Roto VR, startup which markets an interactive, ‘360 degree’ chair, has raised £1.5 million in a funding round led by Pembroke VCT. Others in the round include TVB Growth Fund, managed by
There’s a joke* being reshared on chat apps that takes the form of a multiple-choice question — asking who’s the leading force in workplace digital transformation? The red-lined punc
We’ve been diligently following the development of virtual worlds, also known as the “metaverse,” on TechCrunch. Hanging out within the virtual worlds of games has become more popular in
While few things may me feel more like social distancing than suiting up in a haptic feedback suit and strapping a computer to your face, location-based virtual reality startups have begun closing up
Remote collaboration tools like Zoom are gathering massive amounts of attention as people begin working from home en masse. But, as with most trends, virtual reality seems to be sitting out this boom.
Epic Games announced today that it’s buying Cubic Motion, a computer vision startup that’s been building out a platform for capturing more realistic facial animations with a complex camer
It turns out the virtual and augmented reality companies aren’t dead — as long as they focus on the enterprise. That’s what the Los Angeles-based extended reality technology develope
Throughout this series on the rise of multiverse virtual worlds, I have outlined the collision of gaming and social media into a new multiverse era of social media within virtual worlds due to technol
Fictional portrayals of virtual worlds such as “Ready Player One” and “The Matrix” typically portray the physical and virtual worlds as distinct realms siloed from each other.
The basis of the classic James Bond film “Tomorrow Never Dies” is an evil media mogul who instigates war between the U.K. and China because it will be great for TV ratings. There’s been
Gaming and social media are on a collision course, the result of which will be mainstream popularity of virtual worlds primarily driven by user-generated content (UGC) and anchored in small groups and
Even if you don’t play games, you have spent years of your life in one or more virtual worlds. Social media platforms like Facebook, Twitter, Instagram and WeChat are lightweight versions of virtual
Esports, video games and the innovations that enable them now occupy a central space in the cultural and commercial fabric of the tech world. For the investment firm Bitkraft Esports Ventures, the sur
While startup insurgents make a huge difference, big platforms may exert disproportionate influence over the future of AR.
The worlds of virtual and augmented reality have yet to land on the applications and hardware to truly spark mass-market, consumer interest in the space, but in the meantime, a startup building mixed
AmazeVR, the Los Angeles-based virtual reality entertainment distribution service, is taking its first steps into the world of location-based virtual reality experiences with an installation in Seoul&
Mike Rothenberg, the once high-flying VC bent on bringing the party to Silicon Valley, must now pay a whopping $31.4 million to settle a California federal court ruling in favor of Security and Exchan
In films, TV shows and books — and even in video games where characters are designed to respond to user behavior — we don’t perceive characters as beings with whom we can establish two-way r
Meet GIGXR, the new owner of all the assets of Pearson Immersive Learning Group, a subsidiary of the education and media publishing giant, Pearson. Formed specifically to roll up Pearson’s virtu
Neo-Pentecostal gangs in Brazil, driving out other faiths at gunpoint. A mob of 100 lawyers attacking a hospital in Pakistan to revenge themselves on violent doctors there. Anti-vaxxers, neo-Nazis and