EON Reality announces new AR and VR pilot program in partnership with Educating Young Minds – Auganix

In Augmented Reality and Virtual Reality News

August 3, 2020 EON Reality, a provider of augmented and virtual reality-based knowledge and skills transfer for industry and education, has recently announced a new AR and VR pilot program with Los Angeles-based organization, Educating Young Minds. The program will provide students with access to AR and VR technology, as well as EON Realitys educational resources.

Known for helping underprivileged, at-risk, and special needs children throughout Southern California, Educating Young Minds is built around providing opportunities to students who wouldnt otherwise have them. EON Reality states that this mentality is aligned with its own mission to make AR and VR academic solutions available to as many people as possible.

Dan Lejerskar, Founder of EON Reality, commented: Working with an organization like Educating Young Minds is the most fulfilling kind of partnership we can form. Im very excited that were able to help some of the less-fortunate children in our own area, and I look forward to seeing how this partnership can expand in the future.

In addition to providing dozens of students with access to technology that they wouldnt otherwise have through the pilot program, EON Realitys new focus on self-directed learning will teach both students and instructors to create their own immersive and interactive lessons through the companys Resource Center and other self-help tools. This is on top of the thousands of pre-designed lessons that are already available through EON Realitys library.

EON Reality stated that although initially relatively modest in scope, the pilot program could bring about future opportunities for the two companies to work together, as both Educating Young Minds and EON Reality are looking to assist in the academic pursuits of individuals affected by the COVID-19 pandemic and associated educational closures.

Equity in education and access with dignity is everyones responsibility. EON Reality realizes the need to introduce their augmented and virtual reality-based knowledge platforms to organizations that serve marginalized, low-income, at-risk youth, said Angeles Echols, CEO and founder of Educating Young Minds. Together we are leveraging relationships, expanding the minds of our youth, and introducing computer tech opportunities they could never have imagined.

Image credit: Educating Young Minds

About the author

Sam Sprigg

Sam is the Founder and Managing Editor of Auganix. With a background in research and report writing, he covers news articles on both the AR and VR industries. He also has an interest in human augmentation technology as a whole, and does not just limit his learning specifically to the visual experience side of things.

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EON Reality announces new AR and VR pilot program in partnership with Educating Young Minds - Auganix

Comprehensive Research on Virtual Reality in Retail Sales Market 2020, Covers Detail Analysis (Impact of Covid-19), Share, Size, Future Opportunity in…

Global Virtual Reality in Retail Sales Market Forecast 2020-2027

The report provides an overview of the Virtual Reality in Retail Sales market, including definitions, applications, classifications, and the industry chain structure. The markets economic background, along with the regulatory factors that may impact it in the upcoming years, has also been profiled. It provides a deep insight into the markets competitive outlook and at the same time, looks into the various growth strategies that the key players have employed and how the strategies are poised to transform the competitive dynamics of the market during the forecast period. Further, the research report comprises of the changing hierarchy and market share estimates. The effect of the different growth strategies on the Virtual Reality in Retail Sales markets changing hierarchy has also been highlighted in this report.

The major players in global Virtual Reality in Retail Sales market include:Oculus VR, Google, HTC Corporation, WorldViz, Unity Technologies, Marxent Labs, Wevr, Firsthand Technology, Microsoft, Magic Leap, Zappar, Symphony RetailAI, Trax, inVRsion, Jaunt, and Whisbi

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This report also includes the overall and comprehensive study of the Virtual Reality in Retail Sales with all its aspects influencing the growth of the market. This report is exhaustive quantitative analyses of the Virtual Reality in Retail Sales industry and provides data for making strategies to increase the market growth and effectiveness.

Development policies and plans are discussed as well as Manufacturing processes and cost structures are also analyzed. This report also states import/export consumption, supply and demand Figures, cost, price, revenue and gross margins.

In addition to this, regional analysis is conducted to identify the leading region and calculate its share in the global Virtual Reality in Retail Sales . Various factors positively impacting the growth of the Virtual Reality in Retail Sales in the leading region are also discussed in the report. The global Virtual Reality in Retail Sales is also segmented on the basis of types, end users, geography and other segments.

Objective of Studies:

To provide detailed analysis of the market structure along with forecast of the various segments and sub-segments of the global Virtual Reality in Retail Sales market.

To provide insights about factors affecting the market growth. To analyze the Virtual Reality in Retail Sales market based on various factors- price analysis, supply chain analysis, Porter five force analysis etc.

To provide historical and forecast revenue of the market segments and sub-segments with respect to four main geographies and their countries- North America, Europe, Asia, Latin America and Rest of the World.

To provide country level analysis of the market with respect to the current market size and future prospective.

To provide country level analysis of the market for segment by application, product type and sub-segments.

To provide strategic profiling of key players in the market, comprehensively analyzing their core competencies, and drawing a competitive landscape for the market.

To track and analyze competitive developments such as joint ventures, strategic alliances, mergers and acquisitions, new product developments, and research and developments in the global Virtual Reality in Retail Sales market.

Some of the key questions answered in this report:

What will the market growth rate, growth momentum or acceleration market carries during the forecast period?

Which are the key factors driving the Virtual Reality in Retail Sales market?

What was the size of the emerging Virtual Reality in Retail Sales market by value in 2019?

What will be the size of the emerging Virtual Reality in Retail Sales market in 2027?

Which region is expected to hold the highest market share in the Virtual Reality in Retail Sales market?

What trends, challenges and barriers will impact the development and sizing of the Global Virtual Reality in Retail Sales market?

What are sales volume, revenue, and price analysis of top manufacturers of Virtual Reality in Retail Sales market?

What are the Virtual Reality in Retail Sales market opportunities and threats faced by the vendors in the global Virtual Reality in Retail Sales Industry?

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Major Points from Table of Contents:

Chapter 1:GlobalVirtual Reality in Retail Sales Market Overview

Chapter 2:Virtual Reality in Retail Sales Market Data Analysis

Chapter 3:Virtual Reality in Retail Sales Technical Data Analysis

Chapter 4:Virtual Reality in Retail Sales Government Policy and News

Chapter 5:Global Virtual Reality in Retail Sales Market Manufacturing Process and Cost Structure

Chapter 6:Virtual Reality in Retail Sales Productions Supply Sales Demand Market Status and Forecast

Chapter 7:Virtual Reality in Retail Sales Key Manufacturers

Chapter 8:Up and Down Stream Industry Analysis

Chapter 9:Marketing Strategy -Virtual Reality in Retail Sales Analysis

Chapter 10:Virtual Reality in Retail Sales Development Trend Analysis

Chapter 11:Global Virtual Reality in Retail Sales Market New Project Investment Feasibility Analysis

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Comprehensive Research on Virtual Reality in Retail Sales Market 2020, Covers Detail Analysis (Impact of Covid-19), Share, Size, Future Opportunity in...

Now Is The Time To Talk About Ethics & Privacy In The Metaverse – Forbes

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The next wave of computing will create opportunities for increased target reach, a deeper understanding of consumers, and new data collection types. Where will this take place?

It'll take place where the digital and the physical converge in a place often referred to as the metaverse. It is a new 1 to 1 digital copy of the world that is searchable, clickable, and machine-readable. With this comes great opportunities and a great responsibility for those in the marketing, communications, and advertising professions.

In the metaverse, marketers will no longer be confined to ads on flat screens. They'll have a whole virtual universe to create immersive, 3D experiences for the companies and brands they represent.

As the mediums marketers use expand and evolve (print, radio, TV, the internet) so do the ethical guidelines and practices. The internet allowed marketers to study where customers move their mouse or look on a screen. In the metaverse, they'll be able to track body movement, brainwaves, and physiological responses.

Many consumers tend to accept privacy policies when downloading a new app without reading them. They might be aware that companies and advertising agencies use their data like location and clicks to deliver targeted ads. Some consumers might also know that companies share their data with third parties but might feel like they don't have any control over it.

