Researchers at U of T Mississauga tap immersive technologies to improve palliative care – News@UofT

Researchers at the University of Toronto are looking to the virtual world to improve the quality of life for those in palliative care.

Cosmin Munteanu, assistant professor at U of T MississaugasInstitute for Communication, Culture, Informationand Technology, and PhD studentSho Conteare exploring how virtual reality (VR) devices can be used to enhance peoples experiences.

The impetus for the study, funded by the Canadian Institutes of Health Research,came from Contes experiences as a volunteer at a Toronto hospice. During some of his pre-pandemic visits, Conte took along some VR equipment (one of hishobbies) to entertain clients. He found himself using Google Earth to explore places they wanted to visit or revisit.

The reception was incredible super emotional and super effective, Munteanu says, notingthose in palliative care often have limited mobility and fewopportunities to enjoy new experiences.

The lack of social participation has been exacerbated by the recent pandemic. Conte notes he hasnt been able to see his client since March due to COVID-19.

Its a bit upsetting to me, just thinking about that, if I was in that situation, he says.

VR may be a way to break through the social isolation whether caused by the pandemic or the nature of palliative care itself and open new opportunities to facilitate social participation.

I see VR as a window into these virtual experiences that are immersive and very lived. Its not as good as the real thing, but in light of their mobility challenges, it works really well, Conte says.

It may also be a tool that helps provide a more holistic approach to end-of-life care.

We have a very good palliative care system in Canada, says Munteanu, although he notes there tends to be a medical focus.

Its the soft side thats often neglected.

With VR, patients can embark on virtual trips, share virtual travel experiences with family members, reminisce about the past and share stories while looking at Google Street View. VR could also give them a means to have an immersive experience, augment personal connections or even escape the confines of the hospice and meet others in a virtual setting.

The pandemic has put a temporary hold on exploring ways to put VR in the hands of palliative care patients because its not currently safe to work with such a vulnerable group. So, Conte has pivoted his research to focus on helping clinicians have difficult planning discussions with patients.

Studies show that 90 per cent of people want to have conversations about planning their care if things go badly, but only about 10 per cent have those conversations, Conte says. Having conversations and planning before its too late is one of the biggest predictors of quality at end of life.

Hes now turning to VR to help practitioners prepare for these emotionally charged discussions that happen too infrequently. Using a 3D chatbot that provides rich, simulated responses based on a serious illness conversation guide, medical studentsrecord themselves having a conversation about advanced care planning. They then review the conversation through VR, where they can see it from the other persons perspective, giving them a tool for critical self-reflection, learning and training. The goal is to help caregivers gain the confidence to talk about sensitive issues.

Munteanu explains that the immersive technology could be used to develop more empathetic and more attentive listening skills that, in turn, help improve the social and personal aspects of palliative care.

Its not that people arent doing all they can, he says. [But]here are so many more opportunities to make it even better.

Meanwhile, Munteanus Technologies for Aging Gracefully (TAG)lab is part of a three-year international research and development project that has received 1.5 million euros from the European Unions Assisted Augmented Living touse of emerging technologies improve the quality of life of palliative care recipients, their family caregivers and professional care providers.

The studies are putting the U of T Mississaugas TAG lab at the forefront of innovation.

Theres a lot of good research on the medical side, Munteanu says, butits time for everything else to catch up.

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Researchers at U of T Mississauga tap immersive technologies to improve palliative care - News@UofT

Fashion Industry Explores Virtual Reality in Post-Covid World – TechRound

Fashion brands are staying creative in the wake of the pandemic with many switching to virtual reality solutions.

The advent of virtual reality showrooms has been a game-changer for the fashion industry. With premium technology, VR companies are able to customise virtual showrooms that are an exact replica of a brands physical space. The technology allows buyers to browse the showroom in a 360-degree way and even view individual garments up close. Buyers have access to fabric texture, price information and catwalk footage.

The coronavirus pandemic has led to many changes in the fashion industry. The last few months saw shop closures, increased demand for loungewear, mask fashion and soaring online sales. With regard to high fashion, virtual reality became the obvious solution for replacing showrooms. BrandLab, a virtual reality showroom developer, benefited from this trend. Dan OConnell, the companys co-founder, stated when COVID hit, all of a sudden we were the number one solution. For brands, the ability to maintain customer relationships in a world where they could not meet face-to-face was very important. We are the only business to offer this type of immersive and interactive showroom appointment.

BrandLab, a Welsh company, experienced a 500% growth in the wake of the coronavirus with a 2000% increase in new customer enquiries. Virtual reality showroom technology is already being used by many big brands including Barbour and BIBA.

Whilst this is not a replacement for physical showrooms, it can increase the industrys productivity. OConnell said that buyers are often restricted to viewing 10 or so collections, back-to-back, over the course of two days at trade shows. Through a virtual showroom, they could now see up to 200 in this time and then visit the ones they have particular interest in. It will also allow the industry to become more inclusive. Buyers can engage with a wider range of designers they might never have had the time for before.

However, it is not just the fashion world adopting this technology. Many industries are benefiting from this new trend. The future looks to be full of virtual reality solutions for everything from galleries to car showrooms to shopping centres.

This may also act as a sustainable solution. Typically, fashion buyers can take up to 80 flights a year visiting showrooms so virtual reality will significantly reduce the carbon footprint of the fashion industry.

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Fashion Industry Explores Virtual Reality in Post-Covid World - TechRound

Virtual reality tours capturing Indigenous tourism sites and facilities – TimminsToday

Virtual reality users will soon be able to get "a lifelike" experience ofwhat Indigenous tourism in Ontariohas to offer.

ORIGINhas partnered with Indigenous Tourism Ontario (ITO) to support Indigenous businesses and create VR tours as travel restrictions have been put in place due to the COVID-19 pandemic.

Our technology will help users understand exactly what they can expect from a tourism experience, said ORIGIN's owner Melissa Hardy-Giles. Were proud to highlight, capture and preserve Indigenous knowledge and tourism, and promote them. First, to all Ontarians, Canadians and then other countries as restrictions lift.

WithOculus headsets and an ImmersiveLink Cultural App, users will be immersed in360-degree virtual reality tours. Hardy-Giles said the company, which is Indigenous owned,has its own film crew that will be travelling to different Indigenous tourism sites and facilities to createthe modules.

Using our ImmersiveLink system, we will be creating brief virtual reality tours, she said. Mass tourism operation is struggling since the pandemic and may never be the same, unfortunately, such as Disney theme parks. However, this is now giving micro-tourism and small operations an opportunity.

Hardy-Giles said the details of the project are still in the works but the hope is to have VR tours available "later on thisyear."

"Congratulations to ITO and ORIGIN on this partnership that will deliver innovative solutions for Indigenous tourism and hospitality operators who have been hit-hard by the COVID-19 pandemic," Minister of Indigenous Affairs Greg Rickford said in a news release."This use of technology will promote Indigenous tourism and create opportunities and economic growth for Indigenous businesses as our economy restarts and recovers."

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Companies are adopting AR and VR to adapt to the COVID-19 pandemic – TechRepublic

Two virtual reality and augmented reality experts discuss the ways in which organizations are using the technologies in their businesses.

