Dueling citizen complaints of the day: Castle Island has become a coronavirus petri dish vs. Shut your mouth – Universal Hub

By adamg on Sun, 07/19/2020 - 5:28pm

Here at the Center for the Easily Annoyed, we have whiled away many a pleasant hour combing through 311 complaints. We're not alone in our hobby - but others take it a step further and file complaints about complaints with which they don't agree.

For example:

Around 9 this morning, a concerned citizen filed a complaint about conditions at Castle Island (also see this complaint about M Street):

Crowds at beaches. Because irresponsible people are ignoring the public health crises, Mayor Walsh needs to close all the beaches in South Boston. It's unfortunate, but less so than hundreds of people getting sick because these "adults" think it's ok to do what they want.

Shortly after 1 p.m., a vexed citizen replied:

If the outside world is too scary for you, please stay inside and lock the door until humans are impervious to harm. Until then, let people live their lives in the best way they know how. This is why cowards should not be allowed to make decisions.

Ad:

Go here to read the rest:

Dueling citizen complaints of the day: Castle Island has become a coronavirus petri dish vs. Shut your mouth - Universal Hub

Help a young girl save an island paradise in Alba: A Wildlife Adventure – PC Gamer

Ustwo's surreal 2014 puzzle game Monument Valley is one of my very favorite mobile games. Unfortunately, it's only a mobile game, so it's not something we talk about much here at PC Gamer. But today, developer Ustwo Games unveiled its next project, a journey to a Mediterranean island paradise called Alba: A Wildlife Adventure, and we will be talking about that because it's coming our way sometime this winter.

The teaser doesn't say too much about the game, and to be frank neither does the Steam page: A girl named Alba visits her grandparents on a Mediterranean island with her friend Ines, but when she comes across an animal in danger, she decides that it's time to take action. The teaser suggests that something more deep-rooted than a single animal rescue is going on here, as Alba is apparently seeking help for an "island clean-up initiative." The island itself looks like a pretty big place, tooin videogame terms, at least.

This won't be Ustwo's first foray onto PC: Assemble With Care, a nostalgic puzzle game about helping people by fixing their stuff, launched on Steam earlier this year. But as difficult as it is to tell from such a brief teaser and description, I get the sense that Alba will be bigger and more ambitiousor maybe just not quite so mobile-focused. Whatever the case, I'm looking forward to find out more, although it'll be awhile yet. The Steam page says Alba: A Wildlife Adventure will be out sometime this winter.

More:

Help a young girl save an island paradise in Alba: A Wildlife Adventure - PC Gamer

PHOTOS: New Pleasure Island Shirts Dance Their Way Into Walt Disney World – wdwnt.com

If youre feeling nostalgic for the Walt Disney World of the past, head over to Legends of Hollywood in Disneys Hollywood Studios. We found some new vintage ladies shirts that will remind you of the good old days when adults could party at Pleasure Island. Take a look at these choice duds!

This yellow t-shirt is adorned with that party animal, the Funmeister. The Funmeister, surrounded by music notes and confetti, served as the Pleasure Island logo in 1989. At Pleasure Island, every night was New Years Eve!

Who here remembers the vintage shop, YesterEars? This was one of several stores you could find at the former Downtown Disney in Pleasure Island. This ladies faded blue tank is reminiscent of similar clothing styles from the early 90s.

Both shirts are from the Disney Parks Authentic Vintage line. If you want to complete your look, you should don one of these matching baseball caps.

Make sure you grab your scrunchies and high tops as you make yourself a Kungaloosh while wearing these tubular threads.

Would you wear these choice shirts to 8-Trax or the Adventurers Club? Let us know in the comment section below!

Related

Continued here:

PHOTOS: New Pleasure Island Shirts Dance Their Way Into Walt Disney World - wdwnt.com

Stone Island Drops FW20 Collection Video Lookbook – HYPEBEAST

Stone Island just dropped the video lookbook for its latest Fall/Winter 2020 offerings. The clip showcases the wide range of garments the label is known for, from technical outerwear to carefully crafted knits. Pieces like the garment-dyed down jackets exhibit the brands progressive coloring processes, delivering bold tones unseen in other outerwear brands. Soft burgundy and purple looks to be recurring hues but even brighter yellows and earthier tones give the collective a more dynamic look and feel.

Knits are also a prime focus in the video Stone Island uses geelong lambswool for a few of its sweater selections. This particular wool is spun differently from merino wool as its criss-cross fibers are much thicker in appearance, yet soft in texture. The yarn is taken from the first shear of seven month old lambs.

Other items worth noting from the video are some of the basics such as hoodies and tees. Stone Island also does an exceptional job with its jersey fabrics, particularly the heathering on its logo tees. The appearance gives off a faded, worn look which has vintage appeal. Parkas and other jackets in the vid also get highlighted with their intricate pocket details, high performance linings and convenient closures. A colorblocked shearling bomber emblazoned with the Stone Island logo at the back could be a highly-coveted piece once it drops.

Shop some of the early new releases from the FW20 line at the official Stone Island shop.

In other fashion new, Dickies just presented its Dickies Life FW20 lookbook.

Link:

Stone Island Drops FW20 Collection Video Lookbook - HYPEBEAST

‘Adventurous and startling’ Album review: The Hermes Experiment, Here We Are – HeraldScotland

(Delphian)

THE performances by adventurous and original chamber quartet The Hermes Experiment were a stand-out of Matthew Whitesides The Night With . . . concerts in Glasgows Hug & Pint and elsewhere, in a season that was full of highlights. This debut album was recorded, for Scotlands dynamic Delphian label, in Edinburghs Greyfriars Kirk over three days in October of last year, and it will surely be representing Delphian, alongside guitarist Sean Shibes Bach set, on many best of lists come the end of this one.

There are many startling things about The Hermes Experiment, beginning with the groups line-up of soprano voice, clarinet, harp and double bass, which blends so well its singularity ceases to be relevant.

Nonetheless, commissioning new music has necessarily been central to the experiment, and ten of the 60 pieces written for them over the past six years are included here, alongside examples of the skills of the players themselves in arranging works for their particular combination of instruments.

That latter category includes bassist Marianne Schofields treatment of Anna Merediths Fin like a Flower, one of the shorter tracks, alongside the two by Emily Hall that give the disc arresting ways to start and finish.

Freya Waley Cohens We Phoenician Sailors, Josephine Stephensons Monteverdi companion-piece Between the war and you and Giles Swaynes Chansons devotes et poissonneuses are more substantial, and there are fine contributions from the catalogues of Errollyn Wallen and Misha Mullov-Abbado as well.

Crucially, however, it all sounds of a piece, and that is down to the collective, with Oliver Pashley on clarinets and Anne Denholms harp, in which frontwoman and vocalist Heloise Werner has no monopoly on exuding an irresistible charm.

KEITH BRUCE

Read the original:

'Adventurous and startling' Album review: The Hermes Experiment, Here We Are - HeraldScotland

Kim Jones and Orville Peck talk art with a capital A – Document Journal

The Dior Men designer joins fashion's favorite masked cowboy to discuss ego, David Bowie, and finding queerness in country music

Canadian musician Orville Peck and British fashion designer Kim Jones are singular talents, but in their singularity lies a profound connection: Both have established their careers by pushing against the grain, drawing inspiration from a countercultural, and often counterintuitive, approach to established ideas. Joness fanboy appreciation of punk and queer subcultures, and his extensive travels to Africa in his youth, have blossomed into one of the most distinctive talents in fashion. After earning his spurs revitalizing the staid British luxury brand Dunhill, where he was hired in 2008 as the first creative director in the companys history, Jones set about electrifying Louis Vuitton with his refined streetwear aesthetic. His focus on collaborationincluding with BritArt bad boys Jake and Dinos Chapman and, more spectacularly, James Jebbia at Supremehelped change the parameters of luxury fashion. Hes now doing thatand moreas creative director of Dior Men, using his obsessive and completist approach to pop culture as a springboard for a deep dive into the brands history. Not for nothing did the industry journal Business of Fashion exclaim, in a review of Diors Fall 2020 collection, The Future is Now at Dior. Jones has paid tribute to the brands extraordinary lineage through creative directors past including Christian Dior, Yves Saint Laurent, Marc Bohan, and John Galliano, while injecting it with his enormous enthusiasm for contemporary culture. Its not only his collaborations with Kaws, Raymond Pettibon, Daniel Arsham, and Shawn Stussy that have marked his still-fresh tenure at the brand, but also his ardent appreciation for music, particularly in his ongoing work with DJ Honey Dijon, who develops the soundtracks for his shows.

Given all that, its hardly surprising that Jones was drawn to the pseudonymous singer-songwriter Orville Peck who has co-opted country music as a soundscape for his playful meditations on gay identity and desire. On the lush ballad, Turn to Hate, for example, Peck croons about heartache like the gorgeous offspring of a union between Roy Orbison and Lloyd Cole. Like Jones, what makes Peck exciting is the broad palate of influences that elevate his work into a league of its own. You can hear his early enthusiasm for punk in his debut album, Pony, but you also hear his love of camp, his fierce understanding of theater and performance, and an abiding love for country musics torch song tradition. For Document the two artists got together to talk about the beauty of collaboration, the enduring legacy of David Bowie, and Pecks head-turning Dior moment in Miami last December.

