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Virtual Reality in Gaming Market 2021 Size, Share, Business Overview, Future Prospect by 2027 | Kaneva, Newzoo, Facebook Technologies, Oculus, Google…

Posted: June 9, 2021 at 3:05 am

The Virtual Reality in Gaming Market size is estimated to grow from USD 6.70 Billion in 2020 to USD 44.40 Billion by 2027, growing at a CAGR of 31.3% during the forecast year from 2021 to 2027.

Latest added Virtual Reality in Gaming Market research study by MarketDigits offers detailed product outlook and elaborates market review till 2027. The market Study is segmented by key regions that is accelerating the marketization. At present, the market is sharping its presence and some of the key players in the study are Electronic Arts Inc, bHaptics, Inc., Kaneva, Newzoo, Facebook Technologies, LLC./ Oculus, Google VR, HTC Corporation, VirZOOM, Inc, Samsung Electronics CO., LTD., Sony Interactive Entertainment LLC, Teslasuit/VR Electronics Limited. The study is a perfect mix of qualitative and quantitative Market data collected and validated majorly through primary data and secondary sources.

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This report studies the Virtual Reality in Gaming Market size, industry status and forecast, competition landscape and growth opportunity. This research report categorizes the Virtual Reality in Gaming Market by companies, region, type and end-use industry.

Scroll down 100s of data Tables, charts and graphs spread through Pages and in-depth Table of Content on Global Virtual Reality in Gaming Market, By Hardware (Headsets, Devices, Glasses, Gloves), By Compatibility (MMOs, Smartphones, Casual Web games, Console), By User (Commercial Space, Individual) Global Forecast to 2027. Early buyers will get 10% customization on study.

To Avail deep insights of Virtual Reality in Gaming Market Size, competition landscape is provided i.e. Revenue Analysis (M $US) by Company (2018-2020), Segment Revenue Market Share (%) by Players (2018-2020) and further a qualitative analysis is made towards market concentration rate, product/service differences, new entrants and the technological trends in future.

Unlock new opportunities in Virtual Reality in Gaming Market; the latest release from MarketDigits highlights the key market trends significant to the growth prospects, Let us know if any specific players or list of players needs to consider to gain better insights.

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VR has enhanced the gaming experience by offering a real-time ability to take gamers into their screens. The industry delivers gamers with alluring virtual accessories that improve user engagement along with an immersive involvement. Incessant upgradations in the prevailing technologies comprising motion tracking, 3D effects, and interactive graphics for drawing players attention is expected to drive the industry growth. Users are demanding newfangled sources of entertainment due to the surge in their spending capacity and are hence, seen to be engaging in virtual reality games.

The virtual reality gaming space is expanding its professional value with the assistance of new innovations. Awareness of state-of-the-art VR accessories, such asheadsets, bodysuits, and gloves, is rapidly growing amongst players. VR headsets that were commercially launched in 2016 were a revolution in the recreation industry. The launch resulted in an upsurge in demand for virtual reality games as users were eager to encounter the 3D characters in their virtual surroundings. VR gadgets utilized in the market are empowered with intelligent interactive hardware and software, augmenting the entertainment experience for users.

The rapid advancement in the development of virtual reality peripherals that will be reinforced by the compatible desktops and game consoles is likely to drive the industry growth. With several startups venturing the virtual reality in gaming space, the industry for wearable components such as theHead-Mounted Displays(HMDs), bodysuits, motion trackers, gloves, among others is probable to witness a surging demand by the gaming enthusiasts. The devices are launched in a phased manner initially in a few countries. For instance, HTC Vive has been initially made commercially available in only 24 countries.

Investors and entrepreneurs have been showing singular interest in the virtual reality space for the past five years. The considerable investments in immersive technology across tech-based companies are notifying the coming trend in the entertainment and computing business. According to NASSCOM, in the last five years, content creation tools have received 43.5% of the total funding for VR. This indicates the augmented need to ensure superior content development to maintain the interest, demand, and supply of immersive experiences throughvirtual reality.

Companies are continually engaged in R&D activities to launch technologically advanced products and gain an edge over their competitors. The virtual reality in gaming market players are manufacturing accessories extending from motion-sensing device to treadmills, gloves, arms, and even full bodysuits. For instance, in July 2019, Teslasuit launched its full-body VR haptic suit, which delivers a hyper-accurate illustration of sensations and captures biometrics. The growing demand for VR accessories and wearables amongst users and their probable price fall in the coming seven years is anticipated to drive the market growth. Nevertheless, device compatibility limitations are a challenge that poses a barrier to the industrys growth.

Connecting Device Insights

The gaming console segment accounted for the largest revenue share of over 35% in 2019 and is expected to witness a significant CAGR from 2020 to 2027. The ninth generation of consoles is expected to be released by the end of 2020. Based on the connecting device used for virtual reality gaming, the market has been classified into gaming console, PC/ desktop, and smartphone. Sony Corporation and Microsoft have proclaimed their new consoles which are predicted to contain solid-state hard drives, backward compatibility, higher frame rates, and superior quality virtual reality support. These new consoles are anticipated to drive industry growth in the coming seven years.

