Daily Archives: August 14, 2021

3D VR Virtual Reality Glasses Market Bring Opportunities To Grow In Future – The Market Writeuo – The Market Writeuo

Posted: August 14, 2021 at 12:54 am

According to a new research report titled 3D VR Virtual Reality Glasses Market Global Industry Perspective, Comprehensive Analysis And Forecast by 2021 2026

This has brought along several changes in This report also covers the impact of COVID-19 on the global market.

The report provides revenue forecasts for global, regional and country levels. It also provides comprehensive coverage on major industry drivers, restraints, and their impact on market growth during the forecast period. For the purpose of research, The Report has segmented global 3D VR Virtual Reality Glasses market on the basis of types, technology and region

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Key Competitors of the Global 3D VR Virtual Reality Glasses Market are:Samsung, Carl Zeiss, Baofeng, Sony, Razer, HTC, Epson, Daqri, AMD, Atheer, Meta, CastAR, Skully, HP, Antvr, Lumus, Fove, Sulon, Jinweidu, Virglass, Emaxv

The Global 3D VR Virtual Reality Glasses Market Research Report is a comprehensive and informative study on the current state of the Global 3D VR Virtual Reality Glasses Market industry with emphasis on the global industry. The report presents key statistics on the market status of the global 3D VR Virtual Reality Glasses market manufacturers and is a valuable source of guidance and direction for companies and individuals interested in the industry.

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Regional 3D VR Virtual Reality Glasses Market (Regional Output, Demand & Forecast by Countries):-North America (United States, Canada, Mexico)South America ( Brazil, Argentina, Ecuador, Chile)Asia Pacific (China, Japan, India, Korea)Europe (Germany, UK, France, Italy)Middle East Africa (Egypt, Turkey, Saudi Arabia, Iran) And More.

The research report studies the past, present, and future performance of the global market. The report further analyzes the present competitive scenario, prevalent business models, and the likely advancements in offerings by significant players in the coming years.

Key Questions answered by the Report

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3D VR Virtual Reality Glasses Market Bring Opportunities To Grow In Future - The Market Writeuo - The Market Writeuo

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Techies think were on the cusp of a virtual world called the metaverse. Im skeptical – The Guardian

Posted: at 12:54 am

Maybe this will be my Paul Krugman moment. The Nobel Prize-winning economist and New York Times columnist was famously the winner of a study to establish which op-ed commentator was most consistently correct. In 1998, he also famously claimed, By 2005 or so, it will become clear that the Internets impact on the economy has been no greater than the fax machines. I am not nearly so storied in accomplishments as Krugman. But I do make my living offering predictions and forecasts. So I might as well say it: I predict that the metaverse wont happen.

The metaverse, for those who dont know, is a still-mostly-hypothetical virtual world accessed by special virtual reality (VR) and augmented reality (AR) technology. The idea is to create a sort of next-level Internet overlaid on our physical world. People plugged into the metaverse exist in our physical world like everyone else but can see and interact with things that others cant. Think The Matrix or the Star Trek Holodeck or the Fortnite-esque brandscapes of Ready Player One.

The concept of the metaverse isnt new. The phrase was coined by Neal Stephenson in his 1992 science-fiction novel Snow Crash, which was set in a near future in which the virtual world and the physical world are inextricably interconnected. Silicon Valleys tech billionaires seem increasingly convinced that an actual metaverse is just over the horizon; the previously niche concept has been mentioned on earnings calls for Microsoft and Facebook. In a recent interview with The Verge, an enthusiastic Zuckerberg described the metaverse as the successor to the mobile internet, and a kind of embodied internet, where instead of just viewing content you are in it.

At the same time as the metaverse discourse has been heating up, its been a breakout year for the crypto community. The non-fungible token (NFT) took the art worlds imagination by storm this winter. Elon Musk stoked and then popped a truly wild Bitcoin bubble. Now, neither Zuckerberg nor Bill Gates tethered their concept of the metaverse to crypto. But I find it interesting that both the centralizers tech giants whose power and influence rival nation states and the decentralizers crypto innovators who remain something of an influential subculture see the new chapter in technological progress in roughly the same terms: to escape reality.

Its important to throw some cold water on this by remembering that the concept of virtual reality which is really what the metaverse is dates back a long time. Virtual reality was popularized by computer scientist and tech contrarian Jaron Lanier in the 1980s; his company VPL Research, short for Virtual Programming Languages, achieved such success that the toymaker Mattel licensed their DataGlove device a kind of wired glove to create a Nintendo game controller.

Yet its been more than three decades. Virtual and augmented reality of any kind hasnt exactly taken off. Despite all the chatter about Oculus the VR headset company that Facebook acquired, to much fanfare, in 2014 few of even my most technophilic friends have hopped on the Oculus train. Ive only encountered the Oculus VR gear as a forlorn gadget in startup HQs a novelty unceremoniously dumped next to the WiFi router. As tech analyst Benedict Evans recently tweeted, My son is approximately 1000x more interested in Roblox an online game platform on which users can create their own games for other users to try than in getting my VR headset out of the cupboard. Different models of the future. VR was the techno-utopian future that Generation X was promised. But as the Substack writer Paul Skallas recently noted: Back in 1999/2000 people would tell you VR was right on the cusp of taking over. That it would change everything. Its 2020. Where is it.

