Dyess Airmen expand on virtual forces – 62nd Airlift Wing

By Senior Airman Mercedes Porter, 7th Bomb Wing Public Affairs / Published February 05, 2021

DYESS AIR FORCE BASE, Texas -- Its no secret that the 317th Maintenance Groups Virtual Reality Lab at Dyess Air Force Base, Texas, has hit the ground running when it comes to getting their Airmen trained faster and smarter virtually. The lab consists of 16 separate virtual C-130J Super Hercules aircraft with no limiting factors with an average of 40% time saving trainings.

With the progressions being made, the unit has been able to reach out to their 7th Bomb Wing partners and bring in the 7th Civil Engineering Squadrons fire department on board to train inside the virtual C-130J.

Stepping into the VR was a great experience, said Senior Airman Curtis Brye, 7th CES firefighter driver. Just being able to see up close what maintenance does and how they function will help allow us to coordinate our functions and patterns.

Due to the limited availability of aircraft due to flying operations, mission requirements, and inclement weather, the VR program will allow the fire department to train efficiently and more frequent. This will ensure the Airmen are fully prepared for any flightline emergencies.

This gives us an opportunity with a different agency that we dont normally get to work with, said Staff Sgt. Hunter Salge, 7th CES lead firefighter. We usually see most people on their worst days, but to come in and get their knowledge on their job can help us do our own. Just going through this trainer, I was able to see new things that I havent in my eight years of being here.

Although in the early stages, there is a possibility for the fire department to get their own virtual programs tailored to their training needs. This will open the door to many more opportunities for agencies to train together, such as maintainers and firefighters if a disaster ever struck the flightline.

We all think its incredibly important to get inputs from across the Air Force, said Staff Sgt. Tyler Hicks, 317th Maintenance Group virtual reality instructor. With the results we are seeing within the programs and training we are completing, it shows that it works. Wed love for anyone to reach out for more information on these programs, so that we can spread the word and get more involvement to help achieve greater heights within our mission goals.

The background information of the 317th Maintenance Groups Virtual Reality Lab can be found here.

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Dyess Airmen expand on virtual forces - 62nd Airlift Wing

The State of the Virtual Reality Movie in 2021 – The Ringer

In March 2014, Mark Zuckerberg announced on Facebook that his company had just acquired the virtual reality headset maker Oculus. At the time, a social media giant like Facebook getting its hands on a nascent VR initiative sounded ominous, and that was before the platform became a font for misinformation during the Donald Trump presidency. One day, we believe this kind of immersive, augmented reality will become a part of daily life for billions of people, Zuckerberg wrote in his post. The $2 billion deal hasnt proved that fruitful thus far, in part because the experience doesnt yet feel totally immersive. For the time being, at least, the closest approximation of all-encompassing virtual reality is still best found in science fiction.

From the many doomsday scenarios imagined by (and adapted from) Philip K. Dick to wacky tangents on Rick and Morty, television and film have long been interested in the line between whats real and whats imagined, as well as the idea that virtual escapism can bring about more harm than good in the wrong hands. (Facebook hoping to get billions hooked on VR headsets definitely sounds like the first line of a dystopian novel or a supervillains origin story.) But even though virtual reality hasnt reached the Is this really happening? level of, say, Total Recall, its still easier than ever to buy into the idea that nothing around us is real.

In Rodney Aschers latest documentary, A Glitch in the Matrix, the filmmaker explores the increasingly widespread belief that what we perceive to be the real world is, in fact, some type of complex simulation. Pulling from sources as varied as Plato and Elon Musk, the documentary takes a measured approach to the followers of simulation theory, some of whom are interviewed through the prism of CGI avatars, an interesting (and slightly goofy) stylistic choice. In the film, Ascher seems less interested in definitively proving or debunking these beliefs than exploring how they are formed and cultivated through the echo chamber of the internet. The scarier implications of simulation theorys desensitizing effects are also examined through one of the documentarys interviewees, Joshua Cooke, who chillingly recounts how he murdered his parents in 2003 because he thought he was living in The Matrix. (According to Cooke, he even recited Keanu Reevess final lines from the movie before committing the crime.)

The Matrix is probably the poster child of the virtual reality movie, in terms of its broad appeal and wide-ranging influence. But its also safe to assume that the vast majority of viewers appreciated the film for the Wachowskis distinct visual style, intriguing world-building, and breathtaking action sequences, and didnt see it as an open invitation to take the red pill. (Im, like, 98 percent sure we arent lying suspended in goop while a bunch of robots have taken over the planet.) Instead its other films that have embraced a more ambiguous approach to their virtual worldsand examined whether those worlds are really worth celebrating.

In Mike Cahills Blisswhich, in what is either a strange coincidence or a minor hiccup in the simulation we call life, was released the same day as A Glitch in the MatrixOwen Wilson plays Greg, a sad-sack divorce whos having the worst day of his life. Greg is called into his bosss office and promptly fired, and then he accidentally (and somewhat comically) kills his boss. After hiding the body, Greg goes to the bar across the street where he meets Isabel (Salma Hayek), an eccentric homeless woman who tells him theyre living in a virtual world and almost everybody around them is, in video game parlance, a non-player characterincluding Gregs children.

Its easier to buy Isabels story once she uses telekinetic powers to shape their reality; Greg is able to do the same after he takes these mysterious orange crystals. Soon, Greg and Isabel are using their powers to knock supposed NPCs over in roller skating rinks. The movie also features equally mysterious blue crystals, which, if enough are ingested, will thrust Isabel and Greg back into reality. The use of crystals, combined with the grimy and crime-ridden world the characters inhabit, will draw inevitable comparisons to The Matrixespecially since Greg has his own reawakening in a much more idyllic world. (This isnt much of a spoiler, considering the trailer gives away the reveal.) But as Agent Smith explained to Morpheus in The Matrix, mankind wasnt able to accept the machines vision of a utopian world, which is why the Matrix is filled with familiar imperfections. Bliss, then, will make you question how much of what Greg is experiencing is real. Skepticism is encouraged, particularly considering the blue crystals bear some resemblance to a, uh, real-life substance. What would a simulated reality with vivid detail and a lack of apparent consequences be if not highly addictive?

That brings to mind Zuckerbergs real-life Oculus endgame: Billions of people buying into a breakthrough immersive technology to the point that it becomes a staple of everyday life. But you get the impression that VR would only be embraced so wholeheartedly if it would serve as an attractive alternative to the state of the world. And, as has been repeatedly expressed in VR movie canon, thats a fraught proposition.

While Ernest Clines Ready Player One is mostly concerned with dropping a bunch of 80s pop culture references in its nostalgia-obsessed text, Steven Spielbergs 2018 film adaptation is more disturbing and self-aware than it probably gets credit for. Spielbergs subversive approach to Clines source material is apparent from the films chilling opening sequence, where everyday people are hooked into the pop culturecentric fantasy of the Oasisbasically VR at the level of Zuckerbergs wildest dreamsas a means of escaping a world crumbling under the weight of capitalism, poverty, and greed. (The use of Van Halens Jump is a nice touch.)

Clines book, along with its derivative sequel, is largely predicated on the surface-level proclamation that some dope stuff came out of the 80s. But Spielberg seems more interested in the role pop culture plays in providing shallow escapist comforts. And considering Spielbergs massive cultural footprintfrom Jaws and Indiana Jones to Jurassic Park and E.T.Ready Player One can be viewed as a filmmaker coming to terms with his own legacy within a glitzy blockbuster where the Iron Giant and a Gundam fight Mechagodzilla. (Obviously, the pop culture fan service of Ready Player One is still plentiful, and theres a reason the film isnt among Spielbergs highly regarded works.)

Ready Player One ends as the Oasis is placed in the hands of the people rather than a greedy corporation trying to monetize the platform further, a cushy landing that closely mirrors its source text. Protagonist Wade Watts (Tye Sheridan) and his friends decide to close the Oasis two days per week for its users to spend time outside of ita bizarrely pitiful compromise in the context of a real world thats in a state of decay. But Ready Player Ones climax is also, in a way that Cline doubtless never intended, a bleak inverse to the Matrix trilogy. Instead of actively trying to fix the real world, the Oasis proves to be too alluring to quit outright. Theres no point enduring the hardships of repairing society from the ground up when, like Cypher enjoying the simulated taste of a perfectly prepared steak entering his mouth, ignorance is bliss.

