Super-Earth Exoplanets Could Have Bright-Shining Metallic Atmospheres – Futurism

Metal Clouds

A bizarreclass of exoplanets called hot super-Earths can appear particularly bright on sky surveys.

Astronomers had previously assumed thatwas because the light was reflecting off vast oceans of lava and glass on their surface, but a team of MIT scientists thinks the brightness comes from a totally-different but equally-weird phenomenon. Their research, published Tuesday in The Astrophysical Journal, suggests instead that the planets are so bright thanks to reflective clouds formed in a metal-rich atmosphere.

The lava ocean hypothesis was fairly well-accepted, but there was no experimental evidence to back it up. So the MIT team tried it out: They built miniatures of the exoplanets by melting rocks in the lab and seeing how bright the lava and glass was. The verdict? Not enough.

We still have so much to understand about these lava-ocean planets, MIT graduate student Zahra Essack who worked on the research,said in a press release. We thought of them as just glowing balls of rock, but these planets may have complex systems of surface and atmospheric processes that are quite exotic, and not anything weve ever seen before.

The experiment didnt result in new proof for the metal-rich clouds. But it suggests that there has to be something else behind the exoplanets unusual luminosity, and the atmosphere seems like a good place to look.

Were not 100 percent sure what these planets are made of, Essack said in the release, so were narrowing the parameter space and guiding future studies toward all these other potential options.

READ MORE: Lava oceans may not explain the brightness of some hot super-Earths [MIT]

More on exoplanets: Stunning Images Appear to Show a Planet Being Born

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Super-Earth Exoplanets Could Have Bright-Shining Metallic Atmospheres - Futurism

Everything Old is New Again…with Ted Cohen | Innovating Music Podcast – UCLA Herb Alpert School of Music

Innovating Music Podcast

Listen to innovators, change agents, entrepreneurs, creators, and researchers who all are making big leaps, nudging change, creating differently, or watching what is happening from a unique POV. Dr. Gigi Johnson from the UCLA Herb Alpert School of Music explores with our guests how tech is transforming how we create, collaborate, and create communities around music in a connected age in our home towns and in communities across the globe.

This week on the Innovating Music Podcast, we are joined by Ted Cohen, who shared tales of doing things for the right reasons and seeing decades ago the dimensions of our current music streaming playlists and challenges. He talks about genuineness of artists vs. overproduction in livestreaming and concerts, pricing the risks of new markets, scarcity, negotiations, how business challenges repeat, and how some people dont see or know the past launches in their very own businesses. He shares his search and joy for things that are effing amazing as a whole with elegant execution. And he shares the joy of paying it forward from those who got him started as mentors.

Known as part connector/part evangelist/always a futurist, Ted Cohen is Managing Partner of TAG Strategic, an LA-based digital entertainment consultancy. Additionally, Ted is Head of Corporate Development for Mediatech.Ventures, the Austin-based VC/incubator/accelerator. Previously, as SVP-Digital for EMI Music, Cohen led global digital business development. Prior to EMI, Ted led Consulting Adults, clients included Universal Studios, Amazon, Microsoft, and Napster. Cohen also held senior positions at both Warner Bros Records & Philips Electronics. A 40+ year digital entertainment industry veteran, Cohen created & chaired MidemNet and served on the Grammy National Trustee Board. Ted continually looks for the next innovative technology & his next challenge, he really loves his life.

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Everything Old is New Again...with Ted Cohen | Innovating Music Podcast - UCLA Herb Alpert School of Music

On the Move: Recent Hires and Promotions – Interior Design

AJ Paron

SANDOW has announced the appointment of AJ Paron (pictured at left) as executive vice president + design futurist of SANDOW Design Group. Paron is an extremely effective sales and marketing leader whose experience includes creating and leading a multimillion-dollar award-winning design/build firm, developing national programs for ASID, and developing design research programs for the University of Minnesota. She most recently served as national sales director at Design Public Group, a technology platform that streamlines the furniture procurement process in design. Prior to that, she held the national A&D director position at Allsteel/Gunlocke.

In her role as executive vice president + design futurist, Paron will work collaboratively with B2B partners to provide industry intelligence, develop solutions, foster connections, launch new products, and create brand building opportunities.

Interior Image Group

Brooke Traeger-Tumsaroch (pictured at right) has joined Interior Image Group as studio director and principal in the Indiana office. She will work closely alongside firm CEO and founder Patti Tritschler as well as Leslie Schultz, senior vice president of design, in assisting with the development and expansion of the IIG brand while ensuring each project achieves its full potential and profitability. Her client roster will include global brands such as Marriott International and Hilton Worldwide, in addition to other hotel companies.

Svigals + Partners

The architecture, art, and advisory firm Svigals + Partners has announced new leadership in its interior design studio. Katherine Berger, an associate at the firm, will assume the role of director of interior design.

Additionally, Lynn Brotman is retiring from her career as an interior designer to pursue personal interests and family time. Brotman merged her firm with Svigals + Partners in 2017 after 17 years as the head of Lynn Brotman Interior Design.

Gensler

Anne Bretaa has been promoted to co-managing director of Genslers Newport Beach office, leading collaboratively with Chip Williams and Jim Young.Bretaa is currently a principal serving as a workplace studio leader, people & strategy leader, and a financial service firms practice area leader. She leads a diverse range of projects across many industries including financial services, technology, professional services and corporate campuses.

IIDA NY

Erin Ruby has been inaugurated as Chapter President of the New York Chapter of the International Interior Design Association for the 2020-2021 term . She is the founder of her namesake New York City-based multidisciplinary firm, Erin Ruby Design, and co-founder of the nonprofit SolutionsNOW Foundation. During her term, she plans to emphasize the importance of community-related outreach and cultural diversity for design professionals in the state of New York. Rubys presidential term goes into effect in July 2020.

Ware Malcomb

Alicia Zaro (pictured at left) has been promoted to director, interior architecture & design in the firms Los Angeles office. She joined Ware Malcomb in 2014 and was promoted to Studio Manager in 2018. Her role has grown to include business development, managing the studio and project oversight. Zaro is a graduate of the highly selective NAIOP So Cal Young Professionals Group, an industry-leading professional development and leadership program.

Additionally, Samuel Bellomio, PE has joined Ware Malcombs Civil Engineering team as a project manager in the San Diego office, where he will oversee civil projects in the area. He will work closely with Luke Corsbie, Ware Malcomb director of civil engineering, who has responsibility for the overall growth and management of civil engineering services for the Southern California region.

