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Virtual Reality technology has come a long way since its inception as simple, stereoscopic goggles in 1939. In the last few years, it has transformed into a variety of electrical devices and exploded onto the market as a surprisingly immersive media.
In the next years, omnipresent digital content and wearable devices could be game changers for the self-help industry. AR powered devices have the potential to help us break bad habits and adopt good ones in the same way our mothers taught us as children.
It's great to see local business owners leveraging the popularity of Pokemon Go, but bigger players need to look at the bigger picture. Use not just Pokemon Go as a tool, but use the AR technology as a whole.
Don't call "Pokémon GO" a comeback, Pikachu's been here for years. Twenty years, to be exact, an anniversary celebrated this past February. The viral launch of the augmented reality game on smartphones on July 6 has pushed this enduring Japanese pop cultural property into a previously unexplored region: the real world.
It's natural for any industry to undergo changes, but few industries have experienced as many rapid changes as the pharmaceutical and health care ones. To remain relevant among these digitally wired consumers, big pharmaceutical companies have adjusted, making visible efforts to grab the audience's attention through web and mobile presence.
It is essential that arts organizations adapt to shifting demographics and a rapidly changing participatory culture. In effort to address this new need, virtual reality and augmented reality can show us new ways to explore the arts and help spark a new interest and motivation for arts-goers.
From luxury smartwatches to virtual reality catwalks at Fashion Weeks, major fashion influencers and retail brands are adopting technology to increase their scope and profits. There is a potential revolution in the way fashion items are marketed and sold, and major players are already embracing virtual reality technology to take part.
Virtual Reality (VR) and Augmented Reality (AR) are hot buzzwords these days. Execs can now add the Oculus to their treasure trove of executive toys, right next to their now discarded Google Glass headset. Really luck people can get ahold of the Hololens and Meta headsets to get into those early stages of AR. But, what gives? What's the future really going to hold? Why does any of it matter?