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Monthly Archives: June 2021
Global Augmented and Virtual Reality in Healthcare Market Report 2021: Market to Reach $7.8 Billion by 2027 – Hardware Segment to Account for $4.5…
Posted: June 24, 2021 at 11:17 pm
DUBLIN, June 24, 2021--(BUSINESS WIRE)--The "Augmented and Virtual Reality in Healthcare - Global Market Trajectory & Analytics" report has been added to ResearchAndMarkets.com's offering.
Global Augmented and Virtual Reality in Healthcare Market to Reach $7.8 Billion by 2027
Amid the COVID-19 crisis, the global market for Augmented and Virtual Reality in Healthcare estimated at US$1.5 Billion in the year 2020, is projected to reach a revised size of US$7.8 Billion by 2027, growing at a CAGR of 26.1% over the analysis period 2020-2027.
Hardware, one of the segments analyzed in the report, is projected to record a 25.1% CAGR and reach US$4.5 Billion by the end of the analysis period. After an early analysis of the business implications of the pandemic and its induced economic crisis, growth in the Software segment is readjusted to a revised 26.9% CAGR for the next 7-year period.
The U.S. Market is Estimated at $458.5 Million, While China is Forecast to Grow at 25.5% CAGR
The Augmented and Virtual Reality in Healthcare market in the U.S. is estimated at US$458.5 Million in the year 2020. China, the world`s second largest economy, is forecast to reach a projected market size of US$1.3 Billion by the year 2027 trailing a CAGR of 25.5% over the analysis period 2020 to 2027.
Among the other noteworthy geographic markets are Japan and Canada, each forecast to grow at 23.3% and 22.4% respectively over the 2020-2027 period. Within Europe, Germany is forecast to grow at approximately 18.4% CAGR.
Services Segment to Record 28.5% CAGR
In the global Services segment, USA, Canada, Japan, China and Europe will drive the 28.5% CAGR estimated for this segment. These regional markets accounting for a combined market size of US$178.9 Million in the year 2020 will reach a projected size of US$1 Billion by the close of the analysis period.
China will remain among the fastest growing in this cluster of regional markets. Led by countries such as Australia, India, and South Korea, the market in Asia-Pacific is forecast to reach US$923.3 Million by the year 2027.
Story continues
Key Topics Covered:
I. METHODOLOGY
II. EXECUTIVE SUMMARY
1. MARKET OVERVIEW
Influencer Market Insights
World Market Trajectories
Impact of Covid-19 and a Looming Global Recession
2. FOCUS ON SELECT PLAYERS (Total 38 Featured):
Atheer
Augmedix
Daqri
Echopixel
Firsthand Technology
Medical Realities
Microsoft
Mindmaze
Oculus VR
3. MARKET TRENDS & DRIVERS
4. GLOBAL MARKET PERSPECTIVE
World Current & Future Analysis for Augmented and Virtual Reality in Healthcare by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2020 through 2027 and % CAGR
World Historic Review for Augmented and Virtual Reality in Healthcare by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2012 through 2019 and % CAGR
World 15-Year Perspective for Augmented and Virtual Reality in Healthcare by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets for Years 2012, 2020 & 2027
World 15-Year Perspective for Hardware by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2012, 2020 & 2027
World 15-Year Perspective for Software by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2012, 2020 & 2027
World 15-Year Perspective for Services by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2012, 2020 & 2027
World 15-Year Perspective for Augmented Reality by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2012, 2020 & 2027
World 15-Year Perspective for Virtual Reality by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2012, 2020 & 2027
III. REGIONAL MARKET ANALYSIS
IV. COMPETITION
For more information about this report visit https://www.researchandmarkets.com/r/5ftm8x
View source version on businesswire.com: https://www.businesswire.com/news/home/20210624005463/en/
Contacts
ResearchAndMarkets.comLaura Wood, Senior Press Managerpress@researchandmarkets.com For E.S.T Office Hours Call 1-917-300-0470For U.S./CAN Toll Free Call 1-800-526-8630For GMT Office Hours Call +353-1-416-8900
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How Have Virtual Reality Strengthens Various Industries? – CIOReview
Posted: at 11:17 pm
Virtual reality is a computer-generated environment that a user can explore and interact with. Virtual reality is a term that refers to a computer-generated environment that a user can explore and interact with. A user is immersed in the background, and the brain is tricked into thinking about what is real in the virtual world.
FREMONT, CA: While there are some excellent virtual reality (VR) games available, VR, augmented reality (AR), and mixed reality (MR) are going to shape our future in far more ways than gaming. Below are some industries that have already embraced virtual reality and the potential impact on their future.
Automobile manufacturing
Engineers and designers can quickly try the appearance and construction of a vehicle before commissioning costly prototypes. For example, BMW and Jaguar Land Rover are already employing virtual reality to conduct early design and engineering reviews to ensure the vehicle's visual design and object obscuration are correct - all before any money is spent on physically manufacturing the parts. As a result, the automotive industry saves millions of dollars by reducing the number of prototypes built for each vehicle line.
Healthcare
Healthcare is a critical application in which virtual reality can have a significant impact. Healthcare professionals now use virtual models to acclimate to working on actual bodies, and virtual reality has even been used to alleviate pain associated with burn injuries. VR can also treat mental health issues, with Virtual Reality Exposure Therapy being particularly effective in treating post-traumatic stress disorder (PTSD) and anxiety. Numerous additional ways to spend time in VR can be therapeutic.
Architecture
Virtual reality is gradually transforming how architects design and experiment with their work. Virtual reality enables users to experience how a building or space will look and how it will feel. For homeowners, this allows them to experience the area before it is physically built and make changes in real-time, saving both the customer and the architect time and money. While architects have been using 3D models for years, immersive tools enable them to comprehend and explore the space on a much deeper level.
Entertainment
Virtual reality enhances experiences with 360-degree films and deepens users' emotional connection with the characters in the entertainment industry. Additionally, virtual reality has the potential to revolutionize the way media content is created. The flipside is now the quickest way to make shows to view on traditional platforms such as YouTube, Twitch, or Facebook Live and within virtual reality.
Education
Virtual reality can improve education by allowing students to learn in an immersive, experiential manner. For example, many software firms create a virtual reality classroom/meeting room space where people can learn from lecturers worldwide.
