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Category Archives: Virtual Reality

Emperia Prepares Luxury Fashion Labels For the Metaverse with Its New Virtual Store Management SaaS Solution- Artemis – PRNewswire

Posted: February 24, 2022 at 2:26 am

LONDON, Feb. 23, 2022 /PRNewswire/ --Emperia, the leading virtual reality retail technology developer for the premium fashion and art sectors, announced today a new SaaS solution, Artemis, that provides luxury fashion brands with full control overproduct placement, in their virtualstores. Brands canupdate collections and refresh the space according to seasonal themes, in a matter of 30 minutes, with no technological know-how required.

Emperia is preparing brands for a strong presence in the metaverse with virtual reality 3Dstores thatcommunicatethe brand narrativethrough interactive, immersive virtualexperiences. Creating a unique virtual experience that captures the essence of the brand and tellsits brand storyis vital to luxury fashionretailers'e-commerce strategy.Giving designers full control over visual merchandising enables them to keep their virtualstoreupdated with the latest products,whilebetter aligning to their physical locations, allowing them to maintain a strong omnichannel approach.

Emperia's virtual experiences integrate directly into the brand's existing e-commerce solutions, which allows for direct checkout and inventory management.

"The past 12 months have been crucial in our space, with brands starting to switch from a one-of virtual promotional experiences state-of-mind into a notion of creating permanent online, flagship stores, which requires a different look and feel and user experience," says Olga Dogadkina, co-founder and Chief Executive Officer at Emperia. "With the realization that clients will be using these spaces in the long term, and the need to constantly change/update the virtual store, the same way they would change their physical space, Emperia has created of a platform that enables full customization of both product display as well decor, allowing brands full creative control; a new era in immersive virtual retail experience design."

Using Emperia's data analytics, marketers canoptimize product placement,based on user interactions, determine which products are most popular, analyze traffic, and track user activity to increase engagement, customer loyaltyand ultimately sales. Data demonstrates that users spend an average of 14 minutes in Emperia's virtual experiences, compared to the average online session duration of static e-commerce websites, which is estimatedattwo minutes.

About Emperia

Emperia leverages virtual reality technology for the premium fashion and art sectors,providing a realistic virtual experience to consumers, one that communicates a brand narrative that is tailored for the unique environment of the virtual world. Virtual stores can be extended into the metaverse, further- providing brands and their customers with branding cohesion and a seamless transition, from physical to virtual.Emperia'sselected clients includeleading brands such as Dior,Burberry, Harrods, Christie's, and Getty Images.

London-based, Emperia is the winner of the Plug and Play Brand & Retail Start-up Award and is a British Fashion Council Patron.

For more information, visitemperiavr.com.

SOURCE Emperia

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OPINION: Virtual reality won’t be the future of gaming – Argonaut

Posted: February 17, 2022 at 8:40 am

In 2013 I was scrolling through YouTube and saw a video of one of my favorite Youtubers talking about a piece of technology I hadnt heard of before. It was a very early model of a virtual reality (VR) headset. This was a device that you would put on your head, and you would be in your own theater where you could watch movies or play video games. The issue was, at this time, there was no widely available content made specifically for VR. It was created to be on a flat screen, then put into VR. Since then, we have seen immense improvements to the technology. With systems like the Meta Quest and the Valve Index, VR has become more mainstream than ever. This has led VR enthusiast to wonder what the future of VR is, and if it will ever overtake traditional gaming as the main medium for playing video games.

I dont think VR will do this. I have multiple VR headsets and have used VR for over four years, and I really like VR, but I cant see VR taking over traditional gaming. There are somethings that you can do on traditional gaming when you are using a normal controller and sitting in front of a TV that you cant do when using VR. There are also some games that just work better in a traditional game sense. A VR basketball game would be fun, but it would have the same feel as 2Ks NBA series.

On the flip side of this there are things that you can do in VR that just arent possible in traditional gaming. A game like Beat Saber isnt possible outside of VR. Beat Saber is a rhythm game where you pick a song and blocks will come at you and you have to use a lightsaber to cut them in a certain direction. Rhythm games are popular in traditional gaming, but a rhythm game like that wouldnt be possible outside of VR. However, there are more gameplay mechanics that you can do in traditional gaming but not VR than vice versa.

