Global Augmented and Virtual Reality in Healthcare Market 2025 To Expect Maximum Benefit and Growth Potential During this COVID 19 Outbreak: Google,…

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Regional Analysis North America (U.S., Canada, Mexico) Europe (U.K., France, Germany, Spain, Italy, Central & Eastern Europe, CIS) Asia Pacific (China, Japan, South Korea, ASEAN, India, Rest of Asia Pacific) Latin America (Brazil, Rest of L.A.) Middle East and Africa (Turkey, GCC, Rest of Middle East)

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Global Augmented and Virtual Reality in Healthcare Market 2025 To Expect Maximum Benefit and Growth Potential During this COVID 19 Outbreak: Google,...

How AR, VR and GFX have completely transformed award ceremonies on virtual platforms – ETBrandEquity.com

Each industry has been hit hard during the pandemic. There have been chaotic situations in cases where the investors had financed several awards shows that couldnt see the light of the day. While numerous awards were called off in the wake of the pandemic, some were postponed and other turned towards the virtual space.

It has been almost seven months since the outbreak of the virus in India. During this time, the online space has been explored to its optimum utilisation. With Awards ceremonies being around the corner for businesses and the entertainment industry, show organisers have moved from venue based to virtual based event companies like Vconfex.

The virtual space has completely changed the way we looked at events. The transformation might have taken some time, but virtual events have become the new normal. Award shows, that could have never been thought of being held online are more economical and easier to plan. The execution might be different, but gradually we are adapting to the new technologies and advancements.

The International Indian Film Academy Awards that is held annually in different countries against a stunning backdrop can now be recreated on virtual platforms as well. With the help of VFX and AR/VR (augmented reality and virtual reality), it is easy to get digital elements to a live show. It helps in creating a theme of an event, giving the viewers a feel of being at a particular place at a point of time. AR/VR experts create 3D locations like that of an award venue or an outdoor location as the attendees appear to be present in that very location.

Want to make you event interactive and engaging for attendees and viewers, just like physical events? The best way to do it is by inculcating graphics and VFX in your event. It will help you set the aura of an event, making the guests feel present at the online venue.

IIT Bombay successfully set an example by hosting an engaging virtual event during their graduation ceremony this year. They organised the online ceremony in August 2020. Attended by over 2000 students, the convocation that was held online with the help of VR, was one of the most creative ways to keep the audience engaged. The event showcased e-avatars of the students walk up to the dignitaries on the stage to receive their certificates. The event turned out to be engaging and the concept won a thumbs up from everyone.

Heres how you can do it

With the help of the most common and traditional technique of film making, such as the chroma shoot, these shows can put an imaginary backdrop in a screen space. The VFX supervisors then use their expertise to implement the same and show it to the viewers. In case of a pre-recorded video like that of the emcees, the speaker can shoot against a blue or a green backdrop. In the post production compositing phase, the video is rendered with a 3D image or video and the green and blue screen is removed. Chroma shoots have several benefits as it is a cost cutting technique and is the most ideal thing to do in case of background switching.

The HD awards ceremony backgrounds can be grandeur as the VFX staff can showcase any country or indoor stadium/hall of any place around the world, without having anyone physically present there.

Secondly, a virtual award ceremony experience can be enhanced and taken a notch higher with the help of immersive technologies. Although it is similar to VFX in certain ways, but the three dimensional image which surrounds each attendee makes it better than the rest. Therefore, event organisers are mostly inclining towards this one for a better experience.

The emcee of the show can deck up in his/her suit and stand against a green backdrop while talking to the guests. Meanwhile the VFX professionals can recreate the look of a red carpet or a stage to give the virtual event a real world feel. This can help in engaging the audience and offering them an experience like no other.

Ways to maximise your experience on virtual award ceremonies1- Plan before the event: An award ceremony brings a lot of stalwarts from the selected industry on a virtual platform. The attendees or the nominees might need some warming up before actually becoming a part of the show. To do so, the best way is to organise an informal call before the event and shake off the nervousness. This practice can be carried out even after the announcement of the results in celebration.

2- Bring your creativity to work: Since all nominees are announced on either social media platform or intimated via calls, the organisers might ask each one of them to record their award acceptance speeches beforehand. This will give the nominees the time to shoot the video either on their own or along with their colleagues. After the winner of the category is announced, the video can straightaway cut to the winning speech of the person who has stood victorious in that particular category. There might be certain restrictions when it comes to time and language for the acceptance speech of the winners, which should be kept in mind while pre-recording the winning speech.

3- Dress to leave a mark on the viewers: Most anchors and professionals like to stay comfortable in their easy bottoms while recording for a video and during the live broadcasts as well. It is always a good practice to give up on your joggers and pyjamas and suit up to impress the spectators at the virtual award show.

4- Networking opportunities: You might be oblivious of the fact that the virtual events also allow the attendees to build contacts and interact with other attendees during the time of the event. Social media plays an important role in helping you reach out to the masses and talking about the event. Attendees can also personally message each other by clicking on the chat link available in the website.

Although there are several virtual spaces that have come into being during the times of the pandemic, one can only sustain if it has a plethora of features to offer to the clients. It takes effort of an entire team to deliver a seamless and watchable award ceremony with the online tools available.

The award ceremony organisers should create a real feel of the on-ground ceremony like those that have been held in the past. Talking about the entertainment award shows like IIFA, Filmfare, etc., the ceremony starts off with emcees introducing the awards and the sponsors. This is followed by the grandeur opening performance by the stars which can either be a dance performance or a singer enthralling the crowds. Next comes the announcement of a category nominations and finally the revelation of the winner.

Similar procedure must be followed in the case of virtual ceremonies as well. However, the virtual space draws advantage of playing pre-recorded clips in certain cases, like in the case of any performance. The performers can rehearse for it in advance and record it at their convenience.

The event page should be linked to various social media platforms where the link and live updates of the award ceremony can be shared simultaneously. As social media has become the lifeline of any event, its integration in all websites has become the most important aspect in todays time.

Apart from the entertainment awards, business awards have also been witnessing a paradigm shift from venue-based award ceremonies to virtual events. They have utilised the virtual space for delivering one-day events from the beginning to the end. The four basic elements to consider for such events include the following:

- Presentations- Judging- Ceremony- Winners speech

Roles and responsibilities of hosting virtual award ceremoniesOrganising a virtual award show can be quite taxing as the organisers might have to spend a lot of time in its planning stage. Here are some important planning tips for the event organisers:

1- Invitations and submissions: Create online formal invitations for the guests and start sending them out much in advance from the date of the show. This sends out information to a large group of people who can RSVP by submitting their response through the same medium. It is always safe to know the number of people interested in your event. You dont want to run it for so long for a handful of attendees.

2- Ceremony agenda: Things do not have to be taken lightly even in the case of virtual awards ceremonies. The organisers have to be clear about the schedule of the show, so that it is seamlessly delivered from the very beginning to the end.

3- Bandwidth requirement: To live stream an entire event to a lot of attendees, the organisers should be equipped with a higher bandwidth and server apparatus.

4- Judges: A panel of judges is required to decide upon the winners. This is essential in the case of both real-time and recorded award events.

5- Attendees and jury: The link should be sent to the jury and the attendees of the event beforehand, so that they can test remotely and see if it is working fine for them. Any errors or glitches can be treated during this time.

6- IT personnel: They play an important role in virtual events as all issues are held and resolved by them. Without the technical know-how of how a virtual award ceremony runs on a virtual platform, one cannot think of organising it.

Examples of online award ceremonies that have been held till now:1- MCA Awards2- SPOTT Awards hosted by BrandEquity and Economic Times3- Kaleido Awards hosted by BrandEquity and Economic Times4- BAFTA Games Awards5- IEEE Awards6- Women in Financial Advice Awards7- VR Awards8- Global Digital Excellence Awards9- CIPD People Management Awards10- Telecoms World Awards11- UK Business Awards

Benefits of organising virtual award shows1- There are times when invitees cant make it to an award show because of the distance and time constraint. No such problem persists in the case of virtual events as the attendees just have to log into their systems remotely and click on the event link shared by the organisers.

2- It gives a networking platform to the attendees who can get in touch with others present at the event, just like in the case of venue-based award ceremony.

3- The entire ceremony can be recorded by anyone on their system and saved for future references.

4- Virtual shows give winners the liberty to prepare their winning speech in advance if he/she is camera shy or has stage fright.

5- Virtual platform help winners earn recognition in front of all the attendees, which might not be possible in case of office awards that are otherwise given privately inside a cabin.

You can conclude the award ceremony with a gala by including the jury, attendees, winners and nominees for a virtual celebration. A standing ovation to the winners or some behind the scene videos will thrill the audience and keep them glued to their screens post the event as well. The audience should be left in awe of the event created by you at the end. This will help you get better feedback and a more promising audience at your next event.-Brand Content Initiative

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How AR, VR and GFX have completely transformed award ceremonies on virtual platforms - ETBrandEquity.com

What is Virtual Reality? – Virtual Reality Society

The definition of virtual reality comes, naturally, from the definitions for both virtual and reality. The definition of virtual is near and reality is what we experience as human beings. So the term virtual reality basically means near-reality. This could, of course, mean anything but it usually refers to a specific type of reality emulation.

We know the world through our senses and perception systems. In school we all learned that we have five senses: taste, touch, smell, sight and hearing. These are however only our most obvious sense organs. The truth is that humans have many more senses than this, such as a sense of balance for example. These other sensory inputs, plus some special processing of sensory information by our brains ensures that we have a rich flow of information from the environment to our minds.

