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Monthly Archives: March 2021
Atos supports the Leibniz Supercomputing Centre in pioneering quantum-accelerated computing with the Atos QLM – GlobeNewswire
Posted: March 20, 2021 at 3:08 am
Munich and Paris, March 18, 2021 Atos today announced that it has delivered its Atos Quantum Learning Machine (Atos QLM), the world's highest-performing commercially available quantum simulator, to the Leibniz Supercomputing Centre (LRZ), of the Bavarian Academy of Sciences and Humanities. The Atos QLM is installed in the recently opened LRZ Quantum Integration Centre (QIC), Bavarias preeminent computing facility. The center was designed to bring practical quantum applications to the scientific community by advancing the convergence of quantum computing and supercomputing.
The LRZ is among the first computing centers worldwide to focus on the integration of quantum computing in an HPC environment with its Quantum Integration Centre. The hybrid quantum-HPC approach shows significant promises in effectively using todays classical computers to harness the power of near-term quantum applications. Leveraging both the Atos QLM and its collaboration with key players like Atos, the Finnish-German startup IQM and other partners, LRZ will be able to make quantum technologies available to more users. By taking advantage of existing HPC infrastructures, this initiative will allow them to explore and capture the opportunities made possible by quantum computing within a couple of years.
At the LRZ, we are a partner for digitalization in science. We are expanding our portfolio by integrating services for quantum computing. This way we enable world-class researchers to find new approaches to solving grand-challenge scientific problems. However, we are only at the beginning with this technology. At the LRZ Quantum Integration Centre, scientists will be able to learn how to use it and prepare themselves for the future of quantum computing. The collaboration with Atos and the use of the Atos Quantum Learning Machine are an essential building block in our Quantum Computing strategy, explained Prof. Dieter Kranzlmller, Chairman of the Leibniz Supercomputing Centre.
LRZ and Atos share a very pragmatic approach to quantum computing that focuses on quantum-accelerated HPC, with the aim of delivering early strategic benefits to users before we fully enter the post-quantum era. The Atos QLM is a direct extension of this approach and we are honored to be one of the first hardware partners of the LRZ Quantum Integration Centre. It is a fantastic project and marks the significant contribution made by LRZ to the quantum computing community, said Elie Girard, Atos CEO.
The LRZ Quantum Integration Centre supports the Munich Quantum Valley, a central element of the Bavarian quantum initiative to drive quantum computing forward at a national and international level. The partnership between Atos and LRZ is a testament to the ambition of the Bavarian authorities to become an internationally competitive quantum location by incorporating international, leading-edge knowledge, skills and technologies. Subject to the approval of the state parliament, the Free State of Bavaria committed to providing a total of 300 million euros.
***
About AtosAtos is a global leader in digital transformation with 105,000 employees and annual revenue of over 11 billion. European number one in cybersecurity, cloud and high performance computing, the Group provides tailored end-to-end solutions for all industries in 71 countries. A pioneer in decarbonization services and products, Atos is committed to a secure and decarbonized digital for its clients. Atos operates under the brands Atos and Atos|Syntel. Atos is a SE (Societas Europaea), listed on the CAC40 Paris stock index.
The purpose of Atos is to help design the future of the information space. Its expertise and services support the development of knowledge, education and research in a multicultural approach and contribute to the development of scientific and technological excellence. Across the world, the Group enables its customers and employees, and members of societies at large to live, work and develop sustainably, in a safe and secure information space.
Press contact:Marion Delmas | marion.delmas@atos.net | +33 6 37 63 91 99
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North America And Oceania Industrial Hemp Market Size | Growth, Opportunities, Trends And Forecast To 2027 Cabell Standard – Cabell Standard
Posted: at 3:07 am
North America and Oceania industrial hemp market garnered a revenue of USD 3.10 billion in the year 2019 globally and has been foreseen to yield USD 12.82 billion by the year 2027 at a compound annual growth (CAGR) of 23.2% over the forecast period.