VR and AR after it have run into a continual problem: people mostly like reality. People have liked visual entertainment for as long as there have been screens, for as long as there have been theaters. But, like all entertainment, visual entertainment has its time and its place. Remember Google Glass? I had a pair. It was abominable to use. Who wants email notifications obscuring their field of vision all day? My phone is distraction enough. The synthesis of wearable tech and augmented reality pretty quickly parted ways. Augmented reality became fun Snapchat filters that make you look like a Pixar character. Wearable tech became Apple watches to count your steps and alert you if youre having a heart attack.

Two factors determine whether new technology catches on: capacity and incentive. Not all things that tech can do (capacity), people want (incentive). Think back to the mid-2000s, or rewatch David Finchers 2010 classic The Social Network. The building blocks of social networking existed long before Zuckerberg created Facebook. In fact, several social networks already existed. Remember Friendster and MySpace? The capacity was there. But what was the incentive? To get people to join his network in droves, Zuckerberg added two ingredients that the earlier social networks lacked: exclusivity and status.

When Facebook first launched, only those who attended a small group of prestigious colleges could join. I graduated high school in 2005, and Im ashamed to say that Facebook influenced my school choice. Facebook in the early days was additive. It was where you found friends before you arrived on campus, solidified nascent relationships, shared boozy and embarrassing memories. My question for metaverse boosters is this: what does the metaverse add to everyday life?

Ive used Oculus goggles before. I found they had a weird time distortion effect. When I took them off, I felt vaguely tired. Coming out of the pandemic, which has reminded everyone that a Zoom call is very much not the same thing as hugging your mom, Im skeptical that Zoom-fatigued workers will be interested in leveling up to working in the metaverse whatever that may mean. A new youth survey by Dazed reports that just 9% of Gen Zers want to stay on social media; fatigue with digital substitutes for real life may be even broader than just the Zoom-fatigued legions working from home.

Tech oligarchs like Zuckerberg, with his Sauron-like ambition to own the One Ring to rule them all, seem like the worst choice to put in charge of building a new world. Im more sympathetic to the crypto communitys nascent interest in the metaverse. The promise of crypto, it seems to me, is its potential to spark decentralization in an already overly centralized world, to play Gutenberg to the next generations Martin Luthers. The metaverse proposes a smoothed-out and rationalized version of our messy and chaotic world. The question that crypto seems to face most pressingly is: Why should crypto matter to everyone? If crypto is to be truly revolutionary, then it will have to give an answer that formats digital life down to a human scale, not up to a megalomaniacs.

Sean Monahan is a writer and trend forecaster based in Los Angeles. He co-founded K-Hole, the trend forecasting group best-known for coining the term normcore. He releases a weekly trends newsletter at 8ball.substack.com

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Techies think were on the cusp of a virtual world called the metaverse. Im skeptical - The Guardian

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US Air Force uses virtual reality in sexual assault prevention training – QR Code Press

Posted: at 12:54 am

The United States Defense Department is stepping up its prevention efforts against sexual assault and harassment, and a part of this effort includes the Air Forces use of virtual reality training.

Air Mobility Command (AMC) is running a pilot virtual reality program. It is to be used by both military and civilian employees. It will be used as a component of the mandatory sexual assault prevention and response training (SAPR).

The goal is of this training is to create an immersive, engaging training where airmen are not on their cell phones, theyre not zoning out, theyre not texting, theyre actually having to pay attention, said the AMC SAPR Program Manager Carmen Schott, as quoted in a Federal News Network report. When youre in the virtual realm, you are there and you have to be involved. You have to be present and use your voice to talk to an airman in need right in front of you. It puts airmen in that experience and helps increase skills and knowledge and abilities on how to answer some of these questions about the sexual assault programs.

With the headset on, the employee enters a virtual lunchroom. There, another employee, played by an actor, confides in them. The job of the trainee is to be able to convince the character to seek help for what they have experienced.

The VR headset provides various response options from which the trainee can choose. The digital character has a different reaction to each of those responses.

Its very realistic even though its virtual, said Schott. You look around and you can see everything behind you on the floor. Its just very real. Its really amazing. Their voices are there and youre interacting with them like I would be with you across from a desk or a table.

The virtual reality program has been deployed in South Carolina at Joint Base Charleston. From there, it will head to Arkansas Little Rock Air Force Base.

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US Air Force uses virtual reality in sexual assault prevention training - QR Code Press

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Global Virtual Reality (VR) Headset Market Size to Expand at a CAGR of 28% during 2021-2026 – The Market Writeuo – The Market Writeuo

Posted: at 12:54 am

According to the latest report by IMARC Group, titled, Virtual Reality HeadsetMarket: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2021-2026, provide theglobal virtual reality headset marketexpected to grow at a CAGR of 28% during 2021-2026.

Report Metric

Historical: 2015-2020

Base Year: 2020

Forecast Year: 2021-2026

Download free sample of the report:https://www.imarcgroup.com/video-wall-market/requestsample

Industry Definition and Application:

A virtual reality (VR) headset is a head-worn device that allows users to experience three-dimensional (3D) simulation while watching VR content. The main components of the headset include a stereoscopic head-mounted display, head motion tracking sensors and stereo sound module. The VR headset creates an artificial environment, making the virtual world appear as real to the users. This is accomplished by creating a seamless virtual environment and tracking the head movement of the user to give the impression of being inside the 3D setup. The headset is connected to a computer or console for sending the video feed or utilizes a mounted smartphone as both the screen and content source.

Browse full report with TOC:https://www.imarcgroup.com/virtual-reality-headset-market

Note:We are regularly tracking the direct effect ofCOVID-19on the market, along with the indirect influence of associated industries. These observations will be integrated into the report.

