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Monthly Archives: June 2020
Fryars teams up with Rae Morris on glitchy new single Virtual Reality Games – NME
Posted: June 17, 2020 at 1:31 am
Fryars has teamed up with Rae Morris for his first new track in six years, Virtual Reality Games you can listen to it below.
The musician and producer, whose real name is Benjamin Garrett, released his last studio album Power back in 2014.
On the glitchy, autotuned-infused ode to futuristic gaming, Garrett expresses the joy of escaping into a digital world. Go away, player two/ I got better things to do than hang out with you, he sings.
Speaking of the inspiration behind Virtual Reality Games, Fryars explained: The song came from a sudden desire a few years back to become a gamer and ignore everyone and everything.
At a time when so many of us are using our voices to push for change (or to fight against it), the idea of switching off from reality might seem at odds with helping to make the world a better place. But even if its for a few minutes every day, it is important to take time away to be alone with your thoughts. Alone with yourself. Much of the truth comes from within us.
An animated accompanying video intersperses illustration by Jack Brown with real-life footage of Garrett and Morris performing the song in VR headsets during lockdown.
Fryars produced Rae Morris 2018 album Someone Out There, on which he is also credited as a co-writer for a number of songs. The pair had previously worked together on the collaborative single Cold from Morris debut record Unguarded.
Garrett also has writing and production credits on Lily Allens Mercury-nominated LP No Shame, having co-written and produced its first single Trigger Bang among other cuts.
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How is Virtual Reality Paving its Way into Physical Therapy Clinics? – Medical Tech Outlook
Posted: at 1:31 am
People suffering from a stroke or traumatic brain injury have been booming exponentially in recent years. Millions of adult Americans opt for physical therapy services, and the rehabilitation centers have been looking for technology to help in the treatment.
Fremont, CA:Commonly associated with video games and fun virtual reality (VR) has entered in physical therapy. VR is adopted to change the physical therapy world for the better. VR therapy exercises are crafted with precise control over the stimulus and the cognitive load that the user experiences. With the help of VR, users are exposed to three dimensions of the virtual world, thus providing an immersive experience that utilizes more of the senses and brainpower, enabling the users to rebuild neurological pathways. This technology is being incorporated in facilities and used as part of a patient's daily therapy plans. It is simple yet the most significant learning curve and not for the patient but also for the therapist. The therapists need to learn everything, and they need each application and exercise.
Data and VR
VR has developed depth data analytics portals to track, measure, and quantify improvements for every virtual reality exercise. The therapists are now able to view measurements in degrees for flexion, horizontal abduction, abduction, lateral shifts, wrist flexion, and much more, including in-game scores and metrics. The therapists can look back and leave with a proven and quantified understanding of how their patient has improved throughout their virtual reality sessions.
VR for At-Home Therapy
The portability and affordability of VR headsets open up new horizons for its use outside of a clinical setting. The options include enabling the doctors and clinicians to assign virtual reality exercises for their patients to do at home. These doctors and patients can access a HIPAA secure portal to view their data and their progress.
The shift to adopting VR technology is happening slowly but surely, as research is further searching for more ways to utilize it and get it in the hands of more clinicians and therapists.
See also:Top AR/VR Solution Companies
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Virtual reality will be a big part of Boeing’s Starliner astronaut training – Space.com
Posted: at 1:31 am
Astronauts will get some next-gen training before they ride Boeing's next-gen spacecraft.
Crewmembers preparing to fly on Boeing's CST-100 Starliner capsule will train using virtual reality (VR) headsets provided by Finland-based Varjo, both companies announced today (June 11).
Varjo's VR-2 devices will allow astronauts to simulate, in high resolution and with high fidelity, every aspect of a Starliner mission to the International Space Station (ISS), Varjo and Boeing representatives said.
Related: Boeing's 1st Starliner flight test in photos
"We are proud to be delivering the technology that is pushing industrial training applications to their furthest reaches even to space," Varjo co-founder and CEO Niko Eiden said in a statement.
"With our devices, astronauts can see and virtually interact with the switches and control panels inside their Starliner capsule and read the real-time data on their crew displays," Eiden said. "Advancements like this have the potential to transform the way any pilot is trained."
Boeing has been developing Starliner with funding from NASA's Commercial Crew Program, most notably a $4.2 billion contract signed in 2014 that also covers six operational crewed missions to and from the ISS. SpaceX holds a similar deal, which Elon Musk's company will fulfill with its Crew Dragon capsule.