The latest research on the North America And Oceania Industrial Hemp Market report includes forecasting and analysis on a global, regional, and country-level. The study provides historical information from 2016 to 2021 and a forecast for 2021 to 2027, which is supported by both volume and revenue (in USD million). The entire study covers the main drivers and restraints of the North America And Oceania Industrial Hemp market. This report had a dedicated section on the effects of COVID19. In addition, North America And Oceania Industrial Hemp Market segments (by a major player, by type, by application, and by major region) outlook, business evaluation, competitive scenario, and trends. The report also provides a 360-degree view of the industrys competitive landscape.
In addition, it provides highly accurate estimates of the CAGR, market share, and market size of the major regions and countries. Players can use this study to explore untapped North America And Oceania Industrial Hemp markets, expand their reach, and create sales opportunities.
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North America And Oceania Industrial Hemp Market Segmentation:
North America And Oceania Industrial Hemp Market, By Application (2016-2027)
North America And Oceania Industrial Hemp Market, By Product (2016-2027)
Regions Covered in the North America And Oceania Industrial Hemp Market:
1.South AmericaNorth America And Oceania Industrial Hemp Market Covers Colombia, Brazil, and Argentina.2.North AmericaNorth America And Oceania Industrial Hemp Market Covers Canada, United States, and Mexico.3.EuropeNorth America And Oceania Industrial Hemp Market Covers UK, France, Italy, Germany, and Russia.4.The Middle East and AfricaNorth America And Oceania Industrial Hemp Market Covers UAE, Saudi Arabia, Egypt, Nigeria, and South Africa.5.Asia PacificNorth America And Oceania Industrial Hemp Market Covers Korea, Japan, China, Southeast Asia, and India.
Years Considered to Estimate the Market Size:History Year:2015-2021Base Year:2021Estimated Year:2021Forecast Year:2021-2027
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Table of Contents:
Chapter 1: North America And Oceania Industrial Hemp Market Overview, Product Overview, Market Segmentation, Market Overview by Regions, Market Dynamics, Restrictions, Opportunities, and Industry News and Policies.Chapter 2: North America And Oceania Industrial Hemp Industry Chain Analysis, Upstream Raw Material Suppliers, Key Players, Production Process Analysis, Cost Analysis, Market Channels, and Key Downstream Buyers.Chapter 3: Value, Production, Growth Rate and Price Analysis by North America And Oceania Industrial Hemp Type.Chapter 4: Downstream Characteristics, Consumption and Market Share by Applying North America And Oceania Industrial Hemp.Chapter 5: North America And Oceania Industrial Hemp Production Volume, Price, Gross Margin, and Sales (USD) by Region.Chapter 6: North America And Oceania Industrial Hemp Production, Consumption, Export and Import by Regions.Chapter 7: North America And Oceania Industrial Hemp Market Status and SWOT Analysis by Regions.Chapter 8: Competitive Landscape, Product Launch, Company Profiles, Market Distribution Status of North America And Oceania Industrial Hemp Players.Chapter 9: North America And Oceania Industrial Hemp Market Analysis and Forecast by Type and Application.Chapter 10: Analysis and Forecast of the North America And Oceania Industrial Hemp Market by Regions.Chapter 11: North America And Oceania Industrial Hemp Industry Characteristics, Key Factors, New Entrant SWOT Analysis, Investment Feasibility Analysis.Chapter 12: North America And Oceania Industrial Hemp Market Conclusion from the Full Report.Continue
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WXV aims to benefit Womens game with real purpose 3-Tier initiative – Last Word on Baseball
Posted: at 3:06 am
After years of devotion to projecting the womens game as being an area of growth, World Rugby has bravely chosen to announce the new WXV global strategy that will begin in 2023.
In the unease of choosing to formally postpone the 2021 Rugby World Cup tournament until 2022, a fresh World Rugby womens rugby fund has been endorsed to develop and fund a high-performance preparation and competition program for three Tiers of the womens game.
