AdventHealth Shares Prize for Advancing Virtual Reality in Health Care – Adventist Review

December 10, 2020

By: AdventHealth News, and Adventist Review

AdventHealth University and Full Sail University are proud to announce that their team for the Iron Dev competition has been named the winner in the category of Most Innovative Solution. Iron Dev is an annual competition held by the Interservice/Industry Training, Simulation and Education Conference (I/ITSEC). Winners in each category were selected based on the merit of their technology-based solution according to the scores of the judging committee and votes of the viewing public.

The virtual reality (VR) solution, which is currently a prototype created by the Full Sail University and AdventHealth University team, serves as a proof of concept for a virtual command center to help health-care facilities and systems like AdventHealth to visualize hospital resources and COVID-19 data points. The technology would allow health-care providers to make real-time decisions quickly by streamlining the allocation and distribution of resources.

With the unprecedented nature of COVID-19, we knew we wanted to create a futuristic solution to a current problem. Our technology allows users to visualize inputted data including COVID-19 data points, such as contact tracing and regional cases, as well as the available resources at health-care facilities, like the number of beds, nurses, and other medical necessities, Brandon Baker, director of the Immersive Technologies Lab at AdventHealth University, said. We are extremely proud of the collaboration between Full Sail University and AdventHealth University and the incredible work everyone on our team has done to advance the use of VR in the health-care industry.

Students and alumni at Full Sail University were able to learn and utilize their skills to create a VR solution prototype both under the time restrictions of the competition and in recognizing the real-world applications relevant to the current global pandemic. Important lessons students learned included time management, collaboration, and an in-depth look into the challenges and triumphs of VR.

Our partnership has been the foundation of some great VR solutions in the health-care industry, Luis Garcia, vice president of Emerging Technologies at Full Sail University, said. In addition to the visualization technology produced for the Iron Dev competition, we have also created a VR training solution that students at AdventHealth University use as a response to COVID-19 restrictions. In fact, the VR training solution enabled some of our graduates to gain employment with AdventHealth University, where they work on various projects, including the Iron Dev competition. We look forward to furthering our partnership and seeing what is next for us.

About AdventHealth University

AdventHealth University is a Seventh-day Adventist institution specializing in health-care education in a faith-affirming environment. The schools stated mission is to develop skilled professionals who live the healing values of Christ. Service oriented and guided by the values of nurture, excellence, spirituality, and stewardship, the school seeks to develop leaders who will practice health care as a ministry.

Continue reading here:

AdventHealth Shares Prize for Advancing Virtual Reality in Health Care - Adventist Review

Global Augmented Reality and Virtual Reality Market Report 2020-2030: Rising Demand for Gesture and Haptic Control & Integration of AR and VR to…

DUBLIN, Dec. 7, 2020 /PRNewswire/ -- The "AR and VR Market Research Report: By Type (AR, VR), Offering (Hardware, Software), Device Type (AR Devices, VR Devices), Application (Consumer, Commercial, Enterprise) - Global Industry Analysis and Growth Forecast to 2030" report has been added to ResearchAndMarkets.com's offering.

The global augmented reality (AR) and virtual reality (VR) market is projected to account for a revenue of $1,274.4 billion in 2030, rising from $37.0 billion in 2019, progressing at a robust CAGR of 42.9% during the forecast period (2020-2030).

The rising penetration of smartphones and tablet computers, increasing technology adoption among enterprises, and surging focus of vendors on price reduction are the key factors leading to the growth of the market. Between AR and VR, the VR division accounted for the major share of the market in 2019.

The application of VR is rising in several industries, majorly gaming, and the prices of VR are declining, thereby leading to the increasing adoption of the technology. VR provided an immersive experience to consumers, which is why, companies in the gaming industry are incorporating these features into their services and products. The AR category is predicted to grow at a faster pace during the forecast period, owing to the various benefits offered by the technology.

On the basis of application, the AR and VR market is divided into enterprise, commercial, and consumer, out of which, the consumer division is predicted to hold the major share of the market in 2030. The rising awareness regarding AR and VR is the major reason for the growth of this division. The number of gamers across the globe is expected to rise in the coming years, which is projected to drive the demand for immersive and interactive gaming.

Geographically, the AR and VR market was dominated by North America during the historical period (2014-2019) and is predicted to hold the major share of the market during the forecast period as well. Within the region, the U.S. is leading the domain, owing to the presence of major companies in the country. In addition to this, the rising application of VR and AR in the healthcare and e-commerce sectors is also driving the growth of the regional domain.

The surging adoption of these technologies among enterprises is a key driving factor of the AR and VR market. The enterprise sector is one of the major targets for players in the domain. The potential of AR and VR technologies is huge in enterprises, as all key device manufacturers, solution providers, and app developers are targeting the sector. In addition to this, a lot of Fortune 500 businesses have started experimenting with VR and AR technologies, and few of them have already initiated pilot projects.

The surging penetration of tablet computers and smartphones is also a key driving factor of the AR and VR market. Smartphones are being considered the major hardware interface for VR and AR applications. Moreover, the number of smartphones is further predicted to reach 3.5 billion by 2020, which is a growth of 9.3% from 2019. Owing to this, AR and VR enterprises are focusing on these devices for expanded their footing in the industry.

In conclusion, the market is expanding due to the increasing adoption of AR and VR technologies in enterprises and rising penetration of smartphones.

Key Topics Covered:

Chapter 1. Research Background1.1 Research Objectives1.2 Market Definition1.3 Research Scope1.4 Key Stakeholders

Chapter 2. Research Methodology2.1 Secondary Research2.2 Primary Research2.3 Market Size Estimation2.4 Data Triangulation2.5 Currency Conversion Rates2.6 Assumptions for the Study

Chapter 3. Executive Summary3.1 Voice of Industry Experts/KOLs

Chapter 4. Introduction4.1 Definition of Market Segments4.1.1 By Type4.1.1.1 AR4.1.1.1.1 Marker-based AR4.1.1.1.1.1 Passive marker4.1.1.1.1.2 Active marker4.1.1.1.2 Marker-less AR4.1.1.1.2.1 Model-based tracking4.1.1.1.2.2 Image-based processing4.1.1.2 VR4.1.1.2.1 Non-immersive4.1.1.2.2 Semi- and fully immersive4.1.2 By Offering4.1.2.1 Hardware4.1.2.1.1 Sensors4.1.2.1.2 Cameras4.1.2.1.3 Position trackers4.1.2.1.4 Displays and projectors4.1.2.1.5 Semiconductor components4.1.2.1.6 Others4.1.2.2 Software4.1.2.2.1 SDKs4.1.2.2.2 Cloud-based services4.1.2.2.3 AR software functions4.1.2.2.4 VR content creation4.1.3 By Device Type4.1.3.1 AR devices4.1.3.1.1 HMDs4.1.3.1.2 HUDs4.1.3.1.3 Handheld devices4.1.3.2 VR Devices4.1.3.2.1 HMDs4.1.3.2.2 Gesture-tracking devices4.1.3.2.3 Projector and display walls4.1.4 By Application4.1.4.1 Consumer4.1.4.1.1 Gaming4.1.4.1.2 Sports and entertainment4.1.4.2 Commercial4.1.4.2.1 Offline education and e-learning4.1.4.2.2 In-store retail and e-commerce4.1.4.2.3 Tourism4.1.4.3 Enterprise4.1.4.3.1 Healthcare4.1.4.3.2 Automotive4.1.4.3.3 Aerospace and defense4.1.4.3.4 Others4.2 Value Chain Analysis4.2.1 Component Suppliers4.2.2 Technology Suppliers4.2.3 Device Suppliers4.3 Market Dynamics4.3.1 Trends4.3.1.1 Growing focus of businesses on the aesthetics of AR and VR devices4.3.1.2 Increasing investments by tech corporations and venture capitalists4.3.1.3 Rising popularity of virtual playground applications4.3.2 Drivers4.3.2.1 Increasing penetration of smartphones and tablet computers4.3.2.2 Soaring demand for AR and VR in offline retail and e-commerce4.3.2.3 Rising technology adoption among enterprises4.3.2.4 Growing focus of vendors on price reduction4.3.2.5 Impact analysis of drivers on market forecast4.3.3 Restraints4.3.3.1 Potential health risks4.3.3.2 Technical imperfections4.3.3.3 Impact analysis of restraints on market forecast4.3.4 Opportunities4.3.4.1 Rising demand for gesture and haptic control4.3.4.2 Advancements in technology4.3.4.3 Integration of AR and VR to create MR4.4 Impact of COVID-19 on AR and VR Market4.5 Porter's Five Forces Analysis

Chapter 5. Global Market Size and Forecast5.1 By Type5.1.1 AR Market, by Technology5.1.1.1 Marker-based AR market, by type5.1.1.2 Marker-less AR market, by type5.1.2 VR Market, by Technology5.2 By Offering5.2.1 Hardware Market, by Type5.2.2 Software Market, by Type5.3 By Device Type5.3.1 AR Devices Market, by Type5.3.2 VR Devices Market, by Type5.4 By Application5.4.1 Consumer Application Market, by Type5.4.2 Commercial Application Market, by Type5.4.3 Enterprise Application Market, by Type5.5 By Region

Chapter 6. North America Market Size and Forecast

Chapter 7. Europe Market Size and Forecast

Chapter 8. APAC Market Size and Forecast

Chapter 9. LATAM Market Size and Forecast

Chapter 10. MEA Market Size and Forecast

Chapter 11. Major Markets for AR and VR11.1 U.S. AR and VR Market11.2 U.K. AR and VR Market11.3 Germany AR and VR Market11.4 China AR and VR Market11.5 Japan AR and VR Market11.6 India AR and VR Market

Chapter 12. Competitive Landscape12.1 List of Players and Their Offerings12.2 Market Share Analysis of Key Players12.2.1 Global Market Share Analysis12.3 Product Benchmarking of Key Players12.4 Competitive Benchmarking of Key Players12.5 Strategic Developments in the Market12.5.1 Mergers and Acquisitions12.5.2 Product Launches12.5.3 Partnerships12.5.4 Geographic Expansions12.5.5 Client Wins12.5.6 Other Developments

Chapter 13. Company Profiles13.1 Business Overview13.2 Product and Service Offerings13.3 Key Financial Summary

For more information about this report visit https://www.researchandmarkets.com/r/doj9tb

Research and Markets also offers Custom Research services providing focused, comprehensive and tailored research.

