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

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

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

Key highlights from COVID-19 impact analysis:

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

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

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

Virtual Reality (VR) Software Market, By Type

Virtual Reality (VR) Software Market, By Application

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

A brief overview of the regional landscape:

Reasons To Buy:

About Us:

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

Contact Us:

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Market Research Intellect

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Tel: +1-650-781-4080

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Investment to support treatment of patients using virtual reality – Wales247

The Crowdcube fundraise, only launched this week, has already hit its 300k target at a pre-money valuation of 3.1m, with significant pledges already secured from angel investors and Development Bank of Wales.

Through Crowdcube, Rescape now has the opportunity to overfund, giving investors a stake from as little as 11.76 in a fast-moving sector that has really shown its value during the pandemic.

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

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

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

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

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

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

The DR.VR Frontline Relief evaluation is available on the new FutureVision.Health web platform, a portal set up to promote the benefits of immersive technologies in healthcare. The main results from the evaluation suggest that staff found using VR was an enjoyable experience, and they would recommend use to their colleagues to aid relaxation and for reducing stress. In particular, staff valued the meditative spaces and breathing exercises.

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Investment to support treatment of patients using virtual reality - Wales247

E-Learning Virtual Reality Market 2020 Size by Product Analysis, Application, End-Users, Regional Outlook, Competitive Strategies and Forecast to 2027…

New Jersey, United States,- Market Research Intellect aggregates the latest research on E-Learning Virtual Reality Market to provide a concise overview of market valuation, industry size, SWOT analysis, revenue approximation, and regional outlook for this business vertical. The report accurately addresses the major opportunities and challenges faced by competitors in this industry and presents the existing competitive landscape and corporate strategies implemented by the E-Learning Virtual Reality market players.

The E-Learning Virtual Reality market report gathers together the key trends influencing the growth of the industry with respect to competitive scenarios and regions in which the business has been successful. In addition, the study analyzes the various limitations of the industry and uncovers opportunities to establish a growth process. In addition, the report also includes a comprehensive research on industry changes caused by the COVID-19 pandemic, helping investors and other stakeholders make informed decisions.

Key highlights from COVID-19 impact analysis:

Unveiling a brief about the E-Learning Virtual Reality market competitive scope:

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

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

E-Learning Virtual Reality Market, By Type

E-Learning Virtual Reality Market, By Application

Other important inclusions in the E-Learning Virtual Reality market report:

A brief overview of the regional landscape:

Reasons To Buy:

About Us:

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

Contact Us:

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E-Learning Virtual Reality Market 2020 Size by Product Analysis, Application, End-Users, Regional Outlook, Competitive Strategies and Forecast to 2027...

Virtual Reality in Automotive Market 2026 by Scope, Size, Opportunities and Growth Rate analysis – Fresno Observer

The Latest research report onVirtual Reality in Automotive Marketoffers an in-depth analysis of the market. It further provides detailed description on the adoption of different products across several regions. Information on trends, drivers, opportunities, threats, and restraints of the market can further help stakeholders to gain valuable insights into the market. The report offers a detailed competitive landscape by presenting information on key players, along with their strategies, in the market.

For More Information Visit https://www.fortunebusinessinsights.com/industry-reports/virtual-reality-vr-in-automotive-market-101702

Global Virtual Reality in Automotive Market2020 Industry Research Report is a professional and in-depth study on the current state industry and competitive landscape details in this niche sector.Virtual Reality in Automotive Market is split by Type and by Application. For the period 2015-2025, the growth among segments provide accurate calculations and forecasts for sales by Type and by Application in terms of volume and value. This analysis can help you expand your business by targeting qualified niche markets.

Regional analysis is another highly comprehensive part of the research and analysis study of the global Virtual Reality in Automotive Market presented in the report. This section sheds light on the sales growth of different regional and country-level Virtual Reality in Automotive Markets. For the historical and forecast period 2020 to 2026, it provides detailed and accurate country-wise volume analysis and region-wise market size analysis of the global Virtual Reality in Automotive Market.

Among other players domestic and global, Virtual Reality in Automotive Market share data is available for global, North America, Europe, Asia-Pacific, Middle East and Africa and South America separately. Our analysts understand competitive strengths and provide competitive analysis for each competitor separately.

Highlights of the Report:

In-depth analysis of various insights, namely, Sterilization Containers Market trends, growth drivers, opportunities, and other related challenges.

Comprehensive details of key market players, their core competencies, and Sterilization Containers Market share.

The potency of suppliers and buyers to make better business decisions.

Lists out the market size in terms of volume.

Key questions answered in the report:

What will the market growth rate of market in 2025?

What are the key factors driving the global market?

Who are the key manufacturers in market space?

What are the market opportunities, market risk and market overview of the market?

What are sales, revenue, and price analysis of top manufacturers of market?

Who are the distributors, traders and dealers of market?