On Tuesday, March 16, details of a new annual global womens XVs competition model; the WXV and (to be introduced) international playing windows, were released to stakeholders. Publicized widely and discussed in further detail during an online World Rugby Womens Rugby media conference attended by Last Word on Rugby.
Attended by Alan Gilpin; Interim Chief Executive World Rugby, Alison Hughes; World Rugby Competitions Operations Manager, and Katie Sadleir, the General Manager of Womens rugby. Describing and explaining the full collaborative approach to WXV, Alison Hughes has been a key proponent of the effort by leading nations across three tiers of the global game.
Supported by an initial 6.4 million World Rugby investment, the three WXV competitions will feature 16 teams and will be hosted within a new September-October global competition window, except in a Rugby World Cup year.
In order to supercharge the sport, in recognizing that globally womens high-performance programs are currently at differing levels and stages World Rugby is committed to working to ensure optimal performance within all three WXV tiers. And even while a level of promotion/relegation has not been in-built, the inter-regional competitions in Tier Two and Three will see the next level of sides rewarded in 2023/24.
To achieve this, Hughes and Alan Gilpin had been working with leading nations to find agreement on principles, such as leading nations agreeing to the timelines of a June window, and the September to November calendar to allow for a co-ordinated global schedule.
Last Word on Rugby pressed that position further, by asking what understandings World Rugby had that a Tier One nation like New Zealand would change its traditional Farah Palmer Cup calendar of September/October?Alison Hughes answered: We have been working in collaboration with our member unions, regions, and other key stakeholders over the past two years, developing the unified global international XVs calendar and competition.
Intimating that New Zealand Rugby has already made the promise to work around the two windows; of June and September-October, Alison answered the LWOR question by stating Weve had tremendous buy-in from unions around the world. Weve had great consultation with domestic leagues about finding the right window for the 7 weeks of this competition. There will be a slight adjustment made.
In the World Rugby media statement, Hughes continued; To grow the game at elite level we need to ensure our member unions have quality, competitive and consistent playing opportunities so they can continue to develop and invest in their womens high-performance programs.
As part of the international XVs calendar development, we have focused on strengthening existing regional competitions and also established an exciting new cross-regional competition to increase annual playing opportunities for some of the top teams in the world where it simply did not exist before.
Underlining its commitment to delivering a spectacular Rugby World Cup tournament in New Zealand in 2022, the funding will be a great help to some although, many of those are well able to assist themselves.
In line with the goals outlined, at ground level, the haves can do a lot more than the have nots. That does not mean sacrificing revenue share yet, for example, New Zealand has the means to operate more easily, than say Canada. Both sides are in the Oceania/Rugby Americas North group. And for the Canadian players to prepare, a higher percentage of the budget must be provided for that nation.
Equity might still need to be on a balanced approach if Tier One sides are to compete fairly. And the same can be said of Tier Two and Three.
The decision to postpone this years tournament was taken following extensive discussions with New Zealand Rugby and participating unions as a result of the continued impact and insurmountable uncertainties of the COVID-19 pandemic.That puts pressure on sides who have already qualified, and those who must still go through the process to do so. Knowing that World Rugby has rightly looked to assist those stakeholders with a $6.4 million fund.
This will aid the development of the format and bankroll matches across the three groups in 2023. That includes:
Thiswill consist of six teams and be played in a cross-pool format, at a standalone tournament in one location, which will be determined on a year-by-year basis.
Participating teams will include the top three teams from the Womens Six Nations (Europe) and the top three teams of the cross-regional tournament featuring Australia, Canada, New Zealand, and USA (Oceania/Rugby Americas North (RAN)). Each team will play three matches.
Note: there will be no promotion or relegation in the first cycle (2023 and 2024) of WXV 1.
The WXV 2 competition will consist of six teams, playing in a cross-pool format, as a standalone tournament in one location, which will be determined on a year-by-year basis.
Participating teams for 2023 will include two teams from Europe, the fourth-placed team from the cross-regional tournament featuring Australia, Canada, New Zealand, and USA (Oceania/RAN) alongside one team from Oceania, Asia, and Africa.
