How about using a digital avatar on a virtual campus? | – University Business

If video chats have gotten you through COVID and online learning so far, you might consider creating a digital avatar to meet virtually with colleagues or teach remote classes.

You can do that onor intheVirBELAplatforms virtual reality campus, which has been in use at the Stanford Graduate School of Business for the past five years.

Users create a customized avatar, a digital version of themselves that can travel the grounds of a virtual campus.

The avatar can enter buildings for administrative meetings, class sessions and lectures, student group activities and other events.

More from UB: 4 COVID-era strategies for reopening facilities, including bubbles

Avatars can collaborate in break-out groups, participate in outdoor and indoor team-building sessions, and have other less formal interactions.Avatars can also drop into eachs offices says Alex Howland, president of VirBELA.

We see people get immersed in the environment and forget about the technology, Howland says.

Colleges and universities can design their own campus or us a generic space.

Administrators can also set up counseling centers and financial aid offices and offer other student services inside the virtual campus, Howland says.

Social elements, such as events and clubs, much of that can be augmented here, Howland says. You can take connections here and have them impact back into the real world.

UBs coronavirus page offers complete coverage of the impacts on higher ed.

Interested in technology? Keep up with the UB Tech conference.

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How about using a digital avatar on a virtual campus? | - University Business

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

Theres no shortage of people trying to make virtual reality gaming a more immersive experience. There areVR arenas where people strap on PC backpacks and play in a pre-programmed area. There aregloves and shoes, and even VR treadmills. Nothing seems to have that full immersion factor, though, either because the person playing still needs to sit down to game, the haptic technology isnt responsive enough, or because the headset is too large and expensive. But now software engineer Alexander Evans is making his own 3D-printed VR shoes, and they look like the best VR accessory to date.

Evans posted his creation, which kind of looks like an 80s moonshoe prototype, to Reddit a few days ago. Each shoe has one track of horizontally facing wheels and one track of vertically facing wheels or omnidirectional wheels. Theres also a motor attached to each battery-powered shoe to help control movement. Users dont need to necessarily lift their feet off the ground, either. The shoes are heavy, but are designed to give users the ability to glide in multiple directions.

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

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

If the movement seems a little ridged or awkward, thats mostly due to the manual controls.

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

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

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

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

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

Virtual Reality and Augmented Reality in Retail Industry Market Comprehensive An – GroundAlerts.com

Market Study Report, LLC, adds a thorough analysis of the 'Virtual Reality and Augmented Reality in Retail Industry market', offering a comprehensive report emphasizing every vital aspect of the business vertical. The study has collectively presented refined data characterized by market valuation, SWOT analysis, market participants, regional segmentation, and revenue forecasts, enabling stakeholders to make logical business decisions.

The Virtual Reality and Augmented Reality in Retail Industry market report is an exhaustive assessment of this business space and provides crucial insights with regards to development trends of the market during the estimated timeframe. Additional details including regional scope of the industry and various policies are outlined in the report. Moreover, the report encompasses numerous parameters such as the impact of current market trends on investors.

Details concerning the Virtual Reality and Augmented Reality in Retail Industry market scenario such as advantages and disadvantages of products launched by industry players are mentioned in the report. The study further offers a summary of the competitive scenario as well as a complete analysis of the raw material and downstream buyers matrix.

Request a sample Report of Virtual Reality and Augmented Reality in Retail Industry Market at:https://www.marketstudyreport.com/request-a-sample/2836064?utm_source=Groundalerts.com&utm_medium=AN

COVID-19, the disease it causes, surfaced in late 2020, and now had become a full-blown crisis worldwide. Over fifty key countries had declared a national emergency to combat coronavirus. With cases spreading, and the epicentre of the outbreak shifting to Europe, North America, India and Latin America, life in these regions has been upended the way it had been in Asia earlier in the developing crisis. As the coronavirus pandemic has worsened, the entertainment industry has been upended along with most every other facet of life. As experts work toward a better understanding, the world shudders in fear of the unknown, a worry that has rocked global financial markets, leading to daily volatility in the U.S. stock markets.

Revealing a gist of the competitive landscape of Virtual Reality and Augmented Reality in Retail Industry market:

Explicating the geographical landscape of Virtual Reality and Augmented Reality in Retail Industry market:

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Additional takeaways from the Virtual Reality and Augmented Reality in Retail Industry market report:

Research Objective:

This report considers the below mentioned key questions:

Q.1. What are some of the most favorable, high-growth prospects for the global Virtual Reality and Augmented Reality in Retail Industry market?

Q.2. Which products segments will grow at a faster rate throughout the forecast period and why?

Q.3. Which geography will grow at a faster rate and why?

Q.4. What are the major factors impacting market prospects? What are the driving factors, restraints, and challenges in this Virtual Reality and Augmented Reality in Retail Industry market?

Q.5. What are the challenges and competitive threats to the market?

Q.6. What are the evolving trends in this Virtual Reality and Augmented Reality in Retail Industry market and reasons behind their emergence?

Q.7. What are some of the changing customer demands in the Virtual Reality and Augmented Reality in Retail Industry Industry market?

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

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Related Report : https://www.marketwatch.com/press-release/polymer-emulsion-market-size-to-grow-at-76-cagr-up-to-2026-2020-08-05?tesla=y

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Yahoo Sports partners with NBA to bring the Disney bubble to fans in virtual reality – Yahoo Sports

Yahoo Sports has partnered with the NBA to virtually bring fans inside the Disney bubble.

The partnership, in coordination with virtual reality production company RYOT, will transport fans inside the ESPN Wide World of Sports Complex for 13 seeding games between now and mid-August, via Oculus devices. The experience will include integrated fantasy basketball and sports betting content.

[Create or join a 2020 Yahoo Fantasy Football League for free today]

RYOTs powerful VR capabilities will deliver a truly immersive live experience at home, creating a seamless experience between the physical and digital world, Verizon Media CEO Guru Gowrappan said. NBA League Pass in VR is exactly the kind of innovative solution we love to create with our partners. Working with the NBA to redefine the fans experience of the game has amazing implications for the future of sports and entertainment.

A basketball court at the ESPN Wide World of Sports complex at Walt Disney World. (AP Photo/Tim Reynolds)

In a partnership that extends beyond this season, Verizon Media will also expand its NBA content across Yahoo Sports, Yahoo Fantasy and Yahoo Sportsbook, including enhanced League Pass distribution with digitally overlain fantasy and betting components for fan engagement. Yahoo Sports will also produce shows with a similar focus during the conference finals and NBA Finals in addition to continuing its collaboration with the NBA on location at the NBA draft, All-Star Weekend and other marquee events.

The following games will be available on VR (all times Eastern):

July 31: Phoenix Suns vs. Washington Wizards, 4 p.m.

Aug. 1: Philadelphia 76ers vs. Indiana Pacers, 7 p.m.

Aug. 2: San Antonio Spurs vs. Memphis Grizzlies, 4 p.m.

Aug. 2: Dallas Mavericks vs. Phoenix Suns, 9 p.m.

Aug. 3: San Antonio Spurs vs. Philadelphia 76ers, 8 p.m.

Aug. 4: Orlando Magic vs. Indiana pacers, 6 p.m.

Aug. 5: Denver Nuggets vs. San Antonio Spurs, 4 p.m.

