Virtual Reality in Education | SNHU – Southern New Hampshire University

Virtual reality is not just for video games anymore. It has a very real place in higher education today.

By applying virtual reality technology to a wide range of training and educational purposes, institutions of higher learning are able to continuously improve, excite and innovate with new discoveries and modes of engaging learners.

Virtual reality is a form of technology, including special headsets and software, that together place the user inside of a simulated experience. Such simulated experiences can mirror those found in the real world, or they can be more fantastic.

SNHU Labs, the research and development unit at Southern New Hampshire University (SNHU), believes these simulated environments can be used to generate objects, sounds and other sensations that give users the impression they are in a different location, whether projecting a day-to-day or extraordinary experience.

There are different types of virtual environments. Immersive virtual reality allows users to experience only the digital environment.

By contrast, augmented reality incorporates aspects of the users actual environment with the virtual environment.

Mixed reality is where aspects of the real world are blended with aspects of a virtual, or artificial world. Virtual learning leverages these approaches to creating digital immersive and blended environments, said Seth Corrigan, senior director of assessment and game-based learning at SNHU Labs.

Virtual reality allows users to interact with all manner of objects and systems, including those that are too small, too large, or perhaps too dangerous to experience in real life. With virtual reality, users can assemble, disassemble, manipulate and modify objects and environments in ways that have not been possible previously.

In fact, as learners interact with people and objects in the digital space, they are able to gain a first-hand understanding of what (those people and objects) are like and how they behave in reality, Corrigan said. For example, social experiences or training classes can be developed through a virtual reality classroom. By providing a platform for multiple people to interact and collaborate in realistic or fantastic virtual environments, the learning process can be enhanced.

All of this together makes it possible for learners to achieve impossible feats such as a journey inside a brain cell, travel back in time, and see the world through someone elses eyes, said Cat Flynn, deputy director of learning science at SNHU Labs.

The possibilities to apply virtual reality are only as limited as the imagination. Businesses of all types are using virtual environments for training and personnel development, as well as for product development and design.

For example, virtual reality is now being used to train employees as a way to augment or replace expensive or unrealistic on-site training, Corrigan said. When equipment is either too far away or too expensive to have new employees working with it directly, virtual environments are being used as substitutes.

There are huge benefits to using virtual reality in the design and engineering fields in particular because learners are able to put on their headsets and tour bridges, take apart engines and envision buildings they are designing in three dimensions, all without ever leaving the classroom.

Because virtual reality allows people to practice new processes in low-stakes environments, it can be a great training tool for professions like medicine, where surgeons can practice complex operations using three-dimensional replicas of their patients. And designers are making use of virtual reality in fashion, store and product design to understand how customers receive and interact with their products, said Corrigan.

Managers across all fields can use virtual reality to practice difficult conversations with employees. Lawyers can practice closing arguments. Counselors in training can practice counseling sessions.

And college professors can help students learn concepts in new ways. SNHU faculty member Dr. Peter Frost worked with SNHU Labs and the UNIT9 production company to design virtual reality experiences that require his biopsychology students to create working neurons. This unique training and learning experience places students in a human brain to build and troubleshoot a working neuron.

As they assemble the neuron, students can scale it up make it as tall as a house or scale it down, small enough to fit in their hand," Flynn said. "The immersive lessons shift instruction from passive modalities like lectures and texts to active and realistic experiences."

SNHU Labs is currently able to track details of learner activity within all types of virtual reality. The expectation is to leverage that data to develop further insights into not only how to improve specific learning experiences, but to improve teaching and learning at the course level, at the student level, and to continuously improve the learning process at the curriculum level by assessing students in an entirely new way.

"Virtual reality is on track to revolutionize how we measure and assess learning," Corrigan said.

Marie Morganelli, Ph.D. is a freelance content writer and editor at Precise Words Creative. Connect with her on LinkedIn.

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Virtual Reality in Education | SNHU - Southern New Hampshire University

Virtual Reality Market to Reach USD 57.55 Billion by 2027; Rising Employment of 5G Technologies to Augment Growth, states Fortune Business Insights -…

Pune, Sept. 03, 2020 (GLOBE NEWSWIRE) -- The globalvirtual reality market size is expected to reach USD 57.55 billion by 2027, exhibiting a CAGR of 44.3% during the forecast period. The growing adoption of 5G network owing to its higher bandwidth and low latency rate will subsequently promote the growth of the market, states Fortune Business Insights in a report, titled Virtual Reality (VR) Market Size, Share & COVID-19 Impact Analysis, By Component (Hardware, Software, and Content), By Device Type (Head Mounted Display, VR Simulator, VR Glasses, Treadmills & Haptic Gloves, and Others), By Industry (Gaming, Entertainment, Automotive, Retail, Healthcare, Education, Aerospace & Defence, Manufacturing, and Others), and Regional Forecast, 2020-2027. The market size stood at USD 3.10 billion in 2019.

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The coronavirus emergency has immensely damaged and disrupted various economies around the world. We understand that this health emergency has negatively impacted various sectors across the globe. Rising support from governments and several companies can help in the fight against this highly infectious virus. There are some industries that are struggling and some are thriving. More or less, nearly every sector is estimated to be impacted by this pandemic.

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The report on the virtual reality market emphasizes:

Market Driver:

High Utilization of Virtual Reality in Military Settings to Intensify Market

The increasing application of virtual reality (VR) solutions in the defense sector will enable speedy expansion of the market in the foreseeable future. The intelligent technology offers the understanding to perform high-risk operations beforehand, which, in turn, will spur the demand of the market. The virtual training sessions can help soldiers to develop skills for challenging situations during combat. For instance, the UK Ministry of Defense announced the investment in a virtual simulator platform to offer a wider training program for the armed forces. Likewise, the US army is constantly focused on providing a synthetic training environment by 2021 to prepare soldiers for real combat scenarios.

Elevated Demand for Virtual Meets and Conferences to Accelerate Market Amid COVID

The growing acceptance of digital technologies is expected to spur opportunities for the market amid coronavirus. The lockdown in several regions has led to high demand for immersive solutions. The growing popularity of virtual meets, conferences, exhibitions, gatherings will have a tremendous impact on the market during the pandemic. For instance, LAVAL, a Canadian city in southwestern Quebec, north of Montreal conducted an online exhibition with the help of VR glasses and 3D graphics. Besides, the utilization of VR technologies among students for online training will further enhance the potential of the market amid the COVID-19 Pandemic.

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Regional Analysis:

Rising Government Support Stimulate Growth in North America

The market in North America is expected to dominate the global market owing to the existence of prominent players in the US. The high support from the government of the US through investments is likely to encourage the market in the region. For instance, the US Department of Agricultures (USDAs) Food Safety and Inspection Service (FSIS) implemented virtual training sessions on public health veterinary. The market in Asia Pacific is expected to witness a rapid growth rate during the forecast period owing to the developing nations. China is expected to hold the largest share in the global market owing to the growing adoption of the 5G network in the region. Furthermore, the rising government initiatives and fundings are expected to improve the market prospects in India. For instance, campaigns such as Digital India, made in India, and Vocal for Local will uplift the small scales enterprises in India. For instance, AjnaLens raised funds of USD 1.5 Mn from Maharashtra Defence and Aerospace Venture Fund to enhance virtual and augmented reality capabilities.

Lists of Key Companies Operating in the Virtual Reality Market are:

Key Development:

January 2019: Autodesk Inc signed a partnership agreement with InsiteVR to offer VRmeeting integration platform for engineering and construction meetings. The platform will support in-designing and review projects to assist engineers.