Jacket and pants by Dior Men PF20. Boots Orvilles own.

Orville Peck: Thank you for waiting. I just scratched my eyeball last night, and I woke up with a crazy inflamed eye. So I had to go to the doctor this morning, and it took forever because Americayou know how it is.

Kim Jones: Where are you?

Orville: Im in LA.

Kim: Youre skyrocketing at the moment, arent you?

Orville: [Laughs] Its so bizarre.

Kim: Yes, but you should enjoy it.

Aaron Hicklin: How did you come to work together?

Kim: I heard Orvilles music and found the album and put it on repeat and really admired his approach in terms of image and the music. So I contacted him because when I admire someones work, I like to work with them.

Orville: It came through really casually. I remember thinking it was fake at first. I was completely flattered and excited and thrilled by it. As a musician, Ive never really been involved in the fashion world, but Ive been a fan of it my whole life and, lets be honest, Dior is not too bad.

Kim: We met up in London and then worked out how many different connections we had.

Orville: It speaks a lot to who you are, Kim, as well. Everybody loves working and dealing with you because when you like something, it doesnt matter if its approved across the board, or if its even going to be advantageous to you. Youre the kind of person who reaches out and wants to work with people who inspire you, and I think its reciprocated.

Kim: If I like a persons work, I think its important to support it, especially in this day and age when everything gets segregated. To build a community of talented people who inspire people is important.

Aaron: Kim, youve referred to the role of the fashion designer in many ways being not dissimilar to the pop star. Music and fashion are handmaidens; they go together. I wonder if youve given much thought to where that comes from? Does music give rise to how you dress or does how you dress give rise to your musical taste?

Kim: I think it used to. Everything has blended together now. Subcultures have become more homogenized, just because of people seeing things. And when you see someone doing something on their own, distinct from the crowd, you pay attention to it, which is what Orville has done.

Orville: The older Ive gotten, the more I think of art with a capital A. For me that includes music, fashion, visual art, cinema. All of those things feed and inspire me to create. Whether thats a song or a look, I think those things go hand in hand. I think about an artist like David Bowie, who was a musician first and foremost, but he created so much more art than you could ever just call music.

Kim: He was an inspiration to a huge generation of people, and still is. When you think about how forward-thinking and shocking that must have been to the world. I was very lucky to have worked with him before he died, and he was absolutely the sweetest. He had all these books piled up. There was a massive pile of [cinematographer] Derek Jarman books and [British playwright] Joe Orton books. He was reading about all these different things, and telling me about when hed come up with different ideas, and how. It was mind-blowing.

Aaron: What is the relationship between musical mentors and heroes and your understanding of yourselves? What was it that helped you understand your evolving identities when you were younger?

Orville: The best creators, in any medium, draw inspiration from different places. My music is definitely inspired by fashion and cinema. Everyone has their personal mood board in their head. I grew up listening to punk and obviously country. It makes sense to find inspiration from all those different places. If you have a taste level, that has to be fed by interesting things. Youre not going to find that purely in your medium.

Kim: Yeah, the thing for me is that my eyes are always open; I cant not look at stuff. I like doing different things all the time. Thats probably why Im good at fashion, because Im on to the next thing straight away, hopefully not in a superficial way. I like to be moving forward always.

Orville: I think evolution is such an important part of being an artist because you understand that evolution is a crucial part of art.

Aaron: Kim, youre well known for collaboration and really valuing the exchange of ideas with artists as part of your creative process.

Kim: I collaborate with a studio full of people, and I respect their tastes, their ideas, and they know what I want. Youre the maestro leading an orchestra, so to speak, when you work in these big companies. Its not about sitting down and doing everything by yourself because thats not a feasible thing now. I like working with different people with different ideas. Its a conversationit makes me think of things in different ways.

Orville: I came out of a place where collaborating was a necessity because you couldnt do it alone. I would have to reach out and work with people. I come from a world of everybody making something out of nothing together. I have really tried to keep that collaborative spirit through my career, even though its not a necessity anymore. Ego and stubbornness kill art. I have no time for them, so I love collaborating on a creative level, a visual level, a sonic level. I love meeting someone who I can continue collaborating with because building those relationships, thats where magic happens, at least historically. Sometimes it comes out of an unlikely pairing, which I like even more.

Orville Peck wears jacket and coat by Dior Men PF20. Custom hat (worn throughout) by Dior Men. Ring Orvilles own.

Kim: I like things to feel authentic. Its not because its someone cool and I want to use them, it comes from respect and loving what they do.

Orville: I think it really shows in the diverse people you have around you. Its not even just fashion peopleif anything, fashion people feel like theyre in the minority, and that really speaks to who you are. When I was at [your show in] Miami, I sat next to the Kardashians, and Travis Scott and James Blake and David Beckham and Detox were there, such an incredible group of diverse people, and its really a testament to your collaborative nature and the fact that its how you like to work.

Kim: At the end of the day, theyre my friends, you know? I get blown away by that sometimes. Its actually funny thinking about music. Honey Dijons my main collaborator in music. Ive known Honey since 2001. We bonded because Im really into music, and Im into collecting club memorabilia. I dont think Ive kept everything, but Im a hoarder. I was thinking of all the people Ive worked with, like Giorgio Moroder, Nile Rodgers, Drake, Michael Stipe, Diplo, A-Trakyou know, its a privilege to be able to do that.

Aaron: Orville mentioned that theres no place for ego in the creative process. The New York Times said about Kim that he is a designer who never aspired to have his initials on his clothes. Orville, your presentation seems designed to sublimate your ego to your craft. Does that make your creativity more fruitful?

Orville: Its not that ego doesnt creep into my lifeI think for everybody, its something to keep in checkbut especially someone like me, who doesnt have loads of self-confidence, to be honest, I have to fake a bit of an ego to give me a bit of a boost at some point. But I would rather have the work speak for me. When youre passionate and confident in what youre making, and you have a vision, the idea of desperately trying to validate yourself through it becomes secondary because youre so focused on something that youre passionate about because you love it.

Kim: I just wish Id been as clever as you and worn a mask from day one so I could have some privacy! Thats a stroke of genius: Youre anonymous, but youre famous, and thats a weird thing to be.

Orville: Its definitely a little bit of comfort.

Kim: Im sure you get some stalkers who see you out and about and recognize your tattoos.

Orville: It happens more these days than not, but its fine.

A lot of the themes in classic country were about loneliness and disappointment and heartbreak and isolation, so it made complete sense that country music would appeal to a gay audience even more so than to a well-adjusted straight white man.

Aaron: Can we talk about the Dior pieces that Orville wore as part of the F/W Dior Collection?

Kim: It was the cowboy version of Dior, with the beaded fringing on the mask. It was fun to do just for one person. Even the fringe boots are a luxury for me because I dont really do that very often.

Orville: Ive always been so flattered and grateful that Kim respects that I have a certain look, and I think the kind of genius of it is that instead of trying to figure out how to work that, he just knows thats my aesthetic. And he does Dior for me, and it looks and works like a perfect collaboration.

Aaron: Orville, youve talked about the challenge of being a gay country musicianthe bullying and the discrediting that you have to deal with. How do you use your craft to disrupt the conventional associations we make with country music?

Orville: Sadly, to be quite honest, like any genre, if you go far enough to the top, its generally dominated by old white straight men, like most things in this world. But country, particularly, has been associated with very little diversity through the years. Its funny because I grew up loving country music, and I was always obsessed with cowboys. I grew up in Africa actuallyKim and I have that connection as well. My connection to cowboys was very pastiche; the idea of a cowboy was the Lone Ranger. A lot of the themes in classic country were about loneliness and disappointment and heartbreak and isolation, so it made complete sense that country music would appeal to a gay audience even more so than to a well-adjusted straight white man, which is a funny stigma about country. Its this really heartbreaking music that should be made for people whove experienced those things, and thats what I connected to when I was younger. When I knew I wanted to be a country musician, I wanted to portray that connection with country music that I had growing up. I saw that there was something missing from it, and when you see something missing, its usually good to jump in.

Aaron: Kim, growing up in Africa was a seminal thing for you in terms of your aesthetic, and the way you perceive dress and color.

Kim: Im so grateful for that experience. It made me realize and appreciate that all over the world, everyone was very different. One thing that my father really instilled within me is that everyones equal. It doesnt matter about money; it doesnt matter about skin color. You have to be around different people. So my group of friends was a real mix of all these different people. And then my love of nature. One of the most amazing powerful images was in Ethiopia, seeing these super tall people wearing all this jewelry, and with these amazing wraps around them, and then these huge Kalashnikov machine guns. Just seeing that and thinking, Wow, these are the coolest people you are ever going to see.

Orville: Kims hit the nail on the head. I feel so proud and grateful to have grown up there. You experience so much culture and life that I think a lot of people in the West dont necessarily get to. The nature element is a really big one. I feel so clearly connected to the natural world around me, and I dont think of myself as separate from that, whereas a lot of the mentality in the West is that nature is something to look at rather than to be a part of. Kim and I have that in common. Oftentimes, we will send each other pictures of animals because both of us love wildlife so much, and I attribute that to our upbringing.