The sixth-placed regional position in the WXV 2 competition at the end of each season will be relegated to WXV 3.
This groups contestwill be hosted in one venue as a round-robin format and will consist of four teams, with the winner and rankings determined by a points table. Participating teams will include two teams from Europe, one team from Asia and the winner of an Africa v South America play-off.
The top-ranked regional position in the WXV 3competitionwill be promoted to the WXV 2 competitionat the end of each season.
A play-off between the fourth-ranked team and the next best-ranked team from the World Rugby Womens rankings will determine a regional position for the next year.
World Rugby Chairman Sir Bill Beaumont said: This is a landmark moment for the sport. Todays announcement of a new, global international 15s calendar will underpin the future success and accelerate the development of the womens game.
By establishing a unified international 15s calendar and introducing WXV we are creating a platform for the womens international teams to compete in more consistent, competitive, and sustainable competitions at regional and global level. At the same time, we are also growing the profile, fanbase, and commercial revenue, generating opportunities for womens rugby through the new Women in Rugby commercial program.
This is an ambitious, long-term commitment to make the global game more competitive, to grow the womens game, and support the expansion of Rugby World Cup to 16 teams from 2025 and beyond.
Womens Advisory Committee Chairman, Serge Simon added: This is momentous for the womens 15s game. As part of the womens strategic plan, we are committed to delivering world-class high-performance programs that will produce inspirational results for the womens game. The new global XVs calendar will enable unions to plan long-term while also increasing quality competition opportunities.
And in the end, over the long term, the main benefactor is not only the sport but future players, coaches, and fans as a whole.
Main photo creditEmbed from Getty Images
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Visions VR offers a fun, safe and immersive virtual reality experience – WTOL
Posted: at 3:05 am
The business hosts 10 VR stations, each with a full library of over 90 video game titles.
PORT CLINTON, Ohio If you're looking for a chance to play laser tag, swim in the ocean, work at a convenience store or maybe survive a zombie apocalypse, there's one location that has it all.
Visions VR opened in the second half of 2020 in the Port Clinton Plaza shopping center.
After retiring from a career as a first responder, Kassie Anderson wanted to startup a new business idea that northwest Ohio had never seen.
What began as a proposed laser tag business quickly transformed in a virtual reality arcade.
"We went to Fort Wayne where there is a very large area that has a lot of different gaming things and we found VR and we just fell in love with it." said Anderson
Visitors can pay for blocks time, either alone or with a group.
Then the state of the art HTC Vive PRO headsets and controllers transport you into fully-immersive video game worlds.
Regardless of which of the 10 VR station you're assigned, you will still have access to their entire library of games of over 90 titles.
After every session, each headset is cleaned and then sanitized in a medical grade UV cleaner.
With the VR stations already needing to be 10-feet apart, social distancing is already built into the experience.
The intuitive nature of the games means the fun is for everybody.
"From 8 to 80. I mean, we have a chair that you can sit in so you don't have to walk around if you don't want to," said Anderson.
Visions VR can also host parties, corporate events and even full-facility rentals.
With all the VR stations connected by the same Local Area Network (LAN), you can even play multiplayer games with the other people in the room.
"You're talking through the headset with each other, you're seeing each other in the game playing the same game together. We have several multilayer games," said Anderson
Visions VR is currently operating in their winter hours of Monday through Thursday, 4-8 p.m., and Friday through Sunday, 2-8 p.m.
They are planning on expanding to full operating hours sometime before Memorial Day.
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Visions VR offers a fun, safe and immersive virtual reality experience - WTOL
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AEXLAB Closer to Its Goal of Raising $1 Million to Develop Unparalleled Virtual Reality Gaming Experience – Business Wire
Posted: at 3:05 am
MIAMI--(BUSINESS WIRE)--AEXLAB, Inc. is thrilled to announce it has raised over $700,000 on StartEngine in just three weeks. The virtual reality (VR) technology company is raising capital to continue developing an unparalleled VR experience using cutting-edge technology to create socially immersive gaming experiences.
