Monthly Archives: January 2022

Virtual Reality is Changing the Corporate Setup in the Pandemic Era – BBN Times

Posted: January 21, 2022 at 11:47 pm

Virtual reality (VR) istransforming the way we do business from retail to sales.

Virtual reality (VR) has disrupted the gaming industry. With its incredible features, it provides gamers an entirely new experience, where gamers can directly immerse themselves in the world of gaming. However, we are now seeing practical applications of VR, outside the sphere of gaming. According to theStatista, the global revenue within the VR gaming industry is forecast to grow from 0.4 billion U.S. dollars in 2017 to2.4 billion U.S. dollars by 2024. This highlights the rate at which the VR industry is growing, making an increase of approximately four times in its revenue. Experts and professionals are now finding ways to leverage VR in business.

The Covid-19 pandemic has prompted greater interest in virtual reality products. Virtual realityhas stood out as a means of entertainment as people have navigated lockdown periods, and acted as a form of escapism while theyve been physically confined.VR owners are broadly receptive to using the technology at work. Virtual reality offers every business the chance to rethink how they present and engage with their clients.

How would VR benefit the corporate setup? Well, VR will transform the way business users interact, envision, and drive their business operations. Shared below are few benefits of VR in business that help business users revamp the way they perform their traditional functions.

Foreign business meetings are difficult to attend at all times. Business professionals attribute a lot of their stress, time, and effort to overseas travel for business meetings. With VR, you can sit at your home or office and have a meeting without the need for traveling. A VR device can direct you to the place where your colleagues or clients are present. The recent advancements in video calling technology have reduced the need for flying overseas for meetings. However, the video calling technology offers disappointing results with cracking in audio and video.

Moreover, only one person can express their views at a time. VR can address such issues well and help business users interact with their business partners in the virtual world like they do in the real world.

VR offers numerous benefits for structural engineers. They invest an immense amount of time in mailing their blueprints to seniors and waiting for their response. VR can help engineers enter a virtual world, consisting of their work, and explain to their seniors how their plan will look in the future.

Sitting the whole day long at your workplace is quite monotonous and can cause several health issues too. VR can help you solve such a problem. Having a VR environment at the office will motivate you to move around. Moreover, VR environment will replace the dull workplace environment and add a layer of excitement to work at office.

Source: McKinsey & Company

Virtual reality is gaining a lot of attention these days due to its unusual features. VR in education will allow students to visit places in the virtual world that are otherwise not possible to visit in the real world. VR in the army can help train soldiers in a safe yet closely simulated environment. VR in healthcare can help medical students perform their very first surgery on a patient without injuring them. Moreover, there will be lower stress on students as they can commit mistakes, which will help them to learn without any inhibitions. VR in the real estate industry will allow buyers to view and visit a property much before constructing it.

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UserTesting Introduces New Capabilities for Testing Facebook Metaverse and Virtual Reality Experiences – Business Wire

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SAN FRANCISCO--(BUSINESS WIRE)--UserTesting (NYSE: USER), a leader in video-based human insight, today released new templates for its Human Insight Platform that enable companies to obtain fast, opt-in feedback from any metaverse or virtual reality (VR) user, including those using Meta (formerly Facebook, Inc.). See what the templates can do.

The metaverse is an entirely new product experience for companies and users alike, said Andy MacMillan, CEO for UserTesting. Our new templates can help any organization get rapid, opt-in feedback from real users on how their products and services show up in Metas Horizon Worlds (or any metaverse), what those users value in those experiences, and how those users prefer and expect to transact in this emerging environment. With that critical information, companies including traditional physical goods companies like shoe and apparel brands that are just starting to expand into the metaverse can more quickly and easily create the best, most immersive user experiences.

Inspiration and pre-built testing templates for gathering feedback for more use cases, from more people

Designed by research experts, UserTesting templates provide out-of-the-box sample questions that can be used as-is or customized to fit an organizations exact testing requirements.