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Virtual Reality Market to Reach USD 57.55 Billion by 2027; Rising Employment of 5G Technologies to Augment Growth, states Fortune Business Insights -...

Minecraft is coming to PlayStation VR as a free upgrade later this month – The Verge

Minecraft is getting a free upgrade making the game playable in PlayStation VR later this month, developer Mojang Studios announced in a blog post today.

Fans have been asking for PSVR Minecraft for a while now. Although the ever-popular game is already available to play on various virtual reality platforms (it launched on the Oculus Rift back in 2016, for example), Sonys VR hardware has until now been overlooked. Mojang says the upgrade will come as a free download patch for all players some time later this month.

Everyone who has Minecraft on PlayStation 4 will get that patch automatically, says the studio. Download that patch and youll get access to the new Minecraft VR functionality. Of course, youll need a PS VR setup in order to use it.

Mojang also shared screenshots of what appeared to be Minecraft in PS VR, as seen below:

The company says that the PS VR version of Minecraft will be 100% the same Minecraft game that you can play every day, every week, every month, every yearon PlayStation 4. Nothing removed. 100% wholesome & pure full-fat Minecraft.

There are some small tweaks, but those will be mainly to the interface and set-up for VR. Players will be able to use the PS4 controller to move about and take action, while looking around them using the PS VR headset. Mojang says the game will have two separate modes, Immersive and Living Room, but didnt go into detail about what these will entail.

Minecraft continues to be a runaway success, despite being more than a decade old. Earlier this year, Microsoft, which acquired Mojang back in 2014, said sales of the game now topped 200 million across various platforms, with a spike of usage occurring during the onset of the pandemic.

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Minecraft is coming to PlayStation VR as a free upgrade later this month - The Verge

Can Virtual Reality Help Us Connect Better During The Pandemic? – Forbes

Happy couple on the beach breathing fresh air at sunset

In North America, as winter is fast approaches, everyones worried about another COVID-19 lockdown. Social isolation will once again be on everyones minds. AARP Innovation Labs released Alcove, a virtual reality app that enables friends and family to stay connected for Oculus Quest.

Increasingly, with extended times spent indoors, everyone can feel disconnected.

Theres only so much video conferencing anyone can do. Talking about each others day and feeling like you are forcing conversations may not be the optimal way to spend time with your loved ones.

Families need fun. Not everyone can play the type of video game that our children like to play. How to establish a bond between you and your mother, who might be living 3000 miles away? How to enable grandparents to take your children on adventures when they may not be able to go out because of pre-existing health conditions?

Alcove came straight from AARP Innovation Labs to help families go on adventures together in virtual reality worlds modeled after the real world. As we venture further into all corners of the world, the idea is that as the world is feeling closer to us day-to-day, we live our lives together and apart, distributed on different continents and in other countries.

Video conferencing doesnt connect us on a human level. Its playing together or having shared experiences in the world that connects us and brings us closer together.

Rick Robinson, Vice President of AARPs Innovation Labs, says, Alcove allows people to truly break down the barrier of isolation is pretty remarkable. Some people naturally question whether its too complicated or advanced, but based on feedback and our extensive testing with consumers young and old, thats not the case at all.

Robinson suggested that Alcove allows for a much richer way to communicate with one another than current video chat experiences.

On Zoom or other video chat, you can catch up and talk about your day in a very flat way while in VR you can do so much more you can meditate together and travel the world together. You can play games in a completely immersive way.

In the virtual reality world, instead of being immersed inside one experience together, logistically, its easy to switch between experiences. This allows family members to explore different experiences to find what they like the best. Repeating experiences is easy. For instance, building a group meditation habit between a few adult family members is easy and feels immersive.

Robinson says, It is an environment that we like to refer to as your family corner in VR, primarily because of the aesthetic. When you enter, you feel like youre in a home with different rooms you can walk through, taking in all kinds of experiences that surround and envelope you.

Although everyone has an avatar inside Alcoves virtual worlds, the worlds are modeled after real worlds with 360 immersion. With heightened sensory experiences inside the VR world, the experiences can feel calming, soothing, and emotional. This helps to form real bonds between family members.

Cezara Windrem, Innovation Catalyst at AARP Innovation Labs, and Creator and Producer of Alcove, says, "The U.S. military has been using this for a couple of decades now for simulation and training. Now VR and AR are being used a lot more for high-level simulation training, educational programs, and more across industries because of its potential to create new worlds and immerse you in them in a way that can create new memories and allow your brain to make new and deeper connections with the content around. So, we're looking at VR as this complete 360-degree canvas that you are immersing yourself into, and it can be painted with any data information or media. And what's more, you can bring people in there and connect."

When you look at how humans connect, comfort and safety are usually the foundations for real connection. This is why Alcove purposely designed the 360 immersive experience to start from the home's foundation, where most of us find safety and security. It is also designed to engage family members who might be consistently living in their worlds inside the same house.

Windrem says, "Think of Alcove as a magical space that is built at a human scale. You walk in, and by walking in, I mean, you put your headset on, and you're in, and you're looking around, and you feel at home because the environments are built to connect with what you're used to on a daily basis. There's a more modern feel to it. As you started walking around on your own or with your dear ones, inside there, you can start navigating and going into different rooms, which are not your regular home environment rooms, but magical spaces that bring amazing experiences to life."

In the U.S., one of the most significant childhood moments bonding with family is to play board games such as checkers, go fish, etc.. While playing, you are talking with your family, you are cracking jokes, and leaning into joyful moments. Alcove sets the scene for real bonding time with your family.

Cezara Windrem adds, Alcove is a family platform. Were hearing from virtual reality gamers and non-gamers that Alcove is an amazing place to connect with their family members. People from across all age groups are enjoying it.

Alcoves focus on health and wellness allows families to think mindfully about building a collective healthy lifestyle. Families can build healthy habits together inside experiences within the app. They can also watch out for one another and create emotional bonds linked to health and wellness experiences.

Windrem says, "While Alcove is not a clinical tool, socialization, or lack of socialization, can be a contributor to dementia and other similar issues. It's logical that if you could provide a tool that promotes socialization, it could help reduce the risk of dementia."

As virtual reality applications move away from gaming into helping people improve their daily lives, people will use it to build a healthier lifestyle and stronger connection to each other and the world around them. As technologies progress, more immersive experiences will involve the integrating different technologies: virtual reality, augmented reality, artificial intelligence, and holographic. It presents a new frontier for technologists to experiment and create new mediums to improve peoples lives.

Windrem says, VR can bring human connection to whole new levelsthrough its power to connect people with each other and the world in immersive ways, which may have been impossible in the past through traditional mediums. This is particularly relevant today, as our society battles the pandemic, social distancing separates us physically from our loved ones, and more and more adults experience social isolation and loneliness because of it.

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Can Virtual Reality Help Us Connect Better During The Pandemic? - Forbes

COVID-19 Impacts: Augmented Reality (AR) and Virtual Reality (VR) Market Will Accelerate at a CAGR of Over 35% Through 2020-2024 | The Increasing…

LONDON--(BUSINESS WIRE)--Technavio has been monitoring the augmented reality (AR) and virtual reality (VR) market and it is poised to grow by $ 125.19 billion during 2020-2024, progressing at a CAGR of over 35% during the forecast period. The report offers an up-to-date analysis regarding the current market scenario, latest trends and drivers, and the overall market environment.

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

The market is fragmented, and the degree of fragmentation will accelerate during the forecast period. Alphabet Inc., DAQRI LLC, Facebook Inc., HP Inc., HTC Corp., Magic Leap Inc., Microsoft Corp., Samsung Electronics Co. Ltd., Sony Corp., and Toshiba Corp. are some of the major market participants. To make the most of the opportunities, market vendors should focus more on the growth prospects in the fast-growing segments, while maintaining their positions in the slow-growing segments.