Aaron: Which animals did you send to each other?

Kim: It was a possum last time. Orville put it on Instagram, so we got talking about different marsupials.

Orville: Kim sent me some sharks recently.

Aaron: Kim, as well as your love of animals, youre a collector of books.

Kim: The books Im collecting right now are related to the Bloomsbury set, particularly Virginia Woolf. They lived their lives the way they wanted to live them in a time when it wasnt really possible, and yet they were still respectable in society. My two favorite books are both copies of Orlando: One is inscribed to [Woolfs lover and subject of Orlando] Vita Sackville-West by Virginia, and Vita has written in it as well. Then, I have a copy inscribed to [Woolfs sister] Vanessa Bell, inscribed from your slave and sister. Im very into stuff like that, of historic importance.

Orville: I love hearing Kim talk about things that he likes because he gets so into it. I think its so important these days because a lot of art is made from a place by people who arent fans of other things. You have to be a fan of art to make it, and its actually less prevalent than it should be.

Kim: When Im at home, Im like a librarian, organizing everything, rearranging books until theyre perfect. My friend came over to help me, and I said, People must wonder what a designers life is like, and there I am in my pajamas on a Saturday night organizing books.

Stylist Assistant Myles Xavier. Photographed at the New York EDITION.

Original post:

Kim Jones and Orville Peck talk art with a capital A - Document Journal

V and Jimin of BTS Nicknamed Their Subunit "95s" for 1 Obvious Reason – Showbiz Cheat Sheet

Map of the Soul: 7 held a few gems for BTS fans. That includes a subunit comprised of singers Jimin and V, and their song together, titled Friends. Heres what V and Jimin had to say about their subunit and what set them apart from other members of their K-pop group, BTS.

When BTS released Map of the Soul: 7 during 2020, it held a few surprises for fans. There were solo songs from rappers Suga and J-Hope and even songs from subunits within the K-pop group, like Suga and RM who collaborated on the song Respect.

One of the other subunits featured singers in the group, V and Jimin. Together, they named their team 95s and dropped a song together featured on Map of the Soul: 7, Friends. It became a favorite among BTS fans, earning millions of streams in a matter of days.

Friends touched on V and Jimins life together even before they were in BTS. The two actually went to school together and although theyll sometimes fight like brothers, as the lyrics state, theyre soulmates and theyll always be there together.

Their subunit nickname, 95s, actually is a nod to the year they were both born. When asked what set V and Jimins group apart from the other BTS members during a YouTube video, V answered, They dont have members of the same age.

Thats true, Jimin continued, speaking about 95s. Other subunits dont have members of the same age and I think our team feels more relaxed than others. We always look happy, bright.

Technically, Jimin and V released the song Graduation together, which discussed their time together at school. That song was never officially added to a BTS album, though. That means after seven years of performing with BTS, Friends is the first time Jimin and V released a song as an official subunit.

I liked it because it wasnt predictable, it was so original, V said. He further elaborated, saying that he would definitely collaborate with Jimin on future projects.

Aside from their duet on Friends, both V and Jimin have their own solo songs with BTS. For V, that includes Singularity off of Love Yourself: Answer. For Jimin that means Serendipity off of Love Yourself: Answer.

Fans can see BTS perform live during their Map of the Soul world tour, which has since been postponed due to the coronavirus (COVID-19) pandemic. Music by BTS, including the single Stay Gold and Map of the Soul: 7, is available for streaming on platforms like Spotify and Apple Music.

RELATED: Is Jungkook the Last BTS Member to Create a Solo Song? Heres What We Know About Still With You and the Mixtapes of These K-Pop Idols

RELATED: Jimin From BTS Finally Puts the Dumpling Incident, Mentioned During The Late Late Show With James Corden, to Rest

More here:

V and Jimin of BTS Nicknamed Their Subunit "95s" for 1 Obvious Reason - Showbiz Cheat Sheet

RYOT presents the next era of virtual fashion shows – Verizon News

LONDON, 15 July 2020: RYOT, Verizon Medias Emmy Award-winning immersive storytelling production house, announced today the launch of The Fabric of Reality, a fully immersive fashion show in partnership with Kaleidoscope, the Museum of Other Realities (MOR) and the Fashion Innovation Agency (FIA) at London College of Fashion, UAL. The experience will be a first of its kind virtual reality fashion exhibition, aimed at taking audiences on a journey to explore the story and narrative behind the designer's collection. The exhibition will launch on the 29th July and last for 12 months within the Museum of Other Realities multiplayer VR platform - available through premium virtual reality headsets like the HTC Vive Cosmos or Pro.

The Fabric of Reality will showcase the work of three top designers, curated by FIA, and will enable audiences to view and interact in real time in 3D via VR headsets creating a new and unique way to experience a virtual fashion show. The experience will feature an exhibition room where the designers sculptural garments will be showcased, and three portals representing each projects Storyworld a self-contained universe expressing the emotional reality of the Sculptural Garment.For fashion fans not able to view in VR, a live event with the designers inside the experience will stream at 18:30 BST on 29 July on Yahoo Style and HuffPost UK in 2D formats and will be available on VOD following the event.

The Museum of Other Realities is a community of creators, explorers and artists that have created a revolutionary virtual space, bringing together free-ranging and interactive experiences, with a focus on VR art. It was created in 2016 as a virtual museum and social venue showcasing digital art and media. Kaleidoscope brings together XR creators and industry leaders to develop, fund, and distribute new work. Both institutions are highly committed to supporting immersive artists, and make it a large part of their mission to showcase and promote independent virtual pieces.

The Fashion Innovation Agency has built a reputation for using emerging technologies to help designers change the way they make, sell and show their collections. RYOT has joined forces with these like-minded partners to create an exhibition that reimagines fashion shows now and in the future, bringing a completely new and exciting dimension to the way that designers concepts are showcased to audiences worldwide.

In preparation, designers have been paired with digital artists to dress the space in a style that matches both the audience and collection. Viewers engaging with the exhibition through VR headsets will appear as avatars or ghosts and will be able to fly and explore the space beyond physical limitations.

The partnership will create an immersive platform for fashion lovers to view and experience the visions of the designers of tomorrow. Designers showcased will include :

Damara a fashion media practitioner who focuses on blurring the binary of physical and digital to create positive change for sustainability whilst exploring digital fashion. Damara has partnered with Sutu (aka Stuart Campbell), who has been commissioned by the likes of Marvel and Disney to create VR art for properties such as Doctor Strange and Ready Player One.

SABINNA a designer who combines traditional handcraft with innovation to create timeless contemporary pieces to showcase how fashion can be a tool to reconnect with our mind and visions. SABINNA has partnered with VRHUMAN (aka Vladamir Ilic), who combines new mediums like Tilt Brush, 3D-software, and traditional media to expand our understanding of how we interact with our surroundings and with ourselves.

Charli Cohen a designer and activist, focused on a progressive, next-gen model for the fashion industry, telling meaningful stories that are grounded in physical product. Charli has partnered with Ana Duncan, an illustrator and designer in the animation industry, who has worked on projects for Warner Brothers, Disney and Cartoon Network. Charli has also been paired with John Orion Young (JOY), who creates original virtual muses.

Interactive, immersive digital experiences are the future of live events - whether to augment analogue experiences or pure-play digital events. Designers and creators want to tell a story with their creations and a virtual world like the one we are bringing to life with the Museum of Other Realities allows them to tell so much more of the story behind their designs. said Mark Melling, Head of EMEA at RYOT. Never before has it been more important to highlight the opportunities to showcase creativity through virtual events. As 5G allows almost instant, real-time digital interactions, as well as smaller device form-factors like AR/VR glasses that dont need computers inside them, XR experiences will grow exponentially. We hope that The Fabric of Reality will open up a world of possibilities for the future of fashion and other live events, along with bringing inspiration and enjoyment to fashion lovers all around the world.

Kaleidoscopes Ren Pinnell says: "Our mission is to become a beating heart of the global VR community, to fuel it with new creators, ideas and distribution opportunities. To see fashion talents and market innovators joining forces with top-notch immersive artists makes me confident that the future of the creative industries lies within virtual media".

Matthew Drinkwater, Head of Fashion Innovation Agency, says: "It is vital that the fashion industry recognises the potential of immersive technologies to revolutionise every element of how it creates and communicates,including that most iconic moment - the catwalk itself. This project will reimagine the live show experience and offer an inspirational glimpse into the virtual future of fashion."

The Fabric of Reality project is being delivered by RYOT as part of Verizon Medias broader XR programme, Verizon Media Immersive. This suite of immersive products brings next-generation content experiences to consumers and customers of Verizon Media, including through its XR content partnerships amplifying original journalism through innovative formats that bring readers closer than ever to news stories around the world, as well as XR ad formats that deliver engaging, interactive advertising experiences across Verizon Media and beyond, and through immersive digital experiences like The Fabric of Reality.

