Impact of Covid-19 on 3D Reconstruction Technology Market has Huge Growth in Industry | Neurotechnology, Vi3dim, Phenom-World – Levee Report

Reports and Data has recently published an all-inclusive report titled Global 3D Reconstruction Technology Market. The report explores the 3D Reconstruction Technology market with reference to profit margins, value chain analysis, market entry strategies, recent developments, the business landscape of the 3D Reconstruction Technology market, and opportunities. Statistical data is obtained through SWOT and PESTEL analysis. The report also focuses on market estimation, size, and forecast from 2020 to 2027.

The report covers the current situation and economic slowdown due to the COVID-19 pandemic. The research further analyzes the present and future impact of COVID-19 on the overall market.

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The research report analyzes the business landscape, profiles of key competitors, production capacity, product portfolios, production cost, market share, and growth driving factors through the forecast period. The 3D Reconstruction Technology report provides detailed data on key segments of the market and growth potential to provide a competitive advantage to the reader.

Major companies studied in this report include:

The 3D Reconstruction Technology report covers the following types:

Market segmentation based on applications:

Key geographical regions included in the report:

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Key Segments Covered in the 3D Reconstruction Technology Report:

The report offers strategic recommendations to new entrants and vendors to help them gain a robust footing in the industry. Additionally, the report discusses in detail the key geographical regions, market landscape, product value, revenue estimations, production supply and demand, and growth trends. Statistical analysis provides extensive investment feasibility analysis and investment return analysis.

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David is an Experience Business writer who regularly contributes to the blog, He specializes in manufacturing news

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Impact of Covid-19 on 3D Reconstruction Technology Market has Huge Growth in Industry | Neurotechnology, Vi3dim, Phenom-World - Levee Report

COVID-19 Impacts: Virtual Reality Market in Education Sector will Accelerate at a CAGR of over 59% through 2020-2024 | Affordability of VR Gear to…

LONDON--(BUSINESS WIRE)--Technavio has been monitoring the virtual reality market in the education sector and it is poised to grow by USD 6.34 billion during 2020-2024, progressing at a CAGR of over 59% during the forecast period. The report offers an up-to-date analysis regarding the current market scenario, latest trends and drivers, and the overall market environment.

Technavio suggests three forecast scenarios (optimistic, probable, and pessimistic) considering the impact of COVID-19. Please Request Free Sample Report on COVID-19 Impact

Frequently Asked Questions -

The market is concentrated, and the degree of concentration will accelerate during the forecast period. Alchemy VR Ltd., Alphabet Inc., Avantis Systems Ltd., EON Reality Inc., Facebook Inc., HTC Corp., Lenovo Group Ltd., Microsoft Corp., Sony Corp., and Virtalis Holdings Ltd. are some of the major market participants. To make the most of the opportunities, market vendors should focus more on the growth prospects in the fast-growing segments, while maintaining their positions in the slow-growing segments.

The affordability of VR gear has been instrumental in driving the growth of the market.

Virtual Reality Market in Education Sector 2020-2024: Segmentation

Virtual Reality Market in Education Sector is segmented as below:

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Virtual Reality Market in Education Sector 2020-2024: Scope

Technavio presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources. Our virtual reality market in education sector report covers the following areas:

This study identifies the easy availability of content creation platforms as one of the prime reasons driving the growth of the virtual reality market in the education sector during the next few years.

Virtual Reality Market in Education Sector 2020-2024: Vendor Analysis

We provide a detailed analysis of vendors operating in the virtual reality market in the education sector, including some of the vendors such as Alchemy VR Ltd., Alphabet Inc., Avantis Systems Ltd., EON Reality Inc., Facebook Inc., HTC Corp., Lenovo Group Ltd., Microsoft Corp., Sony Corp., and Virtalis Holdings Ltd. Backed with competitive intelligence and benchmarking, our research reports on the virtual reality market in the education sector are designed to provide entry support, customer profile and M&As as well as go-to-market strategy support.

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Virtual Reality Market in Education Sector 2020-2024: Key Highlights

Table of Contents:

Executive Summary

Market Landscape

Market Sizing

Five Forces Analysis

Market Segmentation by Product

Market Segmentation by End-user

Customer Landscape

Geographic Landscape

Drivers, Challenges, and Trends

Vendor Landscape

Vendor Analysis

Appendix

About Us

Technavio is a leading global technology research and advisory company. Their research and analysis focuses on emerging market trends and provides actionable insights to help businesses identify market opportunities and develop effective strategies to optimize their market positions. With over 500 specialized analysts, Technavios report library consists of more than 17,000 reports and counting, covering 800 technologies, spanning across 50 countries. Their client base consists of enterprises of all sizes, including more than 100 Fortune 500 companies. This growing client base relies on Technavios comprehensive coverage, extensive research, and actionable market insights to identify opportunities in existing and potential markets and assess their competitive positions within changing market scenarios.

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COVID-19 Impacts: Virtual Reality Market in Education Sector will Accelerate at a CAGR of over 59% through 2020-2024 | Affordability of VR Gear to...

Games, tours and educational content; Visions VR debuts Virtual Reality in Port Clinton – The Beacon

Kassie Anderson, left, and Jenn Staib use a device called the Cleanbox to sterilize headsets and provide an extremely safe virtual reality experience. (Photo by DArcy Egan)

BY DARCY EGAN

Local women Kassie Anderson and Jennifer Staib have opened the first Virtual Reality entertainment center in Port Clinton and all of Northwest Ohio, with their Visions VR bringing a wide variety of games, tours and educational content to its new location.

The woman have totally renovated a space at 1632 E. Perry Street in Port Clinton, in the Bassets Market Plaza, to bring one of the hottest topics in the entertainment industry to the area. They will have a Ribbon Cutting Ceremony and Open House to celebrate their Grand Opening of Visions VR on Friday, Aug. 7 at Noon.

It is the first Virtual Reality Entertainment Center in Northwest Ohio, said Staib. There are only about 100 virtual reality centers in the United States, and only about 600 in the entire world.

In the gaming world, virtual reality has become popular for players, who use a headset to enter a completely digital world. Visions VR supplies the virtual reality headset and controls, with players testing their skills as a single player, a two-player team or creating teams of up to six players.

Visions VR provides a small environment for the gamers, but with space to move around. In team play, members have comfortable couches for watching the action, as well as watching what is appearing on each gamers head set.

Port Clinton is a wonderful area for the virtual reality concept, said Staib. It will appeal to local residents, as well as tourists. That is the reason we decided to be open year-round. Its affordable to play, as well.

To assure safety, Virtual VR provides all of the equipment and uses a device called a Cleanbox to sterilize its headsets. The Cleanbox has been lab-tested to kill 99.9% of bacteria, fungi and virus, including COVID-19. Disposable covers and sanitizing wipes are also employed.

Our experiences include virtual escape rooms and tours, immersive documentaries and short films, said Staib. And, of course, amazing games.

