VR headset sales show no signs of slowing as they past record numbers.
The number of VR headsets sold in the last 3 months exceeds 1 million units for the first time. This is great news for game development companies and inline with Zuckerberg's predictions that Virtual Reality is about to boom.
"Virtual reality headset shipments are showing no signs of slowing, as the quarterly total exceeded 1 million units for the first time in Q3 2017. Sony took the lead, shipping more than 490,000 PlayStation VR (PS VR) sets in Q3. It was followed by Oculus, which shipped 210,000 of its Rift headsets. HTC took third place, shipping 160,000 Vive VR units. Collectively, Sony, Oculus and HTC made up 86% of the total market in Q3 2017."
Read the full article here
"In Asia, Japan’s unique gaming and entertainment culture has helped VR adoption. VR in Japan has benefited immensely from the emergence of VR experience zones across the country, such as in Shinjuku, Tokyo. Japanese consumers enjoy living their fantasies in virtual reality, a trait that stems from their anime and gaming culture. “Sony is well placed to take advantage of this increasing interest in VR,” said Canalys Analyst Jason Low. “Sony has dominated the Japanese VR headset market since the release of the PS VR, taking more than an 80% share, and will continue to lead as it increases supply of the PS VR headset with bundles featuring new titles from popular franchises.”
The global VR headset market is expected to gain a sizeable boost in 2018 from new entrants supporting Microsoft’s Windows Mixed Reality platform. "
New immigration program nets 2,000 foreign workers since June
Uncertain about the prospects of gay marriage in Australia a year ago, Jordan and Lee Brighton were determined to find a new country in which to settle with their two children and launch their third startup.
“Canada is a beautiful bubble, and we love it,” said Jordan, CEO and co-founder of Vancouver-based virtual reality firm Virtro Entertainment Inc.
After doing some reconnaissance in Vancouver and Toronto, the couple applied to get into Canada in December 2016 through the Start-up Visa pilot.
The program targets immigrant entrepreneurs with the promise of permanent residency if they get support from a venture capital group, an angel investor group or a business incubator to launch a startup in Canada.
The Start-up Visa pilot was introduced in April 2013.
It delivered 117 visas to applicants over four years before the federal government announced in July it would make the program permanent next year. As of September 30, another 21 applicants have been approved.
There’s no precise data on the number of immigrants who have founded tech startups in Canada but a 2016 study from the National Foundation for American Policy determined immigrants founded 44 out of 87 U.S. startups valued at US$1 billion or more.
Next month will mark the launch of Virtro’s first product: Run Dorothy Run, a VR game following players as they zip through fantasy worlds inspired by The Wizard of Oz.
The quick turnaround comes even after the Brightons had to sit out of business operations as they awaited permanent residency while on visitor visas.
“The business employed people, but I wasn’t an active participant in the first few months,” Jordan Brighton said. “It’s tricky doing an immigration process and a business process at the same time because they’re a little at odds with each other.”
Virtro employs five full-time and five part-time workers, and Jordan expects to ramp up hiring in January. Read the entire article in Business in Vancouver
In Alan Smithson article on March 28, 2017 he said this:Unless you have been living under a rock for the past 12 months, you will be aware of what virtual reality is and probably have an idea of how big the virtual and augmented reality market is going to be. I am going to tell you anyway to make sure you know now…
By 2035, Citi Financial Estimates the vCommerce industry to be worth $1.3 trillion. Yes, that is trillion with a “T”, we’re talking 4 comma club! Now that is a massive number and surely not all of this is from virtual and augmented reality… or is it. According to VR evangelist and author of the Fourth Transformation, A book about the transformative potential of VR/AR, Robert Scoble suggests ‘Users will start expecting brands to have mixed reality experiences in 2018. The big money will show up in 2020’
Read the full article
Sony Features Run Dorothy Run VR
Take on the world’s first endless rhythm runner in magic slippers.
What happens when the most magical couple in the land breaks up? The so-called Wicked Witch of the West steals all the Wizard’s stuff, just to dump it across the land of Oz, of course. Being the whiny little Wizard he is, and with a head as big as his ego, he blackmails you – Dorothy – into doing his dirty work and picking up all his junk, as he sends you on an errand to exact a little payback on his “witch” of an ex-girlfriend. All I can say is, Run Dorothy, Run!
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Expert says NZ has a potential gold mine of virtual reality innovation - "if we play our cards right."
Brett Telfer is the Head of AR/VR Garage - a collaborative R&D facility launched in Auckland by ATEED just over a year ago. "We are talking to various people about developing world-leading innovation labs with adjacent apartments with VR/AR capability, as well as theme park functionality here in New Zealand," he says.
When launched, the VR/AR Garage was "world-leading", says Telfer, ahead of anything in New York, Melbourne and many other international cities. "The next iteration needs to be industry-led but must be supported by central government," he says. "There are countries round the world - Korea, Israel, Australia, Taiwan - who have profited from such government backing. The rise and rise of VR/AR is almost a no-lose investment for governments."
"We need early investment in globally significant infrastructure, allowing us to build R&D environments here attractive to global investment and effective for multinational proof of concept and prototyping. We have to move away from governments waiting for individual companies to succeed by themselves and then taking the political credit for it."
New Zealand's success so far - and the AR/VR Garage's approach - is to assess and identify "international movers and shakers" in the new industry, understanding the problems they face, solving them and encouraging economic development here through partnerships and collaborations.
"It's a substantially different approach to the way business has been done in New Zealand for the last 30 years - where Kiwis figure out what we do very well , make something and try to sell it to the world against strong competition. We are now talking to major players who already have the infrastructure and reach to take things to the world," he says.
"If we do that and if we get the right government support, then we can leverage the revolution of the VR/AR industry to become digital masters of our own fate."
Here is the full article
The Importance of Sound in Games
In the same way that sound plays such a vital role in films and traditional video games, it's of course an integral part of good virtual reality too.
Four video game sound designers explain the thinking behind some of the world's most recognizable video game sounds. Featuring sounds from Pac-Man, Sonic the Hedgehog, Donkey Kong, Mario Kart, Contra, Street Fighter II, Doom and more!
Classic Video Game Sounds Explained by Experts
Modern Video Game Sounds Explained by Experts
The Psychology Behind the World's Most Recognizable Sounds
Our technology geek Lee is an accomplished, non-fiction, best-selling author and huge supporter of new tech on Kickstarter. From robotics to AI, 3D printing to VR and AR – for business and for fun, Lee loves seeing the future today.