Earlier this year, Verizon Media opened a new state of the art production studio in London, offering space to produce premium quality, 3D content including VR and AR experiences using state-of-the-art facilities like volumetric capture, motion capture and AR broadcast. The Fabric of Reality combines RYOTs ambition to bring world-class content experiences to people across the globe, with Verizon Medias focus on driving understanding of the capabilities of 5G, using cutting-edge technology designed to transform the consumer experience.

The launch event for The Fabric of Reality will take place on 29 July 2020 at 18:30 BST. Audiences will be available to view and interact in real time in 3D via VR headsets and 2D video, streamed on Yahoo Style and HuffPost UK. Consumers will be able to experience the exhibition in VR within the Museum of Other Realities app on devices like the HTC Vive Cosmos for 12 months.

Continued here:

RYOT presents the next era of virtual fashion shows - Verizon News

VR and the future of virtual reality fitness games at home – Daily Star

Lockdown has been wild for all of us. Routines have changed drastically off course as all have to find new ways to carry out our regular schedules. Id had a New Years resolution of hitting the gym three times a week which was going very well; until it wasnt.

Ill admit that I used this new situation we all found ourselves in as a reason to relax my fitness goals. It didnt take long before I started feeling that itch to improve my physical condition. Getting back to getting buff happily coincided with my deep dive into the world of VR and what it could offer me while in lockdown. One of the things I discovered was that I could harness the power of VR too not only play games in a new way but also could be used to get back on my fitness regime.

Box VR has been my go-to for my daily exercise. Its a simple enough premise, punch the orbs choking towards you.

As you progress the dance of combat becomes more intensive and more rewarding.

I wanted to understand a little more about how BoxVR came to be and what makes the use of VR such an effective and engaging way to keep up a routine.

Speaking to the Co-Founder of FitXR, Sam Cole opened up my understanding of the reasoning behind what makes BoxVR unique.

Video Unavailable

Click to playTap to play

Play now

Where did the inspiration come from to build a fitness app like BoxVR?

With BoxVR, we were really looking to put fun back at the forefront of Fitness, creating a form of exercise for VR platforms that can support people of varying fitness levels, and is enjoyable at the same time.

The inspiration really came from realising that, at its core, many traditional fitness methods simply arent fun, and fun routines are the ones we stick with. This is one of the reasons we believe VR is the future of Fitness.

One of the most exciting things about BoxVR as a form of exercise is that it is adaptable - it can both complement existing training regimes, and provide people with an entry into exercise that is both fun and engaging.

The expertise of our fitness instructors allowed us to design carefully choreographed workouts for users of all abilities at home and Boxing as a platform really lent itself to this

Boxing gets people moving and uses the whole body during a workout this combined with the fact that anyone can play and get fit with BoxVR regardless of experience has been really successful with players

With the barrier to entry previously being cost when it comes to VR, as this technology becomes more mainstream, how do you see yourselves adapting?

The exciting thing about VR as a platform for Fitness, is that the possibilities really are endless. A digital platform such as BoxVR has the ability to add new content, refine in-game processes, and take on feedback from the community in ways that traditional fitness methods simply cant.

Recent circumstances across the world have meant that businesses in all sectors have had to look at how they adapt and change to adjust to a new normal. With VR fitness ability to transport people from the comfort of their own home, weve not had to adapt to the same kind of challenges, and have instead been able to focus on progressing our vision for the future.

Video Unavailable

Click to playTap to play

Play now

With people spending more of both their work and leisure time at home over the last few months, VR adoption in wider society has really accelerated, and the concept of using VR for Fitness, for work and even social interaction has become a lot more normalised

Our ethos at FitXR is to create a platform for Fitness which is accessible to everyone - so as VR adoption increases and the technology continues to become more mainstream, were in a really good place to welcome more people to the world of VR fitness. We have a number of exciting projects in the pipeline to give people new ways to keep fit with VR.

Its interesting to see how much more thought goes into the reasons behind exercising in VR. My simple thought process was its just another way of getting the blood pumping but being able to utilise all the unique aspects that VR has to offer means that theres more room to experiment than other methods. Ianthe mellors, Head of Fitness at FitXR elaborated on this:

What do you see as the benefits to workouts in VR over something like a lesson conducted by video?

Through a VR workout, you are working on something called proprioception, because you cant physically see your body. This is your awareness of the body, and its position and movements. This is something very unique to VR, and helps to improve balance, coordination, and focus.

The immersive nature of VR and sense of escapism is also something a video workout cant give. Platforms like BoxVR also give live feedback on how well youre doing.

There are also the more social elements of using VR for Fitness which are unique to the platform. There are multiplayer capabilities, which enable the feeling of training with a friend from home. This also brings in competitive elements, allowing people to challenge friends or aim to beat their own score.

What I took away from this was Ive been training like Luke Skywalker, and Im on my way to be a Jedi! Genuinely though, delving into the reasoning behind what makes getting moving in VR more than just a different approach to exercise was eye-opening.

Its not just putting on a headset and seeing something different; its about immersing yourself in a new world and by doing so, getting to know your body better than you did before. Im still desperate to get into the gym until its safe to do so, Im doing just fine in VR!

Go here to read the rest:

VR and the future of virtual reality fitness games at home - Daily Star

What is the future of virtual reality with esports on campus? | – University Business

Solutions provider and former Jamestown coach Josh Knutson discusses the potential for VR to take off in competitive gaming programs and barriers holding it back.

How valuable might virtual reality become in education over the next five years?

The non-profit Financial Policy Council noted in an October 2019 report that VR in education is expected to grow by $500 million to become a $700 million industry by 2025.

Some 97% of students say they would like to study a VR course, but only 7% of teachers regularly use VR technology despite 80% having some access to it.

VRs application in classrooms are limitless as students find meaningful 3D learning experiences in everything from neuroscience to architecture, as well as career and technical education fields.

Though scores of institutions have embraced the technology in classrooms, VR has struggled to find a home within esports programs on campuses. There are many barriers preventing it from really taking off but there is strong interest in it, says Josh Knutson, the Esports and VR Solutions Director at ByteSpeed, which helps deliver VR solutions to colleges and schools across North America.

Knutson knows a thing or two about VR and about the esports space at the collegiate level, having previously led the powerful competitive gaming program at the University of Jamestown in North Dakota. While he sees a bright future for it, he says it may take time for those programs to embrace it.

University Businesshad a candid conversation with Knutson to discuss the potential of virtual reality in esports, as well as its application across campuses and its future:

For those who dont know much about VR, explain how virtual reality and esports intertwine. What are the differences between playing on a console or PC and the virtual experience?

I think the biggest distinction is just the level of immersiveness that you get from putting a headset on vs. looking at on a monitor on a flat surface. With VR, you are able to hold a controller in your hand and interact with things in the environment that you can move around in and experience 360 degrees. The biggest thing that sets it apart is youre really in it. You get that next-level feeling that youre part of the game and that youre actually doing something inside of that environment.

How much student interest is there in VR?

Adoption is low because its this new thing, but things have gotten so much better. Were still relatively early on in VRs life cycle, but I think theres a lot of interest in getting that next-level experience of game play. It is definitely growing from a single-person consumer standpoint. The headsets that Vive and Oculus have been pushing out really have only existed for a few years, but they are getting better all the time. More people are taking a serious look at developing software for it.

If colleges or esports directors are looking for VR options, where should they begin?

With anything esports related, if you want to implement it, you need a plan for sure. Its not something you can on a whim, say hey were going to buy five Oculus Rifts, and were going to have a VR setup. VR takes physical space. You need to section off players to play in a safe environment. You need to make sure that the computers that are going to run these headsets have the right specs because it is a little bit more than just your entry-level esports machine. You do need a little bit beefier of a machine to run the current Gen of VR headsets. Theres a hardware ask on the graphics card level, processor and things like that.

What are some other considerations colleges need to plan for?

What titles are out there? Who are we actually going to play against? If I was going to start up a college esports program again and go back to coaching, I would look at, what are the existing leagues out there? Riot runs a collegiate League of Legends; Tespa has Overwatch and Hearthstone. What is there for VR? Theres aCollegiate VR Esports League that has Echo Arena (zero-gravity game) and Beat Saber, with like eight or nine schools in the country. There are a growing number of schools that are playing this game at a national scope. Thats an environment I might want to jump into as I recruit kids and devote money and resources to building out a team.

When looking at the bottom line for any school or college, administration is not just going to spend money and implement it and not expect a return on investment, right?

For sure. ROI can look very different depending on what your goals are. If youre creating a varsity level team with the intent of winning national championships, then a national championship where I only have to beat eight schools is kind of attractive! Is this a tool we can use for student engagement and retention? Is this something we can use beyond the competitive side? Can we use it for curriculum? Adding VR stations to a team or adding that to a facility gives you a little bit more flexibility. It gives you a few more options, especially in todays age when retention is that huge word in higher ed. Its also a good recruiting tool.

Can a college or high school that has a VR lab or is looking to add one have it double as an esports experience?

