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Exploring coronavirus in virtual reality: Insights for fighting today’s pandemicand the next – SynBioBeta

When nearly 100 people tuned into a YouTube live stream on April 2, they could be forgiven for thinking theyd showed up to a virtual version of a Medieval Times dinner theater show. Each avatar in the gray dome that is the Nanome software environment wore colored goggles and a colored shirt. The five avatars, each controlled by a scientist, were there to do battle with SARS-CoV-2 in virtual reality (VR).

Rather than lances and swords, however, they wielded molecular weapons.

The live event was hosted by SynBioBeta, and the avatars represented:

John Cumbers welcomed viewers before positioning two molecules containing gray, white, blue, red, and green atoms in front of the group.

McCloskey, nanoengineer and founder of Nanome, explained that the colors of the atoms correspond to the colored elements on the periodic table inside Nanome software: carbons are gray, nitrogens blue, hydrogens white, and chlorine atoms green.

If you know what these molecules are, type the answer into the chatbox, Cumbers instructed the audience.

Minutes later, McCloskey awarded viewers with virtual points for correctly identifying the first two molecules as chloroquine and hydroxychloroquine. He explained that these are two small molecule drugs currently used to treat certain diseases of the immune system (formerly used to treat malaria) and certain autoimmune diseases, and that they have been authorized for emergency use to treat COVID-19, the disease caused by the novel coronavirus, SARS-CoV-2. However, efficacy in treating the disease has yet to be shown in studies.

According to McCloskey, there is no consensus in the scientific community about how these drugs work on the molecular level.

Ohe theory is that the pH is affected, which in turn affects glycosylation of the ACE2 receptor and the binding affinity of the viral spike protein receptor binding domain (RBD), said Rob Rhinehart, Partner at Mars Bio and Director of The Corona Initiative. The angiotensin-converting enzyme 2 (ACE2) receptor, which is present on many human cell types, is the protein that SARS-CoV-2 attaches to in order to gain entry into human cells.

By examining the structure of this and viral proteins, researchers hope to find areas that drug makers could target to defeat the pandemic roiling the world.

The -ase in protease means to cut, said Rhinehart. This protein is responsible for generating the individual proteins that form new viral particles. Rhinehart took control and loaded a small molecule drug manufactured by Gilead Sciences, remdesivir. He showed how it fits into the pocket inside the protease. We can see how this could possibly be very effective as a therapeutic by disrupting the function of the protease, he said. We dont know that, though. Remdesivir was actually designed to target the viral RNA polymerase, not the protease.

McCloskey showed the others a molecule he had designed himself to target the protease and submitted to a crowdsourced drug design competition, and then pointed to 27 amino acids in ACE2 that make contact with the virus spike protein; the rest of ACE2 disappeared. Theres a group at MIT that is producing this peptide chain, he said. The idea is to keep the virus from binding to human cells by blocking the RBD.

Most of the structures the group worked with during the livestream are publicly available and can be visualized in Nanome software for free.

The pace of problem-solving and collaboration that VR is enabling is unprecedented, said Cumbers. VR is becoming a useful tool in science, and because of the way its being used in the midst of the COVID-19 crisis, its widespread adoption will likely be accelerated.

This is the future, agreed Robert Scoble, who is a VR guru.

You can watch the full livestream here.

If you are a school or institution working on SARS-CoV-2, Nanome is offering reduced pricing through the month of June.

By Deborah Lynn Bright, Writer at Nanome

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Exploring coronavirus in virtual reality: Insights for fighting today's pandemicand the next - SynBioBeta

Augmented Reality and Virtual Reality (AR and VR) Market Anticipated to Grow at a Significant Pace by 2020 2025 – Jewish Life News

Global Augmented Reality and Virtual Reality (AR and VR) Market report contains all study material about overview, growth, demand and forecast research report in all over the world. This report offers some penetrating overview and solution in the complex world Global Augmented Reality and Virtual Reality (AR and VR) industry in global market.

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The Augmented Reality and Virtual Reality (AR and VR) research report provides a detailed assessment of this business sphere. This report also estimates the market share and growth rate attained over the forecast period. The report unravels all the key aspects of Augmented Reality and Virtual Reality (AR and VR) market including revenue forecasts, industry size, and sales amassed with respected to each industry segment. The key growth drivers and the restraints of this industry vertical have also been elucidated in the report.

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Chapter 1: Methodology & Scope

Definition and forecast parameters

Methodology and forecast parameters

Data Sources

Chapter 2: Executive Summary

Business trends

Regional trends

Product trends

End-use trends

Chapter 3: Augmented Reality and Virtual Reality (AR and VR) Industry Insights

Industry segmentation

Industry landscape

Vendor matrix

Technological and innovation landscape

Chapter 4: Augmented Reality and Virtual Reality (AR and VR) Market, By Region

Chapter 5: Company Profile

Business Overview

Financial Data

Product Landscape

Strategic Outlook

SWOT Analysis

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Augmented Reality and Virtual Reality (AR and VR) Market Anticipated to Grow at a Significant Pace by 2020 2025 - Jewish Life News

VR vacations provide comfort from being stuck at home: ‘The first time I tried it I saw a city in Spain’ – CNET

With MyndVR, seniors can explore everything from fall foliage to European cities in virtual reality.

Eighty-one-year-old Georgina Schuldt isn't used to being tied down. After retiring from a career in nursing, Schuldt and her husband lived on a boat for eight years, sailing from Canada to Panama. When they returned, they went camping in the Pacific Northwest every summer.

But Schuldt's husband passed away last year. Now she uses a walker, unable to go long distances. She has no interest in getting on a plane or being dependent on someone else to push her in a wheelchair.

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Despite all of this, Schuldt was recently able to explore a European city -- in virtual reality. Her Florida assisted living community owns three headsets from MyndVR, a company that creates VR experiences geared toward people age 65 and up.

"The first time I tried it I saw a city in Spain. We were right in the city square, and there was a tourist who walked right in front of me! I could've touched her," Schuldt said. "I thought that was wonderful."

The day we talked, she had just used the headset to visit a forest full of colorful fall leaves.

"It takes you out of your own environment and puts you somewhere else," Schuldt said. "It's very pleasurable to go back and see things that you love but you can't get to anymore."

Virtual reality is one of many technologies that can be used to reduce loneliness and social isolation in senior citizens, which researchers have called an epidemic in and of itself.

Nearly one-fourth of adults aged 65 and older are considered socially isolated, according to a 2020 study from the National Academies of Sciences, Engineering, and Medicine. Research shows older people who report feeling lonely are more likely to face anxiety, depression, suicide, heart disease, stroke and dementia, a risk rivaling smoking, obesity and physical inactivity.

"If loneliness is persistent and sufficiently severe, it can and does have negative health consequences," said Dr. Dilip Jeste, the senior associate dean for healthy aging and senior care and a distinguished professor of psychiatry and neuroscience at the University of California, San Diego.

The good news? You can make changes to avoid these outcomes, Jeste said. And technology may be one piece of a broader puzzle that gives America's growing population of seniors a more connected and healthy life.

Virtual reality companies focusing exclusively on seniors are finding their way into senior living communities, aiming to provide an escape from the doldrums of everyday life or point of connection with family members.

Even if seniors live in a community surrounded by others, they may still slowly withdraw and become isolated, MyndVR CEO Chris Brickler said. "As their stimulus diminishes due to age and disease, we have to find other ways to keep them stimulated and engaged," he said.

MyndVR's headset and platform streams more than 200 virtual travel, recreation, music and arts experiences for older adults living in senior communities or at home. These experiences can act as reminiscence therapy by helping them remember parts of their past or as engagement therapy by connecting them with others in their community or family, Brickler said.

"We see families that are locked into the same conversations week after week, slowly making their visits mind-numbing," he added.

Having something new to do together can add some new energy into visits and give seniors a chance to have more substantive conversations, he said.

Traditional therapy typically costs between $100 and $200 per session. A single-user license for MyndVR's platform is less than $1,000 per year, while a multiuser license for community packages average around $5,000 per year, Brickler said. The cost includes the hardware, the library of VR content, and customer and technical support. MyndVR now has tens of thousands of users across 40 states, he added.

Read more: How families are giving a fantastic trip to loved ones in hospice

Some companies, like AARP Innovation Labs, are using VR to keep the elderly connected to their families for a slightly lower cost.

Its latest product is Alcove, a virtual reality house where seniors can meet up with relatives to talk, play games and explore different experiences.

VR offers a sense of presence and immersion that other technologies don't, said Cezara Windrem, head of VR at AARP Innovation Labs and product lead for Alcove. "It could allow families to come together, overcoming cost, time and mobility constraints," Windrem said.

AARP Innovation Labs built Alcove in partnership with Rendever, a startup that creates VR experiences for senior living communities. It launched a first version 2019, which is available free on the Oculus Go platform (and will come to Oculus Quest too later this summer).

Seniors can invite up to four people at a time to join them in a fully immersive virtual chalet in the mountains, surrounded by trees and grass. Explore four different rooms, and even decorate the home with their own photos.

AlcoveVR from AARP Innovation Labs lets elderly people hang out with their families in a virtual house.

The app offers a guided tour of Paris together, practice meditation, or play checkers or chess. You can take older relatives on real-world adventures. It's free to download and use right now (provided you have an Oculus Go VR headset, which costs $149), with no advertisements. But as more content is added, the company may consider a micro-transactions system for premium VR experiences, so you might pay a few dollars for a top-tier tour.

The virtual element may make hanging out with grandma more attractive to younger people, who can find a connection with them in this new medium, Windrem said.

"We know how much the young generations are attracted to this new technology," she said. "It's wonderful having them find a connection through this new medium and be able to share their love for it with older family members but on their own terms through experiences that everyone can relate to."

But what about the elderly who require physical assistance that virtual reality can't provide -- like help with grocery shopping or tasks around the house?

For seniors, one option is Papa, a service that provides "family on demand" to older adults by pairing them with "Papa Pals." College students who can provide companionship and assistance on tasks like grocery shopping and driving. Plus, those students get paid.

Papa is a service that connects seniors with college students who can provide companionship and help with tasks like grocery shopping.

CEO Andrew Parker was inspired to create Papa by his grandfather, who needed help but was isolated. He didn't drive, but also didn't require traditional home care services. Papa launched in 2018 and is now available in 25 states and counting. The company has more than 7,000 Papa Pals on the platform, Parker said.

A majority of members receive Papa as a free benefit via insurance carriers or Medicare Advantage programs. Papa Pals have to go through a background check and vetting process. Fewer than 10% of those who apply are hired, Parker said. But they can make between $12 to $16 an hour, depending on what kind of tasks they are doing. The company is opening applications up beyond college students now, partially because unemployment levels have risen so much as a result of COVID-19.

