VizMove 2.0 VR helps organisations deliver large-scale VR experiences for communication, collaboration and research
The VizMove 2.0 solution combines both software and hardware.
The hardware is defined by the client’s needs, but can include WorldViz’s warehouse-scale motion tracking system, backpack VR units, projection VR displays, eye-tracking, biofeedback monitors, and dozens of other peripherals. HTC Vives, Oculus Rifts, or WinMR headsets, as well as the Unity and Unreal game engines, are all supported.
“In the enterprise VR space, many companies are looking for ways to present, communicate and explain products and projects better. In university settings, VR is enabling budget-friendly research that mirrors the real world,” said WorldViz CEO, Andrew Beall. “The power of VizMove VR 2.0 is its ability to adapt to both business and research settings. Companies and universities can solve a number of challenges with it, whether that’s cutting down on the costs and complexities of conducting experiments, communicating remotely, or presenting large products or new architectural designs at 1:1 scale.”
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