SpaceX just launched its first crewed mission, sending NASA astronauts Bob Behnken and Doug Hurley to the ISS on a test flight called Demo-2. Starliner should follow suit relatively soon; Boeing plans to launch its version of Demo-2, called Crew Flight Test (CFT), early next year.
The astronauts who will fly on CFT Boeing's Chris Ferguson and NASA's Mike Fincke and Nicole Mann have been training for their mission for a while now, using Starliner mockups in Houston and other tools. The VR headset will augment such work, Boeing representatives said.
"We're not looking to replace the physical simulators in Houston," Connie Miller, a Boeing Starliner software engineer, told Space.com. "But it will certainly enhance that training, to be able to do it from remote locations."
One such "remote location" is the launch site itself, Cape Canaveral Air Force Station in Florida. Astronauts will spend the two weeks immediately before liftoff in quarantine at NASA's nearby Kennedy Space Center, ensuring that they launch in good health and don't carry disease-causing germs to the ISS. With the new VR tool, Starliner crewmembers can continue in-depth training for their mission during this home stretch, Miller said.
In the next couple of weeks, Boeing plans to ship the VR hardware to Florida, where Ferguson, the CFT commander, can start working with it. The wheels for this move were first set in motion several months ago, but the rollout was halted by measures taken to combat the spread of the novel coronavirus, Miller said.
The pandemic's emergence highlights the need for the VR tech, she said.
"We had the vision," Miller said. "We didn't realize it would be a mandatory piece of things as quickly as it did."
Astronauts have used VR tools before; NASA astronauts commonly use such tech to prep for spacewalks, for example. But the Starliner training will break new ground in its extensive use of VR gear, which will help prep astronauts for every aspect of their mission, from liftoff to landing, Boeing representatives said.
Varjo, for its part, will apply the lessons learned from the Starliner work to other aspects of its business, such as pilot training, Eiden said. But the company is also getting something else out of the newly announced partnership.
"This is one of those passion things; we have a bit of space fever at Varjo at the moment as well," he told Space.com. "So, having the chance to be part of this Boeing program it's been just fantastic."
Mike Wall is the author of "Out There" (Grand Central Publishing, 2018; illustrated by Karl Tate), a book about the search for alien life. Follow him on Twitter @michaeldwall. Follow us on Twitter @Spacedotcom or Facebook.
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Antarctica without windchill, the Louvre without queues: how to travel the world from home – The Conversation AU
Posted: at 1:31 am
SpaceXs recent Falcon 9 rocket launch proves humanity has come leaps and bounds in its effort to reach other worlds. But now theres a quicker, safer and environmentally friendlier way to travel to the centre of the galaxy and you can do it too.
NASA has co-developed a free virtual reality (VR) adventure providing 500 years of travel around the black hole at the centre of the Milky Way. The experience is available to download from two major VR stores, Steam and Viewport, in a non-collapsed star system near you.
And this kind of spacefaring may be the tip of the iceberg when it comes to the potential of virtual travel and tourism.
Read more: Virtual reality adds to tourism through touch, smell and real people's experiences
Simply speaking, VR refers to technology that immerses users in a computer-generated world that removes them from reality. Augmented Reality (AR), however, aims to superimpose virtual imagery over a users view of the real world. Pokmon Go is a popular AR game.
VR-based tourism has a longer history than you might think. In the 1850s, it involved staring at stereographs with a stereoscope. With this invention, viewers looked at slightly different images through each eye, which were then assembled by the brain to make a new image providing the illusion of spatial depth (in other words, a 3D effect).
A century later, 1950s Cinerama widescreen viewing inspired cinematic travel though its large, curved screens and multiple cameras.
The 1960s Sensorama foretold a shiny future of multimodal immersive cinematic experiences, playing 3D films with sound, scents and wind to immerse users. In VR circles, Ivan Sutherland became famous for inventing the head-mounted display, as well as augmented reality (AR).
Travel restrictions under COVID-19 present an opportunity for virtual reality travel to finally take off.
In an era of lockdowns and social distancing, we could use VR to travel to remote, distant or even no longer existing places. Remote tourism is here (the Faroe Islands offers a great example), and interest in VR tourism is blossoming.
The word virtual can refer to an immersive 3D experience, but also 360 panorama photographs and movies (a cylinder, sphere or cube of photographs).
