COVID-19 Disproportionately Impacting Those With Developmental Disabilities – Disability Scoop

Janie Desmond who has visual impairment and mild intellectual disability comes to the edge of her porch for a portrait in Durham, N.C. Desmond is one of many adults with disabilities who rely on support staff in their home to remain independent, but are worried that close interaction could increase the risk of contracting COVID-19. (Casey Toth/The News & Observer/TNS)

The life-altering effects of COVID-19 have been tougher on people with intellectual and developmental disabilities than just about anyone else and they need more support, a group of experts is warning.

A letter published recently in the American Journal of Psychiatry on behalf of the directors of the nations 13 intellectual and developmental disabilities research centers which are funded by the National Institutes of Health is sounding the alarm about the devastating impact the pandemic has had on an already vulnerable population.

Many people with developmental disabilities have lost access to caregivers and service providers and these supports may not return given the financial toll of the pandemic on agencies and state budgets, the experts say.

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Those with developmental disabilities are also struggling with limited access to schooling and therapies, may be unable to use technology to connect with others and may not understand what they need to do to protect themselves from the coronavirus.

Among noninfected persons in the United States, few are more adversely affected by COVID-19 than individuals with intellectual and developmental disabilities, given that a vast proportion require in-person care or critical therapeutic support within their living environments, with little backup or systematic coverage for prolonged interruption of services, writes John N. Constantino, co-director of the Intellectual and Developmental Disabilities Research Center at Washington University School of Medicine in St. Louis, and colleagues at Harvard Medical School, the University of North Carolina at Chapel Hill and the Association of University Centers on Disabilities.

Social distancing has been especially hard on a population that was already disproportionately isolated, they say. And, for a group that often needs more hands-on services at school, the switch to virtual learning is creating more inequity.

It is an inordinate burden to attempt to recapitulate the conditions of an appropriate education at home for most families and to avoid secondary consequences of individuals with disabilities falling further behind in academic achievement or training and suffering behavioral decompensation in the absence of the structure of a school or work day, reads the letter.

The pandemic has also highlighted gaps in health care for people with developmental disabilities who cant always verbalize their needs, making telehealth challenging. There have been issues with access to coronavirus testing for this population as well as ethical concerns about access to treatment for those who contract COVID-19.

With guidance emerging about how to safely care for and support people with developmental disabilities during the pandemic, the specialists said in their letter that a first priority should be restoring in-person support services to those who are unable to benefit from virtual substitutes.

Likewise, the letter recommends that in-home personnel be available to help families shoulder the burden of their childrens special education services.

Although there is public awareness of some of the challenges imposed by the pandemic on individuals with disabilities, the totality of the impact on a family or a person with such disabilities can go unrecognized, even by professionals, Constantino said.

We feel, as a group, that enumerating the multitude of consequences of the pandemic on this population is key to understanding the numerous educational, occupational, clinical, social and personal effects of COVID-19 in this population, he said. We want clinicians, and all people, to offset the disproportionate toll of this illness on individuals and families affected by intellectual and developmental disability.

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Med Students ‘Feel Very Behind’ Because of COVID-Induced Disruptions in Training – The Southern Maryland Chronicle

COVID-19 is disrupting just about every students 2020 education, but medical students have it particularly hard right now.

Its a nightmare scenario for the class of 2021, said Jake Berg, a fourth-year student at the Kentucky College of Osteopathic Medicine in Pikeville. In March, students were abruptly pulled out of hospitals and medical offices, where they normally work with professionals to learn about treating patients. Over the space of less than two weeks, he said, medical students in pretty much the entire country transitioned from seeing patients in person to learning online.

Everyone goes along with the idea that were all in the same boat together, he said. But, really, its like were all on the Titanic and its sinking.

Megan Messinger, in her fourth year at the Western University of Health Sciences in Pomona, California, calculates she has lost about 400 hours of patient time. She worries the class of 2021 is going to be the dumb class of interns, said Messinger, who hopes to do a combined residency in pediatrics and psychiatry. I feel very behind.

The problem is most acute for medical students in their third and fourth years of study. Year three is when most medical students do their core clinical clerkships. These are one- or two-month stints in hospitals and clinics, through which they get the flavor of specialties such as internal medicine, pediatrics, surgery and obstetrics/gynecology.

Fourth-year students tend to spend time in more specialized options, often traveling to get experience in specialties in short supply at their own medical schools affiliated hospitals, and also to informally audition at places they might like to apply to for residency. Because of the coronavirus pandemic, however, away rotations have been suspended, and residency interviews for next years graduating class will be done virtually.

Schools and hospitals are trying to restore the core clerkships but, in many areas, this is a work in progress. The uncertainty adds considerably to students stress levels.

I have no idea how I will learn about the culture of the hospitals Im applying to, said Garrett Johnson, a fourth-year student at Harvard Medical School. On one hand, this years class of doctors-to-be will save a lot of money typically, travel and housing costs for away rotations and in-person residency interviews are paid by the students. On the other hand, he said, you dont get to meet any of the people or get a feel for the place.

Karissa LeClair, a fourth-year student at the Geisel School of Medicine at Dartmouth, agreed. I was looking forward to getting to know places I had not been to previously, she said.

LeClair, who wants to become an ear, nose and throat specialist, said clerkships she applied to in New York City, Ann Arbor, Michigan, and Boston were all canceled.

Since she was not planning to be in New Hampshire for most of this year, LeClair now has no place to live near Dartmouth. Im piecing together sublets and staying with friends, she said. Unless something changes, she will spend her final year of medical school only in facilities formally affiliated with Dartmouth.