VR also isnt as accessible as traditional gaming. VR is a very physical medium for gaming. Games like the aforementioned Beat Saber and Boneworks are both very physical games. This also provides limitation to some people. People that are dealing with certain disabilities arent able to play a lot of VR games. This eliminates a group of the population that are able to play traditional games but arent able to use VR. In the future its possible we start to see neuro-link technology that allows these people to access VR, but that would be in the far future, and isnt a practical possibility right now or anytime soon.

VR is going to continue to grow, and I think that it will become more mainstream, but I dont see it making that leap of taking over traditional gaming as the main medium. VR is growing at a rapid pace, and we will see massive technological improvements over the next five to 10 years, and even though it wont become the main form of gaming, I am excited to see where it goes.

Mark Warren can be reached at [emailprotected] or on Twitter @MarkWarren1832

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With Increasing Usage of Virtual Reality Platforms and Devices, Senator Markey and Reps. Castor, Trahan Urge FTC to Monitor Threats to Children in the…

Posted: at 8:39 am

Washington (February 16, 2022) As major technologycompanies announce their plans to create and provide connection to theso-called Metaverse and launch new virtual reality (VR) platforms, SenatorEdward J. Markey (D-Mass.) and Representatives Kathy Castor (FL-14) and LoriTrahan (MA-03) wrote to the Federal Trade Commission (FTC) today urging theagency to use its full authorityincluding its authority under the ChildrensOnline Privacy and Protection Act (COPPA) and Section 5 of the FTC Acttoensure children are protected from emerging threats of manipulation and privacyinvasions in the new online universe. The Metaverse refers to a virtual andaugmented reality environment, which can be accessed from a variety of platforms,where users can connect and interact online. While some platforms state theirVR devices should not be used by children, many adult users have nonethelessencountered numerous children online. In fact, two-thirds of parents with VRdevices report that their children asked them to buy the device.

Childrens increasing use of VR warrants serious concernsabout new threats to young users wellbeing. Many VR platforms and headsetscurrently do not have basic parental controls, and reports point to harms suchas harassment and unsafe content in the metaverse, write the lawmakers in their letter. Whilepolicymakers, parents, and pediatricians would all benefit from increasedunderstanding about the effectspositive and negativethat VR may have on children,sufficient information exists to warrant the FTCs vigilance in this area.

A copy of the letter can be found HERE.

The lawmakers previously wrote to the FTC last October, urging the agency to use itsfull authorityincluding its authority under Section 5 of the FTC Actto ensuremajor tech companies comply with their new policies under the United KingdomsAge Appropriate Design Code (AADC). The AADC, which took effect in the U.K. inSeptember 2021, requires online services available to children and teens tomeet 15 key childrens privacy standards. Many of these requirements aresimilar to legislative proposals toupdateSenator Markeys 1998 law, the ChildrensOnline Privacy and Protection Act (COPPA), in the United States.

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Motorola and Verizon release 5G neckband to lighten up virtual reality headsets Hypergrid Business – Hypergrid Business

Posted: at 8:39 am

Motorola and Verizon release 5G neckband to lighten up virtual reality headsets Hypergrid BusinessSkip to contentThis website uses cookies to improve your experience and to help us and our advertisers understand our audience so that we can grow the OpenSim ecosystem. More specifically, we use Google Analytics to see general information such as what countries people are coming from. We do not see any information at all about individual users. We also have Google AdSense set up. Here, Google might collect information about users in order to customize ads. You can change what information Google collects. Either way, here at Hypergrid Business, we don't see any of it. We also have Disqus set up for our comments system. Disqus only shows us information that you voluntarily share, We do not have any marketing email lists and we used to have a newsletter, a few years ago, but that has since been shut down and all information deleted. Accept Reject Read More

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New Virtual Reality technology to repair hearts – British Heart Foundation

Posted: at 8:39 am

New Virtual Reality (VR) technology we're funding could improve outcomes for the thousands of patients who undergo a surgical or keyhole procedure for congenital heart disease every year.

The technology, which has been developed by researchers at Evelina London Childrens Hospital and Kings College London, brings together scans that are routinely used to plan congenital heart disease surgery to create a three-dimensional, beating digital double of the heart.

The researchers hope that using VR to plan and practice procedures will shorten operating times and reduce the need for multiple surgeries, leading to better outcomes and experiences for patients and their families. They hope that it could be in regular use within the next two years.

Trials of an early version of the technology, which used only echocardiograms (ultrasound scans of the heart) to create the VR heart, found that surgeons preferred it for understanding the anatomy of their patients hearts. They also reported that it increased their confidence and improved their decision making.