Absolutely. Thats a big discussion. Multi-use is a huge selling point. The great thing about VR and esports is that its really easy to download another software title on your machine. At 3 oclock when school is done, you can just boot that up instead of running Photoshop.90% of the conversations that I have with schools are how do you get this technology into your school because budget is such a big sticking point. If youre a high school looking for funding for esports, write a VR grant and get a VR lab with it. There are a ton of grants out there that people can write to get funding for virtual reality or high-end software labs for their schools. The STEM movement has really opened up a lot of channels for funding to be available for districts.

Is VR the future of esports, or is it going to be a combination of what we see now?

Its kind of off in its own little world right now. I dont think every single game is going to go VR. There are some barriers to entry there. You are limited to high-end tech. I can get five devices and play League of Legends, no problem, but then you want me to add five VR headsets to that and have them all in a room at the same calibration point so theyre not interfering with signals? It adds some layers of complexity that arent super great for ease of access and good adoption right away. I think its going to evolve and grow. I dont think its going to be the end all be all of what esports will be in 10 years. But I do think games like Echo Arena, headsets and software are going to get smoothed out. More schools and professional teams are going to start looking at that equipment and how they can implement competition.

There are challenges with VR, among them a lack of popular titles. What do you see are biggest barriers to entry?

The big one is cost for sure. A VR headset if you want to get one at the professional level, you need a $1300 Vive Pro Eye, or something along those lines. [Knutson jokes: I have a $1,300 computer and now you want me to double that price to get a VR headset along with it?] The way multiple VR headsets work in the same physical space is tough. The way that the hardware functions together with more people involved is the other big barrier. The technology has come a long way. We see high schools that put up VR labs and they have 10 headsets in a room and they are able to run curriculum, but thats all self-contained. Its not you and me doing something together. Thats kind of the next development hurdle that needs to get figured out.What can we do on a competitive level in that type of an environment? How detailed can we make these experiences? How interactable are these environments? I think were getting there, but its a slow, slow process.

Will prices eventually come down?

I sure hope cost comes down. Even Oculus Rift, thats like $350-$400 a headset per consumer-level device. Thats tough for some schools to swallow. The enterprise-level headsets that are out there, like the Vive Pro Eye, thats a $1,300 solution without a computer to run it. As the newer generations of headsets come out, youre gonna see last-Gen tech come significantly down. As things get easier to manufacture and easier to produce, we will see a drop in price.

What kind of technological developments need to happen for the VR experience to improve?

Having inside-out tracking, not needing those little base stations that you set up in the corner of your room to help track your machine. Were already seeing that now; its totally done through cameras and sensors that are in headsets. Also better tracking with the hand controllers Im playing Beat Saber and all of a sudden the red saber is two feet to the left with the controller still in my hand things like that. Vision correction, so its not uncomfortable with glasses on or maybe I dont need glasses at all. A better refresh rate in headsets, so theres no wobbliness and you dont feel seasick when you turn your head. Lastly, better interaction between multiple headsets, so we can start to do multi-user experiences that arent as clunky. When we get to that point, esports can evolve and instead of a three-on-three game, we can have five on five. Maybe in five years, were playing hockey in virtual reality. What is getting cross checked in a VR headset going to feel like? How does your body react to that?

Can a VR experience beat that 2d experience for hardcore gamers?

In 2-5 years, I think were going see a larger cross-section of the hardcore people transitioning to playing things in VR. If game play gets smoothed out, we will reach a cross point where gamers will say, Ive played Overwatch for three years now, now Im going check out this game on VR thats similar to Overwatch. Performance is more important than aesthetics. If you look at Echo Arena, its like stick figure people, not highly detailed, but it plays relatively well. Its simple, but it works.

On the curriculum side, what are some of the unique things happening with VR?

Name a subject, theres a VR app that can go along with a lesson plan. Schools are using 3D Organon VR Anatomy, where you can load in the whole human body in a VR doctors office basically, and with two controllers, pull apart the muscles, view the 206 bones, or rotate things. Tilt Brush, you can have your college students do animation and art drawing in 3D. Its not going to totally replace existing lesson plans, but its another thing you can add on to your curriculum. There is a company out of Toronto that developed CareerLabsVR and its career exploration through VR. What does it look like to be a welder for a day? What does it look like to do machine operating, plumbing or electrical? They build out 20-minute experiences in VR and theyll teach you the basics. You can give students 20 minutes of 10 different careers and say, well, which one did you like?

Chris Burt is an editor and reporter for University Business and District Administration and the Program Chair for the Academic Esports Conference & Expo. He can be reached at cburt@lrp.com

Interested in technology? Keep up with the UB Tech conference.

More:

What is the future of virtual reality with esports on campus? | - University Business

Tag: global Augmented Reality and Virtual Reality Component market by Application – Cole of Duty

Our analysts monitoring the situation around the Globe explain that after COVID-19 crisis the market will generate remunerative prospects for producers. The goal of the report is to provide a further illustration of the current scenario, economic slowdown and effect of COVID-19 on the industry as a whole.

A new professional intelligence report published by Stats and Reports with titleGlobal Augmented Reality and Virtual Reality Component Market Report 2025has the ability to help the decision makers in the most important market in the world that has played a significant important role in making a progressive impact on the global economy. The Global Augmented Reality and Virtual Reality Component Market Report presents and showcases a vigorous vision of the global scenario in terms of market size, market potentials and competitive environment. The study is derived from primary and secondary statistical data and consists of qualitative and quantitative analysis of industry and key players. For the purpose of this study, the report includes major players such asBlippar, Daqri, Eon Reality, Google, Himax Technologies, Intel, Magic Leap, Meta, Microsoft, Facebook, Osterhout Design Group (ODG), PTC, Samsung Electronics, Sony, Vuzix.

Sample Report & Graphs & Charts @:https://www.statsandreports.com/request-sample/313758-global-augmented-reality-and-virtual-reality-component-market-size-status-and-forecast-2019-2025

Industry Overview of Global Augmented Reality and Virtual Reality Component:To engage or target the Global Augmented Reality and Virtual Reality Component Market, this study will provide a comprehensive view. It is important to keep Market knowledge up to date with Applications Consumer, Aerospace & Defense, Medical, Product types Hardware, Software. If you have other players / manufacturers in your geography, or if you need regional or country-specific report, we can provide customizations based on your requirements.

This research will help you understand the markets or regions or countries that you need to focus on for years to channel efforts and investments to maximize growth and profitability. The report presents an in-depth analysis of key vendors or key players in the Market competitive landscape and Market.

Check Discount @https://www.statsandreports.com/request-sample/313758-global-augmented-reality-and-virtual-reality-component-market-size-status-and-forecast-2019-2025

** We will also include opportunities to utilize in micro Markets that stakeholders can invest in, detailed analysis of key competitors and key services.

Furthermore, the years considered for the study are as follows:Historical year 2014-2018Base year 2019Forecast period** 2019 to 2025[** unless otherwise stated]

Sub-section of the Market are Listed below:

Product Types of Augmented Reality and Virtual Reality Component Market:Hardware, Software.

Key Applications/end-users of Global Augmented Reality and Virtual Reality Component Market:Consumer, Aerospace & Defense, Medical.

Major Companies in the Market are:Blippar, Daqri, Eon Reality, Google, Himax Technologies, Intel, Magic Leap, Meta, Microsoft, Facebook, Osterhout Design Group (ODG), PTC, Samsung Electronics, Sony, Vuzix.

Global Augmented Reality and Virtual Reality Component Market by Geography:

Asia-Pacific (Vietnam, China, Malaysia, Japan, Philippines, Korea, Thailand, India, Indonesia, and Australia) Europe (Turkey, Germany, Russia UK, Italy, France, etc.) North America (the United States, Mexico, and Canada.) South America (Brazil etc.) The Middle East and Africa (GCC Countries and Egypt.)

Key features and key features of the report are as follows.

Augmented Reality and Virtual Reality Component Market overview Changing Market dynamics of industry In-depth Market segmentation by type and application Historical, current and planned Market size in terms of quantity and value Recent industry trends and developments Augmented Reality and Virtual Reality Component Competitive landscape of the Market Major player and product delivery strategy Potential growth potential and niche Market / region Augmented Reality and Virtual Reality Component neutral view on Market performance Market holders must have the information to maintain and strengthen their Market share.

Read Full TOC of Research Study at @https://www.statsandreports.com/report/313758-global-augmented-reality-and-virtual-reality-component-market-size-status-and-forecast-2019-2025

Key Highlights of TOC:

Chapter 1: Global Augmented Reality and Virtual Reality Component Market Industry Overview1.1 Augmented Reality and Virtual Reality Component Industry1.1.1 Overview Major Enterprise Products1.2 Augmented Reality and Virtual Reality Component Market Segment1.2.1 Corporate chain1.2.2 Consumer Distribution1.3 Pricing and Cost Overview

Chapter Two: Global Augmented Reality and Virtual Reality Component Market Demand2.1 Segment Overview2.1.1 APPLICATION 12.1.2 APPLICATION 22.1.3 Other2.2 Global Augmented Reality and Virtual Reality Component Market Size by Demand2.3 Global Augmented Reality and Virtual Reality Component Market Forecast by Demand

Chapter Three: Global Augmented Reality and Virtual Reality Component Market by Type3.1 By Type3.1.1 TYPE 13.1.2 TYPE 23.2 Augmented Reality and Virtual Reality Component Market Size by Type3.3 Augmented Reality and Virtual Reality Component Market Forecast by Type

Chapter Four: Major Region of Augmented Reality and Virtual Reality Component Market4.1 Global Augmented Reality and Virtual Reality Component Sales4.2 Global Augmented Reality and Virtual Reality Component Revenue & Market share

..

