Global Virtual Reality (VR) Market 2019-2025: Expected to Rise at a CAGR of 32.9% – ResearchAndMarkets.com – Business Wire

DUBLIN--(BUSINESS WIRE)--The "Virtual Reality Market: Global Industry Analysis, Trends, Market Size, and Forecasts up to 2025" report has been added to ResearchAndMarkets.com's offering.

This report predicts the global virtual reality market to grow with a CAGR of 32.9% over the forecast period from 2019-2025.

The report on the global virtual reality market provides qualitative and quantitative analysis for the period from 2017 to 2025. The study on virtual reality market covers the analysis of the leading geographies such as North America, Europe, Asia-Pacific, and RoW for the period of 2017 to 2025.

The report on virtual reality market is a comprehensive study and presentation of drivers, restraints, opportunities, demand factors, market size, forecasts, and trends in the global virtual reality market over the period of 2017 to 2025. Moreover, the report is a collective presentation of primary and secondary research findings.

Porter's five forces model in the report provides insights into the competitive rivalry, supplier and buyer positions in the market and opportunities for the new entrants in the global virtual reality market over the period of 2017 to 2025. Further, Growth Matrix gave in the report brings an insight into the investment areas that existing or new market players can consider.

Report Findings

1) Drivers

2) Restraints

3) Opportunities

What does this report deliver?

1. Comprehensive analysis of the global as well as regional markets of the virtual reality market.

2. Complete coverage of all the segments in the virtual reality market to analyze the trends, developments in the global market and forecast of market size up to 2025.

3. Comprehensive analysis of the companies operating in the global virtual reality market. The company profile includes analysis of product portfolio, revenue, SWOT analysis and latest developments of the company.

4. Growth Matrix presents an analysis of the product segments and geographies that market players should focus to invest, consolidate, expand and/or diversify.

Key Topics Covered

1. Preface

1.1. Report Description

1.2. Research Methods

1.3. Research Approaches

2. Executive Summary

2.1. Virtual Reality Market Highlights

2.2. Virtual Reality Market Projection

2.3. Virtual Reality Market Regional Highlights

3. Global Virtual Reality Market Overview

3.1. Introduction

3.2. Market Dynamics

3.2.1. Drivers

3.2.2. Restraints

3.2.3. Opportunities

3.3. Porter's Five Forces Analysis

3.4. Growth Matrix Analysis

3.4.1. Growth Matrix Analysis by Component

3.4.2. Growth Matrix Analysis by Device Type

3.4.3. Growth Matrix Analysis by Technology

3.4.4. Growth Matrix Analysis by Application

3.4.5. Growth Matrix Analysis by Region

3.5. Value Chain Analysis of Virtual Reality Market

4. Virtual Reality Market Macro Indicator Analysis

5. Global Virtual Reality Market by Component

5.1. Hardware

5.2. Software

6. Global Virtual Reality Market by Device Type

6.1. Head-mounted Displays

6.2. Projectors & Display Walls

6.3. Gesture-tracking Devices

7. Global Virtual Reality Market by Technology

7.1. Immersive

7.2. Semi-immersive

7.3. Non-immersive

8. Global Virtual Reality Market by Application

8.1. Consumer Electronics

8.2. Commercial

8.3. Healthcare

8.4. Aerospace & Defence

8.5. Other Applications

9. Global Virtual Reality Market by Region

9.1. North America

9.2. Europe

9.3. Asia-Pacific

9.4. RoW

10. Company Profiles and Competitive Landscape

10.1. Competitive Landscape in the Global Virtual Reality Market

10.2. Companies Profiled

10.2.1. Oculus VR, LLC

10.2.2. Alphabet, Inc. (Google)

10.2.3. Leap Motion, Inc.

10.2.4. Samsung Electronics Co. Ltd.

10.2.5. Microsoft Corporation

10.2.6. HTC Corporation

10.2.7. CyberGlove Systems Inc.

10.2.8. Magic Leap, Inc.

10.2.9. Sony Corporation

10.2.10. Eon Reality, Inc.

10.2.11. Other Companies

For more information about this report visit https://www.researchandmarkets.com/r/44yk2m

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Global Virtual Reality (VR) Market 2019-2025: Expected to Rise at a CAGR of 32.9% - ResearchAndMarkets.com - Business Wire

A local animation studio and a virtual reality developer find their footing during the COVID-19 situation – Winston-Salem Journal

The coronavirus pandemic has been both a blessing and a curse for Out of Our Minds Animation Studios in Winston-Salem, said Danny Oakley, the companys creative director.

The animation and virtual realty company has lost some anticipated work amid COVID-19 but is still experiencing an uptick in business.

Were getting a lot of clients who still need to get content out, Oakley said.

Business is also well at Looking Glass XR, a virtual reality/augmented reality software developer in Winston-Salem that often works with Out of Our Minds on projects.

John McBride, who owns Looking Glass XR with his business partner Sunny Lindenthal, said two projects wont happen this year because of the virus but other projects have taken their place.

We are getting interest that I dont think we would have gotten without COVID, McBride said.

From graphics to animation

Out of Our Minds was previously a graphic design studio called The Creative Source before switching to animation in 2000.

The companys owners are Oakley; Rebecca Jones, project director; Keith Hobgood, illustration director; Derek Cernak, animation director; John Cernak, founder; and Lori Cernak, administrative director.

Out of Our Minds work includes short films and the 2008 film The Little Wizard: Guardian of the Magic Crystals.

The companys main bread and butter is 2D and 3D character animation. It also does motion graphics, visual effects for films and virtual reality.

Right before the pandemic hit, we were lucky we had a stable of jobs in and we were doing some visual effects for some feature films and stuff like that, Oakley said.

During these times, when some live action productions have not been able to happen at the scale or speed that they have in the past, animation is there to help fill in the gap, he said.

Richard Clabaugh, a local filmmaker, has worked with Out of Our Minds on different projects.

Now, they handle 98% of visual effects work that comes my way, and I subcontract to them, Clabaugh said.

Most recently, Clabaugh was the VFX (visual effects) and post-production supervisor for the movie Becky, and Out of Our Minds was one of the primary visual effects companies for Becky.

The company has always worked with ad agencies.

Content is king, Oakley said. Everybody has got to have content for social media or content for quick ads that need to run in front of YouTube videos and that kind of stuff.

Out of Our Minds works with a variety of companies. It does animation for the marketing department of WestRock, which has three Forsyth offices.

Cook Medical, a medical device manufacturer with a division in Winston-Salem, has been working with Out of Our Minds for more than 20 years.

They do animations for us product and procedural animations, said John Devlin, global director of marketing for the endoscopy division of Cook Medical.

He said the animations are made primarily for doctors to provide a better understanding of how the companys medical devices work and what types of procedures are being done.

Out of Our Minds has been working with a national deli brand on virtual reality training.

Its been something theyve been doing, but now that the pandemic has come they are sort of ramping up the VR training, Oakley said.

Out of Our Minds is creating virtual environments so that the brands trainees can learn how to do things such as slice meats on a machine or decorate a display in a grocery store.

They put on a headset, Oakley said. Weve created the grocery store and they can sit there and decorate a case and have a trainer present.

Extended reality

When Looking Glass XR was formed in 2015 then as Looking Glass Services, its owners bought a $5,000 Matterport camera that captures a 3D-digital copy of any physical space such as a restaurant or apartment. The intention was to use the new technology to see how it might fit into the business world, starting with the real estate industry.

You can put a headset on and walk through the property and feel like you are there, McBride said.

As the market matured, Looking Glass focused on building training software for virtual reality headsets to be used by different industries and institutions.

You can teach any type of subject matter inside the headset, McBride said.

One of the companys biggest projects last year was building a VR African safari for the North Carolina Zoo.

