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.

The rest is here:

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.

Read the original:

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.

Request for Sample Copy of this report: https://www.reportsweb.com/inquiry&RW00013171689/sample

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.

Ask For Discount: https://www.reportsweb.com/inquiry&RW00013171689/discount

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.

What the report features:-

Table of Content:

Enquiry Before Buying: https://www.reportsweb.com/inquiry&RW00013171689/buying

*If you need specific information, which is not currently within the scope of the report, we will provide it to you as a part of customization

Contact Info:Name: Sameer JoshiEmail:[emailprotected]Company Name: ReportsWebWebsite:Reportsweb.com

Phone: +1-646-491-9876

About ReportsWeb:

ReportsWeb.comis a one stop shop of Market research reports and solutions to various companies across the globe. We help our clients in their decision support system by helping them choose most relevant and cost effective research reports and solutions from various publishers. We provide best in class customer service and our customer support team is always available to help you on your research queries.

See more here:

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

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.

Story continues

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.

View source version on businesswire.com: https://www.businesswire.com/news/home/20200901005240/en/

Contacts

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

Meghan Joumas(617) 392-2021meghan.joumas@fmr.com

Follow us on Twitter @FidelityNews Visit About Fidelity and our online newsroom

Original post:

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

Autoplay

Show Thumbnails

Show Captions

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

Autoplay

Show Thumbnails

Show Captions

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.

Read or Share this story: https://www.rgj.com/story/life/arts/burning-man/2020/09/03/virtual-burning-man-multiverse-how-to-participate-temple-burn/3449845001/

View post:

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.

Read more from the original source:

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

Augmented Reality and Virtual Reality Component Market Sales Channel Analysis: (Impact of covid-19) by Competitive Industry Overview and Futuristic…

Global Augmented Reality and Virtual Reality Component Market Report 2020 by Key Players, Types, Applications, Countries, Market Size, Forecast to 2026 (Based on 2020 COVID-19 Worldwide Spread) Report Overview

The global Augmented Reality and Virtual Reality Component Market report has been compiled after extensive market research into various parameters concerning the Augmented Reality and Virtual Reality Component Market industry. An overview of the market and the market share of the different segments that the Augmented Reality and Virtual Reality Component Market is categorized into is presented. The scope of growth of the different products/services offered by different manufacturers in the Augmented Reality and Virtual Reality Component Market industry has been discussed in detail and the results have been included in the report. The market share that the global Augmented Reality and Virtual Reality Component Market occupies is presented from the year 2020 to the year 2026 comprising the base period.

Key Players:-

BlipparDaqriEon RealityGoogleHimax TechnologiesIntelMagic LeapMetaMicrosoftFacebookOsterhout Design Group (ODG)PTCSamsung ElectronicsSonyVuzix

The global Augmented Reality and Virtual Reality Component Market has several companies that are involved in it. These different companies are analyzed to identify the companies/organizations that occupy a large chunk of the market share. Once the identification process is completed the strategic profiling is carried out. This includes the revenue that each company has earned from the year 2020 to the year 2026 during the base period. As a result of this data, the growth of the different companies can be accurately predicted for the forecast period from the year 2020 to the year 2026 in detail.

Get Free Sample Copy of the Report of Sustainability Management Software Market @ https://www.algororeports.com/sample-request/augmented-reality-and-virtual-reality-component-market-analysis-report-2892134?utm_source=gnghockey&utm_medium=53

Regional Scope of the Augmented Reality and Virtual Reality Component Market:

United StatesEuropeChinaJapanSoutheast AsiaIndiaCentral & South America

What questions does the Augmented Reality and Virtual Reality Component Market report answer pertaining to the regional reach of the industry?

Which among these regions has been touted to amass the largest market share over the anticipated duration

How do the sales figures look at present how does the sales scenario look for the future?

Considering the present scenario, how much revenue will each region attain by the end of the forecast period?

How much is the market share that each of these regions has accumulated presently

How much is the growth rate that each topography will depict over the predicted timeline

Reasons to Read this Report

This report provides pin-point analysis for changing competitive dynamics

It provides a forward looking perspective on different factors driving or restraining market growth

It provides a six-year forecast assessed on the basis of how the market is predicted to grow

It helps in understanding the key product segments and their future

It provides pin point analysis of changing competition dynamics and keeps you ahead of competitors

It helps in making informed business decisions by having complete insights of market and by making in-depth analysis of market segments

Research Methodology of Augmented Reality and Virtual Reality Component Market:-

The data that is presented in the Augmented Reality and Virtual Reality Component Market report is analyzed and verified to ensure that it is free from errors and discrepancies that may have occurred during the collection. One of the primary analysis methods used is Porters Five Forces Model. It uses five distinct parameters to analyze the collected data that include the threat of substitutes, the bargaining power of customers, the threat of new entrants, the bargaining power of suppliers and competitive rivalry. The analyzed data is then presented in the Augmented Reality and Virtual Reality Component Market report.

The final report will add the analysis on Augmented Reality and Virtual Reality Component Market Industry.

The report scrutinizes different business approaches and frameworks that pave the way for success in businesses. The report used Porters five techniques for analyzing the Augmented Reality and Virtual Reality Component Market; it also offers the examination of the global market. To make the report more potent and easy to understand, it consists of info graphics and diagrams. Furthermore, it has different policies and improvement plans which are presented in summary. It analyzes the technical barriers, other issues, and cost-effectiveness affecting the market.

Reasons to Read this Report:-

This report provides pin-point analysis for changing competitive dynamics

It provides a forward looking perspective on different factors driving or restraining market growth

It provides a six-year forecast assessed on the basis of how the market is predicted to grow

It helps in understanding the key product segments and their future

It provides pin point analysis of changing competition dynamics and keeps you ahead of competitors

It helps in making informed business decisions by having complete insights of market and by making in-depth analysis of market segments

TABLE OF CONTENT:

Chapter 1: Plug-in Augmented Reality and Virtual Reality Component Market Research Scope.

Chapter 3: Plug-in Augmented Reality and Virtual Reality Component Market Competition by Manufacturers

Chapter 4: Global Production, Revenue (Value) by Region

Chapter 5: Global Supply (Production), Consumption, Export, Import by Regions

Chapter 6: Global Production, Revenue (Value), Price Trend by Type

Chapter 7: Global Market Analysis by Application

Chapter 8: Manufacturing Cost Analysis

Chapter 9: Industrial Chain, Sourcing Strategy and Downstream Buyers

Chapter 10: Marketing Strategy Analysis, Distributors/Traders

Chapter 11: Plug-in Augmented Reality and Virtual Reality Component Market Factors Analysis

Chapter 12: GlobalPlug-in Augmented Reality and Virtual Reality Component Market Forecast to 2026

Enquiry to Buy This Report: https://www.algororeports.com/enquiry/augmented-reality-and-virtual-reality-component-market-analysis-report-2892134?utm_source=gnghockey&utm_medium=53

About Us:

AlgoroReportsis one of the most significant databases of online market researches and intelligence reports and services. The online portal for marketing research deals with access to global market data and assists in providing expert insights and exposure on global companies, industries, products and trends. AlgoroReports Consists of a highly motivated team of young and experienced individual focused on providing clients expert information they need.

