Monthly Archives: July 2022

Entrepreneur approved to open Nano VR Escape in Redding – Record Searchlight

Posted: July 21, 2022 at 12:48 pm

A close call for tortoises at Anderson sanctuary

Tortoise Acres Rescue & Sanctuary co-owner Katie Hoffman said flames from the Peter Fire nearly burned down her ranch but the tortoises were saved.

Mike Chapman, Wochit

A Shingletown health worker-turned-contractor has plans to open a virtual reality arcade in Redding later this year.

The city's Board of Administrative Review approved a development permit for the virtual reality gaming center at its meeting in late June.

Entrepreneur Katherine Nerbonne said the new VR "lounge" will be called Nano VR Escape.

Someone immersed in one of the games could go downhill mountain biking, she said, and "when you look around, you're looking over the hillside and when you look behind you, you're looking at the path you've already gone down. Obviously in the real world, you're sitting in a chair."

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Nerbonne said some virtual systems will be handicap-accessible, enabling people to do something they might not be able to "accomplish in the real world."

"If someone who's quadriplegic turns their head, the chair's going to turn also in the 3D experience. We're trying to give our disabled people something to do and our youngsters something to do," she said.

Earlier this week, Nerbonne was in New York, picking out the specialized equipment needed in order to avoid lengthy delays if she ordered them from manufacturers in China.

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She aims to open the establishment in September in a 2,700-square-foot space in the Hilltop Landing Center near the Chuck E. Cheese family entertainment center on Hilltop Drive.

The VR center will have 10 entertainment bays, various VR games, VR headsets and a small, octagon-shaped platform device that lets players walk, run and crouch as they immerse themselves "inside" a video game.

The VR lounge is being aimed at teens who feel they're too old to join younger siblings on family outings to the nearby Chuck E. Cheese entertainment center, said Nerbonne, who said she has two children, aged 13 and 20.

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She's hoping that while younger children and their parents visit Chuck E. Cheese, the family's teens will head to the VR lounge, rent a headset and play VR games. "That way, when everybody goes home from that shopping center, everybody's happy," Nerbonne said. "You don't have that mad teenager in the back seat."

The cost to visit the VR center varies, from $40 per hour for headset equipment to play some games to $100 for 90 minutes in the party room.

While it sounds pricey, parents are already shelling out plenty to bankroll their youngsters' gaming adventures, she said.

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With industry analysts estimating the global VR gaming market is expected to reach $12.13 billion this year, establishments including restaurant-entertainment venue Dave & Buster's have added virtual reality offerings.

Produced by computers, VR enables users to experience a simulated three-dimensional environment. Those worlds are accessed through a virtual reality headset.

In addition, the technology can rely on specialized gloves and bodysuits.

Besides gaming, VR technology is already being used train professionals including airline pilots and mechanics, according to a market report from industry tracker Grand View Research.

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Nerbonne said she owns a construction company and has renovated and sold houses in Shingletown, where she lives, and in New Jersey, where she is a licensed contractor.

Down the line, she said there's opportunity to offer VR rehabilitative services to disabled people.

Nerbonne once worked as a certified nursing assistant, providing care to clients who were physically disabled but very mentally aware. "When you talk with them, you get to hear the distress, the fact that they have nothing to do," she said.

"My longer goal is (after) the gaming part of it wears off and new headsets come out is to transfer mostly to medical (uses)," Nerbonne said.

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VR Fitness: Can My Virtual Reality Game Be a Workout? – Everyday Health

Posted: at 12:48 pm

Can video games be a workout? Yes, experts say, and virtual reality (VR) technology is ushering in a whole new way to exercise.

Pop on a VR headset, load up the right game, and suddenly youre in sparring in a boxing ring or skiing in the Swiss Alps, says Aaron Stanton, founder and director of the Virtual Reality Institute of Health and Exercise, an independent research organization launched in 2017 to study the effects of virtual and augmented reality technology on fitness. (Since its founding, the organization has partnered with San Francisco State University and the virtual reality platform VIVE.)

VR exercise isnt different from other types of aerobic exercise, according to Stanton. Youre getting your heart rate up, working up a sweat, and burning calories but its not as monotonous as logging miles on a treadmill.

The best exercise is the one with the highest amount of painless minutes, Stanton says. Youre going to keep doing the workouts that dont feel like a chore and instead feel like something you actually enjoy, he says. That is where VR comes in. Its fun, so you forget youre even exercising.

Heres more about what the research says, as well as everything you need to know to get started with VR fitness.

Virtual reality is a computer-simulated environment; hardware (a VR headset) allows users to navigate and interact with the simulation. VR can be used for many purposes, such as medical care and research, training, entertainment, and yes, fitness.

With VR fitness, you use hardware (the VR headset) and software (a collection of games) to immerse yourself in virtual surroundings, explains Mathias Sorensen, an American College of Sports Medicinecertified personal trainer and curriculum manager at the American Fitness and Nutrition Academy. Sorensen, an avid gamer, says he started using VR fitness games in 2015.

In a video game, you control your player or character in the game with a handheld controller. In VR fitness, you control your player or character by moving your body. That means you might be up on your feet hopping for several seconds or minutes as you jump over laser beams, or doing a few squats and side lunges as you ride a VR roller coaster, or swinging your arms intensely as you use a sword to fight a monster, Sorensen says.

Youd be surprised at how quickly your heart rate jumps up when youre doing a minute of jumping in a game, Sorensen says. Depending on the game and how much youre moving, he says, the energy expenditure can be similar to other types of cardio you might do in a more traditional workout or even more intense.