KSI Kitchen & Bath

Michigan-based KSI Kitchen & Bath announced their new CEO, Tony Achatz (pictured at right). He is a 15-year veteran of the cabinets industry who joins KSI from Cabinetworks Group (formerly Masco Cabinetry) where he served as director of sales and led the dealer channel across the US. Additionally the brand is launching a relocation and remodel of its Birmingham, Michigan design space, expected to be complete by the end of the summer. In addition, their subsidiary, Cabinets Express has announced plans to expand.

Sagebrook Home

Home decor brand Sagebrook Home names Serena Martin (pictured at left) as Marketing Director. Martins role will encompass sales and marketing, advertising, content, engagement and community events. She brings honed industry knowledge from herrecent role in Houzzs Marketing Event & Trade show department for the U.S. and Canada as well as a proven track record of success running the marketing department for ZUO Modern.

To kick off her new role, Martin plans to dive into the brand's extensive 10,000 sku product assortment to better understand its entire product portfolio from accent furniture to accessories as well as wall decor and lighting. Followed by meetings with content, product, and sales teams to align sales strategies and forecasts for upcoming product launches and promotional campaigns.

HLW

Jonce Walker, LEED AP, certified sustainable building advisor and Fitwel ambassador, has officially joinedHLWas director of sustainability and wellness, operating out of the firm's New York City office. She brings a strong background in place-based urban design to the team with a portfolio that spans more than 14 years of high performance sustainability work across a wide array of project typologies including airports, institutional buildings, multi-family residential, commercial high-rise and interiors, master planned communities, and higher education facilities.

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On the Move: Recent Hires and Promotions - Interior Design

Scientists Revive 100-Million-Year-Old Lifeforms – Futurism

Wakey Wakey

After scientists gave them a little snack, some 101.5-million-year-old bacteria sprang back to life after an extremely long nap.

Researchers from the Japan Agency for Marine-Earth Science and Technology dug up chunks of clay from 70 meters beneath the ocean floor. They injected it with sugar and ammonia and, to their surprise, Ars Technica reports that colonies of bacteria quickly chowed down on the meal. Its a bizarre discovery, and one that suggests that organisms can survive more inhospitable environments than scientists thought.

Most shocking even more shocking than ancient bacteria surviving this long is that the bacteria found in the clay were mostly aerobic.

According to the study, which was published Tuesday in the journal Nature Communications, the bacteria needed oxygen to live. Without it, bacterial growth quickly stopped. But theres almost no oxygen to be found at the seafloor, especially under 70 meters of clay.

Its technically possible that younger, more modern bacteria could have seeped down into the clay, Ars Technica reports, but the scientists think it was too densely packed to allow that.

What we found was that life extends all the way from the seafloor to the underlying rocky basement, University of Rhode Island oceanographer and study co-author Steven DHondt said in an accompanying video. And what [lead author Yuki Moronos] paper now shows is that those organisms are not only alive in the deepest form of sediment, but theyre capable of growing and dividing.

READ MORE: Bacteria live despite burial in seafloor mud for 100 million years [Ars Technica]

More on ancient history: Scientists Say Ancient Earth Was Completely Covered in Water

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Scientists Revive 100-Million-Year-Old Lifeforms - Futurism

China Allegedly Hacked the Vatican, Other Catholic Computer Systems – Futurism

Holy Hack

State-backed Chinese hackers allegedly targeted both the Vatican and the Catholic Diocese of Hong Kong in a months-long attack.

The attacks, first spotted by the cybersecurity firm Recorded Future, occurred as the Vatican and Chinese government prepare for a round of diplomatic negotiations, according to The Associated Press. China called the accusation groundless speculation, but Recorded Future suggests that state-backed hacker group RedDelta attempted to give China a leg up in the upcoming talks.

In September, the Vatican and Chinese government are slated to begin renegotiations of a 2018 diplomatic agreement about bishop appointments within the country, according to AP News. The deal is a key part of the two parties relationship.

The suspected intrusion into the Vatican would offer RedDelta insight into the negotiating position of the Holy See ahead of the deals September 2020 renewal, reads Recorded Futures report.

Catholicism has been a problem for the Chinese government: AP News reports that the countrys 12 million Catholics are split in half between a Chinese-backed sect and an underground church that remains loyal to the Pope.

The 2018 deal and the upcoming renewal was an attempt to unite the two factions. The original agreement recognized the status of seven state-appointed bishops who hadnt been approved by the Vatican, smoothing over relations between the two.

READ MORE: Vatican allegedly hacked by China ahead of key talks [The Associated Press]

More on the Vatican: Trolls Immediately Attack Vatican Minecraft Server

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China Allegedly Hacked the Vatican, Other Catholic Computer Systems - Futurism

Anti-Trump messages, BLM and Antifa references spray-painted in Lansing – WLNS

LANSING, Mich (WLNS) - The Michigan Department of Natural Resources is reminding residents to spend 10 minutes to walk around your yard or neighborhood and inspect your trees.

According to the United States Department of Agriculture, August Is Tree Check Month.

The Asian longhorned beetle (ALB) is on Michigans invasive species watch list because it poses an immediate or potential threat to the state's economy, environment, or human health.

Public participation is the key to early detection, said Rob Miller, invasive species prevention and response specialist with the Michigan Department of Agriculture and Rural Development. Every known infestation of Asian longhorned beetle in the U.S. was discovered and reported by a member of the public who knew what to look for and how to report it.

This beetle affects many common deciduous trees. On trees look for beetle exit holes in the trunk or branches as well as shallow chew marks in the bark, where the beetle lays its egg. Trees will also have sawdust-like material at the base of the tree, or where branches meet the trunk.

A good preventative measure is to clean up dead branches on otherwise leafy trees.

ALB likely arrived hidden in untreated wood packaging material like pallets and crates from China or Korea, before we had international standards for treating this material to prevent the spread of insects, said USDAs Asian longhorned beetle national policy manager Paul Chaloux. The beetle feeds on numerous hardwood species, especially maple, but also ash, birch, elm, poplar and willow, among others.

To date, USDAs Animal and Plant Health Inspection Service has been successful in eradicating the beetle from all but four locations in the U.S. However, eradication has both financial and environmental costs. According to the USDA, over $750 million has been spent on the Asian longhorned beetle eradication program in the last 22 years, and at least 180,000 trees have been removed from infested neighborhoods and counties.

The Asian longhorned beetle is a shiny black beetle with white spots and white striped antennae. They are about the size of a dime to 1.5 inches.