The PC/desktop segment accounted for a global revenue share of around 25.0% in 2019. Some entertainment-based computer companies such as ORIGIN PC Corporation and CYBERPOWERPC also offer customizations for PCs as per the users requirements. The VR gaming experience on the PC/ desktop depends largely on the Graphics Processing Unit (GPU) and the RAM incorporated in it. Chip fabricators such as NVIDIA Corporation and Advanced Micro Connecting devices, Inc. are continuously upgrading their offerings to suit the ever-growing market.

In case of using smartphones for virtual reality gaming, the segment is anticipated to emerge as the fastest-growing from 2020 to 2027. This growth can be attributed to the ubiquity of smartphones and the ease and price at which they are available. The advancements in the GPU and processor of smartphones are expected to drive the segment growth from 2020 to 2027. VR games are reaching to an all-new set of users who are not necessarily identified as gamers but are spending many hours on such content by means of their smartphones. Consumers in China and India are largely seen to be using their smartphones or tablets for playing, which complements the segment growth.

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User Insights

The individual user segment accounted for more than 60.0% revenue share in 2019 and is anticipated to grow at a considerable pace over the forecast period. The most alluded factor to restrict the elevated consumer adoption of VR in gaming is cost. However, the accessibility and availability of VR games at the users home and at dropping prices of hardware over the period is consenting the segment dominance in the industry. Industry players are coming up with cost-effective gadgets to penetrate the market as well as widen their consumer base. For instance, the cardboard headset launched by Google, LLC. is an HMD that can be used with a smartphone for experiencing the simulated world of the electronic game. The unceasing efforts of companies to infiltrate in the market and reach maximum customers are expected to drive the segment growth.

By user, the market has been categorized into commercial space and individual users. The commercial space segment is expected to witness the fastest growth, registering a CAGR of over 30.0% from 2020 to 2027. There is a considerable rise in the number of VR gaming zones and arcades worldwide owing to their ability to let consumers completely isolate themselves from the real and experience the simulated world created in that space. Youngsters are more attracted to commercial spaces such as arcades, cafes, andamusement parksas they offer superior virtual reality in gaming experience at moderate costs on an hourly basis. Commercial spaces deliver a premium experience with large open areas and enhanced VR interactions, giving users a more immersive fulfillment.

Component Insights

The hardware segment accounted for the largest revenue share of over 60.0% in 2019 and is expected to observe significant growth over the forecast period. This may be attributed to the continual upgradations in the VR wearables and accessories, including input devices, masks, gloves, headsets, and bodysuits. The hardware includes any physical component for playing such as gaming platforms, storage media, accessories, and gaming kits. There is a steady demand for input devices that are a requisite for playing virtual reality games. The most renowned input devices include Oculus Rift, PlayStation VR, HTC Vive, and Samsung Gear VR.

The software industry is anticipated to expand at a CAGR of over 20.0% from 2020 to 2027. The software segment is likely to experience modest growth as compared to the hardware segment, which is projected to witness rapid growth. VR surrounding and effects are produced using VR software to edge the environment as close as possible to reality. The challenge for the software industry, on the other hand, is to develop software and games, which creates a much more captivating and appealing effect for players.

Regional Insights

Asia Pacific dominated the market accounting for over 40.0% share of global revenue in 2019 and is estimated to continue its dominance for the coming seven years. Within the region, China and Japan accounted for a higher market share owing to the vast consumer base and increased adoption of VR games on smartphones. The region is expected to witness huge adoption of the technology, which is also aided by high-speed 5G network deployment, thus enhancing the gaming involvement. Countries such as South Korea and India are expected to observe significant demand for VR games owing to the technological advancements in the entertainment industry and rising disposable income.

The increased and faster adoption of virtual reality games in North America is because most of the tech companies are based in the region. The U.S. accounted for a significant share in 2019 as the region has been observing higher deployment due to the early adoption of new technologies and similar consumer preferences. European regions are anticipated to witness steady growth due to the increasing investments in the virtual reality domain. Germany being the gaming hub is even witnessing a surge in the VR gaming arcades, free-roam, and escape rooms.

Latin America and Middle East and Africa are probable to emerge as the fastest-growing regions over the forecast period. The increasing number of start-ups in the virtual reality space, rising crowdfunding, growing console sales, and substantial gamer-base make the regions very lucrative markets for VR-based recreation. The industry is beholding Brazil, Mexico, UAE., Saudi Arabia, Bahrain, and Israel as upcoming hubs for VR in gaming industry.

Key Companies & Market Share Insights

Intense competition among key industry players has shifted the focus of the companies to cost-effectiveness, innovation, and quality of the VR hardware, content, and software. The transition from one generation of gaming consoles to another usually takes five to six years. However, after the eighth generation of consoles released in 2012, the key players in the industry launched virtual reality supporting peripherals and consoles within a span of around four years, signifying that the companies have been augmenting their products to gain a competitive edge in the market. Sellers are continually involved in the technological upgrade and pass it to gamers. Some of the prominent players operating in the virtual reality in gaming market include:

Virtual Reality In Gaming Market Report Scope

Segments Covered in the Report

This report forecasts revenue growth at global, regional, and country levels and provides an analysis of the latest industry trends in each of the sub-segments from 2016 to 2027. MarketDigits has segmented the global virtual reality in gaming market report on the basis of component, connecting device, user, and region:

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MarketDigits is one of the leading business research and consulting companies that helps clients to tap new and emerging opportunities and revenue areas, thereby assisting them in operational and strategic decision-making. We at MarketDigits believe that market is a small place and an interface between the supplier and the consumer, thus our focus remains mainly on business research that includes the entire value chain and not only the markets.