When a scandal breaks about data leaking or misuse of app user data, these spark outrage among consumers. Yet, this does little to deter them from downloading apps or reading the terms of service more carefully. It's worrisome to think that this type of consumer behavior will likely flow over into the metaverse as more everyday people buy VR headsets, AR glasses, and AI-enabled devices.

For marketers representing brands, the metaverse opens a whole new host of challenges (along with many opportunities). The metaverse creates a world of infinite possibilities for brands to create experiences, be part of world-building, and engage with customers in entirely new relationship-building ways. However, the technology is not without danger. Deepfakes, big data, and cyber-attacks could all damage a brand and its customers. Marketers need to be metaverse savvy as these types of technologies are already gaining steam.

"In a new world where we extend reality and defy reality, a world where data fuels the progress we make in the metaverse, we have to hold big tech accountable for transparency and ethical use of data being collected. This is why at XR Safety Initiative, we continue to help build guidelines around privacy, Ethics, and Safety for the emerging realities," said Kavya Pearlman, Founder & CEO ofXR Safety Initiative, an organization whose mission is to enable trust and help build safe, immersive ecosystems.

Here are some of the ethical and privacy considerations that professionals need to be aware of as the metaverse is being built so that we move away from a hyperreality to a protopian one.

Today, brands are already taking advantage of augmented reality to enhance their products with AR ads. In 2019, Burger King released an AR ad campaign wherecustomers could "burn" adsof Burger King's competitors, earning them a free burger. The augmented experience showed a competitor's ad going up in flames.

When incorporating ads in the metaverse, it's important to consider the sensory impact of the experience. Examples ofhyper-reality like this one, show how ads overlaid on the experience can be so overwhelming a person will never want to go back. Sensory overload can trigger seizures in some people who suffer from epilepsy. Even as frame rates improve seamless transitions into the metaverse, users might still get motion sickness.

What happens in the metaverse doesn't stay in the metaverse. We already know what people experience in virtual reality impacts their memory, can desensitize them, or make them feel like they already did some action before, even if they never did it in reality. Marketing to adults in the metaverse is one thing, but to kids, it's another. Theoretically, anyone can be anything in the metaverse but it's still important to know some key pieces of information, like a person's age. So even if someone looks like an adult, companies still know they're not and should be treated as such.

Biometric data is already available through virtual reality headsets, that track a user's environment, physical movements, and dimensions when they use an XR device. Through headsets and eyeglasses that allow people to access the metaverse, companies can track eye movement, which virtual environments a person goes in, what body movements they make, how long they stay in an environment, and their physiological response to an experience, like heart rate.

There have been several incidents in the last years where apps have exposed personal and even medical information from millions of Americans, inone caseeven exposing patients' HIV positive status.

Brain-computer interfaces (BCI) are soon to be a way to access the metaverse. BCIs can be worn on the head like headphones, on the wrist, or work through eyeglasses. BCI technology tracks brain wave patterns and deducts thought processes through machine learning. A direct link to someone's brain opens whole news types of data to be collected and analyzed.

Brain-computer interface companies likeNeurosity design their headsets with security in mind. With Neurosity's device, Notion, "brain waves are automatically translated into encrypted metadata by the N1 Chipset." In the metaverse, marketers will be able to tell how someone is accessing it, via VR headsets, AR glasses, or BCIs but personal thought patterns should be protected.

Of course, in the metaverse, it's not just people that will be virtualized but things as well. Buildings, objects in the home, items in a store will all be represented digitally via a virtual twin in the metaverse. Who's to say which of these objects are acceptable to digitally recreate? Can anyone see any virtual twin in the metaverse? For instance, if a house with all it's personal objects is in the metaverse, can anyone walk into it or just the real-life owners?

Marketers in the metaverse will need to invest in cybersecurity to avoid data scandals and manipulation of brands. Deepfakes, hacked avatars, and manipulated objects are some of the types of malicious behavior marketers will have to stay on top of. For instance, MIT and Mozilla recentlyreleased a deepfake video that shows President Nixon announcing that Apollo 11 had not succeeded in its mission to the moon. This video of an alternate reality of sorts has gotten a lot of coverage and helped further the conversation about deepfakes and ethics.

Government laws are slow to catch up to new technologies and metaverses. Marketing companies can prepare themselves for the metaverse by developing best practices to guide ethical based decision making. Best practices should include how marketing companies respect consumer's data, how to respond to misinformation attacks, along with why type of technologies and experiences to use in the metaverse.

Pearlman shares that as we build these brave new worlds fueled by augmented and virtual reality, we need to proactively address safety, privacy, and ethics in this domain. Without informed consent and lack of awareness around risks that these sophisticated technologies bring along, we are walking a thin line between trust and dystopia.

That's why it's now that professionals need to start having these conversations and setting best practices. Pearlman adds that in a world where seeing is no longer believing, the only way to establish and retain trust is via ethics, accountability, transparency, and human-centric design.

Now is the time, not later.

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Now Is The Time To Talk About Ethics & Privacy In The Metaverse - Forbes

HTC Vive partners with ARVI VR to expand its global location-based Virtual Reality arcade offering – Auganix

In Virtual Reality News

July 30, 2020 HTC Vive, a provider of virtual reality (VR) and arcade solutions, has announced a collaboration with ARVI VR to extend its presence to a greater number of location-based entertainment (LBE) VR sites across the globe. The company states that the first wave of sites will open this year in China, India, Taiwan, and Gulf Cooperation Council countries, allowing a greater number of customers to experience interactive VR content. Through this partnership, HTC Vive and ARVI VR are planning to deploy arcade content and virtual reality escape room games to hundreds of sites over the next three years.

Currently, ARVI VRs escape room content such as Sanctum, Christmas, Mission Sigma, Cyberpunk, and The Prison are the most popular games at Viveland, HTCs flagship VR park. Through the partnership, HTC Vive and ARVI will work to deploy ARVIs escape room content across more than 300 LBE venues worldwide over the next several years. After the first wave of openings, the deployment will extend at a later time to Egypt, Hong-Kong, Indonesia, Macau, Malaysia, Philippines, Qatar, Saudi Arabia, South Africa, Singapore, Thailand, Turkey, UAE, Vietnam, and Kuwait, according to HTC.

Since 2019, HTC Vive has worked closely with ARVI VR to implement their popular escape room content for our customers at Viveland, said Plutarch Lee, Associate Vice President, VR Enterprise Solutions at HTC Vive. Were excited to leverage their escape room content in even more arcades globally and look forward to adding more great multiplayer content later this year.

HTC Vive works with LBE venues around the globe to leverage Vives VR technology for opportunities to showcase immersive experiences and gain new revenue streams. By partnering with ARVI VR to offer escape room content tailored specifically for VR, arcades and LBE venues can showcase new and innovative games to customers that would be impossible to create in a real-life escape room.

Were thrilled to work with HTC Vive to bring our exciting and adventurous content to new audiences around the world, said Michael Dementii, CEO of ARVI VR. At present, we view this as a long-term and fruitful partnership with the possibility of broadening cooperation opportunities in the LBE industry.

ARVI VRs escape room content features various game-based experiences where multiple players must work together to find their way out by solving puzzles and unraveling mysteries. VR escape room content is able to go beyond typical live escape rooms, as the VR technology allows players to fully immerse in unique atmospheres that they otherwise would not be able to experience, such as the abandoned monasteries of Sanctum or futuristic data stacks of Cyberpunk.

Image credit: ARVI VR

About the author

Sam Sprigg

Sam is the Founder and Managing Editor of Auganix. With a background in research and report writing, he covers news articles on both the AR and VR industries. He also has an interest in human augmentation technology as a whole, and does not just limit his learning specifically to the visual experience side of things.

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HTC Vive partners with ARVI VR to expand its global location-based Virtual Reality arcade offering - Auganix

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

Virtual Reality in Healthcare Market Reportoffers an industry-wide analysis of the market, including precise assessment of the demand for the Virtual Reality in Healthcare Market and accurate market insights that allow readers to identify the existing opportunities and threats and optimize their investments. It offers the global sector across key regional markets and gives an extensive investigation and statistical analysis of vital market elements.

