Tag: VR
-
We used Virtual Reality in our office, and you should too
As one of the most experienced research firms focused on embracing new consumer technologies, our employees need to do more than talk the talk. They need to walk the technology walk too! Recently, we were surprised to discover that some of our newest hires had never experienced virtual reality (VR) – a technology that Touchstone…
-
Touchstone Research Consumer Insights Firm Adds Beatrice Capestany
Connecticut – July 10th, 2018 – Touchstone Research announced today that Beatrice Capestany has joined the firm as Senior Research Analyst. In this role, Capestany will execute a wide range of next gen quantitative and qualitative research studies and oversee Touchstone’s advanced research technologies and methodologies and development of new tools and applications. Prior to…
-
Infographic: Milestones in Virtual Reality
Virtual Reality may seem like a modern phenomenon, however, the origins of VR can date back to as early as the 19th century, nearly 180 years ago. The Stereoscope in 1838 was technically the first device to essentially pioneer 3D by having the viewer look through a lens with two of the same image and…
-
Infographic – Virtual Reality Surging Into the Classroom
Virtual Reality is being used in classrooms now more than ever. One quarter of the schools are already using VR, and this number is continuing to grow. While most teachers are aware of VR, over three quarters of teachers have never used it in a school environment before and many agree that VR would definitely be…
-
Infographic – Virtual Reality Trending in 2017
2017 is expected to be a turning point for Virtual Reality and Augmented Reality. The PlayStation VR, as well as a variety of other VR devices, made their debut last year and since, have given consumers insight as to all that VR has to offer. As of 2016, one third of consumers found the concept…
-
Infographic: Opportunities for Brands with Immersive Technologies
Immersive technology refers to technology that blurs the line between the physical world and the digital or simulated world, thereby creating a sense of immersion. This includes using hardware to simulate one or more of the five senses to create perceptually-real sensations. (I.e. From using VR headsets for visuals to implementing artificial smells and tastes.)…