Several beetles and bugs native to Michigan often are mistaken for the Asian longhorned beetle.

If you see signs of Asian longhorned beetle damage, or the beetle itself, make a note of what was found and where as well as taking a photo if possible.

Try to capture the insect and place it in a container as well as freeze it. Freezing it will preserve it for easier identification.

Report findings as soon as possible to the U.S. Department of Agriculture by calling 866-702-9938 or by completing an online form.

Reports can also be made to the Michigan Department of Agriculture and Rural Development at 800-292-3939.

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Anti-Trump messages, BLM and Antifa references spray-painted in Lansing - WLNS

Disha Salian’s father says ‘no truth’ in reports of her involvement with politician: ‘Stop tarnishing my daughter’s reputation’ – Hindustan Times

Disha Salians father says no truth in reports of her involvement with politician: Stop tarnishing my daughters reputation - bollywood - Hindustan Times "; forYoudata += ""; forYoudata += ""; forYoudata += ""; count++; if (i === 7) { return false; } }); forYouApiResponse=forYoudata; $(forutxt).html('Recommended for you'); $(foruContent).html(forYoudata); } } }); } else if(forYouApiResponse!=''){ $(forutxt).html('Recommended for you'); $(foruContent).html(forYouApiResponse); } } function getUserData(){ $.ajax({ url:"https://www.hindustantimes.com/newsletter/get-active-subscription?usertoken="+user_token, type:"GET", dataType:"json", success: function(res){ if(res.length>0) { $("[id^=loggedin]").each(function(){ $(this).hide(); }); } } }); } function postUserData(payLoad, elm){ var msgelm=$(elm).parents(".subscribe-update").nextAll("#thankumsg"); $.ajax({ url:"https://www.hindustantimes.com/newsletter/subscribe", type:"POST", data:payLoad, contentType: "application/json", dataType: "json", success: function(res){ if(res.success===true){ $(msgelm).show(); 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Disha Salian's father says 'no truth' in reports of her involvement with politician: 'Stop tarnishing my daughter's reputation' - Hindustan Times

Netflix’s Fake-News Thriller ‘The Hater’ Is Way Too Real – WIRED

The Polish crime thriller The Hater, which just hit Netflix, is simultaneously cartoonish and way too real. It follows disgraced ex-law student Tomasz, a hollow-eyed creep who looks like a cross between Michael Cera and a Bond villain, as he attempts to win over a childhood crush by becoming a shady digital consultant tasked with destroying the progressive political candidate her family supports. He excels at deception and misdirection. After creating chaos in the Polish fitness influencer community by manufacturing a scandal involving turmeric, Tomasz slides into a digital underworld full of Islamophobic white supremacists. He becomes their phantom puppet master by way of fake social media posts and coded conversations inside of a videogame with a prospectless young white man who lives unhappily with his grandmother and is obsessed withyes, you guessed itguns. In summary, it reads like an extra-aware after-school special.

The movies history is a bit of a spoiler: Its release had to be delayed because the plot cuts uncomfortably close to a real life tragedy. At a Christmas charity event last year, Gdansks liberal mayor Pawel Adamowicz was assassinated onstage. In The Hater, Tomaszs manipulations also culminate in a bloody assassination of a fictional left-leaning Polish politician named Pawel.

The films director, Jan Komasa, has told stories about online lives lived darkly before. While Netflix makes no mention of it whatsoever, The Hater is actually a sequel to Komasas 2011 movie, The Suicide Room, which is about a teenager whose life becomes a catastrophe after a video of him kissing another boy on a dare gets circulated online. You dont need to watch The Suicide Room to understand The Hater. Their plots do not overlap. Its more of a spiritual successor, a similar fable about society's technological anxieties, updated for a new decade. The jury at the Tribeca Film Festival certainly found its caricature of digital disinformation campaigns compellingThe Hater was among its winners.

At times, The Hater feels tiring and overstuffed. It grinds through an awful lot of plot as Tomasz evolves from amoral-but-puppyish plagiarizing law student to Facebook troll-for-hire to orchestrator of assassination. Some of the chatter about social media seems a little stilted and oversimplified (though that could be the subtitles). Tomaszs disinformation campaigns themselves are reduced to a cinema-friendly syrup, relying on rapid montagesyellow hands, online vitriol, a sobbing guru, gun ranges, white supremacists marching in the streetto illustrate his work. Then theres Tomasz himself, walking a fine line between the outer reaches of professionally sanctioned, acceptable social behavior and something far more bleak. After watching him do things like bug his crushs home and then share a flirty dance with her at a silent disco, youre constantly on edge for signs that The Hater might be too sympathetic to its gray little monster.

Ultimately, the movie knows that Tomasz is bad and his fate is grim, but hes still the antihero. While the details of what happens around him and what hes able to achieve feel exaggerated, his emotional arc does feel plausible, and thats what resonates with the viewer. Given that Netflix quietly released the movie on a Wednesday, it isn't expecting Tomasz to become an edgelord counterculture icon in the vein of Joaquin Phoenixs (and even Heath Ledgers) Joker. Or maybe it's actually that theyre nervous he will. Tomasz is certainly a representative of their dark-and-wild type, toned down just slightly for The Haters more realistic setting. He confines his impudent ghoulishness to cubicles and MMORPGs rather than painting it on his face. Plus, he wears long coats, and for some reason the red-pilled find that irresistible.

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Netflix's Fake-News Thriller 'The Hater' Is Way Too Real - WIRED

NICE Amends Guidance on Haematopoietic Stem Cell Transplantation During the Pandemic – Medscape

The National Institute for Health and Care Excellence (NICE) has amended its recommendations on advice and testing for COVID-19 among patients undergoing haematopoietic stem cell transplantation and donors.

As of 29 July 2020,changeshave been made to the following sections:

Advice for patients to limit the number of family members who attend appointments (recommendation 1.3) and explaining measures to limit infection risk (new recommendation 1.4).

Advice for patients on minimising risk of respiratory infections before transplantation (recommendation 3.1).

Testing for respiratory viruses before transplantation (recommendation 3.2).

Additional investigations for patients who test positive for or are suspected of having COVID-19 (new recommendation 3.7).

Tests for donors and actions if the results are positive (new recommendation 4.5 and recommendation 4.6); these recommendations now apply to related donors, not just sibling donors (recommendation 4.1).

Risk assessment for donors who test positive (recommendation 4.8) and a reduction in the delay in providing blood products after a positive test (recommendation 4.10).