What are the market opportunities and threats faced by the vendors in the global industry?

What are sales, revenue, and price analysis by types and applications of market?

What are sales, revenue, and price analysis by regions of industry?

Table of Content:

Introduction

Research Scope

Market Segmentation

Research Methodology

Definitions and Assumptions

Executive Summary

Market Dynamics

Market Drivers

Market Restraints

Continued

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Virtual Reality in Automotive Market 2026 by Scope, Size, Opportunities and Growth Rate analysis - Fresno Observer

10 beauty brands that let you try before you buy with virtual swatching tools – VOGUE India

The year may have started like any other, but a global health crisis compelled beauty stores to lower their shutters in March. With in-store product swatching put on ice following hygiene concerns, its virtual counterpart has now assumed its place under the mainstream spotlight. While online makeup try-on tools have been pedalling through the beauty-verse for a while now, the cutting-edge facial mapping technology of today serves as a far cry from the artificial, super-imposed experiences you tried for laughs at sleepovers.

A closer look at the record books offers definitive proof that virtual realitys presence on the beauty landscape is nothing newL'Oral famously inked a deal with ModiFace, a Toronto-based beauty tech company, in 2018 to acquire access to its numerous patents within the world of augmented reality. The onset of the pandemic afforded further momentum, with brands like Ulta Beauty recording a spike in virtual apps as a safer alternative to in-store testing. To ensure our guests safety, product testers are on display only to offer guests a truer sense of colours and textures. We know the discovery inherent to the beauty shopping experience includes swatching. Virtual try-on experiences serve as a safe alternative to product testers for guests who seek to continue colour swatching and testing products, says a spokesperson from the brand. If youre looking to give yourself a virtual makeover before opting for a real one in the salon chair, here are the hair, makeup and nail brands that youll want to bookmark.

If youve always wondered whether you could pull off rainbow-hued eyeshadow or go mother-of-dragons platinum blonde, the L'Oral virtual makeup try-on hub promises answers. Fuelled with ModiFace technology under the hood, the tool allows users to dabble with the brands full range of colour cosmetics and hair colour options.

Beauty enthusiasts might find their fidelity to Ruby Woo questioned with the brands virtual try-on functionality that offers up over 200 shades for online swatching. When browsing the official website, keep an eye out for the try it on widget that allows you to swatch shades directly through live camera, on an uploaded photo orif youre not in the mood to face the lenson an online model.

Eyebrow hair is notorious as the trickiest facial component to render artificially, and the brow experts looked to ModiFace for a transformation technology that replicates every unique strand. Before you make an appointment with your tweezers during the lockdown, choose from the brands roster of eyebrow shapes and sizes to find the look that works best for you.

The French couture house makes its way to the augmented reality scene with a virtual try-on experience available on its UK website. If youve been on the hunt for your next investment buy, sample the labels lip shade offerings from your desktop or mobile without ever having to move off the couch.

Even before you get your hands on the brands newest drops, you can test-drive the products with the virtual try-on functionalities available on its official website. If your weekend plans involve a virtual makeover, the brand offers access to its entire range of colour cosmetics along with advanced capabilities that include a foundation finder and brow studio.

If youd rather not have any surprises while youre hunched over the sink, it pays to do your homework beforehand on the hair colours that work for you. Schwarzkopf allows you to do a dry run in advance with its colour advice tool imbued with split-screen technology, so you can compare your dream hair colour against your current shade and make an informed decision.

As the host to the latest and the greatest in the world of beauty, Sephora Virtual Artist goes beyond the usual swatching gig to serve up step-by-step tutorials that take the guesswork out of where precisely you should be applying products on your face.

If you miss arm-swatching the brands pigmented lip colours, the virtual experience will help keep FOMO at bay. Like its counterparts in the industry, the tool employs facial mapping to offer a true-to-life makeover through the live camera, your favourite selfie or a model.

On those days when youre missing a mani appointment, look to OPI Nail Studio for the next best thing. Since its launch over a decade ago, the virtual try-on studio has been offering beauty enthusiasts the chance to find the perfect manicure by adjusting the skin colour and nail length on a virtual hand before playing around with nail polish shades.

In light of the pandemic, the American e-tailer has been positioning its interactive virtual experience as an alternative to in-store product swatching. Spanning a wide range of products, from eye and lip makeup to lesser-known candidates, such as false eyelashes, GLAMlab serves as an easy way to dabble with colours to find your perfect match.

This Vogue writer took a full year to find her perfect foundation shade

How will technology change our relationship with beauty after COVID-19?