Market Trends and Drivers:

The rising popularity of VR games and apps, as well as 360? videos, among consumers is one of the primary factors driving the global VR headset market. In line with the growing product demand, the leading companies are investing in improving the product features and introducing smartphone compatible and affordable variants. They are also incorporating additional features, such as NFC chips and Bluetooth connectivity, in assembled VR headset kits. Other than the gaming and entertainment industries, VR technology is being utilized in the healthcare, defense, retail and construction sectors. For instance, VR headsets are used in the healthcare industry for surgical learning, emergency room training, and studying patient-specific anatomy. They also serve distinctive military purposes, including flight and battlefield, and vehicle simulations.

Virtual Reality Headset Market Segmentation:

The report has segmented on the basis of Product, Material, End-Use and geography

By Product:

By Material:

By End-User:

By Region:

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Global Virtual Reality (VR) Headset Market Size to Expand at a CAGR of 28% during 2021-2026 - The Market Writeuo - The Market Writeuo

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Fully Immersive Spatial Audio and Why It Matters In VR – BBN Times

Posted: at 12:54 am

Fully Immersive Spatial Audio has the potential to change the face of the VR industry as we know it.

Its not a new technology by any means, and its been around for at least 100 years prior to this moment but its never quite been applied to the development of Virtual Reality quite like now, and were seeing great leaps and bounds in technology and the way people are immersed in their virtual worlds.

Virtual Reality becomes pretty useless to the user when it isnt an immersive experience, and the burden falls on the developers of VR hardware and software to ensure that the experience is as close to real-life as possible. It has to make you feel like youre right in the middle of what youre looking at and its not enough to be looking at a scene through VR glasses when you want the full experience.

True immersion for Virtual Reality involves being able to engage all of the senses at once sight, smell, taste, touch and sound; though we know that taste and smell arent nearly as necessary for VR to work as the rest.Could we go as far as to say that the senses required for VR immersion is sight, touch and sound?

How do you judge whether or not something is real? In the first Matrix movie, Morpheus asks Neo if what he can smell, taste or touch is real and then goes on to show him that the construct of real he had known was just about fooling these human senses with computerization.

While we havent blacked out the sun yet like in the heavily Dystopian tone of the Matrix movies, the movie got the idea of Virtual Reality pretty spot on. If youre going to fool anyone into thinking its real, fool the senses.

To believe that youre truly immersed in your virtual reality experience, sound and how you experience it is one of the most important parts of the whole VR thrill.

Sound activates a primal reaction within the brain, and sound is often the very first way we react to something; for example, while youre playing a first person shooter, youll be paying the most attention to the sound to find the position of the opposing player on the other hand, while immersed in a VR movie, your mind will pay the most attention to the sound to associate both the sound and the visual aspects with each other.

To put it in its most simple terms, the brain asks itself three questions:

What am I seeing?

What am I hearing?

Do these two things match up?

The first two questions should be answered by the VR experience already and if one of the first two questions arent immersive enough to the user then the brains answer to the third (more important) question that tells your brain how immersed it is (or not) will be a simple no.

We already have the visual aspects of virtual reality developed to a much more advanced degree than some years ago: Virtual Reality goggles are becoming cheaper and easier to access; projects like Google Cardboard have even made experimentation with VR easier.

But when it comes to developing the sound aspects that fit with the visuals, fully immersive spatial audio could be the answer to finally providing the perfect VR experience.

If you want a practical example of why regular audio isnt enough for real VR immersion, then youre going to need to do a little experiment. You can use even the cheapest headphones for this.

There are many songs that illustrate the concept of stereo practically so that you can hear why it matters: Many classics by the Grateful Dead or Led Zeppelin use effects that seem to bounce between one headphone to another. This effect is the stereo effect and it sounds pretty damn cool, especially through the right quality headphones.

But thats not all it is: Its also something very important to your brain.

Audio tells you where things are. If you were to close your eyes and listen, your brain relies on the position of sound to form a clearer picture and the same applies to VR, when your visual input is being replaced with a picture seen on a VR screen.

In order for your brain to be truly immersed in the VR experience, your brain needs to be able to relate to 3-dimensional sound sound that tells you more about the environment youre in, which is (in this case) a virtual one.

If the audio is off, your brain will notice that something is wrong and it just wont sound right.

When things around you dont sound quite right to your brain like weve just explained above, your brain automatically assumes that theres something wrong with the entire environment and the whole VR setup starts to disappear for your brain, much like the glitch in the Matrix when the cat appears twice.

It means theyve changed something. Your brain knows something is wrong when the audio doesnt match, when it doesnt truly immerse you in what youre seeing but when your brain trusts the two inputs fully, then it tends to trust the entire concept of immersion more.

You can fool your brain into experiencing a fuller virtual reality world but only if you use sound immersion right.

Fully Immersive Spatial Audio isnt a new technology by any means; its something sound engineers have known about for decades but were seeing more and more reason to use this technology within VR because it offers a far more full-bodied sound experience that gets us a little closer to experience real virtual reality.

Fully immersive spatial audio makes use of several different techniques in order to round off the sound experience, turning it into a truly 3D sound experience that positions different sounds in the room or virtual environment so that your brain forms a much fuller image.

There are many techniques used in the development of fully immersive spatial audio, including the use of heightened speakers that add an element never-before-seen in speaker systems: Height.

