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The Evolutionary Perspective
Category Archives: Virtual Reality
Posted: November 7, 2019 at 3:47 am
An artwork has a point of view, a perspective informed by the artist who created it.
So does a virtual world. But when youre immersed in someone elses vision with a headset on your face, the designers intentions, attitudes and biases can be much less obvious than when youre looking at a painting or sculpture from a distance.
Thats the kind of insight Yale art students and faculty bring to Blended Reality, a cross-curricular applied research program through which they create interactive experiences using virtual reality, augmented reality and 3D printing tools. Yale is one of about 20 colleges participating in the HP/Educause Campus of the Future project investigating the use of this technology in higher education.
Interdisciplinary student and professor teams at Yale have developed projects that include using motion capture and artificial intelligence to generate dance choreography, converting museum exhibits into detailed digital replicas, and making an app that uses augmented reality to simulate injuries on the mannequins medical students use for training.
The perspectives and skills of art and humanities students have been critical to the success of these efforts, says Justin Berry, faculty member at the Yale Center for Collaborative Arts and Media and principal investigator for the HP Blended Reality grant.
If you leave VR and AR in the hands of technologists alone, you lose something really important. Youre trying to answer questions and youre not asking them, Berry says. One of the things Im interested in is getting people to ask questions so that we can get better answers.
Art and humanities students have made observations that Berry calls simple but powerful. Their feedback, both positive and negative, can inform how educators approach the possibility of introducing blended reality tools into their classrooms.
The first step? Anticipate a range of reactions.
If you have this impression that this is just this delightful thing, that youre going to put it in the room and everyone is going to jump on it, you might be surprised that half the room might not be willing to put it on their face, Berry says. I think the dynamic it creates in the classroom is complicated. How these emerging technologies are going to translate or transform into a classroom experience, we have to think these things through from top to bottom so that theyre meaningful and effective.
For example, Yale art student Valentina Zamfirescu was initially skeptical of incorporating VR into her work.
She said virtual reality is an inherently violent medium, Berry says. Youre sticking a device on your face, and that device is shoving input into your eyes and ears so you can only see and hear something that someone else has designed. Thats someone you dont know, you dont have direct access to, and you dont know what they did or why they did it. Youre basically submitting yourself to someone elses vision of reality.
Zamfirescus critique might apply, for example, to the immersive sound and video experiences created by Yale language instructor Dinny Risri Aletheiani to show her students what its like to visit a traditional early morning market or encounter afternoon street performers in Indonesia. Aletheiani selected and edited her footage to present specific scenarios and convey contexts in which students might find themselves speaking and hearing Indonesian.
Students have had strong reactions to the experience of slipping into the world their professor created.
When they are in the busyness of the street and the market, they feel pressure. They actually have a bodily reaction, Aletheiani says. It makes them think differently and feel differently.
Not every student arrives in Aletheianis class familiar and comfortable with using a VR headset, she says. Indeed, the tools most commonly used to create blended reality experiences can be divisive. Thats one of the motivations behind Clamshell Controller, a project that aims to design a new kind of device that offers different ways to participate in blended reality settings.
If you look at almost all current controllers, they are gun-based. You pull a trigger to interact, says Lance Chantiles-Wertz, a member of the Clamshell research team who recently graduated with degrees in film and mechanical engineering. The idea is to create a platform to allow new kinds of experiences.
To get a wide range of perspectives on how students would like to interact with virtual worlds, the Clamshell researchers held open design sessions during which they offered participants craft supplies like clay and wire to model possible controllers.
Working with people of varied backgrounds has yielded practical advice about matters such as the level of user difficulty appropriate for non-technical experts, Chantiles-Wertz says. It has also pushed his team to stretch their imaginations when presented with a new idea.
Theres no reason to say no to it at all, Chantiles-Wertz says. Would it be possible? Why not try it?
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Posted: at 3:47 am
Earlier this year, the CW Future Devices & Technologies SIG were joined by five mixed reality experts, each of whom presented their ideas for what the future of augmented and virtual reality technology could be, and what was stopping a rapid rise to success.
