Google Daydream

Comfort Vue™ VR Stationary Boundary Platform Provides Gateway to Millions of New Meta Quest 2 Customers

Retrieved on: 
Friday, May 26, 2023

NEWPORT BEACH, Calif., May 26, 2023 /PRNewswire-PRWeb/ -- VRComfort Labs stated there is a current potential new VR customer base of over 150 million consumers in the U.S. who have been ignored or "disregarded" by the industry, including Meta's Realty Labs business unit. VRComfort Labs believes there are billions of dollars in potential new revenue currently available to Meta by utilizing the Quest 2 to pursue a large virtually untapped segment of adult consumers. The segment represents adults who value their realverse time and are not interested spending a lot of it in a completely digital metaverse such as Horizons World. Nor are they interested in highly interactive participant apps such as gaming or physically intensive apps such as VR fitness. Numerous industry surveys indicate most adult consumers are interested in more spectator, observer-oriented apps such as global tourism, live events, vacation planning, exhibits, exhibitions, education and other realverse content.

Key Points: 
  • VRComfort Labs, a new business unit of CMTLabs, Inc. stated the Comfort Vue™ VR stationary boundary platform developed for the Meta Quest 2 provides a gateway capable of attracting millions of new Meta Quest 2 customers.
  • Nor are they interested in highly interactive participant apps such as gaming or physically intensive apps such as VR fitness.
  • The Comfort Vue™ stationary boundary platform developed by VRComfort Labs, for the Quest 2 headset eliminates several barriers that have stifled VR adoption by most adult consumers.
  • By offering more high quality and diversified content, combined with the Comfort Vue™ VR stationary boundary platform, an entirely new and extremely large base of potential Meta Quest 2 customers can emerge.

Virtual Reality, Spurred by Renewed Immersive Opportunities, will Reach 90 Million Total Device Shipments in 2027

Retrieved on: 
Thursday, April 28, 2022

According to global technology intelligence firm ABI Research, over 90 million Head Mounted Display (HMD) shipments in 2027 will power total VR market revenues to reach over US$95 billion in the same year across hardware, software, and services.

Key Points: 
  • According to global technology intelligence firm ABI Research, over 90 million Head Mounted Display (HMD) shipments in 2027 will power total VR market revenues to reach over US$95 billion in the same year across hardware, software, and services.
  • "The virtual reality market is no stranger to false starts, with identifiable efforts in VR dating back to the 1980s and 1990s.
  • Among devices, standalone HMDs make up most shipments through the forecast, with 79 million expected shipments in 2027, growing at a 40% CAGR.
  • Education accounts for 16% of total shipments but is growing the most quickly at an 88% CAGR through 2027.

Virtual Reality, Spurred by Renewed Immersive Opportunities, will Reach 90 Million Total Device Shipments in 2027

Retrieved on: 
Thursday, April 28, 2022

According to global technology intelligence firm ABI Research, over 90 million Head Mounted Display (HMD) shipments in 2027 will power total VR market revenues to reach over US$95 billion in the same year across hardware, software, and services.

Key Points: 
  • According to global technology intelligence firm ABI Research, over 90 million Head Mounted Display (HMD) shipments in 2027 will power total VR market revenues to reach over US$95 billion in the same year across hardware, software, and services.
  • "The virtual reality market is no stranger to false starts, with identifiable efforts in VR dating back to the 1980s and 1990s.
  • Among devices, standalone HMDs make up most shipments through the forecast, with 79 million expected shipments in 2027, growing at a 40% CAGR.
  • Education accounts for 16% of total shipments but is growing the most quickly at an 88% CAGR through 2027.

Global Virtual Reality in Gaming Market is Expected to Grow at a CAGR of over 32.75% During 2021-2027 - ResearchAndMarkets.com

Retrieved on: 
Tuesday, April 19, 2022

The "Global Virtual Reality In Gaming Market - Growth, Trends, COVID-19 Impact, and Forecasts (2022 - 2027)" report has been added to ResearchAndMarkets.com's offering.