Buy this Report:https://www.statsandreports.com/placeorder?report=313758-global-augmented-reality-and-virtual-reality-component-market-size-status-and-forecast-2019-2025

Key questions answered Who are the main competitors in the market and what are the key business plans? What are the key concerns of the five forces analysis of the Global Augmented Reality and Virtual Reality Component Market? What are different prospects and threats faced by the dealers in the Global Augmented Reality and Virtual Reality Component Market? What are the strengths and weaknesses of the key vendors?

About Us

Stats and Reports is a global market research and consulting service provider specialized in offering wide range of business solutions to their clients including market research reports, primary and secondary research, demand forecasting services, focus group analysis and other services. We understand that how data is important in todays competitive environment and thus, we have collaborated with industrys leading research providers who works continuously to meet the ever-growing demand for market research reports throughout the year.

Contact:Stats and ReportsMangalam Chamber, Office No 16, Paud RoadSankalp Society, Kothrud, Pune, Maharashtra 411038Phone: +1 650-646-3808Email:[emailprotected]Web:https://www.statsandreports.comFollow Us on:LinkedIN|Twitter|

View original post here:

Tag: global Augmented Reality and Virtual Reality Component market by Application - Cole of Duty

Virtual Reality In Education Sector Market Report by Growth Enablers, Geography, Restraints and Trends Global Forecast To 2025 3w Market News…

Global Virtual Reality In Education Sector Market 2020 Includes Market Size, Share, Trends, Growth, Demand, Supply, Application, Segmentation, Opportunity, Market Development, Production, Capacity Utilization, Supply, Analysis and Forecast by 2026

The research report on Virtual Reality In Education Sector market is a detailed documentation of the important parameters that are slated to hold relevance in this business arena over the projected duration of the study. Additionally, the documents gives notable inputs in terms of the impact of COVID-19 on the industry growth. A conclusive analysis of various drivers, restraints, and opportunities shaping the business space also covers an immense portion of the study. Further, it also discusses the regional landscape as well as the competitive terrain of the Virtual Reality In Education Sector market.

Request a sample Report of Virtual Reality In Education Sector Market at:https://www.marketstudyreport.com/request-a-sample/2801022?utm_source=3wnews.org&utm_medium=TS

Addressing the key pointers from the Virtual Reality In Education Sector market study:

A gist of the regional landscape of the Virtual Reality In Education Sector market:

Elaborating the competitive scale of the Virtual Reality In Education Sector market:

Ask for Discount on Virtual Reality In Education Sector Market Report at:https://www.marketstudyreport.com/check-for-discount/2801022?utm_source=3wnews.org&utm_medium=TS

Other takeaways from the report which will influence the Virtual Reality In Education Sector market remuneration:

Key features of this report are:

The key questions answered in the report:

For More Details On this Report: https://www.marketstudyreport.com/reports/global-virtual-reality-in-education-sector-market-size-status-and-forecast-2020-2026

Related Reports:

1. Global Channel-in-a-Box Market Size, Status and Forecast 2020-2026Read More: https://www.marketstudyreport.com/reports/global-channel-in-a-box-market-size-status-and-forecast-2020-2026

2. Global Casinos Market Size, Status and Forecast 2020-2026Read More: https://www.marketstudyreport.com/reports/global-casinos-market-size-status-and-forecast-2020-2026

Read More Reports On: https://www.marketwatch.com/press-release/material-handling-equipment-market-opportunities-and-forecast-assessment-2020-2025-2020-07-17?tesla=y

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

Excerpt from:

Virtual Reality In Education Sector Market Report by Growth Enablers, Geography, Restraints and Trends Global Forecast To 2025 3w Market News...

HTC Vive partners with FreeRangeXR on Virtual Reality workplace safety training solution – Auganix

In Virtual Reality News

July 15, 2020 HTC Vive, in partnership with FreeRangeXR, has announced a new virtual reality workplace safety training solution. ElevateXR provides in-depth VR training modules focused on occupational hazards and safety protocols, which can serve as a foundation for employee development programs for businesses.

Offering three different hazard safety modules, ElevateXR features simulated real-world scenarios that test users knowledge of safety protocols in high-risk environments. Bundled with the Vive Focus Plus, HTC Vives enterprise-focused, all-in-one VR headset, the Vive Focus Plus ElevateXR Kit is available now in the US on Vive.com.

ElevateXR Modules

Created specifically for workplace training and safety, ElevateXR encourages safe workplace behaviors by engaging trainees in realistic environments. The solution helps to accelerate learning and comprehension of critical information, thus increasing the effectiveness of training programs and the safety of employees.

ElevateXR currently addresses three top workplace hazards: fall protection; lockout/tagout (LOTO), also known as the control of hazardous energy; and working in confined spaces. Each module contains three lessons that take users through the steps of navigating each workplace scenario, and also complement existing annual certification tests, further helping to reinforce the importance of proper on-the-job training.

Virtual reality is changing the way we learn, including how companies and organizations train employees and reinforce safety protocols. We developed ElevateXR to provide an all-in-one training solution that allows trainees and employees to receive real-life safety training in VR, without real-life consequences, said Dan OBrien, HTC Global Head of Enterprise. Effective in accelerating training around the top workplace hazards, ElevateXR saves firms time and money while equipping their employees with the knowledge they need to stay safe on the job.

The ElevateXR solution comes bundled with the Vive Focus Plus, HTCs professional-grade VR headset offering. The standalone device offers six degrees of freedom (6DoF) controls to allow for a more immersive experience for users. Furthermore, for ease of use and faster deployment, the customers can have the ElevateXR training application pre-installed on devices, and also receive Vives Business and Warranty Services.

For more information on ElevateXR, click here.

Image credit: HTC Vive

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.

The rest is here:

HTC Vive partners with FreeRangeXR on Virtual Reality workplace safety training solution - Auganix

Augmented Reality and Virtual Reality Component Market Forecast to 2025: Top Companies, Trends & Growth Factors and Trend Forecast to 2025 -…

Global Augmented Reality and Virtual Reality Component 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 Reality and Virtual Reality Component 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 Reality and Virtual Reality Component 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.

Request Sample Copy of this Report @ https://www.cuereport.com/request-sample/22402

The study elaborates the major trends of Augmented Reality and Virtual Reality Component 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.

Request Sample Copy of this Report @ https://www.cuereport.com/request-sample/22402

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

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

Some of the key questions answered in this report:

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

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

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

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

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

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

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

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

Request Customization on This Report @ https://www.cuereport.com/request-for-customization/22402

View original post here:

Augmented Reality and Virtual Reality Component Market Forecast to 2025: Top Companies, Trends & Growth Factors and Trend Forecast to 2025 -...

Tesseract: The company behind the JioGlass – Deccan Herald

One of the biggest unveilings by the Ambanis at Reliance's Annual General meet was the JioGlass, a virtual reality eyewear that allows people to connect with each other in real time. At RIL's 43rd AGM, the JioGlass was demonstrated by heir Isha Ambani Piramal, in a 2-D format, who spoke to her brother Akash Ambani in a 3D format, presenting charts in an office set-up.

The JioGlass was designed and built byTesseract a five-year old deep-tech startup that was acquired by RIL in 2019. Founded by Kshitij Marwah at a Mumbai warehouse, the startup is a subsidiary of RIL but is run independently, ittoldBloombergQuint. Reliance had bought 92.7% stake in the company and had invested Rs 10.12 crore in May,according to filings.

Tesseract develops technology for Augmented Reality (AR) and Virtual Reality (VR) oriented products such as cameras, headsets, smart glasses for companies.It also provides a platform for developers to build apps and content.

With a team of 55 employees based out of Reliance Corporate Park in Navi Mumbai, the startup has launched products such as a virtual reality 360 degree camera called Methane, largely taken up by the real estate websites and a VR 360 degree camera called Quark, according to theQuintreport.

According to aYourStoryreport, the company has filed at least five patents so far for optical and hardware designs, scene design algorithms and 360 VR editing in augmented and virtual reality:

Tesseract had also developed the Jio HoloBoard in 2019, a mixed reality/ MR headset for Reliance.

JioGlass, a first-of-its-kind native product, will be key to Tesseract's journey, heavily reliant however on Jio's 5G ecosystem, which is yet to be made available for trials.