View event resources
The first of the modern generation of virtual reality equipment landed on the market in 2012. The idea of the Oculus Rift took the world by storm and soon major hardware manufacturers were racing to create alternatives that hit shelves shortly after in the form of the HTC Vive, PlayStation VR and others. It was at about this time too that smartphones became capable of delivering basic manipulations of the camera feed in the form of augmented reality experiences, and Google Glass entered the fray before exiting quickly.
At that time, the optimism around virtual and augmented reality experiences was palpable. But many years on and despite the investment of companies with already large user bases, consumer adoption remains low. Last November, only 11% of US adults reported owning VR hardware and/or software, up from 7% in August 2017 (YouGov).
So what does the future of augmented reality and virtual reality look like now, in 2019, and what are its challenges? The CW Future Devices and Technologies SIG gathered five experts for an event in London and heres what we learned.
CW puts on almost 50 events a year like this one. To get access for you and all staff to any of these events, why not consider CW membership? Prices start at 165 per company for the year.
Interior design and corporate training experiences are target markets for companies Unit9 and Immerse. Not to be heavy handed with data, but James, the CMO of Immerse, casually referred to a 2017 report by ABI that expects the market for virtual reality training to be thirty times larger than its 2018 level. And apparently Immerse has seen a market pick up in the past twelve months which corroborates the estimations.
Elsewhere, Unit9s Project HYPER reduces the design cost of complex interiors, like the 1st class section of an airplane, and engages high-profile customers in plans throughout the project process. They have found that immersive technology such as virtual reality is a highly effective way of demonstrating interior designs before a single order for paint, furniture or lighting is placed.
A 2018 market report from IDC believes that worldwide spending on AR/VR will be led by the commercial sectors, with key industries being personal and consumer services, retail and discrete manufacturing. However, gaming is still the largest use case racking up an estimated $4Bn consumer spending in 2019.
Nadia, an Innovation Consultant at Unbounded Future, is confident about the future of augmented reality in marketing. With an emphasis on Facebook and Snapchat, she identified successful augmented reality campaigns that have already taken place (such as Kylie Jenners cosmetics filters and Burger Kings Burn the Ad campaign in Brazil which saw half a million customers engaging and getting a free burger as a result.
The trick for marketers is designing an experience that can be shared (to boost brand visibility) or converted into an action (such as getting someone into your shop). Nadia sees social media influencers as a complementary tool to augmented reality campaigns.
The other option for marketers is to not just create your own augmented reality experience, but to advertise within somebody elses creation. Unity (the popular game engine for mobile developers) now offers an augmented reality advertising platform, so as AR experiences become more popular they can become a new channel for entrepreneurial marketing teams.
Playfusion is an expert in the use of artificial intelligence and IoT technology in the creation of augmented and virtual reality experiences. Schuyler Simpson, their VP of Strategic Partnerships and Operations, spoke about how right now their engine blends visual, audio, haptic and intelligent components to create highly personalised, immersive and most importantly, valuable experiences for organisations and their audiences, but that in the future they hope to develop an easier way to deliver an experience where the audiences perception of reality is more than just what someone sees.
Touch in particular is seen as important, and is to some extent possible using ultrasound to project sensations. This is something particularly important to the Unit9 team working on their interior design projects. For them, tangibility works like a physical mirror for our presence, reinforcing our perceptions of what is real. To create a fully immersive virtual reality experience, touch needs to be added to the sensory stimulations, along with sight and sound.
Personalisation has become the accepted trade-off between companies gathering data on individuals, and their users.
When you take one of Immerses training sessions, they gather 30 data points per second on your engagement. This helps the developers understand what elements of the training works and what needs further production. It also ensures that the sponsoring organisation understands the effectiveness of the learning experience.
It is already possible to create interactive storylines within virtual experiences. While Aki, a Senior Experience Researcher at the Digital Catapult, will remind you that these are very complex to design effectively, it is expected that in the future the users virtual experiences will be tailored to the individual. This could be in the form of ones virtual appearance (what colour do you want your nails painted?) or in the choices presented to you within the game (a low risk person may not be taken to a cliff-edge).
And there are techniques available for lowering the cost of production. While the Head of Emerging Design at Adobe may hold quite off-putting opinions such as:
Designing for the future with AI-powered spatial computing requires a great diversity of skills and a deep understanding of human behaviour by everyone involved.
Aki from the Digital Catapult found that very affordable techniques such as brownboxing laying out cardboard boxes in the real world to help you plan your virtual environment - can help to reduce development hours by almost a quarter.