What is deemed virtual varies greatly across different devices and platforms. Lets look at some of the ways this term is applied.
Desktop virtual environments: these are computer-based 3D environments on a flat screen, without the spatial immersion of VR platforms.
Cinematic VR: these are phone-based panoramic environments. Many desktop experiences of 360 movies or images can be conveyed in low-cost stereoscopic VR through smartphones. Google Street view can be viewed in Google VR on Android and some Apple smartphones, but its not real VR.
Head-mounted displays: HMDs such as Google Cardboard and Google Daydream are what many people think of when they hear virtual reality. Some HMDs are self-contained, not requiring connection to a computer or console. Arguably, the market is dominated by the Oculus range owned by Facebook, the HTC Vive range, and PlayStation VR.
In a post-coronavirus age, device sharing is problematic. HMDs arent easy to clean and VR software can quickly become obsolete, with new headsets sometimes not running two-year-old software. Users also have to deal with costly updates, eyestrain, and having to share displays that sat on someone elses face.
Developing and sharing content across different devices can be a nightmare but there are increasingly simple and effective ways to create AR and VR content, despite a bewildering range of platforms and equipment (there are more than 140 3D file formats).
Despite this, many VR projects are not preserved including virtual heritage projects! Even for the largest HMD companies, supplies can be limited.
Nonetheless, there are plenty of VR programs available to help relieve lockdown boredom, with many sites offering lists of their favourite picks.
The Street View app for Google Daydream and Cardboard provides a virtual tour of Chernobyl. Google Earth and Google Earth Voyager feature travel sections, too.
Google Earth VR is available on the HTC Vive and Oculus Rift. VRfocus also has an interesting travel section. You can virtually explore Switzerland or Yosemite.
Or you may want to stay in Australia. Australian company White Spark Pictures Cinematic/360 experience of Antarctica tours museums. Melbourne-based company Lithodomos brings the ancient world to life and Hidden AR offers mythical augmented reality.
Read more: What is augmented reality, anyway?
Other links to check out include:
There are also VR games with which you can:
VR can show your outer space, and also convey interpretations of time and space. With it, there is vast potential for travelling to infinity and beyond.
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Immersive Virtual Reality Market to Grow at a Stayed CAGR from 2020 to 2025 – 3rd Watch News
Posted: at 1:31 am
The Immersive Virtual Reality 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 Immersive Virtual Reality Industry market.
The Immersive Virtual Reality Industry market report is an in-depth analysis of this business space. The major trends that defines the Immersive Virtual Reality 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 2020, and now had become a full-blown crisis worldwide. Over fifty key countries had declared a national emergency to combat coronavirus. With cases spreading, and the epicentre of the outbreak shifting to Europe, North America, India and Latin America, life in these regions has been upended the way it had been in Asia earlier in the developing crisis. As the coronavirus pandemic has worsened, the entertainment industry has been upended along with most every other facet of life. As experts work toward a better understanding, the world shudders in fear of the unknown, a worry that has rocked global financial markets, leading to daily volatility in the U.S. stock markets.
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Augmented Reality and Virtual Reality (ARVR) Market: Overview, Opportunities, In-Depth Analysis and Forecasts, Outlook -2025 – CueReport
Posted: at 1:31 am
A new report on Augmented Reality and Virtual Reality (ARVR) market that provides a comprehensive review of this industry with respect to the driving forces influencing the market size. Comprising the current and future trends defining the dynamics of this industry vertical, this report also incorporates the regional landscape of Augmented Reality and Virtual Reality (ARVR) market in tandem with its competitive terrain.
The research report on the Augmented Reality and Virtual Reality (ARVR) market leverages iterative and comprehensive research methodology to deliver insights regarding the current market scenario over the study timeframe. The report dives deep into the development trends that will influence the behavior of the Augmented Reality and Virtual Reality (ARVR) + market in the forthcoming years. Moreover, other key pointers such as the regional characteristics and policies governing the industry are highlighted in the research. Apart from this, the study incorporates the impact of the COVID-19 pandemic on the revenue share and annual growth rate of the industry.
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Art in the time of COVID-19 | UDaily – UDaily
Posted: at 1:31 am
A sheet of stamps from the United Nations Postal Administration featuring the artwork of rising UD senior Chiara Fiori honors hospital workers and encourages safety during the COVID-19 pandemic. This is the preliminary design for the sheet, on sale beginning July 24.
