In the VRGuy’s Podcasts, our CEO hosts other CEOs, analysts, journalists and other thought leaders for 15-20 minute conversations about their VR perspectives. We focus less on breaking news and more on the bigger picture: opinion, outlook and analysis.
Want to be considered as a guest on the podcast? Let us know!
Wanda and I talk about current market trends, verticals that can see early success in VR and the “million dollar question”: how to make money in VR.
Tero and I talk about performance measurement in VR: what can be measured, how it’s measured and what future measurements are coming
Recorded in Aug 2016, Nonny and I talk about the technology, the ethics, and the future of immersive journalism
Recorded in July 2016, Dio and I talk about selecting game engines for VR, about the type of companies that will drive innovation, in-VR editors and much more.
Recorded in June 2016, Shaun and I talk about what it takes to design and create a game for VR, controls and gameplay in VR, exclusivity and much more.
Recorded in June 2016, Matt and I talk about when VR games are preferred to non-VR games, about platform exclusivity, and much more.
Recorded In June 2016, Tim and I talk about how out-of-home VR is different from culture to culture, about whether vendors need to be vertically integrated – e.g. develop most items themselves, about how gamers react to out-of-home VR in a different way than non-gamers
Recorded in June, 2016, Jens and I talk about the differences between consumer and professional 3D/360 degree cameras, where value is and will be in the video workflow, lessons he has learned from non-VR markets and more.
Recorded in June 2016, Russ and I talk about the evolution of open source frameworks for VR – starting from the very early days, to VRPN some 20 years ago up to modern frameworks such as OSVR.
Recorded in May 2016, Christian and I talk about why eye trackers are so expensive, about why they are difficult to build. He tells about some of the coolest applications he saw as shares his thoughts on the future of eye tracking.
Recorded in May 2016, Bernadette and I talk about the opportunities and risks for using VR in marketing campaigns as well as the about perfecting the complete VR experience.
Recorded in April 2016, Greg and I talk about the complexities in building single and full-body sensor systems, on whether these sensors will be embedded in regular garments and much more.
Recorded in April, 2016 Anush and I talk about understanding human intent through gestures and the evolution of hand controls for VR
Recorded in April 2016, Jason and I talk about a wide range of topics from the social impact of VR, VR for non-Windows systems, VR on the cloud and more.
Recorded in March 2016, Adi and I talk about the next hurdle to conquer in VR experiences, about low-, medium- and high-end VR, about the impact of Google Glass on the development of augmented reality solutions and much more.
Recorded in March 2016, Layla and I discuss what GPUs can do and cannot do with video, audio and haptics. We talk about the evolution of the graphics architecture, VR standards for rendering and more.
Recorded in March 2016, Sam and I discuss mid-range pricing for VR, how enterprises might use AR in customer-facing activities and more.
Recorded in March 2016, Francecso and I discuss form factors for mobile VR, where VR will be used at home, the parallels between Web, Mobile and VR and more
Recorded in Mar '16, J.P. and I discuss the Crossover Between Enterprise and Consumer Markets and many other topics
Recorded Feb '16. Paul and I discuss the evolution of AR and VR headsets in both the enterprise and consumer worlds. In thijs comprehensive discussion, we talk about optical technologies and what it would take to achieve mass AR adoption, about whether wider field of view is always better and many other topics.
Recorded Jan '16. Kevin and I discuss using virtual reality technology for digital out of the home entertainment such as theme parks. Can consumer HMDs be used for commercial uses? Are there special requirements? Are there existing installations of public VR and much more.