While some VR games are purely for entertainment (though you may burn some calories or work up a sweat while playing them because you are moving), others are made specifically for working out, says Jeff Morin, CEO and cofounder of Liteboxer VR, which dubs itself a fitness-first boxing game.

Personal trainers designed the library of workouts in Liteboxer VR, for example, with new exercises added daily, Morin says. Workouts feature music from artists such as Machine Gun Kelly and Lady Gaga, and a coach instructs users about proper form.

The workouts in Liteboxer VR are similar to those in a workout video or app, except now youre fully immersed in the simulation. So, rather than looking at the boxing ring, you feel like youre actually in it, for example.

Liteboxer VR tracks players timing, accuracy, and velocity of punches, allowing them to improve upon their personal best. They can even go head-to-head with fellow players in sparring matches. On average, players burn about 300 calories per 30 minutes.

Research says yes, virtual reality games can be just as intense as other workouts.

In a paper published in Games for Health Journal in 2018, researchers put three virtual reality games (Audioshield, Thrill of the Fight, and Holopoint) to the test on 41 healthy men and women between ages 18 and 39.

Each participant played each game for 10 minutes while researchers measured their heart rate and oxygen consumption with VO2 max testing equipment (a face mask and tube system thats worn during exercise to measure physical fitness and the number of calories burned).

The physical activity required for all three of the games met energy expenditure benchmarks for moderate- to vigorous-intensity exercise, says study coauthor Jimmy Bagley, PhD, an associate professor of kinesiology and research director of the Strength and Conditioning Lab at San Francisco State University, where he studies virtual reality health and exercise. (Dr. Bagley is part of the Virtual Reality Institute of Health and Exercise partnership, for which he helped measure the calorie expenditure of hundreds of VR games, comparing each one to its equivalent in traditional exercise and rating them on the organizations website.)

The Centers for Disease Control and Prevention (CDC) recommends 150 minutes of moderate-intensity exercise per week. Brisk walking is an example of moderate-intensity exercise, while jogging or running is an example of vigorous-intensity exercise, per the CDC.

In Thrill of the Fight a boxing game where players punch, lunge, and duck to dodge hits participants burned an average of 9.74 to 15.32 calories per minute, which is on par with the calories burned while rowing.

Some of the participants were working at 80 to 90 percent of their max heart rate. They were definitely sweating, Bagley says.

In Holopoint, players are archers, shooting arrows at opponents while jumping, lunging, and squatting to escape attacks. Bagley says participants burned roughly 7.6 to 12.69 calories per minute, which is similar to the amount of calories youd burn playing tennis in real life.

In the Games for Health Journal study, the team also found that people exercising in virtual reality often underestimate how much energy they are exerting. They rated jogging on a treadmill as moderate exercise, whereas playing a VR fitness game felt like a light workout to them.

Bagley suggests that this is because players are absorbed in the game, focusing on earning points or beating the boss to get to the next level.

Astudy published in Psychology of Sport and Exercise in 2019 compared two groups of adults doing biceps curls: 40 people did the exercises in a gym and another 40 people exercised with a VR headset, viewing a simulated room that was a virtual copy of the real-life gym. Both groups used 20 percent of the max weight they were able to lift, and they had to hold the biceps curls for as long as they could.

The data showed that the VR group reported a pain intensity that was 10 percent lower than their peers in the gym. They also had a lower heart rate, at three fewer beats per minute, and they were able to keep lifting for two minutes longer.

A review published in the International Journal of Environmental Research and Public Health in 2020 analyzed studies that had evaluated the effectiveness of VR exercise and concluded that VR workouts helped improve physical fitness, muscle strength, and balance.

Tim Donahey, an Ohio-based National Academy of Sports Medicinecertified personal trainer, turned to VR fitness in August 2016 to help him lose the 15 pounds he had gained when he became a father for the first time earlier that year. Chronicling his 50-day weight loss journey on Reddit, Donahey committed to one hour of VR exercise five days a week ashis sole source of physical activity.

I knew immediately what the benefits were going to be every time I played, it got my heart rate up, I was sore afterward, and I could feel the effects on my body, he says.

VR workouts can be great for anyone who enjoys gamified workouts or virtual workout classes. They can be ideal for people who arent currently physically active (particularly if they find the specific VR game or program theyre using more enjoyable than a traditional workout) or for regular gym goers who want to supplement their workout routine, Donahey says.

Its a great way for people who hate exercise to get moving and burn some calories while they play, he says.

Be conscious of your mobility and fitness levels, though. If you have a medical condition or injury that may limit your ability to exercise safely, talk to your doctor before starting any new exercise program. In that same vein, if you arent physically fit, test the waters with the easy setting on whatever game you play, so that you dont overstrain your body, Bagley says. (You still run the risk of real-life overuse injuries when working out with VR, just as you would with other sports or activities.)

Bagley notes that people who arent necessarily tech-savvy may need a hand with setting up their headset and game.

And if you tend to struggle with motion sickness, dizziness, or vertigo, start with games with less movement, Bagley says.

Here are a few things to consider before getting started with VR fitness:

Here are some tips to get you set up to jump into a VR exercise routine:

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Revealing Nottingham’s secret history through augmented reality – The Conversation

Posted: at 12:48 pm

You probably know of Robin Hood, the heroic outlaw who stole from the rich and gave to the poor of Nottingham. What you probably didnt know was that he had to evade two sheriffs because, in the late middle ages, Nottingham city was split into two boroughs, each with its own laws and ways of life.

History is sometimes selective and important facts can easily be forgotten. This is the case in the history of Nottingham city. Few people are likely to be aware that for 700 years after the Norman colonisation in 1068, the town was split into two boroughs: one populated by Normans, the other by Anglo-Saxons.

