Virtual Reality Software Market Shares, Strategies and Forecast Worldwide, 2020- – GroundAlerts.com

Global Virtual Reality Software Market Report focuses on the major drivers and restraints for the key players. This Research Report also provides granular analysis of the market share, segmentation, revenue forecasts and geographic regions of the market. The Global Virtual Reality Software Market Research Report is a professional and in-depth study on the current state of Global Virtual Reality Software Market.

The report on Virtual Reality Software market presents insights regarding major growth drivers, potential challenges, and key opportunities that shape the industry expansion over analysis period.

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According to the study, the industry is predicted to witness a CAGR of XX% over the forecast timeframe (2020-2025) and is anticipated to gain significant returns by the end of study period.

COVID-19 outbreak has caused ups and downs in industries, introducing uncertainties in the business space. Along with the immediate short-term impact of the pandemic, some industries are estimated to face the challenges on a long-term basis.

Most of the businesses across various industries are taking measures to cater the uncertainty and have revisited their budget to draft a roadmap for profit making in the coming years. The report helps companies operating in this particular business vertical to prepare a robust contingency plan taking into consideration all notable aspects.

Key inclusions of the Virtual Reality Software market report:

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Virtual Reality Software Market segments covered in the report:

Regional segmentation: North America, Europe, Asia-Pacific, South America, Middle East and Africa

Product types:

Applications spectrum:

Competitive outlook:

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Augmented Reality (AR) and Virtual Reality (VR) in Consumer Goods Markets, 2020 Report – Focus on COVID-19, Technologies, Key Use Cases, Impact of VR…

Dublin, Jan. 04, 2021 (GLOBE NEWSWIRE) -- The "Augmented Reality (AR) and Virtual Reality (VR) in Consumer Goods - Thematic Research" report has been added to ResearchAndMarkets.com's offering.

AR and VR technologies have the ability to transform numerous industries, including FMCG, retail, and foodservice, by creating new ways of marketing, offering entertainment, and staff training, and by enhancing product packaging to improve consumer experience.

This thematic research report takes an in-depth look at VR and AR technologies in the FMCG space and it also touches the retail, foodservice and packaging sectors, and it presents related technology, consumer, macroeconomic, and regulatory trends.

An industry analysis is also present, highlighting the market size and growth forecasts for VR and AR technologies, key use cases, the impact of VR and AR on FMCG, retail, and foodservice, the Covid-19 impact on the theme, and the mergers and acquisitions for this theme.

The report also includes the VR and AR value chains. Lastly, a company's section is then set, outlining the FMCG companies highly involved in the theme and the nature of their business.

Scope

Reasons to Buy

Key Topics Covered:

Executive summary

Players

Trends

Companies

Glossary

Companies Mentioned

For more information about this report visit https://www.researchandmarkets.com/r/qz1b51

Research and Markets also offers Custom Research services providing focused, comprehensive and tailored research.

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Augmented Reality (AR) and Virtual Reality (VR) in Consumer Goods Markets, 2020 Report - Focus on COVID-19, Technologies, Key Use Cases, Impact of VR...

Confessions of a Virtual Reality Gym Rat – The New York Times

Unlike Peloton and its imitators, Supernatural has no live element. Classes are recorded, and though you can compare your stats with your friends on a leader board, you cant compete with them in real time. The company recently added guided meditations to its offerings, and it says its planning to add more types of classes and community features.

Supernatural was built before the pandemic but has hit its stride during the last few months, as more people look for at-home gym alternatives. (The company wouldnt say exactly how many subscribers it had, but Chris Milk, Withins chief executive, told me it was in the five figures.) The official Supernatural Facebook page is full of avid fans, including many who dont fit the stereotypical image of a V.R.-obsessed gamer.

Mr. Milk, who has produced virtual reality content for The New York Times Magazine, said the difference between Supernatural and other kinds of at-home fitness is that it feels like a game rather than exercise.

The fundamental flaw of most fitness systems is that, at your core, youre doing something that is not fun, whether its pedaling on a stationary bike or running on a treadmill, he said. We use the tool of V.R. to transport you beyond the walls of your apartment and give you an activity that is intrinsically fun to do.

One downside of Supernatural, beyond the monthly subscription cost, is that its compatible only with the Oculus Quest and Quest 2 headsets at the moment. Those headsets are not cheap (base-level models of the Oculus Quest 2 start at $299), and theyve been in low supply this year. Another downside for the privacy-conscious: Oculus is owned by Facebook, which recently sparked a furor in V.R. world by requiring Oculus users to log in using their Facebook accounts.

The other drawback of Supernatural is that how to put this delicately? you look like a huge dork doing it. I feel this pain more acutely than most. I dont have a room in my house that is big and unobstructed enough to swing my arms safely, so I often work out outside on my patio. My wife has learned to tolerate it, but I pity my neighbors, who have no doubt noticed the strange, sweaty man furiously squatting, lunging and waving his arms while Skrillex blares from the box on his head.

But if you can ignore the funny looks, you might want to give V.R. workouts a try. Theyre cheaper than a Peloton, more fun than a YouTube workout and healthier than binge-watching The Crown. Even if it doesnt quite scratch the gym itch, its a good-enough alternative until a vaccine makes it safe to heavy-breathe in public again.

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Confessions of a Virtual Reality Gym Rat - The New York Times

10 great games to play on your new 2020 VR headset – The Verge

If you received a virtual reality gaming headset this holiday season, congratulations! Whether youve got the newly released Oculus Quest 2, one of the last few units of the now discontinued Oculus Rift S, or another headset like the PlayStation VR, there are a ton of video games for you to explore with your new head mount display. Here are ten games I personally enjoy and think are worth your time and money.

Weve rounded up our favorite and most-used games, apps, and entertainment. Check out our app picks for iPhones, Android phones, Windows PCs, and M1-equipped Macs; our favorite mobile games from Apple Arcade and Google Play Pass; and our top choices for gaming PCs, the PS5, Xbox One and Series X / S, Nintendo Switch, and VR. Weve also listed our favorite streaming shows on Disney Plus, Hulu, ESPN Plus, and Netflix; some great sci-fi books; and exciting new podcasts. (Note: pricing was accurate at the time of publishing but may change.)

Yeah, its not Half-Life 3. But the fact that Half-Life: Alyx even exists is truly a blessing and is a great addition to the Half-Life franchise. Set five years after the events of Half-Life 2, you control Alyx, who is tasked with taking a super weapon that belongs to an alien empire.

When I was a little girl, I always wanted to pilot an X-Wing. I thought it was so cool to be soaring through space and blasting Tie Fighters out of the sky. So when EA announced that Star Wars: Squadrons would have VR support, I knew I could finally fulfill my childhood dream.

Its a very difficult game, and you dont need a VR headset to play. But its also a very rewarding game that fully immersed me when I strapped on a virtual reality headset.

When I was growing up on the eastern shore of Maryland, fishing was (and is) a very popular activity in the summer. Theres something great about casting your line with a cold drink in hand while on the water, and the challenge and patience it takes to reel in a fish. Now that it is winter, I needed something to fill the void until the warmer season returns once again, and Real VR Fishing does not disappoint.

Void Racer: Extreme is a sci-fi racing game that gives me the same adrenaline rush that I get from games like Wipeout or Sprint Vector and combines it with an aesthetic like that seen in the film Tron. If you are looking for a fast-paced racing game and love sci-fi vibes, this is the game for you.

Sure, there are no true PS5 games released yet, but the PlayStation VR still has a solid library of PS4 titles that you can check out, including Media Molecules 2020 game creation title Dreams. Its not a video game in the traditional sense it's more of a game about creating games. Dreams strongly encourages players to embrace their creative side, and you would be surprised by what type of user-generated content you can create.