Messinger is facing similar problems in Southern California. Im at Cedars right now, and loving it, she said, referring to Los Angeless Cedars Sinai medical center. But you can only do one rotation there. I dont have anything scheduled after this. My only audition rotation, at Tulane, was canceled.

Administrators are sympathetic. They have had major disruption, said Dr. Alison Whelan, chief medical education officer for the Association of American Medical Colleges, which oversees M.D.-degree programs. Medical school is stressful, and with COVID its even more stressful.

I feel for the students, theyre really in a tough position, said Dr. Robert Cain, president, and CEO of the American Association of Colleges of Osteopathic Medicine, which oversees osteopathy programs. About 1 in 4 U.S. medical students pursue a doctorate in osteopathy, which is similar to an M.D. degree but includes training in hands-on manipulative techniques and more emphasis on whole-body health.

Starting this year, M.D. and D.O. students are competing for the same residency training programs and work side by side, a change planned before the pandemic.

One hurdle is that all these students, in order to become well-rounded doctors, need to see a broad mix of patients with a diverse group of medical issues. But even at hospitals and clinics that have resumed general care, patients with ailments other than those associated with COVID-19 are not showing up, because they are afraid of catching the coronavirus. Elsewhere elective procedures have been canceled or postponed.

That has become a challenge, Whelan said. In areas with high COVID-19 rates, hospitals and other facilities often do not have enough personal protective equipment for even essential health personnel, so students are kept out.

The AAMC in August updated its guidance on student participation in clinical rotations. It continued to leave decisions about allowing students into patient care areas up to individual teaching hospitals and medical schools. But it also noted that while students are not technically essential in day-to-day care activities, medical students are the essential, emerging physician workforce whose learning is necessary to prevent future medical shortages.

The progression of students over time for relatively on-time graduation is essential to the physician workforce, Whelan said. Enabling students to finish their education in the COVID-19 era is an ongoing, complex, jigsaw puzzle.

Both the M.D. and D.O. organizations said third-year students can still complete most of their required rotations, although perhaps not in the usual order, and schools have dramatically increased their use of online teaching of diagnostics and care.

A fair amount of what students do is observation, she said. So schools have created step-by-step videos.

And some educators are confident these students will catch up eventually. Most learning goes on during your residency, said Dr. Art Papier, who teaches dermatology at the University of Rochester medical school. I think it can all be made up.

In addition to losing in-person patient contact, medical students face obstacles in taking required national board examinations there are several types and are not always conveniently offered near their training sites.

After having one required test canceled on short notice, student Jake Berg had to reschedule. The first open seat was three hours away and a couple of weeks later; then his canceled test was reinstated.

The exam that tests clinical skills has been postponed for all M.D. students but is expected to be rescheduled.

The comparable exam for osteopathic students, however, has been made optional. Thats partly because D.O. students must demonstrate not only clinical skills, but also proficiency in physical manipulation techniques, which means they need to work with patients under the supervision of doctors as part of their test. But the D.O. clinical skills exam is offered only in two places: Chicago and outside Philadelphia.

If theres a self-isolation period, who can afford to spend two weeks in a hotel in Chicago or Philadelphia? asked Messinger, of Western University.

While the travel may be a burden, the exams are needed to protect the public from doctors who have not demonstrated competence, said Cain, of the osteopathic colleges association.

Whelan and Cain said details are being worked out and changes are possible as the COVID situation evolves.

In the end, Cain said, this crop of students may emerge from COVID as better doctors than those who didnt face such challenges.

Hopefully, well look back and see them as the class of resilience, he said. That they were able to work through some very hard times.

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The Flash movie could reunite the Justice League with Cyborg actor Ray Fisher in talks to join the cast – GamesRadar+

The Flash movie is already making us want to use the Speed Force and head straight to 2022. Michael Keaton is reportedly in talks to appear as Batman for the first time in three decades, while Ben Afflecks own version of the Caped Crusader is also back for the Scarlet Speedsters standalone DC movie. Now, Cyborg actor Ray Fisher could be joining the cast. Whos down for a mini-Justice League reunion?

The Hollywood Reporter reveals that, alongside Fishers ongoing dispute with Warner Bros. over the production of 2017s Justice League, he is deep in negotiations to reprise his role as Cyborg for a cameo.

Fans of the Flashpoint comic on which the Andy Muschietti-directed Flash film will be loosely based will know that Cyborg helps lead the charge in the Atlantean/Amazonian war involving Wonder Woman and Aquaman in an alternate timeline. In the animated movie adaptation Flashpoint Paradox, the mainline universe Cyborg has a cameo at the beginning, helping Flash and Batman take down Reverse-Flash.

Each could be a prospective role for Fisher, though the latter is perhaps more in line with a possible cameo appearance. It is not yet known what his role will entail, however.

Still, the prospect of a Justice League reunion outside of the Snyder Cut release next year is a tantalising one. No word yet on whether the likes of Henry Cavill, Gal Gadot, and Jason Momoa will similarly reprise their roles.

The Flash which now has a new suit for Barry Allen, courtesy of a DC FanDome reveal is set for release on June 3, 2022.

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Customised powerchair helps ‘human-cyborg’ on his inspiring journey to overcome MND – AT Today

A bespoke Permobil powerchair has played a pivotal role in scientist and robotics expert Dr Peter Scott-Morgans incredible journey as he explores and adopts the latest in cutting-edge technology and AI to overcome Motor Neurone Disease.

