How Pupil is using virtual reality to help house hunters – The Independent

The reassuring message from James Marshall is: dont worry too much if you fail all your GCSEs. He did. He dropped out of school aged 17 before he could fail his A-levels too. It would be fair to say I was not overly academic, he says. And now he is CEO of Pupil and doing for the interiors of houses what Google Street View has done for the exteriors. All floor plans are wrong, says Marshall. His venture Spec aims to fix that.

Two and half years ago Marshall walked into the Royal Institution of Chartered Surveyors headquarters in London and had a meeting with the director of international standards. He said: We believe everyone has been mis-sold properties because they are being mismeasured. Especially in London. To which the standards supremo replied, Yes, we know.

Marshall, born in 1984 near Ross-on-Wye in Herefordshire, initially went into hospitality after leaving school, then into finance, and acquired a grounding in real estate (losing his shirt on a piece of land in Herefordshire a good learning experience). He met his co-founder Oliver Breach (equipped with A-levels and a degree in religious studies) through friends in the midst of the 2008 financial crisis and they eventually joined forces. But their breakthrough moment occurred in 2014 when they encountered virtual reality for the first time.

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How Pupil is using virtual reality to help house hunters - The Independent

Augmented Reality and Virtual Reality in Healthcare Market Share, Sales Channels and Overview Till 2027 – CueReport

A new research study has been presented offering a comprehensive analysis on the Global Augmented Reality and Virtual Reality in Healthcare market where user can benefit from the complete market research report with all the required useful information about this market. This is a latest report, covering the current COVID-19 impact on the market. The pandemic of Coronavirus (COVID-19) has affected every aspect of life globally. This has brought along several changes in market conditions. The rapidly changing market scenario and initial and future assessment of the impact is covered in the report. The report discusses all major Augmented Reality and Virtual Reality in Healthcare market aspects with expert opinion on current market status along with historic data. Augmented Reality and Virtual Reality in Healthcare Industry report is a detailed study on the growth, investment opportunities, market statistics, growing competition analysis, major key players, industry facts, revenues, market shares, business strategies, top regions, demand, and developments.

The Augmented Reality and Virtual Reality in Healthcare market report contains an extensive analysis of this industry space and provides crucial insights regarding the major factors that are impacting the remuneration graph as well as fueling the industry growth. The study also offers a granular assessment of the regional spectrum alongside regulatory outlook of this market space. Moreover, the document measures the factors that are positively influencing the market outlook as well as presents a detailed SWOT analysis. Information such as limitations & restraints faced by new entrants and market majors alongside their individual effect on the growth rate of the companies is enlisted. The research also elaborates on the impact of COVID-19 on future remuneration and growth avenues of the market.

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Highlighting the competitive framework of Augmented Reality and Virtual Reality in Healthcare market:

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From the regional point of view of Augmented Reality and Virtual Reality in Healthcare market:

Additional data emphasized in the Augmented Reality and Virtual Reality in Healthcare market report:

Years considered for this report:

Key Questions Answered In this Report:

What is the overall Augmented Reality and Virtual Reality in Healthcare market size in 2019? What will be the market growth during the forecast period i.e. 2020-2027?

Which region would have high demand for product in the upcoming years?

What are the factors driving the growth of the Augmented Reality and Virtual Reality in Healthcare market?

Which sub-market will make the most significant contribution to the market?

What are the Augmented Reality and Virtual Reality in Healthcare market opportunities for existing and entry-level players?

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What are the key business strategies being adopted by new entrants in the Augmented Reality and Virtual Reality in Healthcare market?

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Augmented Reality and Virtual Reality in Healthcare Market Share, Sales Channels and Overview Till 2027 - CueReport

Microsoft reimagines virtual collaboration with new Teams features for the future of work and education – Asia News Center – Microsoft

ASIA PACIFIC, 9 JULY 2020 Microsoft today announced a set of new features in Microsoft Teams that make virtual interactions more organic and engaging, supporting the global shift into a more hybrid model of work, learning and life.

With the new Microsoft Teams features, users can enjoy greater connectivity, reduced meeting fatigue and more inclusive meetings, all while saving time. These features including together mode, video filters, live reactions, touchless meeting experiences and more start rolling out in preview today and will be fully available later this year.

Over the last few months, we have worked with experts across virtual reality, AI, and productivity research to better understand the future of work. These findings, published here, have been useful in guiding us to design these new features. Our research has shown that many of us feel less connected since moving to remote work, hence we want to bring a more human element into online meetings. We also want to streamline their experiences across apps and devices, with technology like AI to save time and improve overall well-being, which is of highest importance during this time, said Rosalind Quek, General Manager, Modern Work, Asia Solution Sales at Microsoft Asia.

Enhancing connection between users and reducing meeting fatigue

Making meetings more inclusive, engaging and effective for teams and students

Helping users streamline their work and save time

To get started on the preview, users may log in to their personal Microsoft account on the Microsoft Teams mobile app, available for download on the iOS or Android app store. General availability of the new features is slated for later this year.

For more information, see here to find out more about these new features.

About Microsoft

Microsoft(Nasdaq MSFT @microsoft) enables digital transformation for the era of an intelligent cloud and an intelligent edge. Its mission is to empower every person and every organization on the planet to achieve more.

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Microsoft reimagines virtual collaboration with new Teams features for the future of work and education - Asia News Center - Microsoft

Film Made In Area Weaves Virtual Reality Throughout Storyline, Draws Thousands Of Views – Stamford Daily Voice

An edgy sci-fi short film that was filmed in Litchfield County has thousands of views online just three days after its release.

Jamie Monahan, the writer, director, and star of "Lucid," said the film takes place in a near-distant future and follows Charlie, a young woman undergoingvirtual reality therapy after being sexually assaulted.

Streaming on Dust, the award-winning short has already had more than 70,000 views on YouTube, IGTV, and Facebook Watch, Monahan said.

Monahan set out to make the film after becoming frustrated by the lack of complex female characters on screen, and curious about recentdevelopments in virtual reality research.

During the film, the main character, Charlie, becomes addicted to how VRmakes her feel, and she slowly loses interest in the reality in which her friends live.

Though long popular in the gaming world, and already part of anxiety and fear research at TheHuberman Lab at Stanford School of Medicine, everyday use of virtual reality isnt so far off, Monahan said.

'Lucid' a sci-fi short filmed in Litchfield County is a hit on streaming platforms.Dust

We live in a time in which the fundamental ideas of what comprises reality and our experiencesof it are in significant flux, Monahan said. Technology often moves at a pace where, by the timewere having the moral conversations about something, its already too late.

Monahan is an award-nominated filmmaker, director, producer, and actress. Her latest project, "Legacy" was a finalist for the Sundance 2020 Episodic Makers Lab.