Rez Infinite is a techno-fueled shooter with sublime and trippy graphics that is truly a breathtaking experience. Its released on practically every virtual reality gaming headset, which makes it very accessible to play.

Although Beat Saber was originally released in 2019, this is still one of the best VR games around, and its one that every VR headset owner needs to experience. A rhythm game where you use lightsaber-like drumsticks to slice through musical beats? You cant beat that. The game has also expanded to a slew of content packs, which include original songs and some licensed songs from bands like Linkin Park and BTS.

Among the many things I missed this year because of the pandemic is sports. Namely, the ability to go to a basketball court and shoot some hoops. After some asking around, I heard about a really decent VR simulation title called VR Shoot Around, and it did not disappoint. Oh, and did I mention this game is only $5?

Like a few games on this list, Trover Saves the Universe was not released in 2020 (though it was released this year for the Oculus Quest). Developed by Squanch Games, this game is one of the goofier titles available on VR headsets. And if you are a fan of Rick and Morty, you will surely get a kick out of this game in fact, it was created by Justin Roiland, one of the co-creators of that series.

Like its predecessor, Pixel Ripped 1995 is a love letter of sorts to the decade it is set in: the 90s. Its a sequel to Pixel Ripped 1989 and will make anyone who grew up during the 16-bit or 32-bit era of gaming feel nostalgic.

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10 great games to play on your new 2020 VR headset - The Verge

Boston Red Soxs Bobby Dalbec using virtual reality to prepare for run at Rookie of the Year award: It would – MassLive.com

Even though Bobby Dalbec spent a month with he Red Sox in 2020, hell still be considered a rookie in 2021. One year after bursting into the majors with six home runs in his first 10 games, the 25-year-old will be eligible for the American League Rookie of the Year award next season.

Dalbec was on Bostons active roster for 29 days, falling short of the 45 days required for players to lose their rookie status. After an impressive first stint in September, Dalbec seems to have a legitimate shot at becoming Bostons first Rookie of the Year winner since Dustin Pedroia in 2007.

It would be awesome to win it and I believe I could, that I have the ability to, Dalbec said on MassLives The Fenway Rundown podcast. That goes along as the same thing as setting big, lofty number goals. You just have to take it day by day. If I end up being the rookie thats qualified and they select me, then thats awesome. If not, then Ill get it rolling the next year.

Dalbec, who was promoted to the majors shortly after the Red Sox traded Mitch Moreland to the Padres on Aug. 30, was one of the few bright spots for Boston in 2020. Though he struck out 39 times in 92 plate appearances, the former fourth-round pick had a memorable streak of five straight games with a homer and played strong defense, solidifying himself as the clubs likely starting first baseman in the spring.

Dalbec knows that to stick in the majors, hell have to cut down on strikeouts. To do so, he aims to focus more on game-planning next season and is even turning to virtual reality to get a jump start on familiarizing himself with pitchers hell likely face.

Dalbec is one of the latest big-leaguers to use WIN Reality, a product that allows hitters to simulate at-bats against major-league pitchers using VR. From his home in Arizona, Dalbec plans on studying pitchers using a tool founded by former MLB executive Dan ODowd and used by players including Paul Goldschmidt, Pete Alonso, and others.

Its supposed to be like actual major-league pitchers, what it looks like in a virtual reality thing, Dalbec said. Ill try it out and see how that goes.

Dalbecs increased focus on game-planning was inspired by teammate J.D. Martinez, who is known as one of baseballs most meticulous students. Though Martinez struggled in 2020, Dalbec was impressed by how the veteran studied each opposing pitcher and began to pick his brain at the end of the year.

J.D. even talked to me about it, Dalbec said. Youve got to do your homework, youve got to know what guys do, how they like to get you out. What patterns theyll fall into. Game-planning is a big thing I need to focus on next year. I havent been that great of a game-planner in the minor leagues but the last week of the season or so I was J.D.s apprentice when it came to game-planning. He showed me how he went about it and I liked that.

Dalbecs eight home runs in 23 games last year would put him on pace for 56 in an 162-game season and the Bill James Handbook projected him for 37 home runs and 92 RBIs in 2021. Despite those lofty predictions, Dalbec isnt setting a goal for the number of homers hell hit in his first full big-league season.

Obviously, Id like to hit home runs, he said. Thats no secret. My mindset going into the season isnt a 40 for homers. It used to be. That kind of used to be my thing. I would say, I want to hit this many home runs and drive this many guys in. Its kind of hard to control that stuff and its hard to put lofty goals like that. Especially in this game where you dont succeed as much. Sometimes it feels like you never do. I just go in there trying to take it day by day and getting better every day. I know the numbers will show up if I take care of my routine and my brain, just trying to stay simple and consistent.

Even though hell almost certainly be starting at first base on Opening Day, Dalbec isnt taking anything for granted. Hell enter spring training with the same mindset as he did the last two years, when he was in big-league spring training despite not being on the team.

Im going to treat it the same way, like I dont have that spot, he said. Thats just how I work. Im not the guy whos going to get comfortable after a short stint up there. I want to solidify myself so I want to do everything I can to help me do that.

Related links:

Boston Red Soxs J.D. Martinez, Bobby Dalbec projected for 72 homers combined in 2021, per Bill James Handbook

Bobby Dalbec, Boston Red Sox rookie slugger, has used Jackie Bradley Jr.s bat during 4-game homer streak: Just tried it out and it has been going pretty well

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Boston Red Soxs Bobby Dalbec using virtual reality to prepare for run at Rookie of the Year award: It would - MassLive.com

GOOGL: 3 Virtual Reality Stocks Ahead of the Game: Alphabet, Facebook, and Sony – StockNews.com

The concept of virtual reality (VR) has been exhibited insci-fi movies for years. VR presents a virtual representation of reality through sensors, software programs, and cameras. The concept saw its first real-world application in games in 2016 in the form of wired VR headsets connected to PCs and mobile phones. At that time, many tech companies hailed VR as future of technology. Facebook (FB) CEO Mark Zuckerberg even went so far as to predict that VR could emerge as the next revolutionary computing platform.

The reality, however, is that the uptake of VR has been slow. Most agree that for any technology to gain significant traction it should meet four criteria: affordability, availability, application, and ease of use. In the case of VR, the technology adoption has been slow largely because of a lack of VR-supporting content and comfortable VR headsets.

But as fate would have it, the COVID-19 pandemic, which has necessitated much more remote communication worldwide, has ushered in a turning point for the increased the adoption of VR and augmented reality (AR) in commercial uses, such as training, industrial maintenance, and retail showcasing. International Data Corporation (IDC) forecasts worldwide spending on AR/VR will surge at a CAGR of 54% in the 2020-2024 period.

While VRs growth potential is attractive, it is still at an early stage, lacking clarity on how the market will evolve. But we believe two major factors that will drive VR adoption in 2021 are VR content and VR headsets. One way to tap the VR growth potential while minimizing the risk is to buy into tech giants that are ahead in the VR game and have diversified portfolios.

Three tech giants that lead in these factors are Alphabet (GOOGL), Facebook (FB), and Sony Corporation (SNE). The three stocks need no introduction because they are content and hardware leaders. Although VR is currently a small portion of their portfolios, we believe they are positioned to gain when the technology gathers momentum. Heres how.

Alphabet (GOOGL)

GOOGL is well known for its domination of search engine and digital advertising, its mobile operating system Android, and other digital products. GOOGL is also trying its hand at hardware with the Pixel smartphone. The company has even tried its hands-on mobile VR experiences with the Google Daydream VR headset. But the slow pace of technology adoption has put this product on the back burner.

