ISOVAC patient isolation units allow safe transport of infectious patients – AirMed and Rescue Magazine

When and how did ISOVAC start trading? Has it always specialized in infection control / containment products?

ISOVAC incorporated in June of 1999 and introduced the CAPSULS Patient Isolation Unit. Casualty Isolation is ISOVACs core competency as an organization, but we do delve into other areas of infection and disease control.

ISOVAC works with government organizations around the world, such as US Coast Guard, US Special Operations, US Army, UK Special Operations, UAE Army, Brazilian Air Force, Veterans Health Administration (VA) Hospitals, Bahamas Ministry of Health, Mayo Clinic Hospital System, Nebraska Medical Center, NASA, and most recently ISOVAC was awarded a LTA (Long Term Agreement) contract with the United Nations for their Worldwide efforts on COVID. We also work closely with various State and Local governments to support their isolation needs, may it be for hospitals, fire departments, police departments, or private ambulance services. With the start of COVID-19 earlier this year putting restrictions on travel, we have seen a tremendous increase in aeromedical evacuation companies purchasing the CAPSULS system as well.

NASAs request for deploying one of our Isolation capabilities on board the International Space Station (ISS) is a great example of our ever-expanding and versatile market.

The concept of the CAPSULS came to light during the Gulf War due to the possibility of Chemical weapons being deployed by enemy forces.ISOVAC came up with the concept of being able to provide a safe method of transport and allowing for medical intervention of a contaminated individual while also protecting the First Line defenders and theyre assets,(ground and air transport vehicles etc...) from cross-contamination.

During the entire design process, ISOVAC welcomed the input of the experts from within their prospective fields of expertise, medical, ems and aviation from both the Military and Civilian sides. This allowed for a smooth process of obtaining all the Reps and Certs for the ISOVAC CAPSULS system.

The CAPSULS has been designated EAR 99 by the US State Department, giving us the permission to ship anywhere in the free world. We have our technology deployed in North America, South America, Africa, Europe, Asia, the Middle East and the South Pacific. ISOVACs CAPSULS system is also regulated as a class ll medical device by the U.S. Food and Drug administration under 21CFR 880.5450.

The CAPSULS Iso-shell barrier materials, Iso-weld seam technology, and glove-arm caps provide a smooth, nonabsorbent surface, free of pockets and crevices.

As the Search and Rescue (SAR) Coordinator and primary provider of medevac services in the US Maritime region, the US Coast Guard contacted ISOVAC during the Ebola crisis of 2014/2015 and asked us to design a system which would allow for extraction of contaminated individuals on-board ships or other maritime platforms via rotary wing (MH-60/MH-65) aircraft utilizing the 406A stokes basket.

In collaboration with USCG, ISOVAC completed all design, testing, and received FDA class ll medical device clearance by mid-2016. We are currently the sole source provider to the USCG and SOCOM for this capability. The US Army has added the ORCA and CAPSULS systems to the PMI (Patient Movement Item) AWR (Airworthiness Release) for both the H-60 and UH-72 helicopters. These Patient Movement Items, support the MEDEVAC mission that will increase patient survivability, and ensures ORCA and CAPSULS meet or exceed Army airworthiness requirements.

The ORCA (Operational Rescue Containment Apparatus)

NASA was to introduce the ISOVAC technology at the Aerospace Medical Association (ASMA) Show but due to the Pandemic, that product introduction has been understandably delayed. So as not to take their thunder away from them, I can comfortably say that one of ISOVAC s technologies was launched onboard Northrop Grummans Antares rocket and Cygnus spacecraft (NG CRS-13) on February 15 2020 to the International Space Station.

One of the major challenges ISOVAC faced in design was adapting the unit to operate in a zero-gravity atmosphere. Not having the ability to replicate this environment, collaborating with the NASA team allowed ISOVAC to overcome the challenges of this harsh environment and provide NASA with a superior mission ready system. NASA being pleased with the ISOVAC system, is now planning to include it on future missions.

Among the many accomplishments ISOVAC has experienced through the years, I feel this one in particular, to be one of its greatest.

Read the original post:

ISOVAC patient isolation units allow safe transport of infectious patients - AirMed and Rescue Magazine

Astronaut Samantha Cristoforett on what it feels like to live in outer space – The Star Online

The sun is setting, signalling the end of my first orbital day. I catch a glimpse of the Milky Way; I recognise Cassiopeia. There is something so poignant about contemplating it from up here, from inside this metal box, this not particularly cutting-edge bundle of technology that allows us to be here where no human being should ever be.

This is an excerpt from the diary of astronaut Samantha Cristoforetti, now being published with Penguin after she spent 200 days on the International Space Station, longer than any other European.

Cristoforettis journey to the space station took long enough, starting with a complicated selection procedure in November 2014, followed by years of training.

All this Cristoforetti describes in her diary, taking readers on a journey that spans the highest of high tech to simpler aspects, such as the fact that a plaster cast is used for the shell for the seats in Russias Soyuz spaceship, a procedure that has apparently stood the test of time.

It seems that traditions matter in this world. Cristoforetti writes that those returning from the ISS lay flowers before the statue of Yuri Gagarin in the Star City space training facility outside Moscow.

She describes ritual farewell breakfasts and of the Russian superstition that before travelling anywhere, people should sit down briefly in silence. Before taking off, the astronauts always watch the Soviet film White Sun Of The Desert.

Her book is also packed with facts, such as that the ISS weighs 400 tons, is the size of a football field and orbits 400km above the earth.

The International Space Station, where Italian astronaut Samantha Christoforetti spent 200 days, longer than any other European. NASA/dpa

Christoforetti, the flight engineer on the Futura mission, details the training for controlling the Soyuz and the countless hours spent in a gigantic pool in Houston, Texas, where the non-Russian ISS modules are replicated underwater in their original size.

Perhaps some of the 400 pages of writing in the Diary Of An Apprentice Astronaut could have been shortened, while occasionally, the many abbreviations disturb the flow of the reading experience. Also, sadly there are no photos besides some illustrations.

And yet page by page, the immensity of the effort involved in getting into space becomes ever clearer. Cristoforetti balances this by explaining the experiments she does in space and what benefits they could have on Earth.

The astronauts travel a lot between Houston and Star City and the book underlines the importance of international cooperation in space and how much astronauts and cosmonauts feel as a community presumably also because, despite all the training, their missions are still life-threatening. Given this fact, humour is important.

Cristoforetti tells her story chronologically, like a countdown, and takes the reader on a journey through her everyday life as an astronaut on Earth and on the ISS. dpa

The rest is here:

Astronaut Samantha Cristoforett on what it feels like to live in outer space - The Star Online

Letter: Shelton Trails Committee celebrates tire removal from White Hills open space – The Wilton Bulletin

Published 1:08pm EDT, Monday, August 10, 2020

Below is a Letter to the Editor from this weeks Shelton Herald. If you'd like to have a letter to the editor run next week, email letters to brian.gioiele@hearstmediact.com

Below is a Letter to the Editor from this weeks Shelton Herald. If you'd like to have a letter to the editor run next week, email letters to brian.gioiele@hearstmediact.com

Photo: Contributed Photo /

Below is a Letter to the Editor from this weeks Shelton Herald. If you'd like to have a letter to the editor run next week, email letters to brian.gioiele@hearstmediact.com

Below is a Letter to the Editor from this weeks Shelton Herald. If you'd like to have a letter to the editor run next week, email letters to brian.gioiele@hearstmediact.com

Letter: Shelton Trails Committee celebrates tire removal from White Hills open space

To the Editor:

The Shelton Trails Committee and Conservation Commission very much appreciate the cooperative effort between the city Public Works and town volunteers. We have known about the existence of the large number of tires in the Beach Tree Hills Road open space for several years. It seems that around the year 2000, an energetic group of dads and high school boys brought those tires to the open space along with plywood, corner posts, ropes and canvas to create a very impressive wrestling rink.

From a 2006 aerial photo of the area, it is easy to see the white square of the rink. Neighbors remember the enthusiasm of the competitors from that era. But the boys grew up and moved on to college or vocations. By the 2013 aerial photo, the rink was hardly visible, significantly overgrown by bushes and vines. In the summer of 2014 when Luke Clair proposed building a trail from Beech Tree Hill Road to the Little Pond as his Eagle Scout Service Project, the Trails Committee became aware of the rink amid the brambles and vines that engulfed it. In 2018, a volunteer went to disassemble the wrestling rink, removing the corner posts, ropes and plywood base, only to discover the massive number of tires that supported the structure. He removed the wood but left the tires for another project.

