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AI: a New ‘Frankenstein’ of Contemporaneity or an Evolving Ad Tech Trend?

More than a century ago Mary Shelley published a novel about a young science student, who created a grotesque yet sensitive creature with the help of scientific experiment.

Featured Cases
Learn more about the ways Innovecs enriches companies with outstanding artificial intelligence research and development. Find out about our featured cases in AI development!
Virtual Sports in the Gaming Industry: The Latest Fad in the Field of Gambling

Virtual sports are the latest fad in gambling. Thanks to the high influence of technology on the entertainment and outcome of games, virtual sports are one of the most in-demand areas in the gaming industry.

Today, gambling operators allow betting on the following virtual disciplines: Soccer, Tennis, Motorcycle and automotive racing, Greyhound races, Horse Racing, Speedway, Cycling.

Soccer is an incredibly spectacular and exciting virtual sport

This article reviews the principles of action, future development prospects and challenges of virtual sports.

Virtual Sports: What Influences the Outcome of the Game?

Despite the fact that the principles of betting in this variety of gaming are extremely simple and completely analogous to real sports, the mechanisms influencing the outcome of the game are completely different. In particular, since these sports competitions do not take place in reality, the responsibility for their development is borne by an artificial intellect, which is tuned to observe the rules of the particular sport. On the other hand, all events occurring within the match are under the minimal influence of random factors and are logically justified.

Fortunately the current, main suppliers of virtual sports software have studied the portrayed sports thoroughly enough that matches taking place in the virtual world are no different from those occuring in reality, except for their duration. For example, the result of a match can be affected by the parameters of individual players (their speed, strength, physical data, preferred tactics and other parameters specific to the individual sport). As the games are played, all the specified parameters for each virtual player are increased or decreased according to specially devised criteria.

Challenges of Virtual Sports: Who can be Interested in This Kind of Gaming Industry?

One of the main challenges of virtual sports is the fuzzy definition of its target audience. who is interested in this?

First, there are the gamblers who are too impatient to bet on real-life sports (the need to wait any time for the end of a match is too long, etc.) or casino games (the excitement wanes). As practice shows, virtual sports games are exactly where this “intermediate” category of gamblers find their wanted challenges; The matches end much faster than in reality. Betters do not need to wait for the final whistle, and at the same time, they are inspired with genuine sporting excitement since the familiar names of teams and star athletes appear on the screen.

Can the Results in Virtual Sports be Accurately Predicted?

As for the accuracy of crystal balls, it is much easier to predict individual games (here, after all, the human factor is minimized). This is especially true for those types of virtual sports in which only two players participate (tennis, for instance). Assessing and comparing the characteristics of the competitors is not difficult for a child, which means the probability of making a winning bet is notably higher.

Innovations in the development of virtual sports games

However, it is important not to lose sight of sports activities of teams/individual athletes in real life. Because artificial intelligence takes into account this data, the outcome of some controversial matches can be successfully guessed due to the constant monitoring of the progress of the real games.

Virtual Sports in the Gaming Industry: Is this the Future of Gambling?

As the technologies used to create gaming software develop, the prospects for virtual sports in the gaming industry constantly grow. If a few years ago it was just another niche for creating experimental products, nowadays this IT sphere is characterized by high demand and intense competition. In particular, virtual sports are in fifth place in popularity among all types of gambling.

As for the prospects of virtual sports in the gami industry from the developer’s point of view, it is possible to improve this software almost indefinitely starting with graphics and sound improvement and including the integration of machine learning algorithms. Another aspect of these games is their efficiency. Video game publishers are trying to make their products more accessible; any gambler, no matter who they may be, can place bets. For the next couple of years, the vendors of this software are aiming specifically at creating fast, compact and undemanding mobile gaming applications.