Everything that we know about our reality comes by way of our senses. In other words, our entire experience of reality is simply a combination of sensory information and our brains sense-making mechanisms for that information. It stands to reason then, that if you can present your senses with made-up information, your perception of reality would also change in response to it. You would be presented with a version of reality that isnt really there, but from your perspective it would be perceived as real. Something we would refer to as a virtual reality.

So, in summary, virtual reality entails presenting our senses with a computer generated virtual environment that we can explore in some fashion.

Answering what is virtual reality in technical terms is straight-forward. Virtual reality is the term used to describe a three-dimensional, computer generated environment which can be explored and interacted with by a person. That person becomes part of this virtual world or is immersed within this environment and whilst there, is able to manipulate objects or perform a series of actions.

Although we talk about a few historical early forms of virtual reality elsewhere on the site, today virtual reality is usually implemented using computer technology. There are a range of systems that are used for this purpose, such as headsets, omni-directional treadmills and special gloves. These are used to actually stimulate our senses together in order to create the illusion of reality.

This is more difficult than it sounds, since our senses and brains are evolved to provide us with a finely synchronised and mediated experience. If anything is even a little off we can usually tell. This is where youll hear terms such asimmersiveness and realism enter the conversation. These issues that divide convincing or enjoyable virtual reality experiences from jarring or unpleasant ones are partly technical and partly conceptual. Virtual reality technology needs to take our physiology into account. For example, the human visual field does not look like a video frame. We have (more or less) 180 degrees of vision and although you are not always consciously aware of your peripheral vision, if it were gone youd notice. Similarly when what your eyes and the vestibular system in your ears tell you are in conflict it can cause motion sickness. Which is what happens to some people on boats or when they read while in a car.

If an implementation of virtual reality manages to get the combination of hardware, software and sensory synchronicity just right it achieves something known as a sense of presence. Where the subject really feels like they are present in that environment.

This may seems like a lot of effort, and it is! What makes the development of virtual reality worthwhile? The potential entertainment value is clear. Immersive films and video games are good examples. The entertainment industry is after all a multi-billion dollar one and consumers are always keen on novelty. Virtual reality has many other, more serious, applications as well.

There are a wide variety of applications for virtual reality which include:

Virtual reality can lead to new and exciting discoveries in these areas which impact upon our day to day lives.

Wherever it is too dangerous, expensive or impractical to do something in reality, virtual reality is the answer. From trainee fighter pilots to medical applications trainee surgeons, virtual reality allows us to take virtual risks in order to gain real world experience. As the cost of virtual reality goes down and it becomes more mainstream you can expect more serious uses, such as education or productivity applications, to come to the fore. Virtual reality and its cousin augmented reality could substantively change the way we interface with our digital technologies. Continuing the trend of humanising our technology.

There are many different types of virtual reality systems but they all share the same characteristics such as the ability to allow the person to view three-dimensional images. These images appear life-sized to the person.

Plus they change as the person moves around their environment which corresponds with the change in their field of vision. The aim is for a seamless join between the persons head and eye movements and the appropriate response, e.g. change in perception. This ensures that the virtual environment is both realistic and enjoyable.

A virtual environment should provide the appropriate responses in real time- as the person explores their surroundings. The problems arise when there is a delay between the persons actions and system response or latency which then disrupts their experience. The person becomes aware that they are in an artificial environment and adjusts their behaviour accordingly which results in a stilted, mechanical form of interaction.

The aim is for a natural, free-flowing form of interaction which will result in a memorable experience.

Virtual reality is the creation of a virtual environment presented to our senses in such a way that we experience it as if we were really there. It uses a host of technologies to achieve this goal and is a technically complex feat that has to account for our perception and cognition. It has both entertainment and serious uses. The technology is becoming cheaper and more widespread. We can expect to see many more innovative uses for the technology in the future and perhaps a fundamental way in which we communicate and work thanks to the possibilities of virtual reality.

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What is Virtual Reality? - Virtual Reality Society

Virtual Reality NJ – VRcadeNJ – Virtual Reality Experience …

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We have a large selection of room-scale virtual reality experiences for everyone! Whether you enjoy peaceful flights through a scenic city, sports, virtual worlds, zombie apocalypse and even Outer Space we offer a variety of VR fun perfect for Adults and Kids alike. Our venue has enough space to accommodate groups of various sizes including private rooms.

Teambuilding, Parties or even just a fun night out is better at VR Arcade as upstairs you can check out Escape Room NJ, Downstairs check out Human Bumper Balls or Indoor Airsoft NJ and if that isnt exciting enough how about Axeholez Hatchet House NJ.

Yes, this is the only Adults Entertainment Center of its kind in the Tri-State, dont miss out the chance to check us out, call in and schedule a tour for your next Corporate Teambuilding Event, Birthday Party, Bachelor/Bachelorette Party, Baby Shower, Divorce Party or any other kind of celebration you like.how about T.G.I.F!

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Deliverect uses virtual reality technology to bring employees together for the festive season – PRNewswire

In celebration of the continued hard work and support its employees have given to the hospitality industry over the past year, Deliverect will be gifting each member with the Oculus - Quest 2, one of the most advanced VR headsets currently on the market. The VR headset will enable Deliverect's employees to join a specially designed virtual reality (VR) Christmas party taking place on 18th December.

The VR Christmas party will reunite employees based around the world in lieu of any physical face-to-face celebrations as Covid-19 restrictions remain in force in many countries.

Oculus VR Headsets allow the user to experience VR like never-before through 3D positional audio, advanced processing power and 1832x1920 resolution.

To facilitate the VR party, Deliverect is using AltspaceVR, the premier VR events space for live big shows, parties, seminars, and corporate gatherings. The Innovative tech scale-up chose AltspaceVR as it allows a greater number of people to join at once, whereas other VR software applications only grant 30-40 individuals' access.

The Christmas party initiative has been spearheaded by one of Deliverect's co-founders, Jan Hollez, in recognition of the value that Christmas parties and employee interaction bring to company culture.

Over the past 12 months Deliverect has seen tremendous growth, it now boasts over 14 million processed orders from around the globe.Because Deliverect is a people-first company it has attracted talented individuals from across the world, dramatically increasing its staff numbers this year. However, due to the pandemic, many of its new employees have not had the chance to meet each other face-to-face. Using the VR technology Deliverect plans on bringing together all of its 114 employees in one virtual room.

The tech innovator does not plan on halting growth plans as it enters 2021, Deliverect is looking to increase its headcount from 114 to 300 over the next 12 months. Focusing on attracting talent from the tech sector to help drive business growth.

The company currently supports 100+ global integrations with major POS, delivery partners, and offices in the UK, Spain, Netherlands, Belgium, France, Mexico, North America, and Dubai.

On 18th December employees joining the virtual event will be able to walk around the room and socialise with each other, providing the opportunity for many employees to meet for the first time. Deliverect will also be hosting a presentation celebrating the work its staff have completed over the past year.

Jan Hollez, co-founder and CTO at Deliverect commented: "As a global team we have gone above and beyond to support our customers across the world over the past 12 months.

"Since the outbreak of Covid-19 we have seen a rise in restaurants that were hesitant to try online food delivery software bring it onboard and integrate it into their customer offer. Since day one our mission at Deliverect is to be the technological connection between food businesses and their customers through our efficient software.

"Online sales and takeaways have been a lifeline for many of our customers throughout the challenges of 2020. This year's amazing work would not have been possible without the diligence executed by our employees, it is because of their long-standing relationships with our customers and industry knowledge that we have been able to grow as much as we have.

"Deliverect's Christmas party will be virtual this year, and in true Deliverect style it is an innovative idea using technology with the people in-mind. I can't wait to see the full team in our virtual reality room and give them a virtual high five."

Jennifer Gardner, head of people at Deliverect, said: "Staying in touch with employees from across the world is a challenge at the best of times, add Covid-19 restrictions to this, and it is a logistical nightmare.

"At Deliverect our primary focus is our people, as without them we could not provide our services to our customers, and this Christmas, our virtual celebration presents us with the opportunity to bring our team together to celebrate everyone's hard-work and have some well-deserved fun. We hope this event alleviates the stress caused by lack of social contact due to covid.

"We are extremely excited to be welcoming all of our staff members on 18th December to our virtual event. 2021 is going to be a big year for us as we continue to grow and putting people at the heart of our operation is vital to our future success."

Jelte Vrijhoef, co-founder and senior system architect at Deliverect, said: "Deliverect employees see each other more as friends and family and we recognise that Christmas parties are a huge part of our culture. Jan's ingenious idea to utilise VR technology to bring us all together at a time we thought it would be impossible, has been a lifesaver.

"Because we have grown in size, we did not want to lose any momentum in celebrating our success. Thanks to the VR technology we will be able to inject some social interaction into our celebrations and show gratitude to our employees for their hard work over the past 12 months. I am looking forward to the event and seeing our growth plans for 2021 come to fruition"

Deliverect social channels

LinkedIn - @Deliverecthq

Twitter - @Deliverect_com

SOURCE Deliverect

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Deliverect uses virtual reality technology to bring employees together for the festive season - PRNewswire

Virtual reality: how cyclists are pedalling through the pandemic – The Guardian

On the fourth day of March this year, Australian cycling team Mitchelton-Scott became the first member of the World Tour peloton to withdraw from all forthcoming racing as a result of the emerging pandemic. Other teams soon followed, until all races had been suspended indefinitely. For an international sport that sees hundreds of riders and staff crisscross the globe on a weekly basis, Covid-19 posed an existential threat.

