See how Nintendo Labo works in three new cardboard-filled trailers
Nintendo has released a new set of Nintendo Labo trailers, showing off the two building sets and showing how some of the creations work. Both the Variety and Robot kits are out on April 20.
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20 Android and iOS apps for kids to keep them entertained (and quiet)
Kids these days naturally understand tablets and smartphones better than anyone who has come before them. Make their time online valuable with this list of fun and educational apps for kids.
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Smart Toys, how AR and IoT are changing kids’ education
Childhood is the most important stage in the life of human beings when it comes to cognitive and creative development and toys are among the most important tools kids have at their disposal for stimulating their minds.
These objects, which come in different shapes, sizes and with different purposes, are constantly evolving and becoming more sophisticated, leveraging the advancements in technology.
The result is a completely new market space defined as “Smart Toys”, a market which is at the intersection of the traditional toys industry and the innovative gaming industry, as stated by Jay Wright, president and general manager of Vuforia.
In general a smart toy is an object which consists of a traditional toy with the addition of an app, a display or other connected elements, enabling interaction and communication capabilities.
The Global Smart Toys Market
The global Toys market closed the year 2016 with a strong growth and a market value of over 90 billion dollars, according to the NPD Group and the International Council of Toy Industries (ICTI).
![smart-toys-how-ar-and-iot-are-changing-kids-education-2](https://i0.wp.com/arblog.inglobetechnologies.com/wp-content/uploads/2017/08/Smart-Toys-how-AR-and-IoT-are-changing-kids-education-2.png?resize=525%2C396)
Source: Juniper Research
While the Smart Toys market is estimated to be worth 4.9 billion dollars in 2017, it is forecasted to grow up to 15.5 billion dollars by 2022, according to Juniper Research. An impressive growth rate!
These numbers clearly lead us to believe that there will be a strong interest both from the demand and from the the supply side, as increasingly more players are investing in this market.
Why are Smart Toys different?
Smart Toys allow to completely renew the playing experience in many different ways. There are Smart Toys created for entertainment and Smart Toys created with the educational purpose in mind. The latter category includes STEM-oriented toys. STEM, is an acronym for “Science, Technology, Engineering and Mathematics”.
An increasing number of companies and startups are devoting themselves to the creation of STEM Smart Toys and there seems to be a strong demand from the market. SmartGurlz is one of such cases, it is a toy for helping girls learn to code in a very original way and it is one of the best selling toys in this category.
In general Smart Toys come into the form of puzzles, books, AR cards or cubes and even robot-like characters and drones. Technologies like sensors and Augmented Reality help kids to improve the interaction with the toys and provide a better understanding of concepts and shapes, which is very useful in subjects like geography, the animal kingdom, sports and sciences.
The Key Players in the Market
At the fantastic growth rates this market is exhibiting, it is not surprising that it is becoming a crowded area which includes startups like SmartGurlz, Reach Robotics and Sphero; smaller companies like Popar Toys, Crayola and Parrot; large corporations which have made a successful transition to digital toys, like LEGO, Disney, Mattel and Fisher-Price, just to mention some of the leaders.
Google’s Toontastic 3D app teaches kids the basics of animation
Google's new Toontastic 3D app lets kids create animations with the help of themes, backdrops, narration, and other tools. It's available free for iPad, iPhone, and Android devices.
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Westfield World Trade Center Hosting Tribeca Virtual Reality Arcade
Today Tribeca Enterprises has announced a collaboration with Westfield World Trade Center in New York City to bring virtual reality (VR) to visitors with the Tribeca Virtual Reality Arcade. Starting from tomorrow those going to the center will be able to enjoy four immersive experiences across eight viewing stations for free.
The four available experiences will be Baobab Studios’ Invasion!; Invisible by Jaunt, Samung, 30 Ninjas and Doug Liman; KIDS from Here be Dragons and KÁ The Battle Within by Felix & Paul Studios.
Invasion! is an animated short narrated by Ethan Hawke. In it two aliens land on Earth with destruction and devastation in mind. Only they come across two unlikely heroes, a pair of fluffy white rabbits.
Invisible is a supernatural drama about an old New York family, the Ashlands, whose reach extends into the largest corporations and governments in the world.
KIDS is an experience that follows two teenagers, a boy and girl, who live across the street from one another in the city and witness to each other’s lives through their windows.
KÀ The Battle Within, is a theatrical production by Cirque du Soleil based around two rival clans from an ancient and mythical world confronting one another in a furious clash of vertiginous acrobatics and combat.
“Tribeca is known for our world-class curation of Virtual Reality films and experiential storytelling. We are looking forward to bringing our Virtual Arcade to Westfield’s iconic destination to showcase our work outside of our April Festival and highlight these exceptional creators cutting-edge cinematic experiences,” said Andrew Essex, CEO Tribeca Enterprises.
The Tribeca Virtual Reality Arcade will be open across three weekends this month:
Friday, 4th November – Sunday, 6th November, 12-8pm
Friday, 11th November – Sunday, 13th November, 12-8pm
Friday, 18th November – Sunday, 20th November, 12-8pm
“Without a doubt, this Virtual Reality Arcade has the power to rewrite the rules of cinematic storytelling and give our visitors the chance to lose themselves in startlingly lifelike digital worlds,” said Westfield’s Chief Operating Officer, William Hecht. “We can’t wait to see the reactions on our guests’ faces as they look up, down, and all around while experiencing surprise, wonder—sometimes fear—and other times astonishment when watching this truly mind-blowing VR content.”
For all the latest VR news from around the world, keep reading VRFocus.