We offer services that are most relevant and beneficial to the users, which help businesses to sustain in this competitive market. Our detailed and in-depth analysis of the markets catering to strategic, tactical, and operational data analysis & reporting needs of various industries utilize advanced technology so that our clients get better insights into the markets and identify lucrative opportunities and areas of incremental revenues.

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Virtual Reality in Gaming Market 2021 Size, Share, Business Overview, Future Prospect by 2027 | Kaneva, Newzoo, Facebook Technologies, Oculus, Google...

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Can virtual reality help the emotional well-being of older people? – Economic Times

Posted: at 3:05 am

POMPANO BEACH: Terry Colli and three other residents of the John Knox Village senior community got a trip via computer to the International Space Station in the kickoff to a Stanford University study on whether virtual reality can improve the emotional well-being of older people.

Donning 1-pound (470-gram) headsets with video and sound, the four could imagine floating weightless with astronauts and get a 360-degree tour of the station. In other programs, residents can take virtual visits to Paris, Venice, Egypt or elsewhere around the globe; attend a car rally, skydive or go on a hike.

"I feel great. It is amazing. It is like you are really there," said Colli, 73, and a former spokesman for the Canadian embassy in Washington.

Virtual reality works by making what the person sees and hears track with what they are doing. In a VR trip to Paris, for example, a participant might turn to the left and see the Eiffel Tower with a musician playing in the foreground, and then turn right and find two people conversing. If the participant moves toward one, that sound increases while the other diminishes.

"There is a fair amount of previously published research by academic labs around the world that shows VR, when administered properly, can help reduce anxiety, improve mood, and reduce pain," said Jeremy Bailenson, the Stanford lab's founding director. "This particular study is focused on how using VR might reduce the residents' feelings of isolation from the outside world all the more important after the isolation we all faced during the pandemic."

During Tuesday's demonstration at the suburban Fort Lauderdale community, Colli, Anne Selby, 77; Mark Levey, 64; and Hugh Root, 92, moved their heads from left to right and up and down as they got individual tours of the space station.

"It really felt like you were traveling and not alone either. In some of the video, there are people," said Levey, a former federal government worker.

Selby, an artist, said that she felt a bit nauseated as she moved through the space station because it was so realistic, but that she was able to cope by taking deep breaths.

"Regardless of my age, I was right in the middle of it," she said.

Root, a retired insurance salesman, was blunt: "It blows my mind."

Chris Brickler, CEO of MyndVR, the Dallas company that provided the equipment, said volunteers will be screened to assure they are mentally suitable for using virtual reality and each attendant has an abort button if the person becomes overwhelmed by the experience. John Knox's residents include people and couples who live alone, in assisted living and with full-time nursing.

"As we age, we feel there is a disconnect sometimes that can happen when there is a lack of mobility," Brickler said. "We can't travel as much as we want, we can't connect with nature as much as we want, can't have connections with animals. All sorts of connections get lost and our four walls start shrinking in. What we have tried to do is create a platform where we can bring the world back."

Monica McAfee, John Knox's chief marketing and innovation officer, said the community's administrators believe VR helps residents it's been used on a limited basis there for three years but Stanford's study "will provide the empirical data." For example, she said, they want to know if VR can help residents with dementia who suffer from "sundowning" severe mood downswings that begin at dusk.

"Is this a way to redirect them to enjoy something?" she said.

Northern Ohio University associate philosophy professor Erica Neely, who studies the ethics of technology, said it's important that Stanford is getting fully informed consent, screening participants and making sure they aren't using VR alone, especially at first. She is not involved in the study.

"We definitely don't want anyone to get stuck in the experience if they become distressed and can't figure out how to turn it off," she said. "The fact that there is a companion/caretaker who can go with (the participant) is utter genius. ... The idea of 'Well, we don't necessarily have people with diminished capacities wandering around by themselves through physical space maybe we can do the same for virtual space' was a really good one."

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New UK Virtual Reality Projects Revealed At Tribeca Festival – TechRound

Posted: at 3:05 am

Two UK projects reinventing the wheel on how to engage, inspire and educate audiences using virtual reality will appear at the world-leading Tribeca film festival in New York City this week.

Immersive technology is an industry forecast to reach US$160 billion in worldwide spending in 2023. The projects exhibiting at Tribeca Madrid NoirandInside Goliath both make use of virtual reality and interactivity in new ways to transform audience experience. In VR animated shortMadrid Noir,the audience member directly participates in the main characters hunt for the truth, while VR installationInside Goliathturns the concept of gaming and interactivity on its head as audience members are invited to understand and empathise with the effects of psychosis.