And for augmented reality experiences, Facebook has its Spark AR platform which magically packages up facial and emotional recognition algorithms, camera vision, graphics design, scripting, build and deployment technologies for easy use by people without any coding experience.
The continued challenge with virtual and augmented reality becoming mainstream is the slow investment by businesses in new content and by individuals in the hardware.
For content, Playfusion finds that augmented reality experiences are rarely part of a companys long-term strategy (yet), and those that do invest often underestimate the amount of time it takes to develop a high quality experience. Current financiers tend to be innovation departments, or a marketing teams slush fund. Up until the point where immersive experiences consistently prove their ROI, investment will continue to be slow; and investment may also depend on the uptake of hardware by consumers. However, consumer investment in hardware could be seen as slow because of the lack of content, so the industry is very much in a chicken and egg scenario.
The easy access to hardware is one of the reasons why many firms see augmented reality as the much larger market opportunity. Already reports such as e-Marketer suggest that 12% of the US population experience augmented reality on a monthly basis, compared to just under 3% experiencing virtual reality.
James, of Immerse, comments that lack of hardware isnt an issue just for consumers. It is often overlooked by companies interested in using virtual reality for training. While HR teams can see the way that VR could boost the way that their staff learns, the practicalities of deploying the experience at scale is a complicating factor. High end headsets have a lot of component parts and some require external sensors to track the space this may not be in a companys skillset to deploy across multiple sites, especially when taking into account the need for a high-end gaming PC and a good internet connection.
CW puts on almost 50 events a year like this one. To get access for you and all staff to any of these events, why not consider CW membership? Prices start at 165 per company for the year.
University of New England Delivers Cutting Edge Virtual Reality Nursing Education with Oxford Medical Simulation – RealWire
Posted: at 3:47 am
BOSTON, MA, Nov. 6th, 2019 - The University of New England (UNE) is working with Oxford Medical Simulation (OMS) to deliver state-of-the-art virtual reality software to transform nursing education.
The immersive virtual reality platform supports nursing students at the UNE School of Nursing and Population Health in providing simulated patient care to advance clinical decision making and communication skills with other health care providers. This training allows nursing students to practice in true-to-life virtual scenarios without posing risk or harm to patients and families.
The technology is developed by Oxford Medical Simulation, an award-winning VR simulation company - based in Boston and London - and allows nursing student to practice treating acutely ill patients in a simulated, virtual environment. This optimizes skill development including clinical reasoning, decision making and patient/team communication, resulting in increased competence and confidence in managing complex care.
UNEs Interprofessional Simulation and Innovation Center (ISIC) is committed to providing state of the art experiential learning opportunities to health professional students, said Director of Clinical Simulation Dawne-Marie Dunbar, MSN/Ed., RN, CNE, CHSE. With the OMS VR platform, we will be able to increase simulation capabilities that offer students access to complex patient care scenarios while optimizing time, space, and resources.
This innovative technology allows UNE ISIC to engage students in expanded simulation-based experiences. Simulation refers to the use of simulated patients to practice delivery of acute patient care and is widely regarded as the most effective way of training health care professionals. Simulation is traditionally implemented with actors and/or manikins staged within a mock, realistic setting. However, high-fidelity simulation requires significant time, space, and budget. As a result students may only receive two-to-three simulation experiences per year. With virtual reality simulation, students are now able to practice simulated scenarios as often as needed.
Were delighted to be working with the University of New England to take nurse training to new heights. We developed OMS because we believe that training healthcare professionals in a flexible, zero-risk environment will transform patient care around the world. We all learn best from experience and the OMS system allows users at UNE to do just that - without putting patients lives at risk, said Jack Pottle, MD, Chief Medical Officer of OMS.
The OMS system provides students access to libraries of nursing scenarios, supporting practice of care provision and clinical decision-making across a wide range of conditions such as sepsis, pneumonia, heart failure, and meningitis. Students enter the interactive virtual scenario using a VR headset and are greeted by a virtual mentor and their patient/family. Learner interaction with the patient mimics real-life engagement with a patient. Through this pedagogy (or experience), learners can examine the patient, ask questions, initiate treatment, and provide support/reassurance as they would in actual clinical practice. Every action the student takes is recorded and compared to best practice. Once the scenario is complete, the platform produces a comprehensive data analytics report providing the student with detailed feedback. This serves as a de-briefing tool to guide reflection as to what went well and what they need to improve on.
