Monthly Archives: March 2021

An Opera Nonprofit Bets on VR, With a New Show About Joan of Arc – The Story Exchange

Posted: March 5, 2021 at 5:12 am

One of Opera on Taps new traveling OperaCades in New Orleans. (Credit: Dylan Trn)

Opera on Tap, an organization that makes opera more accessible to a wider audience, started dabbling in virtual reality well before the pandemic.

Back in 2016, the Brooklyn, New York-based nonprofit staged what was billed as the worlds first VR opera, called The Parksville Murders. We didnt know what we were doing, said founder Anne Hiatt. Its such a nascent platform in terms of entertainment.

Now, prompted by massive upheaval in the entertainment world during the pandemic, Opera on Tap is making larger bets on VR, with a new show about Joan of Arc and an in-house virtual reality portal in the works.

[Related: Heres Why Film Director Chloe Zhaos Golden Globes Win is Historic]

In the new show, the audience will follow a modern-day version of the patron saint in the form of five homeless women. The audience will be able to follow different women when the Joans cross paths throughout the interactive, site-specific opera, according to Hiatt.

Opera on Tap has partnered with homeless shelters to allow women to tell their stories, and is compensating them for their contributions to the shows narrative.

Hiatt plans to incorporate augmented reality smartglasses, similar to Google Glass, which are reportedly rolling out in the next year or so. The idea is that an audience member can put them on and experience the opera though augmented reality, she said. Were working on technology development and figuring out the approach well use.

Its about taking opera out of the concert hall and into places where people could experience it intimately, Hiatt added.

There are other ways the organization is doing just that. Hiatt and her six-person staff are currently building pre-recorded, interactive educational lessons for students that will roll out in spring. This is a new process for us, this idea of selling a digital product, Hiatt said. We definitely expect to see it as a source of revenue for us, which could potentially double our budget in the next couple of years.

Theyre also sending OperaCades, ornate theaters on wheels built in partnership with New Orleans Opera, around to different cities so that music lovers can safely enjoy a live performance.

[Related: Its Been 50 Years Since Woodstock and Women Are Still Far from Center Stage]

Im hopeful that [the pandemic] has also shed some light on how much artists contribute to the economy and that more equitable structures will be built to support artists, Hiatt said.

The founder, who saw a 78% decrease in earned revenue since Covid hit, said she relies primarily on existing donors and federal arts grants.

Its been a real collective effort to keep alive during this time, she said.

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An Opera Nonprofit Bets on VR, With a New Show About Joan of Arc - The Story Exchange

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Virtual Reality MMORPG Zenith is coming to PlayStation VR – RPG Site

Posted: at 5:12 am

Ramen VR's Japanese RPG inspired massively multiplayer online title Zenith is heading to PlayStation VR, it's been announced today as part of a slew of VR-themed announcements on the PlayStation Blog.

The title, known on its Steam Page as Zenith: The Last City, is a fully virual reality MMO complete with a full RPG feature set. You can battle enemies, explore, craft new gear, and join guilds and groups for raids and other team-based content. Naturally, being in Virtual Reality changes the nature of the game compared to most RPGs - everything from combat to communication plays out quite differently when you are actually embodying the character.

On PC,Zenith is available on Steam and supports the Oculus Rift, HTC, and Valve Index headsets. It'll now work on PS4 and PS5 via the original first-generation PlayStation VR headset - and it seems reasonable to guess support for the dedicated PS5 headset is relatively likely, whenever that arrives.

Here's what Ramen VR CEO Andy Tsen said over on the PlayStation Blog:

Our team loves anime, MMOs, and VR but there was nothing out there that combined all three for a satisfying experience. We set out to build Zenith because it was the game we wanted to play, and because we believed that many of you would feel the same way.