The Permobil F5 VS, an advanced standing powerchair, featured prominently in Channel 4s new documentary Peter: The Human Cyborg.

Dr Peter Scott-Morgan is a pioneer in the field of science and robotics, and boasts a masters in artificial intelligence (AI) and a PhD in robotics from Imperial College London.

In 2017, Peter learned that he had Motor Neurone Disease (MND) a terminal disease that degenerates nerve cells.

Immediately after his diagnosis, Peter decided to put his fascination with robotics into practice and set off on his extraordinary journey to become the worlds first human-cyborg.

Filmed over two years, the documentary follows Peter as he undergoes a radical cybernetic transformation, working with doctors, assistive technologists, engineers, designers and more as he employs surgery, AI and robotics to live his life to the fullest.

Permobils F5 VS, an advanced sit-to-stand powerchair, played a key role in Dr Scott-Morgans fascinating journey.

The company started working with Peter in 2018 as the robotics expert pushed the Permobil team to take the powerchair to its technological limits with an array of customisations needed to incorporate Dr Scott-Morgans range third-party additions.

Some of the customisations made to Peters chair include a powered respirator tray (respirator, food/water, muscle/massage pump); Command Centre providing 2x Lenovo Yoga, 2x Iris Bond, Asus 16 display (avatar), mounted on an electrically controlled swing-away bracket; powered height-adjustable armrest; and a powered BOSE headrest, fully adjustable with mini actuators for a perfect fit.

In addition, the chair boasts upgraded actuators to handle the extra weight added to the chair, as well as brackets on the backrest to hold 2x 360 webcams to give the user complete vision.

Discussing working with Peter, Gordon Cunningham, General Manager Permobil UK & Ireland, said: The starting point for Project Charlie, as we affectionately dubbed the project, was the same as with any chair: understanding that a power chair is not just a mobility device to get from A to B, but that the person in the chair sees it as his or her lifeline to life.

Our job is to then do all we can to make that possible.

Permobil and Peter decided to stagger the customisation of the F5 VS so he could benefit from it as soon as possible. Charlie Mark 1 was built and customised at the powerchair specialists workshop in northern Sweden and delivered to Peter in November 2018.

The ideas, imagination and the level of planning that have gone into his ability to live a fulfilling life have left us all in awe, said Pete Jones, Permobil Product Rehab Specialist who worked closely with Peter and Project Charlie.

As can be seen on screen, Peters drive and optimism is not to be underestimated or overlooked.

The last of the major powerchair enhancements were completed in late 2019, when the Eyegaze & avatar technology, intuitive co-pilot attendant control, and enhanced pressure relieving seating upgrades were installed. Permobil also confirmed fine-tuning some of the existing customisations too.

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Ray Fishers Cyborg May Appear in The Flash Despite Warner Bros. Drama – Screen Rant

Ray Fisher is still in talks to reprise his Cyborg for The Flash, even despite his battle with Warner Bros. over Justice League's reshoots.

Ray Fisher's Cyborg could still appear inThe Flash despite his ongoing feud with Warner Bros. Fisher first played Victor Stone, aka Cyborg, in a quick cameo forBatman v Superman: Dawn of Justice before making his proper debut inJustice League. At the time ofJustice League's release, there were plans for Cyborg to receive his own solo movie in 2020, but it received very little updates in recent years and was unable to make that date. As a result, Fisher's DCEU future currently is uncertain.

Potentially complicating matters is Fisher's battle with Warner Bros., which has escalated considerably in recent days. In early July, Fisher revealed on Twitter that Joss Whedon, the director who took overJustice League's reshoots following Zack Snyder's exit, was "abusive" and "unprofessional" on set. In the weeks following, Fisher continued to promote his desire for accountability in this matter, leading to the beginning of an investigation. This weekend, though, has seen Warner Bros. issue a statement claiming Fisher hasn't cooperated with the investigation, with him then providing evidence that he has.

Related:Ray Fisher And WB's Justice League Investigation Explained

All of this is taking place when Fisher is reportedly in talks to joinThe Flash.According toTHR writer Borys Kit, Fisher is in deep "talks/negotiations" to bring his Cyborg intoThe Flash, which is further complicating the actor's rapidly devolving battle with Warner Bros. It remains to be seen whether it will prevent Fisher from appearing inThe Flash completely, or if it could even impact chances for the solo Cyborg film.

Fans have liked the idea of seeing Cyborg appear inThe FlashsinceJustice League, which paired Victor and Barry Allen (Ezra Miller) together successfully. In July,Fisher remained coy about the possibility of him joiningThe Flash, though it now appears he was in negotiations even then. However, as the situation between him and Warner Bros. has now grown hostile, it's very unclear about what will happen next. Fisher has spoken openly about the head of DC Films, Walter Hamada, as well as prominent DC contributor Geoff Johns. This is a very thorny situation, and one that might not be resolved easily.

It seems unfair to punish an actor for trying to get accountability, but if Warner Bros. blocks Fisher from starring inThe Flash, that's now how it will come across. Fisher has been as open as he can be about his experiences, leaving Warner Bros. pretty much looking like the bad guy. As it seems right now, Fisher deserves both a fair investigation into his claims and the opportunity to revive his Cyborg for future projects. Only time will tell what comes next in this saga, but there are surely more updates on the way.