This is the latest report, covering the current COVID-19 scenario. The Coronavirus pandemic has greatly affected every industry worldwide. It has brought along various changes in market conditions. The rapidly changing market scenario and the initial and future assessment of the impact are covered in the research report. The report discusses all the major aspects of the market with expert opinions on the current status along with a historical analysis.

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Market competitive Insights of Virtual Reality in Healthcare Market

The report also emphasizes the initiatives undertaken by the companies operating in the market including product innovation, product launches, and technological development to help their organization offer more effective products in the market. It also studies notable business events, including corporate deals, mergers and acquisitions, joint ventures, partnerships, product launches, and brand promotions.

Leading Virtual Reality in Healthcare manufacturers/companies operating at both regional and global levels:- Microsoft, Google, Mindmaze, DAQRI, Psious, CAE Healthcare, Medical Realities, Atheer, Augmedix , Oculus VR, Firsthand Technology, Siemens Healthineers, Philips Healthcare, 3D Systems , VirtaMed , Virtually Better.

Scope of the study:

An extensive study of the product application and services conducted by subject matter experts assessing the Virtual Reality in Healthcare market will help product owners to make a wise decision. From analyzing which products companies should produce, expand to how brands should position their product the study covers all that business owners require meeting the buyers requirement. Performance of the product and services across different segments and geography are thoroughly assessed during the research. Apart from this, the research brings to light real-time data about opportunities that will completely transform the trajectory of the business environment in the coming years.

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

TechnologyOutlook (Revenue, USD Million; 2016-2026)

ApplicationOutlook (Revenue, USD Million; 2016-2026)

End userOutlook (Revenue, USD Million; 2016-2026)

Device typeOutlook (Revenue, USD Million; 2016-2026)

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Regional Insights of Virtual Reality in Healthcare Market

The regional landscape section in the marker report provides a deep understanding of the regulatory framework, the latest market trends, growth opportunities, and restraints faced by the key market players in each regional market.

Geographically, this report studies the top producers and consumers in these key regions:

Virtual Reality in Healthcare Market Research Methodology: This study provides both qualitative and quantitative assessment of the Virtual Reality in Healthcare market. Primary sources used in this study include interviews of industry experts from the relevant industries and suppliers engaged in the Virtual Reality in Healthcare industry to authenticate the data gathered and assess growth prospects of the Virtual Reality in Healthcare market.

The Market Analysis carried out in this study includes company profiles, product description, product analysis, end-user applications, cost analysis, production value, and contact information to give readers a 360 view of the market.

Key point summary of the Virtual Reality in Healthcare Market report:

Key Coverage of report:

Read the full Research Report along with a table of contents, facts and figures, charts, graphs, etc. @ https://www.reportsanddata.com/report-detail/virtual-reality-in-healthcare-market

To summarize, the global Virtual Reality in Healthcare market report studies the contemporary market to forecast the growth prospects, challenges, opportunities, risks, threats, and the trends observed in the market that can either propel or curtail the growth rate of the industry. The market factors impacting the global sector also include provincial trade policies, international trade disputes, entry barriers, and other regulatory restrictions.

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

Weekend Possibilities | Royals Watch Party, KC’s New VR Bar, And More – Flatland

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Published July 30th, 2020 at 11:00 AM

Are you not entertained?

Gone are the days of no sports, no patios and no live music. If you dont feel like getting out, live music, along with performing arts and movie streams are available from events across the metro.

If you are headed out and about perhaps to the bar be sure to wear a mask.

4 6 p.m. Kansas Citys newest arcade bar is open in the River Market. Check out the Friday evening happy hour at Double Tap KC, 310 Oak St. Right next door to Strange Days Brewing Co., Double Tap is home to Kansas Citys largest collection of virtual reality games like Beat Saber. VR game lanes are available starting at $40 an hour for two headsets (2-6 players). On Fridays, fishbowls start at $13 with $5 refills.

6 p.m. The boys in blue are back at Kauffman Stadium Friday night for the home opener against the Chicago White Sox. If you have the empty baseball stadium blues, watch the game at the Kansas City Live! Block in the Power & Light District, 1300 Grand Blvd. With boosted sanitation measures and COVID-19 precautions in place, the Royals Watch Parties have ballpark food, cold beer and the next biggest screen away from The K.

8:30 10:30 p.m. The Kansas City performing arts collective Quixotic is set for a Pop Up Performance outside of Toms Town in the Crossroads, 1701 Main St. You can look forward to vertical wall dancers, fire artists and live music. The two-hour performance will also be live streamed. The event is free, though donations are welcome.

6 9 p.m. Somerset Wine & Cider Bar in Martin City, 311 W. 135th St., might be a good option for anyone looking for some low-key live music. Pick a pour or an award-winning cider and kick back in the micro-winerys courtyard. Doors open at 5 p.m. Music from The KC All Stars starts at 6 p.m.

7 p.m. It wouldnt be a Saturday night in Kansas City without a little rock and blues at Knuckleheads Saloon, 2715 Rochester Ave. Grab a ticket to celebrate local blues guitarist Brandon Millers recent album release as he takes the stage with special guest Danielle Nicole. The in-person show is also available via livestream. All tickets are $12.

7 a.m. 2 p.m. Whether Sunday is your cheat day or you just want to top the weekend with a treat, hop out of bed and head to Blackhole Bakery, 5531 Troost Ave. Out of this world pastries, croissants, bagels and spreads go perfectly with fresh-brewed Maps Coffee. You just have to get there before its all gone. The good news is, you can call ahead to place an order.

9 10:30 a.m. Westport Yoga KC is offering a Sunday morning Immune Boost Workshop, available in the studios online classroom. A yoga medicine therapeutic expert will lead a class focused on detoxification and strengthening the bodys immune and circulatory systems. The session is $28.

The 2020 Kansas City Jewish Film Festival is going virtual. Watch any or all of the 12 award-winning films from the comfort of your home by purchasing tickets online Aug. 2-19. The selection of national and international works will be made available daily and can be viewed for 48 hours. The festival kicks off with Fiddler: Miracle of Miracles, a look into the Fiddler on the Roof Broadway phenomenon in the 1960s. A full film festival pass is available for $120.

Discover more unheard stories about Kansas City, every Thursday.

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Weekend Possibilities | Royals Watch Party, KC's New VR Bar, And More - Flatland

Virtual Reality In The Workplace – The Union Journal

There are several characteristics that your top performers have in common. They understand your brand image, value customer service, and utilize their skillsets to further your goals. They are also aware of their place within the organization and how that role fits into your business design. All these traits require you to up the training ante and provide custom-tailored support. They wont settle for one-size-fits-all solutions or online training content that doesnt translate in the real world. Heres how Virtual Reality in the workplace can help you keep your top talent so that they arent tempted to stray.

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VR Training Outsourcing: Your Guide To Launching A Successful Virtual Reality Training Program With A Top-Notch Content Provider

Find the ideal partner for Virtual Reality training and transform employee training into an immersive and engaging experience.

Virtual Reality empowers employees to take charge of their own development. It takes experiential learning to new heights and lets them explore different

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Virtual Reality In The Workplace - The Union Journal

Augmented and Virtual Reality in Healthcare Market – Growth, Trends, and Forecast (2020 – 2025) – CueReport

Global Augmented and Virtual Reality in Healthcare Market 2020 by Manufacturers, Type and Application, forecast to 2025 is a comprehensive study that delivers market data with characteristics, era, and market chain with analysis and developments and increases. The report offers a prompt point of view on the Augmented and Virtual Reality in Healthcare market, explaining the industry supply, marketplace demand, value, competition, and its analysis of key players with industry forecast from 2020 to 2025. It speaks about the market major leading players, market size over the forecast period from 2020 to 2025.

The Augmented and Virtual Reality in Healthcare market report offers significant information regarding this business vertical. As per the document, the market is estimated to record considerable growth as well as amass notable gains during the estimated timeframe.