Think about your average surround sound system it surrounded the viewer as much as it possibly could, but one of the elements that was very rarely accurately added was height: Sure, you could tell that a sound was coming from one side or another, but you couldnt tell the finer details like how close to the floor this sound might have been.

Are you starting to see the difference between simple surround sound and fully immersive spatial audio?

Fully immersive spatial audio offers three dimensions, and space to sound where you previously wouldnt have had such a deeply immersive experience: It offers height, depth, reality: The real elements that youre looking for when were talking about VR.

The applications of immersive sound for achieving real reality within VR are immense and it also opens up a whole new world of opportunity for both sound engineers and developers, who might have to explore the field of immersive sound more in the form of workshops.

There are plenty of workshops (and them some) that explain the basics of immersive sound, how it works and how they can apply practical techniques to their sound recording (and playback) to ensure for a better sound experience.

Sound tells you everything you need to know about your immediate environment, and spatial immersive sound attempts to fill in all of the gaps that your brain needs to know about the essential elements.

If your brain doesnt receive a 3D answer about these questions one that positions the brain, the sound and the environment all at once then the experience just cant be called immersive enough to be called real Virtual Reality.

The importance of fully immersive spatial audio cant be underestimated for anyone who needs to have the fully immersive experience. If you want to fool the brain completely, it turns out that you have to fool the right senses at the same time.

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Fully Immersive Spatial Audio and Why It Matters In VR - BBN Times

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An Indigenous people in the Philippines have the most Denisovan DNA – Science News Magazine

Posted: at 12:54 am

Denisovans are an elusive bunch, known mainly from ancient DNA samples and traces of that DNA that the ancient hominids shared when they interbred with Homo sapiens. They left their biggest genetic imprint on people who now live in Southeast Asian islands, nearby Papua New Guinea and Australia. Genetic evidence now shows that a Philippine Negrito ethnic group has inherited the most Denisovan ancestry of all. Indigenous people known as the Ayta Magbukon get around 5 percent of their DNA from Denisovans, a new study finds.

This finding fits an evolutionary scenario in which two or more Stone Age Denisovan populations independently reached various Southeast Asian islands, including the Philippines and a landmass that consisted of whats now Papua New Guinea, Australia and Tasmania. Exact arrival dates are unknown, but nearly 200,000-year-old stone tools found on the Indonesian island of Sulawesi may have been made by Denisovans (SN: 1/13/16). H. sapiens groups that started arriving around 50,000 years ago or more then interbred with resident Denisovans.

Evolutionary geneticists Maximilian Larena and Mattias Jakobsson, both at Uppsala University in Sweden, and their team describe the new evidence August 12 in Current Biology.

Even as the complexities of ancient interbreeding in Southeast Asia become clearer, Denisovans remain a mysterious crowd. Its unclear how the different Denisovan groups on the mainland and on Southeast Asian islands were related [to each other] and how genetically diverse they were, Jakobsson says.

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Papua New Guinea highlanders estimated to carry close to 4 percent Denisovan DNA in the new study were previously thought to be the modern record holders for Denisovan ancestry. But the Ayta Magbukon display roughly 30 percent to 40 percent more Denisovan ancestry than Papua New Guinea highlanders and Indigenous Australians, Jakobsson says. That calculation accounts for recent mating of East Asians with Philippine Negrito groups, including the Ayta Magbukon, that diluted Denisovan inheritance to varying degrees.

Genetic analyses suggest that Ayta Magbukon people retain slightly more Denisovan ancestry than other Philippine Negrito groups due to having mated less often with East Asian migrants to the island around 2,281 years ago, the scientists say. Their genetic analyses compared ancient DNA from Denisovans and Neandertals with that of 1,107 individuals from 118 ethnic groups in the Philippines, including 25 Negrito populations. Comparisons were then made to previously collected DNA from present-day Papua New Guinea highlanders and Indigenous Australians.

The new report underscores that still today there are populations that have not been fully genetically described and that Denisovans were geographically widespread, says paleogeneticist Cosimo Posth of the University of Tbingen in Germany, who was not part of the new research.

But its too early to say whether Stone Age Homo fossils found on Southeast Asian islands come from Denisovans, populations that interbred with Denisovans or other Homo lineages, Posth says. Only DNA extracted from those fossils can resolve that issue, he adds. Unfortunately, ancient DNA preserves poorly in fossils from tropical climates.

Only a handful of confirmed Denisovan fossils exist. Those consist of a few fragmentary specimens from a Siberian cave where Denisovans lived from around 300,000 to 50,000 years ago (SN: 1/30/19), and a roughly 160,000-year-old partial jaw found on the Tibetan Plateau (SN: 5/1/19).

Fossils from the Philippines initially classed as H. luzonensis, dating to 50,000 years ago or more (SN: 4/10/19), might actually represent Denisovans. But a lack of consensus on what Denisovans looked like leaves the evolutionary identity of those fossils uncertain.

Larena and Jakobssons findings further increase my suspicions that Denisovan fossils are hiding in plain sight among previously excavated discoveries on Southeast Asian islands, says population geneticist Joo Teixeira of the University of Adelaide in Australia, who did not participate in the new study.

Denisovans may have genetically encompassed H. luzonensis and two other fossil hominids found on different Southeast Asian islands, H. floresiensis on Flores and H. erectus on Java, Teixeira suspects. H. floresiensis, or hobbits, survived from at least 100,000 years ago to around 60,000 years ago (SN: 6/8/16). H. erectus arrived on Java about 1.6 million years ago and died out between 117,000 and 108,000 years ago (SN: 12/18/19).