More:How Ezra Miller's Flash Movie Could Keep Ray Fisher's Cyborg in the DCEU

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New Wasteland 3 patch resolves issues with co-op and "beefs up" Polly and the Cyborg Chickens – GamesRadar+

InXile has released a new patch for Wasteland 3 that seeks to address some of the issues plaguing the game across all platforms, including problems with co-op, gameplay, and stability.

As spotted by our pals at PC Gamer, Wasteland 3 version 1.1.0 is now live on PC on Steam and GOG, but will roll out across consoles and the Microsoft store later this week.

The team has now identified that "mismatched clients" is causing most of the trouble for PC players trying to buddy up in co-op, and says it "highly encourage[s] both the guest and host ensure theyve updated properly to the latest version of the game. Players who have disabled automatic updates on Steam and GOG, or those who use the GOG offline installers, should be extra vigilant in ensuring a version match."

That's not the only co-op issue to have been addressed in this update, either. Unspecified issues that cause the loss of character and quest progression has reportedly been fixed, as have the "multiple issues" that cause infinite loading screens, although the team remains "aware this issue is still impacting some players".

The patch also resolves the freeze that happens when players approach a specific robot in Broadmoor Heights, and another issue which sees the UI disappear if you're viewing the main menu "for a long time".

Solutions to gameplay and quest problems have also been addressed, including Fishlips encounter, an issue where some players would see an endlessly looping Ambush Site intro, and the La Perla quest. Oh, and Polly and the Cyborg Chickens "have been beefed up", too.

"Issues notwithstanding, Wasteland 3 is a terrific take on a tried-and-true formula," we said in the GamesRadar+ Wasteland 3 review. "Its tough, but fair. It rewards tinkering, but is straightforward enough that old school Wasteland fans and CRPG novices will both find plenty to enjoy. Both will likely be impressed at how heavily Wasteland 3 weighs your choices; how much it respects your agency and reflects your decisions with consequences that ripple across its world.

"I would love to see inXile attempt to innovate in their next release. The developer has made its name expertly retreading old ground. But, to put it in words the Provost would approve of: Audentes fortuna iuvat.

Does Wasteland 3 make our best games of 2020 so far list?

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New Wasteland 3 patch resolves issues with co-op and "beefs up" Polly and the Cyborg Chickens - GamesRadar+

Wasteland 3- Where to Find all Cyborg Chickens – Attack of the Fanboy

In Wasteland 3, there are a total of five Cyborg Chickens players will need to find to unlock a special animal companion/ recruit in the game. As one is already in the Ranger HQ, players will need to find the other four and lead them back to HQ. To do this, youll also need to have the Animal Whisperer skill in order for them to follow you.

The first Cyborg Chicken in Wasteland 3 can be found at the Garden of the Gods. It is located north of the pit of burning corpses, and in order to get it, youll need to have at least a level four animal whisperer. Once you have that, you just have to convince it and lead it back to the coup at the Ranger HQ.

The next chicken is located at the Sans Luxe Apartment complex behind a locked door. To get inside, youll need to repair a nearby generator that requires a level five mechanics skill. Once youre able to fix the generator, the door will open and the chicken will be waiting inside the room. This time youll only need three points in the animal whisperer skill for it to follow you.

For the third Cyborg Chicken, youll need to head to the Broadmoor Heights Church. There youll see a small room on the side of the front entrance. To get inside, youll have to push a nearby button, which should be near the far left of the front entrance. You will once again need a level four animal whisperer to get it to come with you.

The last Cyborg Chicken youll have to find is at the Patriarchs Bunker below Broadmoor Heights. It is specifically located in the second room on the second floor of the building. As the last Cyborg Chicken, you should come prepared with someone with a level six sneak skill to get into the area and a level five animal whisperer skill to get the chicken to follow you.

Once you gather all the chickens at Ranger HQ and have progressed further in the game, you should receive your new special companion. As a precaution, when out gathering, be sure not to take unnecessary risks as they are prone to de-spawn and even die in combat.

- This article was updated on:September 4th, 2020

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Justice League: The Biggest Unanswered Questions in the Snyder Cut Trailer – Screen Rant

The trailer for the Justice League Snyder cut revealed a lot about the highly anticipated superhero movie, but also left many questions unanswered.

Here are the biggest unanswered questions coming out of theJustice League Snyder cut trailer. After much ado, Zack Snyder'sJustice League vision will finally be unveiled in 2021 as part of a 4-hour HBO Max limited series. The director's version of the movie was heavily altered by Warner Bros. and Joss Whedon ahead of the initial 2017 theatrical release, leaving fans immensely disappointed by what they sat through in the movie theater. Fortunately, the Snyder cut that once seemed impossible is now very much a reality, and the first full trailer was aired as part of DC's recent FanDome event.

The Snyder cut trailer emphasized just how different this story will be to the 2017Justice League. Fans were afforded glimpses at Darkseid and a revamped Steppenwolf, new Knightmare sequences were confirmed and Superman has a suave black suit. Meanwhile, Flashrescues Iris West, Lois Lane spots her resurrected boyfriend and Cyborg's father is killed by a Mother Box. Interestingly, the Snyder cut trailer also repurposed footage that was included in the earlyJustice League promotional material but cut from the final edit.

Related:Justice League Snyder Cut Trailer Teases Martian Manhunter Appearance

That's a fair few reveals to pack into a 2-minute montage, but while the new trailer gives a solid idea of the direction Snyder'sJustice League takes and the restorations made, the footage also raises many questions, ensuring the gears of speculation will continue to grind until the Snyder cut's 2021 release finally arrives. And, intriguingly, what the trailer leaves unanswered is almost as important as what it reveals.