See Also:Top 10 Auction Software Companies
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Daimler Trucks in India sets new benchmark with the opening of a Virtual Reality Centre – Automotive World
Posted: at 11:17 pm
Daimler India Commercial Vehicles continues to push innovative digitalization initiatives as it recently opened the first Virtual Reality Center (VRC) at its Chennai plant
Daimler India Commercial Vehicles (DICV), Daimler Trucks commercial vehicle subsidiary in India, continues to push innovative digitalization initiatives as it recently opened the first Virtual Reality Center (VRC) at its Chennai plant. By doing so, DICV sets a new benchmark in the Indian commercial vehicle industry revolutionizing Customer Service operations and R&D. The VRC allows operators to virtually perform serviceability and accessibility checks using a digital model accessed via 3D goggles and navigational joysticks. This has the potential to transform both R&D and vehicle servicing procedures, as it reduces the need for custom-built tools, prototype vehicles, and service bays. This new capability significantly reduces time and costs required for commercial vehicle testing and development.
Another benefit of using virtual reality is the opportunity it offers for remote collaboration. Daimler Truck teams from around the world can access the same model simultaneously to exchange ideas and opinions. In todays world of travel restrictions and social distancing guidelines, the benefits this offers are incalculable.
DICV, a wholly owned subsidiary of Daimler Truck AG, operating under the umbrella of Daimler Trucks Asia, is a full-fledged commercial vehicle player in India with a brand dedicated to its home market: BharatBenz. Within Daimler Trucks, DICV also acts as a low-cost vehicle and aggregate export centre. Despite the challenging COVID-19 pandemic and unprecedented headwinds in the Indian CV market, DICV successfully introduced its new BSVI-compliant range of vehicles, continuously increasing its market share in 2020. In addition, DICV took several measures throughout the pandemic, such as setting up a vaccination center for its employees and the local community, offering safety kits to customers and drivers, as well as relief initiatives for its dealer partners.
SOURCE: Daimler
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Remembering Jackie Matisse, a pioneer of kite art and art in virtual reality who had a special feel for chance and the power of collaboration – Art…
Posted: at 11:17 pm
At the beginning of the 1960s, a mother in her early 30s, Jackie Matisse was still in search of the personal artistic territory that would allow her to express herself. She was interested in the art of my time, she recalled in 2000she was the granddaughter of Henri Matisse and already collaborating with her stepfather Marcel Duchampbut was looking to understand her place within it. And then, while taking a taxi from New York City to the airport, in 1962, she caught sight of a kite flying above the rooftops of Harlema line drawn in the skyand became fixed on the idea of making kites ... and using the sky as a canvas.
In 1970, she signed the Art Volant Manifestoit declares that the kite is a vehicle joining the spirit and the physicalwith six other artists. Over the next four decades, Jackie made flying art with her kites of vivid coloursacrylics on sail clothand patterns cut in crepe paper, She made groups of kites to fly inland, to work with sky, fields and forests; groups to be flown in the light by the sea; and groups, in water-resistant paper, to be flown and filmed under water. The idea of submersible kites came to her in 1979 when one of her creations fell into the sea.
She devised ways to show this essentially kinetic art in gallery spaces, with the long, patterned kite tails massed in groups in a breeze, or looping up and down on mechanical reels, in seemingly perpetual motion. She showed in Paris in 1972, in London in 1976at the Institute of Contemporary Artsand in exhibitions across Europe and the US, with large retrospectives in 2000Art that Soars: Kites and Tails by Jackie Matisse at the Mingei International Museum, San Diegoand in 2013 at the Muse Matisse in Le Cateau-Cambrsis, Normandy.
Jackie stood out in her field for her distinctive take on chance, not least in collaboration: with light and wind; with the musician-artist John Cage, the musician David Tudor, the choreographer Merce Cunningham, and the artists Jean Tinguely and Niki de Saint Phalle; and with technology. Her work in 2002-05 with Virginia Tech and the University of Illinois produced the most ambitious work in virtual reality that the art world had seen to date, powered by a distributedin other words collaborativenetwork of supercomputers, in the early days of broadband internet. Critics were taken with how readily Jackie entrusted process to multiple technologists to scan, code and manipulate the digital models of her work, and display them by projecting images on to the interior surfaces of a cube, or Cave, built with 3m tall squares. The viewer, wearing special glasses, was an interactive collaborator, able to manipulate a virtual kite using a wand. The VR kite show was mounted at tech events in Europe and the US, with a simplified version, on a flat screen, made for her gallery shows such as Art Volant at Zone, New York, in 2005.
Jackie had a bilingual feeling for the power of chance. For the English meaninghappenstancein a way that Duchamp and Cage would have approved: the sight of the Harlem kite in 1962; the kite lost to the sea in 1979. And she recognised the French meaning of chanceher good fortuneto have had Henri Matisse as a grandfather and Marcel Duchamp as a stepfather. I have had a lot of luck in my life, she said in 2013, perhaps most of all in having the opportunity to spend time with Henri Matisse and watch him at work towards the end of his long life; and then to know and work for Marcel Duchamp, from a younger generation than Matisse but just as engaging. (My translation.) Duchamp, she said, gave her permission to find her own way.
I have had a lot of luck in my life, perhaps most of all in having the opportunity to spend time with Henri Matisse and watch him at work towards the end of his long life; and then to know and work for Marcel Duchamp jackie matisse
Jacqueline (Jackie) Matisse was born in Neuilly, on the edge of Paris, in 1931. Her father was Pierre Matisse, a leading contemporary art dealer of his generation who opened his space in the Fuller Building on East 57th Street, New York, in the year of Jackies birth. Her mother, Alexina Teeny Sattler, the daughter of a distinguished eye surgeon in Cincinnati, Ohio, had moved in the early 1920s to Paris where she was briefly a student of Constantin Brancusi. Pierre and Teeny divided family life between Paris and New York, with the addition of a farm in New Jersey in 1941. Pierre represented his father, Henri, in New York, as well as the cream of European artists of the younger generation including Balthus, Marc Chagall, Andr Derain, Jean Dubuffet, Alberto Giacometti, Joan Mir (Jackies godfather) and Yves Tanguy. The shows he put on for Mir (37 in all) and Giacometti were of particular significance.
Jackie was the eldest of three children, with two brothers, Peter and Paul. When she was seven, a frieze that her parents had commissioned from Mir for the nursery bedroom arrived in New York. Woman Haunted by the Passage of the Bird-Dragonfly Omen of Bad News (now in the Toledo Museum of Art, Ohio) is over 3m long and depicts monstrous figures in a claustrophobic space.
Jackies brother Peter was kept awake by the painting, and thoughts of the monstrous teeth. But Jackie, who remembered the painting by the title the family inventedThe Battle of the Sea Monsterstold John Russell, author of Matisse: father and son (1999), that she remembered it as dramatic and energising. Years later, when she had created kites that flew underwater, entwining vividly patterned and coloured tails, she found herself thinking back to The Battle of the Sea Monsters.