GOOGL is in a powerful content position, with the worlds biggest online-video streaming platform YouTube. VR is a small component of GOOGLs overall business strategy. Hence, even if VR does not gather momentum in the next two to three years, GOOGL will not be affected. But if VR space booms , GOOGL would be a key beneficiary by virtue of the VR video streaming (YouTube) and VR game streaming space (Google Stadia).

GOOGL is also executing moonshot projects such as self-driving cars, where VR can play a key role in training. Even absent a big leap in revenue derived from VR, GOOGL will continue to earn from advertising, cloud, and Android. Analysts expect GOOGLs revenue to surge by 21% in 2021.

How does GOOGL stack up for the POWR Ratings?

A for Trade Grade

A for Buy & Hold Grade

A for Industry Rank

B for Peer Grade

A for overall POWR Rating

You cannot ask for better. The stock is also ranked #2 stock in the 61-stock Internet industry.

Facebook (FB)

FB is also a content king, but in the social media segment. With WhatsApp, Instagram, and Facebook, FB is a near-monopoly in social networking, messaging, and user data. FB earns almost all its revenue from digital advertising. But it is looking to expand its revenue streams and is testing e-commerce, VR, gaming, and other avenues.

FBs CEO Mark Zuckerberg has been bullish on VR since 2014. FB acquired VR-company Oculus for around $3 billion in 2014 and it launched its first Oculus Rift VR headset in 2016. It has upgraded the device over the years. In 2019, FB launched an updated, non-tethered, headset Oculus Quest, which helped Oculus gain a 28.3% share in all VR headsets shipped that year. And just last year, it launched Oculus Quest 2 for $299.

FB plans to spend more than $3 billion on developing new VR applications over the next 10 years. It has acquired Asgards Wrath developer Sanzaru Games, Lone Echo developer Ready at Dawn Studios, and Beat Sabers developer Beat Games to develop new VR games and experiences internally. FB has also created Reality Labs to develop a VR content ecosystem and it is testing Infinite Office VR experience to help companies conduct meetings, collaborate on projects, and more.

If VR gains momentum, FBs efforts could pay big. But until then, FB will continue to earn from digital advertising. Analysts expect FBs revenue to surge by 24% in 2021.

FB is rated Buy in our POWR Rating system. It also has an A for Industry Rank, and a B for Trade Grade and Buy & Hold Grade. In the Internet industry, it is ranked #16.

Sony Corporation (SNE)

While GOOGL and FB are content leaders, Japans SNE is a leader in consumer electronics. SNE is a leading player in entertainment, offering music players, speakers, and televisions and entertainment content like movies and music. But most of all, SNE is a leader in the game console space with PlayStation. Gaming represents the biggest use case for VR at this juncture.

SNE launched PlayStation VR in 2016, and it has been aggressively pursuing other VR opportunities. While FBs Oculus Rift has the largest share in VR headsets, they are mostly PC focused. SNEs VR device beats Oculus Rift in performance. Even though its PS4 user base is much smaller than the PC and mobile user base, SNEs VR device has higher sales volume. SNEs VR device is a leader in non-phone VR headsets because of its VR-ready games.

SNE is far ahead in the VR game space and is already starting to reap the benefits of having sold more than five million PS VR headsets since its launch in 2016. As VR gains momentum, we think SNE will have the technology to make the most of the demand . Until then, SNE will continue to earn from game consoles, movies, and other entertainment devices. Analysts expect SNEs revenue to surge by 12% in 2021.

Hence, SNE is rated a Strong Buy in the POWR Ratings. It holds straight A for Trade Grade, Peer Grade and Buy & Hold Grade, and a B for Industry Rank. It is also the #1 ranked stock in the 21-stock Entertainment Media Producers industry.

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GOOGL shares were trading at $1,746.46 per share on Monday morning, down $6.18 (-0.35%). Year-to-date, GOOGL has declined -0.35%, versus a -0.11% rise in the benchmark S&P 500 index during the same period.

Puja is a seasoned writer working with financial publishing companies like Motley Fool Canada and Market Realist. With over 13 years of experience in the field of fundamental research, she brings a blend of comprehensive, well-researched insights into her articles. More...

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GOOGL: 3 Virtual Reality Stocks Ahead of the Game: Alphabet, Facebook, and Sony - StockNews.com

Grand Theft Auto Features Its First Fashion Label – Vogue

Virtual reality and fashion have gone hand-in-hand this past year. Back in May, Animal Crossing: New Horizons released a virtual fashion week of avatars wearing clothing inspired by the likes of Prada and Loewe. More recently, Balenciaga released its fall 2021 collection in the form of an actual playable video game that was viewable using an Oculus V.R. headset.

Fashion having a moment in Grand Theft Auto is particularly important. There are plenty of eyes on the game, which has enjoyed vast commercial success. Since its inception in 1997, it has become the fourth-highest selling video game behind Pokmon, Tetris, and Mario Kart. Part of the appeal is that Grand Theft Auto has long added characters based on real people into the interface, giving us an oddball melange of celebrities ranging from producer Scott Storch and to musician Phil Collins. The cheeky touch gives the wildly popular game a cult-beloved effect, and has given birth to a slew offan-based forum sites that document every detail, from types of vehicles and bicycles, to the radio stations played while driving. As fashion further merges with virtual reality, we should expect to see more labels featured in Grand Theft Auto, and more fans tracking down the credits.

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Grand Theft Auto Features Its First Fashion Label - Vogue

Top Virtual Reality Games We Are Expecting in 2021 – Virtual Reality Times

The pandemic doesnt appear to have dimmed the zeal of the indie and AAA VR studios. In 2021, we are also expecting a steady stream of new virtual reality games. Some of these were initially slated for 2020 and had been delayed but they are finally expected to come down the pipeline this year. Here is a look at some of the most anticipated VR games that we can look forward to this year.

Developer: Crytek

Platform: Quest

Release Date: Coming Soon

If you like climbing experiences, then you will certainly relish The Climb 2. The game takes you on an exploration of a city setting as well as exciting new maps with some really stunning views. In The Climb 2, you will ascend to great peaks, climb skyscrapers, navigate extensive caves and discover a few hidden shortcuts as you try to look for your path to the top. You can even compete with friends and make it to the top of the leaderboards in its asynchronous multiplayer modes. You will explore mountain environments and scale urban settings and get a feel and the adrenaline thrill of climbing without ropes while taking in the breathtaking vistas as you scale new heights.

Developer: Errol Bucy, Zach Tsiakalis-Brown

Platform: SteamVR

Release Date: Some time in 2021

This is a single-player virtual reality adventure that takes you on an exploration of the vast depths of a Quantum Reactor as you descend to complete the journey home.

Developer: Fast Travel Games

Platform: PSVR, SteamVR, Quest, Rift

Release Date: Early 2021

In Wraith, you will be using your supernatural powers to unravel the secrets inside the scary Barclay Mansion while also hiding from the sinister Spectres. This is a first-person virtual reality horror exploration game which happens in the World of Darkness universe.

Developer: IO Interactive

Platform: PSVR

Release Date: January 20th, 2021

Hitman 3 casts you as the ruthless and professional Agent 47 taking some of the most important contracts in his career. By the time the dust settles, Agent 47 and his world are transformed beyond recognition.

Developer: Baobab Studios

Platform: Quest

Release Date: Coming Soon

Baba Yaga is Baobab Studios newest virtual reality experience. Viewers are cast as the main character in a completely reimagined fairy tale world. The choices of the viewers will determine how this story of fortitude, love and magic ends. It features the enigmatic witch Baba Yaga who oscillates between good and evil and deploys her powers to stop villagers settlements from encroaching onto her enchanted forest.