Tech is reshaping our business and personal lives in more ways than ever. Augmented reality (AR) and virtual reality (VR) are playing bigger roles in companies as leaders look for ways to keep employees connected at a safe distance. TechRepublic's Karen Roby talked with Rishi Ranjan, and Digam Panifrahi, co-founders of GridRaster, about the use cases for immersive mixed reality. The following is an edited transcript of their conversation.

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Dijam Panifrahi: This is a medium which allows you to do something, the next best thing you can do in terms of being physically there. And this is an excellent medium that solves that problem right now. What the restrictions are there around traveling and people operating from houses, and you still need to have those businesses keep running, and this is a medium providing excellent opportunities.

A few of the use cases where this has been really amazing has been trying to view and repair things remotely. All of a sudden, all these complex machines, whether you are talking in the medical industry or aerospace and defense automotive, this is being now serviced remotely.

This is made possible only because of augmented reality and virtual reality. Otherwise, it would have been a big struggle with all that restriction around travel and social distancing norms and all being in place. The other has been on the training front. There's nothing which is as good, you can't do anything better than train people in a virtual environment like with VR and AR, which has been huge in terms of keeping those businesses running. This is at least a couple of use cases which have been absolutely tremendous to keep many of those companies. You will see, whether it's Nestle, or whether it's Ford take any industry, big companies over there, they have been leveraging this technology to keep things moving during this pandemic.

Karen Roby: Talk about some of the specific ways you're seeing this with training and other ways to keep people connected from a safe distance.

Rishi Ranjan: Just to capture that, we are very focused right now on aerospace, automotive, and defense manufacturing. In the case of training, our customers cannot bring their customers, their employees, on premise. There are restrictions all the time that only you can run at 10% capacity. Now, with mixed reality their employees can start training on all these complex machines in their living rooms. And they expect these whole work-from-home restrictions to at least remain there for one and a half year more. The lapses and everything are out.

Now, they're seeing that they don't have to really slow down on any front on training. They can train on a very complex space, spaceships, cars. All of those, they can keep training. They can even keep designing all of those things without any significant impact on them. And you can see that similar thing in medical, that now doctors cannot travel, but now the people who are remote, they can get hands-on help remotely from the doctors who are exported. Again, we are not focused on those verticals right now. But we know that very similar use cases are being used in the other workspaces.

Karen Roby: What are some of the challenges that companies face when trying to implement this type of technology?

Rishi Ranjan: The first thing is that mixed reality is new. So again, in some of the verticals, especially in the defense sector, it has been used for 30 to 40 years. So they are very, very used to using these. But, in other ones the devices are just getting used. They are just getting available right now. And so a lot of those use cases, people are trying to ramp up fast, but it's a new medium. We have never seen this medium being used before. So, just content creation is a big thing. The devices are not fully there. You can use it in certain use cases, but it's not that you can use it in any use cases yet. But those are the restrictions out there.

SEE: Robotics in the enterprise (free PDF) (TechRepublic)

The scaling of the problem is that when you look at the devices, these are screens sitting on your face so it's very critical they should be light. If you have to carry a one-pound device on your face, your neck will start hurting after 30 minutes. Things are moving in that direction in the end. But, the problem is that the experience of the spatial augmentation that we are trying to bring, it needs a lot of compute, a lot of processing, before you can provide that help to the user. And that's where we come in, that we bring all of those lower compute loads on the cloud.

But we believe the device to be much lighter. You don't have to tether it to your PC and all those things to use it. But still, that device side, also, devices are improving. There are known rumors that Apple is working on the glasses, which will hopefully come in a couple of years and it will become the coolest. But those will go ahead and remove a lot of the friction that still people are feeling as a new medium.

But then creating the content, how do you pay the content as to that? Also, the friction points that people are facing. Some of the verticals we're in the defense sector, we have seen that people have been using it for tens of years. So, they're much more advanced. And that is where a lot of those learnings will come in and it will help the ecosystem. But some of the other verticals where they're just starting to use and trying to catch up very fast, those friction points are still there.

Karen Roby: I know we talked about some of the larger companies like Nestle and groups like that. But when you talk about smaller businesses, smaller companies that have much smaller budgets. And digital transformation for some of them, they're just moving through that right now and being forced to, because of the pandemic. How do you see those smaller companies and businesses coming into the fold with AR and VR? Do you see them starting to see the benefit and trying to find the money in their budget to make this happen?

Dijam Panifrahi: I say that's a great question. And that's something we think for overall ecosystem and for the AR/VR use case, a real big pickup, it has to move beyond. The big thing with the pandemic, what has happened is, now because of this whole situation that a Gen Z that has come to this. Now, the things that we have been trying to plan to (implement) it, or maybe the next couple of years, and all of a sudden, this all has to be framed within a few weeks or few months. Because they know that without using this medium, some of their businesses, they cannot continue to operate the way they really want to operate.

And we are seeing that. We are seeing that in terms of the interests that we are getting. We are seeing that in terms of even our application partners who are working there. They are getting those requests. The platform that we are providing here is designed toward that. How do you drive down the total cost of ownership, the cost with which even beyond those large players can actually leverage this medium? But the cloud-based approaches that we taking allows them to do that in a much more economical way and across a location, getting multiple users to work in that environment. So, we are solving a lot of that problem. So we are definitely seeing a lot of interest to pick up this medium for those businesses.

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TechRepublic's Karen Roby talked with Rishi Ranjan, and Digam Panifrahi, co-founders of GridRaster, about the use cases for immersive mixed reality.

Image: Mackenzie Burke

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Companies are adopting AR and VR to adapt to the COVID-19 pandemic - TechRepublic

COVID-19 IMPACT ON VIRTUAL REALITY IN DIAGNOSTICS MARKET TO 2020-2027 WITH TOP KEY PLAYERS LIKE CAE HEALTHCARE, GE HEALTHCARE, VIRTUAL REALITIES LTD,…

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Augmented Reality and Virtual Reality Market Analysis, Competitive Strategies and Forecasts to 2025 – CueReport

A Research study on Augmented Reality and Virtual Reality Market analyzes and offers ideas of exhaustive research on ancient and recent Augmented Reality and Virtual Reality market size. Along with the estimated future possibilities of the market and emerging trends in the Augmented Reality and Virtual Reality market.

Computing trends and technology have taken a new dimension over last decade. This has changed the way of thinking, interacting and decision making of every individual. The recent advancements such as IoT, cloud computing, 3D printing, automation, advanced communication systems, artificial intelligence, Big Data, AR and VR and many others are the driving factors influencing the change in dynamics from living to running a business. AR and VR are the new age technologies which will change the practices in various industries.

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Developments in AR applications and compact VR headsets, the adoption rate of these technologies in education and research industry for new techniques and procedures of training and development. AR & VR would also contribute considerably towards smart innovations in retail industry. Additionally, a substantial growth of global augmented reality and virtual reality market is observed in infotainment industry, with availability of featured AR & VR devices with increased computational abilities, which will enhance the user interface in gaming and entertainment.

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AR technology blends the virtual and real world objects. With AR, users will be able to interact with virtual object and also will be able to distinguish between the real and virtual contents. AR has found more success within short period of time, this technology has been more adopted in consumer sector and is expected to surpass the VR market in near future.