At the Brearley School in New York, Jackie made friends with Niki de Saint Phalle who became, in the 1960s, with her second husband, Tinguely, a neighbour of Jackies in France. (Jackie later created glass containers for sacred waters at Saint Phalles stupendous Tarot Garden, 1979-2002, at Garavicchio, on the coast north of Rome.) In 1939, Pierre Matisse was in France at the outbreak of the Second World War and was mobilised to serve in the military. The redoubtable Teeny looked after both family and gallery in New York until Pierre returned in the winter of 1939-40.
Decades of experiment: Jackie Matisse dressed in her moon pieces pattern, with matching assemblages, in her studio near Paris Serge Bailhache
As a young woman, Jackie was portrayed by artists in her family and their circle. In 1947, she was sketched by Balthus and, in multiple drawings, by her grandfather. (It was the year that Henri published Jazz, a collection of cut-paper works on circus themes; the clean lines and improvisatory character of Henris cut-paper work has echoes in the moon shapes, inspired by shards of broken plates, that feature in Jackies art.) One of Henris portraits, the most monumental of the set, foreshadows the grave and thoughtful beauty revealed in the photographs Man Ray made of Jackie around 1960, a solo portrait and group portraits with two of her children.
In 1949, Jackie started literature studies at the Sorbonne, in Paris. In the same year, her parents were divorced. Teeny renewed an old acquaintance with Marcel Duchamp and married him in 1954. In the same year, Jackie married Bernard Monnier, the descendant of many generations of bankers and art collectors. They had three sons and one daughter.
From 1959 to 1968, Jackie worked on the construction of Duchamps new series of Bote-en-valiseportable miniature monographs with reproductions of the artists own work, a concept that he had first developed in the late 1930s. There were 150 of them. They were very complicated, she remembered in a memoir of Duchamp written for the Tate Gallery, because you had to put frames on the mini reproductions of his work. I had to fit it all exactly the way he had planned. He didnt give many instructions about how to do it, so I had to use my good sense to assemble them.
It is in no small part thanks to her support that Duchamp scholarship expanded and thrived over recent decades Ann Temkin, Chief Curator of Painting and Sculpture, Museum of Modern Art, New York
That good sense helped make Jackie an eloquent champion of her own work, a nurturing host for gatherings at her house south of Paris, and a clear-headed custodian of the memories of Duchamp and of her grandfather. In 1987, she accompanied her father, Pierre (who died in 1989), on a trip to see the great works by Henri Matisseincluding La Danse (1910)in the collection of the Hermitage, in St Petersburg. After Duchamps death in 1968, Teeny had moved to Villiers-sous-Grez, near Fontainebleau, where she made an archive of Marcels work. Jackie joined in this work in the mid-1980s (Teeny died in 1995)translating texts and recording memories of Duchamp for the Philadelphia Museum of Art. It is in no small part thanks to her support, says Ann Temkin, Chief Curator of Painting and Sculpture at the Museum of Modern Art, New York, that Duchamp scholarship expanded and thrived over recent decades. That work is now carried on under the auspices of the Association Marcel Duchamp.
As her work developed, Jackie Matisse added to her repertoire hanging assemblageswith moon shapes, and found piecessome of them minute and hung on strands of hair; and miniature kites bottled in water or air. Filmed flying kites on a beach for her 2000 San Diego show, she shows total concentration as she deftly handles the line. Come on! Allez! she cries. Please climb. After decades of experiment as a kite artist, her work was still on the move, a collaboration with nature, a game of chance.
Jacqueline Matisse; born Neuilly-sur-Seine, France, 12 July 1931; married 1954 Bernard Monnier (three sons, one daughter; marriage dissolved 1982); died near Paris 17 May 2021
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Bringing virtual reality to classrooms – The Daily Star
Posted: at 11:17 pm
Founded in 2018, Nerdiz is Bangladesh's first virtual reality (VR) educational platform. Pradeepta Kumar Saha, the co-founder Nerdiz, conceived the idea in 2016, after he realised that he was a visual learner. "Many students have problems with conventional learning methods and visuals make things easier for them. So, I decided to introduce VR in our education system," he shared.
Since its establishment, Nerdiz has reached out to over 3,500 students across various schools. Furthermore, they diversified their venture to incorporate skill enhancement and impacted around 4,000 people. Before the pandemic, they were piloting with Teach for Bangladesh, Chittagong Grammar School, and Its Humanity Foundation's school.
While talking about the challenges they faced, Pradeepta shared that the high costs are a barrier. "There is limited awareness and knowledge about virtual reality. Educating people about the product is a huge task in itself," he added.
In the past few years, Nerdiz has increased its areas of expertise. Apart from VR experiences, the team of Nerdiz teaches coding to kids and offer a range of tech solutions to schools. Their VR product is subscribed by schools on the basis of monthly payments.
During the pandemic, Nerdiz made its online content free, witnessing a 300 percent growth in online users. They recently launched courses on coding and other emerging skills. The cost of these courses ranges from BDT 3,000 to 6000 per month. Their project, 'Rupantor', is a sponsor-based campaign that enables underprivileged students to learn through virtual reality.
Their future plans include creating an ecosystem for immersive learning and getting kids ready for the future. "We also intend to generate more tools for schools and make learning more interactive," Pradeepta concluded.
The author is a freelance journalist who likes reading, planning, and scribbling. Email: mislammonamee@gmail.com.
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A Major Apple patent reveals next-gen hand & eye tracking systems for AR and VR environments that introduces a unique wrist generated menu -…
Posted: at 11:17 pm
Today the US Patent & Trademark Office published a patent application from Apple that relates to a computer system with a display generation component that provides virtual reality and mixed reality experiences via a display. Apple's invention further relates to both Macs and a future mixed reality headset using a hand-tracking system for Macs and an eye-tracking system for a headset (HMD). When using a headset, a next-generation user menu with interactive options can be uniquely generated onto a user's wrist and/or palm to assist the user in an AR or VR environment.
In Apple's patent background they noted that the development of computer systems for augmented reality has increased significantly in recent years. Example augmented reality environments include at least some virtual elements that replace or augment representations of the physical world. Input devices, such as cameras, controllers, joysticks, touch-sensitive surfaces, and touch-screen displays for computer systems and other electronic computing devices are used to interact with virtual/augmented reality environments. Example virtual elements include virtual objects include digital images, video, text, icons, and control elements such as buttons and other graphics.