For more information about OMS and its technology, visit: https://oxfordmedicalsimulation.com/.
Editors Notes: Oxford Medical Simulation delivers virtual reality training for doctors and nurses. Using virtual reality headsets and OMS VR software, healthcare professionals can practice in immersive, fully interactive clinical scenarios as if in real life. They then receive personalized feedback and can repeat as often as needed to improve their performance. The OMS VR system delivers quality clinical training for healthcare professionals globally - allowing them to practice more, make fewer mistakes and improve patient care.
Oxford Medical Simulation
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201 Borough High StreetLondon, UK
T: + 1 (617) 812 - 6831E: email@example.comW: http://www.oxfordmedicalsimulation.com@vrmedicalsim
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Virtual Reality (VR) in Gaming Market 2019 Trends, Growth Factors, Business Development, Top Players and Forecast 2026 – Eastlake Times
Posted: at 3:47 am
According to a new study published by Polaris Market Research, the Global Virtual Reality (VR) in Gaming market is anticipated to reach USD 48.2 billion by 2026. The market for VR in gaming is propelled by factors including, increasing disposable income of people worldwide and continuous improvement in existing gaming technologies including, 3D effects, motion tracking, and interactive graphics for drawing users attention. With the increase in spending capacity of people, people are demanding for new sources of entertainment and VR games offers a unique way of entertainment.
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Competitive Analysis: Global Virtual Reality (VR) in Gaming Market 2019
The players operating in the market are constantly focusing on development of new products to efficiently compete in the highly aggressive market for VR gaming. For instance, Sony launched Project Morpheus VR heads, a head mounted display device that offers high resolution and efficient tracking accuracy. The major players operating in the Virtual Reality in Gaming include Microsoft Corporation, Sony Corporation, Electronic Arts, Nintendo Company Ltd., Linden Labs, Samsung Electronics Co. Ltd., Facebook (Oculus), Google, Inc., HTC Corporation, and Tesla Studios among others. Companies including Microsoft, Sony and Nintendo are the major players operating in the market.
The hardware component segment of VR in gaming market held more than 50% of the market share in 2016 and is further expected to lead during the forecast period. The high-cost of hardware components is the major factor for the increasing growth. However, with the increasing demand for these products, the prices are expected to decrease in the near future.
Browse Report @ https://www.orbisresearch.com/reports/index/virtual-reality-vr-in-gaming-market-by-component-hardware-software-by-device-smartphone-gaming-console-laptop-desktop-by-regions-market-size-and-forecast-2017-2026
The hardware segment is expected to grow very rapidly, the software segment is anticipated to experience modest growth. Adoption of the virtual reality technology has raised user expectation for enhanced software solutions, hence increasing challenges for developers than before. By Geography, North America region accounted for the largest share for VR gaming in terms of revenue globally in 2017. The growth of North American market is attributed to accessibility of advanced gaming technology as well as acceptance and adoption of VR gaming products including head mounted displays. Further, Europe accounted for the second dominating region in 2017. However, Asia Pacific is projected to witness the highest growth during the forecast period attributed to constantly increasing online gamers in developing countries such as China and India and a strong gamers base in countries such as Japan, Korea, Singapore, Malaysia and Indonesia.