Geographic ancestry patterns on Southeastern Asian islands and in Australia suggest that this region was settled by a genetically distinct Denisovan population from southern parts of mainland East Asia, Teixeira and his colleagues reported in the May Nature Ecology & Evolution.

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DNA from thin air: a new way to detect rare wildlife in hostile environments – The Guardian

Posted: at 12:54 am

DNA is in the air literally. It is wafted around by all the Earths creatures, and now scientists have found a way to detect these invisible traces of genetic material so they can identify the animals that released them.

The discovery made independently by British and Danish research groups earlier this year opens up a powerful way to pinpoint the presence of rare wildlife in deserts, rainforests and other hostile environments.

This could transform the way we study biodiversity, said Professor Elizabeth Clare of York University. Every other technique we have for tracing animals camera traps, say, or acoustic monitoring relies on the animals being physically present near or in front of you.

Trapping their DNA from the air is much less invasive, and much more flexible. You could detect the presence of creatures in caves without disturbing them, for example.

In their experiments, Clare then at Queen Mary University of London and her colleagues used sensitive filters fitted to vacuum pumps placed at 20 locations across Hamerton Zoo Park in Cambridgeshire last December. We realised a zoo would be an excellent place to test a technique like this because animals there are non-native and are spatially confined in enclosures, said Clare. It meant that if we were successful and could detect DNA in the air, we would know exactly where it was coming from and how far it had travelled.

A total of 72 air samples were collected by the team, who used polymerase chain reaction (PCR) to amplify the tiny fragments of DNA isolated in their filters. They sequenced this genetic material and compared the results with known sequences of animals and identified 17 species of zoo animal from invisible traces of their DNA released into the air.

We found tiger DNA, dingo DNA and, most of all, DNA from black and white ruffed lemurs, said Clare. Their DNA was the most widely distributed. We are not sure why but lemurs are certainly very active compared with other animals. They were bouncing around their cages, taking great interest in the people wandering past them. By contrast, a lot of other animals were lying low as it was winter.

Intriguingly, similar discoveries were made at the same time by researchers led by Christina Lynggaard and Kristine Bohmann of Copenhagen University. In their research, they sucked up air from several sites in Copenhagen Zoo and detected a total of 49 species from the DNA found in their filters.

We were astonished, said Bohmann. We got DNA from mammals, fish, birds and reptiles, from big animals and small animals, from creatures with feathers and others with scales. We even detected the DNA of guppy fish that swim in a pond in the zoos tropical house.

For good measure, both teams found they could also pinpoint the presence of local wildlife, neighbourhood pets and the animals that were there as feed for the zoo animals.

We realised we were detecting DNA from animals that were being fed to zoo animals, for instance fish, said Bohmann. We were also picking up the DNA of local cats and dogs and local wild animals. It was astonishing what we were able to detect.

Both the Danish and British projects were funded as part of high-risk, high-reward strategies set up to back speculative research projects considered to be worth financing for their widespread potential benefits.

There are all sorts of things we have to clear up now about tracking airborne DNA but the practical benefits are very exciting, added Bohmann.

Future uses of airborne DNA detectors could include tracing insect pests from air samples and pinpointing animals living in burrows without disturbing them. However, both sets of scientists acknowledge there are hurdles to be overcome before the technology becomes a standard method for studying biodiversity.

You might detect a piece of tiger DNA but at present we are not sure when it might have been released by the animal. It could be minutes or hours or days ago, said Clare. At present, we have no way of working out how long DNA survives in the air. That is one of the many aspects of this technique that we have to work out.

However, we have already got a head start. If we were the only team to come up with this, we would have to wait for others to replicate our work. Our colleagues in Denmark have already done that independently so we both know that this technology works, and it should have a really exciting future.

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DNA from thin air: a new way to detect rare wildlife in hostile environments - The Guardian

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Applied DNA Announces Third Quarter Fiscal 2021 – Business Wire

Posted: at 12:54 am

STONY BROOK, N.Y.--(BUSINESS WIRE)--Applied DNA Sciences, Inc. (NASDAQ: APDN) (the Company), a leader in Polymerase Chain Reaction (PCR)-based DNA manufacturing and nucleic acid-based technologies, today announced consolidated financial results for the three and nine months ended June 30, 2021.

We delivered excellent year-over-year revenue growth in the fiscal third quarter while laying the groundwork to secure a recently awarded COVID-19 testing services contract that has potential to be the largest contract in the Companys history, said Dr. James A. Hayward, president and CEO of Applied DNA. Demand for safeCircle, our pooled COVID-19 testing program, experienced a seasonal decline from the fiscal second quarter, reflecting the start of the summer recess months for our academic clients and progressively higher vaccination rates and lower positivity rates in our operating area. Our recent award from the City University of New York for large-scale turnkey COVID-19 testing services should continue to drive strong year-over-year revenue growth over the period of the contract.

Continued Dr. Hayward, Our operating activities during the quarter were distinguished by an expansion of our COVID-19 offerings to drive incremental revenue and to drive adoption of LinearDNA as an alternative to plasmids for nucleic acid-based therapies. Following constructive interactions with the U.S. Food and Drug Administration (FDA) as part of a preliminary Emergency Use Authorization application process and the evolving nature of the pandemic, we revised our Linea SARS-CoV-2 Mutation (the Linea Mutation Panel) (formerly SGS Mutation Panel) to target three SARS-CoV-2 mutations (E48K, L452R, N501Y) that have been designated substitutions (mutations) of therapeutic concern by the Centers for Disease Control and Prevention.