While we were aware of the tires, they posed no immediate issue with any trail and we have limited volunteer help to maintain nearly 30 miles of trails. But like almost everything in 2020, things come up to change priorities. Teresa Gallagher, Sheltons natural resource officer, developed the Out and About Challenge, which included the Little Pond Trail from Beech Tree Hill Road to the Little Pond. As several of us cleared the trail to the pond, it became clear that this horde of tires needed to be removed. Not only were they a breeding ground for mosquitoes, rodents and snakes, but if someone showed up with a can of gasoline and a match, the black plume of smoke would have been visible from the International Space Station.

Ideally, we would develop a plan to remove the tires in late fall or early spring after bug and poison ivy season. The easiest route to remove the tires was across a homeowners yard on Pine Tree Hill Road, who gave us permission to do so. However, he planned to sell his home soon, so we chose to move quickly.

Our committee member Mark Vollaro contacted Nancy McMonagle of Public Works to request the city provide a dumpster. Not only did she act quickly to arrange for a large dumpster to be on site for our Saturday work party, but she, her husband and son loaded the tires into the dumpster. Twenty-some volunteers used a variety of motorized assistance and manual labor to transport the tires from the large pile in the woods to the dumpster. Due to the nearly 200 tires to be recycled, the city had to make an appointment with the Milford tire recycling facility before they could be delivered. Project now complete.

Bill Dyer

Shelton Trails Committee

Here is the original post:

Letter: Shelton Trails Committee celebrates tire removal from White Hills open space - The Wilton Bulletin

Vibra Improves Marketing Campaign With First Look Partnership – Inkedin

After partnering with First Look Games, the LatAm-focused game maker, Vibra Gaming has improved its marketing campaign around its online slot and casino games portfolio.

Vibra Gaming has gained direct access to hundreds of online casino affiliates for the first time as part of the deal, and will exchange information and assets for its existing games portfolio and all potential updates.

First Look Games Founder Tom Galanis stated: Vibra Gaming is a fantastic addition to our growing roster of popular game developers and will undoubtedly be of huge interest to publishers targeting emerging markets and in particular LatAm where Vibra has enjoyed great success.

First Look Games is all about allowing game developers to maximise the power of affiliates when it comes to marketing their games to players and we are thrilled that Vibra Gaming has decided to partner with us as it continues to establish itself as a leading slot provider.

The contract contains fact sheets on games and marketing assets such as logos, photographs and videos of games being played. This will be uploaded either individually or in bulk to the First Look Games library where affiliates can download them.

Vibra Gaming CEO Ramiro Atucha has added: As we continue to establish Vibra Gaming as a tier one game developer in Latin America we will be ramping up our marketing activity and First Look Games will play a significant role in this.

FLG provides us with a platform to directly work with online casino affiliates and leverage the tremendous opportunities they provide when it comes to making players, and operators, aware of our games and the thrilling experience they offer.

Because of the agreement, First Look Games will allow developers to push up alerts to affiliate members about network deals, incentive programmes and operator collaborations, further increasing future exposure to all its games and brands.

View post:

Vibra Improves Marketing Campaign With First Look Partnership - Inkedin

Local artists work beautifies transformation of Federal Ways… – Federal Way Mirror

Federal Way resident barry johnson taught himself how to draw when he was a frequent commuter on public transit.

Now, his artwork will be soon displayed near the Sound Transit construction site in Federal Way to beautify the transformation process of the incoming Federal Way Link Extension.

As construction moves in, Sound Transit is showcasing artwork by local artists that reflects the beauty and diversity of Federal Way. Artwork from about a dozen local artists will be displayed along the 7.8-mile project corridor.

We really look to include art in these public spaces and work with local artists, said Scott Thompson, public information officer for Sound Transit. For us, having art involved with our spaces gives them a sense of community and being part of the public landscape.

One of the artists selected to create temporary art installations is 35-year-old johnson, a self-taught interdisciplinary artist,. His work is both a connection and a reflection of the community. (note: barry johnson does not capitalize his name)

His work has been showcased both locally, such as at the Museum of Flight, Pioneer Square, King Street Station and more, and he has also held residencies around the world in Mexico, Kauai and Argentina.

Recently, his talents graced the streets of Seattle as his artwork decorated the Black Lives Matter mural on the roadway of East Pine Street in the Capitol Hill neighborhood. The E in Lives depicts a teal background with purple, blue, yellow and coral colored shapes, while contributing to the larger message of ending racism, strengthening equality and diminishing oppression, he said.

Its a life statement, johnson said of the mural. We were all trying to say the thing that needs to be said, as loud as possible.

Originally from Kansas, johnson moved to the area about nine years ago for a job with the American Red Cross in Tacoma. After about a year, he began working in a tech start-up as a data scientist. He took up mural making to keep my head in flow because I was doing so much math. Long bus commutes to Seattle for work helped his transition into art full-time.

One of the foundations for me learning how to draw was all the time I spent on the bus commuting back and forth, said johnson, who is currently in school for architecture. When I was presented with the opportunity to work with Sound Transit for the expansion, it was amazing and just being able to go put some art up in the city that I live in was an even bigger thing.

For the first local installation, johnson created a colorful, abstract 6-foot by 27-foot mural for the local community at large. The mural should be on display within the coming weeks.

Across it, it says our Federal Way, because we are starting to create a better sense of art coming out of Federal Way it also speaks to us having something big coming into our city, he said.

johnson is also planning to paint large portraits of Federal Way residents to be displayed along the outer fencing of the construction sites. His hope is to highlight diversity in ages, colors, sexual orientations and more to capture the multitude of people who call this city their home.

For the portraits, johnson is looking for 10 Federal Way community members who are willing to submit their photo for his portrait project in order to highlight the unique essence of those who call Federal Way home.

If interested, people are encouraged to send a picture of themselves from the shoulders up, not selfie style, with a candid, straightforward expression without smiling to info@barryjohnson.co (not .com).

[I am] really just excited to be able to capture a lot of the people that make up this city, he said. I love painting portraits and I would love to be able to highlight a lot of the voices that are coming out of Federal Way.

For more information or to view more of his artwork, visit barryjohnson.co.

Read the original:

Local artists work beautifies transformation of Federal Ways... - Federal Way Mirror

Telehealth: The future of mental health care – The Georgetown Voice

When the nationwide stay-at-home orders began in mid-March, for some, it seemed to provide a little respite from life. As the coronavirus has rapidly spread, however, our vacation has turned into what seems like a never-ending sentence to life at home. Tiger King feels like years away, and one can only binge-watch so many shows before even Netflix grows boring. As time goes on, the present feels ever more confining and the future daunting. The pandemic, and more specifically quarantine, has had a unique impact on those who struggle with mental illness.

While quarantine has a lasting effect on people with diagnosed mental health conditions, it is also bringing about a new wave of depression, anxiety, and substance abuse disorders for people who have no prior history of mental illness. A federal emergency hotline providing emergency counseling for people in emotional distress reported a 1,000 percent increase in calls from last April to this April. Feelings of isolation and loneliness from quarantine are having a serious effect on the general populations mental health. Moreover, mental illness among frontline healthcare workers, in particular, is rising, as they are constantly reminded of the pandemics intensity.

The pandemic has completely changed the landscape of mental health care, one of the key components to battling mental illness. Perhaps one of the hardest parts of quarantine has been losing in-person visits with my mental health professionals. In their stead, telehealth therapy appointments are one of the only ways I have made it through quarantine. Previously, telehealth mental health services faced issues with HIPAA, given concerns over privacy and security of services over the internet. During the COVID-19 outbreak, however, the Office of Civil Rights gave healthcare providers the OK to deliver telehealth practices over secure networks such as FaceTime, Zoom, and Skype. The Centers for Medicare and Medicaid also passed a waiver to include mental health in telehealth services covered by federal insurance. Many private companies have followed suit, extending reimbursement policies to include telehealth therapy services.

This has had tremendous effects on the reach of therapy across the United States. With telehealth, patients now have much greater access to the countrys network of therapists and psychiatrists. By allowing greater insurance coverage for telehealth services, the financial barrier to mental health services is lowered greatly. Telehealth services also allow people to participate in therapy from the comfort of their home. This makes appointment times more flexible and easier to attend by removing the commuting times to appointments. Additionally, telehealth removes some of the stigma of having to visit a therapist in person, where you may find yourself making shifting eye contact with someone in the waiting room. Online appointments provide comfort and privacy in ways unattainable in physical space.

