Global Virtual Reality in Aerospace and Defense Thematic Research 2020 – ResearchAndMarkets.com – Yahoo Finance

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The markets have been on a tear of late despite the headwinds presented by the novel coronavirus pandemic. The question is how long this will last?Writing from Goldman Sachs, the firms chief US equity strategist David Kostin says that the markets will outperform both other investments and analyst expectations over the next two years. He sees the S&P 500 hitting 4,600 by the end of 2022, which would represent a 25% gain.Backing his stance, Kostin gives four reasons for his bullishness. The first three reasons are the obvious ones: the economy is improving, earnings are rising, and interest rates are low these all draw investors into stocks. But under them all is Tina' (there is no alternative). The stock market is the only place right now where investors can find big returns and, according to Kostin, "equities become the default opportunity."With investors moving into stocks, theyre going to look for data to back their choices. After all, even without an alternative, investors want to find the right moves.With this in mind, we used TipRanks database to pinpoint three stocks with a Strong Buy consensus rating, and a Perfect 10 Smart Score. The Smart Score is a data analysis tool, which uses the real-time information collected in the database. The stock data is collated according to 8 separate factors, each of which is known to predict growth and share appreciation. The factors are averaged together, and given as a single-digit score, on a scale from 1 to 10, letting investors know at a glance the likely way forward for a stock.The Strong Buy rating and the Perfect 10 dont have to go together, but its a strong positive sign for investors when they do. Let's take a closer look. Turning Point Brands (TPB)Turning Point may not be a household name but theres a good chance that youve heard of some of its brands. The company owns both Zig Zag, the well-known maker of rolling papers and branded gear, and Stokers chewing tobacco. Turning Point has a range of consumer products with active ingredients, including chewing tobacco, as well as snuff and vapes. The company registered an earnings increase from 4Q19 to 1Q20, bucking the corona trend, and has seen quarterly revenues level out at $104 million in Q3, up 15% from the first quarter. Earnings have been rising consistently for the past three quarters, with Q3 EPS at 75 cents.The companys stock has been rising, too. Shares in TPB are up an impressive 50% year-to-date, wiping out all losses sustained during the shutdown policies last winter.Covering this stock for Craig-Hallum is 5-star analyst Eric Des Lauriers. He rates TPB shares a Buy, and his $60 price target suggests room for 41% growth in the coming year. (To watch Des Lauriers track record, click here)Backing his bullish stance, the analyst writes, Turning Point Brands (TPB) delivered another strong beat and raise quarter, beating all analyst estimates as the two base businesses benefitted from long term secular trends and growth initiatives [We] expect the strong trends in the base businesses to continue through 2021 and expect significantly increased profitability in NewGen as competitors exit the market. With strategic investments and M&A picking up, we are increasingly bullish on TPBs long-term outlookOverall, the Strong Buy consensus rating on Turning Points Brands is unanimous, standing on 5 Buy-side reviews. The stock is selling for $42.60, and its $46.46 average price target implies ~9% upside from current levels. (See TPB stock analysis on TipRanks)Gladstone Lands (LAND)Next up is a unique REIT, real estate investment trust. Gladstone owns and manages farmland, acquiring high-quality farms and related properties which it then leases to independent farmers or to farming corporations. The companys properties are actively involved in the production of a wide range of crops, including strawberries, raspberries, blueberries, cabbage and watermelons. Gladstone boasts 100% occupancy of its properties, an enviable position for any REIT.During the first quarter, when most companies felt the pain of the lockdown policies, Gladstone posted its strongest earnings and revenues of 2020. The most recent results, for Q3, showed revenue of $13.99 million, up 10% sequentially. Since the third quarter, Gladstone has acquired four new farms, totaling nearly 1,400 acres, and collected 99% of rents due in October. Even better, for shareholders, to companys portfolio has exceeded $1 billion in total value. Like most REITs, Gladstone pays out a regular dividend. The payment, of 4.4 cents per regular share, is paid out monthly. At an annualized rate of nearly 53 cents per share, it gives a yield of 3.6%. Among the bulls is Maxim analyst Michael Diana who wrote, We have covered LAND since it went public in January 2013, and have consistently regarded its investment thesis (appreciation in the value of farmland) as sound, its strategy (focused mainly on non-commodity crops such as fruits and vegetables) as superior, and its execution (buying high quality farms at reasonable cap rates) as strong."To this end, Diana gives LAND a Buy rating and a $20 one-year price target, which indicates room for 35% growth. (To watch Dianas track record, click here.)Overall, along with its Strong Buy consensus rating, LAND shares have a 12-month average price target of $18.17. This suggests an upside potential of ~23% in the year ahead. (See LAND stock analysis at TipRanks)MarineMax (HZO)The last stock on our list is a retailer, in the water-leisure niche. MarineMax sells boats, yachts, and support services such as winterization, new and used, across the spectrum of price points. The company advertises itself as recreational retailer focused on premium brands. HZO has seen strong appreciation in 2020, bucking the coronavirus. The shares are up 89% year-to-date, far outpacing the NASDAQ and S&P 500.The share growth has been based on powerful results for the companys fiscal year, which ended on September 30. In the fiscal Q4, just reported, EPS was down sequentially, but beat the forecast by a wide margin. Quarterly revenue came in at $398 million. Fiscal 2020 full-year revenue was $1.5 billion, and reflected 25% same-store sales growth during the year. EPS for fiscal 2020 was $3.37, more than double the previous years figure.When a company reports results like that, its no surprise to see it has a Perfect 10 from the Smart Score. B. Riley analyst Eric Wold is impressed by MarineMaxs same-store sales and its overall position in its retail niche. He writes, HZO reported impressive 4Q20 SSS growth of +33%, which was up against a two-year comp stack of +13%, and compared to our +25% estimate and the consensus estimate of +14%. We believe the company's broad network of retail locations, strong manufacturer relationships and investments into a digital/virtual platform can help the company take meaningful shareand even in situations where most are shutdown during a pandemic.In line with his comments, Wold gives the stock a Buy rating. His $40 price target implies an upside of ~27% over the next year. (To watch Wolds track record, click here)All in all, MarineMaxs Strong Buy consensus rating is based on 6 reviews, breaking down to 5 Buys and 1 Hold. The stock is selling for $31.53, and its $35.80 average price target suggests it has room to grow 13.5% from that level. (See HZO stock analysis on TipRanks)To find good ideas for stocks trading at attractive valuations, visit TipRanks Best Stocks to Buy, a newly launched tool that unites all of TipRanks equity insights.Disclaimer: The opinions expressed in this article are solely those of the featured analysts. The content is intended to be used for informational purposes only. It is very important to do your own analysis before making any investment.

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Global Virtual Reality in Aerospace and Defense Thematic Research 2020 - ResearchAndMarkets.com - Yahoo Finance

Blossoms live in London: indie heroes get up close and personal with virtual reality gig – NME

10 months into the pandemic, the nerve-racking novelty of virtual gigs has worn off. Its doable, often enjoyable, but musicians and fans alike are no longer fizzing with excitement at the prospect of reaching out to one another behind a screen. Indie-pop heroes Blossoms know this, and they waltz into their first gig in nine months, at Londons O2 Academy Brixton, with a sense of laidback confidence.

I just took off my shoes because I feel like the carpets asking for it, frontman Tom Ogden says after the first three songs. You can see why: its a cosy set-up, all five lads from Stockport as well as three touring musicians are facing one another in a circle, fairy lights tracing the stage with orange table lamps dotted around the room. Bass player Charlie Salt says he is just relaxed, yeah, while lead guitarist Josh Dewhurst is enjoying a cup of herbal tea in a polka-dot mug.

Were afforded this level of detail because the gig is being broadcast with a virtual reality option; despite the novelty, there must be a little less adrenaline without thousands of faces in front of you. Still, the hour-long setlist is tight and familiar, with no unnecessary gaps between all the big hits. The slow-burning Getaway is performed with a great sense of ease, while the glacial Honey Sweet is at its swaggering best.