The World

Zenith is a VR MMO that marries a colorful open world with adrenaline pumping action adventure gameplay. Our game has beautiful, hand-crafted environments that youll spend hours getting lost in. From lush canopies in the Amarite Forest, to turquoise blue waters at the Radiant Coast, to the hyper futuristic city of Zenith itself, weve built a stylized fantasy world dripping with detail. Of course beautiful scenery is only one part of making Zenith feel like a living world, weve also invested lots of time on lore, infusing the setting with intricate details that bring it to life.

Zenith

Set generations after a cataclysmic event known only as The Fracture, players will be drawn into an engrossing tale as they fight man and gods alike to prevent catastrophe from striking again. Using the power of Essence, the magical lifeblood of all living beings, players will grow increasingly powerful as they adventure together meeting a colorful cast of champions and villains along the way.

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The Movement

With such a massive world, we also wanted to give you unparalleled freedom of movement.

In Zenith you can climb anything. Use your hands to climb up the sides of skyscrapers or giant cliff faces, discovering secret areas and searching for hidden treasure. You have limited stamina, which increases as you explore the world, so youll need to plan your ascent carefully.

Soar through the skies using our Gliding system to quickly fly to distant areas of the map, get the drop on some enemies, or just take in the view.

The Combat

The most amazing open world doesnt mean squat if we dont have a deep core game loop to keep you satisfied for hours, and thats exactly what we aim to deliver with our hyper-immersive combat system thats only possible in VR.

While many MMORPGs feel like spreadsheet simulators, Zenith feels tactile and simple to learn. Instead of learning a million formulas about damage, youll be mastering intuitive mechanics like throwing, blocking, and dodging. Parry the cold steel of your enemys blade, slam your staff like a wizard, and even dodge arrows while slowing time.

Mastery of blade and magic in Zenith takes both time and practice as you learn how to launch the perfect combination of attacks, blocks, and spells while fighting a variety of powerful enemies that will test your mettle. For your perseverance youll be rewarded with rare and powerful weapons and abilities that will help you reach the heights of power.

Massively Multiplayer

No MMORPG would be complete without the Massively Multiplayer ingredient and were no exception. The social experience is especially important to us as developers because we believe that online games can empower people, and build relationships as strong as real life! (No joke, I got married to my wife in Final Fantasy 14 before we got married in real life)

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Zenith will feature loads of party content including epic world bosses, public events, and dungeons. Particularly challenging content will require careful coordination, and thats where our guild system comes into focus. Start your own guild with your friends and rise to prominence, or join an established guild to conquer Zeniths greatest challenges.

Customize classes to fit your playstyle

One of the joys of VR is that it gives you a chance to completely reinvent yourself and we crafted our class system to do just that. In Zenith your class doesnt dictate what role youll play. Roles arent tied to your class, so you can Tank as an Essence Mage or heal as a Blade Master whenever you want! RPGs are all about choice, so we designed all our systems to provide fun and surprising new combinations to match any playstyle.

We love MMORPGs and JRPGs some might even call it an obsession. Working on Zenith has been a dream realized for all of us. We are honored to have a chance to build this world, and cant wait for you to visit.

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First Gameplay Of Virtual Reality Game, Demeo, Reveals a Dungeon Crawler Like You’ve Never Experienced – Gamasutra

Posted: at 5:12 am

[This unedited press release is made available courtesy of Gamasutra and its partnership with notable game PR-related resource Games Press.]

