A few things still stand in the way, but most people globally say that virtual and augmented reality ultimately will become as popular as smartphones. The main reason for not having tried VR or AR is the lack of opportunity, based on a new study. However, consumers have high expectations for virtual and augmented reality, with more than half (55%) expecting it to become as popular as smartphones in years to come.
In many places where Internet of Things projects are underway, there's a mixed report card on how they're doing. The majority (60%) of those running IoT projects said their initiatives stalled in the proof-of-concept phase of development, according to a new survey. When organizations did complete their IoT projects, many did not succeed, based on a survey of 1,800 business and technology decision makers on their IoT projects conducted by Cisco.
There are two approaches in how consumers start their interactions with voice assistants, different kinds of drones are now flying, and city trash containers are being outfitted with beacons for consumer tracking. These were just a few of the many tidbits of connected info this week that came out of the first day of the annual LiveWorx 17 conference that IoT powerhouse PTC hosts every year.
Virtual reality may be noted for its gaming capabilities, but businesses are starting to look at it as a component of their business. One major use identified is in real estate, where one global real estate firm has jumped into virtual reality with both feet. The details of the why and how were detailed at the recent MediaPost IoT Marketing Forum by Anthony Hitt, CEO of Engel & Volkers, a luxury real estate company based in Germany with its North American headquarters located on Park Avenue in New York. The company has 9,000 real estate advisors in 750 locations around ...
By the growth percentages, virtual reality is beating augmented reality, by a lot. However, by the numbers, augmented reality usage this year will be almost double that of virtual reality. Virtual reality, driven primarily by 360-degree videos on social networks, will grow 110% from last year, according to new data from eMarketer.
Legal departments at brands typically handle legal issues that those brands may come across. However, some legal issues associated with the Internet of Things may cause companies to approach some uncharted territory. This became apparent in an insightful presentation by Vejay Lalla, partner, entertainment, advertising and promotions group at Davis & Gilbert, at the second annual MediaPost IoT Marketing Forum in New York this week.
In many cases, the Internet of Things involves consumers having to do something to get things started. The good news is that the percentage of U.S. consumers who experience problems with various computing and entertainment devices has declined over the past few years, according to a new study by Parks Associates.
The Internet of Things is still relatively new but we're already at the stage of a second annual event to further dissect it. At the MediaPost IoT Marketing Forum being held this Thursday in New York, brands, agencies and marketers will tackle some the major challenges along with opportunities around marketing and advertising within the Internet of Things. At the forum last year, questions revolved around issues such as creating less intrusive advertising, how brands will deal with consumers in connected homes and the then-growing world of wearables.
Artificial intelligence through digital voice assistants may be on the road to mass deployment, but most of those AI interactions still occur via smartphone. Part of the challenge in adoption is actually having it reach consumers. Almost half (48%) of consumers have not interacted with a form of AI and another 23% are not sure if they have, based on a study out today.
While Facebook may have scaled back its virtual reality activities, it doesn't mean the general public isn't getting a full dose of how the technology may look in the world of entertainment. The Oculus Story Studio of Facebook was recently closed, as the social media giant shifts its focus away from internal content creation to back more external production. Now one of the largest movie theater chains in the U.S. is creating a large base where consumers can easily try virtual reality for themselves.