Its a highlight to hear the bands two new Christmas songs, Christmas Eve and Its Going To Be A Cold Winter, live for the first time. Lights turn from orange to green back to red and Christmas trees, framing the stage, make the place feel like home. Oh No boasts the glorious warmth that defined the bands disco-inflected album Foolish Loving Spaces, and At Most A Kiss is a rousing delight.

The virtual reality option, on the other hand, is a mixed affair. If you download the Melody VR app, you can switch between six different camera angles and spin on a 360-degree axis in your living room to experience the whole thing. Its a good idea in theory, but frustrating in practice: your phone screen, or iPad of whichever size, is never going to be as wide or immersive as, well, your eyes, and such technological strain might actually just make your stream buffer, meaning you miss Charlemagne entirely.

Still, this isnt Blossoms fault theyre on terrific form and grateful to be back, while seemingly aware that theres no beating the real thing. I enjoyed that more than I thought I would, Ogden concludes. Theres certainly enjoyment to be found here and more incentive than ever to look forward to a proper return next year.

Credit: press

Blossoms played:

The Keeper

Your Girlfriend

Theres a Reason Why (I Never Returned Your Calls)

I Cant Stand It

Getaway

My Swimming Brain

Sunday Was A Friend of Mine

If You Think This Is Real Life

Honey Sweet

Its Going To Be A Cold Winter

Blow

Like Gravity

Falling for Someone

Oh No (I Think Im in Love)

At Most a Kiss

Charlemagne

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Blossoms live in London: indie heroes get up close and personal with virtual reality gig - NME

Global Healthcare Augmented & Virtual Reality Market 2020 : Industry Scenario, Strategies, Growth Factors and Forecast 2026 – The Courier

The unprecedented onset of a pandemic crisis such as COVID-19 has been instrumenting dominant alterations in the global growth trajectory of theHealthcare Augmented & Virtual Reality Market. The event marks a catastrophic influence affecting myriad facets of the Healthcare Augmented & Virtual Reality market in a multi-dimensional setting. The growth course that has been quite unabashed in the historical times, seems to have been struck suddenly in various unparalleled ways and means, which is therefore also affecting the normal growth prospects in the Healthcare Augmented & Virtual Reality market. This thoughtfully compiled research report underpinning the impact of COVID-19 on the growth trajectory is therefore documented to encourage a planned rebound.

A thorough analytical review of the pertinent growth trends influencing theHealthcare Augmented & Virtual Reality markethas been demonstrated in the report byZion Market Research. Adequate efforts have been directed to influence an unbiased and time-efficient market related decision amongst versatile market participants, striving to find a tight grip in the competition spectrum of the aforementioned Healthcare Augmented & Virtual Reality market. The report also illustrates minute details in the Healthcare Augmented & Virtual Reality market governing micro and macroeconomic factors that seem to have a dominant and long-term impact, directing the course of popular trends in the global Healthcare Augmented & Virtual Reality market.

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The study encompasses profiles of major companies operating in the Healthcare Augmented & Virtual Reality Market.Key playersprofiled in the report includes:Vuzix, Qualcomm Incorporated, Augmented Pixels, Inc., Koninklijke Philips NV, CAE HEALTHCARE, Layar, Intuitive Surgical, 3D Systems, Inc.

The report is rightly designed to present multidimensional information about the current and past market occurrences that tend to have a direct implication on the onward growth trajectory of the Healthcare Augmented & Virtual Reality market.

The following sections of this versatile report on the Healthcare Augmented & Virtual Reality market specifically shed light on popular industry trends encompassing both market drivers as well as dominant trends that systematically affect the growth trajectory visibly. The report is a holistic, ready-to-use compilation of all major events and developments that replicate growth in the Healthcare Augmented & Virtual Reality market. Besides presenting notable insights on Healthcare Augmented & Virtual Reality market factors comprising above determinants, the report further in its subsequent sections of this detailed research report on Healthcare Augmented & Virtual Reality market states information on regional segmentation.

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In the subsequent sections of the report, readers are also presented with versatile understanding about the current state of geographical overview, encompassing various regional hubs that consistently keep witnessing growth promoting market developments directed by market veterans, aiming for ample competitive advantage, such that their footing remains strong and steady despite the cut throat competition characterizing the aforementioned Healthcare Augmented & Virtual Reality market. Each of the market players profiled in the report have been analysed on the basis of their company and product portfolios, to make logical deductions.

Global Healthcare Augmented & Virtual Reality Geographical Segmentation Includes:

Some Major TOC Points:

Chapter 1. Report Overview

Chapter 2. Global Growth Trends

Chapter 3. Healthcare Augmented & Virtual RealityMarket Share by Key Players

Chapter 4. Breakdown Data by Type and Application

Chapter 5. Healthcare Augmented & Virtual RealityMarket by End Users/Application

Chapter 6. COVID-19 Outbreak: Healthcare Augmented & Virtual Reality Industry Impact

Chapter 7. Opportunity Analysis in Covid-19 Crisis

Chapter 9. Market Driving Force

And Many More

Continued

Research Methodology Includes:

The report systematically upholds the current state of dynamic segmentation of the Healthcare Augmented & Virtual Reality market, highlighting major and revenue efficient market segments comprising application, type, technology, and the like that together coin lucrative business returns in the Healthcare Augmented & Virtual Reality market.

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Thanks for reading this article;you can also get individual chapter wise section or region wise report version like North America, Europe or Asia.

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Global Healthcare Augmented & Virtual Reality Market 2020 : Industry Scenario, Strategies, Growth Factors and Forecast 2026 - The Courier

ESI Group Gathered Industry Leaders in a Global Digital Event to Discuss Transformation and Cross-Fertilization of Ideas Across Industries – Business…

PARIS--(BUSINESS WIRE)--ESI Group (Paris:ESI), global player in virtual prototyping software and services for industries, launched its first global digital series of events with leaders of various industries ESI Live. The objective: share experiences in digital transformation, across industry sectors. Globalized competition, shorter lead time, costs pressure, stringent environmental regulations, and the COVID-19 pandemic drive manufacturers to innovate. Automotive, Aerospace, Heavy Machinery, Energy how does each industry break new ground to better meet consumer expectations?

ESI Live started on November 5th and continued with an Americas bonus session held on November 17th. These first events gathered over 600 attendees from across the globe and from all the Group industry sectors, and even more thanks to the replays, which are available now on-demand.

Among speakers taking part of the event, in the Automotive sector:

- Atsushi Mizutani, Expert leader, Production Engineering R&D Center at Nissan Motors Corporation, demonstrated how virtual prototyping is speeding up the development of car parts made from carbon fiber reinforced plastics (CFRP). Light yet extremely strong, this material will be used to make safer and more fuel-efficient cars.

- Dr. Weiran Jiang, Simulation & Advanced Modeling Director at Farasis Energy. The Chinese American battery provider won in record-breaking time a call for tenders made by a premium German automotive OEM. Thanks to ESIs expertise, the reliability of the virtual prototype of the new Farasis battery model was decisive in a zero real prototype approach stipulating the elimination of any physical prototype.

- Dr. Jiri Svoboda, from the auditing and certification organization TV SD, showed how, thanks to a method combining physical and virtual testing, to ensure the performance and safety of autonomous vehicles.

In the Aerospace industry:

- Kaname Kawatsu, Associate Senior Researcher at Japanese Aerospace Exploration Agency (JAXA), has relied on simulation to develop risk assessment models evaluation for affordable maintenance and space system robustness.

- Thierry Eftymiades, Senior Vice President Engineering at Latcore, aeronautical equipment manufacturer, focused on the collaborative benefits of the virtual reality solution IC.IDO.

Immersion in the model allows their stakeholders around the globe to quickly appropriate the future product and understand its interaction with its environment, from the first steps of the project.

For Heavy Machinery & Energy Industries:

- Galen Faidley, Senior Engineering Project Team Leader at Caterpillar Inc., who has implemented ESIs immersive virtual reality solution in its manufacturing processes to speed up machine development.

