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Category Archives: Virtual Reality

NCCCO Foundation examines virtual reality in certification testing – American Cranes and Transport

Posted: April 18, 2020 at 6:54 pm

A new study published by the NCCCO Foundation suggests there may be potential for the use of virtual reality (VR) technology in delivering exams to crane operators.

The study, which was conducted over an eight-month period, tracked the performance of a group of NCCCO certification candidates taking crane operator certification exams on actual cranes as well as via VR-simulation. The results indicate that the VR test is a highly reliable measure for predicting a passing score on an actual crane.

The likelihood of a candidate passing the VR test but failing the subsequent parallel test on an actual crane is 5.5 percent, said Wallace Judd, PhD., who designed and authored the study. And the likelihood that a candidate will get the same pass/fail score on both the VR test and the actual crane is 0.87.

However, Judd, an internationally recognized expert in the development of performance-based exams for high-stakes certification testing, and who has served as an ANSI assessor for its personnel certification accreditation program, cautioned that, while the results were encouraging, further studies would likely be needed.

This study has significant implications for the way virtual reality is viewed in the professional assessment community, Wallace added, and in that respect it is truly ground-breaking. However, additional studies will be required to determine conclusively whether it would be appropriate to certify a candidate VR technology as a replacement for an actual crane.

The full report may be downloaded free-of-charge at the NCCCO Foundations website at: http://www.ncccofoundation.org.

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How does a virtual reality tour of the Faroe Islands measure up to the real thing – Telegraph.co.uk

Posted: at 6:54 pm

Conversations have changed since lockdown. Have you noticed? Classic, tried and tested small-talk questions like what did you get up to this weekend? or any plans for tonight? are now dead ducks.

Because the answer is inevitably something like ah, I just cracked on with that puzzle or I went outside for exercise, briefly or at the most interesting imaginable end of the spectrum: Ive got a virtual pub quiz to attend tonight.

However, when my girlfriend returned home from work yesterday and asked what I did, for the first time in weeks I had an answer that didnt numb her mind with tedium: I told her that I had visited the Faroe Islands.

How did I achieve such wizardry, when the Foreign Office advises against all but essential travel? And more importantly, how did I achieve such wizardry when she only saw me 12 hours ago, before heading off for her days work at the hospital?

Through the means of the Faroe Islands brand new remote tourism platform, thats how.

Its the stuff of Charlie Brookers imagination. Through this you can control a living, breathing human being, who has a camera strapped to their head, and direct them with an on-screen Super Nintendo-style controller (with directional buttons, plus jump and run) the first tourism experience of its kind, so they say.

Yesterday, along with a selection of journalists, I got a sneak peek. So how was it?

As the clock struck 1pm, I was transported to a rather grey and windy looking Faroe Islands. The camera looked out at a silvery sea, with those iconic Faroese stack-like islands in the distance, and a chap named Levi from the Faroe Islands our eyes, who incidentally used to play for the Faroes national football team was in the middle of saying something.

You get to control me entirely, he said. Obviously not entirely, he quickly added, Im not going to jump off a bridge. But Ill go where you ask. Within reason.

And so we were off, we being a group of unknown size you cant see who else is taking part. Which means, of course, you also cant see whos in control of our guide. Indeed the first person in control of our avatar, it seems, was less interested in the quaint Bur village, which was close by, and declined the chance to approach the sea for a better look at the view, but rather wanted to make the chap rotate in circles. Which he dutifully did.

You really like going left, he said, as he kept turning in circles. But then their minute was up, and soon someone with a more enquiring mind was in control. We were heading towards the village. I was beginning to wonder which type of "controller" I would be, when it was my time.

This isnt the first time the Faroes has launched a groundbreaking tourism initiative. Last year, the archipelago closed for maintenance in a bid to preserve its fragile ecosystem and protect itself from the effects of overtourism. The initiative was such a success it was set to happen again over a weekend in 2020 but now, of course, the islands are being given plenty of breathing space without the need for enforced closure.

Then, some excitement. In the village, as we continued to make this poor man rotate, jump and run about in a very non-linear path, a postal van appeared. A real life postal van!

Imagine if we had organised it so he had some post to deliver me, he chuckled. We can but fantasise about such hijinx, for now. The postman carried on with his business, and so did we. Jump, run, turn. Jump, run, turn.