Global Augmented Reality and Virtual Reality Market: Drivers and Restraints: This section of the Augmented Reality and Virtual Reality Market Analysis report we are covering various drivers and restraints that have affected the global Augmented Reality and Virtual Reality market. The complete study of plentiful drivers of the market enables market professionals to get a clear viewpoint of the Augmented Reality and Virtual Reality market share, which consists of Augmented Reality and Virtual Reality industry environment, advancement market, product innovations, latest developments, and Augmented Reality and Virtual Reality market risks.

Proliferation of mobile devices such as smartphones and tablets will drive the AR market in near future by enhancing the user experience pertaining to games and other entertainment applications. Although entertainment holds the major share of the market during the forecast period, while new applications in industrial, medical, automotive etc. will keep the companies interested in AR and VR technologies.

The major restraints to the global AR and VR market include high hardware and deployment cost, limited awareness in various end-user industries is another limiting factor for the global augmented reality and virtual reality market. AR and VR have limited applications and major ones include entertainment, education and gaming. The number of consumers being catered are minimum in number, as AR and VR are still in the emerging phase and have limited reach to different requirements of the customers or enterprises.The global AR and VR market has been broadly segmented by technology i.e., AR and VR technologies. The market is further segmented by components which includes sensors and other semiconductor components. In addition to this the AR and VR market is bifurcated into on end-user industry such as entertainment, education. Industrial, medical, aerospace & defense, and retail among others.

North America is one of the prominent regions in AR and VR market which will contribute highest to the revenues globally due to high technological developments and considerable usage of AR & VR technology and products. The region is expected to lose the market share to APAC over the forecast period. Rapidly growing economies in Asia-Pacific (APAC) with significant number of hardware and software developers will pave the path for increasing adoption and propel the market for AR and VR. Some of the key players of AR and VR market include DAQRI LLC, Augmented Pixels Co., EON Reality, Inc., Innovega, Inc.,Total Immersion, Vuzix Corporation, Blippar, Oculus VR LLC, Microsoft Corporation, and Google, Inc. among others.

Some of the Highlights about Table of Content of Augmented Reality and Virtual Reality Market

1 Augmented Reality and Virtual Reality Market overview

2 Executive Summary

3 Market Drivers, Challenges and Trends

4 Marketing, Distributors and Customer

5 Key Players Analysis

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Virtual Reality In Healthcare Market Growth, Trends And Forecast To 2027 – Market Research Posts

The report covers the forecast and analysis of the virtual reality in healthcare market on a global and regional level. The study provides historical data from 2015 to 2018 along with a forecast from 2019 to 2027 based on revenue (USD Million). The study includes drivers and restraints of the virtual reality in healthcare market along with the impact they have on the demand over the forecast period. Additionally, the report includes the study of opportunities available in the virtual reality in healthcare market on a global level.

In order to give the users of this report a comprehensive view of the virtual reality in healthcare market, we have included a competitive landscape and an analysis of Porters Five Forces model for the market. The study encompasses a market attractiveness analysis, wherein all the segments are bench marked based on their market size, growth rate, and general attractiveness.

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The report provides company market share analysis to give a broader overview of the key players in the market. In addition, the report also covers key strategic developments of the market including acquisitions & mergers, new service launches, agreements, partnerships, collaborations & joint ventures, research & development, and regional expansion of major participants involved in the market on a global and regional basis.

The study provides a decisive view of the virtual reality in healthcare market by segmenting the market based on the offering, application, end-user,and regions. All the segments have been analyzed based on present and future trends and the market is estimated from 2019 to 2027. The regional segmentation includes the current and forecast demand for North America, Europe, Asia Pacific, Latin America, and the Middle East and Africa.

The growth of healthcare IT infrastructure is likely to soar the business trends over the forecast timeline. Apparently, applications of VR immersion therapy in psychological ailments like depression and phobias will further uplift the virtual reality in healthcare industry expansion during the forecast timeline. Nevertheless, the low level of expertise witnessed among the physicians as well as the low proportion of their adaptability to innovative techniques along with the lack of proficiency in deploying VR services in the healthcare sector will obstruct the market progress over the forecast timespan.

In terms of the offering, the market for virtual reality in healthcare is sectored into Services, Hardware Device, and Software. Application-wise, the industry is divided into Computer Assisted Surgery, Radiotherapy,Telehealth,Pain Management, Disability & Rehabilitation, Visualization, Dentistry, Phobias, Medical Training/Teaching/Determining Level of Skill, and Mental Health, Psychological Therapy, & Post Traumatic Stress Disorder. On the basis of end-user, the market is classified into Healthcare Institutes, Hospitals, Clinics, & Surgical Centers, and Diagnostic Laboratories.

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The key players included in this market are SimX, Inc., Medical Realities Ltd., SURGICAL THEATER, LLC, Intuitive Surgical, General Electric, Facebook Technology LLC (Oculus VR), Firsthand Technology, Inc., FundamentalVR, ImmersiveTouch, Inc., Koninklijke Philips N.V., Mindmaze, Osso VR, Program-Ace, Psico Smart Apps, S.L., Qualcomm Technologies, Inc., SAMSUNG ELECTRONICS CO., LTD., Siemens Healthcare Private Limited, Vicarious Surgical, and zSpace, Inc.

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Global Augmented Reality and Virtual Reality in Aerospace Market 2020 (Covid-19 Outbreak) Latest Trends,Technology Advancement and Demand Forecast to…

Global Augmented Reality and Virtual Reality in Aerospace Market report is a well-researched and detailed account of all major developments that collectively influence a lucrative growth story. The report is an outcome of intensive research endeavors, comprising primary and secondary research initiatives that shed substantial light on various elements such as market size and share, popular trends, growth prognosis, pricing system, production capacity, consumption pattern as well as revenue trends that orchestrate optimistic growth trajectory in the Global Augmented Reality and Virtual Reality in Aerospace Market.

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Global Augmented Reality and Virtual Reality in Aerospace Market provides in-depth analysis of parent market trends, macro-economic indicators and governing factors along with market attractiveness as per segments.Market research experts and analysts also take into consideration a thorough analytical review of the unprecedented COVID-19 outrage that has affected the Global Augmented Reality and Virtual Reality in Aerospace Market in multiple ways.

The Major Players Covered in Augmented Reality and Virtual Reality in Aerospace Market are:Augmented Reality and Virtual Reality in AerospaceVuzixArStudiozMicrosoftGoogle Inc.OptinventKopin CorporationEpsonPimaxMagic Leap IncSneakyBox

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Understanding Regional Scope of the Global Augmented Reality and Virtual Reality in Aerospace Market

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Global Augmented Reality and Virtual Reality in Aerospace Market By Type:Augmented Reality and Virtual Reality in AerospaceHead Up DisplaysHead Mounted DisplaysSmart GlassHandheld Devices

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The report offers in-depth assessment of the growth and other aspects of the Augmented Reality and Virtual Reality in Aerospace market in important countries (regions), including:North America (United States, Canada and Mexico)Europe (Germany, France, UK, Russia and Italy)Asia-Pacific (China, Japan, Korea, India, Southeast Asia and Australia)South America (Brazil, Argentina, Colombia)Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria and South Africa)

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This aforementioned Global Augmented Reality and Virtual Reality in Aerospace Market has recorded a growth valuation of xx million US dollars in 2020 and is also likely to show favorable growth worth xx million US dollars throughout the forecast tenure until 2025, clocking at an impressive CAGR of xx% through the forecast period.