Should the FDA grant an EUA for the Linea Mutation Panel, we believe that it will offer clinical utility to healthcare systems by enabling precision COVID-19 treatment and commercial utility to monoclonal antibody manufacturers by better characterizing patients before treatments. In recent months, several monoclonal antibody treatments have had their EUA revoked or have demonstrated a reduction in efficacy on a standalone or in combination with other treatments due to mutational impact. Use of the Linea Mutation Panel is tied to our Linea COVID-19 Assay Kit to determine positivity in clinical samples that would drive additional Assay demand if the EUA is granted for our Mutation Panel. We believe that an EUA-authorized Linea Mutation Panel will also provide additional value to our existing COVID-19 testing customers and, when combined with our Whole Genome Sequencing assets, provide data of interest to epidemiologists.

Concurrently, the launch of our veterinary LinearDNA COVID-19 vaccine trial and the subsequently reported strong immune response that the vaccine candidate elicited, further reinforce the value proposition of LinearDNA, and, longer-term, generates invaluable preclinical data supporting the eventual application of LinearDNA to nucleic acid-based therapies in humans.

Concluded Dr. Hayward, Looking ahead, the confluence of increasing positivity rates due to the Delta variant, the commingling of vaccinated, partially vaccinated, and unvaccinated individuals, and new mandatory testing requirements for local and state-level employees in our operating area affirm the need for ongoing and consistent COVID-19 screening available through safeCircle. Subject to FDA's evolving EUA request review priorities, we expect to file shortly our formal request for EUA for our Linea Mutation Panel. In addition, in the coming weeks we intend to launch our COVID-19 veterinary vaccine candidate challenge trial in furtherance of a commercial animal health opportunity.

Regarding our supply chain security business, we have cautious optimism within the cotton supply chains we serve as we approach the start of the cotton ginning season in the U.S. However, with Asia-Pacific beset by the Delta variant, man-made fiber opportunities remain static. With the tailwind of COVID-19 testing at our back supplemented by continued execution on business development initiatives, we believe we are laying the foundation for sustainable growth.

Fiscal Third Quarter 2021 Financial Highlights:

Nine-Month Financial Highlights:

Fiscal Third Quarter 2021 Conference Call Information

The Company will hold a conference call and webcast to discuss its fiscal third quarter-end 2021 results on Thursday, August 12, 2021, at 4:30 PM ET. To participate on the conference call, please follow the instructions below. While every attempt will be made to answer investors questions on the Q&A portion of the call, not all questions may be answered.

To Participate:

Live webcast: https://services.choruscall.com/mediaframe/webcast.html?webcastid=Bin1qa3n

Telephonic replay (available 1 hour following the conclusion of the live call through August 19, 2021):

The webcast and accompanying PowerPoint presentation will be archived on the IR Calendar and Corporate Presentations page listed under the Investor Relations drop-down menu on the Companys website.

About safeCircle

ADCLs high throughput pooled testing program, known as safeCircle, utilizes frequent, high-sensitivity pooled testing to help prevent virus spread by quickly identifying infections within a community, school, or workplace. safeCircle provides rapid results using real-time PCR (RT-PCR) testing.

Click through to learn more about how safeCircle can help your community, school, and workplace: safeCircle

About Linea COVID-19 Assay Kit and Linea SARS-CoV-2 Mutation Panel

The Linea COVID-19 Assay Kit is a real-time RT-PCR test intended for the qualitative detection of nucleic acid from SARS-CoV-2 in respiratory specimens including anterior nasal swabs, self-collected at a healthcare location or collected by a healthcare worker, and nasopharyngeal and oropharyngeal swabs, mid-turbinate nasal swabs, nasopharyngeal washes/aspirates or nasal aspirates, and bronchoalveolar lavage (BAL) specimens collected by a healthcare worker from individuals who are suspected of COVID-19 by their healthcare provider (HCP). The test is also intended for use with anterior nasal swab specimens that are self-collected in the presence of an HCP from individuals without symptoms or other reasons to suspect COVID-19 when tested at least weekly and with no more than 168 hours between serially collected specimens.

The scope of the Linea COVID-19 Assay Kit EUA, as amended, is expressly limited to use consistent with the Instructions for Use by authorized laboratories, certified under the Clinical Laboratory Improvement Amendments of 1988 (CLIA) to perform high complexity tests. The EUA will be effective until the declaration that circumstances exist justifying the authorization of the emergency use of in vitro diagnostics for detection and/or diagnosis of COVID-19 is terminated or until the EUAs prior termination or revocation. The diagnostic kit has not been FDA cleared or approved, and the EUAs limited authorization is only for the detection of nucleic acid from SARS-CoV-2, not for any other viruses or pathogens.

The Linea SARS-CoV-2 Mutation Panel (formally SGS Mutation Panel) (the Linea Mutation Panel) is for Research Use Only (RUO) and shall not be used for clinical diagnostic purposes. The Linea Mutation Panel has not been approved or authorized to diagnose, ameliorate and/or detect any disease by any U.S. or international regulatory authority.