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The study elaborates the major trends of Augmented and Virtual Reality in Healthcare market while evaluating the growth opportunities, industry size, volume of sales and revenue predictions. The report also provides a detailed assessment of the various segmentations and their respective impact on the overall market outlook. Moreover, it analyzes the effect of COVID-19 pandemic on the growth rate as well as remuneration generation of the market.

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As per the regional scope of Augmented and Virtual Reality in Healthcare market:

Other data specified in the Augmented and Virtual Reality in Healthcare market report:

Some of the key questions answered in this report:

What will the Augmented and Virtual Reality in Healthcare market growth rate, growth momentum or acceleration market carries during the forecast period?

Which are the key factors driving the Augmented and Virtual Reality in Healthcare market?

What was the size of the emerging Augmented and Virtual Reality in Healthcare market by value in 2020?

Which region is expected to hold the highest market share in the Augmented and Virtual Reality in Healthcare market?

What will be the size of the emerging Augmented and Virtual Reality in Healthcare market in 2025?

What trends, challenges and barriers will impact the development and sizing of the Global Augmented and Virtual Reality in Healthcare market?

What are sales volume, revenue, and price analysis of top manufacturers of Augmented and Virtual Reality in Healthcare market?

What are the Augmented and Virtual Reality in Healthcare market opportunities and threats faced by the vendors in the global Augmented and Virtual Reality in Healthcare Industry?

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Augmented and Virtual Reality in Healthcare Market - Growth, Trends, and Forecast (2020 - 2025) - CueReport

The Clash between Truth and Reality – SFGate

Every person wakes up in the morning to join the struggle between truth and reality. Yet almost no one realizes that this is what they are doing. Life contains strugglesno one disagrees with that sad factbut what are we struggling against? The answers seem obvious. We struggle to stay healthy, make a living, maintain our relationships, and in general to keep our heads above water.

Where does truth enter into this? Imagine someone sitting in a chair wearing state-of-the-art virtual reality gear. In the simulation bombarding his senses, he is racing in the Indy 500, running away from tigers in the jungle, or walking a tightrope. These are perilous adventures that he is immersed in, where survival itself is at stake. His body will exhibit all the signs of a stress response. But his experience is entirely fake, a construct by clever VR engineers. The truth is that he is sitting still in a chair, perfectly safe and sheltered from struggle.

This imaginary setup is actually what occurs to all of us in daily life. We inhabit a virtual reality that is so powerful it blinds us to the truth. What we accept as real is mind-made, but when you are inside this spell/illusion/dream, your struggles totally envelop you. Even the words we speak encase us in limitation: the instant you say the word tree, you have shoved into a box an immensely complex living organism with thousands of cellular processes occurring every second. The minute you think of the tags that we apply to ourselves and other peopleage, race, gender, religion, political persuasion, nationality, income level, occupation, etc.you shove that person into a box.

When life is relatively comfortable, we can afford to overlook the false position that mental constructs have placed us inall the prejudices, painful memories, fixed beliefs, personal disasters, failures, and wishful thinking that the mind is prey to. After thousands of years of philosophy, religion, and science, each field seeking to discover the truth, virtual reality remains in charge. Its shell has barely been cracked, which is why we dont perceive the struggle between truth and reality. Mind-made reality (the spell/illusion/dream) keeps the world going. Only on a side tangent will someone say something extraordinary like Know the truth, and the truth will set you free. But this can be ignored as a religious thought, and when the Persian mystical poet declares, God speaks in silence, everything else is a mistranslation, that can be dismissed as poetry or once again religion.

Yet somehow, on the remote frontier where virtual reality and real reality meet, the truth is trying to contact us, and doing so all the time. The human mind has incredibly powerful tools at its disposal to keep virtual reality in place; we call these tools thinking, feeling, remembering, desiring, wishing, fearing, and dreaming. Against this armada, the truth (real reality) has only one tool: waking up. Waking up is the process of becoming more conscious. You cannot change what you arent aware of. In this case, becoming more aware is the truth.

In every other aspect of life, there is something to discover and learn about; we spend every waking hour since birth using the minds tools to learn the skills it takes to survive, be accepted, take care of ourselves and our families, and so on. Desire constantly pushes us forward. But here are some bald facts about real reality:

Behind the spell/illusion/dream of everyday reality, real reality simply exists, making everything else possible. You cant put awareness in a box (although you can scientifically measure how it operates); you cant stand outside it; you cant do without it.

Before waking up happens, there is already a ratio between the things we do consciously and the things we do unconsciously. This is the primary evidence telling us that we are conscious beings. Blind prejudice, social conditioning, denial, ignorance, bad faith, habits, and the drama of pleasure and pain occupy the domain of unconscious life. Love, compassion, curiosity, creativity, insight, empathy, and inner growth occupy the domain of conscious life. Its obvious which domain contains the values we hold most precious.

So we are not that far from waking up. Consciousness prevails in many areas of life, even though war, violence, crime, natural disasters, and other forms of bad news grab the headlines. If you want proof that consciousness is the basis of your own life, sit down and make a list. Write down everything that has been fulfilling in your life, and when you examine the list, you will discover that the values of consciousness lie behind every meaningful, fulfilling experience.

You dont even have to accept the argument about virtual reality and the spell/illusion/dream. Once you see what you truly value, you will automatically want to be more conscious. The motivation to wake up is built into consciousness itself. Even the concept of truth struggling against reality is just an eye-catching phrase. Truth doesnt struggle against anything. It exists, and it knows. All we need to do is to realize this truth.

When Plato wrote that we are like creatures living in a cave watching a shadow play on the caves walls, he came up with the simplest and most powerful metaphor for waking up. The shadow play is mesmerizing, but then you realize that shadows need light to project them. So you turn around to face the light, and when you do, you say, Aha, so thats how the shadow play works. From that moment of awakening, the shadows can never again hold you in their grip.

DEEPAK CHOPRA MD, FACP, founder of The Chopra Foundation, a non-profit entity for research on well-being and humanitarianism, and Chopra Global, a modern-day health company at the intersection of science and spirituality, is a world-renowned pioneer in integrative medicine and personal transformation. Chopra is a Clinical Professor of Family Medicine and Public Health at the University of California, San Diego and serves as a senior scientist with Gallup Organization. He is the author of over 89 books translated into over forty-three languages, including numerous New York Times bestsellers. His 90th book, Metahuman: Unleashing Your Infinite Potential, unlocks the secrets to moving beyond our present limitations to access a field of infinite possibilities. TIME magazine has described Dr. Chopra as one of the top 100 heroes and icons of the century.

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The Clash between Truth and Reality - SFGate

5G and Virtual Reality Market Evolving Technology and Growth Outlook 2020 to 2025 – Market Research Posts

The Global 5G and Virtual Reality Market Research Report 2020-2026 research reportoffers an in-depth evaluation of each crucial aspect of the Global 5G and Virtual Reality industry that relates to market size, share, revenue, demand, sales volume, and development in the market. The report analyzes the 5G and Virtual Reality market over the values, historical pricing structure, and volume trends that make it easy to predict growth momentum and precisely estimate forthcoming opportunities in the 5G and Virtual Reality Market. The report explores the current outlook in global and key regions (North America, Europe, Asia-Pacific, and Latin America) from the perspective of players, countries(U.S., Canada, Germany, France, U.K., Italy, Russia, China, Japan, South Korea, Taiwan, Southeast Asia, Mexico, and Brazil, etc), product types, and end industries.

Get Sample PDF Copy of Latest Research on 5G and Virtual Reality Markethttps://www.marketinsightsreports.com/reports/05262043612/global-5g-and-virtual-reality-market-growth-status-and-outlook-2020-2025/inquiry?Mode=19

Global Major Players in 5G and Virtual Reality Market are:Facebook, Huawei Technologies, ZTE Corporation, Samsung Electronics, Qualcomm, LG Corporation, Google, Microsoft Corporation, SK Telecom

Most important types of 5G and Virtual Reality covered in this report are:Software

Service

Hardware

Most widely used downstream fields of 5G and Virtual Reality market covered in this report are:Games and Entertainment

Retail

Medical

Military

Agricultural

Other

Influence of the 5G and Virtual Reality Market report:Comprehensive assessment of all opportunities and risks in the 5G and Virtual Reality Market.5G and Virtual Reality Market recent innovations and major events.A detailed study of business strategies for the growth of the 5G and Virtual Reality Market market-leading players.Conclusive study about the growth plot of 5G and Virtual Reality Market for forthcoming years.In-depth understanding of 5G and Virtual Reality Market, market-particular drivers, constraints, and major micro markets.Favorable impression inside vital technological and market latest trends striking the 5G and Virtual Reality Market.

