Meta is citing rising costs of its metaverse-unit Reality Labs as well as a tightening economy. Tech products like these are an integral part of Meta's move toward Web 3.0 and its focus on opening
retail stores to sell its metaverse hardware.
The popularity of streaming has led to a drop in video consumption for cable TV among U.S. teenagers.
Rapid growth in purchases of VR/AR accessories has raised concerns over data-collection practices, as targeting user content based on facial movements may negatively impact user privacy and safety.
The portion of U.S. adults who said they are likely to watch advertising for lower streaming fees slipped by three percentage points.
It's the bandwidth, stupid.
Meta, formerly known as Facebook, aims to build global brick-and-mortar retail stores for the devices being made by its Reality Labs division -- virtual reality headsets and someday, augmented-reality
glasses, according to "The New York Times."
"Wearables" will help Nielsen modernize its portable people meter to be used as support for the upcoming Nielsen One service, its all-encompassing cross-media measurement platform.
In a CES opening day briefing, the Consumer Technology Association's top researchers made the case that the COVID-19 pandemic helped to accelerate many consumer media technologies, including the
"connected health" category, unveiling fresh data indicating that shipments of remote health-monitoring devices soared 73% from 2019 and are on track to jump another 24% this year.
The Stanford Healthcare Innovation lab already had launched a study intended to establish whether data from wearables, can be used to predict onset of infectious diseases.
The retail cost of head-mounted displays is the No. 1 barrier to mass consumer adoption of virtual reality, according to the top-line findings of an in-depth extended reality industry report. The
study, "Industry Insights Report 2019-2020," just published by extended reality industry promoter and conference organizer VRX, found that the "lack of content" was a close No. 2 barrier for most
consumers, followed by the current size and design of headsets, the lack of consumer awareness, usability, and "motion sickness."
Several recent studies, including some expected to be released this week, suggest consumers aren't adopting voice technology as fast as previous reports suggest.
Gadget lovers tend to use voice-controlled devices for simple functions. Sixty-six percent use virtual assistants to play music or listen to podcasts, 56% use them to set an alarm or reminder, and 48%
use them to receive updates.