Aug. 7: Washington Wizards vs. New Orleans Pelicans, 8 p.m.

Aug. 9: Memphis Grizzlies vs. Toronto Raptors, 2 p.m.

Aug. 10: Indiana Pacers vs. Miami Heat, 8 p.m.

Aug. 11: Phoenix Suns vs. Philadelphia 76ers, 4:30 p.m.

Aug. 11: Milwaukee Bucks vs. Washington Wizards, 9 p.m.

Aug. 12: Miami Heat vs. Oklahoma City Thunder, 8 p.m.

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Yahoo Sports partners with NBA to bring the Disney bubble to fans in virtual reality - Yahoo Sports

Augmented Reality and Virtual Reality Market 2020 2025: Business Trends, COVID 19 Outbreak, Emerging Technologies, Size, Segments and Industry…

Augmented Reality and Virtual Reality Market Overview:

The global augmented reality and virtual reality (AR/VR) market are poised to reachUSD 766 billion by 2025, recording a whopping73.7% CAGRover the forecast period of2018 to 2025.

The increasing demand for head-mounted displays (HMDs) in gaming and entertainment, adoption of virtual reality for marketing strategies by organizations,increasing demand of Augmented Reality and Virtual Reality Market in the retail and e-commerce industry is contributing to the need for augmented reality devices in the healthcare sector and rising investments and funding by the major market players operating in the augmented reality and virtual reality market for the expansion of AR/VR solutions is majorly fueling the global market growth over the review period.

The sudden challenges created by the ongoing COVID-19 are captured effectively to exhibit the long term growth projections in the MRFR report on Augmented Reality and Virtual Reality Market. The growth sectors of the Augmented Reality and Virtual Reality Market are identified with precision for a better growth perspective

Request a Free Sample @ https://www.marketresearchfuture.com/sample_request/6884

Competitive Analysis:

the key players identified by MRFR in the global Augmented Reality and Virtual Reality market as Google LLC, Blippar, EON Reality Inc., Hewlett-Packard Company, Augmented Pixels Inc., Terminal Eleven (SkyView), DAQRI LLC, Wikitude GmbH, Sony Corporation, Zapper Limited, Virtalis Limited, awe.org Pty Ltd (buildar.com), Samsung Group, Microsoft Corporation, Facebook Inc., HTC Corporation, Magic Leap Inc., PTC Inc., and Visteon Corporation

AR and VR Market Segmental Analysis:

Augmented Reality and Virtual Reality Market Regional Analysis:

The geographical analysis of AR-VR market has been analyzed for North America (Canada, the US, and Mexico), Europe (the UK, France, Germany, Italy, Spain, and the rest of Europe), Asia-Pacific (Japan, China, Singapore, India, Australia, and the rest of Asia-Pacific), and the rest of the world (the Middle East & Africa, and South America).

North America has been assessed as the largest market share in the AR/VR market due to the presence of substantial market players and the growing investors in the AR/VR technology. Retail organizations in the US, Canada, and Mexico are implementing AR devices for visual merchandising of their products. There is a growing need for head-mounted displays owing to their demand in the defense sector for simulation-based training in the region, fueling the market growth in the North American region. Europe has been assessed as the second-largest market share due to the growing adoption of the AR/VR technology in the media & entertainment sector for play-station and mobile games.

The market also produces significant revenue from the rising adoption of virtual reality and augmented reality solutions in countries such as France, the UK, Germany, Spain, Italy, Sweden, the Netherlands, Norway, Austria, and other European countries. Asia-Pacific is expected to account for the third-largest market share and is poised to attain the highest growth in the upcoming years due to the adoption of augmented reality and virtual reality solutions for 3D animation, 3D modeling, and virtualization by various industry verticals. The market growth is slated to gain momentum in countries such as China, India, Japan, Australia, South Korea, Singapore, and other Asian countries. Latin America and the Middle East & Africa region are likely to achieve a substantial market growth growing demand for AR/VR technology and investments from major market players to offer augmented reality and virtual reality solutions to small and medium-sized enterprises in the retail, healthcare, and e-commerce sectors.

Table of Contents

1 Market Introduction

1.1 Introduction

1.2 Scope of Study

1.2.1 Research objective

1.2.2 Assumptions

1.2.3 Limitations

1.3 Market Structure

2 Research Methodology

2.1 Research Industrial Analytics

2.2 Primary Research

2.3 Secondary Research

2.4 Forecast Model

2.4.1 Market Data Collection, Analysis & Forecast

2.4.2 Market Size Estimation

Continued

Browse Full Report Details @ https://www.marketresearchfuture.com/reports/augmented-reality-virtual-reality-market-6884

List of Table

Table 1 Market Synopsis

Table 2 List of Assumptions

Table 3 Global Augmented Reality And Virtual Reality Market, By Product Type, 20132025 (Usd Billion)

Table 4 Global Augmented Reality And Virtual Reality Market, By Application, 20132025 (Usd Billion)

Table 5 Global Augmented Reality And Virtual Reality Market, By Region, 20132025 (Usd Billion)

Continued

List of Figure

Figure 1 Global Augmented Reality and Virtual Reality, Market Outlook 2013-2025

Figure 2 Global Augmented Reality and Virtual Reality Market: Market Structure

Figure 3 Global Augmented Reality and Virtual Reality Revenue (Usd Billion) Comparison, By Regions (2013 Vs 2017 Vs 2022 Vs 2025)

Figure 4 Global Augmented Reality And Virtual Reality, Market Growth Rate by Region (2014-2025)

Figure 5 Global Augmented Reality And Virtual Reality, Market Share (2013 Vs 2017 Vs 2025)

Continued

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At Market Research Future (MRFR), we enable our customers to unravel the complexity of various industries through our Cooked Research Report (CRR), Half-Cooked Research Reports (HCRR), Raw Research Reports (3R), Continuous-Feed Research (CFR), and Market Research & Consulting Services.

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Expert Speak: Is Virtual Reality The New Way Forward In Travel? – Femina

Although countries are slowly opening up for tourism, people are still sceptic to step out of their homes. But what if you can soon travel to those bucket list destinations without the fear of contracting the virus? Curious to know how?Read on to know more about it.

What Is Virtual Reality?

Virtual Reality (VR), a technology that is popular in gaming and entertainment is being tried out in the tourism industry. It's not that this technology is being used for the first time in the tourism sector, but unlike five years ago, today it has become the need of the hour and is the next best solution to save drowning tourism.

In the past, travel companies like Thomas Cook and The North Face, have embraced VR technology; however, it was not much talked about. The use of VR in the travel sector is still new, but a growing number of companies are experimenting to find good use of it.

Virtual Booking Experience

Travel companies and hotels are using this technology to enable the feeling of 'being there' which regular images and videos earlier lacked. The customer is placed in a virtual world, where they can move around the hotel rooms, restaurants, lawns that would undoubtedly help them to select and experience the facilities before booking. They call it the 'try before you buy' kind of seamless booking experience.

Las Vegas as a destination is already ahead in time to use VR in travel. With an app called Vegas VR, you can now roam around the city and immerse yourself in the Vegas experience using 360-degree video tours of attractions, hotels, restaurants and clubs. As per Vegas travel authority, Virtual Reality is the future of vacation planning.