McBride said the zoo renewed the project for this year, but when COVID-19 hit it was put on hold. The same thing happened with a project for Krispy Kreme Doughnut Corp.

He said Looking Glass had a contract pending with Krispy Kreme to start a VR training platform for front-of-the-house staff on the companys point-of-sale system.

Basically, you would put the headset on and it would look like you were in a Krispy Kreme store, McBride said. It was like a video game.

Staff would help virtual customers place their orders.

Still, that project gave the team at Looking Glass an idea to make a VR video game called Galaxy Donutz that they hope to release in January 2021.

Just as it had those two postponements, Looking Glass got a contract with Avita Medical, a clinical and commercial company that develops and markets respiratory and regenerative products. Looking Glass will create VR training, to be delivered in December, for Avita Medicals ReCell spray-on skin for the treatment of burns.

McBride said Avita Medical would normally put a doctor or professional on a plane to go to a city to train people in person on the use of a product.

Now, they will mail out a VR headset, and the training will be inside the headset, he said.

Looking Glass has done two projects with Fidelity Investments and hopes to do a third.

McBride said Fidelity started experimenting with VR training about a two years ago for its customer call centers.

Their test pilot was so successful they decided to roll it out, he said. We helped write software for them to make that happen.

New and growing opportunities

Virtual production is an area that Out of Our Minds has started working in and plans to continue doing as more people in the film industry look for help in creating computer-generated sets and backdrops.

Oakley said COVID-19 is accelerating that sort of workflow and production.

They can film with a limited crew and not have to travel, Oakley said. They can have these completely generated landscapes or animate them.

Most of the work by Looking Glass has been in the VR space but it is getting into augmented reality, which McBride describes as where people put on googles and walk around still seeing the real world.

It augments that real world and points out things to you either shows you where things are or helps you identify points of interest, he said.

The company pitched an idea to the U.S. Air Force and has been invited to give a virtual demo.

Looking Glasss project is called Flight Line of the Future, an augmented reality solution for U.S. Air Force ground crew.

McBride said ground crew typically walk around planes to do flight checks with a clipboard or a tablet.

With Flight Line of the Future, they would put on a headset, be hands free and have a personal assistant with augmented reality.

That virtual personal assistant could help them and do the checklist for them similar to the way the fictional artificial intelligent system J.A.R.V.I.S helps Tony Stark/Iron Man in the Iron Man movies.

Ryan Schmaltz, director of the Media and Emerging Technology Lab at UNC School of the Arts, has collaborated on some projects with both Out of Our Minds and Looking Glass.

He sees a lot of opportunities in the use of virtual reality and augmented realty.

Virtual reality is when you put on a head set and you are taken to an entirely different place, and augmented reality is when you overlay your surroundings with digital content, Schmaltz said.

In the future, he expects to see a lot more developments for all immersive technology in gaming, productivity/office, narrative storytelling/virtual reality filmmaking, and health and wellness.

Now with COVID-19 in the picture, Weve sort of crossed over into a world where virtual reality and augmented reality are becoming much more applicable, he said.

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A local animation studio and a virtual reality developer find their footing during the COVID-19 situation - Winston-Salem Journal

Could the VR headset be the next Peloton? – TechCrunch

Funding for virtual reality startups has grown more sparse over the past couple years, as investors have grappled with extended timelines for mainstream adoption. Meanwhile, connected fitness has exploded, gaining attention amid shelter-in-place as companies like Peloton have seen huge user gains with Mirror recently selling to Lululemon for $500 million.

FitXR wants the virtual reality headset to become the next hot-seller in the connected fitness space.

The startup, which develops the popular VR exercise app BoxVR, tells TechCrunch it has just closed $7.5 million in Series A funding led by Hiro Capital. The funding was structured with $6.3 million in equity investment alongside a $1.2 million loan from Innovate UK, a UK government org. Other investors include Adam Drapers BoostVC, Maveron and TenOneTen Ventures.

FitXRs game BoxVR, has become one of the better-known purpose-built exercise apps available for VR devices. The boxing title adopts a Guitar Hero-esque interface influenced by Beat Saber but focuses on more physically demanding movements like quick uppercuts and jabs. The startup sells the app, which is available in the Oculus Store, PlayStation Store and Steam, for $29.99, with additional content packs going for $9.99.

BoxVR screenshot via FitXR

Working out in VR has slowly grown into a common use case for headsets thanks to the physical movement required for some of the more frantic titles.

Beat Saber, which Facebook acquired last year for an undisclosed amount, was one of the first titles to fully realize the opportunity.

Earlier this year, a16z-backed VR studio Within launched a subscription exercise app called Supernatural. Late last year, SF-based YUR raised $1.1 million in pre-seed funding for their VR exercise software.

The virtual reality market has had a lot to gain from shelter-in-place, but supply chain problems with the industrys top backer, Oculus, left VR studios with plenty of missed opportunities. All of Oculuss headsets, including its $399 standalone Quest headset, have been sold out or in low supply since the beginning of the year, a development that has negatively impacted the growth of an industry that is increasingly reliant on Facebook.

VR headsets dont have heart rate monitors or other fitness-tracking capabilities, but VR developers do have access to plenty of motion data from how much and how quickly a users headset and controllers are moving.

FitXR uses this data to calculate calories burned and lets users set personal goals for how many calories theyd like to burn in-app on a daily basis.

For now, FitXRs BoxVR sits solely inside the VR headset, but as the company looks to scale its team of 20 further with this funding, the companys leadership is teasing an interest in having its world grow beyond the headset.

We look at our own usage of the product and we dont think it should be constrained to virtual reality, FitXR CEO Sam Cole told TechCrunch. But I think the sticking point for us is that we believe the most fun way to work out is in a VR headset. And therefore the strong focus from us as a company is to continue to build and innovate in that space.

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Could the VR headset be the next Peloton? - TechCrunch

Will virtual-reality gyms let us work out in the pandemic? – The Economist

Put on a headset and fight your way to fitness: a VR gym marries gaming to exercise

by Michael Gold

In the darkness, my hands glow neon-blue. I turn my head and glimpse a set of buttons hovering in the air. I press one of them and am transported into a stadium where a crystal spins in front of me; a similar one spins in the far distance. All around me, flashes of electricity signal that Im about to enter a wild skirmish. I grab some handles and start to chest press.

This is Black Box vr. Its billed as the worlds first virtual-reality gym and occupies an unassuming grey building in downtown San Francisco. Aside from the unavoidably analogue showers, locker rooms and protein-powder dispensers, the experience is almost entirely digital. You enter a private chamber, the size of a large walk-in closet, which has been kitted out with exercise cables and a retractable arm that keeps your chest in place while you perform a succession of weight-bearing routines. Having strapped on a vr headset, you are swept away to a virtual arena where you fire your weapons by repping intensely, in order to destroy your enemys crystal before he destroys yours. Your scores are placed on a leaderboard where you can compare your achievements with those of other gym-goers (currently you compete against a computer but Black Box hopes that soon youll be able to take on other cubicle-dwellers).

Ryan DeLuca, the companys founder, wants to cultivate the level of addiction among his gyms users that you find among hardcore gamers. Black Box aspires to emulate the success of blockbuster titles such as Fortnite and League of Legends, habit-forming games that ensconce their players in fantasy and escapism. That level of exploration, immersion and discovery is not something that people are typically able to do while exercising, says DeLuca.

I did not find the experience entirely intuitive. During a trial run, my squatting, jerking and jiggling caused the headset to slide down my face. Adjusting the grip to the point that it sat snugly, without making me feel like the circulation to my brain had been cut off, was a fine balance. I flailed my hands to locate the required handles, frantically trying to find the right set of cables for the required exercise. I certainly felt stimulated, if rather overwhelmed.