- Jean-Marie Hamy, Advanced Reactors & Design School Department Manager at Framatome, carried the ASTRID project for the implementation of virtual reality to design new nuclear reactors. IC.IDO made it possible to create at the same time the design of future buildings as well as their interconnection. The solution stood up thanks to its easy implementation and interoperability with CAD models coming from various sources. The results met the goals: to facilitate zero default conception in a collaborative way, restrict the number of physical interventions at the end of processes, enable to simulate the integration of complex systems and operational feasibility in constrained environments, and finally to allow training of the different teams involved in the project.

Mike Salari ESI Group EVP and Americas Regional Manager, facilitated a high-level discussion with David Johnson, VP Production Engineering and New Model Quality for Nissan North America, Scott Pryer, Partner at Pryer Aerospace and Beckwood Press and Marcus Paulo Nery, LATAM Virtual Integration Lead at Fiat Chrysler Automobiles. Cristel de Rouvray, CEO of ESI Group, hosted a thought leadership panel with Vincent Champain, SEVP Digital & IT at Framatome, and Ignacio Martin, BiW R&D General Director at Gestamp. In both panels the speakers discussed their companys approach to digital transformation and how theyre benefiting from synergies between industries.

With this digital series, ESI reinforced its commitment to our Planet. The company estimates that by avoiding all travel, they helped save around 223 tons of CO2 in total.

Click here to access all the on-demand content.

About ESI Group

Founded in 1973, ESI Group is a leading innovator in Virtual Prototyping solutions and a global enabler of industrial transformation. Thanks to the companys unique know-how in the physics of materials, it has developed and refined, over the last 45 years, advanced simulation capabilities. Having identified gaps in the traditional approach to Product Lifecycle Management (PLM), ESI has introduced a holistic methodology centered on industrial productivity and product performance throughout its entire lifecycle, i.e. Product Performance Lifecycle, from engineering to manufacturing and in operation. Present in more than 20 countries, and in major industrial sectors, ESI employs 1200 high level specialists. In 2019, its turnover was 146M. ESI is headquartered in France and is listed on compartment B of Euronext Paris. For further information, go to http://www.esi-group.com.

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ESI Group Gathered Industry Leaders in a Global Digital Event to Discuss Transformation and Cross-Fertilization of Ideas Across Industries - Business...

The end of the office holiday party or simply time to get creative? – The Guardian

After a year that has upended work life for millions of Americans, many companies are still keen to show appreciation for their employees with a holiday party.

But with the pandemic still raging across the US and budgets tight, this year the sometimes loved, sometimes loathed festive tradition is getting a socially distanced online makeover.

Virtual party activities range from the straightforward, such as a keynote address by a guest speaker or a festive networking session, to the elaborate in the form of wine tasting, cooking lessons with Michelin-starred chefs and guided ugly sweater making competitions.

Some companies are booking virtual reality venues where employees can move around as avatars, watch performances and interact with other guests.

While most are going online, some workplaces including the White House are sticking to in-person parties, despite Centers for Disease Control and Prevention (CDC) guidelines warning of the risks of doing so. Jenna Ellis, a legal adviser to Donald Trump, reportedly tested positive for coronavirus after attending a staff Christmas party at the White House on Friday.

Lisa Frydenlund, an HR knowledge adviser at the Society for Human Resource Management (SHRM) said parties will look very different this year, with most interactions virtual, and that companies are having to become more creative.

Theres just a whole lot more thought about how do we celebrate the end of the year in a very challenging year and how do we acknowledge our employees? So it is changing from what the norm was, she said.

With constrained budgets and amid huge numbers of layoffs, she expects many will bypass a party all together, or postpone until next year, while others will instead opt to give presents or gift cards to their employees, put aside time for volunteering or give them additional time off.

JoAnn Gregoli said her events company Elegant Occasions is organising corporate Zoom parties featuring mixologists, cookie baking classes and virtual paint and sips where guests are sent painting supplies and a bottle of wine.

But some of her clients are still hosting in-person events, including a party at an outdoor skating rink in New York with hot chocolate stations and boxed meals and a drive-in concert with food trucks.

Philip MacGregor, of high-end events company Ron Wendt Design, said several of their corporate clients have held Zoom events, including a cooking lesson by a Michelin-starred chef and a sommelier-run wine tasting. Guests are sent all the ingredients beforehand.

Other online Christmas party services include Scratch Goods in Chicago, which runs virtual face mask parties, and Unexpected Virtual Tours in Atlanta, which said it has been inundated with requests for its ugly sweater events.

But amid Zoom fatigue, others are turning to new platforms.

Networking app Upstream recently launched a holiday mixer service that tries to mimic attending an in-person event with festive music and emojis where guests can chat in the virtual lobby before getting matched with others for one-on-one breakout sessions.

Co-founder and chief executive Alex Taub said the format, whose users include General Electric, is especially good for introverts because you only have to talk to one person at a time.

Marketing platform Event Farm has created an entire virtual event space which companies can book to host parties where guests can interact and attend events such as live comedy or cooking classes with a celebrity chef.

Payment service PayPal, meanwhile, has built its own platform to host a 29-hour virtual party for employees around the world to tune into when they want with magic shows, origami, cooking workshops and live performances. They will be able to tap colleagues on the shoulder to chat and take photos.

But with the US workforce suffering from increased stress, isolation, anxiety and depression, the prospect of more screen time could be seen as more of a chore than a celebration.

The idea of adding yet another virtual meeting, even if it is a holiday party, may not be particularly appealing to many employees, said Bradford S Bell, director of the Centre for Advanced Human Resource Studies at Cornell University.

At the same time, one of the main challenges for many employees has been an increased sense of isolation Holiday parties can serve as a way to connect employees socially, and in a way that is not directly work related.

Nir Eyal, behavioural expert and author of Indistractable, said virtual holiday parties serve an important role during the pandemic.

If we dont have some kind of signpost or mile marker in our life to say this is an occasion, we have reached this point together, then it kind of all becomes meaningless in a way, said Eyal, who has been invited to be a keynote speaker at several virtual company parties.

Erica Keswin, a workplace strategist and author of Rituals Roadmap, said if done thoughtfully, a virtual party can offer people a sense of psychological safety.

Its a feeling of, You know what, this year was unlike any other year but were going to be OK and bringing people together for that reason, to make them feel that.

She said many companies are making their events more inclusive by holding events in the daytime and including family and housemates.

Rather than killing off the festive tradition, she said coronavirus and post-pandemic working practices could make it even more important as a corporate institution.

I actually think theres going to be more meaning around the times that we do come together because the remote work is not going away.

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The end of the office holiday party or simply time to get creative? - The Guardian

Virtual Reality in Education | SNHU – Southern New Hampshire University

Virtual reality is not just for video games anymore. It has a very real place in higher education today.

By applying virtual reality technology to a wide range of training and educational purposes, institutions of higher learning are able to continuously improve, excite and innovate with new discoveries and modes of engaging learners.

Virtual reality is a form of technology, including special headsets and software, that together place the user inside of a simulated experience. Such simulated experiences can mirror those found in the real world, or they can be more fantastic.

SNHU Labs, the research and development unit at Southern New Hampshire University (SNHU), believes these simulated environments can be used to generate objects, sounds and other sensations that give users the impression they are in a different location, whether projecting a day-to-day or extraordinary experience.

There are different types of virtual environments. Immersive virtual reality allows users to experience only the digital environment.

By contrast, augmented reality incorporates aspects of the users actual environment with the virtual environment.

Mixed reality is where aspects of the real world are blended with aspects of a virtual, or artificial world. Virtual learning leverages these approaches to creating digital immersive and blended environments, said Seth Corrigan, senior director of assessment and game-based learning at SNHU Labs.

Virtual reality allows users to interact with all manner of objects and systems, including those that are too small, too large, or perhaps too dangerous to experience in real life. With virtual reality, users can assemble, disassemble, manipulate and modify objects and environments in ways that have not been possible previously.

In fact, as learners interact with people and objects in the digital space, they are able to gain a first-hand understanding of what (those people and objects) are like and how they behave in reality, Corrigan said. For example, social experiences or training classes can be developed through a virtual reality classroom. By providing a platform for multiple people to interact and collaborate in realistic or fantastic virtual environments, the learning process can be enhanced.