Contact Us:

Sanjay Jain

Manager Partner Relations & International Marketing

Ph: +1-352-353-0818 (US)

Website: https://www.algororeports.com/

Here is the original post:

Augmented Reality and Virtual Reality Component Market Sales Channel Analysis: (Impact of covid-19) by Competitive Industry Overview and Futuristic...

7 Takeaways from Flight Plan Season 3 Episode 5: Navigating Training Camp in A Virtual Reality – Revenge of the Birds

If you havent had a chance to catch up on Cardinals Flight Plan so far this season...first of all, what are you waiting for?

Its one of the best inside looks to the team and, with no open training camp practices this year, is really the only look this year into the offseason for the Arizona Cardinals. An offseason thats been riddled by a crazy pandemic into all sorts of unique situations.

You can check out the latest episode below before reading the rest of this article:

Now that youve seen it, lets go ahead and discuss this Virtual Reality of football amidst a pandemic.

Last episode we got to see the Cardinals steps taken and protocols from players getting their temperatures remotely taken, showing their finished health questionnaire.

#1: Michael Bidwill Speaking about his experience with Coronavirus

I was religious about wearing a mask, the only time I left the house was to go to the gym....and I got it.

Cardinals Owner Michael Bidwills story of him sitting in the ICU for 5 days and a worried nurse holding his hand was powerful and it set the tone for a camp that so far, hasnt seen a single reported positive Coronavirus test

#2: Deandre Hopkins living up to the Legend

Whatever youve heard about him, its true.

The first interview of Deandre Hopkins revealed a few things about him as an individual. Notably his love for futuristic Netflix shows, but it also revealed a surprising amount of humility and a quiet confidence in his ability to connect with Kyler Murray, who he called a talented young quarterback in his own right.

The episode had Head Coach Kliff Kingsbury talk about how he just moves differently from other guys, and seeing his dedication to communication with Murray and even keeping up with an off-field friendship should give Cardinals fans confidence in the teams latest W.M.D.weapon moving downfield.

#3: Seeing Devon Kennard come home

The Cardinals have seen a number of former Arizona natives on their teamfrom Christian Kirk to Byron Murphy.

But theyve never had something like with Devon Kennard in an Arizona native whos father HIMSELF was a former Arizona Cardinal.

Seeing the two of them bicker over who would have gotten the drop on the other (Kennard joking that his dad would have had no chance to catch him with his athleticism) was a treat to watch, with the hopes that in Cardinal red his son can carve a path in the desert similar to the father. Kennard even talked about how different Vance Josephs scheme is from the 4-3 sets he had played and that it was more aggressive, whereas before he used his hands to get upfield but had to read the QB or RB and remain cautious to a degree.

#4: Hump Remains A Hoot (and the OL having fun)

D.J. Humphries is quite a character. Being able to follow him from a conversation about the Wild Hogs offensive linemen and bonding that 4 of the Cardinals OL have had and jokes about how they cowered away from a serious biker that the fearsome foursome of Humphries, Pugh, Murray and Cole had was hysterical. Hes probably the most quotable player on the Cardinals outside of a rare, hilarious quip from Kliff Kingsbury.

Some highlights:

To me, thats just showing that hes more than just a quote for the locker room but a legit starting tackle in the NFL and team leader.

#5. Buddas extension w/ him and Michael Bidwill in masks

This part stood out because 95% of the time it seems (with a rare Chris Johnson camp signing) we get to see Michael Bidwill at the Arizona Cardinals Dignity Health training facility sign contracts or extensions with Bidwill there and a special pen.

However, since Covid, we havent had an in-person signing with Bidwill for any of the draft picks due to social distancing, up until this camp when he and Budda inked a deal making him the highest paid safety in the NFL. Chandler Jones had fun with it, starting a Bu-Dda! chant in the locker room.

Jones has seemed to be Bakers BFF in a lot of ways, and theyre now some of the longest tenured Cardinals on the team oddly enough due to the amount of turnover yearly, and certainly have blossomed into stars in the desert.

#6. An energized Kliff Kingsbury seems more confident

If guys like Chandler Jones and Patrick Peterson bring the energy, so did Kliff Kingsbury. He was raving about some of his new players and the segment in which he was micd up was revealing. He was as excited and joyous as Bruce Arians was when plays would succeed and ran some interesting drills that made sense for a football context. A quip or two could be found as well.

When Kyler Murray was having to handle a bad snap drill to prep for if a center misses a snap in scooping the ball up and dumping it off, after Kyler fielded one off the ground and threw it, Kingsbury said Thank the Oakland As for that.

OUCH.

Double ouch if youre living in Oakland.

Poor As fans having to see their first round pick now playing in a completely different league, I guess.

Kingsbury as well discussed about how Kirk talked about it and he did it and goes out there and Mosss two people. Mossing is more of a football/Madden/twitter term for catching a ball in double coverage by leaping and taking it away from the defenders in a jump ball situation...so good for Christian Kirk.

Kingsbury also raved about Fitzgeralds ease of adjustments for making a difficult catch. Said that Fitz has the force within him. just like an old Jedi Master.

Kingsbury is more reclusive by nature versus a force of personality in media like Bruce Arians, so getting to see the side of him that 90% doesnt get seen in most media interviews is a dang treat.

#7. Kyler Cole Murray wont settle for less...but that drive wont isolate him from his teammates one bit

Kyler Murray when micd up was almost as entertaining as Kingsbury. He has an almost drier sense of humor and is pretty direct but also seemed to know when to cut loose with his teammates. One play that made me laugh out loud was when he yelled out Banjo, shut the hell up on the field and then took a snap and made a pass. Chris Banjo is an opposing defender and he was probably either trying to distract Murray or see something with a call on a play and Kyler essentially just shut him down, hilariously.

Murray also had one of the most entertaining segments when RB Chase Edmonds tried to guess his middle name and took...essentially the entire practice before getting it.

In the end, he figured out that 1 syllable, starting with a C meant Cole, and it was cathartic Im sure for Chase to get it before the end of the day.

But Murray also seemed drivenjust like he was upset over an interception, he was mad at himself for some reps that he felt were average reps.

Not settling for a passing grade is part of what makes Kyler unique in how he pushes himself constantly and is also quite self-aware. Just not diabolically so like some past quarterbacks or other managers have been in the past.

And I think that is the best thing for Cardinals fans to end on, with the season now, incredibly, less than a week away from beginning.

In conclusion...

Overall, I liked how personal this episode felt in many ways.

Instead of focusing on the heavy topics or even seeing some behind the scenes aspects or stories (a la a day visiting a hospital or the like) it was more of just allowing some of the personalities on the Cardinals to shine through. In that sense it did feel more natural and flowed well.

Id say that following Humphries for a dayfrom outside the stadium to micd up at practice was probably the highlight of the episode.

The Humphries/Murray/Kingsbury micd up segments were great, along with the ending for Kirk, Sherfield and Chase Edmonds aka the Ratpack or the three Amigos (or even just the Migos, a famous rapper group) together with their own secret way to exit the stadium.

By all accounts, those three have been inseparable from eating together to gaming together since they each came into the league in 2018 and lived through a wild rookie season and each made it into the 2020 season on the same team...remarkable for a 2nd, 5th and Undrafted player considering how fluid the NFL can be.