Advice for patients post-transplant (recommendation 5.2).

Assessing when staff who test positive or have symptoms can return to work (recommendation 6.2).

Routine screening for staff (new recommendation 6.3).

Prioritising treatment (table 1).

Risk assessments for ambulatory transplant pathways (new recommendation 8.3).

What to do when a centre is temproarily closed (recommendation 8.6).

Assessing risk in storing cells from a donor with COVID-19 (recommendation 8.9) and the viability of cryopreserved stem cells (new recommendation 8.10).

Using granulocyte-colony stimulating factor to minimise the use of chemotherapy priming.

NICE has also removed recommendations (originally numbered 3.3, 3.4 and 7.3) that advised deferring most autologous and allogeneic haematopoietic stem cell transplants, and deferring transplants if further treatment or immunosuppression would put them at more risk from COVID-19 in the community. This is to reflect changes in the risk of infection and the capacity in services.

This article originally appeared on Univadis, part of the Medscape Professional Network.

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NICE Amends Guidance on Haematopoietic Stem Cell Transplantation During the Pandemic - Medscape

AlloVir raises $276M IPO to run broad cell therapy program – FierceBiotech

AlloVir has raised $276 million in an upsized IPO to fund development of allogeneic T-cell treatments for viral diseases. The money will equip AlloVir to embark on a broad clinical development program for a phase 3-ready cell therapy that targets five viruses.

Massachusetts-based AlloVir generates off-the-shelf virus-specific T cells in donors before stimulating their peripheral blood mononuclear cells to selectively activate and expand the therapeutic cells. By giving patients T cells that partially match their HLA subtype, AlloVir thinks it can kill virus infected cells without harming healthy cells or causing graft-versus-host disease.

Viralym-M is the most advanced manifestation of the approach. Baylor College of Medicine has taken the treatment for five common viruses through phase 2, setting AlloVir up to push the drug toward approval while generating clinical proof-of-concept data in other indications.

AlloVir plans to spend $98 million to take Viralym-M through phase 3 trials in immunocompromised patients post allogeneic hematopoietic stem cell transplant (HSCT) who have complications linked to hemorrhagic cystitis, cytomegalovirus or adenovirus. The phase 2 linked adenovirus Viralym-M to a 93% clinical response rate in HSCT patients with one or more treatment-refractory infections.

The size of the IPO means AlloVir has enough money to pursue other opportunities. In addition to the three phase 3 trials, AlloVir plans to start three phase 2 trials to test Viralym-M in the prevention of multi-virus infections in HSCT patients, and the treatment of BK and cytomegalovirus in kidney and solid organ transplant recipients, respectively.

AlloVir has set aside $83 million for the phase 2 program, leaving it with cash to spend on two other assets. A second cell therapy, ALVR106, is due to enter the clinic in autologous and allogeneic HSCT patients with respiratory viral diseases in the fourth quarter. AlloVir has earmarked $56 million for work on ALVR106.

A further $33 million will go toward a phase 1/2 trial of AlloVirs COVID-19 prospect. AlloVir joined the race to develop a COVID-19 treatment in March, teaming up with Baylor College of Medicine to create an off-the-shelf cell therapy against SARS-CoV-2 and other coronaviruses. The resulting drug, ALVR109, is made of CD4+ and CD8+ virus-specific T cells generated from healthy donors.

Baylor filed an IND for ALVR109 in June, only for FDA to hit it with a clinical hold earlier this month amid safety concerns related to the quality of ancillary reagents unique to ALVR109. Despite the setback, AlloVir still expects the trial to get underway this year and deliver top-line data in 2021.

Link:

AlloVir raises $276M IPO to run broad cell therapy program - FierceBiotech

Identification and Treatment of Tuberculosis in Pediatric Recipients o | IDR – Dove Medical Press

Xiaodong Wang1,2 ,* Uet Yu2 ,* Xiaonan Li,3 Chunjing Wang,2 Qian Zhang,2 Chunlan Yang,2 Xiaoling Zhang,2 Yu Zhang,2 Ying Wang,2 Yuejie Zheng,3 Jikui Deng,4 Weiguo Yang,5 Guosheng Liu,1 Guofang Deng,6 Sixi Liu,2 Feiqiu Wen1,2

1Department of Pediatrics, First Affiliated Hospital of Jinan University, Guangzhou, Peoples Republic of China; 2Department of Hematology and Oncology, Shenzhen Childrens Hospital, Shenzhen, Guangdong, Peoples Republic of China; 3Department of Respiratory Diseases, Shenzhen Childrens Hospital, Shenzhen, Guangdong, Peoples Republic of China; 4Department of Infectious Diseases, Shenzhen Childrens Hospital, Shenzhen, Guangdong, Peoples Republic of China; 5Pediatric Intensive Care Unit, Shenzhen Childrens Hospital, Shenzhen, Guangdong, Peoples Republic of China; 6Guangdong Key Laboratory for Emerging Infectious Diseases & Shenzhen Key Laboratory of Infection and Immunity, Shenzhen Third Peoples Hospital, Shenzhen, Guangdong, Peoples Republic of China

*These authors contributed equally to this work

Correspondence: Sixi Liu; Feiqiu Wen Email tiger647@126.com; fwen62@163.com

Background: Tuberculosis is a rare but life-threatening complication in patients who received hematopoietic stem cell transplantation. Early identification and intervention are essential to prevent severe complications.Case Presentation: We report two pediatric patients who developed tuberculosis after receiving hematopoietic stem cell transplantation for thalassemia major among 330 recipients between January 2012 and August 2019. Patient A presented with pulmonary tuberculosis and patient B presented with lymph node tuberculosis mimicking post-transplantation lymphoproliferative disorder associated with EpsteinBarr virus reactivation. Patient Bs condition was deteriorated, and shortly after the initiation of anti-tuberculosis therapy, the patient was found to have disseminated pulmonary tuberculosis. Patient B was also found to have tuberculous granulomas, an uncommon manifestation of tuberculosis causing severe airway obstruction. Both patients developed critical respiratory failure and required mechanical ventilation; however, they recovered with almost full resolution of pulmonary lesions after multiple treatment adjustments.Conclusion: Tuberculosis must be carefully evaluated in all pediatric patients that receive hematopoietic stem cell transplantation, regardless of the identification of other pathogens. Prophylactic tuberculosis therapy should be considered for high-risk pediatric hematopoietic stem cell transplantation recipients from tuberculosis-endemic regions.