Information about Non-GAAP Financial Measures

As used herein, GAAP refers to accounting principles generally accepted in the United States of America. To supplement our condensed consolidated financial statements prepared and presented in accordance with GAAP, this earnings release includes Adjusted EBITDA, which is a non-GAAP financial measure as defined in Rule 101 of Regulation G promulgated by the Securities and Exchange Commission. Generally, a non-GAAP financial measure is a numerical measure of a companys historical or future performance, financial position, or cash flows that either excludes or includes amounts that are not normally excluded or included in the most directly comparable measure calculated and presented in accordance with GAAP. The presentation of this non-GAAP financial information is not intended to be considered in isolation or as a substitute for, or superior to, the financial information presented in accordance with GAAP. We use this non-GAAP financial measure for internal financial and operational decision-making purposes and as a means to evaluate period-to-period comparisons of the performance and results of operations of our core business. Our management believes that these non-GAAP financial measures provide meaningful supplemental information regarding the performance of our business by excluding non-cash expenses that may not be indicative of our recurring operating results. We believe this non-GAAP financial measure is useful to investors as they allow for greater transparency with respect to key metrics used by management in its financial and operational decision making.

EBITDA- is defined as earnings (loss) before interest expense, income tax expense and depreciation and amortization expense.

Adjusted EBITDA- is defined as EBITDA adjusted to exclude (i) stock-based compensation and (ii) other non-cash expenses.

About Applied DNA Sciences

Applied DNA is commercializing LinearDNA, its proprietary, large-scale polymerase chain reaction (PCR)-based manufacturing platform that allows for the large-scale production of specific DNA sequences.

The LinearDNA platform has utility in the nucleic acid-based in vitro diagnostics and preclinical nucleic acid-based drug development and manufacturing market. The platform is used to manufacture DNA for customers as components of in vitro diagnostic tests and for preclinical nucleic acid-based drug development in the fields of adoptive cell therapies (CAR T and TCR therapies), DNA vaccines (anti-viral and cancer), RNA therapies, clustered regularly interspaced short palindromic repeats (CRISPR) based therapies, and gene therapies.

The LinearDNA platform also has non-biologic applications, such as supply chain security, anti-counterfeiting and anti-theft technology. Key end-markets include textiles, pharmaceuticals and nutraceuticals, and cannabis, among others.

Leveraging its deep expertise in nucleic acid-based technologies, the Company has also established safeCircle, a pooled COVID-19 testing program that is grounded in the Companys EUA-authorized Linea COVID-19 Assay Kit. safeCircle is designed to look for infection within defined populations or communities utilizing pooled testing methodologies that increase testing efficiencies. The Company has also developed and plans to seek EUA-authorization for its Linea SARS-CoV-2 Mutation Panel, an assay-based panel for the detection of certain SARS-CoV-2 genetic mutations.

Visit adnas.com for more information. Follow us on Twitter and LinkedIn. Join our mailing list.

The Companys common stock is listed on NASDAQ under ticker symbol APDN, and its publicly traded warrants are listed on OTC under ticker symbol APPDW.

Applied DNA is a member of the Russell Microcap Index.

Forward-Looking Statements

The statements made by Applied DNA in this press release may be forward-looking in nature within the meaning of Section 27A of the Securities Act of 1933, Section 21E of the Securities Exchange Act of 1934 and the Private Securities Litigation Reform Act of 1995. Forward-looking statements describe Applied DNAs future plans, projections, strategies, and expectations, and are based on assumptions and involve a number of risks and uncertainties, many of which are beyond the control of Applied DNA. Actual results could differ materially from those projected due to its history of net losses, limited financial resources, the unknown amount of revenues and profits that will result from any COVID-19 testing contract (including the testing contract with the City University of New York), limited market acceptance, the uncertainties inherent in research and development, future clinical data and analysis, including whether any of Applied DNAs or its partners diagnostic or therapeutic candidates will advance further in the preclinical research or clinical trial process, including receiving clearance from the U.S. Food and Drug Administration (U.S. FDA), the U.S. Department of Agriculture (USDA) or equivalent foreign regulatory agencies to conduct clinical trials and whether and when, if at all, they will receive final approval from the U.S. FDA, the USDA or equivalent foreign regulatory agencies, the unknown outcome of any applications or requests to U.S. FDA, USDA, equivalent foreign regulatory agencies and/or the New York State Department of Health, the unknown limited duration of any Emergency Use Authorization (EUA) approval from U.S. FDA, changes in guidance promulgated by the CDC, FDA and/or CMS relating to COVID-19 testing, disruptions in the supply of raw materials and supplies, the unknown ability to manufacture the vaccine candidates in large quantities, the fact that the safety and efficacy of the vaccine candidates has not yet been established, the unknown ability of the vaccine candidates to generate revenue or profit for Applied DNA, the fact that there has never been a commercial drug product utilizing PCR-produced DNA technology approved for therapeutic use, and various other factors detailed from time to time in Applied DNAs SEC reports and filings, including our Annual Report on Form 10-K filed on December 17, 2020, Quarterly Reports on Form 10-Q filed on February 11, 2021, May 13, 2021, and August 12, 2021 and other reports we file with the SEC, which are available at http://www.sec.gov. Applied DNA undertakes no obligation to update publicly any forward-looking statements to reflect new information, events, or circumstances after the date hereof or to reflect the occurrence of unanticipated events, unless otherwise required by law.

APPLIED DNA SCIENCES, INC.CONSOLIDATED BALANCE SHEETS

June 30,

September 30,

2021

2020

ASSETS

(unaudited)

$

12,173,443

$

7,786,743

737,347

194,319

429,116

497,367

356,414

599,296

13,696,320

9,077,725

2,576,616

1,277,655

95,053

95,083

285,386

285,386

536,354

605,330

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Applied DNA Announces Third Quarter Fiscal 2021 - Business Wire

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Indigenous Group In The Philippines Has Most Denisovan DNA in the World – IFLScience

Posted: at 12:54 am

The Ayta Magbukon people of the Bataan peninsula on Luzon Island, the Philippines, have the worlds highest proportion of Denisovan genes a new study has discovered, despite centuries of interbreeding with later arrivals to Luzon. The discovery reveals a fourth known encounter between Denisovans and modern humans. It also suggests the ancient humans who inhabited the islands of South East Asia may have been descendants of the Denisovans, and at least some of them may have also bred with modern humans.