Founded in 2015, AEXLABs proprietary systems include solutions for haptics, audio spatialization, firearm simulation, virtual reality human interfaces, and real-time social and gaming networking technology. As AEXLABs first gaming franchise, the closed alpha of the upcoming VAIL franchise has attracted everyone from professional esports competitors, experienced amateur players, and those who are completely new to the VR scene.
Virtual reality should be a first class socially immersive experience available to a wide array of consumers. Up until now, those who wanted to engage in a VR experience had to spend thousands of dollars to obtain the necessary equipment. AEXLAB offers an all-encompassing VR experience at a fraction of the price, all without the need to connect to a desktop, said Jonathan Ovadia, AEXLAB CEO.
With VAIL, players load into an interactive space and invite friends to socialize before queuing up for matches. With a PC virtual reality headset, players download the game and click play. AEXLABs product is compatible with all major headset manufacturers, including Lenovo, Hewlett Packard, Oculus, Valve, HTC, Windows Mixed Reality, and more.
AEXLABs Leadership Team consists of Elizabeth Ann Clark, Chief Creative Officer, who possesses an extensive background in communication & film and has been featured on Vice and Gaming.net. Albert Ovadia, Chief Technology Officer, is a member of the Audio Engineering Society. As a lifelong gamer, he heads programming and systems architecture. Jonathan Ovadia, Chief Executive Officer, comes with a background in finance, entrepreneurship, and business development and works within the tech and startup community to progress this niche space. Jonathan and the AEXLAB team will host Miami Mayor Francis Suarez on Tuesday, March 23 for a special edition of the Mayors Cafecito Tech talk.
About AEXLABFounded in 2015, AEXLAB is a virtual reality (VR) technology company based in Miami, FL. AEXLAB has created highly-tailored, customizable experiences for companies like Red Bull, American Institute of Architects, Epic Games, and Valve, and also participated in the Oculus Start Program. For more information, please visit aexlab.com or find us on social media at @aexlab and @playvailvr. Additional investor information can be found at http://www.startengine.com/aexlab.
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VR Vision Partners with Avangrid to Develop Custom Virtual Reality Substation Training – PR Web
Posted: at 3:05 am
Avangrid Substation Training Module
TORONTO (PRWEB) March 19, 2021
VR Vision as a leader in the virtual and augmented reality training space collaborated with AVANGRID to develop an enterprise-focused training platform that uses VR to help educate and train maintenance and repair technicians on Substation Entry and Substation Walk-through. The platform is fully immersive and developed in Unity using the latest in hardware from Oculus VR. VR Vision will then use the data gathered to assess learner performance, enabling AVANGRID to make data-driven decisions about individual technician preparedness for critical situations as well as reduce time to value for training assessments.
We aim to develop cutting-edge training tools that are not only engaging but also will provide real-world value to the end-user, said Lorne Fade, co-founder and COO of VR Vision. We aim to do this by listening to our clients' needs and then optimizing a training solution that is not only immersive but will give organizations a complete experience for learning as well as provide additional ROI in the long term.
VR is being used to streamline processes, enhance learning outcomes, and give learners a unique way to actively learn which has shown to increase competency rates by up to 90%, Lorne continued. We are excited to be working with AVANGRID on this and other immersive training platforms as we feel this is only the beginner for enterprise groups to usher in a new era of training programs that can eliminate risk, standardize processes and overall improve organizations bottom line in a unique and exciting way."
With the Substation Entry walkthrough training platform, users have a 1 to 1 virtual reality recreation that can benefit new as well as existing technicians on power generation, transmission, and distribution systems. The modules currently train technicians on pre-entry authorization with an in-depth FX on power transmission through open-air disconnects, CTs and PTs, breakers, grounding breakers, and transformers while displaying each component on the one-line diagram.
This extremely unique experience not only trains technicians but also visually trains all electrical engineers on the operations of substations, providing virtual access to one. Training new technicians can be dangerous and difficult, but this virtual reality experience avoids this difficulty and danger altogether.