Keywords: tuberculosis, hematopoietic stem cell transplantation, thalassemia, pediatric

This work is published and licensed by Dove Medical Press Limited. The full terms of this license are available at https://www.dovepress.com/terms.php and incorporate the Creative Commons Attribution - Non Commercial (unported, v3.0) License.By accessing the work you hereby accept the Terms. Non-commercial uses of the work are permitted without any further permission from Dove Medical Press Limited, provided the work is properly attributed. For permission for commercial use of this work, please see paragraphs 4.2 and 5 of our Terms.

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Identification and Treatment of Tuberculosis in Pediatric Recipients o | IDR - Dove Medical Press

Eric Brock elected as new Student Government president in special election – The Eagle

Eric Brock, a rising junior in the School of Public Affairs, has been elected to serve as the Student Government president for the remainder of the 2020-2021 academic year.

Brock won 41 percent of the vote in the special election held following the resignation of former SG President Nikola Jok, one month into his term. Rising seniors Hope Morency and Gary Lal also ran for the position.

Theres a lot of work to do, Brock said. Were ready to get to work because theres a lot of things that the students need right now, and were focused on making sure that people get the representation that they need.

Brocks campaign platform emphasized addressing student concern over the Title IX office procedure and the abolition of social Greek life. As president, Brock also plans to aid students financially by repurposing the Student Involvement Fund and other AUSG funds to use as a discretionary grant for students affected by the coronavirus. Other goals of his include reforming and improving mental health services on campus, establishing student oversight of AUPD, and increasing funding for students of color.

Mason Peeples, a rising junior in the College of Arts and Sciences and School of Communication, ran a last-minute write-in campaign for the position on the platform of abolishing social Greek life after being nominated by the Student Coalition to Abolish IFC and Panhellenic Greek life at AU.

With 664 total voters, Brock received 269 votes, Lal received 158 votes, Morency received 129 votes and Peeples received 52 votes. Write-ins and others accounted for 56 votes.

Although Student Government presidents typically hire their own cabinets, Brock will work with previous president Nikola Joks cabinet, as internal SG rules prevent a new president from firing their predecessors staff, SG inspector Brian Fu said.

The coalition drew criticism this week, both internally and from the campus community, for its last-minute support of Peeples, especially since he is dating one of the organizations founding members.

Muskan Kaur, the director of the coalition, said the group was motivated to support Peeples campaign after allegations were raised against other candidates on social media.

The coalition later voted internally to de-endorse Peeples when members complained that they were not consulted by leadership before his candidacy was put forward Monday evening, Kaur said.

Kaur referred The Eagle to a letter she wrote to the student body to apologize for the coalitions handling of the race.

We recognize that from this point forward we need to focus solely on the abolition of [social] Greek life on American Universitys campus, Kaur wrote in the letter, adding the groups intentions were not to cause any harm to the AU community, nor portray the coalition as a political party or group.

Also on the ballot were student council positions in the School of Education. Abigail Sherer, a rising sophomore, was elected president, as a write-in candidate, with a single vote. No other positions were filled.

Dan Papscun contributed reporting to this article.

kcartelli@theeagleonline.com, smattalian@theeagleonline.com

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Eric Brock elected as new Student Government president in special election - The Eagle

These Motorised Shoes Could Be the Key to Making Virtual Reality Fully Immersive – Gizmodo Australia

Theres no shortage of people trying to make virtual reality gaming a more immersive experience. There areVR arenas where people strap on PC backpacks and play in a pre-programmed area. There aregloves and shoes, and even VR treadmills. Nothing seems to have that full immersion factor, though, either because the person playing still needs to sit down to game, the haptic technology isnt responsive enough, or because the headset is too large and expensive. But now software engineer Alexander Evans is making his own 3D-printed VR shoes, and they look like the best VR accessory to date.

Evans posted his creation, which kind of looks like an 80s moonshoe prototype, to Reddit a few days ago. Each shoe has one track of horizontally facing wheels and one track of vertically facing wheels or omnidirectional wheels. Theres also a motor attached to each battery-powered shoe to help control movement. Users dont need to necessarily lift their feet off the ground, either. The shoes are heavy, but are designed to give users the ability to glide in multiple directions.

Evans noted in his blog that the shoes should be used with a safety harness mounted to the ceiling, which will prevent the user from rolling into any walls and possibly injuring themselves or breaking something while wearing a VR headset. That seems to indicate that the garage would be the best place for this. Apartment dwellers might have to talk with their landlord if they want to install a safety harness in their kitchen or bedroom.

Also, at present the shoes have to be manually controlled with an Android app, but Evans is working with the software to automate movement and integrate it with VR games.

If the movement seems a little ridged or awkward, thats mostly due to the manual controls.

I did not expect them to be very responsive or stable at this point. Still, for the very first tests, they worked well, he wrote.

He also plans to support crouching in the future, as well as jogging speed, but doesnt think the shoes will support a full-out sprint. The issue is adding shocks to the whole design, he said. He has made his design for anyone to use and improve upon, too. The 3D-printing files can be downloaded from GitHub.

It seems like these shoes could help with motion sickness. Theres only theories at this point as to why VR makes some people sick and not others, but one of those theories is sensory conflict: When your brain sees itself moving in the game but doesnt feel itself moving, it can cause confusion. Our bodies naturally dip and sway when we walk, and our eyes detect that slight movement. To see that movement but not physically feel it can cause some people to feel sick.

When I play VR games in first person, I dont feel sick if Im stationary in the game, but the second I start walking or running, a wave of nausea blasts my entire head. I havent had the opportunity to test any VR mobility setups, but I would try these motorised shoes in a heartbeat.

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These Motorised Shoes Could Be the Key to Making Virtual Reality Fully Immersive - Gizmodo Australia

Virtual Reality and Augmented Reality in Retail Industry Market Comprehensive An – GroundAlerts.com

Market Study Report, LLC, adds a thorough analysis of the 'Virtual Reality and Augmented Reality in Retail Industry market', offering a comprehensive report emphasizing every vital aspect of the business vertical. The study has collectively presented refined data characterized by market valuation, SWOT analysis, market participants, regional segmentation, and revenue forecasts, enabling stakeholders to make logical business decisions.

The Virtual Reality and Augmented Reality in Retail Industry market report is an exhaustive assessment of this business space and provides crucial insights with regards to development trends of the market during the estimated timeframe. Additional details including regional scope of the industry and various policies are outlined in the report. Moreover, the report encompasses numerous parameters such as the impact of current market trends on investors.