Which is not to say that all fictionalized concepts of VR carry such bleak undertones. While virtual reality isnt the subject of every Black Mirror episode, its one of the anthology series favorite go-to storytelling devices. Anyone familiar with Black Mirror knows to brace for the worst, and the VR-centric episode Playtest absolutely fits the bill. But one of the shows most celebrated installments, San Junipero, abandons that formula to spotlight a moving love story between two women (played by Gugu Mbatha-Raw and Mackenzie Davis) whose connection transcends death in a simulated reality where their avatars represent their younger selves. The hopeful tone of San Junipero is the exception to the Black Mirror rule of distrusting technology, especially in the hands of large corporations. But thats exactly what makes the episode so greatand in its own way, ambitious.

Maybe its only natural that recent onscreen depictions of virtual reality have underlined its escapist appeal, and, as expressed by the real-life interview subjects of A Glitch in the Matrix, convinced people that theyre living in a simulation. (Who among us wouldnt want to get whisked away to a world of pure imagination, especially in the midst of a pandemic?) But with a fourth Matrix movie arriving at the end of 2021, bringing us back to the franchise where a messiah-like figure freed mankind from its virtual prison, it feels like the virtual reality movie is coming full circle. Or perhaps were getting caught in the same nostalgic comforts that these stories have been warning us about in the first place.

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The State of the Virtual Reality Movie in 2021 - The Ringer

Virtual Reality Is Helping This Transformer Maker Train Employees For Heavy Lifting – Forbes

The view a trainee would see using TRANSFR's bridge crane VR training.

Youre probably familiar with the service transformers that reduce the electrical power feeding your home to its proper voltagetheyre the can-looking things up on the power poles in your neighborhood, or the metal box at the edge of your front yard.

The Hyundai Power Transformers plant in Montgomery, Alabama.

The ones that handle the really big voltages at electrical substations, though, are tremendously larger than those little jobs. Those huge transformers are the kind made by Hyundai Power Transformers (HPT), a division of Koreas Hyundai Electric & Energy Systems Co., Ltd., in its plant in Montgomery, Alabama. The size of their transformers makes simply moving them within the factory a considerable safety challenge. The plants bridge cranes, which can lift up to 400 tons, are specialized pieces of equipment that require extensive training to service and operate.

Our oil-filled transformers weigh anywhere from 100,000 to 800,000 pounds, said Tony Wojciechowski, HPTs Chief Human Resources Officer. So any crane lift is a highly critical operation. HPT President JuSeok Kim has noted the plants enviable safety record, with over six million hours worked in Montgomery without a Lost-Time Accident. With highly-experienced Baby Boomer employees nearing retirement and a need to grow their workforce, the company wanted a better way to train new employees for those critical crane operations.

Transformers on a rail car for shipment after their construction at the Hyundai Power Transformers ... [+] facility in Alabama. Note the worker in the distance for scale.

Thats where virtual reality (VR) comes in. This week Hyundai and Alabama Industrial Development Training (AIDT), a division of the Alabama Department of Commerce, announced the launch of a statewide initiative that used HPTs training needs as the catalyst and built a VR-based crane inspection and operation instructional program. They worked in conjunction with TRANSFR, a New York City-based tech startup thats using the $12 million in Series A funding it raised last November to develop hands-on, simulation-based training for industrial users. Most people dont think of the government as innovative, said Bharani Rajakumar, CEO of TRANSFR. But here you have the AIDT leading the charge, bringing in Hyundai to help develop this, then implementing it and getting real results.

For us, heavy crane work is a great fit for the VR application, Wojciechowski said. Its repeatable, and it makes things very easy to learn. If someone uses this, when they hit the floor theyre already a year ahead of where theyd have been without this training.

One of the bridge cranes at the Hyundai Power Transformers plant. This one will lift up to 200 tons.

We give people the real experience of what its like to do the job, said Rajakumar. Its immersive, which can mean different things, including just having a 360-degree view. Here, its that but more, and gives the worker the experience of actually using the equipment and making mistakes. TRANSFRs technology is based on the Oculus Quest for Business platform. The tech allows the learner to acquire skills in the virtual setting, and then go straight to work in the HPT system.

Ed Castile is Executive Director, AIDT, and deputy secretary of the Alabama Department of Commerce. As Tony said, it provides consistent training, he said. But its also a psychological thing. It lets you get comfortable with the equipment in a virtual environment. The real thing can be very intimidatingits a daunting task to take on. TRANSFR worked directly with Tonys people to develop training thats very real, but in a safe environment.

To me, whats interesting is not just the technology, but using it to give outsiders a peek at what happens behind the walls at HPT, said Rajakumar. In a way its a recruiting tool. Most young people have no idea what goes on in manufacturing.

The program launched this week is intended to help manufacturers across Alabama see the potential of VR training. What we learned from TRANSFR will apply to any industrial setting, Wojciechowski explained.

A trainee using TRANSFRs virtual instructional program.

Weve been at this since pre-Covid-19, Rajakumar added. We already have over 100 industrial applications in our catalog, and we expect to have over 500 by the end of this year. The company is entirely focused on manufacturing applications for now. Weve developed applications for automotive, construction, manufacturing fundamentals, and safety, he said. In the future, after weve mastered these applicationsmarrying the technology with the workforce ecosystem to get people onto a solid career paththen we might explore other areas like healthcare.

A key consideration in all of this is the development of the next generation of workers. One of the things we encounter a good bit is people really arent comfortable with this, Castile said. People say it looks funny to put on these headsets. But for younger people, this is where they come from. Theyre used to this kind of technology. This is just the leading edge of whats coming.

But it also goes deeper than simple worker training. In 2018 Alabama Governor Kay Ivey set out an ambitious state economic development goal of adding 500,000 highly-skilled employees to the states workforce by 2025. Were diligent in our promotion of workforce development in Alabama, said Wojciechowski. We have great support from Governor Ivey and Secretary of Commerce Greg Canfield, Ed Castile, Chairman of the Alabama WIOA board George Clark, and a host of various high-level supporters of workforce development in the seven Alabama Workforce Development Regions.

For Rajakumar it goes deeper still. The times were in are scary for a lot of people, he said. A lot of them arent sure when theyll get back to work or where their next paycheck will come from. Thats especially true for the underprivilegedpeople of color and people from rural areas especially. Were very excited to work with people in government, industry and education to equip workers with valuable skills. This is a real opportunityits not a gimmick. It can help put people on a path to prosperity.

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Virtual Reality Is Helping This Transformer Maker Train Employees For Heavy Lifting - Forbes

Here’s how virtual reality, hybrid instruction helped hospitals and medical schools continue instruction during pandemic – Modern Healthcare

"We thought, How do we teach anatomy if students are not on-site for access to cadavers? And [we] thought to apply new technologies to resources we already had," said Melvin Rosenfeld, senior associate dean for medical education at NYU Grossman.

Virtual reality tools have allowed for hybrid instruction, unlocking the potential of certain platforms such as simulation centers for a large number of remote learners, said Dr. Marc Triola, director of the Institute for Innovations in Medical Education at NYU Grossman. For example, with a faculty member on-site at the simulation center, students could interact with mannequins and observe their "vitals" all through a virtual space, Triola said.

Virtual learning benefits schools and health systems as well as students, said Dr. Daniel Katz, vice chair of education for the Mount Sinai Department of Anesthesiology, Pain and Perioperative Medicine. Before the pandemic, a refresher course for advanced cardiac life-support certification required an instructor to conduct it with a mannequin. At Katz's department, with about 200 people to be recertified, that process could take up to 10 days for everyone, assuming a ratio of one instructor for every five students.

However, Katz's department adopted the use of virtual reality headsets during the pandemic and found that not only was it more time-efficient, but it also resulted in cost savings. There were fewer variable costs involvedno expensive mannequins that had to be maintained, and no external instructors were neededand individuals were able to undertake the training as their schedules permitted. Katz did a study on the VR tool for the recertification training and found that it achieved savings of 83% per learner, assuming the training was carried out four times a year.

"For some learners who needed more time, they could definitely do so, as opposed to a classroom setting, where they had to absorb all that information at the same pace as everyone else," Katz said.