And...

Seeing that camaraderie helps fans, even like myself, feel they are part of something more despite the fact that so far, there will be no live fans in attendence. But there will be 100% cheering and screaming inside of their hearts from those whove gotten a chance to see the work thats been put in thus far to pull off a season.

It was good to take an inside look at that...from outside the Nest.

What was your favorite part of the latest episode? Sound off in the comments section!

You can follow @blakemurphy7 on Twitter.

View original post here:

7 Takeaways from Flight Plan Season 3 Episode 5: Navigating Training Camp in A Virtual Reality - Revenge of the Birds

Ryot’s Mark Melling explains how to master the challenges of mixed reality – The Drum

Mark Melling, head of Ryot Studio EMEA at Verizon Media, discusses why demand for its unique suite of live-streaming and mixed, virtual, and augmented reality content capabilities has increased and where the future of the tech lies.

Digital, digital, digital. Weve been hearing for months that brands have been investing in cutting-edge content to emulate lost real-world experiences in lockdown. One man on the ground for that transformation is Mark Melling, head of Ryots Holborn outpost, sister branch to its LA office.

The studio was founded to deliver linear-digital content for brands, but things became complicated in the following years. It now works in live and 3D production and has even taken on a broadcast partner role, too.

Ryot is building virtual worlds, live-streaming mo-capped digital artists and more at the cutting edge of media. Prior to the pandemic, it worked with the NFL and Star Wars. In lockdown, its helping to deliver live VR broadcasts of the NBA and Indy 500, and a futuristic fashion show.

With large physical audiences shut out in lockdown, the desire to gather around cultural phenomena has been redirected into the digital.

Enter Ryot. As a child of connectivity and media giant Verizon, the studios been building use-cases for 5G tech and the benefits it can offers. In lockdown, there has been heightened demand for the tech.

Demand for our time has increased exponentially. It has given us the opportunity to develop some cool concepts to bring to market. We have learned about what worked and what doesnt, said Melling.

In lockdown so many types of human experiences changed. We have really focused on those that converge in the virtual and physical world.

A prime example of this was its Fabric of Reality fashion show. Three mixed reality artists were paired with three designers to create a unique virtual catwalk.

It was available to select VR headset owners to watch live. But in the 2D realm, the team virtually shot a video for those without the tech to get a peak at the show, reaching a further 150,000 odd people.

We challenged what it meant to do a fashion show in real-time. We created a virtual environment where we could get inside the story of the motivations of fashion designers.

When pushing into the virtual, theres a balancing act between extending what a fashion show can be, while delivering a familiar experience.

Melling explains: So, as an example, when we were first doing our virtual conferences, we wondered why not go to the moon instead? But it was too far of a departure. There's also the reason you meet in the conference center its familiar. People understand what they do there. We need to strike a balance what can be improved using tech.

The fashion show wasn't a total departure from what youd expect. There was a catwalk, a seating plan and more. Melling adds: Theres a constant battle between pushing the limits, but also making it familiar enough so it's not confusing.

Mellings often challenged on the value of Ryots tech. Immersive as it is, is it worth the investment? He is no stranger to the build it and they will come mentality. But right now, he admits, there's too much friction in AR, and he admits many haven't picked up VR since some shoddy experiences half a decade ago.

Mellings seen what 5G tech can deliver. As well as delivering a seamless experience, such experiences will be easier to enter. It will remove the friction points from the process, including the likes of app logins and long load times.

You have to make sure that youre not just using technology for technologys sake. Theres a difference between getting someone's intense attention and truly engaging them. When you see some AR work, it can be a gimmick just doing it for technologys sake if the story isnt there. That can be painful and consumers are savvy enough to see right though it.

We always ask, whats the story that you want to tell and whats medium that best tells that story? Sometimes thats AR, sometimes its VR and sometimes its a billboard in the middle of central London.

If youve been paying attention to the live events space, youll have noticed the convergence of the virtual and the physical; be it The Weeknd performing a virtual concert in TikTok; Travis Scott doing the same in Fortnite, or Joe Biden campaigning in the world of Animal Crossing.

It all feels like a big jumble but it is actually quite simple. They are all heading towards the same space.

The Fortnite x Travis Scott work was a virtual event happening with live integration. On the other side of the coin, we have seen football games piping in EA Sports FIFA 2020 audience sounds into empty stadiums, a live event with virtual integration. Any activity you see in this space will be one or the other.

Same could be said of Ryots VR NBA broadcasts.

Going forward it is clear that there are benefits to come from enhancing physical events in the virtual or vice versa. Were moving towards a digital twins set-up. When you do a live event, youd almost be foolish not to do a virtual event alongside it.

This was happening anyway, but it has certainly been accelerated.

One of the big criticisms of these works is that they reach smaller, niche audiences than they perhaps deserve. As well as the coming promise of 5G making it easier to interact with this content, Verizon Medias built a tool to offer mixed reality work at scale through its ad network, to a reported 900 million global unique visitors monthly. Verizon Media Immersive has been live in the US region and is now going live in the EMEA.

Melling said: With previous technology that was all app-based, there were challenges with scale. Now we have a more holistic ecosystem, we can not only can we build these virtual platforms to engage audiences but also reach through our native product in web AR. You can interact with the AR aspect of the ad within the publisher platform now you're already in so it's not a big disruptive experience.

In short, youll likely be seeing a lot more of Ryots work in the real world, if you visit sites in its stable like Yahoo, HuffPost and TechCrunch. With the friction removed from these activations, well have a clearer view where exactly mixed reality sits in the modern media mix.

Read more from the original source:

Ryot's Mark Melling explains how to master the challenges of mixed reality - The Drum

Virtual Reality in Healthcare Market analyzes the impact followed by restraints and opportunities and projected developments (2020-2027) – Bulletin…

Virtual Reality in Healthcare Market Overview:

Reports and Data has recently published a new research study titled Global Virtual Reality in Healthcare Market that offers accurate insights for the Virtual Reality in Healthcare market formulated with extensive research. The report explores the shifting focus observed in the market to offer the readers data and enable them to capitalize on market development. The report explores the essential industry data and generates a comprehensive document covering key geographies, technology developments, product types, applications, business verticals, sales network and distribution channels, and other key segments.

The report is further furnished with the latest market changes and trends owing to the global COVID-19 crisis. The report explores the impact of the crisis on the market and offers a comprehensive overview of the segments and sub-segments affected by the crisis. The study covers the present and future impact of the pandemic on the overall growth of the industry.

Get a sample of the report @ https://www.reportsanddata.com/sample-enquiry-form/1210

Competitive Landscape:

The global Virtual Reality in Healthcare market is consolidated owing to the existence of domestic and international manufacturers and vendors in the market. The prominent players of the key geographies are undertaking several business initiatives to gain a robust footing in the industry. These strategies include mergers and acquisitions, product launches, joint ventures, collaborations, partnerships, agreements, and government deals. These strategies assist them in carrying out product developments and technological advancements.

The report covers extensive analysis of the key market players in the market, along with their business overview, expansion plans, and strategies. The key players studied in the report include:

Google, Mindmaze, DAQRI, Psious, CAE Healthcare, Medical Realities, Atheer, Augmedix , Oculus VR, Firsthand Technology, Siemens Healthineers, Philips Healthcare, 3D Systems , VirtaMed , Virtually Better.