But barely two days later, Mitchelton-Scott made another announcement: they were returning to racing. The coronavirus may have forced professional cycling off the road, but it would not keep riders from competition for long. Instead, they would go online and enter the world of esports.

Virtual cycling has been on the rise throughout the latter half of this decade. Market leader Zwift was established in 2014, while an Australian competitor, FulGaz, launched soon afterwards. By 2019, 15% of all rides logged on Strava, an exercise tracking service, were virtual. The pandemic has turbocharged this growth and brought virtual cycling firmly into the mainstream.

We saw the industry caught by surprise, admits Wesley Sulzberger, a former professional cyclist and the Australia country manager for Zwift. His companys platform has seen a 300% year-on-year growth in daily activity during the pandemic, and now claims to have 2.8 million accounts registered across 190 countries.

As the world went into lockdown, the hardware needed for virtual cycling a smart trainer that connects to a bike and measures power output was suddenly alongside toilet paper on the hard-to-find list. Equipment sold out worldwide by May, says Sulzberger. Even now, equipment is in short supply.

In essence, virtual cycling takes a riders real-life physical output and converts it to a moving avatar on a computer screen. It blends the fun of video games with the intensity of serious training, Sulzberger says. Zwift seeks to be as realistic as possible: users experience the gradient of mountain climbs and the draft of other riders, albeit on a virtual route as they interact via the internet rather than over the shoulder.

With the World Tour suspended from mid-March, Zwift races were suddenly the next best thing for elite cyclists. The esports dimension of virtual cycling is not entirely novel; a Zwift world championships had been foreshadowed last September by Union Cycliste Internationale (UCI), the global governing body. But Covid-19 gave added impetus to these events. Zwift racing, says Sulzberger, has helped fill the gaps left by traditional sport in this unprecedented year. The platform even hosted a virtual Tour de France in July, more than a month before a postponed edition of the real thing took place as World Tour cycling returned between the pandemics waves.

In mid-December, 12 Australian cyclists contested the inaugural UCI Cycling Esports World Championships. Several riders welcomed Guardian Australia into their homes for the virtual event.

11.15pm, Bre and Jay Vines kitchen

From the outside on a nondescript street in far-north Canberra there is nothing to suggest something remarkable is about to happen at the house of Bre and Jay Vine, late on an unseasonably cool summer evening. The same is true from inside their living room; the married couple, both 25, are lounging on the couch next to a Christmas tree, watching television. But in the coming hours, the pair will each represent Australia, albeit from the comfort of their home. Im nervous, as always, but super excited, says Bre. Hopefully it will all go to plan.

The Vines have been using Zwift for four years, and racing competitively on the platform for the past two. Jay has just returned from far north New South Wales, where he won two stages during a (non-virtual) National Road Series event. It is a different feeling, he says of the comparison with road cycling. You can feel the anticipation building before the race but theres no way to release it there are no other cyclists, no crowds its all just inside you, in your living room.

The world championships were scheduled on European time: for Australians competitors, the womens race is first up at 12.40am, followed by the men at 1.45am. All riders are contesting a 50km course in the virtual world of Watopia, featuring almost 500m of elevation. Having spent the day napping, and with a long night ahead, the Vines are enjoying their first caffeinated boost of the evening. It is pretty brutal timing, says Jay, but Ill happily drink coffee for Australia.

The Vines are both semi-professional cyclists; Jay is eager for a World Tour contract, and the pair are learning Spanish in the hope of joining a European-based team. Their national-team counterparts are a mix of pros and semi-pros. Bre is riding alongside 20-year-old Sarah Gigante (Tibco-SVB), hailed as Australias next big thing, while Jack Haig (Mitchelton-Scott) and Will Clarke (Trek-Segafredo) are among Jays colleagues. They face some big-name competition: two-time Giro Rosa winner Annemiek van Vleuten and dual road-race world champion Anna van der Breggen headline the Dutch squad.

But the Vines say many full-time pros are yet to adapt to Zwift racing. It is a game, says Jay, drawing comparisons with Call of Duty. Like any game, there is a learning curve. It takes 20 or 30 races to start to find the nuances in the game. Among the gamified aspects of the race are power-ups: riders can be awarded aero or lightweight power-ups at different locations on the course, increasing speed or decreasing weight for 15 seconds at a time. But once you have learned the game, it is just like any other discipline of cycling, Jay adds.

Virtual racing also differs from road racing in duration. While a typical road stage might take five or six hours, Zwift races normally last around 60 minutes. This is just an hour of maximum effort, says Bre. Whereas on the road it is all about saving energy. That makes Zwift races more comparable to a criterium or a time trial than a road race.

The format is another reason professional cyclist have not dominated the discipline since arriving en-masse during lockdown. The pros really come into their element four or five hours down the road, says Jay. Zwift races arent long enough for their advantage to be felt.

A final distinguishing feature of Zwift racing is the relatively level playing field. At world championship road races, each national team is riding for one or at most two riders who might have the ability to win; it is very much a team endeavour, focused around a single protected rider. Zwift is more egalitarian. We havent gone out with a specific leader, we have maybe four riders with the potential to get away, says Bre. Jay says the mens team have adopted a similar strategy: If we all start sprinting at slightly different times at the last climb, one of us will be up there for the win.

As the race start looms, Bre logs on to Zwift and begins to warm up on her trainer. She joins the team audio channel and chats casually with her teammates. Jay makes Bre a final coffee with four shots. It is a bit bitter, she grimaces. The couple, with their bikes set up parallel in a dedicated training room, wish each other good luck and Bre begins to race. Her virtual avatar sets off in a peloton of 54 riders from 18 countries. Within minutes Bres heart rate, displayed prominently on the Zwift display, is above 180 beats per minute.

October, Geelong

Two months ago, Donna Rae-Szalinski received an unusual request. A former professional rider and long-time coach, Rae-Szalinski is a popular figure in Australian cycling circles given her friendly demeanour and frequent work coordinating national teams at races across the globe. But stuck in Geelong and with international travel impossible, she did not expect to be managing another national team. That was, at least, until the esports world championships came along.

For Rae-Szalinski, that AusCycling would appoint a team coordinator is proof the peak body is taking this new cycling discipline seriously. The riders have received national team kit, undertaken course reconnaissance rides together and had planning calls to talk through team tactics. It feels very strange to not have training camps, to not see riders face-to-face, says Rae-Szalinski. But otherwise, we have treated this just as we would any other national team.

In 2020, AusCycling held a virtual National Road Series with Zwift, which saw domestic teams compete across six events between May and July. Last month, the organisation announced an expansion of its partnership with Zwift, with a suite of online racing and recreational events planned for next year.

We see virtual cycling as a core part of AusCycling, says Kipp Kaufmann, the peak bodys general manager of events and racing. On our website we list our disciplines: BMX, mountain bike, cyclo-cross, road cycling, track cycling, para-cycling and esports cycling. We see it as on par with those other disciplines. This is supplementing, not replacing, other forms of cycling.

Rae-Szalinski is quick to sing the praises of cyclings newest arrival. Esports cycling is awesome it is getting more people on bikes, she says. It fits the mould for so many people who love cycling and want to be competitive but dont have the time to train 25 hours a week. This lets them fit it in with their lifestyle.

That is certainly true for one member of the Australian team, Vicki Whitelaw. Now 43, the Canberran raced professionally on the road in the late 2000s and represented her country at the UCI road world championships on four consecutive occasion. But after retiring and having children, Whitelaw found Zwift to be the perfect alternative.

I started e-cycling eight years ago, says Whitelaw. I needed sanity after having a couple of babies, but I could not go out and ride for hours. Ecycling enabled me to literally ride in my lounge room while my kids napped.

Whitelaw is a founding member of Heino Racing Team, a Denmark-registered Zwift team. We are the best female esports team, she says proudly. Many Zwift racing series feature not-insignificant prize purses, giving the riders an added incentive. We meet-up virtually, we recon courses, we plan accordingly it is very professional, very organised and we are winning a lot of races, Whitelaw adds.

As Zwift racing becomes increasingly high-profile and lucrative it will become even more important to maintain its sporting integrity. Just as doping has plagued road cycling, cheating is beginning to surface in the virtual world. We have seen some reports around the integrity of esports, admits AusCyclings Kaufmann. We are learning at the same time as we implement. Ensuring integrity will be a key component to growing the discipline.

To use Zwift, riders enter their weight, which determines the power to weight ratio (watts per kilogram) and hence how fast a rider goes in the virtual world. Submitting a falsely low weight is an easy way to cheat, although Zwift has algorithms to identify suspicious output (such riders are flagged with a cone of shame above their avatar). For the esports world championships, participants were required to submit a video demonstrating their height and weight within 24 hours of the race start.

But more sophisticated cheating is also on the horizon; last year Vice profiled a cybersecurity expert who had hacked his smart trainer to manipulate the data flow. To mitigate this risk, the UCI supplied all competitors at the world championships with identical smart trainer systems.

In a post-Covid world, in-person esports competition might be one way to ensure integrity. Performing on a stage with everyone on the same trainers, with everyone weighed and drug tested beforehand that would be the ultimate, says Whitelaw. But if we had to travel to compete, that would also detract from why we are doing virtual cycling in the first place.