UserTestings new metaverse and VR templates enable companies building games, products, and other metaverse/VR experiences to obtain rapid user feedback in the form of Customer Experience Narratives (CxNs) video recordings of actual users that have opted in to share their perspectives and experiences as they execute a pre-built series of tasks and instructions online. These CxNs let organizations firsthand:

With the addition of these new VR/metaverse templates, UserTestings Human Insight Platform now features more than 100 pre-built testing templates organizations can use to inspire and jumpstart their testing efforts.

UserTesting also today released several new and expanded features designed to help organizations more easily reach new audiences and develop new use cases, and better optimize their use of the UserTesting platform.

Ability to tap into important insights from new audiences

UserTestings Invite Network feature lets organizations capture perspectives and experiences from their own network of contacts by simply sharing with them a link to a user test. This new product release streamlines the Invite Network feedback process even more with a seamless recorder that enables organizations to quickly and easily solicit input from anyone e.g., employees, customers/clients, prospects, partners on any browser, without installing any software. As a result, organizations can, for instance, more easily conduct live intercept testing and gather fast feedback by adding a custom link to internal communication channels, emails, chatbots, and in-app messaging.

Its hard to prioritize quantitative insights because the process is time-consuming. But everyone at our organization still needs to know what users want and feel, said B. Sanborn, design research leader/principal at DLR Group. UserTesting has enabled us to incorporate client feedback into our process. Invite Network saves us much time, and now, with the addition of the seamless recorder, we can reach even more stakeholders making it so easy for them to participate [in our tests] and give their perspectives.

New template filtering and categorization

UserTesting added powerful new categorization capabilities to its in-platform Template Gallery that enable users to filter templates according to criteria like test methodology, project phase (i.e., discover needs, validate/refine ideas, engage audience, optimize website/conversions, etc.), job role, or asset type, so they can better align testing efforts to broader organizational business goals.

Improved usage monitoring and optimization

A new Usage and History dashboard helps customers on UserTestings new Flex model pricing plan better track, monitor, and manage UserTesting usage across their organizations via increased visibility into factors like overall testing capacity and usage by team member or workspace.

The innovations were announcing today simplify and expedite how different departments across an organization can gather rich customer insights while making it easier for them to reach new testing audiences, said Kaj van de Loo, CTO at UserTesting. All of it is immensely important in todays world of continually changing customer attitudes and behaviors because only companies that deeply understand how their customers really think and feel can deliver the products, apps, and services that win customers and retain their loyalty.

About UserTesting

UserTesting (NYSE: USER) has fundamentally changed the way organizations get insights from customers with fast, opt-in feedback and experience capture technology. The UserTesting Human Insight Platform taps into our global network of real people and generates video-based Customer Experience Narratives (CxNs), so anyone in an organization can directly ask questions, hear what users say, see what they mean, and understand what its actually like to be a customer. Unlike approaches that track user behavior then try to infer what that behavior means, UserTesting eliminates the guesswork and brings customer experience data to life with human insight. UserTesting has more than 2,100 customers, including more than half of the worlds top 100 most valuable brands according to Forbes. UserTesting is headquartered in San Francisco, Calif. To learn more, visit http://www.usertesting.com.

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Local virtual reality game putting New Zealand on the world stage – Stuff.co.nz

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Auckland video game studio Method has created a virtual reality game in which players walk on the moon, visit ancient Mayan temples, and fend off crocodiles with a baseball bat.

When the game, called Wanderer is released next Friday on the Sony PlayStation VR, it will be the first virtual reality game made in New Zealand to be released by major console maker.

In the game you play as Asher Newman, an unwitting hero thrust into a time-bending journey to change the course of history and prevent the collapse of civilisation.

Sam Ramlu, co-creator of Wanderer said as well as being a fun romp through alternative histories, the game has the potential change the perception of New Zealand creativity on the world stage.