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Frostpoint brings Multiplayer Shooter Experience to Virtual Reality – mxdwn.com

Elijah Hunt August 1st, 2020 - 7:34 PM

Announced earlier this week,Frostpoint VR: Proving Groundsis a multiplayer team-based shooter developed by inXile Entertainmentand published byThirdverse Inc coming to Virtual Reality on PC later this year.Frostpoint is inXiles third title of the year, with an unnamed RPG andWasteland 3 set to release later in the fall. inXile has also previously released VR titles including The Mages Tale, a first-person VR dungeon crawler. According to an official press release,the game is set in a dilapidated military training base in Antarctica where strange biomechanical creatures now roam, each team will need to gear up and set out to dominate the opposing team.

Combat is entirely PvP based, as players compete against other teams with a dozen detailed-weapons to select from. The trailer shows off some of the combat, with the familiarity of Call of Dutyin a snowy sci-fi environment.InXile Entertainment has also confirmed that the game will be server-based, allowing up to 20 players in one game lobby (10v10).

According to the official announcement, an Open Beta has been planned for Frostpoint VRfor the near future. Frostpoint will be releasing later this year globally in over 10 different languages for the HTC Vive, Oculus Rift, and Valve Index. No information about a future console version has been announced, but the company will be releasing moresocial media. More information, including news and future updates about the game, can be found on inXilesFrostpoint: VR Proving Grounds official website. Any interested are also encouraged on the website to join the official discord, to find out more about the games release and upcoming beta.

Today were exclusively revealing Frostpoint, the new AAA multiplayer VR shooter from inXile, creators of The Mages Tale and Wasteland.https://t.co/XhEVmkzXnZ pic.twitter.com/aS66d9wL6e

UploadVR (@UploadVR) July 29, 2020

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Virtual Reality Cardboard Market Size 2020: Analysis, Share, Sales, Growth, Revenue, Type, Application & Forecast To 2026 – Market Research Posts

The recent report on GlobalVirtual Reality Cardboard Market Report 2020 by Key Players, Types, Applications, Countries, Market Size, Forecast to 2026 offered by Credible Markets, comprises of a comprehensive investigation into the geographical landscape, industry size along with the revenue estimation of the business. Additionally, the report also highlights the challenges impeding market growth and expansion strategies employed by leading companies in the Virtual Reality Cardboard Market.

Impact of Covid-19 in Virtual Reality Cardboard Market: Since the COVID-19 virus outbreak in December 2019, the disease has spread to almost every country around the globe with the World Health Organization declaring it a public health emergency. The global impacts of the coronavirus disease 2019 (COVID-19) are already starting to be felt, and will significantly affect the Virtual Reality Cardboard market in 2020. The outbreak of COVID-19 has brought effects on many aspects, like flight cancellations; travel bans and quarantines; restaurants closed; all indoor/outdoor events restricted; over forty countries state of emergency declared; massive slowing of the supply chain; stock market volatility; falling business confidence, growing panic among the population, and uncertainty about future.

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Key players in the global Virtual Reality Cardboard market covered in Chapter 4:

Navkar DistributorsArahant EximMaxbox VRNorthern MindTech LLPRGB Electronics And Electronics OpticsDODOCaseZaakI AM CARDBOARDSimson InternationalKnox LabsPowis CustomUnofficial Cardboard

In Chapter 11 and 13.3, on the basis of types, the Virtual Reality Cardboard market from 2015 to 2026 is primarily split into:

Listed ProductsNon-Listed Products

In Chapter 12 and 13.4, on the basis of applications, the Virtual Reality Cardboard market from 2015 to 2026 covers:

Aerospace&DefenseCommercialConsumer ElectronicsIndustrialMedical

Geographically, the detailed analysis of consumption, revenue, market share and growth rate, historic and forecast (2015-2026) of the following regions are covered in Chapter 5, 6, 7, 8, 9, 10, 13:

United States, Canada, Germany, UK, France, Italy, Spain, Russia, Netherlands, Turkey, Switzerland, Sweden, Poland, Belgium, China, Japan, South Korea, Australia, India, Taiwan, Indonesia, Thailand, Philippines, Malaysia, Brazil, Mexico, Argentina, Columbia, Chile, Saudi Arabia, UAE, Egypt, Nigeria, South Africa and Rest of the World

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Some Points from Table of Content

Global Virtual Reality Cardboard Market Report 2020 by Key Players, Types, Applications, Countries, Market Size, Forecast to 2026

Chapter 1 Report Overview

Chapter 2 Global Market Growth Trends

Chapter 3 Value Chain of Virtual Reality Cardboard Market

Chapter 4 Players Profiles

Chapter 5 Global Virtual Reality Cardboard Market Analysis by Regions

Chapter 6 North America Virtual Reality Cardboard Market Analysis by Countries

Chapter 7 Europe Virtual Reality Cardboard Market Analysis by Countries

Chapter 8 Asia-Pacific Virtual Reality Cardboard Market Analysis by Countries

Chapter 9 Middle East and Africa Virtual Reality Cardboard Market Analysis by Countries

Chapter 10 South America Virtual Reality Cardboard Market Analysis by Countries

Chapter 11 Global Virtual Reality Cardboard Market Segment by Types

Chapter 12 Global Virtual Reality Cardboard Market Segment by Applications

Chapter 13 Virtual Reality Cardboard Market Forecast by Regions (2020-2026)

Chapter 14 Appendix

The research provides answers to the following key questions:

What is the expected growth rate of the Virtual Reality Cardboard market? What will be the market size for the forecast period, 2020 2026?

What are the major driving forces responsible for transforming the trajectory of the industry?

Who are major vendors dominating the Virtual Reality Cardboard industry across different regions? What are their winning strategies to stay ahead in the competition?

What are the market trends business owners can rely upon in the coming years?

What are the threats and challenges expected to restrict the progress of the industry across different countries?

What are the key opportunities that business owners can bank on for the forecast period, 2020 2026?

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Credible Markets has emerged as a dependable source for the market research needs of businesses within a quick time span. We have collaborated with leading publishers of market intelligence and the coverage of our reports reserve spans all the key industry verticals and thousands of micro markets. The massive repository allows our clients to pick from recently published reports from a range of publishers that also provide extensive regional and country-wise analysis. Moreover, pre-booked research reports are among our top offerings.

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Virtual Reality Cardboard Market Size 2020: Analysis, Share, Sales, Growth, Revenue, Type, Application & Forecast To 2026 - Market Research Posts

Polyarc Vows to Expand From Virtual Reality to Augmented Reality Games By Raising $9 Million Funds – Tech Times

On July 29, the creator of one of the famous virtual reality adventure games, Moss, Polyarc, raised $9 million to expand from VR to AR games. The funding was led by Hiro Capital, along with Vulcan Capital, an existing investor, and Galaxy Interactive via its Galaxy EOS VC Fund, a partnership with EOSIO blockchain software publisher Block.one.