Ten year old Rosie from London was born with complex congenital heart disease, needing two operations. We caught up with her and her family as she tried out the new technology for herself.

Find out more about Rosie's story.

Our funding has supported the researchers to add two more types of scans into the system - computed tomography (CT) and magnetic resonance imaging (MRI). While these types of scans are regularly used to help plan surgeries, they are usually only viewed on a flat screen.

Our Associate Medical Director, Dr Sonya Babu-Narayan, said:

Congenital heart disease is the most common cause of birth defects in babies born in the UK. Every year thousands of heart operations and other procedures are performed for children and adults with congenital heart disease to stop them developing heart failure. Some people will need several procedures during their lifetime.

This new technology could help to make congenital heart disease surgery even more successful. It could also support people to better understand the heart or blood vessel abnormalities they are born with and what is being proposed to mend them, which can be empowering for people living with congenital heart disease.

The technology has also received significant funding from Evelina London Childrens Charity.

We have launched a campaign calling for the publics support to power science that could lead to new treatments and cures for all heart and circulatory diseases.

Help us power life saving discoveries

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This is how virtual reality is applied in Medicine – The Times Hub

Posted: at 8:39 am

Home Health This is how virtual reality is applied in Medicine February 15, 2022

The conception of the virtual reality is generally associated with the video game industry; however, this technology is forever changing a large number of sectors, such as education, communication, manufacturing, construction and, in addition to a long etcetera, it is also getting strongly into medicine, as explained in the article Virtual reality in medicine, a key factor for the training of doctors of the future published by Generalia.

In some cases, medical VR involves the use of classic hearing aids; in others, 3D glasses and special video screens provide a virtual reality-like experience.

La RAE define Virtual Reality (VR) as the representation of scenes or images of objects produced by a computer system, which gives the sensation of their real existence. Virtual Reality (VR for virtual reality) is a science based on the use of computer systems that generate real-time representations of reality that allow the user to have the feeling of being present in it, although in reality it is not more that of perceptive illusions without any physical support and that only occurs inside computers, defines the expert Pedro Andres Novillo.

It was in 1986 when Jaron Lanier coined the term virtual reality and in 1995 when they published one of the first reports called Virtual reality graded exposure in the treatment of acrophobia: A case report. It was the case of a patient with acrophobia (fear of heights) who attended a session twice a week where they used VR to deal with anxiety, anguish and other symptoms. The results showed that with the introduction of virtual reality, the patient was faced with a scenario that reduced his fear more successfully, and therefore VR was an effective method of treatment. Since then, this type of technology has expanded to be applied in very diverse fields.

Virtual Reality is already used since the training of new doctors, nurses and physiotherapists. the simulator Virtamed medical training aims to transfer skills from the virtual field to the operating room. Through various clinical applications, students are offered a realistic training environment that reduces the time and cost of training and eliminates the risk of making mistakes.

This simulator has its application, for example, training to perform knee, shoulder, hip and ankle arthroscopies or in the field of obstetrics and gynecology, from obstetric ultrasound to embryo transfer and IUD placement. In addition, the simulator includes medical training in urology, laparoscopic surgery, and gynecological surgery, among others.

Obstetrics and gynecology

Transvaginal obstetric ultrasound of the first trimester. The realistic tactile feel of the transvaginal probe makes it easy to transfer skills from the ultrasound simulator to the patient. Focusing on fetal ages between 5 and 12 weeks, clinicians learn to assess the viability of the first trimester fetus, including pregnancies of unknown location and ectopic pregnancies.

Transabdominal obstetric ultrasound of the second trimester. The first simulator that incorporates the 20+2 scanning protocol. It offers the most systematic approach to examining the fetus in the first and second trimesters. Equipped with a patented probe that allows free navigation throughout the abdomen, the simulator experience is as close as possible to the real-life setting. Physicians can practice in more than one hundred cases, various fetal positions, different locations of the placenta and doppler images. Fetal age ranges from 10 to 26 weeks.

embryo transfer

Developed in collaboration with the American Society for Reproductive Medicine (ASRM), it is used for embryo transfer training in In Vitro Fertilization and Intrauterine Insemination.