But methods and interfaces for interacting with environments that include at least some virtual elements (e.g., applications, augmented reality environments, mixed reality environments, and virtual reality environments) are cumbersome, inefficient, and limited. For example, systems that provide insufficient feedback for performing actions associated with virtual objects, systems that require a series of inputs to achieve a desired outcome in an augmented reality environment, and systems in which manipulation of virtual objects are complex, tedious and error-prone, create a significant cognitive burden on a user, and detract from the experience with the virtual/augmented reality environment. In addition, these methods take longer than necessary, thereby wasting energy. This latter consideration is particularly important in battery-operated devices. Apple's invention is to remedy this.
Apple's invention covers computer systems with improved methods and interfaces for providing computer-generated experiences to users that make interaction with the computer systems more efficient and intuitive for a user. Such methods and interfaces optionally complement or replace conventional methods for providing computer-generated reality experiences to users. Such methods and interfaces reduce the number, extent, and/or nature of the inputs from a user by helping the user to understand the connection between provided inputs and device responses to the inputs, thereby creating a more efficient human-machine interface.
In some embodiments, the computer system is a desktop computer with an associated display. In some embodiments, the computer system is portable device (e.g., a notebook computer, tablet computer, or handheld device). In some embodiments, the computer system is a personal electronic device (e.g., a wearable electronic device, such as a watch, or a head-mounted device). In some embodiments, the computer system has a touchpad. In some embodiments, the computer system has one or more cameras. In some embodiments, the computer system has a touch-sensitive display (also known as a "touch screen" or "touch-screen display").
In some embodiments, the computer system has one or more eye-tracking components. In some embodiments, the computer system has one or more hand-tracking components.
In accordance with some embodiments, a method is performed at a computer system including a display generation component and one or more input devices, including: detecting a wrist at a location that corresponds to a respective position within a view of a three-dimensional environment that is provided via the display generation component without displaying representations of applications at the respective position within the view of the respective three-dimensional environment that corresponds to the location of the wrist; while detecting the wrist at the location that corresponds to the respective position within the view of the three-dimensional environment that is provided via the display generation component:
Apple's patent FIG. 4 below is a block diagram illustrating a hand tracking unit of a computer system that is configured to capture gesture inputs of the user; FIG. 5 is a block diagram illustrating an eye tracking unit of a computer system that is configured to capture gaze inputs of the user.
Apple's patent FIG. 7A above and FIG. 7D below are block diagrams illustrating user interactions with a computer-generated three-dimensional environment (e.g., including interactions to display and/or move an application, content, or control in the computer-generated three-dimensional environment, and optionally changing the privacy modes thereof).
Apple's patent FIGS. 7F and 7G above are block diagrams illustrating privacy control in a shared computer-generated three-dimensional environment (e.g., including controlling privacy of an application in the shared computer-generated three-dimensional environment based on an owner's hand posture and/or display location of the application).
Hand-Tracking System with micro-gestures: In some embodiments, micro-gestures include a micro-tap input (e.g., the finger tip of a first finger of a hand moves towards and touches down on a portion of another finger of the same hand, or the palm of the same hand, optionally followed by lift-off of the finger tip from the touch-down location), a micro-double-tap input (e.g., two consecutive micro-tap inputs performed by the same first finger on the same portion of the same first hand, with the duration between the two micro-tap inputs less than a threshold amount of time), a micro-drag or micro-swipe input (e.g., movement of a first finger on the surface of a second finger of the same hand in a respective direction (e.g., along the side of the second finger, or across the second finger from the same of the palm toward the back of the hand)), a micro-flick input (e.g., movement of a first finger relative to a second finger of the same hand in a respective direction away from the second finger (e.g., a upward flick, a forward flick, an inward flick, etc.)).
Micro-gesturing was first covered in a patent report we posted back on April first titled "Apple reveals more about Mixed Reality Headset GUI's, how to control menus with Eye Tracking & in-air Micro Gesturing."
In today's patent, Apple further notes that the in-air gesture of the whole hand includes an open hand wave input (e.g., whole hand moving upward, downward, toward the user, away from the user, sideways in front of the user, etc., with the palm open and fingers extended), a closed hand wave input (e.g., whole hand in a first moving upward, downward, away from the user, toward the user, or sideways in front of the user, etc.), a palm opening input (e.g., all fingers moving in union from a retracted state to an extended state), a palm closing input (e.g., all fingers moving in union from an extended state to a retracted state), a push input (e.g., with the palm open and moving away from the user), a pull input (e.g., with the palm open and moving toward the user), a point input (e.g., moving the whole hand toward a target direction with the index finger raised), etc.
In some embodiments, a gaze input is used to select the target of the input, and the in-air hand gesture is used to select the operation that is performed with respect to the target in the third form of the first application.
In some embodiments, characteristics such as the speed, duration, timing, direction, and amount of the movement of the hand are used to determine the characteristics (e.g., direction, amount, speed, etc.) of the manner by which the operation is performed.
Apple's Unique Wrist Menu
In respect to the next-gen wrist menu, Apple notes that in some embodiments, while displaying the menu of selectable options (see #7026 starting in FIG. 7A) at the position within the view of the three-dimensional environment that corresponds to the location on the inner side of the wrist (#7028), the computer system detects a gesture on or proximate to the inner side of the wrist at a location that corresponds to the position of the menu in the view of the three-dimensional environment (e.g., the gesture is a flick gesture on the wrist 7028). In response to detecting the gesture on or proximate to the inner side of the wrist at the location that corresponds to the respective position of the menu n the view of the three-dimensional environment, the computer system displays the menu of selectable options (or a three-dimensional version of the menu) in the view of the three-dimensional environment at a position that is independent of the location of the wrist (e.g., displaying the plurality of selectable options in a dock in the space in the center of the field of view of the display generation component, and the user can interact with the representations in the dock by using air gestures, or using gaze in conjunction with micro-gestures, etc.).
In some embodiments, a similar interaction is implemented for the controls and notifications displayed in the view of the three-dimensional environment at positions corresponding to the back of the user's hand and wrist when the back of the user's hand and wrist is facing toward the user (see FIG. 7D above).
In response to a predefined gesture input on or proximate to the outer side of the wrist or hand at a location that corresponds to the position of the controls and/or notifications in the view of the three-dimensional environment (e.g., the gesture is a flick gesture on the back of the hand or wrist), the computer system displays the controls and/or notifications in the view of the three-dimensional environment (or a three-dimensional version of the controls and notifications) at a position that is independent of the location of the wrist (e.g., displaying the controls and/or notifications in the space in the center of the field of view of the display generation component, and the user can interact with the controls and/or notifications by using air gestures, or gaze in conjunction with micro-gestures).