All of this together makes it possible for learners to achieve impossible feats such as a journey inside a brain cell, travel back in time, and see the world through someone elses eyes, said Cat Flynn, deputy director of learning science at SNHU Labs.

The possibilities to apply virtual reality are only as limited as the imagination. Businesses of all types are using virtual environments for training and personnel development, as well as for product development and design.

For example, virtual reality is now being used to train employees as a way to augment or replace expensive or unrealistic on-site training, Corrigan said. When equipment is either too far away or too expensive to have new employees working with it directly, virtual environments are being used as substitutes.

There are huge benefits to using virtual reality in the design and engineering fields in particular because learners are able to put on their headsets and tour bridges, take apart engines and envision buildings they are designing in three dimensions, all without ever leaving the classroom.

Because virtual reality allows people to practice new processes in low-stakes environments, it can be a great training tool for professions like medicine, where surgeons can practice complex operations using three-dimensional replicas of their patients. And designers are making use of virtual reality in fashion, store and product design to understand how customers receive and interact with their products, said Corrigan.

Managers across all fields can use virtual reality to practice difficult conversations with employees. Lawyers can practice closing arguments. Counselors in training can practice counseling sessions.

And college professors can help students learn concepts in new ways. SNHU faculty member Dr. Peter Frost worked with SNHU Labs and the UNIT9 production company to design virtual reality experiences that require his biopsychology students to create working neurons. This unique training and learning experience places students in a human brain to build and troubleshoot a working neuron.

As they assemble the neuron, students can scale it up make it as tall as a house or scale it down, small enough to fit in their hand," Flynn said. "The immersive lessons shift instruction from passive modalities like lectures and texts to active and realistic experiences."

SNHU Labs is currently able to track details of learner activity within all types of virtual reality. The expectation is to leverage that data to develop further insights into not only how to improve specific learning experiences, but to improve teaching and learning at the course level, at the student level, and to continuously improve the learning process at the curriculum level by assessing students in an entirely new way.

"Virtual reality is on track to revolutionize how we measure and assess learning," Corrigan said.

Marie Morganelli, Ph.D. is a freelance content writer and editor at Precise Words Creative. Connect with her on LinkedIn.

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Virtual Reality in Education | SNHU - Southern New Hampshire University

Virtual Reality Market to Reach USD 57.55 Billion by 2027; Rising Employment of 5G Technologies to Augment Growth, states Fortune Business Insights -…

Pune, Sept. 03, 2020 (GLOBE NEWSWIRE) -- The globalvirtual reality market size is expected to reach USD 57.55 billion by 2027, exhibiting a CAGR of 44.3% during the forecast period. The growing adoption of 5G network owing to its higher bandwidth and low latency rate will subsequently promote the growth of the market, states Fortune Business Insights in a report, titled Virtual Reality (VR) Market Size, Share & COVID-19 Impact Analysis, By Component (Hardware, Software, and Content), By Device Type (Head Mounted Display, VR Simulator, VR Glasses, Treadmills & Haptic Gloves, and Others), By Industry (Gaming, Entertainment, Automotive, Retail, Healthcare, Education, Aerospace & Defence, Manufacturing, and Others), and Regional Forecast, 2020-2027. The market size stood at USD 3.10 billion in 2019.

Click here to get the short-term and long-term impact of COVID-19 on this market.

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The coronavirus emergency has immensely damaged and disrupted various economies around the world. We understand that this health emergency has negatively impacted various sectors across the globe. Rising support from governments and several companies can help in the fight against this highly infectious virus. There are some industries that are struggling and some are thriving. More or less, nearly every sector is estimated to be impacted by this pandemic.

We are perpetually working on our reports to help uplift businesses in this crucial time. Our expertise and experience can offer enormous benefits to help regain during this global pandemic.

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The report on the virtual reality market emphasizes:

Market Driver:

High Utilization of Virtual Reality in Military Settings to Intensify Market

The increasing application of virtual reality (VR) solutions in the defense sector will enable speedy expansion of the market in the foreseeable future. The intelligent technology offers the understanding to perform high-risk operations beforehand, which, in turn, will spur the demand of the market. The virtual training sessions can help soldiers to develop skills for challenging situations during combat. For instance, the UK Ministry of Defense announced the investment in a virtual simulator platform to offer a wider training program for the armed forces. Likewise, the US army is constantly focused on providing a synthetic training environment by 2021 to prepare soldiers for real combat scenarios.

Elevated Demand for Virtual Meets and Conferences to Accelerate Market Amid COVID

The growing acceptance of digital technologies is expected to spur opportunities for the market amid coronavirus. The lockdown in several regions has led to high demand for immersive solutions. The growing popularity of virtual meets, conferences, exhibitions, gatherings will have a tremendous impact on the market during the pandemic. For instance, LAVAL, a Canadian city in southwestern Quebec, north of Montreal conducted an online exhibition with the help of VR glasses and 3D graphics. Besides, the utilization of VR technologies among students for online training will further enhance the potential of the market amid the COVID-19 Pandemic.

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Regional Analysis:

Rising Government Support Stimulate Growth in North America

The market in North America is expected to dominate the global market owing to the existence of prominent players in the US. The high support from the government of the US through investments is likely to encourage the market in the region. For instance, the US Department of Agricultures (USDAs) Food Safety and Inspection Service (FSIS) implemented virtual training sessions on public health veterinary. The market in Asia Pacific is expected to witness a rapid growth rate during the forecast period owing to the developing nations. China is expected to hold the largest share in the global market owing to the growing adoption of the 5G network in the region. Furthermore, the rising government initiatives and fundings are expected to improve the market prospects in India. For instance, campaigns such as Digital India, made in India, and Vocal for Local will uplift the small scales enterprises in India. For instance, AjnaLens raised funds of USD 1.5 Mn from Maharashtra Defence and Aerospace Venture Fund to enhance virtual and augmented reality capabilities.

Lists of Key Companies Operating in the Virtual Reality Market are:

Key Development:

January 2019: Autodesk Inc signed a partnership agreement with InsiteVR to offer VRmeeting integration platform for engineering and construction meetings. The platform will support in-designing and review projects to assist engineers.

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Virtual Reality Market to Reach USD 57.55 Billion by 2027; Rising Employment of 5G Technologies to Augment Growth, states Fortune Business Insights -...

Minecraft is coming to PlayStation VR as a free upgrade later this month – The Verge

Minecraft is getting a free upgrade making the game playable in PlayStation VR later this month, developer Mojang Studios announced in a blog post today.

Fans have been asking for PSVR Minecraft for a while now. Although the ever-popular game is already available to play on various virtual reality platforms (it launched on the Oculus Rift back in 2016, for example), Sonys VR hardware has until now been overlooked. Mojang says the upgrade will come as a free download patch for all players some time later this month.

Everyone who has Minecraft on PlayStation 4 will get that patch automatically, says the studio. Download that patch and youll get access to the new Minecraft VR functionality. Of course, youll need a PS VR setup in order to use it.

Mojang also shared screenshots of what appeared to be Minecraft in PS VR, as seen below:

The company says that the PS VR version of Minecraft will be 100% the same Minecraft game that you can play every day, every week, every month, every yearon PlayStation 4. Nothing removed. 100% wholesome & pure full-fat Minecraft.

There are some small tweaks, but those will be mainly to the interface and set-up for VR. Players will be able to use the PS4 controller to move about and take action, while looking around them using the PS VR headset. Mojang says the game will have two separate modes, Immersive and Living Room, but didnt go into detail about what these will entail.

Minecraft continues to be a runaway success, despite being more than a decade old. Earlier this year, Microsoft, which acquired Mojang back in 2014, said sales of the game now topped 200 million across various platforms, with a spike of usage occurring during the onset of the pandemic.