Article by Diane Stopyra Photos courtesy of Chiara Fiori, Rachel Goerke, Samantha Ford, Michael Tapia-Gonzales and the United Nations Postal Administration June 16, 2020
When Chiara Fiori set to work on a digital painting of a hospital worker, she never expected it would be seen around the world. Sure, she completed the project in response to a global call for art put forth by the United Nations, but she never thought her piece would be selected from 17,000 submissions or that the UN would incorporate it into a forthcoming stamp project about the coronavirus pandemic.
Chiara Fiori, fine arts major and rising senior at UD, takes a break from creating to snuggle with her dog Winnie in Long Beach Island, New Jersey.
You keep hearing about the long hours these frontline workers are putting in, so I wanted to express my personal gratitude, said Fiori, adding that her own father has recovered from COVID-19. I was very surprised and excited when it was selected.
Mostly, she explained, she did the work for herself.
I use art as therapy when Im feeling anxious or stressed out, said the rising University of Delaware senior. Watching the news, you feel compelled to act, and this gives you an outlet.
When the COVID-19 pandemic turned the country upside down in March, college students everywhere were sent home, their academic and social routines upended. But Blue Hens like Fiori, working toward a degree in the Department of Art and Design, had a coping mechanism up their sleeve (ahem, smock). Seemingly overnight, their supplies paints, cameras, digital design tools became instruments not just for completing homework assignments and group projects, but for bearing witness to an extraordinary moment in the world and finding their own footing in the process.
Some people might think staying home in isolation limits creativity, said Jia-Rey Chang, assistant professor of architecture and interaction design. But I think this situation is helping us develop even more creative ways for our work. You may even see new art forms emerging out of this special moment. In this weird situation, we are going to find our way out through creativity.
This concept drawing represents the virtual reality world Samantha Ford is designing as a safe and colorful escape from quarantine.
Some of this creativity is manifesting in an increased blending of physical and virtual worlds. Simulation video games that seek to reproduce real life, for instance, are now being used to design everything from graduation ceremonies to virtual art exhibitions. Musicians are performing concerts you can attend from your own living room with a special app and virtual reality goggles. In a COVID-19 world, where lockdown has become the norm, people are increasingly seeking mobility through this type of art, and Blue Hens are responding.
Rachel Goerke, visual communications major and rising senior at the University of Delaware, says she feels added incentive to create something beautiful when there is so much fear and suffering in the world, because art provides a creative and spiritual uplifting. Here, she paints from quarantine in her backyard in Plainview, New York.
Take Rachel Goerke, a visual communications major and rising senior at UD. When the virus took hold, she had been looking forward to an upcoming study abroad trip with fellow art students, a whirlwind London adventure involving museums, live theater and briefs with professional artists. This would have been Goerkes first time in Europe, so it hit me hard when that was postponed, she said. I was going to learn so much.
Rather than crawl under the covers and sulk, Goerke is channeling her disappointment into her work. Over the next few months, as a Summer Fellow at UD, she will design virtual window displays for a womens clothing brand along with an app prototype that allows for 3-D shopping from home. The idea is to give people an in-store experience even in quarantine.
I want the displays to romanticize social distancing, she said. I was inspired by carrier pigeons and Romeo and Juliet communicating from a distance. I want it to have that dreamy feel.
For another class, Goerke designed imagery and merchandise for a fake band by the name of Silent Vegetable. One of her branded items? Not your typical concert tee-shirt, but a COVID-19 inspired face mask.
As an art student at UD, Rachel Goerke designed branded merchandise including these COVID-19 face masks for a hypothetical band by the name of Silent Vegetable.
Id just go crazy right now if I couldnt create, she said. I feel that, as an artist, you have the power to decide the atmosphere youre living in. This experience has shown me how fortunate I am to be part of the creative community at UD. Even when the world comes to a standstill even during difficult times I know I have the power to keep going, to keep trying to inspire people.
Another student taking the virtual route is Samantha Ford, a rising senior majoring in fine arts. For her Summer Fellows project, shell use skills gleaned from an art and technology class to create an immersive virtual-reality world accessible on ones smartphone with a VR viewer you can make from cardboard. While the aesthetic details of this world are yet to be determined, Ford is hoping it will provide a temporary escape and a little bit of happiness during a challenging time.