READ MORE:* Jeremy Wells-voiced mini Kiwi blockbuster getting global attention* Chance for young Kiwi filmmakers to make fully-funded short film about sustainability* My Year With Helen: Gaylene Preston's Doco already a sell-out in Wellington

A lot of people, rightly or wrongly, will play this and think this doesnt feel like a game from New Zealand.

That is one of the things we want to change. We want people to look at Aotearoa and think that these kinds of high quality productions are what comes out of New Zealand, Ramlu said.

Ramlu said being one of the first local companies to build a VR game from the ground up was an epic achievement, and she was immensely proud of the work her team has put into the game.

RICKY WILSON/Stuff

New VR game developed by Auckland gaming studio could change the perception of New Zealand game development, say co-directors Euge Eastlake, Sam Ramlu, and Ben Markby.

The game has been in the works since early 2014 when Ramlu and her team became excited by the prospect of using virtual reality technology in gaming.

In 2016 they secured $25,000 funding from the NZ Film Commissions interactive fund. Using this and $200,000 of their own money they set to work building a demo of the game.

We created this demo that we were super excited by, it had so many possibilities. We loved the idea of using VR to go back in time, we were imagining what if we could see this historical event, or that one. We knew we had a great concept, Ramlu said.

After the demo was created the next step was to bring investors on board, to fund the completion of the game. But it took years of hard work to find the financial backing to get the game completed.

In 2016, no one in New Zealand was interested. It was such early days for VR that most people didnt have a strong understanding of what a game like this would look like. We knew from the start that we would have to go international if we wanted to get this off the ground, Ramlu said.

But even internationally getting attention for a small New Zealand based game studio was difficult. The directors travelled the world to game events pitching the demo, but it would take until 2019 before Sony partnered with the studio.

RICKY WILSON/Stuff

The game has been in the works since 2016. The studio want to give players an experience of being immersed on other worlds and other timelines.

Once we had confirmation of Sonys backing in September 2019 that is when things really got going for us. We were able to hire more people, at our peak we had 25 people working on this game with contractors around the world. It was a huge project, Ramlu said.

The studio worked on the game for another two and a half years before Wanderer was ready for release.

Ramlu said Wanderer was a game that was different to any other on the market.

For people that are playing VR games there is a lot of arcade type games that focus on action and fighting. While we have combat in our game, the game is very much about exploration and discover and puzzle solving. The fact that this game is story driven is quite unique, there are not a lot of VR games out there like this, Ramlu said.

Ramlu said the experience of working on the game has made her all the more excited for the future of VR.

We are right there at the beginning of a new technology. There are so many opportunities for us to do more in this space and to find new ways to bring the technology forward, she said.

Wanderer is part one of three part series. Ramlu said she hoped to start work on the next instalment of the game this year.

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Head-mounted camera research to take place at museum Feb. 1-10 – Office of Communications and Marketing

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Participants are needed for a graduate research study to examine how museum educators can apply augmented and virtual reality technologies. Anyone interested in participating may visit the Jule Collins Smith Museum of Fine Art from Tuesday, Feb. 1, through Thursday, Feb. 10, to take part and help the museum field.

Participating visitors will wear a head-mounted camera that will record their experience in the galleries, noting which objects they are looking at and actual time spent viewing. Participants will then complete a survey asking how much attention they paid to each object for comparison, as well as their overall attitudes about augmented and virtual reality.

A new slate of exhibitions, including work by faculty and contemporary artists and collection objects, opens Friday, Jan. 28. The museum is located at 901 S. College St., and admission is free. For more information, go to jcsm.auburn.edu or call 334-844-1484.