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Minecraft is coming to PlayStation VR as a free upgrade later this month - The Verge

COVID-19 Impacts: Augmented Reality (AR) and Virtual Reality (VR) Market Will Accelerate at a CAGR of Over 35% Through 2020-2024 | The Increasing…

LONDON--(BUSINESS WIRE)--Technavio has been monitoring the augmented reality (AR) and virtual reality (VR) market and it is poised to grow by $ 125.19 billion during 2020-2024, progressing at a CAGR of over 35% during the forecast period. The report offers an up-to-date analysis regarding the current market scenario, latest trends and drivers, and the overall market environment.

Technavio suggests three forecast scenarios (optimistic, probable, and pessimistic) considering the impact of COVID-19. Please Request Latest Free Sample Report on COVID-19 Impact

The market is fragmented, and the degree of fragmentation will accelerate during the forecast period. Alphabet Inc., DAQRI LLC, Facebook Inc., HP Inc., HTC Corp., Magic Leap Inc., Microsoft Corp., Samsung Electronics Co. Ltd., Sony Corp., and Toshiba Corp. are some of the major market participants. To make the most of the opportunities, market vendors should focus more on the growth prospects in the fast-growing segments, while maintaining their positions in the slow-growing segments.

The increasing demand for AR and VR technology has been instrumental in driving the growth of the market. However, high development costs associated with AR and VR apps might hamper the market growth.

Augmented reality (AR) and Virtual reality (VR) market 2020-2024 : Segmentation

Augmented reality (AR) and virtual reality (VR) market is segmented as below:

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Augmented reality (AR) and Virtual reality (VR) market 2020-2024 : Scope

Technavio presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources. Our augmented reality (AR) and virtual reality (VR) market report covers the following areas:

This study identifies the increasing number of M&A activities as one of the prime reasons driving the augmented reality (AR) and virtual reality (VR) market growth during the next few years.

Augmented reality (AR) and virtual reality (VR) market 2020-2024: Vendor Analysis

We provide a detailed analysis of around 25 vendors operating in the augmented reality (AR) and virtual reality (VR) market, including some of the vendors such as Alphabet Inc., DAQRI LLC, Facebook Inc., HP Inc., HTC Corp., Magic Leap Inc., Microsoft Corp., Samsung Electronics Co. Ltd., Sony Corp., and Toshiba Corp. Backed with competitive intelligence and benchmarking, our research reports on the Augmented reality (AR) and Virtual reality (VR) market are designed to provide entry support, customer profile and M&As as well as go-to-market strategy support.

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Augmented reality (AR) and Virtual reality (VR) market 2020-2024 : Key Highlights

Table Of Contents :

Executive Summary

Market Landscape

Market Sizing

Five Forces Analysis

Market Segmentation by Technology

Customer landscape

Geographic Landscape

Vendor Landscape

Vendor Analysis

Appendix

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Technavio is a leading global technology research and advisory company. Their research and analysis focuses on emerging market trends and provides actionable insights to help businesses identify market opportunities and develop effective strategies to optimize their market positions. With over 500 specialized analysts, Technavios report library consists of more than 17,000 reports and counting, covering 800 technologies, spanning across 50 countries. Their client base consists of enterprises of all sizes, including more than 100 Fortune 500 companies. This growing client base relies on Technavios comprehensive coverage, extensive research, and actionable market insights to identify opportunities in existing and potential markets and assess their competitive positions within changing market scenarios.

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COVID-19 Impacts: Augmented Reality (AR) and Virtual Reality (VR) Market Will Accelerate at a CAGR of Over 35% Through 2020-2024 | The Increasing...

Can Virtual Reality Help Us Connect Better During The Pandemic? – Forbes

Happy couple on the beach breathing fresh air at sunset

In North America, as winter is fast approaches, everyones worried about another COVID-19 lockdown. Social isolation will once again be on everyones minds. AARP Innovation Labs released Alcove, a virtual reality app that enables friends and family to stay connected for Oculus Quest.

Increasingly, with extended times spent indoors, everyone can feel disconnected.

Theres only so much video conferencing anyone can do. Talking about each others day and feeling like you are forcing conversations may not be the optimal way to spend time with your loved ones.

Families need fun. Not everyone can play the type of video game that our children like to play. How to establish a bond between you and your mother, who might be living 3000 miles away? How to enable grandparents to take your children on adventures when they may not be able to go out because of pre-existing health conditions?

Alcove came straight from AARP Innovation Labs to help families go on adventures together in virtual reality worlds modeled after the real world. As we venture further into all corners of the world, the idea is that as the world is feeling closer to us day-to-day, we live our lives together and apart, distributed on different continents and in other countries.

Video conferencing doesnt connect us on a human level. Its playing together or having shared experiences in the world that connects us and brings us closer together.

Rick Robinson, Vice President of AARPs Innovation Labs, says, Alcove allows people to truly break down the barrier of isolation is pretty remarkable. Some people naturally question whether its too complicated or advanced, but based on feedback and our extensive testing with consumers young and old, thats not the case at all.

Robinson suggested that Alcove allows for a much richer way to communicate with one another than current video chat experiences.

On Zoom or other video chat, you can catch up and talk about your day in a very flat way while in VR you can do so much more you can meditate together and travel the world together. You can play games in a completely immersive way.

In the virtual reality world, instead of being immersed inside one experience together, logistically, its easy to switch between experiences. This allows family members to explore different experiences to find what they like the best. Repeating experiences is easy. For instance, building a group meditation habit between a few adult family members is easy and feels immersive.

Robinson says, It is an environment that we like to refer to as your family corner in VR, primarily because of the aesthetic. When you enter, you feel like youre in a home with different rooms you can walk through, taking in all kinds of experiences that surround and envelope you.

Although everyone has an avatar inside Alcoves virtual worlds, the worlds are modeled after real worlds with 360 immersion. With heightened sensory experiences inside the VR world, the experiences can feel calming, soothing, and emotional. This helps to form real bonds between family members.

Cezara Windrem, Innovation Catalyst at AARP Innovation Labs, and Creator and Producer of Alcove, says, "The U.S. military has been using this for a couple of decades now for simulation and training. Now VR and AR are being used a lot more for high-level simulation training, educational programs, and more across industries because of its potential to create new worlds and immerse you in them in a way that can create new memories and allow your brain to make new and deeper connections with the content around. So, we're looking at VR as this complete 360-degree canvas that you are immersing yourself into, and it can be painted with any data information or media. And what's more, you can bring people in there and connect."

When you look at how humans connect, comfort and safety are usually the foundations for real connection. This is why Alcove purposely designed the 360 immersive experience to start from the home's foundation, where most of us find safety and security. It is also designed to engage family members who might be consistently living in their worlds inside the same house.

Windrem says, "Think of Alcove as a magical space that is built at a human scale. You walk in, and by walking in, I mean, you put your headset on, and you're in, and you're looking around, and you feel at home because the environments are built to connect with what you're used to on a daily basis. There's a more modern feel to it. As you started walking around on your own or with your dear ones, inside there, you can start navigating and going into different rooms, which are not your regular home environment rooms, but magical spaces that bring amazing experiences to life."

In the U.S., one of the most significant childhood moments bonding with family is to play board games such as checkers, go fish, etc.. While playing, you are talking with your family, you are cracking jokes, and leaning into joyful moments. Alcove sets the scene for real bonding time with your family.

Cezara Windrem adds, Alcove is a family platform. Were hearing from virtual reality gamers and non-gamers that Alcove is an amazing place to connect with their family members. People from across all age groups are enjoying it.

Alcoves focus on health and wellness allows families to think mindfully about building a collective healthy lifestyle. Families can build healthy habits together inside experiences within the app. They can also watch out for one another and create emotional bonds linked to health and wellness experiences.

Windrem says, "While Alcove is not a clinical tool, socialization, or lack of socialization, can be a contributor to dementia and other similar issues. It's logical that if you could provide a tool that promotes socialization, it could help reduce the risk of dementia."

As virtual reality applications move away from gaming into helping people improve their daily lives, people will use it to build a healthier lifestyle and stronger connection to each other and the world around them. As technologies progress, more immersive experiences will involve the integrating different technologies: virtual reality, augmented reality, artificial intelligence, and holographic. It presents a new frontier for technologists to experiment and create new mediums to improve peoples lives.