Samantha Ford, a rising senior majoring in fine arts, has made a visual representation of the COVID-19 virus using a coding program in her art and technology class.
In the meantime, as a visual editor for The Review student newspaper, Ford has been churning out coronavirus-inspired illustrations to accompany articles on a range of topics.
This is a way to communicate emotions I cant put into words, she said. And I look at it from a historical perspective, too. Artists have always documented whats happening around them as a way of marking our place in time.
For Michael Tapia-Gonzales, rising sophomore majoring in fine arts and visual communications, creating during COVID-19 hasnt come easily. In May, as he was finishing up the spring semester, he and his brother and parents were all diagnosed with the virus. Tapia-Gonzalezs father was hit the hardest already unable to work due to the pandemic, now he could barely walk. He had no choice but to seek hospital attention.
The family has since recovered, Tapia Gonzales said, but the stress of those trying weeks made finding a creative groove in quarantine difficult. Things were further complicated by a lack of access to clay and other supplies hed been working with in a ceramics class at UD. Suddenly, he needed to make sculptures out of found objects kitchen plates and paper clips among them. It was a challenge, but, in the end, the experience forced me to think outside of the box, he said. Creating took my mind off of everything.
Michael Tapia-Gonzales, rising sophomore majoring in fine arts and visual communications, is the first member of his family to study art.
One annual art project that took on special significance this year was a vanitas photography assignment. Students were tasked with shooting a still-life picture that would remind the viewer of the fragility of life (think skulls and snuffed out candles) and the worthlessness of worldly goods. For Tapia-Gonzales, already thrust into greater identification with his priorities, choosing props felt easy. In his piece, jewelry and coins represent things that cease to matter when faced with the failing health of a loved one.
I was especially impressed with the thoughtfulness with which the students approached this, said Priscilla Smith, associate professor of photography. The moment that were in and the discussion we were able to have surrounding this assignment made it something more than: Get this photograph done and turn it in. It became a real testimony to who they are and where theyre at. With students who are developing visual literacy and a skillful voice, art becomes a way to say things that are very personal, but also universal. It can be much more than decoration.
Theres also a practical benefit to being an art student during the time of COVID-19. Working remotely and more independently has offered Blue Hens a window into the reality of dealing with clients in a professional setting, and instructors have leveraged the opportunity.
After students were sent home, our class became more of a dialogue back and forth about the field and what to expect after graduation, said David Brinley, associate professor of art and an award-winning illustrator. We were able to get down to the nuts and bolts of the business contracts, rates, negotiations. All the things that feel more theoretical in the classroom.
One of the points Brinley stressed is the importance of facing rejection, a professional reality. A contest he urged the students to enter? The UNs global call for coronavirus-related art, to which Fiori submitted her digital painting.
Chiara Fioris digital painting of a nurse was selected by the United Nations Postal Administration out of 17,000 submissions to appear on a sheet of stamps that will be sold around the world.
The piece, which depicts a nurse wearing a face mask covered in the words thank you in multiple languages, will be featured on a sheet of stamps encouraging healthy practices during the time of COVID-19. Available from the UN Postal Administration (UNPA), the sheet will be sold beginning July 24 at stamp dealers around the world, at unstamps.org, and at the UN headquarters in New York, Geneva and Vienna (when these offices reopen). Each sheet will include dollar, Swiss Franc and Euro currencies. A portion of sales will support the UNs COVID-19 Solidarity Response Fund.
This painting is a beautiful, powerful tribute, said UNPA creative director Rorie Katz, who selected the winning piece, which came with a $500 prize. I was very pleased to find out the artist is a college student. I had no idea.
Katz added that she had a strong gut reaction to Fioris work it brought up her own emotions surrounding the virus and the pride she feels for a dear friend serving as a hospice nurse.
Which is, perhaps, a nice reminder: Art isnt merely helping the students who make it. Its impacting those lucky enough to encounter it.
For some, despite all the hurt the virus has wrought, that is a reason to celebrate.
In a lot of ways, this has been a blessing, said William Deering, assistant professor of advertising and photographic design. The virus has made us do things we wouldnt normally do. Because of this, I have students whove come alive.
As a visual editor for The Review student newspaper, Samantha Ford has illustrated the COVID-19 virus, a task she said helps her cope with the realities of the pandemic. Illustration courtesy of The Review.