Virtual Tour Experience

Image: 123RF

Imagine sitting at home wearing a virtual reality headset andexperience travelling around the world. Be it bungee jumping, skydiving or trekking in the Himalayas, you can go anywhere in the world virtually. There aren't many companies which provide such virtual travel experiences, not in India as of yet, but soon there will be many as the pandemic has made the travel industry look for alternatives to recover.

With the virtual tour, you can travel without the hassleno jet lag, language barriers or expensive price tags. You can even travel without breaking your banks. Back home, Meraki creates virtual reality experiences for clients in India. In 2015, The North Face advertised their shoes using VR, where they offered participants an opportunity to hike through Yosemite National Park as well as Nepal. People were able to feel what it was like to explore, thus motivating them to have a reason to buy the shoes.

No doubt VR is going to transform the travel culture, but the question ishow real are they going to make you feel? Though VR has a wide scope, it still has its limitations. Using VR, you can surely summit Mount Everest, go skiing, mountain biking, paragliding, kayaking and a lot more. Nevertheless, you will miss out on the traditional cultures of those places like the taste of their street food, famous cuisines, buying traditional clothes, meeting new people and all those experiences which you look forward towhen you embark on a journey. However, virtual tours could be beneficial in some cases, for instance, if a person is incapable of physically travelling or for elderly people.

Virtual Reality and Artificial intelligence have already paved their way into the planning and booking segment of travel. What remains to be seen is whether the Indian travel market or the audience will go for virtual tours and whether it will be successful in India.

Also Read:Expert Speak: An Account of How Tourism-Dependent Regions Are Surviving

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Expert Speak: Is Virtual Reality The New Way Forward In Travel? - Femina

Sword Art Online to Hold Virtual Reality Event – Anime News Network

Anime's Rath console to be replicated at August 10, 12, 15 events

The story of Sword Art Online has always focused on virtual reality, and now in this era of social distancing, the franchise will hold a series of events through virtual reality on August 10, 12, and 15. The events will be held on the VR social media service "Cluster" and can be accessed via VR headset, smartphone, or computer.

Various voice actors from the anime are scheduled to appear at the events. Leafa voice actress Ayana Taketatsu will appear at the August 10 event and Alice voice actress Ai Kayano will appear at the August 12 event. Kirito voice actor Yoshitsugu Matsuoka, Asuna voice actress Haruka Tomatsu, and Ronie voice actress Erina Kondo will appear at the August 15 event. As an extra bonus for fans, the Rath console depicted in the anime series will be recreated in the event.

The anime adaptation of Reki Kawahara's Sword Art Online novels premiered in July 2012. The third season, Sword Art Online: Alicization, premiered in Japan in October 2018. Sword Art Online: Alicization War of Underworld Part 2, the anime's "Final Season," premiered on July 11.

Source: The Mainichi Shimbun's Mantan-Web

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Sword Art Online to Hold Virtual Reality Event - Anime News Network

Virtual Reality in Gaming and Entertainment Market 2020: Global Size, Trends, Potential Growth and Key Fac … – Fresno Observer

The global virtual reality in gaming and entertainment market is expected to rise with an impressive CAGR and generate the highest revenue by 2026.Fortune Business Insights in its latest report published this information. The report is titled Virtual Reality in Gaming and Entertainment Market Size, Share & Industry Analysis, By Component (Hardware, Software, and Content), By Device (Mobile, Console/PC, and Standalone), and Regional Forecast, 2019-2026. The report discusses research objectives, research scope, methodology, timeline and challenges during the entire forecast period. It also offers an exclusive insight into various details such as revenues, market share, strategies, growth rate, product & their pricing by region/country for all major companies.

For more information, Get sample pdf @ https://www.fortunebusinessinsights.com/enquiry/request-sample-pdf/virtual-reality-gaming-market-100271

The report provides a 360-degree overview of the market, listing various factors restricting, propelling, and obstructing the market in the forecast duration. The report also provides additional information such as interesting insights, key industry developments, detailed segmentation of the market, list of prominent players operating in the market, and other virtual reality in gaming and entertainment market trends. The report is available for sale on the company website.

List of Top Key Players in Virtual Reality in Gaming and Entertainment Market:

North America Holds Maximum Share, Increasing M&As in the U.S. and Canada to Support Growth

North America is anticipated to dominate the global Virtual Reality in Gaming and Entertainment Market during the forecast period. This is ascribable to the rising number of mergers and acquisitions (M&A), especially in the U.S and Canada. Some of the giant gaming studios such as Ubisoft Entertainment, Electronic Arts (EA) Canada Inc., and Capcom Co. Ltd. strengthen their market position by adopting strategic initiatives. Furthermore, these companies acquired small-scale players such as Industrial Toys, GameFly, Respawn Entertainment among others. These initiatives have encouraged the companies to expand their product portfolio and substantially grow in terms of virtual reality content development.

The demand for virtual reality online gaming is likely to increase in Asia Pacific during the forecast period. Countries such as South Korea, China, and India are expected to show considerable growth primarily owing to the rising adoption of virtual reality technology. In addition to this, VR technology is likely to become more accessible and available over the next few years. This will further generate growth opportunities for the development of 4K motion sensors and 3D audio headsets.

View press release for more information @ https://www.marketwatch.com/press-release/virtual-reality-in-gaming-and-entertainment-market-latest-trends-revenue-growth-rate-and-application-scope-2020-07-29

Regional Analysis for Virtual Reality in Gaming and Entertainment Market:

Major Table of Contents for Virtual Reality in Gaming and Entertainment Market:

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Virtual Reality in Gaming and Entertainment Market Size, Share & Industry Analysis, By Component (Hardware, Software, and Content), By Device (Mobile, Console/PC, and Standalone), and Regional Forecast, 2019-2026

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Virtual Reality In Healthcare Market Business Revenue Forecast, Leading Competitors and Trends by 2026 – Owned

The research report on Virtual Reality In Healthcare Industry offers a thorough analysis of existing market trends, in addition to the study on current market tendencies. Additionally, it highlights significant market segments and leading companies. The report comprises Virtual Reality In Healthcare market restraints over the forecast period. The analysis sheds light on the industry overview analyzing the aftereffects of COVID-19 pandemic in the vertical.

A comprehensive evaluation of the restraints illustrates the drivers in the Virtual Reality In Healthcare market and helps for strategic planning. Critical factors that dominate the industry growth with rewarding opportunities within the vertical that are ever-growing over the forecast period. Virtual Reality In Healthcare insights to a niche market by experts remarks are taken to understand the market.

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The Virtual Reality In Healthcare market report assesses industry and growing dynamic sector patterns and drivers. It also comprises a cutting-edge analysis and estimates different marketplace segments, significant players, along with every aspect by 2026 and the global outbreak of COVID-19 involves a rethinking of industry leaders. This Virtual Reality In Healthcare report comprises the exact consequence identification required to understand the vertical precisely.

(Vital Images Inc, GE Healthcare, Virtual Realties Ltd, Siemens Healthcare, CAE Healthcare, Virtalis Ltd, Medtronic Inc, Intuitive Surgical Inc, Stryker Corporation, Brainlab AG, Philips Healthcare)

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Rehabilitation and therapy procedures Surgery Visualization Education and training Others

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The report provides a summary of this Virtual Reality In Healthcare market with a review of product types and drivers, restraints, challenges, traits using the companies data through our analysis methods. The report analyzes Virtual Reality In Healthcare Industry capacity with forecast opportunities. The evaluation with a focus on leading regions of interest niches is presented. The company profiles with revenue plans and proportion estimation, Virtual Reality In Healthcare market size, services and products, and different facets are all added.