The company typically signs people up for visits from Papa Pals once or twice a week. Tasks include everything from grocery shopping to driving to doctor appointments to teaching them how to set up technology. One member asked a Papa Pal to accompany her to a wedding, because she didn't want to be a burden on her family. Another, a former Tour de France competitor, asked his Pal to take him on a bike ride -- and quickly outpaced his college-age companion, Parker said.

Those visits look different now because of coronavirus. Papa Pals are helping with contactless grocery deliveries. And most companionship visits have moved to phone calls or video chats.

"We're teaching older adults how to use technology in a way that they probably weren't willing to do generally before," Parker said. "The stigma of being alone is less of an issue now that the whole world is isolated."

Despite the tech industry's best efforts, there's no single research-backed cure for loneliness, Jeste said. The solution has to be multi-dimensional and include physical activity, exercise and social connections. Technology can help, but it won't solve the problem alone, he added.

"The technology industry has traditionally focused on younger people," Jeste said. "Older people don't want something that is cool with a thousand applications. They want something really simple. We need technology that is senior-friendly."

Back in Florida, Schuldt agrees. The simplicity of the VR platform was a major factor in why she enjoyed the experience so much, she said. "You just stick it on your head," Schuldt said. "You don't have to learn a whole bunch of tricks to get it to go."

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VR vacations provide comfort from being stuck at home: 'The first time I tried it I saw a city in Spain' - CNET

What Are The Best Virtual Reality Apps for 2020? – SWAAY

Growing up, I always wanted to work in a profession where I could help people. My dedication to health, wellness, and helping others was instilled in me through my grandmother, who my family refers to as Grandma Clover. As a strong, hardworking leader in her community, Grandma Clover believed that natural remedies and herbal medicine could help heal a variety of different ailments. The knowledge and use of natural remedies were passed down to my mother, who then passed those same teachings on to me. Hearing the stories of how Grandma Clover was always around to provide a helping hand to those in need made me realize my own passion for helping those experiencing sickness and pain. This is how I began my journey to become a Cardiovascular Intensive Care Unit nurse.

To me, there is nothing more important than investing in your health.

Through my current work as a nurse, I witness first-hand the debilitating effects of chronic pain and sleeplessness on those I serve. Many of my patients, in addition to their medical treatment, turn to CBD to help alleviate their symptoms. While I initially did not know much about CBD and its healing properties, I was quickly able to appreciate the amazing effects it had on my patients. I wanted a way to bring this wellness and healing to individuals outside of the hospital, which is what inspired me to launch my own CBD brand named K'dara CBD.

"Dara" means wisdom in Hindu, and it's the foundation of the brand. We invested significant time and resources in researching and finding the highest quality ingredients and working with a leading pharmacist to formulate our natural, organic, and premium quality products. My vision for K'dara CBD is simple: provide a natural yet effective solution for those suffering from pain, sleeplessness, anxiety, and stress. To me, there is nothing more important than investing in your health. As a nurse, my greatest joy is taking care of people, and K'dara CBD helps me do that in a completely new way and reach so many more people. I intentionally developed a range of CBD products so anyone can find a solution to living their very best life, from pain creams, oils, and tinctures to gummies, pet chews, and bath bombs.

So, on my days off work, I focus on building my company and making it successful so I can continue to bring natural health and wellness products to everyone.

In February of this year, I was in the final stages of establishing my brand and preparing to launch the products when the COVID-19 pandemic began to catch the attention of every major news outlet around the world. It was scary, surreal, and unbelievably stressful, not only personally but also as a professional. There were more questions than answers and more uncertainties than clarity. I had to make a choice: either put K'dara CBD on hold, a brand I had been working tirelessly to build for over a year, or I could roll my sleeves up and put my full faith in the vision I had created by moving forward with the launch. I began to reflect on what I believed that Grandma Clover would do in my situation. She was never one to give up or let anything get in her way. Reflecting on her strength led to my decision to take my chances and launch K'dara CBD in the midst of the pandemic.

If there was one piece of advice I could give to other women who dream of starting their own company one day, it would be to not fear failure.

In the months to follow, the virus grew worse; hospitals were in desperate need of additional resources, and hot spots, such as New York City, were struggling to meet the demand. Though my original plan was to cut back on my bedside nursing hours to focus more energy on K'dara CBD, I made the decision to temporarily relocate to NYC to work as a nurse on the frontlines of the pandemic, all while dealing with the endless obligations required of a new entrepreneur. I knew I could not sit idly by while hospitals and patients were in desperate need of nurses just like me. Though scary at first, I then saw this opportunity as a new way to challenge myself and, more importantly, take myself out of my comfort zone to where true growth could happen.

Life serving on the frontlines, especially during a pandemic, is challenging, overwhelming, and heartbreaking. My patients are extremely sick, and some have succumbed to this virus with no family allowed to visit them during their final moments. It can be physically draining running around on your feet all day wearing hot PPE equipment for hours at a time. On some units, even taking the time to drink water can be taxing. However, despite the challenges, I choose to celebrate the victories no matter how big or small. Many people have asked me how I've dealt with such tragedy while working in the ICU. My response is that the best way to honor those who have passed is to keep on living. So, on my days off work, I focus on building my company and making it successful so I can continue to bring natural health and wellness products to everyone. It is what truly brings me joy.

The road to where I am today hasn't been easy, and the road to where I want to go feels thousands of miles away at times, but I refuse to give up. I know that in order to succeed, I must believe and invest in myself. Meditating, exercising, and keeping a positive perspective are all ways that I keep myself moving forward, even on my toughest days. If there was one piece of advice I could give to other women who dream of starting their own company one day, it would be to not fear failure. Starting your own business requires taking risks. You will fail more often than you will succeed, but if you keep pushing forward, that's when you will grow the most.

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What Are The Best Virtual Reality Apps for 2020? - SWAAY

Game Time: Will virtual reality help sports survive post-pandemic? – The Indian Express

In an effort get sports fans to continue watching matches being held in empty stadiums, broadcasters are now attempting to enhance their viewing experience with the help of virtual reality. From zoom videoconferences and piped-in video game audio, to CGI overlays and augmented reality viewing, the sports industry is trying to reinvent itself post the pandemic. In this episode, Gaurav and Mihir talk about whether these innovations will appeal to fans and help recover the industrys mounting losses.

You can follow us and leave us feedback on Facebook and Twitter @expresspodcasts, or send us an email at podcasts@indianexpress.com. If you like this show, please subscribe and leave us a review wherever you get your podcasts, so other people can find us. You can also find us on https://www.indianexpress.com/audio.

Game Time: Will virtual reality help sports survive post-pandemic?In an effort get sports fans to continue watching matches being held in empty stadiums, broadcasters are now attempting to enhance their viewing experience with the help of virtual reality. From zoom videoconferences and piped-in video game audio, to CGI overlays and augmented reality viewing, the sports industry is trying to reinvent itself post the pandemic. In this episode, Gaurav and Mihir talk about whether these innovations will appeal to fans and help recover the industry's mounting losses.You can follow us and leave us feedback on Facebook and Twitter @expresspodcasts, or send us an email at podcasts@indianexpress.com. If you like this show, please subscribe and leave us a review wherever you get your podcasts, so other people can find us. You can also find us on https://www.indianexpress.com/audio.

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Game Time: Will virtual reality help sports survive post-pandemic? - The Indian Express

Virtual reality gaming centre to open in July – Tbnewswatch.com

Thunder VR will be located in Intercity Shopping Centre.

THUNDER BAY Virtual reality is coming to Intercity Shopping Centre.

A company called Thunder VR says it's opening up a location with eight virtual reality rooms in the mall on July 26, according to a note posted to their Facebook page.

You will be able to play your favourite VR games with or against your family and friends! Passer-byers in the mall will be able to see game play on big monitors in the show case, the post reads.

There will be waiting area for family members to sit and wait for their family members. This is an exciting time for us, and for Thunder Bay! We're looking forward to opening, and bringing VR to the city.

The store will be located at the north end of the mall, near Sunrise Records.

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Virtual reality gaming centre to open in July - Tbnewswatch.com

Trending: Virtual Reality-Ready Computers Market Detailed Analysis of Current Industry Figures With Forecasts Growth by 2026 – Jewish Life News

The market research report published by QYResearch is a brilliant, in-depth, complete, and much-needed resource for companies, stakeholders, and investors interested in the global Virtual Reality-Ready Computers market. It informs readers about key trends and opportunities in the global Virtual Reality-Ready Computers market along with critical market dynamics expected to impact the global market growth. It offers a range of market analysis studies, including production and consumption, sales, industry value chain, competitive landscape, regional growth, and price. On the whole, it comes out as an intelligent resource that companies can use to gain a competitive advantage in the global Virtual Reality-Ready Computers market.

Key companies operating in the global Virtual Reality-Ready Computers market include , Alienware, HP, CyberPowerPC, iBUYPOWER, Razer, Asus, MSI, CybertronPC, Acer, Lenovo

Get PDF Sample Copy of the Report to understand the structure of the complete report: (Including Full TOC, List of Tables & Figures, Chart) :

https://www.qyresearch.com/sample-form/form/1524145/global-virtual-reality-ready-computers-market

Segmental Analysis

Both developed and emerging regions are deeply studied by the authors of the report. The regional analysis section of the report offers a comprehensive analysis of the global Virtual Reality-Ready Computers market on the basis of region. Each region is exhaustively researched about so that players can use the analysis to tap into unexplored markets and plan powerful strategies to gain a foothold in lucrative markets.

Global Virtual Reality-Ready Computers Market Segment By Type:

, Laptop, Desktop

Global Virtual Reality-Ready Computers Market Segment By Application:

, Professionals, Amateur

Competitive Landscape

Competitor analysis is one of the best sections of the report that compares the progress of leading players based on crucial parameters, including market share, new developments, global reach, local competition, price, and production. From the nature of competition to future changes in the vendor landscape, the report provides in-depth analysis of the competition in the global Virtual Reality-Ready Computers market.