The Snyder cut itself was borne from creative differences between filmmaker and studio, but even now fan pressure has yielded the desired result, Snyder's battles don't seem to be entirely over. When official confirmation of the Snyder cut's release landed, the director himself revealed an image bearing the title "Zack Snyder's Justice League" and it appeared that this would be the official name for the restoredJustice League. That moniker has since been quietly dropped, and the FanDome trailer offers no replacement, merely ending with a logo and "#TheSnyderCut."

Snyder revealed during his JusticeCon panel that there are some legal issues currently in the process of being chewed over. The use of a director's name in a movie title is tricky business, especially when the film is based on the intellectual property of another, and this appears to be hindering the announcement of a formal name for theJustice League Snyder cut. Essentially, to label a film "Zack Snyder's Justice League" risks implying that Snyder possesses some kind of ownership over DC's Justice League property, and thus far, it would appear a solution to this dilemma has not yet been found.

In the 2017 theatrical version ofJustice League, Bruce Wayne and his super-pals come to the conclusion that Steppenwolf's impending invasion is too big for them to handle alone, therefore a plan is hatched to bring Earth's favorite adopted Kryptonian back from the dead. Using a Mother Box, the crashed Krpyton ship in Metropolis, and Flash's metahuman speed, the League are able to resurrect themselves a powerful new recruit. Supes wakes up grumpy, and Batman is forced to use the sight of Lois Lane to calma rampaging Clark.

Related:Why Superman's Death Is In The Justice League Snyder Cut Trailer

As evidenced by theJustice League trailer, the aftermath of Superman's revival is very different in the Snyder cut. Lois Lane sees Superman flying from afar, and isn't brought in by Batman as a hail mary. The presence of a black suit suggests Superman takes longer to recover from his existential crisis than in the 2017 edit, and furthermore, the post-resurrection battle between Superman and the Justice League has been heavily altered. This naturally leads to the question of how Superman's resurrection was changed by Warner Bros. and Whedon. Is Silas Stone more heavily involved? Does the rising dirt on Superman's grave come into play? Zack Snyder has confirmed there was "much more" to Superman's return originally. Does this suggest the Justice League don't just resurrect him to bolster their ranks?

TheJustice League Snyder cut trailer opens with an image of Darkseid angrily swinging his weapon around a burning CGI landscape. The famous DC villain was one of the biggest casualties from 2017'sJustice Leaguedebacle, granted only a fleeting teaseinstead of the fully-fledged appearance that was planned. Thankfully, Darkseid is confirmed to feature in the Snyder cut, but the full extent of his role remains unknown. BeforeJustice League was given the Frankenstein treatment, Darkseid was reportedly meant to debut via Boom Tube at the end of the story, finishing off a defeated Steppenwolf and announcing himself to the Justice League to set up future DCEU efforts.

But the landscape has changed since then. Not only has the Snyder cut transformed into a 4-hour behemoth, but the prospect of continuing thefranchise long-termlooks decidedly slim at present. This means whatever mischief Darkseid brings to Earth needs to be wrapped up in the Snyder cut and the Snyder cut alone. The director is currently putting the finishing touches on his Justice League, and giving Darkseid a conclusive ending could be on his agenda.

Although both Darkseid and Steppenwolf physically appear in the new Snyder cut trailer, neither have any lines, leaving the cadence and timbre of their voices a mystery at present. Since he was excised from the theatrical cut altogether, the sound of Darkseid is the biggest unknown of the two, but the villainis now confirmed tobe voiced by Ray Porter, who has teased an unearthly tone to his performance. Steppenwolf was voiced and mo-capped by Ciarn Hinds in his 2017Justice League appearance, and that'll be true of the Snyder cut also, but some fans took issue with the baddie's soft design and less-than intimidating voice. Steppenwolf's monstrous form has been restored by the Snyder cut, but fans will have to wait to see whether his voice is also improved.

Related:Why The TITLE Of Zack Snyder's Justice League Is So Controversial

The Snyder cut trailer might've given the best look yet at DC's rejigged superhero team-up, but one majorquestion still hangs over the film: will a Green Lantern feature somewhere in the melee? Traditionally, Green Lantern is considered a core member of the Justice League group, and his absence in the 2017 film represented a notable deviation from the source material.Justice League's flashback battle sequence included a member of the Justice League Corps., but this was merely a fleeting glimpse rather than a fully-fledged introduction to a DCEU Green Lantern.

Rumors have hinted that the Green Lantern Corps. could play a larger role in the Snyder cut, possibly showing up in Bruce's Batcave, but exactly how they'll play into the overall story remains to be seen. Perhaps the bigger issue at hand is whether Earth will get a proper Green Lantern in the Snyder cut, whether that be Tom Cruise, Ryan Reynolds, or someone else entirely. This was likely something Snyder was planning for a potential sequel, but as with Darkseid, might need to be condensed in the 2021 HBO release.

Zack Snyder introduced his Knightmare in 2016'sBatman V Superman: Dawn of Justice, with Bruce Wayne experiencing a vision of a depressing, dystopian future where Superman was a villain and Gotham City was in ruins. A time-traveling Flash warned that Lois was the key, leadingBruce to use Superman's girlfriendas emotional KryptoniteinJustice League. After Steppenwolf's defeat, it's assumed that the Knightmare scenario was successfully averted, but Snyder had far bigger plans for this potential future storyline.