Others are true believers. Marco Chiang is a software engineer based in San Francisco. At his peak, he used to go to Black Box almost every day and moderated its fan channels on social media. He and his friends would post monthly progress photos of their increasingly chiselled bodies. One of them worked out how to hack Black Boxs weightlifting system so he was able go back three or four times a day without getting tired, just so he could raise his standing on the leaderboard.

Black Box reconciles two contradictory currents in Silicon Valley. Our atomised culture which is currently exacerbated by the coronavirus pandemic was pioneered in this part of the world. Its now possible to live a life thats digitally enmeshed but entirely sedentary: scrolling through social-media feeds, summoning food with the tap of an app, chatting to friends through a webcam. Yet there are few places where exercise and fitness classes are more popular. Yoga, weights, barre, high-intensity interval training, Pilates, boot camp and other crazes all have a foothold in the Bay Area, where until recently heaving herds of people leaped, bent and sweated together.

Not all exercise freaks are convinced by the concept behind vr workouts. Jenny Xu, who is teaching quarantine-friendly online fitness classes, reckons that many people wont be willing to shell out for an expensive headset. She also thinks that intense exercise may compound the phenomenon of vr nausea, an effect that some people feel when movement in the simulated world falls out-of-sync with the body.

Xu is touting a fitness game of her own. Her augmented-reality app, Run To My Heart, is set in an alternate universe in which humans have been turned into literal potatoes on couches. Joggers are provided with a virtual companion who encourages them and develops, the further you go, from running buddy to friend to romantic interest. This avatar recounts titbits about landmarks they are passing and gives them updates about other app users whom they might know.

Black Box was forced to close when a shelter-in-place order was issued in San Francisco on March 16th in response to the outbreak of covid-19. The company had assured its clients that headsets were disinfected after every use but, in the current climate, the idea of sharing one with a total stranger is about as appealing as licking a car tyre.

Still, perhaps vr exercise has a better chance of thriving in this strange new world than more conventional gyms and yoga studios. After all, social distancing was already part of the package at Black Box. Silicon Valley is keeping millions of people productive, fed, watered and somewhat sane in these fraught times. Maybe it can also keep us fit? There is certainly demand. When lockdown began to bite in China in February, fortnightly sales of yoga mats and rowing machines in the country leapt by 250% on the previous year, according to Reuters.

Of course, another solution to the exercise conundrum may be staring us in the face or rather under our feet. As an avid runner, I was bemused by headlines proclaiming a running boom due to coronavirus. On my regular jog a week-and-a-half into lockdown, I emerged alone from the green expanse of Golden Gate Park onto the sun-kissed boardwalk of Ocean Beach. True, there was no one around then. But with low barriers to entry, there is enormous scope for running to grow. Amid the proliferation of streamed workouts and Instagram classes, perhaps the main beneficiary of the closure of gyms will be the most primal exercise of all. And if you really need a technological fix? Xu plans to launch her app around the end of the year. Though if you wait that long, you may have turned into an actual potato.

ILLUSTRATION EWELINA KARPOWIAK

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Will virtual-reality gyms let us work out in the pandemic? - The Economist

Retailers: the opportunities of AI and virtual reality – Out-Law.com

The images of long queues of people leading into popular outlets in the days immediately after the reopening of the 'non-essential' retail sector show that many consumers remain committed to the high-street in spite of concerns regarding the spread of Covid-19 and the social distancing measures in place. This will have brought a level of assurance to retailers concerned about just how the coronavirus crisis will impact their businesses, with many shoppers still nervous to leave their homes and turning to online shopping.

The face of retail and how the public shop has arguably changed forever, and further uncertainties in the medium and longer term require retailers' consideration too not least how the seeming acceleration of the shift towards more remote working and reduced occupation of city centre office space could shape the future of the high-street.

Retailers will therefore have to fight harder than ever for customers. Their challenge is to make the shopping experience as convenient and enticing as possible. This is not something retailers alone can fix government and local authorities have a significant role to play in helping, whether through planning measures and greater levels of funding, tax breaks or incentives, or the provision of more flexible, open and attractive amenities and spaces. For retailers, though, now more than ever before is the time to explore how technology can help them meet the challenges ahead.

Many major retail brands, including L'Oreal, Amazon, ASOS and Boots, are investing heavily in new VR marketing tools which utilise AI technology. These tools, including the Zeekit app featured recently by BBC's 'Click' show, allow online customers to create a virtual model of themselves through their mobile or other camera-enabled devices. This online model can then "try-on" items such as make-up, hair colour, and clothing.

Some organisations are going a step further and seeking to develop 3D experiences involving video technology or virtual headsets, allowing the customer to have a more immersive and "real" experience essentially enabling them virtually to "try before they buy" as they would do in store.

As the retail sector begins to adapt and embrace the use of such AI technology, so the law is likely to adapt too to address the new and significant legal and ethical questions that arise.

Retailers seeking to take advantage of emerging technologies need to be conscious of the intellectual property (IP) law framework and undertake due diligence to identify the owners of IP rights in the technology they wish to use so as to establish and agree any licensing conditions. In some cases retailers may consider investing in the development of their own technology or do so in collaboration with others in both cases it is vital to consider how best to protect and harness the IP developed at the outset, including in the context of AI-led inventions.

In Europe, the regulation of AI is a central plank ofthe European Commission's digital strategy, with the prospect of new bespoke rules being developed around liability.

The move to personalise and provide for a more immersive retail experience using technologies like AI involves harnessing customer data in ways and in volumes that will not previously have been envisaged by most retailers. This requires retailers to be alive to their responsibilities under data protection law.

Retailers will be familiar in many cases with collecting customer contact and payment details, but the new types of data they may gather about customers from using new technologies could include highly sensitive information, such as body images and measurements, which would be classed as biometric data for the purposes of the General Data Protection Regulation (GDPR) biometric data is one class of what is considered to be 'special category' data under the GDPR to which a higher standard of protection applies.

Retailers will need to think about how the data protection principles can be applied to these marketing and service tools and provide transparency notices to consumers, letting them know how their data will be used and how they can exercise their rights. Importantly, this processing of a consumer's data will also require their express consent. If the means of delivering this experience is provided by one or more third parties, then these entities will also be considered 'controllers' for the purposes of the GDPR due to their autonomy in determining the collection and processing of such the data and the consumer's consent to processing will also need to expressly extend to them.

Clearly retailers will be keen to ensure that the delivery of privacy messages and consent requests do not disrupt or distract from the customer journey, so careful consideration is required as to how to manage this within the legal requirements.

Where third parties or subcontractors are involved in the development, use or hosting of these technology solutions, not only do retailers need appropriate agreements in place to ensure clarity on IP, they also need to cover the responsibility for and ownership of data and to allocate risks and responsibilities for data protection compliance depending on the role of each party, be it as controller, joint controller or processor.

The penalties for failure to meet the data privacy legal duties are potentially severe for businesses, with fines of up to 4% of global annual worldwide turnover or 20million, whichever is greater, possible. However, a raft of guidance is available to help businesses, including recent recommendations the UK's Information Commissioner's Office and Alan Turing Institute set out on explaining decisions made with AI.

While there will be new issues and challenges retailers will encounter in adopting new technologies, businesses must embrace the opportunities those technologies present. Those retailers who adapt and change quickly and embrace AI and VR online and in-store will be best prepared to survive the immediate threats posed by the coronavirus crisis and keep pace with the changes we expect to see to the retail sector in future.

Nadia Zegze and Stephanie Lees are legal experts in the retail sector at Pinsent Masons, the law firm behind Out-Law.