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Virtual Reality In Healthcare Market Business Revenue Forecast, Leading Competitors and Trends by 2026 - Owned

Latest study on Augmented Reality And Virtual Reality Arvr Market Segmentation, investment opportunities, market size, sales and revenue, industry…

This research study on Augmented Reality And Virtual Reality Arvr market reports offers the comparative assessment of Global Augmented Reality And Virtual Reality Arvr Market 2020-2027 and consist of Historical data, Significance, statistical data, size & share, Market Price & Demand, Business overview, Market Analysis and Market Trends by Key Players. This Augmented Reality And Virtual Reality Arvr Market is Segmented in two type on the basis of type of materials and end-users.

The research report on Augmented Reality And Virtual Reality Arvr market has integrated the analysis of different factors that boost the Augmented Reality And Virtual Reality Arvr markets growth. It establishes trends, restraints and drivers that transform the Augmented Reality And Virtual Reality Arvr market in either a positive or negative manner. The detailed information is based on current Augmented Reality And Virtual Reality Arvr market trends and historic achievements.

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Augmented Reality and Virtual Reality (ARVR) Market, By Product Type, Estimates and Forecast (2016-2027)

Augmented Reality and Virtual Reality (ARVR) Market, By Applications, Estimates and Forecast (2016-2027)

Here are highlights of the Geographical divisions: North America (United States, Canada and Mexico), Europe (Germany, Spain, France, UK, Russia and Italy and more), Asia-Pacific (China, Japan, Korea, India and Southeast Asia and more), South America (Brazil, Argentina, Colombia), Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria and South Africa) and ROW.

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The recent published study includes information on key segmentation of the global Augmented Reality And Virtual Reality Arvr market on the basis of type/product, application and geography (country/region). Each of the segments included in the report is studies in relations to different factors such as market size, market share, value, growth rate and other quantitate information.

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Beyond Zoom: can virtual reality replace the classroom experience? – Times Higher Education (THE)

With fears still high that Covid-19 could run rampant when campuses reopen next month, online learning looks set to play a major role at most universities for the foreseeable future.

But will the same mix of Skype lectures, virtual seminars and online learning materials that students patiently accepted at the end of last semester cut it for a full year of academic teaching? Many think not and wonder whether virtual reality (VR) might provide a more engaging learning experience than the basic teleconferencing method adopted in lockdown.

It wont solve everything, but it could be an important part of the mix, explained Lyron Bentovim, chief executive officer of the Glimpse Group, a New York-based VR company, who has used the technology to teach students at Fordham University, where he is a professor of entrepreneurship.

In Professor Bentovims classes, business students wearing VR headsets can hold virtual round-table discussions in which they appear as animated avatars and can also split into breakout groups to discuss certain issues. They can even make business pitches to simulated crowds an experience that is hard to recreate even in more normal pre-coronavirus times, said Professor Bentovim.

The great thing about VR learning is that it goes to a certain part of the brain, so that when students are eventually faced with a room of strangers, they feel like: Ive done this, he said.

That type of interactive learning lacks the excitement of vast, detailed alternative universes that many hoped VR would provide. But, for Professor Bentovim, this more realistic view of how VR might work at scale in higher education is a good thing.

You can do some phenomenal things with the tech, but you can also do far easier stuff that helps students learn how to network, negotiate and present to a classroom, he says.

Indeed, pitching a business idea to a panel of avatars is, for many, preferable to a typical Dragons Den-style encounter. Its much less intimidating for students, he said.

Nonetheless, more complicated bespoke worlds can be created to order, explained Hugh Seaton, chief executive of Adept Reality, a subsidiary of Glimpse Group, which recently recreated Shakespeares Globe Theatre for students taking summer school classes at Sacred Heart University in Connecticut.

You can have videos of lions jumping out and other bespoke things, but we want to build tools that professors can [use] themselves, explained Mr Seaton. Id say its no more complicated than using [the virtual learning environment] Blackboard, which most academics use every day, he said.

One reason why VR has failed to go mainstream is that the price of the hardware has not fallen as many had expected: the most favoured type of headset, Oculus Rift, retails at about 400, although cheaper versions are available at about 310.

If students are barred from campus after a coronavirus outbreak, however, that cost proposition seems a bit different when many US students are paying $40,000 (30,800) a year, said Mr Seaton. Its basically two or three sets of lab fees, and youre not just paying for a set of beakers you cant keep, he added.

Others are less sure that VR is a viable alternative to Zoom or Skype. Around 2015, Glenn Gunhouse, professor of art history at Georgia State University, set out to use VR to teach the history of architecture. However, it became clear that the costs were prohibitivepartly because Ifeared committing to a technology that might quickly become obsolete.

Enrolment in my classes also increased beyond what any campus computing lab could have handled, added Professor Gunhouse.

Student access to reliable broadband internet service was another challenge. When our courses were switched online, many of my students could not evenview the videos and PowerPoints that replaced my in-person lectures, he said.

Using VR for a class of 12 or fewer, however, may be more viable, he admitted. Although participants appear only as avatars, the fact that they look three-dimensional and seem to exist in a 3D space gives a more realistic sense of meeting together than viewing a mosaic of 2D headshots, he said.

The imminent arrival of 5G internet, which will operate about 10 times faster than 4G, might also speed the adoption of VR, said James Bennett, professor of television and digital culture at Royal Holloway, University of London, who is leading the 5 million StoryFutures research project, which aims to help the UKs 1,000 or so immersive storytelling companies to grow, with VR and augmented reality (AR) training predicted to be an $8.5 billion industry by 2023.

As the UK rolls out 5G, headsets will get a lot lighter theyll be more like sunglasses, explained Professor Bennett. As it is, headset sales have gone through the roof its really difficult to buy them because lots of different industries are engaging with the idea of training people at a distance.

Professor Bennetts project will involve eight train the trainers groups helping to improve VR competencies in UK universities, with computer scientists working alongside academics from the creative industries to ensure a truly engaging VR experience.

Were developing a set of lecturers who can embed immersive storytelling throughout the courses by giving them the time, budget and industry know-how to do this, he explained. Technology is important, but having professional-level creative experiences front and centre will be just as key to ensuring VR learning works.

jack.grove@timeshighereducation.com

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Beyond Zoom: can virtual reality replace the classroom experience? - Times Higher Education (THE)

Virgin Galactic offers a peek inside SpaceShipTwo in VR, making its case in the space tourism race – GeekWire

A computer rendering shows the seat configuration for the SpaceShipTwo passenger cabin, looking toward a mirror wall at the back of the cabin. (Virgin Galactic Illustration)

More than a decade after Virgin Galactic unveiled a swoopy, spacey look for the passenger cabin of its SpaceShipTwo rocket plane, the company took the wraps off a more down-to-Earth design that reflects what spacefliers will actually see when they climb into their seats.

And in a move befitting this era of social distancing, the big reveal was done with the aid of virtual reality.