Details concerning the Virtual Reality and Augmented Reality in Retail Industry market scenario such as advantages and disadvantages of products launched by industry players are mentioned in the report. The study further offers a summary of the competitive scenario as well as a complete analysis of the raw material and downstream buyers matrix.

Request a sample Report of Virtual Reality and Augmented Reality in Retail Industry Market at:https://www.marketstudyreport.com/request-a-sample/2836064?utm_source=Groundalerts.com&utm_medium=AN

COVID-19, the disease it causes, surfaced in late 2020, and now had become a full-blown crisis worldwide. Over fifty key countries had declared a national emergency to combat coronavirus. With cases spreading, and the epicentre of the outbreak shifting to Europe, North America, India and Latin America, life in these regions has been upended the way it had been in Asia earlier in the developing crisis. As the coronavirus pandemic has worsened, the entertainment industry has been upended along with most every other facet of life. As experts work toward a better understanding, the world shudders in fear of the unknown, a worry that has rocked global financial markets, leading to daily volatility in the U.S. stock markets.

Revealing a gist of the competitive landscape of Virtual Reality and Augmented Reality in Retail Industry market:

Explicating the geographical landscape of Virtual Reality and Augmented Reality in Retail Industry market:

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Additional takeaways from the Virtual Reality and Augmented Reality in Retail Industry market report:

Research Objective:

This report considers the below mentioned key questions:

Q.1. What are some of the most favorable, high-growth prospects for the global Virtual Reality and Augmented Reality in Retail Industry market?

Q.2. Which products segments will grow at a faster rate throughout the forecast period and why?

Q.3. Which geography will grow at a faster rate and why?

Q.4. What are the major factors impacting market prospects? What are the driving factors, restraints, and challenges in this Virtual Reality and Augmented Reality in Retail Industry market?

Q.5. What are the challenges and competitive threats to the market?

Q.6. What are the evolving trends in this Virtual Reality and Augmented Reality in Retail Industry market and reasons behind their emergence?

Q.7. What are some of the changing customer demands in the Virtual Reality and Augmented Reality in Retail Industry Industry market?

For More Details On this Report: https://www.marketstudyreport.com/reports/covid-19-outbreak-global-virtual-reality-and-augmented-reality-in-retail-industry-market-report-development-trends-threats-opportunities-and-competitive-landscape-in-2020

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Virtual Reality and Augmented Reality in Retail Industry Market Comprehensive An - GroundAlerts.com

Yahoo Sports partners with NBA to bring the Disney bubble to fans in virtual reality – Yahoo Sports

Yahoo Sports has partnered with the NBA to virtually bring fans inside the Disney bubble.

The partnership, in coordination with virtual reality production company RYOT, will transport fans inside the ESPN Wide World of Sports Complex for 13 seeding games between now and mid-August, via Oculus devices. The experience will include integrated fantasy basketball and sports betting content.

[Create or join a 2020 Yahoo Fantasy Football League for free today]

RYOTs powerful VR capabilities will deliver a truly immersive live experience at home, creating a seamless experience between the physical and digital world, Verizon Media CEO Guru Gowrappan said. NBA League Pass in VR is exactly the kind of innovative solution we love to create with our partners. Working with the NBA to redefine the fans experience of the game has amazing implications for the future of sports and entertainment.

A basketball court at the ESPN Wide World of Sports complex at Walt Disney World. (AP Photo/Tim Reynolds)

In a partnership that extends beyond this season, Verizon Media will also expand its NBA content across Yahoo Sports, Yahoo Fantasy and Yahoo Sportsbook, including enhanced League Pass distribution with digitally overlain fantasy and betting components for fan engagement. Yahoo Sports will also produce shows with a similar focus during the conference finals and NBA Finals in addition to continuing its collaboration with the NBA on location at the NBA draft, All-Star Weekend and other marquee events.

The following games will be available on VR (all times Eastern):

July 31: Phoenix Suns vs. Washington Wizards, 4 p.m.

Aug. 1: Philadelphia 76ers vs. Indiana Pacers, 7 p.m.

Aug. 2: San Antonio Spurs vs. Memphis Grizzlies, 4 p.m.

Aug. 2: Dallas Mavericks vs. Phoenix Suns, 9 p.m.

Aug. 3: San Antonio Spurs vs. Philadelphia 76ers, 8 p.m.

Aug. 4: Orlando Magic vs. Indiana pacers, 6 p.m.

Aug. 5: Denver Nuggets vs. San Antonio Spurs, 4 p.m.

Aug. 7: Washington Wizards vs. New Orleans Pelicans, 8 p.m.

Aug. 9: Memphis Grizzlies vs. Toronto Raptors, 2 p.m.

Aug. 10: Indiana Pacers vs. Miami Heat, 8 p.m.

Aug. 11: Phoenix Suns vs. Philadelphia 76ers, 4:30 p.m.

Aug. 11: Milwaukee Bucks vs. Washington Wizards, 9 p.m.

Aug. 12: Miami Heat vs. Oklahoma City Thunder, 8 p.m.

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Yahoo Sports partners with NBA to bring the Disney bubble to fans in virtual reality - Yahoo Sports

Augmented Reality and Virtual Reality Market 2020 2025: Business Trends, COVID 19 Outbreak, Emerging Technologies, Size, Segments and Industry…

Augmented Reality and Virtual Reality Market Overview:

The global augmented reality and virtual reality (AR/VR) market are poised to reachUSD 766 billion by 2025, recording a whopping73.7% CAGRover the forecast period of2018 to 2025.

The increasing demand for head-mounted displays (HMDs) in gaming and entertainment, adoption of virtual reality for marketing strategies by organizations,increasing demand of Augmented Reality and Virtual Reality Market in the retail and e-commerce industry is contributing to the need for augmented reality devices in the healthcare sector and rising investments and funding by the major market players operating in the augmented reality and virtual reality market for the expansion of AR/VR solutions is majorly fueling the global market growth over the review period.