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Impact of COVID-19 Outbreak on Virtual Reality in Medicine and Healthcare Market to Witness Google, Orca Health, Brain Power, Medsights Tech, AccuVein…
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Virtual Reality in Medicine and Healthcare Market 2020
This report studies the Virtual Reality in Medicine and Healthcare Market with many aspects of the industry like the market size, market status, market trends and forecast, the report also provides brief information of the competitors and the specific growth opportunities with key market drivers. Find the complete Virtual Reality in Medicine and Healthcare Market analysis segmented by companies, region, type and applications in the report.
The major players covered in Virtual Reality in Medicine and Healthcare Market Google, Orca Health, Brain Power, Medsights Tech, AccuVein, Microsoft, EchoPixel, Augmedix, Atheer, Aira
The final report will add the analysis of the Impact of Covid-19 in this report Virtual Reality in Medicine and Healthcare industry.
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Virtual Reality in Medicine and Healthcare Market continues to evolve and expand in terms of the number of companies, products, and applications that illustrates the growth perspectives. The report also covers the list of Product range and Applications with SWOT analysis, CAGR value, further adding the essential business analytics. Virtual Reality in Medicine and Healthcare Market research analysis identifies the latest trends and primary factors responsible for market growth enabling the Organizations to flourish with much exposure to the markets.
Market Segment by Regions, regional analysis covers
North America (United States, Canada and Mexico)
Europe (Germany, France, UK, Russia and Italy)
Asia-Pacific (China, Japan, Korea, India and Southeast Asia)
South America (Brazil, Argentina, Colombia etc.)
Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria and South Africa)
Research objectives:
To study and analyze the global Virtual Reality in Medicine and Healthcare market size by key regions/countries, product type and application, history data from 2013 to 2017, and forecast to 2026.
To understand the structure of Virtual Reality in Medicine and Healthcare market by identifying its various sub segments.
Focuses on the key global Virtual Reality in Medicine and Healthcare players, to define, describe and analyze the value, market share, market competition landscape, SWOT analysis and development plans in next few years.
To analyze the Virtual Reality in Medicine and Healthcare with respect to individual growth trends, future prospects, and their contribution to the total market.
To share detailed information about the key factors influencing the growth of the market (growth potential, opportunities, drivers, industry-specific challenges and risks).
To project the size of Virtual Reality in Medicine and Healthcare submarkets, with respect to key regions (along with their respective key countries).
To analyze competitive developments such as expansions, agreements, new product launches and acquisitions in the market.
To strategically profile the key players and comprehensively analyze their growth strategies.
The Virtual Reality in Medicine and Healthcare Market research report completely covers the vital statistics of the capacity, production, value, cost/profit, supply/demand import/export, further divided by company and country, and by application/type for best possible updated data representation in the figures, tables, pie chart, and graphs. These data representations provide predictive data regarding the future estimations for convincing market growth. The detailed and comprehensive knowledge about our publishers makes us out of the box in case of market analysis.
Table of Contents: Virtual Reality in Medicine and Healthcare Market
Chapter 1: Overview of Virtual Reality in Medicine and Healthcare Market
Chapter 2: Global Market Status and Forecast by Regions
Chapter 3: Global Market Status and Forecast by Types
Chapter 4: Global Market Status and Forecast by Downstream Industry
Chapter 5: Market Driving Factor Analysis
Chapter 6: Market Competition Status by Major Manufacturers
Chapter 7: Major Manufacturers Introduction and Market Data
Chapter 8: Upstream and Downstream Market Analysis
Chapter 9: Cost and Gross Margin Analysis
Chapter 10: Marketing Status Analysis
Chapter 11: Market Report Conclusion
Chapter 12: Research Methodology and Reference
Key questions answered in this report
What will the market size be in 2026 and what will the growth rate be?
What are the key market trends?
What is driving this market?
What are the challenges to market growth?
Who are the key vendors in this market space?
What are the market opportunities and threats faced by the key vendors?
What are the strengths and weaknesses of the key vendors?
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Virtual Reality in Healthcare Market Analysis, Top Manufacturers, Share, Growth, Statistics, Opportunities and Forecast To 2026 – Cole of Duty
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New Jersey, United States,- A detailed research study on Virtual Reality in Healthcare Market recently published by Market Research Intellect. This is the latest report, which covers the time COVID-19 impact on the market. Pandemic Coronavirus (COVID-19) has affected every aspect of global life. This has brought some changes in market conditions. Rapidly changing market scenario and the initial assessment and the future of this effect is included in the report. Reports put together a brief analysis of the factors affecting the growth of the current business scenarios in various areas. Important information relating to the size of the industry analysis, sharing, application, and statistics summed up in the report to present the ensemble prediction. In addition, this report includes an accurate competitive analysis of major market players and their strategies during the projection period.