Fascinated by this lesser-known history, last year, I decided to make this hidden secret of Nottingham, and its intangible heritage as the city of the towns, more known using augmented reality (AR) technology. Using historical maps and archaeological data, I led a research team at Nottingham Trent University to recreate in 3D the original shape and position of the Market Wall that separated the Norman borough from the Anglo-Saxon borough in Nottingham.

The large market square, which is still there and is the second largest market square in the UK, was shared by the two boroughs but was divided by a wall around 1.6 metres high. The wall was to separate livestock from other goods and to define different administration and laws. People were, however, allowed to move freely from one side to the other, as is clearly shown in historical maps of Nottingham and archival documentation.

The purpose of the Nottingham Market Wall was as an administrative boundary between the two boroughs and was very different from many other segregation walls, like the Berlin Wall. In medieval Nottingham, both sides could cross the border any time they wanted, living together in peace, sharing their culture, and creating a melting pot that is probably the secret behind the character of this unique town.

My interest in the wall started when I noticed in the old Market Square a long water drain with a grill that had a strange shape. I later discovered that it was inspired by an old map of Nottingham depicting the Market Wall. I immediately thought that this important yet unknown aspect of Nottinghams heritage should be visually revealed. The best way, I believed was by using augmented reality technology, not just for the possibility to have a realistic view of the historical wall blended right into the users view of the real world, but also because AR is a technology available on our smartphones so that anyone can easily discover and interact with the deep roots of the city.

The project aimed to invite Nottinghams citizens and tourists to experience and interact with the historical roots of the city through virtual archaeology, using their smartphones or tablets. After downloading and installing the free AR app from http://www.themarketwall.com users can go into the Old Market square and visualise through their smartphone where the Market Wall was and interact with it, getting closer and around, walking along its length.

The app also includes two other historical elements, the Malt Cross, a pillar on a pile of ten steps where public announcements and punishments (whipping) were made that were located at the crossing between Long Row and Market Street. The other element is the ducking stool, a tool to punish mainly women for scolding or backbiting (talking behind someones back) by bonding them to a chair fixed on a pole so that they could be immersed in a pond that was originally located where the fountain in the Old Market square now is.

These landmarks of public announcements and punishments can help users immerse themselves in medieval Nottingham, experiencing the role of the historical Saturday Market, the old name of the square, in the social and political life of Nottingham, beyond trade and commerce.

Using the AR app in the Old Market square, visitors can see how the Market Wall, Malt Cross and ducking stool once looked and virtually interact with them. AR technology can contribute in an easy, enjoyable way to reveal the identity of places and the intangible attributes of heritage that are not physically visible anymore.

The app created interest in the local and national press, but it also generated curiosity in the citizens. Over 100 users to date have downloaded the app.

With smartphones becoming more powerful, AR technology is developing and creating more possibilities to integrate virtual reality with our real world. Digitally enhancing natural environments, the built environment and heritage sites, AR on smartphones and tablets are extending museums and exhibition beyond their traditional parameters and possibly also audiences.

Connecting reality with the metaverse, a collective virtual open space that is believed to be the next evolution of the internet, could make each city a museum that is ready to be experienced across the past, present and future.

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Travelling without moving: is virtual reality a reality travel needs to embrace yet? – Travel Daily News International

Posted: at 12:48 pm

Did you know that Jamiroquais 1996 album Travelling Without Moving was actually a prediction about the coming metaverse? OK I made that up to get your attention. But the albums title is indeed the big question on everyones lips in travel. Could the virtual reality of the metaverse become a competitor reality for travel providers?

Not yet might be the short answer. Recently I embarked on a journey to try and actually experience the metaverse and the barriers to entry are really quite off-putting, so I cant imagine many are yet doing this.

Firstly, you need expensive kit you cant buy just anywhere (my 450 Oculus Quest 2 headset had to be ordered online). Then you need to set yourself up with a tutorial and, guess what, you need a Facebook account. An app is obligatory, as is high-speed internet. In total I was several hours in before Id actually gone much beyond the basic interface. Then my rather heavy headset started to hurt my head after more than 30 mins of constant use and some experiences made me a bit nauseous.

Most surprising of all is that the metaverse everyone is talking about in the media that of SimCity type worlds, where you can explore and build stuff basically doesnt exist yet. Decentraland is the one gaining all the news, but guess what? There isnt a virtual reality version yet. In fact it doesnt even have a mobile or tablet version yet. Yes, desktop only. Oh, and you need crypto coins and a wallet to pay for anything in those platforms yet another quite big barrier to entry putting off the vast, vast majority of people.

Make no mistake about it, the modern virtual reality experience is out-of-this world (no pun intended). You are literally transported to other planets and feel like you are physically present due to not only the graphics, but the fact that you can touch things. But nothing that I can see currently really goes beyond gaming applications.

Is there anything happening yet thats travel related? Of course, there are some exceptions. Theres an App called Wander that lets you, well, wander through Google Maps Street View. Thats not a bad way for someone to experience a destination and in time could be enhanced. And some hotels are putting themselves in the Metaverse too, for example Rius flagship hotel in the Plaza de Espaa in Madrid can be experienced virtually. Meetings can take place virtually too, but Im yet to figure out how to do that perhaps because I didnt yet get around to creating my own avatar (yet another hurdle, requiring geekery skills).

So does all of this mean that the Metaverse will just be a fad that travel doesnt need to embrace? No. Thinking that way would be just as much of a mistake as dismissing the Internet would have been. That said, in our lifetimes this is unlikely to ever be an alternative to actually going on holiday or a business trip. Certainly theres no indication the technology would ever emulate real world experiences like taste and smell for example.