The increasing demand for AR and VR technology has been instrumental in driving the growth of the market. However, high development costs associated with AR and VR apps might hamper the market growth.

Augmented reality (AR) and Virtual reality (VR) market 2020-2024 : Segmentation

Augmented reality (AR) and virtual reality (VR) market is segmented as below:

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Augmented reality (AR) and Virtual reality (VR) market 2020-2024 : Scope

Technavio presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources. Our augmented reality (AR) and virtual reality (VR) market report covers the following areas:

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.

Augmented reality (AR) and virtual reality (VR) market 2020-2024: Vendor Analysis

We provide a detailed analysis of around 25 vendors operating in the augmented reality (AR) and virtual reality (VR) market, including some of the vendors such as Alphabet Inc., DAQRI LLC, Facebook Inc., HP Inc., HTC Corp., Magic Leap Inc., Microsoft Corp., Samsung Electronics Co. Ltd., Sony Corp., and Toshiba Corp. Backed with competitive intelligence and benchmarking, our research reports on the Augmented reality (AR) and Virtual reality (VR) market are designed to provide entry support, customer profile and M&As as well as go-to-market strategy support.

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Augmented reality (AR) and Virtual reality (VR) market 2020-2024 : Key Highlights

Table Of Contents :

Executive Summary

Market Landscape

Market Sizing

Five Forces Analysis

Market Segmentation by Technology

Customer landscape

Geographic Landscape

Vendor Landscape

Vendor Analysis


About Us

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

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COVID-19 Impacts: Augmented Reality (AR) and Virtual Reality (VR) Market Will Accelerate at a CAGR of Over 35% Through 2020-2024 | The Increasing...

Japan uses virtual reality to improve physical, cognitive functions – BSA bureau

The results showed that participants improved their cognitive performance with the use of immersive virtual reality (IVR)

Researchers at the Smart-Aging Research Center (IDAC) at Tohoku University have developed an innovative training protocol that, utilizing immersive virtual reality (IVR), leads to real physical and cognitive benefits.

The protocol aims to assist patients suffering or recovering from long-term diseases whosephysical activitiesis not always possible. IVR, allows the creation of a realistic virtual body and can help solve problems. It sounds unreal, but the illusion is so effective that even with the person sitting and the virtual body walking, the person thinks he/she is moving - it even generates comparable physiological reactions.

Professor Ryuta Kawashima, director of IDAC, led the team of researchers to explore whether or not virtual training can have similar benefits on cognitive functions as physical exercise. Healthy, young participants underwent the virtual training protocol. Wearing an IVR headset while sitting, they saw a virtual body (also called an avatar) displayed in the first-person perspective. This created the illusory feeling of being the avatar itself. The virtual body alternated between 30 seconds of walking and 30 seconds of running for 8 minutes.

Researchers found that participants' heart rate increased coherently with the virtual movements, despite the fact that subjects were completely still; more importantly, cognitive functions (specifically, executive functions) and their neural basis were tested before and after the virtual training. The results showed that participants improved their cognitive performance (specifically, they were faster), as also confirmed by the increased activation of the brain-related areas (specifically, the left dorsolateral prefrontal cortex).

Professor Dalila Burin, who developed and conducted the experiment says. "training protocols in IVR can be useful for people with motor impairments to have comparable benefits to real physical activity." By introducing the virtual reality technology in the cognitive neuroscience field.

Image Caption:A schematic theoretical interpretation of the virtual illusion, leading to measurable physiological effects on the person's body


Japan uses virtual reality to improve physical, cognitive functions - BSA bureau

Virtual reality in 3 dimensions the Metaverse arrives – Cyprus Mail

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Virtual reality in 3 dimensions the Metaverse arrives - Cyprus Mail

Latest Study explores the Virtual Reality (VR) in Healthcare Market Witness Highest Growth in near future – AlgosOnline

The ' Virtual Reality (VR) in Healthcare market' research report now available with Market Study Report, LLC, is a compilation of pivotal insights pertaining to market size, competitive spectrum, geographical outlook, contender share, and consumption trends of this industry. The report also highlights the key drivers and challenges influencing the revenue graph of this vertical along with strategies adopted by distinguished players to enhance their footprints in the Virtual Reality (VR) in Healthcare market.


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The report on Virtual Reality (VR) in Healthcare market provides a granular analysis of the industry vertical. As per the research, the Virtual Reality (VR) in Healthcare market is expected to register a significant growth rate and amass admirable returns over the study period.

The report emphasizes on the key industry trends while particularizing the revenue forecast, market size, sales volume and growth avenues. Vital data pertaining to the growth drivers that will impact the profitability graph along with an in-depth assessment of numerous market segmentations is mentioned in the report.

Unveiling the Virtual Reality (VR) in Healthcare market Growth based on the geographical landscape:

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Latest Study explores the Virtual Reality (VR) in Healthcare Market Witness Highest Growth in near future - AlgosOnline

Virtual reality a rising force in the global healthcare industry – The Straits Times

SINGAPORE - Virtual reality (VR) has commonly been associated with gaming and entertainment, but it has also been making waves in hospitals and clinics across the world in recent years.

Doctors are increasingly applying this technology across a spectrum of uses, from medical training to diagnosing and treating different conditions, to easing a patient's anxiety before and during a medical procedure.

The global market for virtual reality in healthcare was valued at US$2.14 billion (S$2.92 billion) in 2019 and is projected to reach US$33.72 billion by 2027, according to a Verified Market Research report in July.

In a pilot study done last year, patients undergoing wide-awake surgery at St George's Hospital in London had the option to use a VR headset before and during their operation to view calming landscapes.

All the participants reported that their overall hospital experience was improved by wearing the headset, while 94 per cent said they felt more relaxed.

Furthermore, 80 per cent said they felt less pain after wearing the headset and 73 per cent reported feeling less anxious.

Consultant orthopaedic surgeon Shamim Umarji, who led the study, said: "Many patients feel quite anxious about the prospect of being awake during surgery, so it's fantastic to see the positive impact virtual reality can have on the patient experience. As surgeons we occasionally lose sight of how daunting the operating theatre can be."

A research team at the University of Utah in the United States has also found VR to be useful in building balance skills in patients with Parkinson's disease.

The technology has successfully improved patients' obstacle negotiation and balance, as well as their confidence in moving around in their environment, according to their findings published in peer-reviewed journal Experimental Biology.

VR has also been effective in training surgeons as well as teaching medical students.

Last year, a study from Harvard Business Review showed that training using VR technology improved participants' overall surgical performance by 230 per cent compared with traditional training methods.

The participants from the David Geffen School of Medicine at University of California, Los Angeles, were able to complete procedures on average 20 per cent faster and more accurately.

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Virtual reality a rising force in the global healthcare industry - The Straits Times

As Burning Man Goes Virtual, Organizers Try To Capture The Communal Aspect – NPR

BRCvr was created by Athena Demos, Doug Jacobson and Greg Edwards, who are longtime burners. Kye Horton/Burning Man hide caption

BRCvr was created by Athena Demos, Doug Jacobson and Greg Edwards, who are longtime burners.

Burning Man the dazzling, days-long, annual arts and lovefest drawing 70,000 to the dusty Nevada desert was cancelled this year. But organizers are trying to capture the quintessential, communal arts experience online.

For this year's theme, Multiverse, teams have created 2D and 3D virtual experiences. The program runs Aug. 30-Sept. 6.