Particular attention should also be paid to the attempts of some development companies to move from 2D to 3D graphics. This is an expensive solution requiring the use of modern technologies. For example, in order to maximally, reliably reproduce a match in 3D, special sensors are attached to separate parts of a real player’s body capturing their movements. The high financial investments are justified completely since not even the most talented 3D animator is able to reproduce human body techniques as reliably as motion capture beacons do. If we also take into account that unlike in real-life, in virtual sports, the match background/landscape and appearance of the athletes can be whatever is truly impressive to active watchers.

Are Virtual Sports Exciting Enough to Motivate People to Bet Money?

Undoubtedly! The main motive inspiring people to wager on a particular sport is the drive to experience fun and excitement, and not the need to make moolah. That is why many skeptics about virtual sports, complain they are much less exciting and much more predictable. Thus, some of gamblers who are hungry for jazzy experiences probably do not appreciate alternatives to real sports.

Relevance of virtual sports in gambling

In practice, things are somewhat different. The main concern of most players is the athlete or the team they bet on. It does not matter whether the chosen personalities are in-the-flesh or not. Both real and virtual games from time to time are accompanied by all sorts of surprises ranging from ordinary injuries to conflict situations (fights) on the playing field. The tension for those who make bets is the same because there is real money at stake, and in exactly the same way, the results of the match are recognized as fair.

Can Virtual Sports Threaten Their Real Prototypes in the Gambling Industry?

Let us sum up the prospective future of virtual sports. Of course, as the technologists responsible for the similarity of virtual games to reality evolution, we believe the number of gamblers who have chosen virtual sports as their main niche for betting will grow exponentially.

The quality of sounds and graphics, the dynamism of the events developing on the playing field, as well as the logical behavior of virtual athletes will be responsible for the “acuity” of the sensations experienced by gamblers. Moreover, it is virtual sports that can “quench” the thirst for adrenaline for those who are in constant motiom and lack the opportunity to devote hours or days tracking real games.

Project Tango vs. ARKit

There has been a lot of talk about VR and AR in 2016, but this cannot compare with what 2017 has in store for us. Apple, Google and other manufacturers have mind-blowing tech gadgets for augmented reality in hopes that they will become real products in the near future. Each company has its own unique approach to AR and game building software, but here we will focus on Google’s Project Tango and Apple’s ARKit. We will discuss the merits of both projects and see how they compare against one another.

Google Tango

Google’s Project tango is totally different from Google’s VR efforts. It is an enhanced mobile device with a special camera and sensor array which allows the phone or tablet to simulate the way humans process visual information. With the help of this simulation, Tango apps can be cognizant of the physical dimensions of a space and utilize this data to create a customized experience for the user that is specific to the world around him.

In layman’s terms, Tango knows your location in a room as well as how people move from one room to another. Google has given several breakthrough app development demonstrations where apps on a Tango phone can be used as a tour guide in a museum by being aware of the physical environment and offering information about each exhibition. What’s especially impressive is how well Tango guides users up and down stairs while being aware of its position in space the entire time. This is why Tango software is being used in NASA’s SPHERES project on the International Space Station.

For us Earth dwellers, Tango exists in only a couple of phones that you can currently buy with plans to create more in the near future. Mobile apps designed for Tango can be used for things such as measuring entire buildings to evaluate Wi-Fi strength and for AR games where you can walk around the world you are playing in. Current Tango mobile application software can immerse you in a story, measure depth and take us on trips across buildings with relative ease.

Today’s Tango phone, the Lenovo Phab 2 Pro, is a gigantic device with cameras that prevent Tango apps from working properly in low light. Google has released a second Tango-compatible phone, the ZenFone AR, which show some improvements when compared to its predecessor, but faces another obstacle. Since cell phones have thin margins and every component costs extra what percentage of all Android smartphones will be equipped with Tango sensors in the near future? The next generation of Tango launches are expected to address this issue with new camera and sensor arrays.