Some Points from Table of Contents:
1.1. Research goal & scope
1.2. Research assumptions
1.3. Research Methodology
1.3.1. Primary data sources
1.3.2. Secondary data sources
1.4. Key take-aways
2.1. Market Definition
2.2. Market Segmentation
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3.1. Virtual Reality (VR) in Gaming Industry snapshot
3.2. Virtual Reality (VR) in Gaming Ecosystem analysis
3.3. Virtual Reality (VR) in Gaming market dynamics
3.3.1. Virtual Reality (VR) in Gaming Market Forces
188.8.131.52. Virtual Reality (VR) in Gaming Market driver analysis
184.108.40.206. Virtual Reality (VR) in Gaming Market restraint/challenges analysis
220.127.116.11. Virtual Reality (VR) in Gaming Market opportunity analysis
3.3.2. Industry analysis Porters five force
18.104.22.168. Bargaining power of supplier
22.214.171.124. Bargaining power of buyer
126.96.36.199. Threat of substitute
188.8.131.52. Threat of new entrant
184.108.40.206. Degree of competition
3.3.3. Virtual Reality (VR) in Gaming market PEST analysis, 2017
3.3.4. Value Chain Analysis
3.3.5. Virtual Reality (VR) in Gaming Industry trends
3.3.6. Competitive Ranking Analysis
4.1. Key findings
4.2.1. Global market estimates and forecasts, 2017 2026
4.3.1. Global market estimates and forecasts, 2017 2026
5.1. Key findings
5.2. Consumer Electronics
5.2.1. Global market estimates and forecasts, 2017 2026
5.3.1. Global market estimates and forecasts, 2017 2026
5.4.1. Global market estimates and forecasts, 2016 2025
5.5.1. Global market estimates and forecasts, 2017 2026
5.6.1. Global market estimates and forecast, 2017 2026
5.7.1. Global market estimates and forecasts, 2017 2026
5.8.1. Global market estimates and forecasts, 2017 2026
5.9.1. Global market estimates and forecasts, 2017 2026
6.1. Key findings
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AppliedVR and the National Cancer Institute Collaborate to Evaluate Virtual Reality as a Solution to Help Address Cancer-Related Anxiety – Business…
Posted: at 3:47 am
LOS ANGELES--(BUSINESS WIRE)--AppliedVR today announced a collaboration with the National Cancer Institute (NCI), part of the National Institutes of Health (NIH). Under a Collaboration Agreement, the parties will evaluate virtual reality (VR) as a solution to help address the underlying anxiety often experienced by many patients with terminal cancer. The study, which is being led by the Neuro-Oncology Branch (NOB), Center for Cancer Research (CCR), NCI, will enroll patients from many NCI-designated cancer centers and other cancer practices.
Virtual reality therapeutics are an effective and non-pharmacologic way to potentially treat anxiety, acute and chronic pain and many other mental and behavioral health conditions, said Dr. Beth Darnall, chief science advisor of AppliedVR. Pairing our technology and deep expertise in therapeutic VR development and design with NCIs leading expertise in oncology could offer a specialized solution to cancer patients who suffer from anxiety.
With anxiety being one of the most common psychological problems among cancer patients,1 extreme stress as a result of the initial cancer diagnosis can negatively result in a patients inability to function in their normal life.2 The proof-of-concept study will evaluate AppliedVRs virtual reality system on neuro-oncology patients' scanxiety, a term used to describe the anxiety patients with cancer experience before or after medical diagnostics scans. NCI will provide clinical expertise related to the care and management of patients with central nervous system tumors, and collect biospecimens and patient outcomes reports to perform correlative studies as companion work to the feasibility study.
We firmly believe virtual reality therapeutics have the potential to positively impact the lives of millions of people, said Matthew Stoudt, cofounder and chief executive officer of AppliedVR. Results of this study could further demonstrate virtual reality as a promising modality for other serious health conditions, and specifically amplify the importance of virtual reality treatments for behavioral health conditions.
If outcomes of the Phase 1 study are positive, AppliedVR and NCI will collaborate on a Phase 2, multi-site study to assess the use of AppliedVRs virtual reality headsets to treat anxiety in a brain tumor patient population.
AppliedVR is pioneering the next generation of digital medicines to deliver safe and effective virtual reality therapeutics (VRx) that address unmet needs and improve clinical outcomes for patients with serious health conditions. Its evidence-based, non-invasive treatments immerse and engage patients to help drive measurable clinical outcomes. As the most widely used and deeply researched therapeutic VR platform, AppliedVR is the first company to make VR therapeutics widely available in clinical care, having immersed more than 30,000 patients in VR in over 200 hospitals. AppliedVR has established world-class research and commercial partnerships and continues to build the infrastructure to accelerate the mass adoption of VRx. To learn more about AppliedVR, Inc., visit: https://appliedvr.io/
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Posted: at 3:47 am
From the press release:
Dr Artur Szklener, Director of theFryderykChopin Institute, Warsaw (which runs the Competition) said:
For the first time in history we are introducing virtual reality, the highest quality broadcasting and fully interactive digital and physical spaces so that music-lovers all over the world can fully immerse themselves in the exceptional music-making and drama of the International Chopin Competition. The international streaming of the last edition in 2015 attained 60 million views on YouTube alone. At the next edition in 2020 we hope to reach many more people in a variety of ways and ensure they enjoy the richest and deepest experience possible. We also hope to shape the history of pianism in the 21st century and once again celebrate Warsaw as the Chopin capital of the world.