There were morsels of interesting information as we explored. The grass roofs on these houses, iconic to the archipelago, are not mown by hand, but rather by sheep, he explained. We moved on and for some time we lingered next to Burs black and white church, built in 1865 and archetypical of the islands quaint architecture.

Guri Hjgaard, director of Visit Faroe Islands, says that the nation is proud to welcome virtual tourists to its remote North Atlantic location.

When the travel bans began to escalate, we wondered how we could recreate a Faroe Islands experience for those who had to cancel or postpone their trip to the Faroe Islands, and for everyone else stuck at home. The result is this new platform to enable those in isolation to take a walk across our wild landscapes, to regain a sense of freedom and to explore beyond their own four walls, she said.

We believe that our remote islands are the perfect place to inspire people in lockdown and, naturally, we hope to welcome them in person once everyone is free to travel again.

In truth, I was most impressed not so much by the scenery, hard to capture on a small screen, but rather by the unflappable patience of our guide. He really did do everything he was told. Which I think explains why, when an alert came on my screen 3 2 1 Youre in control! something happened. I was compelled to make him run, and jump, a lot.

OK, Ill get running, he said as he jogged along and I kept tapping the button. ... uh, and jumping, he added, now stopping to jump. Yes! Run! Jump!

Its so strange to think I am being controlled by someone on their sofa, or even on the toilet, he said, starting to sound a little bit breathless.

We were running down a single-track road and approached a tractor, which he said he probably shouldnt disturb, so I instructed him to rotate 90 degrees to the right and there, in front of us and up a grassy bank, was a sheep, looking quite confused at the sight of a fully grown man running and jumping about. Im not quite sure what came over me, but I did it. My own Milgram Experiment. I clicked run. Then started tapping it, faster, just to see what would happen.

Silence.

Hmm... I dont think I should run towards that sheep, he said, utterly reasonably. But I can keep jumping, yes, he added, responding to my revised instructions. The sheep trotted off, and somebody else took control and moved us back towards the village. What a rush. He passed the moral test. The timer rebooted and informed me I would be in control again in eight minutes. I bet he couldn't wait.

Having never been to the Faroe Isles, at least not since I was three years old on a drive to Iceland with my family, I wasn't sure of just how short the VR version falls of the real thing. My colleague, Hugh Morris, who visited the Faroes last year, popped into the virtual tour to give his assessment.

The Faroe Islands does not do conventional scenery; its peaks, cliffs and lakes often appear around corners without warning and are difficult to make sense of, so virtual appreciation of the place is always going to fall short of the true experience.

But then, I suppose, it is not meant to be a replacement for a visit, only whet the appetite of those unable to do so in these times. Once there, you'll be able to taste the Atlantic on the wind, breathe in what may be some of the cleanest air in Europe and scale heights that provide baffling views across an archipelago seemingly cut adrift in the middle of the ocean.

And whetted, my appetite most certainly is. In these times of lockdown, we have seen creative solutions to problems across all industries, and I salute the Faroe Islands tourist board for this initiative by far the best VR experience Ive tried to date (I've tried a few). Its fun, playful, informative, and my walking tour was just the tip of the iceberg future excursions will include a hiking experience, a helicopter ride, a horseback experience and a boat ride.

I will be tuning in again, for sure. As much for the escapism, as for the thrill of making somebody thousands of miles away jump, run, spin, and make moral decisions regarding sheep.

The Remote Tourism platform, now live, launches today and will run twice daily, at 2pm and 5pm, initially for 10 days. The Visit Faroe Islands tourist board team will be online in real time on Instagram and Facebook Live to answer any questions that participants may have.

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Virtual reality brings an added perspective for business continuity – Confectionery Production

Posted: at 6:54 pm

motorized gimbal, videographer using dslr camera anti shake tool for stabilizer record video scene.

Related core topics: Business news, Cocoa & chocolate, New products, Packaging, Processing, Sustainability

Related topics: bakery, confectionery, coronavirus, customer engagement, pandemic, strategy, virtual reality

Related organisations: Buhler, Macpac, Mondelz International, Tomra

Related regions: europe, UK, US, worldwide

Evaluating the full global impact of the present coronavirus outbreak will take some considerable period to fully establish, as it continues to affect every aspect of our lives over the coming weeks, and probably months ahead.