Windrem says, VR can bring human connection to whole new levelsthrough its power to connect people with each other and the world in immersive ways, which may have been impossible in the past through traditional mediums. This is particularly relevant today, as our society battles the pandemic, social distancing separates us physically from our loved ones, and more and more adults experience social isolation and loneliness because of it.

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Can Virtual Reality Help Us Connect Better During The Pandemic? - Forbes

Japan uses virtual reality to improve physical, cognitive functions – BSA bureau

The results showed that participants improved their cognitive performance with the use of immersive virtual reality (IVR)

Researchers at the Smart-Aging Research Center (IDAC) at Tohoku University have developed an innovative training protocol that, utilizing immersive virtual reality (IVR), leads to real physical and cognitive benefits.

The protocol aims to assist patients suffering or recovering from long-term diseases whosephysical activitiesis not always possible. IVR, allows the creation of a realistic virtual body and can help solve problems. It sounds unreal, but the illusion is so effective that even with the person sitting and the virtual body walking, the person thinks he/she is moving - it even generates comparable physiological reactions.

Professor Ryuta Kawashima, director of IDAC, led the team of researchers to explore whether or not virtual training can have similar benefits on cognitive functions as physical exercise. Healthy, young participants underwent the virtual training protocol. Wearing an IVR headset while sitting, they saw a virtual body (also called an avatar) displayed in the first-person perspective. This created the illusory feeling of being the avatar itself. The virtual body alternated between 30 seconds of walking and 30 seconds of running for 8 minutes.

Researchers found that participants' heart rate increased coherently with the virtual movements, despite the fact that subjects were completely still; more importantly, cognitive functions (specifically, executive functions) and their neural basis were tested before and after the virtual training. The results showed that participants improved their cognitive performance (specifically, they were faster), as also confirmed by the increased activation of the brain-related areas (specifically, the left dorsolateral prefrontal cortex).

Professor Dalila Burin, who developed and conducted the experiment says. "training protocols in IVR can be useful for people with motor impairments to have comparable benefits to real physical activity." By introducing the virtual reality technology in the cognitive neuroscience field.

Image Caption:A schematic theoretical interpretation of the virtual illusion, leading to measurable physiological effects on the person's body

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Japan uses virtual reality to improve physical, cognitive functions - BSA bureau

Virtual reality in 3 dimensions the Metaverse arrives – Cyprus Mail

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Virtual reality in 3 dimensions the Metaverse arrives - Cyprus Mail

Latest Study explores the Virtual Reality (VR) in Healthcare Market Witness Highest Growth in near future – AlgosOnline

The ' Virtual Reality (VR) in Healthcare market' research report now available with Market Study Report, LLC, is a compilation of pivotal insights pertaining to market size, competitive spectrum, geographical outlook, contender share, and consumption trends of this industry. The report also highlights the key drivers and challenges influencing the revenue graph of this vertical along with strategies adopted by distinguished players to enhance their footprints in the Virtual Reality (VR) in Healthcare market.

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The report on Virtual Reality (VR) in Healthcare market provides a granular analysis of the industry vertical. As per the research, the Virtual Reality (VR) in Healthcare market is expected to register a significant growth rate and amass admirable returns over the study period.

The report emphasizes on the key industry trends while particularizing the revenue forecast, market size, sales volume and growth avenues. Vital data pertaining to the growth drivers that will impact the profitability graph along with an in-depth assessment of numerous market segmentations is mentioned in the report.

Unveiling the Virtual Reality (VR) in Healthcare market Growth based on the geographical landscape:

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Latest Study explores the Virtual Reality (VR) in Healthcare Market Witness Highest Growth in near future - AlgosOnline

Virtual reality a rising force in the global healthcare industry – The Straits Times

SINGAPORE - Virtual reality (VR) has commonly been associated with gaming and entertainment, but it has also been making waves in hospitals and clinics across the world in recent years.

Doctors are increasingly applying this technology across a spectrum of uses, from medical training to diagnosing and treating different conditions, to easing a patient's anxiety before and during a medical procedure.

The global market for virtual reality in healthcare was valued at US$2.14 billion (S$2.92 billion) in 2019 and is projected to reach US$33.72 billion by 2027, according to a Verified Market Research report in July.

In a pilot study done last year, patients undergoing wide-awake surgery at St George's Hospital in London had the option to use a VR headset before and during their operation to view calming landscapes.

All the participants reported that their overall hospital experience was improved by wearing the headset, while 94 per cent said they felt more relaxed.

Furthermore, 80 per cent said they felt less pain after wearing the headset and 73 per cent reported feeling less anxious.

Consultant orthopaedic surgeon Shamim Umarji, who led the study, said: "Many patients feel quite anxious about the prospect of being awake during surgery, so it's fantastic to see the positive impact virtual reality can have on the patient experience. As surgeons we occasionally lose sight of how daunting the operating theatre can be."

A research team at the University of Utah in the United States has also found VR to be useful in building balance skills in patients with Parkinson's disease.

The technology has successfully improved patients' obstacle negotiation and balance, as well as their confidence in moving around in their environment, according to their findings published in peer-reviewed journal Experimental Biology.

VR has also been effective in training surgeons as well as teaching medical students.

Last year, a study from Harvard Business Review showed that training using VR technology improved participants' overall surgical performance by 230 per cent compared with traditional training methods.

The participants from the David Geffen School of Medicine at University of California, Los Angeles, were able to complete procedures on average 20 per cent faster and more accurately.

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Virtual reality a rising force in the global healthcare industry - The Straits Times

As Burning Man Goes Virtual, Organizers Try To Capture The Communal Aspect – NPR

BRCvr was created by Athena Demos, Doug Jacobson and Greg Edwards, who are longtime burners. Kye Horton/Burning Man hide caption

BRCvr was created by Athena Demos, Doug Jacobson and Greg Edwards, who are longtime burners.

Burning Man the dazzling, days-long, annual arts and lovefest drawing 70,000 to the dusty Nevada desert was cancelled this year. But organizers are trying to capture the quintessential, communal arts experience online.

For this year's theme, Multiverse, teams have created 2D and 3D virtual experiences. The program runs Aug. 30-Sept. 6.

The chaos and creativity of Burning Man usually involves thousands of artists and volunteers trekking to the vast, windy, barren desert to build enormous, eye-popping, often whimsical sculptures. This year, you can turn on your webcam or virtual-reality headset to attend an art class or DJ dance party or even join a virtual group hug.

In the desert, the Burning Man Temple is typically a place spacious enough for people to walk into and reflect, grieve or leave an offering. This year, you can sort of do that at the Ethereal Empyrean Experience with a mobile device, desktop, or VR headset.

Ed Cooke, one of the creators of SparkleVerse, says that to recreate the desert experience, burners as attendees are called have set up tents in their living rooms and dressed up in costumes.

The Multiverse Ethereal Empyrean Experience, by Laurence "Renzo" Verbeck and Sylvia Adrienne Lisse, was selected as the official Black Rock City Temple for 2020. Kye Horton/Burning Man hide caption

The Multiverse Ethereal Empyrean Experience, by Laurence "Renzo" Verbeck and Sylvia Adrienne Lisse, was selected as the official Black Rock City Temple for 2020.

"Getting up and dancing in front of your screen, bothering to put on a costume, jumping around, these things are extraordinarily powerful in terms of taking you into new realms of experience," he says. "Radical self-expression" is one of Burning Man's 10 Principles.

Cooke admits that online he doesn't experience "the sense of awe of the scale of things" he experiences in the desert, but he's convinced the kind of joyful, communal experience he's had there in the past can be achieved virtually.

Other burners are having none of it. "It's not the same thing," says Douglas Wolk, who's been going to Burning Man for 20 years.

Wolk says he keeps going back to Burning Man because he believes in its principles such as no advertising and immediacy, which organizers describe as seeking "to overcome barriers that stand between us and a recognition of our inner selves, the reality of those around us, participation in society, and contact with a natural world exceeding human powers."