STOCKHOLM March 3, 2021 Resolution Games today answered the call from many eager RPG fans to know more about the VR studios upcoming fantasy dungeon crawler, Demeo. In a newly released gameplay trailer, viewers are given their first glimpse of the multiplayer co-op game in action as they are immersed into the dungeon where a warrior faces off against the army of ferocious beasts and savage goblins that blocks the way.As the video continues, viewers are brought back a layer to the meta-reality of Demeos VR basement, showing the first-person perspective of multiple players sitting around a table playing Demeo together. RPG fans have dreamed for years about descending into their favorite fantasy games, and with this single change in perspective, viewers come to the realization that Demeo truly puts players inside of a fantasy epic at a level never seen - or experienced - before thanks to the magic of VR.Its so easy to get lost in the different environments of the game, explained Tommy Palm, CEO of Resolution Games. Are you sitting around a table playing a board game with friends in your parents basement? Yes. Are you a hero exploring levels of a dungeon and facing hordes of monsters and traps with your fellowship of warriors? Also yes. Its this combined experience thats so reminiscent of traditional tabletop gaming with friends that makes Demeo such an engaging experience.Demeo is a collaborative, turn-based role-playing game releasing later this year on Oculus Quest and Rift platforms, as well as Steam for both PC and VR play (add to your Steam Wishlist here). Up to four players work together as a brave band of heroes (Guardian, Sorcerer, Assassin and Hunter) to save the realm from vile corruption that awaits in the catacombs. Together, players will defeat malicious minions by rolling the die and combining regular attacks with special ability cards gathered from treasure chests throughout the various levels.Our goal in creating Demeo was to design a shared gaming adventure for friends to become completely immersed in fantasy worlds, where they can step out of their everyday experiences and find a chance to escape the outside world together, added Palm. Its very much like an old school game night with friends, but now with a bit of previously impossible wish fulfillment: your thought of man, I wish I could be in this game has actually come true, and its more incredible than you ever imagined.Demeo is the first title from Resolution Games planned for release on traditional gaming PC devices as a non-VR title, and will be playable cross-platform between PC and VR gamers.For the latest updates about Demeo, sign up at http://www.resolutiongames.com/demeo.###About Resolution Games:Resolution Games is a games studio led by some of the top minds in the industry, forging a world-class catalog of titles that brings players into the richest VR and AR worlds possible. As one of the first studios dedicated solely to creating experiences for these platforms, Resolution Games titles rank among the top rated and most downloaded games in the space. Games like Bait!, Blaston, Acron: Attack of the Squirrels!, Angry Birds VR: Isle of Pigs and Cook-Out: A Sandwich Tale illustrate the innovative and immersive ways the studio is constantly pushing the boundaries of what is possible.Founded in 2015, Resolution Games is privately held and based in Stockholm, Sweden. Follow the company at http://www.resolutiongames.com and on Twitter and Facebook.

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First Gameplay Of Virtual Reality Game, Demeo, Reveals a Dungeon Crawler Like You've Never Experienced - Gamasutra

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Immersive Virtual Reality Market : Projection of Each Major Segment over the Forecast Period 2027 KSU | The Sentinel Newspaper – KSU | The Sentinel…

Posted: at 5:12 am

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Microsoft Mesh shows growing importance of Teams, future of VR at work – Business Insider

Posted: at 5:12 am

Microsoft believes Teams is more than just a chat app.

This week, at its virtual Microsoft Ignite event, the company signaled its ambitions to go beyond messaging and video conferencing by announcing new features, including a new virtual and augmented reality platform called Microsoft Mesh essentially, a set of cloud-powered tools to help developers build apps that let people meet and collaborate virtually.

Microsoft says that it plans to bring Mesh-powered features to Teams in the not-so-distant future, letting users meet with each other virtually, in what it pitches as a more immersive way for distributed teams to link up.

More than just a futuristic-sounding technology, however, experts say that the announcement reflects Microsoft's belief, held at the highest levels of the company, that Teams is maturing into a fully-featured platform all on its own.

"There is no question Microsoft is building Teams to be the biggest workflow and collaboration platform they have ever had," Creative Strategies analyst Carolina Milanesi told Insider, calling the potential for the app as akin to "Microsoft Office on steroids."

In October, the last time it provided an update, Microsoft said Teams had 115 million daily active users up from the 75 million it announced in late April amid a surge in users prompted by the pandemic-caused shift to remote work.