IUD insertion

Diversity training cases teach clinicians how to safely insert intrauterine devices (IUDs) into anteverted or retroverted uteri, along with nulliparous or nulliparous patient cases. Repeatable scenarios help students quickly master relevant motor skills while safely manipulating and correctly placing inserts. Once again, the patient comfort scale provides immediate feedback on the safety and quality of the procedure. Exterior views and ghost tools guide the student during the first practices. Later

Urology

Allows students to gain experience in harvesting prostate tissue with ThuLEP and HoLEP. The size of the prostate ranges between 55 and 90 grams. Students learn to use different power settings and laser techniques, such as vaporization, enucleation, or vaporsection. Safe handling of the laser fiber without any harm to the virtual patient is one of the main learning objectives of this laser HBP training.

Surgery: Virtual reality can also be adapted to the field of surgery. With the help of 3D programmers and modellers, the patients anatomy can be accurately reproduced, with the intention of practicing the operation before carrying it out.

The General University Hospital Gregorio Maranthrough its Biomedical Research Foundation and the Musculoskeletal Tumor Unittogether with the Spanish company Exovite, has carried out a pioneering project in the world that has allowed the Microsoft HoloLens mixed reality device to be used in a actual surgeryspecifically in a malignant muscle tumor.

Alzheimers

There are virtual reality techniques that can help patients recover cognitive abilities. They are made by reproducing images of the past. The objective of this system is to enhance the patients concentration and improve her attitude, since apathy or lack of concentration are problems that derive from this disease. These methods are carried out through the reproduction of events, experiences or family gatherings that can stimulate the patients memory.

phobias

According to MedlilnePlus, a phobia is a type of anxiety disorder. It is a strong and irrational fear of something that poses little or no real danger. There are many types of phobias. Acrophobia is the fear of heights. Agoraphobia is the fear of public places and claustrophobia is the fear of closed spaces. If you feel anxious and insecure about everyday social situations, you may have a social phobia. Other common phobias include tunnels, highway driving, water, flying, animals, and blood.

Virtual reality is intended to progressively expose the patient to their fears in an artificial environment. For example, a patient with a phobia of spiders will put on the virtual reality headset, and will encounter the insect at a certain distance. At first, the animal will be far away and could even look like a cartoon, progressively, the animal will take shape and be closer to the patient. The aim is to reduce anxiety thresholds progressively.

Some advantages of using virtual reality for the treatment of phobias are: At all times the professional will be able to control and modify the degree of interaction of the environment with the patient. Greater participation of people, who will prefer to treat themselves with virtual reality rather than face fear live; the effects that are experienced in virtual reality remain in reality. The results obtained and the sensations are generalized in real environments; and it is not worth training the imagination since the traditional method to deal with phobias is to imagine the situation and with virtual reality we will avoid this stretch, exposing the patient to the problem and speeding up the process.

phantom limb syndrome

It is the perception of pain that a person with an amputated limb has. The brain continues to send impulses to the amputated area and the absence of stimuli generates pain. In this case, virtual reality allows the patient to restore the brain state prior to amputation. The system is carried out with a monitor, a camera and placing a marker on the stump. The patient sees the movements on the monitor thanks to electrodes that capture the electrical activity of the muscles.

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Virtual reality to be used to rebuild Ruins of St. Paul’s – Macau Business

Posted: at 8:39 am

The Cultural Affairs Bureau (IC) wants to finish this year a 3D reconstruction of the citys ex-libris, the Ruins of St. Pauls, through virtual reality.

The IC said in a response sent to Lusa that the objective is to launch immersive visits to the building of the former Madre de Deus School through the use of virtual reality glasses and other equipment available on site.

The guided tours, in Portuguese, English, Cantonese and Mandarin will be launched for residents and tourists, after a period of testing and adjustment.

IC is currently researching and collecting historical data for the virtual reality exhibition, with the support of the Diocese of the Catholic Church in Macau.

Once the collection is complete, the production of the virtual reality will be handed over to a specialized company.

Future virtual reality visits will show the unique history and culture of the fusion of Chinese and Western cultures in Macau over hundreds of years and improve the citys image as a destination for cultural tourism, IC said.

The Igreja da Madre de Deus was built by the Society of Jesus in the second half of the 16th century, having been destroyed by fire in 1835.

The Ruins of St. Pauls include the churchs granite facade and staircase and the archaeological remains of the nearby Colgio de So Paulo, the first western university in East Asia.

On February 4, at the inauguration ceremony, the new president of the IC, Leong Wai Man, promised to commit to the safeguarding and management of the Historic Center of Macau, which includes several buildings and monuments of Portuguese origin, including the Ruins of St. Pauls.

The Historic Center of Macau was inscribed on the United Nations Educational, Scientific and Cultural Organization (UNESCO) World Heritage List on July 15, 2005, having been designated as Chinas 31st World Heritage Site.