Wolk says, when everyone is off the grid together, the relationships are unlike anything else. "All kinds of people meet in this difficult, sometimes frustrating environment and they're pretty much all there to help each other," he says. "It's really not the same thing to be sitting in front of your computer."

Longtime Burning Man artist Jennifer Lewin has mixed feelings about this year's virtual festival. While she thinks it's "a very interesting experiment," she misses the opportunity to "test the limits" of her large, interactive, public sculptures.

With the dust, heat, wind and thousands of people ready to play, "Burning Man is the best place possible for me to go to test interactive sculptures, says Lewin. "If your work can survive Burning Man, it can survive anywhere."

Computer images of Lewin's work Cosmos, now on display in Tokyo, are in the DustyMultiverse this year. Lewin says, while they are "perfect conceptualizations" of the work, they don't face any "real world problems."

Burning Man curators know they can't fully replicate the uniquely communal and physical experience of Black Rock City. Kim Cook, director of creative initiatives at Burning Man Project, says the goal this year is "connection and creativity and sharing experiences." With some 90 events taking place around the world, she says "the ethos of Burning Man is not restricted to one location."

The culmination of the festival is the burning of the giant sculpture of the Burning Man. This year organizers will stream videos of people doing burns in their backyards, fire dancing, or even just lighting candles.

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As Burning Man Goes Virtual, Organizers Try To Capture The Communal Aspect - NPR

Rescape raise over 350k through Crowdcube for virtual reality in healthcare – Wales247

There is just one week left to invest in Wales-based immersive technology in healthcare pioneer Rescape Innovation, who have already raised over 350K through Crowdcube.

The Crowdcube fundraise, launched last month, smashed their first goal within hours of public launch, with significant pledges already secured from doctors, health tech experts, business and academic leaders, and Development Bank of Wales. Through Crowdcube, Rescape now has the opportunity to overfund, giving investors a stake from as little as 11.76 in a fast-moving sector that has really shown its value during the pandemic.

Richard Twomey, Ex-CEO Mlnlyck said: Having led international medical technology companies, I was impressed with Rescapes focus on innovation, establishing solid clinical evidence and health economics. I am excited to join their journey as an investor as they have a huge opportunity to make a VR platform that will impact healthcare on a global scale.

Rescape partnered with Cwm Taf Morgannwg University Health Board and the Centre for Trials Research at Cardiff University to demonstrate the very human benefits VR has brought to frontline NHS teams facing COVID-19, and the potential to roll out this technology and increase the adoption of VR in a range of future medical treatment plans.

Rescape already has a track record in the use of VR to support patient recovery and rehabilitation, working with cancer patients at Velindre Hospital, and Cystic Fibrosis patients in Cardiff and Vale Health Board, and the value of VR has also been evidenced in mums in childbirth. Now, for the first time, theyve been successfully using virtual reality through their DR.VR platform to help reduce anxiety and stress amongst NHS staff tackling the pandemic, which has far reaching implications on NHS costs. In January this year alone, before the pandemic struck, over 434,000 work days were lost to anxiety, stress, depression and other psychiatric illnesses amongst NHS staff, and to give an idea of scale, a reduction of one day per staff member per year saves the NHS 150m.

Dr Austin Gibbs, Director The Allan Lab said: Theres little doubt that VR has a role to play in clinical practice. As a Doctor in the field its exciting to see the growing body of evidence supporting its use. Like all innovations however, translating that which is easy to do in the laboratory with whats practical to do in the clinic is where the real challenge lies. DR.VR offers us a real usable all in one solution to deploy VR distraction at the coal face. Its our go to system when colleagues call us to assist in difficult or challenging procedures where patient comfort is paramount. Easy to use, effective and practical, at present theres nothing else that ticks all those boxes.

Launching the Crowdcube fundraise, Rescape Innovation CEO Matt Wordley said: This is the latest push in our aim tobecome the leading global provider of immersive technology solutions, including VR, in healthcare and associated marketplaces. It gives anyone the opportunity to have a stake in this innovative technology for as little as 11.76, which, apart from being a great investment in a growing company, gives people the warm feeling they are providing proven benefits to patients, staff and reducing costs in the NHS. We already have interest from over 10 hospitals and trusts across the UK in the next scale-up of trials.

Luke Lang, co-founder of Crowdcube commented: Rescape joins a growing list of healthcare technology businesses that have successfully fundraised with Crowdcube since the Covid-19 pandemic started earlier this year. Rescapes mission to use virtual reality to help reduce stress and anxiety for NHS employees and improve patient wellbeing has clearly inspired people to invest in the innovative business, which is now overfunding.

Dr Michelle Smalley is a Clinical Psychologist working in Intensive Care Units in Royal Glamorgan and Prince Charles Hospitals in Cwm Taf Morgannwg University Health Board Dr. Smalley said: Roles radically changed on March 13, with a dramatic increase in stress and anxiety amongst frontline medical and nursing teams for both themselves and their loved ones. My role pivoted to focus on staff wellbeing and support, and trying to limit burn out, so we worked with Rescape to bring in DR.VR headsets to see if it would prove a useful aid in reducing anxiety, and give the medical teams some much needed relief.

Being a clinical psychologist in unprecedented times has called for unprecedented measures to help support staff. From the moment I tried these headsets out myself, I realised their potential for helping with anxiety and stress, but we have to be evidence based in our approach.

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Rescape raise over 350k through Crowdcube for virtual reality in healthcare - Wales247

Virtual Reality in Education Market 2020 Trends, Market Share, Industry Size, Growth, Sales, Opportunities, Analysis and Forecast To 2027 – The Daily…

The Virtual Reality in Education Market study added by Reports web, exhibits a comprehensive analysis of the growth trends present in the global business scenario. The study further presents conclusive data referring to the commercialization aspects, industry size and profit estimation of the market.

The trends affecting the Industry in emerging regional sectors have additionally been explained in this study. The current findings and recommendations the analysts suggest for the future growth of the market have also been evaluated in this Virtual Reality in Education report.

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Key Vendors are Involved in Industry:

EON Reality, Inc., Google LLC, HTC Corporation, Merge Virtual Reality, Microsoft Corporation, Nearpod, Oculus VR, Samsung Electronics Co., Ltd., Sony Corporation, zSpace

The following part of the report explains the detailed segmentation of the Virtual Reality in Education Market. Valuable data and information related to the key segments have been established via this market research report. The revenue share coupled with insightful forecasts for the major segments and the other significant sub-segments have been detailed via this report.

The key industry players that have contributed to the Virtual Reality in Education Market have also been detailed in this report.

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Due to increase in competition in this market, a number of companies are entering into strategic partnerships with software companies to increase the overall product benefit and sustain their Virtual Reality in Education Market position.

The Virtual Reality in Education Market report focuses on the requirements of the clients from several global Market regions such as North America, Latin America, Asia-Pacific, Europe, and India.

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Fidelity Investments Pilots Immersive, Interactive Virtual Reality Onboarding for 140+ Employees – Yahoo Finance

Fidelity Center for Applied Technology Accelerates Development of Proofs-of-Concept Amidst Pandemic; Seeks an Alternate Interactive Experience to Replace In-Person Networking

In response to the global pandemic, Fidelity Investments, a diversified financial services firm with a commitment to innovation and investment in technology, accelerated its look into virtual reality to train and educate employees. Driven by the Fidelity Center for Applied Technology (FCAT), the company sought a way to engage a large class of incoming employees.

This press release features multimedia. View the full release here: https://www.businesswire.com/news/home/20200901005240/en/

More than 140 employees used virtual reality headsets as part of their remote onboarding to replace Fidelitys traditional in-person training program in May. The virtual reality experience allowed participants to connect in a virtual meeting space as an "avatar," and get to know one another through a new medium, all the while exploring and engaging with digital technology.

"The virtual reality pilot program was a practical way to solve for an immediate need," said Adam Schouela, Head of Emerging Technology at FCAT. "Fidelity had been prepared to work remotelywe moved nearly our entire workforce to their homes, in just a week or soand we were looking to build on and improve that experience. The VR headsets allowed employees to create deeper connections across teams and site locations, in a more human way than if the training were entirely on a video call."