The teams involved are alumni of Digital Catapult and Arts Council Englands CreativeXR programme, which supports creative professionals with the development of new cultural experiences using immersive technologies.

Both teams were part of a cohort that received a total of 312,000 fromCreativeXRin 2020 to move their projects from prototype to market. The projects are also international co-productions with France, and have received match-funding from French cinematic production agencyCNC, showcasing the potential of international collaboration.

Madrid Noir No Ghost & Atlas V

Director: James Castillo

Premiering at the Tribeca festival, Madrid Noir is a charming, Virtual Reality animated short which follows protagonist Lola as she investigates the unsolved mysteries of her estranged uncle Monolo.

Paying homage to the film noir genre, the experience transports viewers back to a vibrant, 1930s Madrid, where the director James Castillo who previously created designs for Paramount Pictures and Netflix gives centre stage to wonderfully expressive character animation.

Inside Goliath byAnagram,co-producedwithFloral Films

Inside Goliath is a visual installation and VR experience being showcased in competition as part of Tribecas Storyscape strand.

It is an intimate account of one mans experience of living with schizophrenia and psychosis. Joe slips between real and unreal worlds, on increasingly strong medication spending several years in a psychiatric hospital, mostly in isolation but he also finds connection through multiplayer computer games.

Through visual and tactile moments, visitors will be invited to step into a mind that has been labelled broken and to question how we understand what is real.

The VR segment ofInside Goliathis an exclusive preview of a longer narrative experienceGoliath: Playing with Reality.BothMadrid NoirandGoliath: Playing with Realityare supported by Oculus and are expected to launch on the Oculus Quest store, available for public download, later this year.

Digital Catapult CEO Jeremy Silver said:

Creating stories and adventures inside virtual reality continues to evolve. The growing body of work that has been developed over the last few years is helping newcomers and experienced professionals alike build on what we have already learned and overcome barriers to using technology, so that the story and the experience can be foregrounded.

Whether finding a new, startling way to educate us on mental health, or providing us with a charming outlet for escapist detective work, both Inside Goliath and Madrid Noir make genius use of immersive storytelling and virtual technologies to transport audiences to enticing alternate realities.

Im thrilled these two projects from the CreativeXR programme will have the opportunity to showcase their work to a whole new audience via the brilliant platform of the Tribeca Festival.

Francis Runacres, Executive Director of Enterprise and Innovation at Arts Council England, said:

Inside Goliath and Madrid Noir are both brilliant examples of the potential that can be unlocked when artistic vision is combined with technological innovation. Their use of immersive platforms to inspire, educate and entertain is a fantastic illustration of what CreativeXR aims to achieve, and were delighted that they are being given the chance to reach an even wider audience at Tribeca.

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New 12-screen theater with magnetic Scrabble wall and virtual reality room opening in Kenwood this summer – The Cincinnati Enquirer

Posted: at 3:05 am

An example of a theater room from City Base Entertainment.(Photo: Provided)

City Base Entertainment plans to open a new 12-screen theater this summer at The Kenwood Collection shopping mall.

The new City Base Cinemas Kenwood will be located at5901 East Galbraith Road, Suite 200, nextdoor to Kenwood Towne Centre.

It will have 12 auditoriums, including aprivate theater with club chairs and ottomans available torent for parties and other special events, according to San Antonio, Texas-based City Base.

In addition, the theater will have two virtual reality rooms and a full bar offering more than 40 draft beers from local breweries,draft wine, and a full cocktail list.

"Were incredibly excited about all the state-of-the-art amenities we have to offer, from the heated seats in the theaters to the virtual reality rooms, Sarah Williams, the theater operator's managing partner, said in a press release. "We feel like we can be the premier entertainment destination for the entire Kenwood community and beyond."

The11 theaters open to the public will have reclining heated seats and swivel tables for food and drinks, which patrons will be able to order directly from their seats before or during a show using a built-in push button.

City Base will offer a full menu, including appetizers, entres, desserts and classic movie theater fare, such as popcorn and candy.

The private theater will have a bar, lounge area with cocktail tables, a pool table and a magnetic Scrabble wall.

A retractable wall will close the private theater from the downstairs lobby during private events.

All 12 auditoriums will feature digital screens and state-of-the-arts sound systems.

City Base hasn't set a firm opening date, but plans alimited, three-day soft opening before the official grand opening at full capacity.

City Base said it would be hiring up to100 people at the new theater, including kitchen staff, service staff, bar staff, and more ahead of the grand opening.

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Global Head Mounted Display Markets, 2020-2021 & Forecast to 2026 by Application (Entertainment, Commercial, Medical, Military and Defense,…

Posted: at 3:05 am

DUBLIN--(BUSINESS WIRE)--The "Head Mounted Display Market 2020-2026" report has been added to ResearchAndMarkets.com's offering.

The global head-mounted display market is growing at a CAGR of nearly 35.0% during the forecast period.

The major factors that are augmenting the growth of the market include rising adoption in consumer applications and increasing adoption of augmented reality (AR) and virtual reality (VR) technology.

Head-mounted displays are regarded as highly immersive display devices that are significantly targeted towards e-learning, video games, and other kinds of digital entertainment. This immersive display device is normally used for watching movies and playing games as it can offer a more realistic and entirely immersive in-game environment to the user.