Apple ARKit

Unlike other AR app developers, Apple does not want to bring AR to a small group of users and improve their experience over time. They want to bring this new technology to every iOS user simultaneously. The ARKit is a set of tools that allow developers to build AR apps for both iPhone and iPad, which means that they can decide exactly how deep into AR they want bring existing apps. Apple’s showcase demos from the ARKIt include transforming flat surfaces in your home into AR playgrounds, visualizing complex data and stories being acted out right in front of you.

Although developers are only now starting to explore what the ARKit is capable of, the underlying functionalities are quite clear. You point the camera at a flat surface and if the software confirms that the surface is suitable for AR-it’s go time! When you place something in the real world, the software allows you to move as if the virtual world was actually there. If you want a closer look at something, you can lean in, walk away to get a larger view or walk around the world you have created to see it from every angle.

Most importantly, Apple has made the ARKit simple for users to pick up and use right away. This kind of point- and-play AR software is not available anywhere else, but this is exactly what casual AR users need. There is a slight drawback. Due to its simplicity, you can’t have multiple AR apps running at the same time and you most certainly cannot have these experiences existing in different physical locations. This is the difference between living in an area where AR happens around you and deciding to augment an area when you launch the app.

ViLo: The Virtual London Platform by CASA on ARKit from Virtual Architectures on Vimeo.

How do they Compare?

Currently, Tango partners are shipping Tango AR Phones for commercial use. However, as consumer options become available, the biggest advantage of Tango will be more accurate movement and placement of AR apps and games. Tango’s AR phones will provide a more immersive AR experience because they are more aware of the shapes in your space and how you will interact with them.

Apple’s goal is instant mass adaptation, but it is limited when compared to the Tango. The ARKit is only capable of augmenting the space directly in front of you, as long as you have the app open, rather than the entire space such as Tango or even the MS Hololens. However, an advantage of the ARKit is the ability of Apple to push its users to update to the newest version of iOS. At this year’s WWDC conference, Apple CEO, Tim Cook, noted that 86% of Apple users have upgraded to the newest iOS 10 while only 7% of Android devices run on the latest Andropid operating system, the Nougat. With the expected release of iOS 11 this fall, Apple will make AR available on millions of devices and not merely to games. For example, home goods retailer, Ikea is interested in using the ARKit to help their customers visualize how their furniture will look like in real life.

The Verdict

Given the fact that both Project Tango and the ARKit still have a way to go to overcome their certain technological hurdles, such as a lack of scene complexity, plain detection and mapping images to walls. However, taking everything into consideration, the ARKit has the brighter upside to it. Apple has a much grander agenda planned by bringing AR to a wide audience, making simple to use AR software and they have a more enthusiastic user base. Also, the ArKit provides developers with the opportunity to track the orientation of devices and understand the lighting and geometry of captured scenes. This means that developers can position graphics that remain fixed on surfaces such as floors, table tops and walls even as the camera perspective shifts. Because of the above mentioned choosing the ARKit will be a wider investment.

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The Future of Virtual Reality in Gaming Industry

There is a lot of research that must be done before deciding whether or not it is worth going into the VR industry. We examined the market, the possibilities and capabilities and we would like to share it with you.


First of all, let’s define the difference between virtual reality, augmented reality and mixed reality. Virtual reality is complete immersion using special equipment such as headsets, goggles etc. Augmented reality adds something or augments the real picture you see on the screen with a computer-generated input. Mixed reality is a combination of the real and virtual world where physical and virtual objects exist side by side and interact in real time.

virtual reality game development

The first big success in augmented reality development was the mobile app Pokémon Go. It generated more than $850 million dollars in total revenue and attracted a half billion users worldwide. This game did more to boost the popularity of augmented reality than any PR or marketing agency could ever do. The biggest thing users enjoyed most about this app is that you could play the game without having to buy any extra complimentary devices. Anybody could just pick up their phone and start playing. The release of Pokémon Go was the indelible moment for augmented reality and consequently for virtual reality as we will find out later. 2016 was a good year for virtual reality in general. Not only did many start-ups begin popping up and attracting a lot of investments, but it was also a record setting year for those investments. The total amount of investment into the virtual reality in gaming industry was $2.3 million dollars in 2016.

the future of vr gaming

Furthermore, let’s take a closer look at Magic Leap which raised a total of $1.4 billion in venture capital and $800 million in the third stage of funding from Google. This is an unheard-of amount of money for one start-up.

