Accenture has built an application on SAP Cloud Platform using SAP Leonardo technologies and virtual reality to help amputees overcome challenges when confronted with phantom limb pain.
We live in a futuristic present, where technologies once considered restricted to the realms of science fiction are now penetrating our daily lives – automation, robotics, virtual reality (VR) and cloud computing to name but a few.
Virtual reality (VR’s) applications go far beyond gaming and creating virtual worlds for leisure interaction. Enterprises are using the technology to develop new products and test them in virtual scenarios that are as close to real life as possible. So says Jacques Delacour, CEO and founder of OPTIS.
Huawei‘s SmartWi-Fi tri-band access point (AP) recently won 2 top global industrial design awards: the Red Dot Award and the iF Product Design Award. Huawei’s tri-band AP integrates appearance and function in its architecture design, and simplicity and compatibility with household environments in its model design.
In a new poll of 1,000 car buyers across Europe, 89% of the total sample revealed that they would be more likely to proceed to purchase the vehicle after exploring and customising its features using virtual reality (VR), 44% of those stated that they would be ‘very likely’ to do so.
Gone are the days when only Apple, Sony and Microsoft dominated the technology sector. Now, as disruptive technologies continue their winning streak, start-ups around the world are basking in glory.
Biosensors, speech recognition, movement mapping and space perception will give a significant boost to the market prospects of virtual reality (VR) technologies, finds Frost & Sullivan’s TechVision Team.
Combined with Intel’s existing assets, Movidius Technology – for new devices like drones, robots, virtual reality (VR) headsets and more. Intel expects it to position the company to lead in providing computer vision and deep learning solutions from the device to the cloud.
Qualcomm made a series of announcements at IFA in Berlin, involving virtual reality (VR), smartwatches and home entertainment.
According to the new Worldwide Semiannual Augmented and Virtual Reality Spending Guide from the International Data Corporation (IDC), worldwide revenues for the augmented reality and virtual reality (AR/VR) market will grow from $5.2 billion in 2016 to more than $162 billion in 2020.
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