Similar to telehealth appointments, the use of e-therapy apps and websites like Talkspace and Betterhelp are on the rise. E-therapy apps offer a cheaper alternative to face-to-face therapy and focus heavily on text therapy. Instead of meeting or videoconferencing with a therapist, users are connected to a therapist and form a relationship primarily over text. Like telehealth, these apps provide a range of benefits that one does not see in traditional therapyeasy, constant access and privacy. Texting a therapist can help remove the stigma of seeing a therapist at all. There are, however, many concerns regarding e-therapy. Despite using licensed therapists, very little research has been done regarding the effectiveness of text-therapy, which concerns some users. There are also questions regarding the privacy of conversations on the app. In terms of privacy and effectiveness, telehealth provides a more secure platform for online mental health treatment, as opposed to these new e-therapy apps. We must acknowledge, however, that there are also downsides to telehealth. States have different licenses, which can limit a providers ability to access patients across state lines. There are also concerns surrounding the appropriate platform to conduct telehealth appointments on, for fear of the patients privacy and data safety.

Despite the benefits and comforts of teletherapy, most of these waivers are temporary, having been put in place to fill a void during quarantine. As time rolls by, the periods for these waivers are expiring, and it is unclear if they will be extended, either throughout the continuing pandemic or permanently.

Telehealth is an overwhelming upgrade to the population who previously could not access these services. The extension of these health services now becomes even more important, as data proves that a spike in mental illness is already occurring, and an even larger one may follow the pandemic. Past pandemics and economic recessions demonstrate a pattern of precedence for a wake of mental illness following major crisis: following the 2007 recession, suicide rates increased by more than one percent for every one percent increase in unemployment. If the telehealth waivers are not extended, this new portion of the population that has been able to access mental health care will once again be left with very limited options.

This is especially true because therapy is not the end all-be all solution for mental health disorders. One of the pinnacle mechanisms for dealing with a mental illness is creating a daily routine, which quarantine has largely disrupted. Without structure during the day, it is easy to stay up all night, wake up late, and spend endless hours on your phone or computer mindlessly scrolling and watching, disrupting natural sleep cycles and serving as a buffer from engaging in enriching activities. When a daily routine is ripped out from under a person, it is very difficult to do anything else but think. Routines are so important for those dealing with anxiety, depression, bipolar disorder, and substance abuse issuesthey help people structure their time in productive ways, allowing them to actively work to combat the anxious and depressed feelings that creep in during unstructured time.

As dire as this may seem, there are ways in which we can add a little routine in our lives during quarantine. Setting a regular sleep schedule ensures both a proper amount of sleep as well as a better time structure to the day. Carving out 30 minutes to read a book every day can engage the mind more actively than brainlessly watching TV. Dedicating evenings to learning a new craft is another constructive and fun activity that one must actively take part in. I, for example, have been teaching myself to sew.

The point is you have to start somewhere, and even the smallest additions of structure help. For me, this has taken the form of using exercise not only as a way to build my routine, but also as an outlet for the extra anxiety and stress that quarantine and the uncertainty of COVID-19 has caused me. In another article written for The Voice, Rose Dallimore talks about how her practice of mindfulness has helped her find a little peace during these scary times. In a New York Times article, two writers discuss how it can be as simple as changing your mindset from I am being forced to do this, to I am choosing to do this for the safety of my community.

Beyond a need for telehealth waiver extensions and routine creation, the mental health crisis that accompanies the COVID-19 pandemic is being greatly ignored. Only two percent of the $2 trillion relief package was dedicated to substance abuse and mental health services. In the 2021 city budget, the D.C. Council cut $4 million proposed to be spent on mental health services, which already face a dire shortage in funding. If we do not begin to address these problems in mental health, the fallout may ravage the country for years to come.

Continue reading here:

Telehealth: The future of mental health care - The Georgetown Voice

The technological advances that will take immersive virtual experiences to the next level – AV Magazine

The virtual reality (VR) industry is growing at a startling pace: consumer VR hardware and software markets are projected to be worth over $16 billion by 2020. Meanwhile, companies like Facebook, Hyundai, and Accenture have already adopted VR solutions to help connect, educate, and entertain their users.

While VR once revolved around 360-pixel videos that somewhat limited the user experience, nowadays, the technology had made significant advances. 5K and 8K stereoscopic videos are able to create depth perception and heightened visual projections that share far more immersive experiences. At the same time, VR has begun moving away from the confines of gaming and entered into spheres like recruitment, healthcare, marketing, design, and travel.

No doubt, VR is becoming more commonplace in everyday tasks, and is gaining considerable momentum as a valuable tool. Here are some of the technological advances taking immersive virtual experiences to the next level:

6 Degrees of Freedom

6DoF (Degrees of Freedom) relates to the motion along or about an axis, and is used in VR to build 3D objects that can move in a space. The movement happens in three directional axes and three rotational axes hence six degrees of freedom. Within VR, 6DoF describes how axes are tracked, meaning the distance and orientation of axes as monitored by hardware (like a headset or glasses).

3DoF allows for a full range of motions within a virtual world; for example, users can watch a film and interact with the scenery or characters. However, 3DoF is usually limited to being stationary while wearing a VR device and journeying through a place. 6DoF on the other hand, tracks the movement of the hardware in vectors, so users can walk through virtual realities. With this option, users have a complete motion range in a 360-degree world they can wander around and explore the details. They can also use both hands to react and respond to changes in scenarios, like picking up items from the ground.

Some companies are utilizing 6DoF capabilities to facilitate training for high-risk professions. Rather than pay to send teams to offshore oil rigs, 6DoF VR provides onboarding programs that help technicians prepare and adapt to conditions. For instance, VR can simulate carrying heavy equipment, experiencing severe storms, and enacting fire safety protocols.

Although 6DoF is already available as a form of VR, it is significantly more expensive and complicated to set-up in comparison to 3DoF. That said, as the industry scales and the benefits of VR are recognised (particularly in corporate business), there is the possibility that more affordable versions of 6DoF will be released.

Wearables

Accessing virtual reality has typically only been possible with oversized, clunky headsets connected to a range of wires and machines. Yet there are now signs that wearables small devices that can be worn on peoples bodies will offer the same access without compromising quality or experience.

Facebook Reality Labs recently announced that it has introduced a miniaturisation process in VR and had designed lightweight glasses for a full VR experience. The near-eye displays are said to combine the power of holographic optics and polarisation-based optical folding to use space efficiently. Not to mention, the glasses have laser illumination to deliver a broader spectrum of colour than traditional VR technology. The sophisticated technology allows for VR sessions that last for longer and can even improve productivity among users due to a comfortable, cleaner overall experience.

While Facebook is certainly pioneering a wearable VR device, the industry as a whole still needs more research and development to commercialise portable, personal VR use. Unlike smartphones and existing wearables that have optimised the user experience through data, VR wearables still need to find a way to incorporate user behaviour. Nonetheless, there are systems being built to increase usability and functionality of VR in wearables. These systems propose having APIs that plug in to a selection of smart wearables across different operating systems (Android and iOS). For example, VR glasses could connect with a VR retail app so that users can shop virtually in a store. If successfully achieved, inter connectivity within VR could completely revolutionise everyday actions.

Eye-tracking

An important element of immersive VR is creating a world that doesnt just simply place a user in a location, but that the location is tailored to the users presence. Eye tracking is key to bridge the gap between reality and virtual reality.

By monitoring what users eyes focus on, VR projections can be fine-tuned to the best resolution. Foveated rendering, as its known, reduces the image quality in the peripheral vision and sharpens whatever the user is looking at. Subsequently, the quality of VR is enhanced and processing systems can save GPU cycles when not having to support complete renderings. Another bonus is that eye-tracking can smooth the frame rate, so users feel less nausea.

Its worth noting that eye-tracking in VR aligns well with wearables, particularly thinner glasses that can more precisely monitor eye movements. Currently, some VR headsets are too thick to efficiently track eye response.

Obstacles to overcome

Beyond 6DoF, wearables, and eye-tracking, for VR to be more immersive, it needs to see the release of more premium content. A number of mobile apps are realising the void and attempting to uberize it and offer on-demand services via mobile. Back in 2017, news outlets like the New York Times rolled out daily 360-degree video reports to place readers directly in a story. Although the stories didnt envelope users, it was a step towards high-quality, mainstream VR content. Still, the difficulty that remains for content producers is having the expertise and funds to keep up with technological advances in VR.

In general, cost is certainly a barrier for VR, with the average headset priced at $600. If companies cant afford to expand into VR, and people cant afford to regularly use it, the industry is in danger of stalling. Be that as it may, the next generation of VR is demonstrating value in a way that previously didnt exist, and thus helps to justify the high costs. Equally, as cost-effective modes of production and distribution are realised, prices could gradually fall.

By solidifying wholly immersive experiences, VR is transitioning away from a trial-and-error business model and into an established industry at the forefront of innovation. Of course, there is plenty more work to be done, but judging from its ongoing progress, VR is set to be a permanent, extraordinary reality.