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BofA banks on virtual reality to train workers for the ‘moments of truth’ – CIO Dive
Posted: at 3:05 am
Bank of America will offer virtual reality training to employees nationwide via its career training program, The Academy, a spokesperson told HR Dive in an email this month.
The Academy supports some 50,000 Bank of America employees across 4,000 of the company's U.S. financial centers. The bank tapped immersive learning company Stridr, known for its work bringing VR headsets to Walmart stores in recent years.
Bank of America is using Stridr's units to train for several functions, from simulators that help workers train on the bank's account opening and servicing systems to AI-powered tools that allow workers to practice having conversations with clients, John Jordan, head of The Academy, said during a recent webinar.
VR is also being used to upskill the bank's employees and help them move to different functions more quickly.The bank received a crash course in upskilling last year as workers pivoted to implement the requirements of the Paycheck Protection Program.
"We did 17 years worth of business loans in 60 days," Jordan said, which required reskilling some 20,000 employees. "What that showed us was the art of the possible if we can move 20,000 people in the blink of an eye practically to do something different, then we need to be thinking about that more proactively on a daily basis."
Jordan also emphasized the importance of VR in training employees to serve clients empathetically and professionally during sensitive transactions, such as buying a home.
"It gives us the ability to really practice the moments of truth with clients, those moments where there's a lot of emotion [and] potentially tension," he said.
Certification and performance monitoring are also key. "It's not just about the individual in the goggles, it's about the coach watching the individual in the goggles," Jordan said. Bank of America already had a coaching program in place that ensures high-performing individuals in every role have the opportunity to teach others, he added.
The Academy supports more than 220 job types and originally piloted VR with some 400 individuals across multiple geographies and job functions. The company relies partly on managers to establish a constant rhythm of training for each employee, but managers do not always have the bandwidth to ensure this.
"We've got to make sure that we're able to provide high-quality practice reps no matter where you're sitting," Jordan said.
Bank of America also surveys employees as they go through training, which can evaluate in real-time their grasp of training material, Jordan noted. This allows for incremental improvements on learning tech on a month-by-month basis.
"It's not just about the individual in the goggles, it's about the coach watching the individual in the goggles." Bank of America already has a coaching program in place that ensures high-performing individuals in every role have the opportunity to teach others, he added.
VR's impact on productivity has proved effective in earning buy-in from leadership on the tech because it shortened processes that might otherwise take several weeks to complete, Jordan said, but there are other potential benefits.
"Years from now, everyone's going to have some sort of VR or AR in their life," he noted. "In the vein of innovation, we know that we're opening up a whole new set of options for engaging our employees and helping them be better at their jobs."
But there are also "invisible costs" that VR can help demonstrate as workers move away from traditional click-through training. Jordan said that when Bank of America began to make the switch to experiential learning for one particular process, it noticed a "high fail rate," which in turn created another type of business case for VR that it could help address the cost of errors.
As helpful as the tech has been in improving training efficiency, Jordan said he does not envision that VR will replace all training types; "I never see a day when I say, all of your learning is in virtual reality. I think you could see a day when everyone has a piece of their learning which is done in virtual reality."
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BofA banks on virtual reality to train workers for the 'moments of truth' - CIO Dive
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Future Workplace: The Viability of VR and AR for Business and Learning Professionals – ATD
Posted: at 3:05 am
Virtual reality and augmented reality have evolved over the past couple of years and become more accessible, both technologically and financially, for business and learning. Often voiced in the same breath, virtual reality and augmented reality bend whats real to demonstrate, visualize, and impart information.
Here are the differences among them:
Now that the technology is here, its time to refine and expand upon it. We need to think about blending augmented and virtual realities, enabling hybrid learning experiences between virtual and face-to-face environments.
Many companies are interested in using AR and VR for learning and corporate benefits but dont know where to get started. I recently sat down with Matt Donovan, GP Strategies chief learning and innovation officer, and Tom Pizer, director of learning technologies at the same company. We discussed where VR, AR and MR are headed, what software drives them, and how to dip your toe in now that the technology and platforms to support them are more accessible. Here are selected highlights from our discussion. You can watch the interview at the end of this post.