2016 was a Great Year for VR

2016 tipping point - vr hmd

In 2016, industry giants such as Samsung, Facebook, Sony, HTC and many others released virtual reality headsets which complemented or augmented the devices users already have. For example, Samsung’s headset complemented their mobile phones, Sony’s complement Play Stations and so on. But the biggest question is: how many of these VR headsets were sold in 2016? This is very important because we need to understand the potential audience we have as developers, in other words, for whom are we creating these products.

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The award for the most sales in 2016 went to the Google Cardboard with 84 million sales. As you may remember, these were cardboard glasses, which cost peanuts. All you had to do was insert your phone into the cardboard and instantly you have access to virtual reality. However, this number is deceiving because Google partnered with companies such as Coca-Cola and McDonald’s as part of a marketing strategy to hand out Google Cardboard headsets. For example, in every Happy Meal sold, there was a Google Cardboard included. Nevertheless, this counted as a sale. The closest competitor was Samsung Gear VR with 4.51 million sales. As for game consoles, PlayStation VR currently enjoys a total monopoly on console VR and sold a total of 750,000 headsets, HTC Vive sold the most headsets for desktop VR with 420,000 total sales.

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It is important to keep the above information in mind when we take a look at which device gamers prefer to access the virtual reality world. It turns out that 46% of users prefer to use a PC, 28% prefer a console and 26 % a mobile device. How do we explain this? The target audience for virtual reality in gaming industry are gamers who have computers that are powerful enough to handle the technological demands of VR. So even though more mobile headsets were “sold” in 2016, the demand for future VR development is for desktop gamers.

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VR Platforms

When we look at the first platforms for mobile phone VR such as Google Play, the content is very poor. There is a relatively low number of users and no one wants to invest in this area, only experiment. As a result, they only produce demo versions or simplified versions of these devices or shortchange the users with graphics. Facebook has the Oculus devices but the platform itself has not been fully developed. There were many attempts made to incorporate VR into the social media sphere, but currently it is not developed enough to make VR sociable.

The most successful platform where you can place your apps is Steam VR. Its user base is 13 million strong and is compatible with pretty much and VR headset for desktop. You also have Oculus as an option, however its user base is much smaller only 40,000 users. If you combine this with the fact that it is only compatible with other Oculus gear, we can see why it does not attract much attention from users.

Everyone is wondering which VR solutions Apple will provide users with the pending release the next generation iPhone as well as the new bells and whistles of iOS 11. Which options will be available to both VR developers and users remains to be seen but with Apples’ track record of technological advancement expect them to become a real player in VR across all platforms.

Who are the VR Users?

Recently there was an intercontinental survey conducted to find out whether or not people were planning to buy VR products in the next 6 months.

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In a survey conducted, it was determined that somewhere between 4-16% of the people are already willing to buy VR products, 21-39% are on the fence and 41-62% said they will not buy anything. Perhaps, with the proper PR and marketing campaigns, the people on the fence as well the naysayers will come around, but there of course remains a lot of work left to be done. However, we must also keep in mind that currently VR has only about a 1% market share of the gaming market and we expect the early majority of users to connect to VR at best in 2020.

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Today, we have four types of users: the immersed console player, the starstruck explorer, the high-earning virtual tourist and the engaged mobile crusader. If we look at the immersed console player, these are males aged 18-24 who are the only demographic who prefers PlayStation VR over everything else. We can contrast this with the starstruck explorer who are women of the same age group, 18-24, but they prefer content connected with tourism, celebrities, fashion etc. A good target audience for mobile software development services would be the high earning virtual tourists. These are men 35 and older, they have less time to spend on VR due to other commitments, but they are open to VR on their mobile devices. Finally, the engaged mobile crusaders, women 35 and older, are likely to try VR if their children are already using it. They may like it they may not, but whatever their kids are using, the engaged mobile crusaders will use as well.