Media Contact:

Research and Markets Laura Wood, Senior Manager [emailprotected]

For E.S.T Office Hours Call +1-917-300-0470 For U.S./CAN Toll Free Call +1-800-526-8630 For GMT Office Hours Call +353-1-416-8900

U.S. Fax: 646-607-1907 Fax (outside U.S.): +353-1-481-1716

SOURCE Research and Markets

http://www.researchandmarkets.com

View original post here:

Global Augmented Reality and Virtual Reality Market Report 2020-2030: Rising Demand for Gesture and Haptic Control & Integration of AR and VR to...

Abbott Launches First Optical Coherence Tomography Virtual Reality Training Program for Cardiologists – MedTech Dive

Press Releases PRESS RELEASE FROM ABBOTT

Virtual reality training improved cath lab staff learning engagement by 45% and knowledge retention by 72%

87% of studies show higher medical accuracy in medical practice by those trained with virtual reality

ABBOTT PARK, Ill., Dec. 9, 2020 Abbott today announced the global release of its first virtual reality-based training program designed to change how interventional cardiologists are trained in using optical coherence tomography (OCT) imaging technology. The comprehensive new training program incorporates virtual reality (VR) with traditional training techniques to increase experience and expertise in using Abbotts OCT imaging and improve outcomes in patients needing a stent to open clogged arteries.

Abbott is expanding its training portfolio to help physicians gain experience with new therapy options, imaging and diagnostic tools to help improve patient outcomes. Virtual reality presents a promising approach to OCT training because it enables physicians to have the full experience of being in the catheterization laboratory by putting them in the "drivers seat" with imaging technology.

OCT is an intracoronary imaging platform offered by Abbott that helps physicians view and assess coronary arteries frominsidethe vessel with high precision. This view allows for an improved look at the nature of a patients coronary artery disease to improve treatment decisions and the quality of stent deployment. Recent data show that in88% of Percutaneous Coronary Intervention (PCI) procedures[1]managed with OCT workflow, physician decision-making changed compared with initial, angiographically-guided strategy, demonstrating that OCT imaging can help to drive better clinical outcomes. Training remains critical to ensuring physicians and hospitals can best utilize the technology to optimize patients results.

"Its undeniable that OCT imaging technology is unlocking new opportunities to improve outcomes for our patients. Abbotts new VR training program has provided my team the experience of being in the cath lab and understanding OCT technology quickly and efficiently," said Vamsi Krishna, M.D., director, Ascension, Seton Hays Medical Center. "The OCT VR program enhances training for OCT imaging technology through innovative educational programs. Virtual reality is truly the next wave of training that will ultimately improve patient outcomes and Im very excited to be a part of the new program."

Virtual Reality eliminates barriers for cardiologists to improve cardiovascular health and increase competency of technology

Abbotts new OCT virtual reality-based training programs, powered by Oculus Go, will dramatically enhance decision-making for physicians who utilize OCT instead of angiography. The training is based on the comprehensive OCT experience and input of Dr. Richard A. Shlofmitz, MD, FACC, chairman of cardiology at St. Francis Hospital, The Heart Center, and the success he found in translating new training concepts into improvements in patient care. As a result, Abbott is leveraging technology that has been found to increase training success dramatically. In fact, higher accuracy in medical practice was shown in87% of studies[2]by those trained with virtual reality versus traditional techniques. According to Abbott research, virtual reality techniques improved cath lab staff learning engagement by45%[3]andknowledge retention by 72%[4].

"Abbotts new OCT training enables interventional cardiologists to receive more in-depth, experiential training to encourage more precise diagnoses, while healthcare systems will experience cost savings through a reduction in the number of staff training courses needed," said Harvinder Singh, vice president, global commercial operations of Abbotts vascular business. "Furthermore, the virtual reality training program will not only enhance accuracy to improve patient outcomes, but it also furthers the industrys adoption of innovative technologies in healthcare."

"Virtual reality-based training programs are truly changing the way interventional cardiologists learn and adopt new technologies, such as OCT, that are helping physicians make better decisions in the cath lab," said Nick West, M.D., divisional vice president, medical affairs, and chief medical officer of Abbotts vascular business. "The program is also furthering Abbotts ability to use technology and innovations to drive better patient outcomes."

About Abbott

Abbott is a global healthcare leader that helps people live more fully at all stages of life. Our portfolio of life-changing technologies spans the spectrum of healthcare, with leading businesses and products in diagnostics, medical devices, nutritionals and branded generic medicines. Our 107,000 colleagues serve people in more than 160 countries.

Connect with us atwww.abbott.com, on LinkedIn atwww.linkedin.com/company/abbott-/, on Facebook atwww.facebook.com/Abbottand on Twitter @AbbottNews.

###

Go here to read the rest:

Abbott Launches First Optical Coherence Tomography Virtual Reality Training Program for Cardiologists - MedTech Dive

Augmented Reality (AR) And Virtual Reality (VR) Market- Featuring Alphabet Inc., DAQRI LLC, Facebook Inc., among others to contribute to the market…

LONDON--(BUSINESS WIRE)--The augmented reality (AR) and virtual reality (VR) market is poised to grow by $ 125.19 billion during 2020-2024, progressing at a CAGR of over 35% during the forecast period.

Worried about the impact of COVID-19 on your Business? Here is an Exclusive report talking about Market scenarios, Estimates, the impact of lockdown, and Customer Behaviour.

Get FREE Sample Report in Minutes!

The report on the augmented reality (AR) and virtual reality (VR) market provides a holistic update, market size and forecast, trends, growth drivers, and challenges, as well as vendor analysis.

The report offers an up-to-date analysis regarding the current global market scenario and the overall market environment. The market is driven by increasing demand for AR and VR technology.

The augmented reality (AR) and virtual reality (VR) market analysis includes technology segment and geography landscape. This study identifies the increasing number of M&A activities as one of the prime reasons driving the augmented reality (AR) and virtual reality (VR) market growth during the next few years.

This report presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters.

The augmented reality (AR) and virtual reality (VR) market covers the following areas:

Augmented Reality (AR) And Virtual Reality (VR) Market SizingAugmented Reality (AR) And Virtual Reality (VR) Market ForecastAugmented Reality (AR) And Virtual Reality (VR) Market Analysis

Companies Mentioned

Related Reports on Information Technology Include:

Key Topics Covered:

Executive Summary

Market Landscape

Market Sizing

Five Forces Analysis

Market Segmentation by Technology

Customer landscape

Geographic Landscape

Vendor Landscape

Vendor Analysis

Appendix

Technavio suggests three forecast scenarios (optimistic, probable, and pessimistic) considering the impact of COVID-19. Technavios in-depth research has direct and indirect COVID-19 impacted market research reports.

Register for a free trial today and gain instant access to 17,000+ market research reports.

Technavio's SUBSCRIPTION platform

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.

View original post here:

Augmented Reality (AR) And Virtual Reality (VR) Market- Featuring Alphabet Inc., DAQRI LLC, Facebook Inc., among others to contribute to the market...

5 Things To Know About Balenciagas Virtual Reality AW21 Show – British Vogue

Inspired by the video game Gvasalia created as part of the show, the looks in the collection represented the players featured in the game, which in turn referenced classic video game archetypes. The knight in shining armour materialised, quite literally, in shining armour; a nod, no doubt, to Nicolas Ghesquires spring/summer 2007 robot collection for Balenciaga, but reinterpreted in medieval chevalier form in beautiful pieces forged by bona fide armour-makers in France. The valiant astronaut made an appearance, too, mixing with the likes of face-painted goths and post-apocalyptic characters in ragged knitwear, ripped and patched-up denim, tattered cocktail dresses, and massive threaded coats that looked like gutted teddy bears. Fashion in its essence is a sort of armour today. It completes our personal identities and shows us in the way we want to be visually perceived by the world around us. So, in a way, the way we dress does play a role in our self-protection. This is a metaphor, but in reality, the armour in this collection was made to connect the long-forgotten past to the much-awaited future, Gvasalia said. We used the exact craftsmanship used in the Middle Ages to make the armour. It can be seen as a sort of a military sportswear of the time, which protected the warriors but also made their movements possible in battle. The articulation of that medieval armour, however, is exactly the same as that of a futuristic robot or android, because the human body is still the same all those centuries later. And my job as a dressmaker is to explore that relation between the human body and what it wears.

See the original post:

5 Things To Know About Balenciagas Virtual Reality AW21 Show - British Vogue

Glue announces major new release of its Virtual Reality collaboration platform with Glue 2.0 – Auganix

In Virtual Reality News

December 8, 2020 Glue Collaboration, a provider of real-time virtual reality (VR) software services, has today announced a major new release of its Glue VR collaboration platform. Glue 2.0 enables greater immersion and frictionless interaction for remote teams allowing them to co-create, learn, plan and share together.

Available to all our users today, this is our most significant release so far, said Jussi Havu, CEO at Glue Collaboration. Alongside a new operating system with speech-to-text capabilities, were introducing our ground-breaking new avatars. Everything adds up to our most immersive VR meetings yet, providing a space for remote workers to effectively collaborate even when theyre thousands of miles apart.

