VR/AR
Part of Gaming & Entertainment Tech. Virtual and augmented reality hardware and use cases, from gaming and fitness to training, social spaces, and motion sickness.
How VR Headsets Have Changed in the Last Five Years
The real, practical improvements in VR headsets over the past several years.
Augmented Reality Glasses: What's Actually Shipping vs What's Vaporware
AR glasses get announced constantly with bold claims. Here's a grounded look at what's actually real and available.
VR Fitness: Does Exercising in a Headset Actually Work
VR fitness apps promise real exercise disguised as gaming. Here's what the actual evidence says.
How VR Is Being Used for Training Outside of Gaming
VR has found real, practical use well beyond entertainment. Here's how it's actually being used for training.
Motion Sickness in VR: Why It Happens and What Reduces It
VR motion sickness affects a lot of new users. Here's the actual cause and what genuinely helps.
Social VR: Why Virtual Hangout Spaces Haven't Taken Off Yet
Social VR platforms have been pitched as the future of hanging out online. Here's why adoption has stayed limited.