Key Points: 
  • The "Global Virtual Reality In Gaming Market - Growth, Trends, COVID-19 Impact, and Forecasts (2022 - 2027)" report has been added to ResearchAndMarkets.com's offering.
  • Virtual reality (VR) in the gaming market is expected to grow at a CAGR of 32.75% over the forecast period (2021 - 2026).
  • Numerous players are emerging in this market with the hopes of navigating it toward mainstream adoption in the gaming market space.
  • Mobile virtual reality (VR) gaming is the most affordable experience for consumers who want to explore VR gaming without spending a substantial amount of money.

VR Expeditions 2.0 Helps Schools Recoup Investments in Lenovo Mirage Solo after Google Abandoned Daydream Platform

Retrieved on: 
Thursday, October 7, 2021

Now, however, schools can resurrect the headsets and obtain new content, stunning visuals and powerful classroom management tools thanks to RobotLAB's VR Expeditions 2.0, the Google Expeditions alternative for virtual field trips for classrooms.

Key Points: 
  • Now, however, schools can resurrect the headsets and obtain new content, stunning visuals and powerful classroom management tools thanks to RobotLAB's VR Expeditions 2.0, the Google Expeditions alternative for virtual field trips for classrooms.
  • The company has kept its word and extended its support of educators and schools who purchased Lenovo Mirage Solo, and were left without a solution.
  • The company was the leading Google Expeditions' partner and served as Google's only authorized global partner of the original Google Expeditions kits.
  • VR Expeditions 2.0 software and VR kits can be used not only on Lenovo Mirage Solo but any Android-based device including Lenovo S3 and Pico, ClassVR and Android phone-mounted goggles.

AR and VR Display Market Worth $4.4 Billion by 2024 - Exclusive Report by MarketsandMarkets™

Retrieved on: 
Monday, November 18, 2019

CHICAGO, Nov. 18, 2019 /PRNewswire/ -- According to the new market research report "AR and VR Display Market by Device Type (AR HMD, VR HMD, HUD, Projector), Technology (AR, VR), Application (Consumer, Enterprise, Commercial, Healthcare, Aerospace & Defense), Display Trends, and Geography - Global Forecast to 2024", published by MarketsandMarkets, the AR and VR Display Marketis expected to grow from USD 1.6 billion in 2019 to USD 4.4 billion by 2024, at a CAGR of 21.8% during the forecast period.

Key Points: 
  • CHICAGO, Nov. 18, 2019 /PRNewswire/ -- According to the new market research report "AR and VR Display Market by Device Type (AR HMD, VR HMD, HUD, Projector), Technology (AR, VR), Application (Consumer, Enterprise, Commercial, Healthcare, Aerospace & Defense), Display Trends, and Geography - Global Forecast to 2024", published by MarketsandMarkets, the AR and VR Display Marketis expected to grow from USD 1.6 billion in 2019 to USD 4.4 billion by 2024, at a CAGR of 21.8% during the forecast period.
  • Oculus Rift, HTC Vive, Sony PlayStation VR, Samsung Gear VR, Google's Daydream and Cardboard, Merge VR, and Carl Zeiss VR One are the major VR devices currently available in the market.
  • The high adoption of VR HMDs is the primary driver for the growth of VR technology in the AR and VR display market.
  • Hence, the region contributes significantly to the AR and VR display market, and the market is expected to witness higher growth in North America during the forecast period.

AR and VR Display Market Worth $4.4 Billion by 2024 - Exclusive Report by MarketsandMarkets™

Retrieved on: 
Monday, November 18, 2019

CHICAGO, Nov. 18, 2019 /PRNewswire/ -- According to the new market research report "AR and VR Display Market by Device Type (AR HMD, VR HMD, HUD, Projector), Technology (AR, VR), Application (Consumer, Enterprise, Commercial, Healthcare, Aerospace & Defense), Display Trends, and Geography - Global Forecast to 2024", published by MarketsandMarkets, the AR and VR Display Marketis expected to grow from USD 1.6 billion in 2019 to USD 4.4 billion by 2024, at a CAGR of 21.8% during the forecast period.