Glue provides shared virtual environments where dispersed participants can come together as if they were face to face in a real physical space. Appealing to peoples visual, haptic and auditory senses, Glue provides a level of immersion in remote meetings that goes beyond what is possible with conventional video conferencing software.

In the latest update, Glue introduces its most expressive avatars yet. According to the company, these leverage artificial intelligence and advanced graphics capabilities to more closely mimic peoples behavior and features. The enhancements are designed to make communication feel more natural, ensuring users focus on meetings rather than worrying about adjusting their camera.

To develop the new avatars, Glue has integrated new AI-powered facial animation technology. For this, it turned to Edinburgh-based Rapport, a provider of facial animation and lip syncing technology.

We worked with Glue to enable facial animation that looks as natural as possible and is generated in real-time from audio input alone, said Gregor Hofer, CEO and Founder at Rapport. Were especially delighted with the new Glue avatars as they exhibit a level of expressiveness that makes them highly engaging and compelling.

Using the new built-in avatar configurator, users can also create their own avatar, adjusting face shape and features, hair and clothing as well as customizing colors. Millions of permutations are possible, according to the company.

We let our users choose their own appearance, as Glue is a place where everyone can be themselves, said Sami Syrj, Head of Design at Glue. We have deliberately chosen to use expressive, animated avatars rather than lifelike virtual representations of ourselves. This prevents uncanny valley, the eerie sensation people experience if a digital representation imperfectly resembles human behavior.

Other new features in Glue 2.0 include:

Glue is also expanding the library of ready and customizable spaces that teams can use with a new space called Mont Matiz a hill-top, open-air space that provides users with a relaxing setting for creative workshops and large events like employee town halls.

The company highlighted several enterprises that have been using the Glue platform for virtual collaboration, including: Air France-KLM, Fazer, Microsoft, Patria, Axel Springer, BCG Platinion, T-Systems Multimedia Solutions, and Maillefer.

For more information on the Glue platform, please click here.

Image / video credit: Glue / Vimeo

About the author

Sam Sprigg

Sam is the Founder and Managing Editor of Auganix. With a background in research and report writing, he covers news articles on both the AR and VR industries. He also has an interest in human augmentation technology as a whole, and does not just limit his learning specifically to the visual experience side of things.

Read more:

Glue announces major new release of its Virtual Reality collaboration platform with Glue 2.0 - Auganix

Virtual Reality proving big business as Zero Latency opens 46th venue in 5 years – techAU

Virtual Reality is something most of us have been able to experience at home, or at a friends house. While the experience is compelling, for many, theyd struggle to justify the cost, or space for a permanent VR setup at home.

Thankfully VR as a destination is proving to be quite the draw card and Zero Latency recently opened its doors at a new venue in Sydney.

Located at 219 ORiordan Street, Mascot, Zero Latency VR Sydney allows players to explore VR experiences with up to seven friends, without being restricted by any wires.

Visitors can survive a reality TV show set in the zombie apocalypse inUndead Arena, or attempt to escape a stranded space station taken over by robots inSingularity.

Zero Latency says theyre working on more experiences that will be rolled out over time, including the highly anticipatedFar Cry VR(coming 2021), based on the hit Ubisoft game Far Cry 3.

This is the sixth Zero Latency VR venue in Australia, joining the existing Brisbane, Gold Coast, Perth, Melbourne and South Melbourne venues, and the 46th venue worldwide since the first venue was opened in Melbourne in 2015.

Were excited to bring our free-roam virtual reality experience to Sydney, allowing players to explore digital worlds as if they were actually living in them.

Whether youre looking for something to do with family and friends, a fun hens and bucks night activity, or something different for the work Christmas party, a session in Zero Latency VR wont soon be forgotten.

To experience Zero Latency VR, players wear a VR headset, strap into a backpack which tracks movement, and use a controller to interact with the virtual world.

During the experience, players can navigate around the virtual environment theyve chosen by physically moving around the 200 square metre play space and communicating with their friends via built-in microphones and speakers.

Visitors to Zero Latency VR Sydney can have peace of mind knowing that theyll have a safe and hygienic experience.

Zero Latency VRs safety and hygiene standards were high before COVID-19, but weve taken extra steps in all our venues to ensure visitors will have an enjoyable, safe experience when they visit.

Weve always performed vigorous sanitisation and disinfection of all gear before and after each session, but weve now also adjusted the safety alarms in our games to keep players 1.5 metres apart throughout their experience, and our Game Masters have completed additional training in hygiene practices including temperature checks, sanitation processes, and using personal protective equipment.

If youre new to VR, then you can see some of the equipment used in the photo gallery below, taken at the Zero Latency location in Melbourne.

Book tickets athttps://booking.zerolatencyvr.com/book-now/sydney, with prices at $59 (Tuesday Thursday) and $69 (Friday Sunday).

See the original post here:

Virtual Reality proving big business as Zero Latency opens 46th venue in 5 years - techAU

Osso VR and the Marshall University Joan C. Edwards School of Medicine Partner to Advance Rural Medicine Using Virtual Reality – OrthoSpineNews

Virtual reality surgical training advancing residents surgical skills during COVID-19 and beyond

PALO ALTO, Calif., and HUNTINGTON, WV, Dec. 10, 2020 A recent report from the Association of American Medical Colleges (AAMC) projects that the United States will face a shortage of between 54,100 and 139,000 physicians by 2033. The impending physician shortage combined with COVID-19 travel restrictions is no doubt accelerating this supply shortage which is having a disproportionate impact on rural areas.

The Marshall University Joan C. Edwards School of Medicine, located in the community of Huntington, West Virginia, has adopted a virtual reality (VR) training & assessment platform, Osso VR, to help streamline surgical education with the ultimate goal of providing a larger number of consistently trained providers. Since 2018, medical students and residents at Marshall University have used Osso VR to repeatedly practice, learn and track progress in a wide variety of procedures in VR.

Residency programs must continue to evolve to produce top-notch residents. Now, due to COVID-19, we are trying to balance social distancing, resident education, and patient safety all simultaneously. As technology continues to rapidly evolve, Osso VR has led the way in affordable and realistic virtual training for our medical students and orthopaedic residents. The viral pandemic has ensured this technology is here to stay, said Matthew Bullock, DO, MPT, Assistant Professor of Orthopaedic Surgery at Marshall University and Associate Program Director for the Orthopaedic Surgery Residency.

Osso VRs surgical training technology provides on-demand, educational experiences that are effective, repeatable, and measurable to help surgeons reach proficiency with new procedures and devices. The platform has become integral to surgical training programs worldwide and is currently used by 20+ leading teaching hospitals and 14 top medical device companies in 20 countries.

As a former resident myself, I empathize with the situation todays surgeons are in as a result of COVID-19. The data shows that pre-COVID graduation residents were increasingly undertrained and underprepared for practice. This pandemic unfortunately has had a significant negative impact on this dynamic with likely downstream ramifications were only beginning to discover, said Justin Barad, MD, Osso VRs Co-Founder and CEO. Our dream at Osso VR is to make training more effective, efficient and trackable so that we can streamline the 14-16 years it takes to become a surgeon. With a bigger and fast pipeline of highly proficient providers, we will be able to continue to provide quality care for patients all around the world.

For more information, visit http://www.ossovr.com.

About Osso VR

Osso VR is an award-winning, clinically validated surgical training platform designed for medical device companies, practicing surgeons, residents and medical students of all skill levels. Using immersive VR technology, the scalable platform offers a realistic, hands-on training environment that leads to real world performance gains and ultimately improved patient outcomes. Osso VR is the first training platform to incorporate assessment into its modules, objectively measuring the trainees knowledge of steps, level of precision and overall efficiency throughout the procedure providing a benchmark for proficiency.

Led by UCLA and Harvard trained orthopedic surgeon Justin Barad, MD, the Osso VR team has a deep background in clinical care, medical technology, and VR development. To learn more, visit http://www.ossovr.com.

Go here to see the original:

Osso VR and the Marshall University Joan C. Edwards School of Medicine Partner to Advance Rural Medicine Using Virtual Reality - OrthoSpineNews

Review: Myst Enters the Age of Virtual Reality – thirdcoastreview.com

Screenshot: Myst

The Quest 2 continues to impress me, so much so that its become the virtual reality headset that I use the most. It doesnt outperform my Valve Index, but its mobility makes it convenient in a way that the Index cant touch. It isnt a graphical powerhouse, but it gets the job done. Its the perfect fit for puzzle games, like The Room VR: A Dark Matter and now Myst. I always thought Myst would be a good fit for virtual reality.

Myst is an adventure puzzle game that doesnt really need an introductionits one of the original classics. I have nostalgic memories of trying to figure out Mysts cryptic puzzles at a very young age, but I never got too far in the classic version of the game. In Myst you play as a traveler who stumbles across the Myst book, and after reading it, find yourself on a mysterious island full of cryptic puzzles controlling strange mechanisms. Nothing is explained outrightits all about exploration and discovery.

Screenshot: Myst

Myst has been completely rebuilt for VR. I thought I would be playing the real Myst version updated for virtual reality, but thats not the case. That means visually, things look different. Gone are the FMV shots of actors, replaced with new 3D modelswhich is a shame, since it loses a tiny bit of charm. Im pretty sure they kept the same voice acting, though, so it retains some of the originals cheesy line reads. If youve played Myst before in any of its forms, youll feel at home here. Locations and puzzles work mostly you would expect, and the sound effects and music remain intact.

There are some slight differences between Myst VR and its other versions. First of all, when starting a new game, you have the option to randomize puzzles. This allows Myst to be a somewhat refreshing experienceif youve played through Myst countless times, the randomization will change certain aspects of the game to make them unpredictable. Outside of puzzle randomization, there have been other changes. Some puzzles are tweaked (presumably) to be a little easier in VR. Some items that you have to interact with have been raised to be above waist levelssomething I very much appreciate, especially due to the lack of any sort of distance grabbing. Most VR games implement a sort of telekinesis to alleviate some of the bending and reaching required to grab objects, but thats not present in Myst. With the puzzles reconfigured for virtual reality, though, I never felt like such a feature was necessary.