Virgin Galactic went so far as to lend out Oculus Quest headsets to journalists, including yours truly, so we could get an advance peek at a computer-generated interior with an eye-filling view of Earth and space out the window.

The VR experience let me do something I could never do during a real-life rocket ride: walk through the walls of the spaceship, stand on the wing and step off into space. The thought experiment was a cosmic version of the classic VR game where you walk on a plank sticking out from the ledge of a virtual skyscraper and dare yourself to jump off. I couldnt do it from SpaceShipTwo Unitys wing unless I kept my eyes closed.

Virgin Galactics re-reveal of the cabin design was one of a series of unveilings leading up to the start of commercial suborbital space tours which could start later this year, depending on the course of the coronavirus pandemic. Other unveilings included last years inside look at Virgin Galactics Gateway to Space terminal at Spaceport America in New Mexico, and the debut of a spacewear clothing line created by Under Armour.

Its all meant to whet the appetite of the more than 600 customers in 60 countries who already hold reservations for suborbital spaceflights, at a cost of $250,000, and attract more sign-ups at whats expected to be a higher ticket price. This comes amid a rivalry with Amazon CEO Jeff Bezos Blue Origin space venture and fellow billionaire Elon Musks SpaceX for shares of a space tourism market thatsexpected to grow to $3 billion annually by 2030.

Giving hundreds of people the opportunity to experience rocket-powered spaceflight, if only for a brief time, goes back to a vision that Microsoft co-founder Paul Allen bought into more than 15 years ago by financing SpaceShipOne, the prize-winning precursor of Virgin Galactics SpaceShipTwo.

The headset gives you a visual taste of what those spacefliers will experience. Although the VR experience makes use of computer-generated static scenes rather than full-motion video, the sounds that you hear including cockpit chatter and the rumble of the rocket engine add to the sense of realism.

Years ago, I took part in a training session with would-be spacefliers that involved sitting on six folding chairs and trying to imagine how wed get around SpaceShipTwos cabin. I wouldnt be at all surprised if future trainees wore headsets to add the sights and sounds of spaceflight to the exercise.

Lets start with the seats, which are arranged in threes on each side of a middle aisle.

Those seats, developed by the London-based design firm Seymourpowell, look much more mainstream than the 2001-style curved couches that Virgin Galactic founder Richard Branson showed off at a 2006 preview. Nevertheless, there are some unconventional twists, including:

Some of the seats can be removed to accommodate scientific payloads. Such payloads are already being put on SpaceShipTwos test flights but once Virgin Galactic starts passenger service, researchers can fly alongside their experiments.

Twelve circular portholes, each equipped with mood lighting and a camera, line the cabins walls and ceiling ensuring that every passenger has multiple choices for looking out at the New Mexico terrain below during the 45-minute ascent to SpaceShipTwos air launch, and for looking out into space (or at Earth) during several minutes worth of floating in weightlessness.

Virgin Galactic says the cabin has been lined with cushy foam to soften the inevitable bumping around that comes with zero-G gymnastics in close quarters. And at the back of the cabin, theres a wall-to-wall mirror surface that passengers can use to watch themselves as they float.

We think theres a real memory burn that customers are going to have when they see that analog reflection of themselves at the back of the cabin, seeing themselves floating freely in space, Jeremy Brown, Virgin Galactics design director, said during a post-reveal Zoom news briefing.

Virgin Galactics chief space officer, George Whitesides, said that discussions with the companys customers fed into the design process. The interior of the spaceship was designed with one thing in mind: the view of the Earth from space, he said.

Will spacefliers consider the ride spacey enough? I cant wait to hear the real-life reviews once passengers start flying. And once Amazon CEO Jeff Bezos Blue Origin space venture starts putting passengers on its New Shepard suborbital spaceship, sometime in the next year or two, deep-pocketed space travelers just might sit around after their flights and debate the comparative advantages of Virgin Galactics mirror wall versus Blue Origins bigger windows.

If only we could all afford to sample the suborbital space smorgasbord! Come to think of it, maybe we can in virtual reality.

Virgin Galactics spaceship cabin reveal is the subject of a YouTube video, and an augmented-reality mobile app showcasing the cabin can be downloaded for free via Apples App Store for iOS and the Google Play Store for Android.

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Virgin Galactic offers a peek inside SpaceShipTwo in VR, making its case in the space tourism race - GeekWire

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 relasing 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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Frostpoint brings Multiplayer Shooter Experience to Virtual Reality - - mxdwn.com

How AI is Pushing Virtual Reality To The Next Level – AI Daily

Computer Graphics

For VR environments to be fully immersive, we must strive towards graphics that can mirror reality. Unfortunately, such high-level graphics are difficult to attain in real-time without running into problems with framerate and stuttering gameplay, which breaks immersion and can cause motion sickness in players. The consequence of this is that the majority of VR experiences must use simplistic graphics to keep the experience as smooth as possible.

Fortunately, computer graphics titans Nvidia have been utilising deep learning techniques to make such dreams possible. "Deep Learning Super Sampling" is a technology developed by Nvidia which allows high-resolution images to be generated for a low-res image input, allowing for high-quality graphics for VR to be less costly than before. By developing AI-based technologies like this and integrating them into our VR experiences, realistic, immersive graphics can be produced with greater efficiency, cost and speed.

More Intelligent Training

VR has proven to be a great tool for training people to perform high-risk tasks without the risk, for example by simulating operations for trainee doctors, and engine failure scenarios for pilots. By implementing AI into VR simulations training could be more intelligently analysed and better respond to the user's actions giving a more customised experience with accurate feedback.

Headset Tracking using Computer Vision

The Oculus Quest, a VR headset made by Facebook-owned company Oculus, employs AI-enabled computer vision to compute the user's movements and ensure that they never wander out of a set playspace without being notified by the system. This is done by using the exterior cameras on the headset to create a virtual map of the room. An AI algorithm will identify recognisable points that can be used to identify the headset's exact position in the room in real-time. This means that any movement you make is translated accurately into the game and if you get too close to a real-life obstacle, the headset will give you a suitable warning.

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How AI is Pushing Virtual Reality To The Next Level - AI Daily

EON Reality announces new AR and VR pilot program in partnership with Educating Young Minds – Auganix

In Augmented Reality and Virtual Reality News

August 3, 2020 EON Reality, a provider of augmented and virtual reality-based knowledge and skills transfer for industry and education, has recently announced a new AR and VR pilot program with Los Angeles-based organization, Educating Young Minds. The program will provide students with access to AR and VR technology, as well as EON Realitys educational resources.

Known for helping underprivileged, at-risk, and special needs children throughout Southern California, Educating Young Minds is built around providing opportunities to students who wouldnt otherwise have them. EON Reality states that this mentality is aligned with its own mission to make AR and VR academic solutions available to as many people as possible.

Dan Lejerskar, Founder of EON Reality, commented: Working with an organization like Educating Young Minds is the most fulfilling kind of partnership we can form. Im very excited that were able to help some of the less-fortunate children in our own area, and I look forward to seeing how this partnership can expand in the future.

In addition to providing dozens of students with access to technology that they wouldnt otherwise have through the pilot program, EON Realitys new focus on self-directed learning will teach both students and instructors to create their own immersive and interactive lessons through the companys Resource Center and other self-help tools. This is on top of the thousands of pre-designed lessons that are already available through EON Realitys library.