The latest statement from the International Monetary Fund has projected that the world may well be heading for one of the worst global recessions that has ever been witnessed, with the UK economy alone predicted to be down 35% for the second quarter of 2020.

Its hard not to be a little overwhelmed by such stark figures, but amid such bleak statements, businesses are doing their level best to lead a fightback against this most unwelcome turn of events that has already caused so much economic disruption and personal anguish.

One of the most notable initiatives is that of companies turning to technology to get them through these near-lockdown times in which global travel has been restricted in an unprecedented manner. Swiss headquartered Bhler has moved to stage a virtual Interpack in light of the trade fair (along with many other over the coming few months), being either postponed or cancelled.

The global equipment and solutions provider will be offering a series of webinars, and digital learning sessions that will enable it to engage with customers as best as possible under the circumstances. Clearly, being proactive under the circumstances is surely the best possible course of action, as business, like wider world events, rarely, if ever stands still.

So, it is most likely the case that those companies who have worked hard to retain their customers amid immensely challenging times that are expected to be in the best shape on the other side of the present situation we find ourselves in. Its encouraging to see there are in fact a number of other examples of firms being equally engaging with industry, such as equipment and solutions business Tomra (pictured), which has devised digital showrooms for its company offices around the world in a bid to boost business continuity.

As mentioned in last weeks blog, its also heartening to see direct efforts to help those tackling the coronavirus crisis, which has produced a number of stories itself including Mondelez International in the UK assisting with 3D printing for protection kit for medical staff, and similarly, British business Macpac directing its packaging operations towards creating visors for hospital use. Its through such collective efforts that businesses and wider communities can pull together to contribute in helping resolve these extremely testing times.

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Pixel Ripped 1995: The Virtual Reality Love Letter to Classic Gaming launches April 23 – GamingLyfe Network

Posted: at 6:54 pm

Brazilian developer and publisher ARVORE is proud to announce thatPixel Ripped 1995will launch on April 23rd on Oculus Quest, Oculus Rift, and Steam. Review code and interview requests from press and content creators are open. If interested, please reply to this email. Additionally, ARVORE wants to thank all fans in the PSVR community for their patience, as the Pixel Ripped 1995 version for that platform is going to take a bit longer to release. It has already been submitted to the Sony QA and certification process, and is expected to launch in May.

In the newest chapter of the acclaimed Pixel Ripped series, gamers will take an unforgettable nostalgic trip back to 1995 in this Virtual Reality love letter to classic gaming. Set in a classic era when 16-bit was evolving to 32-bit and first-generation console players were evolving from teens to adults, players will take a trip inside (and outside) of their video game screens to save the universe. In Pixel Ripped 1995, video game hero Dot will recruit the help of the best gamer of the year, an unassuming 9-year-old boy named David, to face challenges together through the world of 2D games and the very first 3D games.

Players will remember that classic feeling of adrenaline when trying to play video games post-bedtime without getting caught, or the thrill of finally finding that brand new game at the store. They will venture through homages to the best games and genres from the 1990s, like action RPGs, brawlers, platformers, space shooters, and racing games. And they will do it all while dodging the indignation of miffed parents through multiple environments the living room, bedroom, the local video rental store, the arcade at the pier, and more. With 6 fully original levels that each feel like entirely different games, Pixel Ripped 1995 is an incredible journey for both VR and retro gamers.

Ever since the first days working on the project, there has been a very special connection between the development team and the Pixel Ripped community, so much so that the future of the series was decided by the fans themselves. Players who completed the first game encountered a time machine that allowed them to choose their favorite year, and the developers used that to decide the setting for the next game: 1995.

At ARVORE, the development of Pixel Ripped 1995 was led by the mastermind behind the series, Creative Director Ana Ribeiro who not only has creative superpowers, but also personifies Dot, the games hero. Ana and her team were fully committed to yet another labor of love, built from the ground up for Virtual Reality. Players of all major VR platforms will live a magical experience that will amaze them with the innovative use of classic mechanics, gaming references, hilarious dialogue, easter eggs and of course, the challenging gameplay of 90s classics.