The chaos and creativity of Burning Man usually involves thousands of artists and volunteers trekking to the vast, windy, barren desert to build enormous, eye-popping, often whimsical sculptures. This year, you can turn on your webcam or virtual-reality headset to attend an art class or DJ dance party or even join a virtual group hug.

In the desert, the Burning Man Temple is typically a place spacious enough for people to walk into and reflect, grieve or leave an offering. This year, you can sort of do that at the Ethereal Empyrean Experience with a mobile device, desktop, or VR headset.

Ed Cooke, one of the creators of SparkleVerse, says that to recreate the desert experience, burners as attendees are called have set up tents in their living rooms and dressed up in costumes.

The Multiverse Ethereal Empyrean Experience, by Laurence "Renzo" Verbeck and Sylvia Adrienne Lisse, was selected as the official Black Rock City Temple for 2020. Kye Horton/Burning Man hide caption

The Multiverse Ethereal Empyrean Experience, by Laurence "Renzo" Verbeck and Sylvia Adrienne Lisse, was selected as the official Black Rock City Temple for 2020.

"Getting up and dancing in front of your screen, bothering to put on a costume, jumping around, these things are extraordinarily powerful in terms of taking you into new realms of experience," he says. "Radical self-expression" is one of Burning Man's 10 Principles.

Cooke admits that online he doesn't experience "the sense of awe of the scale of things" he experiences in the desert, but he's convinced the kind of joyful, communal experience he's had there in the past can be achieved virtually.

Other burners are having none of it. "It's not the same thing," says Douglas Wolk, who's been going to Burning Man for 20 years.

Wolk says he keeps going back to Burning Man because he believes in its principles such as no advertising and immediacy, which organizers describe as seeking "to overcome barriers that stand between us and a recognition of our inner selves, the reality of those around us, participation in society, and contact with a natural world exceeding human powers."

Wolk says, when everyone is off the grid together, the relationships are unlike anything else. "All kinds of people meet in this difficult, sometimes frustrating environment and they're pretty much all there to help each other," he says. "It's really not the same thing to be sitting in front of your computer."

Longtime Burning Man artist Jennifer Lewin has mixed feelings about this year's virtual festival. While she thinks it's "a very interesting experiment," she misses the opportunity to "test the limits" of her large, interactive, public sculptures.

With the dust, heat, wind and thousands of people ready to play, "Burning Man is the best place possible for me to go to test interactive sculptures, says Lewin. "If your work can survive Burning Man, it can survive anywhere."

Computer images of Lewin's work Cosmos, now on display in Tokyo, are in the DustyMultiverse this year. Lewin says, while they are "perfect conceptualizations" of the work, they don't face any "real world problems."

Burning Man curators know they can't fully replicate the uniquely communal and physical experience of Black Rock City. Kim Cook, director of creative initiatives at Burning Man Project, says the goal this year is "connection and creativity and sharing experiences." With some 90 events taking place around the world, she says "the ethos of Burning Man is not restricted to one location."

The culmination of the festival is the burning of the giant sculpture of the Burning Man. This year organizers will stream videos of people doing burns in their backyards, fire dancing, or even just lighting candles.

The rest is here:

As Burning Man Goes Virtual, Organizers Try To Capture The Communal Aspect - NPR

Rescape raise over 350k through Crowdcube for virtual reality in healthcare – Wales247

There is just one week left to invest in Wales-based immersive technology in healthcare pioneer Rescape Innovation, who have already raised over 350K through Crowdcube.

The Crowdcube fundraise, launched last month, smashed their first goal within hours of public launch, with significant pledges already secured from doctors, health tech experts, business and academic leaders, and Development Bank of Wales. Through Crowdcube, Rescape now has the opportunity to overfund, giving investors a stake from as little as 11.76 in a fast-moving sector that has really shown its value during the pandemic.

Richard Twomey, Ex-CEO Mlnlyck said: Having led international medical technology companies, I was impressed with Rescapes focus on innovation, establishing solid clinical evidence and health economics. I am excited to join their journey as an investor as they have a huge opportunity to make a VR platform that will impact healthcare on a global scale.

Rescape partnered with Cwm Taf Morgannwg University Health Board and the Centre for Trials Research at Cardiff University to demonstrate the very human benefits VR has brought to frontline NHS teams facing COVID-19, and the potential to roll out this technology and increase the adoption of VR in a range of future medical treatment plans.

Rescape already has a track record in the use of VR to support patient recovery and rehabilitation, working with cancer patients at Velindre Hospital, and Cystic Fibrosis patients in Cardiff and Vale Health Board, and the value of VR has also been evidenced in mums in childbirth. Now, for the first time, theyve been successfully using virtual reality through their DR.VR platform to help reduce anxiety and stress amongst NHS staff tackling the pandemic, which has far reaching implications on NHS costs. In January this year alone, before the pandemic struck, over 434,000 work days were lost to anxiety, stress, depression and other psychiatric illnesses amongst NHS staff, and to give an idea of scale, a reduction of one day per staff member per year saves the NHS 150m.

Dr Austin Gibbs, Director The Allan Lab said: Theres little doubt that VR has a role to play in clinical practice. As a Doctor in the field its exciting to see the growing body of evidence supporting its use. Like all innovations however, translating that which is easy to do in the laboratory with whats practical to do in the clinic is where the real challenge lies. DR.VR offers us a real usable all in one solution to deploy VR distraction at the coal face. Its our go to system when colleagues call us to assist in difficult or challenging procedures where patient comfort is paramount. Easy to use, effective and practical, at present theres nothing else that ticks all those boxes.

Launching the Crowdcube fundraise, Rescape Innovation CEO Matt Wordley said: This is the latest push in our aim tobecome the leading global provider of immersive technology solutions, including VR, in healthcare and associated marketplaces. It gives anyone the opportunity to have a stake in this innovative technology for as little as 11.76, which, apart from being a great investment in a growing company, gives people the warm feeling they are providing proven benefits to patients, staff and reducing costs in the NHS. We already have interest from over 10 hospitals and trusts across the UK in the next scale-up of trials.

Luke Lang, co-founder of Crowdcube commented: Rescape joins a growing list of healthcare technology businesses that have successfully fundraised with Crowdcube since the Covid-19 pandemic started earlier this year. Rescapes mission to use virtual reality to help reduce stress and anxiety for NHS employees and improve patient wellbeing has clearly inspired people to invest in the innovative business, which is now overfunding.

Dr Michelle Smalley is a Clinical Psychologist working in Intensive Care Units in Royal Glamorgan and Prince Charles Hospitals in Cwm Taf Morgannwg University Health Board Dr. Smalley said: Roles radically changed on March 13, with a dramatic increase in stress and anxiety amongst frontline medical and nursing teams for both themselves and their loved ones. My role pivoted to focus on staff wellbeing and support, and trying to limit burn out, so we worked with Rescape to bring in DR.VR headsets to see if it would prove a useful aid in reducing anxiety, and give the medical teams some much needed relief.

Being a clinical psychologist in unprecedented times has called for unprecedented measures to help support staff. From the moment I tried these headsets out myself, I realised their potential for helping with anxiety and stress, but we have to be evidence based in our approach.

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Rescape raise over 350k through Crowdcube for virtual reality in healthcare - Wales247

Virtual Reality in Education Market 2020 Trends, Market Share, Industry Size, Growth, Sales, Opportunities, Analysis and Forecast To 2027 – The Daily…

The Virtual Reality in Education Market study added by Reports web, exhibits a comprehensive analysis of the growth trends present in the global business scenario. The study further presents conclusive data referring to the commercialization aspects, industry size and profit estimation of the market.