What I did find necessary was some method of note taking. Myst doesnt hold your hand at any point. It doesnt really even make it clear when youre correctly solving a puzzle until the solution is working. I found myself taking off my Quest 2 a few times to take notes of numbers and other information that would otherwise leave my brain almost immediately. It would have been fantastic to have some sort of virtual notepad to jot down ideas, but alas, it is not so. Then again, reading those notes back might be a bit of an issue on Quest 2.

While Myst, graphically, holds up alright, its also its weakest feature. Open areas are covered in a fog, which is unsurprising and not as extreme as I thought it would be. The most egregious graphical issue is the readability of text. It doesnt come up often in Myst, but the few hand written notes that Ive come across are horribly pixelated, and surprisingly hard to read. Myst runs well on the Quest 2, however, and is a comfortable VR experience. I mostly used teleportation to get around, but smooth movement is also available for those who arent as susceptible to motion sickness in VR as I am.

If you know nothing about Myst going in, you might be confused whats happening in its story. Its purposefully enigmatic with little introduction. Even as you move through the different areas (called Ages) and you unlock more books, the story is a little slippery. The gist of it is this: there are two sons, Sirrus and Archeron, both trapped in books. You have to scour the Ages of Myst to recover the proper pages for each book. As you do this, the brothers motivations and personalities are revealed, and you can learn more about what happened to get them trapped there. I dont want to spoil anything for this 27 year old game, because this VR version is a possible new point of entry to those who havent played Myst and its many sequels. There is not really any character interaction, thoughdealing with the few characters that make up Myst is akin to watching a video and making a decision afterwards.

The type of puzzles youll encounter in Myst are varied, and interesting. Theres a reason Myst was popular back in 1993 and remains so to this day. For me, as I found myself stuck in Myst, right before giving up I would find a new clue or interaction that would drive me to continue forward. Some puzzles can be figured out with few other clues, but most of the puzzles are sprawling, with some requiring interaction with other puzzles or objects that are far away to solve. Myst is a casual game without any enemies or time pressure, but there are a few times where timing is required to successfully solve a puzzle.

With a few tweaks, the puzzles work great in virtual reality. There arent as many objects to interact with as you might find in other similar VR games, but thats just a byproduct of its age. The new puzzles do take advantage of your ability to grab objects, twist knobs, press buttons and pull levelssomething you could only do with mouse clicks until now.The new way of solving old puzzles in Myst is fun, but some of Mysts larger puzzles felt a little tiresome in VR. Redirecting the long water pipes in the Channelwood Age, for instance, felt more tedious than it used to, and all of the twisting even made me a bit motion sickthe only time it was an issue I was while playing. While I found that playing while standing felt the most natural, Myst is completely able to be played while sittingespecially if youre patient with movement and positioning, so you can get yourself within reach of some of the puzzle elements.

Myst has come into a new Agevirtual realityand its a pretty good fit. Its graphically acceptable, except for the hard-to-read text. The puzzles are classics, and with a few tweaks work well in VR. Being able to interact with objects added a tactile element to Myst that really ups the immersiona real treat for long-time fans of this classic series. If you love puzzle games, I definitely recommend thisand if youre a long-time fan of the Myst franchise, this is the closest youll come to stepping into one of Atrus books.

Myst is available tomorrow on Oculus Quest 2, and will be coming soon to SteamVR.

If you like the video game, tabletop, or other technology content that Third Coast Review has to offer, consider donating to our Patreon. We are the only publication in Chicago that regularly reviews video games, and we cover lots of local Chicago-based events and more. If you want to contribute to our coverage of Chicagos video game scene (and more) please consider becoming a patron. Your support enables us to continue to provide this type of content and more. Patreon.com/3CR

You can also catch us streaming games were reviewing and staff favorites on our Twitch channel.

Related

Here is the original post:

Review: Myst Enters the Age of Virtual Reality - thirdcoastreview.com

Virtual Reality in Education Market Share, Growth Forecast- Global Industry Outlook – AlgosOnline

Virtual Reality in Education Market Share, Growth Forecast- Global Industry OutlookPublished: 13 hours ago Author: Ashwin NaphadeCategory: #news

Market Study Report has added a new report on Virtual Reality in Education Market Analysis that elucidates an in-depth synopsis of this business vertical over the forecast period. The report is inclusive of the prominent industry drivers and provides an accurate analysis of the key growth trends and market outlook in the years to come in addition to the competitive hierarchy of this sphere.

The research report on Virtual Reality in Education market comprises of key development trends that define the industry in terms of profit potential and expansion scope. It also highlights the challenges & constraints that may negatively influence the market outlook alongside the various growth drivers and opportunities affecting the future remuneration of this business vertical. In addition, the study encompasses data regarding the impact of COVID-19 in an effort to gain insights about the projected performance over the study duration.

Request a sample Report of Virtual Reality in Education Market at:https://www.marketstudyreport.com/request-a-sample/2539660?utm_source=algosonline.com&utm_medium=SK

Major aspects from COVID-19 impact analysis:

A summary of the geographical landscape:

Significant Features that are under Offering and Key Highlights of the Reports:

Ask for Discount on Virtual Reality in Education Market Report at:https://www.marketstudyreport.com/check-for-discount/2539660?utm_source=algosonline.com&utm_medium=SK

Other key aspects from the Virtual Reality in Education market report:

For More Details On this Report: https://www.marketstudyreport.com/reports/global-virtual-reality-in-education-market-research-report-2015-2027-of-major-types-applications-and-competitive-vendors-in-top-regions-and-countries

Related Reports:

1. Global Alumni Management Software Market Research Report with Opportunities and Strategies to Boost Growth- COVID-19 Impact and RecoveryRead More: https://www.marketstudyreport.com/reports/global-alumni-management-software-market-research-report-with-opportunities-and-strategies-to-boost-growth-covid-19-impact-and-recovery

2. Global Complete Vacation Rental Software Market Research Report with Opportunities and Strategies to Boost Growth- COVID-19 Impact and RecoveryRead More: https://www.marketstudyreport.com/reports/global-complete-vacation-rental-software-market-research-report-with-opportunities-and-strategies-to-boost-growth-covid-19-impact-and-recovery

Related Report : https://www.marketwatch.com/press-release/personal-emergency-response-systems-market-analysis-share-growth-product-top-key-players-and-forecast-2025-2020-12-10

Contact Us:Corporate Sales,Market Study Report LLCPhone: 1-302-273-0910Toll Free: 1-866-764-2150 Email: [emailprotected]

The rest is here:

Virtual Reality in Education Market Share, Growth Forecast- Global Industry Outlook - AlgosOnline

Virtual rape and sexual abuse: The dangers of immersive technology – SBS News

The rapid advancement of immersive technology has sparked grave concerns about the potential for virtual rapes, image-based abuse and physical and sexual assaults.

Australias eSafety Commission has warned new harms may emerge from hyper-realistic technology such as VR headsets and haptic suits - a wearable device which produces vibrations and engages a users sense of touch.

While eSafety has not as yet received any reports of mishaps with haptics, or other misuses of these technologies, we anticipate that as they become more widely used these immersive technologies will give rise to a range of online safety issues, says eSafety Commissioner Julie Inman-Grant.

In 2016, gamer Jordan Belamire wrote about experiencing a virtual sexual assault while playing the fantasy game QuiVR.

Ms Belamire had been playing with her husband and brother-in-law in multi-player mode when she was groped by another gamer.

The virtual groping feels just as real, she wrote at the time.

Of course, youre not physically being touched, just like youre not actually one hundred feet off the ground, but its still scary as hell.

Australian laws don't really cover virtual rapes and sexual assaults, experts say.

Getty

It followed mass uproar over a virtual rape in the 1990s on the text-based multi-user game LambdaMOO, after someone hijacked the system and played out various forms of sexual assault using peoples avatars.

Professor Kieran Tranter from QUT School of Law says the haptic suit example is really at the extreme outside end of what our law imagines.

You are attaching something that has the potential to engage with your body in a sexual way, so there will be issues about consent around that, Professor Tranter told The Feed.

If there is unwanted sexual conduct, could we even identify the perpetrator and if we cant, could we argue that the platform or even the hardware manufacturer is precariously liable for the assault?

Professor Tranter says it would be difficult without substantial reforms to achieve a prosecution for sexual assault.

However, he says outside the area of sexual assault, there could be some options for victims to pursue under the Commonwealth Crimes Act regarding conduct on cyberspace.

eSafety predicts the use of immersive technologies will increase throughout the next decade and may soon be almost indistinguishable from actual experiences.

According to eSafety, immersive technology is a wide-ranging term that covers virtual reality, augmented reality, mixed reality, a blend of AR and VR, and haptic technologies.

Together, these form a new universe of extended reality -- and according to eSafety, smell and taste sensations will soon be added to the mix.

Haptic technology company HoloSuit provides full-body gaming experiences through wearables.

On its website, it claims, the user will be able to experience a completely new level of immersion and free body movement.

HoloSuit says this will allow gamers to do things like throw the gun on the ground and surrender with their hands raised to see if enemy players will show mercy.

As well as gaming, immersive technologies are also being integrated into the sex industry. Sex Like Real is one of the largest VR porn companies, recording over half a million monthly users in 2018.

In 2020, it launched a new interactive experience that uses multi-camera videos and allows users to interact through synchronised teledildonics - haptic devices designed to stimulate sexual excitement.

A screenshot taken from the Holosuit site.