The sudden challenges created by the ongoing COVID-19 are captured effectively to exhibit the long term growth projections in the MRFR report on Augmented Reality and Virtual Reality Market. The growth sectors of the Augmented Reality and Virtual Reality Market are identified with precision for a better growth perspective

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Competitive Analysis:

the key players identified by MRFR in the global Augmented Reality and Virtual Reality market as Google LLC, Blippar, EON Reality Inc., Hewlett-Packard Company, Augmented Pixels Inc., Terminal Eleven (SkyView), DAQRI LLC, Wikitude GmbH, Sony Corporation, Zapper Limited, Virtalis Limited, awe.org Pty Ltd (buildar.com), Samsung Group, Microsoft Corporation, Facebook Inc., HTC Corporation, Magic Leap Inc., PTC Inc., and Visteon Corporation

AR and VR Market Segmental Analysis:

Augmented Reality and Virtual Reality Market Regional Analysis:

The geographical analysis of AR-VR market has been analyzed for North America (Canada, the US, and Mexico), Europe (the UK, France, Germany, Italy, Spain, and the rest of Europe), Asia-Pacific (Japan, China, Singapore, India, Australia, and the rest of Asia-Pacific), and the rest of the world (the Middle East & Africa, and South America).

North America has been assessed as the largest market share in the AR/VR market due to the presence of substantial market players and the growing investors in the AR/VR technology. Retail organizations in the US, Canada, and Mexico are implementing AR devices for visual merchandising of their products. There is a growing need for head-mounted displays owing to their demand in the defense sector for simulation-based training in the region, fueling the market growth in the North American region. Europe has been assessed as the second-largest market share due to the growing adoption of the AR/VR technology in the media & entertainment sector for play-station and mobile games.

The market also produces significant revenue from the rising adoption of virtual reality and augmented reality solutions in countries such as France, the UK, Germany, Spain, Italy, Sweden, the Netherlands, Norway, Austria, and other European countries. Asia-Pacific is expected to account for the third-largest market share and is poised to attain the highest growth in the upcoming years due to the adoption of augmented reality and virtual reality solutions for 3D animation, 3D modeling, and virtualization by various industry verticals. The market growth is slated to gain momentum in countries such as China, India, Japan, Australia, South Korea, Singapore, and other Asian countries. Latin America and the Middle East & Africa region are likely to achieve a substantial market growth growing demand for AR/VR technology and investments from major market players to offer augmented reality and virtual reality solutions to small and medium-sized enterprises in the retail, healthcare, and e-commerce sectors.

Table of Contents

1 Market Introduction

1.1 Introduction

1.2 Scope of Study

1.2.1 Research objective

1.2.2 Assumptions

1.2.3 Limitations

1.3 Market Structure

2 Research Methodology

2.1 Research Industrial Analytics

2.2 Primary Research

2.3 Secondary Research

2.4 Forecast Model

2.4.1 Market Data Collection, Analysis & Forecast

2.4.2 Market Size Estimation

Continued

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List of Table

Table 1 Market Synopsis

Table 2 List of Assumptions

Table 3 Global Augmented Reality And Virtual Reality Market, By Product Type, 20132025 (Usd Billion)

Table 4 Global Augmented Reality And Virtual Reality Market, By Application, 20132025 (Usd Billion)

Table 5 Global Augmented Reality And Virtual Reality Market, By Region, 20132025 (Usd Billion)

Continued

List of Figure

Figure 1 Global Augmented Reality and Virtual Reality, Market Outlook 2013-2025

Figure 2 Global Augmented Reality and Virtual Reality Market: Market Structure

Figure 3 Global Augmented Reality and Virtual Reality Revenue (Usd Billion) Comparison, By Regions (2013 Vs 2017 Vs 2022 Vs 2025)

Figure 4 Global Augmented Reality And Virtual Reality, Market Growth Rate by Region (2014-2025)

Figure 5 Global Augmented Reality And Virtual Reality, Market Share (2013 Vs 2017 Vs 2025)

Continued

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Augmented Reality and Virtual Reality Market 2020 2025: Business Trends, COVID 19 Outbreak, Emerging Technologies, Size, Segments and Industry...

Expert Speak: Is Virtual Reality The New Way Forward In Travel? – Femina

Although countries are slowly opening up for tourism, people are still sceptic to step out of their homes. But what if you can soon travel to those bucket list destinations without the fear of contracting the virus? Curious to know how?Read on to know more about it.

What Is Virtual Reality?

Virtual Reality (VR), a technology that is popular in gaming and entertainment is being tried out in the tourism industry. It's not that this technology is being used for the first time in the tourism sector, but unlike five years ago, today it has become the need of the hour and is the next best solution to save drowning tourism.

In the past, travel companies like Thomas Cook and The North Face, have embraced VR technology; however, it was not much talked about. The use of VR in the travel sector is still new, but a growing number of companies are experimenting to find good use of it.

Virtual Booking Experience

Travel companies and hotels are using this technology to enable the feeling of 'being there' which regular images and videos earlier lacked. The customer is placed in a virtual world, where they can move around the hotel rooms, restaurants, lawns that would undoubtedly help them to select and experience the facilities before booking. They call it the 'try before you buy' kind of seamless booking experience.

Las Vegas as a destination is already ahead in time to use VR in travel. With an app called Vegas VR, you can now roam around the city and immerse yourself in the Vegas experience using 360-degree video tours of attractions, hotels, restaurants and clubs. As per Vegas travel authority, Virtual Reality is the future of vacation planning.

Virtual Tour Experience

Image: 123RF

Imagine sitting at home wearing a virtual reality headset andexperience travelling around the world. Be it bungee jumping, skydiving or trekking in the Himalayas, you can go anywhere in the world virtually. There aren't many companies which provide such virtual travel experiences, not in India as of yet, but soon there will be many as the pandemic has made the travel industry look for alternatives to recover.

With the virtual tour, you can travel without the hassleno jet lag, language barriers or expensive price tags. You can even travel without breaking your banks. Back home, Meraki creates virtual reality experiences for clients in India. In 2015, The North Face advertised their shoes using VR, where they offered participants an opportunity to hike through Yosemite National Park as well as Nepal. People were able to feel what it was like to explore, thus motivating them to have a reason to buy the shoes.

No doubt VR is going to transform the travel culture, but the question ishow real are they going to make you feel? Though VR has a wide scope, it still has its limitations. Using VR, you can surely summit Mount Everest, go skiing, mountain biking, paragliding, kayaking and a lot more. Nevertheless, you will miss out on the traditional cultures of those places like the taste of their street food, famous cuisines, buying traditional clothes, meeting new people and all those experiences which you look forward towhen you embark on a journey. However, virtual tours could be beneficial in some cases, for instance, if a person is incapable of physically travelling or for elderly people.

Virtual Reality and Artificial intelligence have already paved their way into the planning and booking segment of travel. What remains to be seen is whether the Indian travel market or the audience will go for virtual tours and whether it will be successful in India.