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Bottlenecks in VR

If we look at some of the problems or bottlenecks these users are experiencing it is first and foremost costs. VR devices are expensive and could cost somewhere between $800-$1200 for desktop devices. Keep in mind, that if they do not have a computer that’s powerful to accommodate these devices, then they will need spend extra for the computer. Also, when you are using VR devices you will be jumping, lunging, waving your hands and moving a lot which means that you will need about 10 ft² around your computer to fully enjoy the experience and not everyone has so much extra space. Combine this with the installation difficulties and poor support system it is easy to see why VR currently has only a 1% market share.

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On the bright side, game software developers are constantly coming up with new innovations in terms of technology and content. In 2017, more than 10,000 VR high-quality applications will be available to users and we will see top game development companies and top titles in the VR industry. Expect VR to get more social with Facebook leading the way by providing multiuser virtual universes in addition to VR helmet adaptation.

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One thing is for certain: both VR and AR are worthwhile investments. According to an estimate by Digi-Capital, AR is expected to rake in $90 billion by 2020 and VR $30 billion. With the large amounts of investments, the current issues in VR and AR will be removed by virtual reality software developers in the near future.


Overall the future of VR, AR and MR looks very promising and we can’t wait to embrace the coming of the VAMR Era. Be sure to start investing in this industry now to make sure that your business does not get left behind. With the speed technology evolves nowadays, virtual reality will cease to become a royalty for the select few and become the household staple of the future.

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Reflections on Gamescom 2016

Trends from conversations with gaming industry executives.

I recently attended Gamescom 2016 in Cologne. This looks like Europe’s leading event for casual games studios and consumers, where the footfall was a staggering 345,000 visitors from 97 countries, including 30,500 trade visitors – like me!


In attending the Gamescom Congress and getting to meet quite a number of executives from games studios, large, medium and small, I noted two key trends emerging from these conversations with executives:

Trend #1

Moving to the cloud creates a talent hiring and retention challenge.

As games studios move away from standalone devices to platforms and Games-as-Service, there has been an increasing demand for hiring technical architects and backend software developers who can bring the experience of creating platform-based technologies, from banking, eCommerce and other enterprise IT environments. In cities such as London and Berlin, this means games studios competing with banks and other enterprises for this scarce tech talent. This results in high costs – and often, inhibitors to growth or timely game publishing and monetisation. This is certainly where nearshore tech talent and outsourcing to nearshore Europe gaming specialists, such as Innovecs, can fix this problem.

Trend #2

Virtual Reality is moving from hype to reality!

What seems clear now, is that leading games studios are starting to accelerate the use of Virtual Reality (VR) in their new titles. This is driven by a fear of losing younger audiences, who expect VR to be an inherent part of a gaming experience. VR is also increasing the convergence between consumer and business: as ‘serious gaming’ takes off and the ‘gamification’ of enterprise software becomes increasingly important. Again, it is the VR thought leaders who are scarce in hot tech urban environments, such as London or Berlin, and again, where nearshore Europe gaming experts have an important role to play in the timely introduction of VR to gaming.


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Augmented Reality Is Real, Virtual Reality Is Over?

Look! Up in the sky! It’s a bird. It’s a plane. It’s augmented reality

Today if you don’t want to be labeled as a “noob in the digital world”, you’d better know a thing or two about virtual, augmented or mixed realities. Many people in tech and creative industries are really excited about virtual reality (VR) platforms such as Oculus Rift, HTC Vive, Samsung Gear VR or upcoming PlayStation VR (launching in autumn 2016), as they are believed to change the ways we perceive information. But VR seems like to be an older sister who grew up and became just a “consumer proposition” with different headsets on the market, while her more popular sister augmented reality (AR) came a real “consumer phenomenon” with the launch of Pokemon GO. But will this take for long?