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Film Made In Area Weaves Virtual Reality Throughout Storyline, Draws Thousands Of Views - Stamford Daily Voice

Augmented and Virtual Reality in Healthcare Industry Market to Grow at a Stayed – GroundAlerts.com

The 'Augmented and Virtual Reality in Healthcare Industry market' research report added by Market Study Report, LLC, is a thorough analysis of the latest trends prevalent in this business. The report also dispenses valuable statistics about market size, participant share, and consumption data in terms of key regions, along with an insightful gist of the behemoths in the Augmented and Virtual Reality in Healthcare Industry market.

The Augmented and Virtual Reality in Healthcare Industry market report is an in-depth analysis of this business space. The major trends that defines the Augmented and Virtual Reality in Healthcare Industry market over the analysis timeframe are stated in the report, along with additional pointers such as industry policies and regional industry layout. Also, the report elaborates on the impact of existing market trends on investors.

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COVID-19, the disease it causes, surfaced in late 2019, 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.

Other information included in the Augmented and Virtual Reality in Healthcare Industry market report is advantages and disadvantages of products offered by different industry players. The report enlists a summary of the competitive scenario as well as a granular assessment of downstream buyers and raw materials.

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

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An outlook of the Augmented and Virtual Reality in Healthcare Industry market regional scope:

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

This report considers the below mentioned key questions:

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

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

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

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

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Augmented and Virtual Reality in Healthcare Industry Market to Grow at a Stayed - GroundAlerts.com

Virtual reality coming to The Rainbow Ballroom of Romance in Leitrim – Leitrim Observer

In the village of Glenfarne sits one of Ireland's most historic ballrooms. 'The Rainbow Ballroom of Romance' is known worldwide to many for the famous bands and musicians that have graced the stage and the people that have danced the floor since 1934.One of less than ten still in existence in Ireland the Rainbow is still going strong and is ever changing in today's world.

Over the past few months, the world has been on lockdown but not for the staff at the Rainbow who have worked behind the scenes and sometimes at home to finish off renovations to the fantastic showband exhibition upstairs in the building. Now open again Monday to Friday from 9am - 5pm visitors can come an enjoy a dance on the historic floor, learn the story of 'The Ballroom off Romance' and browse through all the memorabilia to relive the memories of the dance hall days.

A new addition due in September is the virtual reality experience live in the ballroom were visitors can transport themselves back in time to the 1950s and immerse themselves in the story of the 'Ballroom of Romance' and become Brenda Flicker (Bridie) and see the ballroom like you have never seen it before.

For information on the Rainbow Ballroom please visit http://www.therainbowballroom.ie or call 0719856831

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Virtual reality coming to The Rainbow Ballroom of Romance in Leitrim - Leitrim Observer

Virtual Reality Market Size By Types, By Application, By Region, And Forecast 20202027 – Owned

New Jersey, United States,- The Virtual Reality Market report upholds the future market predictions related to Virtual Reality market size, revenue, production, Consumption, gross margin, and other substantial factors. It also examines the role of the prominent Virtual Reality market players involved in the industry including their corporate overview. While emphasizing the key driving factors for the Virtual Reality market, the report also offers a full study of the future trends and developments of the market.

The recently documented report on the Virtual Reality market is a detailed analysis of this business landscape and contains important details regarding the present market trends, current revenue, market size, industry share, periodic deliverables, alongside the profit anticipation and growth rate registered during the estimated timeframe.

A thorough inference pertaining to the performance of the Virtual Reality market over the forecast period, along with the key factors driving the market growth is enclosed in the report. It also delivers information about the market dynamics and focusses on the challenges encountered by the business vertical while providing a brief about the growth opportunities prevailing in the market over the analysis timeline.

Key highlights of the Virtual Reality market report:

The essence of the regional bifurcation of the business sphere presented in the report:

Top key players of industry are covered in Virtual Reality Market Research Report:

Virtual Reality Market Classification by Types:

Bytype1

Virtual Reality Market Size by End-user Application:

Byapplication1

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Factors defining the competitive landscape included in the report are:

The Virtual Reality market report encompasses a comprehensive analysis of the key facets including market concentration ratio.

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The report of the Virtual Reality market is an in-depth analysis of the business vertical projected to record a commendable annual growth rate over the estimated time period. It also comprises of a precise evaluation of the dynamics related to this marketplace. The purpose of the Virtual Reality Market report is to provide important information related to the industry deliverables such as market size, valuation forecast, sales volume, etc.

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Virtual Reality Market Size By Types, By Application, By Region, And Forecast 20202027 - Owned

Virtual Reality to recover in 2021 after falling to COVID-19 – Gadget

Strategy Analytics predicts a strong recovery for the global AR/VR markets in 2021 after COVID-19 driven contraction in 2020. Strategy Analytics released its latest report entitled Short and Long Term Impacts of COVID-19 on the AR and VR Market.

Strategy Analytics provided the following information on key findings from the research:

David MacQueen, Director of the Virtual and Augmented Reality service at Strategy Analytics says, We expect that the launch of smartphone-tethered AR headsets, such as those from Nreal and Samsung seen at CES at the start of the year to ramp up in late 2020/early 2021. We have raised our longer term forecast for XR hardware as a result of new work and life patterns in the new normal. Work at home, training, education, and collaboration will all benefit from AR/VR.

David Kerr, VP at Strategy Analytics says, Initially attracting a hardcore gaming audience willing to spend for a good quality experience, the audience for these devices has since broadened to include enterprises as well. The use of a fully immersive 3D environment started to prove its worth in design, particularly in the fields of engineering, automotive and architecture. Training and education are other verticals where VR has found a home.

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Virtual Reality to recover in 2021 after falling to COVID-19 - Gadget

Apple’s AR Lenses Have Reportedly Gone into ‘Trial Production’ – Virtual Reality Times

According to a new The Information report, Foxconn Technology has taken Apples semitransparent AR lenses into trial production.

Foxconn Technology is Apples partner in iPhone production and Apples augmented reality development efforts. The Information reports that the technology company has moved Apples AR lenses from the prototype phase into the trial production of the component which is key to the realization of Apples AR efforts. Two reports by The Information and Bloomberg over the past few months have attempted to zero in on Apples VR and AR plans.

It is widely believed that Apple is still a long way from shipping a product that could compete with Facebooks Oculus Quest, currently the only the virtual reality headset geared for home use.

Apple CEO Tim Cook has also made comments in the past to the effect that he sees a massive Augmented Reality opportunity. However, Apple still faces massive technical challenges that it will have to surmount before it can ship slimmer and lightweight Augmented Reality glasses that can be used outside the house to superimpose digital objects on the users real-world view. Virtual reality headsets laden with multiple cameras can also be used to provide a passthrough that a person wearing a headset can use to see the environment around them thereby providing users some kind of AR-in-VR mode. This passthrough functionality is already available in Oculus Quest, Windows Mixed Reality headsets and the Valve Index and enables wearers to see the real-world environment via an otherwise opaque display.