How to buy makeup online: Your complete guide to a good shopping experience

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10 beauty brands that let you try before you buy with virtual swatching tools - VOGUE India

Virtual Reality(VR) For Healthcare Market 2020 Size by Product Analysis, Application, End-Users, Regional Outlook, Competitive Strategies and Forecast…

New Jersey, United States,- Market Research Intellect aggregates the latest research on Virtual Reality(VR) For Healthcare Market to provide a concise overview of market valuation, industry size, SWOT analysis, revenue approximation, and regional outlook for this business vertical. The report accurately addresses the major opportunities and challenges faced by competitors in this industry and presents the existing competitive landscape and corporate strategies implemented by the Virtual Reality(VR) For Healthcare market players.

The Virtual Reality(VR) For Healthcare market report gathers together the key trends influencing the growth of the industry with respect to competitive scenarios and regions in which the business has been successful. In addition, the study analyzes the various limitations of the industry and uncovers opportunities to establish a growth process. In addition, the report also includes a comprehensive research on industry changes caused by the COVID-19 pandemic, helping investors and other stakeholders make informed decisions.

Key highlights from COVID-19 impact analysis:

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

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

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

Virtual Reality(VR) For Healthcare Market, By Type

Virtual Reality(VR) For Healthcare Market, By Application

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

A brief overview of the regional landscape:

Reasons To Buy:

About Us:

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

Contact Us:

Mr. Steven Fernandes

Market Research Intellect

New Jersey ( USA )

Tel: +1-650-781-4080

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Virtual Reality(VR) For Healthcare Market 2020 Size by Product Analysis, Application, End-Users, Regional Outlook, Competitive Strategies and Forecast...

How Covid-19 Impact Could Open The Door For Virtual Reality Content Creation Market. – Owned

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The major players in the Virtual Reality Content Creation Market are 360 Labs, Blippar, Koncept VR, Matterport, Panedia Pty Ltd., SubVRsive, Vizor, Voxelus, WeMakeVR, and WevrWe also need a market analysis section solely dedicated to major players such as where analysts give us an insight into the financial statements of all the major players, along with product benchmarking and SWOT analysis. Global Virtual Reality Content Creation market with great emphasis on its market share, recent developments, business overview, market served, and growth strategies.

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Virtual Reality Content Creation Market: Research Methodology

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

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

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

COVID-19 Impact on Virtual Reality Content Creation Market

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

Virtual Reality Content Creation Market: Regional Analysis

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

Complete SWOT Analysis of the Global Virtual Reality Content Creation Market

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

Importance of SWOT Analysis in Business :

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

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

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

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

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

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

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

PESTEL Analysis :

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

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

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How SWOT Analysis Is Important for Virtual Reality Content Creation Market ?

There are three steps to follow in this analysis.

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

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

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

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

Appendix

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

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How Covid-19 Impact Could Open The Door For Virtual Reality Content Creation Market. - Owned

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

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

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

Frequently Asked Questions -

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

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

Virtual Reality Market in Education Sector 2020-2024: Segmentation

Virtual Reality Market in Education Sector is segmented as below:

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Virtual Reality Market in Education Sector 2020-2024: Scope

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

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

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

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

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

Table of Contents:

Executive Summary

Market Landscape

Market Sizing

Five Forces Analysis

Market Segmentation by Product

Market Segmentation by End-user

Customer Landscape

Geographic Landscape

Drivers, Challenges, and Trends

Vendor Landscape

Vendor Analysis

Appendix

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

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

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

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

BY DARCY EGAN

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Transcript.

Partial transcript:

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

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

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

This is augmented reality:

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

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

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

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

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

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

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

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

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

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

Another of Tom Furnesss projects is the Virtual World Society:

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

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

Society membership is free and there are currently 1200 members.

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

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

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

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

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

Podcast Transcript Download

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Inside Khalilah, The $28 Million Dollar Gold Yacht

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

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

S.N.O.T: 8/8/2020 – Battle Red Blog

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

5G and Virtual Reality Breakdown Data by Type-

Software

Service

Hardware

5G and Virtual Reality Breakdown Data by Application-

Games and Entertainment

Retail

Medical

Military

Agricultural

Other

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

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

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

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

Detailed overview of 5G and Virtual Reality Market

Changing market dynamics of the industry

In-depth market segmentation by Type, Application etc.

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

Recent industry trends and developments

Competitive landscape of 5G and Virtual Reality

Strategies of key players and product offerings

Potential and niche segments/regions exhibiting promising growth

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

Reasons to Buy this Report

Gain detailed insights on the 5G and Virtual Reality industry trends

Find complete analysis on the market status

Identify the 5G and Virtual Reality market Counter opportunities and growth segments

Analyze competitive dynamics by evaluating business segments & product portfolios

Facilitate strategy planning and industry dynamics to enhance decision making

All the reports that we list have been tracking the impact of COVID-19. Both upstream and downstream of the entire supply chain has been accounted for while doing this. Also, where possible, we will provide an additional COVID-19 update supplement/report to the report in Q3, please check for with the sales team.

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

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

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

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

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

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

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

SOURCE ARES Security Corporation

aressecuritycorp.com

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