Read more:

The technological advances that will take immersive virtual experiences to the next level - AV Magazine

Virtual Reality: School Board Opts for Online Instruction – The Crozet Gazette

The Albemarle County School Board voted 4-3 to offer solely online learning for the vast majority of public school students for the first nine weeks of school beginning September 8. In-person instruction inside school buildings will be limited to students who are English language learners (in grades 4-12), those with special education needs, and those who lack adequate internet access at home. All other students will receive virtual instruction in various forms both synchronously (live with an online teacher) and asynchronously (via recorded videos and online assignments).

The focus of the boards July 30 presentation stood in stark contrast to its July 9 emphasis on hybrid (a mix of in-person and online) learning options, in which students would attend in-person classes from one to four times per week depending on three different transportation and capacity scenarios. Those plans were shelved for the foreseeable future as the school division pivoted to five stages of returning, with Stage 1 being virtual learning for all and Stage 5 in-person learning for all. The board ultimately selected Stage 2 for reopening. (See nearby table of stages.)

The hybrid learning scenarios are now subsumed under the new Stage 4 in the progression that will be adopted gradually as COVID-19 conditions improve. The division expects between 1,000 and 1,500 students to be in school buildings during Stage 2. Those students would be coached through their assigned virtual learning lessons by volunteer teachers from throughout the school system, while maintaining social distance and masking requirements.

The boards vote on the reopening stage was split as members struggled with the decision. Three board members (Judy Le, Ellen Osborne, and Graham Paige) voted no on the motion for a Stage 2 reopening because they preferred Stage 1, with no in-person instruction of any kind. White Hall representative David Oberg paused for more than a minute before also voting no, causing the initial motion to fail. After a recess, Oberg recalled the motion and changed his vote to yes so that it passed along with the votes of Katrina Callsen, Kate Acuff, and Jonno Alcaro.

This is one of the hardest things Ive done on the School Board, said Oberg. Theres no good answer to any of this. Weve received literally thousands of emails and all have had a good basis for their positions.

Before the vote, division staff presented the results of recent school staff and parent surveys, in which 65% of teachers and staff said they were uncomfortable returning to work for face-to-face instruction. While 51% of parents said they were moderately or extremely concerned about in-person learning, 67% said they preferred a hybrid learning option over a virtual option for their children.

Board member Katrina Callsen, the mother of a rising kindergartener and first grader, expressed sympathy for parents who now have to become teachers in their homes. What I wonder about is the accountability piece, she said. Do parents have to help their young kids synchronously, or will there be other options? How do we do assessments to know if a kid is on target, and what structures will be in place for parents trying to do this? Staff responded that they are working on common division assessments and common timing for content across the division.

The Stage 2 reopening plan allows Superintendent Matt Haas to move the school system back to Stage 1 without board input if things move quickly in the wrong direction, even before the September 8 start date. We need stability, but also flexibility, said Haas. We will watch the new Virginia Department of Health dashboard, which is school division-specific, to give us greater detail about our locality. Haas and his staff will evaluate COVID-19 conditions during each nine-week segment at the half-way point to decide if the schools can move to the next stage. (See the nearby list of factors the division will consider.)

The division said it would look for conditions such as a less than 10-per-100,000 case incidence rate (the countys rate is currently 10.1) with a decreasing trend on new cases (currently increasing), and a below-10% positivity rate in testing (currently 5.7%), with a decreasing trend in positivity (currently decreasing). Specific protocols for what would happen if a student or staff member becomes sick during Stage 2 include contact tracing and a 14-day quarantine to monitor symptoms.

As for next steps, the division plans to release virtual learning details and a response plan for illness or suspected/confirmed COVID-19 cases by early August, and the School Board meeting on August 13 will include final decisions about the 2020-21 school calendar and a mask policy.

Several events in July provided context for the School Boards July 30 decision.

Three hybrid scenarios were presented to the board during its July 9 meeting. The scenarios were based on the limiting factor of school bus capacity, as buses can carry only 12 to 24 students under proper distancing rules. Across the three options, elementary students would generally attend in-person school four days a week, while secondary (middle and high school) students would attend in-person from as little as four days every five weeks to as many as two days each week.

At the July 9 meeting, board member Katrina Callsen said she appreciated the scenarios that involved in-person instruction, especially for younger students. Our role is to educate all students, and [virtual learning] hasnt been shown to be as effective for younger students. We know that over 10% of our students didnt have a single virtual interaction [last spring] and it was troublesome to me to think that we might be leaving those students behind. What virtual learning looks like with a first grader is a parent doing it with them, so we are ultimately leaving our most vulnerable students behind if we dont offer them an option to come into school.

Teachers responded with dismay during the public comment segment of the meeting. Having [the plan] kept from us until today felt very hurtful and disrespectful, said Jack Jouett Middle School teacher Mary McIntyre. We have to execute your plan. Execute seems like an appropriate word for this. If it is so safe for us to return to school, why arent you having your meetings in person? You are asking us to do something you would not do yourselves.

Though they originally planned to settle on a student schedule at the July 9 meeting, the board decided to wait until teachers had been surveyed about their opinions on the proposed scenarios (survey dates July 10-22), and parents had been surveyed regarding whether they planned to use bus transportation and whether their children would attend in-person or virtually (July 20 to 30). The board agreed to decide on a reopening plan at their July 30 meeting.

Several days after the July 9 meeting, Albemarle county teachers posted an open letter to Superintendent Matt Haas and the School Board explicitly requesting that the face-to-face learning plan be scrapped and the division instead pivot to a virtual opening. It is unequivocally unsafe for Albemarle County staff and families to begin the year with an in-person learningmodel, read the letter, which was signed by over 500 teachers from across the school system. The letter rebutted the idea that a return to in-person learning would restore a sense of normalcy for students, and called on the School Board to pivot to a virtual learning plan quickly to give teachers time to adequately prepare for the fall semester.

Below the letters text and signatories was a list of over 150 questions from teachers about how a face-to-face reopening would be handled, from overall policy considerations to day-to-day operations. In response to the teachers letter, Superintendent Haas posted an update on a school employee news blog in which he declared that he would present an online-only option at the School Boards July 30 meeting, to be considered in addition to the three hybrid scenarios.

Following the teachers letter, an open letter from parents was posted on Google during the week of July 20 asking the board to continue planning for in-person instruction, citing benefits to child and adolescent mental and physical well-being from attending school with their fellow students.

Finally, just ahead of the July 30 meeting, the school division hosted three Town Hall virtual gatherings on July 23, 24, and 27, intended to provide the community with updated COVID-19 health data and recommendations and to allow parents to ask questions of School Board members, who attended the meetings in pairs. The Town Halls laid bare the extent to which many basic questions about the in-person learning model remained unanswered, as school board members were unable to respond to queries such as how the virtual portion of hybrid learning would actually work and who would teach it.

After the boards July 30 meeting in which a Stage 2 reopening was selected, the Charlottesville City Schools decided on an online-only model for their schools as well, with a forthcoming decision on whether to allow the same limited groups of students as the county to attend in-person.

Read the original post:

Virtual Reality: School Board Opts for Online Instruction - The Crozet Gazette

These Motorised Shoes Could Be the Key to Making Virtual Reality Fully Immersive – Gizmodo UK

Theres no shortage of people trying to make virtual reality gaminga more immersive experience. There areVR arenaswhere people strap onPC backpacksand play in a pre-programmed area. There areglovesandshoes, andeven VRtreadmills.Nothing seems to have thatfull immersionfactor, though,either because the person playingstill needs to sit down to game, the haptic technology isnt responsive enough, or because the headsetis too large and expensive. But nowsoftware engineerAlexander Evansis making his own 3D-printedVR shoes,and they look like the best VRaccessory todate.

Evans posted his creation, which kind of lookslike an80s moonshoe prototype,toReddita few days ago. Each shoe has one track of horizontally facing wheels and one track of vertically facing wheelsor omnidirectional wheels. Theres also a motor attached to each battery-poweredshoe to help control movement. Users dont need to necessarily lift their feet off the ground, either. The shoes are heavy, but are designed to give users the ability to glide in multiple directions.

Evans noted inhisblogthatthe shoes should be used with a safety harness mounted to the ceiling, which will prevent the user from rolling into any walls and possibly injuring themselves or breaking something while wearing a VR headset. That seems to indicate thatthe garage would bethe best place for this. Apartment dwellers might have to talk with their landlord if they want to install a safety harness in their kitchen or bedroom.

Also, at present the shoes have to be manually controlled with an Android app, but Evans is working with the software to automate movement and integrate it with VR games.

I did not expect them to be very responsive or stable at this point. Still, for the very first tests, they worked well, he wrote.

He also plans to support crouching in the future, as well as jogging speed, but doesnt think the shoes will support a full-out sprint. The issue is adding shocks to the whole design, he said. He has made his design for anyone to use and improve upon, too. The 3D-printing files can bedownloaded from GitHub.