1.35am, Ben Hills living room

In another Canberra suburb, a small crowd has gathered to cheer on Australian competitor Ben Hill. Despite the time of night, his wife Rebecca Hill (ne Wiasak a former track cycling world champion), the couples two-month-old daughter, Bens mother, and two friends, have convened in a crowded living room. With 10 minutes until the mens race starts, Ben is nonchalant. I wonder if I can still wear the Australian kit on Zwift after Worlds, he muses. For the first time in his life, Ben is wearing a green and gold outfit, while his avatar is sporting an almost identical virtual garb.

Beck, holding baby Ava, appears somewhat less calm. Cables lie strewn across the floor, connecting Bens trainer to the power and internet. If either connection fails during the race, Ben will be eliminated. There was a power outage here earlier today, Beck recalls. I was wondering if I could source a generator!

The couple are both big Zwift fans. You can get hit by a car, or swooped by a magpie, theres been bushfires, and then Covid-19, explains Beck. Why face any of that when you can ride online? Ben has spent recent years riding professionally in Europe with Team Ljubljana Gusto; having now returned to Australia to become a father, Zwift has been an outlet for his competitive streak.

With the mens racing beginning, the spectators shift attention to a Eurosport feed on their phones as the womens race reaches its climax. South Africas Ashleigh Moolman-Pasio, a World Tour rider with CCC Liv, sprints to victory with Australias Gigante close behind. The first-ever world champion in cycling esports, booms the commentator. Bre Vine finishes 10th. Beck relays the strong results from team Australia to Ben as he pedals.

Despite an early pace among the mens 78-rider strong peloton, Ben looks untroubled. Easy-peasy, he smiles. With Ben surrounded by four whirring fans keeping him cool, the spectators begin to shiver. It feels like Antarctica here, quips Bens friend, Andrew Flood.

The tempo increases in the final kms, until Ben is at his threshold. The bleary-eyed spectators squint at the television to read the race, while Ben keeps his head down and pedals hard on the final climb. Beck screams: 500m to a rainbow jersey forever in the history books! 400m give it everything you have! Every day of training has come to this.

Ben crosses the line and exhales. Damnit! he grimaces, upon seeing his fifth placing. I thought I was third on the line. As the footage replays on the screen, he realises the ultimate winner, Germans Jason Osborne, managed a late attack. I gave it my all, I wouldnt have been able to do what he did, Ben concedes. As the clock above him ticks past 3am, Ben and the group conduct an impromptu post-race analysis. You were up there with the best, offers Beck. Ben replies: I know, but I wanted to be the best.

As he sits on his bike in front of the television screen, Ben looks forlorn. It may have been a virtual race taking place over Zwift, but to the riders, this was a world championships like any other. Welcome to the future of cycling.

Originally posted here:

Virtual reality: how cyclists are pedalling through the pandemic - The Guardian

Verizon Bets on Virtual Reality With Entain Gambling Partnership – Yahoo Sports

Verizon Media has formed a global tech partnership with Entain, the gambling operator formerly known as GVC Holdings, to innovate the next generation of sport betting products, including a combination of gambling and virtual reality.

The two companies say theyll work together to build a VR platform that integrates live sports with layers of data and gambling. The goal is to create an immersive experience where sports fans can view games, check stats, place wagers and socialize, all within the same platform.

The gambling will take place through Entains brands, which include bwin, Ladbrokes, Coral, PartyPoker and BetMGM, a joint venture with MGM Resorts. Terms of the partnership were not disclosed.

To win in the future we need to understand where consumers will be in five, ten years time and work with other global businesses also investing in that, Entain CEO Shay Segev said in a statement. We envisage consumers meeting at a game with friends, who could in fact be elsewhere, using virtual reality headsets to watch, interact and share the experience together and, potentially, compete between themselves at halftime or feel like theyre on the pitch with the players.

The deal builds on a pre-existing relationship between the two companies. BetMGM, which is Entains U.S. sports betting operation, is already integrated across Verizon-owned Yahoo Sports products. In some U.S. states, people can place wagers through BetMGM without leaving the Yahoo Sports app.

Virtual reality and its cousin, augmented reality, have been considered the next wave of media for years, though theres yet to be a real sports breakthrough. The NBA broadcast its first game in VR back in 2015, just before Goldman Sachs projected that VR revenue could outpace TV revenue by 2025. Sports teams have publicly discussed a future where they could sell an infinite number of courtside seats in peoples living rooms, but across the board, adaptation has been slow.

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Still, theres optimism, boosted by the advent of widespread 5G, a new cellular network that could make VR and AR more feasible through phones and tablets. Verizon, one of the nations largest cell carriers, is deeply invested in future 5G applications. Its media arm, which houses brands like Yahoo, AOL and TechCrunch, is responsible for predicting what new types of content will be unlocked by tech advancements.

Entain officially changed its name from GVC last week. The company is listed on the London Stock Exchange and closed Wednesday with a market cap of $8.6 billion (6.4 million pounds).

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Verizon Bets on Virtual Reality With Entain Gambling Partnership - Yahoo Sports

Virtual Reality Augmenting Therapy in Gastroenterology and Beyond – Medscape

In gastroenterology and beyond, virtual reality (VR) is beginning to augment traditional therapies, including those intended to alleviate pain and anxiety.

Brennan Spiegel

Brennan Spiegel, MD, director of Health Services Research at Cedars-Sinai Medical Center in Los Angeles, told Medscape Medical News, "There are now over 200 hospitals around the US using VR in some way, shape, or form. We hope that will grow significantly in time."

"We'll be hearing more and more about this," Spiegel said.

Spiegel, who is coeditor-in-chief of the American Journal of Gastroenterology, spoke at the Advances in Inflammatory Bowel (AIBD) 2020 Annual Meeting.

He said more than 3000 patients at Cedars Sinai have used VR as part of their clinical care. Patients can swim with dolphins, explore foreign lands in a helicopter, or laze on a beach in Hawaii while enduring painful procedures, conditions, or flares. A study from July of 2020, for example, shows patients were pleasantly distracted during colonoscopy.

"VR is a tool that can profoundly modify perception of the world around us and the world within us," he said. "If we use it properly and responsibly to recalibrate unhealthy perceptions, VR can become a radical new therapy to improve quality of life for some of our patients."

The US Food and Drug Administration is on board with recognizing medical uses for virtual reality, which the agency calls Medical Extended Reality or MXR. The agency held a public workshop on the topic in March.

Spiegel and coinvestigators found that VR can ease pain in childbirth, which may have implications for women who want a natural birth.

In another study, burn patients reported up to 50% reductions in pain while distracted from wound care with immersive VR.

Augmented reality was also shown to change perception of satiety and control food consumption by changing the perceived size of food. That use may have implications for altering eating behaviors, Spiegel noted.

Steven Hanauer, MD, from the Feinstein School of Medicine at Northwestern University in Chicago, called Spiegel's presentation "phenomenal" and the technology "potentially transformative."

He told Medscape Medical News that although there is much potential, especially as an adjunct to cognitive behavioral therapy (CBT), there are questions to be researched and "we are very early in development."

At the AIBD meeting he asked Spiegel about potential harms, particularly around use in young patients.

Spiegel replied, "There are concerns, particularly for kids under the age of 12 or so, because firstly they can create false memories; they literally feel that they have done what they did. Usually that's around 8 years old."

As to whether there are worries about screen time and addiction, he said, "We're not thankfully seeing evidence of VR addiction, mostly because people get a little dizzy and vertiginous if they're in it too long."

Advances in technology, portability of the hardware, and reduction in cost are fueling the increased use of VR in medical settings.

Spiegel said one of the most popular headsets they recommend costs about $300. At Cedars, headsets are reused after undergoing extensive cleaning procedures that include ultraviolet light. Software modules for the headsets, some available by prescription, some publicly available, range from $2 to $20, he said.

His website refers to a directory of international VR providers and his team's favorite VR software programs. Spiegel said he has no financial relationships with any of the companies.

VR can also improve general satisfaction for patients isolated in a sterile hospital room. Spiegel explains that VR can transport patients confined to their beds to fantastical destinations, such as safari adventures or exploring ice caves.

Spiegel and colleagues compared on-demand VR with "health and wellness" TV programming in a randomized, prospective trial and found significant reduction in pain scores in hospitalized patients.

Research is also turning to outpatient uses.

"We have an NIH grant for that right now looking at musculoskeletal pain using an 8-week, home-based CBT treatment program. It's like having a pain psychologist at home with you, but in VR."

Patients wear the headsets at home for a daily class via VR. "Frankly, we don't have enough bandwidth to provide enough pain psychologists to everyone who has pain, whether IBD or otherwise," he said.

The goal of VR is not to offer merely momentary relief, he said. "We don't want people living in VR," he said. "We want them learning something in VR that they can take with them, that they can then use in their real life," such as mindbody medicine or breathing techniques.

More work is being done in the gastroenterology arena, he said. "We're creating an IBS VR therapeutic right now at Cedars and hopefully we'll have longer-term data this time next year," he said.

Cedars is also on the brink of launching a new VR clinic, which will be run by a psychiatrist who specializes in behavioral health.

Spiegel and Hanauer have disclosed no relevant financial relationships..

Advances in Inflammatory Bowel Diseases (AIBD) 2020 Annual Meeting: Session8. Presented December11, 2020.