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Retailers: the opportunities of AI and virtual reality - Out-Law.com

Bringing the benefits of in-person collaboration to the virtual world – MIT News

Over the past few months, while many workers were adjusting to a newfound reliance on Zoom meetings and Slack messages, employees at companies including toy designer Mattel, banking giant BNP Paribas, and the multinational energy corporation Enel Group have been collaborating in shared spaces. Theyve been using whiteboards and sticky notes to organize ideas, and even finishing up work sessions with handshakes and high fives, all without the slightest concern of contracting Covid-19.

Thats because theyre meeting virtually on the platform of Spatial, a startup using augmented and virtual reality to improve remote collaboration. The platform works on most virtual reality headsets available today, simulating the experience of in-person meetings with life-like avatars, dynamic sound, and interactive controls. It also allows users to generate and manipulate content including 3D models, images, videos, and PDFs, with simple hand gestures and voice commands.

Spatial is a collaborative, holographic, augmented reality solution, Spatial co-founder and Chief Product Officer Jinha Lee SM 11 says. You can teleport to someones space, work as an avatar sharing that 3D space, and use it instead of a screen to manage a project, present an idea, and more.

An example of Spatial's virtual workspaces.

The company has been working with design and innovation teams at large companies since its founding in 2016. Now, in response to the Covid-19 pandemic, Spatial has made the enterprise version of its platform free for everyone. It has also created a web browser version of the platform so users can enter spaces without a headset.

Before coronavirus, most of our interest was from enterprise, Lee says. They were big companies interested in using Spatial to connect remote office spaces or review 3D models and large data sets and things like that. After coronavirus, interest went up 1,000 percent, and a big part of that was from smaller businesses, hospitals, schools, and individuals.

The new offerings are part of Spatials long-term mission of accelerating a future where people can enjoy meaningful, productive interactions without sharing the same physical space.

Experiments in virtual creation

Growing up in Korea, Lee describes himself as a wannabe artist, and he brought that perspective to the University of Tokyo, where he studied electrical engineering as an undergraduate.

To me, the computer was really frustrating to use, because its 2D screen and mouse is kind of a frustrating tool as a creator when you want to express yourself by using gestures, or when youre building things, Lee says. A computer doesnt capture human creativity well.

Lee joined the Media Labs Tangible Media Group as a graduate student in 2009, where he worked on projects including a 3D interface that sits on a desk like a computer, and a fashionable wristwatch that uses a raised metal ball for an hour hand, allowing visually impaired people to feel the time display as easily as others can see it.

[The watch project] was an opportunity for me to see that you can use your idea not only for research, but also to help people solve real problems in the world, Lee remembers. That was a big transitional moment for me.

After leaving MIT, Lee worked at Samsung for four years, where he led its Interaction Group that created new user interfaces, including a platform that allows people to share content from their phones to nearby television screens in order to create things like song lists, photo albums, and maps of restaurants.

That helped me confirm that the computer really has to be used by people, not a person, Lee says. It has to be collaborative.

Following his experience at Samsung, Lee met Anand Agarawala, who had created BumpTop, an interface for organizing information on computer desktops similar to how one might store files on an office desk. The pair realized they shared a vision for improving virtual collaboration, and partnered up to create an augmented reality platform that used avatars to help simulate in person interactions.

Facilitating real connections, virtually

The platform the founders created is designed to be easy to use while providing all the most important features of in person and online collaboration. To get started, users upload a photo of themselves that is used to generate a 3D avatar. From there, they can enter virtual workspaces with people from around the world, drawing on whiteboards, reviewing 3D objects, and sharing windows or apps from their computers.

Spatial works on all the major virtual reality headsets, including the Hololens, Oculus, and HTC Vive, leveraging their motion tracking and spatial audio features to simulate the experience of standing next to someone.

When you can capture peoples creative expressions and gestures, it shortens the gap between what users think and what is visually in front of them, Lee says.

Users can pull in files from their computer or use gestures, like holding two fingers in the air, with voice commands to search the internet, populating the virtual environment with web results.

Spatials platform has radically changed workflows for remote teams an unfortunately large segment of the workforce at the moment.

Theres a lot of Zoom fatigue right now, and I think the biggest reason why is because the video format really forces you to be 200 percent focused when youre presenting or listening, but you cant do something together, Lee says. You cant be in this space, looking at things together and pointing at things. This feeling that were in the same space can only be achieved through a 3D physical office, and thats some of what Spatial is trying to achieve in virtual form.

Remote teams at Mattel, for example, traditionally used email and Slack messages to plan designs, then shipped 3D printed prototypes to multiple offices for review. With Spatial, workers can upload 3D models to their virtual workspace at any stage of the design process and invite different stakeholders to check them out. Reviewers can walk around the object and enlarge it during inspection, then leave comments and other markings for the team to consider.

The design and engineering industries make up a big part of Spatials customer base, but the company is also working with large financial institutions, biotechnology companies, and software companies in Silicon Valley.

Since making Spatials platform free, Lee says theyve been getting a lot of interest from academic institutions looking for innovative ways to interact with students, and from hospitals trying to improve connections between doctors and patients.

Those interactions are much different from a product teams design review, but they still benefit from Spatials personal virtual environment, which Lee thinks can aid creativity as well as collaboration.

Creativity is about connecting dots your thoughts which could seem unimportant or random until they are connected with others, Lee says. In Spatial, ideas can be shared with others much quicker than through video calls, and in much more raw form, through your gestures, notes, or drawings. In this way we are hoping to help remote teams stay creative as a group even when distributed.

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Bringing the benefits of in-person collaboration to the virtual world - MIT News

First Scientific Study Using Virtual Reality to Treat Chronic Pain at Home Finds AppliedVR Platform Feasible, Scalable and Effective – Business Wire

LOS ANGELES--(BUSINESS WIRE)--AppliedVR, a pioneer advancing the next generation of digital medicine, today announced results from the first randomized controlled trial (RCT), evaluating virtual-reality-based (VR) therapy for self-management of chronic pain at home. The study, which was published in JMIR-FR, found that a self-administered, skills-based VR treatment program was not only a feasible and scalable way to treat chronic pain, it also was effective at improving on multiple chronic pain outcomes.

With the COVID-19 pandemic severely disrupting Americans ability to seek care in clinical settings safely, demand for home-based virtual care has skyrocketed, forcing providers, insurers and policymakers to expand access to digital medicine. Todays study sought to demonstrate the feasibility and efficacy of people using the AppliedVR program at home on themselves to manage their chronic pain. The team conducted a rigorously designed study that compared VR to the same treatment delivered in an audio-only format, and found that VR was superior at delivering on desired outcomes.

The study analyzed data from 74 people who suffer from chronic lower-back or fibromyalgia pain over a 21-day period and showed that participants using AppliedVRs EaseVR program significantly reduced five key pain indicators - each of which met or exceeded the 30-percent threshold for clinically meaningful. On average, participants noted that:

People with chronic pain often have limited access to comprehensive pain care that includes skills-based behavioral medicine. We tested whether VR that was self-administered at home would be an effective therapy for chronic pain, said Dr. Beth Darnall, AppliedVRs chief science advisor, who co-authored the study. We found high engagement and satisfaction, combined with clinically significant reductions in pain and low levels of adverse effects, support the feasibility and acceptability for at-home, skills-based VR for chronic pain.

AppliedVRs EaseVR program helps patients learn self-management skills grounded in evidence-based cognitive behavioral therapy (CBT) principles, along with providing biofeedback and mindfulness strategies. The program was designed by AppliedVR, in partnership with the top pain experts and researchers, to improve self-regulation of cognitive, emotional and physiological responses to stress and pain. AppliedVR has already been shown to be an effective treatment for acute pain in hospital settings.