As part of the virtual experience, participants engaged in scavenger hunts and word games, teleporting between indoor and outdoor environments to familiarize themselves with technology and socialize with fellow trainees. Employees could even practice their "elevator pitch" in real-time and receive feedback from others in the room.

"While wearing the headset during virtual classes, I had the ability to block out my physical world and become completely immersed in collaborating with my peers," said Starr Redic, a Financial Operations Senior Associate based out of Durham, North Carolina. "It was extremely refreshing to interact with others while overcoming barriers, such as a physical location, in a creative way."

In addition to networking, participants were able to leverage FCATs existing VR proofs-of-concept as part of the program. Employees tested FCATs experimental Retirement Readiness tool, which help clients understand the key factors in retirement planning and helps them visualize where they are on their retirement planning journey. Employees also viewed examples of VR training modules used to train customer service employees on empathy. The training gives participants a view into the life of a client and the call situations they may experience in an effort to improve the handling of the call. This virtual reality pilot program was Fidelitys first use-case in a training and onboarding environment.

Participants in the virtual reality experience were all part of the Fidelity YOU programYear One Universitywhich strives to build future Fidelity Operations leaders, ranging from recent graduates to tenured employees within Fidelity new to Operations. Fidelity YOU participants work at Fidelity locations across the country, and this virtual reality experience allowed them to make connections across the firm to succeed in their role. While the session pivoted to a completely virtual environment, one thing didnt change: the commitment to helping employees thrive.

About Fidelity Center for Applied Technology

The Fidelity Center for Applied Technology (FCAT) is a catalyst for breakthrough ideas, contributing to a successful future for Fidelity and its customers. FCAT teams track emerging social and tech trends, test product concepts and ideas, and build scalable solutions that support more efficient operations and enhance customer satisfaction.

About Fidelity Investments

Fidelitys mission is to inspire better futures and deliver better outcomes for the customers and businesses we serve. With assets under administration of $8.6 trillion, including discretionary assets of $3.4 trillion as of July 31, 2020, we focus on meeting the unique needs of a diverse set of customers: helping more than 32 million people invest their own life savings, 22,000 businesses manage employee benefit programs, as well as providing more than 13,500 institutions with investment and technology solutions to invest their own clients money. Privately held for more than 70 years, Fidelity employs more than 45,000 associates who are focused on the long-term success of our customers. For more information about Fidelity Investments, visit https://www.fidelity.com/about-fidelity/our-company.

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Fidelity Brokerage Services LLC, Member NYSE, SIPC900 Salem Street, Smithfield, RI 02917

Fidelity Distributors Company LLC,500 Salem Street, Smithfield, RI 02917

National Financial Services LLC, Member NYSE, SIPC,200 Seaport Boulevard, Boston, MA 02110

938613.1.1 2020 FMR LLC. All rights reserved.

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Corporate Communications(617) 563-5800fidelitycorporateaffairs@fmr.com

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Fidelity Investments Pilots Immersive, Interactive Virtual Reality Onboarding for 140+ Employees - Yahoo Finance

Here’s how to participate in the virtual Burning Man, or ‘Multiverse’ – Reno Gazette Journal

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No lines. No dust. No running out of toilet paper in the portapotties.

Could the virtual burn be the new way to burn? Probably not, but Burners worldwide are making the best of their inability to gather in the Black Rock Desert this year.

Burning Man's recently introduced platform, Kindling, is a portal for Burners to find a variety of online experiences of Burning Man. Created bydifferent Burner communities, there are eight "universes" in which Burners can Burn at home this year from their digital devices. It can be accessed athttps://kindling.burningman.org

Here's how to participate in this year's virtual community and celebration.

The 2020 Burning Man Multiverse is an online event, and links to all of the different experiences can be found on Kindling. On Kindling, you will additionally find links to avirtual Temple and a Burn Night experience.

All of the "universes" have different creators, so while some share similarities they're allunique.

You may want to watch Burning Man's intro video to get a better idea of which universes you want to visit and which ones are most compatible with the technology that you have. Watch the video athttps://youtu.be/7FmlUcuoAhI

Some, for instance, support virtual reality technology, others require an application or a programinstallation. Mostonly require only a computer or smartphone.

Burners: What you should know if you're visiting Black Rock Desert this weekend

Burners on stilts walk with the procession leading up to burning of the man during Burning Man 2014(Photo: Andy Barron/RGJ)

Three of the universes (Infinite Playa, Multiverse and Sparkleverse) require a form of payment, but most only suggest a donation either to the Burning Man Project or to artists and designers.Some universes will cease to exist after the final day of the typical Burn week, Sept. 7, but some will continue to allow access beyond the 2020 Burning Man dates.

All of the universes have different ways of participating, including events, performances and panels. Participants can submit their own activities as well whether it's a storytelling challenge, a shared meal, a virtual portapotty decoration activity, or a musical act.

Designers and artists also are welcome to submit art renderings to be included in the virtual spaces. Directions on how to participate vary from universe to universe.

News: With Burning Man canceled, Reno's symbolic end to summer and a major cash cow is gone

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Most of the platforms will have their own Man burns, but the Burning Man Project is sharing a mini-Man blueprint for those who want to build their own downsized effigies at home and hold their own intimate burns. Those holding at-home burns are allowed to register their burns if they want to upload video of their burns to the Project's 24-hour livestream of Burn night, Saturday, Sept. 5, on Kindling.Find more information on how athttps://kindling.burningman.org/burn-night-live-from-home/

The Project is also hosting a Temple burn on Sunday, Sept. 6,via Kindling in which participants this week are encouraged to submit images, video, audio and text about loved ones they have lost and want to remember. The content will be shared prior to the Temple "burn" on Sunday in which all content will be erased permanently as it would be in a traditional burn.

News: Burning Man debuts documentary, 'Art on Fire,' about creating art on playa

Jenny Kane covers arts and culture in Northern Nevada, as well as the dynamic relationship between the state and the growing Burning Man community.She also covers the state's burgeoning cannabis industry (Check out her podcast, the Potcast, on iTunes.)Support her work in Reno by subscribing to RGJ.com right here.

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Here's how to participate in the virtual Burning Man, or 'Multiverse' - Reno Gazette Journal

Tom Brady ‘falling in love’ with Bucs’ virtual reality system to get extra reps – Yahoo Sports

Brady 'falling in love' with Bucs' virtual reality setup originally appeared on NBC Sports Boston

Who says you can't teach an old dog new tricks?

But after 20 seasons playing for the same coach and owner in New England, everything is new for Tom Brady in Tampa Bay. New teammates (aside from Rob Gronkowski), new coach, new offensive system... and new technology.

For the first time in his career, the 43-year-old future Hall of Famer is turning to virtual reality to help get extra reps as he attempts to get up to speed with Bruce Arians' offense before the Buccaneers open their 2020 campaign.

Arians has used STRIVR Virtual Reality Training since he coached the Arizona Cardinals, and for a quarterback like Brady who looks for any advantage he can get, it's no wonder he is diving head-first into a new training method.

All our backup quarterbacks get really live reps its our actual practice that goes on, on the tape," Arians said."Tom [Brady] has embraced it. We were already scheduled to use it and would have used it anyway because Blaine [Gabbert] and [Ryan Griffin] liked it from last year. Its good reps for them, but Tom is falling in love with it, too.

Arians explained that the Bucs film every snap in practice, allowing Brady to review entire practices either on tape or through virtual reality.

Hed never had it," Arians told Sports Illustrated's Albert Breer."He was like, Wow, this is really cool. You turn around and see the running back, you look out, you see the coach. Its crazy how good it is.

Crazy how good it is? Thatsame sentiment has been applied to Brady over his legendary career, and if he's able to glean even more advantages through the virtual reality technology, he could continue to excel as he begins his third decade in the NFL.

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Tom Brady 'falling in love' with Bucs' virtual reality system to get extra reps - Yahoo Sports