Holosuit

There is concern that immersive technologies could ramp up image-based abuse and lead to increased sharing and streaming of non-consensual images and videos.

eSafety cautions augmented realities could be used to fake a sexually explicit three-dimensional image or video of a real person and interact with it, without their consent.

It says there is also a risk of non-consensual sexual activity if haptic sexual devices are hacked or controlled by someone without approval.

A Sex Like Real VR system.

Sex Like Real

In 2017, Canadian sex toy maker We-Vibe was made to pay a settlement of $5.3 million to customers for collecting user-sensitive user data. This information included when they were used and vibration settings, linking it all to users email addresses.

eSafety believes location and biometric information, such as fingerprints, which are collected by AR and VR technologies, could also pose risks such as identity theft, stalking and extortion.

eSafety has also raised significant concerns about the use of immersive technologies as a tool for online child sexual abuse.

One of the main risks, it says, is that predators may hide behind an avatar or a fictional character to groom children and persuade them into sexualised conversations and actions.

eSafety is concerned about online grooming through immersive technologies.

Peter Byrne/PA Wire

The eSafety Commission says if you receive threats or abuse in an immersive environment, you should report the incident to the platform and collect evidence, such as screenshots - unless the person involved is under 18 years of age.

Ms Inman-Grant says its important to supervise children when theyre online and make them feel comfortable to ask for help.

In practical advice when parents and carers are deciding if their child should play an immersive technology game, they should think about whether its something they would want their child to experience in real life, she says.

Professor Tranter says its important to keep talking about these technologies as they continue to advance.

This is a really important discussion, he says.

Up until now, a lot of our discussion around digital media has always been well, if you don't want to experience those things don't use it.

And increasingly, we're in a position where thats not a reality and I suspect we're going to be facing these issues more and more

If you or someone you know is at serious risk of immediate harm call Triple Zero (000).

You can report image-based abuse to the eSafety Commission at esafety.gov.au.

If you suspect online child sexual abuse or grooming by a sexual predator report it to the Australian Centre to Counter Child Exploitation via the Report Abuse button on accce.gov.au/report.

Read more here:

Virtual rape and sexual abuse: The dangers of immersive technology - SBS News

Global Virtual Reality in Aerospace and Defense Thematic Research 2020 – ResearchAndMarkets.com – Yahoo Finance

TipRanks

The markets have been on a tear of late despite the headwinds presented by the novel coronavirus pandemic. The question is how long this will last?Writing from Goldman Sachs, the firms chief US equity strategist David Kostin says that the markets will outperform both other investments and analyst expectations over the next two years. He sees the S&P 500 hitting 4,600 by the end of 2022, which would represent a 25% gain.Backing his stance, Kostin gives four reasons for his bullishness. The first three reasons are the obvious ones: the economy is improving, earnings are rising, and interest rates are low these all draw investors into stocks. But under them all is Tina' (there is no alternative). The stock market is the only place right now where investors can find big returns and, according to Kostin, "equities become the default opportunity."With investors moving into stocks, theyre going to look for data to back their choices. After all, even without an alternative, investors want to find the right moves.With this in mind, we used TipRanks database to pinpoint three stocks with a Strong Buy consensus rating, and a Perfect 10 Smart Score. The Smart Score is a data analysis tool, which uses the real-time information collected in the database. The stock data is collated according to 8 separate factors, each of which is known to predict growth and share appreciation. The factors are averaged together, and given as a single-digit score, on a scale from 1 to 10, letting investors know at a glance the likely way forward for a stock.The Strong Buy rating and the Perfect 10 dont have to go together, but its a strong positive sign for investors when they do. Let's take a closer look. Turning Point Brands (TPB)Turning Point may not be a household name but theres a good chance that youve heard of some of its brands. The company owns both Zig Zag, the well-known maker of rolling papers and branded gear, and Stokers chewing tobacco. Turning Point has a range of consumer products with active ingredients, including chewing tobacco, as well as snuff and vapes. The company registered an earnings increase from 4Q19 to 1Q20, bucking the corona trend, and has seen quarterly revenues level out at $104 million in Q3, up 15% from the first quarter. Earnings have been rising consistently for the past three quarters, with Q3 EPS at 75 cents.The companys stock has been rising, too. Shares in TPB are up an impressive 50% year-to-date, wiping out all losses sustained during the shutdown policies last winter.Covering this stock for Craig-Hallum is 5-star analyst Eric Des Lauriers. He rates TPB shares a Buy, and his $60 price target suggests room for 41% growth in the coming year. (To watch Des Lauriers track record, click here)Backing his bullish stance, the analyst writes, Turning Point Brands (TPB) delivered another strong beat and raise quarter, beating all analyst estimates as the two base businesses benefitted from long term secular trends and growth initiatives [We] expect the strong trends in the base businesses to continue through 2021 and expect significantly increased profitability in NewGen as competitors exit the market. With strategic investments and M&A picking up, we are increasingly bullish on TPBs long-term outlookOverall, the Strong Buy consensus rating on Turning Points Brands is unanimous, standing on 5 Buy-side reviews. The stock is selling for $42.60, and its $46.46 average price target implies ~9% upside from current levels. (See TPB stock analysis on TipRanks)Gladstone Lands (LAND)Next up is a unique REIT, real estate investment trust. Gladstone owns and manages farmland, acquiring high-quality farms and related properties which it then leases to independent farmers or to farming corporations. The companys properties are actively involved in the production of a wide range of crops, including strawberries, raspberries, blueberries, cabbage and watermelons. Gladstone boasts 100% occupancy of its properties, an enviable position for any REIT.During the first quarter, when most companies felt the pain of the lockdown policies, Gladstone posted its strongest earnings and revenues of 2020. The most recent results, for Q3, showed revenue of $13.99 million, up 10% sequentially. Since the third quarter, Gladstone has acquired four new farms, totaling nearly 1,400 acres, and collected 99% of rents due in October. Even better, for shareholders, to companys portfolio has exceeded $1 billion in total value. Like most REITs, Gladstone pays out a regular dividend. The payment, of 4.4 cents per regular share, is paid out monthly. At an annualized rate of nearly 53 cents per share, it gives a yield of 3.6%. Among the bulls is Maxim analyst Michael Diana who wrote, We have covered LAND since it went public in January 2013, and have consistently regarded its investment thesis (appreciation in the value of farmland) as sound, its strategy (focused mainly on non-commodity crops such as fruits and vegetables) as superior, and its execution (buying high quality farms at reasonable cap rates) as strong."To this end, Diana gives LAND a Buy rating and a $20 one-year price target, which indicates room for 35% growth. (To watch Dianas track record, click here.)Overall, along with its Strong Buy consensus rating, LAND shares have a 12-month average price target of $18.17. This suggests an upside potential of ~23% in the year ahead. (See LAND stock analysis at TipRanks)MarineMax (HZO)The last stock on our list is a retailer, in the water-leisure niche. MarineMax sells boats, yachts, and support services such as winterization, new and used, across the spectrum of price points. The company advertises itself as recreational retailer focused on premium brands. HZO has seen strong appreciation in 2020, bucking the coronavirus. The shares are up 89% year-to-date, far outpacing the NASDAQ and S&P 500.The share growth has been based on powerful results for the companys fiscal year, which ended on September 30. In the fiscal Q4, just reported, EPS was down sequentially, but beat the forecast by a wide margin. Quarterly revenue came in at $398 million. Fiscal 2020 full-year revenue was $1.5 billion, and reflected 25% same-store sales growth during the year. EPS for fiscal 2020 was $3.37, more than double the previous years figure.When a company reports results like that, its no surprise to see it has a Perfect 10 from the Smart Score. B. Riley analyst Eric Wold is impressed by MarineMaxs same-store sales and its overall position in its retail niche. He writes, HZO reported impressive 4Q20 SSS growth of +33%, which was up against a two-year comp stack of +13%, and compared to our +25% estimate and the consensus estimate of +14%. We believe the company's broad network of retail locations, strong manufacturer relationships and investments into a digital/virtual platform can help the company take meaningful shareand even in situations where most are shutdown during a pandemic.In line with his comments, Wold gives the stock a Buy rating. His $40 price target implies an upside of ~27% over the next year. (To watch Wolds track record, click here)All in all, MarineMaxs Strong Buy consensus rating is based on 6 reviews, breaking down to 5 Buys and 1 Hold. The stock is selling for $31.53, and its $35.80 average price target suggests it has room to grow 13.5% from that level. (See HZO stock analysis on TipRanks)To find good ideas for stocks trading at attractive valuations, visit TipRanks Best Stocks to Buy, a newly launched tool that unites all of TipRanks equity insights.Disclaimer: The opinions expressed in this article are solely those of the featured analysts. The content is intended to be used for informational purposes only. It is very important to do your own analysis before making any investment.

Link:

Global Virtual Reality in Aerospace and Defense Thematic Research 2020 - ResearchAndMarkets.com - Yahoo Finance

Blossoms live in London: indie heroes get up close and personal with virtual reality gig – NME

10 months into the pandemic, the nerve-racking novelty of virtual gigs has worn off. Its doable, often enjoyable, but musicians and fans alike are no longer fizzing with excitement at the prospect of reaching out to one another behind a screen. Indie-pop heroes Blossoms know this, and they waltz into their first gig in nine months, at Londons O2 Academy Brixton, with a sense of laidback confidence.

I just took off my shoes because I feel like the carpets asking for it, frontman Tom Ogden says after the first three songs. You can see why: its a cosy set-up, all five lads from Stockport as well as three touring musicians are facing one another in a circle, fairy lights tracing the stage with orange table lamps dotted around the room. Bass player Charlie Salt says he is just relaxed, yeah, while lead guitarist Josh Dewhurst is enjoying a cup of herbal tea in a polka-dot mug.