An extensive analysis of the market dynamics, including a study of drivers, constraints, opportunities, risks, limitations, and threats have been studied in the report. The report offers region-centric data and analysis of the micro and macro-economic factors affecting the growth of the overall Virtual Reality in Healthcare market. The report offers a comprehensive assessment of the growth prospects, market trends, revenue generation, product launches, and other strategic business initiatives to assist the readers in formulating smart investment and business strategies.

To read more about the report, visit @ https://www.reportsanddata.com/report-detail/virtual-reality-in-healthcare-market

Component Outlook (Revenue, USD Million; 2016-2026)

Technology Outlook (Revenue, USD Million; 2016-2026)

Application Outlook (Revenue, USD Million; 2016-2026)

End user Outlook (Revenue, USD Million; 2016-2026)

Device type Outlook (Revenue, USD Million; 2016-2026)

Request a discount on the report @ https://www.reportsanddata.com/discount-enquiry-form/1210

Key Coverage in the Virtual Reality in Healthcare Market Report:

Thank you for reading our report. Please get in touch with us if you have any queries regarding the report or its customization. Our team will make sure the report is tailored to meet your requirements.

Take a look at other reports from Reports and Data on PR Newswire:

Hydroxycitronellal Market: Hydroxycitronellal Market To Reach USD 192.7 Million By 2027

Sterile Filtration Market: Sterile Filtration Market To Reach USD 8.48 Billion By 2027 | CAGR: 7.7%

Tissue Diagnostics Market: Tissue Diagnostics Market To Reach USD 5.02 Billion By 2027

UV-C Robot Market: UV-C Robot Market to Reach USD 1.46 Billion by 2027

About Us:

Our in-house experts assist our clients with advice based on their proficiency in the market that helps them in creating a compendious database for the clients. Our team offers expert insights to clients to guide them through their business ventures. We put in rigorous efforts to keep our clientele satisfied and focus on fulfilling their demands to make sure that the end-product is what they desire. We excel in diverse fields of the market and with our services extending to competitive analysis, research and development analysis, and demand estimation among others, we can help you invest your funds in the most beneficial areas for research and development. You can rely on us to provide every significant detail you might need in your efforts to make your business flourish.

Contact Us:

John Watson

Head of Business Development

Reports and Data|Web:www.reportsanddata.com

Direct Line:+1-212-710-1370

E-mail:[emailprotected]

Connect with us:Blogs|LinkedIn|Twitter

See original here:

Virtual Reality in Healthcare Market analyzes the impact followed by restraints and opportunities and projected developments (2020-2027) - Bulletin...

HP and Valve will launch new virtual reality glasses – The Bulletin Time

James Martin / CNET

HP announced that it will launch, in collaboration with Microsoft and Valve, a new virtual reality glasses. This announcement coincides with the launch of one of Valves most anticipated virtual reality video games: Half-Life: Alyx.

Developed in collaboration with Valve and Microsoft, the next generation HP VR glasses offer a more immersive, comfortable and compatible experience than the previous generation, says HPs Web site, where the brand indicates that these glasses are the new standard in virtual reality.

HP did not give many details about the new glasses, since within its website you can only see a photo of what would be the second generation of its HP Reverb VR Pro Edition glasses. Unlike the current model, HPs new virtual reality glasses could be compatible with Valves SteamVR platform.

The HP Reverb VR Pro Edition have a cost of US $ 649, and since this new model will be the new standard in virtual reality its price could remain above US $ 600. Currently on the market there are models of virtual reality glasses, such as the Oculus Quest or the HTC Vive, with a cost that is below US $ 500.

However, HP has not revealed the price that its new glasses will have, its official name or official launch date.

Playing:Watch this:

I tried 360 degree virtual reality with the Hurricane

1:43

Read the original:

HP and Valve will launch new virtual reality glasses - The Bulletin Time

Discover Size of Virtual Reality in Healthcare Market 2020 Research Report and Industry Forecast till 2026 – Galus Australis

[190+ Pages PDF Report] Facts & Factors (FnF) published a market research report onVirtual Reality in Healthcare Market: By Size, Share, Growth Factors, Top Players, COVID-19 Analysis and Forecast, 2020-2026that includes a research report with TOC including a list of tables and figures in its research offerings.

Virtual Reality in Healthcare Market Report: Industry Insights, 2020-2026

This multi-client research study on theVirtual Reality in Healthcare marketprovides in-depth research and analysis into Virtual Reality in Healthcare industry trends, market developments and technological insights. The report provides data and analysis of Virtual Reality in Healthcare penetration across application segments across countries and regions. The report presents a strategic analysis of the Virtual Reality in Healthcarey market through key drivers, challenges, opportunities, and growth contributors.

The global Virtual Reality in Healthcare market delivers value to customers through reliable market size for 2020 on the basis of demand and price analysis. The report presents near term and long term forecast of the addressable Virtual Reality in Healthcare market size to 2026.

The report presents an introduction to the Virtual Reality in Healthcare market in 2020, analyzing the COVID-19 impact both quantitatively and qualitatively.

Request an Exclusive FREE SAMPLE REPORT of Virtual Reality in Healthcare Market:https://www.fnfresearch.com/sample/virtual-reality-in-healthcare-market-by-offering-hardware

(The sample of this report is readily available on request).

The FREE PDF Sample Report Includes:

(Note: The sample of this report is updated with COVID-19 impact analysis before delivery)

Some of Following Top Market Players Profile Included in This Report:

2020 Virtual Reality in Healthcare Market: COVID-19 Impact Analysis

The global rise of COVID-19 has many businesses struggling and confused about what steps to take to minimize the economic impact. A simple look at the stock market will tell you that coronavirus has led to a volatile economy, but there are numerous other factors at play.

The long term COVID-19 impact on the business industry is largely still unknown; hence,Facts and Factors market researchanalysts have already covered the effects of COVID-19 on the business industry at a large level, as well as global and regional levels. Through our coverage below, get a better understanding of the business and economic implications coronavirus has on trends like remote working, consumer shopping behavior, global advertising spend, and essential industries like food, medical, travel, and transportation.

Download the Free Sample Report PDF Brochure Including COVID-19 Business Impact:https://www.fnfresearch.com/sample/virtual-reality-in-healthcare-market-by-offering-hardware

Virtual Reality in Healthcare Market 2020: Research Scope & Coverage

The report covers Virtual Reality in Healthcare market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the markets historic and forecast market growth by geography. The market size analysis gives the market size covering both the historic growth of the market, the impact of the COVID 19 virus, and forecasting its recovery. The report also provides a comprehensive analysis of current & future trends and emerging avenues for the growth of this market along with this research also offers an insight into the competitive landscape in terms of new technological developments, untapped segments, and value chain analysis.

The report, Virtual Reality in Healthcare Market, provides up-to-date information about market size, share shifts, and potential risks, as well as in-depth knowledge of products and services, which can help in planning and in executing category management activities. It focuses on the cost-saving aspects of procurement and on providing insights that can lead to the optimization of category spend.