Developer: Happy Giant

Platform: PC VR, Quest

Release Date: The first half of 2021

Sam & Max: This Time Its Virtual! is the first original game from Freelance Police in more than a decade and the first virtual reality title from the pair. Many of the team members that worked on the original Sam & Max: Hit the Road by LucasArts in 1992 have also worked on the development of the virtual reality version. The VR action adventure title is set to arrive in the first half of 2021.

Developer: Ready at Dawn

Platform: Rift

Release Date: Initially slated for a 2020 release and now set to be released in 2021

Lone Echo II still features Jack and Liv and takes you back to the rings of Saturn. This is a highly anticipated sequel where you will be unravelling the mysteries of Lone Echo and travelling deeper and deeper into space, way beyond the boundaries of time itself.

Developer: IRIS VR

Platform: SteamVR

Release Date: Initially slated for a 2020 release and now set to be released in the first quarter of 2021

LOW-FI is a next-generation VR simulation where you will be patrolling the streets as well as the skies above the streets where you will be solving mysteries, fighting crime or depending on your choices, succumbing to corruption.

You as the player will be low-fi which is the name for someone unable to merge with the platform. In LOW-FI, you will be the sheriff of a retro-futuristic cyberpunk slum known as cityblock 303 whose only notable inhabitants are the other low-fi as well as the human intelligence and lower artificial life forms that live among the citizens after an AI singularity. LOW-FI is slated for release some time in 2021.

Developer: Rebellion, Just Add Water

Platform: Quest, SteamVR, Rift, PSVR

Release Date: Coming Soon

Sniper Elite VR is a dedicated VR stealth action experience that was made by Rebellion in partnership with Just Add Water. It is from the makers of the BAFTA-nominated Sniper Elite 4. In this experience, you will be fighting for the Italian Resistance in a dangerous and daring mission to clear the Nazi U-boat menace from World War 2 Sicily.

Developer: Vertigo Games

Platform: PSVR, SteamVR

Release Date: Initially slated for 2020 but now set to be released in early 2020

In After The Fall, you will be exploring the remains of a civilization set in an alternate 80s that has come to a halt. You will also be crafting various ranged and melee weapons and wielding devastating powers using real-life movements. You can go solo or link up with players from across the world as you battle against relentless hordes as well as colossal bosses in your bid to take back the city.

Developer: Wild Inc

Platform: PC VR, Console VR, Standalone VR

Release Date: Crowdfunding and release date has been delayed until 2021

This game was developed by the Tokyo-based studio Wildman. The game is set to be released on yet to be specified virtual reality platforms by March of 2021. According to Wildman, Panzer Dragoon Voyage Record is a completely new work. It is a first-person view game that has been optimized for virtual reality headsets.

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Top Virtual Reality Games We Are Expecting in 2021 - Virtual Reality Times

Market Prediction of Virtual Reality In Gaming Market after COVID Pandemic | Analysis by Drivers, Restrains, Opportunities and Challenges | Forecast…

In4Research has recently published a research report titled, Global Virtual Reality In Gaming Market Report 2020-2026. This report has been designed by experts and professional market analysts and researchers. It is a comprehensive study that explore the competitive landscape, market segmentation, global and regional expansion, and revenue, production, and consumption growth of Virtual Reality In Gaming. Decision-makers can use the accurate market facts and figures and statistical studies provided in the report to understand the current and future growth of the global Virtual Reality In Gaming Market.

The report includes CAGR, market shares, sales, gross margin, value, volume, and other vital market figures that give an exact picture of the growth of the global Virtual Reality In Gaming Market.

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The Virtual Reality In Gaming market report gives CAGR value, Industry Chains, Upstream, Geography, End-user, Application, Competitor analysis, SWOT Analysis, Sales, Revenue, Price, Gross Margin, Market Share, Import-Export, Trends, and Forecast. The report also gives insight into the entry and exit barriers of the industry.

The Virtual Reality In Gaming Market Report Covers Major Players:

Virtual Reality In Gaming Market Breakdown Data by its type

Virtual Reality In Gaming Market Breakdown Data by its Application

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The Virtual Reality In Gaming industry development trends and marketing channels are analyzed. Finally, the feasibility of new investment projects is assessed, and overall research conclusions offered.

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How artificial intelligence and augmented reality are changing medical proctoring during COVID-19 – FierceHealthcare

Medical device specialists often monitor the work of surgeons to provide case support during procedures in the operating room. However, during the COVID-19 pandemic, medical proctoring has gone remote.

COVID has dramatically accelerated the need to have a remote tool, when you either don't have access to the hospital, or when there are travel restrictions that make it really difficult, said Jennifer Fried, CEO and co-founder of ExplORer Surgical, a company that provides a software platform for case support during surgery. ExplORer offers the training platform in three formats: in-person, remote or hybrid.

Launched out of the University of Chicago Department of Surgery in 2013, ExplORer recently added augmented reality technology that acts as a virtual laser pointer for medical device specialists to provide on-screen guidance for surgeons similarly to how sports announcers use a Telestrator to mark up plays.

2020 is history: Where do pharma and healthcare go from here?

Explore biopharma's ongoing work to combat COVID-19 and to fight the world's other diseases at the same time through CEO interviews, panel discussions, and daily news recaps.

Introduced in November, ExplORers two-way audio/video system is compliant with the Health Insurance Portability and Accountability Act. The AR technology lets medical device reps zoom in or out and use a laser pointer to highlight items on the screen for the doctor. Scrub nurses that prepare the surgical instruments use the customized content in the platform to guide them through the workflow.

RELATED:COVID-19 has caused a surge in telemedicine. Is telesurgery next?

Before COVID-19, physicians would fly around the world to proctor cases. In fact, six to eight surgeons would be in the room to do a procedure. With the pandemic, proctors are logging into the OR remotely, according to Fried.

Medical proctors can draw on a fluoroscopy image, share their screen and warn doctors what to look for during a procedure such as implanting a device in the body.

The ability to do that in a live, real-time way that's also compliant is really a game changer in this environment, Fried told Fierce Healthcare.

Fried noted that an ExplORer customer recently began a large U.S. clinical trial with surgeons in Europe while their clinical specialists were in Australia. The remote proctoring software has helped facilitate this collaboration.

Remote proctoring will likely continue after the pandemic because of its cost savings and efficiency for medical professionals, according to Fried.

What we're seeing with COVID is, I think, people are getting more and more comfortable with remote support, as it has become a necessity, Fried said. I think that trend is going to be here to stay.

RELATED:Healthcare is ramping up AI investments during COVID. But the industry is still on the fence about Google, Amazon. Here's why

The AR features will be particularly valuable for medical proctors to help physicians through complex invasive procedures, noted Art Collins, former chairman and CEO of Medtronic and a senior medical adviser to ExplORer Surgical.

This expert training is critical when surgeons need to switch an implant operation from a large incision and open approach to minimally invasive or a catheter, Fried noted.

Remote proctoring solutions like those that ExplORer offers will incorporate artificial intelligence features such as computer vision to collect data on procedures and feed it automatically into a surgeons workflow.

AI and machine learning will become more impactful as the data set of video feeds increase, as a larger data set empowers better insights, Collins told Fierce Healthcare. As the use of video becomes standard practice in the OR and procedure suites, AI technologies will increasingly be able to interpret video feeds.

In addition, medical proctors will use image-object recognition and machine learning to analyze what is happening in the OR, Fried said. The AI technology could suggest best practices based on knowing that a surgeon took an instrument off the table, as one example.

You could say this step is taking a lot longer and know that because this instrument hasn't been put back onto the table, she explained.