The Seattle-based company still continues making VR games, but this time, it adds AR to its core business competency, PolyarcCEO Tam Armstrong confirmed in an interview.

"The thing we want people to remember about Polyarc in 40 years is our characters. Our means to make our characters the most memorable is to build a company oriented around introducing them directly to our players in person. VR, AR, and the spectrum in between, offer an opportunity to connect our players with our characters through physical interaction and emotional feedback in a way that no other medium can match," said Tam Armstrong, CEO, and co-founder, Polyarc.

"This round of funding was essential for us to expand our development focus to further embrace VR and AR games," Armstrong added.

(Photo : Moss Launch Trailer / Youtube)Polyarc second round of funding aims to expand from VR to AR games.

Polyarc is a Seattle-based company founded in 2016 by Chris Alderson, Tam Armstrong, and Danny Bulla. One of the founders' goals is to pursue the unique opportunity to contribute to the foundational design space and language of a new fundamental form of games.

This year is the second round of funding. Back in 2016, Polyarc raised $3.5 million in 2016 to fund the development of Moss, a game that had ranked as one of the top-rated VR games of all time and received more than 80 global industry awards and nominations from notable organizations such as BAFTA, The Game Awards, E3 Game Critics, D.I.C.E., GDC, Golden Joystick, and the Annie Awards.

The Hiro Capital founding Partner, Ian Livingstone said, "Polyarc is a proven leader in developing innovative VR interactive entertainment, and Moss is their amazing game which showcases the beauty and possibilities of what the VR platform can deliver. Hiro Capital is delighted to invest in Polyarc to help accelerate the studio's future development of mixed reality experiences."

Meanwhile, the founding partner, Hiro Capital, is a Luxembourg / London technology Venture Capital fund. This company invests in the United States, European, and United Kingdom innovators in Games, Esports, and Digital Sports. It also invests at the post-seed Series A and B stages, and as well as investing front-end content creators in Games, Esports and Digital Sports and in deep tech sector-specific applications of Cloud, Mobile, Streaming, Big Data, AI, Wearables, AR and VR technologies.

Back in 2019, Hiro Capital launched a 100 million Fund to back deep technology entrepreneurs and creative studios in games, eSports, digital sports, and sector-specific Cloud, Mobile, Streaming applications, Big Data, AI, Wearables, and AR and VR technologies. With Hiro Capital's investment in Polyarc, the growing portfolio of investments continues, which now includes, Flavourworks, LIV, Edgegap, FitXR, and NURVV.

"We are excited to be partnering with Polyarc to push Mixed Reality to the next level. They are a super-smart, passionate team who combine creative brilliance with business vision. Hiro invests in strong character-led IP on next-generation cross-platform tech: we believe that Polyarc will be a leader in the next generation of Immersive entertainment." said Luke Alvarez, Managing Partner of Hiro.

For more information about Polyarc and career opportunities, visit http://www.polyarcgames.com and follow the official Polyarc channels on Facebook, Twitter, and Instagram.

2018 TECHTIMES.com All rights reserved. Do not reproduce without permission.

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Polyarc Vows to Expand From Virtual Reality to Augmented Reality Games By Raising $9 Million Funds - Tech Times

Augmented Reality and Virtual Reality (AR and VR) Market Size | Global Industry – News by aeresearch

The research report on Augmented Reality and Virtual Reality (AR and VR) market report consists of a thorough assessment of this industry domain. As per the report, the market is expected to generate notable revenue and display a remunerative growth rate during the analysis timeframe.

The document evaluates the major market competition trends and elaborates on various opportunities and driving forces available in this business space. The report provides a succinct analysis of factors that may hinder the market growth and also elaborates the various market segmentations.

Also, the research report summarizes the impact of COVID-19 pandemic on the growth the Augmented Reality and Virtual Reality (AR and VR) market.

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As per the regional analysis of the Augmented Reality and Virtual Reality (AR and VR) market:

The report comprises of a thorough analysis of the geographical landscape of the Augmented Reality and Virtual Reality (AR and VR) market and segments it into North America, Europe, Asia-Pacific, South America, Middle East & Africa, South East Asia.

Other takeaways of the Augmented Reality and Virtual Reality (AR and VR) market report:

Augmented Reality and Virtual Reality (AR and VR) Market Statistics by Types:

This Augmented Reality and Virtual Reality (AR and VR) Market Research/analysis Report Contains Answers To Your Following Questions:

Why to Select This Report:

The research process begins with internal and external sources to obtain qualitative and quantitative information related to the Augmented Reality and Virtual Reality (AR and VR) market. It also provides an overview and forecast for the Augmented Reality and Virtual Reality (AR and VR) market based on all the segmentation provided for the global region. The predictions highlighted in the Augmented Reality and Virtual Reality (AR and VR) market share report have been derived using verified research procedures and assumptions. By doing so, the research report serves as a repository of analysis and information for every component of the Augmented Reality and Virtual Reality (AR and VR) market.

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Augmented Reality and Virtual Reality (AR and VR) Market Size | Global Industry - News by aeresearch

Where Virtual and Augmented Reality Stand in 2020 – Variety

In the mid 20th century, prognosticators foresaw a near-future where ordinary people would traverse the skies in flying cars and jetpacks.

That future never came, but something similar occurred in the middle of the last decade: tech pundits and industry boosters told us that hundreds of millions of people around the globe would soon be donning virtual reality goggles to play games, watch 360-degree videos and live sporting events, remotely interact with friends and relatives as if they were in the same room, and tour art museums, historical landmarks and far-off lands from the comfort of their couches.

Reality Check, the new 21-page special report from Variety Intelligence Platform (VIP), explores the hype machine behind virtual and augmented reality, and how investors, particularly in the entertainment space, may have jumped the gun too soon and projected outlandish expectations onto a medium that still has plenty of significant, unexplored potential.

The initial wave of investments in VR and AR following Facebooks acquisition of start-up Oculus VR in 2014 was a seemingly great sign for the gaming and tech spaces, with up to an estimated $2.3 billion in funding for VR and AR companies in 2016 (per Digi-Capital).

But something happened on the way to VR and ARs happy Hollywood ending.

The first wave of consumer VR headsets was greeted with underwhelming sales and complaints about eye fatigue, motion-induced nausea, blurry visuals, and a dearth of quality content. When AR smart glasses hit the market, the results were similarly disappointing, with price tags too high for the average consumer and entertainment applications that clearly werent ready for prime time.

By the late 2010s, it looked like virtual reality might join flying cars on the ash heap of techs broken promises, but the success of the Oculus Quest, released in 2019, is a rejuvenating sign of VRs commercial potential when the customer experience is prioritized.

However, the arrival of the COVID-19 pandemic in 2020 has spelled trouble for the industry, with consumers tightening their pockets and worldwide location-based VR outlets shutting down out of necessity.

As this report reveals, the future of VR may still shine bright and glossy, but the time for whimsical fantasizing is over, as this future wont be exactly what we envisioned, it wont necessarily wear a headset, and it certainly wont unfold across the timetable we were hoping for.