Get Free Customized Copy of Virtual Reality in Healthcare Market Report @https://www.fnfresearch.com/customization/virtual-reality-in-healthcare-market-by-offering-hardware

(We customize your report according to your research need. Ask our sales team for report customization.)

Competitive Landscape

The market appears to be fragmented and with the presence of several. This Virtual Reality in Healthcare market research report will help clients identify new growth opportunities and design unique growth strategies by providing a comprehensive analysis of the markets competitive landscape and offering information on the products offered by companies.

Key Takeaways from this Virtual Reality in Healthcare Market Report

About Us:

Facts & Factorsis a leading market research company and offers customized research reports and consulting services. Facts & Factors aims at management consulting, industry chain research, and advanced research to assist our clients by providing planned revenue model for their business. Our report and services are used by prestigious academic institutions, start-ups, and companies globally to understand the international and regional business background.

Contact Us (Corporate Office):Facts & FactorsA 2108, Sargam,Nanded City,Sinhagad Road,Pune 411041, IndiaUSA: +1-347-989-3985Email:[emailprotected]Web:https://www.fnfresearch.com

See the original post here:

Discover Size of Virtual Reality in Healthcare Market 2020 Research Report and Industry Forecast till 2026 - Galus Australis

Augmented and Virtual Reality Content and Application Market: Global Industry Analysis and Opportunity Assessment 2020-2025 – AlgosOnline

The latest report about ' Augmented and Virtual Reality Content and Application market' Added by Market Study Report, LLC, features recent and future growth trends related to the business besides information on the myriad regions that belong to the geographical spectrum of the ' Augmented and Virtual Reality Content and Application market'. In addition, the report further explains significant details pertaining to the demand and supply analysis, market share growth and contributions from leading manufacturers of the ' Augmented and Virtual Reality Content and Application market'.

The research report on Augmented and Virtual Reality Content and Application market delivers a comprehensive assessment of this business space while highlighting the production as well as the consumption aspects. Several factors such as growth drivers, opportunities, and challenges & restraints impacting this industry vertical are discussed in the study. A detailed five Porters analysis has also been conducted in order to efficiently scrutinize the competitive hierarchy of this business space in a bid to differentiate leaders from others.

Request a sample Report of Augmented and Virtual Reality Content and Application Market at:https://www.marketstudyreport.com/request-a-sample/2530024?utm_source=ALG&utm_medium=RV

The report delivers information regarding the various business-centric strategies deployed which have a strong profit potential. However, the emergence of COVID-19 pandemic is expected to impact the overall market growth in the ensuing years. Thus, the document enlists the impact of COVID-19 pandemic on the remuneration of Augmented and Virtual Reality Content and Application market.

Major aspects highlighted in table of contents:

Ask for Discount on Augmented and Virtual Reality Content and Application Market Report at:https://www.marketstudyreport.com/check-for-discount/2530024?utm_source=ALG&utm_medium=RV

Other takeaways:

Key features of this report are:

For More Details On this Report: https://www.marketstudyreport.com/reports/global-augmented-and-virtual-reality-content-and-application-market-professional-survey-2019-by-manufacturers-regions-types-and-applications-forecast-to-2024

Related Reports:

1. Global Background Investigation Market Professional Survey 2019 by Manufacturers, Regions, Types and Applications, Forecast to 2024Read More: https://www.marketstudyreport.com/reports/global-background-investigation-market-professional-survey-2019-by-manufacturers-regions-types-and-applications-forecast-to-2024

2. Global Background Check Software Market Professional Survey 2019 by Manufacturers, Regions, Types and Applications, Forecast to 2024Read More: https://www.marketstudyreport.com/reports/global-background-check-software-market-professional-survey-2019-by-manufacturers-regions-types-and-applications-forecast-to-2024

Contact Us:Corporate Sales,Market Study Report LLCPhone: 1-302-273-0910Toll Free: 1-866-764-2150 Email: [emailprotected]

Read more:

Augmented and Virtual Reality Content and Application Market: Global Industry Analysis and Opportunity Assessment 2020-2025 - AlgosOnline

Global Virtual Reality (VR) in Healthcare Market Exhibits Stunning Growth Potentials | Generate Massive Revenue till 2027 – Scientect

Reportspedia announces a new report titled GlobalVirtual Reality (VR) in Healthcare Market, which outlines the rationale standpoint of the unpretentious forces of the market. It announces the addition of another new dimension to this industry explaining the performance of the major players. The Virtual Reality (VR) in Healthcare Market has also been segmented on the basis of the provincial players, out of which some are well established while some have newly entered the global market. These players have established actions such as research and development, determined to bring in new services that can efficiently compete with the other established players.

Get a sample of Virtual Reality (VR) in Healthcare Market @

https://www.reportspedia.com/report/others/2015-2027-global-virtual-reality-(vr)-in-healthcare-industry-market-research-report,-segment-by-player,-type,-application,-marketing-channel,-and-region/59946#request_sample

Top Key Players:

Vital ImagesStrykerVirtual RealtiesGE HealthcareMedtronicIntuitive SurgicalPhilipsSiemensBrainlabVirtalisCAE Healthcare

Geographically, the following regions are covered in this report:

United States, Canada, Germany, UK, France, Spain, Russia, Turkey, Switzerland, Sweden, Poland, Belgium, China, Japan, South Korea, Australia, India, Taiwan, Indonesia, Thailand, Philippines, Malaysia, Brazil, Mexico, Argentina, Columbia, Chile, Saudi Arabia, UAE, Egypt, Nigeria, South Africa and Rest of the World

The global Virtual Reality (VR) in Healthcare Market report covers the market landscape and its growth over the upcoming years and discussion of the Prominent Companies effective in this market. This report has been organized based on a detailed market analysis with inputs from industry experts. The report delivers a 360-degree overview of the market, listing numerous factors limiting, driving the market during the forecast period.

Get a Huge discount on this Virtual Reality (VR) in Healthcare Market Research Report:

https://www.reportspedia.com/discount_inquiry/discount/59946

Virtual Reality (VR) in Healthcare Market Segment by Type:

Full Immersive VRSemi-immersive VRNon- immersive VR

Virtual Reality (VR) in Healthcare Market Segment by Application:

Surgery SimulationTele-surgeryPhobia TreatmentRobotic SurgeryEducation and TrainingVisualization and RehabilitationTreatment of Post-traumatic Stress Disorder (PTSD)Treatment of AutismDiagnosis of Cognitive DisordersOthers

The global Virtual Reality (VR) in Healthcare Market is predicted to witness of enormous growth in the next six years. The growing level of competition among the players and the growing focus on the advance of new products are likely to offer promising growth during the prediction period. The research study on the global Virtual Reality (VR) in Healthcare Market deals with a complete overview, highlighting the key aspects that are projected to surge the growth of the market in the near future.