It seems like these shoes could help with motion sickness. Theres only theories at this point as to why VR makes some people sick and not others, but one of those theories issensory conflict: When your brain sees itself moving in the game but doesnt feel itself moving, it can cause confusion. Our bodies naturally dip and sway when we walk, and our eyes detect that slight movement. To see that movement but not physically feel itcan cause some people to feel sick.

When I play VR games in first person, I dont feel sick if Im stationary in the game, but the second I start walking or running, a wave of nausea blasts my entire head. I havent had the opportunity to test any VR mobility setups, butI would try these motorised shoes in a heartbeat.

Excerpt from:

These Motorised Shoes Could Be the Key to Making Virtual Reality Fully Immersive - Gizmodo UK

Virtual reality based training for tram drivers | Urban news – Railway Gazette International

UAE: Dubais Roads & Transport Authority and metro and tram operator Serco are using virtual reality during the training of tram drivers.

Introducing cutting-edge technologies avails trainee drivers of interactive experiences and opportunities, said Hassan Mohammad Al Mutawa, Director of Operations at RTAs Rail Agency. They will be subjected to various scenarios to hone their skills of controlling trams and avoiding incidents. Such exposure will also boost the safety of passengers and develop drivers reactions towards anticipating and avoiding the mistakes of others.

Future plans include using VR to support maintenance, risk assessments, incident investigations and safety training.

Wallace Weatherill, Managing Director of Serco Middle East for the Dubai Metro & Tram contract, said VR-based training would supplement traditional training methods to help trainees transition between classroom-based theoretical training and in-cab practical training. Better-prepared trainee drivers will also be less likely to be involved in an incident during training, he said.

Read more:

Virtual reality based training for tram drivers | Urban news - Railway Gazette International

A new virtual reality is reshaping the world – Gulf News

Image Credit: Pexels

Theres more to the virtual work trend than days full of Zoom calls from a home office. It also means the possibility of new ways of getting work done. In the physical world, work at a company or university exists in a hierarchical structure; in a virtual world, that work can get done in a more decentralised, democratic manner.

Those who lacked influence suddenly can acquire much greater visibility and prominence, all without the approval of traditional gatekeepers. This potential for expanded participation from previously excluded voices is an underappreciated disruption that could change the way society operates.

The story of Nathan Tankus, who was in news in recent days, is one such example. Despite not even having a bachelors degree yet, hes become an influential voice on economics and monetary policy, writing in a clear and compelling manner on the subject.

We might not give credit to working from home or virtual work for this, but those lines have become blurred in economics and finance. Long gone are the days where traders had to be on the floor of the New York Stock Exchange, or where economists and academics had to be in Washington, New York or on a college campus to contribute to the field.

Whats notable about Tankus is the progressive angle of his views, which might be related to not having to get past the sentries in academia or Wall Street to make his views heard. Hes found an audience on his own, is building a base of subscribers to his newsletter and can expand from there.

The more economics, media and financial industries become detached from physical offices, the more opportunities there are for people like Tankus without traditional pedigrees to influence debates from which those like him were once excluded.

Another example is the growing community known as Election Twitter. A generation ago, the political campaign infrastructure and media was concentrated in Washington, with a focus on the national and state parties and their leadership.

Election Twitter

Increasingly, thats happening in a more decentralised manner and on the internet, with Election Twitter being an extreme example of how that can play out in practice.

Many members of this community are quite young some are even in their teens and their hobby is generating colour-coded maps for past elections and scrutinising political polls.

And they may be in the process of going from observing elections to shaping them. Noticing that national trends might mean Alaska races in 2020 could be competitive, but lacking polling for the state, they set out to crowdfund a poll to gauge the state of the race there.

They succeeded, and the poll they commissioned showed a close race. With that information now public, campaigns in Alaska can show that poll to their supporters, leading donors to target the race in a way they might not have otherwise. Its another example of people working remotely, coordinating to get things done.

All virtual work

Music is another industry thats been reshaped by virtual work. Last years viral sensation, Old Town Road by Lil Nas X, was a song that was a product of virtual work.

It was a beat that Lil Nas X, living in suburban Atlanta at the time, bought from a producer he didnt know and had never met who lived outside of Amsterdam, turned into a song, and then marketed on social media platforms such as SoundCloud, TikTok and Twitter before he had a record deal or had even performed the song in public.

Taylor Swifts latest album was produced virtually as well. Different parts of the album were created in New York, Los Angeles, Paris and Wisconsin, with nobody meeting face-to-face because of coronavirus travel restrictions.

Although the music industry may continue to be anchored in traditional hubs like Los Angeles, New York and Nashville, Tennessee, its now possible to participate from anywhere with talent and luck.

What ties all of these stories together is the blurring of working virtually and the way content is created and distributed on the internet. Even before the pandemic led to the closure of offices, people were responding to work calls and emails on their phone, and companies were putting out corporate communications on Facebook and Twitter.

Now big companies and their employees are being forced to operate on the same playing field, competing with people who are native to the new virtual world and have already found success working this way. The old hierarchies and the roles of the gatekeepers may never be the same.

Conor Sen is a columnist. He has been a contributor to the Atlantic and Business Insider.

Continued here:

A new virtual reality is reshaping the world - Gulf News

Global Education Thought Leader and Game Expert Predicts Greater Opportunities for Games and Virtual Reality in Immersive Learning Environments – PR…

NEW YORK (PRWEB) August 10, 2020

Amidst the coronavirus pandemic, teachers have been forced to adjust lesson plans and find more creative ways to enhance learning. In a new interview with C.M. Rubin, Founder of CMRubinWorld, Educator and Game Designer Paul Darvasi says that the research on game-based learning has exploded over the last fifteen years. Countless studies provide support for the effective use of digital games and simulations in diverse contexts, says Darvasi. Educators have been sharing lessons and experiences online that model how to leverage commercial games for instruction. Darvasi believes that in the future, virtual reality will accelerate in use to create greater opportunities to undertake learning in immersive environments.

Games were used to enhance and support online teaching and learning during the pandemic. Digital games demand interaction and participation, two qualities that now characterize much of the lives of the school-aged generation, says Darvasi.

Read the full article here

Paul Darvasi is an educator, game designer, speaker, and writer whose work looks at the intersection of games, culture and learning. His research explores how commercial video games can be used as texts for critical analysis by adolescents.

CMRubinWorlds award-winning series, The Global Search for Education, brings together distinguished thought leaders in education and innovation from around the world to explore the key learning issues faced by most nations. The series has become a highly visible platform for global discourse on 21st century learning, offering a diverse range of innovative ideas which are presented by the series founder, C. M. Rubin, together with the worlds leading thinkers.

For more information on CMRubinWorld

Follow @CMRubinWorld on Twitter

Contact Information:

David Wine

David(at)cmrubinworld(dot)com

Share article on social media or email:

See original here:

Global Education Thought Leader and Game Expert Predicts Greater Opportunities for Games and Virtual Reality in Immersive Learning Environments - PR...

Could We Force the Universe to Crash? – Scientific American

These are the days of fever dreams, whether induced by an actual virus or by the slow-motion stresses of a world dealing with a pandemic. One kind of dream in particular that I know Ive had has to do with discovering that this was all, well, a dream. Except, when I really do wake up, I remember that there are ideas about the nature of reality that go beyond even this. The trickiest variant of these concepts is the simulation hypothesis, which is that we far more likely exist within a virtual reality than in a physical reality.

The proposition that the world is a sham is not new; its been cropping up for thousands of years across different cultures, from China to ancient Greece, advocated by thinkers like Descartes with his mind-body dualism. But this more recent version, based around computationor at least artificial reconstructionbubbled up around 2003 with the publication of a paper titled Are You Living in a Computer Simulation? by the philosopher Nick Bostrom. In essence Bostrom makes the argument that if any extremely advanced civilizations develop the capacity to run ancestor simulations (to learn about their own pasts) the simulated ancestral entities would likely far outnumber actual sentient entities in the universe. With a little probabilistic hand-waving it is then possible to argue that we are most likely simulated.

All of which is good fun if youve had a few beers or spent a few too many hours cowering under your bedclothes. But while you might love or hate this hypothesis, the simple fact is that before judging it we should really apply the criteria we use for assessing any hypothesis, and the first step in that process is to ask whether it can be assessed in any reasonable way.

Intriguingly, the simulation hypothesis might be testable, under certain assumptions. For example, we might suppose that a simulation has its limitations. The most obvious one, extrapolating from the current state of digital computation, is simply that a simulation will have to make approximations to save on information storage and calculation overheads. In other words: it would have limits on accuracy and precision.