The gaming world has exploded, and Visions VR has a wide variety of catalogs of games to play. Todays technology is significantly better than five or 10 years ago, with the graphics more immersive and VR platforms that appeal to audiences of all ages.

Visions VR is a fun experience for the whole family, especially young players and even local businesses. There are platforms that businesses can use to train employees.

Visions VR will be expanding to educational training films, and expanding team building. It is more than games, according Kassie Anderson, and also a lot of fun.

A couple of our favorites include a journey to the ocean depths, where youll find yourself eye-to-eye with a giant squid and a highly competitive, multi-player game similar to laser tag that takes place on platforms in a futuristic city, said Anderson.

Visions VR is also featuring beverages and snacks from local stores, such as the Great Lakes Popcorn Company, Tofts Ice Cream and the Catawba Island Brewing Company, the latter adding its custom root beer to the mix.

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Games, tours and educational content; Visions VR debuts Virtual Reality in Port Clinton - The Beacon

Sunovion partners with Nashville firm for virtual reality therapeutics – Worcester Business Journal

Sunovion Pharmaceuticals of Marlborough has partnered with a Nashville, Tenn., company to create a virtual reality-based treatment for social anxiety disorder.

Sunovion will partner with BehaVR to develop the product for use in the U.S. in an agreement with Sunovions parent company Sumitomo Dainippon Pharma Co., Ltd. of Japan. The product will use virtual reality to target the source of stress or anxiety and provide personalized education content, active coping skills training and behavioral reinforcements inside a dynamic experience.

All of this will happen while patients are monitored so the experience can be customized to them, according to a release from BehaVR.

According to the Social Anxiety Association, social anxiety disorder is the third largest mental health condition in the world today, estimated to affect as much as 7% of the population more than 17 million people in the U.S. alone.

BehaVR expects the product will come to market in the U.S. in 2022.

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Sunovion partners with Nashville firm for virtual reality therapeutics - Worcester Business Journal

The Amazing Things We Can Do with Virtual and Augmented Reality – Walter Bradley Center for Natural and Artificial Intelligence

In a recent podcast, Robert J. Marks and Thomas Furness on VR and AR, Walter Bradley Center director Robert J. Marks continued his discussion with the grandfather of virtual reality, Thomas Furness. They focused on the cutting edge of virtual reality today.

Transcript.

Partial transcript:

Robert J. Marks: So, Dr. Furness, we have been talking about a number of fascinating things, but theres still some things that Id like to talk to you about. Another one is ARToolworks. Now, AR stands for augmented reality.

Thomas Furness: Now, the difference really is between the VRs generally, where you are completely immersed in a computer-generated environment. Thats all you see is the computer generation of images. AR, on the other hand, is where you see the real world, the physical world, but youre able to superimpose on top of the physical world, images generated by the computer.

This is virtual reality (with 3-D glasses):

This is augmented reality:

Thomas Furness: We built a thing, teleconferencingm where you can actually flip over the cards and call a person and they appear on top of this card, and you put them around your desk. So, youre interacting with these people in 3-D, around your desk, little miniatures of these people. We were also, we had one big card that we made in our lab. And when you walked in, if you had these glasses on, its the Millennium Falcon. So, you see the real room, you see the real lab, but the Millennium Falcon is sitting there in the middle of it, and you could walk around it, the Star Wars Millennium Falcon. Anyhow, that got us started. So, we started this company, we built ARToolKit at the University of Washington. And then we released it, open-source, and we had 100,000 downloads

So, what happened was, we had all those downloads and were thinking, Hmm, maybe we ought to start a company. And so, what we did was, we started a company called ARToolworks, Inc. The idea, we were going to take the open-source thing and rewrite it, and support it, sort of like Unix and Linux and so forth. And so, we did that and started this company. It was the very first augmented reality company. It started in 2001, and existed until about 2015, when we sold it to DAQRI. And then, DAQRI worked on it for a while and DAQRI went belly up

But you could still get it, I guess. But this has become the foundation for just so many other companies, that have taken this and built other approaches for doing this kind of thing, the same kind of thing. Matter of fact, theres one company that split off from my HIT Lab in New Zealand call Quiver.

Then you can go online to QuiverVision and you download these little, it looks like a coloring book. And what you do is you can print out this coloring book, and then youd have your kids color those with crayons, and then you put, take your phone or VR device, and you look at that page that youve colored. And now it pops into life. This texture-mapped, the objects are textured-mapped by what you colored on that two dimensions onto a three-dimensional figure, and they do various things. They play games and things like that.

The discussion eventually turned to human peripheral vision and the way in which it enables us to see things of which we may not be conscious:

Thomas Furness: Im really intrigued whats going on with the peripheral retina, especially since recent research shows that the retina extends way beyond that 180 degrees. And indeed, at the rim of the retina, in the area called the ora serrata, there is a rich ring of cone receptors, which gives us a highly detailed color vision, just right on the rim of the retina. So, why is it there? Because what happens is, the detectability, the limit of detectability is really around 100 degrees, all facets, which is 200 degrees. We were able to only go in our research with 180. But I was interested in what happened beyond that

So, we started doing the research to say, okay, what is the limit of detectability? And so, we extended the range out to where wed go all the way out to 240 degrees field of view. And we found that pretty much around 101 degrees is where people stop seeing visual images. So, at 100 degrees centricity, which is one axis, you add that together to about 200 degrees is the limit of detectability. If you go beyond that, toward the rear, you dont see it anymore. Right?

And weve start from the rear and go front, thats when you start seeing it again. So, theres a little band there, of the limits of detectability. We said, Okay, thats interesting. What if we display something beyond that? The limit of detectability. Because the rim of the retina is way beyond that.

So, what we did, we did these experiments, where we display different objects in the far periphery beyond this limit. And asked the subjects to identify what object we presented. They said, But I cant see it. We said, Thats okay. Tell us what you think it is. And they get it right.

So, this is what is called perception without awareness. Now, its obvious that this information is being processed in the brain somehow, but its not in our consciousness. Now, its probably processed in other ways, but we believe, and this is where were continuing to do our work, that this may be a direct channel to some of the subconscious, and to the limbic system and to the emotional state, and actually help you establish where you are.

Another of Tom Furnesss projects is the Virtual World Society:

Thomas Furness: Yes, the Virtual World Society mission is really to do three things. One is to unlock intelligence, link minds, and lift hearts. And its all for humanitarian applications of virtual reality, in education, in medicine, in design, to lift mankind. Whereas, the default of industry is to tear us down, by practicing killing people. And if you kill a person in VR, its different than killing a person on a computer screen, because youre up close and personal. When you blow out their brains, its different. And what happens as a result of that is you either have nightmares or you get numb. So, what Im trying to do in the Virtual World Society is all these projects that show the positive aspects of what we can do with virtual reality, in education, building what we call a learning living room

And its amazing on generating empathy. I mean, when you go And New York Times has done this, when they If youre a subscriber of the New York Times, you received in the mail this Google card, and you basically assemble this and put your phone in it, your smartphone, and then you could download of these different experiences. One of them was a food drop in Africa. And here you are, standing on this field, with all these other people from a village, waiting for the C-130 to fly over and drop food. Wow. That changes your life. Youll always remember it. Youll see the faces of those people, what happened when they rushed to the packages, and youre there in the middle of it. And this is transformative in terms of generating empathy, and what is going to be the future of news, and because youre going to be there.