Marcia Frellick is a freelance journalist based in Chicago . She has previously written for the Chicago Tribune, Science News, and Nurse.com, and was an editor at the Chicago Sun-Times, the Cincinnati Enquirer, and the St. Cloud ( Minnesota ) Times. Follow her on Twitter at @mfrellick

For more news, follow Medscape on Facebook, Twitter, Instagram, and YouTube

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Virtual Reality Augmenting Therapy in Gastroenterology and Beyond - Medscape

TOP 10 virtual and augmented reality stories of 2020 – Designboom

digital was essential for 2020 due to the COVID-19 pandemic. virtual and augmented reality were key technologies in blurring the boundaries as people around the world were under lockdown at home. our TOP 10 virtual and augmented reality (AR) stories relive these moments of joy, from forward-thinking cultural exhibitions to the hugely beneficial working-from-home tools. it even includes a couple of new headsets ideas, such as a set of slim goggles and minute contact lenses.

continuing ourTOP 10 round-ups of 2020, we look back at 10 virtual and augmented reality stories that attracted our and, most importantly, designboom readers attention over the past 12 months.

image courtesy of panasonic

to start our TOP 10 virtual and augmented reality stories, we take it back to CES 2020 where designboom was reporting live from las vegas. panasonicunveiled the worlds first high dynamic range (HDR) capable virtual reality goggles.the technology allows wearers to view high-quality content in a compact and lightweight design with aneyeglass-like shape. they are equipped with micro OLED panels that eliminate a screen door effect, where the fine lines separating pixels become visible in the displayed image.

image courtesy of KAWS and acute art

KAWS collaborated with acute art for the launch of expanded holiday, a series of AR sculptures that was publicly exhibited in 12 major cities and locations of six continents from 12 to 26 march. using cutting-edge technology, this project represented a new exhibition model that transcends the physical world and reduces transportation and travel for a global art world something we all felt as 2020 continued. besides the public exhibition, the launch also included an AR collectible edition and open edition for lease, which were available via acute arts new platform for collecting and trading AR art.

image courtesy of mojo vision

california-based tech startup mojo vision revealed its smart contact lenses, which use augmented realityto place information inside of the wearers eyes. the companys forthcoming mojo lens AR lenses use 14k pixels-per-inch micro-displays to project statistics like health tracking and other data. they also pack wireless radio, image-recognition tech (which it claims will be able to understand the activities youre engaged in, so as to not disturb you when its not wanted), and motion sensors.

image: olafur eliasson, wunderkammer, 2020 (detail), courtesy of acute art and the artist

olafur eliasson has worked together with acute art to produce wunderkammer, anaugmented reality collection of natural elements, small artworks and experiments from the artists studio. following the collaboration with KAWS earlier in the year, and the launch of its app, acute art then released a second series of artworks, this time with eliasson to open up a world of new possibilities. these works were available to download for free through the app, allowing audiences from all over the world to to collect digitally and enjoy them from the comfort of their own homes.

image courtesy cai studio

chinese artistcai guo-qiangunveiled his first virtual realityartwork, created in partnership withHTC VIVE arts. the work, titled sleepwalking in the forbidden city, debuted as part of odyssey and homecoming the artists major exhibition at the palace museum, beijing, which remains on view until february 5, 2021. for this exhibition, cai guo-qiang uses VR technology to create a fireworks ceremony dedicated to the forbidden city and its 600-year history. the performance is inspired by those typically seen to mark the lunar new year.

in questioning how we can still experience tactility in a digitally driven society,sabine marcelis presented a virtual representation of design and furniture works that can be experienced through a 3D display technology. the project presents the potential for a solution on how we can still form intimate material experiences across increasingly digital interfaces. for virtual tactility, marcelis considered her designs to be true sensorial experiences and not simple static works the experience becomes the function, with a refined and unique aesthetic.

image courtesy of oculus

working from home needed to be included in our TOP 10 virtual and augmented reality stories of 2020. at its first ever fully digitalAR/VR-focused conference, facebookintroduced infinite office a platform designed to create a virtualworking environment.targeting those who were working from home as a result of the COVID-19 pandemic, infinite office integrates with real environments. however, to enhance focus and flexibility, users can toggle between a fully immersive experience and a mix of virtual displays with passthrough for a greater awareness of their surroundings.

image courtesy of SPACE10 and IKEA

IKEAand itsexternal innovation hub, SPACE10, launched everyday experiments an ongoing series of digital proposals and prototypes that explore how tomorrows technologies may redefine life at home. the collection so far includes 18 experiments that apply the latest technology available to experience-driven details of everyday living. examples include fields extreme measures, a playful way to calculate the dimensions of a certain space through an expanding elephant; and optical soundsystem by manvsmachine, a speculative design prototype for an augmented reality (AR) applicationwhich would allow you to see music within your environment.

image michael lyrenmann

researchers fromgramazio kohler collaborated withincon.ai,a spinoff recently launched by the robotic systems lab ofETH zurich, to develop a custom-made optical guidance system for constructing faades.using 13,596 individually rotated and tiltedbricks, the design team used anaugmented realityfabrication interface to build the faade of awineryingreece. this system was used by local masons to construct the 225 square meter facade in less than three months. the augmented bricklaying process combines the power of computational design with the dexterity and skills of human craftspeople introducing an entirely new fabrication paradigm.

our TOP 10 virtual and augmented reality stories of 2020 concludes with a direct exploration of COVID-19 it had to be, after all. the george washington hospital in washing D.C. used innovative virtual reality technologyto assess its firstCOVID-19 patient back in march.co-developed by GWU thoracic surgical chief keith mortman andsurgical theater a well-known developer of VR imagining software their video takes us inside a coronavirus-damaged lung for more insight into the disease.

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TOP 10 virtual and augmented reality stories of 2020 - Designboom

Recreating racism in VR to fight real racism – Axios

New virtual and "augmented" reality technology is allowing users to experience 1960s civil rights marches, the agony of segregation for Black Americans, or life in a Japanese American internment camp.

Why it matters: For now, this is largely a tool for educators seeking new ways to teach young Americans about the legacy of slavery and racism. But there's growing commercial potential as more people become comfortable using technology to expand their horizons.

Details: Projects created in universities and private labs forces users to walk in the shoes of people who faced (and still face) discrimination by recreating historic events.

How it works: Projects can be downloaded or watched via 360 video on VR headsets. Users feel as if they are in the moment.

Whats next: "I Am A Man" creator Derek Ham is designing a new VR project based on the Negro Baseball Leagues. "You can get struck out by Satchel Paige, then see him having a hard time getting a hotel room."

What theyre saying: "This is a powerful medium that allows you to experience the perspective of another person, and maybe, just maybe, you'll change your own perspective [on] how people experienced life as a Black person," said Ham.

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Recreating racism in VR to fight real racism - Axios

Sky Worlds to show Chelsea vs West Ham 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 when Chelsea host West Ham on Monday.

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 Monday's clash at Stamford Bridge being shown live following the success of the first VR Premier League match on Sunday, December 13, when Crystal Palace drew with Tottenham.

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 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!

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Sky Worlds to show Chelsea vs West Ham live in virtual reality - Sky Sports

Cal Poly Researchers Receive Public Interest Technology Grant to Utilize Virtual Reality in Diversity, Equity and Inclusion Trainings – Cal Poly San…

SAN LUIS OBISPO An interdisciplinary group of Cal Poly faculty members has been awarded a $45,000Public Interest Technology University Network (PIT-UN)Challenge grant to further support the critical new field of public interest technology.

This funding will go toward a project that incorporates immersive virtual reality (VR) components into sexual and gender harassment, and LGBTQ+ affirming training.

Working with partners includingCal Poly Safer,the Gay and Lesbian Alliance of the Central Coast (GALA)andthe San Luis Obispo County Behavioral Health Department, the researchers hope to understand where VR can be added to existing trainings in order to improve inclusion and equity at Cal Poly and in the community.

The project will be led by James Werner, associate professor of media arts; Christine Hackman, associate professor of kinesiology and public health; Coleen Carrigan, associate professor of anthropology and science, technology, and society; and Jay Bettergarcia, assistant professor of psychology and child development. The project also will involve several student research assistants, who will help develop scenario scripts, conduct research activities and serve as liaisons between researchers and community partners.

One of the issues with how current trainings are structured is that there is not an opportunity to put what youve learned into true practice and when youre faced with responding to an incident of bias or harassment, it can be challenging to speak up or do something, said Hackman. The virtual reality scenario gives the user a scenario where something does appear to actually be happening and gives them a real-life practice session.

We appreciate the support from PIT-UN for this project and believe it is an excellent example of how the field of public interest technology can create better informed citizens and support progress on such crucial issues like diversity, equity and inclusion, said Werner. Were hopeful this project can create a better trained workforce and community that is better prepared to respond to and help stop instances of harassment and that the VR aspect can help us reach those who may be less likely to engage with current trainings and resources.

The Public Interest Technology University Network is a partnership of colleges and universities convened byNew America, theFord Foundation, and theHewlett Foundation. The network is dedicated to building the nascent field of public interest technology through curriculum development, faculty research opportunities, and experiential learning programs, in order to inspire a new generation of civic-minded technologists and policy leaders.

Our work points to how important it is to make public interest technology a permanent and vital pathway in higher education, said Anne-Marie Slaughter, president of New America.Public interest technologists are at the forefront of societal change and progress, and our students are leading us toward a more prosperous, more just, and more collaborative future. Institutional members of the University Network are already making big changes in our world.

The network and challenge grants are funded through the support of the Ford Foundation, Hewlett Foundation, Mastercard Impact Fund, with support from the Mastercard Center for Inclusive Growth,Patrick J. McGovern Foundation, The Raikes Foundation, Schmidt Futures and The Siegel Family Endowment.

Cal Poly became a member of the university network in early 2020.