Key companies operating in the global Virtual Reality-Ready Computers market include , Alienware, HP, CyberPowerPC, iBUYPOWER, Razer, Asus, MSI, CybertronPC, Acer, Lenovo

Key questions answered in the report:

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TOC

Table of Contents 1 Virtual Reality-Ready Computers Market Overview1.1 Product Overview and Scope of Virtual Reality-Ready Computers1.2 Virtual Reality-Ready Computers Segment by Type1.2.1 Global Virtual Reality-Ready Computers Production Growth Rate Comparison by Type 2020 VS 20261.2.2 Laptop1.2.3 Desktop1.3 Virtual Reality-Ready Computers Segment by Application1.3.1 Virtual Reality-Ready Computers Consumption Comparison by Application: 2020 VS 20261.3.2 Professionals1.3.3 Amateur1.4 Global Virtual Reality-Ready Computers Market by Region1.4.1 Global Virtual Reality-Ready Computers Market Size Estimates and Forecasts by Region: 2020 VS 20261.4.2 North America Estimates and Forecasts (2015-2026)1.4.3 Europe Estimates and Forecasts (2015-2026)1.4.4 China Estimates and Forecasts (2015-2026)1.4.5 Japan Estimates and Forecasts (2015-2026)1.4.6 South Korea Estimates and Forecasts (2015-2026)1.5 Global Virtual Reality-Ready Computers Growth Prospects1.5.1 Global Virtual Reality-Ready Computers Revenue Estimates and Forecasts (2015-2026)1.5.2 Global Virtual Reality-Ready Computers Production Capacity Estimates and Forecasts (2015-2026)1.5.3 Global Virtual Reality-Ready Computers Production Estimates and Forecasts (2015-2026) 2 Market Competition by Manufacturers2.1 Global Virtual Reality-Ready Computers Production Capacity Market Share by Manufacturers (2015-2020)2.2 Global Virtual Reality-Ready Computers Revenue Share by Manufacturers (2015-2020)2.3 Market Share by Company Type (Tier 1, Tier 2 and Tier 3)2.4 Global Virtual Reality-Ready Computers Average Price by Manufacturers (2015-2020)2.5 Manufacturers Virtual Reality-Ready Computers Production Sites, Area Served, Product Types2.6 Virtual Reality-Ready Computers Market Competitive Situation and Trends2.6.1 Virtual Reality-Ready Computers Market Concentration Rate2.6.2 Global Top 3 and Top 5 Players Market Share by Revenue2.6.3 Mergers & Acquisitions, Expansion 3 Production Capacity by Region3.1 Global Production Capacity of Virtual Reality-Ready Computers Market Share by Regions (2015-2020)3.2 Global Virtual Reality-Ready Computers Revenue Market Share by Regions (2015-2020)3.3 Global Virtual Reality-Ready Computers Production Capacity, Revenue, Price and Gross Margin (2015-2020)3.4 North America Virtual Reality-Ready Computers Production3.4.1 North America Virtual Reality-Ready Computers Production Growth Rate (2015-2020)3.4.2 North America Virtual Reality-Ready Computers Production Capacity, Revenue, Price and Gross Margin (2015-2020)3.5 Europe Virtual Reality-Ready Computers Production3.5.1 Europe Virtual Reality-Ready Computers Production Growth Rate (2015-2020)3.5.2 Europe Virtual Reality-Ready Computers Production Capacity, Revenue, Price and Gross Margin (2015-2020)3.6 China Virtual Reality-Ready Computers Production3.6.1 China Virtual Reality-Ready Computers Production Growth Rate (2015-2020)3.6.2 China Virtual Reality-Ready Computers Production Capacity, Revenue, Price and Gross Margin (2015-2020)3.7 Japan Virtual Reality-Ready Computers Production3.7.1 Japan Virtual Reality-Ready Computers Production Growth Rate (2015-2020)3.7.2 Japan Virtual Reality-Ready Computers Production Capacity, Revenue, Price and Gross Margin (2015-2020)3.8 South Korea Virtual Reality-Ready Computers Production3.8.1 South Korea Virtual Reality-Ready Computers Production Growth Rate (2015-2020)3.8.2 South Korea Virtual Reality-Ready Computers Production Capacity, Revenue, Price and Gross Margin (2015-2020) 4 Global Virtual Reality-Ready Computers Consumption by Regions4.1 Global Virtual Reality-Ready Computers Consumption by Regions4.1.1 Global Virtual Reality-Ready Computers Consumption by Region4.1.2 Global Virtual Reality-Ready Computers Consumption Market Share by Region4.2 North America4.2.1 North America Virtual Reality-Ready Computers Consumption by Countries4.2.2 U.S.4.2.3 Canada4.3 Europe4.3.1 Europe Virtual Reality-Ready Computers Consumption by Countries4.3.2 Germany4.3.3 France4.3.4 U.K.4.3.5 Italy4.3.6 Russia4.4 Asia Pacific4.4.1 Asia Pacific Virtual Reality-Ready Computers Consumption by Region4.4.2 China4.4.3 Japan4.4.4 South Korea4.4.5 Taiwan4.4.6 Southeast Asia4.4.7 India4.4.8 Australia4.5 Latin America4.5.1 Latin America Virtual Reality-Ready Computers Consumption by Countries4.5.2 Mexico4.5.3 Brazil 5 Production, Revenue, Price Trend by Type5.1 Global Virtual Reality-Ready Computers Production Market Share by Type (2015-2020)5.2 Global Virtual Reality-Ready Computers Revenue Market Share by Type (2015-2020)5.3 Global Virtual Reality-Ready Computers Price by Type (2015-2020)5.4 Global Virtual Reality-Ready Computers Market Share by Price Tier (2015-2020): Low-End, Mid-Range and High-End 6 Global Virtual Reality-Ready Computers Market Analysis by Application6.1 Global Virtual Reality-Ready Computers Consumption Market Share by Application (2015-2020)6.2 Global Virtual Reality-Ready Computers Consumption Growth Rate by Application (2015-2020) 7 Company Profiles and Key Figures in Virtual Reality-Ready Computers Business7.1 Alienware7.1.1 Alienware Virtual Reality-Ready Computers Production Sites and Area Served7.1.2 Alienware Virtual Reality-Ready Computers Product Introduction, Application and Specification7.1.3 Alienware Virtual Reality-Ready Computers Production Capacity, Revenue, Price and Gross Margin (2015-2020)7.1.4 Alienware Main Business and Markets Served7.2 HP7.2.1 HP Virtual Reality-Ready Computers Production Sites and Area Served7.2.2 HP Virtual Reality-Ready Computers Product Introduction, Application and Specification7.2.3 HP Virtual Reality-Ready Computers Production Capacity, Revenue, Price and Gross Margin (2015-2020)7.2.4 HP Main Business and Markets Served7.3 CyberPowerPC7.3.1 CyberPowerPC Virtual Reality-Ready Computers Production Sites and Area Served7.3.2 CyberPowerPC Virtual Reality-Ready Computers Product Introduction, Application and Specification7.3.3 CyberPowerPC Virtual Reality-Ready Computers Production Capacity, Revenue, Price and Gross Margin (2015-2020)7.3.4 CyberPowerPC Main Business and Markets Served7.4 iBUYPOWER7.4.1 iBUYPOWER Virtual Reality-Ready Computers Production Sites and Area Served7.4.2 iBUYPOWER Virtual Reality-Ready Computers Product Introduction, Application and Specification7.4.3 iBUYPOWER Virtual Reality-Ready Computers Production Capacity, Revenue, Price and Gross Margin (2015-2020)7.4.4 iBUYPOWER Main Business and Markets Served7.5 Razer7.5.1 Razer Virtual Reality-Ready Computers Production Sites and Area Served7.5.2 Razer Virtual Reality-Ready Computers Product Introduction, Application and Specification7.5.3 Razer Virtual Reality-Ready Computers Production Capacity, Revenue, Price and Gross Margin (2015-2020)7.5.4 Razer Main Business and Markets Served7.6 Asus7.6.1 Asus Virtual Reality-Ready Computers Production Sites and Area Served7.6.2 Asus Virtual Reality-Ready Computers Product Introduction, Application and Specification7.6.3 Asus Virtual Reality-Ready Computers Production Capacity, Revenue, Price and Gross Margin (2015-2020)7.6.4 Asus Main Business and Markets Served7.7 MSI7.7.1 MSI Virtual Reality-Ready Computers Production Sites and Area Served7.7.2 MSI Virtual Reality-Ready Computers Product Introduction, Application and Specification7.7.3 MSI Virtual Reality-Ready Computers Production Capacity, Revenue, Price and Gross Margin (2015-2020)7.7.4 MSI Main Business and Markets Served7.8 CybertronPC7.8.1 CybertronPC Virtual Reality-Ready Computers Production Sites and Area Served7.8.2 CybertronPC Virtual Reality-Ready Computers Product Introduction, Application and Specification7.8.3 CybertronPC Virtual Reality-Ready Computers Production Capacity, Revenue, Price and Gross Margin (2015-2020)7.8.4 CybertronPC Main Business and Markets Served7.9 Acer7.9.1 Acer Virtual Reality-Ready Computers Production Sites and Area Served7.9.2 Acer Virtual Reality-Ready Computers Product Introduction, Application and Specification7.9.3 Acer Virtual Reality-Ready Computers Production Capacity, Revenue, Price and Gross Margin (2015-2020)7.9.4 Acer Main Business and Markets Served7.10 Lenovo7.10.1 Lenovo Virtual Reality-Ready Computers Production Sites and Area Served7.10.2 Lenovo Virtual Reality-Ready Computers Product Introduction, Application and Specification7.10.3 Lenovo Virtual Reality-Ready Computers Production Capacity, Revenue, Price and Gross Margin (2015-2020)7.10.4 Lenovo Main Business and Markets Served 8 Virtual Reality-Ready Computers Manufacturing Cost Analysis8.1 Virtual Reality-Ready Computers Key Raw Materials Analysis8.1.1 Key Raw Materials8.1.2 Key Raw Materials Price Trend8.1.3 Key Suppliers of Raw Materials8.2 Proportion of Manufacturing Cost Structure8.3 Manufacturing Process Analysis of Virtual Reality-Ready Computers8.4 Virtual Reality-Ready Computers Industrial Chain Analysis 9 Marketing Channel, Distributors and Customers9.1 Marketing Channel9.2 Virtual Reality-Ready Computers Distributors List9.3 Virtual Reality-Ready Computers Customers 10 Market Dynamics10.1 Market Trends10.2 Opportunities and Drivers10.3 Challenges10.4 Porters Five Forces Analysis 11 Production and Supply Forecast11.1 Global Forecasted Production of Virtual Reality-Ready Computers (2021-2026)11.2 Global Forecasted Revenue of Virtual Reality-Ready Computers (2021-2026)11.3 Global Forecasted Price of Virtual Reality-Ready Computers (2021-2026)11.4 Global Virtual Reality-Ready Computers Production Forecast by Regions (2021-2026)11.4.1 North America Virtual Reality-Ready Computers Production, Revenue Forecast (2021-2026)11.4.2 Europe Virtual Reality-Ready Computers Production, Revenue Forecast (2021-2026)11.4.3 China Virtual Reality-Ready Computers Production, Revenue Forecast (2021-2026)11.4.4 Japan Virtual Reality-Ready Computers Production, Revenue Forecast (2021-2026)11.4.5 South Korea Virtual Reality-Ready Computers Production, Revenue Forecast (2021-2026) 12 Consumption and Demand Forecast12.1 Global Forecasted and Consumption Demand Analysis of Virtual Reality-Ready Computers12.2 North America Forecasted Consumption of Virtual Reality-Ready Computers by Country12.3 Europe Market Forecasted Consumption of Virtual Reality-Ready Computers by Country12.4 Asia Pacific Market Forecasted Consumption of Virtual Reality-Ready Computers by Regions12.5 Latin America Forecasted Consumption of Virtual Reality-Ready Computers 13 Forecast by Type and by Application (2021-2026)13.1 Global Production, Revenue and Price Forecast by Type (2021-2026)13.1.1 Global Forecasted Production of Virtual Reality-Ready Computers by Type (2021-2026)13.1.2 Global Forecasted Revenue of Virtual Reality-Ready Computers by Type (2021-2026)13.1.2 Global Forecasted Price of Virtual Reality-Ready Computers by Type (2021-2026)13.2 Global Forecasted Consumption of Virtual Reality-Ready Computers by Application (2021-2026) 14 Research Finding and Conclusion 15 Methodology and Data Source15.1 Methodology/Research Approach15.1.1 Research Programs/Design15.1.2 Market Size Estimation15.1.3 Market Breakdown and Data Triangulation15.2 Data Source15.2.1 Secondary Sources15.2.2 Primary Sources15.3 Author List15.4 Disclaimer