Beyond Mesh, Microsoft also used Ignite to announce new Teams features, including enhanced integrations with other Office software like PowerPoint and Dynamics 365.

Some of those features bring Teams up to par with its rivals: Teams now has a "Connect" feature, which, like Slack 's "Shared Channels," allows companies to bring customers or partners into shared chat rooms. It also got a better PowerPoint integration, similar to Zoom's, which places the presenter in front of a slide deck to make it seem more like an in-person presentation.

Ultimately, says Rebecca Wettemann, an analyst with Valoir, the new announcements are "about making the most of the Microsoft portfolio," reflective of how the tech titan is bringing Teams closer into its own portfolio of products and services.

Indeed, says Futurum Research analyst Dan Newman, Microsoft is slowly building out Teams into an operating system for work, bringing all of the software and tools that people need to get work done into one chat-based interface. That's especially important given the current push towards remote work.

"So instead of going into your Windows and operating system and working in an office, you go into Teams and you are in this epicenter of collaboration, communication, productivity, presentation," Newman told Insider. "Others are doing this too, but Microsoft has an inherent advantage because it has that full stack."

The announcement of Mesh reflects the notion of taking this idea into the world of virtual reality, which Microsoft and others are betting on as the next major computing platform.

"Microsoft is one of those companies that has done a lot of interesting cutting edge research, but it's also done a really good job of bringing into the realities of what a business application can be," Wettemann said. "What we're seeing is sort of bringing Microsoft labs and what they're seeing with actual user experiences with Office and Teams together."

Combining Mesh and Teams could also be a watershed moment in the development of virtual reality itself: It "up-levels the conversation for mixed reality," said Patrick Moorhead, the founder of analyst firm Moor Insights and Strategy.

Microsoft late last year signaled the growing importance of the app to the company by adjusting the way executives are awarded bonuses to prioritize growing Teams users. The company's board determines performance stock awards for executives based on metrics such as growing cloud revenue and subscribers, Teams monthly active usage, Xbox Game Pass subscribers, Surface hardware revenue, and LinkedIn sessions.

Microsoft adjusted the weight for each of those metrics to make Teams a bigger priority. Growing Teams monthly active users will now account for twice as much of performance stock awards after the company raised the category's weight to 20% from 10%.

All of that reflects what Futurum's Newman sees as a lasting value for Teams, especially given that remote work will likely be a new normal at plenty of companies even after the pandemic. He doesn't expect Mesh to take off widely until virtual reality headsets get less bulky and cumbersome, but it shows that Microsoft is building Teams to last.

"We need to meet and present. We need to meet and engage. We need to meet and work on content together," Newman said. "So that's why you see Teams becoming sort of an operating system for remote work."

Are you a Microsoft employee, or do you have insight to share? Contact reporter Ashley Stewart via encrypted messaging app Signal (+1-425-344-8242) or email (astewart@businessinsider.com).

Got a tip?Contact this reporter via email atpzaveri@insider.comor Signal at 925-364-4258. (PR pitches by email only, please.)

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The Zombieland Franchise Returns This Springin VR – VRFocus

Posted: at 5:12 am

When it comes to modern zombie movies the Zombieland franchise is one of the better ones, a nice mixture of over-the-top gore and a comedic narrative. Today, XR Games and Sony Pictures Virtual Reality (SPVR) have announced Zombieland: Headshot Fever, an arcade shooter coming to most VR headsets this Spring.

Inspired by classic 90s light gun games like Time Crisis II and The House of the Dead 2, Zombieland: Headshot Fever is designed to be a fast and frantic single-player shooter where you dont need to wander around, all the zombies come straight to you. All you have to do is take them all out as quickly as possible because time matters.

Featuring an Adrenaline Mode activated after two quick headshots, itll allow players to rack up bigger combos and improve their times to get on the leaderboards. Theyll be able to unlock shotguns, revolvers, assault rifles and more weapons to find their perfect setup.