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What are the market factors that are explained in the report?

-Key Strategic Developments: The study also includes the key strategic developments of the market, comprising R&D, new product launch, M&A, agreements, collaborations, partnerships, joint ventures, and regional growth of the leading competitors operating in the market on a global and regional scale.

-Key Market Features: The report evaluated key market features, including revenue, price, capacity, capacity utilization rate, gross, production, production rate, consumption, import/export, supply/demand, cost, market share, CAGR, and gross margin. In addition, the study offers a comprehensive study of the key market dynamics and their latest trends, along with pertinent market segments and sub-segments.

-Analytical Tools: The Global 5G and Virtual Reality Market report includes the accurately studied and assessed data of the key industry players and their scope in the market by means of a number of analytical tools. The analytical tools such as Porters five forces analysis, SWOT analysis, feasibility study, and investment return analysis have been used to analyze the growth of the key players operating in the market.

The research includes historic data from 2015 to 2020 and forecasts until 2026 which makes the reports an invaluable resource for industry executives, marketing, sales and product managers, consultants, analysts, and other people looking for key industry data in readily accessible documents with clearly presented tables and graphs.

ABOUT US:Market Insights Reports provides syndicated market research on industry verticals including Healthcare, Information, and Communication Technology (ICT), Technology and Media, Chemicals, Materials, Energy, Heavy Industry, etc.,Market Insights Reportsprovides global and regional market intelligence coverage, a 360-degree market view which includes statistical forecasts, competitive landscape, detailed segmentation, key trends, and strategic recommendations.

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5G and Virtual Reality Market Evolving Technology and Growth Outlook 2020 to 2025 - Market Research Posts

Sandbox Virtual Reality Arcade Moving to New Flint Twp. Location – wcrz.com

And yes, until then, they are open at their current location.

The Sandbox Virtual Reality Arcade opened in the fall of 2017 at the shopping center on Miller Road, just a few doors down from Outback Steakhouse. We're a bit biased; we've had two of our son's birthday parties there in the last few years. It's a great place for people who love to play video games and want to make it a more physical, realistic experience.

Now, the arcade is moving to a bigger space.

This November, they'll be opening an even larger location at Genesee Valley Center Mall where American Fun Center used to be located. It'll be right inside the Linden Road entrance of the mall.

In an email to past customers, the Sandbox said that the new location will give them bigger VR stations, virtual reality driving, virtual reality arenas, rage rooms, a play area and more.

Take it from us - it's a lot of fun, no matter what age you are. Some of it can be a bit intense, especially if you get motion sickness easily.

According to their website:

"Virtual reality gaming is thrilling for all ages, whether you're 4 or 100. Book your Sandbox experience online or by calling us here at the arcade. You can either sign your waiver online or complete the form when you arrive. Book your VR session for as long as you'd like-for 30 minutes or a couple of hours. Where else in Mid-Michigan can you:

- Climb to the top of Mount Everest?- Swing across buildings like Spider-man?- Slay zombies and dragons?- Serve as captain of a pirate ship?"

Yes, you can do all of those things and then some with VR. Happy gaming!

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Sandbox Virtual Reality Arcade Moving to New Flint Twp. Location - wcrz.com

5G and Virtual Reality Market: Qualitative Analysis of the Leading Players and Competitive Industry Scenario, 2025 – Express Journal

The latest report on 5G and Virtual Reality market is fabricated to provide details pertaining to companies operating in the industry space with competitive edge by scrutinizing the historic market dynamics while elaborating on major developments over this period. The study further enables the leaders to frame vital business expansion strategies by highlighting growth opportunities and ongoing trends in the market.

Information pertaining to growth parameters and prospects which influence the market growth graph over the forecast duration is entailed in the report. It also contains thorough investigation of challenges and restraints prevailing in the market sphere and how to overcome them.

The study extensively compares the past and present trends to evaluate the growth rate of the market over the analysis timeframe. It also elucidates the impact of COVID-19 pandemic on global as well as regional markets and outlines the tactics to help the industry players minimize the damage.

Request Sample Copy of this Report @ https://www.express-journal.com/request-sample/159938

Important Pointers from Table of Contents:

Product Scope:

Application Terrain:

Regional Spectrum:

Competitive Hierarchy:

Conclusively, the report examines 5G and Virtual Reality market segmentations while focusing on other important aspects such as supply chain and sales channel which specifies data about upstream suppliers, raw materials, vendors, and downstream buyers existing in the industry.

Key Highlights from 5G and Virtual Reality Market Study:

Income and Sales Estimation

Historical Revenue and deals volume is displayed and supports information is triangulated with best down and base up ways to deal with figure finish market measure and to estimate conjecture numbers for key areas shrouded in the 5G and Virtual Reality report alongside arranged and very much perceived Types and end-utilize industry. Moreover, macroeconomic factors and administrative procedures are discovered explanations in 5G and Virtual Reality industry advancement and perceptive examination.

Assembling Analysis

The 5G and Virtual Reality report is presently broken down concerning different types and applications. The 5G and Virtual Reality market gives a section featuring the assembling procedure examination approved utilizing essential data gathered through Industry specialists and Key authorities of profiled organizations.

Demand and Supply and Effectiveness

5G and Virtual Reality report moreover gives support, Production, Consumption, and (Export and Import).

Major Points Covered in Table of Contents:

In a word, the 5G and Virtual Reality Market report provides major statistics on the state of the 5G and Virtual Reality industry with a valuable source of guidance and direction for companies and individuals interested in the market. In the end, 5G and Virtual Reality Market report delivers a conclusion which includes Research Findings, Market Size Evaluation, Global Market Share, Consumer Needs along with Customer Preference Change, Data Source. These factors will raise the growth of the business overall.

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5G and Virtual Reality Market: Qualitative Analysis of the Leading Players and Competitive Industry Scenario, 2025 - Express Journal

Augmented Reality(AR) and Virtual Reality(VR) In Gaming Market (impact of COVID-19) to See Massive Growth by 2026| Niantic, Sony, Valve, Ubisoft, Next…

This report studies the Augmented Reality(AR) and Virtual Reality(VR) In Gaming market with many aspects of the industry like the market size, market status, market trends and forecast, the report also provides brief information of the competitors and the specific growth opportunities with key market drivers. Find the complete Augmented Reality(AR) and Virtual Reality(VR) In Gaming market analysis segmented by companies, region, type and applications in the report.

New vendors in the market are facing tough competition from established international vendors as they struggle with technological innovations, reliability and quality issues. The report will answer questions about the current market developments and the scope of competition, opportunity cost and more.

The major players covered in Augmented Reality(AR) and Virtual Reality(VR) In Gaming Market: Niantic, Sony, Valve, Ubisoft, Next Games, Ludia Inc, Six To Start, esDot

The final report will add the analysis of the Impact of Covid-19 in this report Augmented Reality(AR) and Virtual Reality(VR) In Gaming industry.

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Market Overview:-

Augmented Reality(AR) and Virtual Reality(VR) In Gaming Sales market is segmented by Type, and by Application. Players, stakeholders, and other participants in the global Augmented Reality(AR) and Virtual Reality(VR) In Gaming market will be able to gain the upper hand as they use the report as a powerful resource. The segmental analysis focuses on sales, revenue and forecast by Type and by Application for the period 2015-2026.