In a first for any major classical music event, the Competition is introducing virtual reality streaming. With a VR camera close to the pianist on stage, remote viewers will be able to experience performances from the pianists perspective on the stage of National Philharmonic Hall in Warsaw. Anyone who has VR goggles at home will be able to watch the VR streaming atwww.chopin2020.pl. For those who do not have VR goggles, the Competition is introducing special Listener Zones all over the world where music lovers can come together to share the virtual reality experience, and much else.
Posted: at 3:47 am
Fans attending the Nissan Heisman House Tour get the chance to become college football quarterbacks in immersive VR experience created by TRICK 3D
ATLANTA, Nov. 5, 2019 /PRNewswire-PRWeb/ --Visual innovation studio TRICK 3D recently teamed up with experiential marketing agency MKTG to create the Nissan Armchair Quarterback Virtual Reality Experience. The immersive virtual reality (VR) activation is presently touring with the Nissan Heisman House Tour, running now through November 23 at college football stadiums across the country.
Fans attending the tour's event series are invited to become the quarterback in this virtual football experience. After putting on the Oculus Rift S VR headset, fans are transported onto the field to play and determine the outcome on the game's final drive.
In order to create and deliver Nissan's Armchair Quarterback in time for the kickoff of college football season, TRICK 3D assembled a team of partners that included Profile Studios, Proof Inc., Millions of Tiny Robots (MotR) and D-BOX Technologies. The Armchair Quarterback project team, led by TRICK 3D creator, founder and director Chad Eikhoff, was tasked with animating 22 college football players in a real-time environment and delivering the full experience putting fans on the field within a timeline of just four weeks.
"The opportunity was to provide fans an experience most will never have directly putting them on the field, feeling the size and speed of the game in a pressure-filled late offensive push," said Eikhoff. "The challenge was that we had to do all of it in only one month."
TRICK 3D decided to utilize motion-capture technology and real-time game engine technology to accomplish Nissan's Armchair Quarterback.
"To deliver the most immersive experience, we combined the highest-caliber, feature-film motion capture technology with top tier real-time 3D graphics," said Eikhoff.
Using just five real-life football players suited up in motion-capture technology, the Armchair Quarterback team created an equation that produced 22 animated college football players. After capturing the plays, the data went to TRICK 3D, MotR and D-BOX. The teams executed against the creative set by Eikhoff using Unreal Engine and then synced the final experience to D-BOX Technologies chairs, giving fans the real-life-like motion of being on the field with players.
"The fans really enjoy experiencing jumping into the game itself," said Clark Denuyl, director of client services at MKTG. "The Armchair Quarterback VR experience will absolutely do that for them."
College football fans can attend one of the three remaining Nissan Heisman House Tour events in November 2019 for their chance to try Nissan's Armchair Quarterback live visit ESPN to learn more. Watch a behind-the-scenes video on YouTube.
About TRICK 3D TRICK 3D is a leading visual innovation studio specializing in immersive mediums and 3D visualization. With roots in both commercial and original 3D film production, TRICK 3D applies creativity, artistry and technological know-how to solving tough enterprise problems for Fortune 1000 clients. The studio's roster includes some of the world's best-known brands including Intercontinental Hotels Group (IHG), Holiday Inn, Holiday Inn Express, Delta Air Lines, Virgin Australia Air Lines, AT&T, CNN, Turner Broadcasting Systems, Stanley Black & Decker and many more. To learn more about TRICK 3D, visit TRICK3D.com.
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Posted: at 3:47 am
WILLISTON, N.D. - You will soon be able to tour worlds you might never get to experience right from Williston.
Construction for the VRkade is on schedule for their opening date on December 2. The new business will have 13 top-of-the-line virtual reality stations with more than 200 experiences, where you can do things like explore the bottom of the ocean or defeat aliens from your spacecraft.