This report includes market size estimates for the value (million USD) and volume (K Units). Both top-down and bottom-up approach has been used to estimate the size of the market and validate the Market of Virtual Reality in Healthcare, to estimate the size of the various submarkets more dependent on the overall market. Key players in the market have been identified through secondary research and their market share has been determined through primary and secondary research. All the shares percentage, split, and the damage have been determined using secondary sources and primary sources verified.
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Leading Virtual Reality in Healthcare manufacturers/companies operating at both regional and global levels:
Virtual Reality in Healthcare Market Competitive Landscape & Company Profiles
Competitor analysis is one of the best sections of the report that compares the progress of leading players based on crucial parameters, including market share, new developments, global reach, local competition, price, and production. From the nature of competition to future changes in the vendor landscape, the report provides in-depth analysis of the competition in the Virtual Reality in Healthcare market.
Segmental Analysis
Both developed and emerging regions are deeply studied by the authors of the report. The regional analysis section of the report offers a comprehensive analysis of the global Virtual Reality in Healthcare market on the basis of region. Each region is exhaustively researched about so that players can use the analysis to tap into unexplored markets and plan powerful strategies to gain a foothold in lucrative markets.
Virtual Reality in Healthcare Market, By Product
Virtual Reality in Healthcare Market, By Application
Regions Covered in these Report:
Asia Pacific (China, Japan, India, and Rest of Asia Pacific)Europe (Germany, the UK, France, and Rest of Europe)North America (the US, Mexico, and Canada)Latin America (Brazil and Rest of Latin America)Middle East & Africa (GCC Countries and Rest of Middle East & Africa)
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Virtual Reality in Healthcare Market Research Methodology
The research methodology adopted for the analysis of the market involves the consolidation of various research considerations such as subject matter expert advice, primary and secondary research. Primary research involves the extraction of information through various aspects such as numerous telephonic interviews, industry experts, questionnaires and in some cases face-to-face interactions. Primary interviews are usually carried out on a continuous basis with industry experts in order to acquire a topical understanding of the market as well as to be able to substantiate the existing analysis of the data.
Subject matter expertise involves the validation of the key research findings that were attained from primary and secondary research. The subject matter experts that are consulted have extensive experience in the market research industry and the specific requirements of the clients are reviewed by the experts to check for completion of the market study. Secondary research used for the Virtual Reality in Healthcare market report includes sources such as press releases, company annual reports, and research papers that are related to the industry. Other sources can include government websites, industry magazines and associations for gathering more meticulous data. These multiple channels of research help to find as well as substantiate research findings.
Table of Content
1 Introduction of Virtual Reality in Healthcare Market
1.1 Overview of the Market1.2 Scope of Report1.3 Assumptions
2 Executive Summary
3 Research Methodology
3.1 Data Mining3.2 Validation3.3 Primary Interviews3.4 List of Data Sources
4 Virtual Reality in Healthcare Market Outlook
4.1 Overview4.2 Market Dynamics4.2.1 Drivers4.2.2 Restraints4.2.3 Opportunities4.3 Porters Five Force Model4.4 Value Chain Analysis
5 Virtual Reality in Healthcare Market, By Deployment Model
5.1 Overview
6 Virtual Reality in Healthcare Market, By Solution
6.1 Overview
7 Virtual Reality in Healthcare Market, By Vertical
7.1 Overview
8 Virtual Reality in Healthcare Market, By Geography
8.1 Overview8.2 North America8.2.1 U.S.8.2.2 Canada8.2.3 Mexico8.3 Europe8.3.1 Germany8.3.2 U.K.8.3.3 France8.3.4 Rest of Europe8.4 Asia Pacific8.4.1 China8.4.2 Japan8.4.3 India8.4.4 Rest of Asia Pacific8.5 Rest of the World8.5.1 Latin America8.5.2 Middle East
9 Virtual Reality in Healthcare Market Competitive Landscape
9.1 Overview9.2 Company Market Ranking9.3 Key Development Strategies
10 Company Profiles
10.1.1 Overview10.1.2 Financial Performance10.1.3 Product Outlook10.1.4 Key Developments
11 Appendix
11.1 Related Research
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Virtual Reality in Education Sector Market Size, Statistics, Growth, Opportunities to 2025 Industry Analysis by Key-Covid19 Impact Analysis | Players,…
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Global Virtual Reality in Education Sector Market report spotlights major statistics of the current industry state and is a beneficial source of developments and opportunities for individuals and firms interested in the Virtual Reality in Education Sector industry. The report primarily concentrate on the Virtual Reality in Education Sector market growth in productivity, demand, trade and investment with company profiles, specification and product picture. Worldwide Virtual Reality in Education Sector market study predicts revenues for applications across key regions with scope of Virtual Reality in Education Sector market, manufacturing cost structure analysis, and product overview.