Augmented Reality(AR) and Virtual Reality(VR) In Gaming Market in its database, which provides an expert and in-depth analysis of key business trends and future market development prospects, key drivers and restraints, profiles of major market players, segmentation and forecasting. An Augmented Reality(AR) and Virtual Reality(VR) In Gaming Market provides an extensive view of size; trends and shape have been developed in this report to identify factors that will exhibit a significant impact in boosting the sales of Augmented Reality(AR) and Virtual Reality(VR) In Gaming Market in the near future.

This report focuses on the global Augmented Reality(AR) and Virtual Reality(VR) In Gaming status, future forecast, growth opportunity, key market and key players. The study objectives are to present the Augmented Reality(AR) and Virtual Reality(VR) In Gaming development in United States, Europe, China, Japan, Southeast Asia, India, and Central & South America.

Market segment by Type, the product can be split into

Market segment by Application, split into

The Augmented Reality(AR) and Virtual Reality(VR) In Gaming market is a comprehensive report which offers a meticulous overview of the market share, size, trends, demand, product analysis, application analysis, regional outlook, competitive strategies, forecasts, and strategies impacting the Augmented Reality(AR) and Virtual Reality(VR) In Gaming Industry. The report includes a detailed analysis of the market competitive landscape, with the help of detailed business profiles, SWOT analysis, project feasibility analysis, and several other details about the key companies operating in the market.

The study objectives of this report are:

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The Augmented Reality(AR) and Virtual Reality(VR) In Gaming market research report completely covers the vital statistics of the capacity, production, value, cost/profit, supply/demand import/export, further divided by company and country, and by application/type for best possible updated data representation in the figures, tables, pie chart, and graphs. These data representations provide predictive data regarding the future estimations for convincing market growth. The detailed and comprehensive knowledge about our publishers makes us out of the box in case of market analysis.

Key questions answered in this report

Table of Contents

Chapter 1: Global Augmented Reality(AR) and Virtual Reality(VR) In Gaming Market Overview

Chapter 2: Augmented Reality(AR) and Virtual Reality(VR) In Gaming Market Data Analysis

Chapter 3: Augmented Reality(AR) and Virtual Reality(VR) In Gaming Technical Data Analysis

Chapter 4: Augmented Reality(AR) and Virtual Reality(VR) In Gaming Government Policy and News

Chapter 5: Global Augmented Reality(AR) and Virtual Reality(VR) In Gaming Market Manufacturing Process and Cost Structure

Chapter 6: Augmented Reality(AR) and Virtual Reality(VR) In Gaming Productions Supply Sales Demand Market Status and Forecast

Chapter 7: Augmented Reality(AR) and Virtual Reality(VR) In Gaming Key Manufacturers

Chapter 8: Up and Down Stream Industry Analysis

Chapter 9: Marketing Strategy -Augmented Reality(AR) and Virtual Reality(VR) In Gaming Analysis

Chapter 10: Augmented Reality(AR) and Virtual Reality(VR) In Gaming Development Trend Analysis

Chapter 11: Global Augmented Reality(AR) and Virtual Reality(VR) In Gaming Market New Project Investment Feasibility Analysis

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Alis Communist Twin: The Boxer Who Turned Down Millions To Stay Amateur – The Sportsman

Former featherweight world champion Barry McGuigan once said that "Cuban boxers are genetically predisposed to boxing, and when you look at their success rate at an amateur level, its hard to disagree. Since 1972, fighters from the Carribean island have won 37 gold medals at the Olympic Games in boxing, more than any other nation.

It could, and should, have been more. Of those 35 gold medals, three were won by Tefilo Stevenson in the heavyweight division, perhaps the finest amateur boxer to ever step foot in the unpaid ranks.

Stevenson, born in Puerto Padre in 1952, took the heavyweight gold medals at the Munich, Montreal and Moscow Olympic Games in 1972, 1976 and 1980 respectively, becoming only the third boxer after Hungarys Lazlo Papp and fellow Cuban Felix Fabre to win three Olympic golds in boxing. It could have been five, an achievement never before seen or likely to be ever seen, but Cubas withdrawal from the 1984 and 1988 Olympics, along with many several other Communist nations in response to a US-led boycott in 1980, meant that Stevenson would never get the chance at fighting for immortality.

Affectionately known as Pirolo in his native Cuba, Stevenson was famous for his crunching right hand, deft technique and footwork that laid the groundwork for many Cuban pugilists that followed, and was a gentleman inside and outside of the ring. Were it not for Cold War politics, Stevenson could have been one of the most famous, and richest, fighters in the world.

To illustrate the sort of money Stevenson could have made, while the Cuban was the undisputed king of the amateurs, there was a lot of talk in the US of matching up Stevenson with another, much more famous heavyweight in a potential fight of the century - the heavyweight divisions greatest ever amateur against the heavyweight divisions greatest pro; Communism vs Democracy; Red vs Red, White, and Blue: Stevenson vs Muhammad Ali.

Stevensons prime in the 1970s coincided with Alis own glory years, so much so that American media often dubbed the Cuban as Alis Communist twin. The fight sadly never happened for a number of reasons - Stevenson had no intention of relinquishing his status as a Cuban amateur and when the two finally met in Havana, they disagreed on the number of rounds. Stevenson preferred three or four round bouts, whereas Ali wanted the standard championship fifteen. Ironically, as Stevenson was fighting for his third gold in 1980, Alis career was essentially ended by Larry Holmes. Stevenson was quick to point out that maybe it should have been The Louisville Lip that had picked three or four rounds.

Stevensons narrowly missed dance with Ali wasnt the only attempt to bring the gifted amateur into the big time. Bob Arum was interested and where theres money to be made, you better believe Don King is lurking in shadows. The wacky-haired promoter said Stevenson "would have been phenomenal as a pro, he could have been in the same class as Muhammad Ali or Joe Frazier. But we'll never know."

Sadly well never know what he could have achieved or how much he could have earned but to Stevenson it was irrelevant - he was a king in Cuba and had no remorse over supposed missed opportunities. I prefer the affection of eight million Cubans, he once said.

There was an appropriate outpouring of grief in Stevensons homeland when, aged 60, he died from a heart attack in 2012. At his funeral, hundreds of Cubans flocked the streets of Havana for his final procession. The Cuban sporting family was moved today by the passing of one of the greatest of all time, read a statement on Cuban news.

Hell never get the worldwide recognition his Democratic twin Ali had, but to the people in his home country, Tefilo Stevenson, the greatest ever heavyweight amateur, is just as beloved.

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Alis Communist Twin: The Boxer Who Turned Down Millions To Stay Amateur - The Sportsman

Seven Reasons Why You Should Watch ‘The Old Guard’ – The Nerd Daily

Looking for the next Netflix film to watch? The Old Guard might just be the movie youre looking for! Based on the graphic novels by Greg Rucka and illustrator Leandro Fernndez, The Old Guard is an instant blockbuster on track to reach 74 million households, according to the Hollywood Reporter.

Directed by Gina Prince-Bythewood (Love and Basketball), the story follows four immortal warriors, Andy, Booker, Nicky, and Joe, who have secretly protected humanity for years and are now being hunted down for their powers just as they discover a new immortal, Nile.

Now, this may seem like your usual action movie, but watching it myself completely took me by surprise. Perhaps it will be the same for you, so here are a few reasons why you should watch The Old Guard!

The only expectation or forethought I had prior to watching this movie was that its about immortal warriors, but when are they ever queer?! Nicky and Joe are lovers who fought each other in the Crusades before realising they were the love of each others lives (enemies-to-lovers trope anyone?). Andy herself is pansexual and the movie has hinted something more between her and another female warrior just like them. In the books, Andy was in fact sleeping with another woman.

The fight scenes in The Old Guard will repeatedly leave you in awe. Everything is beautifully choreographed and formed, and some will even seem like a dance.

As expected, immortality and humanity are recurring themes in the movie. For thousands of years, Andy and the others have been fighting, protecting, and trying to save humanity. But now, Andy herself is starting to doubt if what theyre doing is actually bringing something good in the world. Niles addition to the group also brings a touch of humanity, not just to the characters but also the story itself.