There are more serious experiences like touring a homeless camp, or for kids, participating in STEM learning activities.
After visiting a VR arcade in Spokane, Washington, the owners thought the Williston-area needed one.
We realized that there wasnt one around here for 300 miles. The nearest one is in Billing, Montana, so we decided to start one up here. Theres winter six months out of the year, so its something fun to do for the family," said Heath Crawford, co-owner of VRkade.
They say not only is it for families, but people of all ages. They will have special date-night events, as well as student and group pricing.
Were trying to make this a full social and community event, where people can show up with their friends, and were trying to build some event pricing and party pricing, where if you bring your friends in, its more cost-effective," said Landon Eskew, co-owner of VRkade.
VRkade is located in the Harvest Hills area next to Meg-a-Latte. You can visit their Facebook page VRkade Williston for more information.
More Hotels Embrace Immersive Visuals and Virtual Reality for Groups Sales and Direct Booking | – Hotel Technology News
Posted: at 3:47 am
Accor properties in Europe recently launched TrueTour's top-to-bottom 360-degree 3D and virtual reality presentation and delivery capabilities. By HTN Staff - 11.5.2019
Over the past few years, more hotel brands have experimented with virtual reality technology. Some have offered virtual tours on their websites, or via social media sites like Facebook, using 360 video technology that allows potential guests to look at guestrooms and other parts of the hotel before they book. In most cases, the tours are shot using an omnidirectional camera, resulting in all directions being filmed at once, allowing for a 360-degree field of view that people can navigate.
There are multiple ways of producing 360-degree video content and also multiple ways to view it, including via on head-mounted displays and virtual reality headsets as well as budget alternatives like Google Cardboard. In fact, Google introduced a virtual tour functionality, allowing hotels to showcase all the details that your customers love more than six years ago. The functionality failed to reached its potential.
More recently, virtual reality technology has been put into action by solution providers like Amadeus, allowing customers to look for flights, compare hotel prices and book rooms through a virtual reality headset. The potential to use immersive booking process to allow customers to do a virtual walkthrough of faraway hotel rooms and facilities seamlessly exploring and booking a guest room without leaving the comfort of their living rooms is now gathering steam as hotels look to incorporate next-generation virtual reality platforms to attract more guests and secure direct bookings.
One of the leaders of the pack of next-generation solution providers is Visiting Media, whose TrueTour platform is now used by hotel brands that include Klimpton, IHG and Marriott. Accor properties in Europe and the Americas recently launched the platforms top-to-bottom 360-degree 3D and virtual reality presentation and delivery capabilities with the goal of making it easier to upsell their luxury rooms and suites and sell their event spaces in person and at a distance.
According to Visiting Media, Accor needed to create an experience as close as possible to physically being on property, creating emotional connections and a sense of experience. It also needed to synchronize all of their most valuable sales assets in one place to create a central hub for meeting planners to find and showcase stellar visual sales experiences, with the goal of increasing group sales.
The first Accor hotels in Europe to deploy the solution were Fairmont Le Montreux Palace, Sofitel Munich Bayerpost, Sofitel Berlin Kurfrstendamm, Raffles Europejski Warsaw and Swisstel Le Plaza Basel. Last month, Pullman Berlin Schweizerhof and Swisstel Zurich also deployed the technology. [The solution] enables our sellers, both Hotel Sales & Global Sales, to use new immersive visuals and provide a selling tool that fits perfectly the clients needs to virtually experience the hotel & event space, present 360-degree images and 3D virtual tours of the property, said Petra Loecher, Vice President of Sales, Luxury & Premium Brands for Accor Central & Eastern Europe.
Visiting Media is currently working with Accors Global Sales team, building a syndication hub that will soon sync all property-level 360-degree and 3D content with global sellers worldwide in real time, becoming the first immersive content network of its kind.
Graduate Hotels also recently deployed the solution.Once we saw the power TrueTour had to increase incremental revenue atGraduate Athens, said Larkin MacDonald, Director of Sales and Revenue, Graduate Hotels, it was a no-brainer to roll out the platform across our entire portfolio. According to MacDonald, the solution integrates all of our most important sales and marketing materials into one place, and showcases the unique character of each of our properties.