Were afforded this level of detail because the gig is being broadcast with a virtual reality option; despite the novelty, there must be a little less adrenaline without thousands of faces in front of you. Still, the hour-long setlist is tight and familiar, with no unnecessary gaps between all the big hits. The slow-burning Getaway is performed with a great sense of ease, while the glacial Honey Sweet is at its swaggering best.

Its a highlight to hear the bands two new Christmas songs, Christmas Eve and Its Going To Be A Cold Winter, live for the first time. Lights turn from orange to green back to red and Christmas trees, framing the stage, make the place feel like home. Oh No boasts the glorious warmth that defined the bands disco-inflected album Foolish Loving Spaces, and At Most A Kiss is a rousing delight.

The virtual reality option, on the other hand, is a mixed affair. If you download the Melody VR app, you can switch between six different camera angles and spin on a 360-degree axis in your living room to experience the whole thing. Its a good idea in theory, but frustrating in practice: your phone screen, or iPad of whichever size, is never going to be as wide or immersive as, well, your eyes, and such technological strain might actually just make your stream buffer, meaning you miss Charlemagne entirely.

Still, this isnt Blossoms fault theyre on terrific form and grateful to be back, while seemingly aware that theres no beating the real thing. I enjoyed that more than I thought I would, Ogden concludes. Theres certainly enjoyment to be found here and more incentive than ever to look forward to a proper return next year.

Credit: press

Blossoms played:

The Keeper

Your Girlfriend

Theres a Reason Why (I Never Returned Your Calls)

I Cant Stand It

Getaway

My Swimming Brain

Sunday Was A Friend of Mine

If You Think This Is Real Life

Honey Sweet

Its Going To Be A Cold Winter

Blow

Like Gravity

Falling for Someone

Oh No (I Think Im in Love)

At Most a Kiss

Charlemagne

More:

Blossoms live in London: indie heroes get up close and personal with virtual reality gig - NME

Global Healthcare Augmented & Virtual Reality Market 2020 : Industry Scenario, Strategies, Growth Factors and Forecast 2026 – The Courier

The unprecedented onset of a pandemic crisis such as COVID-19 has been instrumenting dominant alterations in the global growth trajectory of theHealthcare Augmented & Virtual Reality Market. The event marks a catastrophic influence affecting myriad facets of the Healthcare Augmented & Virtual Reality market in a multi-dimensional setting. The growth course that has been quite unabashed in the historical times, seems to have been struck suddenly in various unparalleled ways and means, which is therefore also affecting the normal growth prospects in the Healthcare Augmented & Virtual Reality market. This thoughtfully compiled research report underpinning the impact of COVID-19 on the growth trajectory is therefore documented to encourage a planned rebound.

A thorough analytical review of the pertinent growth trends influencing theHealthcare Augmented & Virtual Reality markethas been demonstrated in the report byZion Market Research. Adequate efforts have been directed to influence an unbiased and time-efficient market related decision amongst versatile market participants, striving to find a tight grip in the competition spectrum of the aforementioned Healthcare Augmented & Virtual Reality market. The report also illustrates minute details in the Healthcare Augmented & Virtual Reality market governing micro and macroeconomic factors that seem to have a dominant and long-term impact, directing the course of popular trends in the global Healthcare Augmented & Virtual Reality market.

Free Sample Of Report @https://www.zionmarketresearch.com/sample/healthcare-augmented-virtual-reality-market

The study encompasses profiles of major companies operating in the Healthcare Augmented & Virtual Reality Market.Key playersprofiled in the report includes:Vuzix, Qualcomm Incorporated, Augmented Pixels, Inc., Koninklijke Philips NV, CAE HEALTHCARE, Layar, Intuitive Surgical, 3D Systems, Inc.

The report is rightly designed to present multidimensional information about the current and past market occurrences that tend to have a direct implication on the onward growth trajectory of the Healthcare Augmented & Virtual Reality market.

The following sections of this versatile report on the Healthcare Augmented & Virtual Reality market specifically shed light on popular industry trends encompassing both market drivers as well as dominant trends that systematically affect the growth trajectory visibly. The report is a holistic, ready-to-use compilation of all major events and developments that replicate growth in the Healthcare Augmented & Virtual Reality market. Besides presenting notable insights on Healthcare Augmented & Virtual Reality market factors comprising above determinants, the report further in its subsequent sections of this detailed research report on Healthcare Augmented & Virtual Reality market states information on regional segmentation.

Download Free PDF Report Brochure @https://www.zionmarketresearch.com/requestbrochure/healthcare-augmented-virtual-reality-market

In the subsequent sections of the report, readers are also presented with versatile understanding about the current state of geographical overview, encompassing various regional hubs that consistently keep witnessing growth promoting market developments directed by market veterans, aiming for ample competitive advantage, such that their footing remains strong and steady despite the cut throat competition characterizing the aforementioned Healthcare Augmented & Virtual Reality market. Each of the market players profiled in the report have been analysed on the basis of their company and product portfolios, to make logical deductions.

Global Healthcare Augmented & Virtual Reality Geographical Segmentation Includes:

Some Major TOC Points:

Chapter 1. Report Overview

Chapter 2. Global Growth Trends

Chapter 3. Healthcare Augmented & Virtual RealityMarket Share by Key Players

Chapter 4. Breakdown Data by Type and Application

Chapter 5. Healthcare Augmented & Virtual RealityMarket by End Users/Application

Chapter 6. COVID-19 Outbreak: Healthcare Augmented & Virtual Reality Industry Impact

Chapter 7. Opportunity Analysis in Covid-19 Crisis

Chapter 9. Market Driving Force

And Many More

Continued

Research Methodology Includes:

The report systematically upholds the current state of dynamic segmentation of the Healthcare Augmented & Virtual Reality market, highlighting major and revenue efficient market segments comprising application, type, technology, and the like that together coin lucrative business returns in the Healthcare Augmented & Virtual Reality market.

Inquire more about this report @https://www.zionmarketresearch.com/inquiry/healthcare-augmented-virtual-reality-market

Thanks for reading this article;you can also get individual chapter wise section or region wise report version like North America, Europe or Asia.

See more here:

Global Healthcare Augmented & Virtual Reality Market 2020 : Industry Scenario, Strategies, Growth Factors and Forecast 2026 - The Courier

ESI Group Gathered Industry Leaders in a Global Digital Event to Discuss Transformation and Cross-Fertilization of Ideas Across Industries – Business…

PARIS--(BUSINESS WIRE)--ESI Group (Paris:ESI), global player in virtual prototyping software and services for industries, launched its first global digital series of events with leaders of various industries ESI Live. The objective: share experiences in digital transformation, across industry sectors. Globalized competition, shorter lead time, costs pressure, stringent environmental regulations, and the COVID-19 pandemic drive manufacturers to innovate. Automotive, Aerospace, Heavy Machinery, Energy how does each industry break new ground to better meet consumer expectations?

ESI Live started on November 5th and continued with an Americas bonus session held on November 17th. These first events gathered over 600 attendees from across the globe and from all the Group industry sectors, and even more thanks to the replays, which are available now on-demand.

Among speakers taking part of the event, in the Automotive sector:

- Atsushi Mizutani, Expert leader, Production Engineering R&D Center at Nissan Motors Corporation, demonstrated how virtual prototyping is speeding up the development of car parts made from carbon fiber reinforced plastics (CFRP). Light yet extremely strong, this material will be used to make safer and more fuel-efficient cars.

- Dr. Weiran Jiang, Simulation & Advanced Modeling Director at Farasis Energy. The Chinese American battery provider won in record-breaking time a call for tenders made by a premium German automotive OEM. Thanks to ESIs expertise, the reliability of the virtual prototype of the new Farasis battery model was decisive in a zero real prototype approach stipulating the elimination of any physical prototype.

- Dr. Jiri Svoboda, from the auditing and certification organization TV SD, showed how, thanks to a method combining physical and virtual testing, to ensure the performance and safety of autonomous vehicles.

In the Aerospace industry:

- Kaname Kawatsu, Associate Senior Researcher at Japanese Aerospace Exploration Agency (JAXA), has relied on simulation to develop risk assessment models evaluation for affordable maintenance and space system robustness.

- Thierry Eftymiades, Senior Vice President Engineering at Latcore, aeronautical equipment manufacturer, focused on the collaborative benefits of the virtual reality solution IC.IDO.

Immersion in the model allows their stakeholders around the globe to quickly appropriate the future product and understand its interaction with its environment, from the first steps of the project.

For Heavy Machinery & Energy Industries:

- Galen Faidley, Senior Engineering Project Team Leader at Caterpillar Inc., who has implemented ESIs immersive virtual reality solution in its manufacturing processes to speed up machine development.

- Jean-Marie Hamy, Advanced Reactors & Design School Department Manager at Framatome, carried the ASTRID project for the implementation of virtual reality to design new nuclear reactors. IC.IDO made it possible to create at the same time the design of future buildings as well as their interconnection. The solution stood up thanks to its easy implementation and interoperability with CAD models coming from various sources. The results met the goals: to facilitate zero default conception in a collaborative way, restrict the number of physical interventions at the end of processes, enable to simulate the integration of complex systems and operational feasibility in constrained environments, and finally to allow training of the different teams involved in the project.

Mike Salari ESI Group EVP and Americas Regional Manager, facilitated a high-level discussion with David Johnson, VP Production Engineering and New Model Quality for Nissan North America, Scott Pryer, Partner at Pryer Aerospace and Beckwood Press and Marcus Paulo Nery, LATAM Virtual Integration Lead at Fiat Chrysler Automobiles. Cristel de Rouvray, CEO of ESI Group, hosted a thought leadership panel with Vincent Champain, SEVP Digital & IT at Framatome, and Ignacio Martin, BiW R&D General Director at Gestamp. In both panels the speakers discussed their companys approach to digital transformation and how theyre benefiting from synergies between industries.

With this digital series, ESI reinforced its commitment to our Planet. The company estimates that by avoiding all travel, they helped save around 223 tons of CO2 in total.