ExplORer has built early iterations of this machine learning technology and plans to launch a commercial case in 2021, Fried said.

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How artificial intelligence and augmented reality are changing medical proctoring during COVID-19 - FierceHealthcare

Virtual-reality tour of popular flower exhibition is created – Jersey Evening Post

Picture: Danny Evans (29882294)

The display which was shown at the Jersey Maritime Museum in November featured thousands of flowers strung together which had been designed by Island schoolchildren who were asked to explore their experiences and emotions during the Covid-19 pandemic.

As the pandemic may have prevented some individuals from visiting the installation, ArtHouse Jersey has created the virtual-reality tour and accompanying soundtrack so that Islanders can enjoy the artwork from the comfort and safety of their homes.

Tom Dingle, director of ArtHouse Jersey, said: This has been a difficult year for many people in terms of freedom, particularly when it comes to getting out and about. It was a pleasure to work alongside our developers Snap to create this virtual-reality tour of our very special exhibition.

We received many messages from people either trapped at home or away from the Island who said they would have liked to have come along and see this work. Well now they can virtually. We hope this digital solution gives many more people the chance to experience the atmospheric beauty of this poignant art installation from the comfort and safety of their own homes.

The virtual tour can be accessed online at arthousejersey.je under the Projects page.

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Virtual-reality tour of popular flower exhibition is created - Jersey Evening Post

Startup Spotlight: Making sci-fi like metaverse a reality that’s ambitious goal of this Raleigh startup – WRAL Tech Wire

Editors note: Startup Spotlight is a regular part of our Startup Monday package that includes updates from our exclusive Startup Guide, a look ahead to events and program deadlines across our state, a breakdown on more than 150 meetup groups across the Triangle, and reviews of our most recent headlines.

For specific events, be sure to checkour interactive calendarand this weeks preview of upcoming events, which is divided into three parts:

This list is an extension of TechWiresresource guide for Triangle startups.

RALEIGH Transmira Inc., a Raleigh-based startup developing an artificial and virtual reality (AR and VR) platform called Omniscape it says will make a science fiction-like metaverse possible, has raised a small equity investment.

The investment from technology entrepreneur, Calvin Ayre founder of venture capital firm, Ayre Group Ventures and blockchain conglomerate, CoinGeek. Transmiras tech uses blockchain.

Ayre, in a statement, said,I am a big believer in new digital worlds, and an even bigger believer in Bitcoin.Transmira is combining these two technologies to monetize its new XR Metaverse, recognizing that this is only possible with Bitcoin SV due to its massive scaling powers and restoration of Bitcoins original design.

According to a regulatory filing, Transmira raised $25,000 this month in a simple agreement with one investor allowing the investor to buy securities in the future, as part of an ongoing seed round.

The company previously raised $25,000 in 2018.

Founder and CEO Robert Rice told WRAL TechWire that raising money in the pandemic environment has been troublesome.

Raising money is always hard, he said, but this last year with Covid has been an absolute nightmare. He said the company is behind on its regulatory filings in the ongoing seed round.

A serial entrepreneur involved with AR and VR since the 1990s, Rice said, Im a startup junkie.

Robert Rice, CEO, founder of Transmira. Transmira photo.

His previous startups included a gaming company in Kentucky and 3D virtual world gaming work in the Triangle.

Transmira developed Omniscape, an XR and spatial computing platform that leverages location-based data to create new commercial campaigns and experiences for brands, businesses and smart cities.

I coined the term XR in 2014. It is meant to specifically refer to AR and VR together as a whole, not just two different elements of a spectrum, Rice notes.

The XR platform, Transmira explains, combines artificial and virtual reality to provide 3D objects, such as a free cup of Starbucks coffee, to the real world where a user can redeem them for the real thing.

Thats our secret sauce, Rice said, combining location with the monetization of VR and AR.

Transmira is in the process of integrating Bitcoin SV with Omniscape, with the Bitcoin SV blockchain set to handle micropayments and tokenization for the platform.

The company says it has unbounded scaling, greater data capacity and super low transaction fees (the median transaction fee on the Bitcoin SV network is less than 1/100 of a U.S. cent).

The Bitcoin SV network is the only blockchain that can facilitate the realisation of the monetized XR world Transmira envisions for Omniscape. It is, Rice said, A concept previously only possible in works of fiction, like the OASIS in Ready Player One where gameplay, virtual items, and user interactions can all be assigned a monetary value.

That he said, enables players to earn and exchange real money inside the virtual XR world. This can only be achieved with Bitcoin SV which adheres to Satoshi Nakamotos original vision. That is to massively scale Bitcoin to become a global data ledger for enterprise, in addition to functioning as an efficient peer-to-peer electronic cash system.

Rice said the Bitcoin SV Blockchain connection prevents fraud, fakes, and theft of funds in the system problems that can concern potential customers.

The company plans to start with its experimental marketing plan connecting what are essentially 3D coupons called objects for real-world things, such as a pizza. Users of the app fire up a phone and see whats available nearby, said Rice.

CIO Review named the company to the Top 10 Most Promising AR/VR Tech Solution Providers in 2020. Rice wrote an in depth background piece for them.

We have done three successful pilots so far: Spartan Race World Championships in Lake Tahoe (2019), Helen Woodward Animal Center Pawmicon Event (2020), and CoinGeek London, 2020, he said. The company plans to market the platform for smart cities as well.

The company currently has 4 fulltime employees and about 10 altogether, all working virtually. Rice points out that for his company, the pandemic need for businesses to communicate virtually Is what weve been doing all along.

He said the company expects to make a number of announcements on its progress in the next three or four months. It will likely be seeking an A round in the not too distant future, he added.

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Startup Spotlight: Making sci-fi like metaverse a reality that's ambitious goal of this Raleigh startup - WRAL Tech Wire

Its Virtual Reality – The New Indian Express

By Express News Service

KOCHI: The big fashion makeover

The pandemic brought in a rigorous shift in our lifestyle from what we eat and how we work out to how we relax and spend our time. Even weddings and events became smaller and shorter, involving more technology. Here, we look at considerable shift in celebrations, music and art, entertainment, food, fashion and health that happened last year, and what to expect from 2021

2020 saw fewer people jumping on the bandwagon of fast fashion. People opted for comfortable and sustainable clothing amid the pandemic. Less became more and designers chose to rethink and create conscious, mindful clothing.

In the history of fashion, trends are formed when there is a collective change triggered by climate, war or a disease outbreak. The pandemic was a sudden jolt to our generic and mundane lives, forcing us to rethink our choices. Now, there is a whiff of fresh air where we understand that its okay to do things differently, said Poornima Indrajith, actor cum designer.

Alka Hari, designer and founder of her eponymous clothing brand stressed upon the rise in demand for sustainable products. A lot of brands have started to go for improvised styles and clothing materials owing to the demand. Unless these brands find cheaper ways for sustainable production, there will be a large percentage of the population who will depend on fast fashion, she said.

Simple from the word goOn Instagram, celebrity stylists like Ammu Varghese reiterated the importance of a simple and affordable wardrobe. She actively promoted festive looks starting from Rs 1,500 and low-key wedding outfits.Meanwhile, Anoosha George Sunoj, designer and owner of Styledivalabel mentioned that she had comparatively good business in 2020.

I received nearly 100 orders per month this year. Many of my customers pay in advance for placing bulk orders. I also had more orders from other states, said Anoosha. She added that being an online platform and designing affordable semi-party wear helped thrive her brand amid the pandemic.

The year also gave rise to new designers who introduced budget-friendly outfits on social media. Among them, Susan Lawrence who launched her brand last month has risen to the top, garnering good response on Instagram. Most of the designers who had online stores attracted customers through collaborations and styling for celebrity photoshoots.