Society membership is free and there are currently 1200 members.

You may also enjoy Dr. Markss earlier podcasts with Thomas Furness:

Virtual reality joins actual realityand its a real advance. The grandfather of virtual reality explains how everyone began to adopt VR. Thomas Furness had more patents at his HIT Lab than all the rest of the university combined because he made a point of looking for different perspectives.

VR was invented by an Air Force engineer. Real world pilot concerns drove his inventions, long before Comic-Con. Fighter pilots needed virtual reality to see what was happening around them. Thats how the technology got started, as developer Tom Furness explains.

VR Pioneer Founded Off-Campus Lab to Work On Practical Uses. RATLab, founded in 2005, gave unlikely students a chance to work on serious virtual reality projects. Thomas Furness recounts RATLabs adventures in applying virtual reality to problems in medicine, helicopter rescue, and wherever it might be useful.

Also: Abandoning reality: Getting lost in Oculus Quests VR: Amazing. And time to remember the history. I was the chair of the first serious conference dedicated to virtual reality twenty-five years ago. (Robert J. Marks)

Podcast Transcript Download

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The Amazing Things We Can Do with Virtual and Augmented Reality - Walter Bradley Center for Natural and Artificial Intelligence

Virtual Reality Headsets Are Now Changing The Way People Buy Homes – TheTravel

Touring a home virtually now goes beyond flipping through pictures and with the help of VR headsets, it's just like being there.

Once thought only for gaming, virtual reality is now revolutionizing the world as we know it. With the threat of the global pandemic looming in everything we do, from dining at restaurants to taking vacations, a little help has been needed in the area of real estate. Purchasing a house sight unseen is not something many are comfortable with, let alone something many will consider. Therefore, a new system needed to be implemented for real estate to continue that would prove both worthy of a potential buyer as well as efficient for showing agents: Thus, a virtual reality headset was the answer.

While it's not used widely at this time, it does allow potential homebuyers to get a real feel for a home without even stepping foot into the residence. For high-risk areas, this can be a game-changer for buying and selling a home. Video games have gained a reputation for having uber-realistic environments and now, they can provide that same realism on a virtual house tour. This option limits human-to-human contact and maintains the safety of all parties - the buyer, the seller, and the agent responsible for showing the homes. This also allows potential buyers to "walk" through the house on their own terms in an intimate way, without worrying about a six-feet distance or having the sometimes awkward presence of others standing around.

According toPadraig Belton, Technology Business Reporter forBBC, this new method of house searching positively surged during the first month of lockdown in the UK. The question is, will it continue to be an option for potential homebuyers?

For now, virtual house tours must be taken with a headset belonging to the potential buyer. This alone is quite a pricey investment since the Occulus can run buyers anywhere from $400 to $500, with the PlayStation VR coming in at nearly $270. For those who already own a virtual reality headset, the choice is a no-brainer, but for those who don't, the cost is fairly steep.

In the UK, the tours are done through Zoopla, where potential homebuyers can opt-in for a virtual tour of the home. Whereas traditional 2D tours can be taken straight from a real estate website, these virtual tours must be done through a compatible headset. According toBBC, the process of going through a virtual (reality) house tour is a pretty simple process. Along with the viewfinder, a VR handset is all that's needed in order to maneuver a virtual keyboard to explore various areas of the home.

Related:Rome Reborn: Virtual Reality Project Takes Visitors On A Tour Of Ancient Rome

For this process to work, the latest technology in video games goes hand in hand with the same architectural-style technology needed to take someone through a house virtually. Following the events of the fire at Notre-Dame, similar world-building technology was used to find a near-exact replica of the interior of the church that architects could then use to rebuild the damaged structure. Now, a company called Matterport, located in Silicon Valley, is using the same motion-sensor used in Microsoft's Xbox in order to guide VR users through rooms. With this same technology being incorporated for commercial use, the result is the ability to showcase a home by giving potential buyers the chance to walk through a seemingly 3D rendering.

This same technology has evolved even more, however, with dynamics such as weather and seasonal changes also being added to the experience. Through the use of Unreal Engine, which was and continues to be used for high-quality video game graphics, 3D models are able to alter things such as the way sunlight streams into view or the appearance of plants in a garden. Furthermore, this virtually-created house rendering allows an additional benefit for agents: The staging of a home. With the ability to add virtual touches such as furniture and decor, a virtual tour such as this allows buyers to see a house as a home, including how it would look once personal touches have been added.

Related:Virtual Hiking: You Can Do It All From Your Couch Without Working Up A Sweat

This artificial intelligence could prove to be crucial if virtual home tours continue to be a growing trend, as it could allow potential buyers to view a property at different times of the day. Right now, only about eight percent of Zoopla's viewings have been done virtually. However, this technology could be the breakthrough needed in order to take real estate and home buying to the next level.

With the world coming at a near standstill, it's estimated that the number of virtual reality headset sales are estimated toincrease within the near future. With this being a viable option for virtual travel as well as virtual experiences - such as home buying - many are hopeful that it will continue to be a positive step in some kind of business normalcy. Massachusetts-based research firm Data Corporation is estimated roughly a 22% increase in VR equipment alone.

Next:Airbnb Is Offering Virtual Travel Experiences, And They're Pretty Cool

Inside Khalilah, The $28 Million Dollar Gold Yacht

Originally from New York, Katie is used to a fast-paced lifestyle. She got her personal start with writing in the second grade, and carried that passion with her until she won a spot in her high school's published poetry book - but not before becoming the News Editor and columnist for the high school newspaper. In college, she majored in English Literature with an emphasis in Political Science, soaking up most creativity and method from one of the last professors to study under famed beat poet Allen Ginsberg. The more she wrote, the more she learned about the world and, more importantly, herself. She has been writing professionally and has been published since the age of 19, and for nearly a decade has covered topics in entertainment, lifestyle, music news, video game reviews, food culture, and now has the privilege of writing and editing for TheTravel. Katie has a firm belief that every word penned is a journey into yourself and your own thoughts, and through understanding this, people can begin to understand each other. Through her voice, she brings personality, research, and a bit of friendly sarcasm to every piece she writes and edits.

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Virtual Reality Headsets Are Now Changing The Way People Buy Homes - TheTravel

S.N.O.T: 8/8/2020 – Battle Red Blog

Hey all, Joe here. This is my first time writing for S.N.O.T. Hope I can set the table well.

By now, weve all adapted to the brave new world of indoors and settled into our new reality at the intersection of solitude and recluse, where the whole planet has been relocated. In fact, since weve been here for so long, lets talk about our dwellings a little bit more.

Chances are youve turned your house upside down while in quarantine. Ive done the same. Boredom, curiosity, and the inescapable now where is that high school yearbook? has led to a worldwide house cleaning craze (weve also been making a lot of bread).