There is also the Microsoft HoloLens which is a standalone AR/mixed reality headset but one with a very bulky form factor. HoloLens has also faced certain issues with its display technology.

As Apple is yet to divulge any information on its AR hardware development efforts, it isnt clear yet what kind of device the AR lens its Foxconn partner is developing are meant for. It is also unclear when Apple will be shipping this unknown device to consumers.

Source: UploadVR

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Apple's AR Lenses Have Reportedly Gone into 'Trial Production' - Virtual Reality Times

Corona Impact on Virtual Reality in Enterprise Training Market By Current Industry Status, Growth Opportunities, Top Key Players, Target Audience and…

Virtual Reality in Enterprise Training Market 2020: Latest Analysis

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

Top Players of Virtual Reality in Enterprise Training Market are Studied: Innoactive, Pixvana, Strivr, Tractica, VRMADA, VRdirect, Absolute VR, PIXO VR, Uptale, Regatta VR, Hyperfair, Re-Flekt

Download Free Sample PDF (including full TOC, Tables, and Figures) of Virtual Reality in Enterprise Training Market Research 2020-2026:- @

With the slowdown in world economic growth, the Virtual Reality in Enterprise Training industry has also suffered a certain impact, but still maintained a relatively optimistic growth, the past four years, Virtual Reality in Enterprise Training market size to maintain the average annual growth rate of xx from (2014 Market size Innoactive, Pixvana, Strivr, Tractica, VRMADA, VRdirect, Absolute VR, PIXO VR, Uptale, Regatta VR, Hyperfair, Re-Flekt) million $ in 2014 to (2019 Market size Innoactive, Pixvana, Strivr, Tractica, VRMADA, VRdirect, Absolute VR, PIXO VR, Uptale, Regatta VR, Hyperfair, Re-Flekt) million $ in 2019, Our analysts believe that in the next few years, Virtual Reality in Enterprise Training market size will be further expanded, we expect that by 2024, The market size of the Virtual Reality in Enterprise Training will reach (2024 Market size Innoactive, Pixvana, Strivr, Tractica, VRMADA, VRdirect, Absolute VR, PIXO VR, Uptale, Regatta VR, Hyperfair, Re-Flekt) million $.This Report covers the manufacturers data, including: shipment, price, revenue, gross profit, interview record, business distribution etc., these data help the consumer know about the competitors better. This report also covers all the regions and countries of the world, which shows a regional development status, including market size, volume and value, as well as price data.Besides, the report also covers segment data, including: type segment, industry segment, channel segment etc. cover different segment market size, both volume and value. Also cover different industries clients information, which is very important for the manufacturers.

NOTE:Due to the pandemic, we have included a special section on the Impact of COVID 19 on the Virtual Reality in Enterprise Training Market which would mention How the Covid-19 is Affecting the Virtual Reality in Enterprise Training Industry, Market Trends and Potential Opportunities in the COVID-19 Landscape, Covid-19 Impact on Key Regions and Proposal for Virtual Reality in Enterprise Training Players to Combat Covid-19 Impact.

Global Virtual Reality in Enterprise Training Market is estimated to reach xxx million USD in 2020 and projected to grow at the CAGR of xx% during 2020-2026. According to the latest report added to the online repository of Report Hive Research the Virtual Reality in Enterprise Training market has witnessed an unprecedented growth till 2020. The extrapolated future growth is expected to continue at higher rates by 2026.

Our exploration specialists acutely ascertain the significant aspects of the global Virtual Reality in Enterprise Training market report. It also provides an in-depth valuation in regards to the future advancements relying on the past data and present circumstance of Virtual Reality in Enterprise Training market situation. In this Virtual Reality in Enterprise Training report, we have investigated the principals, players in the market, geological regions, product type, and market end-client applications. The global Virtual Reality in Enterprise Training report comprises of primary and secondary data which is exemplified in the form of pie outlines, Virtual Reality in Enterprise Training tables, analytical figures, and reference diagrams. The Virtual Reality in Enterprise Training report is presented in an efficient way that involves basic dialect, basic Virtual Reality in Enterprise Training outline, agreements, and certain facts as per solace and comprehension.

Segmentation by Application: Large EnterprisesSMEs

Segmentation by Type: SoftwareHardwareService

The Essential Content Covered in the GlobalVirtual Reality in Enterprise Training Market Report:

* Top Key Company Profiles.* Main Business and Rival Information* SWOT Analysis and PESTEL Analysis* Production, Sales, Revenue, Price and Gross Margin* Market Share and Size

The report provides a 6-year forecast (2020-2026) assessed based on how the Virtual Reality in Enterprise Training market is predicted to grow in major regions like USA, Europe, Japan, China, India, Southeast Asia, South America, South Africa, Others.

Key Questions Answered In this Report:

What is the overall market size in 2019? What will be the market growth during the forecast period i.e. 2020-2026?

Which region would have high demand for product in the upcoming years?

What are the factors driving the growth of the market?

Which sub-market will make the most significant contribution to the market?

What are the market opportunities for existing and entry-level players?

What are various long-term and short-term strategies adopted by the market players?

What are the key business strategies being adopted by new entrants in the Virtual Reality in Enterprise Training Market?

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Table of Contents

Market Overview: This is the first section of the report that includes an overview of the scope of products offered in the global Virtual Reality in Enterprise Training market, segments by product and application, and market size.

Market Competition by Player: Here, the report shows how the competition in the global Virtual Reality in Enterprise Training market is growing or decreasing based on deep analysis of market concentrate rate, competitive situations and trends, expansions, merger and acquisition deals, and other subjects. It also shows how different companies are progressing in the global Virtual Reality in Enterprise Training market in terms of revenue, production, sales, and market share.

Company Profiles and Sales Data: This part of the report is very important as it gives statistical as well as other types of analysis of leading manufacturers in the global Virtual Reality in Enterprise Training market. It assesses each and every player studied in the report on the basis of main business, gross margin, revenue, sales, price, competitors, manufacturing base, product specification, product application, and product category.

Market Status and Outlook by Region: The report studies the status and outlook of different regional markets such as Europe, North America, the MEA, Asia Pacific, and South America. All of the regional markets researched about in the report are examined based on price, gross margin, revenue, production, and sales. Here, the size and CAGR of the regional markets are also provided.

Market by Product: This section carefully analyzes all product segments of the global Virtual Reality in Enterprise Training market.

Market by Application: Here, various application segments of the global Virtual Reality in Enterprise Training market are taken into account for research study.