Click here to access all the on-demand content.

About ESI Group

Founded in 1973, ESI Group is a leading innovator in Virtual Prototyping solutions and a global enabler of industrial transformation. Thanks to the companys unique know-how in the physics of materials, it has developed and refined, over the last 45 years, advanced simulation capabilities. Having identified gaps in the traditional approach to Product Lifecycle Management (PLM), ESI has introduced a holistic methodology centered on industrial productivity and product performance throughout its entire lifecycle, i.e. Product Performance Lifecycle, from engineering to manufacturing and in operation. Present in more than 20 countries, and in major industrial sectors, ESI employs 1200 high level specialists. In 2019, its turnover was 146M. ESI is headquartered in France and is listed on compartment B of Euronext Paris. For further information, go to http://www.esi-group.com.

Suivez ESILinkedIn Facebook Twitter YouTube

Go here to see the original:

ESI Group Gathered Industry Leaders in a Global Digital Event to Discuss Transformation and Cross-Fertilization of Ideas Across Industries - Business...

The end of the office holiday party or simply time to get creative? – The Guardian

After a year that has upended work life for millions of Americans, many companies are still keen to show appreciation for their employees with a holiday party.

But with the pandemic still raging across the US and budgets tight, this year the sometimes loved, sometimes loathed festive tradition is getting a socially distanced online makeover.

Virtual party activities range from the straightforward, such as a keynote address by a guest speaker or a festive networking session, to the elaborate in the form of wine tasting, cooking lessons with Michelin-starred chefs and guided ugly sweater making competitions.

Some companies are booking virtual reality venues where employees can move around as avatars, watch performances and interact with other guests.

While most are going online, some workplaces including the White House are sticking to in-person parties, despite Centers for Disease Control and Prevention (CDC) guidelines warning of the risks of doing so. Jenna Ellis, a legal adviser to Donald Trump, reportedly tested positive for coronavirus after attending a staff Christmas party at the White House on Friday.

Lisa Frydenlund, an HR knowledge adviser at the Society for Human Resource Management (SHRM) said parties will look very different this year, with most interactions virtual, and that companies are having to become more creative.

Theres just a whole lot more thought about how do we celebrate the end of the year in a very challenging year and how do we acknowledge our employees? So it is changing from what the norm was, she said.

With constrained budgets and amid huge numbers of layoffs, she expects many will bypass a party all together, or postpone until next year, while others will instead opt to give presents or gift cards to their employees, put aside time for volunteering or give them additional time off.

JoAnn Gregoli said her events company Elegant Occasions is organising corporate Zoom parties featuring mixologists, cookie baking classes and virtual paint and sips where guests are sent painting supplies and a bottle of wine.

But some of her clients are still hosting in-person events, including a party at an outdoor skating rink in New York with hot chocolate stations and boxed meals and a drive-in concert with food trucks.

Philip MacGregor, of high-end events company Ron Wendt Design, said several of their corporate clients have held Zoom events, including a cooking lesson by a Michelin-starred chef and a sommelier-run wine tasting. Guests are sent all the ingredients beforehand.

Other online Christmas party services include Scratch Goods in Chicago, which runs virtual face mask parties, and Unexpected Virtual Tours in Atlanta, which said it has been inundated with requests for its ugly sweater events.

But amid Zoom fatigue, others are turning to new platforms.

Networking app Upstream recently launched a holiday mixer service that tries to mimic attending an in-person event with festive music and emojis where guests can chat in the virtual lobby before getting matched with others for one-on-one breakout sessions.

Co-founder and chief executive Alex Taub said the format, whose users include General Electric, is especially good for introverts because you only have to talk to one person at a time.

Marketing platform Event Farm has created an entire virtual event space which companies can book to host parties where guests can interact and attend events such as live comedy or cooking classes with a celebrity chef.

Payment service PayPal, meanwhile, has built its own platform to host a 29-hour virtual party for employees around the world to tune into when they want with magic shows, origami, cooking workshops and live performances. They will be able to tap colleagues on the shoulder to chat and take photos.

But with the US workforce suffering from increased stress, isolation, anxiety and depression, the prospect of more screen time could be seen as more of a chore than a celebration.

The idea of adding yet another virtual meeting, even if it is a holiday party, may not be particularly appealing to many employees, said Bradford S Bell, director of the Centre for Advanced Human Resource Studies at Cornell University.

At the same time, one of the main challenges for many employees has been an increased sense of isolation Holiday parties can serve as a way to connect employees socially, and in a way that is not directly work related.

Nir Eyal, behavioural expert and author of Indistractable, said virtual holiday parties serve an important role during the pandemic.

If we dont have some kind of signpost or mile marker in our life to say this is an occasion, we have reached this point together, then it kind of all becomes meaningless in a way, said Eyal, who has been invited to be a keynote speaker at several virtual company parties.

Erica Keswin, a workplace strategist and author of Rituals Roadmap, said if done thoughtfully, a virtual party can offer people a sense of psychological safety.

Its a feeling of, You know what, this year was unlike any other year but were going to be OK and bringing people together for that reason, to make them feel that.

She said many companies are making their events more inclusive by holding events in the daytime and including family and housemates.

Rather than killing off the festive tradition, she said coronavirus and post-pandemic working practices could make it even more important as a corporate institution.

I actually think theres going to be more meaning around the times that we do come together because the remote work is not going away.

More here:

The end of the office holiday party or simply time to get creative? - The Guardian

Nanotechnology being used to hydrate professional and amateur athletes – WKRN News 2

(DOUG JESSOPS UTAH SUCCESS STORIES ABC4 NEWS SALT LAKE CITY, UT) Everyone from professional athletes to weekend warriors are looking for a competitive edge. How do you push yourself to peak performance? It takes a lot of practiceand a lot of sweat. A Utah based company has gotten big hydrating the athletic community by going smallnano small.

Adam Legas is no stranger to high level athletics. He had a world record in the decathlon at the age of 12 and was featured in Sports Illustrated. His father was a track coach at BYU. Two of his sons have been college football quarterbacks.

We met at a basketball practice facility and told me the backstory of his passion for combining technology and performance. A number of years ago he went to a conference and met with a group that was using something called nanotechnology to help increase crop yields in agriculture.

What is nanotechnology? In December 1959, Richard Feynman, a well-known American physicist, said in his speech during the meeting of the American Physical Society, What would happen if we could arrange the atoms one by one the way we want them?

An article in ISAAA.ORG put it this way; Nanotechnology refers to controlling, building, and restructuring materials and devices on the scale of atoms and molecules. A nanometer (nm) is one-billionth of a meter. To get the sense of the nano scales, the width of the human hair is 80,000 nm and the smallest things visible with the naked human eye are 10,000 nm across. At nano scales, the basic rules of chemistry and physics are not applicable.One example of this technology is the carbon nanotube discovered in 1991, which is only a few nanometers in diameter but can conduct electricity better than copper; 100 times stronger than steel but only one sixth of its weight. Source: http://www.isaaa.org/resources/publications/pocketk/39/default.asp

Leges has taken that passion for performance as the founder and CEO of Nanohydr8, a sports performance drink. He told me; We take electrolytes, vitamins, minerals, amino acids. that the body needs to perform its best and we make them thousands of times smaller, so they absorb instantly and completely in every cell of the body. and makes you perform the best you possibly can.

Why is absorption important? Leges says that their nanotechnology works rapidly to hydrate the body. There is no digestion necessary. It passes directly through the cell membrane. One trip through the blood stream, which is about forty-five seconds, and youve pretty much got the entire body saturated with electrolytes.

Legass company caught the attention of Coach Dave Houle, the winningest coach in American history. Houle said, He did this research, right away I jumped in and said okay I need to know about this for my athletes. Its like a car. You have to put gas in. you gotta put oil in. If you dont it will eventually break down. So will your body if you dont hydrate, you dont eat properly and dont sleep.

Coach Houle is obviously a fan of the product. He exclaimed; Its the very best sports supplement that you can take every age group. Doesnt matter how old you are. It will help your body hydrate.

While Nanohydr8 bills itself as a sports performance shot for professional and amateur athletes, Legas says his product is for anyone that needs to hydrate. To have total cellular absorption of electrolytes makes every cell connect more effectively. So your thoughts, every muscle contraction, everything in your body works more effectively based on how well your body has absorbed electrolytes.

Nanohydr8 is available nationwide online at http://www.nanohydr8.com and in Utah grocery stores including Maceys, Harmons, Fresh Market, Dans and Lins as well as at Holiday Oil gas stations.

With another Utah Success Story, and Nanohydr8, Im Doug Jessop, ABC4 News

To see more of my Doug Jessops Utah Success Stories go to ABC4.com/Success. If you are a business owner and would like more information on being featured, send me an email at DJessop@abc4.com

This story contains sponsored content

See more here:
Nanotechnology being used to hydrate professional and amateur athletes - WKRN News 2

7th edition of biennial International Conference on Nanotechnology for Better Living (NBL-21) is being organized by NIT Srinagar – India Education…

Srinagar: The 7th edition of biennial International Conference on Nanotechnology for Better Living (NBL-21) is being organized by National Institute of Technology Srinagar under the aegis of Materials Research Society of India (MRSI) in association with Anna University, SKUAST-K, NIT Mizoram, SSM College of Engineering, SKIMS, Srinagar, Mahatma Gandhi University, Sathyabama, IIT Madras, Higher Education J & K and many more institutions within and abroad from 07-11 April, 2021, which marks the birth anniversary of a famous microbiologist Prof. James Watson- all rolled in one. The scientific event is expected to provide a vibrant platform to present and discuss path breaking research ideas in nanotechnologies and shall be an interface between academia and industries. The scientific event being organized during the worst pandemic, which is our common sorrow and common pain, will mostly focus on Nano-Coatings and Nano-sprays for infectious and inflammatory diseases, shall be a fabulous fusion of biological, chemical, physical, natural, agricultural and engineering sciences. The partner states (J&K and Tamil Nadu) shall take many more initiatives in science and technology for the benefit of our students, scholars and faculty, an initiative taken by central government.