The industry report analyzes the world Virtual Reality in Education Sector market estimates and forecasts of all the given segments on global as well as regional levels. The study provides historical Virtual Reality in Education Sector market data couples with revenue prdictions and forecasts from 2019 till 2024. The report focuses on Virtual Reality in Education Sector market trends, supply chain trends, technical modernization, leading players, key developments, and Virtual Reality in Education Sector future strategies. With comprehensive global Virtual Reality in Education Sector industry assessment across the major geographies and rest of the world. This report is a valuable asset for the existing Virtual Reality in Education Sector players, new entrants and the future investors.
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Competitive Insights of Global Virtual Reality in Education Sector Market
The Virtual Reality in Education Sector market consists of international and regional vendors. Numerous regional Virtual Reality in Education Sector vendors are offering customized solutions at lesser prices than international vendors for increasing their presence in the worldwide Virtual Reality in Education Sector industry. Though several new vendors are entering the Virtual Reality in Education Sector market, they find it difficult to compete with the international Virtual Reality in Education Sector vendors based on factors such as quality, features, functionalities, and services.
The leading players of Virtual Reality in Education Sector market includes
Atheer, Inc.,Apple Inc.,Facebook Inc.,Blipper,Gravity Jack,Google Inc.,Holition,Layer (Blipper Group),Improbable,Meta Inc.,Marxent Lab LLC,Microsoft Corporation,Qualcomm Technologies, Inc.,Nintendo Co.,Ltd,Sony Corporation,Sphero,Others
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The competitive environment in the Virtual Reality in Education Sector market is likely to intensify during the forecast period with a rise in product extensions, Virtual Reality in Education Sector technological innovations, and strategic M&A activities.
Virtual Reality in Education Sector Market Segmentation
Type Analysis of Virtual Reality in Education Sector Market:
By Product Type, (VR content,VR hardware), By end-users, (K-12 sector,Higher education sector), By Distribution Channel, (Distributer,Direct Sales)
Globally, Virtual Reality in Education Sector market spread across-1. North America Country (United States, Canada)2. South America3. Asia Country (China, Japan, India, Korea)4. Europe Country (Germany, UK, France, Italy)5. Other Country (Middle East, Africa, GCC)
The study not only describes industrial overview of Virtual Reality in Education Sector market but also gives specification, classification, geographic application segmentation. In addition, it depicts major players and consumers analysis of Virtual Reality in Education Sector industry. Moreover, illustrates consumption forecast, analysis of Virtual Reality in Education Sector market development and regional trend. Next, this research report outlines the regional Virtual Reality in Education Sector marketing type analysis together with traders or distributors. Then explains Virtual Reality in Education Sector market methodology, future development analysis, business strategies and data source.
Report Highlights of Global Virtual Reality in Education Sector Market:* The report portrays an extensive analysis on current/future Virtual Reality in Education Sector market trends to identify the investment opportunities.* Virtual Reality in Education Sector market forecasts till 2024, using estimated market values as the base numbers.* Key Virtual Reality in Education Sector market trends across the regions, business segments, and countries.* Key developments and strategies observed in the Virtual Reality in Education Sector market.* Virtual Reality in Education Sector market dynamics such as Restraints, Drivers, Opportunities.* In-depth company profiles of Virtual Reality in Education Sector key players and upcoming prominent players.* Virtual Reality in Education Sector market forecast 2019-2025* Growth prospects for Virtual Reality in Education Sector among the emerging nations through 2024.* Virtual Reality in Education Sector market share opportunities and recommendations for new investments.
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