Market Forecast: It starts with revenue forecast and then continues with sales, sales growth rate, and revenue growth rate forecasts of the global Virtual Reality in Enterprise Training market. The forecasts are also provided taking into consideration product, application, and regional segments of the global Virtual Reality in Enterprise Training market.

Upstream Raw Materials: This section includes industrial chain analysis, manufacturing cost structure analysis, and key raw materials analysis of the global Virtual Reality in Enterprise Training market.

Marketing Strategy Analysis, Distributors: Here, the research study digs deep into behavior and other factors of downstream customers, distributors, development trends of marketing channels, and marketing channels such as indirect marketing and direct marketing.

Research Findings and Conclusion: This section is solely dedicated to the conclusion and findings of the research study on the global Virtual Reality in Enterprise Training market.

Appendix: This is the last section of the report that focuses on data sources, viz. primary and secondary sources, market breakdown and data triangulation, market size estimation, research programs and design, research approach and methodology, and the publishers disclaimer.

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Corona Impact on Virtual Reality in Enterprise Training Market By Current Industry Status, Growth Opportunities, Top Key Players, Target Audience and...

Global 3D And Virtual Reality Industry Market is anticipated to grow at a strong CAGR by 2025 – AlgosOnline

A concise report on '3D And Virtual Reality Industry market' Added by Market Study Report, LLC, features latest statistics and facts about market size, profit estimation and geographical spectrum of this industry. Furthermore, the report elucidates major challenges as well as the latest expansion strategies implemented by leading players of the '3D And Virtual Reality Industry market'.

The 3D And Virtual Reality Industry market research report offers an exhaustive analysis of this business space. The key trends that define the 3D And Virtual Reality Industry market during the analysis timeframe are mentioned in the report, alongside other factors such as regional scope and regulatory outlook. Also, the document elaborates on the impact of current industry trends on key market driving factors as well as top challenges.

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The study also provides with a summary of the competitive spectrum as well as an in-depth assessment of the raw materials and downstream buyers.

Under COVID-19 outbreak globally, this report provides 360 degrees of analysis from supply chain, import and export control to regional government policy and future influence on the industry. Detailed analysis about market status (2015-2020), enterprise competition pattern, advantages and disadvantages of enterprise products, industry development trends (2020-2025), regional industrial layout characteristics and macroeconomic policies, industrial policy has also been included. From raw materials to end users of this industry are analyzed scientifically, the trends of product circulation and sales channel will be presented as well. Considering COVID-19, this report provides comprehensive and in-depth analysis on how the epidemic push this industry transformation and reform.

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Elaborating on the competitive landscape of 3D And Virtual Reality Industry market:

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The report answers important questions that companies may have when operating in the global 3D And Virtual Reality Industry market. Some of the questions are given below:

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Global 3D And Virtual Reality Industry Market is anticipated to grow at a strong CAGR by 2025 - AlgosOnline

Is virtual reality the new frontier of tourism? – Chronicle

TRAVELLING in the time of COVID-19 has become next to impossible but Southern Cross University experts believe virtual and augmented reality could change that.

Augmented reality fuses the real world with virtual aspects whereas virtual reality uses technology like goggles or headsets to transport users to a real or fictional place.

Southern Cross University Professor of Tourism Kevin Markwell said these technologies would enable users to travel without leaving their living room.

"Incorporating opportunities for playfulness and gamification into a physical space will enable visits to a destination to become an adventure that integrates the 'real' with the 'imagined' into one seamless experience," said Prof Markwell.

"The trick is for the technologies to offer qualitatively different experiences to those normally offered when we visit a destination, world famous art gallery or museum."

Virtual reality technology is steadily growing in popularity, as organisations like SCU in Lismore use the technology for virtual tours.

The two technologies could even widen the accessibility of the tourism market for people with disabilities, Prof Markwell said.

"This is also an important advancement for tourists with disabilities, which is a very significant market in Australia and around the world.

"This technology can allow people with disabilities to look at hotel rooms before renting a night to ensure their specific requirements are there, and also to 'experience' places that could otherwise be difficult to access."

Prof Markwell said it's important to realise that the technologies will not save the industry but could further enhance holiday-makers' experience.

"Visitors will want to reassure themselves that they have made the right decision about where they stay, which airline they choose to fly with, and which attractions and tours they experience," he said.

"VR can break down the locational barriers and allow travellers to make informed decisions."

For an example of what virtual reality is like, visit scu.edu.au/Lismore for a virtual tour of the SCU Lismore campus.

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Is virtual reality the new frontier of tourism? - Chronicle

Augmented Reality and Virtual Reality Market by COVID-19 impact analysis, SWOT, market size, chain and raw materials analysis report by 2025…

Report Ocean in its latest published research report sheds light on critical aspects of the Augmented Reality and Virtual Reality Market, such as competitive landscape, geographical growth, segmentation, and market dynamics, including drivers, restraints, and opportunities.

The report provide significant data which makes the research document a handy resource for managers, industry experts, analysts, and other key people to get ready-to-access and self-analyzed study along with graphs and tables to helps the readers to draw a suitable conclusion and clearly understand the current and future scenario and trends of Augmented Reality and Virtual Reality Market. The report profiles leading companies of the Augmented Reality and Virtual Reality Market along with the emerging new ventures who are creating an impact on the global market with their latest innovations and technologies.

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Impact of COVID 19 on Augmented Reality and Virtual Reality Market: This report will provide you details on COVID 19 impact.

Get in-depth analysis of the COVID-19 impact on Augmented Reality and Virtual Reality Market

We have analyzed the impact of COVID-19 on the product industry chain

We have analyzed the impact of COVID-19 on various regions and major countries.

The impact of COVID-19 on the future development of the industry is pointed out.

For estimating the market size, an ideal mixture of top-down and bottom-up approaches were employed. The top-down approach was used for analyzing penetration level and for new product forecasting. It included the use of several penetration models, regression multi-variate analysis for forecasting, and exhaustive use of public and paid databases. In addition, the bottom-up approach included demand evaluation of each product across regions and countries and summed to form the global market. The demand evaluation was performed by using variable analysis for forecasting, analyzing paid databases, and conducting primary interviews for data revaluation.

Competitive Intelligence:

Key parameters which define the competitive landscape of the Augmented Reality and Virtual Reality Market:

Company Market Share

Company Profiles

o Company overview

o Company snapshot

o Product portfolio

o Key strategic moves and developments

Mergers & Acquisitions, Expansion

Market Vendor Ranking Analysis

Major players in the augmented reality and virtual reality market include names like DAQRI LLC (U.S.), Wikitude GmbH (Austria), Terminal Eleven (SkyView), HTC Corporation (Taiwan), and Sony Corporation (Japan), Zapper Limited (U.S.), Google LLC (U.S.), Blippar.com (UK), EON Reality Inc. (U.S.), Augmented Pixels Inc. (U.S.), HP Inc. (U.S.), Facebook Inc. (U.S.), Samsung Group (South Korea), Microsoft Corporation (U.S.), among others.