Not only does this technology increase time and engagement spent on hotel websitesas guests explore the look and feel of each room, but it radically increases their exposure and rankings on search engines, said Michal Hubschmann, CEO of VDroom, which also offers a platform that allows property owners to create and distribute a 3D gallery of visual assets. The technology proactively reports to search engines rather than passively waiting for them to index a new listing, further increasing visibility and direct traffic to a property.
According to Hubschmann, hotels using the service have enjoyed up to 50% more views than hotels using regular images. The technology also allows hotels to upselloffering an upgrade to a client who just booked a standard room by linking to a deluxe room, and demonstrating the difference.
Since earlier this year, GCH, a leading German hotel management company, has been using the VDroom platform for its hotel bookings. More than a third of the hotels they manage, including Best Western, Ibis, Wyndham, and Radisson Blu, now offer guests the ability to view their rooms in 360. GCH also created the worlds first virtual reality portal, allowing guests to discover hotels and entire destinations three dimensionally.
According to Daniel Wishnia, GCH digital marketing consultant, the wow effect from virtual reality offers incentive for guests to book directly through the hotel as opposed to using an OTA. This is critical for hotels that commonly pay up to 30% commission to OTAs to serve as their booking agents. Any technology solutions that can help hotels avoid those types of commissions are sure to be embraced because there is nothing virtual about driving revenue growth and cost reduction.
Corby virtual reality entertainment centre that allows you to ‘visit anywhere in the world and be anyone you want to be’ – Northamptonshire Telegraph
Posted: at 3:47 am
Viral Entertainment in Corporation Street was the brain-child of Lynnette and Garry Ballantyne, who met online, and were inspired by a visit to Harrods where they tried out a virtual reality (VR) headset.
The husband and wife team enjoyed the 360-degree real-life, immersive computer-generated experience so much that they wanted to bring the system to their home town.
Garry said: "Whatever your interests - whether it's being a gladiator, driving a racing car, you can visit anywhere in the world, be anyone you want to be.
"The only limit is your imagination. Some people say it's not for them but I challenge that. I will find an experience for everyone - we cover every subject - history, painting, geography.
"We cater for all ages and have four pods and a fifth one which is for our virtual racing simulator.
"The VR headsets are designed for the high-powered PCs running high-end graphics cards.
"They provide an experience that few people would be able to afford at home or have the space."
It has taken IT consultant Garry, 38, and 39-year-old Lynnette two years to open the a family-friendly, drop-in entertainment centre.
The couple who met virtually were married in Corby in 2003 and have two children, Wills, 15 and Aimee, 14.
Lynnette, who was working as a dental receptionist, gave up her job to concentrate on the new business.
She said: "It's something for us and our children. We have a strong bond as a husband and wife and as a family. It's a family business but we want it to grow.
"There's nothing anywhere near to here like it. It's a whole different experience. I personally think it's going to be good for the town.
"You will experience something new every time you come."
Gamers will be able to work together in virtual worlds, each standing in their own 'pod' but interacting in the same scenario.
Other guests can see what the person in the game can see on a screen showing real-time action.
Customer Sammy Brooks tested the Richie's Plank challenge where gamers go up a skyscraper in a lift and once the doors open have to walk a plank out over the cityscape below.
They then come face to face with virtual spiders - including a very large arachnid - and other surprise characters.
Sammy, a 24-year-old warehouse operative, said: "The lift door doesn't close properly so you can see the yourself going up. It really felt like I was on a plank. I was genuinely scared and my heart was pounding.
"I would really recommend it. It's my nephew's birthday coming up so it would be great for him."
Initially, Viral Entertainment is open seven days a week - Monday to Thursday 10am to 10pm and Friday, Saturday and Sunday from 10am to midnight, although times may vary depending on demand.
Lynnette said: "It is free entry and we have some retro gaming consoles for people to use as well as refreshments including Rollover hot dogs, sweets, crisps, cakes and hot and cold drinks. We shall also be applying for a drinks licence."
Garry added: "We're the ideal place for parties, sports clubs, youth groups and stag and hen parties especially with our linked multi play."
Pods are available at 20 per person per hour during the day and after 5pm and at weekends 25 per person per hour.
To book online go to http://www.viralentertainment.co.uk or call 07944531243 or visit the centre in 3-5 Corporation Street, Corby.