See the article here:

Tesseract: The company behind the JioGlass - Deccan Herald

Red Light Holland Engages Radixmotion to Develop an Innovative Virtual Reality Shopping Experience for Dutch Smart Shops and e-Commerce Platforms -…

Red Light Holland Corp. (CSE:TRIP) (FSE:4YX) has engaged RadixMotion Inc. (RadixMotion), a virtual reality company based in the State of Delaware, to design and develop a virtual reality shopping experience module

Red Light Holland Corp. (CSE:TRIP) (FSE:4YX) (Red Light Holland or the Company), an Ontario-based corporation positioning itself to engage in the production, growth and sale of a premium brand of magic truffles to the legal, recreational market within the Netherlands, is pleased to announce that it has engaged RadixMotion Inc. (RadixMotion), a virtual reality company based in the State of Delaware, to design and develop a virtual reality shopping experience module (the VR Module) intended to explain the effects of microdosing of magic truffles on the human brain, as well as a virtual reality avatar (the VR Avatar) that is centered around Red Light Hollands brand and expected to be integrated into the Meu Platform (as defined below). RadixMotion, which will work closely with Red Light Hollands Scarlette Lillie Science and Innovation division (Scarlette Lillie Science and Innovation), is a virtual reality company that utilizes the latest neuroscience research with immersive technology to strengthen the connection between the human body and human brain.

As a company, Red Light Hollands mission is to always educate and inform shareholders and eventual end consumers about our product, as we develop our legal magic truffles Microdose Packs in the Netherlands. This agreement with RadixMotion and Sarah Hashkes, the CEO of RadixMotion and a scientific researcher with valuable knowledge on microdosing (and now our new Scientific Advisor), reinforces our belief that the public needs to learn more about psilocybin. Now imagine shopping for something new but wanting to truly experience it before purchasing? Pretty cool idea, right? What we are aiming to create here is a virtual reality experience that potential consumers can use before buying our Microdose Packs. This way, they can experience what the effects of microdosing magic truffles would be like, to help with their personal comfort and understanding before actually purchasing our product! They can also opt in and provide us with key data that we can use to study and help support valuable research and study. We are so passionate about providing knowledge to our community of Red Light Holland supporters, and we believe that developing this truly innovative virtual reality experience will propel us into the future of retail and online shopping experiences, with responsible use in mind. We are grateful to be working with Sarah and her team, and we are proud as a company to support RadixMotion and create this synergistic partnership, said Todd Shapiro, the Chef Executive Officer and Director of the Company.

The VR Module and the VR Avatar

The VR Module, which is expected to be completed in Q4 2020, will be designed with the goal of educating and enabling individuals to make reasoned, informed decisions with respect to magic truffles and other psychedelic substances, and enabling Red Light Holland to gather valuable data on user experience of synesthesia, loss of autonomy and suggestibility to inform further study and research in the psychedelic space. The VR Avatar, which is expected to be completed in Q3 2020, is expected to be integrated into RadixMotions Meu platform (the Meu Platform), the first social platform based on 3D human movement data, which uses RadixMotions movement data channels to bridge virtual reality and mobile augmented reality. The VR Avatar is expected to assist Red Light Hollands larger efforts towards reducing the stigma associated with, among other things, magic truffles and other psychedelic substances.

Pursuant to an independent consulting agreement (the Consulting Agreement) entered into by RadixMotion and Red Light Holland, Sarah Hashkes, co-founder and Chief Executive Officer of RadixMotion, is expected to guide the design and development of the VR Module and the VR Avatar. Ms. Hashkes has a history of using her academic research focused on cognitive neuroscience and psychedelics to create 3D human movement data channels. Further, RadixMotion is expected to provide Red Light Holland with access to the Movement Channel API, which is expected to be launched by RadixMotion in the future as an interface designed to aid in assessing prospective clients reactions to altered states of consciousness.

In connection with the Consulting Agreement, Red Light Holland has also entered into an intellectual property license agreement (the IP License Agreement) with RadixMotion, wherein RadixMotion has licensed to Red Light Holland, on a limited and non-exclusive basis, certain intellectual property underlying the VR Module and the VR Avatar, as well as other technologies developed under the consulting agreement.

In consideration for the services provided under the Consulting Agreement and the license granted under the IP License Agreement, the Company has agreed to pay to RadixMotion a one-time fee of USD $20,000 (plus applicable taxes). In addition, the Company has issued to Ms. Hashkes, who will join Scarlette Lillie Science and Innovation as Scientific Advisor, 150,000 incentive stock options. The options entitle the holder thereof to acquire one common share in the capital of the Company (each, a Common Share) for a period of 3 years, at an exercise price of $0.095 per share, and vesting over a 12 month period. All securities issued remain subject to compliance with all applicable laws (including the rules and policies of the Canadian Securities Exchange), including being subject to a hold period of four months plus one day from the date of issuance.

About Red Light Holland Corp.

The Company is an Ontario-based corporation positioning itself to engage in the production, growth and sale (through existing Smart Shops operators and an advanced e-commerce platform) of a premium brand of magic truffles to the legal, recreational market within the Netherlands, in accordance with the highest standards, in compliance with all applicable laws.

For additional information on the Company:

Todd ShapiroChief Executive Officer and DirectorTel: 647-204-7129Email: todd@redlighttruffles.comWebsite: https://redlighttruffles.com/

Forward-Looking Statements

Neither the Canadian Securities Exchange nor its Market Regulator (as that term is defined in the policies of the Canadian Securities Exchange) accepts responsibility for the adequacy or accuracy of this release.

Certain information in this news release constitutes forward-looking statements under applicable securities laws. Any statements that are contained in this news release that are not statements of historical fact may be deemed to be forward-looking statements. Forward looking statements are often identified by terms such as may, should, anticipate, expect, potential, believe, intend or the negative of these terms and similar expressions. Forward-looking statements necessarily involve known and unknown risks and uncertainties that could cause actual results to differ materially from those expressed or implied in such forward-looking statements. Readers are cautioned not to place undue reliance on forward-looking statements as there can be no assurance that the plans, intentions or expectations upon which they are placed will occur. Readers are further cautioned that the assumptions used in the preparation of such forward-looking statements (including, but not limited to, the assumption that (i) the Company will be able to execute on its business plan and/or enter into the medical psychedelics market as proposed, (ii) the Company will receive one or multiple licenses, permits, and authorizations from time to time necessary to execute on its business plan and/or enter into the medical psychedelics market, (iii) the Companys financial condition and development plans do not change as a result of unforeseen events, (iv) there will continue to be a demand, and market opportunity, for the Companys product offerings, (v) the Company will be able to establish, preserve and develop its brand, (vi) the Company will be successful in attracting and retaining required personnel, (vii) RadixMotion will successfully develop and deliver to the Company the VR Module and the VR Avatar, on the terms, and within the timelines, set forth in the Consulting Agreement, and (viii) the intellectual property license granted to the Company under the IP License Agreement grants to the Company all intellectual property rights necessary for the Company to make use of the VR Module and the VR Avatar), although considered reasonable by management of the Company at the time of preparation, may prove to be imprecise and result in actual results differing materially from those anticipated, and as such, undue reliance should not be placed on forward-looking statements. The forward-looking statements included in this news release are made as of the date of this news release and the Company does not undertake an obligation to publicly update such forward-looking statements to reflect new information, subsequent events or otherwise unless required by applicable securities laws. Forward-looking statements, forward-looking financial information and other metrics presented herein are not intended as guidance or projections for the periods referenced herein or any future periods, and in particular, past performance is not an indicator of future results and the results of the Company in this press release may not be indicative of, and are not an estimate, forecast or projection of the Companys future results. Forward-looking statements contained in this news release are expressly qualified by this cautionary statement.

Not for distribution to United States newswire services or for dissemination in the United States.

Source

Link:

Red Light Holland Engages Radixmotion to Develop an Innovative Virtual Reality Shopping Experience for Dutch Smart Shops and e-Commerce Platforms -...

Rezzil announces partnership with Harena Data to provide its Virtual Reality sports training and analytics platform to soccer players – Auganix

In Virtual Reality News

July 14, 2020 Rezzil, a provider of virtual reality (VR) training and cognitive development solutions, has today announced a strategic partnership with analytics company Harena Data, Inc., which offers technology to help youth soccer players improve their skills and prepare for games. Starting now, Harena Data clients, such as Youth Soccer Associations, are able to take advantage of Rezzils VR training platform.

Founded in 2017 in Manchester England, Rezzils VR training platform offers ideas and solutions for players, coaches, teams, analytics departments, Physio and PT programs, as well as Fan engagement.

The companys VR Training and Cognitive Development Program runs a series of compact, measurable drills where players interact with a virtual ball using natural movement patterns. With thousands of natural movement data points, the VR training helps create an analytical assessment of a players wellness, cognitive capabilities, and skill level. Multiple environments can be used to simulate extreme game pressure simulation scenarios.

Similar to our GYO analytics platform, Rezzil is a generational training tool that provides a safe, controlled environment for players to get in-depth research to improve their skills, said Bill Dever, Chief Strategy Officer of Harena Data. Our clients, in particular youth soccer players across the country, can train year round and track their results to become the best theyve ever been.

Christian Barsanti, Director of Operations at Rezzil, commented: The partnership with Harena Data offers Rezzil a great opportunity to expand our footprint and lines up with our strategic vision. He added, What attracted us was how much in alignment our thought processes were with Harena. including data transparency and creating pathways that help individuals and teams.

For more information on Rezzil and its VR training platform, visit the companys website.

Video credit: Rezzil / Mihepa / YouTube

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.