The latest Snyder cut trailer reintroduces the Knightmare scenario with an Easter egg-filled shot of Wayne Mansion in ruins, confirming the Knightmare arc will be expanded forJustice League's 2021 retribution. Still unknown is exactly how this unsettling vision of a broken Earth will factor into the widerJustice League story. A time travel element seems inevitable, and the Snyder cut will almost certainly give more context behind Flash's warning, but rumors persist that Lois Lane's death could push Superman into a darker mindset, leading to the unsavory Clark glimpsed inBatman V Superman's Knightmare.

Related:How Zack Snyder's Steppenwolf Is Different From The Original Movie Villain

Zack Snyder has made no secret that Ray Fisher's Cyborg will enjoy a much more significant role in the upcoming version ofJustice League. The director describes Victor Stone as the heart of his story, and the recent trailer teases an exploration into Cyborg's pre-robotic backstory as a football player. However, another shot depicts Cyborg controlling an airborne volley of missiles - an image that doesn't naturally fit into the structure ofJustice League as fans know it. Since Victor isn't actually Cyborg in this sequence, the shot is likely from some kind of vision or dream - perhaps a Mother Box-fueledglimpse at Cyborg's potential or an insight into a digital reality. Seeing how this moment fits into Cyborg's story will be intriguing, and establishes the potential for Victor to be far more powerful in the Snyder cut than he was previously in 2017's theatricalJustice League.

More:Justice League Snyder Cut Trailer Breakdown: 30 Story Reveals & Secrets

Tenet Box Office Performance Explained: Is It A Failure?

Craig first began contributing to Screen Rant in 2016, several years after graduating college, and has been ranting ever since, mostly to himself in a darkened room. Having previously written for various sports and music outlets, Craig's interest soon turned to TV and film, where a steady upbringing of science fiction and comic books finally came into its own.Craig has previously been published on sites such as Den of Geek, and after many coffee-drenched hours hunched over a laptop, part-time evening work eventually turned into a full-time career covering everything from the zombie apocalypse to the Starship Enterprise via the TARDIS. Since joining the Screen Rant fold, Craig has been involved in breaking news stories and mildly controversial ranking lists, but now works predominantly as a features writer. Jim Carrey is Craigs top acting pick and favorite topics include superheroes, anime and the unrecognized genius of the High School Musical trilogy.

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Justice League: The Biggest Unanswered Questions in the Snyder Cut Trailer - Screen Rant

As John Boyega And Ray Fisher Show, Actors Of Color Have Largely Not Been Given Their Due In Hollywoods Big Franchises – Forbes

John Boyega as Finn in Star Wars: The Rise of Skywalker and Ray Fisher in Justice League

The marginalization of minorities and underserved communities in Hollywood has been ingrained in the industry since its inception. Often times a microcosm for the rest of the country, film productions are not averse to stereotyping, sidelining, and deflating characters of color for the benefit of their white counterparts.

Outside of some outliers like 2018s Black Panther, actors of color have not been given the shine they deserve in Hollywoods most lucrative franchises. Whether it be simply a side-character in a white heros larger story or simply there for comic relief, characters of color, specifically in the Black community, dont get their due. Most recently, two actors have spoken out about their roles and time on set. John Boyega, the actor best known as Finn from Star Wars, and Ray Fisher, known for DCs Cyborg, have made their stance clear on this issue.

John Boyega was candid in his interview with GQ magazine about the bait-and-switch marketing of his character, Finn, in the Star Wars franchise.

What I would say to Disney is do not bring out a black character, market them to be much more important in the franchise than they are and then have them pushed to the side. Its not good. Ill say it straight up, Boyega stated frankly.

From his debut in Star Wars: The Force Awakens, Boyegas Finn was set up to be one of the main characters in the Sequel trilogy of the long-standing franchise. Directed by J.J. Abrams, Boyega was an equal co-star of Daisy Ridley and Adam Driver. Each character had specifics arcs set in motion and Finn wielded the iconic Skywalker lightsaber for the majority of the film. Perhaps a tease to the first Black Jedi since Samuel L. Jacksons Mace Windu, these threads were promptly dropped in Rian Johnsons Star Wars: The Last Jedi.

Like, you guys knew what to do withDaisy Ridley, you knew what to do withAdam Driver, Boyega explained. You knew what to do with these other people, but when it came to Kelly Marie Tran, when it came to John Boyega, you know f**k all. So what do you want me to say? What they want you to say is, I enjoyed being a part of it. It was a great experience... Nah, nah, nah. Ill take that deal when its a great experience. They gave all the nuance to Adam Driver, all the nuance to Daisy Ridley. Lets be honest. Daisy knows this. Adam knows this. Everybody knows. Im not exposing anything, Boyega concluded. Disney did not immediately respond to a request for comment.

Boyegas role in The Last Jedi was staunchly different from the first film. Gone were many of the threads that Abrams set up for the character as Finn was deduced to a side-story alongside actress of color, Kelly Marie Tran. Boyega did see an elevated role in Abrams The Rise of Skywalker, but the franchise had moved so far from The Force Awakens that his overall arc felt a bit disjointed and weak compared to his co-stars.

Boyegas words speak to a larger issue in the industry. In July, Justice League actor Ray Fisher tweeted about the unprofessional behavior during the Joss Whedon-led reshoots of the film.

HOLLYWOOD, CA - NOVEMBER 13: Actor Ray Fisher arrives at the premiere of Warner Bros. Pictures' ... [+] 'Justice League' at Dolby Theatre on November 13, 2017 in Hollywood, California. (Photo by Axelle/Bauer-Griffin/FilmMagic)

Joss Wheadons on-set treatment of the cast and crew of Justice League was gross, abusive, unprofessional, and completely unacceptable. He was enabled, in many ways, by Geoff Johns and Jon Berg. Accountability>Entertainment, Fisher shared with his followers.