But theres nonetheless a great many applications for its use that could be highly relevant to the travel industry. Certainly at the inspiration stage of a booking experience the metaverse is going to be very influential. It wont take too long before a failure to have a metaverse presence for a destination or travel service would be like not having a website now (or even 10 years ago).

For intermediaries it becomes not just another point of sale, but one that could be really powerful in selling taking let me show you some pictures to a whole new level. Likewise providers themselves can sell in this space too, direct to the public. Imagine being able not only to inspect a hotel room but to test the bed or request different sheets?

Customer service could be enhanced too. Want to see whats on the menu? You literally can, perhaps in real time so that nothing thats run out is offered by mistake or you can pick which of the two steak cuts they have left youd prefer. Or maybe you cant work out how the shower works in your room? In steps an augmented reality bellboy to show you how. It also makes the manager much more accessible for a (virtual) face-to-face chat.

There are some other great uses too being explored, not least that of giving VR sets to passengers on airplanes to give the illusion of space. No doubt more uses will be invented quickly.

For travel businesses then the question is not should we be embracing the metaverse but rather a question of when. Youve heard that the early bird gets the early worm but have you ever thought that the second mouse gets the cheese? The road to travels metaverse utopia is likely to be lined with a mixture of both.

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Virtual reality app reduces phobias through NZ trial – IT Brief New Zealand

Posted: at 12:48 pm

Results from a New Zealand University trial suggest fresh hope for the estimated one-in-twelve people worldwide suffering from a fear of flying, needles, heights, spiders and dogs.

The trial, led by Associate Professor Cameron Lacey, from the Department of Psychological Medicine, at the University of Otago, studied phobia patients using a headset and a smartphone app treatment programme, a combination of Virtual Reality (VR) 360-degree video exposure therapy and cognitive behavioural therapy (CBT).

Participants downloaded a fully self-guided smartphone app called oVRcome, developed by New Zealand-based tech entrepreneur Adam Hutchinson, aimed at treating patients with phobia and anxiety. The app, paired with a VR headset, immerses participants in virtual environments so as to relax and distract with technology to help people overcome anxiety disorders and social anxiety through VR exposure therapy. Anxiety and phobias include heights, spiders, flying, and dogs.

The results from the trial, just published in the Australian and New Zealand Journal of Psychiatry, showed a 75% reduction in phobia symptoms after six weeks of the treatment programme.

"The improvements they reported suggests there is great potential for the use of VR and mobile phone apps as a means of self-guided treatment for people struggling with often-crippling phobias," Lacey says.

"Participants demonstrated a strong acceptability of the app, highlighting its potential for delivering easily accessible, cost-effective treatment at scale, of particular use for those unable to access in-person exposure therapy to treat their phobias," he says.

Hutchinson was inspired to develop oVRcome after becoming increasingly alarmed by mental health statistics. Recognising that accessibility was a key issue, he began working with a team of clinical psychologists to develop an accessible smart-phone based tool to help. It is estimated that up to 80% of anxiety sufferers do not seek treatment currently. Barriers include cost, location of the patient, the stigma of going to a psychologist and the lack of trained psychologists.

A total of 129 people took part in the six-week randomised, controlled trial, between May 2021 and December 2021, with a 12-week follow-up. Participants needed to be aged between 18-64 years, have a fear of either flying, heights, needles, spiders and dogs. They were emailed weekly questionnaires to record their progress. Those experiencing adverse events could request contact from a clinical psychologist at any stage.

Participants experiencing all five types of phobia showed comparable improvements in the Severity Measures for Specific Phobia scale over the course of the trial. There were no participant withdrawals due to intervention-related adverse events.

"The oVRcome app involves what's called exposure therapy, a form of CBT exposing participants to their specific phobias in short bursts, to build up their tolerance to the phobia in a clinically-approved and controlled way," Lacey says.

Some participants reported significant progress in overcoming their phobias after the trial period, with one feeling confident enough to now book an overseas family holiday, another lining up for a Covid vaccine and another reporting they now felt confident not only knowing there was a spider in the house but that they could possibly remove it themselves.

The app programme consisted of standard CBT components including psychoeducation, relaxation, mindfulness, cognitive techniques, exposure through VR, and a relapse prevention model. Participants were able to select their own exposure levels to their particular phobia from a large library of VR videos.

"This means the levels of exposure therapy could be tailored to an individuals needs which is a particular strength. The more traditional in-person exposure treatment for specific phobias have a notoriously high dropout rate due to discomfort, inconvenience and a lack of motivation in people seeking out fears to expose themselves to," Lacey says.

"With this VR app treatment, trialists had increased control in exposure to their fears, as well as control over when and where exposure occurs."

Hutchinson adds, "The trial has allowed us to explore efficacy and benefit from robust learnings.

"We are really pleased to learn that users were able to build confidence and take steps toward conquering their phobias. While there has been large growth in the number of apps treating anxiety and mental health issues, only a few have been rigorously clinically studied," he says.

"The findings from the trial give us real confidence as we launch the product internationally. We know that we can make a difference for so many."

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Virtual Reality Casinos And Gaming Equipment – Crypto Mode

Posted: at 12:48 pm

While the popularity of online casinos has been on the rise in recent years, the popularity of VR casinos is still in its early stages. However, as more and more people become interested in virtual reality technology, it is likely that the popularity of VR casinos will increase in the future. There are many reasons why people might choose to gamble at a VR casino or at casinos with under 1 hour withdrawal time instead of a traditional online casino. For one, VR casinos provide a more immersive experience that can make gambling more exciting. Additionally, VR casinos can offer a wider range of games and activities than traditional online casinos. Finally, VR casinos may be able to provide greater bonuses and rewards than traditional online casinos.