Contact: Keegan Koberl805-458-9302;kkoberl@calpoly.edu

December 16, 2020

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Cal Poly Researchers Receive Public Interest Technology Grant to Utilize Virtual Reality in Diversity, Equity and Inclusion Trainings - Cal Poly San...

Virtual Reality: Cutting cost, reducing isolation and attracting talent – Training Journal

With the UK's unemployment rate having risen to its highest level in almost three years, the idea that any sort of innovation might have occurred across the HR sector could be a difficult one to fathom.

But the opposite is actually true. Over the last few months weve seen widespread shifts in the way HR departments are adopting new, and even more engaging, recruitment procedures as they look to overcome strict COVID-19 social distancing rules.

Research from global analytics firm Gartner shows that organisations have adapted quickly to this changing environment, with 89% of HR departments confirming theyve moved to virtual interviews with the majority of these using new technologies to onboard staff.

Yet while these figures represent a significant shift, the adoption of innovative recruitment practices was a trend that existed some time before the pandemic with the rapid rise of virtual reality (VR) technology already beginning to transform recruitment and training and learning practices worldwide.

Many organisations were already using VR headsets to showcase office space to potential recruits, helping them to familiarise themselves with new work environments. Others were using VR technology to immerse new staff in real-time scenarios, or holding virtual career fairs to interact with candidates.

VR can help to attract top talent or boost staff morale, it can also cut recruitment costs and time to hire too

The results speak for themselves. This approach to recruitment, and the use of immersive technologies across the HR function, is here to stay, but there are some barriers to overcome first.

The adoption of immersive technologies in business is still in its infancy, and that can be met with criticism and early doubters. Some might argue that VR can never create a world that's a proper substitute for a meticulous face-to-face human recruitment process. Or might point to the fact that, so far, the uptake of VR technology in the workplace has been slow when compared to smartphone or tablet adoption.

Historically there has been some validity in these observations but as the technology has improved, and as it continues to become more ubiquitous with significant investment into the space by technology giants such as Facebook, Apple and HTC VR can absolutely supplement or even become a substitute for the physical recruitment processes; pandemic or otherwise.

The long and short of it is, while VR can help to attract top talent or boost staff morale, it can also cut recruitment costs and time to hire too, particularly from those larger conglomerates who may recruit from further afield than just their own territory.

Why fly to say, Tokyo, when you could perform the whole recruitment process within a VR environment? The answer to this question may be more important than ever as businesses continue to look for ways to cut costs but remain competitive amidst a recessive economy.

Some naysayers might express concern that introducing VR in the workplace may lead to staff isolation or loneliness in the future. However, the reality couldnt be more inclusive. During this pandemic, there have been numerous work conferences in the VR realm, and the experience is just as engaging as operating in the real world: you can book meetings, sit down in the same room as otherseven wave at them. This is an incredibly physical environment and has been proven to actually combat loneliness and isolation. It demonstrates that VR can be a truly connective space to work in.

This doesnt mark the end of the office water cooler moment of course physical offices will be used for years to come. It may just be that these moments will soon be recreated in a new virtual form.

And in the short term at the very least, VR is a fantastic tool to augment the current recruitment process as we all try and deal with the very real practicalities imposed by the new world that we are currently operating within.

About theauthor

Damian Collier is founder and CEO of Blend Media

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Virtual Reality: Cutting cost, reducing isolation and attracting talent - Training Journal

The virtual reality office – Axios

While offices remain closed and travel isn't an option, some companies are turning to virtual reality to bring employees together.

Why it matters: Let's face it: Slack sessions and Zoom happy hours can only go so far to promote company cohesion. VR can provide another outlet, even if the technology is still in its infancy.

What's happening: True to its name, the workforce of Remote, a startup that helps companies with HR, has been fully remote since its founding. But as the company grew from 8 to approximately 60 employees distributed around the world during the pandemic, its CEO Job van der Voort was forced to find innovative ways to keep his company together.

Details: Strivr, an immersive learning company, has seen an increase in demand for its VR training sessions during the pandemic, as executives can no longer travel to satellite offices.

Yes, but: Top-line VR headsets are still expensive, and not every employee will feel comfortable interacting with colleagues in virtual environments, let alone while planning an online "Grand Theft Auto IV" heist.

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The virtual reality office - Axios

VR could be key to helping recovered COVID-19 patients get therapy, according to experts – Mobihealth News

Virtual reality could be key to COVID-19 rehabilitation, according to a new paper published inBMJ Open Sport Exercise Medicine. Specifically, the authors of the publication pitch tailor-made rehabilitation services that can be administered remotely via a VR experience.

The authors explain that many COVID-19 patients who were critically ill continue to have Post-Intensive Care Syndrome, even after the infection is gone, leaving a potential risk for physical, psychological and cognitive impairment.

Traditional PICS treatments also do not account for the additional emotional and societal side-effects of this particular crisis, such as social distancing, limitation of family members visits and consultations by primary caregivers when patients are discharged, authors of the study wrote. VR provides healthcare practitioners with the means to administer fast, temporary and tailor-made rehabilitation services at a distance, and offers a solution to address the impending surge of demand for PICS-COV therapy.

VR could help patients not just with physical rehab but could also help with psychological support for patients who have overcome COVID-19.

Authors noted that the technology is well suited to todays environment as it lets therapy be delivered at a distance and allows therapists, who may be in high demand, to treat patients simultaneously. VR differs from traditional telemedicine, the paper says, because of its ability to put patients into a 3D environment.

However, VR also presents new sets of challenges, according to the article. Those challenges include creating a new toolkit for physical, mental and cognitive therapy. The risk of falls is another potential issue in the technology. Authors of the paper suggested that patients should sit when doing cognitive and mental health-related therapy. Proper patient education was also suggested.

WHY IT MATTERS

According to a paper published inHeart Lung,50% of all patients admitted to the ICU that go onto a ventilator develop PICS. The paper goes on to note that there is no difference in PICS risk between ICU patients with morbidities such as diabetes, hypertension, asthma, and chronic obstructive pulmonary and those admitted to the ICU who do not have a morbidity.

THE LARGER TREND

Virtual reality is growing in popularity in the healthcare space. InItaly one hospital is supplyingVR therapy to its workers to help reduce the stress and anxiety associated with treated coronavirus patients.

Virtual reality is also growing in the rehabilitation space, in stroke care in particular. InFebruary a use-of-concept studyfound that stroke patients given virtual reality therapy were consistent in completing the therapy, and preferred a version that let them connect to others.

In 2018, a rehabilitation research group from theKessler Foundation and immersive interactive technologies company Virtualwareannounced the two organizationsare teaming up to develop a VR-based treatment for spatial neglect in stroke patients.

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VR could be key to helping recovered COVID-19 patients get therapy, according to experts - Mobihealth News

Movie Director and Skydiver creates the most realistic Virtual Reality Parachute Landing Simulation ever! – PRNewswire

HOUSTON, Dec. 15, 2020 /PRNewswire/ -- CanopySim is a virtual reality Parachute Landing Simulation, the first of its kind to entertain and teach real life canopy techniques for anyone wanting to experience the thrill of skydiving.

CanopySim was designed with an emphasis on beautiful, exotic environments as well as incorporating the real world physics of canopy flight. CanopySim consultants include some of the top parachute flight coaches in the USA and NASA engineers, to bring the most realistic physics of canopy flight into the virtual world.

"I searched for an existing true to life skydiving experience in VR and could not find anything that came close to the real thing, so I decided to create it myself" Amir Valinia, Creator of CanopySim

Simulation Highlights:

Our pre-release marketing has reached over 300,000 YouTube viewers as well as over 380,000 Facebook users with over 51,000 post engagements in just a few months.

CanopySim is available on Oculus and Steam VR.

Amir Valinia is available for interviews and demonstrations.

Amir Valinia832-526-5822[emailprotected]

LinksTrailer: https://youtu.be/rFI30U16gHAWebsite: https://www.canopysim.comFacebook: https://www.facebook.com/CanopySim

SOURCE AV1 Productions

http://av1productions.com/

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Movie Director and Skydiver creates the most realistic Virtual Reality Parachute Landing Simulation ever! - PRNewswire

New Study Reveals that Virtual Reality Skills Training Is Poised for Explosive Growth By 2022 – Yahoo Finance

- Twice as many learning and development leaders will utilize VR for soft skill training by 2022

- VR training simulations have proven results in business-critical areas such as team management and collaboration; diversity, equity, and inclusion; and sales and customer service

SAN FRANCISCO, Dec. 15, 2020 /PRNewswire/ -- Mursion, the industry leader in immersive virtual reality training for emotional intelligence in the workplace, and Future Workplace, an advisory and membership organization that prepares HR leaders for the future of work, today announced their partner study: VR Changes the Game for Soft Skills Training. The report examines the rapidly growing trend of VR simulation training being adopted as a means to close the soft skills gap amid a wave of high-pressure situations and changes that managers and business leaders are experiencing in the workplace right now.

According to the report, by 2022, more than 72 percent of learning and development leaders across industries will have tried VR for soft skills training at their organization. This is more than double the 35 percent of respondents who are currently deploying VR skills simulations to help employees navigate challenging workplace scenarios in customer service, peer conflict resolution, and sales, as well as timely and critical training for diversity and inclusion, harassment, and even bedside manner for healthcare workers.

"Amid the effects of the COVID-19 pandemic, economic disruptions, employee layoffs, and furloughs, the needs for employees have never been greater and the stakes have never been higher for managers to possess the 'human' skills needed to drive business performance," said Mark Atkinson, CEO, Mursion. "The challenge of working remotely is intersecting with major societal shifts that are transforming workplace communications and company values at their core. Companies are looking for a solution, and VR training accelerates skill mastery in a realistic, efficient, and measurable way."