Expectations are high for the technologies: CCS Insight forecasts that shipments of VR and AR headsets could reach 96 million units by 2020, International Data Corporation projects the hardware shipments to surge past 110 million units in 2020, while Executive Vice President for Windows and Devices Group Terry Myerson says the market for VR devices solely is expected to be 80 million units per year by 2020. According to research by Digi-Capital in 2015, Augmented Reality and Virtual Reality are predicted to be a $150 billion industry by 2020. The study forecasts that AR will take the lion’s share around $120 billion and VR $30 billion.

AR/VR Digi-Capital Forecast

The main difference between these technologies is that virtual reality is completely immersive, it uses a headset to take you to entirely new worlds, and you are not particularly aware of the physical world. Augmented reality simply adds computer graphics onto the real world around you, allowing to see virtual objects while looking at real things.

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The recent hype about Pokémon GO has drawn attention to the world of augmented reality, but we’ve been moving in the direction of screen-enhanced information for years. Over the past few decades, the term “augmented reality” has been applied to a few different technologies which make you see images and text information floating in front of you. This may require some sort of a headset with a projected display, for example, Google Glass, or use the camera and the screen of your mobile device. You get the idea if you’ve taken a selfie with Snapchat’s lenses or Masquerade (MSQRD) funny filters, which can distort your face and turn you into a monkey, a scary maniac or a beauty queen, just to name a few. Interestingly, Facebook bought Masquerade in March 2016 in the response to Snapchat’s acquisition of Looksery face modification app in September 2015. A novel example of the possibilities of augmented reality was introduced back in 2009 in the Yelp Monocle, a feature allowing to view businesses around you by using the camera on your device and pointing it at the surroundings.

Companies like Microsoft and Google are pouring millions of dollars into this technology. Both Microsoft’s headset HoloLens and Magic Leap’s unnamed device (backed by Google) put virtual objects onto the actual world, making you feel like Tony Stark.

This tech push is to show people how virtual objects can be integrated into real-world surroundings, not just an overlay of computer graphics. But Microsoft rejects to associate its HoloLens technology with the term “augmented reality”, tying it with the “mixed reality” instead. In such a way the company tries to distance from what Google Glass was. In fact, the term isn’t fresh at all, it was coined in the 1990s and simply represents another name for augmented reality, which merges the virtual and real worlds together with the use of VR technology (plainly, with a headset). Mixed reality allows users to interact with virtual objects in the real world through gestures and voice commands. In this way, the technology promises much more to the market than virtual reality.

Virtual reality, real nausea

Masquerade’s animated selfies and Pokemon GO show that people are likely to play with new technologies as long it does not require special hardware (headsets or head-mounted glasses). Mark Zuckerberg sees augmented reality going mainstream, as it uses smartphones as the consumer platform. So the consumers seem to have already chosen a live action over the computer generated 360-degree environment. As virtual reality is a fledgling market, businesses of all kinds – from architecture to product design – are trying to figure out how to leverage VR. It’s been around for more than 20 years, but most VR content is poorly executed. So there are several distinctive aspects to consider before jumping into the business of virtual reality software development:

  • VR brings a completely new set of physiological considerations in connection to design and software development. This type of apps and games can make a mess of physical and visual motion cues, which results in nausea, headache, or “motion sickness”.
  • Blocking is crucial for virtual reality, as it’s a way to guide the player (the viewer). There are no specific frames anymore, but you have a perspective and a narrow field of view. The question is how to direct the attention of the viewer?
  • Virtual reality is all about stitching, you take the camera footage into software and combine the multiple video streams together. That’s the biggest part of work, but the result is extremely dependent on compositing and rotoscoping. Furthermore, it’s a real challenge for designing the human-computer interface.
  • The last aspect is frames per second (fps). Most VR headsets run at 90 fps to make the virtual world feel seamless, not 60 fps which are used in console games.