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Key Vendors are Involved in Industry:

EON Reality, Inc., Google LLC, HTC Corporation, Merge Virtual Reality, Microsoft Corporation, Nearpod, Oculus VR, Samsung Electronics Co., Ltd., Sony Corporation, zSpace

The following part of the report explains the detailed segmentation of the Virtual Reality in Education Market. Valuable data and information related to the key segments have been established via this market research report. The revenue share coupled with insightful forecasts for the major segments and the other significant sub-segments have been detailed via this report.

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Table of Content:

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Fidelity Investments Pilots Immersive, Interactive Virtual Reality Onboarding for 140+ Employees – Yahoo Finance

Fidelity Center for Applied Technology Accelerates Development of Proofs-of-Concept Amidst Pandemic; Seeks an Alternate Interactive Experience to Replace In-Person Networking

In response to the global pandemic, Fidelity Investments, a diversified financial services firm with a commitment to innovation and investment in technology, accelerated its look into virtual reality to train and educate employees. Driven by the Fidelity Center for Applied Technology (FCAT), the company sought a way to engage a large class of incoming employees.

This press release features multimedia. View the full release here: https://www.businesswire.com/news/home/20200901005240/en/

More than 140 employees used virtual reality headsets as part of their remote onboarding to replace Fidelitys traditional in-person training program in May. The virtual reality experience allowed participants to connect in a virtual meeting space as an "avatar," and get to know one another through a new medium, all the while exploring and engaging with digital technology.

"The virtual reality pilot program was a practical way to solve for an immediate need," said Adam Schouela, Head of Emerging Technology at FCAT. "Fidelity had been prepared to work remotelywe moved nearly our entire workforce to their homes, in just a week or soand we were looking to build on and improve that experience. The VR headsets allowed employees to create deeper connections across teams and site locations, in a more human way than if the training were entirely on a video call."

As part of the virtual experience, participants engaged in scavenger hunts and word games, teleporting between indoor and outdoor environments to familiarize themselves with technology and socialize with fellow trainees. Employees could even practice their "elevator pitch" in real-time and receive feedback from others in the room.

"While wearing the headset during virtual classes, I had the ability to block out my physical world and become completely immersed in collaborating with my peers," said Starr Redic, a Financial Operations Senior Associate based out of Durham, North Carolina. "It was extremely refreshing to interact with others while overcoming barriers, such as a physical location, in a creative way."

In addition to networking, participants were able to leverage FCATs existing VR proofs-of-concept as part of the program. Employees tested FCATs experimental Retirement Readiness tool, which help clients understand the key factors in retirement planning and helps them visualize where they are on their retirement planning journey. Employees also viewed examples of VR training modules used to train customer service employees on empathy. The training gives participants a view into the life of a client and the call situations they may experience in an effort to improve the handling of the call. This virtual reality pilot program was Fidelitys first use-case in a training and onboarding environment.

Participants in the virtual reality experience were all part of the Fidelity YOU programYear One Universitywhich strives to build future Fidelity Operations leaders, ranging from recent graduates to tenured employees within Fidelity new to Operations. Fidelity YOU participants work at Fidelity locations across the country, and this virtual reality experience allowed them to make connections across the firm to succeed in their role. While the session pivoted to a completely virtual environment, one thing didnt change: the commitment to helping employees thrive.

About Fidelity Center for Applied Technology

The Fidelity Center for Applied Technology (FCAT) is a catalyst for breakthrough ideas, contributing to a successful future for Fidelity and its customers. FCAT teams track emerging social and tech trends, test product concepts and ideas, and build scalable solutions that support more efficient operations and enhance customer satisfaction.

About Fidelity Investments

Fidelitys mission is to inspire better futures and deliver better outcomes for the customers and businesses we serve. With assets under administration of $8.6 trillion, including discretionary assets of $3.4 trillion as of July 31, 2020, we focus on meeting the unique needs of a diverse set of customers: helping more than 32 million people invest their own life savings, 22,000 businesses manage employee benefit programs, as well as providing more than 13,500 institutions with investment and technology solutions to invest their own clients money. Privately held for more than 70 years, Fidelity employs more than 45,000 associates who are focused on the long-term success of our customers. For more information about Fidelity Investments, visit https://www.fidelity.com/about-fidelity/our-company.

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Fidelity Investments Pilots Immersive, Interactive Virtual Reality Onboarding for 140+ Employees - Yahoo Finance

Here’s how to participate in the virtual Burning Man, or ‘Multiverse’ – Reno Gazette Journal


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No lines. No dust. No running out of toilet paper in the portapotties.

Could the virtual burn be the new way to burn? Probably not, but Burners worldwide are making the best of their inability to gather in the Black Rock Desert this year.

Burning Man's recently introduced platform, Kindling, is a portal for Burners to find a variety of online experiences of Burning Man. Created bydifferent Burner communities, there are eight "universes" in which Burners can Burn at home this year from their digital devices. It can be accessed athttps://kindling.burningman.org

Here's how to participate in this year's virtual community and celebration.

The 2020 Burning Man Multiverse is an online event, and links to all of the different experiences can be found on Kindling. On Kindling, you will additionally find links to avirtual Temple and a Burn Night experience.

All of the "universes" have different creators, so while some share similarities they're allunique.

You may want to watch Burning Man's intro video to get a better idea of which universes you want to visit and which ones are most compatible with the technology that you have. Watch the video athttps://youtu.be/7FmlUcuoAhI

Some, for instance, support virtual reality technology, others require an application or a programinstallation. Mostonly require only a computer or smartphone.

Burners: What you should know if you're visiting Black Rock Desert this weekend

Burners on stilts walk with the procession leading up to burning of the man during Burning Man 2014(Photo: Andy Barron/RGJ)

Three of the universes (Infinite Playa, Multiverse and Sparkleverse) require a form of payment, but most only suggest a donation either to the Burning Man Project or to artists and designers.Some universes will cease to exist after the final day of the typical Burn week, Sept. 7, but some will continue to allow access beyond the 2020 Burning Man dates.

All of the universes have different ways of participating, including events, performances and panels. Participants can submit their own activities as well whether it's a storytelling challenge, a shared meal, a virtual portapotty decoration activity, or a musical act.

Designers and artists also are welcome to submit art renderings to be included in the virtual spaces. Directions on how to participate vary from universe to universe.

News: With Burning Man canceled, Reno's symbolic end to summer and a major cash cow is gone


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Most of the platforms will have their own Man burns, but the Burning Man Project is sharing a mini-Man blueprint for those who want to build their own downsized effigies at home and hold their own intimate burns. Those holding at-home burns are allowed to register their burns if they want to upload video of their burns to the Project's 24-hour livestream of Burn night, Saturday, Sept. 5, on Kindling.Find more information on how athttps://kindling.burningman.org/burn-night-live-from-home/

The Project is also hosting a Temple burn on Sunday, Sept. 6,via Kindling in which participants this week are encouraged to submit images, video, audio and text about loved ones they have lost and want to remember. The content will be shared prior to the Temple "burn" on Sunday in which all content will be erased permanently as it would be in a traditional burn.

News: Burning Man debuts documentary, 'Art on Fire,' about creating art on playa

Jenny Kane covers arts and culture in Northern Nevada, as well as the dynamic relationship between the state and the growing Burning Man community.She also covers the state's burgeoning cannabis industry (Check out her podcast, the Potcast, on iTunes.)Support her work in Reno by subscribing to RGJ.com right here.

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Here's how to participate in the virtual Burning Man, or 'Multiverse' - Reno Gazette Journal

Tom Brady ‘falling in love’ with Bucs’ virtual reality system to get extra reps – Yahoo Sports

Brady 'falling in love' with Bucs' virtual reality setup originally appeared on NBC Sports Boston

Who says you can't teach an old dog new tricks?