Apple's patent appears to be a master-patent for their massive project relating to a next generation user interface for AR and VR environments. Apple's patent application is long and micro-detailed that could hours to read and digest. For those wanting to review Apple's patent application 20210191600 titled "Devices, Methods, and Graphical User Interfaces for Displaying Applications in Three-Dimensional Environments," click here.
Considering that this is a patent application, the timing of bringing such a system to market is unknown at this time.
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Taking a view at the pain barrier: VR and pain reduction – Digital Journal
Posted: at 11:17 pm
A researcher with the European Space Agency in Darmstadt, Germany, equipped with a VR headset and motion controllers. Photo: ESA, via Wikipedia (CC BY-SA 3.0 IGO)
The pain associated with many injuries, such as burns, is considerable. As well as the actual physical damage, pain occurs with dressing changes. This is manifest as the actual pain and the anxiety bound up with anticipating the dressing change.
Measures to reduce pain include powerful drugs, like opioids and these can carry serious adverse side effects. This has led researchers to consider alternative measures for addressing pain. One such area includes virtual reality.
It is reasoned that virtual reality can significantly lessen peoples pain signals, especially in those who experience more severe pain.
The focus of a recent research study is with smartphone-based virtual reality games, which can be played during dressing changes. The study looked at children in a pediatric ward for those with burn injuries. The study was run by the Center for Pediatric Trauma Research.
The initial study was a randomized clinical trial using 90 children (aged 6 to 17 years old). The children were allocated into one of three treatment groups name: Active virtual reality, passive virtual reality, and standard care (with no virtual reality).
The virtual reality game used was called Virtual River Cruise, and this was specially produced for the project. The games background was a cooling environment and to play the game required a high-level of cognitive processing.
The children allocated to play the game were issued with a smartphone and a headset. Play time was 5 to 6 minutes (the typical time for a dressing change). The active virtual reality group were asked to actively engage with the game. Those allocated to the passive virtual reality group simply watched the game.
Both caregivers and the children were asked to state the perceived pain levels, and the data across the three groups was reviewed.
The findings showed that those in the active virtual reality group recorded the lowest overall pain scores. This suggests that the game has the potential to be clinically useful in the outpatient setting.
Going forwards, in the U.S., the Ohio Department of Public Safety aims to evaluate the feasibility and efficacy of virtual reality games in reducing pain dressing changes.
The research has been published in the journal JAMA Network Open, with the study titled Efficacy of Smartphone Active and Passive Virtual Reality Distraction vs Standard Care on Burn Pain Among Pediatric Patients.
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Facebook’s New Report Highlights the Future Potential of Augmented and Virtual Reality – Digital Information World
Posted: at 11:17 pm
Theres no doubt that augmented reality (AR) and virtual reality (VR) elements are in line to experience a massive boost in terms of importance. On one hand, AR glasses superimpose visual elements on your real-world view. On the other, VR headsets allow you to immerse yourself into a completely virtual environment and engage with brands and whatnot.
Its worth mentioning that the rise in prominence of AR and VR elements will open the door to endless opportunities for marketers. And to give us all a clear picture of the same, Facebook released a new report that covers how AR and VR are advancing and what the future holds for this technology.
Access, Agility, People & Utility were touted as the vital signals steering the next stage of AR/VR advancement.
The report explained how the AR & VR progress will be much similar to previous technological advancements i.e. the elements importance in our everyday lives will increase in the near future.
Additionally, Facebook boasts that about 3 in every 4 (75%) business owners are likely to rely on AR and VR technology in the following two years. Moreover, the worldwide spending on the same is expected to witness a 6x bump.
Also on a steady incline is the user demand for AR content. But that shouldnt come as a surprise since many people are becoming interested in eCommerce.
AR and VR technology has the potential to provide vibrant opportunities for one to enhance their product discovery and brand connection experience. In simpler words, AR & VR can very well bridge the gap between in-person and online shopping.
Facebooks report also revealed that searches (in the English language) pertaining to AR and VR on Facebook increased almost twice as rapidly in developing markets than in established ones.
The appeal is definitely growing in multiple markets across the globe. This is a clear indication that unique and interactive tech platforms will play a big role in the future and provide businesses with a plethora of exciting ways to interact with their customers.
According to Facebook itself, AR and VR can completely change the way people interact with brands and vice versa. From being able to meet notable clothing designers one-on-one to having a master creative director reimagine a home, the possibilities are endless.
However, theres still time before AR and VR can make giant strides. The technology is still in its early stages but its only a matter of time before the next big shift takes shape.
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[Interview] Sam Barlow Talks Movie Mystery Game ‘Immortality’, ‘Inland Empire’ Inspiration, and the Spiritual Successor to His ‘Silent Hill’ Game -…
Posted: at 11:17 pm
Her Story and Telling Lies are effective, thrilling stories told using video footage of real actors. Still, developer Sam Barlow chafes at the idea that his two previous games are interactive movies.
I, as a movie fan, was like, Theyre not really movies. Movies are about editing, and cuts, and montage, and this very specific presentation of images by the director to tell you the story. We kind of went in a different direction, Barlow says. Yes, its filmed footage, but there is no cut. And certainly, in Telling Lies, we were trying to expand that and have images that were very uncinematic in terms of just sitting and watching people and thinking about them.
Now, Barlow is leaning into the comparison. This time, he and his team at Half Mermaid are making an interactive movie about movies. Immortality is the story of Marissa Marcel, an actress who starred in three films, Ambrosio, Minsky and Two of Everything, between 1968 and 1999. Then she disappeared. None of the films were ever released.
Barlows previous games have asked the player to solve mysteries using databases, fast-forwarding, rewinding, and searching keywords until they felt satisfied that they had thoroughly discovered the storys twists and turns. In this game, Half Mermaid is eschewing the database for a mechanic that, Barlow teases, has something to say about movies.
Weve come up with a mechanic that I wont super explain at this point but, we got rid of the text-searching idea and the idea of there being this database software and really wanted to come up with some mechanics that were cinematic, that were visual and were about the magic of being cut, and the various tools of cinema, and weve come up with something pretty neat, Barlow says. I still get excited by it when I play around with it.
Well have to wait and see what exactly that means. For now though, Bloody Disgusting had the chance to dig deep on Barlows cinematic influences, his love of David Lynch films and the spiritual successor to Silent Hill: Shattered Memories that is currently in pre-production at Half Mermaid.