EON Reality stated that although initially relatively modest in scope, the pilot program could bring about future opportunities for the two companies to work together, as both Educating Young Minds and EON Reality are looking to assist in the academic pursuits of individuals affected by the COVID-19 pandemic and associated educational closures.

Equity in education and access with dignity is everyones responsibility. EON Reality realizes the need to introduce their augmented and virtual reality-based knowledge platforms to organizations that serve marginalized, low-income, at-risk youth, said Angeles Echols, CEO and founder of Educating Young Minds. Together we are leveraging relationships, expanding the minds of our youth, and introducing computer tech opportunities they could never have imagined.

Image credit: Educating Young Minds

About the author

Sam Sprigg

Sam is the Founder and Managing Editor of Auganix. With a background in research and report writing, he covers news articles on both the AR and VR industries. He also has an interest in human augmentation technology as a whole, and does not just limit his learning specifically to the visual experience side of things.

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EON Reality announces new AR and VR pilot program in partnership with Educating Young Minds - Auganix

Comprehensive Research on Virtual Reality in Retail Sales Market 2020, Covers Detail Analysis (Impact of Covid-19), Share, Size, Future Opportunity in…

Global Virtual Reality in Retail Sales Market Forecast 2020-2027

The report provides an overview of the Virtual Reality in Retail Sales market, including definitions, applications, classifications, and the industry chain structure. The markets economic background, along with the regulatory factors that may impact it in the upcoming years, has also been profiled. It provides a deep insight into the markets competitive outlook and at the same time, looks into the various growth strategies that the key players have employed and how the strategies are poised to transform the competitive dynamics of the market during the forecast period. Further, the research report comprises of the changing hierarchy and market share estimates. The effect of the different growth strategies on the Virtual Reality in Retail Sales markets changing hierarchy has also been highlighted in this report.

The major players in global Virtual Reality in Retail Sales market include:Oculus VR, Google, HTC Corporation, WorldViz, Unity Technologies, Marxent Labs, Wevr, Firsthand Technology, Microsoft, Magic Leap, Zappar, Symphony RetailAI, Trax, inVRsion, Jaunt, and Whisbi

Get a sample copy @ https://www.reportsandmarkets.com/sample-request/global-virtual-reality-in-retail-sales-market-sales-revenue-and-competitors-analysis-of-major-market-from-2014-2026?utm_source=bulletinline&utm_medium=15

This report also includes the overall and comprehensive study of the Virtual Reality in Retail Sales with all its aspects influencing the growth of the market. This report is exhaustive quantitative analyses of the Virtual Reality in Retail Sales industry and provides data for making strategies to increase the market growth and effectiveness.

Development policies and plans are discussed as well as Manufacturing processes and cost structures are also analyzed. This report also states import/export consumption, supply and demand Figures, cost, price, revenue and gross margins.

In addition to this, regional analysis is conducted to identify the leading region and calculate its share in the global Virtual Reality in Retail Sales . Various factors positively impacting the growth of the Virtual Reality in Retail Sales in the leading region are also discussed in the report. The global Virtual Reality in Retail Sales is also segmented on the basis of types, end users, geography and other segments.

Objective of Studies:

To provide detailed analysis of the market structure along with forecast of the various segments and sub-segments of the global Virtual Reality in Retail Sales market.

To provide insights about factors affecting the market growth. To analyze the Virtual Reality in Retail Sales market based on various factors- price analysis, supply chain analysis, Porter five force analysis etc.

To provide historical and forecast revenue of the market segments and sub-segments with respect to four main geographies and their countries- North America, Europe, Asia, Latin America and Rest of the World.

To provide country level analysis of the market with respect to the current market size and future prospective.

To provide country level analysis of the market for segment by application, product type and sub-segments.

To provide strategic profiling of key players in the market, comprehensively analyzing their core competencies, and drawing a competitive landscape for the market.

To track and analyze competitive developments such as joint ventures, strategic alliances, mergers and acquisitions, new product developments, and research and developments in the global Virtual Reality in Retail Sales market.

Some of the key questions answered in this report:

What will the market growth rate, growth momentum or acceleration market carries during the forecast period?

Which are the key factors driving the Virtual Reality in Retail Sales market?

What was the size of the emerging Virtual Reality in Retail Sales market by value in 2019?

What will be the size of the emerging Virtual Reality in Retail Sales market in 2027?

Which region is expected to hold the highest market share in the Virtual Reality in Retail Sales market?

What trends, challenges and barriers will impact the development and sizing of the Global Virtual Reality in Retail Sales market?

What are sales volume, revenue, and price analysis of top manufacturers of Virtual Reality in Retail Sales market?

What are the Virtual Reality in Retail Sales market opportunities and threats faced by the vendors in the global Virtual Reality in Retail Sales Industry?

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Major Points from Table of Contents:

Chapter 1:GlobalVirtual Reality in Retail Sales Market Overview

Chapter 2:Virtual Reality in Retail Sales Market Data Analysis

Chapter 3:Virtual Reality in Retail Sales Technical Data Analysis

Chapter 4:Virtual Reality in Retail Sales Government Policy and News

Chapter 5:Global Virtual Reality in Retail Sales Market Manufacturing Process and Cost Structure

Chapter 6:Virtual Reality in Retail Sales Productions Supply Sales Demand Market Status and Forecast

Chapter 7:Virtual Reality in Retail Sales Key Manufacturers

Chapter 8:Up and Down Stream Industry Analysis

Chapter 9:Marketing Strategy -Virtual Reality in Retail Sales Analysis

Chapter 10:Virtual Reality in Retail Sales Development Trend Analysis

Chapter 11:Global Virtual Reality in Retail Sales Market New Project Investment Feasibility Analysis

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Market research is the new buzzword in the market, which helps in understanding the market potential of any product in the market. This helps in understanding the market players and the growth forecast of the products and so the company. This is where market research companies come into the picture. Reports And Markets is not just another company in this domain but is a part of a veteran group called Algoro Research Consultants Pvt. Ltd. It offers premium progressive statistical surveying, market research reports, analysis & forecast data for a wide range of sectors both for the government and private agencies all across the world.

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Comprehensive Research on Virtual Reality in Retail Sales Market 2020, Covers Detail Analysis (Impact of Covid-19), Share, Size, Future Opportunity in...

Now Is The Time To Talk About Ethics & Privacy In The Metaverse – Forbes

getty

The next wave of computing will create opportunities for increased target reach, a deeper understanding of consumers, and new data collection types. Where will this take place?

It'll take place where the digital and the physical converge in a place often referred to as the metaverse. It is a new 1 to 1 digital copy of the world that is searchable, clickable, and machine-readable. With this comes great opportunities and a great responsibility for those in the marketing, communications, and advertising professions.

In the metaverse, marketers will no longer be confined to ads on flat screens. They'll have a whole virtual universe to create immersive, 3D experiences for the companies and brands they represent.

As the mediums marketers use expand and evolve (print, radio, TV, the internet) so do the ethical guidelines and practices. The internet allowed marketers to study where customers move their mouse or look on a screen. In the metaverse, they'll be able to track body movement, brainwaves, and physiological responses.

Many consumers tend to accept privacy policies when downloading a new app without reading them. They might be aware that companies and advertising agencies use their data like location and clicks to deliver targeted ads. Some consumers might also know that companies share their data with third parties but might feel like they don't have any control over it.