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Additional takeaways from VR Changes the Game for Soft Skills Training

More than half (51 percent) of respondents put VR in their top three buckets for where they would invest more money if they could double their learning budget higher than social learning, gamification, in-person learning, and artificial intelligence

VR for soft skills training delivers on what these learning leaders say is the future of learning: "engaging" (55 percent), "personalized" (49 percent) and "measurable" (41 percent)

Corporate Customer Success

H&R Block's customer call center data shows that two 30-minute sales VR sessions saved 4,119 hours (171 days) of average handling time a 10 percent overall reduction leading to a performance improvement equal to 3+ months of on-the-job learning.

T-Mobile had to handle high-stakes corporate change management communications prior to its merger with Sprint. After VR simulations with a "change-resistant" employee, 90 percent of managers showed strong competency in their real conversations. T-Mobile then expanded its scope to include customized simulations of executive presentation and communication skills.

Read more about these case studies in the VR Changes the Game for Soft Skills Training eBookMursion is among the companies that have experienced tremendous growth through this surge of corporate skills training demands, including a doubling of revenue and staff in less than a year, a 90 percent customer retention rate, a 140 percent increase in customer spend year-over-year, and achieving profitability.

"The future of VR training for employees to learn critical communication and interpersonal skills is limitless," explained Jeanne Meister, Managing Partner, Future Workplace. "Businesses and employees are harnessing the value of VR for soft skills. VR is becoming a top modality for training in conflict resolution, communications, and sales of new products and services."

For more information, you can read the VR Changes the Game for Soft Skills Training report here.

Methodology

Research findings are based on online survey responses conducted by Savanta on behalf of Mursion and Future Workplace. Three hundred leaders in corporate learning roles were surveyed at organizations with 1000+ employees who play a key role managing company L&D. Questions asked about perceptions of VR simulation and applicability for soft skills training in the following areas: leadership, HR, sales, and customer service.

About Mursion

Powered by a blend of artificial intelligence and live human interaction, Mursion provides immersive VR training for essential skills in the workplace. Mursion simulations are designed for the modern workforce, staging interactions between learners and avatars to achieve the realism needed for measurable, high-impact results. Drawing upon research in learning science and psychology, Mursion harnesses the best in technology and human interaction to deliver outcomes for both learners and organizations. Learn more at http://www.mursion.com.

About Future Workplace

Future Workplace is an HR advisory and membership firm preparing HR leaders and their teams to drive business impact, expand their skills, and adapt to the trends that matter most in the future of work. We do this by providing HR peer networks, online courses in Future Workplace Academy, and research on the future workforce and workplace. For more details, visit http://www.futureworkplace.com.

Media Contact:Monika Jomonika.jo@mursion.com

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SOURCE Mursion

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New Study Reveals that Virtual Reality Skills Training Is Poised for Explosive Growth By 2022 - Yahoo Finance

Virtual reality and 3D scans: Digitally planned production of the Audi e-tron GT – Automotive World

The Audie-tronGT is the first four rings model for which production was planned entirely without physical prototypes. Multiple technical innovations made this possible, including three-dimensional building scans, machine learning processes and the use of virtual reality. All assembly processes, such as procedures and employee actions were tested and optimized in virtual spaces that model their real-world counterparts down to the finest detail. Virtual planning is now used across site boundaries, enabling digital, connected working without business trips or foreign assignments and not just during the coronavirus pandemic. 3D scans and the planning in virtual spaces make processes more efficient and sustainable.

Where is virtual planning used and why are 3D scans so important for this?

A variety of prototypes are used in the conventional planning process for the production of a new Audi model. The vehicle prototypes are fabricated during the early planning phase as one-off models with hand-built parts. This is time consuming and cost intensive. Assembly Planning uses these prototypes to define and optimize the later production processes. What are the employees tasks? Where does a part have to be located for the employee to have optimal access to it? Can the employee hold and install the part by him- or herself? How does she have to move to do it? Are other parts in the way? What tools does he need? During production planning for the Audie-tronGT, these questions were derived and answered entirely in the virtual world. Every step and every action was tested in the digital space using virtual reality. The goal of virtual planning is to ensure that during the later production of the vehicle, all processes are perfectly meshed and the cycles along the line are seamlessly coordinated.This requires that every detail of the production hall be modeled precisely and to scale. This is where 3D scans come into play. Using special hardware and software, they create a virtual reproduction of the physical production facility, including all equipment, tools and shelves.

TheAudi Bllinger Hfeat the Neckarsulm site, where theAudie-tronGTis built, thus also exist in the digital world. And thanks to new, digital planning methods, the production of tomorrow can be planned virtually years in advance on the basis of this model.

A scanner the hardware is essential for generating the corresponding data.

It is roughly two meters(6.6 ft)tall and is mounted on four wheels so that an employee can move it around the spaces. At the top is a LiDAR (Light Detection and Ranging) unit and three additional laser scanners as well as a camera. Two processes are conducted simultaneously while scanning a space: The wide-angle camera takes a picture of the space while the lasers precisely measure it and generate a three-dimensional point cloud of the surroundings. 250,000 square meters(2,690,977.6 sq ft)of production hall space at the Neckarsulm site alone has already been scanned using this technology. But it is the interaction between the hardware and software that takes the points, images and data sets generated and turns them into a usable overall image that can be used with the existing planning systems. The software used here is an in-house Audi development based on artificial intelligence and machine learning.The point cloud and the photographs are combined to produce a three-dimensional, photo-realistic space similar to what is seen in Google Street View.Proportions and sizes are true to scale and correspond to reality. The software also automatically recognizes all objects, such as machines, shelves and systems in the space.

It also learns automatically with each scan to recognize, distinguish and classify objects even more precisely. For example, the system distinguishes between a shelf and a steel beam. The position of the shelf can be changed in the program later and relocated in the virtual space.That of the steel beam cannot. These data enable a virtual walk-through of the scanned production facility from any starting point and can be used directly in planning processes.

The Audie-tronGT is the brands first vehicle for which the assembly procedures and associated logistics processes were tested exclusively virtually and without any physical prototypes.

To do this, a holistic, virtual model of the planned assembly with vehicle data, material handling, equipment, tools and the planned processes is prepared as a so-called digital model. The 3D scans are one element of this. The digital model is the basis for further innovations, as Andrs Kohler, responsible for virtual assembly planning at Audi, explains. Thanks to a VR solution developed here at Audi and the digital model, colleagues from all over the world can now meet in virtual spaces and find themselves in the middle of the production facility of tomorrow. They can look over the shoulders of digital workers as they perform the planned procedures. They can also experience and optimize the planned processes for any part variants in our application. The results can then be used to train employees, also on the basis of the VR application.These new possibilities are now being used in an increasing number of additional projects and at multiple sites. A 3P workshop (3P = Production Preparation Process), for example, was held at the Audi site in San Jos Chiapa, Mexico, and project team members from Ingolstadt also took part. As digital avatars and thus completely virtually, the experts discussed and planned the production of the Audi Q5 face lift and the new Q5 Sportback in VR.

All assembly procedures are jointly defined and tested in real time, as are ergonomic aspects or the exact arrangement of machines, shelves and parts along the assembly line. Audi is the Group lead for the development of the comprehensive VR solution including the digital model. The project is being continued across brand lines under the leadership of the four rings as a Group project and rolled out to more and more sites.

Virtual planning is not restricted to just processes and work procedures. Objects such as containers for the transport and storage of sensitive parts, called special load containers, can also be planned using this technology. These containers for individual, particularly sensitive parts of the Audie-tronGT, such as electric modules or interior parts were planned using Audis cross-site and cross-division virtually reality application rather than using multiple physical prototypes of iron and steel. Virtual container planning works like this: Since there are data sets for all parts, these can be loaded directly and to-scale in the VR application. As in the 3P workshops, multiple employees from different sites meet in a virtual space, where they use the part to check the perfect and tailored load carrier. Employees from Logistics, Assembly Planning, Occupational Safety, Quality Assurance, Material Flow Planning and also suppliers are involved in this process. They use digital pens to mark their changes on the virtual containers. The containers are loaded and unloaded, moved and measured during this process.

Optimal safety of the part during transport is one objective of this planning. But employees or a robot must also be able to easily grab the part and remove it from the load carrier. Once the virtual design is complete, the data are simply exported and the special load carrier manufactured.

What makes virtual planning so sustainable and ecological?

Sometimes less is more. There are thus three points that make virtual planning so sustainable:

The digital model is the basis for further possibilities in the virtual space. If you combine the possibilities of virtual planning including the digital model, 3D scans and the virtual reality application with those of 3D printing, 3P workshops could also be conducted in mixed reality in the future. Individual parts would then be produced immediately via a 3D printer and only slight amounts of resources. This enables the physical testing of individual elements in the virtual space, such as assessing the haptics and weight of the parts. A key step combining the advantages of both worlds. Virtual meetings and collaboration via avatars in the virtual world could increasingly replace foreign assignments and longer business trips. It is already possible today to use the spaces created by the 3D scanner for digital indoor navigation. And the positioning of machines and equipment in the space can be planned down to the centimeter using augmented reality.