This interview has been edited for length and clarity.
BD: Until the E3 reveal, Immortality was known only as Project Ambrosio and had a heavily redacted Steam page. And going through the trailer, we can see that Ambrosio is one of the Marissa Marcel movies thats lost to time. So Im curious what does Ambrosio signify to you as a working title, and what do you think it suggests about the games themes?
SB: We tried to come up with a codename that we could use externally that doesnt ruin things. Its not like Codename This Is Exactly What the Game Is About. One of the fun things about this project [as opposed to] Telling Lies and to some extent Her Story is that [those games were] really hard to talk about because giving any details of the plot, the characters, or setting was kind of ruining the gameplay. Her Story definitely benefits from, in this very high-level way, its just about, did this person murder her husband? And then you start to get more details. It was definitely hard for Telling Lies because the premise of the game, the genre we were subverting, how the characters were related to each other was kind of fun for people to figure out in the first hour of the game or something, and we were kind of reticent there. Here, theres a lot to dig into, so we can be pretty explicit about what this is about, who these people are, and these movies they made. And with Ambrosio, its even easier because this movie Ambrosio is an adaptation of an existing book that was written in the late 1700s, The Monk, which was one of the great page-turning, pulpy, dark gothic novels. It just has everything you want out of that kind of book: satanic rituals, all sorts of violence, and gothic nonsense. So I think pinning ourselves onto that aspect, which was already out there, felt like a fun thing. And to some extent, when you dig into the three movies, Ambrosio is this movie that Marcel kind of debuts in and is cast very much from obscurity to be in this thing and so its kind of the making of her. And theres definitely a way you can look at it where the other movies feel like iterations on that story or are kind of refinements of some of the elements of it. Its a cool word as well.
BD: Youve talked about Immortality being 10 times more ambitious than your previous work. One of the clear markers of increasing ambition from Her Story to Telling Lies was the expansion of the cast. Her Story had one actress, Telling Lies had a core cast of four characters plus some bit parts. Does the ambition on this extend to a larger cast than what youve done before?
SB: Yeah, I think the ambition is two-fold. We have dug up these three movies, so thats three movies worth of story and cast and characters and locations and everything, and theres a lot of stuff in there. But the ambition is also the scale of the questions were asking. Lets do something with movies ended up being Lets use this as a means to questionwhat even are movies, why do we make movies, how does one make a movie? And then it becomes about looking at these decades. Thats almost the second half-century of cinema. What does that progression look like? And you find between Ambrosio in 68, and what theyre doing on Minsky [in 72] its this leap from kind of the studio system and the remnants of that, to New Hollywood and these very different movies where suddenly you have the directors leading things, these movies become more organic and personal, and the way theyre shot is very different. Suddenly theyre shooting on location, and everything is much more natural and the types of stories that get told. Then, tracking to the end of the 90s where, like 1999 was, for obvious reasons, a fascinating year for movies. Youre at the end of the millennium, and everyone was just sort of getting their stuff out. Coming out of the decadence of the 80s, in the 90s, there was a correction where you had these directors coming up who revered the 70s and were looking back and attempting to create everything had to have a bit more cleverness to it or a little bit of a twist, and it was a lot of referential stuff. Basic Instinct is heavily quoting Vertigo, and Lost Highway is doubly applicable here because its living in this weird Lynchian timelessness where its definitely the 90s but a lot of it has this noir feel but then you have Trent Reznor on the soundtrack. So theres a very interesting fusion at that point. That definitely plugs into the ambitions of the questions that were trying to use this material to explore, get quite big and ambitious and chunky.
BD: Its interesting that you bring up the New Hollywood because I just finished reading Peter Biskinds Easy Riders, Raging Bulls a few weeks ago. Im very interested to see how you dig into those differences, from the end of the studio system, as such, into the directors pictures of the 70s.
SB: That book was quite a trip because I think when I first read it I kind of assumed that, Oh I get the studio system was bad and the way they created and sculpted their stars. Some of the power dynamics. And in my head, it was, And then you get to the 70s, and youre making these wonderful works of art, and everythings cool. And then when you dig into it, youre like, Actually, you just kind of shifted the power to the director, and a lot of those power dynamics were still in play. There are definitely some darker stories dredged up in that book.
BD: Right, and it seems like having that power may have had some scarring effects on some of those people. Like you look at, in that book, they say multiple times that Coppola, after he went to shoot Apocalypse Now, was never the same. You look at where the directors are in 1980 when that era is coming to a close, and most of them are not doing so hot. Except for the golden boys, like Spielberg, who learned to work within the studio system.
SB: I think even Spielberg had the quote in that book that was like, by 1972, the 70s were over. [laughs] Theres this kind of inertia to it all. Theres this trajectory to it all, and then everything falls off.
BD: You mentioned Lynch earlier, and I know that youre a fan of Inland Empire. Its the Lynch film that I find the most frustrating because I love the premise so much: that Jeremy Irons, Justin Theroux, and Laura Dern are working on a movie that is supposed to have been cursed as the previous leads were killed while they were working on it. Immortality, similarly, is about movies that were never released. What do you think is captivating about that idea of the unreleased film?
SB: I could talk about lost movies for a long time Theres definitely the excitement of having a work, especially if it touches on genius or something, that is not lessened by reality. You dont have to sit and watch them and see if they actually work; you can just imagine. I was a huge fan of the novel Dead Calm. They eventually made the movie with Nicole Kidman. But Orson Welles was obsessed with this book, and he was directing a version of it that he never finished. That whole kind of, Orson Welles, at a certain point, is just trying hard to make movies, and hes just pulling scraps together. I think even just beyond lost movies, something that we were able to explore on this project is just the process and the fluidity of things. Everyone loves to read those Buzzfeed articles that are like, Famous Roles that Were Almost Cast Differently. Oh, Tom Selleck was almost Indiana Jones. The one that blows my mind from the art house end is that Andie MacDowell was going to be the star of The Double Life of Veronique and Kielowski was really, really into that idea. And all these things that could have gone differently, all these choices that could have been made. People love to talk about Jodorowskys Dune and be like Oh look at the concept art, I can imagine it. And obviously, the movie you are imagining when you look at that art and think about it, Im almost guaranteeing, is better than the movie would have been if it had actually gone through, right? Your imagination can really go places.
And then I think theres also a charge to the idea of all that effort to put something on camera to create a performance to conjure up these stories that, when left in the darkroom, festers to some extent. It gains a slightly sinister charm. Its something that is endlessly fascinating to me, which is weird because there are enough movies that do exist that I have not watched that I could go watch right now. But the idea of the road not taken Maybe its that as well. It plugs into your awareness of the many alternate realities that are floating around.