Market Segmentation:

The segmentation is used to decide the target market into smaller sections or segments like product type, application, and geographical regions to optimize marketing strategies, advertising technique and global as well as regional sales efforts of Augmented Reality and Virtual Reality Market.

Dissecting the Augmented Reality and Virtual Reality Market with respect to the geographical outlook:

The document delivers an exhaustive analysis pertaining to the regional scope of the Augmented Reality and Virtual Reality Market, while categorizing the same into North America, Europe, Asia Pacific, Middle East & Africa, Latin America.

Market share of each regional competitor of this industry

Also, the study provides with details related to the estimated growth rate of each territory over the study period.

Some of the Major Highlights of TOC covers:

Augmented Reality and Virtual Reality Market Analysis by Application

Consumption and Market Share by Application

Augmented Reality and Virtual Reality Market Manufacturing Analysis

Key Raw Materials Analysis

Market Concentration Rate of Raw Materials

Manufacturing Cost Analysis

Labor Cost Analysis

Manufacturing Cost Structure Analysis

Manufacturing Process Analysis of Augmented Reality and Virtual Reality Market

Augmented Reality and Virtual Reality Market Dynamics

Growth Prospects

See Saw Analysis

Market Drivers

Restraints

Market Challenges

Market Opportunities

Augmented Reality and Virtual Reality Market Industry Analysis

Porters 5 Force Model

PEST Analysis

Value Chain Analysis

Key Buying Criteria

Regulatory Framework

Investment Vs Adoption Scenario

Analyst Recommendation & Conclusion

The report answers questions such as:

What is the market size of Augmented Reality and Virtual Reality Market in the Global?

What are the factors that affect the growth in the Augmented Reality and Virtual Reality Market over the forecast period?

What is the competitive position in Augmented Reality and Virtual Reality Market?

Which are the best product areas to be invested in over the forecast period in the Augmented Reality and Virtual Reality Market?

What are the opportunities in the Augmented Reality and Virtual Reality Market?

What are the modes of entering the Augmented Reality and Virtual Reality Market?

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Augmented Reality and Virtual Reality Market by COVID-19 impact analysis, SWOT, market size, chain and raw materials analysis report by 2025...

Virtual Reality In Gaming Market: Industry Trends and Developments 20192025 – 3rd Watch News

In this report, the global Virtual Reality In Gaming market is valued at USD XX million in 2019 and is projected to reach USD XX million by the end of 2025, growing at a CAGR of XX% during the period 2019 to 2025.

For top companies in United States, European Union and China, this report investigates and analyzes the production, value, price, market share and growth rate for the top manufacturers, key data from 2019 to 2025.

The Virtual Reality In Gaming market report firstly introduced the basics: definitions, classifications, applications and market overview; product specifications; manufacturing processes; cost structures, raw materials and so on. Then it analyzed the worlds main region market conditions, including the product price, profit, capacity, production, supply, demand and market growth rate and forecast etc. In the end, the Virtual Reality In Gaming market report introduced new project SWOT analysis, investment feasibility analysis, and investment return analysis.

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The report firstly introduced the Virtual Reality In Gaming basics: definitions, classifications, applications and market overview; product specifications; manufacturing processes; cost structures, raw materials and so on. Then it analyzed the worlds main region market conditions, including the product price, profit, capacity, production, supply, demand and market growth rate and forecast etc. In the end, the report introduced new project SWOT analysis, investment feasibility analysis, and investment return analysis.

The major players profiled in this report include:Facebook Technologies, LLC./ OculusGoogle VRHTC CorporationSAMSUNG ELECTRONICS CO., LTD.Sony Interactive Entertainment LLCTESLASUIT/VR Electronics Limited

The end users/applications and product categories analysis:On the basis of product, this report displays the sales volume, revenue (Million USD), product price, market share and growth rate of each type, primarily split into-General Type

On the basis on the end users/applications, this report focuses on the status and outlook for major applications/end users, sales volume, market share and growth rate of Virtual Reality In Gaming for each application, including-Individual User

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The study objectives of Virtual Reality In Gaming Market Report are:

To analyze and research the Virtual Reality In Gaming market status and future forecast in United States, European Union and China, involving sales, value (revenue), growth rate (CAGR), market share, historical and forecast.

To present the Virtual Reality In Gaming manufacturers, presenting the sales, revenue, market share, and recent development for key players.

To split the breakdown data by regions, type, companies and applications

To analyze the global and key regions Virtual Reality In Gaming market potential and advantage, opportunity and challenge, restraints and risks.

To identify significant trends, drivers, influence factors in global and regions

To analyze competitive developments such as expansions, agreements, new product launches, and acquisitions in the keyword market.

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Virtual Reality In Gaming Market: Industry Trends and Developments 20192025 - 3rd Watch News

Live stage performances are taking roads less traveled with trucks and virtual reality – The Japan Times

As the new reality of daily life amid a global pandemic settles in, many people are getting accustomed to somewhat isolated lifestyles as they abide by social distancing measures and work remotely.

For Japans theater folks, however, a community that thrives on engaging with a physical audience, adjusting to the crisis has been an urgent even existential quest to survive.

The Gorch Brothers, an up-and-coming troupe based in Tokyo, was one of the first theater companies to launch an initiative that takes COVID-19-related concerns into account. Theatre A/way is a project to stage contained performances on the backs of trucks, which can be driven around the country, even visiting areas where contemporary performing arts have likely never been before.

To kick off the project, the company held a showcase performance for the media on June 20. Titled Tokimeki Labyrinth (Maze of Throbbing in English), this 30-minute solo performance featured actor Keizo Nagashima in the role of a high school girl detailing her convoluted love life which may or may not be pure fantasy with gusto and machine-gun delivery.

Speaking on the success of the initial performance, Gorch Brothers President Tatsuya Ito says, Our young staff discussed what, if any, kind of theater activity they could do under todays social distancing conditions. The main thing they agreed on was to deliver live performances to audiences instead of streaming shows online. That decision led to this mobile, open-air way of performing.

Ito says that using a truck quite literally as a vehicle for our art means that The Gorch Brothers can perform without putting audiences at risk in confined auditoriums, while also allowing them to travel around like in the old days of kamishibai, a reference to the storytellers who used picture cards to entertain children. Ito adds that when the epidemic is over, this may even remain our way of operating.

Meanwhile, Takeshi Eguchi, CEO of the theater production company CAT Produce, is another determined dramatist who has had to search for new ideas to continue live performances. Eguchis latest idea is an innovative virtual reality project.

Since April 1, we have had to cancel 230 performances, he says. However, we had booked the DDD Aoyama Cross Theater till the beginning of August, so we held remote meetings to discuss how to use it in these circumstances.