With this VR game, were bringing the zombie apocalypse right to you in a totally new way while preserving the humour and wit of the hit movie franchise. Now Zombieland fans can feel what its like to stare down an onslaught of Zombie hordes and make split-second gameplay decisions in order to blast their way to survival, said Jake Zim, SVP, virtual reality, Sony Pictures Entertainment in a statement.

All four heroes (Tallahassee, Wichita, Columbus and Little Rock) from the movie franchise will feature. Little Rock will be voiced by Abigail Breslin from the Zombieland movies, Tallahassee will be voiced by Woody Harrelsons brother, Brett, while Wichita and Columbus get VO actors approved by Emma Stone and Jesse Eisenberg respectively.

Being trusted with bringing an iconic Sony Pictures franchise to life is extra rewarding and exciting when youre a huge fan of Zombieland, says Bobby Thandi, Founder and CEO of XR Games. The Zombieland world is a no-nonsense kind of place, and to this end weve made one of the purest shooting games for VR. We handcrafted the content, upping replayability, and incorporated mechanics from racing games such as time splits so you know exactly how well youre doing. Its about practising til youre perfect.

Zombieland: Headshot Fever is set to release this Spring for Oculus Quest, Oculus Rift, HTC Vive, Windows Mixed Reality headsets, and later for PlayStation VR. As further updates on the videogame are released, VRFocus will keep you updated.

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Virtual Offices are the Commercial Office Sector’s Biggest Threat – Propmodo

Posted: at 5:12 am

The Oasis. Its a place where the limits of reality are your own imagination. You can do anything, go anywhere, Wade Watts says of the technology at the heart of the bestseller Ready Player One. The science fiction epic tells the story of a world living online, cut off from most human contact, living and working in the digital world. Sound familiar?

An entire virtual world with the complexity of The Oasis is still just science fiction, but the books vision of the future offers a glimpse of where the virtual spaces were creating could be headed. With office work already inextricably linked to the computer, virtual offices are more science than fiction. The implications of viable virtual offices will shake the commercial office sector down to its bedrock. Theres no bigger threat to the demand for office space than technology that can replace it. The future isnt as far off as you think.

Our great pandemic-induced work from home experience is redefining the office faster than any time in modern history. Largely unable to access traditional office space, employees have been forced to be flexible, working from the couch, the kitchen counter, and even the closet, creating what little workspace they need where they can. Coffee shops, parks, hotels, and other public spaces with WiFi have become an escape for workers stuck at the office at home. For office workers, workspace is wherever youre using your computer. Creating a digital workspace is the future of flexible office design. Virtual 3D modeling that creates digital workplaces can already create truly flexible offices that go far beyond rearranging basic office components like desks, chairs, and conference rooms.

Watch a webinar from the top of a mountain, send emails from the Library of Congress, attend a meeting at the beach. The limits of virtual office design are your own imagination. Creating virtual spaces for people to gather is not new. Designers have been creating online meeting places with 3D modeling for over a decade. Right now the technology is being used to visualize build-outs and architectural designs but is quickly transitioning to render entire virtual offices inhabited by remote workers.

Outside the world of office space, the technology has been flourishing for nearly two decades. Second-Life, released in 2003, was a massive multiplayer online virtual world full of places for players to gather, connect and chat in an effort to create a digital replication of the modern world. Second-Lifes functionality pales in comparison to Ready Player Ones vision, but technology is quickly catching up.

Companies like Spatial and Spaceform are developing virtual spaces for people to meet through augmented or virtual reality and shake hands with a coworker miles away, no hand sanitizer required.

Were working with gaming engine technology that allows you to create real time 3D models that we can all experience simultaneously, Squint/Form Director Jan Bunge said. Bunges team is developing Spaceform into virtual conference room space. At the moment theres the most insane virtual spaces for having parties and social gatherings, all in a purely virtual setting. The need to create those settings in an office is there.