Inquire Before Buying @:

https://www.reportspedia.com/report/others/2015-2027-global-virtual-reality-(vr)-in-healthcare-industry-market-research-report,-segment-by-player,-type,-application,-marketing-channel,-and-region/59946#inquiry_before_buying

Key Takeaways of the report

Some Points from Table of Contents

Global Virtual Reality (VR) in Healthcare Market Insight and Forecast to 2027

Chapter 1Virtual Reality (VR) in Healthcare Market Report Overview

Chapter 2Global Growth Trends

Chapter 3Market Competition by Manufacturers

Chapter 4Virtual Reality (VR) in Healthcare by Regions

Chapter 5Virtual Reality (VR) in Healthcare by Region

Chapter 6Virtual Reality (VR) in Healthcare Market by Type (2020-2027)

Chapter 7Virtual Reality (VR) in Healthcare Market by Application (2020-2027)

strong>Chapter 8Company Profiles and Key Figures in Virtual Reality (VR) in Healthcare Business

Chapter 9Production and Supply Forecast

Chapter 10 Marketing Channel, Distributors, and Customers

Chapter 11 Industry Trends and Advanced Strategy

Chapter 12Conclusions

Chapter 13Appendix

Get a Complete Table of Content, Just click on the below link @:

https://www.reportspedia.com/report/others/2015-2027-global-virtual-reality-(vr)-in-healthcare-industry-market-research-report,-segment-by-player,-type,-application,-marketing-channel,-and-region/59946#table_of_contents

Follow this link:

Global Virtual Reality (VR) in Healthcare Market Exhibits Stunning Growth Potentials | Generate Massive Revenue till 2027 - Scientect

Virtual Reality in Retail Market Size by Top Leading Key Players, Various Important Aspects of COVID 19 Outbreak, Growth Opportunities, Trends,…

The Global Virtual Reality in Retail Market report focuses on market size, status, and forecast 2020-2026, along with this, the report also focuses on market opportunities and threats, tactical decision-making, and evaluating the market. The Virtual Reality in Retail market report delivers data and information on changing investment structure, technological advancements, market tendencies and developments, capacities, and detailed information about the key players of the global market. In addition to this, the report also involves the development of the Virtual Reality in Retail market in the major regions across the world.

Cutting-edge released the research study on Global Virtual Reality in Retail Market, which deals a exhaustive overview of the factors influencing the global business scope. Virtual Reality in Retail Market research report shows the latest market insights, current situation analysis with upcoming trends, and breakdown of the products and services. The Virtual Reality in Retail Industry Report delivers key statistics on the market status, size, share growth factors of the Virtual Reality in Retail.

Get a PDF Sample Copy of this Virtual Reality in Retail Market Report:

https://www.globalmarketers.biz/report/technology-and-media/global-virtual-reality-in-retail-market-research-report-2020-2026-of-major-types,-applications-and-competitive-vendors-in-top-regions-and-countries/143767#request_sample

Top Leading players of Virtual Reality in Retail Market Covered in the Report:

ZapparSymphony RetailAITraxinVRsionJauntWhisbi

The report has enclosed key geographic regions such as Europe, Japan, United States, India, Southeast Asia and Europe. As far as the sub-regions, North America, Canada, Medico, Australia, Asia-Pacific, India, South Korea, China, Singapore, Indonesia, Japan, Rest of Asia-Pacific, Germany, United Kingdom, France, Spain, Italy, Rest of Europe, Russia, Central & South America, Middle East & Africa are included.

Key Market Segmentation of Virtual Reality in Retail:

On the basis of types, the Virtual Reality in Retail Market from 2020 to 2026 is primarily split into:

SoftwareHardwareService

On the basis of applications, the Virtual Reality in Retail Market from 2020 to 2026 covers:

Food and BeverageHome ProductsClothingConsumer ElectronicsOther

Ask For Discount:

https://www.globalmarketers.biz/discount_inquiry/discount/143767

The Virtual Reality in Retail Market Research Report furthermore delivers a local examination of the market with a high focus on showcase development, development rate, and development potential. The research report calculates marketplace length estimate to analyze investment potentials and growth.

In this study, the years considered to estimation the market size of the Virtual Reality in Retail Industry Market: History Year: 2014-2018Base Year: 2018Estimated Year: 2019Forecast Year 2019 to 2026

The Virtual Reality in Retailmarket report provides answers to the following key questions:

Major Points Covered in Table of Contents:

For More Information and get a complete Table of content of Virtual Reality in Retail Market report:

https://www.globalmarketers.biz/report/technology-and-media/global-virtual-reality-in-retail-market-research-report-2020-2026-of-major-types,-applications-and-competitive-vendors-in-top-regions-and-countries/143767#table_of_contents

Read the original post:

Virtual Reality in Retail Market Size by Top Leading Key Players, Various Important Aspects of COVID 19 Outbreak, Growth Opportunities, Trends,...

Policy trance – The News International

The Pakistan Tehreek-e-Insaf (PTI)-led regime has yet not finalised the much-awaited Strategic Trade Policy Framework (STPF) despite being in power for the last two years. At the twilight of Pakistan Muslim League-Nawaz (PML-N)-led regime, the initial draft of STPF was prepared, but during the tenure of the caretaker setup in 2018, it was decided that the crucial policy level document should be deferred till coming of elected government after the general elections. Although, Advisor to PM on Commerce undertook policy reforms especially on front of tariff rationalisation after stretching powers of the Ministry of Commerce by reducing the domain of the Federal Board of Revenue (FBR), the STPF could still not be finalised. Now the government is seriously thinking over unveiling STPF for five years from 2020-25 despite this fact that the PTI led tenure will end in 2023.

The government envisages jacking up exports to $46 billion over the next five years till 2025. The STPF for the next five years envisaged basic ills of Pakistans trade sector, and illustrated that during the last two decades, the global epicentre of growth gradually shifting to Asia, specifically in Pakistans proximity.

Since 2003, India, China and Bangladesh have increased their market share by 111 percent, 120 percent and 163 percent respectively. The South Asian region has also increased its share in the world market share by 88 percent. On the other hand, Pakistan has been an outlier in the high export growth zone, as its share in the global market has decreased by 23 percent since 2003.

Had Pakistans exports grown at the SAARC regions average growth rate, its export value should have been $ 66 billion in FY2019, instead of $23 billion.

In the global ranking of exporting countries, during the last 15 years, China has improved its ranking from 4th to 1st, India from 30th to 18th and Bangladesh from 68th to 54th. On the other hand, Pakistans ranking has dropped from 59th in 2003 to 69th in 2018.

Pakistans export performance during the last decade has been inconsistent. During 2008-10, the exports remained at around $18-19 billion; in 2010-11, the tailwind of international commodity bonanza (cotton and rice) enabled a quantum leap in exports from $19.3 billion to $24.8 billion; for the next three years (2011-14), the exports remained range-bound between $24 and $25 billion.

During 2014-17, exports declined by 19 percent to $ 20.4 billion, primarily due to 16 percent contraction of global market, 43 percent slump in global commodity price index and a sustained currency overvaluation of around 15 to 20 percent. During FY2018, exports had an impressive recovery of 14 percent, affected mainly by the 12 percent expansion in global trade, 10 percent recovery of commodity price index and the Prime Ministers Export Package.

In FY2019, exports remained stagnant at $23 billion. During the fiscal year 2018-19, the fundamentals of the export sector have significantly improved due to a set of policy measures.

First, the gradual rationalisation of exchange rate has improved the export competitiveness, by decreasing the cost, in dollar terms, of rupee- denominated inputs eg energy, wages, overheads and indigenous raw materials.

Second, the export sector remained insulated from hike in electricity and gas prices, though the impact has been passed on to the commercial and domestic consumers in the wake of price hike in the global energy market.