Chronic pain is an extremely costly and complex problem for the U.S. healthcare system. The CDC reports that a staggering 20 percent of U.S. adults suffer from it, with nearly one in 10 experiencing high-impact chronic pain. A previous Johns Hopkins study published in The Journal of Pain found that the annual cost of chronic pain is as high as $635 billion a year, which is more than the yearly costs for cancer, heart disease and diabetes. As pain is often treated with pharmacological interventions, including opioids, which can be costly over a lifetime and have short- and long-term side effects, many providers are now turning to digital medicine as an effective CBT that supports their larger treatment toolbelt.

This study is a fundamental step for advancing a clinically proven, noninvasive and safe digital therapeutic like VR for chronic pain, and demonstrates our platform is both viable and efficacious, said Josh Sackman, co-founder and president of AppliedVR. Living with and managing chronic pain daily can be a debilitating and costly challenge, and many patients suffering from it can feel hopeless and desperate for any relief. So, as we engage in and accelerate more in-depth clinical research, we want them to know that were committed to making VR a reimbursable standard of care for pain.

AppliedVR has applied the studys results to expand its program to eight weeks, which will be tested later this year in additional RCTs. The company recently partnered with University of California at San Francisco (UCSF) to study how digital therapeutic platforms, including virtual and augmented reality, can be used to improve care access for underserved populations. AppliedVR also is advancing two clinical trials with Geisinger and Cleveland Clinic to study VR as an opioid-sparing tool for acute and chronic pain - specifically the companys RelieVRx and EaseVRx platforms. The National Institute on Drug Abuse (NIDA), part of the National Institutes of Health (NIH), recently awarded $2.9 million grants to fund the trials.

About AppliedVR

AppliedVR is pioneering the next generation of digital medicines to deliver safe and effective virtual reality therapeutics (VRx) that address unmet needs and improve clinical outcomes for patients with serious health conditions. Its evidence-based, non-invasive treatments immerse and engage patients to help drive measurable clinical outcomes. As the most widely used and deeply researched therapeutic VR platform, AppliedVR is the first company to make VR therapeutics widely available in clinical care, having immersed more than 30,000 patients in over 200 hospitals. AppliedVR has established world-class research and commercial partnerships and continues to build the infrastructure to accelerate the mass adoption of VRx. To learn more about AppliedVR, Inc., visit: https://appliedvr.io/.

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First Scientific Study Using Virtual Reality to Treat Chronic Pain at Home Finds AppliedVR Platform Feasible, Scalable and Effective - Business Wire

COVID-19 Impact On Global Augmented Reality and Virtual Reality (ARVR) Market Research Report Strategies, Shares, Trends, Growth Analysis Forecast to…

"Global Augmented Reality and Virtual Reality (ARVR) Market Assessment Report: Present & Forecast Evaluation"is a comprehensive blend of qualitative and quantitative analysis in terms of Augmented Reality and Virtual Reality (ARVR) market size, demand, revenue, gross margin, value, and volume. The whole research study is segmented based on regions, product type, application, and top companies operating in Augmented Reality and Virtual Reality (ARVR) Market. The report begins with the introduction on Augmented Reality and Virtual Reality (ARVR) Industry, drivers, restraints, trends, PEST analysis, PORTERs Five Forces analysis. The macro-economic factors, Augmented Reality and Virtual Reality (ARVR) manufacturing cost, industry chain structure and pricing analysis are conducted. The pandemic impact in terms of production, demand, profit, growth scope is covered in our latest report updated in June 2020.

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The Augmented Reality and Virtual Reality (ARVR) production, market performance over past and present years, opportunity mapping, investment feasibility and growth orbits are specified in this research report. The regional markets share of every industry player, product type and application is studied which is as follows:

Top Companies Involved in Augmented Reality and Virtual Reality (ARVR) Industry are:MetaSamsung ElectronicsGoogleSonyMicrosoftFOVE VRVuzix CorporationLeap MotionHTCAvegant GlyphAugementaZeiss VR OneAtheerPokmon CompanyFacebookOculus RiftGoProEon RealityRazer OSVRVuzixCyberGlove Systems

Top Product Types Evaluated are:Head-Mounted Display (HMD)Handheld DeviceHead-Up Display (HUD)Projector and Display WallGesture-Tracking DeviceOthers

Top Applications studied are:Entertainment & MediaGamingHealthcareAerospace & DefenseManufacturingRetailEducationOthers

To derive the vital Augmented Reality and Virtual Reality (ARVR) Industry aspects like market share, revenue, production, demand various primary interviews and interactions are carried out with industry experts like VPs, CEOs, Marketing Managers, R&D Managers, distributors, national sales mangers of top companies. Primary and performance analysis is carried out by interviewing the distributors, traders, dealers and more. The most crucial segment like Augmented Reality and Virtual Reality (ARVR) Market competition and trends is studied in this report.

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The report evaluates the positive and negative impact of ongoing situations on Augmented Reality and Virtual Reality (ARVR) Industry with forecast opportunities and CAGR value. The historical and present industry situations, market trends, technological innovations, regulations, upcoming technologies, and challenges are covered. The Augmented Reality and Virtual Reality (ARVR) Market revenue is expected to surpass US$ XX Million by 2021 with a growth rate of xx.xx% from 2021-2027.

Regional Perspective and Augmented Reality and Virtual Reality (ARVR) Analysis:

The market scope and regional division include North America, Europe, Asia-Pacific, Middle East & Africa, South America, and Rest of the World. The industry presence in the Asia-Pacific region is expected to expand at a good pace due to the increase in production facilities, existing players developing new opportunities and new players emerging in Augmented Reality and Virtual Reality (ARVR) Market. North America is expected to reach a higher market share followed by the European region. Demand for Augmented Reality and Virtual Reality (ARVR) products and its relevant applications across different market segments is growing rapidly.

Augmented Reality and Virtual Reality (ARVR) Market Analysis Based on Top Companies:

After the market competition and overview by top players, company profiles of every Augmented Reality and Virtual Reality (ARVR) Industry player is provided in detail. This segment covers the company overview, business portfolio, production details & description, vital financials, developments, SWOT analysis, and more. Top companies across the globe are profiled in this research study. The report can be customized based on the users choice and more players can be added as per requirements.

The forecast Augmented Reality and Virtual Reality (ARVR) industry vision covers the market size estimation, growth driving factors, risk analysis & mitigation, new entrants SWOT analysis, and investment feasibility.

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Potential Impact of COVID-19 Pandemic on Global Virtual Reality in Medicine and Healthcare Market Report 2020 Key Companies Google, Augmedix,…

Rising number of corona virus cases has impacted numerous lives and led to numerous fatalities, and has affected the overall economic structure globally. The Virtual Reality in Medicine and Healthcare has analyzed and published the latest report on the global Virtual Reality in Medicine and Healthcare market. Change in the market has affected the global platform. Along with the Virtual Reality in Medicine and Healthcare market, numerous other markets are also facing similar situations. This has led to the downfall of numerous businesses, because of the widespread increase of the number of cases across the globe.href=mailto:nicolas.shaw@cognitivemarketresearch.com>nicolas.shaw@cognitivemarketresearch.com or call us on +1-312-376-8303.

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The major players in the Virtual Reality in Medicine and Healthcare market are Google, Augmedix, Medsights Tech, Orca Health, EchoPixel, Brain Power, Aira, Microsoft, AccuVein, Atheer . Some of the players have adopted new strategies to sustain their position in the Virtual Reality in Medicine and Healthcare market. A detailed research study is done on the each of the segments, and is provided in Virtual Reality in Medicine and Healthcare market report. Based on the performance of the Virtual Reality in Medicine and Healthcare market in various regions, a detailed study of the Virtual Reality in Medicine and Healthcare market is also analyzed and covered in the study.

