companies which have already invested in the Mars colonization project decided to sec
    3 KB (452 words) - 23:15, 28 September 2022
  • ...entirely illegal underground sports game operation between three competing companies for the great honor of your tech!? Enter the Shadow Circuit. Doskoi, Hach
    3 KB (391 words) - 17:36, 19 April 2017
  • ...to build a [[VR headset]] powered by Windows 10. Microsoft announced that companies like HP Inc, Lenovo, Dell, Acer, and ASUS would produce VR headsets based o ...ed on the Windows VR platform <ref name=”8”></ref>. Acer is one of the companies that partnered with Microsoft to create its line of the VR head-mounted dis
    12 KB (1,658 words) - 07:45, 27 June 2019
  • Microsoft partnered with various companies, such as Acer, Lenovo, and Asus, to release [[VR headsets]] that are based ...ate, including its compatibility with [[HoloLens]]. They also used partner companies’ VR headsets to demonstrate the creation and handling of 3D objects, and
    6 KB (839 words) - 18:15, 7 June 2017
  • ...Tango]] technology, connecting DayDream and Tango, and a response to other companies inside-out tracking solutions. The new VR devices will run existing Daydrea ...elf. It will only design the software that powers the HMDs and the partner companies will build the consumer devices. <ref name=”5”></ref> <ref name=”7”
    5 KB (690 words) - 02:22, 25 July 2017
  • ...e only hybrid reality headset that is soon to be released. Many other tech companies such as [[Acer]], [[Lenovo]], [[Dell]], and [[Asus]] are also working along
    8 KB (1,165 words) - 19:29, 20 April 2021
  • Other companies like Facebook and Google are interested in adaptive streaming in order to p ...this content to users around the world. This has had the effect of making companies rethink the way the stream their video content. <ref name=”6”></ref> In
    6 KB (898 words) - 08:13, 13 December 2017
  • ...t to play by Dolby’s rules and started researching for alternatives. The companies realized that having a lot of different formats could lead to problems and There are, however, other companies working on other High Dynamic Range solutions. Hybrid Log Gamma is a format
    8 KB (1,202 words) - 08:07, 13 December 2017
  • ...Oculus Rift]]. Developments in this area have been slow because VR headset companies are dependent on advances in display technology. <ref name=”3”>Lang, B. ...hat’s nearly 70 times greater than the Rift and Vive.” Recently, other companies like Samsung and Kopin have presented new VR displays with an increase in r
    6 KB (879 words) - 14:03, 16 October 2017
  • ...017, this form of advertising is still in the early stages, with different companies experimenting with new strategies to bring marketing content to virtual rea Some companies have already been using virtual reality technologies for VR advertising and
    13 KB (1,947 words) - 08:12, 13 December 2017
  • ...Valve]]. Indeed, it was the partnership between the two notable technology companies that led to a quality product and made possible the integration of the VR h
    17 KB (2,745 words) - 02:23, 14 June 2020
  • ...ing in October 2020. It is available worldwide through global and regional companies. For the first time, you can purchase a Quest product from Japan, too. This
    8 KB (1,175 words) - 06:59, 17 April 2024
  • ...] which enables wireless streaming through 5G and WiFi networks and allows companies to integrate VR into their workflows such as "design reviews, virtual produ
    4 KB (580 words) - 12:24, 30 November 2023

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