I think when you dig into the careers of artists, you realize the extent to which these random little decisions are instrumental. You take Lynch. I think probably the world agrees that Dune is not the best Lynch movie, and its probably the one that you could leave behind if you were traveling to a desert island. But if he had not made that movie, he would not have then been owed Blue Velvet by Dino De Laurentiis, and you would not have the entire catalog of Lynch movies that we have had since. And even rewinding a little bit more, there you have The Elephant Man because Mel Brooks has watched Eraserhead and decides this guy is the one I want to come make this movie and has to convince the execs. So when you start thinking about these missing projects and every director or star has a bunch of these in their history, things that didnt quite happen it kind of makes you then pay attention to what did happen and the machinations of it all.
And I probably would say Inland Empire is my favorite Lynch. I might be slightly biased because when I saw it,, I lived in this little town in England where we didnt have a cool cinema. It was just the one multiplex that would show big blockbuster movies. But, we had a museum that was a naval museum that was essentially a recruiting tool for the navy. But they had an incredible cinema that they used just to show recruitment videos and documentaries about battleships. So there was a couple in the town that started renting it in the evenings when the museum was shut to put on arthouse movies and horror movies and the cooler stuff. And we went to see Inland Empire there, and we were the only people in the entire audience that showed up. And to get to it, you had to walk through the museum after hours, so youre walking through this empty dark museum to get to go see your movie and so sitting in a giant empty movie theater in a museum thats been closed watching that movie was a real mind trip. At every point where the movie was really futzing with what was really going on, what was real, all these layers, I started being like, Is this movie affecting my brain? Such a weird, surreal setting watching this movie. And theres a shot in that movie and I wont ruin it for people that havent seen it thats in my top five horror moments. And its not gory or intense; it just uses a boom mic. And for me because it was a moment in the film, about two-thirds of the way through the movie, and it was like, Oh, maybe were settling in on whats really happening. Its this scene where you think, Maybe this is building to giving some solid footing in this crazy nightmare with all these competing, layered realities. and just when you think thats happening, its ripped away from you. Youre cast back into this maelstrom of unsettling, weird, different set-ups and that in itself, in a very abstract, Lynch-y way, was so terrifying.
I think sometimes thats whats cool about Lynch, hell cut to something very inoffensive, hell cut to a ceiling fan, and then hell slow things down a bit, and the soundtrack kicks in, and its like, Damn, this ceiling fan is terrifying. I dont think we immediately related things to Inland Empire [on Immortality], but when I made Her Story, part of locking in the [creative direction] was me watching that and being like, Shit, David Lynch is running round filming things with a cheap video camera. I guess I could do that, too. If thats what hes up to, why dont I embrace this kind of aesthetic? Its definitely one of the better movies about the darkness behind the glamor of Hollywood and what does it mean for an actress to lose herself in a role; to become so emotionally [invested] in that, and with the other forces swirling around her, where does that push her? Its very intense and cool, and Laura Dern is incredible.
BD: The cheapness of the camera is definitely part of what makes Inland Empire feel as unsettling as it does. That early scene with Grace Zabriskie coming in and speaking to Laura Dern in the sitting room of her house sets the tone for the rest of the movie. Laura Derns character is very confused by whats happening and you are very confused about whats happening and the camera that Lynch is using to shoot that is a big part of why it feels as unsettling as it does. The cheapness gives it a sort of found footage feeling.
SB: He got excited by what happens when you blow it up on a big screen. It becomes dreamy, thats his favorite word. Thats what I was digging into on Her Story. I watched Inland Empire. I watched a bunch of things, like real-life footage from investigation and interrogations that had been released into the public domain. And then, I watched the casting tapes from Basic Instinct, which had the same texture. It was all shot on a little dinky video camera with very little cinematic flair. Theres a different edge to it thats interesting. There are a few things were playing with here, not entirely similar, but getting to interrogate what is the difference between cinematic reality and real reality in a deliberate way.
BD: So, weve been talking a lot about Lynch without mentioning that one of the writers on this game is Barry Gifford, who wrote the book Wild at Heart is based on and the screenplay for Lost Highway. Weve sort of talked about Inland Empires connection to Her Story, but do you see there being a Lynchian flavor to what youre doing on Immortality and what Barry Giffords work is doing in it?
SB: Yeah, I want to be specific because Lynchs name gets thrown around a lot in video games. Oh yeah, were going for like a Lynch thing. And youre like, What you mean its going to be slightly weird? I think the most weve referenced him on this project is in understanding some of the more horror aspects and what types of horror do I like playing with and what is more disturbing. Some of his movies you wouldnt out and out call horror movies, but there are always moments in Lynchs movies that are upsetting and horrific and dig into those textures as deep as anyone does. Certainly understanding his toolkit and how he crafts those things has been on my mind.
As far as Barry and [co-writer] Allan [Scott], part of the research of digging into this was going back and speaking to people who were working in movies at this time and producing the great works at the time amongst the various creative pairings and things. And so, for us to make this, figuring out which bits are real well lets speak to the people, lets pull in the people that actually did this work. So we spoke to a bunch of people. Is this research or is this me having a fanboy moment digging into all these stories? But then yeah bringing them in so we could pull in those textures and have those things. And theres some fun stuff with Barry that well probably get to later. But the very long phone conversations with Barry have definitely been a highlight for everybody on the team.
BD: In the fiction, are all three American made movies?
SB: So, Ambrosio is a European co-production, has a British director, and was shot in Italy, as many movies were back then. Then, when you get to Minsky, the interesting thing about Minsky is that the director of photography on Ambrosio is the director of that movie. Hes an American director, and that is shot in New York. And then the third of the movies, also shot by the same director but many years later, is shot in L.A. and New York, so yeah, it kind of starts in Europe and then moves to the twin cities of New York and L.A. It was an interesting angle on the second half of movies in the 20th century and the post-war reinvention of movies in a bunch of European countries that then seeds the New Wave and then inspires what happens in the 70s, initially in New York, you have that very kind of New York thrust of New Hollywood but then that stuff kind of spreads over to Hollywood as well.
BD: So, we are a horror website, and youve said that Immortality is spooky. Can you talk about the genres of horror that youre interested in tapping into here?