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New book explores business benefits of immersive technology – TechTarget

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In Reality Check: How Immersive Technologies Can Transform Your Business, expert author Jeremy Dalton, who leads PwC's extended reality (XR) team, explores the world of XR, an umbrella term that covers virtual reality, augmented reality, mixed reality, spatial and other assorted -- or still emerging -- categories of immersive technology. This book is for people with some familiarity with XR who are interested in its business applications, how XR is already being used, the main challenges of the tech and common myths associated with it. If you're "virtually curious," read this excerpt from the chapter titled "Why XR means business."

The value of XR in business stems from the unique attributes of each technology.

Virtual reality's power comes from its ability to immerse users in an environment or perspective safely, cost-effectively and in less time than would be possible physically. This is the principal feature of VR that differentiates it from other technologies. It achieves this by:

Successfully immersed users react to the virtual world in the same way that they would to similar circumstances in the real world. Place a user on a stage in an auditorium in front of a virtual audience of 1,000 people and they may feel anxious. Put a user on the receiving end of a verbally abusive rant and they might feel upset. Suspend them 100 meters above the ground to perform maintenance on a cell tower and it could cause them to panic. In other words, VR is capable of evoking a true-to-life sense of pressure, anxiety, awkwardness, empathy and a range of other emotions relevant to different workplace situations.

How many times have you witnessed a colleague multitasking in a meeting, attempting to pay attention while transfixed by their mobile phone? Have you ever been on a video call, muted your microphone and minimized the window to work on other tasks? The modern world is full of tempting distractions across a range of devices. When you are engrossed in a completely virtual environment both visually and audibly, there are no application windows to open or close and it is much harder to quickly check a notification on your mobile phone without deliberately disconnecting from the experience and jumping between the virtual and the physical environment -- possible, but a process that carries more work, which acts as a natural disincentive.

While being an effective immersion tool, VR also doesn't limit you to what is physically possible. You can collaborate with colleagues in a virtual workshop without having to physically travel; spawn an unlimited number of screens without worrying about the logistics of transporting, setting up and powering them; and walk through a refurbished version of an office without having to buy any materials. 3D models can be resized to better examine them at a human scale: Molecular structures can be enlarged while towering buildings can be downscaled. VR also makes it possible to revisit a past scenario or simulate a future one in an impactful way. What would you do as the pilot of US Airways Flight 1549 after its engines had lost power? How could you simulate a scientific research mission on Mars?

Augmented reality's power comes from its ability to connect to, make sense of and display information on the physical objects and environments around us in a user-friendly way. To expand on this, AR technology:

This information is displayed intuitively in context with the physical environment and objects. At a glance, a technician can view the current temperature and tempo of a machine they're looking at, receive instructions on how to safely take it apart and be visually guided to the next machine in the maintenance queue; a retailer can give customers the ability to view products remotely without any specialist hardware; a field worker can call for assistance remotely and within seconds a senior colleague on the other side of the world can see everything they're seeing and highlight which compartments to open, buttons to press and screws to remove.

Not everything can be seen with the naked eye -- from the network of pipes under our cities to the highways of veins beneath our skin, we live in a world of hidden machinery, and AR can help bring this information to the surface.

Having both hands available is a requirement in many scenarios, from performing surgical procedures on patients to mechanical procedures on machinery. The key benefits are being able to save time, reduce risk and eliminate errors that come from having to refer to documentation or instructions that are away from your place of work or are inconvenient to access. You may be a mechanic examining the undercarriage of a vehicle. Having to stop, take out your smartphone or printed materials, refer to a complex set of instructions, commit them to memory, return to the task and successfully apply the information is a series of steps that is time-consuming, prone to error and potentially dangerous if you are working in a hazardous environment. In some cases, it may not even be possible -- if you are working in half a meter of mud servicing a broken-down tractor, it isn't practical to get out a tablet. And even where not absolutely necessary, implementing hands-free AR technology can lead to improved productivity.

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Innovation, entrepreneurship and building the metaverse | Waterloo News – uwaterloo.ca

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Jeremy HartmannPhD, Cheriton School of Computer Science>Founder, MTION.tv>Researcher in human computer interaction

Jeremy Hartmann successfully defended his dissertation in December 2021 and launched an entrepreneurial venture that took his academic research to the next level.