The classification includes several historic buildings built by the Portuguese, including the Leal Senado building and square, the Holy House of Mercy, the churches of S, So Loureno, Santo Antnio, Santo Agostinho, So Domingos or the fortress of Guia..

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Augmented Reality and Virtual Reality Market, Industry Trends, Applications, Drivers, Restraints, Opportunities, Threats Years 2027 Hewlett-Packard…

Posted: at 8:39 am

Market highlights:

The global Augmented Reality and Virtual Reality (ARVR) Market Augmented Reality and Virtual Reality (ARVR) Market 2020 are poised to reachUSD 767.67 billion by 2025, recording a whopping73.7% CAGRover the assessment period (2018 to 2025).

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Competitive Outlook:

the major players identified by MRFR in the global Augmented Reality and Virtual Reality market as EON Reality Inc., Terminal Eleven (SkyView), Hewlett-Packard Company, Augmented Pixels Inc., DAQRI LLC, Wikitude GmbH, Sony Corporation, Zapper Limited, Virtalis Limited, Google LLC, awe.org Pty Ltd (buildar.com), HTC Corporation, Samsung Group, Blippar, Microsoft Corporation, Facebook Inc., Magic Leap Inc., PTC Inc., and Visteon Corporation

Segmentation:

The industry has been bifurcated between handheld augmented reality and virtual reality based on technology.

The industry has been divided into devices, solutions, and applications based on the component.

The AR-VR market has been divided into virtual reality devices and augmented reality devices based on the device type.

The market has been split into consumer electronics, aerospace & defence, media & entertainment, hospitality, healthcare, automobile, BFSI, engineering, IT & telecommunication, travel & tourism, education, and real estate, based on the vertical.

Regional Analysis:

The geographical analysis of AR-VR market has been analyzed for North America, Europe, Asia-Pacific, and the rest of the world.

Due to the association of eminent market players and rising investors in AR / VR technology, North America has been identified as the most significant market share in the AR / VR market. Retail organisations are implementing AR devices for visual merchandising of their products in Canada, the US, and Mexico. As a result of their demand in the defence industry for simulation-based training in the region, there is a rising need for head-mounted displays, accelerating market growth in the North American region.

Europe has been assessed as the second largest market share due to the growing adoption of VR / AR technologies in the media & entertainment industry for play-stations and mobile games. The industry also produces considerable revenue from the growing implementation of virtual reality and augmented reality technologies in countries such as France, the United Kingdom, Germany, Spain , Italy and other European nations.

Asia-Pacific is expected to account for the third-largest market share and is poised to experience considerable growth in the coming years due to the acceptance of augmented reality and virtual reality technologies for 3D modelling, 3D rendering, and virtualization by various industry verticals. Business development is expected to gather traction in nations such as China , India , Japan, Australia , South Korea, among others.

With growing demand for AR / VR technologies and acquisitions from key markets to provide solutions for virtual and augmented reality to small and medium-sized enterprises in the retail, medical and e-commerce sectors, the region of Latin America and the Middle East & Africa is likely to reach substantial market growth.

Industry News

The global Augmented Reality and Virtual Reality Trends has been affected due to the lockdown across the regions. This pandemic situation has hampered the Augmented Reality and Virtual Reality Growth as well as its productivity, supply chain, and others. Moreover, the global market has lost its investors due to the increasing loss for the products, supply, transportation, workforce, and others. However, in the meantime, the key market players have implied various strategic techniques to boost global market growth. Thus, to meet the global market demands, the global market increased its speed in producing more valuable products for its intended customers. Recently, the global market has stabilized its position in the global market and is expected to register a higher Augmented Reality and Virtual Reality Size for the forecast period.

Browse Full Report Details @ https://www.marketresearchfuture.com/reports/augmented-reality-virtual-reality-market-6884

Table of Contents:

1 Executive Summary

2 Scope of the Report

2.1 Market Definition

2.2 Scope of the Study

2.2.1 Research objectives

2.2.2 Assumptions & Limitations

2.3 Markets Structure

3 Market Research Methodology

3.1 Research Process

3.2 Secondary Research

3.3 Primary Research

3.4 Forecast Model

Continued.

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Augmented Reality and Virtual Reality Market, Industry Trends, Applications, Drivers, Restraints, Opportunities, Threats Years 2027 Hewlett-Packard...