Here is the original post:

Rezzil announces partnership with Harena Data to provide its Virtual Reality sports training and analytics platform to soccer players - Auganix

Microsoft Flight Simulator 2020 Virtual Reality: Will the upcoming title have VR support? – HITC – Football, Gaming, Movies, TV, Music

Microsoft Flight Simulator 2020 Every Plane Every Edition

Microsofts Flight Simulator 2020 is expected to be the most immersive experience you can have in a video game, but will the title support VR?

The hype is well and truly building for Flight Simulator 2020 after we got a whole bunch of new information was released this week.

We now have a detailed list of the aircraft that we will be able to fly and the airports we will be able to land at as well as a better idea of PC system requirements.

However, with such an immersive game, many gamers are wondering if Microsoft Flight Simmulator 2020 will have VR capabilties.

Speaking to AVSIM in late-2019, the head of Flight Simulator 2020 Jrg Neumann said that the team were going to try their best to get VR support ready for the initial release. However, he also stated that they may not be able to make the title Virtual Reality compatible by the launch date.

To be honest, both I and other gamers who are patiently waiting for the release of Flight Simulator would prefer Microsoft to take their time and not rush things. As the title wont launch for another few months, this is the right time to make sure the core-mechanisms and environment are in the correct place to make this the most immersive experience that gamers can hope forVR is a second priority to the base experience.

The Virtual Reality Times reported recently that a new FAQ was posted on the games official Discord channel, which stated that whilst unconfirmed, VR still remains a top wish list item post-launch for developers.

Personally, I could see Microsoft waiting until closer to the official launch before formally revealing information to do with Virtual Reality support. However, there is a chance that more information will be revealed at the upcoming Xbox Series X event on July 23rd. This is when all eyes will be on Microsoft and their next-generation console, so I could easily imagine them announcing VR support then.

However, I am in agreeance with VR Flight World on this matter, who states that: If you have a very high-end computer right now, Im going to say you will be able to run this in VR.

As the YouTuber points out, the game will be released on the current generation Xbox consoles and this means that if that hardware is good enough to support Virtual Reality on consoles, most decent gaming PCs will be able to run the title in VR as well.

We will bring you updates on Microsoft Flight Simulator VR and supported platforms as information is revealed, so keep checking back in.

In other news, When does Ghost of Tsushima unlock? Release time for PSN store

See the article here:

Microsoft Flight Simulator 2020 Virtual Reality: Will the upcoming title have VR support? - HITC - Football, Gaming, Movies, TV, Music

Location-based Virtual Reality Market Growth Analysis, Varieties And Analysis Of Key Players- Forecasts To 2026 – 3rd Watch News

Location-based Virtual Reality Marketreport covers the COVID 19 impact analysis on key drivers influencing market Growth, Opportunities, the Challenges and the Risks faced by key players and the Location-based Virtual Reality market as a whole. The complete profile of the worldwide top manufacturers like (VOID, EXIT Realty, SpaceVR, Survios, Hologate, Zero Latency PTY, Oculus VR, HTC Vive Tech, Tyffon) is mentioned such as Capacity, Production, Price, Revenue, Cost, Gross, Gross Margin, Sales Volume, Sales Revenue, Consumption, Growth Rate, Import, Export, Supply, Future Strategies, and The Technological Developments that they are making are also included within this Location-based Virtual Reality market report. The historical data from 2012 to 2020 and forecast data from 2020 to 2026.

Get Free Sample PDF (including full TOC, Tables and Figures)of Location-based Virtual RealityM[emailprotected]https://www.researchmoz.us/enquiry.php?type=S&repid=2657940

In-Depth Qualitative Analyses Include Identification And Investigation Of The Following Aspects: Location-based Virtual Reality Market Structure, Growth Drivers, Restraints and Challenges, Emerging Product Trends & Market Opportunities, Porters Fiver Forces.

Scope of Location-based Virtual Reality Market:Since the COVID-19 virus outbreak in December 2019, the disease has spread to almost 100 countries around the globe with the World Health Organization declaring it a public health emergency. The global impacts of the coronavirus disease 2019 (COVID-19) are already starting to be felt, and will significantly affect the Location-based Virtual Reality market in 2020. COVID-19 can affect the global economy in three main ways: by directly affecting production and demand, by creating supply chain and market disruption, and by its financial impact on firms and financial markets. The outbreak of COVID-19 has brought effects on many aspects, like flight cancellations; travel bans and quarantines; restaurants closed; all indoor events restricted; over forty countries state of emergency declared; massive slowing of the supply chain; stock market volatility; falling business confidence, growing panic among the population, and uncertainty about future. This report also analyses the impact of Coronavirus COVID-19 on the Location-based Virtual Reality industry. Based on our recent survey, we have several different scenarios about the Location-based Virtual Reality YoY growth rate for 2020. The probable scenario is expected to grow by a xx% in 2020 and the revenue will be xx in 2020 from US$ xx million in 2019. The market size of Location-based Virtual Reality will reach xx in 2026, with a CAGR of xx% from 2020 to 2026. With industry-standard accuracy in analysis and high data integrity, the report makes a brilliant attempt to unveil key opportunities available in the global Location-based Virtual Reality market to help players in achieving a strong market position. Buyers of the report can access verified and reliable market forecasts, including those for the overall size of the global Location-based Virtual Reality market in terms of revenue.

On the basis on the end users/applications,this report focuses on the status and outlook for major applications/end users, shipments, revenue (Million USD), price, and market share and growth rate foreach application.

VR Arcades VR Theme Parks VR Cinemas

On the basis of product type, this report displays the shipments, revenue (Million USD), price, and market share and growth rate of each type.

Hardware Software

Do You Have Any Query Or Specific Requirement? Ask to Our Industry[emailprotected]https://www.researchmoz.us/enquiry.php?type=E&repid=2657940

Location-based Virtual Reality Market Regional Analysis Covers:

The Location-based Virtual Reality Market Report Can Answer The Following Questions:

Contact:

ResearchMozMr.Rohit Bhisey,Tel: +1-518-621-2074USA-Canada Toll Free: 866-997-4948Email:[emailprotected]

Browse More Reports Visit @https://bit.ly/2Sepby2

Follow this link:

Location-based Virtual Reality Market Growth Analysis, Varieties And Analysis Of Key Players- Forecasts To 2026 - 3rd Watch News

More Affordable VR/AR Technology in the Works – DesignNews

While virtual reality (VR) augmented reality (AR) technology has interesting implications for helping simulate environments for numerous applications, so far fabricating the technology to provide these experiences has been expensive.

That could change thanks to researchers in South Korea, who recently developed new materials and printing technology that could pave the way for less expensive, more user-friendly VR/AR technologies.

Related: How AI, ML, and AR Will Change the Face of Design

The basis for the work of the team comprised of scientists from two universitiesPohang University of Science and Technology (POSTECH) and Korea Universityis nanomaterials and a large-scale nanoprinting technology for the commercialization of metamaterials.

Diagram of a low-cost, large-scale metamaterial printing process through moldable nanomaterials formed from a nanomaterial composite.

Related: Make Your Own Cardboard VR Goggles

Metamaterials are created from artificial atoms but can freely control the properties of light, and can provide the basis for these new cost-effective VR/AR technologies, according to the team, which was led by Professor Junsuk Rho of the departments of mechanical engineering and chemical engineering at POSTECH.

Some examples of the applications include the creation of an invisible cloak that forms an illusion of disappearance by adjusting the refraction or diffraction of light, or for metaholograms that can produce different hologram images depending on the direction of lights entrance.

Simplifying Fabrication

Historically, developing metamaterials is no small feat, Rho said. To fabricate them requires the meticulous construction and arrangement of artificial atoms smaller than the wavelengths of lightsomething that until now has only been achieved through a method called electron beam lithography (EBL).

EBL is a slow process and has significant costs, however, which has hindered the commercialization or production of sizable metamaterials, Rho said. That may change with a new one-step printing technology of nanomaterials that allows the fabrication of metamaterials over 100 times faster than EBL that his team developed.

The solution combines a new nanomaterial based on a nanoparticle composite that can be molded freely while still maintaining optical characteristics suitable for fabricating metamaterials, as well as a printing technique that can shape the materials in a single-step process.

Researchers published a paper on their work in the journal Nature Communications.

Using their new process, researchers produced an ultrathin metalens 100 times thinner than the strand of a human hair, demonstrating how the heavy glass or plastic lenses currently used for VR/AR technologies can be drastically reduced in bulk and cost.

These lenses can not only make the existing thick, large VR and AR lenses or glasses dramatically lighter and smaller, but can also be applied to curved or flexible panels, which facilitates the use of metamaterials in large omnidirectional invisible cloaks or in curved or bendable wearable devices at a fraction of the cost, Rho said in a press statement.

Elizabeth Montalbano is a freelance writer who has written about technology and culture for more than 20 years. She has lived and worked as a professional journalist in Phoenix, San Francisco and New York City. In her free time she enjoys surfing, traveling, music, yoga and cooking. She currently resides in a village on the southwest coast of Portugal.

Original post:

More Affordable VR/AR Technology in the Works - DesignNews