Thanks to the success of the first game, we were able to dedicate more resources and use more experience to create a game that is an even crazier nostalgic adventure. The setting of 1995 gives us a lot of great classics to reference and a whole new world to explore, says Ricardo Justus, CEO and Co-Founder of ARVORE.

Launched in July 2018, and with over 17 award wins and nominations, Pixel Ripped 1989is a wacky multi-dimensional homage to the early days of gaming. The player embarks on a journey into the screen of a classic video game and beyond. Set in the era of portable 8-bit consoles, this game-within-a-game follows the adventures of Dot, an in-game character who sees her world torn apart by the Cyblin Lord, a villain able to break through the video game screen and invade the real world.

In the game, the player inhabits Nicola, a second-grade student who must help Dot save both realities from this menace by facing challenges in the retro-gaming 2D world, all while distracting the cranky teacher and escaping from the furious headmaster in her own 3D world.

The game has received funding from Oculus and multiple international awards and nominations:

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Virtual Reality: To Be or Not to Be? – IDTechEx.com

Posted: March 26, 2020 at 6:11 am

XR is a term which has become more prominent in the last few years. It encapsulates virtual, augmented, and mixed reality topics. The definition of each of these has become saturated in the past decade, with companies using their own definitions for each to describe their products. The new IDTechEx Report, Augmented, Mixed and Virtual Reality 2020-2030, distils this range of terms and products, compares the technologies used in them, and produces a market forecast for the next decade.

The report discusses 83 different companies and 175 products in VR (virtual reality), AR (augmented reality) and MR (mixed reality) markets. This article specifically discusses the findings on the virtual reality market.

Virtual reality (VR) involves creating a simulated environment which a user can perceive as real. This is achieved by stimulating the various senses with appropriate signals. This is most commonly visual (via displays and optics) and auditory (via headphones or speakers) signals, but also increasingly involves efforts around haptic (touch) sensations. The generation of realistic virtual environments requires the generation of appropriate stimuli and systems to direct how the stimuli should change, whether automatically or due to user interaction. As such, this relies on a variety of components and systems including displays, optics, sensors, communication and processing, delivered via both hardware and associated software to generate this environment.

There are three main groups of VR headset - PC VR, Standalone VR and Smartphone VR. PC VR has a user interface & display worn on the body, but the computing and power are offloaded to the external computer. This is where most of the commercial hardware revenue is made today. Standalone VR is a dedicated standalone device (no tethering) with all required computing and components on board. Finally, smartphone/mobile VR uses the smartphone processor, display and sensors used to power VR experience, with only a very cheap accessory necessary to convert to VR. The report discusses the revenue split for these three sectors in full, and an example image is shown in the figure below.

Top image: Pixabay

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The Palace of Versailles is open for virtual reality visits – The Star Online

Posted: at 6:11 am

Globetrotters quarantined at home can teleport themselves to France and back to the 17th century with a virtual reality-powered visit to the Palace of Versailles.

Your trip to France cancelled because of Covid-19? Or need to keep a child in your home occupied for an hour? There's a virtual reality experience for that.

"Experience Versailles" isn't new. But it's enjoying renewed interest among Francophiles and households on lockdown for offering an alternative way to experience Versailles from thousands of kilometres away.

For kids, the experience is an educational one, teaching players about Louis XIV and French sovereignty. Players also infiltrate a sumptuous masked ball held by Louis XV and can explore the palace grounds, moving through the Royal Courtyard, to the Hall of Mirrors and the King's Apartments.

For parents, it's an hour or two of distraction.

The "Experience Versailles" is free, powered by Steam and works with VR headsets like HTC Vive or Oculus Rift. AFP Relaxnews

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The Virtual Reality (VR) Content Creation Industry to 2030 by Solution, Content Type, VR Medium, Application and Region – Yahoo Finance

Posted: at 6:11 am

Dublin, March 25, 2020 (GLOBE NEWSWIRE) -- The "Global Virtual Reality Content Creation Market 2020-2030 by Solution, Content Type, VR Medium, Application, and Region: Trend Outlook and Growth Opportunity" report has been added to ResearchAndMarkets.com's offering.

The global virtual reality content creation market is expected to reach $227.9 billion by 2030, representing a 2020-2030 CAGR of 69.5%.

In this report 2019 is the base year for market analysis, with forecast covering 2020-2030.