An online casino that uses virtual reality technology to give players a realistic gaming experience is known as a virtual reality casino. In order to create an immersive, three-dimensional environment that replicates the appearance and feel of a real casino, virtual reality casinos require specialized software. Real-time communication between players and the dealer gives them the impression that they are in a physical casino. In comparison to conventional internet casinos, virtual reality casinos provide a more realistic and immersive gaming experience.

Although virtual reality casinos are still in their infancy, a few trustworthy operators have already begun to provide this cutting-edge technology. SlotsMillion, a virtual reality casino that debuted in 2015, is the most well-known. Viva Las Vegas and Lucky VR are two further virtual reality casinos.

Virtual reality casinos work by using a headset to create a realistic, three-dimensional environment for the player. This immersive environment allows players to interact with the casino games and other players as if they were in a real casino. The use of virtual reality technology in casinos has become increasingly popular in recent years, as it offers players a more realistic and engaging gaming experience.

Utilizing specialized goggles, virtual reality casinos immerse players in a three-dimensional, lifelike atmosphere. These headsets employ sensors to track the players motions and can be connected to a computer or game console. This gives the illusion that the player is in a genuine casino by allowing the casino games to react and adapt to their actions.

In comparison to conventional internet casinos, virtual reality casinos provide a more realistic and entertaining gaming experience. The introduction of virtual reality technology enhances the immersion and excitement of the games while enabling more natural player-casino interaction. Although they are still in their infancy, virtual reality casinos are gaining popularity and are anticipated to spread more widely in the next years.

Virtual reality casinos are the next big thing in online gambling. They provide a more immersive and realistic gambling experience that can make you feel like youre really in a casino. Here are some of the benefits of virtual reality casinos:

If youre looking for a more immersive and realistic gambling experience, then you should check out a virtual reality casino. Youll enjoy the improved graphics and gameplay, and you may even get better bonuses and promotions.

Some of the gadgets that can be used in a VR casino include:

With the right gadgets, you can transport yourself to a virtual casino where you can play any game you like without having to leave the comfort of your own home. Gadgets make VR casinos more immersive and realistic, providing an experience that is as close to the real thing as possible.

Theres no doubt that virtual reality casinos are the future of gambling. They offer a completely immersive experience that cant be matched by any other type of casino. But what does the future hold for VR casinos? Here are some things to look out for:

Virtual reality will change the way we gamble forever. Its an exciting new technology that is sure to revolutionise the gambling industry. Are you ready for the future of VR casinos?

CryptoMode produces high quality content for cryptocurrency companies. We have provided brand exposure for dozens of companies to date, and you can be one of them. All of our clients appreciate our value/pricing ratio.Contact us if you have any questions: [emailprotected] None of the information on this website is investment or financial advice. CryptoMode is not responsible for any financial losses sustained by acting on information provided on this website by its authors or clients. No reviews should be taken at face value, always conduct your research before making financial commitments.

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First Offshore Wind Workers in the World certified with Virtual Reality in New Bedford – PR Newswire UK

Posted: at 12:48 pm

These 12 workers represent the first in the world to receive these certifications with VR.

"Offshore Wind is the future for US energy needs. Massachusetts has the honor of being the first in the US to develop commercial scale offshore wind, so it is only fitting that the first workers to be certified with this revolutionary VR training happens here" said Eagle Wu, CEO of Vinci. "Our VR tools can ensure that we meet workforce needs and ensure workers in Offshore Wind are effective and safe on the job."

"Offshore Wind is set to play a big part in our future. The hand-in-hand cooperation between Vinciand SGRE has set a great foundation to incorporate VR to speed the growth and increase the quality of the technicians for the offshore wind platforms. We look forward to watching this segment flourish and grow" says Ysabel Ledezma, Technical Training Manager, SGRE.

These simulations were developed with funding from MassCEC. In addition to training for Wind Technicians, Vinci's VR offerings includes simulations to educate K-12 and college students on the offshore wind industry and simulations of mariner navigation through commercial scale farms. Find out more about these simulations at http://www.vinci-vr.com.

About Vinci:Founded in 2017, VinciVR is a tech startup based in Boston that aims to provide innovative and efficient VR training for various industries. VINCI's solutions are used in a diverse array of training including Aircraft Maintenance, US Special Operations, and Green Energy.

About SGRE:30 years ago, SGRE became a pioneer in offshore wind when they installed the world's first offshore wind power project, Vindeby, in 1991. Now, with a growing imperative to meet climate challenges, SGRE is more determined than ever. As the global market leader in offshore wind, SGRE is fully committed to being part of the solution. Together with our partners, SGRE aims to power the future of our industry.

Eagle WuVinciVRcontact@vinci-vr.com

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WIMI Hologram Academy: The Application of VR in the Construction of Digital Libraries – GlobeNewswire

Posted: at 12:48 pm

HONG KONG, July 20, 2022 (GLOBE NEWSWIRE) -- WIMI Hologram Academy, working in partnership with the Holographic Science Innovation Center, has written a new technical article describing their exploration of the application ofVR in the construction of digital libraries.This article follows below:

In recent years, virtual reality has become an emerging technology that is being used in all areas of society, including libraries. Scientists from WIMI Hologram Academy of WIMI Hologram Cloud Inc.(NASDAQ: WIMI), discussed in detail the core of virtual reality technology and summarized its application status in digital library construction. They also discussed the prospects and directions of applying VR in library construction.