Report Scope:Some of the key types analyzed in this report are as follows: Software, Hardware, Service

Some of the key applications as follow: Hospital, Clinic, Medical Research Center, Other

Following are the major key players: Google, Augmedix, Medsights Tech, Orca Health, EchoPixel, Brain Power, Aira, Microsoft, AccuVein, Atheer

An in-depth analysis of the Virtual Reality in Medicine and Healthcare market is covered and included in the research study. The study covers an updated and a detailed analysis of the Virtual Reality in Medicine and Healthcare market. It also provides the statistical information of the Virtual Reality in Medicine and Healthcare market. The study of the report consists of the detailed definition of the market or the overview of the Virtual Reality in Medicine and Healthcare market. Furthermore, it also provides detailed information for the target audience dealing with or operating in this market is explained in the next section of the report.

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The report also provides detailed information on the research methodologies, which are used for the analysis of the Virtual Reality in Medicine and Healthcare market. The methods are covered in detail in this section of the report. For the analysis of the market, several tools are used for the extraction of the market numbers. Among the several tools, primary and secondary research studies were also incorporated for the research study. These were further analyzed and validated by the market experts, to increase precision and make the data more reliable.

Moreover, the report also highlights and provides a detailed analysis of the drivers, restrains, opportunities, and challenges of the Virtual Reality in Medicine and Healthcare market. This section of Virtual Reality in Medicine and Healthcare market also covers the updated information, in accordance with the present situation of the market.

According to the estimation and the analysis of the market, the Virtual Reality in Medicine and Healthcare market is likely to have some major changes in the estimated forecasts period. Moreover, these changes can be attributed to the changes due to economic and trading conditions across the globe. Moreover, several market players operating in the Virtual Reality in Medicine and Healthcare market will have to strategically change their business strategies in order to survive in the market.

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Reasons for Buying this Virtual Reality in Medicine and Healthcare Report1. Virtual Reality in Medicine and Healthcare market advertise report helps with understanding the Basic product segments alongside likewise their potential future.2. This global Virtual Reality in Medicine and Healthcare report offers pin-point evaluation for changing competitive dynamics.3. The Virtual Reality in Medicine and Healthcare market supplies pin point analysis of changing competition dynamics and keeps you in front of competitors4. Original images and illustrated a SWOT evaluation of large segments supplied by the Virtual Reality in Medicine and Healthcare market.5. This report supplies a forward-looking perspective on different driving factors or controlling Virtual Reality in Medicine and Healthcare market gain.6. This report assists to make wise business choices using whole insights of the Virtual Reality in Medicine and Healthcare and also from creating a comprehensive evaluation of market sections.Note In order to provide more accurate market forecast, all our reports will be updated before delivery by considering the impact of COVID-19.

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Potential Impact of COVID-19 Pandemic on Global Virtual Reality in Medicine and Healthcare Market Report 2020 Key Companies Google, Augmedix,...

GTA makers secretly working on virtual reality version of game where headset lets you live out crime lord fa – The Sun

'LEAKED' information regarding the Grand Theft Auto (GTA) publisher could imply a virtual reality version of the game is in the works.

Rockstar Games, which is also behind Red Dead Redemption, is said to be gearing up for its next game to be entirely in VR.

2

This is according to a LinkedIn post from development studio Video Games Deluxe.

It says that it's "now gearing up for a new project, a AAA open world title in VR for Rockstar.

"2020 marks our 7th year of working exclusively for Rockstar in Sydney and we are excited to taking on this ground breaking project."

GTA is one of those AAA titles so fans are getting excited about a potential VR release.

2

Video Games Deluxe previously worked with Rockstar on a VR version of the game L.A. Noire: The V.R. Case Files.

So their LinkedIn post sounds legitimate.

Gaming experts are predicting that a VR version of GTA would be based on an old game rather than an upcoming edition.

Currently, any other information about the project is scarce so the GTA VR rumours are just speculation.

It could be the case that a completely different AAA title is getting turned into a virtual reality adventure.

We won't know for sure when or if gamers will be exploring Los Santos in a VR headset until official word from Rockstar is given.

What is VR? Virtual reality explained

Here's what you need to know about the revolutionary tech...

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BEASTS IN THE EASTWild Bison are returning to Britain after vanishing 6,000 years ago

TAP TRICKSiPhone update TODAY gives your phone a total makeover with brand new homescreen

In other gaming news, Call of Duty has banned 'OK' as an in-game gesture over fears it's a hate symbol.

A specialXbox event in Julycould see the reveal of a second next-gen console.

And, PS5 and Xbox Series X games graphics will be movie quality, according to a Fortnite boss.

What are your thoughts on VR gaming? Let us know in the comments...

We pay for your stories! Do you have a story for The Sun Online Tech & Science team? Email us at tech@the-sun.co.uk

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GTA makers secretly working on virtual reality version of game where headset lets you live out crime lord fa - The Sun

Focus on Virtual Reality Benefits to Healthcare in Wales Tech Week – Business News Wales

VR is Good For You and For Your Doctor is the title of a panel discussion on July 16 at 16:00, one of over 80 virtual events taking place in the first ever Wales Tech Week July 13-17.

VR is Good For You and For Your Doctor features Rescape Innovation CEO Matt Wordley, Product Development Director Kevin Moss, and Dr Michelle Smalley, a Clinical Psychologist working in Intensive Care Units in Royal Glamorgan and Prince Charles Hospitals in Cwm Taf Morgannwg University Health Board, as they discuss the very human benefits VR has brought to frontline NHS teams facing COVID-19, and the potential to roll out this technology and increase the adoption of VR in a range of future medical treatment plans.

The virtual session is one of over 80 webinars, workshops and digital events in the first Wales Tech Week, a unique, interactive digital festival created by Technology Connected, the organisation that champions the Welsh technology industry and promotes its social and economic impact. In its inaugural year, Wales Tech Week has been designed to showcase the breadth, strength and diversity of Wales thriving technology industry, shining a light on its people and businesses to a global audience.

Rescape Innovation is a pioneer in the use of VR to support patient recovery and rehabilitation, and in the past few months theyve been working closely with Cwm Taf Morgannwg University Health Board and the Centre for Trials Research at Cardiff University using virtual reality for the first time to help reduce anxiety and stress amongst NHS staff tackling the pandemic.

Using their DR.VR, which already has a proven track record in reducing anxiety levels of patients in intensive care units, Rescape has produced really positive results in evaluating VR as a useful aid to support the mental health and wellbeing of frontline medical staff whove been putting on the headsets and zoning out and its helped them get through it.

Dr. Smalley said:

Roles radically changed on March 13, with a dramatic increase in stress and anxiety amongst frontline medical and nursing teams for both themselves and their loved ones. My role pivoted to focus on staff wellbeing and support, and trying to limit burn out, so we worked with Rescape to bring in DR.VR headsets to see if it would prove a useful aid in reducing anxiety, and give the medical teams some much needed relief.

Being a clinical psychologist in unprecedented times has called for unprecedented measures to help support staff. From the moment I tried these headsets out myself, I realised their potential for helping with anxiety and stress, but we have to be evidence based in our approach.

The DR.VR Frontline Relief evaluation is available on the new FutureVision.Health web platform, a portal set up to promote the benefits of immersive technologies in healthcare. The main results from the evaluation suggest that staff found using VR was an enjoyable experience, and they would recommend use to their colleagues to aid relaxation and for reducing stress. In particular, staff valued the meditative spaces and breathing exercises.