Fisher did not mince words in alleging the mistreatment he and his fellow Justice League co-stars went through on set at the hands of Whedon, Geoff Johns and Jon Berg. While Berg denied Fishers claims, WarnerMedia recently opened an investigation into the claims.

Outside of the alleged mistreatment on set, there is something to be said about Fishers role as Cyborg in the superhero team-up. InZack Snydersinitialproduction ofJustice League, Fisher had a fleshed-out role, with impact to the plot and an individual agency to his character, according to Fisher and Snyder.

Similar to John Boyega, Fishers Cyborg was advertised as having a substantial role; in the film he wasreduced to a gag-character.A couple of catchphrases and laughing about the lack of feeling in your toes was a disservice to the long-standing Black superhero. Fisher, in an interview with The Black Cape, spoke on the importance of his character being taken seriously.

It was important for me, its important especially for them (Snyder and Terrio) as well, that Cyborg is not just relegated to being the catchphrase spitting cool Black dude. Thats not anything that Im interested in watching. Its definitely not anything Im interested in portraying, Fisher explained.

Zack Snyder has spoken many times about how Fishers character is the heart of his original film and fans will see the real Cyborg in 2021s Zack Snyders Justice League, where the actor was given a larger role and even a say in Chris Terrios script.

The characters that Im excited to fully flesh out? Of course itsCyborg. Hes the heart of the movie. He holds the team together in a lot of ways and Im excited for fans to see how its realized, said Snyder during his DC Fandome panel.

Both Boyega and Fisher have been on the frontlines following the police killing of George Floyd. Boyega has stood side-by-side with the protesters advocating for police reform. Fisher has also used his platform to highlight police brutality against the Black community. The two actors have not been shy in speaking out against the systemic racism across all areas of society and the unconscious biases that affect their own careers, making them important to lead the conversation here as well.

LONDON, ENGLAND - JUNE 03: Star Wars actor John Boyega takes part in a Black Lives Matter ... [+] Demonstration in Hyde Park, London on June 3, 2020. Thousands of protesters gathered in central London on Wednesday to show solidarity with Black Lives Matter demonstrations in the US, which were sparked by the death of George Floyd. Floyd, a 46-year-old African-American, was filmed gasping for air and pleading for breath as Derek Chauvin, a white police officer, kneeled on his neck for around nine minutes. (Photo by Kate Green/Anadolu Agency via Getty Images)

The box office is starting to show that representation matters to the audience. If movies like Black Panther can reach a billion dollars at the box office, and films like Spider-Man: Into the Spider-Verse can become a resounding success, there is no excuse for the major studios in Hollywood to treat them as sideshows. Boyega had his largest Star Wars role in The Force Awakens, a film that made $2 billion at the box office. Neither of its sequels managed to do as well. If Finn was given equal standing to Rey and Kylo Ren, perhaps it might have.

Boyega and Fisher represent two examples of a much larger problem in Hollywood. The two actors have strongly focused on their identity as Black men in Hollywood. Both actors made a point to discuss their how something as simple as their hair can become a topic of contention, with Boyega speaking on working with hairstylists that had no experience of working with hair like his but still had the guts to pretend, or Fisher bringing his own barber to the set of Justice League but the Whedon-led production ignoring his pleas to add him to the credits. The latter will be credited in 2021s Zack Snyders Justice League.

The weight of their respective roles as Finn and Cyborg gives both actors the platform to speak on their roles, but there are many that continue to stay invisible. If the film industry cant portray their heroes of color with nuance and three-dimensions in their billion-dollar films, those with smaller roles in lower-budget films wont get their due respect either. Lets hope Boyega and Fishers comments spark Hollywoods largest studios to create real change and allow for stronger and organic representation.

Update(9/7/2020): The headline of this post was updated on 9/5/2020. The post also clarifies that Fishers claims of on-set mistreatment are alleged andattributesthe characterization of Fishers Cyborg to Fisher and Snyder.

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As John Boyega And Ray Fisher Show, Actors Of Color Have Largely Not Been Given Their Due In Hollywoods Big Franchises - Forbes

DCeased: Will An Army of [SPOILER] Save or Doom DC’s Universe? – Screen Rant

The DCeased villains in charge of the Southern Bunker reveal they have an army of Amazo cyborgs and are ready to take over the world.

Warning! Spoilers forDCEASED: DEAD PLANET #3

In DCeased: Dead Planet, the truth behind the hidden sanctuary in Australia is revealed, much to regret of those who chose to investigate it. Called the Southern Bunker, it is a refuge built by the rich to survive the apocalypse which was overtaken by a group of rich DC villains. As if a sanctuary ruled by the Penguin, Simon Stagg, and Maxwell Lord wasn't bad enough, it is revealed that they have prepared a robotic army to take over the mostly undead world, their weapon of choice being a classic Justice League villain.

In the sequel taking place five years in the future, members of the mystical team Shadowpact accompany Swamp Thing to find a location surrounded by Anti-Living. Losing Ragman and Blue Devil to an undead Plastic Man, John Constantine, Zatanna, Detective Chimp, and Swamp Thing survive long enough to learn at least some of the secrets behind the less-than-altrustic sanctuary.