Technology has also improved the logistics of medical education. Faculty members can now prerecord their lectures when it is convenient for them, freeing up their day for clinical matters, Rosenfeld said. Not being locked into fixed times provided individuals the flexibility to carry out their own training, and this has allowed providers more time to interact with their patients, Katz said.

Technology won't completely replace in-person learning, however, said Cole.

"Absolutely nothing replaces the actual experiences of dissection, for example," he said.

Rosenfeld agreed, saying that even after the pandemic, all the innovations borne from the crisis will need to be preserved and adapted for future education needs.

For example, telehealth has become a mainstay, and the technologies involved in enabling it will need to be taught to students, Triola said.

"Medical education won't ever be the same," Rosenfeld said.

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Here's how virtual reality, hybrid instruction helped hospitals and medical schools continue instruction during pandemic - Modern Healthcare

Apple’s AR/VR Headset Said to Feature Dual 8K Displays, Eye Tracking, Swappable Headbands, and More – MacRumors

Apple is rumored to be working on a virtual reality headset for launch as early as next year, and The Information today reported on some potential features to expect, based on information shared by a source with direct knowledge of the device.

The Information said it viewed internal Apple images of a "late-stage prototype" of the headset from last year, which show a "sleek, curved visor attached to the face by a mesh material and swappable headbands."

The report claims one headband would feature spatial audio technology like the AirPods Pro for a surround sound-like experience, while another optional headband would provide additional battery life on the go. Similar to AirPods Max replacement ear cushions, it is possible that the headbands will be offered in a variety of colors as well.

Apple is said to be developing multiple ways to control the headset, including a "thimble-like device to be worn on a person's finger." The headset would also be able to respond to the wearer's eye movements and hand gestures, the report claims, while one prototype of the headset also had a physical dial on the visor's side.

Apple has internally discussed pricing the headset around $3,000, according to the report, which would place it within the ballpark of Microsoft's mixed reality HoloLens 2 headset, which retails for $3,500. This price would certainly make Apple's headset a high-end, niche product, with the company apparently setting an internal goal of shipping only 250,000 units of the headset in the first year of its release.

Some of these details have been previously reported by Bloomberg's Mark Gurman, CNET, and other sources, and The Information agrees that the headset will likely be released in 2022 at the earliest. Apple is also rumored to be working on a pair of sleeker, more affordable augmented reality glasses, but those are not expected until 2023 or later.

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Apple's AR/VR Headset Said to Feature Dual 8K Displays, Eye Tracking, Swappable Headbands, and More - MacRumors

10 Cinematic Worlds That Would Create Amazing Virtual Reality Experiences – Screen Rant

There are plenty of movies and franchises that are just ripe for further exploration in the world of virtual reality. These are some worthy options.

Filmmakers are always looking for new ways to tell their stories. As the idea of an expansive cinematic universe continues to evolve, virtual reality has become a new platform for creators to continue to push their fictional worlds, allowing fans to explore them further.

RELATED:10 Video Games Based On Movies That Everyone Forgets About

Huge brands, likeStar WarsandHarry Potter,have already made the leap into virtual reality, with games likeTales From The Galaxy's Edgeand aFantastic Beasts And Where To Find Themspin-off experience. But there are a surprising number of cinematic universes that have yet to utilize this new, ground-breaking technology. Many of them would surely succeed if they did take advantage of these advancements in VR.

James Cameron'sAvataris gearing up for a seemingly never-ending supply of sequels. Alongside the release of a novel, a video game and the creation of Pandora at Disney Parks, Cameron is always looking for the next way to expand upon his fictional world.

Virtual reality is perhaps the most logical next move for the franchise, considering it would pretty fantastical to step into Pandora from the comfort of a fan's own home. An experience like this would be a perfect way to tie into the underwater adventure that Jake will be embarking on inAvatar 2, and it would surely look beautiful in this format.

No one really knows too much about the upcomingPercy Jacksonreboot on Disney+, besides the fact that author Rick Riordan is heavily involved in the production and scripting process. When it finally does launch on the streaming service, this Greek mythological world will surely be a hit.

A fantasy land like this definitely deserves to be realized in virtual reality. Gods and monsters aside, there's something quite exciting about giving the player the power of a demi-god and allowing them to go on a journey through this fictionalized version of the United States.

The Lord Of The Rings,as it is known today, is really a combination of work between the original author, J.R.R. Tolkien, and what Peter Jackson has done with Middle Earth since. An area that has yet to be explored is the concept of moving this fictional landscape into VR.

RELATED:TimeSplitters & 9 Video Game Properties That Would Make A Great Christopher Nolan Movie

Lord Of The Ringshas a long history in video games. Indeed, the recent success oftheShadowseries, as well as the upcoming launch ofGollumdemonstrates there's still a large appetite for LOTR content. Middle Earth would be an incredible world for fans to step into and experience first hand, as audiences relive the most goosebump-inducing moments of the series.

It's not quite clear which direction Disney will take the future of thePirates Of The Caribbeanfilm series. There's plenty of talk of Disney+ picking up future films or series, but it does seem that the company wants to put the brakes on the franchise for now.

Perhaps a virtual reality experience or game might be the best way forward, while pirate fatigue subsides in cinema-goers. There are a few swashbuckling games already on the market, but none would be able to combine the fantasy elements and iconic characters in the same way as this property would.

The dystopian narrative is still a popular one, with plenty of TV shows and films taking cues from the original young adult novels and cinema releases, which relaunched the genre in recent years.The Hunger Gameswas certainly at the forefront of that movement.

The film series may have concluded, although thanks to the release of a President Snow centered novel, fans are still hungry for Suzanne Collins' work. With cinematic moments put on the backburner, perhaps fans can interact with this beloved series through the much more personal VR.

Hollywood is often looking for the next place to draw inspiration from. Comic book movies are the current trend and novel adaptations have powered cinema for years. Video games have yet to be fully tapped into and there areonly a few great movies actually based on toys.

RELATED:10 Live-Service Video Games That Could Make A Comeback In 2021

Luckily for LEGO, they managed to hit it out of the park with a trio of movies:The LEGO Movie, its sequel andThe LEGO Batman Movie.The world of LEGO has been explored a great deal in video games. Fortunately, there's still a lot of interest in this franchise amongst kids and adults alike, which means a VR experience would be a huge success and a lot of fun to interact with.

Peter Panis one of the public domain properties that Disney has used which ultimately became synonymous with the company. Audiences have a very specific image of Neverland in their minds and that is largely due to the animated classic.

There have been a number of other takes on the famous boy that never grew up, although Disney's iteration is still the most popular. With plenty more versions of Neverland in development over the next few years, a VR trip to this fantasy island would be a different way for players to explore this famous world.

Masters Of The Universeis really the toy brand that just keeps giving. Countless times throughout its history it seemed as if the franchise was about to crumble in on itself. Yet, the year is 2021, and not only is a popularShe-Rashow streaming on Netflix, but another live action movie is in the works,one that will hopefully learn from the mistakes of the first.

Of course, many kids in the current generation might not have any idea whattheMasters Of The Universereally is. A VR tour of this toy brand, where players can meet He-Man, Skeletor and travel around Eternia, would probably be a perfect way in fornew fans.

Godzilla Vs. Kongis setting itself up as one of the biggest cinematic battles of the year. Those invested in the MonsterVerse are already betting on this monumental battle, over who will eventually triumph out of the two titans.

The mythology of this cinematic universe runs deep. One location of particular interest is that of Skull Island. With a number of terrifying monsters and strange creatures to investigate, virtual reality could be the right platform to expand upon the dangerouslocation further.

Nonetheless, they have already invested in VR experiences withCocoforOculus Rift, so there's potential forThe Incrediblesto also follow suit. There's a lot of space for designers to make the most out of this retro, vigilante era that the studio has created.

NEXT:10 Times A Franchise Used A Short Story To Expand Its Universe

Next Top 10 Vietnam War Films, Ranked (According To MetaCritic)

Politics graduate, freelance writer and all around film geek. If George isn't lecturing someone on the history of the MCU, he's probably ranting about the political consequences of Putin's latest horse riding trip.