As a graduate student in the Cheriton School of Computer Science, Hartmanns PhD was a study of merging the real and the virtual, which his new company MTION is putting into practice as a virtual reality streaming service and digital clubhouse.

While pursuing his PhD, Hartmann was involved in the Waterloo innovation ecosystem and was a winner of the Concept by Velocity startup challenge for graduate students. He completed internships at Microsoft Research in 2018 and Adobe Research in 2019, and developed the technical side of his current venture in the Human Computer Interaction Lab, supervised by computer science professor Daniel Vogel.

My research program took up different types of extended reality, Hartmann said. Ive been working to build and understand different interaction techniques and different systems to enable things like augmented reality, virtual reality and mixed reality.

Augmented reality is layered on top of our everyday physical reality, such as through a pair of digital glasses that may show information or overlaid images in physical space. Virtual reality is a more immersive experience, such as through VR headsets that create a digital space. Mixed reality and extended reality are terms to describe the combination of various forms of augmented reality, virtual reality and physical reality.

The way I like to think of it is as a continuum, Hartmann continued. On one side you have unmediated physical reality. Thats the space we occupy with our physical bodies. On the other side of the continuum we have a completely virtual reality, with things like VR headsets.

The more senses that are immersed in the virtual world, like visual, auditory and touch sensation, the further on this side of the continuum. Then you have things in the middle, like augmented reality, where you have a blending between the real and the virtual.

What Hartmanns company MTION is doing is somewhat unique, even in this continuum of realities, in that it builds a virtual reality space that then incorporates the physical reality into that space, both through the design of the space and through sources of video, audio and other feeds.

Hartmann's virtual avatar withinthe VR space,looking at a screen showing Hartmann in physical reality. Image courtesy MTION.tv.

You still get the benefits of being immersed inside the virtual world but then you can also take aspects and pieces of reality and impose them into your virtual space, Hartmann said.

The main customers for the service and the clientele the company caters to are currently video-game streamers. MTIONs virtual clubhouse, as Hartmann calls it, changes the way that video games are spectated by allowing the audience to essentially be inserted directly into the game, such that they can interact with the streamer and other viewers around them and move through a constructed 3D game-like space.

Because of its unique approach to virtual spaces, Hartmanns company and his research are contributing to the creation of the metaverse, a concept that has come to public attention recently. The slogan for Hartmanns company is building the metaverse, one virtual brick at a time.

In a general sense, the metaverse points to these various forms of blended and mixed realities, to something that amplifies, makes more of, or transcends a particular way of being. The metaverse, as it is being created by entrepreneurs like Hartmann, is a conjunction of physical and digital worlds. It is not just reality or virtual reality or augmented reality, but an intermingling of all these kinds of reality.

A piece of concept art for metaverse spaces that mapor overlaysome typical and not-so-typical physical spaces. Image courtesy MTION.tv.

The metaverse is really a collection of a bunch of different things, Hartmann explained. Virtual reality and augmented reality is one aspect of it. But theres also the issue of how we use these spaces and how they complement or overlap with everyday life. A big part of it, at least right now, is about play and entertainment, and so thats where MTION is positioning itself.

Asked about the future trajectory of the metaverse and the technologies that make it possible, Hartmann said its all about creating things that in some way improve peoples lives.

I think what people fundamentally want is to live meaningfully. Any versions of mixed reality and any emerging aspects of the metaverse are going to have to be things that people can get something from. It all has to be in the service of creating meaningful and authentic human experiences.

Overview of the MTION studio streaming software, showing the ways users can create and manipulate a 3D space that incorporates a video feed.