It all comes down to the limitations of video chat. Nearly a year into this, were all acutely aware what Zoom and others are lacking. Video chat is a tool that was basically good for two things: very personal conversations in small groups or big webinars where you dont need to interact, Spatial Head of Business Jacob Loewenstein told Wired. But for anything in between it breaks down, and thats where we see Spatial really being a much more interactive and much more personal collaboration solution.

Virtual or augmented reality allows participants to move around a space, use their arms and head to gesticulate, interact with virtual objects in the space, share your screen, upload presentations and collaborate on documents or 3D designs in real-time. Workplace bias and harassment are nearly impossible in the virtual space, presenting a solution to issues drawing increased scrutiny. Studies show VRs immersion increases attention span, meaning the new technology could be a solution to low employee engagement when working remotely. Imagine several 3D avatars in a board room around a model of a new building project, turning, expanding, and highlighting various parts of the model when collaborating on the design like Tony Stark working on his Iron Man suit prototype.

For some the world Im describing is a new level of hell. Burnt out on Zoom, meetings in virtual reality sounds like doubling down on the suffering. The prospect of wearing a VR headset for an extended time gives many a headache just thinking about it. Despite improvements in VR tech, developers have yet to create a headset device suitable for long-term use. Right now, wearing a VR headset for even half of an 8-hour workday is out of the question.

Journalist Esat Dedezade recently tested this new reality, spending close to $7,000 for a top-of-the-line VR headset and computer to operate it. Using the Virtual Desktop app, he was able to work anywhere, from a high-rise corner office to a serene forest. It wasnt long before he hit the first snag: typing. Being unable to see your keyboard and fingers as they move across it was a serious setback. More technology steps forward to solve that problem, a different work app uses a webcam to display a real-time overlay of his real-life keyboard. Even with the solution, it quickly became clear that working with a VR headset for even an hour is a challenge. After adjusting his approach by only using the VR headsets for tasks requiring serious focus and taking frequent breaks, the technology began to click. Online meetings were better and administrative work was more tolerable.

Whether its for work or play, after a few hours in VR I can take the headset off and feel like Ive actually been somewhere, Dedezade wrote. Thats a precious feeling that I hadnt precisely realized Id even lost, but with so many of us stuck at home for the foreseeable future, its an invaluable benefit that I never even considered.

Obviously, the technology is extremely limited in its current use. Enormous upfront costs, adverse effects from prolonged usage, and underdeveloped applications are major hurdles to overcome if virtual office spaces are ever to become mainstream. If theres one thing the 21st century has taught us, its that you can bet on technology becoming cheaper, safer, and more developed.

Should virtual offices become a viable solution for the masses, the implication for commercial real estate would be biblical. Co-working and working from home have long been considered looming threats, shrinking the demand for office space real estate empires are built on. A viable virtual office doesnt just shrink demand, it eliminates it completely. The technology, still in its natal phase, will grow up sooner or later as tech giants pour billions into research and development. Its no stretch to say that virtual offices are an existential threat to the entire industry. The property business has already given way to software, what happens when it gets eaten by it?

For now, virtual offices remain mostly science fiction outside a few specific use cases but the progress is picking up speed. If you look closely, the future isnt hard to see. Centralized offices are being shed and distributed workforces adopted. What will be the value of a physical office when it can be replicated, pixel by pixel, in a VR headset? The answer to this question will determine the future of the office industry. Best to start now, the programmers already have.

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Virtual Offices are the Commercial Office Sector's Biggest Threat - Propmodo

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Doom 3: VR Edition Reimagines the 2004 FPS Classic in Virtual Reality – Push Square

Posted: at 5:12 am

Sony has a slate of PlayStation VR announcements planned for today, and the first one is quite the surprise. Doom 3 is being reimagined for virtual reality in Doom 3: VR Edition, planned to launch on PS4 later this month on 29th March 2021. PS5 players can also get in on the action via backwards compatibility. Check out what it looks like in action in the announcement trailer above.