SOURCE: Audi

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Virtual reality and 3D scans: Digitally planned production of the Audi e-tron GT - Automotive World

‘I Run a Virtual Reality Dating Network Where You Can Have Sex and Marry’ – Newsweek

Before I was creating avatar real world representations, I was a key innovator for the very early internet in the 90s. Around that time, as a hobby I picked up one of the first three massively multiplayer online (MMO) games, Asheron's Callit was a hugely entertaining Dungeons and Dragons type game. I would usually adventure solo, but every now and again I would get into a group and we would go on some kind of quest.

What floored me was that the quest would be going along just fine with five or six guys and then a woman would want to join our quest, and everything would stoppeople would start talking and flirting. I realized this game was great for going out to adventure but it was even better for just going to be social. That was sort of the genesis for the idea of creating my own virtual reality world.

I started working on Utherverse, a 3D virtual reality social network, around 2003, but it launched in 2005. I felt that the way most social media platforms were shaping up were giving a distorted view of people's lives. It seemed to me that they were designed so that everybody would become jealous. You may have hundreds or thousands of friends on Facebook, but somebody always seems to be doing better than you are. You're always hearing about other people getting a promotion or going on vacation.

What I wanted to do was create a platform that was analogous to what humans are like originally. Allowing people to form real social circles and bonds with people they interact with, all around the world.

But we saw people creating romantic connections from the day we opened the (digital) doors of the platform. We did spend time making the space conducive to that, including creating a social profile for people to share information about, and images of, their "real" selves. But I was surprised how firmly and quickly the community created its own culture.

I don't recall the exact timing that we became aware that we had created a dating network. But very early on the community started to develop a wedding industry within the platform because the romantic encounters had become so prevalent. Eventually we established something kind of official, where you can get a marriage license and an "official" Justice of the Peace (JOP) within the platform. Obviously you don't have to do that, you can get married in whatever way you like in our virtual universe. There's a whole industry on the platform around weddings and relationships; you can have someone design your gown for a gala or date, or you can hire DJs and rent out banquet halls. It's all user driven, although we do have our own "official" JOP.

Obviously there is no legal force in effect from the marriages other than on our platform, but many people have taken it to the next step and do get married in the real world. It was also exciting in the early days, because people were able to have a same-sex marriage within our virtual world before it was legal in the U.S. and in many other placeswe weren't discriminatory.

I didn't anticipate that marriage and romance would be quite such a powerful component; we have people who own clubs or offer matchmaking services, the whole gamut. In general, we try to facilitate a warm, inviting and non-threatening community, so we host events and have volunteer guides who introduce avatars to one another.

It's not a dating service in the same sense as something like OKCupid or Tinder. If you're searching for a partner you can search profiles like on those apps, but here you generally find someone naturally in an event and you might see them in a general chat. When people have avatars there's less fear about any perceived physical imperfections and there's less pressure because it's not a private conversationyou're talking to the room.

You can also see how each person interacts with other people, or their friends on the platform. If you have a date, you could go to a concert or a nightclub on the platform where you're with a group with both of your friends and it makes it more natural and less pressured. It's a different way of operating a dating service, and I believe it's the future of dating.

Of course, there are advantages and disadvantages. You may find that you're more compatible with someone on the platform who is halfway around the world. We have around 12million registered users, and I have so many anecdotes of people who have got together through the platform.

People often write to me and tell me that they have gotten married and thought I should know. There are maybe five marriages or so a year I personally hear about that are a result from people meeting through our platform.

We had a woman and a man who ended up being volunteers within the platform. He was in the U.K. and she was in the U.S. They got married virtually and were together for eight months or so, then he finally flew across the pond and they immediately hit it off in real life. I think they were stressing about whether there would be chemistry in person, but there was and they got married in real life. That type of story is always very heartwarming. Every time that happens I feel great. I'll sometimes then see them post pictures of their kids on Facebook.

I'm a little less certain about the number of real life relationships, but I would estimate hundreds a year between people who are local and get together physically. And there are likely thousands of relationships where people are together but separated geographically. It's a wonderful way to meet people, though you do have the problem of how many people are using this virtual universe in your local area.

It's interesting to relate to people on all kinds of levels but I personally feel it's a handicap if the platform you're using is prohibiting sexual activity. I feel like sex is a huge part of being human.

So, we have the Red Light Center within our virtual universe. It was introduced in 2006 and includes the whole gamut of adult activity. We have not shied away from making it clear that this a big part of our virtual reality universe. People might get married on the platform and then want to rent a fancy room in a hotel. We also have gentleman's clubs and strip clubs for all orientations. We have a replica of Amsterdam's red-light district with sex workers and there are many options for different sexual experiences. I consider the center to be an alternative method for people to be able to safely engage in sexual behaviour. You can act out fantasies without being in danger of getting physically hurt. We try to take things to the natural conclusion in the same way that a real life encounter or relationship would happen. But it's safe and low risk.

I don't think I would be able to work on Utherverse if I hadn't been involved in exploring all the different avenues available on the platform. I've met some spectacular people and had wonderful encounters with people that have become sexual. But there are so many different levels to romance on the platform; you can send a private note or arrange a date. It's exciting, even though you know it's on a computer. Obviously it's not real but the mind is very powerful.

I remember back in 2006, I was involved with a woman and as she turned to walk away, I found myself checking her out. It was like this light went offI didn't feel at that moment like this was a computer simulation, instead, I was reacting like this was real life!

However I haven't taken any virtual relationships into real life because the issue for me is that as the CEO I am in a position of power. I have had to make it clear to anyone I have been involved with on the platform that it isn't a normal peer-to-peer relationship.

I do recall being very concerned about catfishing at the outset. Our policy is that you can represent yourself as you like as long as you are of legal age of majority. If you're transgender and you want to go in as the gender you identify with, that's fine. We wanted to leave that to the individual.

It is possible to engage the software as a basic member and be identified as such, but you don't get certain permissions without verifying yourself. Once you upgrade you've gone through a process to verify you're the age of majority and we verify you are a real person to the extent we are able. Obviously on the internet nothing is 100 percent perfect.

We have had reports from members of the community that people are suspect or not believed to be an adult. If the community feels someone is behaving in a way that doesn't cut it, they do report it to us.

There have been incidents, such as I received an appeal from someone who had been outed as male when they were presenting as female. I had to explain to that person that it wasn't that they were identifying as a different sex, but that they were doing so for nefarious reasons and this came out because people had become suspicious of their predatory behaviour. Of course that can happen, but people in the community are generally good about discovering and reporting that kind of behaviour. And we have had issues with phishing and scams but we'll send messages to the community when it happens.

What I hope for the platform in the future is that we can re-order the way that people interact with other people online. If you understand somebody they generally stop being a stereotype and it's harder to hate them.

I have always hoped that Utherverse could blossom into a global phenomenon where it's not just dating, or sex, or attending a concert or class, but really forming social groups that can be human with one another in an elevated way, including the whole spectrum of humanity.

That's still my dream.

Brian Shuster is the CEO of Ideaflood, Inc., an intellectual property development and holding company, and Utherverse Digital, Inc. Utherverse has more than 12 million registered users and worldwide franchise operations. You can follow Brian on Twitter @Brian_Shuster

All views expressed in this article are the author's own.

As told to Jenny Haward.

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'I Run a Virtual Reality Dating Network Where You Can Have Sex and Marry' - Newsweek

St. Paul’s students tour Holy Land with virtual reality gear – NUjournal

Submitted photoSt. Pauls Lutheran School eighth-grader Ben Price tours Holy Land sites including Nazareth and Bethlehem with Oculus Quest, a virtual reality headset. Teacher Pastor Rob Guenther called the event an immersive, multi-sensory experience for students using the headset and for others who watched it mirrored on a classroom screen.

NEW ULM St. Johns Lutheran Church Pastor Rob Guenther recently began experimenting with virtual reality (VR) equipment in his catechism classroom at St. Pauls Lutheran School.

With the rapid advancement of technology, he hopes to be on the front end of finding ways to use VR for education. He said over time, the cost of the technology will drop while quality improves.

Guenther said a church member recently bought an Oculus Quest headset for himself to play video games on it, and thought students would really enjoy it and contacted Guenther.

I connected with (Mankato) Bethany Lutheran College students and got the addresses of places we could (virtually) visit (in school), Guenther said.

On Dec. 11, Guenther brought Oculus Quest to school and took his students to Nazareth and Bethlehem, including touring the Church of the Annunciation, where the angel Gabriel is believed to have appeared and announced to Mary that she should have a baby, our Savior, Jesus, and to see where he was born.

They (students) stood in those spots and, in some cases, walked around, Guenther said. One student wore the headset in an immersive experience while others watched it being mirrored to the screen in front of the classroom.

Guenther said his students enjoyed the experience a great deal because its completely immersive. He thinks VR can be used to improve learning.

You can point, click and teleport to a new spot. Making experiences immersive and multi-sensory, lessons will be burned into the memories of students, said Guenther. You can tour the whole church inside and outside, including gardens and statues, that signify every part of different cultures. Its kind of like an art museum. Each piece of art is from a different location in the worldSpain, Asia, Mexico.

Guenther said students took turns taking 15-minute tours.

Were looking at rolling out more to teach the faith, so its kind of cool, he said. I recorded people at church, using a 3D camera. For homebound people, using a headset, it looks like theyre in church for a morning service. In these COVID times, we can bring things to people who cant go there right now.

Guenther said he thinks the new VR gear will become as common as cell phones soon.

Were looking for new ways to use virtual reality and go to new places, he said. If we cant take students on field trips right now with COVID-19 restrictions, we can bring the field trips to students.

(Fritz Busch can be emailed at fbusch@nujournal.com).

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St. Paul's students tour Holy Land with virtual reality gear - NUjournal