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Blockchain, Virtual Reality among key technologies leveraged by startups during the ninth edition of NetApp Excellerator Demo Day – CXOToday.com

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The eight graduating startups demonstrated the value derived from a niche data driven B2B tech startup accelerator program

National , 21 January 2022 NetApp (NASDAQ: NTAP), a global cloud-led, data-centric software company, announced the completion of theninth cohortof its flagship accelerator program, NetApp Excellerator at a virtual demo day event. The eight graduating startups Datamotive, Continual Engine, eCommerce Insights, FireVisor, FabrikSpace, NetObjex, Neuropixel, and Spectrum Analytics are leveraging disruptive technologies such as artificial intelligence, augmented reality/ virtual reality, intelligent automation and blockchain. FabrikSpace created a Metaverse App Platform for individuals, businesses and enterprises where they can create their own metaverses in just a few clicks. On the other hand, NetObjex leveraged Blockchain and Artificial Intelligence and is working on use cases from diamonds to cars to build smart contracts and seamless authentication.

Of the startups that graduated, three startups Continual Engine, FireVisor, and eCommerce Insights were mentored under NetApp ExcellerateHER a subset of the NetApp Excellerator program that focuses on mentoring and promoting women-led B2B tech startups. The global nature of the program is fuelled further by a virtual world with FireVisor being based out of Singapore, and eCommerce Insights and Continual Engine both founded in the USA.

The highlight of the program however was the availability of Spotlight. With most of the startups being cloud-native, NetApp for the first time offered the participants access to Spotlight a unique cloud cost optimization and automation solution. Spot enables average savings of up to 73% off the cloud compute bill, providing a huge advantage to the startups. Additionally, direct access to the Spot solution architect and implementation teams helped them further optimize their cloud usage and reap maximum benefits.

Data is growing exponentially, and it will grow more in the next three years than it has in the last 30. With our laser-focus on innovation in the cloud, we are well positioned to offer tailored solutions irrespective of where a business data lives and how it is being used. With our cloud capabilities and experience, we have been mentoring tech startups with an aim to fuel innovation within the tech and startup ecosystems. We have mentored 58 startups so far and all of them have been an integral part of our journey to the cloud, saidRavi Chhabria, managing director, NetApp India.

Since its inception in 2017,NetApp Excellerator has received industry-wide recognition. Recently, the program was featured as one of the top 5 accelerator programs in India on corporate innovation by NexTT Awards. Out of 50 alumni startups, six have had successful exits through acquisitions which is a testament to the success of the program. 13 of these startups are also engaged in proofs of concept (POCs), with NetApps backing in funding and technology, while a few others are under exploration.

Madhurima Agarwal, director of engineering programs and leader, NetApp Excelleratorsaid, With every cohort, we learn more about the needs and challenges the startups face in their growth stage. We offer startups an opportunity to work on use cases across the spectrum. In the current cohort, we are supporting one startup on their Python review code on-prem deployment while another startup is working on an automated APIs testing POC with NetApp. We also support them with tech expertise and infra to accelerate their growth journey. Spotlight is a great example of how we are using our technology to help startups right-size their cloud consumption and has added to the value they derive from us.

Agarwal was also recognised as one of the top 10 corporate innovation leaders in India at the NeXTT Corporate Innovation & VC Summit, in early December.

Throughthe course of the program, participating startups are assigned dedicated mentors and get access to NetApps stakeholders including customers and investors.Over the years, the award-winning NetApp Excellerator program has received over 1,700 applications. The tenth cohort is now open to applications, with a focus on cloud, internet of things (IoT), big data and analytics, machine learning, virtualization, data security, data management, and storage.

Here are the NetApp Excellerator Program cohort 9 startups,at a glance.

About NetApp

NetApp is a global cloud-led, data-centric software company that empowers organisations to lead with data in the age of accelerated digital transformation. The company provides systems, software, and cloud services that enable them to run their applications optimally from data center to cloud, whether they are developing in the cloud, moving to the cloud, or creating their own cloudlike experiences on premises. With solutions that perform across diverse environments, NetApp helps organisations build their own data fabric and securely deliver the right data, services, and applications to the right peopleanytime, anywhere. Learn more atwww.netapp.comor follow us onTwitter,LinkedIn,Facebook, andInstagram.