Also Read:Expert Speak: An Account of How Tourism-Dependent Regions Are Surviving

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Expert Speak: Is Virtual Reality The New Way Forward In Travel? - Femina

Sword Art Online to Hold Virtual Reality Event – Anime News Network

Anime's Rath console to be replicated at August 10, 12, 15 events

The story of Sword Art Online has always focused on virtual reality, and now in this era of social distancing, the franchise will hold a series of events through virtual reality on August 10, 12, and 15. The events will be held on the VR social media service "Cluster" and can be accessed via VR headset, smartphone, or computer.

Various voice actors from the anime are scheduled to appear at the events. Leafa voice actress Ayana Taketatsu will appear at the August 10 event and Alice voice actress Ai Kayano will appear at the August 12 event. Kirito voice actor Yoshitsugu Matsuoka, Asuna voice actress Haruka Tomatsu, and Ronie voice actress Erina Kondo will appear at the August 15 event. As an extra bonus for fans, the Rath console depicted in the anime series will be recreated in the event.

The anime adaptation of Reki Kawahara's Sword Art Online novels premiered in July 2012. The third season, Sword Art Online: Alicization, premiered in Japan in October 2018. Sword Art Online: Alicization War of Underworld Part 2, the anime's "Final Season," premiered on July 11.

Source: The Mainichi Shimbun's Mantan-Web

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Sword Art Online to Hold Virtual Reality Event - Anime News Network

Virtual Reality in Gaming and Entertainment Market 2020: Global Size, Trends, Potential Growth and Key Fac … – Fresno Observer

The global virtual reality in gaming and entertainment market is expected to rise with an impressive CAGR and generate the highest revenue by 2026.Fortune Business Insights in its latest report published this information. The report is titled Virtual Reality in Gaming and Entertainment Market Size, Share & Industry Analysis, By Component (Hardware, Software, and Content), By Device (Mobile, Console/PC, and Standalone), and Regional Forecast, 2019-2026. The report discusses research objectives, research scope, methodology, timeline and challenges during the entire forecast period. It also offers an exclusive insight into various details such as revenues, market share, strategies, growth rate, product & their pricing by region/country for all major companies.

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The report provides a 360-degree overview of the market, listing various factors restricting, propelling, and obstructing the market in the forecast duration. The report also provides additional information such as interesting insights, key industry developments, detailed segmentation of the market, list of prominent players operating in the market, and other virtual reality in gaming and entertainment market trends. The report is available for sale on the company website.

List of Top Key Players in Virtual Reality in Gaming and Entertainment Market:

North America Holds Maximum Share, Increasing M&As in the U.S. and Canada to Support Growth

North America is anticipated to dominate the global Virtual Reality in Gaming and Entertainment Market during the forecast period. This is ascribable to the rising number of mergers and acquisitions (M&A), especially in the U.S and Canada. Some of the giant gaming studios such as Ubisoft Entertainment, Electronic Arts (EA) Canada Inc., and Capcom Co. Ltd. strengthen their market position by adopting strategic initiatives. Furthermore, these companies acquired small-scale players such as Industrial Toys, GameFly, Respawn Entertainment among others. These initiatives have encouraged the companies to expand their product portfolio and substantially grow in terms of virtual reality content development.

The demand for virtual reality online gaming is likely to increase in Asia Pacific during the forecast period. Countries such as South Korea, China, and India are expected to show considerable growth primarily owing to the rising adoption of virtual reality technology. In addition to this, VR technology is likely to become more accessible and available over the next few years. This will further generate growth opportunities for the development of 4K motion sensors and 3D audio headsets.

View press release for more information @ https://www.marketwatch.com/press-release/virtual-reality-in-gaming-and-entertainment-market-latest-trends-revenue-growth-rate-and-application-scope-2020-07-29

Regional Analysis for Virtual Reality in Gaming and Entertainment Market:

Major Table of Contents for Virtual Reality in Gaming and Entertainment Market:

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Virtual Reality in Gaming and Entertainment Market Size, Share & Industry Analysis, By Component (Hardware, Software, and Content), By Device (Mobile, Console/PC, and Standalone), and Regional Forecast, 2019-2026

About Us:Fortune Business Insights offers expert corporate analysis and accurate data, helping organizations of all sizes make timely decisions. Our reports contain a unique mix of tangible insights and qualitative analysis to help companies achieve sustainable growth. Our team of experienced analysts and consultants use industry-leading research tools and techniques to compile comprehensive market studies, interspersed with relevant data.

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Virtual Reality in Gaming and Entertainment Market 2020: Global Size, Trends, Potential Growth and Key Fac ... - Fresno Observer

Virtual Reality In Healthcare Market Business Revenue Forecast, Leading Competitors and Trends by 2026 – Owned

The research report on Virtual Reality In Healthcare Industry offers a thorough analysis of existing market trends, in addition to the study on current market tendencies. Additionally, it highlights significant market segments and leading companies. The report comprises Virtual Reality In Healthcare market restraints over the forecast period. The analysis sheds light on the industry overview analyzing the aftereffects of COVID-19 pandemic in the vertical.

A comprehensive evaluation of the restraints illustrates the drivers in the Virtual Reality In Healthcare market and helps for strategic planning. Critical factors that dominate the industry growth with rewarding opportunities within the vertical that are ever-growing over the forecast period. Virtual Reality In Healthcare insights to a niche market by experts remarks are taken to understand the market.

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The Virtual Reality In Healthcare market report assesses industry and growing dynamic sector patterns and drivers. It also comprises a cutting-edge analysis and estimates different marketplace segments, significant players, along with every aspect by 2026 and the global outbreak of COVID-19 involves a rethinking of industry leaders. This Virtual Reality In Healthcare report comprises the exact consequence identification required to understand the vertical precisely.

(Vital Images Inc, GE Healthcare, Virtual Realties Ltd, Siemens Healthcare, CAE Healthcare, Virtalis Ltd, Medtronic Inc, Intuitive Surgical Inc, Stryker Corporation, Brainlab AG, Philips Healthcare)

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Rehabilitation and therapy procedures Surgery Visualization Education and training Others

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The report provides a summary of this Virtual Reality In Healthcare market with a review of product types and drivers, restraints, challenges, traits using the companies data through our analysis methods. The report analyzes Virtual Reality In Healthcare Industry capacity with forecast opportunities. The evaluation with a focus on leading regions of interest niches is presented. The company profiles with revenue plans and proportion estimation, Virtual Reality In Healthcare market size, services and products, and different facets are all added.

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Virtual Reality In Healthcare Market Business Revenue Forecast, Leading Competitors and Trends by 2026 - Owned