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Where Virtual and Augmented Reality Stand in 2020 - Variety

Inception review the virtual reinvention of virtual reality – The Guardian

With Christopher Nolans new film Tenet doomed to arrive like Achilles racing the tortoise in Zenos paradox, approaching and approaching, forever closing the gap but never quite here, it is an interesting time for his adored cerebro-tech thriller Inception to get a re-release on streaming platforms. Its a measure of Nolans towering prestige that a film made a mere 10 years ago can be eligible for classic reassessment status, but theres also something disconcerting about it.

Rightly or wrongly, Nolan fans and the industry generally had been encouraged to believe in Tenet as the morale-boosting new dawn for post-Covid theatrical life the flagship for cinema as challenging, spectacular entertainment. So, inevitably, it looks as if Inception is somehow being offered as second best, or as a warmup act hustled hastily on stage to keep the audience quiet because the (similar) main event is still stuck in traffic miles away.

Well, Inception is still very impressive; looking back, I see that I found its tech and technique dazzling, but the narrative inert. Yet maybe that was not doing justice to how staggering its fantasy set pieces were.

Leonardo DiCaprio plays a brain-hacker of the future called Cobb, an industrial-espionage mercenary who specialises in invading plutocrats dreaming minds to steal commercially sensitive information. He builds detailed, complex imaginary worlds to seduce the dreamers into letting their subconscious guards down, with the help of a supercool crew of forgers: Eames (Tom Hardy), Ariadne (Ellen Page) and Arthur (Joseph Gordon-Levitt). Now a Japanese CEO Saito (Ken Watanabe) wants to hire Cobb to implant a destructive idea inside the head of a rival, Fischer (Cillian Murphy). To do it, Cobb devises a triple-decker dream, a dream-within-a-dream-within-a-dream. But the memory of his late wife Mal (Marion Cotillard) will keep invading this synapse-world.

For me, despite all the Kubrickian brilliance that Nolan often conjures, there is frequent narrative claustrophobia, and I still think that it is only at the level of waking life that real drama and jeopardy exist. But those imagined worlds are breathtaking and in the decade since Inception came out, Ive seen nothing else come close. It is impossible not to gasp when Cobb takes Ariadne for coffee in Paris, and then shows her how malleable and adaptable an imagined city can be. As for DiCaprio, it is a slight shame that Nolan cant release in him the comic mischief and vulnerability that Scorsese and Tarantino know how to find, but that, arguably, isnt the point here. It is a thriller and DiCaprio is the films sleekest and sexiest piece of kit.

Watching this, I found myself realising how much Ive missed seeing Page in the top flight of movies over the past decade, and also noticing how Hardy can sometimes look as pudgy as some bloke in a pub, and sometimes snap mysteriously into shape, athletic as a future Bond. With this film, Nolan virtually reinvented virtual reality.

Inception is in cinemas from 31 July.

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Inception review the virtual reinvention of virtual reality - The Guardian

5 Best virtual reality headsets 2020 from Oculus Rift S and Valve Index to PS4 VR – The Sun

VIRTUAL reality (VR) is growing at an unprecedented rate.

From design to medical applications, this technology is becoming cheaper and more powerful by the day, allowing for new horizons to be explored.

6

Of course, gaming is still at the top when it comes to VR use, and several games are bringing this tech to the next level.

As this technology evolves, it also becomes more affordable, compact, and easier to use.

Whether you're interested in virtual reality for games or other applications, however, finding the right headset is not always an easy feat, as flag-ship headsets' prices can still be quite prohibitive.

Using our experts' knowledge and user rating around the web, we have selected the best virtual reality headsets for your money.

6

CPU: 4 Kryo 280 Gold (ARM Cortex-A73 based) @ 2.45 GHz + 4 Kryo 280 Silver (ARM CortexA73 based) @ 1.9 GHz. Memory: 4 GB x2. Storage: 64 GB, 128 GB. Display: PenTile OLED 1440 1600 per eye @ 72 Hz. Graphics: Adreno 540. Sound: Integrated stereo speakers, 2 3.5 mm headphone jack. Input: 6DOF inside-out tracking through 4 built-in cameras. Controller input: 2nd generation Oculus Touch motion tracked controllers. Camera: 4 cameras. Connectivity: USB Type-C, Bluetooth, Wi-Fi. Online services: Oculus Store. Weight: 571g

If your goal is to enjoy a virtual reality experience free from wires and without the need for powerful computers, look no further than the Oculus Quest.

The first truly all-in-one gaming headset, the Oculus Quest packs some interesting specs at a record-low price.

The tag price of 499.00 may seem daunting, but in the realm of high-specs VR headsets, that's actually a pretty good deal, as you won't need to spend anything else on an expensive PC.

No cables or external sensors also means you can charge your Oculus Quest in minutes via the provided USB-C cable and start playing straight away.

Put on the headset, create manual "gaming boundaries" with the help of the Quest's sensor cameras, and you are ready to go.

The headset will warn you if you're leaving the area, so you can rest assured you're not going to smash your TV while playing Beat Saber.

6

Display: 5.7" OLED, 100 field of view. Graphics: 1080p RGB (960 1080 per eye; 90120Hz refresh rate). Sound: 3D audio through headphone jack, and available microphone input. Input: Positional tracking with 9 LEDs via PlayStation Camera. Controller input: DualShock 4 controller, PlayStation Aim, PlayStation Move. Camera: PlayStation Camera. Online services: Play Station Network. Weight: 600 g.

Coming down to only 249.00 but requiring a PlayStation 4 system, the Sony PlayStation VR is undoubtedly the best VR headset for console gaming.

With a responsive refresh rate and excellent head tracking, the PlayStation VR is an excellent competitor in the real of high-specs VR headsets.

It also has access to Sony's numerous PS exclusives and will be also compatible with the upcoming PS5 console.

The main downside of the PS VR headset has been for a while the fact that it required different sensors to work properly, such as PlayStation Camera and Move controllers.

However, Sony has recently started releasing bundles including these accessories for anyone who wants to start experiencing virtual reality.

Do you own a PS4? Then the PlayStation VR is probably the best headset for you.

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Display: Display of inserted smartphone. Connectivity: Bluetooth 4.2 BLE private profile. Lens (interpupilary distance (IPD) / eye relief): 62mm (fixed) / 10mm. Controller input: Motion Controller. Online services: Play Store. Weight: 345 g.

Before exploring the two most expensive and high-end VR headsets on the market, it is useful to mention here the Samsung Gear VR, as it is the best mobile headset by a long shot.

Of course, with the Oculus Quest changing the perception of VR on-the-go, it is uncertain if smartphone-powered VR headsets will retail their crown over the mobile VR market.

However, the biggest flaw of smartphone-powered VR headsets so far has been the lack of dedicated controllers, which made the gaze-based navigation frustrating at best.

The 2017 version of the Samsung Gear VR introduced a handy motion controller that works remarkably well.

Combined with the extremely low tag price of 114.49, this makes the Samsung Gear a good and cheaper alternative to any other mobile headset.

Of course, you'll have to have a decent Samsung smartphone to utilise the full power of this headset.