Originally posted here:

Its Virtual Reality - The New Indian Express

Virtual Reality in Education Market is Expected to Grow in 2021 by Top Companies- Alchemy VR, Avantis Education, EON Reality, Google, Oculus VR,…

LOS ANGELES, United States: QY Research has recently published a research report titled, Global Virtual Reality in Education Market Report, History and Forecast 2015-2026, Breakdown Data by Companies, Key Regions, Types and Application. This report has been prepared by experienced and knowledgeable market analysts and researchers. It is a phenomenal compilation of important studies that explore the competitive landscape, segmentation, geographical expansion, and revenue, production, and consumption growth of the global Virtual Reality in Education market. Players can use the accurate market facts and figures and statistical studies provided in the report to understand the current and future growth of the global Virtual Reality in Education market.

The report includes CAGR, market shares, sales, gross margin, value, volume, and other vital market figures that give an exact picture of the growth of the global Virtual Reality in Education market.

Competitive Landscape

Competitor analysis is one of the best sections of the report that compares the progress of leading players based on crucial parameters, including market share, new developments, global reach, local competition, price, and production. From the nature of competition to future changes in the vendor landscape, the report provides in-depth analysis of the competition in the global Virtual Reality in Education market.

Key questions answered in the report:

TOC

1 Market Overview of Virtual Reality in Education1.1 Virtual Reality in Education Market Overview1.1.1 Virtual Reality in Education Product Scope1.1.2 Market Status and Outlook1.2 Global Virtual Reality in Education Market Size Overview by Region 2015 VS 2020 VS 20261.3 Global Virtual Reality in Education Market Size by Region (2015-2026)1.4 Global Virtual Reality in Education Historic Market Size by Region (2015-2020)1.5 Global Virtual Reality in Education Market Size Forecast by Region (2021-2026)1.6 Key Regions, Virtual Reality in Education Market Size YoY Growth (2015-2026)1.6.1 North America Virtual Reality in Education Market Size YoY Growth (2015-2026)1.6.2 Europe Virtual Reality in Education Market Size YoY Growth (2015-2026)1.6.3 Asia-Pacific Virtual Reality in Education Market Size YoY Growth (2015-2026)1.6.4 Latin America Virtual Reality in Education Market Size YoY Growth (2015-2026)1.6.5 Middle East & Africa Virtual Reality in Education Market Size YoY Growth (2015-2026) 2 Virtual Reality in Education Market Overview by Type2.1 Global Virtual Reality in Education Market Size by Type: 2015 VS 2020 VS 20262.2 Global Virtual Reality in Education Historic Market Size by Type (2015-2020)2.3 Global Virtual Reality in Education Forecasted Market Size by Type (2021-2026)2.4 Virtual Reality Software2.5 Virtual Reality Hardware 3 Virtual Reality in Education Market Overview by Application3.1 Global Virtual Reality in Education Market Size by Application: 2015 VS 2020 VS 20263.2 Global Virtual Reality in Education Historic Market Size by Application (2015-2020)3.3 Global Virtual Reality in Education Forecasted Market Size by Application (2021-2026)3.4 Schools3.5 Training Institutions3.6 Commercial3.7 Others 4 Global Virtual Reality in Education Competition Analysis by Players4.1 Global Virtual Reality in Education Market Size by Players (2015-2020)4.2 Global Top Manufacturers by Company Type (Tier 1, Tier 2 and Tier 3) (based on the Revenue in Virtual Reality in Education as of 2019)4.3 Date of Key Manufacturers Enter into Virtual Reality in Education Market4.4 Global Top Players Virtual Reality in Education Headquarters and Area Served4.5 Key Players Virtual Reality in Education Product Solution and Service4.6 Competitive Status4.6.1 Virtual Reality in Education Market Concentration Rate4.6.2 Mergers & Acquisitions, Expansion Plans 5 Company (Top Players) Profiles and Key Data5.1 Alchemy VR5.1.1 Alchemy VR Profile5.1.2 Alchemy VR Main Business5.1.3 Alchemy VR Virtual Reality in Education Products, Services and Solutions5.1.4 Alchemy VR Virtual Reality in Education Revenue (US$ Million) & (2015-2020)5.1.5 Alchemy VR Recent Developments5.2 Avantis Education5.2.1 Avantis Education Profile5.2.2 Avantis Education Main Business5.2.3 Avantis Education Virtual Reality in Education Products, Services and Solutions5.2.4 Avantis Education Virtual Reality in Education Revenue (US$ Million) & (2015-2020)5.2.5 Avantis Education Recent Developments5.3 EON Reality5.5.1 EON Reality Profile5.3.2 EON Reality Main Business5.3.3 EON Reality Virtual Reality in Education Products, Services and Solutions5.3.4 EON Reality Virtual Reality in Education Revenue (US$ Million) & (2015-2020)5.3.5 Google Recent Developments5.4 Google5.4.1 Google Profile5.4.2 Google Main Business5.4.3 Google Virtual Reality in Education Products, Services and Solutions5.4.4 Google Virtual Reality in Education Revenue (US$ Million) & (2015-2020)5.4.5 Google Recent Developments5.5 Oculus VR5.5.1 Oculus VR Profile5.5.2 Oculus VR Main Business5.5.3 Oculus VR Virtual Reality in Education Products, Services and Solutions5.5.4 Oculus VR Virtual Reality in Education Revenue (US$ Million) & (2015-2020)5.5.5 Oculus VR Recent Developments5.6 Virtalis5.6.1 Virtalis Profile5.6.2 Virtalis Main Business5.6.3 Virtalis Virtual Reality in Education Products, Services and Solutions5.6.4 Virtalis Virtual Reality in Education Revenue (US$ Million) & (2015-2020)5.6.5 Virtalis Recent Developments 6 North America6.1 North America Virtual Reality in Education Market Size by Country6.2 United States6.3 Canada 7 Europe7.1 Europe Virtual Reality in Education Market Size by Country7.2 Germany7.3 France7.4 U.K.7.5 Italy7.6 Russia7.7 Nordic7.8 Rest of Europe 8 Asia-Pacific8.1 Asia-Pacific Virtual Reality in Education Market Size by Region8.2 China8.3 Japan8.4 South Korea8.5 Southeast Asia8.6 India8.7 Australia8.8 Rest of Asia-Pacific 9 Latin America9.1 Latin America Virtual Reality in Education Market Size by Country9.2 Mexico9.3 Brazil9.4 Rest of Latin America 10 Middle East & Africa10.1 Middle East & Africa Virtual Reality in Education Market Size by Country10.2 Turkey10.3 Saudi Arabia10.4 UAE10.5 Rest of Middle East & Africa 11 Virtual Reality in Education Market Dynamics11.1 Industry Trends11.2 Market Drivers11.3 Market Challenges11.4 Market Restraints 12 Research Finding /Conclusion 13 Methodology and Data Source 13.1 Methodology/Research Approach13.1.1 Research Programs/Design13.1.2 Market Size Estimation13.1.3 Market Breakdown and Data Triangulation13.2 Data Source13.2.1 Secondary Sources13.2.2 Primary Sources13.3 Disclaimer13.4 Author List

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Virtual Reality in Education Market is Expected to Grow in 2021 by Top Companies- Alchemy VR, Avantis Education, EON Reality, Google, Oculus VR,...

Apple may launch first augmented reality (AR) device this year, report says – The Indian Express

It seems Apple is closer to launch its first-ever augmented reality (AR) device, rumoured to be called the Apple Glasses. The information is coming from Ming-Chi Kuo, the well-known Apple analyst. In a note to customers, as obtained by MacRumors, Kuo said that Apple does have plans to launch the augmented reality device this year. However, Kuos note doesnt mention AR glasses.