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10 Cinematic Worlds That Would Create Amazing Virtual Reality Experiences - Screen Rant

Travel the world without leaving home, thanks to Peterborough virtual reality company – Global News

You can now satisfy that travel bug, even during the pandemic. With the help of Peterborough-based virtual reality company, AVROD, you can visit historical hubs around the globe, without leaving home.

We have 40 sites from all over the world, including some here in Canada, said founder Jeremy Brooks.

You can explore sites from almost 20 countries. We have Teotihuacan in Mexico, the temple of the Feathered Serpent. The Arc de Triomphe in Paris, the Colosseum, we have a T-Rex skeleton, a Pillbox bunker from World War II and things like that where you can jump around and explore.

READ MORE: Virtual reality archeology pitch wins Cubs Lair young entrepreneurs competition

AVROD is short for Archaeological Virtual Reality Online Database. Brooks started to develop the platform while studying Archeology at Trent University in Peterborough, Ont., as a way to explore dig sites from afar. Now, the team is hoping to connect people to history, preserve the past and expand to bridge the gap in travel and tourism left by COVID-19 restrictions.

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We really want to bring it into a space where people are in their homes, but really feel like they are standing in awe of the history and archeology that is out there in the world and show people that even now, in a pandemic it is accessible, said Brooks.

The virtual sites are created using images taken of the real-world location. That series of photographs is turned into a 3D replica. To visit the virtual locations you need a VR headset, a streaming app and an internet connection.

READ MORE: Toronto non-profit bringing virtual reality to seniors for chance to relive memories

Brooks said AVROD would soon be launching for the Oculus Store and for Oculus Quest VR headsets.

These days, one of those stand-alone headsets will set you back about $400. The cost of your virtual ticket to the Oval Office, an archeological site in Mongolia or maybe the Cave of Hands in Argentina.

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You can stand there, hold your hand up against this wall against the handprints from pre-history, and really even feel a connection to those people, said Brooks.

He said they are working to achieve that connection in other ways as well.

Were creating a platform where people can interact with each other, share ideas, look at an object and create a comment in 3-dimensional space, which has never been done before, he said.

READ MORE: Halifax virtual reality company ramps up software testing to respond to the pandemic

While the technology takes you all over the world, AVROD is based in Peterborough, Ont. The platform was developed at The Innovation Cluster, a startup incubator that has a virtual reality makers space.

Innovation Cluster CEO, Michael Skinner, said he thinks we will see significant growth in online platforms.

Because of the pandemic I think we will see a lot more virtual reality, he said. The pandemic has definitely put a lot more focus on it and at the end of the day you have a lot of people sitting at home, unable to travel and I think they are looking for something else and virtual reality could be a key piece to that.

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Skinner said the resources available at the Innovation Cluster will be significant for entrepreneurs looking to break into that market.

It allows developers the ability to test their program on a number of different platforms without that significant initial investment, he said.

READ MORE: Peterborough company Kavtek Software launches AR/VR platforms for real estate and consumers

Brooks said along with the historical sites and tourism potential they have also applied the technology to create nursing simulations for Trent University, using VR to create life-like practice scenarios.

He said they also have other ideas in the works, but that he couldnt disclose the details just yet.

What I can say is that we are constantly expanding to new destinations, he said. These technologies exist, the platforms exists and now its just our job to provide that for Canadians and people all over the world so they can get out and explore the world from home.

2021 Global News, a division of Corus Entertainment Inc.

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Travel the world without leaving home, thanks to Peterborough virtual reality company - Global News

With a Massive Spike in Virtual Reality Training, Immerse Expands US Operations – PRNewswire

The Immerse customer base focuses on enterprise training, including industries with urgent response times, from pharma and life sciences to fast-moving consumer goods (FMCG), energy, and more, all who must reskill and upskill for peak performance, especially to meet the more than 1 billion jobs that could be transformed by technology(source, OECD).

The company's growth trajectory is further buoyed by the pandemic, given that teaching can be done remotely, en masse, is visually stimulating and precise, a mere fraction of the cost, and results in 75% higher knowledge retention*. Those being taught in VR also demonstrated 340% more confidence to employ what they learned versus traditional e-learning methods at 10% (source PwC, 2020).

Joining the global team in the U.S. office to focus on expanding its operations include XR tech futurist, Cathy Hackl, as global strategic advisor, and Johnathan Sutherlin, an XR/VR/AR business expert as a business development manager. They will join Bill Finegan, North America executive vice president to accelerate the growth of their global strategic relationships and through its Immerse Platform, empower organizations to revolutionize their employee experiences with boosted engagement, an upskilled workforce, and increased performance and retention.

"I'm delighted to welcome Cathy and Johnathan and see our U.S. team expand to meet rapidly increasing needs, says Tom Symonds, Immerse CEO. "Research reveals that only 14% of major companies are not engaged in the utilisation of VR/AR at some level. These skills will help us meet the need of solutions rising up the priority list for global companies. We look forward to even greater growth in 2021."

Hackl brings a wealth of expertise as a globally recognized tech futurist and business leader in AR, VR and spatial computing. She's worked with some of the biggest names in technology including Amazon Web Services (AWS), Magic Leap and HTC VIVE. She also is one of 2020's 10 most influential women in tech by BigThink, and on LinkedIn's prestigious Thinkers50 Radar list, a management thinker's global ranking. Her passions lie in the importance of reskilling and upskilling, diversity and inclusion.

"I am really excited to join at such a pivotal time for enterprise VR. Major companies and reports show evidence that effective training is key to supercharging workforces and future-proofing businesses," notes Hackl.

Sutherlin is a well-respected industry thought leader with extensive knowledge of VR technology and with over a decade of leadership strategy and operational achievements, he understands what drives customer engagement. In his previous role with HTC Vive, he helped introduce immersive technologies to organizations across a range of industries, including architecture, engineering, construction, education, training/simulation, entertainment and healthcare.

About ImmerseImmerse is a virtual reality technology company headquartered in London that has developed the Immerse Platform. Built for enterprise from the ground up, the Immerse Platform enables companies to create, scale and measure virtual reality training.

With clients in a wide range of industries such as FMCG, oil and gas, pharma and life science and power and utilities, using the Immerse Platform enables companies to train and assess their employees in radically new ways maximizing human performance and the employee experience.

* Source: The Effectiveness of Virtual Reality Soft Skills Training on the Enterprise PWC, June 2020

SOURCE Immerse

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With a Massive Spike in Virtual Reality Training, Immerse Expands US Operations - PRNewswire

Aurora Public Schools partners with new program to bring virtual reality to teacher development – The Denver Channel

AURORA, Colo. Aurora Public Schools is using a unique virtual reality program to help teachers engage with students.

The district is the first in Colorado to partner with Mursion, a virtual reality simulation for teacher development. The program allows teachers to interact with a group of digital students, controlled by a human simulation support person.

Students constantly need to be engaged and you need to be asking them the right questions and giving them the right answers to keep interest levels up, said Andrew Salzillo, a science teacher at Mrachek Middle School.

In a demonstration of the software, it was clear the realistic responses from the digital students helped Salzillo shift gears when students became distracted.

APS Director of Professional Learning Jennifer Sheldon said the district plans to use the Mursion simulation primarily for newer teachers in their first five years. The district also plans to create different scenarios to practice serious discussions about educational equity, social justice and restorative justice.

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Aurora Public Schools partners with new program to bring virtual reality to teacher development - The Denver Channel

Augmented reality and virtual reality spending to reach $28.8 billion in Asia-Pacific in 2024: IDC – Gadgets Now

NEW DELHI: The IT spending on augmented reality and virtual reality (AR/VR) is set to grow rapidly at a compound annual growth rate (CAGR) of 47.7% and reach $28.8 billion by 2024, according to a new report.

Commercial segment surpassed consumer AR/VR spending last year and will continue to account for a larger share of the spending, said IDC Worldwide Augmented and Virtual Reality Spending Guide.

This growth is primarily driven by the AR/VR technology capabilities addressing the issues of different industries in current Covid-19 scenario and creating immense opportunities throughout the forecast.

"The restrictions imposed due to the pandemic urged many organisations to rely on technologies to support their business processes/functions such as customer service, remote health, and minimised in-person meetings among others.