When a scandal breaks about data leaking or misuse of app user data, these spark outrage among consumers. Yet, this does little to deter them from downloading apps or reading the terms of service more carefully. It's worrisome to think that this type of consumer behavior will likely flow over into the metaverse as more everyday people buy VR headsets, AR glasses, and AI-enabled devices.

For marketers representing brands, the metaverse opens a whole new host of challenges (along with many opportunities). The metaverse creates a world of infinite possibilities for brands to create experiences, be part of world-building, and engage with customers in entirely new relationship-building ways. However, the technology is not without danger. Deepfakes, big data, and cyber-attacks could all damage a brand and its customers. Marketers need to be metaverse savvy as these types of technologies are already gaining steam.

"In a new world where we extend reality and defy reality, a world where data fuels the progress we make in the metaverse, we have to hold big tech accountable for transparency and ethical use of data being collected. This is why at XR Safety Initiative, we continue to help build guidelines around privacy, Ethics, and Safety for the emerging realities," said Kavya Pearlman, Founder & CEO ofXR Safety Initiative, an organization whose mission is to enable trust and help build safe, immersive ecosystems.

Here are some of the ethical and privacy considerations that professionals need to be aware of as the metaverse is being built so that we move away from a hyperreality to a protopian one.

Today, brands are already taking advantage of augmented reality to enhance their products with AR ads. In 2019, Burger King released an AR ad campaign wherecustomers could "burn" adsof Burger King's competitors, earning them a free burger. The augmented experience showed a competitor's ad going up in flames.

When incorporating ads in the metaverse, it's important to consider the sensory impact of the experience. Examples ofhyper-reality like this one, show how ads overlaid on the experience can be so overwhelming a person will never want to go back. Sensory overload can trigger seizures in some people who suffer from epilepsy. Even as frame rates improve seamless transitions into the metaverse, users might still get motion sickness.

What happens in the metaverse doesn't stay in the metaverse. We already know what people experience in virtual reality impacts their memory, can desensitize them, or make them feel like they already did some action before, even if they never did it in reality. Marketing to adults in the metaverse is one thing, but to kids, it's another. Theoretically, anyone can be anything in the metaverse but it's still important to know some key pieces of information, like a person's age. So even if someone looks like an adult, companies still know they're not and should be treated as such.

Biometric data is already available through virtual reality headsets, that track a user's environment, physical movements, and dimensions when they use an XR device. Through headsets and eyeglasses that allow people to access the metaverse, companies can track eye movement, which virtual environments a person goes in, what body movements they make, how long they stay in an environment, and their physiological response to an experience, like heart rate.

There have been several incidents in the last years where apps have exposed personal and even medical information from millions of Americans, inone caseeven exposing patients' HIV positive status.

Brain-computer interfaces (BCI) are soon to be a way to access the metaverse. BCIs can be worn on the head like headphones, on the wrist, or work through eyeglasses. BCI technology tracks brain wave patterns and deducts thought processes through machine learning. A direct link to someone's brain opens whole news types of data to be collected and analyzed.

Brain-computer interface companies likeNeurosity design their headsets with security in mind. With Neurosity's device, Notion, "brain waves are automatically translated into encrypted metadata by the N1 Chipset." In the metaverse, marketers will be able to tell how someone is accessing it, via VR headsets, AR glasses, or BCIs but personal thought patterns should be protected.

Of course, in the metaverse, it's not just people that will be virtualized but things as well. Buildings, objects in the home, items in a store will all be represented digitally via a virtual twin in the metaverse. Who's to say which of these objects are acceptable to digitally recreate? Can anyone see any virtual twin in the metaverse? For instance, if a house with all it's personal objects is in the metaverse, can anyone walk into it or just the real-life owners?

Marketers in the metaverse will need to invest in cybersecurity to avoid data scandals and manipulation of brands. Deepfakes, hacked avatars, and manipulated objects are some of the types of malicious behavior marketers will have to stay on top of. For instance, MIT and Mozilla recentlyreleased a deepfake video that shows President Nixon announcing that Apollo 11 had not succeeded in its mission to the moon. This video of an alternate reality of sorts has gotten a lot of coverage and helped further the conversation about deepfakes and ethics.

Government laws are slow to catch up to new technologies and metaverses. Marketing companies can prepare themselves for the metaverse by developing best practices to guide ethical based decision making. Best practices should include how marketing companies respect consumer's data, how to respond to misinformation attacks, along with why type of technologies and experiences to use in the metaverse.

Pearlman shares that as we build these brave new worlds fueled by augmented and virtual reality, we need to proactively address safety, privacy, and ethics in this domain. Without informed consent and lack of awareness around risks that these sophisticated technologies bring along, we are walking a thin line between trust and dystopia.

That's why it's now that professionals need to start having these conversations and setting best practices. Pearlman adds that in a world where seeing is no longer believing, the only way to establish and retain trust is via ethics, accountability, transparency, and human-centric design.

Now is the time, not later.

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Now Is The Time To Talk About Ethics & Privacy In The Metaverse - Forbes

HTC Vive partners with ARVI VR to expand its global location-based Virtual Reality arcade offering – Auganix

In Virtual Reality News

July 30, 2020 HTC Vive, a provider of virtual reality (VR) and arcade solutions, has announced a collaboration with ARVI VR to extend its presence to a greater number of location-based entertainment (LBE) VR sites across the globe. The company states that the first wave of sites will open this year in China, India, Taiwan, and Gulf Cooperation Council countries, allowing a greater number of customers to experience interactive VR content. Through this partnership, HTC Vive and ARVI VR are planning to deploy arcade content and virtual reality escape room games to hundreds of sites over the next three years.

Currently, ARVI VRs escape room content such as Sanctum, Christmas, Mission Sigma, Cyberpunk, and The Prison are the most popular games at Viveland, HTCs flagship VR park. Through the partnership, HTC Vive and ARVI will work to deploy ARVIs escape room content across more than 300 LBE venues worldwide over the next several years. After the first wave of openings, the deployment will extend at a later time to Egypt, Hong-Kong, Indonesia, Macau, Malaysia, Philippines, Qatar, Saudi Arabia, South Africa, Singapore, Thailand, Turkey, UAE, Vietnam, and Kuwait, according to HTC.

Since 2019, HTC Vive has worked closely with ARVI VR to implement their popular escape room content for our customers at Viveland, said Plutarch Lee, Associate Vice President, VR Enterprise Solutions at HTC Vive. Were excited to leverage their escape room content in even more arcades globally and look forward to adding more great multiplayer content later this year.

HTC Vive works with LBE venues around the globe to leverage Vives VR technology for opportunities to showcase immersive experiences and gain new revenue streams. By partnering with ARVI VR to offer escape room content tailored specifically for VR, arcades and LBE venues can showcase new and innovative games to customers that would be impossible to create in a real-life escape room.

Were thrilled to work with HTC Vive to bring our exciting and adventurous content to new audiences around the world, said Michael Dementii, CEO of ARVI VR. At present, we view this as a long-term and fruitful partnership with the possibility of broadening cooperation opportunities in the LBE industry.