It is a known fact that Apple has been working on augmented reality glasses for years. Apple CEO Tim Cook sees AR, a technology that combines a view of the real world with computer-generated elements, as the next big thing in tech. But the question is, when will Apple be ready with its debut AR glasses?

According to The Information, Apple is expected to launch its first augmented reality headset in 2020, followed by a pair of AR glasses in 2023. Apples headset, codenamed N301, is said to be a slimmer version of the Oculus Quest, a virtual reality headset. It is rumoured to feature both AR and VR capabilities. The more complicated but future-ready headset will be a pair of AR glasses, similar to high-end sunglasses.

Bloomberg meanwhile said the Apple glasses will run rOS, a new operating system designed specifically for the headset. The publication further believes that the AR/VR headset will focus on gaming, watching the video and virtual meeting. Both headsets being developed by Apple will use a new 3D sensor system, a more advanced version of the FaceID used in the existing iPhones and iPads.

Many tech insiders and analysts believe the augmented reality (AR) glasses will replace smartphones in the next eight to ten years. Apple, alongside other tech companies, are all working on secret AR glasses projects. The first-generation Apple Glasses will be dependent on the iPhone for processing.It is unclear if Apple plans to launch the first AR headset this year or next year.

Apple has had a busy 2020, despite the global pandemic. This year, however, wont be much different. Kuo said Apple aims to launch multiple products this year, including the AirTags, new AirPods, more Apple Silicon Macs, new iPad Pro and MacBooks with mini-LED displays. The Cupertino, California-based tech giant recently launched the iPhone 12 series, a smaller HomePod mini, and a brand new iPad Air.

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Apple may launch first augmented reality (AR) device this year, report says - The Indian Express

Arena Games: A new virtual reality gaming spot has opened in DIFC – What’s On

Pew, pew, pew

Looking for something new and cool to do in Dubai? Arena Games is a new virtual reality gaming spot that is now open in Dubai International Financial Centre that will take players on an adrenaline-filled journey through infinite worlds.

If youve never tried virtual reality before, it is a computer-generated simulation of an environment where you can interact with each other (or the enemy) and objects in a seemingly real or physical way. In other words, youre actually in the artificial three-dimensional environment rather than staring at it on a screen.

You will be armed with a virtual reality headset, headphones, military-style backpacks and of course, a gun to help protect yourself.

Just take a look at the action waiting for you in this Instagram video below.

That looks pretty intense. But, dont worry if youre not a gamer. Arena Games is perfect whether youre a casual gamer or have been playing games since Odyssey came out.

And theres a range of games you can pick from, too. If you love games like Tell Tales The Walking Dead or The Last of Us, you will be able to fight off zombie attacks with your squad in the heart-stopping Zombie Survival.

If military action is more your style, Singularitywill appeal to you as it transports you to a secret military space station where they can expect to fight killer robots and rogue drones to regain control.

For fans of the fantasy genre, Engineeriumis an avatar-like, fantasy world game that combines platform and maze challenges is the perfect game for first-timers and virtual reality experimenters.

You can even opt for the ultimate player versus player combat in Sol Raiderswhere you can show off your gaming skills against your mates and finally lay to rest the argument of who is the better gamer is.

A total of 13 virtual reality games are available at The Arena Games, so round up your mates (a total of 8) and pick from one to try from the list here.

Prices start from Dhs50 for the and Dhs90 for the Zero Latency experience and you will need to book online before you head on over.

The HTC Vive games cost Dhs50 for 10 mins of gameplay and bookings need to be done at the venue itself. The game options include Fruit Ninja, John Wick Chronicles, Epic Rollercoasters and more.

Bookings for the games can be made here. Do note, that you will need to arrive 20 minutes early for the safety briefing and game intro so, plan accordingly.

Game on!

Arena Games, Gate Avenue, Zone D, Ground Level, DIFC, Dubai, Sun to Thur, 9am to 10pm. Tel: (0)4 546 7748 thearenagames.com

Images: Arena Games

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Arena Games: A new virtual reality gaming spot has opened in DIFC - What's On

Global Augmented and Virtual Reality (AR VR) Market 2026 The leading Industry Players : Microsoft Corporation, Google, Eon Reality, Aero Glass,…

Introduction: Global Augmented and Virtual Reality (AR VR) Market, 2020-26

A new versatile research report on Global Augmented and Virtual Reality (AR VR) market is aimed at promising a unique approach towards unravelling current and past market developments that collectively influence future growth predictions and market forecasts that allow market players in delivering growth specific business decisions.

The report serves as an ideal tool to instigate innovative market specific developments and subsequent growth projections. The study is a proposal and synopsis to orchestrate systematic data scavenging procedures amongst market participants.

Vendor LandscapeMicrosoft CorporationGoogleEon RealityAero GlassUpskillOculus VRJasorenIMB

Available Sample Report in PDF Version along with Graphs and [emailprotected] https://www.orbisresearch.com/contacts/request-sample/4218827?utm_source=PM

The report also segregates various players into broad categories of novice aspirants and established market participants with elaborate success stories and investment discretion that fortify their footing amidst staggering competition and fast expanding competition isle.

Market Segments: Global Augmented and Virtual Reality (AR VR) MarketAimed at delivering market relevant information to initiate healthy growth prognosis amongst market participants. A detailed sectional representation on market segmentation has also been flagged in the report based on which global Augmented and Virtual Reality (AR VR) market identifies type, application and region as major segment types.

Segmentation by Type: HardwareSoftware

Segmentation by Application: On-BoardOff-Board

Report Offerings in a Gist: To identify correctly major underlying market forces that gradually underpin growth To comprehend future growth potential of the mentioned segments, inclusive of geographical outlook. A thorough evaluation of the entire competitive landscape gamut has been analyzed, isolating growth rendering strategies and industry forerunners To correctly isolate growth enablement determinants. The report lends clarity in understanding the commercial viability of the Augmented and Virtual Reality (AR VR) market ecosystem.

Read complete report along with TOC @ https://www.orbisresearch.com/reports/index/global-augmented-and-virtual-reality-ar-vr-market-size-status-and-forecast-2020-2026?utm_source=PM

COVID-19 Impact AnalysisThis intensively researched report presentation has been prepared in real time parlance, rendering substantial attention towards COVID-19 outbreak that has lately wreaked unprecedented damage across industries, stagnating growth.

Based on extensive geographical scope and specific vendor activities across diverse regional pockets, global Augmented and Virtual Reality (AR VR) market is well segregated into specific nations such as Argentina and Brazil in South America. Additionally, other nations such as China, South Korea, Taiwan, Australia. Additional details on European growth hubs such as France, Italy, Germany, Netherlands have also been included in the report, followed by details on North America and MEA.

Competition EvaluationThe competitive landscape specific to global Augmented and Virtual Reality (AR VR) market further illustrates relevant growth favoring information pertaining to the vendor landscape with a specific focus on corporate growth strategies embraced by leading players, followed religiously by other relevant contributing players along with notable investors and stakeholders striving to etch lingering growth spurts despite high intensity competition and catastrophic developments.

In-depth research findings reflected in this report opine that despite the unprecedented outbreak and lingering implications of COVID-19 and its reformatory reforms reflected across industries, the immediate and future specific implications have been thoroughly classified and elaborated in the report to encourage unbiased market discretion.

