The UK government should introduce guidelines to protect virtual reality (VR) users from VR-based harassment, according to a report published by the House of Commons Digital, Culture, Media and Sport Committee.
After showcasing a prototype at last year’s Gamescom, Austrian technology startup Cybershoes will return this year with a new ready-to-ship product that allows gamers to jump in virtual reality (VR).
Virtual reality may not have lived up to the consumer hype once vested upon it, but a study has provided further evidence that it may be an effective non-pharmacological option to help ease pain in hospital patients.
A hyperloop VR experience that provides viewers with a sense of what it will be like to use the futuristic mode of transport has been unveiled at SpaceX’s headquarters in California.
As well as seeing your favourite acts and artists live, you will soon be able to ride rollercoasters, swim in the sea and fight your way through swarms of killer robots at the O2 Arena.
Located in a small exhibition space in the Saatchi Gallery, it is clear from the get-go that We Live in an Ocean of Air is not like most of the other offerings on display at the Chelsea-based space.
According to the Office of National Statistics, in 50 years’ time there are likely to be an additional 8.6 million people aged 65 years and over.
Many may have daydreamed of what they would ask their favourite actors or sport stars given the chance to talk face-to-face, or thought about which historical figures would be invited to a fantasy dinner party.
HTC Vive, one of the leaders in consumer virtual reality (VR), has announced the Vive Focus Plus, a standalone VR headset designed for enterprise users.
Businesses spent $13.1bn on researching and developing extended reality (XR) technology last year, but those early adopters will be rewarded in 2019 with positive returns as a result of savings made on training expenses such as hiring venues and travel expenses.
Virtual reality awareness among consumers has taken a nosedive since 2017, despite entering consumer consciousness several years ago on a wave of optimism.
The virtual reality market is set to be worth more than five times its current value within five years as more users invest in head-mounted displays (HMDs) to experience games and other entertainment.
Queen Elizabeth Tower and the Great Bell, better known as Big Ben, are currently undergoing extensive renovation works, with the tower covered by 98m scaffolding while the 159-year-old structure is being repaired.
Using a virtual reality experience to teach children could become standard in future education, as research published today suggests that it could dramatically improve learning.
An online augmented reality (AR) solution that removes the need for users to install apps has been launched by NexTech AR.
Manchester Reform Synagogue, the city’s first post-war building and its only city-centre synagogue has been digitally preserved for future generations through the use of virtual reality (VR).
After much anticipation, Oculus has launched the last of its “first generation” virtual reality (VR) headsets: the Oculus Quest.
From training to creating brand awareness, the business use case for Virtual Reality (VR) and Augmented Reality (AR) is strong.
From virtual reality to driverless cars, there is no doubt that emerging technologies have received a significant amount of attention over recent years.
London College of Communication has announced the launch of a new virtual reality degree range in response to growing demand within the creative industries.
Augmented reality (AR) is expected to be worth $60.55bn by 2023, according to data published by MarketsandMarkets.
The water industry is finding benefits in virtual reality (VR) technology, in one of the latest applications for industrial VR.