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Magnopus Award Gallery Header
VR/AR/MR

The Big Interview: Ben Grossmann, co-founder and CEO of Magnopus

We interview Academy Award-winning visual effects supervisor and virtual reality (VR) director, Ben Grossmann, CEO of Magnopus.

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VR accessibility problem
VR/AR/MR

Exploring VR’s accessibility problem

In the second part of our ‘VR: It’s time for a reality check’ series, we explore the challenges around the accessibility of the technology - starting with headsets.

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VR reality check
VR/AR/MR

VR: It’s time for a reality check

People really want VR to work - but will it? Mass adoption and ‘true’ immersion are still a long way off, and there’s a mountain to climb to get there.

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Canova VR Headset
VR/AR/MR

The rise of content creation in VR

VR and AR technology is influencing everything and we’re going to see a lot more people working in 3D.

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 VR’s Eastern Promise
VR/AR/MR

VR’s Eastern Promise: the growth of virtual reality in the Far East

With VR expected to generate global revenue of $74.8 billion by the year 2021, we look at how the Far East could be a catalyst for that growth.

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Hyperreality in the physical world
VR/AR/MR

A hyperreal history: the evolution of hyperreality

We’ve discussed ‘hyperreality’ in previous articles but, while the technology enabling it is new, the word itself isn’t.

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From dystopia to utopia: the new hyperreality
VR/AR/MR

From dystopia to utopia: the new hyperreality

Hyperreality – where human consciousness can’t distinguish ‘real’ reality from a manufactured version – is already disrupting video gaming and the film industry. But technological developments could impact scores of other industries, too.

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Foundry Research in 3D VR
VR/AR/MR

Modo VR: fully immersive design content creation

A project enabling 3D content creators to view their work in real-life scale and perspective, using a VR headset.

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FAME: film-quality augmented and mixed reality experiences
VR/AR/MR

FAME: film-quality augmented and mixed reality experiences

A project to enable film-quality assets to be embedded in the environment around a viewer, to create cinematic mixed-reality experiences.

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ALIVE: live-action lightfields for immersive VR experiences
VR/AR/MR

ALIVE: live-action lightfields for immersive VR experiences

A project to develop the technologies required to capture live action content as a fully immersive Virtual Reality experience.

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VR consumer report - Foundry
VR/AR/MR

Get surprising insights from our recent VR research

How many people are looking to try out VR in the near future? How would they most like to use it? And how much would they be happy to pay?

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Don’t Miss the VR Train! | Virtual reality | Foundry
VR/AR/MR

Can you afford to miss the virtual train?

Can you afford to miss the VR train? It’s hard to know if VR is just a passing fad, or something you should be paying attention to. Click here to read more.

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