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Oculus: Meta’s virtual reality division is in "sight" of new US investigation – Sprout Wired

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Facebooks parent company Meta, is once again facing scrutiny from the Federal Trade Commission (FTC) and several US states, and this time its virtual reality division is at stake.

according to the sources, a bloomberg Over the past few months, the FTC, as well as several states, have been questioning developers of third-party apps for the Oculus headset. Its purpose is to verify whether the company is using its dominant position to crush the competition.

The issue is how the Oculus Application Store can discriminate against third-party companies competing with Metas software. Clearly, researchers want to know more about the Mark Zuckerberg-led companys strategy for virtual reality headsets and whether their prices are competing at risk.

Previously, developers of third-party applications may have complained that Meta rival is using its power to eliminate companies offering games or services, even as it claims That the tech giant copies the ideas it considers most promising.

It is recalled that, in June 2021, a US court ruled that Facebook was right, after halting the sale of Instagram and WhatsApp, with the FTC resubmitting its complaint against the company in August of that year to charge I came back. , Months later, the court hearing the case ruled in favor of the FTC.

Under the ruling, the FTC can now move forward with its antitrust lawsuit against Meta, which could force it to sell Instagram and WhatsApp. In August, the FTC had accused The company illegally acquired both platforms, formerly its rival, in order to maintain its monopoly.

The antitrust case against Metas practices could go ahead, but the FTC would have to present more evidence to be able to force the company to sell the platform.

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Augmented Reality and Virtual Reality in Healthcare Market Size & Growth Opportunities : Valued at US$ 2 Billion and Grow at Healthy CAGR 27%…

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Augmented Reality and Virtual Reality in Healthcare Market 2022 Global Driving Factors, Applications, Segmentation, Technology, Size & Share

This press release was orginally distributed by SBWire

London, UK (SBWIRE) 01/19/2022 Augmented Reality and Virtual Reality in Healthcare Market is valued approximately at USD 2 billion in 2020 and is anticipated to grow with a healthy growth rate of more than 27% over the forecast period 2021-2027. The Augmented and virtual reality are used in the medical environment because of their use of 3D effect that helps for a thorough investigation of the part that is affected. Also, it helps the doctors to plan the critical surgeries. Growing demand of robotic surgeries instead of by-pass surgeries, rising demand for cardiovascular surgeries and rising prevalence of chronic diseases are leading to fuel the demand in the market. For instance, according to Statista report of 2018, in United States (U.S.), 64% adults aged 75 years and older prefers robot-assisted surgery over traditional surgery, similarly 60% of adults aged 55 to 64 years prefer robot-assisted surgery over traditional surgery. Furthermore, technological advancements by market players are expected to boost the demand in coming years. However, high equipment cost may hamper the market during forecast period.

Get a Sample Report of Augmented Reality and Virtual Reality in Healthcare Market @ https://www.intelligencemarketreport.com/report-sample/39086

for more information mail us at [emailprotected]

The leading market players included are:

-CAE-GE Healthcare-Koninklijke Philips N.V.-Intuitive Surgical-Siemens Ltd-Eon Reality, Inc-Layar-Bioflight VR-WorldViz-TheraSim Inc

The file affords precise dynamics on the several elements of the Augmented Reality and Virtual Reality in Healthcare market, assisting market contributors in making strategic development selections. This studies also is going into element approximately the first-rate modifications which are probably expected to shape the market's increase over the forecast period. It also consists of a key indicator evaluation to cognizance available on the market's increase prospects, similarly to fee-based estimates on market development inside the forecast span from 2022-2028.