Digging through the closets and dressers of my bedroom, the ottomans and storage bins of our living room, and the enclaves of our basement are a few of the activities Ive taken joy in while sheltered with my family during quarantine. Ive personally rediscovered some old Pirates baseball cards, replayed pretty much every board game in the house with my sister and parents (love me some Monopoly), and hooked up my old Nintendo 64 that I played religiously as a kid.

But, Ive not only poked around my old house, I also opened up my old laptop to see what I had written on there and glanced at some old social media posts, wandering back to those simpler times. I even went on Newgrounds to play some old flash games and goofed around on Club Penguin with a childhood friend. A lot of these websites have gone through several updates and overhauls, but it all still feels vaguely familiar. Its funny, walking down a virtual memory lane feels less like a road trip and more like a stroll through your childhood home, now occupied by a new family. Some things are familiar, some are new. Some things you remember, others you dont, and the new furniture makes the house look weird. But, oh would you look at that, theres the mark in the wall I made when moving around furniture; theres the spot in the backyard where my friends and I would always race each other; theres the sun shining through the dining room window and right in my eye at 6:00 pm. Its as if there was an attempt to redress this old place and make it feel new and different, but its comfortable, old personality still shines through.

Ultimately, this leads to what Ive been musing about aimlessly for the past few weeks: intimacy with a personal dwelling, and how that intimacy is translating to the virtual world. We all have personal, intimate connections with objects in our house, now more than ever. But, playing around on old websites, drinking with friends on FaceTime calls instead of meeting in person, and winding down by scrolling through websites I now use daily has led to a profound realization that this intimacy, in some contexts, can be fully translated through the conduits of the internet. The physical objects I once believed were needed to develop this sort of homey relationship are now coupled with completely virtual landscapes. Of course, its not a perfect timeline of improved simulation; you need look no further than television for a public example of the struggle with this real/virtual mixed environment, nearly every program or event being awkwardly hosted via webcam recording or Zoom call with a virtual audience attending. But in other facets, like old virtual world sites and now virtual reality, that intimacy is there. Its not there yet in some contexts, but its really close in others.

But the even crazier thing is, the virtual world is beginning to literally imitate those physical constructs, to a point that they are almost indistinguishable. I found a YouTube video by Jacob Geller analyzing this concept through the lens of groundbreaking technology in a VR game. This new technology, called liquid shader, gives bottles and cans within the game the appearance of containing actual liquid, creating another layer of simulation that can easily trick us into thinking its reality. You can now pick a bottle of vodka and toss it between each hand while watching the alcohol inside splash around. Then you might throw it across the room as hard as you can, and watch it explode once it hits the ground. Virtual Reality is the poster boy of physical intimacy with nonexistent objects, and with games like VRChat, AltspaceVR, and now Half-Life: Alyx, its not hard to see why. Things are only getting weirder from here.

Although, this isnt the only way the virtual world has been inching towards fully meshing with reality. As illustrated in these virtual museums (The Bird Museum, VOMA) I discovered during quarantine, or another one of Gellers videos about The Strange Reality of Roller Coaster Tycoon, these virtual dwellings have been a part of life for years. Only now that I am forced to limit my real life endeavors do I realize how I associate these online locations with reality, how far weve come, and how much progress weve made in my lifetime. It will certainly be odd when Im walking around my house with a VR headset on, trying to balance my connections with the real living space and my own virtual living space at the same time, all while trying not to trip over anything or run into a wall.

Hows your life been inside for the past several months? Have you found yourself reaching out to your computer or phone even more so than before? Or are you tuning out all of the noise, spending time doing more tangible activities like reading or cooking? Do you see increasingly realistic virtual environments as exciting, uninteresting, or frightening? Feel free to answer these questions, or not! Its Saturday night, and its time to be off topic. Have a nice evening.

Oh, and if you havent seen it yet, Gary Larson made a few more The Far Side cartoons!

Feel free to follow me on Twitter if you want to catch me wondering aloud again: @JoeCritz

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S.N.O.T: 8/8/2020 - Battle Red Blog

Vader Immortal Coming to PSVR on August 25 – Virtual Reality Times

ILMxLABs three-part Star Wars VR story Vader Immortal which previously debuted on Oculus Rift and Oculus Quest is coming to PSVR on August 25, 2020.

It has been known the Star Wars hit is making its way to PSVR but during a State of Play presentation this week, it was revealed that it is actually coming to the platform much sooner, in late August. In Vader Immortal, the player breaches Darth Vaders base and ultimately faces off with the Sith Lord.

Vader Immortal has a very immersive narrative experience. It is more of a story living than a VR game. It immerses you right in the middle of your very own Star Wars film.

Even if you are not interested in playing the game and have no problem with its spoilers, you can still immerse yourself in the storyline and watch the whole cinematic-style playthrough of the game from start to finish.

From this weeks reveal, it doesnt appear like the PSVR version of Vader Immortal will feature any new content. Apart from the main campaign, the game also features lightsaber dojo training levels where you are pitted against droids swinging electrified batons which are shooting blasters at you from every direction.

On Oculus Quest, you can easily spin around and deflect or attack in Vader Immortal but PSVR being a 180-degree platform with only just one tracking camera, it will be interesting to see how the dojo training will translate in an environment with limited tracking capabilities.

This week, PlayStation also revealed that its Hitman 3 will also be coming to PSVR and the first two episodes in the trilogy will also be update with support.

Planning to play Vader Immortal on PSVR later this month? Let us know of your experience in the comment section below.

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Vader Immortal Coming to PSVR on August 25 - Virtual Reality Times

Virtual Reality and Augmented Reality in Retail Industry Market Trends Analysis, Top Manufacturers, Shares, Growth Opportunities, Statistics &…

Virtual Reality and Augmented Reality in Retail Industry Market Trends Analysis, Top Manufacturers, Shares, Growth Opportunities, Statistics & Forecast to 2025Date: 2020-08-05 Author: Sachin PashteCategory: #news

The 'Virtual Reality and Augmented Reality in Retail Industry market' research report now available at MarketStudyReport.com delivers a thorough analysis of the industry trends influencing the global business scenario. In addition, the report offers definitive information pertaining to the commercialization aspects, revenue estimation, and market size of the industry. The report overtly defines the status of key players in the competitive landscape while including their portfolio and geographical expansion endeavors.

The research report on Virtual Reality and Augmented Reality in Retail Industry market offers a granular analysis on existing market trends, as well as drivers that are slated to catalyze the market growth during the forecast period. It also highlights major market segments, and key manufacturers. Furthermore, the report also comprises of the restraints which may hamper the remuneration over the analysis timeframe. The report throws light on the business overview keeping in mind the effects of COVID-19 pandemic on the industry vertical.