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Trending: Virtual Reality-Ready Computers Market Detailed Analysis of Current Industry Figures With Forecasts Growth by 2026 - Jewish Life News

Jean-Michel Jarre says virtual reality concert will be ‘like the Matrix’ – Aberdeen Evening Express

French electronic music pioneer Jean-Michel Jarre has said his upcoming virtual reality concert will be like the Matrix.

The 71-year-old, from Lyon, said it would go one step beyond the concert US rapper Travis Scott played inside the online shooter game Fortnite in April.

Jarre, best know for his 1976 album Oxygene, will perform as an avatar on Sunday from inside a virtual universe created to mark the French world music day, Fete de la Musique.

The composer, performer and producer told the PA news agency: It is a real premiere in that it is a first.

Some people have played in Fortnite, for instance, but this is a totally different environment, because in those cases so far you place pre-recorded sessions into an existing video game environment.

In this case it is a live event a totally original environment created for the performances.

Its not part of the video game environment at all. We are using VR for something special and something specific.

Referring to the 1999 film, he added: It will be like the Matrix.

Jarre said the coronavirus pandemic had shown the value of music and called for musicians to be better respected for their work.

He said: The planet has realised that we only do two things: going out for food, and listening to movies and watching music. Without music, this time would have been a time of total despair.

It shows the value of music. We have to stop considering music and musicians as only getting money by touring.

The pandemic has changed our relationship with the world of music and our audience. Its a good time to say: We can create, we can invent but we need to be respected.

Jarre is known for performing in vast outdoor spaces, including the Forbidden City in China and the Pyramids of Giza in Egypt.

He said that with VR he could create environments that could never be achieved in real life.

From one song to another you can be in a small discoteque and then in the following one you can be in a Wembley Stadium in space, he said.

The concert, Alone Together, will be streamed free at 8.15pm on June 21 on Jarres website.

The show was built in collaboration with the VRrOOm platform, created by Louis Cacciuttolo.

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Jean-Michel Jarre says virtual reality concert will be 'like the Matrix' - Aberdeen Evening Express

Take a virtual-reality immersive tour of Paris’s Notre-Dame after the fire (VIDEO) – Malay Mail

FlyView reveals the interior of the Notre-Dame cathedral in virtual reality. Image via AFP

PARIS, June 21 When the Parisian attraction FlyView reopens on July 11, the provider of virtual-reality flights over the French capital will be offering a new experience: a visit to Notre-Dame Cathedral in the wake of the devastating fire of April 2019.

What does Notre-Dame look like from the inside? While there have been plenty of reports about the damage wrought by the fire in April 2019, it is difficult to appreciate the scale of the tragedy which brought tears to the eyes of Parisians without a closer look at the devastation it left behind.

The square in front of the famous tourist attraction finally reopened to the public on May 31, but the building itself still remains off-limits.

The only way to take a look inside the cathedral is to get on board a FlyView tour. The provider of virtual reality flights over the French capital since 2018 is now offering tours of the building, showing it as it was both before and after the fire.

Visitors to the French capital will be able to avail of the new service when FlyView, which is located on Place de l'Opra, finally reopens for business on July 11.

Immersed in 360-degree video that dates from before the tragedy, visitors will have the opportunity to admire the splendor of the historic medieval cathedral. The second part of the experience is devoted to Notre-Dame after the fire.

The footage was shot by the VR studio Targo in December 2019 using a drone and a remote-controlled rover, which succeeded in reaching the remotest corners of the building, including a vault that was destroyed when one of Notre-Dame's spires tumbled to the ground in flames. AFP-Relaxnews

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Take a virtual-reality immersive tour of Paris's Notre-Dame after the fire (VIDEO) - Malay Mail

Bands try ‘virtual tours’ as the reality of a summer with no concerts settles in – CNN

Ever since they began selling out shows throughout the Northeast last winter, the Connecticut jam band seemed destined for a fast-paced life on the road. But the coronavirus pandemic put an abrupt halt to all that when their national tour was canceled in mid-March.

Now, after three months in their respective bunkers, the four musicians are venturing back out. Virtually, of course.

For the next 10 days, Goose will be holed up at a barn in Fairfield County, where, starting last night, they'll be broadcasting their unique blend of improv-inspired rock 'n' roll through eight sets of live music.

"The demand for live, new content hasn't really gone anywhere, in terms of what people want to see," said Peter Anspach, who plays keys and guitar. "Maybe they're not going out to a show, but we still found the demand for people watching new never-before-seen sets from the living room is just as big as a show."

Twiddle, a Vermont rock band with 15 years of relentless touring behind them, is gearing up for a similar run. Theirs is "Roots Tour 2020," and they're promising nine sets of live music performed at various locations around their home state at venues instrumental to their career -- all streamed live for fans to watch at home.

"This is going to be something really special for us and very excited to relive some of these special moments from our career," Mihali Savoulidis, Twiddle's guitarist and lead singer, said in announcing the event, which starts at $75 for the package deal.

"A lot of people are going up on Facebook Live just sitting on the couch with their acoustic guitar. We wanted to give our fans something that was way more engaging that replaced what a 'tour' is for us and our fans," Live From Out There co-founder Dave DiCianni told CNN. "Goose, and every band that we work with, sort of came up with their own concept."

Recreating a community online

A part of the challenge these bands face is trying to recreate the community experience that typically revolves around their shows on the road.

"Everyone's home quarantining. All we want is to be connected," said Ben Atkind, the band's drummer, of the live Facebook Q&A's they've tried in recent weeks. "Our fan base is very active, and out there, so we're definitely making an effort to keep in touch -- for their sake and ours."

For Goose's virtual tour, there will be a few more chances to connect.

Fans who bought tickets to stream the shows can play along as balls are pulled on the stream, each one dictating what song the band will play next, giving fans a chance to win prizes if those songs match their provided boards.

"That's just a whole other element of randomness," said Anspach. "It kind of makes it more entertaining for us, as well as the fans."

Rick Mitarotonda, who sings and plays guitar, agreed.

"It's going to be fun. It's going to be a different experience. It's going to keep us on edge," he said.

Goose typically drafts out a set right before they take the stage, or lets the music take them where they want to go. But now? "We gotta go with the balls," he said.

The question remains of what a period of retreat from the stage will mean for a band like Goose, whose momentum seemed to be unstoppable in the jam music world earlier this year.

Some might never make it through the other side. Other bands could change for good.

Mitarotonda isn't too worried.

"Having space from things is really nice. There's always a renewed energy when you come back, especially if it's taken on purpose or not," he said, adding that by having a little breath "improvisation goes to new places."

Anspach agreed. "I feel like when we get back we're going to have way more ideas and be much more inspired, and we're going to appreciate the fact that we're playing together so much more," he said. "I'm definitely stoked for it."

"I hope we change," added Mitarotonda. "Because if it just stays the same for too long then it's -- it's not good. The best bands, the coolest bands, change a lot. I hope there's some elements of change."

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Bands try 'virtual tours' as the reality of a summer with no concerts settles in - CNN

Europe Augmented Reality and Virtual Reality Market Tendencies, Revenue Forecast and Interesting Opportunities from 2020 to 2025 – 3rd Watch News

This report additionally covers the effect of COVID-19 on the worldwide market. The pandemic brought about by Coronavirus (COVID-19) has influenced each part of life all inclusive, including the business segment. This has brought along a several changes in economic situations.

The Latest Research Report on Europe Augmented Reality and Virtual Reality Market size | Industry Segment by Applications, by Type, Regional Outlook, Market Demand, Latest Trends, Europe Augmented Reality and Virtual Reality Industry Share & Revenue by Manufacturers, Company Profiles, Growth Forecasts 2025. Analyzes current market size and upcoming 5 years growth of this industry.

Download Premium Sample of the Report: http://marketresearchbazaar.com/requestSample/23072

Europe augmented reality (AR) and virtual reality (VR) market reached $4.57 billion in 2018, and will skyrocket to $50.55 billion by 2026.

Highlighted with 37 tables and 43 figures, this 117-page report Europe Augmented Reality and Virtual Reality Market by Technology, Component, Device Type, Industry Vertical, End-user, and Country 2019-2026: Trend Forecast and Growth Opportunity is based on a comprehensive research of the entire Europe augmented reality and virtual reality market and all its sub-segments through extensively detailed classifications. Profound analysis and assessment are generated from premium primary and secondary information sources with inputs derived from industry professionals across the value chain. The report provides historical market data for 2015-2018, revenue estimates for 2019, and forecasts from 2020 till 2026. (Please note: The report will be updated before delivery if necessary, so that the latest historical year is the base year and the forecast covers at least 5 years over the base year.)

In-depth qualitative analyses include identification and investigation of the following aspects:

Market Structure

Growth Drivers

Restraints and Challenges

Emerging Product Trends & Market Opportunities

Porters Fiver Forces

The trend and outlook of Europe market is forecast in optimistic, balanced, and conservative view. The balanced (most likely) projection is used to quantify Europe augmented reality and virtual reality market in every aspect of the classification from perspectives of Technology, Component, Device Type, Industry Vertical, End-user, and Country.