At present, the rapid development of technology has brought many new technologies,including virtual reality. Compared with other new technologies, the application of virtual reality in library construction is not mature enough and is still in the exploratory stage. Virtual reality integrates simulationtechnology, computer technology, multimedia technology, which can help the construction of digital libraries. At present, there are still muchspaceworth exploring for how to applyvirtual reality in library construction, and there are also many problems in the application process. Therefore, this paper discusses the application of virtual realityindigital library construction, hoping to offer some insightsin the development of digital library construction.

1.Overview of VR technology

VR, also known as virtual environments orartificial reality, includes simulation, interaction, artificiality, immersion, cognition, telepresence, and network communication. Virtual Reality technology creates a virtual world through technical simulation and enables users to realize interactive experiences in a realistic virtual world through advanced equipment. In recent years, virtual reality technology has been gradually applied to medical, gaming, education and other fields, and the accompanying stereoscopic glasses, helmet displays, 3D mice, remote controls, computer vision and other equipment and facilities have also been flourishing.

Although the development of virtual reality technology is not yet mature, but the pace of related research and application is accelerating.According to data shown,China's virtual reality market size increase rapidly from 1.58 billion yuan in 2015 to 5.28 billion yuan in 2017, with an average annual compound growth rate of 82.8%. The White Paper on Virtual Reality Industry Development (2019) predicts that this figure is expected to exceed 50 billion yuan in 2019. In addition, virtual reality products are also constantly iterating and upgrading, and more and more VR devices are coming into thousands of homes.

2.Status quoof VRapplication in digital library construction

Thefirst virtual reality online bookstore in China was born in2008.Readers can browse and flip through the virtual bookstore with clicksof mouse.With a realistic scene, people feelas if they were in a realbookstore. In recent years, the application of virtual reality in libraries has become more diversified.Heres an example: readers can put on VR glasses and experience a 3D reading mode in the "Reading Tunnel" VR library of Shanghai Jiaotong University, which is different from flat reading.

In recent years, the annual meeting of Chinese libraries, readerscan see a large number of digital libraryproductsbased on virtual reality technology,such asVRClassics, digital scanning of ancient books, open intelligent bookshelves. VR Classicsisa cultural and creative products.The product is fully integrated into the digital resources.Througha VR headset, readerscan enjoy an immersive poetry recitation mode.

At present, many collegelibraries have started to build virtual reality libraries, the main purpose of which is to help the innovation of education and teaching by integrating virtual reality technology, and to improve the level of library services. For example, for the graphic design of architecture, teachers can use virtual reality to virtualize the knowledge.The obscure and theoretical knowledge can thus becoming morevivid through the "processing" of virtual reality.Students can even see how the design be"built" step by step from the virtual scenario. And teachers can clearly present the construction of the foundation, piping, wall construction and other aspects of the building.

Some libraries also cooperate with publishers to turn the difficult reading of masterpieces into a smooth virtual experience. For example, when reading classical masterpieces, readers wearing VR glasses can enter the virtual world and experience the beautiful water and mountains depicted in the book from the perspective of the characters, making the static text come to life at once.

Libraries can use virtual reality technology to make themmore realistic and digital, creating a digital reading environment that can be heard and seen and experienced in a variety of ways. A typical example is library exhibition, the use of virtual reality to create a digital experience hall.Readersin the hallput on the seat beltandVR glasses, and then they can see the moon surface, the boundless universe,the creature under the seain the eyes. Virtual reality will turnstatic reading mode into 3D presentation mode. Whether it is astronomical and geographical knowledge, or humanities and tourism knowledge, the reader can immerse themselves in the experience, thus enhancing the depth and breadth of knowledge experience. Obviously, the library that successfully uses virtual reality is no longer a library in the traditional sense, but has become a platform for readers to relax, read, communicate and interact.

Although there are more and more applications of virtual reality technology in the construction of digital libraries in China, the applicationin libraries is not deep and extensive enough, especially forsome specialized technologies, such as desktop virtual reality technology, virtual roaming and so on. At the same time, there is a general phenomenon of homogenizationin the process of applyingvirtual reality technology in libraries, and the lack of integration of current emerging technologies has affected the digitization of libraries to a certain extent.

3.Analysis of the prospects and directions of VRapplication in digital library construction

3.1 Build intelligent VR services based on 5G network

At present, the layout of 5G networks in China is accelerating, and the applications of 5G networks are becoming more and more widespread. With the support of virtual reality technology, libraries can build intelligent VR services by relying on the superior performance of 5G network. First of all, libraries can realize intelligent and efficient information and knowledge services with the help of 5G technology. At present, users have higher requirements for the speed and quality of library information and knowledge, and they urgently hope that libraries can provide convenient and fast knowledge retrieval and reading functions. Relying on the layout of 5G network, libraries can further expand the ways and means of information and knowledge acquisition, and improve the efficiency and quality of acquisition. The library will be able to search and read more efficiently.

Secondly, libraries rely on 5G technology can create cross-terminal, multi-scene VR services. On the one hand, in the 5G network layout using mainstream network data transmission protocols and universal data transmission interface VR library client, VR library can achieve terminal migration, readers can experience VR reading services on the PC, mobile smart terminals and other electronic devices. Readers have no need to go to the library to experience the virtual simulation of 3Dlibrary.On the other hand, 5G network can make VR services more quickly and stably transmit information, whether in the library or at home, or in the public environment.Readers can achieve rapid switching of multi-scene VR services, and ensure the efficiency and quality of services.Again, relying on the 5G network, libraries will further highlight their own functions in the construction of smart cities. With the promotion of smart city construction around the world, library VR services with 5G network can further improve the level of software and hardware wisdom, improve the quality of library services and management efficiency, which is important to promote the upgrade of library services.