During the gameplay, head motion tracking is enabled, which makes the game even more realistic. Therefore, the users are playing PC games with head-mounted displays that will show a higher enjoyment level compared to the users playing computer games with conventional setup. As a result, the head-mounted display supports boosting the users' enjoyment while making the game more interesting to play. Therefore, the rising launches of VR games have been witnessed over the years.

For instance, in March 2021, Sony declared that it will launch a new slate of PlayStation VR games, which includes a VR adaptation of Doom 3, I Expect You To Die 2: The Spy and The Liar, Fracked, After the Fall, Song in the Smoke, and Zenith: The Last City - The Fracture.

All these games declared to be available for PlayStation 5, however, some are expected to be released on PlayStation 4 as well. Additionally, in February 2021, Sony declared a new generation of PlayStation VR for its PlayStation 5 console. This headset declared to be available with a higher-resolution screen, redesigned controller, a single cord rather than the original cable box, and other upgrades. These new launches of VR games are supporting to drive market growth.

Further, rising funding opportunity in head mounted displays are estimated to offer an opportunity for market growth.

However, the high cost of head mounted devices and certain health side issues, including headache, is expected to hinder the adoption of head mounted displays.

Segmental Outlook

The market is segmented based on application and technology. Based on application, the market is classified into entertainment, commercial, medical, military and defense, education, industrial, and others. Based on technology, the market is classified into VR and AR.

Global Head Mounted Display Market Share by Technology, 2020 (%)

Augmented Reality (AR) Technology is Expected to Witness Fastest Growth During the Forecast Period

The growth of AR applications has been led by the solutions that enable consumers to imagine and experience the product and service earlier buying it and visualize products.

The demand for AR technology will further accelerate owing to the rising innovations in AR headsets. For instance, in September 2019, Cambridge engineers, UK have developed a new AR head-mounted display that provides a realistic 3D viewing experience, without the commonly associated side effects of eyestrain or nausea.

The head mounted display is of high brightness and appropriate for a comprehensive range of indoor and outdoor applications. Further research is continuing exploring its potential use in areas of diverse applications including hospitality, training, outdoor sport, CAD (computer-aided design) development, defense applications and construction, data manipulation, as well as miniaturizing the current head-mounted prototype to a glasses-based format.

Market Players Outlook

Key players operating in the market include Google LLC, Microsoft Corp., Samsung Electronics Co., Ltd., Sony Corp., and BAE Systems plc. The market players are focusing on the development of head mounted displays for different applications.

Key Topics Covered:

1. Report Summary

2. Market Overview and Insights

2.1. Scope of the Report

2.2. Analyst Insight & Current Market Trends

3. Competitive Landscape

3.1. Company Share Analysis

3.2. Key Strategy Analysis

3.3. Key Company Analysis

3.3.1. Google LLC

3.3.1.1. Overview

3.3.1.2. Financial Analysis

3.3.1.3. SWOT Analysis

3.3.1.4. Recent Developments

3.3.2. Microsoft Corp.

3.3.3. Samsung Electronics Co., Ltd.

3.3.4. Sony Corp.

3.3.5. BAE Systems plc

4. Market Determinants

4.1. Motivators

4.2. Restraints

4.3. Opportunities

5. Market Segmentation

5.1. Global Head Mounted Display Market, By Application

5.1.1. Entertainment

5.1.2. Commercial

5.1.3. Medical

5.1.4. Military and Defense

5.1.5. Education

5.1.6. Industrial

5.1.7. Others

5.2. Global Head Mounted Display Market, By Technology

5.2.1. Virtual Reality (VR)

5.2.2. Augmented Reality (AR)

6. Regional Analysis

7. Company Profiles

For more information about this report visit https://www.researchandmarkets.com/r/yhiej1

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Global Head Mounted Display Markets, 2020-2021 & Forecast to 2026 by Application (Entertainment, Commercial, Medical, Military and Defense,...

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How is Virtual Reality Changing the Gaming Industry? – SwordsToday.ie

Posted: at 3:05 am

Virtual reality is one of the biggest innovations to hit the world of gaming for some time. Though it was long a dream of science fiction, it is very much a reality now, and it has resulted in some changes already. Here are some of the ways virtual reality is changing up the gaming industry.

New Places to Play

Having the headset on to view a virtual space means that there are many opportunities to create a new space for people to play. For example, those who enjoy betting online might want to try out one of the many virtual casinos that have been developed. These allow players to stand around a roulette table or sit down for a game of poker as if they were actually there, something that is quite different to playing with a fixed UI in a regular online game.

This is just the tip of the iceberg for the development that we could see in this area. People have already created virtual chat rooms, allowing like-minded individuals to come together in a virtual space for discussions and interactions, and we might soon see the creation of more spaces for this area. Virtual spaces beyond games have not been explored too much yet, but there is the potential for some really interesting innovations here.

Game Mechanics

Some of the first major games for virtual reality were ports of big franchises or ones with simple mechanics that essentially equated to you swinging the controller wildly. However, as virtual reality grew in popularity, developers began to explore some of the more unique mechanics that they could make.