Key Points: 
  • CHICAGO, Nov. 18, 2019 /PRNewswire/ -- According to the new market research report "AR and VR Display Market by Device Type (AR HMD, VR HMD, HUD, Projector), Technology (AR, VR), Application (Consumer, Enterprise, Commercial, Healthcare, Aerospace & Defense), Display Trends, and Geography - Global Forecast to 2024", published by MarketsandMarkets, the AR and VR Display Marketis expected to grow from USD 1.6 billion in 2019 to USD 4.4 billion by 2024, at a CAGR of 21.8% during the forecast period.
  • Oculus Rift, HTC Vive, Sony PlayStation VR, Samsung Gear VR, Google's Daydream and Cardboard, Merge VR, and Carl Zeiss VR One are the major VR devices currently available in the market.
  • The high adoption of VR HMDs is the primary driver for the growth of VR technology in the AR and VR display market.
  • Hence, the region contributes significantly to the AR and VR display market, and the market is expected to witness higher growth in North America during the forecast period.

Strategy Analytics: Sony Captures a Third of VR Hardware Revenues as Market Transitions to Higher Quality

Retrieved on: 
Monday, August 5, 2019

Strategy Analytics latest data on the VR headset market shows a decline in annual hardware revenues for the first time.

Key Points: 
  • Strategy Analytics latest data on the VR headset market shows a decline in annual hardware revenues for the first time.
  • Sony, Facebook (Oculus) and HTC are the big winners by revenue, as tracked in the VR Headset Platform Share data.
  • Driving these changes is the evaporation of the market for low cost VR headsets such as Google Cardboard, Google Daydream and Samsung Gear VR.
  • The real winners in 2018 and 2019 have come from the higher price tier, higher quality VR headset market segments, primarily those that are PC- or Console-tethered.

United States Virtual Reality Headset Market, 2016-2023 by By Platform, Type, End User & Sales Channel

Retrieved on: 
Thursday, July 26, 2018

The "United States Virtual Reality Headset Market By Platform (Circumscribed and Standalone), By Type (Wired and Wireless), By End User (Gaming, Healthcare, Entertainment and Others), By Sales Channel, Competition Forecast & Opportunities, 2016-2023" report has been added to ResearchAndMarkets.com's offering.

Key Points: 
  • The "United States Virtual Reality Headset Market By Platform (Circumscribed and Standalone), By Type (Wired and Wireless), By End User (Gaming, Healthcare, Entertainment and Others), By Sales Channel, Competition Forecast & Opportunities, 2016-2023" report has been added to ResearchAndMarkets.com's offering.
  • Growth in the market is expected to be driven by surging popularity of VR content, rising demand for VR games, such as Raw Data and Resident Evil 7, growing investment by leading technology companies like Sony, Google, etc., in the development of VR headsets, and increasing number of VR headsets including Google Daydream View, Oculus Go and Samsung Gear VR in the country.
  • Moreover, declining prices of VR headsets, with Sony, HTC and Oculus reducing the prices of their VR headsets is expected to further boost demand for VR headsets in the country during the forecast period.
  • United States Virtual Reality Headset Market, 2016 - 2023 discusses the following aspects of virtual reality headset market in US:
    Virtual Reality Headset Market Size, Share & Forecast
    Segmental Analysis - By Platform (Circumscribed and Standalone), By Type (Wired and Wireless), By End User (Gaming, Healthcare, Entertainment and Others), By Sales Channel

Google, Kaon Interactive and Lenovo Disrupt Enterprise Sales With Breakthrough Standalone Virtual Reality Headset Experience

Retrieved on: 
Tuesday, May 22, 2018

In January at CES 2018, Lenovo unveiled an innovative Daydream VR headset called the Lenovo Mirage Solo with Daydream.

Key Points: 
  • In January at CES 2018, Lenovo unveiled an innovative Daydream VR headset called the Lenovo Mirage Solo with Daydream.
  • At an affordable $400 price point, it will make immersive Kaon VR experiences (such as interactive virtual data centers, diagnostics laboratories and virtual 3D product tours) more accessible and seamless at tradeshows, sales meetings and in briefing centers.
  • This is the first all-in-one with six-degree-of-freedom (6DOF) tracking, which makes a huge difference in the sense of immersion when viewing interactive, real-time VR.
  • More than 5,000 Kaon Interactive applications are being used worldwide at trade shows, remote sales demonstrations, product launches, executive briefing centers, and websites by leading global product manufacturing companies.