This PSVR version will support the long-forgotten Aim Controller and also includes the game's two expansions The Lost Mission and Resurrection of Evil. The classic experience has been retooled for virtual reality, complete with new textures, shaders, and sound effects. You'll be able to peer around the corners of the UAC facility, angle your shots using motion controls, perform speedy 180 degree turns, and track your health, armour, and ammo through an in-game display mounted on your wrist.

A price wasn't revealed over on the PlayStation Blog, but we have to assume it'll be in keeping with the cost of DOOM VFR, which was 19.99/$29.99 at launch. Would you be interested in revisiting Doom 3 using PSVR? Watch your back in the comments below.

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Virtual Reality Glove Market 2021 Is Rapidly Increasing Worldwide in Near Future | Top Companies Analysis- CyberGlove Systems, Manus VR, GloveOne,…

Posted: at 5:12 am

A detailed report entitled, Global Virtual Reality Glove Market recently published by DataIntelo offers a comprehensive outlook of the global Virtual Reality Glove market. It is an all-inclusive report that provides lucid and precise information about the crucial aspects of key components and players of the market. The report offers a robust assessment of the Virtual Reality Glove market to understand the scope of the growth potential, revenue growth, product range, and pricing factors besides analysis the market size, market performance, and market dynamics of the Virtual Reality Glove market. Moreover, the report is thoroughly assessed to draw a broader picture of the market by a detailed study of the current market trend and examines the potential expansion and growth of the Virtual Reality Glove market during the forecast period, 2020-2027.

Key companies that are covered in this report:

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As per the estimation of DataIntelo, the global Virtual Reality Glove market was valued at UDS XX million and is projected to reach a value of USD XX million by the end of 2027, expanding at a CAGR of XX% through the forecast period. The report covers the performance of the Virtual Reality Glove in regions, North America, Latin America, Europe, Asia Pacific, and Middle East & Africa by focusing some key countries in the respective regions. As per the clients requirements, this report can be customized and available in a separate report for the specific region and countries.

The following is the TOC of the report:

Executive Summary

Assumptions and Acronyms Used

Research Methodology

Virtual Reality Glove Market Overview

Global Virtual Reality Glove Market Analysis and Forecast by Type

Global Virtual Reality Glove Market Analysis and Forecast by Application

Global Virtual Reality Glove Market Analysis and Forecast by Sales Channel

Global Virtual Reality Glove Market Analysis and Forecast by Region

North America Virtual Reality Glove Market Analysis and Forecast

Latin America Virtual Reality Glove Market Analysis and Forecast

Europe Virtual Reality Glove Market Analysis and Forecast

Asia Pacific Virtual Reality Glove Market Analysis and Forecast

Asia Pacific Virtual Reality Glove Market Size and Volume Forecast by Application

Middle East & Africa Virtual Reality Glove Market Analysis and Forecast

Competition Landscape

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Original post:

Virtual Reality Glove Market 2021 Is Rapidly Increasing Worldwide in Near Future | Top Companies Analysis- CyberGlove Systems, Manus VR, GloveOne,...

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The Built Environment – rAVe [PUBS]

Posted: at 5:12 am

Many of us (if not all of us) who work in AV-based technologies have a co-dependent relationship with the built environment. Suppose youre unclear of what the built environment is, Ill sum it up quickly. In that case, it references the designed architecture and sculpted living environment that surrounds us and has been built by us, the people humans. This can include buildings, cities, roads, urban landscapes, and so on. Although 3D printing and many other tools help us build and sculpt these environments, theyre no less the creation of human thought, conceptualizing and building practices performed by people.

However, nowadays, we have a new swath of technology coming on the horizon if its not already in your living room or studio. Either way, Im sure youve heard of augmented reality (AR), virtual reality (VR), mixed reality (MR), immersive audio, spatial audio, ATMOS and so on. All these dont necessarily depend on the built environment to connect and function with users or people. But instead, create an alternate universe or reality within a digital world. AR blurs that line but ultimately is still creating something virtual for those who use it.