After all, the ability to move so easily in VR means that there is a whole range of possibilities that can be explored. Developers took the time to properly explore these, and it has resulted in some games that would never work on other devices as they have been designed from the ground up to work in virtual reality. However, the major advantage of games like this is that they do draw the player in. They are truly immersive, and often force you to explore your environment in unusual ways to get the most out of the game. Playing a ported game versus one that was made for VR results in two very different experiences.

Turning Mainstream

As with many other parts of gaming, virtual reality started off as a luxury. Headsets can be expensive, and some games also require computers of certain specifications to be able to run the games successfully. However, the industry is slowly becoming more mainstream.

Headset developers are beginning to create new generations of their products. This inevitably means that there will be a drop in market value for the older headsets, thus making them more accessible to the general public. Many VR cafes and arcades have also popped up, allowing people to rent a headset and try out some great games for just a short amount of time. The more mainstream VR headsets can become, the more innovation we shall see from them in the future.

While virtual reality might not be a new concept in the world of gaming, it is one that has the potential to majorly change things as they currently stand. This is an area that is ripe for further development and innovation, and we might very well see it sooner than you can imagine. Those interested in what virtual reality has to offer should first get their hands on a headset to try a few games, and then should see what some of the developments on the horizon might be!

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How is Virtual Reality Changing the Gaming Industry? - SwordsToday.ie

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Odd News Roundup: Flying off the shelves: Chocolate-covered cicadas a hit in Maryland; Denmark trial uses virtual reality game to boost COVID…

Posted: at 3:04 am

Following is a summary of current odd news briefs.

Flying off the shelves: Chocolate-covered cicadas a hit in Maryland

Some might cringe, but at one Maryland chocolate shop, 17-year-old insects are flying off the shelves. Sarah Dwyer, of Chouquette Chocolates in Bethseda, started coating cicadas in chocolate and selling them when the periodical Brood X emerged this spring for the first time since 2004.

Denmark trial uses virtual reality game to boost COVID vaccinations

Denmark researchers are using virtual reality to encourage more COVID-19 vaccinations, through a game of maneuvering through a virus-infected crowd in a city square. In an experiment by the University of Copenhagen, participants wear goggles to play an elderly person crossing the square while avoiding red-clothed bypassers infected with COVID-19. Vaccinated characters dress in blue.

Giant drone sculpture menaces New York City, with intent

A giant, white sculpture of a drone has appeared 25 feet (7.6 m) over Manhattan's High Line park, unnerving New Yorkers - which was the creators' intention. Sam Durant, the artist behind the fiberglass "Untitled (drone)," said the work was designed to "remind the public that drones and surveillance are a tragic and pervasive presence in the daily lives of many living outside - and within - the United States."

(This story has not been edited by Devdiscourse staff and is auto-generated from a syndicated feed.)

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Odd News Roundup: Flying off the shelves: Chocolate-covered cicadas a hit in Maryland; Denmark trial uses virtual reality game to boost COVID...

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Virtual Reality: The Gateway to Future – Tahawul Tech

Posted: at 3:04 am

By: Pavel Makarevich, Product Manager, Proven Reality

Business experts will vouch for this, Virtual Reality has taken not just the tech industry but several sectors outside the perimeter of technology by a storm. What started as a way of emulating life has now turned into an alternate reality that can solve various problems. Disruptive technologies are carving the way for a future wherein the integration of artificial intelligence with daily life could be the norm. In fact, as we discover more ways to combine immersive technologies with different operations, the potential for securing a tech-dependent and efficient future is also increasing exponentially.

When Keanu Reeves entered a simulated reality in the movie Matrix back in 1999, the implications of the technology were still unknown to many. Today, immersive technologies like virtual, augmented, and mixed reality are being integrated across several industries. Gradually, the inclusion of these technologies in sectors such as education, healthcare, construction, and medical training is becoming commonplace.

Apart from offering a virtually interactive environment, VR also offers a myriad of variations in how and to what extent an environment is explorable. VR technology can offer a fully immersive, non-immersive, and web-based VR experience. A great example of a non-immersive VR experience is a flight simulator which allows the user to experience an alternate reality with just a joystick controller and a PC. Non-immersive technologies are commonly used in architecture, industrial designing, and archeology through 3D designs, allowing users to create a replica of the real-life environment.

Fully immersive VR technologies are often accessed through VR glasses (such as Oculus) to tap into a rich alternative experience remotely. Experts at Proven Reality have vested their knowledge and resources to create immersive pain management technologies a breakthrough project that is helping make the healthcare industry more efficient.

Creating fully immersive VR experiences requires a well-designed interface, a powerful computer, and immense scope for implementation.

It is not just technologies that have made headway with evolution; Virtual Reality equipment has also gone through a string of modifications and improvements to become more reliable and accurate. From head-mounted displays to wands, VR technologies are capable of creating detailed interactive environments.