Watch the highlights from the interview.
The future is bright for AR and VR. Weve effectively used it for a variety of needs, from automotive sales training to continuity of business during the COVID-19 pandemic. As developers and users become more accustomed to the technologies, we foresee them as having a huge impact on modern learning.
Learn more about VR and GP Strategies.
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Future Workplace: The Viability of VR and AR for Business and Learning Professionals - ATD
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Take A Sneak Peak At The Weirdly-Shaped New PlayStation5 Virtual Reality Controller – Benzinga
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Sony Corporation (NYSE: SNE) has revealed a new virtual reality controller for its PlayStation 5 gaming console, which it claims unlocks a way to tap into the sense of touch.
What Happened: The orb shaped controllers allow for a high degree of freedom while playing, wrote Hideaki Nishino, senior vice president of platform planning and management of Sonys gaming arm, in a blog post Thursday.
Nishino said the company"designed the new controller with great ergonomics in mind, so its well-balanced and comfortable to hold in each of your hands.
We applied learnings from testing users with a range of hand sizes, as well as the decades of insights from controllers across all PlayStation platforms, he said.
The features of the new controllers include adaptive triggers that are similar to Sonys DualSense controller in terms of giving the feel of palpable tension during gameplay. Other features span haptic feedback, finger touch detection, tracking, and action buttons. The left controller also contains one analog stick.
Why It Matters: Sony isnt the only company jumping on the VR product release bandwagon. Apple Inc (NASDAQ: AAPL) too is said to be planning a VR headset for 2022, which would come along with a steep price tag.
The Apple headset could cost as much as $3,000 and come equipped with interchangeable headbands, according to Business Insider.
Facebook Inc (NASDAQ: FB) launched its Oculus Quest 2 VR headset in September last year.
The Mark Zuckerberg-led company has nearly 10,000 people or 20% of its workforce dedicated to developing augmented and virtual reality devices, according to The Information.
As for Sony, the company showcased its next-generation VR system for PlayStation 5 in February and said it wont be launching in 2021. In a separate blog, Nishino wrote, theres still a lot of development underway.
Price Action: Sony shares closed nearly 0.6% lower at $105.34 on Thursday.
Photos: Courtesy of Sony
2021 Benzinga.com. Benzinga does not provide investment advice. All rights reserved.
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Take A Sneak Peak At The Weirdly-Shaped New PlayStation5 Virtual Reality Controller - Benzinga
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Global Sensation, "Van Gogh: The Immersive Experience," A Digital And Virtual Reality Exhibition, Coming April 6 To The Portal At AREA15 -…
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Debuting in Las Vegas after international stops in Asia, the Middle East and Europe, its arrival at AREA15 marks the first time a digitally immersive andvirtual reality experienceof this magnitude and complexity featuring the art of Vincent Van Gogh will be seen in the United States. In advance of its wider North American release to at least eight cities this year, including Atlanta, New York, and Boston, Van Gogh: The Immersive Experiencewill debut an exclusive preview inside The PORTALAREA15's360-degree projection-mapped room designed for events, performances and digital art installations.
"The PORTAL at AREA15 was created to stage exactly this sort of immersive, 360-degree experience," said Winston Fisher, chief executive officer, AREA15. "We're thrilled to be the first U.S. location to preview this mesmerizing, art-and-technology phenomenon celebrating the life and art of Van Gogh."
On view from April 6 through July 5 at AREA15, Van Gogh: The Immersive Experiencewill be a timed experience encompassing 35 minutes and mapped specifically to fit the nearly 7,000-square-foot PORTAL. General admission tickets will include lounge seating where guests are enveloped in sensational artistry, while VIP tickets will include VR goggles to experience "A Day in the Life of the Artist in Arles, France," a virtual stroll alongside Van Gogh himself to explore the countryside settings that inspired his artwork.