Related:DCeased: Dead Planet is Heading To The New Gods' Home

After Swamp Thing kills Maxwell Lord over his refusal to release the Green from its imprisonment, Oswald Cobblepot turns to Professor Ivo to unleash their secret weapon, the villainous cyborg Amazo. With the combined powers of the Justice League at his disposal, Amazo obliterates Swamp Thing before being stopped by Zatanna. Realizing that the Southern Bunker has more than one Amazo, John Constantine conjures up an exit and convinces the surviving heroes to leave so they can fight another day.

Originally appearing in The Brave and the Bold #30 (1960), Amazo was created by Professor Ivo, whose DCeased counterpart has seen better days. Amazooriginally defeated the Justice League in battle due to his ability to retain the abilities of targets he copies. Although he was eventually defeated, versions of Amazo have fought different incarnations of the Justice League as a cyborg and later as a sentient virus that could infect and grant normal people staggering superpowers until it killed them.

Following John Constantine's cryptic narration that they should have stayed to fight instead of retreating, Cobblepott and Simon Stagg brush off the threat of the heroes' inevitable return so they can focus on their unfolding plan. Realizing their stay at the Southern Bunker is nearing its end, they uncover an army of Amazos courtesy of Professor Ivo that are ready to implement the villains' plan to take back the world. With marketing suggesting that this issue would set in motion the upcoming "DCeased: Earth War" storyline, it would appear that not even the Anti-Life Apocalypse can stop an old villain from wanting to take over the world, even one consumed by theDCeased.

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DCeased: Will An Army of [SPOILER] Save or Doom DC's Universe? - Screen Rant

Manga ‘Ghost in the Shell,’ Noh merged through VR technology – The Jakarta Post – Jakarta Post

Noh, one of Japan's traditional performing arts with a history of around 700 years, has expanded its boundaries by realizing the world of "Ghost in the Shell," a sci-fi manga masterpiece, on stage with the assistance of cutting-edge virtual reality and visual technology.

Prior to the public performance in Tokyo in late August, film director Shutaro Oku, who directed the play, said, "I want to depict what the essence of human beings and virtual reality are through the collaboration of the monumental Japanese manga, traditional performing art and state-of-the-art technology."

The VR Noh, starring Noh actor Takanobu Sakaguchi of the Kanze School, among others, had been scheduled for shows overseas prior to the performance in Japan, but the coronavirus pandemic forced the cancellation of overseas performances.

Manga artist Shiro Masamune's work and its anime adaptation, portraying the battle of a cyborg police woman and her partner against terrorism and cybercrime in a cyber society in the future, boast enthusiastic fans in Japan and abroad.

The work was also adapted into a Hollywood movie starring actress Scarlett Johansson in the leading role.

The play was performed at Setagaya Public Theater in the Japanese capital on Aug. 22 and 23.

"We would like to carefully nurture the VR Noh 'Ghost in the Shell,' so it will be performed across Japan and around the world once the coronavirus infections subside," Oku said.

As for domestic performance, Oku is planning to deliver the VR Noh at Tokyo Metropolitan Theater in November, as well as in Fukuoka and Sapporo soon.

Candidate performance sites overseas include Britain, France, Italy, Singapore, Taiwan, Thailand, and the United States, he said.

Advanced technology allows the audience to enjoy illusionary effects in the play, with main character Motoko Kusanagi rendered invisible and then reappearing on the stage at times without the use of VR headsets.

The VR and visual technology was developed by Masahiko Inami, a professor at the University of Tokyo's Research Center for Advanced Science and Technology, and Kentaro Fukuchi, a professor of the School of Interdisciplinary Mathematical Science at Meiji University.

Noh dramas can be broadly divided into two kinds -- Mugen Noh, depicting spiritual entities in dreams or other settings, and Genzai Noh, portraying live humans as main characters -- and Kusanagi in cyberspace appeared on stage largely in the style of Mugen Noh.

"I hope the audience will see how Japan's tradition and cutting-edge technology are merged," Inami said in an Aug. 21 preview at the Tokyo theater.

Noh and Kyogen, collectively referred to as Nogaku, were inscribed on the UNESCO Intangible Cultural Heritage of Humanity list in 2008.

While traditional Japanese theater based on song and dance performed by actors wearing masks had its heyday in the 14th and 15th centuries, its origin can be traced back to a performing art in the eighth century, according to the Japan Arts Council.

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Manga 'Ghost in the Shell,' Noh merged through VR technology - The Jakarta Post - Jakarta Post

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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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

About Us

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...

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

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.

Please visit: https://www.fortunebusinessinsights.com/industry-reports/virtual-reality-market-101378

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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Detailed Table of Content

TOC Continued.!!!

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Have a Look at Related Research Insights:

Augmented Reality MarketSize, Share & COVID-19 Impact Analysis, By Component (Hardware, and Software), By Device Type (Head Mounted Display, Heads-Up Display, Handheld Devices, Stationary AR Systems, Smart Glasses, Others), By Industry (Gaming, Media & Entertainment, Automotive, Retail, Healthcare, Education, Manufacturing, and Others), and Regional Forecast, 2020-2027

NLP Market Size, Share & Industry Analysis, By Deployment (On-Premises, Cloud, and Hybrid), By Technology (Interactive Voice Response (IVR), Text Analytics, Speech Analytics, Pattern and Image Recognition, and Others), By Industry Vertical (Healthcare, Retail, BFSI, Automotive & Transportation, Advertising & Media, Manufacturing, and Others) and Regional Forecast, 2019-2026

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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 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.

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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