The projected potential growth for VR technologies speaks volumes about the scope for implementation in industries across the globe. According to a report released by globenewswire.com in 2020, the global market value of Virtual Reality in Healthcare is expected to climb by a CAGR (Compound Annual Growth Rate) of 30.7% to reach US$2.2 billion by 2027. Gone are the days when Virtual Reality was only used as a means of facilitating leisurely activities. In the near future, businesses worldwide are expected to come up to speed with the advancement of these immersive technologies. Artificial intelligence and its by-products are shaping the future of technology by constantly discovering, improving, and implementing.

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Virtual Reality: The Gateway to Future - Tahawul Tech

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Bringing the High Seas Biodiversity Treaty Into Port – Council on Foreign Relations

Posted: at 3:03 am

As President Joe Bidens administration moves to restore U.S. global leadership on the environment, it cannot afford to ignore the health of oceans. It must spearhead the successful conclusion of negotiations on aU.N. high seas biodiversity convention, which are currently adrift. To bring this treaty into port, the United States will need to forge global agreement on several contentious issues. It will also need to temperits neuralgic opposition to legally binding multilateral commitments, recognizing that the treaty poses no threat to U.S. sovereignty and is deeply in American interests.

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Although not entirely lawless, the high seas are poorly governed bya fragmentary patchwork of regulatory schemescovering everything from migratory birds and regional fisheries to deep-sea mining and pollution from ships. The biggest gap in oceans governance is the absence of a comprehensive agreement to conserve and sustainably manage marine living resources and ecosystems on the high seas, which are experiencing catastrophic declines as technological advances permit their unprecedented exploitation. Already, some 40 percent of the worlds oceans have beenseverely altered by human activity; only 3 percent can beconsidered pristine.

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A proposed high seas pactformally, the Internationally Legally Binding Instrument on the Conservation and Sustainable Use of Marine Biological Diversity in Areas Beyond National Jurisdiction, or so-called BBNJ treatywould plug this gaping hole. It woulddramatically enhance environmental stewardshipover a vast commons thatencompasses 43 percent of Earths surface, contains 90 percent of the oceans biomass, and constitutes the greatest repository of planetary biodiversity. The BBNJ treaty would bean implementing agreementunder theU.N. Convention of the Law of the Sea, the closest approximation to a constitution for the worlds oceans.

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Formalintergovernmental negotiations on the BBNJopened in September 2018. Unfortunately, the treaty is nowstuck in the doldrums. Prior to the COVID-19 pandemic, parties were slated to hold their fourth (and ostensibly final) negotiating session in March 2020. Bad timing. The postponed talks are scheduled to resume in August, though this date could slip. More worrisome,international divisions persist on core issuesat the heart of the treaty, including the multilateral rules that should govern marine genetic resources, area-based management tools, environmental impact assessments and capacity-building. Underlying many specific disagreements isa broader philosophical divide: Developing nations insist that the high seas and their resources constitute the common heritage of mankind, whereas developed nations, including the U.S., tend to invoke the freedom of the seas and resist being bound by international obligations.

The topic ofmarine genetic resourcesis especially divisive. While there is consensus that all nations should benefit from their exploitation, the actual details of any global regime remain elusivesuch as whether benefit-sharing should be voluntary or mandatory, or whether it should apply only to specimens collected in situ or also todigital sequence information(or genetic sequence data) subsequently derived from those specimens. Generally speaking, poorer nations insist on maximal benefit-sharing, whereas wealthy ones seek toprotect the intellectual property rights of companiesseeking to profit from their investments.

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Countries are similarly divided on the principles and rules that should govern the collective management of fragile, biodiverse zones, including through the designation of marine protected areas and other arrangements. The high seas containmany ecologically sensitive regions, such as theEmperor Seamount Chainstretching from the Aleutian to the Hawaiian Islands. Nations have yet to agree on the authorities and mechanisms whereby the world will identify, establish, regulate and monitor such zones. Reaching agreement on such matters is a precondition forachieving the 30 by 30 goalof protecting 30 percent of Earths marine and terrestrial surface by 2030,a target Biden recently endorsed.

The BBNJ negotiations reveal that there is broad multilateral consensus for states toconduct environmental impact assessmentsbefore undertaking major activities on the high seas. But there is scant agreement on thethreshold that should trigger such assessments, the technical standards that should inform them, and whether they should be mandated and/or reviewed by a treaty body. There is also disagreement on how best to build the capacities of developing countries to participate in the conservation and sustainable use of the high seas, including how to assess their needs and whether technology transfers should be mandatory or voluntary.

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Beyond resolving these core issues, the final negotiations are supposed to determine any enduring institutional arrangements that will implement the treaty, which could include a secretariat and a standing conference of parties, as well mechanisms to resolve disputes among and monitor compliance by its parties. A huge bone of contention is whether such a governance structure should take precedence over existing sectoral bodies, notably the International Seabed Authority, as well as regional fisheries management organizations.

The Biden administration has a historic opportunity to help break these logjams. To credibly lead the world, however, the U.S. will need toabandon its long-standing reluctance to enter into legally binding environmental treaties, which it too often perceives as infringements on its ability to do what it wantsrather than as useful mechanisms to secure valued outcomes.