Third, the interest rates under export schemes ie Export Refinance Scheme and Long-Term Finance Facility have been retained at the previous level, despite the multiple rounds of policy rate increases by the State Bank of Pakistan.

Fourth, the import duties have been reduced on more than 2,000 raw materials of export-oriented industries in the two supplementary budgets (in October 2018 and March 2019) and the Annual Budget FY2020, with a cumulative annual relief of Rs40 billion.

Fifth, the support provided under the Prime Ministers Export Enhancement Package has been extended for three-years to lend predictability to the export-oriented investment.

Despite the above-mentioned tailwinds, export growth remains sluggish because of the offsetting impact of equally strong headwinds. First, the contractionary monetary policy has gradually increased the cost of capital, especially for the small and medium enterprises, which cannot secure concessionary finance under the export schemes.

Second, the availability of exportable surplus has shrunk as a natural corollary to the slow GDP growth. Third, despite a partial relief of customs duties on 1,635 raw materials in the Finance Act 2019-20, the tariffs on all other imports have been further increased, in turn, escalating the cost of doing business and generating anti-export bias.

Fourth, the volatility of exchange rate during the first half of 2019 increased exchange-rate risk for the exporters, since at the time of quoting the price they did not know how many rupees would be realised for a dollar when the export proceeds arrive after 6 to 9 months of production.

During the last 15 years, Pakistans imports have increased from $15.6 billion in FY2004 to $54.8 billion in FY2019 at a compound annual growth rate of 8.7 percent.

During FY2019, the imports declined to $55 billon, mainly due to (a) exchange rate rationalisation making the imports expensive, (b) reduction in one-time imports of capital goods under CPEC projects, (c) tightening of regulatory controls on non-essential imports and (d) the demand compression due to sluggish GDP growth. The trend of import compression continues during the current financial year (FY2020) as well.

Though balance of payment remains an endemic concern for the economy, Pakistans imports-to-GDP ratio of 19 percent compares favourably with the comparator countriesChina 19 percent, India 23 percent, Bangladesh 23 percent, Thailand 56 percent and Malaysia 63 percent.

It means that for an economy of the size of above $300 billion, the import bill of $53 billion is not outrageous. The problem, however, remains the composition of the imports. A meagre four percent of total imports are used as inputs in the export-oriented production; whereas, 96 percent are either consumed directly as finished products or the raw materials for the goods consumed in the country.

Pakistans exports have remained range-bound between $20 and $25 billion during the last decade. The product portfolio remains constrictively concentrated few products exported by few exporters to few markets. The trade policies have not been able to alter the export paradigm over the decades.

The investment in industrial production has remained predominantly market- seeking and has seldom leveraged the domestic economies of scale to become competitive for export. Therefore, the policy advocacy by the industry remains protection-seeking rather than improving competitiveness and efficiencies.

The trade policy operates at three levels. At the bottom of the policy spectrum is the enterprise level interventions, which aim at creating entrepreneurial culture, supporting the SMEs to internationalise, and providing strategic short-term financial support through targeted time-bound incentives to boost their competitiveness.

The trade policies in Pakistan have predominantly focused on this policy level, with little planning for sunset scenarios. Though the cash transfers were able to win the buy-in of the policies by the exporting enterprises, such cash support is known to engender corruption and endemic inefficiencies.

The second policy level is the institutional framework which usually has a gestation period of 3-5 years. As the institutional inefficiencies and gaps increase the unease and cost of doing business, the policy interventions seek to optimise the performance of the existing trade support institutions (TSIs) and create new ones, wherever institutional gaps exist. Successive trade policy frameworks in Pakistan have attempted the reform of TSIs with mixed success.

The restructuring of existing institutions eg Trade Development Authority of Pakistan has encountered strong resistance to change and the establishment of new institutions eg EXIM Bank, Land Port Authority has taken longer than anticipated, due to internal bureaucratic impediments.

The third and most important trade policy level is the structural one that defines the strategic vision of exports. Trade policies in Pakistan at this level have been at their weakest to cover supply and demand sides.

On the supply side, there has been little appetite to invest in long-term structural reforms which extend beyond the tenures of political governments and government functionaries. On the demand side, the stakeholders of existing export sectors have a vested interest in continuation of financial support to the existing sectors and resist the structural reforms, which seek to supplant the existing sunset sectors with futuristic ones.

The writer is a staff member

See the original post here:

Policy trance - The News International

Who the Hell is Drunk Trance in Wichita Falls? [VIDEO] – 1063thebuzz.com

First of all, Trance is not a name you hear every day. Second, Trance, we need to address how you act at a standup show.

I know this video is old, but I just stumbled onto it this past weekend. Steve Hofstetter is a standup comedian who performed right here in Wichita Falls at the end of last year. Steve is a great comedian, but he is most famous for his videos that he posts online. The videos are of Steve berating hecklers. He does have his standup routine on there as well, but a lot of his videos are of his heckler interactions.

So I was actually watching a lot of his videos over the weekend and the next video up I hear. 'So we were performing in Wichita Falls.' My first thought was s***, this can't be good. Knowing our city, of course we had a video on his page. I also love how he said they did thirteen cities in Texas. Wichita Falls was the only one to have a heckler. Once again, good job Wichita Falls, you never disappoint.

So, let's talk about Mr. Trance. Steve ends his set by talking about his book he has for sale. It's about growing up in high school as a ginger kid. He tells a joke about someone asking him if it has sexual content in it. Basically, is the book safe for a younger kid to read? Trance decides to give his two cents and say, 'I hope so'.

via GIPHY

Awesome, Wichita Falls is now known for wanting to read about minors having sex. Thanks Trance! Don't worry, this will not be the last we hear from him. The other stand ups have other merch they're selling that has to do with their jokes. A shirt that says cream pie and hat that says cocktown. Steve asks how many people would walk around Wichita Falls with a hat that says cocktown?

Trance yells out, "Only if the cocktown hat says creampie on the back!" Oh, thanks again Trance. Steve makes a joke about Trance not being allowed out often. Strike two. Trance then decides to ask a question during the Q&A. Oh, this will be good. "Have you ever met anyone named Trance?" Steve says no and Trance says, "Now you have". Awesome question Trance, I'm sure you finished at the top of your class at Rider or Old High.

Boy oh boy, just many awkward interactions throughout the show. Friendly reminder to Trance and the rest of Wichita Falls. I know you make think that standup comedian is talking right to you, but they're not. You should not be saying anything to them during a set. I thought this was known, but apparently in Wichita Falls we need reminding.

See original here:

Who the Hell is Drunk Trance in Wichita Falls? [VIDEO] - 1063thebuzz.com

PREMIERE: Dr. Zwig Helps A Young Friend Break Technology’s Trance On "Can You Feel This Love" [Watch] – Live for Live Music

Meet Dr. Adam Zwigpsychologist-musician, educator, and author. He holds a PhD in clinical psychology, has had 9 Top Ten hit singles on the U.S Adult Contemporary charts, and is an internationally renowned workshop leader and lecturer.His forthcoming book, Music in the Mayhem: Tales of Total Transformation from a Rock n Roll Psychotherapist, shows how life problems are not pathological but rather personal growth processes trying to happen. His podcast, The Dr. Zwig Show, just launched yesterday.