Request a sample Report of Virtual Reality and Augmented Reality in Retail Industry Market at:https://www.marketstudyreport.com/request-a-sample/2836064?utm_source=algosonline.com&utm_medium=TS

Summary of the geographical landscape of the Virtual Reality and Augmented Reality in Retail Industry market:

Analyzing the competitive landscape of Virtual Reality and Augmented Reality in Retail Industry market:

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Virtual Reality and Augmented Reality in Retail Industry Market Trends Analysis, Top Manufacturers, Shares, Growth Opportunities, Statistics &...

Virtual Reality (VR) in Gaming Industry Market to 2025: Growth Analysis by Manufacturers, Regions, Types and Applications – AlgosOnline

Virtual Reality (VR) in Gaming Industry Market to 2025: Growth Analysis by Manufacturers, Regions, Types and ApplicationsDate: 2020-08-05 Author: Sachin PashteCategory: #news

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The research report on Virtual Reality (VR) in Gaming Industry market offers a granular analysis on existing market trends, as well as drivers that are slated to catalyze the market growth during the forecast period. It also highlights major market segments, and key manufacturers. Furthermore, the report also comprises of the restraints which may hamper the remuneration over the analysis timeframe. The report throws light on the business overview keeping in mind the effects of COVID-19 pandemic on the industry vertical.

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Virtual Reality (VR) in Gaming Industry Market to 2025: Growth Analysis by Manufacturers, Regions, Types and Applications - AlgosOnline

5G and Virtual Reality Market to Witness the Highest Growth Globally in Coming Years 2020-2025 – Galus Australis

Global 5G and Virtual Reality Market Size, Status and Forecast 2020

The Global 5G and Virtual Reality Market Research Report 2020-2025 is a valuable source of insightful data for business strategists. It provides the industry overview with growth analysis and historical & futuristic cost, revenue, demand and supply data (as applicable). The research analysts provide an elaborate description of the value chain and its distributor analysis. This Market study provides comprehensive data which enhances the understanding, scope and application of this report.

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Leading companies operating in the Global 5G and Virtual Reality Market profiled in the report are: Facebook, Huawei Technologies, ZTE Corporation, Samsung Electronics, Qualcomm, LG Corporation, Google, Microsoft Corporation, SK Telecom and others.

5G and Virtual Reality Breakdown Data by Type-

Software

Service

Hardware

5G and Virtual Reality Breakdown Data by Application-

Games and Entertainment

Retail

Medical

Military

Agricultural

Other

Regions Are covered By 5G and Virtual Reality Market Report 2020 To 2026

North America (United States, Canada and Mexico)Europe (Germany, France, UK, Russia and Italy)Asia-Pacific (China, Japan, Korea, India and Southeast Asia)South America (Brazil, Argentina, Colombia etc.)Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria and South Africa)

5G and Virtual Reality research report delivers a close watch on leading competitors with strategic analysis, micro and macro market trend and scenarios, pricing analysis and a holistic overview of the market situations in the forecast period. It is a professional and a detailed report focusing on primary and secondary drivers, market share, leading segments and geographical analysis. Further, key players, major collaborations, merger & acquisitions along with trending innovation and business policies are reviewed in the report. The report contains basic, secondary and advanced information pertaining to the 5G and Virtual Reality Market global status and trend, market size, share, growth, trends analysis, segment and forecasts from 2020-2026.

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Changing market dynamics of the industry

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Historical, current and projected market size in terms of volume and value

Recent industry trends and developments

Competitive landscape of 5G and Virtual Reality

Strategies of key players and product offerings

Potential and niche segments/regions exhibiting promising growth

Finally, researchers throw light on the pinpoint analysis of Global 5G and Virtual Reality dynamics. It also measures the sustainable trends and platforms which are the basic roots behind the market growth. The degree of competition is also measured in the research report. With the help of SWOT and Porters five analysis, the market has been deeply analyzed. It also helps to address the risk and challenges in front of the businesses. Furthermore, it offers extensive research on sales approaches.

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5G and Virtual Reality Market to Witness the Highest Growth Globally in Coming Years 2020-2025 - Galus Australis

ARES Security Adds Virtual Training Modules to the AVERT Suite of Security Software Solutions – PRNewswire

VIENNA, Va., Aug. 6, 2020 /PRNewswire/ --Building upon its success supplying software to meet physical security assessment and integrated C2 requirements across Government, Defense, Energy, Transportation, Critical Infrastructure and Commercial Sectors, ARES Security today announced the addition of Virtual Tabletop and Virtual Reality Training modules to the AVERT portfolio.

Scheduled or mandated training is an integral part of the security lifecycle in high threat environments and is necessary to ensure that an organization's security and response plans are suitable for responding to relevant threats. Traditional Tabletop Training requires the physical presence of Facilitators and Blue/Red Force participants and relies on manual simulation methodologies. Beyond the inherent limitations of this traditional approach, security organizations now face the added challenge of maintaining readiness during a Global Pandemic where the concept of meetings has shifted dramatically from in-person to remote participation. AVERT Virtual Tabletop ("AVERT-VT") and Virtual Reality ("AVERT-VR") software training solutions bridge this gap.

AVERT-VT is a tool for security and emergency response leadership that improves the effectiveness of traditional tabletop exercises. AVERT-VT combines realistic threat scenarios generated in a modeling-simulation engine with a high-fidelity user interface that allows participants to test and evaluate decision-making and response scenarios against complex threats. "Digital Twin" models of a site/complex are reconstructed to incorporate building exteriors, interiors, detection and delay systems coupled with standard operating procedures. Advanced threat scenarios are then simulated in the DHS SAFETY Act Certified AVERT Mod/Sim engine. Upon completion, clients can use the validated threat simulations to drive their tabletop exercise.

AVERT-VR takes training a step further by providing a complete immersive environment that is more interactive, realistic, and measurable. Trainees experience high fidelity, 3-D visualizations of the physical environment while responding to simulated threat scenarios from either a desktop or through wearables. The result is a more interactive training environment that provides quantifiable results for post exercise assessment of individual or joint response performance.

"We are pleased to build upon our past successes delivering AVERT Design, Assessment and Integrated C2 solutions by now offering training tools that allow our clients to leverage their current investment and provide a greatly improved training experience that quantifiably increases the security posture of the organization," stated Ben Eazzetta, CEO of ARES Security. "This technology was originally fielded as part of the USAF's AFWERX SBIR Program and is currently being deployed throughout the US Commercial Nuclear market."

SOURCE ARES Security Corporation

aressecuritycorp.com

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ARES Security Adds Virtual Training Modules to the AVERT Suite of Security Software Solutions - PRNewswire

Researchers at U of T Mississauga tap immersive technologies to improve palliative care – News@UofT

Researchers at the University of Toronto are looking to the virtual world to improve the quality of life for those in palliative care.

Cosmin Munteanu, assistant professor at U of T MississaugasInstitute for Communication, Culture, Informationand Technology, and PhD studentSho Conteare exploring how virtual reality (VR) devices can be used to enhance peoples experiences.

The impetus for the study, funded by the Canadian Institutes of Health Research,came from Contes experiences as a volunteer at a Toronto hospice. During some of his pre-pandemic visits, Conte took along some VR equipment (one of hishobbies) to entertain clients. He found himself using Google Earth to explore places they wanted to visit or revisit.