Such insistence on absolute freedom of action has frequently been shortsighted, but it is increasingly counterproductive today, as other nations and corporations dramatically expand their activities on and exploitation of the high seas, with disastrous consequences for the marine environment. In the absence of a high seas biodiversity treaty, for instance, there is little to stop a nation or private actor operating under a flag of convenience fromundertaking ecologically destructive mining operations on a deep seabed, launching freelance climate remediation efforts at sea, or even creating floating cities mid-ocean, heedless of the impacts on marine life.

It is deeply within the U.S. national interest to voluntarily accept some international constraints on its own behavior, if, by so doing, it can prevent others from degrading the ocean commons. This is particularly true given Americas generally high regulatory standards. Historically, private U.S. corporations seeking to extract resources from the high seas have had to comply with American law, namely the National Environmental Policy Act, to ensure that they do not cause grievous harm to the ocean. While the Trump administration rolled back these procedural requirements, the Biden administration will surely reinstate them, raising an obvious question: If U.S. corporations are already subject to stringent environmental regulations, why should Washington oppose internationalizing them?

As a matter of course, the U.S. already routinely cedes freedom of action on the high seas, like when it enters into regional fisheries management organizations or accepts shipping lanes defined by the International Maritime Organization. Ratifying the BBNJ would entail similar self-limitations, but the payoff would be huge: helping topreserve the future of lifeon nearly half of the planet.

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Africa must protect the high seas before its too late – Mail and Guardian

Posted: at 3:03 am

If the past year has taught us anything, it is that we must not underestimate the power of the natural world. The Covid-19 pandemic has been a tragedy of untold proportions, and a clarion call to us that we must work harder to protect nature and live in harmony, not at odds, with it.

For many people, the notion of protecting nature in Africa conjures up visions of sweeping national parks, game reserves teeming with the Big Five and stretches of golden coastlines where turtles nest while brightly coloured fishes punctuate the clear waters. Of course, they are right: the biodiversity we are blessed with in Africa is abundant and there is much good work being done to ensure its safety and longevity.

But there is one last great wilderness that most of us will never see, and most likely have never thought much about. This great wilderness begins 200 nautical miles off our African shores, it covers half of the planet, and it is the last great global commons the high seas.

As we celebrate World Ocean Day, it is vital we recognise the importance of protecting areas beyond our national jurisdiction. Historically, a lack of clarity about who is responsible for the protection of this expanse and limited public awareness of just how vital a healthy ocean system is has, at best, fuelled disinterest and, at worst, let a small minority exploit its resources and decimate its biodiversity. But it is no exaggeration to state that our lives depend on safeguarding the high seas, even in landlocked countries like my own.

It is thought that scientists know more about outer space than they do the high seas, with some estimating that we are still unaware of 91% of the living organisms that exist in this largely unexplored ecosystem. So murky is our knowledge, that even some of the species that we do know of seem almost mythical, such as the giant squid, the largest of which was recorded at more than 13 metres long, or the whitemargin stargazer, which can sting prey with up to 50 volts. And although these alien-like creatures might seem interesting but unimportant to us in Africa, this could not be further from the truth.

To date, about 34000 organisms have been discovered in the high seas that could potentially be used in medical and food developments. So far, discoveries in the high seas have included eight marine-based drugs, five of which are cancer treatments; and the discovery of one form of alga that can be used to fortify canola oil, an increasingly popular staple in Africa.

However, at present there is no legally binding framework in place to stop wealthier nations or private companies controlling these discoveries, patenting them and preventing developing countries from accessing their benefits.

The same is true of fishing in the high seas. It is monopolised by fewer than a dozen countries, with little regulation, and is rarely equitably shared. In fact, it is estimated that the worldwide value of illegal, unreported and unregulated fishing catches is between $4.9-billion and $9.5-billion, and up to 30% of such fishing ($1.2-billion) occurs beyond national jurisdiction.

But more than just providing a minority with financial benefit, overfishing in the high seas has a direct effect on stocks within neighbouring countries exclusive economic zones. This has a disproportionate effect on developing countries in which dependency on fisheries for food, livelihoods and revenues is high.

Without a strong, global, legally binding framework not only will developing countries continue to be denied access to natural resources in the high seas, but the high seas ecosystem will continue to be drastically compromised. This will have significant effects on domestic fish stocks, climate change and sea levels; and, by extension, a direct effect on our livelihoods and health even if, like me, you are sitting in a landlocked country.

The current UN High Seas Treaty under negotiation aims, for the first time, to establish guidelines for the conservation and sustainable use of marine biological diversity in areas beyond national jurisdiction. This would include a framework to establish a well-connected and representative network of marine protected areas, rigorous and independent environmental impact assessment of ongoing and future activities on the high seas, and clear funding mechanisms that do not marginalise developing countries.

Over the next six months we have a chance to drastically change the way we engage with the high seas and their ecosystem. As Africans, we owe it to ourselves and future generations to engage fully in the ongoing negotiations for a high seas treaty to ensure that this last great wilderness is protected and restored, and that the oceans abundant resources are distributed equally and sustainably.

To put it simply, if we do not protect the high seas collectively and globally, the repercussions will be catastrophic biologically, economically and almost certainly geopolitically.

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Africa must protect the high seas before its too late - Mail and Guardian

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