As if all of that wasnt enough to keep him busy, today, Dr. Zwig releases Can You Feel This Love, the first single from his forthcoming EP, and its accompanying music video exclusively via Live For Live Music. The full EP is set for a March 19th, 2021 release viaConscious Records.

The video for theDavid Bianco-produced track sees Dr. Zwig once again teaming up with directorLaban, the visual mind behind his previously-released visuals for Gusto God and Raising People. In the clip, we drop in on an idyllic, early-60s family dinner. The black-and-white,Leave It To Beaver-like aesthetic, however, quickly takes on an eerie new layer as we see the family members each wrapped up in their respective cellular devicesthe only sources of color and wonder in their drab reality.

As the droning tension continues to build, were shown a sterile, plastic version of emotionIlove your cooking, says the dad in a starkly disinterested tone, his eyes and attention buried deep in the screen in his hand. In a fleeting moment of mental resolve, the daughterour heroinebreaks herself free from the technologically-induced trance. After trying unsuccessfully to rouse her family from cyberspace, she proceeds to microwave her phone and set off in search of real lifeand full coloras the rhythmic pop of Dr. Zwigs sunny guitar part rolls in.

As our young protagonist explores the colorful world outside her smartphone, the video is intercut with Dr. Zwig and company playing and laughing along around a beachside campfire. As the sun sets, the daughter stumbles across the party on the beach and, as Zwigs warm, bright vocals ring out, she joins in on the funtruly feeling this love while her family remains wrapped up in their screens, ignoring the sparks and smoke billowing from her microwaved phone.

The song speaks to that which we need in order to heal and grow, not only within ourselves, but as a world community, as well. Dr. Zwig tellsLive For Live Music. We need to understand that lifes problems are meaningful and purposeful processes that aim at change and growth; theyre not meaningless events to ignore, suppress, or simply manage.

Check out the Live For Live Musicpremiere of Can You Feel This Love by Dr. Zwig below:

Dr. Zwig Can You Feel This Love (Official Video)

[Video: Dr. Zwig]

A true Renaissance man Dr. Zwig is also diving into his first-ever podcast, The Dr. Zwig Show, in which he merges psychology, communication theory, physics, neuroscience, and good old rock n roll to help listeners flip the script on negative states of mind. In each episode, DrZ will provide information and practical tools for transforming your problems. Stream the first episode of The Dr. Zwig Show below. New episodes arrive every Tuesday.

The Dr. Zwig Show Episode 1 Your Problems Are Your Personal Growth Trying to Happen

[Video: Dr. Zwig]

See more here:

PREMIERE: Dr. Zwig Helps A Young Friend Break Technology's Trance On "Can You Feel This Love" [Watch] - Live for Live Music

Learn About the Different Sub-Genres of House Music – One EDM

There are many different sub-genres of house music. If you want to find your own specific interest of house music, then there are some things you should know about.

Dance music is a broad category that covers various styles like salsa, rumba, zydeco, and reggaeton. Most people think of it when they think of house music. This is why house and other sub-genres are popular.

Rave is a sub-genre that is very hard to define. Rave music is very intense and often has a tempo that beats the pants off everything else. Thousands of people attend music festivals all at once.

Hip hop is another popular genre. It first played on the radio and many people now have it as their favorite genre. Hip-hop music is fast-paced and usually appeals to a large audience.

New wave is a more recent genre that was brought to the mainstream through the likes of Madonna. It is very fast paced and often times features a very feminine sound.

Techno is a similar genre to house music. This is extremely hard to define but is quickly becoming one of the most popular styles of dance music today. Techno arrived in America during the 1980s when it appeared on TV. The sound is fast and generally has very funky beats.

Electronic music is any type of music that is electronic and contains samples and beats. There are many genres of electronic music that include trance, drum and bass, dubstep and progressive house.

Before deciding which sub-genre you would like to become a part of, it is important to research the different styles and genres and figure out what you enjoy the most. Once you have decided, you will have found your new favorite.

If you are looking for a great place to start learning about the different sub-genres of house music, try listening to the music on the radio. You will see which types of music interest you the most. From there, you can move on to learning about the different sub-genres of house music.

Most radio shows allow their listeners to send in their questions and get replies from DJs. This is a good way to learn about the different types of music and what listeners want to hear. If you love listening to the music on the radio then you may want to become a DJ yourself and start your own radio show.

In addition to radio shows, there are also websites that allow the listener to post comments or questions about the music they listen to. These radio shows can also give you ideas for new songs and sub-genres of house music to try.

The Internet is a great resource for learning about the different sub-genres. You can browse through different websites about a certain sub-genre. There are several sites where you can download free mp3s or buy CDs of songs that you like.

You can also listen to radio shows on the radio. Sometimes they will have a link to a website that can provide you with information on the sub-genre you are listening to and more. The advantage of listening to radio shows on the radio is that you are in a live setting.

Another option is to visit a local club and listen to a few different sub-genres of house music. You can find out what you like the most by asking questions to the DJ and learning from the club. If you want listen to a particular genre, you can even ask other club goers to recommend it.

Go here to read the rest:

Learn About the Different Sub-Genres of House Music - One EDM

Ben Gold Teases Weekly AMPLIFIED Show on Twitch in 6-Hour Set – The Nocturnal Times

Trance phenomenon, Ben Gold, will be launching his new weekly music show, AMPLIFIED today, Tuesday, September 1. Going live via Twitch, Ben will regularly host the show playing a plethora of trance, techno, and progressive hits, while incorporating his own familiars. Its his response to the pandemic putting live performances on pause, using AMPLIFIED to allow his fans & listeners to engage with him during this time that everyones at home.

This past Saturday night, fans around the world tuned into Bens Open to Close 6 hour set. Chock full of trance, techno, progressive, and all things trance lovers go crazy for in a Ben Gold performance, the 6 hours seemingly flew by. He previously teased out the set with an exclusive 30-minute mini-mix teaser to give fans a taste of what they can expect from the show, while the backdrop is designed to look like a traditional record shop, based on a Dot.Vinyl records store in London that he initially started out at.

After the summer, I had a series of AMPLIFIED shows in Europe and North America, I was really looking forward to playing them. Open-to-Close sets are what I enjoy playing the most. We were really close to completing the branding and creating the assets and content we needed for the show, it was really looking awesome! And then of course the pandemic hit.

I was streaming DJ sets live from my living room and I started to think how the AMPLIFIED concept would work online. Most of my 2020 has been a time of reflection; I started my career working in London at a record shop. I would hear all the white labels as they came in, talking to bedroom and famous DJs, I was literally on the front line of electronic dance music. And that is what AMPLIFIED sounds like. Ben Gold

Fans and listeners should still brace themselves for the official launch AMPLIFIED Warehouse Experience as it will possess its own unique stage set up accompanied by a mammoth 6-hour set from Gold. Starting on September 1st, tune in live to AMPLIFIED every Tuesday from 8pm Amsterdam, 2pm New York at http://www.twitch.tv/bengoldmusic.

See the original post:

Ben Gold Teases Weekly AMPLIFIED Show on Twitch in 6-Hour Set - The Nocturnal Times