Our futurologists are surfing the web for recent advancements in Virtual Reality in English,Persian, German and Arabic websites to make you inform about future.

Neuromarketing meets Virtual Reality

I was a marketer for a long term and as a marketer I’m really hungry for any information about customers. Neuromarketing helps us know about customers with out asking them for self-reports.

I think combination of VR with neuromarketing tools such as eye tracking could provide us valuable informations. Dr.Tim Holmes from Acuity Intelligence has wrote an  post  about VR and Neuoromarketing in Digital marketing magazine.

It is an exciting time for marketing, with emerging technologies like virtual reality (VR) bringing new opportunities to create more playful, engaging and immersive experiences.

We have started to see an increasing number of brands adopt VR technology as part of their marketing strategies, albeit often offering limited ‘on the rail’ experiences via 360 videos, which allow participants to look around an all-encompassing environment themselves, but not necessarily choose their narrative or even direction of travel. While these marketing campaigns certainly help to engage with consumers in new and interesting ways, the use of VR in the marketing world shouldn’t stop there.

A turning point for market research

The benefits VR could offer marketers can begin long before customers are engaged with the brand. This is because it facilitates fully immersive research that can be controlled in a way that is impossible to achieve in the real world. So, when combined with measurements such as eye-tracking, for example, those looking to gain a deeper insight into consumer behaviour can immediately see how customers react to brands, packaging, messaging, and signage throughout the shopper journey. This process can take place before a design is even put into production, let alone placed in a store ready to buy, meaning brands can avoid making misinformed and costly bad decisions.

The foundations for applying scientific methods like eye-tracking to brand and package development have already been laid by the burgeoning field of neuro-marketing, which investigates unconscious responses in consumers to understand what makes people buy.

But neuromarketing research is often associated with time-intensive and budget-breaking analysis, which is only the domain of a privileged few brands and totally inaccessible to many smaller retailers.

Historically, most research activities in retail have relied on participants’ self-reported responses – such as focus groups. Or on in-store observation, with researchers standing in supermarket aisles with clipboards for hours on end, attempting to track how shoppers navigate a store and make their purchase decisions. The difficulties with these methods are two-fold. Firstly, when asked, people don’t always know exactly why they’ve selected to buy a particular product. The decision is often made unconsciously, so the market researcher ends up with inaccurate information about the purchase decision. This is where eye-tracking can be valuable as it allows researchers to understand the unconscious decision-making process. Secondly, if market research is taking place after a product has been developed and placed on the shop shelves, findings – accurate or otherwise – would mean costly redevelopment.

Empowering marketers with data

With VR technology, the need for expensive research space all but disappears because once inside the VR headset shoppers are oblivious to real-world around them.

This is a process that can, and should, take place throughout a product’s development to optimise the design, so expensive branding mistakes can be corrected before they make it out to the market place. And, because all of this can be measured in a virtual world before any physical elements are produced, it is quicker and cheaper.

Testing the product in an entirely virtual retail environment minimises the risk of going too far down the launch process with a design that won’t work. It is possible to track what draws the eye and what doesn’t, based on the eye movements of shoppers wearing VR headsets. The product design can then be tweaked accordingly before it even hits the shelves.

Advancing the industry

Much of the VR being currently used for market research is either displayed on a screen or, if it immersive, relies on restricting the shoppers’ journey by using pre-recorded 360-degree videos. The latest VR technology allows the shopper to go ‘off the rails’ encouraging them to behave naturally by taking their own route through the store and freely interacting with products, all the while tracking their eye-movements which identify what captures their attention and when.

This new method is much more effective from a market research perspective simply because it’s reflective of real-life shopper behaviour and because there is no constraint on the journey, everything is so much more life-like.

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Usages of Blockchain in Virtual Reality

You may think blockchain is not important for you because, there are various virtual currencies and there is no need for another one but I think you’re wrong.

In this post, I will discuss the possible usages of blockchain in VR based on two articles from Invest in blockchain website.

 

There are several reasons why blockchain technology has us so excited, and some of them can be applied in VR. The main elements of blockchains, that are also applicable to VR, are the elimination of third parties, micro-economies, unique and limited assets, smart contracts and unfalsifiable proof of ownership and intellectual property.

 

Blockchain could help VR in this sections

  1. Storing Data:ontent created for VR can be safely stored with the use of blockchain technology. As of now, there is no set industry standard for this. Blockchain technology provides an excellent way of storing VR data and is superior to the methods we currently use.
  2. Watching and Protecting Copyrighted Material:
  3. Research Projects Blockchain would allow for VR cooperation in the form of open-source projects, intellectual cooperation and user-generated content. Users are able to work together on open-source projects in a virtual environment, while every adjustment and improvement is stored on the blockchain and the contributors will be updated.

 

Projects Using Blockchain to create virtual reality

Decentraland:

The native currency in Decentraland is Mana. With Mana, parcels can be bought and traded, your owned land can be developed, and you can start to charge people when they engage with your creations. Through this, users can actually earn money by making valuable virtual creations and experiences. Besides the cryptocurrency, blockchain technology will also function as a public ledger on which ownership of everything within Decentraland is stored.

Vibe

Vibe is combining VR and blockchain to create new virtual spaces in which a large variety of activities can be conducted, from sports entertainment to business meetings. These spaces will be part of the Vibehub, the platform on which the interactions of Vibe users will occur.

Mark.Space

This highly ambitious project wants to completely change how we engage with websites. Instead of visiting simple, 2D pages, Mark.space allows website owners to create a fully 3D environment through which visitors can move themselves and engage with the content of this environment. Websites created through the Mark.space platform will be fully VR compatible, but the 3D spaces can also be visited through any computer or augmented-reality device, and will be available for every browser.

 

AR Kindle

Although ARKit  has a huge lead over competitors , more companies are entering AR market.According to Goodreader The Kindle Framework Team is currently hiring people to implement AR and Virtual Reality into upcoming products.The job description says that The developer will be responsible for creating new feature improvements with an understanding of graphics subsystems. Amazon is looking for someone with experiencing using “multi platform programming languages for 2D and 3D graphics rendering such as Core Graphics, Skia, OpenGL, Direct3D, Metal” and “animation and physics engines like Unity, Turbulenz.” Many people in the industry have stated that 3D is basically the same thing as Augmented Reality.

Amazon is getting bullish about AR and virtual reality in general. The company filed a patent in June about adding new functionality to a myriad of smart devices.  The technique calls for using a three-dimensional sensor, such as Microsoft’s Kinect device, to generate a cloud of data points for the real-life object – your hand, for example. The app would keep track of your hand’s position and orientation with respect to the phone, and calculate how the virtual item would reflect light in different ways as you move your hand around. “The items may include jewelry, eyeglasses, watches, home furnishings, and so forth,” the inventors say in the application. “Users who wish to purchase these physical items may find that the experience of purchasing is enhanced by more realistic presentations of the physical items on devices.”

Source:Goodreader