I remembered that our well-received show Defiled has a cast of just two actors and they always stay apart from each other. So, I thought I could do something with that.

Defiled, written by American playwright Lee Kalcheim, is a tense, conversational exchange between a technology-averse librarian named Harry who rails against having to use computers, and a veteran cop called Brian. The play centers around Harrys decision to barricade himself in the library and threaten to blow up the building with dynamite if plans to digitize his beloved card catalog system are carried out. As the crisis negotiator sent in to de-escalate the situation, Brian tries various ways to get Harry to calm down and surrender. Consequently, though the characters develop a close rapport over the phone, the actors are never physically close to each other.

After premiering in 2000, the first run of Defiled in Japan saw sold out performances, leading CAT Produce to rerun the production in 2004 and 2017 at different-sized theaters and with different casts, drawing more positive reviews.

This time around, in part to help out struggling colleagues, he enlisted 19 actors, many of whom had not been able to perform for months, to perform readings of the play at the DDD theater, rotating the cast members every day for a month starting from July 1.

We are presenting a simplified version of Defiled in two different ways: as a live theater performance and as online VR theater, Eguchi says.

In the DDD venue, we are taking the utmost care to do it safely, and were only selling 50 tickets even though the auditorium has 180 seats, he adds, explaining that they are strictly adhering to COVID-19 guidelines issued by The Association of Public Theaters and Halls in Japan on ensuring social distancing of two meters in all circumstances to reduce the risk of spread.

In fact, he says, safety is also part of the reason for rotating the cast members, as well as for hiring three different crew and staff teams to handle the lighting, sound, front office and so on.

As for rehearsals, Eguchi says he realized theyd need a new way of doing those, too.

Typically, everyone gathers and rehearses together for about a month, but that is impossible now, he says. Instead, we have to do them remotely using Zoom.

Fortunately for him, though, in the course of his research to develop new kinds of performances through online theater, he stumbled across a specialist in VR technology.

Previously, I had no interest in online theater, but once I was introduced to the VR system, I thought it could create something close to a live performance experience, he says.

Now, CAT Produce has fully embraced an evolving VR theater system that allows technical staff to capture the actors readings with numerous VR cameras. Viewers watching online can buy a 3,500 ticket to access the distribution platform called Blinky to watch the play on their smartphones or tablets. Alternatively, by using a VR headset or glasses, they can watch the performance live in 3D.

I decided to fill 50 seats with audience members because the actors motivation is very different when they perform in front of real people, Eguchi explains. It also allows some of our guests to enjoy being in a theater, while VR viewers can switch from a front-row viewpoint to a wide-angle one at will, which makes the experience quite different from passively watching something streamed online.

After all, in a theater you would naturally follow your favorite actors movements. Now you can do that with this VR format.

Predicting that viewing quality will be further improved when 5G comes along, Eguchi, who is clearly so keen for his company to adapt and survive, says he aims to stage four VR productions a year both musicals and straight plays even after the pandemic becomes a thing of the past.

I hesitated to do remote work at first, but its actually effective and enjoyable, he says. I think COVID-19 may even be a real boost for the revival of stagnating Japan, because we really need to create new industries now.

In line with the nationwide state of emergency declared on April 16, the government is strongly requesting that residents stay at home whenever possible and refrain from visiting bars, restaurants, music venues and other public spaces.

Continued here:

Live stage performances are taking roads less traveled with trucks and virtual reality - The Japan Times

Virtual Reality Headsets Market Report, History and Forecast 2020-2027, Data Breakdown by Manufacturers, Key Regions, Types and Application – Daily…

The Virtual Reality Headsets market report by Reports and Data provides an extensive overview of the vital elements of the Virtual Reality Headsets market and factors such as the drivers, restraints, latest trends, supervisory scenario, competitive landscape, technological advancements, and others. An in-depth analysis of these factors is described to understand the future growth prospects of the global Virtual Reality Headsets market.

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.

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Market competitive Insights of Virtual Reality Headsets 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 Headsets manufacturers/companies operating at both regional and global levels:

Sony Corporation, Google, Samsung Electronics, HTC Corporation, Facebook, Microsoft, Vuzix, Leapmotion, Eon Reality, and LG Electronics Inc

The report also inspects the financial standing of the leading companies, which includes gross profit, revenue generation, sales volume, sales revenue, manufacturing cost, individual growth rate, and other financial ratios.

Segmentations, Sub Segmentations, CAGR, & High-Level Analysis overview of the Global Virtual Reality Headsets Market Research Report

The segmentation included in the report is beneficial for readers to capitalize on the selection of appropriate segments for the Virtual Reality Headsets sector and can help companies in deciphering the optimum business move to reach their desired business goals.

In market segmentation by types of Virtual Reality Headsets , the report covers-

In market segmentation by applications of the Virtual Reality Headsets , the report covers the following uses-

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Regional Insights of Virtual Reality Headsets 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:

Manufacturing Analysis of the Virtual Reality Headsets Market

The report dedicates a section to inspect the manufacturing process of Virtual Reality Headsets s. It includes a detailed analysis of the key feedstock required, cost and suppliers of the feedstock, cost analysis, pricing volatility, labor cost, and manufacturing process analysis of the Virtual Reality Headsets market.

Marketing Strategy Analysis, Distributor Analysis of the Virtual Reality Headsets Market

Different marketing channels comprising of both direct and indirect channels have been assessed in detail in the Virtual Reality Headsets market report. Crucial data pertaining to the marketing strategies adopted by companies, marketing channels, growth trends, pricing strategy, market standing, targeted consumers, and the distributors and traders operating in the market have also been included in the assessment.

Key Coverage of report:

Read the full Research Report along with a table of contents, facts and figures, charts, graphs, [emailprotected] https://www.reportsanddata.com/report-detail/virtual-reality-headsets-market

To summarize, the global Virtual Reality Headsets 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 Headsets Market Report, History and Forecast 2020-2027, Data Breakdown by Manufacturers, Key Regions, Types and Application - Daily...

Rapid Industrialization in Developing Countries to Aid the Growth of the Virtual Reality Gambling Market 2018 2028 Bulletin Line – Bulletin Line

Global Virtual Reality Gambling market Research presents a Comprehensive scenario Which can be segmented according to producers, product type, applications, and areas. This segmentation will provide deep-dive analysis of the Virtual Reality Gambling business for identifying the growth opportunities, development tendencies and factors limiting the development of the marketplace. This report features forecast market information based on previous and present Virtual Reality Gambling industry scenarios and growth facets. Each of the Essential regions coated in Virtual Reality Gambling report are North America, Europe, Asia-Pacific, South America, Middle East and Africa. The Virtual Reality Gambling market share and market prognosis of every region from 2020-2027 are presented within this report. A deep study of Virtual Reality Gambling marketplace dynamics will help the market aspirants in identifying the business opportunities that will lead to accumulation of earnings. This segment can efficiently determine the Virtual Reality Gambling hazard and key market driving forces.