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Over-the-Top Crime Caper Sam & Max: This Time Its Virtual Targets PSVR – Push Square

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Sam & Max are back and this time, in virtual reality form. The anticipated Sam & Max: This Time Its Virtual will make its PSVR bow next week, on 23rd February, with a 10 per cent discount available at launch for PS Plus members. Join the irrepressible dog with a hat and hyperkinetic rabbity-thing in the duos first foray into virtual reality, the press release reads.

The blurb continues: Become part of the dynamic duo's off-kilter world for a furious day of monster-slaying, obstacle courses, responsibly discharged firearms, and, of course, saving the entire freaking world. Sam & Max: This Time Its Virtual mixes quips, crime-fighting, puzzles, and escape rooms with challenges of skill and classic point-and-click adventure.

The game first launched on competing VR platforms late last year, where it was relatively well-received. Obviously, all eyes are on PSVR2 at this moment in time, but support for Sonys existing headset hasnt dried up at all in fact, this month has charted the release of some pretty big virtual reality titles, including Wanderer.

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Sapizon is Revolutionizing the Market in USA with VR & AR Solutions – PR Web

Posted: at 8:39 am

SAN FRANCISCO (PRWEB) February 16, 2022

Technological advancements have significantly increased user expectations and the demand for immersive technologies like Virtual Reality and Augmented Reality.

By now, most of us are very familiar with Augmented Reality and Virtual Reality. They have had a tremendous impact on various business industries in the USA like real estate, education, healthcare, manufacturing, sports, e-commerce, gaming, and more. VR/AR solutions have brought a greater user experience for products and work processes with their integration with different software solutions and one of the prime examples of this is an education domain.

It is no secret that students and learners alike found textbooks and notebooks mundane, monotonous, and boring even with various images and texts in them. But with Augmented and Virtual Reality, the whole concept of learning has been fascinated. Students can now sit back and be treated to immersive educational material and take part in engaging experiences while learning. Not only have these technologies made learning fun but they have also made it easier for learners to understand complex subjects like algebra or chemistry. In recent years, the use of AR/VR in education industry has completely changed the way knowledge is delivered. When the pandemic came around, VR/AR is proving to be very useful. What started as a temporary solution steadily became the new normal because of the enormous impact it had. Similarly, VR/AR has created a big impact on other prominent industries.

According to statistics, the AR and VR market is all set to surpass 200 billion USD by the end of 2024. These prospects are only increasing the already sharply rising demand for these technologies. In the USA alone, these technologies bring in a revenue of close to 700 million USD in an annual year. The credit for this must go to the developers who are creating such captivating solutions and the companies that are nurturing them.

On the top of the pile, Sapizon Technologies is. Founded in 2015, Sapizon is rendering best in class AR/VR app development services to several companies across every industry that has adopted these technologies. They are backed by one of the best teams of developers, one can find and are highly skilled on new technologies to deliver market requirements. Sapizon operates with the best industry-recommended tools and framework for development with adherence to product development practices.

The CEO at Sapizon, Mehul Thathagar says, "AR and VR are technologies which are constantly revolutionizing every business ever since they came into the presence. I mean, could anyone have ever imagined having a virtual walk-through of an apartment sitting anywhere in the world which will give you a real-like experience of a property to buy? It was practically impossible and also laughable. It was the kind of stuff that was seen in movies. But technology has evolved to such an extent now, that even this has become pretty normal. The basic rule of doing business productively today is to understand what the customer wants. From past experiences, it can be said that the one thing which never ceases to amaze the end-user, is an element of surprise.

AR and VR never fail to surprise the end-users which is why they are so successful. Team Sapizon largely focuses on bringing out innovative ideas that the customer would never have thought about. The aim here is to get their attention at first and then engage them with the immersive solutions developed. Although it sounds easy, this is very challenging as it requires enormous talent, skill, creativity, and experience. Fortunately, Sapizon has each of these attributes which makes our team the best in USA at the moment. For one, I can say that Sapizon will never satisfied and always strives to do the best for its clients with respect to market trends and requirements. The recent rise of AI and ML along with Mixed Reality is something our developers are already working on. It is very satisfying that our work has been appreciated because the team is pushing limits every time.

About Sapizon:

Sapizon Technologies is a leading Augmented Reality and Virtual Reality app development company delivering most engaging solutions to its clients in USA. In few years of time, it has completed 100+ projects in the different industries to establish itself a most trusted AR and VR development company. It also specializes in Cloud Services, Product Support, Web Mobile app development and Software Testing services.

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