Global Augmented and Virtual Reality (AR VR) market Key Report Highlights: This in-depth research documentation offers an illustrative overview of the entire market outlook with details on scope, executive summary and market segments The report also includes sections on competitive spectrum, highlighting major players, with detailed assessment of supply chain management, competition dynamics and growth objectives. Other crucial details on Porters Five Forces assessment, SWOT analysis and data triangulation methods have also been included in the report. Other relevant details on production patterns, growth rate, market share of each of the segments have also been pinned in the report. The report also houses crucial analytical details on revenue share and sales projections, besides volumetric estimations of each of the product segments have also been highlighted in the report to encourage unfaltering market decisions and sustainable revenue streams in global Augmented and Virtual Reality (AR VR) market.

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These crucial market relevant information are estimated to trigger tremendous growth returns and sustain market stability through the forecast tenure.

About Us:Orbis Research (orbisresearch.com) is a single point aid for all your market research requirements. We have vast database of reports from the leading publishers and authors across the globe. We specialize in delivering customized reports as per the requirements of our clients. We have complete information about our publishers and hence are sure about the accuracy of the industries and verticals of their specialization. This helps our clients to map their needs and we produce the perfect required market research study for our clients.

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Global Augmented and Virtual Reality (AR VR) Market 2026 The leading Industry Players : Microsoft Corporation, Google, Eon Reality, Aero Glass,...

Active Video Games and Low-Cost Virtual Reality: An Ideal Therapeutic Modality for Children With Physical Disabilities During a Global Pandemic -…

This article was originally published here

Front Neurol. 2020 Dec 14;11:601898. doi: 10.3389/fneur.2020.601898. eCollection 2020.

ABSTRACT

Current guidelines against spread of coronavirus (COVID-19) interrupt non-essential rehabilitation services. Thus, individuals with physical disabilities such as children with cerebral palsy can no longer benefit from physical rehabilitation during this undetermined period. Using either a synchronous or asynchronous format, in collaboration with a therapist via telerehabilitation, we suggest that active video games and low-cost virtual reality are a promising delivery mode for at-home rehabilitation in the context of a global pandemic. This therapeutic modality, incorporated into an at-home individualized treatment plan, provides a means to lessen the impact of an interruption in rehabilitation services while not loosing the pre-pandemic, in-person physical activity gains. Growing evidence supports active video games and low-cost virtual reality as viable therapeutic interventions for children with physical disabilities. These technologies are especially well-accepted by pediatric populations for the ludic and motivating features that lend themselves to nearly seamless incorporation into telerehabilitation. Advantages for rehabilitation of active video games and low-cost virtual reality include a rich, challenging, multi-modal training environment in which high numbers of movement repetitions can be accomplished, and a unique opportunity to foster engaged practice actions that go beyond household activities. We offer suggestions for the clinician about how to adopt active video games and low-cost virtual reality into your practice during a global pandemic.

PMID:33381077 | PMC:PMC7767913 | DOI:10.3389/fneur.2020.601898

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Active Video Games and Low-Cost Virtual Reality: An Ideal Therapeutic Modality for Children With Physical Disabilities During a Global Pandemic -...

Holotron is a robotic exosuit that could transform the way we use VR – Digital Trends

There was once a time, in the early 1990s to be precise, when the biggest impediment to achieving high-end virtual reality was the fact that the images were too fuzzy and slow-moving. Today, weve moved way beyond these early teething challenges. With impressive visuals and three-dimensional sound, VR has no problem creating a compellingly immersive experience from an audio-visual perspective, at least.

But virtual worlds arent yet as convincing as they could be and the lack of other senses, predominantly touch, is a big part of it.Touch is a key part of the way we interact with the physical world. Our eyes can tell us part of the story, but its touching the objects around us that really sells the experience.

Marcel Reese, the brain behind a Germany VR exosuit project called Holotron, thinks he may have come up with a solution to satisfy this part of the virtual experience. Its a lower-body robot exosuit (think half of the Power Loader from Aliens) that can be donned by users, which is able to simulate some of the forces needed to help them more compellingly move through virtual worlds and interact with objects around them.

The problem I tried to solve with the Holotron is how to create a virtual world that is indistinguishable from real life, Reese told Digital Trends. That can also be understood as finding the perfect man-machine interface where you control the avatar by doing what you would normally do.

The force-feedback interface of the Holotron exoskeleton works by measuring the forces the user is exerting, then sending this to a computer where the avatar in a virtual world recreates them using what Reese called virtual muscles. Depending on the physical constraints of the virtual environment, this will allow the avatar to move or not. For instance, if the avatars leg pushes against a small ball with a large force, the ball will yield as the user executes a kick. If a similar motion is attempted on a heavy rock, the rock will not yield and the exosuit could constrain the users leg movement.

But no-one, except perhaps the biggest soccer penalty shootout enthusiast, dons a robot exosuit solely so that they can kick a ball in VR with added verisimilitude. The really big challenge in terms of movement in VR remains how to allow users to walk without being stopped by the physical, real-world environment the user is in. Other researchers have explored solutions that range from treadmillsto a weird trick that fools the brain into thinking its heading in a straight linewhen, in fact, its walking in circles.

In the case of Holotron, the approach involves a larger robot called the motion simulator which suspends and moves the exoskeleton (and, by extension, the user) in the air. The user remains stationary, but the Holotron setup provides the necessary movement to let them feel like theyre, well, moving.

The user is not walking on a real floor anymore, and instead feels the virtual floor only through the footplates of the exoskeleton or other body parts if [he or she] might be crawling, Reese said. It is important that the user never has not to bother about regulating his or her own body balance. With the Holotron the user can fully concentrate on controlling the body of the avatar.

Reese said that possible applications for this more immersive VR setup could range from gaming to job training. While regular walking is an immediate focus, the technique could be (and, in early test versions, is) used for other movement types such as crawling, jumping, climbing, riding, swimming, base jumping, surfing or even spending time in microgravity in space.

Intriguingly, he also envisions this hardware setup becoming a useful tool for controlling telepresence robots, a concept that is already starting to be utilized (not necessarily with this specific tech) for applications up to and including life-saving surgery.

There are many applications to remotely operated humanoid robots, Reese said. This includes hazardous environments, remote industrial repairs, remote medical services, or simply remote work in general, where anyone could work anywhere instantly. A lot of common travel and commute could be reduced by using teleoperated humanoid robots.

Reeses ambitions in this space are just getting started. The [fine] details of interaction with the virtual environment, like the texture of a rough piece of wood or the bumps of an avocado, cannot [yet] be felt realistically by the user, he said. In the beginning, that is not required But one can add high-resolution tactile displays all over the body to have the user feel the very details of every object he or she touches. Later add-ons will include this and also thermal displays, smell and taste.

He said that the plan is to eventually commercialize the Holontron, although currently, it is too early to consider doing this. Nonetheless, this gives a flavor of what the future of virtual reality could look like. At least, so long as youve got plenty of space in your home gaming room.

The rest is here:

Holotron is a robotic exosuit that could transform the way we use VR - Digital Trends

Virtual Reality In Healthcare Market Outlook 2021: Big Things are Happening – LionLowdown

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Virtual Reality In Healthcare Introduction and Market Overview Virtual Reality In Healthcare Market, by Application [Rehabilitation and therapy procedures, Surgery, Visualization, Education and training & Others]

Virtual Reality In Healthcare Industry Chain Analysis Virtual Reality In Healthcare Market, by Type [, Hardware, Software & Service]

Industry Manufacture, Consumption, Export, Import by Regions (2014-2019) Industry Value ($) by Region (2014-2019)

Virtual Reality In Healthcare Market Status and SWOT Analysis by Regions

Major Region of Virtual Reality In Healthcare Marketi) Global Virtual Reality In Healthcare Salesii) Global Virtual Reality In Healthcare Revenue & market share Major Companies List Conclusion

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Virtual Reality In Healthcare Market Outlook 2021: Big Things are Happening - LionLowdown