Based on technology, the Europe market is segmented into the following sub-markets with annual revenue for 2015-2026 (historical and forecast) included in each section.

Augmented Reality (AR)

o Marker-based Augmented Reality (further segmented into Passive Marker and Active Marker)

o Markerless Augmented Reality (further segmented into Model based Tracking and Image based Processing)

Virtual Reality (VR)

o Nonimmersive Technology

o Semi-Immersive and Fully Immersive Technology

Based on component, the Europe market is segmented into the following sub-markets with annual revenue for 2015-2026 (historical and forecast) included in each section.

Hardware

o Sensors

o Semiconductor Component

o Displays and Projectors

o Position Trackers

o Cameras

o Others

Software

o Software Developer Kits

o Cloud Services

Based on device type, the Europe market is segmented into the following sub-markets with annual revenue for 2015-2026 (historical and forecast) included in each section.

Augmented Reality Devices

o Head-Mounted Display (HMD)

o Head-Up Display (HUD)

o Handheld Device

Virtual Reality Devices

o Head-Mounted Display (HMD)

o Gesture-Tracking Device

o Projector & Display Wall

Based on industry vertical, the Europe market is segmented into the following sub-markets with annual revenue for 2015-2026 (historical and forecast) included in each section.

Gaming

Entertainment & Media

Aerospace & Defense

Healthcare

Education

Manufacturing

Retail

Others

Based on end-user, the Europe market is segmented into the following sub-markets with annual revenue for 2015-2026 (historical and forecast) included in each section.

Consumer

Enterprise (further split into Large Enterprises and Small- & Medium-sized Enterprises)

Geographically, the following listed national markets are fully investigated:

Germany

UK

France

Russia

Italy

Spain

Rest of Europe

For each of the aforementioned countries, detailed analysis and data for annual revenue are available for 2015-2026. The breakdown of key national markets by Technology, Component, and Industry Vertical over the forecast years are also included.

The report also covers current competitive scenario and the predicted trend; and profiles key vendors including market leaders and important emerging players.

Specifically, potential risks associated with investing in Europe augmented reality and virtual reality market are assayed quantitatively and qualitatively through GMDs Risk Assessment System. According to the risk analysis and evaluation, Critical Success Factors (CSFs) are generated as a guidance to help investors & stockholders identify emerging opportunities, manage and minimize the risks, develop appropriate business models, and make wise strategies and decisions.

Key Players:

DAQR

EON. Reality Inc.

Facebook

Google

HTC

Microsoft

Samsung

Seiko Epson

Sony

Vuzix Corporation

(Please note: The report will be updated before delivery if necessary, so that the latest historical year is the base year and the forecast covers at least 5 years over the base year.)

Request Customization of the Report: http://marketresearchbazaar.com/enquiry/23072

Europe Augmented Reality and Virtual Reality Market: Regional Analysis

The report offers in-depth assessment of the growth and other aspects of the Europe Augmented Reality and Virtual Reality market in important regions, including the U.S., Canada, Germany, France, U.K., Italy, Russia, China, Japan, South Korea, Taiwan, Southeast Asia, Mexico, and Brazil, etc. Key regions covered in the report are North America, Europe, Asia-Pacific and Latin America.

The report has been curated after observing and studying various factors that determine regional growth such as economic, environmental, social, technological, and political status of the particular region. Analysts have studied the data of revenue, production, and manufacturers of each region. This section analyses region-wise revenue and volume for the forecast period of 2015 to 2025. These analyses will help the reader to understand the potential worth of investment in a particular region.

Key Strategic Developments:The study also includes the key strategic developments of the Europe Augmented Reality and Virtual Realitymarket, comprising R&D, new product launch, M&A, agreements, collaborations, partnerships, joint ventures, and regional growth of the leading competitors operating in the market on a global and regional scale.

Key Market Features:The report evaluated key market features, including revenue, price, capacity, capacity utilization rate, gross, production, production rate, consumption, market share, CAGR, and gross margin.Analytical Tools: The Europe Augmented Reality and Virtual Reality Market report includes the precisely studied and weighed data of the key industry players and their scope in the Europe Augmented Reality and Virtual Reality market by means of several analytical tools

About (Market Research Bazaar):

Market Research Bazaar (MRB)- a part of VRRB Reports LLP is an overall Market Research and consulting organization. We give unparalleled nature of offering to our clients present all around the world crosswise over industry verticals. Market Research Bazaar has aptitude in giving profound jump showcase understanding alongside advertise knowledge to our clients spread across over different endeavours.

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Europe Augmented Reality and Virtual Reality Market Tendencies, Revenue Forecast and Interesting Opportunities from 2020 to 2025 - 3rd Watch News

Eerie VIRTUAL girlfriends that pleasure men with smart-warming sex sleeve now being sold – The Sun

VIRTUAL reality "photo-realistic" girlfriends that pleasure users with a sex toy in real life are now on sale.

Virtual Mate has started shipping its VR compatible 'stroking' device that can make a wearer feel like a woman is in the room with them.

A crowdfunding campaign for the device that enables users to play the Virtual Mate 'game' was started last year.

It works by syncing up a masturbator sleeve with a virtual girlfriend that you can look at on a screen.

The software and gadget is currently on sale for $169.00 (135).

This pervy package includes access to the online Virtual Mate game and the "multi-functional male stroker" sex toy.

5

5

This price is only an introductory offer though as the standard retail price is $399 (320).

You also have to pay more if you want specific customisations to the game to make it more personal.

Buyers will need a PC, smartphone or VR headset to view their virtual girlfriend on.

According to Sex Tech Guide, around 5,000 estimated deliveries of the devices will be sent out over the next couple of months.

5

5

The stroking gadget is called The Core, and gathers and transfers motion data from the on-screen character to the device.

It slots over a player's todger, and is loaded with a plethora of real-time sensors.

These allow the game's "virtual lover" to react to a player's "every movement, depth, speed, and strength", according to her engineers.

Movements are beamed via Bluetooth to the player's computer or phone, changing how the virtual girlfriend responds to them.

You can play in quick mode or story mode, depending on how much time you have.

5

Story mode is said to have a variety of plots.

Virtual Mate's creators previously told The Sun that adult film stars would compete to appear as the next Virtual Mate.

What is VR? Virtual reality explained

Here's what you need to know about the revolutionary tech...

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SPACE ROCKSAsteroid over three times the size of Big Ben to hurtle past Earth next week

In other news, a bizarre new virtual reality strip club has been advertising lap dances from aliens, robots and humanoid hybrids.

Adult Friend Finder has announced the creation of Virgy, a virtual way to attend an orgy.

Last year, a study claimed that humans learned to smile to get sex in prehistoric times.

What are your thoughts on the virtual girlfriend concept? Let us know in the comments...

We pay for your stories! Do you have a story for The Sun Online Tech & Science team? Email us at tech@the-sun.co.uk

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Eerie VIRTUAL girlfriends that pleasure men with smart-warming sex sleeve now being sold - The Sun

Virtual reality: IWDC Sales and Purchasing Convention recap – gasworld

The IWDC, a corporation focused on leveraging the strengths of its independent welding distributor members across North America, had been due to hold the event in Louisville, Kentucky on 9th-11th June, and to be attended by around 500 members.

But restrictions due to Covid-19 has meant most trade events this year from March have been cancelled. Rather than see its Sales and Purchasing Convention go the same way, the IWDC reinvented it into a three-day webinar series. Each day, six different gold sponsors presented a 30-minute segment to members watching online via Zoom.

Erica Janas, Director of Marketing at the IWDC, said at the start of day two, What we are looking to do is drive content. As the first virtual event for our industry weve developed a platform from which learning from our vendors can happen real time from the comfort of your home office. In the coming year we will see the rollout of the Product Information Management System. I commit to you that with the implementation of these new tools at our location and yours, we can develop the Weldmark and PurityPlus brands more robustly and help you meet your market needs.

Some of the sponsors used their time to go through a PowerPoint presentation, while others put together a video along with a short, live question-and-answer section at the end of it.

Superior Products, the first presentation of the event, produced an entertaining video based around a news bulletin to guide members through its latest product releases. Show specials were included in a breaking news section of Superior Products presentation which also included a tour around the facility to check in with cleaning, assembly, testing and packaging.

Allyson Kostalnick, Sales and Marketing Manager at Superior Products was the news anchor during the presentation and she said during the Q&A section: We did prioritise in April and May with our medical fittings. We are caught up and we are working hard on the industrial side. Any show orders we are expecting to ship out this week and next week.

Surewerx/Jackson Safety outlined its new products which included the Maxview face shield, designed to have one of the largest viewing ranges in the industry.

Weldcoas presentation focused on carbon dioxide (CO2) system products it is offering for extraction applications. Bob Ranc, Director of Sales, led the presentation on Weldcoas capabilities in CO2 and supercritical CO2. The Illinois-based company can supply supercritical CO2 from bulk storage tanks up to approximately 6000 psi at fixed or variable flow rates, and it can supply high pressure CO2 in gas phase from bulk storage tanks up to approximately 1100 psi at fixed or variable flow rates. Typical applications include bulk tank to extraction equipment, controlled atmosphere packing for packaging and R&D and testing applications.

Growing industries in need of a large volume supply of CO2 to their equipment include essential oils and herbal distillates, CBD and cannabis, precious metals, machining and drilling, medical and pharmaceutical. Weldcoa also explained how it designed and installed a supercritical CO2 supply system for Stryker in Cork, Ireland.

Ranc said, Weldcoa has developed equipment and controls to supply CO2 to our customers in a wide range of states from gas to liquid to supercritical. We meet our customers requirements by determining the best system design using a variety of equipment: bulk storage tanks, pumps, vaporisers, receivers, specially designed controls. As an UL certified facility, we perform all electrical production and automation development, and build and wire all of our own automated control panels in-house in order to provide consistent quality, fit and finish for our clients.

Harris Products Groups Industrial Sales Manager Patrick Fagerquist ran through Harris extensive line of gas delivery systems for industrial and specialty gas applications. Ohio-based Harris can custom design manifolds for any application. Fagerquist also described some interesting recent trends and outlined Harris Covid-19 response, which included stocking its high-pressure oxygen panel.

We still have 35 panels in stock just in case, Fagerquist said.

Victor Gas Equipment, an ESAB brand, began with a Q&A section before a slick video of its power line-up. Billal Hammoud, President - Americas at ESAB, gave an interesting insight into how ESAB has been impacted by coronavirus.