"With this, there was strong new demand across many industries for AR/VR technology in the market especially in the second half of 2020," said Ritika Srivastava, Associate Market Analyst at IDC Asia/Pacific.

Education, with online virtual teaching turning out to be a more engaging experience for students. It is then closely followed by retail, and discrete manufacturing the three industries encompass close to 50 % of the overall commercial sector in 2020.

Virtual reality games are a leading use case in 2020, with more than one-third of the overall AR/VR technology market being one of the top entertainment sources in 2020 owing to the limitations of physical interaction due to pandemic.

This is followed by training, and video/feature viewing (VR) use cases.

"However, emergency response and internal videography are the fastest-growing use cases in terms of compound annual growth rate over the forecast (2019-2024)," the IDC said.

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Augmented reality and virtual reality spending to reach $28.8 billion in Asia-Pacific in 2024: IDC - Gadgets Now

60 Oculus virtual reality titles have generated more than $1 million in revenue – VentureBeat

Facebooks Oculus division has picked up momentum, and the company said more 60 virtual reality games and apps on the Oculus Quest VR headset platform have generated more than $1 million in revenue.

In a blog post, Facebook Reality Labs Mike Verdu said that six titles have generated more than $10 million in revenue on the Quest platform, which includes the Oculus Quest and the Oculus Quest 2 wireless VR headsets.

In September at Facebook Connect, the company said that Five Nights at Freddys: Help Wanted hit the $1 million mark in just over a week while Onward achieved the same milestone in just four days, setting a new record for the platform. At that time, just 35 titles had generated revenue in the millions. The launch of Quest 2 in October accelerated growth, as did holiday sales, Verdu said.

Overall, that means one-in-three paid apps on the store have generated more than $1 million in revenue, Facebook said. Beat Saber, VRs most popular rhythm game, has sold over four million copies across platforms and over 40 million songs from paid downloadable content (DLC).

Above: The Walking Dead: Saints & Sinners VR game.

Image Credit: Facebook

Population: One launched on both the Quest and Rift Platforms in October as a battle royale game, and it has surpassed $10 million in revenues.

Onward, made by a one-man development team, was a multiplayer Oculus Rift game that came over to Quest and has made over $10 million in revenue on Quest alone. Social VR apps such asRec Room, VRChat, Echo VR, Onward, and Population: One have also seen success in recent months, Verdu said.

Fitness app Supernatural has seen its subscriptions more than double since Quest 2 started shipping. FitXR has traction as a top non-gaming app on the platform with one of the highest retention rates. Sales have increased 535% from a year earlier in the fourth quarter of 2020, and the weekly active users have grown four times since Quest 2 launched.

Looking ahead to 2021 and beyond, were focused on the flywheel of developer success, Verdu said. With the surge of interest in the platform, were seeing many new developers and titles coming to Quest so many that we were temporarily swamped with new submissions. Were working on adding resources and changing our processes to accommodate all developers who want to launch games on Quest.

Above: Stats on the top Oculus Quest games.

Image Credit: Facebook

Upcoming games for Oculus include Rebellions Sniper Elite VR, The Climb 2 from Crytek, Ready At Dawns Lone Echo II, and further updates for Population: One.

Facebook also unveiled App Lab: a new way for developers to distribute apps directly to consumers safely and securely. The Quest Store will remain curated at the same high level of quality, but now App Lab allows developers to get an app directly to their community, even if it is early in development, experimental, or aimed at a unique audience.

Above: Resolution Games VR sales.

Image Credit: Resolution Games

And Facebook will also begin rolling out Messenger on Oculus to people who have logged into Quest and Quest 2 using their Facebook account. With this update, you can choose to chat with your Facebook friends anywhere they have Messenger, even if theyre not in VR.

Separately, Resolution Games said it saw a 500% increase in downloads at the launch of Oculus Quest 2 for its VR titles. The Swedish maker of VR games said itsBait! title has surpassed 4 million downloads across platforms, and all of its VR games are getting more traction.

At Resolution Games, we are seeing our titles reach significant revenue milestones more quickly than ever before, and I can confidently say that current headsets are contributing to it, said Tommy Palm, CEO of Resolution Games, in an email to GamesBeat. The onus is now on the developers to continue to develop the type of content that more mainstream gamers are used to in order for VR to attract the broader audience that it deserves, which is what we strive for at Resolution Games.

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60 Oculus virtual reality titles have generated more than $1 million in revenue - VentureBeat

3 Stocks to Watch on Increasing Adoption of Virtual Reality – Yahoo Finance

Virtual Reality (VR) as a phenomenon has been gradually gaining popularity over the last few years as it offers users an immersive experience. Users can enjoy being in an artificially created 3D environment, much like the experience they would have if they were actually there and the pandemic has also helped in accelerating that trend of adoption. Notably, per a report by Mordor Intelligence, the VR market was valued at $17.25 billion in 2020 and is estimated to reach $184.66 billion by 2026, witnessing a CAGR of 48.7% during 2021-2026.

The report mentioned that the VR market stands to benefit from the trend of remote working which became the norm due to the outbreak of the COVID-19 pandemic. In fact, ARtillery Intelligence stated that the use of VR within businesses is estimated to grow from $829 million in 2018 to $4.26 billion in 2023, as quoted in a CNBC article. Moreover, the spread of the pandemic also led to an increasing adoption of VR within the healthcare industry. Notably, doctors and nurses received training via VR in order to fill in the gaps arising out of the shortage of time and resources.

Notably, the most-significant contributor to the adoption of VR has been gaming. Gamers have always felt the need to connect more with their games and VR is the most plausible way of achieving that since it offers a fully simulated environment, reflecting their favorite games. In fact, per another Mordor Intelligence report, VR in the gaming market is expected to witness a CAGR of 32.75% from 2021-2026. The report further mentioned that per a worldwide survey, 59% of respondents which included technology company executives, startup founders, investors, and consultants, stated that gaming is set to dominate the investment directed at developing the VR technology.

Meanwhile, the tourism industry is also set to receive a boost from the adoption of VR as the pandemic halted travel plans around the globe. VR stands to offer the best alternative to actually traveling to a destination as tourists can take a stroll of the place through their head-mounted displays or accessories without risking the spread of the virus. Notably, countries have already offered VR marketing efforts in order to revive their tourism industries, with Germany unveiling numerous immersive projects.

Story continues

The use of VR technology seems set to advance going forward with various sectors adopting it owing to the convenience it provides. This makes it a good time to watch out for stocks focused on virtual reality that can benefit from this trend. Notably, we have selected three such stocks with a Zacks Rank #1 (Strong Buy), 2 (Buy) or 3 (Hold). You can see the complete list of todays Zacks #1 Rank stocks here.

Facebook, Inc. FB develops products that enable people to connect and share with friends and family through mobile devices, personal computers, virtual reality headsets, and in-home devices worldwide. Notably, the company has its Facebook Horizon VR platform, which allows users to create their own experience within the virtual world. Users can also immerse themselves in multiplayer games. Moreover, the company also owns Oculus, a VR headset company. Facebook currently has a Zacks Rank #1. The Zacks Consensus Estimate for its current-year earnings increased 7.5% over the past 60 days. The companys expected earnings growth rate for the current year is 9.9%.

Alphabet Inc. GOOGL provides online advertising services and operates through Google and Other Bets segments. Notably, Google has emerged as a major player in the VR space with many offerings like its mobile VR platform, namely, Daydream and its Daydream View headset. It also has another platform called Google Earth VR, which allows users to experience famous places on the earth through virtual reality. The company carries a Zacks Rank #2. The Zacks Consensus Estimate for its current-year earnings increased 0.5% over the past 60 days. The companys expected earnings growth rate for the current year is almost 20%.

Sony Corporation SNE designs, develops, produces and sells electronic equipment, instruments, and devices for the consumer, professional and industrial markets worldwide. Notably, the company offers PlayStation VR, which allows gamers to immerse themselves in virtual reality games. It currently has a Zacks Rank #3. The Zacks Consensus Estimate for its next-year earnings increased 2.7% over the past 60 days. The companys expected earnings growth rate for the next five years is 9.5%.

Imagine getting in early on a young industry primed to skyrocket from $17.7 billion in 2019 to an expected $73.6 billion by 2027.