But after 20 seasons playing for the same coach and owner in New England, everything is new for Tom Brady in Tampa Bay. New teammates (aside from Rob Gronkowski), new coach, new offensive system... and new technology.

For the first time in his career, the 43-year-old future Hall of Famer is turning to virtual reality to help get extra reps as he attempts to get up to speed with Bruce Arians' offense before the Buccaneers open their 2020 campaign.

Arians has used STRIVR Virtual Reality Training since he coached the Arizona Cardinals, and for a quarterback like Brady who looks for any advantage he can get, it's no wonder he is diving head-first into a new training method.

All our backup quarterbacks get really live reps its our actual practice that goes on, on the tape," Arians said."Tom [Brady] has embraced it. We were already scheduled to use it and would have used it anyway because Blaine [Gabbert] and [Ryan Griffin] liked it from last year. Its good reps for them, but Tom is falling in love with it, too.

Arians explained that the Bucs film every snap in practice, allowing Brady to review entire practices either on tape or through virtual reality.

Hed never had it," Arians told Sports Illustrated's Albert Breer."He was like, Wow, this is really cool. You turn around and see the running back, you look out, you see the coach. Its crazy how good it is.

Crazy how good it is? Thatsame sentiment has been applied to Brady over his legendary career, and if he's able to glean even more advantages through the virtual reality technology, he could continue to excel as he begins his third decade in the NFL.

Read more from the original source:

Tom Brady 'falling in love' with Bucs' virtual reality system to get extra reps - Yahoo Sports

7 Takeaways from Flight Plan Season 3 Episode 5: Navigating Training Camp in A Virtual Reality – Revenge of the Birds

If you havent had a chance to catch up on Cardinals Flight Plan so far this season...first of all, what are you waiting for?

Its one of the best inside looks to the team and, with no open training camp practices this year, is really the only look this year into the offseason for the Arizona Cardinals. An offseason thats been riddled by a crazy pandemic into all sorts of unique situations.

You can check out the latest episode below before reading the rest of this article:

Now that youve seen it, lets go ahead and discuss this Virtual Reality of football amidst a pandemic.

Last episode we got to see the Cardinals steps taken and protocols from players getting their temperatures remotely taken, showing their finished health questionnaire.

#1: Michael Bidwill Speaking about his experience with Coronavirus

I was religious about wearing a mask, the only time I left the house was to go to the gym....and I got it.

Cardinals Owner Michael Bidwills story of him sitting in the ICU for 5 days and a worried nurse holding his hand was powerful and it set the tone for a camp that so far, hasnt seen a single reported positive Coronavirus test

#2: Deandre Hopkins living up to the Legend

Whatever youve heard about him, its true.

The first interview of Deandre Hopkins revealed a few things about him as an individual. Notably his love for futuristic Netflix shows, but it also revealed a surprising amount of humility and a quiet confidence in his ability to connect with Kyler Murray, who he called a talented young quarterback in his own right.

The episode had Head Coach Kliff Kingsbury talk about how he just moves differently from other guys, and seeing his dedication to communication with Murray and even keeping up with an off-field friendship should give Cardinals fans confidence in the teams latest W.M.D.weapon moving downfield.

#3: Seeing Devon Kennard come home

The Cardinals have seen a number of former Arizona natives on their teamfrom Christian Kirk to Byron Murphy.

But theyve never had something like with Devon Kennard in an Arizona native whos father HIMSELF was a former Arizona Cardinal.

Seeing the two of them bicker over who would have gotten the drop on the other (Kennard joking that his dad would have had no chance to catch him with his athleticism) was a treat to watch, with the hopes that in Cardinal red his son can carve a path in the desert similar to the father. Kennard even talked about how different Vance Josephs scheme is from the 4-3 sets he had played and that it was more aggressive, whereas before he used his hands to get upfield but had to read the QB or RB and remain cautious to a degree.

#4: Hump Remains A Hoot (and the OL having fun)

D.J. Humphries is quite a character. Being able to follow him from a conversation about the Wild Hogs offensive linemen and bonding that 4 of the Cardinals OL have had and jokes about how they cowered away from a serious biker that the fearsome foursome of Humphries, Pugh, Murray and Cole had was hysterical. Hes probably the most quotable player on the Cardinals outside of a rare, hilarious quip from Kliff Kingsbury.

Some highlights:

To me, thats just showing that hes more than just a quote for the locker room but a legit starting tackle in the NFL and team leader.

#5. Buddas extension w/ him and Michael Bidwill in masks

This part stood out because 95% of the time it seems (with a rare Chris Johnson camp signing) we get to see Michael Bidwill at the Arizona Cardinals Dignity Health training facility sign contracts or extensions with Bidwill there and a special pen.

However, since Covid, we havent had an in-person signing with Bidwill for any of the draft picks due to social distancing, up until this camp when he and Budda inked a deal making him the highest paid safety in the NFL. Chandler Jones had fun with it, starting a Bu-Dda! chant in the locker room.

Jones has seemed to be Bakers BFF in a lot of ways, and theyre now some of the longest tenured Cardinals on the team oddly enough due to the amount of turnover yearly, and certainly have blossomed into stars in the desert.

#6. An energized Kliff Kingsbury seems more confident

If guys like Chandler Jones and Patrick Peterson bring the energy, so did Kliff Kingsbury. He was raving about some of his new players and the segment in which he was micd up was revealing. He was as excited and joyous as Bruce Arians was when plays would succeed and ran some interesting drills that made sense for a football context. A quip or two could be found as well.

When Kyler Murray was having to handle a bad snap drill to prep for if a center misses a snap in scooping the ball up and dumping it off, after Kyler fielded one off the ground and threw it, Kingsbury said Thank the Oakland As for that.


Double ouch if youre living in Oakland.

Poor As fans having to see their first round pick now playing in a completely different league, I guess.

Kingsbury as well discussed about how Kirk talked about it and he did it and goes out there and Mosss two people. Mossing is more of a football/Madden/twitter term for catching a ball in double coverage by leaping and taking it away from the defenders in a jump ball situation...so good for Christian Kirk.

Kingsbury also raved about Fitzgeralds ease of adjustments for making a difficult catch. Said that Fitz has the force within him. just like an old Jedi Master.

Kingsbury is more reclusive by nature versus a force of personality in media like Bruce Arians, so getting to see the side of him that 90% doesnt get seen in most media interviews is a dang treat.

#7. Kyler Cole Murray wont settle for less...but that drive wont isolate him from his teammates one bit

Kyler Murray when micd up was almost as entertaining as Kingsbury. He has an almost drier sense of humor and is pretty direct but also seemed to know when to cut loose with his teammates. One play that made me laugh out loud was when he yelled out Banjo, shut the hell up on the field and then took a snap and made a pass. Chris Banjo is an opposing defender and he was probably either trying to distract Murray or see something with a call on a play and Kyler essentially just shut him down, hilariously.

Murray also had one of the most entertaining segments when RB Chase Edmonds tried to guess his middle name and took...essentially the entire practice before getting it.

In the end, he figured out that 1 syllable, starting with a C meant Cole, and it was cathartic Im sure for Chase to get it before the end of the day.

But Murray also seemed drivenjust like he was upset over an interception, he was mad at himself for some reps that he felt were average reps.

Not settling for a passing grade is part of what makes Kyler unique in how he pushes himself constantly and is also quite self-aware. Just not diabolically so like some past quarterbacks or other managers have been in the past.

And I think that is the best thing for Cardinals fans to end on, with the season now, incredibly, less than a week away from beginning.

In conclusion...

Overall, I liked how personal this episode felt in many ways.