One way that those limits could manifest themselves is in the discretization of the world, perhaps showing up in spatial and temporal resolution barriers. Although we do think that there are some absolute limits in what constitutes meaningful small distances or time intervalsthe Planck scale and Planck timethat has to do with the limits of our current understanding of physics rather than the kind of resolution limits on your pixelated screen. Nonetheless, recent research suggests that the true limit of meaningful intervals of time might be orders of magnitude larger than the traditional Planck time (which itself is 10-43 seconds). Perhaps future physics experiments could reveal an unexpected chunkiness to time and space.

But the neatest test of the hypothesis would be to crash the system that runs our simulation. Naturally, that sounds a bit ill-advised, but if were all virtual entities anyway does it really matter? Presumably a quick reboot and restore might bring us back online as if nothing had happened, but possibly wed be able to tell, or at very least have a few microseconds of triumph just before it all shuts down.

The question is: how do you bring down a simulation of reality from inside it? The most obvious strategy would be to try to cause the equivalent of a stack overflowasking for more space in the active memory of a program than is availableby creating an infinitely, or at least excessively, recursive process. And the way to do that would be to build our own simulated realities, designed so that within those virtual worlds are entities creating their version of a simulated reality, which is in turn doing the same, and so on all the way down the rabbit hole. If all of this worked, the universe as we know it might crash, revealing itself as a mirage just as we winked out of existence.

You could argue that any species capable of simulating a reality (likely similar to its own) would surely anticipate this eventuality and build in some safeguards to prevent it happening. For instance, we might discover that it is strangely and inexplicably impossible to actually make simulated universes of our own, no matter how powerful our computational systems arewhether generalized quantum computers or otherwise. That in itself could be a sign that we already exist inside a simulation. Of course, the original programmers might have anticipated that scenario too and found some way to trick us, perhaps just streaming us information from other simulation runs rather than letting us run our own.

But interventions like this risk undermining the reason for a species running such simulations in the first place, which would be to learn something deep about their own nature. Perhaps letting it all crash is simply the price to pay for the integrity of the results. Or perhaps theyre simply running the simulation containing us to find out whether they themselves are within a fake reality.

Sweet dreams.

Continue reading here:

Could We Force the Universe to Crash? - Scientific American

Transforming training with virtual reality – IT PRO

Providing staff with opportunities for training and upskilling is an increasingly important and expensive part of running a successful modern business. According to the latest Training Industry Report, the average training expenditure for large companies in 2019 was a whopping US$17.7 million (13.5 million).

This investment, which is largely poured into conventional classroom style teaching, isnt delivering much in return, however. Online learning provider Ceregos recent State of Learning report has found that a staggering 70% of training is forgotten within 24 hours and nearly 90% is forgotten after 30 days.

Advertisement - Article continues below

The problems associated with traditional training methods dont end here. Issues like delivering consistent training, tracking skills application, quantifying training effectiveness and improving learning effectiveness are some of the constant challenges trainers have to deal with, says Faisal Athar, lead extended reality (XR) engineer at Malaysian digital innovation firm Ministry XR.

Raffaella Camera, global head of innovation and market strategy at Accenture Extended Reality agrees, adding that training people in high-risk industries like mining and construction is particularly difficult. Learning onsite requires people to put themselves in potentially dangerous situations often before theyve completed the necessary training, she says.

This is because it has been traditionally very difficult to replicate real-life scenarios in a classroom environment. Even the best role-play actors and most convincing off-site environments can struggle to recreate a physical real-life scenario, and the high costs of these classroom based courses can often render them a real challenge to scale across an organisations workforce, says Jason Lovell, head of virtual reality (VR) and augmented reality (AR) strategy at PwC UK.

The COVID-19 pandemic has not made things any easier. Its no longer possible to bring large numbers of people together in small spaces and while e-learning is one solution, its effectiveness is limited. E-learning can be more cost-effective but it can also be full of distractions a busy inbox is never far from view and your people can feel distant from the action they see online, says Lovell.

Advertisement - Article continues below

You can watch a video or read books all you want, but its not the same as being in front of machinery and equipment, feeling the tools in your hands, and getting real-time feedback or changes take place in front of you, adds Ramon Llamas, research director for mobile devices and AR/VR at IDC.

With all this in mind, the time is ripe for VR technologies to enter the fore and to transform training for the better.

VR training can combat the shortfalls of traditional methods of training and further complement them. By wholly immersing workers in an VR experience, you can connect to them in a way that being talked at or reading off a screen doesnt, explains Colin Yellowley, founder and managing director of Igloo Vision, a UK-based firm that uses shared immersive spaces to show VR content. As the old Confucius quote puts it, I hear and I forget, I see and I remember, I do and I understand.

Advertisement - Article continues below

Unlike traditional practices, VR training can be constantly repeated for improving skill sets, or even randomised to create new scenarios for training. User performance can be tracked and graded automatically. Moreover, this type of training is scalable to hundreds or even thousands of people.

These VR environments also allow trainees to experience equipment or substances that would otherwise be limited or inaccessible. Llamas provides a good example: For instance, training a warehouse worker to use a forklift truck can be an expensive process. You have to take a machine offline for a certain amount of time, train the employee, and the employee could end up damaging the machine or other assets. In a VR setting, a user can virtually pilot a forklift around a warehouse, conducting the proper exercises and safety steps to ensure correct usage. At the same time, the actual forklift stays in use and nothing gets damaged.

Advertisement - Article continues below

While all of these benefits are significant, whats perhaps most impressive is VRs effectiveness.

Recent research from the University of Cambridgehas found that training via VR resulted in 28% more productivity, 55% faster learning and 200% less mistakes than non-VR methods.

A number of pioneering organisations are already enjoying these benefits. Global retailer Walmart, for example, has reported 80% savings in training time by using VR to prepare store managers for Black Friday, Americas biggest shopping day.

UK wastewater utility solutions providerLanes Group is using its Igloo Shared VR cylinder to train groups of engineers in simulations of various high-risk wastewater environments. Not only has this been successful, its reduced employee attrition by 57% and decreased employee unhappiness by 9%.

IT Pro 20/20: Augmenting our new reality

Our second issue looks at the technology that's helping to make us all more mobile

The University School of Medicine in Atlanta, meanwhile, is using VR to train surgeons, resulting in a 40% reduction in mistakes made compared to surgeons who are conventionally trained.

Advertisement - Article continues below

Multinational oil and gas company BP, meanwhile, is integrating its own content into VR-based training provider Immerses Virtual Enterprise Platform (VEP). The training will be deployed internationally, and the platform will generate detailed data and reports on learner progress.

VR and Simulation are key enablers to BPs digital agenda and initiatives to provide our workforce global accessibility to best in class training, said Anthony Del Barto, learning technology manager at BP, in a press statement. The value of data in the workforce is critical, and the Immerse platform allows us to gather the vital information that we need in order to upskill our employees efficiently in an innovative and engaging way. This is both beneficial to us as a company, but also to our staff to ensure theyre getting the best learning and development possible.

Advances are also being made in using VR for soft skills training and the rewards are there for those organisations that choose to adopt this approach. A soft skills study by PwC has found that 40% of VR learners saw an improvement in confidence compared to classroom learners and 35% improvement over e-learners to act on what they learned after training in VR.

As VR technology becomes more usable, affordable and powerful than it already is, and as expertise and experience in developing VR training improves, experts agree that it will become a core part of delivering training across all verticals in the years to come. In fact, IDC estimates that VR training will contribute $294 billion (225 billion) to the global economy by 2030.

Advertisement - Article continues below

VR technology is constantly improving. By going wireless, improving battery life, creating more natural means of user interaction and generating greater processing power and graphics streaming, even more realistic and immersive training scenarios will be enabled, says Asyran Amin, lead XR engineer at Ministry XR.

Lovell, meanwhile, says the technology will help drive a new age of learning, development and education by delivering a cost-effective, immersive and efficient experience to train people in both hard and soft skills. VR offers unignorable benefits for organisations who want to train large sets of people, remotely and cost-effectively with better outcomes compared to the existing, traditional training formats, he says.

For Camera, VR training holds a wealth of opportunities, but more needs to be done before it can truly become a core part of skills development. Currently, the vast majority of VR learning applications are for technical and behavioural training, she says. In order for it to become more mainstream, it is critical that companies start implementing these solutions at-scale, versus in siloed, one-off situations. At the same time, VR training will become more prevalent as the headsets themselves become more mainstream for consumers.

The more people who have VR devices on-hand, the more opportunities there will be for companies to provide employees with this type of training content, she concludes.

