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A lookback at 2016 in the world of Video Streaming. 29 December 2016

It’s been at eventful year of Video Streaming & Live Streaming – From LIVE Presidential Debates on Social Networks to Nat Geo’s 360° Video of Antarctica Journey everything was streaming instantly over the air. Video Streaming has been the talk of the year. We have seen many major brands entering the market space and making a push towards online …

VR Headsets Market to Grow at 108% CAGR in 5 Years 23 December 2016

Based on a Tracker research program from the International Data Corporation (IDC) on the emergence of Augmented Reality (AR) and Virtual Reality (VR) headset market, there will be huge worldwide shipments in AR and VR headsets. The worldwide AR and VR headset shipments are expected to experience a compound annual growth rate (CAGR) of 108.3% …

Buffering Is the Biggest Frustration for Video Streamers 21 December 2016

According to a new study by Limelight, if an online video buffers more than three times, 78% of the audience clicks away. Since there is a problem serving regular video, Virtual reality and 4K will have to wait some more. The other problem online streamers reported to have is poor quality of video, then the lack …

Games and Education top in VR Apps 16 December 2016

According to a Strategy Analytics study based on the VR app stores of Samsung GearVR, Oculus Rift, and the VR Steam, Games and Education top App categories in all the VR App stores. Though Games top all the categories, but the number of games available across categories varied considerably. Education appeared to be one of the top …

50% of those who Try VR, Consider Buying a Headset 13 December 2016

according to a new VR study by Parks Associates, 50% of consumers who try a Virtual reality (VR) headset, make plans to buy a headset, and 15% actually then buy it. This research highlighted the importance of personal experience in driving the sales of virtual reality headset and the need to increase demos. Currently, about over 60% …

Nokia and Sony teaming up to bring 3D 360 immersive VR 16 November 2016

Nokia and Sony Pictures have recently teamed up on a multi-year agreement where Sony Pictures will use Nokia’s OZO hardware and software tools to explore the potential of Virtual Reality production and distribution. The OZO Player SDK will also be integrated into Sony Pictures Home Entertainment`s Privilege Plus app. Sony Pictures will also leverage OZO Live to …

YouTube launches a VR App for DayDream 15 November 2016

Recently we’ve covered Google’s big announcement where along with Google Home, Chromecast Ultra, and Pixel Smartphones, Google announces the launch of DayDream – A VR headset, and now it takes one more step ahead by allowing viewers to stream VR videos via a new YouTube VR app. The app will allow YouTube users to stream …

Smartphones to bring VR mainstream 11 November 2016

According to a Juniper Research study, there is a forecast for about 60 million smartphone VR headsets to be shipped in 2021. This is going to be an increase of around 240 % on an expected 16.8 million recorded from this year. However smartphones bringing in lower prices, will account to only 7% of the hardware revenue. The …

US VR revenues to reach $38 bn in 2026 07 November 2016

According to a recent research by Greenlight Insights, Virtual Reality will experience “very modest growth” in the coming two years but will eventually reach annual revenues of $38 billion in 2026. The research also stated that the VR hardware suh as VR cameras, head-mounted displays and other hardware will account for about 61% of the total VR industry …

VR Video Viewing to generate $8.2 bn by 2020 03 November 2016

According to a new research by Ovum, Virtual Reality Video viewing will generate $8.2 billion (€7.5 billion) revenues by 2020 and will make more money than VR video gaming. Since, millions of consumers have mobile headsets and spend good amount of video viewing, VR video will take off. Subscription, purchasing physical media, advertising revenues are going to …

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