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3 Stocks to Watch on Increasing Adoption of Virtual Reality - Yahoo Finance

Can Virtual Reality Help Reduce Abdominal Pain in IBD Patients? – Everyday Health

Experts are just beginning to understand how mindfulness can improve the lives of people living with chronic disease, including inflammatory bowel disease (IBD). Promising new research shows that virtual reality (VR) can be an extremely useful tool for helping kids and young adults practice mindfulness. The technology is becoming more available in childrens hospitals, and at-home headsets will expand access even more.

Researchers from Stanford University in California set out to determine how VR technology could be used to help children and young adults manage symptoms associated with IBD. They focused on short sessions centered on mindfulness and asked participants to rate their pain and anxiety before and after the session. They presented their findings at the 2020 Crohns and Colitis Congress.

RELATED: Mindfulness Meditation Reduces IBS Symptoms and Anxiety, Study Finds

The small study included 52 IBD patients ages 10 to 25 years old, all of whom were being treated for IBD at an outpatient clinic. They were asked to record their pre-session levels of pain and anxiety, and then strap on a VR headset. The session lasted just six minutes. First, users were immersed in a scene that helped them focus on their breathing. Their awareness was then shifted to a meadow with a waterfall. With some guidance, they used their senses to focus on different parts of the scene. At one point, a butterfly landed on a flower, then lifted itself back in the air and repeated the movement, bringing the persons attention around the scene and reminding them of the pace of their breathing. For the final part of the experience, the scene shifted to dusk, and the aurora borealis moved in the night sky. Participants could see their breath in front of them, both giving the illusion that the temperature had dropped and reminding them once again to focus on their breathing.

On average, participants reported feeling half as anxious following the experience. Pain, which was present in some but not all participants before the treatment, was reduced by an average of two-thirds.

According to Ana Wren, PhD, a clinical psychologist at Stanford Childrens IBD Center, who led the study, the team was glad to see that VR-based mindfulness appeared to be effective in reducing pain and anxiety in young IBD patients, but that wasnt the only information they found helpful.

What we were most excited about was the deep interest the participants expressed. They were so eager for this to be more accessible to them outside the clinic and they had a lot of useful feedback regarding how they would like to use VR-based mindfulness as part of their IBD treatment, says Dr. Wren.

Participants thought the intervention would be helpful in de-stressing and curbing anxiety before colonoscopies, having labs done, or during infusions. They really wanted it during or before any kind of pokes, and that was most interesting to us, says Wren.

According to Stephen Lupe, PsyD, a clinical health psychologist at Cleveland Clinics digestive disease and surgery institute, VR likely has a place throughout patient care. We can incorporate biofeedback, for example. People can practice lowering their heart rate and then see that reflected in the VR imagery, such as slowing down a waterfall, says Dr. Lupe.

In addition to improving a persons outlook on living with chronic disease, mindfulness has been shown to be an effective way to reduce stress, which is strongly tied to ulcerative colitis (UC) and Crohns disease flares, though stress does not cause either disease, according to the Crohns and Colitis Foundation. Our brain and our gut are very connected, and when you have more inflammation in your body that can lead to more stress, it goes both ways, says Wren.

According to Lupe, managing all triggers is key. Its like a mixing board connected to a speaker. Stress is one dial, and if enough dials get turned up stress, environmental conditions, natural hormone cycles in the body, diet its like the speaker blows, or the person goes into a flare. By managing the overall volume of all those dials, we can manage flares, he says.

According to Wren, while VR-based mindfulness can benefit people of all ages, she and her team wanted to focus on how it can be used in a pediatric IBD center, since the technology is already widely available in that setting, and children are typically very open to using technology in new ways, having been born into the digital age. The intervention can also be given without a trained therapist present, further improving accessibility. And it holds their attention, says Wren, a key factor in practicing effective mindfulness.

Lupe notes that the way patients are treated is changing across the board, including in IBD.

We are understanding there is no such thing as just physical and just psychological. We are whole beings, and interdisciplinary care, working with a team of specialists from psychologists to nutritionists, is how we are going to do things moving forward, he says.

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Can Virtual Reality Help Reduce Abdominal Pain in IBD Patients? - Everyday Health

MultiBrush by Rendever Now Available on SideQuest, Providing Artists with a Collaborative Tool in Virtual Reality – GlobeNewswire

BOSTON, Feb. 04, 2021 (GLOBE NEWSWIRE) -- Rendever, the leading provider of virtual reality (VR) for seniors, today announces its release of MultiBrush the first publicly available multiplayer version of Tilt Brush on SideQuest. It is also coming soon to Oculuss new App Lab, which gives developers a faster way to distribute new apps directly to Oculus Quest users.

When Google announced it was open sourcing Tilt Brush last week, Rendever Cofounder and Chief Technology Officer Tom Neumann immediately went to work developing a multiplayer version of the popular app that gives creators a way to make art in virtual reality. Within 10 hours, the team developed a working prototype of multiplayer - a feature that has been eagerly requested by Tilt Brush users for years. Given Rendevers mission to improve health through social VR experiences, Neumann and his team were able to leverage their extensive expertise to develop this version in record time.

At Rendever, bringing people together through VR has been at the heart of what weve done since day one. The first time I tried Tilt Brush, I was amazed by the level of creative freedom it offered. It felt like a whole new medium, said Neumann. It has a huge community, so naturally multiplayer has been one of the most requested features. When it was open sourced, we saw a perfect opportunity to dive in and make multiplayer a reality.

Rendevers VR platform is used by senior living communities and healthcare organizations across North America and Australia to help reduce depression and loneliness by fostering personal connections through shared experiences in VR. Seniors can check off bucket list items together, travel the world virtually, and share stories. Now, MultiBrush by Rendever will open new doors to those already using the VR platform. From RendeverLive sessions featuring VR artists to immersive art therapy, there are countless opportunities for the Rendever community and the Tilt Brush community to come together in the near future.

Through VR, we see a world where social connection is easier than ever, even during times when were physically distanced, continued Neumann. Our hope is that through working hand-in-hand with creators, we can bring our senior living partners and their residents into the world of VR artistry.

Through MultiBrush, VR/AR artist Michelle Brown developed the landscape imagery in the apps new logo.

To download MultiBrush by Rendever on SideQuest, click here. For more information on Rendever, visit http://www.rendever.com.

About RendeverRendever is overcoming social isolation through the power of virtual reality and shared experiences. From senior living communities to hospitals, their platform is being used to reduce depression and loneliness by fostering personal connections amongst populations where life has become limited. Participants in group sessions can check off bucket list items together, revisit meaningful places and share stories, stay engaged with family members, and more. Rendever is being used by high-profile senior living operators including Revera, Benchmark, and SRG, healthcare systems such as UCHealth and Cleveland Clinic, has research funded by the NIH and NIA, and has commercial partnerships with major organizations like AARP and Verizon. To learn more, please visit http://www.rendever.com.

Media ContactElsa AnschuetzUproar PR for Rendevereanschuetz@uproarpr.com321.236.0102 x233

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MultiBrush by Rendever Now Available on SideQuest, Providing Artists with a Collaborative Tool in Virtual Reality - GlobeNewswire

Innovative housebuilder takes virtual reality to the next level – Business Up North

SME developer Kingswood Homes is revolutionising the way people buy new homes by enabling viewers to create their own internal floorplans using virtual reality technology whilst standing in their potential new property.

Buyers at Kingswood Homes developments in Lancashire and Devon can don a VR headset and see walls shift and rooms appear and disappear as they walk through the completed shell of a property, as part of the companys ground-breaking Shape Your Home concept.

It allows buyers to customise the interior layout of a property to match their own lifestyle and see in real time how the home would look with various floorplan configurations.

Kingswood Homes managing director Paul Jones, said: We launched Shape Your Home during lockdown, recognising that not everyone wants the same interior layout. The layout of a home is hugely personal yet is currently determined largely for the convenience of the developer not the customer.

We have reversed that and the VR technology allows customers to walk through an actual property and see how the different layout options would suit them. Rather than trying to make an existing floorplan meet their needs, our customers can now specify a design they have experienced which perfectly suits them from day one.

For example, one option is to turn a four-bedroom property into one with three en-suite bedrooms. Another would be to open up the ground floor to create vast open-plan living space. Its hard to visualise from a floor plan, but we can now let customers stand in the shell of a house and see it transform in front of their eyes.

