Lots. Rather than being an interesting R&D project being undertaken in a corner of the office, these technologies are now being used in flag-ship projects. Hololens, HTC Vive and Occulus Rift are making head-mounted augmented and virtual reality (AR and VR) more broadly available to engineers and architects, and a wide range of urban design, architecture and construction applications are rapidly being developed.
We have been tracking these on twitter @vrandbe There are some very impressive new graphical tools and workflows available. We've been impressed by DesignSpace, Vuforia and others. There are active hackathons, YouTube videos and communities.
The latest research by the research community will be discussed in the LC3 conference, which includes 'convr', the established conference on construction VR. There is currently a call for papers for this conference.
As we write the second edition of the book "Virtual reality and the built environment" we have been tracking and documenting the wide range of applications in which people are experimenting, which include conceptual design, construction site-work, home renovations, store layout, urban planning.
While the Pokémon game is relatively inaccurate in locating virtual objects into the real world, it is suggestive of a new generation of tools that provide professionals and citizens new ways to explore the natural and built environments.
The challenge is to find new applications that help us to understand the interdependencies within and across infrastructure systems to better address societal challenges such as climate change; and also new applications that enrich our ability to see, interact with others and enjoy time spent dwelling in particular places.