Key considerations for implementing secure telework at scale

Identifying the security risks and advanced requirements of a remote workforce

The State of Salesforce 2020

Your guide to getting the most from Salesforce

Fast, flexible and compliant e-signatures for global businesses

Be at the forefront of digital transformation with electronic signatures

Rethink your cybersecurity strategy for the new world

5 steps to secure the enterprise and be fit for a flexible future

Original post:

Transforming training with virtual reality - IT PRO

Virtual Reality (VR) Headsets Market – Impact Of Covid-19 And Benchmarking. – Market Research Posts

: () , , , , 20202027

:

:/

: /

() ?

- , , , . , , , . , .

The major players in the Virtual Reality (VR) Headsets Market are Sony Corporation, Samsung electronics Ltd., HTC Corporation, Google, Inc., Microsoft Corporation, LG Electronics, Inc., Avegant Corporation, Facebook, Fove, Inc., and Oculus VR, LLC.We also need a market analysis section solely dedicated to major players such as where analysts give us an insight into the financial statements of all the major players, along with product benchmarking and SWOT analysis. Global Virtual Reality (VR) Headsets market with great emphasis on its market share, recent developments, business overview, market served, and growth strategies.

You Keep Your Social Distance And We Provide You A SocialDISCOUNTUseSTAYHOMECode In Precise Requirement And GetFLAT $ 1,000 OFFOn AllCMI Reports

Get Sample Copy Of This Report @ https://www.coherentmarketinsights.com/insight/request-sample/1346

Virtual Reality (VR) Headsets Market: Research Methodology

Coherent Market Insights follows a comprehensive research methodology focused on providing the most precise market analysis. The company leverages a data triangulation model which helps company to gauge the market dynamics and provide accurate estimates. Key components of the research methodologies followed for all our market reports include:

As part of Primary research, our analysts interviewed a number of primary sources from the demand and supply sides of the global Virtual Reality (VR) Headsets Market. This helped them to obtain both quantitative and qualitative data and information. On the demand side of the global Virtual Reality (VR) Headsets Market are end-users, whereas on the supply side are distributors, vendors, and manufacturers.

Every Day There Is A Treasure,

You Need To Find The Discount!!!

During our Secondary research, we collect information from different sources such as databases, regulatory bodies, gold and silver-standard websites, articles by recognized authors, certified publications, white papers, investor presentations and press releases of companies, and annual reports.

COVID-19 Impact on Virtual Reality (VR) Headsets Market

This research study also includes the analyses related to the impact of Covid-19 on the Virtual Reality (VR) Headsets Market. The global impacts of the coronavirus disease 2019 (COVID-19) may significantly affect the growth of the Virtual Reality (VR) Headsets Market in near future. As per the experts viewpoints, it affects the global economy in 3 major ways:

Virtual Reality (VR) Headsets Market: Regional Analysis

This part of the report includes detailed information on the market in various regions. Each region offers different scope for markets because every region has different government policies and other factors. The regions included in this report areNorth America, Europe, The Asia Pacific, and the Middle East and Africa. Information about the different areas helps the reader to understand better the global market.

Complete SWOT Analysis of the Global Virtual Reality (VR) Headsets Market

SWOT analysisis one technique that is quite that helps to gain an insight into the past and find a solution for the benefit of current or future blemish, useful for existing companies as well as the new plan. SWOT-analysis helps reduce weaknesses while maximizing the strong side of the company. Its can also be used when it comes to achieving certain goals in non-profit organizations or private companies. This tool can be used to make a reconsideration during the study.

Importance of SWOT Analysis in Business :

The mostimportantpart of aSWOT analysisis to improve the viability of your company.Importantthreats coupled with a company weakness typically put at risk your companys future, and theSWOT analysisidentifies these risks. You can eliminate internal weaknesses by assigning company resources to fix the problems.

Factors of SWOT-analysis will help businesses to understand their strengths to the threat that what is the strength of the company and what could be a threat or a risk in the future. With the help of SWOT analysis, companies can increase the chances of success and reduce the possibility of failure.

When the company conducted a SWOT analysis they need to know what are the weak points of the company. Then, managers can provide training to employees who help the company to improve employee performance.

DISCOUNT THAT YOU CANT RESIST

When managers know each and every aspect of the company from strength to threats. Time strategy formulation becomes easy. It helps companies to formulate a strategy.

It helps the company to motivate employees because when companies must know their weaknesses are trying to remove and send employees. When employees know their weaknesses are also working hard to eliminate the weaknesses

It helps companies to identify potential opportunities. SWOT analysis company because when they come to know about any potential opportunities that can help a business to grow.

Competitor analysis is critical to any marketing plan and SWOT analysis provides a perfect way to do this. Typically, PEST analysis is done before a SWOT analysis to provide details on opportunities and threats sections. Once you have a complete SWOT diagram you and your competitors, you can make better decisions about your marketing plan.

PESTEL Analysis :

APESTEL analysisor more recently named PESTELE is a framework or tool used by marketers to analyse and monitor the macro-environmental (external marketing environment) factors that have an impact on an organisation. The result of which is used to identify threats and weaknesses which are used in a SWOTanalysis.

Opportunities come in various forms, then the value of doing a PESTEL analysis. PESTEL stands for:

DISCOUNTBecauseBuying Without A Discount Is Sin!!!

Use STAYHOME Code And GetFLAT $ 1,000 OFF

Ask Discount Before Purchasing @ https://www.coherentmarketinsights.com/insight/request-discount/1346

How SWOT Analysis Is Important for Virtual Reality (VR) Headsets Market ?

There are three steps to follow in this analysis.

In this stage, and we collect all the information regarding the first two internal factors, strengths and weaknesses. However, this information collection can be done in a number of different ways. One-to-one interview or a group discussion can be carried to gather information. There will be a number of different views, questions, and issues related to these elements.

Here, we can make a list of all the opportunities that it may encounter in the future. It can make another list of all the future possible threats within the organization.

In this stage, the plan of action will have carried out to meet these opportunities and to secure the company from the threats. In this stage, the organization makes sure that they can maintain the strengths, change or stop the weaknesses, prioritize opportunism and minimize threats.

If you are not doing a SWOT analysis for your business or new start-ups you will face some of these Problems or Issues:

Appendix

Virtual Reality (VR) Headsets Market report gives you details about the market research finding and conclusion which helps you to develop profitable market strategies to gain a competitive advantage. Supported by comprehensive primary as well as secondary research, the Virtual Reality (VR) Headsets Market the report is then verified using expert advice, quality check and final review. The market data was analyzed and foretasted using market dynamics and consistent models.

:

Read the original:

Virtual Reality (VR) Headsets Market - Impact Of Covid-19 And Benchmarking. - Market Research Posts

Augmented Reality (AR) & Virtual Reality (VR) in Healthcare Sales Market 2020 Size by Product Analysis, Application, End-Users, Regional Outlook,…

New Jersey, United States,- The most recent Augmented Reality (AR) & Virtual Reality (VR) in Healthcare Sales Market Research study includes some significant activities of the current market size for the worldwide Augmented Reality (AR) & Virtual Reality (VR) in Healthcare Sales market. It presents a point by point analysis dependent on the exhaustive research of the market elements like market size, development situation, potential opportunities, and operation landscape and trend analysis. This report centers around the Augmented Reality (AR) & Virtual Reality (VR) in Healthcare Sales business status, presents volume and worth, key market, product type, consumers, regions, and key players.

The COVID-19 pandemic has disrupted lives and is challenging the business landscape globally. Pre and Post COVID-19 market outlook is covered in this report. This is the most recent report, covering the current economic situation after the COVID-19 outbreak.

Key highlights from COVID-19 impact analysis:

Unveiling a brief about the Augmented Reality (AR) & Virtual Reality (VR) in Healthcare Sales market competitive scope:

The report includes pivotal details about the manufactured products, and in-depth company profile, remuneration, and other production patterns.

The research study encompasses information pertaining to the market share that every company holds, in tandem with the price pattern graph and the gross margins.

Augmented Reality (AR) & Virtual Reality (VR) in Healthcare Sales Market, By Type

Augmented Reality (AR) & Virtual Reality (VR) in Healthcare Sales Market, By Application

Other important inclusions in the Augmented Reality (AR) & Virtual Reality (VR) in Healthcare Sales market report:

A brief overview of the regional landscape:

Reasons To Buy:

About Us:

Market Research Intellect provides syndicated and customized research reports to clients from various industries and organizations with the aim of delivering functional expertise. We provide reports for all industries including Energy, Technology, Manufacturing and Construction, Chemicals and Materials, Food and Beverage, and more. These reports deliver an in-depth study of the market with industry analysis, the market value for regions and countries, and trends that are pertinent to the industry.