The Samsung Gear VR is compatible with most Samsung phones, including the Galaxy S9, S9+, Note8, S8, S8+, S7, S7 Edge, Note5, S6 Edge+, S6 and S6 Edge.

6

Display: Fast-switch LCD 25601440 (12801440 per eye) @ 80 Hz. Sound: Integrated speakers. Input: 6DOF inside-out tracking through 5 built-in cameras. Controller input: 2nd generation Oculus Touch motion tracked controllers. Camera: 5 cameras. Online services: Oculus Store. Connectivity: Display Port 1.2, USB 3.0. Weight: 500 g.

A glance at the specs above will give you an idea why the Oculus Rift S is a great headset.Like its predecessor, the Rift S requires a high-end PC to truly shine.

The VR experience is somehow encumbered by the presence of cables on the back of the headset, but the trade-off is definitely worth it, as the Oculus Rift S packs in some spectacular graphics.

However, the headset only reached the second place in our list because it's only an incremental update when considering its predecessor Oculus Rift.

In fact, while the Rift S is easier to set up, has a wider game library than the Rift at its launch and has an improved resolution, it is a downgrade when it comes to audio and refresh rate.

5. The best PC VR headset: Valve Index

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Operating system: Windows, Linux. Display: 28801600 (14401600 per eye) LCD @ 80Hz, 90Hz, 120Hz, or 144Hz. Sound: Integrated headphones, 3.5mm audio jack, built-in dual microphone array. Controller input: Valve Index Controllers (formerly known as Knuckles controllers). Camera: Front-facing 960960 stereo cameras. Connectivity: DisplayPort 1.2, USB 3.0 expansion port. Online services: Steam. Weight: 809 g.

The king of commercial virtual reality on the market, the Valve Index is the next-gen VR headset that everyone has been waiting for.

Extremely-high quality display, tracking of all fingers via motion controller and a wider field of view are only some of the best VR features this headset has to offer.

A consistent upgrade from the HTC Vive, the Valve Index also has an extensive game library via Steam.

With a price of almost 400, the headset is not cheap, but it is the only way to access the world of next-gen virtual reality.

As you might have noticed from the prices above, virtual reality headsets greatly vary in price, depending on a series of factors. The most obvious one is the distinction between mobile and desktop-powered VR headsets.

The first ones are usually cheaper, starting from a few quid for a Google Cardboard (which you can make yourself if you feel so inclined), to a little over 100 for the Samsung Gear VR, our pick for best mobile-powered VR headset.

If your smartphone is not compatible with the Samsung Gear VR, there are a series of mid-range mobile VR headsets you can check-out on Amazon.

In the middle between smartphone-powered and PC headsets are the standalone ones. A still quite niche category of which the Oculus Quest is the undisputed best.

Virtual reality headsets can be used for a variety of things. While gaming applications are still the most widespread by far, there are many apps today aiding people in various tasks.

For example, shoppers are using virtual reality experiences to visualise items of clothing and try them on.

VR is also used in healthcare, to train surgeons before they operate on humans, and to treat patients who suffer from anxiety and other mental conditions.

Finally, virtual reality is widely used in education, to deliver interactive learning experiences on a larger scale, and to reach rural areas which otherwise would have no access to education.

Of course, you can also watch movies in virtual reality. The quality of the footage itself will have to be high-quality to avoid blurry images, and the resolution of your headset will play a fundamental part in delivering an optimal experience.

That being said, in order to be able to watch something from "within the scene", the footage you're watching needs to be recorded using a 360 camera. YouTube is full of such videos, and you'll be able to experience them yourself with any VR headset.

If the video you're trying to watch was not filmed with a 360 camera, however, what you'll get is more or less a traditional "cinema" experience.

Many headsets have integrated software to play videos, and if you try to watch a regular movie, it will play in front of you, as if you were standing in front of a giant screen.

Not as immersive as with a 360 video, but definitely worth a shot if you have a good VR headset.

As mentioned earlier, you can assemble a complex system to enjoy virtual reality's capabilities to the fullest.

In addition to your headset and controllers, you'll be able to add further sensors for more accuracy in your control of the virtual environment, a sound system to enjoy truly directional sounds, and much more.

However, if you usually play virtual reality in a small space or if you can't be bothered setting up a complex system, you can always use a mobile VR headset and jump into the action immediately.

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5 Best virtual reality headsets 2020 from Oculus Rift S and Valve Index to PS4 VR - The Sun

Curiious and Inner-City Arts Recognised for Game-Changing Virtual Reality Education Platform – PRWire

Sydney, Australia and Los Angeles, CA, August 6, 2020 A world-first educational Virtual Reality partnership between Inner-City Arts, a leading provider of quality arts education for underserved children in Los Angeles, and Curiious, an immersive communication company from Sydney, has finished 2nd in the Best of the Best segment for the California By Design TV series.

The first-of-its-kind VR platform, IQ, was developed by Curiious. Virtual Reality is typically designed for full individual immersion, but the IQ platform uniquely allows students to interact with each other live in the virtual environment and undertake a shared learning experience for the first time. It also allows teachers to synchronise a set of headsets, enabling them to monitor the classroom on a device such as a tablet, which acts as a virtual whiteboard; what the teacher annotates onto the tablet appears within the VR environment in real time.

Thanks to the generous support of Irwin J. and Patti Jaeger, Inner-City Arts deployed the Curiious IQ Creators Toolkit and enabled its students, using VR headsets, to design communities on Mars and immerse themselves in co-created 360-degree animations.

The partnership was highlighted as part of the California By DesignTV series, culminating in the Best of the Best program which aired on Saturday, August 1 on CBS 2 and CBS 5, and can be viewed here: https://youtu.be/yT5vC2BAB1M?t=1078

Its [using] new educational methodologies, and it's challenging students to think creatively and collaboratively in new ways, said California By Design Judge Caroline Flagiello on the program.

Were extremely proud of this recognition, and its a remarkable start to our adventure with Inner-City Arts, said Brett Heil, founder of Curiious. Its a tremendous achievement and validation of all of the incredible work our team has put into the IQ platform and the programs that Inner-City Arts has used so effectively.

The partnership remains in the running for the Peoples Choice award (votes can be lodged here). Voting closes August 9 US time, with the winners to be announced August 10.

Next for Curiious and Inner-City Arts, taking the VR environment beyond the four walls

The response to the platform from students, teachers, and now California By Design has emboldened the two organisations to take the platform to other communities, with Curiious able to now deploy the platform via the cloud using Microsoft Azure.

The continued partnership between Inner-City Arts and Curiious will support our collective goal of expanding access to students by removing location barriers, shared Collette Alleyne Williams, Inner-City Arts Chief Education Officer. Students will explore creativity in a way that fosters the development of 21st Century skills and social-emotional learning, building their confidence, understanding of their emotions, self-control, and ability to improve decision-making skills. Inner-City Arts will utilise VR as a delivery tool to enhance the creative process and discovery that exists in all studios across all art forms.