Ancient humans such as Neanderthals and Denisovans have shaped the human genome through what geneticists call admixture, changing our immune systems and teeth.Indeed these genes are so common in modern humans as to created debate about whether these archaic humans should be considered subgroups of Homo Sapiens, rather than their original designation as different species. Homo floresiensis (nicknamed hobbits) and the recently discovered Homo luzonensis, on the other hand, have been considered more remote relations, most likely unconnected to us for hundreds of thousands of years.

Neanderthal genes are widespread outside Africa, but the Denisovan contribution to the genome is concentrated in South East Asia and Australia. Past studies have found allele (gene varieties) inherited from Denisovans are most common among Papuan Highlanders in what is now New Guinea and Indigenous Australians. However, a new paper in Current Biology reports something other researchers overlooked: an even higher Denisovan inheritance among the Ayta Magbukon, a Philippine Negrito ethnic group.

Philippine Negritos are thought to be the earliest human population to migrate to the Philippines. There are at least 30 self-identified Negrito groups, 25 of which were involved in this study. The researchers found the higher the Negrito ancestry a person had, the higher their Denisovan ancestry.

This discovery is surprising, and significant, because the Ayta Magbukon have had much more contact, and interbreeding, with the rest of the world than Papuan highlanders, who were largely isolated until very recently.

Philippine Negritos were recently admixed with East Asian-related groups who carry little Denisovan ancestry, and which consequently diluted their levels of Denisovan ancestry,said Dr Maximillian Larena of Uppsala University. Once Larena and co-authors accounted for such dilution they found theAyta Magbukononce had 30-40 percent more Denisovan ancestry than Papuans or Indigenous Australians. Admixture almost certainly occurred in the Philippines, in addition to the three previously identified encounters; two on the Asian mainland before people fanned out through the islands, and a more recent one in New Guinea or nearby.

Some other Luzon Indigenous populations also exceed Papuan levels of Denisovan DNA, but the Ayta Magbukon stand out.

Geneticists estimate the timing of admixture events from the length of DNA tracts left behind. The Ayta Magbukons Denisovan tracts are of similar length to those of Australasian peoples, indicating the admixture was not substantially more recent.

The paper notes no Denisovan fossils have been found in the Philippines (or indeed anywhere outside Siberia and Tibet). However, we know almost nothing about the ancestry of H. luzonensis. Perhaps, the authors suggest, the two were genetically related, and H. luzonensis were still present in Luzon when modern humans arrived.

This then raises the question of whether H. floresiensis, who appear to share many characteristics with H. luzonensis, might also have been of Denisovan descent. A people known to us only from four bones, and the DNA inside, may have adapted to many island environments and survived there for hundreds of thousands of years.

Earlier this year Larena and colleagues were accused of not complying with Philippine guidelines on informed consent from the people whose DNA they studied for previous work and not gaining proper ethical clearance. Larena and a colleague responded that independent investigations have cleared them of these allegations, but this has not satisfied some critics.

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Facebook’s Bosworth ‘Convinced’ Oculus Will Reach 10 Million Users Earlier Than Expected – UploadVR

Posted: at 12:54 am

In his latest ask me anything (AMA) on Instagram, Vice President of Facebook Reality Labs Andrew Bosworth said hes convinced that Facebook will reach its goal of 10 million VR users sooner than initially anticipated.

Back in 2019 at Oculus Connect, Facebook CEO Mark Zuckerberg said that VR platforms would need to reach a threshold of around 10 million users in order to be a sustainable and profitable ecosystem for developers.

Once we get to, and cross, this threshold [of 10 million users], we think the content and the ecosystem will just explode, Zuckerberg said in the OC5 keynote speech. He then went on to announce the original Oculus Quest headset, which marked a huge shift in Facebooks VR strategy, moving away from wired PC VR experiences and focusing predominantly on the new standalone Quest platform.

With the success of the original Quest and the seemingly even greater success of Quest 2, Bosworth is almost certain that the all-important 10 million threshold will be met earlier than the company expected. Heres a transcription of his response and full answer:

When will Oculus have 10 million users?

Bosworth: You know, Im not going to answer this question, because I dont know the answer to it, but we are doing really well. When we set that goal and talked about it at Connect, we had a timeframe in mind that it would happen on, and Im very convinced its going to happen earlier than we had initially expected.

Back in January, Zuckerberg said that Quest 2 was on track to be the first mainstream virtual reality headset. While he didnt give any concrete sales numbers, a more recent recall listing revealed that 4 million Quest 2 facial interfaces (included with both the Quest 2 headset and the Fit Pack accessory kit) were shipped in the US. Although its still not a direct sales unit, the 4 million number does give us a rough ballpark of how many Quest 2s have shipped in the US.

Combined with sales of the original Quest headset, you can start to put together a picture of how Facebook might be heading towards 10 million users on the Quest platform sooner than it anticipated.

See more here:

Facebook's Bosworth 'Convinced' Oculus Will Reach 10 Million Users Earlier Than Expected - UploadVR

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