Rescape Innovation CEO Matt Wordley said:

As a Welsh company using pioneering technology to reduce pain and ease anxiety in healthcare, Wales Tech Week gives Rescape a great opportunity to talk about our COVID evaluation with a healthcare professional, and look at the enormous potential for VR for both patients and NHS staff. Weve already had interest from a number of hospitals across the UK, and future projects will feature VR benefits in maternity, Chronic Obstructive Pulmonary Disease(COPD), informational impact and more as we look to increase the adoption of VR in a range of medical treatment plans.

Avril Lewis MBE, managing director of Wales Tech Week organiser Technology Connected said:

Our world is rapidly changing, and now more than ever its clear just how important technology is in our daily lives, enabling and enhancing the way we live and work. With Wales Tech Week, our goal is to showcase the incredible talent and innovation that exists within our industry, giving a global platform to the organisations and people that make up our 8.5 billion a year technology sector. A sector that will be fundamental in accelerating the recovery of our national and global economies post COVID-19.

VR is Good For You and For Your Doctor register on: https://technologyconnected.eventbank.com/event/vr-is-good-for-you-and-for-your-doctor-24781/home.html https://technologyconnected.eventbank.com/event/vr-is-good-for-you-and-for-your-doctor-24781/home.html

The evaluation is available on http://futurevision.health/research/

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Focus on Virtual Reality Benefits to Healthcare in Wales Tech Week - Business News Wales

How Pupil is using virtual reality to help house hunters – The Independent

The reassuring message from James Marshall is: dont worry too much if you fail all your GCSEs. He did. He dropped out of school aged 17 before he could fail his A-levels too. It would be fair to say I was not overly academic, he says. And now he is CEO of Pupil and doing for the interiors of houses what Google Street View has done for the exteriors. All floor plans are wrong, says Marshall. His venture Spec aims to fix that.

Two and half years ago Marshall walked into the Royal Institution of Chartered Surveyors headquarters in London and had a meeting with the director of international standards. He said: We believe everyone has been mis-sold properties because they are being mismeasured. Especially in London. To which the standards supremo replied, Yes, we know.

Marshall, born in 1984 near Ross-on-Wye in Herefordshire, initially went into hospitality after leaving school, then into finance, and acquired a grounding in real estate (losing his shirt on a piece of land in Herefordshire a good learning experience). He met his co-founder Oliver Breach (equipped with A-levels and a degree in religious studies) through friends in the midst of the 2008 financial crisis and they eventually joined forces. But their breakthrough moment occurred in 2014 when they encountered virtual reality for the first time.

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How Pupil is using virtual reality to help house hunters - The Independent

Augmented Reality and Virtual Reality in Healthcare Market Share, Sales Channels and Overview Till 2027 – CueReport

A new research study has been presented offering a comprehensive analysis on the Global Augmented Reality and Virtual Reality in Healthcare market where user can benefit from the complete market research report with all the required useful information about this market. This is a latest report, covering the current COVID-19 impact on the market. The pandemic of Coronavirus (COVID-19) has affected every aspect of life globally. This has brought along several changes in market conditions. The rapidly changing market scenario and initial and future assessment of the impact is covered in the report. The report discusses all major Augmented Reality and Virtual Reality in Healthcare market aspects with expert opinion on current market status along with historic data. Augmented Reality and Virtual Reality in Healthcare Industry report is a detailed study on the growth, investment opportunities, market statistics, growing competition analysis, major key players, industry facts, revenues, market shares, business strategies, top regions, demand, and developments.

The Augmented Reality and Virtual Reality in Healthcare market report contains an extensive analysis of this industry space and provides crucial insights regarding the major factors that are impacting the remuneration graph as well as fueling the industry growth. The study also offers a granular assessment of the regional spectrum alongside regulatory outlook of this market space. Moreover, the document measures the factors that are positively influencing the market outlook as well as presents a detailed SWOT analysis. Information such as limitations & restraints faced by new entrants and market majors alongside their individual effect on the growth rate of the companies is enlisted. The research also elaborates on the impact of COVID-19 on future remuneration and growth avenues of the market.

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Highlighting the competitive framework of Augmented Reality and Virtual Reality in Healthcare market:

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From the regional point of view of Augmented Reality and Virtual Reality in Healthcare market:

Additional data emphasized in the Augmented Reality and Virtual Reality in Healthcare market report:

Years considered for this report:

Key Questions Answered In this Report:

What is the overall Augmented Reality and Virtual Reality in Healthcare market size in 2019? What will be the market growth during the forecast period i.e. 2020-2027?

Which region would have high demand for product in the upcoming years?

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Which sub-market will make the most significant contribution to the market?

What are the Augmented Reality and Virtual Reality in Healthcare market opportunities for existing and entry-level players?

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Augmented Reality and Virtual Reality in Healthcare Market Share, Sales Channels and Overview Till 2027 - CueReport

Augmented and Virtual Reality in Healthcare Industry Market to Grow at a Stayed – GroundAlerts.com

The 'Augmented and Virtual Reality in Healthcare Industry market' research report added by Market Study Report, LLC, is a thorough analysis of the latest trends prevalent in this business. The report also dispenses valuable statistics about market size, participant share, and consumption data in terms of key regions, along with an insightful gist of the behemoths in the Augmented and Virtual Reality in Healthcare Industry market.

The Augmented and Virtual Reality in Healthcare Industry market report is an in-depth analysis of this business space. The major trends that defines the Augmented and Virtual Reality in Healthcare Industry market over the analysis timeframe are stated in the report, along with additional pointers such as industry policies and regional industry layout. Also, the report elaborates on the impact of existing market trends on investors.

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COVID-19, the disease it causes, surfaced in late 2019, and now had become a full-blown crisis worldwide. Over fifty key countries had declared a national emergency to combat coronavirus. With cases spreading, and the epicentre of the outbreak shifting to Europe, North America, India and Latin America, life in these regions has been upended the way it had been in Asia earlier in the developing crisis. As the coronavirus pandemic has worsened, the entertainment industry has been upended along with most every other facet of life. As experts work toward a better understanding, the world shudders in fear of the unknown, a worry that has rocked global financial markets, leading to daily volatility in the U.S. stock markets.

Other information included in the Augmented and Virtual Reality in Healthcare Industry market report is advantages and disadvantages of products offered by different industry players. The report enlists a summary of the competitive scenario as well as a granular assessment of downstream buyers and raw materials.

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

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An outlook of the Augmented and Virtual Reality in Healthcare Industry market regional scope:

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

This report considers the below mentioned key questions:

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

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

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

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

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

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

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

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Microsoft reimagines virtual collaboration with new Teams features for the future of work and education – Asia News Center – Microsoft

ASIA PACIFIC, 9 JULY 2020 Microsoft today announced a set of new features in Microsoft Teams that make virtual interactions more organic and engaging, supporting the global shift into a more hybrid model of work, learning and life.

With the new Microsoft Teams features, users can enjoy greater connectivity, reduced meeting fatigue and more inclusive meetings, all while saving time. These features including together mode, video filters, live reactions, touchless meeting experiences and more start rolling out in preview today and will be fully available later this year.

Over the last few months, we have worked with experts across virtual reality, AI, and productivity research to better understand the future of work. These findings, published here, have been useful in guiding us to design these new features. Our research has shown that many of us feel less connected since moving to remote work, hence we want to bring a more human element into online meetings. We also want to streamline their experiences across apps and devices, with technology like AI to save time and improve overall well-being, which is of highest importance during this time, said Rosalind Quek, General Manager, Modern Work, Asia Solution Sales at Microsoft Asia.

Enhancing connection between users and reducing meeting fatigue

Making meetings more inclusive, engaging and effective for teams and students

Helping users streamline their work and save time

To get started on the preview, users may log in to their personal Microsoft account on the Microsoft Teams mobile app, available for download on the iOS or Android app store. General availability of the new features is slated for later this year.

For more information, see here to find out more about these new features.