Highlighted with 77 tables and 72 figures, this 144-page report is based on a comprehensive research of the entire global virtual reality content creation market and all its sub-segments through extensively detailed classifications. Profound analysis and assessment are generated from premium primary and secondary information sources with inputs derived from industry professionals across the value chain.

In-depth qualitative analyses include identification and investigation of the following aspects:

The trend and outlook of global market is forecast in optimistic, balanced, and conservative view. The balanced (most likely) projection is used to quantify global virtual reality content creation market in every aspect of the classification from perspectives of Solution, Content Type, VR Medium, Application, and Region.

Based on Solution, the global market is segmented into the following sub-markets with annual revenue ($ mn) for 2019-2030 included in each section.

Software

Based on Content Type, the global market is segmented into the following sub-markets with annual revenue ($ mn) for 2019-2030 included in each section.

Based on VR Medium, the global market is segmented into the following sub-markets with annual revenue ($ mn) for 2019-2030 included in each section.

Based on Application, the global market is segmented into the following sub-markets with annual revenue ($ mn) for 2019-2030 included in each section.

Geographically, the following regions together with the listed national/local markets are fully investigated:

For each of the aforementioned regions and countries, market analysis and revenue data are available for 2019-2030. The breakdown of all regional markets by country and split of major national markets by Content Type, VR Medium, and Application over the years 2019-2030 are also included.

The report also covers current competitive scenario and the predicted trend; and profiles key vendors including market leaders and important emerging players.

Specifically, potential risks associated with investing in global virtual reality content creation market are assayed quantitatively and qualitatively through a Risk Assessment System. According to the risk analysis and evaluation, Critical Success Factors (CSFs) are generated as a guidance to help investors & stockholders identify emerging opportunities, manage and minimize the risks, develop appropriate business models, and make wise strategies and decisions.

Key Players

For more information about this report visit https://www.researchandmarkets.com/r/llxy09

Research and Markets also offers Custom Research services providing focused, comprehensive and tailored research.

CONTACT: ResearchAndMarkets.comLaura Wood, Senior Press Managerpress@researchandmarkets.comFor E.S.T Office Hours Call 1-917-300-0470For U.S./CAN Toll Free Call 1-800-526-8630For GMT Office Hours Call +353-1-416-8900

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The Virtual Reality (VR) Content Creation Industry to 2030 by Solution, Content Type, VR Medium, Application and Region - Yahoo Finance

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Virtual Reality: Paradigm art gallery makes the shift to a more digital landscape – South Philly Review

Posted: at 6:11 am

It was last Monday when the City of Philadelphia made the call to order all non-essential businesses to close in the wake of the coronavirus outbreak. Like all other art venues in the city, Paradigm Gallery + Studio, 746 S. 4th St., shut its doors and adhered to the order. But Sara McCorriston, co-founder of Paradigm, isnt giving up.

We really believe that in times like these people really need artwork, she said. Even though it can be sometimes the last thing that people have on their minds, when you put it front and center it can be the first form of comfort for people.

For these reasons, Paradigm has decided to work in collaboration with its artists to create special content across its digital platforms. More specifically, theyll be hosting fun, virtual events for art lovers across the city and the world. These events will include virtual artist Q+As, studio walk through, gallery walk throughs and creative tutorials helpful for those looking for ways to create their own art.

Weve been working really closely with our curators and staff to digitally have more of a presence than ever, McCorriston added. Were so thankful for technology and what it allows us to do in this day and age because I think it makes those personal connections, whether or not theyre in person more tangible and more felt.

Paradigms publicist, Madison Fishman, said the gallery plans to use the coronavirus shutdown as an opportunity to create a more unique and in-depth way for art lovers to interact with artists.

Its super ranging and very special and never-before-seen, behind-the-scenes kind of stuff is what Paradigm will be working on, Fishman said. Its to increase visibility at a time when a collector cant just walk into the gallery, and I think its a little more dynamic than just a virtual exhibition.

McCorriston said itll be a more in-depth look at how we curate, how the gallery works and an opportunity to talk about the artists and why Im so passionate about them in a much more real way.

So far, the only event to date has been a virtual tour of Paradigms current exhibition, TEN, which celebrates the 10th anniversary of the studio. It premiered this past Saturday on Instagram Live. However, more virtual events are being scheduled, and will be announced on Paradigms website, paradigmarts.org. McCorriston said more events will be planned for the gallerys next exhibition, Strange Delights, which opens on Friday and lasts until May 16.