Instead of focusing on the heavy topics or even seeing some behind the scenes aspects or stories (a la a day visiting a hospital or the like) it was more of just allowing some of the personalities on the Cardinals to shine through. In that sense it did feel more natural and flowed well.

Id say that following Humphries for a dayfrom outside the stadium to micd up at practice was probably the highlight of the episode.

The Humphries/Murray/Kingsbury micd up segments were great, along with the ending for Kirk, Sherfield and Chase Edmonds aka the Ratpack or the three Amigos (or even just the Migos, a famous rapper group) together with their own secret way to exit the stadium.

By all accounts, those three have been inseparable from eating together to gaming together since they each came into the league in 2018 and lived through a wild rookie season and each made it into the 2020 season on the same team...remarkable for a 2nd, 5th and Undrafted player considering how fluid the NFL can be.


Seeing that camaraderie helps fans, even like myself, feel they are part of something more despite the fact that so far, there will be no live fans in attendence. But there will be 100% cheering and screaming inside of their hearts from those whove gotten a chance to see the work thats been put in thus far to pull off a season.

It was good to take an inside look at that...from outside the Nest.

What was your favorite part of the latest episode? Sound off in the comments section!

You can follow @blakemurphy7 on Twitter.

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7 Takeaways from Flight Plan Season 3 Episode 5: Navigating Training Camp in A Virtual Reality - Revenge of the Birds

Augmented Reality and Virtual Reality Component Market Sales Channel Analysis: (Impact of covid-19) by Competitive Industry Overview and Futuristic…

Global Augmented Reality and Virtual Reality Component Market Report 2020 by Key Players, Types, Applications, Countries, Market Size, Forecast to 2026 (Based on 2020 COVID-19 Worldwide Spread) Report Overview

The global Augmented Reality and Virtual Reality Component Market report has been compiled after extensive market research into various parameters concerning the Augmented Reality and Virtual Reality Component Market industry. An overview of the market and the market share of the different segments that the Augmented Reality and Virtual Reality Component Market is categorized into is presented. The scope of growth of the different products/services offered by different manufacturers in the Augmented Reality and Virtual Reality Component Market industry has been discussed in detail and the results have been included in the report. The market share that the global Augmented Reality and Virtual Reality Component Market occupies is presented from the year 2020 to the year 2026 comprising the base period.

Key Players:-

BlipparDaqriEon RealityGoogleHimax TechnologiesIntelMagic LeapMetaMicrosoftFacebookOsterhout Design Group (ODG)PTCSamsung ElectronicsSonyVuzix

The global Augmented Reality and Virtual Reality Component Market has several companies that are involved in it. These different companies are analyzed to identify the companies/organizations that occupy a large chunk of the market share. Once the identification process is completed the strategic profiling is carried out. This includes the revenue that each company has earned from the year 2020 to the year 2026 during the base period. As a result of this data, the growth of the different companies can be accurately predicted for the forecast period from the year 2020 to the year 2026 in detail.

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Regional Scope of the Augmented Reality and Virtual Reality Component Market:

United StatesEuropeChinaJapanSoutheast AsiaIndiaCentral & South America

What questions does the Augmented Reality and Virtual Reality Component Market report answer pertaining to the regional reach of the industry?

Which among these regions has been touted to amass the largest market share over the anticipated duration

How do the sales figures look at present how does the sales scenario look for the future?

Considering the present scenario, how much revenue will each region attain by the end of the forecast period?

How much is the market share that each of these regions has accumulated presently

How much is the growth rate that each topography will depict over the predicted timeline

Reasons to Read this Report

This report provides pin-point analysis for changing competitive dynamics

It provides a forward looking perspective on different factors driving or restraining market growth

It provides a six-year forecast assessed on the basis of how the market is predicted to grow

It helps in understanding the key product segments and their future

It provides pin point analysis of changing competition dynamics and keeps you ahead of competitors

It helps in making informed business decisions by having complete insights of market and by making in-depth analysis of market segments

Research Methodology of Augmented Reality and Virtual Reality Component Market:-

The data that is presented in the Augmented Reality and Virtual Reality Component Market report is analyzed and verified to ensure that it is free from errors and discrepancies that may have occurred during the collection. One of the primary analysis methods used is Porters Five Forces Model. It uses five distinct parameters to analyze the collected data that include the threat of substitutes, the bargaining power of customers, the threat of new entrants, the bargaining power of suppliers and competitive rivalry. The analyzed data is then presented in the Augmented Reality and Virtual Reality Component Market report.

The final report will add the analysis on Augmented Reality and Virtual Reality Component Market Industry.

The report scrutinizes different business approaches and frameworks that pave the way for success in businesses. The report used Porters five techniques for analyzing the Augmented Reality and Virtual Reality Component Market; it also offers the examination of the global market. To make the report more potent and easy to understand, it consists of info graphics and diagrams. Furthermore, it has different policies and improvement plans which are presented in summary. It analyzes the technical barriers, other issues, and cost-effectiveness affecting the market.

Reasons to Read this Report:-

This report provides pin-point analysis for changing competitive dynamics

It provides a forward looking perspective on different factors driving or restraining market growth

It provides a six-year forecast assessed on the basis of how the market is predicted to grow

It helps in understanding the key product segments and their future

It provides pin point analysis of changing competition dynamics and keeps you ahead of competitors

It helps in making informed business decisions by having complete insights of market and by making in-depth analysis of market segments


Chapter 1: Plug-in Augmented Reality and Virtual Reality Component Market Research Scope.

Chapter 3: Plug-in Augmented Reality and Virtual Reality Component Market Competition by Manufacturers

Chapter 4: Global Production, Revenue (Value) by Region

Chapter 5: Global Supply (Production), Consumption, Export, Import by Regions

Chapter 6: Global Production, Revenue (Value), Price Trend by Type

Chapter 7: Global Market Analysis by Application

Chapter 8: Manufacturing Cost Analysis

Chapter 9: Industrial Chain, Sourcing Strategy and Downstream Buyers

Chapter 10: Marketing Strategy Analysis, Distributors/Traders

Chapter 11: Plug-in Augmented Reality and Virtual Reality Component Market Factors Analysis

Chapter 12: GlobalPlug-in Augmented Reality and Virtual Reality Component Market Forecast to 2026

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Augmented Reality and Virtual Reality Component Market Sales Channel Analysis: (Impact of covid-19) by Competitive Industry Overview and Futuristic...

Ryot’s Mark Melling explains how to master the challenges of mixed reality – The Drum

Mark Melling, head of Ryot Studio EMEA at Verizon Media, discusses why demand for its unique suite of live-streaming and mixed, virtual, and augmented reality content capabilities has increased and where the future of the tech lies.

Digital, digital, digital. Weve been hearing for months that brands have been investing in cutting-edge content to emulate lost real-world experiences in lockdown. One man on the ground for that transformation is Mark Melling, head of Ryots Holborn outpost, sister branch to its LA office.

The studio was founded to deliver linear-digital content for brands, but things became complicated in the following years. It now works in live and 3D production and has even taken on a broadcast partner role, too.

Ryot is building virtual worlds, live-streaming mo-capped digital artists and more at the cutting edge of media. Prior to the pandemic, it worked with the NFL and Star Wars. In lockdown, its helping to deliver live VR broadcasts of the NBA and Indy 500, and a futuristic fashion show.

With large physical audiences shut out in lockdown, the desire to gather around cultural phenomena has been redirected into the digital.

Enter Ryot. As a child of connectivity and media giant Verizon, the studios been building use-cases for 5G tech and the benefits it can offers. In lockdown, there has been heightened demand for the tech.