Its a very fascinating revolution in audiovisual technologies. These have really forced the concept and question of, how can we leverage the built environment and the virtual environment to have harmony and well-being with a real human connection? Granted, these MR technologies are mostly single-user experiences within the real-world context. Still, they are often multiuser in the virtual world, for this is a virtual interaction built in a virtual environment for a virtual experience.

So, where does this leave us? Well, the reality is MR leaders have been questioning the relevance of display screens with the uptake in MR tech. Recently, many key players in the AR/VR/MR markets have dropped new hardware and software apps that make creating experiences easier and more engaging. The creations coming out of these platforms is genuinely astonishing. They pave the way for new and advanced concepts within many AV sectors like wayfinding, signage, gaming, information, advertising, live event, experiential design, public engagement, etc.

The pandemic has brought on these technology advancements quickly they seem to have garnered broad appeal throughout 2020. Maybe because people are at home and need an alternate reality to travel to when reality locks them out. With good reason, these technologies are playful and can unlock our imagination just play Moss with a VR headset and tell me you didnt find it magical.

But I think, even though the sizzle of the MR steak is so good and I mean really good especially in our current global situation, we cant forget the relationship to our built environments (even though sometimes its easy to overlook). We sometimes look around, and we dont actually see. Maybe we just dont appreciate all these built things that live around us, made by us. Tall buildings, sculpted hills and plantings, roads that bend and curve and layer up like brush strokes on a canvas.

Weve seen the realization of engineering feats for the beauty and strength of timeless design and an attempt to create something transgenerational that connects people to the environment theyre living in. Its incredible what weve achieved, and it gives us history and relevance in the real world. Yet, most people sit in the bus or car and stare at their phone, the stranger biting their nails a couple of seats up, or the ground. Maybe they hold up the phone for a picture, or, as weve seen with Pokemon Go to look through the looking glass into an AR world. Then we go home and into a room, turn on a tablet, watch a movie, read an article or strap on a VR headset and do some gaming. Sometimes, we find eating might get forgotten, although snacking, well, it never seems to get overlooked. So, where am I going with this?

Well, I feel like we are on the cusp of an architectural renaissance with audiovisual and low-voltage technologies as the medium. This renaissance, I think, is partially due to the rise of creative technology advances and innovations in our AV sector and, more so, the potential of its harmony within the context of the built environment.

Whether projection mapping on a building or integrated screens in creative fashions, reactive tracking and AI content translations incorporate a larger story into the public domain. Theres a sense of harmony and connection in all of it. Now, we can layer on virtual realities, triggers and explanations to anyone who leaps down the rabbit hole. But it doesnt make the real world less.

In a lot of ways, architecture and technology have an inherent symbiotic relationship. Both, when working together, create something extraordinary, really impactful that couldnt exist without the other. These concepts couldnt have even existed beyond conception a millennia ago, let alone 20 years ago. Its new, barely evolved through hindsight. Its a natural evolution, and we owe it to find mutual benefits and open more extensive dialogue. We owe it to engage our emotional sensibilities and really connect to one another and our built lived environments in unified harmony what a great experience.

As we move forward, instead of considering the built environment and the virtual environment as mutually exclusive, we need to engage inclusively. How do we allow these contributing disciplines to work together, find a seat at the table and work toward a symbiotic relationship? How can we create something beautiful and timeless AND leverage technology into the built environment in a meaningful way? How do we find the design language to translate our complex technological concepts to teams that can build them?

These are all complex questions that will most likely find a beautifully refined and straightforward outcome after complex thought. For now, these are the challenges that hopefully can drive us to the next great human experience within our built environment, and I, for one, am all in!

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The Built Environment - rAVe [PUBS]

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