This exhibition will be a totally digital-from-afar experience, she said. We really want it to be engaging.

McCorriston said that a big part of the reason for this effort is to keep collectors interested in purchasing art from artists so they can continue to make a living amid the economic downturn. Despite the store being closed, McCorriston is still shipping artwork out to buyers.

Our job is to get artists paid by selling their artwork, she said. Were doing everything we can to make sure were still selling their artwork at the same rate we are now. We want them to be able to have the same expectations for us selling their work and getting them paid.

McCorriston sees the shutdown of her business as an opportunity to have the public connect with the artists in the same way she has.

We work with artists all around the world that for years we have developed close working relationships and friendships with, she said. Sometimes, we forget that weve never even met in person and so I think its kind of time to share that with the local community and the world at large in a time where everyone kind of has to connect that way.

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Virtual Reality brings a whole new immersive learning experience to the classroom – The Winchester Star

Posted: at 6:11 am

WINCHESTER Virtual reality (VR) is making its way into the classrooms of local public schools allowing students to immerse themselves in lessons that traditionally would have been taught out of a textbook.

For instance, seventh graders at Daniel Morgan Middle School recently learned through VR about the various weapons and techniques used in combat during World War I. All it took was a pair of goggles, a smart phone and a hand controller to get students engaged in the lesson through a computer-generated three-dimensional (3D) world. Daniel Morgan recently created a technology lab to make VR learning possible for its students.

By looking through the goggles, students can feel like they are in a virtual world that shows them what tanks in WWI looked like or the kind of barbed wire that was used on the battlefield. The realistic 3D images were accompanied by audio explanations.

Hudson Fox, 12, said he learned how lethal and damaging to the human body mustard gas can be.

I like it, its pretty cool, he said about using VR in the classroom. I just like how youre able to actually see it instead of reading it in a textbook.

Chuck Crawmer, 13, said he learned through the VR lesson that trench warfare ended because of advancements in mustard gas and tanks.

He added that VR makes learning more fun.

I think its very interesting, Chuck said. Its a different medium than what we usually do instead of pencil and paper or just a Chromebook. Its surrounding us like were in the scenario.

Daniel Morgan Middle School history teacher Jamie Lupton said VR helps students remember the lesson.

We cant jump on an airplane and fly over to the Western front, Lupton said. But they can go into the trenches.

Lupton added that the City Council, the School Board and city taxpayers have been extremely supportive in making immersive learning with technology, such as VR, possible.

Ive had other folks come in and observe and they feel like this is a private-school caliber type of education thats available because of the technology, he said.

After students got their lesson in VR at Daniel Morgan, several Winchester School Board members stopped by the new technology lab and tried out the VR headsets themselves.

I think were speaking the language of the students now, said School Board member Bryan Pearce-Gonzales. This is how they learn, this is the world that they live in, so if we can tailor the curriculum to help them advance using their own language, I think its great.

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Business – Forget your virtual reality – Superyacht News – The Superyacht Report

Posted: at 6:11 am

Porto Montenegro implements innovative solution in light of COVID-19 restrictions

From Zoom meetings to virtual pub sessions, as the world adjusts to conducting professional and social interactions exclusively online, it has been interesting to see how the superyacht market has adapted.

The luxury yacht homeport and marina village, Porto Montenegro, has developed an around-the-clock solution for its clients - a virtual marina reception.

Porto Montenegro marina has applied all security and safety measurements as recommended by the Government of Montenegro, explained Danilo Kalezic, Senior PR & Marketing Manager at Porto Montenegro. We have reduced all direct people-to-people contacts but all our marina services are still on disposal to our clients.

As a company, we are always trying to stay ahead of the curve. And therefore, we are currently implementing a virtual marina reception, which will allow the clients to have a face-to-face communication with our team but from a safe distance. Essentially, we understand these are difficult times for all of us and we are doing all in our power to ensure absolute peace of mind of all marina residents when it comes to their safety and security.

The port states that it is currently monitoring how the situation develops in Montenegro and worldwide, while prioritising the health its employees, customers and community.

Profile links

Porto Montenegro

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