About Microsoft

Microsoft(Nasdaq MSFT @microsoft) enables digital transformation for the era of an intelligent cloud and an intelligent edge. Its mission is to empower every person and every organization on the planet to achieve more.

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Microsoft reimagines virtual collaboration with new Teams features for the future of work and education - Asia News Center - Microsoft

Film Made In Area Weaves Virtual Reality Throughout Storyline, Draws Thousands Of Views – Stamford Daily Voice

An edgy sci-fi short film that was filmed in Litchfield County has thousands of views online just three days after its release.

Jamie Monahan, the writer, director, and star of "Lucid," said the film takes place in a near-distant future and follows Charlie, a young woman undergoingvirtual reality therapy after being sexually assaulted.

Streaming on Dust, the award-winning short has already had more than 70,000 views on YouTube, IGTV, and Facebook Watch, Monahan said.

Monahan set out to make the film after becoming frustrated by the lack of complex female characters on screen, and curious about recentdevelopments in virtual reality research.

During the film, the main character, Charlie, becomes addicted to how VRmakes her feel, and she slowly loses interest in the reality in which her friends live.

Though long popular in the gaming world, and already part of anxiety and fear research at TheHuberman Lab at Stanford School of Medicine, everyday use of virtual reality isnt so far off, Monahan said.

'Lucid' a sci-fi short filmed in Litchfield County is a hit on streaming platforms.Dust

We live in a time in which the fundamental ideas of what comprises reality and our experiencesof it are in significant flux, Monahan said. Technology often moves at a pace where, by the timewere having the moral conversations about something, its already too late.

Monahan is an award-nominated filmmaker, director, producer, and actress. Her latest project, "Legacy" was a finalist for the Sundance 2020 Episodic Makers Lab.

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Film Made In Area Weaves Virtual Reality Throughout Storyline, Draws Thousands Of Views - Stamford Daily Voice

Virtual reality coming to The Rainbow Ballroom of Romance in Leitrim – Leitrim Observer

In the village of Glenfarne sits one of Ireland's most historic ballrooms. 'The Rainbow Ballroom of Romance' is known worldwide to many for the famous bands and musicians that have graced the stage and the people that have danced the floor since 1934.One of less than ten still in existence in Ireland the Rainbow is still going strong and is ever changing in today's world.

Over the past few months, the world has been on lockdown but not for the staff at the Rainbow who have worked behind the scenes and sometimes at home to finish off renovations to the fantastic showband exhibition upstairs in the building. Now open again Monday to Friday from 9am - 5pm visitors can come an enjoy a dance on the historic floor, learn the story of 'The Ballroom off Romance' and browse through all the memorabilia to relive the memories of the dance hall days.

A new addition due in September is the virtual reality experience live in the ballroom were visitors can transport themselves back in time to the 1950s and immerse themselves in the story of the 'Ballroom of Romance' and become Brenda Flicker (Bridie) and see the ballroom like you have never seen it before.

For information on the Rainbow Ballroom please visit http://www.therainbowballroom.ie or call 0719856831

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Virtual reality coming to The Rainbow Ballroom of Romance in Leitrim - Leitrim Observer

Virtual Reality Market Size By Types, By Application, By Region, And Forecast 20202027 – Owned

New Jersey, United States,- The Virtual Reality Market report upholds the future market predictions related to Virtual Reality market size, revenue, production, Consumption, gross margin, and other substantial factors. It also examines the role of the prominent Virtual Reality market players involved in the industry including their corporate overview. While emphasizing the key driving factors for the Virtual Reality market, the report also offers a full study of the future trends and developments of the market.

The recently documented report on the Virtual Reality market is a detailed analysis of this business landscape and contains important details regarding the present market trends, current revenue, market size, industry share, periodic deliverables, alongside the profit anticipation and growth rate registered during the estimated timeframe.

A thorough inference pertaining to the performance of the Virtual Reality market over the forecast period, along with the key factors driving the market growth is enclosed in the report. It also delivers information about the market dynamics and focusses on the challenges encountered by the business vertical while providing a brief about the growth opportunities prevailing in the market over the analysis timeline.

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Top key players of industry are covered in Virtual Reality Market Research Report:

Virtual Reality Market Classification by Types:

Bytype1

Virtual Reality Market Size by End-user Application:

Byapplication1

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The Virtual Reality market report encompasses a comprehensive analysis of the key facets including market concentration ratio.

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The report of the Virtual Reality market is an in-depth analysis of the business vertical projected to record a commendable annual growth rate over the estimated time period. It also comprises of a precise evaluation of the dynamics related to this marketplace. The purpose of the Virtual Reality Market report is to provide important information related to the industry deliverables such as market size, valuation forecast, sales volume, etc.

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Virtual Reality Market Size By Types, By Application, By Region, And Forecast 20202027 - Owned

Virtual Reality to recover in 2021 after falling to COVID-19 – Gadget

Strategy Analytics predicts a strong recovery for the global AR/VR markets in 2021 after COVID-19 driven contraction in 2020. Strategy Analytics released its latest report entitled Short and Long Term Impacts of COVID-19 on the AR and VR Market.

Strategy Analytics provided the following information on key findings from the research:

David MacQueen, Director of the Virtual and Augmented Reality service at Strategy Analytics says, We expect that the launch of smartphone-tethered AR headsets, such as those from Nreal and Samsung seen at CES at the start of the year to ramp up in late 2020/early 2021. We have raised our longer term forecast for XR hardware as a result of new work and life patterns in the new normal. Work at home, training, education, and collaboration will all benefit from AR/VR.

David Kerr, VP at Strategy Analytics says, Initially attracting a hardcore gaming audience willing to spend for a good quality experience, the audience for these devices has since broadened to include enterprises as well. The use of a fully immersive 3D environment started to prove its worth in design, particularly in the fields of engineering, automotive and architecture. Training and education are other verticals where VR has found a home.

An executive summary can be downloaded here.

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Virtual Reality to recover in 2021 after falling to COVID-19 - Gadget

Apple’s AR Lenses Have Reportedly Gone into ‘Trial Production’ – Virtual Reality Times

According to a new The Information report, Foxconn Technology has taken Apples semitransparent AR lenses into trial production.

Foxconn Technology is Apples partner in iPhone production and Apples augmented reality development efforts. The Information reports that the technology company has moved Apples AR lenses from the prototype phase into the trial production of the component which is key to the realization of Apples AR efforts. Two reports by The Information and Bloomberg over the past few months have attempted to zero in on Apples VR and AR plans.

It is widely believed that Apple is still a long way from shipping a product that could compete with Facebooks Oculus Quest, currently the only the virtual reality headset geared for home use.

Apple CEO Tim Cook has also made comments in the past to the effect that he sees a massive Augmented Reality opportunity. However, Apple still faces massive technical challenges that it will have to surmount before it can ship slimmer and lightweight Augmented Reality glasses that can be used outside the house to superimpose digital objects on the users real-world view. Virtual reality headsets laden with multiple cameras can also be used to provide a passthrough that a person wearing a headset can use to see the environment around them thereby providing users some kind of AR-in-VR mode. This passthrough functionality is already available in Oculus Quest, Windows Mixed Reality headsets and the Valve Index and enables wearers to see the real-world environment via an otherwise opaque display.

There is also the Microsoft HoloLens which is a standalone AR/mixed reality headset but one with a very bulky form factor. HoloLens has also faced certain issues with its display technology.

As Apple is yet to divulge any information on its AR hardware development efforts, it isnt clear yet what kind of device the AR lens its Foxconn partner is developing are meant for. It is also unclear when Apple will be shipping this unknown device to consumers.

Source: UploadVR

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Apple's AR Lenses Have Reportedly Gone into 'Trial Production' - Virtual Reality Times