There are a lot of action and major WTF moments throughout the movie. Your jaw will probably drop 15 minutes into it. That said, there are also a couple of emotional and mellow moments that will also touch your heart. Grief, guilt, and regret circles around some of the characters and the more you get into the movie, the more youll also hurt for them.

Background music and soundtracks have the power to make a movie atmospheric and incredibly exhilarating. The Old Guards soundtrack does exactly that! Now some might say some choices were cheesy, but they could still be fun. From the first title sequence to the fight scenes, to the emotional conversations, to the end credits, the soundtrack will have you invested in every part.

Do I need to say more?

If youre just like me whos an absolute sucker for the found family trope, you definitely need to watch this film. Andy, Nicky, Joe, and Booker are more than just an army or a band of warriors. Above all, they are family, and they would go to incredible lengths for each other. Nile learns this when she joins the group and finds out that they would do whatever it takes to keep each other safe.

Overall, The Old Guard is an exciting new, and dare I say it, superhero movie you do not want to miss! Watch it on Netflix today!

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Seven Reasons Why You Should Watch 'The Old Guard' - The Nerd Daily

Cursed Season 2 Theory: Gawain Will Truly Become The Green Knight – Screen Rant

Cursed season 1 saw Gawain die as a result of various injuries - here's how season 2 could see him revived and more literally become The Green Knight.

Though Gawainappeared to die in the Cursed season 1 finale, season 2 could see him come back to life and become the Green Knight in a more literal sense. Cursedoriginally began life as an illustrated book by Frank Miller and Tom Wheeler. Reimagining the characters from Arthurian legend, Miller and Wheeler signed on to adapt their source material for Netflix. Commissioned for a 10-episode first season, Cursed premiered to a warm audience reception on July 17, 2020.

Played by Matt Stokoe, Gawain first appears in Cursed season 1, episode 5, "The Joining." As many will know, Gawain is a knight of King Arthur's round table in the original stories. In Cursed, however, he is revised to be a childhood friend of Nimue (Katherine Langford). Fey-born, Gawain serves as a leader in the rebellion against the Red Paladins a group of religious zealots eager to see the Fey tribes made extinct. Reuniting with Nimue at Nemos, he becomes acquainted and forms a bond with Arthur (Devon Terrell) on the battlefield. Unfortunately, soon after he is captured by The Weeping Monk (Daniel Sharman). While he is being tortured by a member of the Paladins called Brother Salt (Terence Maynard), Nimue attempts to negotiate his release. Though he is turned over to her, it's revealed that hehas already succumbed to his many injuries. Immediately grief-stricken, Nimue tearfully attempts to perform a spell over his body.

Related: Cursed Cast & Character Guide: Who Stars In The Katherine Langford Series

At first, it appears to be unsuccessful. After Nimue is dragged away by the Paladins, however, the spell began to take effect. As grass comes out of the ground to cover him, what exactly the spell willdo was one of the many questions left unanswered in Cursed season 1. Having thought of Gawain as an older brother, it's no doubt a safe bet that Nimue was trying to resurrect him.The Fey Queen having such power was teased earlier in the season when she brought a dead apple tree back to life. Should he return for the as-yet unconfirmed second season, it would be the perfect opportunity to give him a mystical upgrade and make "The Green Knight" more than just a nickname he carried.

In Arthurian legend, the Green Knight is a completely separate figure from Gawain. The details of his character varied from story to story. In some incarnations, the Green Knight is named Bertilak de Hautdesert and transformed by Morgan le Fay to test King Arthur's knights most notably Gawain and frighten Arthur's wife: Guinevere. In others, he is himself one of Arthur's knights and named Bredbeddle. Though Curseddrew some criticism for not adhering to Arthurian canon, there is no set continuitywithin the legends;Miller and Wheeleractually honor a long-standing tradition of combining and remixing disparate elements from several tales. As such, rather than being tested by the Green Knight, Gawaincould actually become him after enduring the test of torture and not giving up Nimue and the Fey. Rather than one version of the character, he will embody them all, developing the green skin that is synonymous with the characterand also becoming one of Arthur's most trusted knights.

That could mean that audiences will see a very different version of Gawain in future episodes and not just because he will be green. In Sir Gawain and the Green Knight, the latter is able to survive a beheading at the very start of the story. As a result, Nimue might have not just resurrected him, but also made him similarly immortal. Such beings have already been established in the world of Cursed, with Merlin said have lived for millennia and the brief introduction of such shadow lords as Rugen. If this is what Nimue's spell did to Gawain, immortality would certainly be useful against the lingering threats of the church, Iris, and the Trinity guard. Plus, Gawain's conflict with the Green Knight could manifest not with an external foe but him having to come to terms with new aspects of his nature and sense of self. Whatever the case, all will become definitively clear when Cursed season 2 is eventually released.

More: What To Expect From Cursed Season 2

The Umbrella Academy: Why [SPOILER] Was Recast For Season 2

John Atkinson has been a news and feature writer for Screen Rant since late 2018. Before that, he had articles published across a number of different outlets. A graduate of the University of London, John was raised on a small island by television and movies. As such, he pursued a career in screenwriting and film journalism when it became apparent that actually becoming Spider-Man was impossible. John's fondest wish is to one day produce a film of his own. Until then, he's more than happy to spend countless hours just talking about them. John's love of film and television defies genre and sometimes even logic. Nothing is off-limits to his passion - be it Marvel, DC, Rian Johnson's Star Wars, or Tommy Wiseau's latest cinematic offering. Away from screens, John can often be found in a park reading mystery and/or fantasy novels, jumping up and down at various music events, or thinking too deeply about Keanu Reeves' career and why Edgar Wright doesn't have an Oscar.

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Cursed Season 2 Theory: Gawain Will Truly Become The Green Knight - Screen Rant

Readers ready to bite into first Twilight novel in more than a decade – Sydney Morning Herald

"Many of the big books for this year have been moved out of the last few months due to COVID and delayed until later this year or even next year. Even without this title movement, a book from Stephenie Meyer would always be one of the biggest releases of the year," Ms Sherwin-Stark said.

Booktopia's children's and young adult category manager Sarah McDuling said the online retailer had pre-sold nearly 3000 copies of Midnight Sun, "far outstripping" the sales for The Ballad of Songbirds and Snakes, the prequel in Suzanne Collins's Hunger Games series released in May.

Midnight Sun is narrated by moody and broody "vegetarian" vampire Edward Cullen, whose love affair with the lip-biting, breathy-sigher Bella Swan provokes an existential crisis for both that dominates the four novels in the Twilight series. The books were transformed into five record-breaking movies, starring Kristen Stewart and Robert Pattinson.

Ms Meyer had originally abandoned writing the prequel after a rough draft of it was leaked online in 2008, saying it was "a huge violation of my rights as an author, not to mention me as a human being".

Stephenie Meyer published her debut novel Twilight in 2005.

Twihard Annie McCann is one reader who still has Bella and Edward in her blood. Ms McCann said she was "obsessed and addicted" when she first read the series more than a decade ago and she started a blog Read3rz Re-Vu to provide a forum for Twilight chat. While her taste has moved away from paranormal fiction, Ms McCann said she is keen to delve back into the fantasy and has organised a Midnight Sun bookclub.

"I am really keen to see whether or not Stephenie Meyer has grown as an author, how differently she writes and the different perspective," Ms McCann, 34, said. "It's so nice to look forward to. Given the state of the world, I think tapping into an old fandom is exactly what we need right now."

Oof. Human Kristen Stewart and her vampire crush Robert Pattinson in a scene from The Twilight Saga: Eclipse.Credit:AP

But not all Australian booksellers are convinced of Meyer's immortality. Bricks-and-mortar bookstores, including Melbourne's Readings and Sydney's Kinokuniya, haven't placed huge orders or experienced significant pre-orders for Midnight Sun, although that could be down to reduced foot traffic and the absence of launch events due to the pandemic.

"Im not expecting Midnight Sun to reach the same heights as the earlier books in the series, though I did increase my initial order as I heard the internet buzz intensify," said Kinokuniya's English books division manager Allyx Lathrope.