Contact Us:

Mr. Steven Fernandes

Market Research Intellect

New Jersey ( USA )

Tel: +1-650-781-4080

Our Trending Reports

RFID System Market Size, Growth Analysis, Opportunities, Business Outlook and Forecast to 2026

R-Glass Fiber Market Size, Growth Analysis, Opportunities, Business Outlook and Forecast to 2026

Rich Mineral Paper Market Size, Growth Analysis, Opportunities, Business Outlook and Forecast to 2026

Rigid Bulk Packaging Market Size, Growth Analysis, Opportunities, Business Outlook and Forecast to 2026

Rigid Packaging for Food and Beverages Market Size, Growth Analysis, Opportunities, Business Outlook and Forecast to 2026

See the article here:

Augmented Reality (AR) & Virtual Reality (VR) in Healthcare Sales Market 2020 Size by Product Analysis, Application, End-Users, Regional Outlook,...

Virtual Reality Employee Training: Tips To Limit Costs – The Union Journal

Virtual Reality gives employees the chance to soak up information and learn the error of their ways in a safe setting. Or identify hidden talents they can use to benefit the business and boost on-the-job productivity. But the goal is to give them the skills and experiences they need in VR environments. Then turn them loose in the workplace to apply what they learned. So, how do you tip the payroll scales to give them more hours on the job and less in ILT courses? Here are 6 insider secrets to lower training expenses and make long training sessions a thing of the past.

eBook Release

VR Training Outsourcing

Find the ideal partner for Virtual Reality training and transform employee training into an immersive and engaging experience.

Things get out of hand when you try to squeeze too much content into one online training session or activity. Focus on a single skill or task in your Virtual Reality employee training simulations. Give employees the chance to experience the skill firsthand and see how it relates to their job duties. For

Read The Full Article

Post Views: 119

See the rest here:

Virtual Reality Employee Training: Tips To Limit Costs - The Union Journal

Virtual Reality (VR) Software Market Size, Global Future Trend, Segmentation, Business Growth, Top Key Players, Opportunities and Forecast to 2027 -…

New Jersey, United States,- Market Research Intellect has added the latest research on the Virtual Reality (VR) Software Market which offers a concise outline of the market valuation, industry size, SWOT analysis, revenue approximation, and the regional outlook of this business vertical. The report precisely features the key opportunities and challenges faced by contenders of this industry and presents the existing competitive setting and corporate strategies enforced by the Virtual Reality (VR) Software market players.

The Virtual Reality (VR) Software market report is an amalgamation of the key trends influencing the industry growth with respect to the competitive scenario and regions where the business has been successful. Furthermore, the study discusses the various restraints of the industry and uncovers the opportunities that will set the growth course. In addition, a holistic examination of the industry changes caused by the COVID-19 pandemic are also tagged in the report to aid investors and other participants in making well-informed decisions.

Key highlights from COVID-19 impact analysis:

Unveiling a brief about the Virtual Reality (VR) Software market competitive scope:

The report includes pivotal details about the manufactured products, and in-depth company profile, remuneration, and other production patterns.

The research study encompasses information pertaining to the market share that every company holds, in tandem with the price pattern graph and the gross margins.

Virtual Reality (VR) Software Market, By Type

Virtual Reality (VR) Software Market, By Application

Other important inclusions in the Virtual Reality (VR) Software market report:

A brief overview of the regional landscape:

Reasons To Buy:

About Us:

Market Research Intellect provides syndicated and customized research reports to clients from various industries and organizations with the aim of delivering functional expertise. We provide reports for all industries including Energy, Technology, Manufacturing and Construction, Chemicals and Materials, Food and Beverage, and more. These reports deliver an in-depth study of the market with industry analysis, the market value for regions and countries, and trends that are pertinent to the industry.

Contact Us:

Mr. Steven Fernandes

Market Research Intellect

New Jersey ( USA )

Tel: +1-650-781-4080

Here is the original post:

Virtual Reality (VR) Software Market Size, Global Future Trend, Segmentation, Business Growth, Top Key Players, Opportunities and Forecast to 2027 -...

Augmented Reality (AR) & Virtual Reality (VR) in Healthcare Industry Market Opportunity, Demand, recent trends, Major Driving Factors and Business…

Market Study Report, LLC, now offers a research study on 'Augmented Reality (AR) & Virtual Reality (VR) in Healthcare Industry market' which offers a precise outline of the industry valuation, SWOT Analysis, market size, revenue estimation and the geographical outlook of the business. The report accurately depicts the key opportunities and business challenges experienced by pivotal players of this industry, while expanding on their present competitive settings and growth strategies.

The Augmented Reality (AR) & Virtual Reality (VR) in Healthcare Industry market report provides a granular assessment pertaining to the key development trends and dynamics impacting this industry landscape over the analysis timeframe. It offers significant inputs with respect to the regulatory outlook as well as geographical landscape of this business space. The study also elaborates on the factors that are positively influencing the overall market growth and encloses a detailed SWOT analysis. Additionally, the document comprises of limitations & challenges impacting the future remuneration and y-o-y growth rate of this market.

Request a sample Report of Augmented Reality (AR) & Virtual Reality (VR) in Healthcare Industry Market at:https://www.marketstudyreport.com/request-a-sample/2803003?utm_source=algosonline&utm_medium=ADS

The report offers an in-depth analysis of the competitive landscape alongside raw materials and downstream buyers of Augmented Reality (AR) & Virtual Reality (VR) in Healthcare Industry market. Moreover, the study assesses the effect of COVID-19 pandemic on the growth opportunities of this industry vertical.

Expanding on the regional analysis of the Augmented Reality (AR) & Virtual Reality (VR) in Healthcare Industry market:

Elaborating on the competitive landscape of Augmented Reality (AR) & Virtual Reality (VR) in Healthcare Industry market:

Ask for Discount on Augmented Reality (AR) & Virtual Reality (VR) in Healthcare Industry Market Report at:https://www.marketstudyreport.com/check-for-discount/2803003?utm_source=algosonline&utm_medium=ADS

Other details enlisted in the Augmented Reality (AR) & Virtual Reality (VR) in Healthcare Industry market report:

The report answers important questions that companies may have when operating in the global Augmented Reality (AR) & Virtual Reality (VR) in Healthcare Industry market. Some of the questions are given below:

For More Details On this Report: https://www.marketstudyreport.com/reports/covid-19-outbreak-global-augmented-reality-ar-virtual-reality-vr-in-healthcare-industry-market-report-development-trends-threats-opportunities-and-competitive-landscape-in-2020

Related Reports:

2. COVID-19 Outbreak-Global Cognitive Services Industry Market Report-Development Trends, Threats, Opportunities and Competitive Landscape in 2020Read More: https://www.marketstudyreport.com/reports/covid-19-outbreak-global-cognitive-services-industry-market-report-development-trends-threats-opportunities-and-competitive-landscape-in-2020

Read More Reports On: https://www.marketwatch.com/press-release/at-173-cagr-service-robotics-market-size-growth-research-analysis-and-share-to-amass-around-us-544-billion-by-2026-2020-07-09?tesla=y

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

Original post:

Augmented Reality (AR) & Virtual Reality (VR) in Healthcare Industry Market Opportunity, Demand, recent trends, Major Driving Factors and Business...

3D virtual reality building inspections developed to aid remote working during the pandemic – HeraldScotland

A new online platform using 3D and virtual reality technology has been developed to allow remote building inspections to take place.

The six-month project at the University of Strathclyde uses state-of-the-art algorithms, virtual reality and image processing techniques to monitor the construction phase of buildings.

The platform will create a 3D environment of a building and reduce the number of physical inspections from quantity surveyors and health and safety inspectors required.

Since the beginning of the coronavirus pandemic, the necessity to work remotely means the technology could help solve problems arising from not being able to visit the site since remote working became the norm during the coronavirus pandemic.

READ MORE:Scotland Covid-19 cases rise by 48 with no deaths

Researchers say the technology will meanfewer defects occur in the long term as well as improving productivity and quality overall.

It has now also received 35,000 from the Construction Scotland Innovation Centre i-Con Challenge.

Dr Andrew Agapiou is a senior lecturer in the universitys department of architecture and lead researcher on the project.

He said: The ability to accurately detect errors and defects in remote and hard-to-access buildings has significant value for the organisations.

READ MORE:Bid to bring ornate ironwork back to Glasgow from Europe's busiest railway stations

In many situations, these structures are inspected extensively using digital cameras to capture images which can be analysed offline by experts who study the footage in detail.

The use of advanced photogrammetry and artificial intelligence technologies will help data gathering and analysis with minimum human interaction with buildings.

The project partners are the Scottish Government Building Standards Division, Sublime, Robert Gordon University, Balfour Beatty Construction, BDP, Anomalous Technologies, Scottish Futures Trust Hub-Cos Partnership, Highlands Council and the Construction Scotland Innovation Centre.

View original post here:

3D virtual reality building inspections developed to aid remote working during the pandemic - HeraldScotland