He said, You can see from results across the industry that the impact of Covid-19 was even felt across the first quarter. April wasnt any better and hopefully it was the worst month. In the mountain states we dont see the impact as big as some other areas like New York City and its surroundings. As well as Covid, there are some underlying economics that are working with Covid-19. For those of you that are close to the oil and gas industry, certainly the exploration part of it, that was slowing down with or without Covid-19. We are seeing a lot of automotive customers come back, its a question of how quickly they can ramp up. Other industries, there are some bright sparks, obviously anything related to healthcare and medical gases, thats going quite well. We see strength in our pressure regulator business and anything related to oxygen and some bright sparks related to some alternative energies and related to government work.

At the end of each days session there was a Member-led workshop, led by Distribution Centers, Taylor-Wharton and Weldmark by Norton.

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Virtual reality: IWDC Sales and Purchasing Convention recap - gasworld

Carnival Cinemas = movie theatre and virtual reality complex open… – Todayville.com

What does your business do?

Pursuit Physiotherapy helps people in Central Alberta to feel their best, move their best, and recover from injuries.Our compassionate, highly skilled therapists help you to pursue the activities that you want to do. Reduce your pain, improve your movement, function at your best!

Some of the things that we can help with:

Chronic neck/back pain or injuriesSports injuriesJoint sprains and Muscle strainsVertigoPelvic Health issues like incontinence or painMotor Vehicle Accident recoveryPain and Stiffness that prevents you from doing the things that you love

The clinic was closed for about 7 weeks because of the pandemic. It is now open at a reduced capacity to ensure the environment is safe for all of our clients. We are pleased that all of our staff are now back working and have availability to treat you. We appreciate your referrals as we rebuild!

At Pursuit Physiotherapy, we have always treated patients on a one-on-one basis and minimized wait times. This has allowed us to transition into the new normal without disrupting your care plan. We have treatment zones and safety measures in place, including masking, to minimize the potential for virus spread. Also, we continue to offer Video Treatments, also known as Telehealth or Virtual Health. This allows our clients that need to stay home to access treatment. Physiotherapists provide a lot of education and exercise so youd be surprised how much can be accomplished virtually!

Help us spread the word: We are open and we want to serve our community. We can see you for in-person treatment or via video. Do not hesitate to reach out to us with questions to determine your best plan for physiotherapy.

Our New Look at Pursuit Physio

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Carnival Cinemas = movie theatre and virtual reality complex open... - Todayville.com

(2020-2025) Virtual Reality in Tourism Market Is Booming Worldwide| Global Industry Size, Growth, Segments, Revenue, Manufacturers – Cole of Duty

Virtual Reality in TourismMarket 2020: Inclusive Insight

Los Angeles, United States,June 2020:The report titled Global Virtual Reality in Tourism Market is one of the most comprehensive and important additions to Alexareports archive of market research studies. It offers detailed research and analysis of key aspects of the global Virtual Reality in Tourism market. The market analysts authoring this report have provided in-depth information on leading growth drivers, restraints, challenges, trends, and opportunities to offer a complete analysis of the global Virtual Reality in Tourism market. Market participants can use the analysis on market dynamics to plan effective growth strategies and prepare for future challenges beforehand. Each trend of the global Virtual Reality in Tourism market is carefully analyzed and researched about by the market analysts.

Virtual Reality in Tourism Market competition by top manufacturers/ Key player Profiled: Oculus, HTC, Samsung, Facebook, Cyber Group, EON Reality, Google, Nokia

Get PDF Sample Copy of the Report to understand the structure of the complete report:(Including Full TOC, List of Tables & Figures, Chart) : https://www.alexareports.com/report-sample/868252

Global Virtual Reality in Tourism Market is estimated to reach xxx million USD in 2020 and projected to grow at the CAGR of xx% during 2020- 2025. According to the latest report added to the online repository of Alexareports the Virtual Reality in Tourism market has witnessed an unprecedented growth till 2020. The extrapolated future growth is expected to continue at higher rates by 2025.

Based on region, the globalVirtual Reality in Tourism market has been segmented into Americas (North America ((the U.S. and Canada),) and Latin Americas), Europe (Western Europe (Germany, France, Italy, Spain, UK and Rest of Europe) and Eastern Europe), Asia Pacific (Japan, India, China, Australia & South Korea, and Rest of Asia Pacific), and Middle East & Africa (Saudi Arabia, UAE, Kuwait, Qatar, South Africa, and Rest of Middle East & Africa).

Virtual Reality in Tourism Market Segment by Type covers: 3D, 4D, Other

Virtual Reality in Tourism Market Segment by Industry: Travel Agency, Hotel, Tourist Attractions, Other

After reading the Virtual Reality in Tourism market report, readers get insight into:

*Major drivers and restraining factors, opportunities and challenges, and the competitive landscape*New, promising avenues in key regions*New revenue streams for all players in emerging markets*Focus and changing role of various regulatory agencies in bolstering new opportunities in various regions*Demand and uptake patterns in key industries of the Virtual Reality in Tourism market*New research and development projects in new technologies in key regional markets*Changing revenue share and size of key product segments during the forecast period*Technologies and business models with disruptive potential

Key questions answered in the report:

What will the market growth rate of Virtual Reality in Tourism market?What are the key factors driving the global Virtual Reality in Tourism market size?Who are the key manufacturers in Virtual Reality in Tourism market space?What are the market opportunities, market risk and market overview of the Virtual Reality in Tourismmarket?What are sales, revenue, and price analysis of top manufacturers of Virtual Reality in Tourism market?Who are the distributors, traders, and dealers of Virtual Reality in Tourism market?What are the Virtual Reality in Tourism market opportunities and threats faced by the vendors in the global Virtual Reality in Tourismindustries?What are sales, revenue, and price analysis by types and applications of Virtual Reality in Tourismmarket?What are sales, revenue, and price analysis by regions of Virtual Reality in Tourism industries?

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Table of ContentsSection 1 Virtual Reality in Tourism Product DefinitionSection 2 Global Virtual Reality in Tourism Market Manufacturer Share and Market Overview2.1 Global Manufacturer Virtual Reality in Tourism Shipments2.2 Global Manufacturer Virtual Reality in Tourism Business Revenue2.3 Global Virtual Reality in Tourism Market Overview2.4 COVID-19 Impact on Virtual Reality in Tourism IndustrySection 3 Manufacturer Virtual Reality in Tourism Business Introduction3.1 Oculus Virtual Reality in Tourism Business Introduction3.1.1 Oculus Virtual Reality in Tourism Shipments, Price, Revenue and Gross profit 2014-20193.1.2 Oculus Virtual Reality in Tourism Business Distribution by Region3.1.3 Oculus Interview Record3.1.4 Oculus Virtual Reality in Tourism Business Profile3.1.5 Oculus Virtual Reality in Tourism Product Specification3.2 HTC Virtual Reality in Tourism Business Introduction3.2.1 HTC Virtual Reality in Tourism Shipments, Price, Revenue and Gross profit 2014-20193.2.2 HTC Virtual Reality in Tourism Business Distribution by Region3.2.3 Interview Record3.2.4 HTC Virtual Reality in Tourism Business Overview3.2.5 HTC Virtual Reality in Tourism Product Specification3.3 Samsung Virtual Reality in Tourism Business Introduction3.3.1 Samsung Virtual Reality in Tourism Shipments, Price, Revenue and Gross profit 2014-20193.3.2 Samsung Virtual Reality in Tourism Business Distribution by Region3.3.3 Interview Record3.3.4 Samsung Virtual Reality in Tourism Business Overview3.3.5 Samsung Virtual Reality in Tourism Product Specification3.4 Facebook Virtual Reality in Tourism Business Introduction3.5 Cyber Group Virtual Reality in Tourism Business Introduction3.6 EON Reality Virtual Reality in Tourism Business IntroductionSection 4 Global Virtual Reality in Tourism Market Segmentation (Region Level)4.1 North America Country4.1.1 United States Virtual Reality in Tourism Market Size and Price Analysis 2014-20194.1.2 Canada Virtual Reality in Tourism Market Size and Price Analysis 2014-20194.2 South America Country4.2.1 South America Virtual Reality in Tourism Market Size and Price Analysis 2014-20194.3 Asia Country4.3.1 China Virtual Reality in Tourism Market Size and Price Analysis 2014-20194.3.2 Japan Virtual Reality in Tourism Market Size and Price Analysis 2014-20194.3.3 India Virtual Reality in Tourism Market Size and Price Analysis 2014-20194.3.4 Korea Virtual Reality in Tourism Market Size and Price Analysis 2014-20194.4 Europe Country4.4.1 Germany Virtual Reality in Tourism Market Size and Price Analysis 2014-20194.4.2 UK Virtual Reality in Tourism Market Size and Price Analysis 2014-20194.4.3 France Virtual Reality in Tourism Market Size and Price Analysis 2014-20194.4.4 Italy Virtual Reality in Tourism Market Size and Price Analysis 2014-20194.4.5 Europe Virtual Reality in Tourism Market Size and Price Analysis 2014-20194.5 Other Country and Region4.5.1 Middle East Virtual Reality in Tourism Market Size and Price Analysis 2014-20194.5.2 Africa Virtual Reality in Tourism Market Size and Price Analysis 2014-20194.5.3 GCC Virtual Reality in Tourism Market Size and Price Analysis 2014-20194.6 Global Virtual Reality in Tourism Market Segmentation (Region Level) Analysis 2014-20194.7 Global Virtual Reality in Tourism Market Segmentation (Region Level) AnalysisSection 5 Global Virtual Reality in Tourism Market Segmentation (Product Type Level)5.1 Global Virtual Reality in Tourism Market Segmentation (Product Type Level) Market Size 2014-20195.2 Different Virtual Reality in Tourism Product Type Price 2014-20195.3 Global Virtual Reality in Tourism Market Segmentation (Product Type Level) AnalysisSection 6 Global Virtual Reality in Tourism Market Segmentation (Industry Level)6.1 Global Virtual Reality in Tourism Market Segmentation (Industry Level) Market Size 2014-20196.2 Different Industry Price 2014-20196.3 Global Virtual Reality in Tourism Market Segmentation (Industry Level) AnalysisSection 7 Global Virtual Reality in Tourism Market Segmentation (Channel Level)7.1 Global Virtual Reality in Tourism Market Segmentation (Channel Level) Sales Volume and Share 2014-20197.2 Global Virtual Reality in Tourism Market Segmentation (Channel Level) AnalysisSection 8 Virtual Reality in Tourism Market Forecast 2019-20248.1 Virtual Reality in Tourism Segmentation Market Forecast (Region Level)8.2 Virtual Reality in Tourism Segmentation Market Forecast (Product Type Level)8.3 Virtual Reality in Tourism Segmentation Market Forecast (Industry Level)8.4 Virtual Reality in Tourism Segmentation Market Forecast (Channel Level)Section 9 Virtual Reality in Tourism Segmentation Product Type9.1 3D Product Introduction9.2 4D Product Introduction9.3 Other Product IntroductionSection 10 Virtual Reality in Tourism Segmentation Industry10.1 Travel Agency Clients10.2 Hotel Clients10.3 Tourist Attractions Clients10.4 Other ClientsSection 11 Virtual Reality in Tourism Cost of Production Analysis11.1 Raw Material Cost Analysis11.2 Technology Cost Analysis11.3 Labor Cost Analysis11.4 Cost OverviewSection 12 Conclusion

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(2020-2025) Virtual Reality in Tourism Market Is Booming Worldwide| Global Industry Size, Growth, Segments, Revenue, Manufacturers - Cole of Duty

Virtual Reality (VR) Market Emerging Trends, Strong Application Scope, Size, Status, Analysis and Forecast to 2025 – 3rd Watch News

Market Study Report, LLC, adds a comprehensive research of the Virtual Reality (VR) market that mentions valuable insights pertaining to market share, profitability graph, market size, SWOT analysis, and regional proliferation of this industry. This study incorporates a disintegration of key drivers and challenges, industry participants, and application segments, devised by analyzing profuse information about this business space.