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The Virtual Reality Gambling report is segmented to provide a clear and Precise view of this international Virtual Reality Gambling market statistics and market quotes. Virtual Reality Gambling report Information represented in the form of graphs, charts, and statistics will show the Virtual Reality Gambling growth rate, volume, goal customer analysis. This report presents the significant data to all Virtual Reality Gambling business aspirants which will facilitate useful business decisions.

Key Players

Some of the key players operating in the Virtual Reality Gambling market are Alea Gaming Ltd., Mega Particle Inc., NetEnt, Microgaming, Linden Labs, Samsung Electronics Co. Ltd., Facebook, Electronic Arts, HTC Corporation, Google Inc., Virtuix, Telsa Studios, Qualcomm Inc., VirZoom Inc., Sony Corp., Microsoft Corp., and Nintendo Co. Ltd. and Lucid VR, among others.

Virtual Reality Gambling Market: Regional Overview

On the basis of geography, the virtual reality gambling market can be segmented into North America, Latin America, Western Europe, Eastern Europe, China, SEA and other APAC, Japan and Middle East & Africa. Among various regions, the North America virtual reality gambling market is expected to lead in terms of value with the U.S. being the most attractive market. Also, the China market is expected to grow at the fastest rate due to increasing usage of video games equipped with VR technology in the virtual reality gambling market. Growth, in terms of value, IN THE North America region can be attributed to the high purchasing power in the region and presence of a substantial number of gamers. The regions which follow North America, in terms of value, are China and Japan virtual reality gambling markets due to the rising number of gamers in the region. The advent and penetration of the virtual reality gambling technology in China and Japan has been quite old. However, the virtual reality gambling technology is still in its introductory phase in countries in SEA & other APAC. Latin America will witness good rate of growth in the virtual reality gambling market due to high customer-base and high rate of console sales.

The report covers exhaustive analysis on:

Regional analysis for Virtual Reality Gambling Market includes

The report is a compilation of first-hand information, qualitative, and quantitative assessment by industry analysts, inputs from industry experts and industry participants across the value chain. The report provides in-depth analysis of parent market trends, macro-economic indicators and governing factors along with market attractiveness as per segments. The report also maps the qualitative impact of various market factors on market segments and geographies.

Report Highlights:

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The Virtual Reality Gambling report cover following data points:

Part 1: This part enlists the global Virtual Reality Gambling marketplace Overview, covering the simple market debut, market analysis by kind, applications, and areas. Virtual Reality Gambling industry states and prognosis (2020-2027) is presented in this part. Additionally, Virtual Reality Gambling market dynamics saying the chances, market risk, and key driving forces are studied.

Part 2: This part covers Virtual Reality Gambling manufacturers profile based On their small business overview, product type, and application. Additionally, the sales volume, Virtual Reality Gambling product price, gross margin analysis, and Virtual Reality Gambling market share of every player is profiled in this report.

Part 3 and Part 4: This part presents the Virtual Reality Gambling competition Based on earnings, earnings, and market share of each producer. Part 4 covers the Virtual Reality Gambling market scenario based on regions. Region-wise Virtual Reality Gambling sales and growth (2015-2019) is studied in this report.

America and Europes Virtual Reality Gambling industry by countries. Under this Virtual Reality Gambling revenue, market share of those nations like USA, Canada, and Mexico is provided. Under Europe Virtual Reality Gambling report contains, the countries such as Germany, UK, France, Russia, Italy, Russia and their sales and growth is coated.

Part 7, Part 8 and Part 9: These 3 sections covers Virtual Reality Gambling The earnings and expansion in these regions are presented in this Virtual Reality Gambling industry report.

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Part 10 and Part 11: This component depicts the Virtual Reality Gambling marketplace Share, earnings, sales by product type and application. The Virtual Reality Gambling sales growth seen during 2012-2020 is covered in this report.

Related to Virtual Reality Gambling market (2020-2027) for every region. The sales channels including indirect and direct Virtual Reality Gambling advertising, traders, distributors, and future trends are presented in this report.

Part 14 and Part 15: These components present Virtual Reality Gambling market key Research findings and judgment, research methodology, and data sources are covered.

Therefore, Global Virtual Reality Gambling report is a complete blend covering all The very important market aspects.

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Rapid Industrialization in Developing Countries to Aid the Growth of the Virtual Reality Gambling Market 2018 2028 Bulletin Line - Bulletin Line

Virtual Reality (VR) in Gaming Market Share Analysis and Research Report by 2025 – CueReport

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

The hardware segment is expected to grow very rapidly, the software segment is anticipated to experience modest growth. Adoption of the virtual reality technology has raised user expectation for enhanced software solutions, hence increasing challenges for developers than before. By Geography, North America region accounted for the largest share for VR gaming in terms of revenue globally in 2017. The growth of North American market is attributed to accessibility of advanced gaming technology as well as acceptance and adoption of VR gaming products including head mounted displays. Further, Europe accounted for the second dominating region in 2017. However, Asia Pacific is projected to witness the highest growth during the forecast period attributed to constantly increasing online gamers in developing countries such as China and India and a strong gamers base in countries such as Japan, Korea, Singapore, Malaysia and Indonesia.

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According to a new study published by The marker research report, the Global Virtual Reality (VR) in Gaming market is anticipated to reach USD 48.2 billion by 2026. The market for VR in gaming is propelled by factors including, increasing disposable income of people worldwide and continuous improvement in existing gaming technologies including, 3D effects, motion tracking, and interactive graphics for drawing users' attention. With the increase in spending capacity of people, people are demanding for new sources of entertainment and VR games offers a unique way of entertainment.

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What will you get in this report?

The hardware component segment of VR in gaming market held more than 50% of the market share in 2016 and is further expected to lead during the forecast period. The high-cost of hardware components is the major factor for the increasing growth. However, with the increasing demand for these products, the prices are expected to decrease in the near future.

The players operating in the market are constantly focusing on development of new products to efficiently compete in the highly aggressive market for VR gaming. For instance, Sony launched Project Morpheus VR heads, a head mounted display device that offers high resolution and efficient tracking accuracy. The major players operating in the Virtual Reality in Gaming include Microsoft Corporation, Sony Corporation, Electronic Arts, Nintendo Company Ltd., Linden Labs, Samsung Electronics Co. Ltd., Facebook (Oculus), Google, Inc., HTC Corporation, and Tesla Studios among others. Companies including Microsoft, Sony and Nintendo are the major players operating in the market.