A current-day observe compiled and analyzed the worldwide Augmented Reality and Virtual Reality in Healthcare market's historical and current-day situation because it needs to be forecast its potential future development. To end up aware of opportunistic avenues of business company capability for stakeholders, the test offers special statistics approximately the essential aspect increase factors, restraints, and key traits which are shaping the market's future boom panorama. The record moreover gives a useful perception of the way the market will evolve over the forecast period of 2022-2028.

Augmented Reality and Virtual Reality in Healthcare Market Segmentation

This commentary assesses the Augmented Reality and Virtual Reality in Healthcare market based totally on the kind, application, give up patron, and location. The document discusses the big market dynamics and current inclinations related to diverse segments, in addition to how they affect the market's increase possibilities. The research includes in-intensity market segmentation, similarly to key records and a competitive outlook over the forecast period 2022-2028.

The detailed segments and sub-segment of the market are explained below:

By Component:-Hardware-Software-Services

By Technology:-Augmented Reality-Virtual Reality

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Research Methodology

The report offers in-intensity information approximately the Augmented Reality and Virtual Reality in Healthcare market based totally on big research into different factors that play a key feature in accelerating the market's growth capacity. The document's facts solutions sport-changing questions for companies which might be presently working within the market and seeking out present-day methods to create a completely unique benchmark in the organization to assist them to make success strategies and motive-driven choices.

Competitive Outlook

The market report's research approach is based on the big primary and secondary research performed with the aid of the usage of the manner of analysts. Analysts have supplied charming observations and correct forecasts of the Augmented Reality and Virtual Reality in Healthcare market primarily based totally on in-intensity insights of industry-associated information received and tested the usage of way of market-perfect assets. The document discusses the supermarket dynamics and current dispositions related to several segments, in addition to how they affect the market's increase prospects in the forecast period 2022-2028.

The record includes employer profiles of key players who're currently dominating the market, further to records on numerous inclinations, expansions, and prevailing strategies used and executed with the aid of leading players.

Key Questions Answered in the Report

How will new product releases and technological advancements affect market growth? What segment generated the highest revenue share, and what is the future scope for that segment? What are the market's enticements for various value chain stakeholders? Who are the major participants in the Augmented Reality and Virtual Reality in Healthcare market, and what is their level of competition?

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Augmented Reality and Virtual Reality in Healthcare Market Size & Growth Opportunities : Valued at US$ 2 Billion and Grow at Healthy CAGR 27%...

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Dana White Teases Virtual Fights In The Metaverse – MMA News

Posted: at 11:47 pm

UFC President Dana White has big plans for the UFC going forward, including an unorthodox way of hosting fights.

White and the UFC are set to host their first string of pay-per-views to begin the 2022 calendar year. It all begins with UFC 270, featuring a heavyweight clash for the ages between Francis Ngannou and Ciryl Gane.

But White has always looked ahead to whats next for the sport of MMA, more specifically his promotion. During a recent interview on the Full Send Podcast, White raised eyebrows when he iterated plans to combine MMA fights with virtual reality.

Were looking to do a fight in the metaverse, White said. Weve been working on it for a while. Itll be a live fight, an actual fight that takes place inside the metaverse.

When further pushed on what that would look like, White described how it would play out.

Itd be kids at home, you put on your fuckin goggles and you can fuckin get up and go walk around. Were still working it out, but yeah, itll be soon. Well be doing a fight in the metaverse. Itll be a real fight.

White even stated that fans would be able to buy tickets and experience these events virtually.

The metaverse is a network of virtual worlds of the internet, most prominently linked to the Oculus Quest virtual reality headset. Devices such as the Oculus have become more popular in recent months.

As virtual reality becomes more prominent in the current technological evolution, White and the UFC are looking to adjust to the times. Its unclear when this will all take place, but it sounds like it has been in the works for a while and could happen as soon as this year.

What do you think of Dana Whites claims? Would you attend a fight virtually?

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Dana White Teases Virtual Fights In The Metaverse - MMA News

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