.

Request a sample Report of Virtual Reality (VR) Market at:https://www.marketstudyreport.com/request-a-sample/2547014?utm_source=3wnews.org&utm_medium=AN

The Virtual Reality (VR) market report projects this business space to amass significantly modest revenues by the end of the forecast period. The research study is intrinsically inclusive of vital insights regarding the industry dynamics like the diverse risks that the business sphere is characterized by and the myriad driving forces impacting the commercialization scope of this industry, in consort with the abundant growth opportunities present in the Virtual Reality (VR) market.

Questions answered by the Virtual Reality (VR) market report with regards to the competitive terrain of this business domain:

Questions pertaining to the regional terrain of this business domain answered by the Virtual Reality (VR) market report:

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Questions that the Virtual Reality (VR) market report answers with respect to the segmentation of the vertical:

On the whole, the Virtual Reality (VR) market report brings forth an expansive appraisal of this business space which closely assesses not just on the regional coverage of this vertical but also presents a slew of other insights comprising the market concentration rate, market share, sales volume, profit estimation, in conjunction with the competition trends. Additionally, the research report enlists details regarding the sales channels utilized by various manufacturers to ensure that the most suitable manner of product marketing is selected. Data pertaining to the contribution of traders and distributors in the supply chain has also been documented in the study.

For More Details On this Report: https://www.marketstudyreport.com/reports/global-virtual-reality-vr-market-2020-by-company-regions-type-and-application-forecast-to-2025

Some of the Major Highlights of TOC covers:

Virtual Reality (VR) Regional Market Analysis

Virtual Reality (VR) Segment Market Analysis (by Type)

Virtual Reality (VR) Segment Market Analysis (by Application)

Virtual Reality (VR) Major Manufacturers Analysis

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Virtual Reality (VR) Market Emerging Trends, Strong Application Scope, Size, Status, Analysis and Forecast to 2025 - 3rd Watch News

Global Healthcare Augmented and Virtual Reality Market with Coronavirus (COVID-19) Impact Analysis | likewise Industry is Booming Globaly with Top Key…

TheHealthcare Augmented and Virtual Reality marketreport will give you every microscopic details about the Healthcare Augmented and Virtual Reality market. It consists of the current trends and the futuristic scope of the market. The details about the Healthcare Augmented and Virtual Reality market includes the impact of the COVID-19 on the market economics. The lockdown in several regions has severely impacted the business around the world. The Healthcare Augmented and Virtual Reality research study includes aspects such as the growth factors, limitations of the market, future and current challenges of the market along with the opportunities that will open up for the market based on the current scenario of COVID-19. It has been projected that the Healthcare Augmented and Virtual Reality market can regain its position owing to the factors such as supportive government regulations and well researched market strategies implemented by the market players. The major market players that are mentioned within this study includeCAE, Immersivetouch, Mentice, Mimic Technologies, Simbionix, Surgical Theather, Virtamed, VR Simulators, Zspace.

Click Here To Access The Free Sample PDF Report (including COVID19 Impact Analysis, full TOC, Tables and Figures)@https://www.marketdataanalytics.biz/global-healthcare-augmented-and-virtual-reality-market-report-2020-6807.html#request-sample

The research on the Healthcare Augmented and Virtual Reality market includes use of various trusted research methodologies in order to obtain trusted and precise data about the market. Porters Five force analysis, SWOT analysis, top down approach/ bottom up approach are some of the methods that have been encapsulated in the report. Along with these methodologies the research team has done rigorous primary and secondary research in order to make the information trustworthy.

Main market perceptions consist of the following:

1. The survey of Healthcare Augmented and Virtual Reality delivers market size and growth rate for the forecast period 2020-2026.

2. It presents detailed understandings into ongoing industry trends, trend prediction, and growth drivers about the Healthcare Augmented and Virtual Reality.

3. It offers an independent review of market sectors and the regional outlook of Healthcare Augmented and Virtual Reality.

4. The report provides a detailed overview of the supplier landscape, combative analysis, and key market strategies to gain an advantage on competing companies.

Read Detailed Index of full Research Study at::https://www.marketdataanalytics.biz/global-healthcare-augmented-and-virtual-reality-market-report-2020-6807.html

The contents of the Healthcare Augmented and Virtual Reality market includes the market definition, target audience influencing and being influenced, market drivers, restraints, opportunities, and challenges. The Healthcare Augmented and Virtual Reality market is segmented into{Hardware, Software and Service}; {Surgical Application, Rehabilitation, Training & Medical Education}along with this major segmentation the report also includes sub-segments of the market to understand the market on a deeper level. The report highlights the futuristic scopes and the alterations needed for the market development.

The major regional segmentation mentioned within the report includes North America, Asia Pacific, Europe, Latin America, and the Middle East and Africa. The major countries that are included within the Healthcare Augmented and Virtual Reality market report are US, Mexico, Australia, India, Germany, Brazil, and others. Every company operating in the Healthcare Augmented and Virtual Reality market is profiled with precision for better understanding of the current market scenario.

For Any Query Regarding the Healthcare Augmented and Virtual Reality Market Report? Contact Us at:https://www.marketdataanalytics.biz/global-healthcare-augmented-and-virtual-reality-market-report-2020-6807.html#inquiry-for-buying

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Global Healthcare Augmented and Virtual Reality Market with Coronavirus (COVID-19) Impact Analysis | likewise Industry is Booming Globaly with Top Key...

How Virtual and Augmented Reality Could Shape the Gambling Industry – TechSpective

Casinos have always been quick to adopt new technology to aim to stay ahead of the competition by providing users with the best gambling experience. However, the changes that have already been experienced through technology may be just a preview of the impact spatial computing could have on the future of gambling.

Online gambling in itself has seen massive changes since 1998 when the first-ever internet poker room was launched. Today, there are live casino rooms with real dealers that give you a realistic casino experience; you can check out and compare the best of these at Casinogurus.com

However, Virtual Reality and Augmented Reality are about to revolutionize the online gambling experience. So what does the future of online gambling look like?

Simply put, Virtual Reality (VR) is a technology that provides users with a completely immersive experience that shuts out the outside world and then puts them into real-world or imagined environments. Think of Oculus Rift or even the Google Cardboard.

Augmented Reality (AR), on the other hand, provides an interactive experience in a real-world environment by adding layers of digital information onto it. This is the technology used on Snapchat lenses and the game Pokemon Go. For immersion in a digital environment, these technologies use VR headsets equipped with sensor gloves and a screen.

When VR and AR come together, they create Mixed Reality (MR), a technology that is just starting to take off with projects like Microsofts HoloLens.

With some casinos are already providing virtual reality rooms, the next milestone for the gaming industry will be to integrate virtual reality and augmented reality online.

Virtual reality has already taken off in the industry, and it imposes players in a virtual environment. Players are then able to play in a 3D environment with the ability to compete against each other, just like in real-life casinos. The technology can transport players and their friends to exciting locations or famous casinos in Las Vegas for a whole new gambling experience. They can visit a casino, play blackjack, poker, roulette, and slot machines, and even communicate with each other. With time, this experience will be brought online to enable players to compete from the comfort of their homes.

As Virtual Reality is gaining ground, Augmented Reality is already in development to take virtual gambling to the next level. The technology will make it possible to superimpose real-world objects into the digital environment.

Such will enable players to see others, and it will enhance the environment with detailed visualization, realistic sound accompaniment, and even provide tactile sensations to allow players to interact with objects in the virtual world. Players will see a dealer come in, and they can shake hands, hold and look at cards and chops, press slot machine buttons, and even order drinks!

This technology will also provide players with a 360 environment, and so they can freely look at what is going on in other tables, and even decide whether to join in. When such is accomplished, you can expect it to deal a massive blow on land-based casinos since players can enjoy an enhanced experience from the comfort of their homes.

Despite the fact that AR is taking huge steps in other industries, it is yet to be fully adopted in the gambling industry. This is because although the cost factor for the hardware will still come into play later, the AR software to be used in Casinos is still in development, and so is the hardware.

But as the technology continues to grow and become integrated with more advanced graphics and sensory experiences, player immersion will become quite easy to achieve, and it might just define the future of the gambling industry.

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How Virtual and Augmented Reality Could Shape the Gambling Industry - TechSpective

Augmented Reality And Virtual Reality Market 2020 Key Players, Share, Trend, Segmentation and Forecast to 2026 – Cole of Duty

New Jersey, United States,- The report is a must-have for business strategists, participants, consultants, researchers, investors, entrepreneurs, and other interested parties associated with the Augmented Reality And Virtual Reality Market. It is also a highly useful resource for those looking to foray into the Augmented Reality And Virtual Reality market. Besides Porters Five Forces and SWOT analysis, it offers detailed value chain assessment, comprehensive study on market dynamics including drivers, restraints, and opportunities, recent trends, and industry performance analysis. Furthermore, it digs deep into critical aspects of key subjects such as market competition, regional growth, and market segmentation so that readers could gain sound understanding of the Augmented Reality And Virtual Reality market.