More:
7th edition of biennial International Conference on Nanotechnology for Better Living (NBL-21) is being organized by NIT Srinagar - India Education...

C-Bond Systems Begins Joint Development Initiative with Swansea University to Enhance its Glass Strengthening Products – GlobeNewswire

C-Bond will work with chemistry and nanotechnology expert Professor Andrew R. Barron, the founder and director of the Energy Safety Research Institute (ESRI) at Swansea University in the UK

HOUSTON, Dec. 09, 2020 (GLOBE NEWSWIRE) -- C-Bond Systems (the Company or C-Bond) (OTC: CBNT), a nanotechnology solutions company, announced today that it is beginning a joint development initiative through a sponsorship agreement with ESRI to enhance C-Bonds glass strengthening products.

Development will be conducted by C-Bonds engineering team and Professor Andrew Barron, the founder and director of the Energy Safety Research Institute (ESRI) at Swansea University in the United Kingdom and the Sr Cymru Chair of Low Carbon Energy and Environment. Prof. Barron is a world renowned chemistry and nanotechnology expert who joined C-Bonds Science Advisory Board in 2019.

The sponsorship will provide the opportunity to work with the institute to improve properties of its glass strengthening products. This agreement allows the C-Bond engineering team access to a world-class research facility, providing capabilities and equipment to further its research efforts.

It is integral for any technology company to continually explore ways to improve its products capabilities and competitive advantages, said Scott R. Silverman, Chairman and CEO of C-Bond. Once again, our in-house engineering team will join forces with Prof. Barron, who we have worked with throughout our history, to enhance our patented glass strengthening products.

Educated at Imperial College (London), Prof. Barron has held posts at the Rice University, University of Texas at Austin, and Harvard. He is the author of over 500 publications, 50 Patents, 8 books, and is the recipient of numerous awards including the Star of Asia International Award, Hmboldt Senior Scientist Research Award, and the first Welch Foundation Norman Hackerman Award.

Prof. Barron is a Fellow of the Royal Society of Chemistry, and in 2009 was appointed as the Prince of Wales Visiting Innovator. In 2011 he won both the Houston Technology Center's Lifetime Achievement Award in Nanotechnology and the World Technology Award for Materials.

The Energy Safety Research Institute is positioned to discover and implement new technology for a sustainable, affordable, and secure energy future and is housed on Swansea Universitys Bay Campus. For more information visit https://www.swansea.ac.uk.

About C-BondC-Bond Systems, Inc. (OTC: CBNT) is a Houston-based advanced nanotechnology company and marketer of the patented C-Bond technology, developed in conjunction with Rice University and independently proven to significantly strengthen glass in key automotive and structural applications. The Companys Transportation Solutions Group sells C-Bond nanoShield, a liquid solution applied directly to automotive windshields, sold through distributors. The Companys Safety Solutions Group sells ballistic-resistant glass solutions directly to private enterprises, schools, hospitals and government agencies. For more information, please visit our website:www.cbondsystems.com, Facebook: https://www.facebook.com/cbondsys/ and Twitter: https://twitter.com/CBond_Systems.

Forward-Looking StatementsStatements in this press release about our future expectations, including the likelihood that development will be conducted by C-Bonds engineering team and Professor Andrew Barron; the likelihood that the sponsorship will provide the opportunity to work with the institute to improve properties of our glass strengthening products; the likelihood that this agreement allows the C-Bond engineering team access to a world-class research facility, providing capabilities and equipment to further our research efforts; the likelihood that our in-house engineering team will join forces with Prof. Barron to enhance our patented glass strengthening products; constitute "forward-looking statements" within the meaning of Section 27A of the Securities Act of 1933, Section 21E of the Securities Exchange Act of 1934, and as that term is defined in the Private Litigation Reform Act of 1995. Such forward-looking statements involve risks and uncertainties and are subject to change at any time, and our actual results could differ materially from expected results. These risks and uncertainties include, without limitation, C-Bonds ability to raise capital; the Companys ability to successfully commercialize its products; the effect of the COVID-19 global pandemic on the Companys ability to operate; as well as other risks. Additional information about these and other factors may be described in the Companys filings with the Securities and Exchange Commission (SEC) including its Form 10-K filed on March 25, 2020, its Forms 10-Q filed on November 16, 2020, August 14, 2020, and May 15, 2020, and in future filings with the SEC. The Company undertakes no obligation to update or release any revisions to these forward-looking statements to reflect events or circumstances after the date of this statement or to reflect the occurrence of unanticipated events, except as required by law.

Follow ESRI via Twitter @ESRI_Swansea

See more here:
C-Bond Systems Begins Joint Development Initiative with Swansea University to Enhance its Glass Strengthening Products - GlobeNewswire

EV Group Unveils Hybrid Die-To-Wafer Bonding Activation Solution To Speed Up Deployment Of 3D Heterogeneous Integration – PRNewswire

Hybrid Bonding is an Enabling Process for Heterogeneous IntegrationLeading-edge applications such as artificial intelligence (AI), autonomous driving, augmented/virtual reality (AR/VR) and 5G require the development of high-bandwidth, high-performance and low-power-consumption devices without increasing production cost. As traditional 2D silicon scaling reaches its cost limits, the semiconductor industry is turning to heterogeneous integrationthe manufacturing, assembly and packaging of multiple different components or dies with different feature sizes and materials onto a single device or packagein order to increase performance on new device generations.

Wafer-to-wafer (W2W) hybrid bonding, which involves stacking and electrically connecting wafers from different production lines, is a central process in heterogeneous integration and has a proven track record of success for certain applications such as CMOS image sensors and various memory and logic technologies. However, in cases where the components or dies are not the same size, D2W hybrid bonding offers a viable pathway to enabling heterogeneous integration. With its new D2W bonding solution, extensive experience drawn from its market-leading W2W hybrid bonding solutions and industry collaborations supported by its Heterogeneous Integration Competence Center, EVG is well positioned to support D2W bonding applications.

"For 20 years, EVG has continually set new standards for wafer-to-wafer hybrid and fusion bonding with the largest installed base of wafer bonding solutions worldwide," stated Paul Lindner, executive technology director of EV Group. "We have already begun serving the needs of the emerging die-to-wafer market with a dedicated version of our established EVG GEMINI FB system specially configured for die-to-wafer bonding. The new EVG320 D2W die preparation and activation system adds to our expertise in die-to-wafer bonding and completes EVG's equipment portfolio for providing an end-to-end hybrid bonding solution to accelerate the deployment of 3D/heterogeneous integration. In the future, we anticipate that both wafer-to-wafer and die-to-wafer process flows will be required and run in parallel in numerous fabs for heterogeneous integration applications, providing many opportunities for EVG to support this critical and rapidly growing technology landscape."

Die-to-Wafer Process FlowSeveral different D2W bonding methods are available and are selected depending upon the application and customer requirements. In collective D2W (Co-D2W) bonding, singulated dies are placed on collective die carriers and then are transported to a target wafer for die transfer where a W2W hybrid or fusion bonding system, such as the GEMINI FB, are used to bond the dies to the target wafer. In direct placement D2W (DP-D2W) bonding, the singulated dies are bonded to the target wafer one by one using a pick-and-place flip-chip bonder. Plasma activation and cleaning of the surfaces of the dies on the handler wafer are essential steps for establishing a high-yielding bond and electrical interface between the dies and target wafer. This is where the EVG320 D2W activation system comes in.

Product DetailsThe EVG320 D2W is a highly flexible platform that features a universal hardware/software interface to enable seamless integration with third-party pick-and-place die bonding systems. It also can operate as a stand-alone system depending on integration and line balancing requirements. The system incorporates EVG's advanced cleaning and plasma activation technology, which is available across its industry-standard W2W fusion and hybrid bonding platforms and has been proven in hundreds of installed modules worldwide. In addition, the EVG320 D2W features EVG's alignment verification module (AVM), an integrated metrology module that provides direct feedback to the die bonder on critical process parameters, such as die placement accuracy and die-height information as well as post-bond metrology, for improved process control. Additional features include flexible substrate handling that can accommodate any type of die carrier or film frame that can support plasma activation, hybrid and fusion bonding cleanliness standards, and SECS/GEM standard support.

Product AvailabilityEVG is now accepting orders for the new EVG320 D2W die preparation and activation system, and offering product demonstrations at EVG's Heterogeneous Integration Competence Center at its headquarters in Austria. For more information, please visit https://www.evgroup.com/products/bonding/die-to-wafer-bonding-systems/evg320d2w/.

About EV Group (EVG)EV Group (EVG) is a leading supplier of equipment and process solutions for the manufacture of semiconductors, microelectromechanical systems (MEMS), compound semiconductors, power devices and nanotechnology devices. Key products include wafer bonding, thin-wafer processing, lithography/nanoimprint lithography (NIL) and metrology equipment, as well as photoresist coaters, cleaners and inspection systems. Founded in 1980, EV Group services and supports an elaborate network of global customers and partners all over the world. More information about EVG is available at http://www.EVGroup.com.

Contacts:

Clemens Schtte

David Moreno

Director, Marketing and Communications

Principal

EV Group

Open Sky Communications

Tel: +43 7712 5311 0

Tel: +1.415.519.3915

E-mail: [emailprotected]

E-mail: [emailprotected]

SOURCE EV Group

http://www.EVGroup.com

Originally posted here:
EV Group Unveils Hybrid Die-To-Wafer Bonding Activation Solution To Speed Up Deployment Of 3D Heterogeneous Integration - PRNewswire