It is remarkable technology but the point of it all is to give customers the best possible experience and help them create the home of their dreams.

Kingswood linked with established digital technology and VR specialists Animmersion UK to create the bespoke real time viewing technology.

Utilising gaming engine technology most commonly found powering the latest PC and console games, Animmersion UKs solution delivers experiences across multiple digital channels including VR, interactive touchscreens and online virtual tours.

The VR option links to an external tablet device to enable agents to support customer wearing the headset, guiding them and sharing the experience from outside the virtual environment.

It also aligns the VR space with the real world allowing the user to walk around the physical space safely, overseen by the agent, while experiencing the enhanced virtual presentation of their potential new home.

Samuel Harrison, Managing Director of Teesside-based Animmersion UK, said: Virtual Reality and VR headsets are becoming increasingly popular for leisure and business purposes and the technology is evolving at a rapid rate. This is enabling us to develop specialist immersive content for new applications like this project for Kingswood Homes that give users a very unique experience adapted to their specific use case.

Working closely with Kingswood Homes we have been able to push the boundaries to build a solution that combines technologies with a simple, easy to use and engaging experience for their customers. It also enables their agents to manage the experience with their customers from outside the VR to make it both an immersive and collaborative approach for choosing a bespoke new home.

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Innovative housebuilder takes virtual reality to the next level - Business Up North

Getting Started With VR Training Is Easier Than You Think | ARPost – ARPost

Like most business tools, professional development has seen a massive shift to the online world in the past year. People are working from home on a global scale like nothing weve ever seen before, and large in-person meetings are a distant memory.

Of course, eLearning isnt new. Weve been using digital tools to effectively train workforces for more than 20 years. Most corporations now recognize that a blended approach of online, instructor-led, pre-recorded, interactive and micro courses are the best way to teach skills and concepts to an increasingly mobile workforce.

As eLearning moves towards ubiquity, savvy CEOs and HR managers are on the lookout for better ways to integrate technology into their corporate learning model. Enter virtual reality.

People learn better by doing. Virtual reality helps to achieve the feeling of real-life experiences in situations where those experiences arent easy to replicate.

It also increases retention in learners. In 2016, a study of students in Beijing showed a VR-enhanced curriculum increased student test scores by as much as 20%. In the right circumstances, VR training can really fine-tune a business corporate learning program.

See Also: Study: Virtual Reality More Engaging for Students Than Traditional Educational Materials

Despite all of the benefits of VR training, many businesses arent sure how to get started. Virtual reality feels complicated, expensive and out-of-reach.

In reality, integrating a VR element in corporate training strategies isnt that different from any other style of learning. Contrary to perception, expensive headsets and other equipment is not needed. VR courses are compatible with everyday devices workers already have, such as smartphones, tablets, laptops or desktop computers.

That just leaves finding appropriate VR content. With modern tools, content creation for virtual reality isnt as daunting as it seems.

There are three ways to go about itoutsource the creation, build it in-house, or curate great content from what is already available. Any one of these choices, or a combination of all three, is a fast-track to joining the world of VR training.

The easiest way to get started with VR training is to hire an experienced course designer. Depending on the bandwidth of the organization, taking time out to create an entire course from scratch VR or otherwise may not be possible.

An instructional designer comes with the expertise and skills to put together a custom course with all of the right materials and elements to be effective. They can take something mundane, like compliance training, and turn it into a presentation, story or game that engages learners and helps them remember the material.

Letting professionals take the lead usually produces content that is useful, professional and done on time. If the budget allows, outsourcing the creation of a VR course is a great way to get started with practical VR training.

For some smaller businesses, or for training managers who are very interested in the process, creating content from scratch makes the most sense. Its a common misconception that virtual reality content is expensive or that it requires specialized equipment. This is simply not true.

Building a VR course only requires the right application and a smartphone. To be successful, VR content needs a 360-degree digital environment, interactive elements and assessment tools.

Almost any cell phone has the capability to create a 360 photo. If the option isnt embedded in the camera function, multiple free or low-cost third party apps like Google Street View, Panorama 360, or Cycloramic will get the job done. Using a tripod produces the best results.

Once the 3D environment is uploaded, integrating interactive elements is as easy as dragging and dropping. It may take some time to arrange everything in a logical, workable manner, but with the right tools, its a very simple process.

In the process of building, results should not be an afterthought. How will the learners progress be measured? Quizzes, follow up courses and leaderboards are all popular options.

For routine corporate training like workplace safety, harassment prevention or sales, a variety of VR content already exists. If a custom solution isnt required, one of these off-the-shelf courses is a great way to test out the concept of VR training. The results will show whether or not investing further is worth it.

Buying a pre-built course doesnt mean surrendering the organizations goals and identity. Many off-the-shelf courses feature content libraries that allow for deep customization, so that individual courses can be edited to reflect the training programs specific needs. Branding can also be incorporated into most off-the-shelf VR courses.

Many course libraries offer a free trial period, making it possible to test drive VR content before rolling out a virtual reality module to all employees.

Curating training modules from existing VR content is one of the fastest, most cost-effective solutions available.

See Also: Leading Through Uncertainty VR Training Modules for Leaders Facing Crisis Situations

No matter which option fits into the budget and timeline, what is clear is that leaving VR training out of the rotation is a bad decision. More than one third of large companies are already using VR in training programs, including some of the largest Fortune 500 brands.

Virtual reality is cost-effective, low-risk, and a great teaching tool. Beyond that, with all of these simple options, getting started with VR is not as difficult as it sounds.

Virtual reality is here, not something that has to wait five or ten years to benefit every kind of business. Savvy training managers will recognize that now is the perfect time to invest in the future of their workforce.

About the Guest Author(s)

Andrew Townsend

Andrew Townsend is a leader, storyteller, photographer, marketer, indie film director, author, and father. His areas of expertise include digital media, marketing, and VR integration. He leads the eLearning Brothers Rockstars community, produces webinars, and shares tips on creating immersive video experiences. Andrew has over 20 years of leadership experience in both the workforce and his community. He can often be found hiking with his two sons and wonderful wife while taking pictures of the beautiful Wasatch mountains.

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Getting Started With VR Training Is Easier Than You Think | ARPost - ARPost

Man breaks down in tears after he ‘reunites’ with his deceased wife through virtual reality [WATCH] – Times Now

Man 'reunites' with dead wife through Virtual Reality  |  Photo Credit: YouTube

Virtual reality (VR) has changed the way welook at things. It has, in many ways, changed reality for people by giving experiences that are closer to reality.

In other forms, VR has changed the way designers, architects, doctors, and other professionals communicate and look and things.

But more than anything else, VR has the power of bringing back memories in some form of the other.

The power of this technological advancement was recently highlighted in the most touching way possible.

An emotional moment captured on camera shows a South Korean man breaking down in tears after being reunited with his deceased wife using virtual reality.

The virtual reunion was part of a TV documentary that creates VR experiences to allow grieving family members to see their loved ones who have passed away.

South Korea's Kim Jung-soo featured in the documentary to see his wife, who had sadly passed away from a serious illness.

Watch video:

It took over six months to prepare for the couple's reunion as the producers of the documentary had to recreate various interaction movements of the late wife's voice, said reports.

Once everything was in place, the moment was created by utilising an actor's voice to make her sound like Kim's wife.

Jong-yun, Kim's second daughter, witnessed the emotional moment and also spoke about the relationship her father shared with her mother.

"He would kiss her from time to time when working, when eating, or when watching TV. Even when my mother was sick and lost her hair, my father would say that she was pretty and carried her around," she said.

The short clip shows Kim slow dancing with the VR version of his wife. After a while, he starts crying while continuing to dance slowly.

The clip, shared on YouTube channel MBClife, has collected over 8.86 lakh views.

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Man breaks down in tears after he 'reunites' with his deceased wife through virtual reality [WATCH] - Times Now

Outlook on the Amusement and Theme Park Global Market to 2025 – Rising Prominence of Virtual Reality Technology – GlobeNewswire

Dublin, Feb. 04, 2021 (GLOBE NEWSWIRE) -- The "Global Amusement and Theme Park Market: Size & Forecasts with Impact Analysis of COVID-19 (2021-2025 Edition)" report has been added to ResearchAndMarkets.com's offering.