The research study is a brilliant account of macroeconomic and microeconomic factors influencing the growth of the Augmented Reality And Virtual Reality market. This will help market players to make appropriate changes in their approach toward attaining growth and sustaining their position in the industry. The Augmented Reality And Virtual Reality market is segmented as per type of product, application, and geography. Each segment is evaluated in great detail so that players can focus on high-growth areas of the Augmented Reality And Virtual Reality market and increase their sales growth. Even the competitive landscape is shed light upon for players to build powerful strategies and give a tough competition to other participants in the Augmented Reality And Virtual Reality market.

The competitive analysis included in the report helps readers to become aware of unique characteristics of the vendor landscape and crucial factors impacting the market competition. It is a very important tool that players need to have in their arsenal for cementing a position of strength in the Augmented Reality And Virtual Reality market. Using this report, players can use effective business tactics to attract customers and improve their growth in the Augmented Reality And Virtual Reality market. The study provides significant details about the competitive landscape and allows players to prepare for future challenges beforehand.

Augmented Reality And Virtual Reality Market Segmentation

This market has been divided into types, applications and regions. The growth of each segment provides a precise calculation and forecast of sales by type and application, in terms of volume and value for the period between 2020 and 2026. This analysis can help you develop your business by targeting qualified niche markets. . Market share data are available at global and regional levels. The regions covered by the report are North America, Europe, Asia-Pacific, the Middle East and Africa and Latin America. Research analysts understand competitive forces and provide competitive analysis for each competitor separately.

Augmented Reality And Virtual Reality Market by Type:

YYYY

Augmented Reality And Virtual Reality Market by Application:

ZZZZ

Augmented Reality And Virtual Reality Market by Region:

North America (The USA, Canada, and Mexico)Europe (Germany, France, the UK, and Rest of Europe)Asia Pacific (China, Japan, India, and Rest of Asia Pacific)Latin America (Brazil and Rest of Latin America.)Middle East &Africa (Saudi Arabia, the UAE, South Africa, and Rest of Middle East & Africa)

The report answers important questions that companies may have when operating in the Augmented Reality And Virtual Reality market. Some of the questions are given below:

What will be the size of the Augmented Reality And Virtual Reality market in 2026?

What is the current CAGR of the Augmented Reality And Virtual Reality market?

What products have the highest growth rates?

Which application is projected to gain a lions share of the Augmented Reality And Virtual Reality market?

Which region is foretold to create the most number of opportunities in the Augmented Reality And Virtual Reality market?

Which are the top players currently operating in the Augmented Reality And Virtual Reality market?

How will the market situation change over the next few years?

What are the common business tactics adopted by players?

What is the growth outlook of the Augmented Reality And Virtual Reality market?

To get Incredible Discounts on this Premium Report, Click Here @ https://www.verifiedmarketresearch.com/ask-for-discount/?rid=9496&utm_source=COD&utm_medium=003

Reasons to Buy the Report

Upgrade your market research resources with this comprehensive and accurate report on the Augmented Reality And Virtual Reality market

Get complete understanding of general market scenarios and future market situations to prepare for rising above the challenges and ensuring strong growth

The report offers in-depth research and various tendencies of the Augmented Reality And Virtual Reality market

It provides detailed analysis of changing market trends, current and future technologies used, and various strategies adopted by leading players of the Augmented Reality And Virtual Reality market

It offers recommendations and advice for new entrants of the Augmented Reality And Virtual Reality market and carefully guides established players for further market growth

Apart from hottest technological advances in the Augmented Reality And Virtual Reality market, it brings to light the future plans of dominant players in the industry

Table of Contents

Market Overview: This section comes under executive summary and is divided into four sub-sections. It basically introduces the Augmented Reality And Virtual Reality market while focusing on market size by revenue and production, market segments by type, application, and region, and product scope.

Competition by Manufacturers: It includes five sub-sections, viz. market competitive situation and trends, manufacturers products, areas served, and production sites, average price by manufacturers, revenue share by manufacturers, and production share by manufacturers.

Market Share by Region: It provides regional market shares by production and revenue besides giving details about gross margin, price, and other factors related to the growth of regional markets studied in the report. The review period considered here is 2015-2019.

Company Profiles: Each player is assessed for its market growth in terms of different factors such as markets served, gross margin, price, revenue, production, product specification, and areas served.

Manufacturing Cost Analysis: It is sub-divided into four chapters, viz. industrial chain analysis, manufacturing process analysis, manufacturing cost structure, and key raw materials analysis.

Learn More about this report @ https://www.verifiedmarketresearch.com/product/augmented-reality-and-virtual-reality-market/?utm_source=COD&utm_medium=003

About us:

Verified Market Research is a leading Global Research and Consulting firm servicing over 5000+ customers. Verified Market Research provides advanced analytical research solutions while offering information enriched research studies. We offer insight into strategic and growth analyses, Data necessary to achieve corporate goals and critical revenue decisions.

Our 250 Analysts and SMEs offer a high level of expertise in data collection and governance use industrial techniques to collect and analyse data on more than 15,000 high impact and niche markets. Our analysts are trained to combine modern data collection techniques, superior research methodology, expertise and years of collective experience to produce informative and accurate research.

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Augmented Reality And Virtual Reality Market 2020 Key Players, Share, Trend, Segmentation and Forecast to 2026 - Cole of Duty

Virtual Reality Market 2020 Key Players, Share, Trend, Segmentation and Forecast to 2026 – Cole of Duty

New Jersey, United States,- The report is a must-have for business strategists, participants, consultants, researchers, investors, entrepreneurs, and other interested parties associated with the Virtual Reality Market. It is also a highly useful resource for those looking to foray into the Virtual Reality market. Besides Porters Five Forces and SWOT analysis, it offers detailed value chain assessment, comprehensive study on market dynamics including drivers, restraints, and opportunities, recent trends, and industry performance analysis. Furthermore, it digs deep into critical aspects of key subjects such as market competition, regional growth, and market segmentation so that readers could gain sound understanding of the Virtual Reality market.

The research study is a brilliant account of macroeconomic and microeconomic factors influencing the growth of the Virtual Reality market. This will help market players to make appropriate changes in their approach toward attaining growth and sustaining their position in the industry. The Virtual Reality market is segmented as per type of product, application, and geography. Each segment is evaluated in great detail so that players can focus on high-growth areas of the Virtual Reality market and increase their sales growth. Even the competitive landscape is shed light upon for players to build powerful strategies and give a tough competition to other participants in the Virtual Reality market.

The competitive analysis included in the report helps readers to become aware of unique characteristics of the vendor landscape and crucial factors impacting the market competition. It is a very important tool that players need to have in their arsenal for cementing a position of strength in the Virtual Reality market. Using this report, players can use effective business tactics to attract customers and improve their growth in the Virtual Reality market. The study provides significant details about the competitive landscape and allows players to prepare for future challenges beforehand.

Virtual Reality Market Segmentation

This market has been divided into types, applications and regions. The growth of each segment provides a precise calculation and forecast of sales by type and application, in terms of volume and value for the period between 2020 and 2026. This analysis can help you develop your business by targeting qualified niche markets. . Market share data are available at global and regional levels. The regions covered by the report are North America, Europe, Asia-Pacific, the Middle East and Africa and Latin America. Research analysts understand competitive forces and provide competitive analysis for each competitor separately.

Virtual Reality Market by Type:

YYYY

Virtual Reality Market by Application:

ZZZZ

Virtual Reality Market by Region:

North America (The USA, Canada, and Mexico)Europe (Germany, France, the UK, and Rest of Europe)Asia Pacific (China, Japan, India, and Rest of Asia Pacific)Latin America (Brazil and Rest of Latin America.)Middle East &Africa (Saudi Arabia, the UAE, South Africa, and Rest of Middle East & Africa)

The report answers important questions that companies may have when operating in the Virtual Reality market. Some of the questions are given below:

What will be the size of the Virtual Reality market in 2026?

What is the current CAGR of the Virtual Reality market?

What products have the highest growth rates?

Which application is projected to gain a lions share of the Virtual Reality market?

Which region is foretold to create the most number of opportunities in the Virtual Reality market?

Which are the top players currently operating in the Virtual Reality market?

How will the market situation change over the next few years?

What are the common business tactics adopted by players?

What is the growth outlook of the Virtual Reality market?

To get Incredible Discounts on this Premium Report, Click Here @ https://www.verifiedmarketresearch.com/ask-for-discount/?rid=5317&utm_source=COD&utm_medium=003

Reasons to Buy the Report

Upgrade your market research resources with this comprehensive and accurate report on the Virtual Reality market

Get complete understanding of general market scenarios and future market situations to prepare for rising above the challenges and ensuring strong growth

The report offers in-depth research and various tendencies of the Virtual Reality market

It provides detailed analysis of changing market trends, current and future technologies used, and various strategies adopted by leading players of the Virtual Reality market

It offers recommendations and advice for new entrants of the Virtual Reality market and carefully guides established players for further market growth

Apart from hottest technological advances in the Virtual Reality market, it brings to light the future plans of dominant players in the industry

Table of Contents

Market Overview: This section comes under executive summary and is divided into four sub-sections. It basically introduces the Virtual Reality market while focusing on market size by revenue and production, market segments by type, application, and region, and product scope.

Competition by Manufacturers: It includes five sub-sections, viz. market competitive situation and trends, manufacturers products, areas served, and production sites, average price by manufacturers, revenue share by manufacturers, and production share by manufacturers.

Market Share by Region: It provides regional market shares by production and revenue besides giving details about gross margin, price, and other factors related to the growth of regional markets studied in the report. The review period considered here is 2015-2019.

Company Profiles: Each player is assessed for its market growth in terms of different factors such as markets served, gross margin, price, revenue, production, product specification, and areas served.

Manufacturing Cost Analysis: It is sub-divided into four chapters, viz. industrial chain analysis, manufacturing process analysis, manufacturing cost structure, and key raw materials analysis.

Learn More about this report @ https://www.verifiedmarketresearch.com/product/global-virtual-reality-market-size-and-forecast-to-2025/?utm_source=COD&utm_medium=003

About us:

Verified Market Research is a leading Global Research and Consulting firm servicing over 5000+ customers. Verified Market Research provides advanced analytical research solutions while offering information enriched research studies. We offer insight into strategic and growth analyses, Data necessary to achieve corporate goals and critical revenue decisions.

Our 250 Analysts and SMEs offer a high level of expertise in data collection and governance use industrial techniques to collect and analyse data on more than 15,000 high impact and niche markets. Our analysts are trained to combine modern data collection techniques, superior research methodology, expertise and years of collective experience to produce informative and accurate research.

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Virtual Reality Market 2020 Key Players, Share, Trend, Segmentation and Forecast to 2026 - Cole of Duty


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