SB: I will say, no one knows what happened to Marissa Marcel and the initial thrust of the game is figuring that out. There are a lot of dark and violent theories around what happened, why these movies didnt come out. Back then, we didnt have the internet and gossip sites, so it was easier to shut down rumors and have things just become vague bits of hearsay. So, were really interested in having players cooperate with us in digging into this. But if youve played Shattered Memories, were putting both feet back into that world. Her Story and Telling Lies were the format was so explicitly banal, that was part of the provocation of Her Story: imagine anything less interesting than a database program from the 1990s. And you boot up the game, and its there, its a database program, and its a Windows desktop, and theres nothing less evocative or Gothic than that. But that then is a perfect frame to then take people in that direction. So theyre expecting it less and it freshens things up a bit. So both of those projects were then rigidly defined by having to behave themselves because they had this real-world kind of framework, and its probably fair to say that we dont have those same requirements this time around. And I have a personal love for when you sit and watch a Hitchcock movie; you know that Hitchcock is, in some cases, trying to push your buttons. And is trying to set you up so that youre more vulnerable to then him coming back on the attack. So a lot of my favorite horror stuff in any medium is the stuff that gets inside your head [I remember reading] the idea that when youre watching a movie or reading a book, youre sort of letting something bad inside your head Its not just scary and upsetting but its what is even going on here?
BD: In addition to Immortality, youve said that youre pitching a spiritual successor to Silent Hill: Shattered Memories. Can you tell us anything about that pitch? Or what elements of Silent Hill youre still interested in exploring?
SB: Yeah, its slightly less pitchy and slightly more in early pre-production. So, yeah, the interesting thing was, when I made Her Story, I was slightly reacting to, All right, Ive spent three years making a Legacy of Kain game that was then canceled. Theres a chance that would have been a very cool game, but there was lots about it that was challenging. Part of it was, when I made Shattered Memories, it was a lot of me digging into a lot of my favorite games growing up were exploratory immersive sims and then getting into making Silent Hill games where you have a story emphasis on exploring these atmospheric locations. I kind of started to wonder, to question walking a character around a 3D space, is it too easy? You just naturally get this level of immersion and involvement, but then questioning, how does that specifically drive the story?
And at that time, you were seeing games like Gone Home and stuff that were doing this subtractive thing of taking out gameplay elements. Gone Home very much feels like them taking the BioShock and survival horror vibes but then removing combat and inventory and all these things. So when I made Her Story, it was somewhat out of frustration and somewhat just wanting to push further in a direction, knowing that progress is very slow and incremental in AAA games. So I was excited to explore with Her Story, What does a game look like if I dont have the prop of walking a character around a 3D space? What happens if me being the protagonist doesnt necessarily mean Im the star of the story? And it was still taking at the purest level, what is interesting about games: exploration, expression, challenge, and just translating those to something that wasnt an avatar in a 3D space.
And now Ive had sufficient time away from that world that I notice myself, at the end of every year, Ill be on a couple of juries, and so Ill play through every big game coming out. Ill play through all the third-person story games and horror-adjacent games or action games. I just notice myself more vocally being like, Theyre doing it wrong! They should do this! And then Im like, oh, okay, maybe it would be fun to come back I realized that with Shattered Memories I had not exhausted all of my ideas as to how to mix up the conventional third-person horror game.
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Mixed Reality in Healthcare Market Size to Hit USD 1.33 bn by 2027 – GlobeNewswire
Posted: at 11:17 pm
OTTAWA, June 23, 2021 (GLOBE NEWSWIRE) -- The global mixed reality in healthcare market size was valued at USD 60.35 Million in 2019. Mixed reality is an amalgam of both Augmented Reality (AR) and Virtual Reality (VR) by mixing real-life environment and digital elements. Mixed reality is a developing technology that holds enormous potential within the healthcare industry during the upcoming years. The technology continues to manage various applications ranging from reducing the implementation of cadavers in training programs of medical students to post-traumatic stress disorder (PTSD) patient engagement therapy as well as pre-operative visualization of critical diseases such as brain tumors by studying scan h using augmented reality.
Further, the implementation of mixed reality technology in healthcare industry has enhanced the operational environment within the industry. MR technology applies AR for moving static images in order to improve the user experience along with VR that involves the viewer in a simulated three-dimensional environment. With the combination of IT solutions in healthcare industry has brought transformational changes in the point of view of healthcare providers especially for patients treatment along with the services provided by them.
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Growth Factors
Mixed reality technology is at its nascent stage and expected to upend the healthcare industry operations in the recent coming years. Presently, the technology is largely helpful to surgeons to execute a medical procedure such as surgery from longer distance. The mixed reality technology enables effective collaboration between digital and physical objects and has gained prominent importance in healthcare applications. In addition to this, the technology is greatly helpful in training and education programs to horn the skills of nurses and primary doctors by providing them virtual specific medical situations that are highly difficult to be arranged in a real clinical setting. For instance, Holo Anatomy introduced a software platform that is greatly helpful for students in the study of human anatomy by using mixed reality technology.
Besides this, high investment cost, initial development phase of technology that generates various types of technical issues, and less awareness related to benefits of the mixed reality in healthcare sector may hamper the growth of the market. However, rising technological advancements in the healthcare industry creates lucrative opportunity for the market growth in the forthcoming years.
Report Highlights
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Regional Snapshots
North America being a technology leader on a global scale leads the market for mixed reality in healthcare in 2019 and expected to show its dominance in the upcoming years. This is mainly attributed to the increasing cases of mental and neurological disorders in the people due to hectic and stressful lifestyle. However, the Asia Pacific expected to be the most lucrative region during the analysis period because of rising geriatric population and healthcare facilities in the region.
Key Players & Strategies
The mixed reality in healthcare industry is highly fragmented in nature and experiences moderate competition among the industry participants owing to presence of large number of players in the market. In order to strengthen their presence in the global market these market players are significantly investing in Research & Development (R&D) as well as are significantly involved in partnership, collaboration, and merger & acquisition activities with technology developers. For instance, in 2019, Osso VR entered into a partnership agreement with Sawbones, a developer of medical simulation models and training displays, for digitizing anatomical medical training by using its mixed reality platform. This agreement expected to helps Osso VR in uplifting its market position in the field of mixed reality.
Some of the key players operating in the market are Echopixel, Inc., Microsoft Corporation, Firsthand Technology, Inc., Samsung Electronics Co. Ltd., Surgical Theater, Inc., HTC Corporation, Atheer, Inc., Oculus VR, Osso VR, and Proximie among others.
Market Segmentation
By Component
By Application
By End-user
By Regional Outlook
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Mixed Reality in Healthcare Market Size to Hit USD 1.33 bn by 2027 - GlobeNewswire
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