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"Itll certainly be interesting to see if those teens who read Twilight and are now grown-ups will come back to Edward and Bella."

Readings managing director Mark Rubbo said Melbourne's lockdown had made it hard to gauge sales with the bookshop's overall business down by almost half.

"Once it comes out it will get massive publicity and that will generate the interest. It always does with these kinds of books," Mr Rubbo said.

Ms McCann has fond memories of staying up all night to read the last Twilight novel, Breaking Dawn, and longs to recapture a little of the magic again.

"I remember my heart beating a lot...I remember being on the edge of my seat. I hope I can have the same experience as I did before."

Melanie Kembrey is Spectrum Deputy Editor at the Sydney Morning Herald.

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Readers ready to bite into first Twilight novel in more than a decade - Sydney Morning Herald

Bitcoin increasingly ‘locked up’ in Ethereum blockchain – CoinJournal

With ERC-20 tokens like WBTC, Bitcoin could now compete in the red-hot DeFi development space

At the end of June, Dune Analytics reported that over $60 million worth of Bitcoin had migrated to Ethereum via various ERC-20 protocols. At the end of July, it recorded an all-time record of $225 million in tokenized bitcoins.

One of the largest ERC-20 contributors to this growth is Wrapped Bitcoin (WBTC) with a 76% percent market share and 15,500 tokenized Bitcoin.

WBTC is essentially an ERC-20 token running on the Ethereum blockchain with its value backed by actual bitcoins.

The protocol was introduced in 2019 with the intention of bridging the gap between the older Bitcoin protocol with more contemporary platforms such as Ethereum while still retaining Bitcoins massive capital pool for liquidity.

Since WBTC is an ERC-20 token, investors could use Bitcoin via WBTC on the Ethereum network to enjoy many of its features, including decentralised applications (dApp), smart contracts and DeFi (decentralised finance) services.

When investors want to convert their Bitcoin into WBTC, a merchant will facilitate this transaction; ownership is validated and the bitcoins are stored away, while new WBTC is minted. When investors require a withdrawal, WBTC will be burnt and bitcoin will be taken out of storage to return it.

Under the management of Decentralised Autonomous Organisation (DAO), WBTC is regularly audited and verified on both Bitcoin and Ethereum platforms.

Currently, various tokenized protocols exist, such as WBTC, imBTC and renBTC.

As of the end of July, the total value of DeFi peaked at $4 billion, leading experts to speculate that this might be the result of the amount of stored Bitcoin quadrupling on the Ethereum blockchain.

More and more Bitcoin users are borrowing, lending and investing more in DeFi, leading to an increase in Ethereums value.

Andy Bromberg, the President of CoinList, told CoinDesk that DeFi is, the biggest opportunity for decentralized finances growth today.

Developers have built DeFi applications with WBTC acting as its engine in record time. TokenSet was introduced almost a year after WBTC launched, which allowed users to trade ETH and WBTC autonomously and to profit from gains on both platforms.

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Bitcoin increasingly 'locked up' in Ethereum blockchain - CoinJournal

A Suitable Boy: Seven films to watch that are set in India – Spectator.co.uk

With the BBC adaptation of A Suitable Boy garnering rave reviews, its time to revisit the best box office hits set in India:

Danny Boyles Bollywood experiment paid off in 2008 when Slumdog Millionaire was an international smash hit, garnering no fewer than eight Academy Awards. Loosely based on the novel Q & A by Indian author Vikas Swarup, the film wasnt universally adored by critics despite winning big at the Oscars. Still, audiences loved the way it applied the Dickensian drama of a rags to riches story with a vivid depiction of street life in Mumbai. It made stars out of its leads Dev Patel and Freida Pinto and deservedly so.

As the title suggests, this well-known 2001 film plays out over the course of a Punjabi wedding in New Delhi. It has a beautifully understated screenplay and is visually gorgeous, surprising everyone when it grossed over $30 million at the box office a highly unusual feat for a foreign language film at the time. The plot centres on a family gathering from all four corners of the globe for a sumptuous wedding, during which dark secrets from the past threaten to rear their heads again in the present. The titular monsoon occurs at the end of the film and is cathartic in more ways than one.

This endearing film about a culinary friendship that is struck up when a spurned wifes lunchboxes are delivered to the wrong man, won plaudits at The Sundance Film festival. Its a gentle but engrossing plot whose disarmingly vulnerable characters draw you in right from the beginning. The film started its life as a documentary about the famous Mumbai lunchbox system but soon developed into a romantic epistolary tale once the writer realised its potential. A must-watch and my favourite on the list.

Wes Andersons films are always a sensory feast and, in many ways, Indias visually claustrophobic aesthetic is the ideal match for his directorial style. This 2007 tragicomic film about three brothers coming to terms with the death of their father takes place on an Indian train. Most of the film was shot inJodhpur, Rajasthan. As the three brothers attempt to cart around their fathers signature possessions on the cramped train, their search for spiritual enlightenment is at once farcical and deeply relatable. A pitch-perfect reflection on the absurdity and profundity of grief.

The Duchess of Sussexs old chum Priyanka Chopra takes the leading role in this 2019 Hindi Bollywood flick. Chopra recently married Jonas Brother Nick Jonas in a star-studded Mumbai wedding. Here, she plays the role of a mother whose family is divided between London and New Delhi and whose youngest child is diagnosed with a rare genetic disorder. Its as melodramatic and full of song as youd expect from a Bollywood film and, best of all, you can watch it on Netflix.

Much of this Bond classic was shot in Udaipur, India, where Bond infiltrates a floating palace where Bond meets its mysterious owner a wealthy business woman named Octopussy.The Monsoon Palace served as the exterior of Kamal Khans palace, while scenes set at Octopussys palace were filmed at the Lake Palace and Jag Mandir, and Bonds hotel was the Shiv Niwas Palace. The setting makes up for the screenplay which is full of cringe-inducing 007 quips: You have a nasty habit of surviving, says Kamal Khan to Bond. Well, you know what they say about the fittest.

Lion tells the true story of Saroo who gets lost on a visit to the city with his brother and ends up being adopted by an Australian family. The film charts his quest to retrace his past and find his mother and brother again once he grows up. Despite the potential for clich, the plot is utterly engrossing and carefully and thoughtfully navigates the ethical pitfalls that might come with a multi racial adoption story. Author Salman Rushdie was so impressed with the realism of the films Indian segments that he said he wept unstoppably whilst watching it.

This was the crowd-pleasing follow up film from Bend it Like Beckham director Gurinda Chadah. A Bollywood retelling of Jane Austens Pride and Prejudice, its never in danger of taking itself too seriously. Chadah cleverly riffs off the similarities between the social mores of Georgian England and Punjabi marriage traditions to create a film that gave many Western audiences their first taste of Bollywood.

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A Suitable Boy: Seven films to watch that are set in India - Spectator.co.uk

Chingy wants to uplift with self-reflective new album, ‘Crown Jewel’ – STLtoday.com

Rewind Time is a tribute to his transitioned homeboys.

Much of the material may sound new to some fans, but Chingy points out that he has studied anatomy, astrology and metaphysics. He considers himself a mystical thinker who looks at how the universe and human beings go together.

Though his music hasnt always reflected it, Chingy (Howard Bailey Jr.) says he has always been this way. Now 40, he says it all intensified when he turned 29 and began doing research.

A lot of people didnt know, throughout my career, I was going to school on the road, he says. Im still going to school online.

Around that time, a bad business situation arose in which a so-called friend in the industry ended up stealing royalties. He says hes still dealing with the situation today and chalks it up to a lack of knowledge back then.

I vowed to never let that happen again, he says. Now I take the initiative to make my own decisions.

Hes more comfortable now than ever with releasing this music; once he hits the studio, its all that comes out.

Thats whats speaking to me, he says. Were in a time where people are going through things and need to hear things that are in a positive space.

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Chingy wants to uplift with self-reflective new album, 'Crown Jewel' - STLtoday.com