The reception was incredible super emotional and super effective, Munteanu says, notingthose in palliative care often have limited mobility and fewopportunities to enjoy new experiences.

The lack of social participation has been exacerbated by the recent pandemic. Conte notes he hasnt been able to see his client since March due to COVID-19.

Its a bit upsetting to me, just thinking about that, if I was in that situation, he says.

VR may be a way to break through the social isolation whether caused by the pandemic or the nature of palliative care itself and open new opportunities to facilitate social participation.

I see VR as a window into these virtual experiences that are immersive and very lived. Its not as good as the real thing, but in light of their mobility challenges, it works really well, Conte says.

It may also be a tool that helps provide a more holistic approach to end-of-life care.

We have a very good palliative care system in Canada, says Munteanu, although he notes there tends to be a medical focus.

Its the soft side thats often neglected.

With VR, patients can embark on virtual trips, share virtual travel experiences with family members, reminisce about the past and share stories while looking at Google Street View. VR could also give them a means to have an immersive experience, augment personal connections or even escape the confines of the hospice and meet others in a virtual setting.

The pandemic has put a temporary hold on exploring ways to put VR in the hands of palliative care patients because its not currently safe to work with such a vulnerable group. So, Conte has pivoted his research to focus on helping clinicians have difficult planning discussions with patients.

Studies show that 90 per cent of people want to have conversations about planning their care if things go badly, but only about 10 per cent have those conversations, Conte says. Having conversations and planning before its too late is one of the biggest predictors of quality at end of life.

Hes now turning to VR to help practitioners prepare for these emotionally charged discussions that happen too infrequently. Using a 3D chatbot that provides rich, simulated responses based on a serious illness conversation guide, medical studentsrecord themselves having a conversation about advanced care planning. They then review the conversation through VR, where they can see it from the other persons perspective, giving them a tool for critical self-reflection, learning and training. The goal is to help caregivers gain the confidence to talk about sensitive issues.

Munteanu explains that the immersive technology could be used to develop more empathetic and more attentive listening skills that, in turn, help improve the social and personal aspects of palliative care.

Its not that people arent doing all they can, he says. [But]here are so many more opportunities to make it even better.

Meanwhile, Munteanus Technologies for Aging Gracefully (TAG)lab is part of a three-year international research and development project that has received 1.5 million euros from the European Unions Assisted Augmented Living touse of emerging technologies improve the quality of life of palliative care recipients, their family caregivers and professional care providers.

The studies are putting the U of T Mississaugas TAG lab at the forefront of innovation.

Theres a lot of good research on the medical side, Munteanu says, butits time for everything else to catch up.

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Researchers at U of T Mississauga tap immersive technologies to improve palliative care - News@UofT

Can Taking a Vitamin D Supplement Help You Lose Weight? – Everyday Health

When looking into the connection between vitamin D and weight loss, researchers often use supplements in their studies, rather than tracking a subjects sun exposure or food.

Thats because pills are standardized and can be given in high doses to quickly up a study participants vitamin D level. For example, a study published in July 2018 in the International Journal of Preventive Medicine gave subjects who were overweight or had obesity 50,000 IU of vitamin D (an amount well above the recommended limit of 4,000 IU per day, or 28,000 IU per week, per the NIH) each week for six weeks. Researchers found in this small study that the subjects weight, BMI, waist circumference, and hip circumference all decreased significantly, and their vitamin D levels increased significantly, after taking this high vitamin D supplement regime. However, thats not a safe amount of vitamin D to take for weight loss (or any other reason) in the real world.

Although scientists havent done much research on eating vitamin D-rich foods and weight loss, theyre definitely still worth consuming. What we know is that foods high in D tend to be healthy anyways salmon, mackerel, mushrooms, vitamin D-fortified milk, which are part of a healthier diet, versus processed foods so consuming these would likely help with weight loss, says Agarwal.

And while researchers dont typically track sun exposure, getting a little sun the old-fashioned way isnt a bad idea, but its important to not overdose on sun, which can up your risk of skin cancer, according to Harvard Health Publishing.

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Can Taking a Vitamin D Supplement Help You Lose Weight? - Everyday Health

Pope finances 168 projects in Latin America and the Caribbean – Malaysian Christian News

By Robin GomesThe Popes charitable initiatives in Latin America and the Caribbean are carried out largely through the Populorum Progressio Foundation for Latin America and the Caribbean, operating under the Vaticans Dicastery for Promoting Integral Human Development.

During the annual meeting held online, July 29-30, the board of directors of the Populorum Progressio Foundation selected 138 social development projects from among the numerous proposals, developed by the Latin American and Caribean communities and regions most in need.

In addition to these, another 30 food aid projects already in operation, were approved earlier by the board of directors in June. This was in response to a request by Pope Francis, as a collaboration between the Foundation and the Vatican Covid-19 Commission, which the Pontiff established in March in the Dicastery, in collaboration with other dicasteries of the Roman Curia and other agencies. The 168 projects in 23 countries express the Church's concern and love for the entire human family in the face of the ongoing pandemic.

The board of directors also analyzed the consequences of the coronavirus pandemic in the region. The projects selected aim at helping mitigate the short and mid-term effects of the virus.

At the virtual meeting, Cardinal Peter Turkson, the prefect of the Dicastery, who is the president of the Foundation, thanked and encouraged the members to continue working with dedication and enthusiasm on behalf of those who need their support in this difficult situation.

Among the several participants in the annual meeting were representatives of the Committee for Charitable Interventions in favour of the Third World of the Italian Bishops Conference (CEI), which finances most of the projects. Also present were delegates from Cross Catholic Outreach, an American charity that has been funding a significant number of them since 2018.

In collaboration with the Italian Church, the Foundation aims at promoting the integral human development of farmers communities (campesinos), indigenous peoples and African Americans of Latin America and the Caribbean. This way, it bears witness to the closeness of the Pope through the works of charity that are accomplished.

In the face of this crisis of global proportions that we are experiencing, these projects are intended to be a tangible sign of the Pope's charity, said a statement issued at the end of the meeting. It also appealed to all Christians and people of goodwill to practice the virtue of charity and solidarity ever better, ensuring that during this pandemic "no one is left behind", as the Holy Father Pope Francis has asked.

Founded in 1992 by Saint Pope John Paul II, on the occasion of the 5th centenary of the evangelization of the Americas, the Foundation is headquartered at the Vaticans Dicastery for Promoting Integral Human Development, while its operations secretariat is in Bogot, Colombia.

There are 3 other foundations for papal charities within the Dicastery, namely, the John Paul II Foundation for the Sahel, Justice and Peace Foundation and the Good Samaritan Foundation.Vatican News

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Pope finances 168 projects in Latin America and the Caribbean - Malaysian Christian News

Haiti is Planning to Reopen to Tourists – Caribbean News – caribbeannationalweekly.com

Last week, Myriam Jean, Haitis Minister of Tourism, Raina Forbin President of the Haitian Tourist Association (ATH) and Dr. Yves Gaston Delourches, Representative of the Ministry of Public Health indicated that Haiti is considering plans for the reopening of the country as a tourism destination.