Captivating a worldwide audience for more than four years in cities such as Brussels, Naples,Tel Aviv, Beijing, and Antwerp, Van Gogh: The Immersive Experienceis an awe inspiring 360-degree experience making visitors feel as though they have stepped into the famous artist's masterpieces. The immersive experience invites guests to revel in a transcendent display of this 19th century artistic genius' life, work and secrets as never before all seen through high-resolution digital projections and an accompanying original VR experience. The uniquely atmospheric light and sound show features dazzling animations of more than 300 of Van Gogh's works set to a custom score and punctuated by voice actors sharing poignant quotes from Van Gogh's letters to his brother,Theo.
The production, brought to life by European entertainment producer,Exhibition Hub, whichhas produced more than 70 experiences around the world, and presented by U.S.-based Immersive Hub, is a culturally enlightening, educational experience appropriate for all ages. All attendees will abide by prevailing public health and safety protocols.
"Having created numerous immersive experiences around the world, I am thrilled to bring Van Gogh: The Immersive Experience to AREA15, which lies at the heart of the city's new entertainment landscape," said Mario Iacampo, CEO of Exhibition Hub. "The innovative storytelling and technology that define Van Gogh: The Immersive Experience make ita perfect fit for AREA15."
Van Gogh: The Immersive Experiencewill be on view Sundays, 10 a.m. to 10 p.m.; Monday through Thursday, 3 to 10 p.m.; Fridays, dark; Saturdays, 10 a.m. to 6:30 p.m. Adult tickets start at $35 with 20 percent off for military and seniors; children's tickets are $19. Nevada residents receive additional discounts. VIP tickets, which include the VR experience, can be added to the general admission ticket for $10 more. Family-friendly ticket bundles are available at $80 for 2 adults and 2 children.
PUBLIC HEALTH NOTICEAREA15 and all its experiences follow the latest recommendations of leading health experts and government authorities, including theWorld Health Organizationand Centers for Disease Control and Prevention. And true to the insatiable hunger for all things inventive and groundbreaking, AREA15 uses cutting-edge, state-of-the-art technology to help implement these recommendations, including an AI-driven thermal scanning platform that screens temperature accurately and non-invasively, detects the absence of a mask, and alerts staff when social distancing thresholds are not being met.
ABOUT AREA15AREA15, located minutes from the Las Vegas Strip, is the world's first purpose-built experiential entertainment district offering live events, immersive activations, monumental art installations, extraordinary design elements, unique retail, ground-breaking technology, bars and eateries and much more. With a growing collection of dynamic destinations including Dueling Axes, Emporium Arcade Bar, Lost Spirits Distillery, Oddwood Bar, "Wink World: Portals Into The Infinite," Museum Fiasco, Rocket Fizz, Five Iron Golf, The Beast by Todd English, OZ Experienceand anchor experience, Meow Wolf's Omega Mart, AREA15 is an ever-changing art, retail and entertainment district attracting locals and tourists of all ages.
AREA15 represents a collaborative venture between real estate development firm Fisher Brothers and creative agency Beneville Studios, both of New York.
ABOUT EXHIBITION HUBSince launching in 2015, Exhibition Hub has produced more than 70 exhibitions and immersive experiences around the world, reaching more than six million visitors. The company curates, producesand distributes a large number of exhibitions across the globe, from Brazil to China, delivering experiences to wide audiences and adapting its productions to numerous types of unique venues: from museums to exhibition centers, galleries to shopping malls, and cathedrals, and historical sites.
SOCIAL MEDIA LINKS: Facebook:@AREA15LasVegas, @VanGogh.Experience Instagram: @AREA15Official, @VanGogh.ExperienceTwitter: @AREA15OfficialYouTube:AREA15
HASHTAG:#AREA15
MEDIA CONTACTS: Desiree Webb/Erika Pope The Vox Agency [emailprotected], [emailprotected] (702) 569-0616, (702) 249-2977
Click Here for Downloadable High-Res Images
SOURCE AREA15
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