The global theme park market has showcased high growth during the previous years and projections are made that the market will rise progressively in the forecasted years i.e., 2021-2025.

The theme park market is expected to increase due to growth in urban population, increase in GDP per-capita, rise in middle class population, increase in international tourism expenditure, etc. The market faces some challenges such as, foreign exchange rate fluctuation, regulatory changes, threat of terror attacks, seasonal nature of industry, etc.

Moreover, some of the latest trends in the market are: surge in adoption of Internet of Things (IoT), rising prominence of Virtual Reality (VR) technology, budding Augmented Reality (AR) technology and innovations.

This report provides an in-depth analysis of the global amusement park market by value, by segment and by region. The report provides an analysis of amusement park market of the following regions: America, Asia-Pacific, Europe and Middle East and Africa.

Growth of the overall global theme park market has also been forecasted for the period 2021-2025, taking into consideration the previous growth patterns, the growth drivers and the current and future trends.

The competition in global theme park market is fragmented with several small players invading the market. However, the key players of the theme park market are Walt Disney Company, Merlin Entertainment PLC and Six Flags Entertainment Corporation. These key players are also profiled with their financial information and respective business strategies.

Regional Coverage

Theme parks can be segregated on the basis of category into international destination theme parks and regional destination theme parks. The theme parks can also be segregated on the basis of types into family theme parks, regional theme parks, property theme parks, educational theme parks, etc.

Theme parks have different admission policies that includes, pay-as-you-go and pay-one-price.

Key Topics Covered:

1. Executive Summary

2. Introduction2.1 Amusement Parks: An Overview2.1.1 Classification of Amusement Parks2.2 Theme Parks: An Overview2.2.1 History of Theme Parks2.2.2 Theme Parks by Category2.2.3 Types of Theme Parks2.2.4 Admission Policies of Theme Parks2.2.5 Admission Policies of Theme Parks: Advantages & Disadvantages2.2.6 Theme Park Lifecycle

3. Global Market Analysis3.1 Global Amusement Park Market: An Analysis3.1.1 Global Amusement Park Market by Value3.2 Global Amusement Park Market: Segment Analysis3.2.1 Global Amusement Park Market by Segment (Theme Park, Water Park, Arcades and Parlors)3.2.2 Global Theme Park Market by Value3.2.3 Global Water Park Market by Value3.2.4 Global Arcades and Parlors Market by Value3.3 Global Amusement Park Market: Regional Analysis3.3.1 Global Amusement Park Market by Region (America, Asia-Pacific, Europe and Middle East and Africa)

4. Regional Market Analysis4.1 America Amusement Park Market: An Analysis4.1.1 America Amusement Parks Market by Value4.1.2 North America Theme Parks Market by Attendance (Top 10)4.2 Asia-Pacific Amusement Park Market: An Analysis4.2.1 Asia-Pacific Amusement Park Market by Value4.2.2 Asia-Pacific Theme Parks Market by Attendance (Top 10)4.3 Europe Amusement Park Market: An Analysis4.3.1 Europe Amusement Park Market by Value4.3.2 Europe Theme Park Market by Attendance (Top 10)4.4 Middle East and Africa Amusement Park Market: An Analysis4.4.1 Middle East and Africa Amusement Park Market by Value

5. Impact of COVID-195. 1 Impact on Global Amusement Park Market5.1.1 Impact on Global Theme Park Market

6. Market Dynamics6.1 Market Trends6.1.1 Surge in Adoption of Internet of Things (IoT)6.1.2 Rising Prominence of Virtual Reality (VR) Technology6.1.3 Budding Augmented Reality (AR) Technology6.1.4 Innovation

7. Competitive Landscape7.1 Global Amusement Park Market Players: A Financial Comparison7.2 Global Top 10 Theme Park Groups by Attendance; 20207.3 Global Theme Park Operators by Theme Park Opportunities Identified in North America, 2017-2022

8. Company Profiles8.1 Walt Disney Company8.1.1 Business Overview8.1.2 Financial Overview8.1.3 Business Strategy8.2 Merlin Entertainment PLC8.2.1 Business Overview8.2.2 Financial Overview8.2.3 Business Strategy8.3 Six Flags Entertainment Corporation8.3.1 Business Overview8.3.2 Financial Overview8.3.3 Business Strategy

For more information about this report visit https://www.researchandmarkets.com/r/cx44bs

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Outlook on the Amusement and Theme Park Global Market to 2025 - Rising Prominence of Virtual Reality Technology - GlobeNewswire

Sky Worlds to show Arsenal vs Manchester United live in virtual reality – Sky Sports

Following the launch of Sky Worlds, the in-stadium thrill of live football matches is now available to all Sky VIP customers, offering them the chance to immerse themselves in a virtual experience from selected Premier League matches.

Sky Worlds allows Sky VIP customers to hop around the ground to watch the action from amazing new viewing positions, recreating the experience of attending games in the highest visual quality available in VR.

Available now on Oculus Quest headsets, Sky Worlds is a virtual reality sports viewing experience like no other, with Arsenal taking on Manchester United on Saturday, live on Sky Sports, following a string of successful broadcasts so far - including Arsenal's win over Newcastle on January 18.

This app is crazy! The 180 view of the live football is so good, just like being at the match in the stands. I really do love it! Oculus customer review for Sky Worlds

Sky Worlds users can now also co-view live matches and channels with their Oculus friends following the introduction of Watchzone.

"Sky Worlds is a fantastic example of how technology can help replicate real-life experiences and create truly transformative viewing experiences, something that is so important right now given the limitations fans have attending live events in person," said Matt McCartney, Head of Immersive Technology at Sky.

"Our work with Sky is the culmination of four years of effort and testing," said Miheer Walavakar, co-founder and chief executive officer of LiveLike. "To do this with the leading broadcaster and top global league is affirming of our comprehensive, customizable unique immersive experience and viewing capabilities."

Watch the video above to get a preview of what to expect, and click here to download the app to your Oculus Quest now!

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Sky Worlds to show Arsenal vs Manchester United live in virtual reality - Sky Sports

In Berlin, the Reference Festival Brings Fashion, Art, and Culture Together in Virtual Reality – Vogue.com

But more than just offering virtual shorthands of physical realities, the Reference Festival also transformed IRL programming into a singular digital experience. Within the virtual room was a stage live-streaming performances by Anne Imhof, Eliza Douglas, and MJ Harper, styled by Stefano Pilati and Random Identities. In person, Imhof, Douglas, Harper and other performers were in the Zeiss Major Planetarium, a resounding structure, but online they were intimately accessible across a screen within a screen: The Reference Realities site offered a side stage to access their live performances. The festival also included talks with Hans Ulrich Obrist and Honey Dijon; HF Talk founder Iolo Lewis Edwards; and Tiffany Godoy.

Chapel Petrassi x Mowalola's installation at the Reference Studios space

All together, the festival was a testament to the ways creativity thrives even in the worst of timesand not just creativity, but ingenuity. Set against the mundane, repetitive nature of digital fashion weeks, Reference Festival felt the closest to the real thing, the way it was in the Before, where you could breeze through a gallery show before checking out a runway and having dinner with artists and friends on the periphery of the fashion bubble. No other virtual platform has figured out exactly how to capture that sense of communion and togetherness as well as the ways that fashion exists within a spectrum of art, music, and live performance.

A performance by MJ Harper and David Jainz with styling by Stefano Pilati's Random Identities

GmbH's fall 2021 collection

Reference Studios is also launching the Reference Prize, setting up a new generation of talent with backing from the Berlin agency and Slam Jam, the Milanese purveyor of streetwear. Applications are open to any type of creative, no degree needed, with the goal of spurring more inter-disciplinary conversation. Over email before the festival, Reference Studios founder Mumi Haiati said, With the festival we made a statement for innovation in our times, and expressed that creativity cannot be limited to a singular form. As the industry gears up for the womens fall 2021 fashion season, its a message more creatives should heed.

Michel Gaubert, Soo Joo Park, Kenneth Ize, and Tiffany Godoy on a panel conversation hosted by Reference Studios

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In Berlin, the Reference Festival Brings Fashion, Art, and Culture Together in Virtual Reality - Vogue.com