The protocol being planned to reopen the tourism sector aims to reassure tourists and operators of the tourism sector and the staff of tourist establishments of prevention against COVID-19.

Meeting to discuss the protocols for reopening the tourism sector, Minister Jean said, Today more than ever, we must reassure travelers, restore confidence in the tourist chain and have a healthy and quality tourist offer in the context of Covid-19, are the objectives of this protocol, stressing that a team from the Ministry will be set up whose mission will be to monitor the proper application of the measures in all tourist establishments.

Raina Forbin gave assurance the ATH will make provisions to guarantee the health protection of tourism employees and tourists who choose Haiti as their tourism destination Haiti, affirming This is what we can do to prove to the whole world that the country is opening again to tourists by full security, stressing that in all establishments with more than 5 employees the presence of a health worker will be compulsory.

Yves Gaston Delourches, recalled We are not at the end of our troubles it is true that the incidences of COVID-19 are decreasing in Haiti but we must remain vigilant. This is why all infection prevention and control measures are part of any protocol to reopen the country to tourists.

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Haiti is Planning to Reopen to Tourists - Caribbean News - caribbeannationalweekly.com

Javier Bardems black mouth goo in Pirates of the Caribbean, explained – Polygon

With the Pirates of the Caribbean movies more accessible than ever, and a summer season void of blockbusters, this month were diving deep into Disneys swashbuckling series. Grab your cutlass and hoist the colors: here be Polygons take on all things PotC.

After the critical failure and colossal box office haul of 2011s On Stranger Tides, something had to be done to save the stray-but-viable Pirates of the Caribbean franchise.

The answer was obvious: Hire Oscar-winning actor Javier Bardem to dwibble oily spittle fwom his mwouth wike a big piwhate baby.

Though known as a handsome Spanish star, Bardem had a history of playing peculiar baddies before stepping on board Pirates of the Caribbean: Dead Men Tell No Tales. In 2007, he picked up his Academy Award for playing the bolt-stunner-wielding assassin Anton Chigurh in the Coen brothers No Country for Old Men. Five years later, he faced off against James Bond as the blonde, jawless genius Raoul Silva in Skyfall. If the role required hair, makeup, or costume special effects, Bardem was game, and Dead Men Tell No Tales demanded his greatest transformation.

In directors Joachim Rnning and Espen Sandbergs fivequel, the undead captain Armando Salazar appears to be floating in the water even as he walks the dry deck of a ship. His hair ebbs and flows in the air, suspended by an invisible tide. A crackling set of scars give him a facade akin to Frankensteins monster. Plus hes choking on goo! Disgusting amounts of sludge seep out of his mouth as he talks to the mannequin playing Will Turners son.

As mom-blog Tools 2 Tiaras reported at the time of release, Bardem was not fond of the leaky gunk, but was more than happy to reveal the secrets of the ooze. It was a liquid, he said. They told me it was supposed to be like chocolate, chocolate my ass. That tasted worse than that, so, and they were supposed to put it on the teeth. I said give me that, so I drunk it and then I went to play the first scene, I think it was with Geoffrey Rush and it starts to pour out of my mouth and he was very disgusted. [LAUGHTER] And I thought it was like a rage pouring out, right? Its not blood. Its like the rage of the character coming out, like something more physical, like a bull.

We gave Bardem an Oscar for sporting a horrible bowl cut, but he earns a Razzie for spitting pure rage on Geoffrey Rush? Hollywood makes no goddamn sense!

I wish I could say I will never forget the time I saw Javier Bardem heave black grease out of his mouth as he pontificated on the woes of being an undead sea captain, but the truth is I could barely remember whether or not I saw Dead Men Tell No Tales in theaters. All I remembered was a hazy memory of Bardems goop acting. Was it even as gloriously vile as I thought, or had Rnning and Sandbergs messy character choice been fused with another daring act of oral expulsion that I held in high esteem?

Looking back at Dead Men Tell No Tales, which just arrived to Disney Plus in July, and at my own history of watching characters with leaky orifices, the answer is that the secreting Armando Salazar that I knew was more of a construct than I had ever believed. Without being on the set with a measuring cup, Id estimate Bardem spits out about 1/4th of a cup of black good out of his mouth in his first scene. Spooky, but nothing a few paper towels could handle.

So how did I conjure this exacerbated imagined version of Salazar? Who set the bar for spewing liquid out of ones face? After a journey through the mind, its clear that when I saw Dead Men Tell No Tales the first time, I was under the influence of Kids in the Hall. While I think Bardem deserves an Oscar for bringing obsidian spit up to the big screen, Dave Foley deserves at least 14 Emmys for going the distance in 1995.

Foley was a comedic iconoclast who never saw a bag of foul-looking liquid he couldnt hide under his quote and expel for laughs. In another sketch, he went four minutes on a mock date with a stream of blood shooting out of his ear. In Personal, his boss character is the victim of brown stuff coming out of his mouth. Its tremendous.

Kids in the Hall was in constant rotation on Comedy Central in the late 90s and early 2000s, molding the senses of humor of young lads like I. Twenty years later, when Dead Men Tell No Tales graced the screen, my brain was ready for Armando Salazar to close-talk spit all over his victims while enunciating his words. Foley ran the first leg of the race, and Javier Bardem grabbed the baton. But the performance didnt sit well with audiences who werent as familiar with the art of performative gushing: The movie once again made millions around the world, but wound up with a dismal 30% on Rotten Tomatoes.

Though Salazar met his end in the final scenes of Dead Men Tell No Tales, Rnning and Sandberg are set to return as directors of Pirates 6. To them I would say: double down. Hire Dave Foley. Get the black goo crankin this time. People understand now.

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Javier Bardems black mouth goo in Pirates of the Caribbean, explained - Polygon

See the ‘space butterfly’ astronomers captured from thousands of light years away – CNN

So named for its resemblance to the winged insect, the "butterfly" is actually a planetary nebula -- a giant cloud of gas that forms around an ancient star that hasn't yet exploded. The European Space Observatory's (ESO) aptly named Very Large Telescope, stationed in host country Chile, recently captured a vibrant image of the interstellar object.

It's known as NGC 2899 (NGC stands for New General Catalogue, which lists nebulae and other astral bodies like this one). It's located somewhere between 3,000 and 6,500 light years away from Earth in the constellation Vela, which is visible in the Southern Hemisphere.

This planetary nebula isn't long for this universe. Ultraviolet radiation lights up the shells of gas surrounding the star and causes them to shine quite brightly, the ESO said -- but only for a few thousand years before they break up. That's a relatively short life span in astronomy.

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See the 'space butterfly' astronomers captured from thousands of light years away - CNN

The best place to see stars from Earth also happens to be the coldest place on the planet – Space.com

If you want the clearest view of the night sky, you'll have to pack a warm jacket.