Demand for our time has increased exponentially. It has given us the opportunity to develop some cool concepts to bring to market. We have learned about what worked and what doesnt, said Melling.

In lockdown so many types of human experiences changed. We have really focused on those that converge in the virtual and physical world.

A prime example of this was its Fabric of Reality fashion show. Three mixed reality artists were paired with three designers to create a unique virtual catwalk.

It was available to select VR headset owners to watch live. But in the 2D realm, the team virtually shot a video for those without the tech to get a peak at the show, reaching a further 150,000 odd people.

We challenged what it meant to do a fashion show in real-time. We created a virtual environment where we could get inside the story of the motivations of fashion designers.

When pushing into the virtual, theres a balancing act between extending what a fashion show can be, while delivering a familiar experience.

Melling explains: So, as an example, when we were first doing our virtual conferences, we wondered why not go to the moon instead? But it was too far of a departure. There's also the reason you meet in the conference center its familiar. People understand what they do there. We need to strike a balance what can be improved using tech.

The fashion show wasn't a total departure from what youd expect. There was a catwalk, a seating plan and more. Melling adds: Theres a constant battle between pushing the limits, but also making it familiar enough so it's not confusing.

Mellings often challenged on the value of Ryots tech. Immersive as it is, is it worth the investment? He is no stranger to the build it and they will come mentality. But right now, he admits, there's too much friction in AR, and he admits many haven't picked up VR since some shoddy experiences half a decade ago.

Mellings seen what 5G tech can deliver. As well as delivering a seamless experience, such experiences will be easier to enter. It will remove the friction points from the process, including the likes of app logins and long load times.

You have to make sure that youre not just using technology for technologys sake. Theres a difference between getting someone's intense attention and truly engaging them. When you see some AR work, it can be a gimmick just doing it for technologys sake if the story isnt there. That can be painful and consumers are savvy enough to see right though it.

We always ask, whats the story that you want to tell and whats medium that best tells that story? Sometimes thats AR, sometimes its VR and sometimes its a billboard in the middle of central London.

If youve been paying attention to the live events space, youll have noticed the convergence of the virtual and the physical; be it The Weeknd performing a virtual concert in TikTok; Travis Scott doing the same in Fortnite, or Joe Biden campaigning in the world of Animal Crossing.

It all feels like a big jumble but it is actually quite simple. They are all heading towards the same space.

The Fortnite x Travis Scott work was a virtual event happening with live integration. On the other side of the coin, we have seen football games piping in EA Sports FIFA 2020 audience sounds into empty stadiums, a live event with virtual integration. Any activity you see in this space will be one or the other.

Same could be said of Ryots VR NBA broadcasts.

Going forward it is clear that there are benefits to come from enhancing physical events in the virtual or vice versa. Were moving towards a digital twins set-up. When you do a live event, youd almost be foolish not to do a virtual event alongside it.

This was happening anyway, but it has certainly been accelerated.

One of the big criticisms of these works is that they reach smaller, niche audiences than they perhaps deserve. As well as the coming promise of 5G making it easier to interact with this content, Verizon Medias built a tool to offer mixed reality work at scale through its ad network, to a reported 900 million global unique visitors monthly. Verizon Media Immersive has been live in the US region and is now going live in the EMEA.

Melling said: With previous technology that was all app-based, there were challenges with scale. Now we have a more holistic ecosystem, we can not only can we build these virtual platforms to engage audiences but also reach through our native product in web AR. You can interact with the AR aspect of the ad within the publisher platform now you're already in so it's not a big disruptive experience.

In short, youll likely be seeing a lot more of Ryots work in the real world, if you visit sites in its stable like Yahoo, HuffPost and TechCrunch. With the friction removed from these activations, well have a clearer view where exactly mixed reality sits in the modern media mix.

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Ryot's Mark Melling explains how to master the challenges of mixed reality - The Drum

Virtual Reality in Healthcare Market analyzes the impact followed by restraints and opportunities and projected developments (2020-2027) – Bulletin…

Virtual Reality in Healthcare Market Overview:

Reports and Data has recently published a new research study titled Global Virtual Reality in Healthcare Market that offers accurate insights for the Virtual Reality in Healthcare market formulated with extensive research. The report explores the shifting focus observed in the market to offer the readers data and enable them to capitalize on market development. The report explores the essential industry data and generates a comprehensive document covering key geographies, technology developments, product types, applications, business verticals, sales network and distribution channels, and other key segments.

The report is further furnished with the latest market changes and trends owing to the global COVID-19 crisis. The report explores the impact of the crisis on the market and offers a comprehensive overview of the segments and sub-segments affected by the crisis. The study covers the present and future impact of the pandemic on the overall growth of the industry.

Get a sample of the report @ https://www.reportsanddata.com/sample-enquiry-form/1210

Competitive Landscape:

The global Virtual Reality in Healthcare market is consolidated owing to the existence of domestic and international manufacturers and vendors in the market. The prominent players of the key geographies are undertaking several business initiatives to gain a robust footing in the industry. These strategies include mergers and acquisitions, product launches, joint ventures, collaborations, partnerships, agreements, and government deals. These strategies assist them in carrying out product developments and technological advancements.

The report covers extensive analysis of the key market players in the market, along with their business overview, expansion plans, and strategies. The key players studied in the report include:

Google, Mindmaze, DAQRI, Psious, CAE Healthcare, Medical Realities, Atheer, Augmedix , Oculus VR, Firsthand Technology, Siemens Healthineers, Philips Healthcare, 3D Systems , VirtaMed , Virtually Better.

An extensive analysis of the market dynamics, including a study of drivers, constraints, opportunities, risks, limitations, and threats have been studied in the report. The report offers region-centric data and analysis of the micro and macro-economic factors affecting the growth of the overall Virtual Reality in Healthcare market. The report offers a comprehensive assessment of the growth prospects, market trends, revenue generation, product launches, and other strategic business initiatives to assist the readers in formulating smart investment and business strategies.

To read more about the report, visit @ https://www.reportsanddata.com/report-detail/virtual-reality-in-healthcare-market

Component Outlook (Revenue, USD Million; 2016-2026)

Technology Outlook (Revenue, USD Million; 2016-2026)

Application Outlook (Revenue, USD Million; 2016-2026)

End user Outlook (Revenue, USD Million; 2016-2026)

Device type Outlook (Revenue, USD Million; 2016-2026)

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Key Coverage in the Virtual Reality in Healthcare Market Report:

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Virtual Reality in Healthcare Market analyzes the impact followed by restraints and opportunities and projected developments (2020-2027) - Bulletin...

HP and Valve will launch new virtual reality glasses – The Bulletin Time

James Martin / CNET

HP announced that it will launch, in collaboration with Microsoft and Valve, a new virtual reality glasses. This announcement coincides with the launch of one of Valves most anticipated virtual reality video games: Half-Life: Alyx.

Developed in collaboration with Valve and Microsoft, the next generation HP VR glasses offer a more immersive, comfortable and compatible experience than the previous generation, says HPs Web site, where the brand indicates that these glasses are the new standard in virtual reality.

HP did not give many details about the new glasses, since within its website you can only see a photo of what would be the second generation of its HP Reverb VR Pro Edition glasses. Unlike the current model, HPs new virtual reality glasses could be compatible with Valves SteamVR platform.

The HP Reverb VR Pro Edition have a cost of US $ 649, and since this new model will be the new standard in virtual reality its price could remain above US $ 600. Currently on the market there are models of virtual reality glasses, such as the Oculus Quest or the HTC Vive, with a cost that is below US $ 500.

However, HP has not revealed the price that its new glasses will have, its official name or official launch date.

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HP and Valve will launch new virtual reality glasses - The Bulletin Time