Is AR mainstream?

Usually, technological innovation is only welcomed by early adopters, but sometimes large brands get into the game and technology snatches the attentions of millions. This is just the case of the Niantic’s creation. Pokemon is a great commercial brand used to make augmented reality accessible to anyone with a smartphone. Pokemon Go uses a combination of ordinary technologies built into smartphones, including location tracking and camera. In this case, you can even claim that Pokemon GO is not an example of augmented reality, but rather a location-based entertainment, as the visuals are not fully integrated into the real world, but placed onto the snap of the surroundings.

Niantic has been perfecting AR gaming since the 2012 release of Ingress, a game where players walk or drive around the real world to find and hack “portals”. In some way, Pokemon GO found its rise after this April Fool’s prank in 2014 and now it beats Tinder and Twitter by daily users. These purely virtual artifacts of Pokemon GO have that strange impact on the physical world, encouraging people to visit public landmarks, seeking virtual loot and collectible characters. Pokémon GO has broken through from a niche game for early adopters to something much bigger.

The idea with real-world games was to build an advertising model that doesn’t break the flow of the game. Pokemon GO implies an interesting type of sponsorships which increases foot traffic to the business places and gives gamers a reason to become paying customers. Moreover, businesses themselves sometimes offer discounts or special deals to the players on a specific team. It’s not a big surprise that Niantic plans to launch a VR game about Harry Potter to cover a new sector of fans.

Virtual and augmented realities have gone through the evolution process, and now a few startups are creating technology solutions for more serious purposes, which are a lot different from catching imaginary creatures. The field of augmented reality application is vast: from AR-enhanced sampling for clothing and makeup companies to virtual modeling of new properties for real-estate companies.

Virtual reality and augmented reality are both to add in experience-based learning and entertainment. Let’s take a look at some examples. In autumn 2015 Disney Research Zurich brought coloring books to life so that kids could see their characters in 3D. The app read 2D drawing and generated a 3D image on the screen.

Koski is a building blocks game that combines wooden blocks, magnets, and augmented reality. The player points an iPad camera at the platform and builds the world with interactive virtual characters.

Galaxy Explorer is an ongoing mixed reality project by Microsoft. This open-source HoloLens application lets users navigate the Milky Way with gestures and voice comments at their homes.

Project Esper helps learn all about the human body in mixed reality. Users can pull the human body apart and investigate organs and limbs piece by piece. Medical students can use it to study anatomy and doctors can also use it to explain medical issues to patients.

Moreover, virtual simulators in health are already being used by few innovative companies ImmersiveTouch and Medical Realities in surgical training, and by Psious and Bravemind for treating traumatic stress or psychological anxieties such as claustrophobia, fears related to flying or social activities like job interviews or dating.

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Online Bingo Game

Product: This game was developed for Brazil’s next generation of video bingo lovers. Embedding the best of breed gamification metrics it is all about bingo and friends. It is an exciting application that takes video bingo to the next level.

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Virtual Reality

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Why Innovecs
Commitment to a True Partnership

We work closely with our clients to ensure that the products they want are the products we deliver – every time – and that we routinely exceed expectations.

Fast Hiring Processes

We value both the quality and the speed of talent acquisition process, so our clients get a dedicated team of recruiters to find the right professionals within one month.

Inspirational Working Environment

Our dynamic culture allows us to keep a special "Silicon Valley" atmosphere and provide excellent delivery on the most challenging projects.

Artificial Intelligence Research and Development is Our Passion

Few software outsourcing companies developing artificial intelligence really have a passion for it. This is a problem because you cannot develop the highest quality artificial intelligence software without truly loving it. You would be able to create “ok” software at best. Innovecs is one of those rare companies whose engineers love to conduct research into the latest and future trends in AI before they even begin developing the software. This ensures that they have a vision as to how the end product should operate and what functionalities it should have.