Dome A, or Dome Argus, an ice dome perched high on the Antarctic Plateau, could be the ideal place to get a clear view of the stars from Earth, according to a new study conducted by an international team of researchers. A telescope situated at that remote location, thought to be the naturally coldest place on Earth, could reveal clearer, better night sky views than the same telescope located anywhere else.

"A telescope located at Dome A could out-perform a similar telescope located at any other astronomical site on the planet," University of British Columbia astronomer Paul Hickson, a co-author of the study, said in a statement.

Related: Night sky, August 2020: What you can see this month [maps]

"The combination of high altitude, low temperature, long periods of continuous darkness, and an exceptionally stable atmosphere makes Dome A a very attractive location for optical and infrared astronomy. A telescope located there would have sharper images and could detect fainter objects," Hickson said.

The chilly location, which is about halfway between the South Pole and the eastern coast of Antarctica, about 746 miles (1,200 kilometers) inland and with an altitude of 2.5 miles (4 kilometers), makes for an ideal observing spot for a number of reasons.

For one: it has very weak turbulence. In astronomy, atmospheric turbulence can seriously reduce a telescope's image quality. It makes stars "twinkle," and the measurement of this effect is described as "seeing." Less turbulence (or the lower the "seeing" measurement) is considered better, and at Dome A it is fairly low.

While observatories in locations along the equator at locations including Chile and Hawai'i have "seeing" measurements between 0.6 and 0.8 arcseconds, the Antarctic typically has much lower ranges. For example, Dome C, another Antarctic location has a "seeing" range between 0.23 and 0.36 arcseconds.

But, the authors estimate in this study, the lowest part of the atmosphere is thinner at Dome A than at Dome C. Because of this difference, the researchers calculate that Dome A has nighttime seeing ranging from 0.31 to as low as 0.13 arcseconds, which is astoundingly low.

The researchers found that the measurements taken from Dome A, which were taken at a height of 26 feet (8 meters), were much better than those from Dome C, which were taken both at 26 feet (8 meters) and even higher up at 66 feet (20 meters).

Now, with seriously frigid temperatures, frost is an issue that presents itself to astronomers looking to set up a telescope at the site. But, despite the technical difficulties that pop up when trying to make observations at a site this remote and cold, this team of researchers thinks that Dome A could lend itself to some pretty spectacular skywatching.

The researchers were able to have a telescope work in Antarctica completely automatically for seven months. They believe that other instruments could withstand the Antarctic temperatures, which have been said to fall as low as 90 C (130 F) to 98 C (144 F).

This work was published July 29 in the journal Nature.

Email Chelsea Gohd at cgohd@space.com or follow her on Twitter @chelsea_gohd. Follow us on Twitter @Spacedotcom and on Facebook.

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The best place to see stars from Earth also happens to be the coldest place on the planet - Space.com

Astronomical First: Differences Detected Between Discs of Active and Non-Active Galaxies – SciTechDaily

A study led by researchers at the Instituto de Astrofsica de Canarias (IAC), making comparison between the discs of several pairs of spiral galaxies, active and non-active, concludes that in the discs of the former the rotational motion of the stars is of greater importance. This study, just accepted for publication in Astronomy & Astrophysics Letters, is the first evidence for large scale dynamical differences between active and non-active galaxies in the local universe. The astronomers participating are from the Instituto de Astrofsica de Canarias (IAC) and the University of La Laguna (ULL); as well as the NatiAstronomical First: Differences Detected Between Discs of Active and Non-active Galaxiesonal Autonomous University of Mexico (UNAM), the Complutense University of Madrid (UCM) and the Instituto de Astrofsica de Andalucia (IAA).

There is now evidence that the supermassive black holes at the centers of the majority of galaxies have a basic influence on their evolution. In some of them, the black hole is ingesting the material surrounding it at a very high rate, emitting a large quantity of energy. In those cases we say that the galaxy has an active nucleus (AGN). The material which feeds the AGN must initially be quite distant from the nucleus, in the disc of the galaxy, rotating around its center. This gas must, one way or another, have been braked in order to fall into the central zone, a process known as loss of angular momentum.

Image illustrating the comparison between an active spiral galaxy (orange box) and its non-active twin (blue box). Credit: Gabriel Prez Daz, SMM (IAC)

Studying the mechanisms which control the relation between the active nucleus and the rest of the galaxy -explains Ignacio del Moral Castro, a doctoral student in the IAC and the University of La Laguna (ULL) and first author of the article- is necessary to understand how these objects form and evolve, and to be able to throw light on this question we need to compare active and non-active galaxies. With this purpose, the main idea of my doctoral thesis is centred on the study and comparison of galaxies which are almost twin, but with the difference being nuclear activity.

The work has consisted of comparing the dynamics of the galactic discs of various active/non-active pairs. The researchers used data from the CALIFA survey (Calar Alto Legacy Integral Field Area). This contains spectroscopic data over complete 2D fields for more than 600 galaxies, taken at the Calar Alto Observatory in Almera, which allow observations of virtually the whole of each galaxy, so that its global characteristics can be studied.

Previously, in the majority of studies the procedure used was the identification of a sample of active galaxies within a large survey, which were then compared to the rest of the galaxies in the survey having similar properties that do not show nuclear activity. However, this time, the researchers used a novel method: they performed one-to-one comparisons. Firstly, they identified active spiral galaxies in the CALIFA sample, and for each of them they looked for a non-active galaxy which had equivalent global properties, i.e. with the same mass, brightness, orientation and so on, and very similar in appearance.

Using this method the team put forward two scenarios to explain the dynamical differences between active and non-active galaxies. In the first, the explanation would be that it is the trace of the angular momentum transfer between the gas which has fallen into the centre and the material which remains in the disc. The second attributes the difference to the infall of gas from outside, via the capture of small nearby satellite galaxies, in which case, this capture should occur more frequently in the active galaxies. Both scenarios are compatible with this result and they are not mutually exclusive.

The result surprised us; we really didnt expect to find this type of differences on a large scale, give that the duration of the active phase is very short in comparison with the lifetime of a galaxy, and with the time needed to produce morphological and dynamical changes, says Begoa Garca Lorenzo, and IAC researcher, and a coauthor of the article.

Up to now we thought that all galaxies go through active phases during their lifetimes, but this result could mean that this is not the case, which would imply a major change to current models, adds Cristina Ramos Almeida, also an IAC researcher and coauthor of the article.

Reference: Larger R in the disc of isolated active spiral galaxies than in their non-active twins byI. del Moral-Castro, B. Garca-Lorenzo, C. Ramos Almeida, T. Ruiz-Lara, J. Falcn-Barroso, S.F. Snchez, P. Snchez-Blzquez, I. Mrquez and J. Masegosa, 14 July 2020, Astronomy & Astrophysics Letters.DOI: 10.1051/0004-6361/202038091arXiv: 2006.12654

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Astronomical First: Differences Detected Between Discs of Active and Non-Active Galaxies - SciTechDaily