3.2 Integration of artificial intelligenceto create "VR plus AI library"

At present, many libraries have tried to apply VR or AI technology to reader services, but few libraries have integrated VR and AI to carry out related applications.The reason for this is that libraries are not clear enough about the integration of the two applications. In the future, libraries can try to integrate VR and AI to create a "VRplusAI library". "VR plusAI library" requires libraries to grasp the advantages of the two technologies flexibly and cooperate with each other in the service. On the one hand, libraries can use VR technology to realize the physical simulation of reading services and create a virtual "real library" with 3D technology, presenting the external image and characteristics of the library to readers and showing the elements of the "table" of the digital library. On the other hand, by using AI technology, libraries can explore the connection of each element of the virtual library, and then intelligently analyze the reading needs and thinking of readers, so that the virtual library can be humanized and intelligent. In this process, AI technology becomes a bridge for readers to connect all reading elements in the virtual world, realizes the connection of each element, and shows the elements "inside" the digital library. Through the architecture idea of "VRplus AI library", the digital library can realize the "combination of inside and outside".On the one hand, the virtual reality technology makes each functional element of the library become more vivid. On the other hand, the artificial intelligence technology makes each element of the library become intelligent and dynamic. The perfect integration of the two makes the digital library not only reflect the advantages of technology, but also meet the needs of readers.

3.3 Combining AR technology to create a new generation of management system

Augmented Reality is a technology that calculates the position and angle of the camera image in real time and adds the corresponding image. The goal of this technology is to put the virtual world on the screen and interact with the real world. Since AR technology can fully display virtual information, libraries can combine it with VR technology to design a new generation of management system that meets the needs and requirements of digital library management. The architecture of the system is designed with terminal devices, application layer, service layer, data layer and physical layer. Terminal devices include AR smart glasses, VR headsets, smart phones, etc. The application layer contains various business contents, and the service layer contains authentication service, database service, payment service, etc. The data alayer is mainly used for data transmission and analysis.The physical layer aims at physical security to ensure the effective operation of sensing functions, network functions and servers.

Based on the scientific and comprehensive system architecture design, the new generation of library management system combined with AR technology can have the functions of intelligent management, VR panoramic tour, virtual community, intelligent access control, self-service checkout and return. Among them, intelligent management can realize intelligent search and navigation, VR panoramic tour can realize panoramic experience of library resources, virtual community can provide video and voice series experience, AR book can improve reading effect by technical processing of precious or specific books, and traditional function is the traditional function module of the library. The new generation of management system combined with AR technology not only integrates new technologies but also new concepts, which is in line with the future reading needs of readers and the future direction of library wisdom development, and is worthy of in-depth exploration and practice by librarians.

4.Conclusion

In summary, in the process of digital library construction, virtual reality technology has greatvalue and significance. At present, libraries in many regions are trying to apply virtual reality to library services to provide readers with a more contemporary and technological reading experience. The application of virtual realityin the construction of digital libraries is still in the initial stage, and many technologies and fields need to be studied and explored in depth. Looking into the future, the application prospect and direction of virtual reality technology in digital library construction should be combined with more new technologies, such as 5G network, artificial intelligence, AR technology and so on. It is foreseeable that virtual reality technology, as a new hot technology and topic nowadays, will effectively help libraries to realize wisdom and intelligence.

Founded in August 2020, WIMI Hologram Academy is dedicated to holographic AI vision exploration, and conducts research on basic science and innovative technologies, driven by human vision. The Holographic Science Innovation Center, in partnership with WIMI Hologram Academy, is committed to exploring the unknown technology of holographic AI vision, attracting, gathering and integrating relevant global resources and superior forces, promoting comprehensive innovation with scientific and technological innovation as the core, and carrying out basic science and innovative technology research.

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Augmented and Virtual Reality (AR VR) Market in Aviation by 2028 covers Size, Share, Upcoming Trends Segmentation, Opportunities and Forecast -…

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According to The Insight Partners Augmented and Virtual Reality (AR VR) Market in Aviationreport 2028, discusses various factors driving or restraining the market, which will help the future market to grow with promising CAGR. The Augmented and Virtual Reality (AR VR) Market in Aviation Research Reports offers an extensive collection of reports on different markets covering crucial details. The report studies the competitive environment of the Augmented and Virtual Reality (AR VR) Market in Aviation is based on company profiles and their efforts on increasing product value and production.

The need for a better passenger experience has led to a boom in global aviation augmented and virtual reality industry. Augmented reality (AR) allows for an immersive encounter with a real-world environment by computer-assisted modification of images of real-world objects to create a composite view. Digital elements such as visual, auditory, and haptic feedback are also used in AR. Virtual reality (VR) is currently an immersive artificial environment that allows users to immerse themselves in a computer generated 3-D world and interact with it through sound and sight. Pilots, ground crew, operations crew, and mechanics, among others, use AR and VR in aviation for simulation and training. In the aviation industry, augmented and virtual reality allows simpler and more reliable operations, resulting in cost savings in areas such as manufacturing, servicing, airport operations, airline operations, and aviation training, to name a few. Augmented and virtual reality uses an immersive and collaborative approach to link the aviation ecosystem and enhance task performance.

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The augmented and virtual reality market in aviation is driven by an increase in the use of smart technology in aviation, an increase in demand for low human interference systems to minimize human error, and an increase in the adoption of gesture tracking devices. However, the markets growth is hindered by high training and device acquisition costs, as well as cyber security risks. Heads-up monitor convergence of augmented and Virtual reality, advancements in artificial intelligence, and virtual reality, on the other hand, open up new avenues in the industry. Furthermore, the introduction of 5G is hastening the incorporation of virtual reality into in-flight entertainment systems, resulting in a better user experience. The global aviation augmented and virtual reality industry will be driven by such smart technology investments.