Some of the Highlights about Table of Content of Virtual Reality (VR) in Gaming Market

1 Virtual Reality (VR) in Gaming 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 (VR) in Gaming Market Share Analysis and Research Report by 2025 - CueReport

Virtual Reality (VR) in Healthcare Market Next Big Thing | Major Giants EON Reality, GE Healthcare, Intuitive Surgical, Medtronic – Cole of Duty

Latest added Global (United States, European Union and China) Virtual Reality (VR) in Healthcare Market research study by HTF MI offers detailed product outlook and elaborates market review till 2025. The market Study is segmented by key regions that is accelerating the marketization. At present, the market is sharping its presence and some of the key players in the study areCAE Healthcare, Firsthand Technology, EON Reality, GE Healthcare, Intuitive Surgical, Medtronic, Mimic Technologies, Philips Healthcare, Siemens Healthineers, Surgical Science Sweden & Virtual Realitiesetc. The study is a perfect mix of qualitative and quantitative Market data collected and validated majorly through primary data and secondary sources.

Request Sample of Global (United States, European Union and China) Virtual Reality (VR) in Healthcare Market Research Report 2019-2025

This report studies the Global (United States, European Union and China) Virtual Reality (VR) in Healthcare market size, industry status and forecast, competition landscape and growth opportunity. This research report categorizes the Global (United States, European Union and China) Virtual Reality (VR) in Healthcare market by companies, region, type and end-use industry.Scroll down 100s of data Tables, charts and graphs spread throughPages and in-depth Table of Content on Virtual Reality (VR) in Healthcare Market by Type (, Software System & Hardware Devices), by End-Users/Application (Surgical Training, Surgical Navigation & Others) and Region Forecast to 2025. Early buyers will get 10% customization on study.

to Avail deep insights of Global (United States, European Union and China) Virtual Reality (VR) in Healthcare Market Size, competition landscape is provided i.e. Revenue Analysis (M $US) by Company (2017-2019), Segment Revenue Market Share (%) by Players (2017-2019) and further a qualitative analysis is made towards market concentration rate, product/service differences, new entrants and the technological trends in future.

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Competitive Analysis:The major players are focusing highly on innovation in technologies to improving efficiency level. The industry growth outlook is captured by ensuring ongoing process improvements of players and optimal strategies taken up by companies to fight COVID-19 Situation. Company profile section of players such as CAE Healthcare, Firsthand Technology, EON Reality, GE Healthcare, Intuitive Surgical, Medtronic, Mimic Technologies, Philips Healthcare, Siemens Healthineers, Surgical Science Sweden & Virtual Realities includes its relevant information like name, subsidiaries, website, headquarters, market rank, gain/drop in market position, historical background or growth commentary and top 3 closest competitors by Market capitalization / revenue along with contact information. Each companys revenue figures, Y-o-Y growth rate and gross & operating margin is provided in easy to understand tabular format for past 5 years and a separate section on recent development like mergers & acquisition, patent approval and new launch etc.

Market Segments: The Global (United States, European Union and China) Virtual Reality (VR) in Healthcare Market has been divided into type, application, and region.

On The Basis Of Type: , Software System & Hardware Devices.On The Basis Of Application: Surgical Training, Surgical Navigation & Others

On The basis of region, the Virtual Reality (VR) in Healthcare is segmented into countries, with production, consumption, revenue (million USD), and market share and growth rate in these regions, from 2014 to 2025 (forecast), see highlights below

North America (USA & Canada) {Market Revenue (USD Billion), Growth Analysis (%) and Opportunity Analysis} South Central & Latin America (Brazil, Argentina, Mexico & Rest of Latin America) {Market Revenue (USD Billion), Growth Share (%) and Opportunity Analysis} Europe (The United Kingdom., Germany, France, Italy, Spain, Poland, Sweden, Denmark & Rest of Europe) {Market Revenue (USD Billion), Growth Share (%) and Opportunity Analysis} Asia-Pacific (China, India, Japan, ASEAN Countries, South Korea, Australia, New Zealand, Rest of Asia) {Market Revenue (USD Billion), Growth Share (%) and Opportunity Analysis} Middle East & Africa (GCC, South Africa, Kenya, North Africa, RoMEA) {Market Revenue (USD Billion), Growth Share (%) and Opportunity Analysis} Rest of World

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Virtual reality is a fun and innovative way to exercise indoors – Iowa State Daily

Students view southern France through virtual reality headsets in a demonstration hosted by the Department of World Languages and Cultures.

Just because gyms and parks are temporarily closed doesnt mean exercise is a thing of the past. With these virtual reality games, at-home workouts can be both fun and doable.

Virtual reality (VR) headsets are the newest and most sought-after additions to video game consoles. While there are many immersive, beautiful and even scary games for VR, the games with the most practical use are meant for exercise. Video games as exercise may have once seemed counterintuitive, but now this is a concept of the past.

Cloudhead Games Pistol Whip is one example of an exercise-centered VR game. After being released on Steam in 2019, the rhythm-based shooter garnered immediate glowing reviews. This game does not have a specific plot, but instead it centers around the player being propelled through various environments while catchy music, of which the player is encouraged to shoot their in-game pistol at various targets on-beat to, plays all around them.

Pistol Whip is not a high-intensity exercise, but is more suited for players who want to headbang while getting on their feet every once in a while.

A more intensive exercise game is Beat Games Beat Saber." This VR exclusive came to consoles in 2018. It currently holds a 10/10 score on Steam and its popularity has only seemed to rise since its release.

Beat Saber is similar to Pistol Whip in that it is a rhythm-based VR game. The difference here though is the directions the player needs to follow in order to remain on-beat to the songs. Similarly to old Dance Dance Revolution games, players must both hit the targets on-beat as they appear to them while also striking them in the right direction with their hand controllers. Missing too many beats or directions will abruptly end the song.

There are additional settings to make Beat Saber more player-friendly, such as activating the no fail option where the song will continue no matter how many hits are missed. Additionally, the song difficulty level can be adjusted. Most songs that come with Beat Saber have Easy," Hard," Expert" and Expert+ modes where the intensity of the rhythms and speeds vary based on player ability.

One man who can attest to Beat Saber's"uses in exercise is Robert Long, a player who used the game to lose almost 140 pounds. In his original Reddit post, Long explains his workout routine.

Now, load it [Beat Saber] up and then set a timer for 35 minutes," Long said. "Thirty minutes for workouts and five for relax time and quick stops for 30 seconds to catch your breath and select a new song. But, do not do an hour at once. I have, and I did burn 1500+ calories in that one workout, but yeah. Recovery was [not] fun.

Beat Saber," when played on the higher-intensity levels of difficulty can be a very extreme workout. For players who are just starting an exercise routine, take Longs advice and do not overdo it.

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Virtual reality is a fun and innovative way to exercise indoors - Iowa State Daily