ARVI VRs escape room content features various game-based experiences where multiple players must work together to find their way out by solving puzzles and unraveling mysteries. VR escape room content is able to go beyond typical live escape rooms, as the VR technology allows players to fully immerse in unique atmospheres that they otherwise would not be able to experience, such as the abandoned monasteries of Sanctum or futuristic data stacks of Cyberpunk.

Image credit: ARVI VR

About the author

Sam Sprigg

Sam is the Founder and Managing Editor of Auganix. With a background in research and report writing, he covers news articles on both the AR and VR industries. He also has an interest in human augmentation technology as a whole, and does not just limit his learning specifically to the visual experience side of things.

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HTC Vive partners with ARVI VR to expand its global location-based Virtual Reality arcade offering - Auganix

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

Virtual Reality in Healthcare Market Reportoffers an industry-wide analysis of the market, including precise assessment of the demand for the Virtual Reality in Healthcare Market and accurate market insights that allow readers to identify the existing opportunities and threats and optimize their investments. It offers the global sector across key regional markets and gives an extensive investigation and statistical analysis of vital market elements.

This is the latest report, covering the current COVID-19 scenario. The Coronavirus pandemic has greatly affected every industry worldwide. It has brought along various changes in market conditions. The rapidly changing market scenario and the initial and future assessment of the impact are covered in the research report. The report discusses all the major aspects of the market with expert opinions on the current status along with a historical analysis.

Get a Free Sample PDF of the Market [emailprotected] https://www.reportsanddata.com/sample-enquiry-form/1210

Market competitive Insights of Virtual Reality in Healthcare Market

The report also emphasizes the initiatives undertaken by the companies operating in the market including product innovation, product launches, and technological development to help their organization offer more effective products in the market. It also studies notable business events, including corporate deals, mergers and acquisitions, joint ventures, partnerships, product launches, and brand promotions.

Leading Virtual Reality in Healthcare manufacturers/companies operating at both regional and global levels:- Microsoft, Google, Mindmaze, DAQRI, Psious, CAE Healthcare, Medical Realities, Atheer, Augmedix , Oculus VR, Firsthand Technology, Siemens Healthineers, Philips Healthcare, 3D Systems , VirtaMed , Virtually Better.

Scope of the study:

An extensive study of the product application and services conducted by subject matter experts assessing the Virtual Reality in Healthcare market will help product owners to make a wise decision. From analyzing which products companies should produce, expand to how brands should position their product the study covers all that business owners require meeting the buyers requirement. Performance of the product and services across different segments and geography are thoroughly assessed during the research. Apart from this, the research brings to light real-time data about opportunities that will completely transform the trajectory of the business environment in the coming years.

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

TechnologyOutlook (Revenue, USD Million; 2016-2026)

ApplicationOutlook (Revenue, USD Million; 2016-2026)

End userOutlook (Revenue, USD Million; 2016-2026)

Device typeOutlook (Revenue, USD Million; 2016-2026)

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Regional Insights of Virtual Reality in Healthcare Market

The regional landscape section in the marker report provides a deep understanding of the regulatory framework, the latest market trends, growth opportunities, and restraints faced by the key market players in each regional market.

Geographically, this report studies the top producers and consumers in these key regions:

Virtual Reality in Healthcare Market Research Methodology: This study provides both qualitative and quantitative assessment of the Virtual Reality in Healthcare market. Primary sources used in this study include interviews of industry experts from the relevant industries and suppliers engaged in the Virtual Reality in Healthcare industry to authenticate the data gathered and assess growth prospects of the Virtual Reality in Healthcare market.

The Market Analysis carried out in this study includes company profiles, product description, product analysis, end-user applications, cost analysis, production value, and contact information to give readers a 360 view of the market.

Key point summary of the Virtual Reality in Healthcare Market report:

Key Coverage of report:

Read the full Research Report along with a table of contents, facts and figures, charts, graphs, etc. @ https://www.reportsanddata.com/report-detail/virtual-reality-in-healthcare-market

To summarize, the global Virtual Reality in Healthcare market report studies the contemporary market to forecast the growth prospects, challenges, opportunities, risks, threats, and the trends observed in the market that can either propel or curtail the growth rate of the industry. The market factors impacting the global sector also include provincial trade policies, international trade disputes, entry barriers, and other regulatory restrictions.

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

Weekend Possibilities | Royals Watch Party, KC’s New VR Bar, And More – Flatland

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Published July 30th, 2020 at 11:00 AM

Are you not entertained?

Gone are the days of no sports, no patios and no live music. If you dont feel like getting out, live music, along with performing arts and movie streams are available from events across the metro.

If you are headed out and about perhaps to the bar be sure to wear a mask.

4 6 p.m. Kansas Citys newest arcade bar is open in the River Market. Check out the Friday evening happy hour at Double Tap KC, 310 Oak St. Right next door to Strange Days Brewing Co., Double Tap is home to Kansas Citys largest collection of virtual reality games like Beat Saber. VR game lanes are available starting at $40 an hour for two headsets (2-6 players). On Fridays, fishbowls start at $13 with $5 refills.

6 p.m. The boys in blue are back at Kauffman Stadium Friday night for the home opener against the Chicago White Sox. If you have the empty baseball stadium blues, watch the game at the Kansas City Live! Block in the Power & Light District, 1300 Grand Blvd. With boosted sanitation measures and COVID-19 precautions in place, the Royals Watch Parties have ballpark food, cold beer and the next biggest screen away from The K.

8:30 10:30 p.m. The Kansas City performing arts collective Quixotic is set for a Pop Up Performance outside of Toms Town in the Crossroads, 1701 Main St. You can look forward to vertical wall dancers, fire artists and live music. The two-hour performance will also be live streamed. The event is free, though donations are welcome.

6 9 p.m. Somerset Wine & Cider Bar in Martin City, 311 W. 135th St., might be a good option for anyone looking for some low-key live music. Pick a pour or an award-winning cider and kick back in the micro-winerys courtyard. Doors open at 5 p.m. Music from The KC All Stars starts at 6 p.m.

7 p.m. It wouldnt be a Saturday night in Kansas City without a little rock and blues at Knuckleheads Saloon, 2715 Rochester Ave. Grab a ticket to celebrate local blues guitarist Brandon Millers recent album release as he takes the stage with special guest Danielle Nicole. The in-person show is also available via livestream. All tickets are $12.

7 a.m. 2 p.m. Whether Sunday is your cheat day or you just want to top the weekend with a treat, hop out of bed and head to Blackhole Bakery, 5531 Troost Ave. Out of this world pastries, croissants, bagels and spreads go perfectly with fresh-brewed Maps Coffee. You just have to get there before its all gone. The good news is, you can call ahead to place an order.

9 10:30 a.m. Westport Yoga KC is offering a Sunday morning Immune Boost Workshop, available in the studios online classroom. A yoga medicine therapeutic expert will lead a class focused on detoxification and strengthening the bodys immune and circulatory systems. The session is $28.

The 2020 Kansas City Jewish Film Festival is going virtual. Watch any or all of the 12 award-winning films from the comfort of your home by purchasing tickets online Aug. 2-19. The selection of national and international works will be made available daily and can be viewed for 48 hours. The festival kicks off with Fiddler: Miracle of Miracles, a look into the Fiddler on the Roof Broadway phenomenon in the 1960s. A full film festival pass is available for $120.

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Weekend Possibilities | Royals Watch Party, KC's New VR Bar, And More - Flatland