MARKET PLAYERS:

Aero Glass, Bohemia Interactive Simulations, EON Reality., Facebook Technologies LLC., Google LLC, HTC Corporation, Magic Leap Inc., SITA, Sony Corporation and Upskill are some of the Key Companies included in this report. The reports cover key developments in the augmented and virtual reality (AR VR) market in aviation organic and inorganic growth strategies. Various companies are focusing on organic growth strategies such as product launches, product approvals and others such as patents and events. Inorganic growth strategies activities witnessed in the market were acquisitions, and partnership & collaborations. These activities have paved way for the expansion of business and customer base of market players. The market players from augmented and virtual reality (AR VR) market in aviation are anticipated to lucrative growth opportunities in the future with the rising demand for augmented and virtual reality (AR VR) market in aviation in the global market.

MARKET SEGMENTATION:

The global augmented and virtual reality (AR VR) market in aviation is segmented on the basis of product, application, and function. Based on product, the augmented and virtual reality (AR VR) market in aviation is segmented into: augmented reality, and virtual reality. On the basis of application, the augmented and virtual reality (AR VR) market in aviation is segmented as: flight deck systems, in-flight entertainment, on-board, and off-board. On the basis of function, the Augmented and virtual reality (AR VR) market in aviation is segmented into: training, and operations. The report provides a detailed overview of the industry including both qualitative and quantitative information. It provides an overview and forecast of the global augmented and virtual reality (AR VR) market in aviation based on various segments. It also provides market size and forecast estimates from the year 2020 to 2028 with respect to five major regions, namely; North America, Europe, Asia-Pacific (APAC), Middle East and Africa (MEA) and South & Central America.

The final report will add the analysis of the Impact of Covid-19 in this report Augmented and Virtual Reality (AR VR) Market in Aviation.

Adapting to the recent novel COVID-19 pandemic, the impact of the COVID-19 pandemic on the global Augmented and Virtual Reality (AR VR) Market in Aviationis included in the present report. The influence of the novel coronavirus pandemic on the growth of the Augmented and Virtual Reality (AR VR) Market in Aviation is analyzed and depicted in the report.

Schedule a pre-sale discussion with the author team in a slot that you prefer to address queries on scope of the Augmented and Virtual Reality (AR VR) Market in Aviation report, customization, introduction to methodology, assistance on technologies, and market definitions https://www.theinsightpartners.com/inquiry/TIPRE00021221/

The report scrutinizes different business approaches and frameworks that pave the way for success in businesses. The report used expert techniques for analyzing the Augmented and Virtual Reality (AR VR) Market in Aviation; it also offers an examination of the global market. To make the report more potent and easy to understand, it consists of infographics and diagrams. Furthermore, it has different policies and development plans which are presented in summary. It analyzes the technical barriers, other issues, and cost-effectiveness affecting the market.

Global Augmented and Virtual Reality (AR VR) Market in Aviation Research Report 2028 carries in-depth case studies on the various countries which are involved in the Augmented and Virtual Reality (AR VR) Market in Aviation. The report is segmented according to usage wherever applicable and the report offers all this information for all major countries and associations. It offers an analysis of the technical barriers, other issues, and cost-effectiveness affecting the market. Important contents analyzed and discussed in the report include market size, operation situation, and current & future development trends of the market, market segments, business development, and consumption tendencies. Moreover, the report includes the list of major companies/competitors and their competition data that helps the user to determine their current position in the market and take corrective measures to maintain or increase their share holds.

What questions does the Augmented and Virtual Reality (AR VR) Market in Aviation report answer about the regional reach of the industry

The report claims to split the regional scope of the Augmented and Virtual Reality (AR VR) Market in Aviation into North America, Europe, Asia-Pacific, South America & Middle East and Africa. Which among these regions has been touted to amass the largest market share over the anticipated duration

-How do the sales figures look at present How does the sales scenario look for the future

-Considering the present scenario, how much revenue will each region attain by the end of the forecast period

-How much is the market share that each of these regions has accumulated presently

-How much is the growth rate that each topography will depict over the predicted timeline

The scope of the Report:

The report segments the global Augmented and Virtual Reality (AR VR) Market in Aviation based on application, type, service, technology, and region. Each chapter under this segmentation allows readers to grasp the nitty-gritty of the market. A magnified look at the segment-based analysis is aimed at giving the readers a closer look at the opportunities and threats in the market. It also addresses political scenarios that are expected to impact the market in both small and big ways. The report on the global Augmented and Virtual Reality (AR VR) Market in Aviation examines changing regulatory scenarios to make accurate projections about potential investments. It also evaluates the risk for new entrants and the intensity of the competitive rivalry.

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Essential points covered in Augmented and Virtual Reality (AR VR) report are:-

-What will the market size and the growth rate be in 2028?

-What are the key growth stimulants of Augmented and Virtual Reality (AR VR) Market in Aviation?

-What is the key market trends impacting Augmented and Virtual Reality (AR VR) Market in Aviation valuation?

-What are the challenges to market proliferation?

-Who are the key vendors in the Augmented and Virtual Reality (AR VR)?

-Which are the leading companies contributing to Augmented and Virtual Reality (AR VR) valuation?

-What was the market share held by each region in 2028?

-What is the estimated growth rate and valuation of Augmented and Virtual Reality (AR VR) in 2028?

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Augmented and Virtual Reality (AR VR) Market in Aviation by 2028 covers Size, Share, Upcoming Trends Segmentation, Opportunities and Forecast -...

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Opinion | Virtual reality is the solution to making archaeology accessible and fun – The Press & Journal

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