Since the beginning of the pandemic, the Inner-City Arts campus has moved its classes online, with virtual attendance of the schools art-based classes further vindicating the two organisations plans to enable remote access to the Curiious IQ Creators Toolkit and its social and emotional learning (SEL) capabilities, including Curiious SEL programWISE,for Inner-City Arts students and, soon, to other institutions and partners both in the US and abroad.

With VR there is no need for everyone to be within the four walls, and our goal is to enable remote access to these shared learning experiences, said Curiious Heil. The pandemic has highlighted the need for engaging remote learning, but were looking at this capability in spite of the pandemic, not because of it.

"We are evolving and changing globally in so many ways," said Steve Sobalvarro, Media Arts Teaching Artist at Inner-City Arts who has been educating young people since 2001. "It is my belief that our approach to education must follow. Working with Curiious and their VR software presents new and innovative ways for educating my students. The ability to control and annotate on top of 360 videos and the power to customise and create content that can be viewed and shared in VR are very exciting. These engaging and entertaining experiences for my students will continue to open doors to uncharted approaches to creativity, learning, and collaboration."

ABOUT CURIIOUS

Curiious is an Immersive Learning Company which focuses on setting new benchmarks in learning and measurement. For more than 20 years it has used creativity & technology to solve problems, grow businesses and challenge communication. With offices in Sydney and Los Angeles, they create outcome-driven immersive experiences, backed by the latest technology, innovative design and strategic thinking to captivate, inspire and educate audiences. http://WWW.CURIIOUS.COM

ABOUT INNER-CITY ARTS

Founded in 1989, Inner-City Arts is a learning oasis in the heart of Downtown Los Angeles. Under the guidance of professional teaching artists, Inner-City Arts students are immersed in a safe and supportive environment where they may engage in a variety of visual and performing art forms in a studio setting. Services include core classes during the instructional day for grade K-8 students, after school and weekend workshops for teens, and creativity based professional development training for educators. Children who attend Inner-City Arts develop skills that are highly valued in the 21st century workforce such as collaboration, creativity, and critical thinking.

http://WWW.INNER-CITYARTS.ORG

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Those wishing to support Inner-City Arts efforts to help youth and families with creative arts learning can get involved at http://www.inner-cityarts.org/get-involved.

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Curiious and Inner-City Arts Recognised for Game-Changing Virtual Reality Education Platform - PRWire

Attend Virtual Franchise Trade Shows Thursday, August 6th and Thursday, August 20th From Your Desk – PRNewswire

FT. LAUDERDALE, Fla., Aug. 3, 2020 /PRNewswire/ --Sign up for a free registration to attend the Virtual Reality Franchise Expo (VRFE) at http://www.franexpousa.com taking place this Thursday, August 6th between 11:00am-5:00pm EDT and/or on Thursday, August 20th.

Entrepreneurs from around the world can access hundreds of franchise concepts online and interact live with franchise executives to discuss how to get back in business after the pandemic ends.As an added benefit, many of these companies will be offering full tours in Virtual Reality accessible online or with FREE VR Headsets that they can request when signing up.

Coronavirus agility is being demonstrated by The Great American Franchise Expoas it pivots from a traditional trade show format to an Online Virtual Reality Trade Show.Rightfully claiming the title as the original and largest Virtual Reality Franchise Trade show in existence, The Great American Franchise Expo has been the innovator in using Virtual Reality in franchising since 2017.Virtual Reality (VR) is the use of computer technology to create a simulated environment seeing all in 360-degree multiple images.Unlike traditional user interfaces, VR places the user inside an experience. Instead of viewing a screen in front of them, users are immersed and able to interact with 3D worlds. By simulating as many senses as possible, such as vision, hearing, touch, even smell, the computer is transformed into a gatekeeper to this artificial world. The only limits to near-real VR experiences are the availability of content and cheap computing power.

"Our platforms have been extensively developed and tested over the past 2 years," says Abel Beyene, Director of The Great American Franchise Expo. "We are able to combine Virtual Reality with human interaction in a trade show.People can use their smartphones from home and 'take tours' of hundreds of franchise companies."

SOURCE Great American Franchise Expo

https://www.franexpousa.com

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Jin Air to introduce virtual reality headsets for IFE in 2H2020 | CAPA – CAPA – Centre for Aviation

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FeetSaber Mod Transforms Beat Saber Into ‘Dance Dance Revolution’ – Virtual Reality Times

Beat Saber has often been compared to a Dance Dance Revolution for Virtual Reality and now new mod is transforming that description into reality. Known as FeetSaber, this app literally transforms Beat Saber into a DDR.

The Beat Saber gameplay has been described as easy to learn hard to master but the games vast community of modders and track makers have largely contributed to making the game one of the top selling virtual reality titles of all times.

The new FeetSaber mod has been created by the modder Naluluna which attaches tiny lightsabers to the players feet, lowering the notes to the ground thereby transforming the game into a fairly convincing dancing game. The YouTuber omotea attached Vive Trackers to their feet and hips and used the normal controllers, LIV and the Virtual MotionCapture software to capture themselves using the mod as a full avatar.

FeetSaber is part of the NalulunaModifier Beat Saber mods suite built by Naluluna. The suite also features other zaney mods such as Badminton, Vacuum Saber and Boxing.

You can use the Beat Saber mod manager Mod Assistant to try out FeetSaber. Check out the bottom of the creators GitGub page to find the latest download link for the NalulunaModifier suite which contains the FeetSaber mod. You must use additional motion trackers such as Vive Tracker or securely attach your usual VR controllers on your feet in order to play FeetSaber.

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FeetSaber Mod Transforms Beat Saber Into 'Dance Dance Revolution' - Virtual Reality Times

Virtual Reality Content Creation Market Size, Historical Growth, Analysis, Opportunities and Forecast To 2026 – Bulletin Line

The Virtual Reality Content Creation market study now available at MarketStudyReport.com, is a detailed sketch of the business sphere in terms of current and future trends driving the profit matrix. The report also indicates a pointwise outline of market share, market size, industry partakers, and regional landscape along with statistics, diagrams, & charts elucidating various noteworthy parameters of the industry landscape.

The latest report on Virtual Reality Content Creation market is fabricated to provide details pertaining to companies operating in the industry space with competitive edge by scrutinizing the historic market dynamics while elaborating on major developments over this period. The study further enables the leaders to frame vital business expansion strategies by highlighting growth opportunities and ongoing trends in the market.

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Information pertaining to growth parameters and prospects which influence the market growth graph over the forecast duration is entailed in the report. It also contains thorough investigation of challenges and restraints prevailing in the market sphere and how to overcome them.

The study extensively compares the past and present trends to evaluate the growth rate of the market over the analysis timeframe. It also elucidates the impact of COVID-19 pandemic on global as well as regional markets and outlines the tactics to help the industry players minimize the damage.

Important Pointers from Table of Contents:

Product Scope:

Application Terrain:

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Regional Spectrum:

Competitive Hierarchy:

Conclusively, the report examines Virtual Reality Content Creation market segmentations while focusing on other important aspects such as supply chain and sales channel which specifies data about upstream suppliers, raw materials, vendors, and downstream buyers existing in the industry.

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Virtual Reality Content Creation Market Size, Historical Growth, Analysis, Opportunities and Forecast To 2026 - Bulletin Line