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Category Archives: Virtual Reality

There might be more to come from buzzy VR theme park The Void – The Verge

Posted: September 29, 2021 at 6:50 am

VR arcade company The Void, which offered large-scale virtual reality experiences before financial difficulties forced it to transfer its IP to a creditor late last year, is planning to make a comeback. Protocol reports that the companys assets have been acquired by a new company called Hyper Reality Partners, headed by a former investor.

The Void emerged as one of the more exciting VR arcade startups in recent years. With Disney as one of its highest-profile investors, the company offered large-scale multiplayer VR experiences, with some based on Hollywood franchises like Star Wars, Wreck-It Ralph and Avengers. Attendees would strap on a modified VR headset and a backpack containing a computer to power it, and then walk around an environment that included interactable physical elements.

A job listings site from Hyper Reality Partners confirms that the company has acquired The Voids assets and IP and says that its now entering a period of rapid expansion with ambitions to shape the future of VR and the entire entertainment industry. Protocol reports that the company, headed by CEO Adrian Steckel, a former investor and board member of The Void, has raised $20 million for the relaunch. Joining Steckel are The Voids old chief creative officer and VP of content.

Despite plenty of buzz, the startup found itself in financial difficulty last year after the pandemic forced it to close many of its locations. But Protocol reports that it was experiencing difficulties before this, thanks to the high cost of hosting VR centers in popular shopping centers.

The Voids experiences might look very different if they do end up making a return. For starters, Protocol reports that the company is looking to shift to offering experiences in large standalone entertainment complexes, rather than in pre-existing shopping malls. The VR hardware itself could also undergo changes thanks to the fact that much of its previous hardware was reportedly sold off, while the industry has also moved towards lighter standalone VR headsets that dont require large backpacks for power.

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PrecisionOS Virtual Reality Training Module Awarded Best New Spine Technology Product by Orthopedics This Week | Ortho Spine News – OrthoSpineNews

Posted: at 6:50 am

Honor Highlights Stature as Leading Provider of VR Training Modules for Orthopedic Surgery

VANCOUVER, British ColumbiaSept. 28, 2021/ OrthoSpineNews/PrecisionOS was named Best Spine Technology in Orthopedics This Weeks annual award program, which recognizes exemplary and innovative spine surgery products and the engineering teams and inventors that create them. The prestigious award recognized the companys virtual reality (VR) training module for the Zimmer Biomet Tether Spine procedure. It will be presented during the North American Spine Society (NASS) annual meeting, held this year September 29-October 2 in Boston, Massachusetts.

We are extremely honored that PrecisionOS has been recognized for our advanced VR simulation letting surgeons practice the complexity of vertebral body tethering, said Danny Goel, M.D., surgeon and CEO, PrecisionOS. This procedure offers a minimally invasive alternative to a posterior spinal fusion for scoliosis patients. Given the highly technical procedure in this patient population, the development of effective training was extremely important. This award validates the expertise of our team who worked exceptionally hard to develop this training module.

Bringing the PrecisionOS tether system module to fruition was a collaborative effort performed by Nhu Nguyen, Frank Lueck, Simon van del Lagemaat, Kevin Chorney, Colin OConnor, Cale Werake, Thoufeeq Ahmed, Marie Lamouret, Rob Oliveira and Danny Goel, PrecisionOS.

PrecisionOS worked closely with the surgeon who developed the novel procedure used with Zimmer Biomets treatment for adolescent scoliosis. It is a combination of both thoracoscopy (scope in the chest) and vertebral body tethering (VBT). This procedure allows the spine to bend and flex, rather than spinal fusion, where the spine is fixed in place with metal rods and screws. The PrecisionOS training software simulates the experience of using the Tether system in virtual reality (VR), allowing practitioners and students to learn to correct the deformity, understand when they make mistakes and face other critical decisions that might arise during real surgery.

The award program, now in its 13th year, recognizes novel technologies. Award submissions are reviewed by a panel of highly accomplished surgeon judges. This group assesses the applications according to originality, clinical relevance, clinical problem solving, likelihood of improving patient outcomes and cost effectiveness.

About PrecisionOS

PrecisionOS was founded in partnership with clinical orthopedic surgeon educators and an expert group of XR (virtual reality, augmented reality and mixed reality) senior software developers to create training for orthopedic surgeons. The companys immersive simulations are scientifically validated, peer-reviewed and published in leading medical research journals. Participants engage in a realistic operating environment, alone or in collaboration with other trainees anywhere in the world, test their knowledge and desire to try alternate approaches, receive instructive feedback and repeat procedures until achieving proficiency.

PrecisionOS is based in Vancouver, BC, with collaborative affiliations with more than 40 major medical institutions in the U.S., Canada. Its software has been used in more than 35 countries and 500 cities worldwide.

About Zimmer Biomet

Zimmer Biomet is a global medical technology leader with a comprehensive portfolio designed to maximize mobility and improve health. We seamlessly transform the patient experience through our innovative products and suite of integrated digital and robotic technologies that leverage data, data analytics and artificial intelligence.

With 90+ years of trusted leadership and proven expertise, Zimmer Biomet is positioned to deliver the highest quality solutions to patients and providers. Our legacy continues to come to life today through our progressive culture of evolution and innovation.

For more information about our product portfolio, our operations in 25+ countries and sales in 100+ countries or about joining our team, visit http://www.zimmerbiomet.com or follow Zimmer Biomet on Twitter atwww.twitter.com/zimmerbiomet.

Media Contact:

Elaine Murphy; 818.613.1951; emurphypr@aol.com

###

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PrecisionOS Virtual Reality Training Module Awarded Best New Spine Technology Product by Orthopedics This Week | Ortho Spine News - OrthoSpineNews

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Gambling And VR: The Future Is Here Hometown Station | KHTS FM 98.1 & AM 1220 Santa Clarita Radio – Santa Clarita News – KHTS Radio

Posted: at 6:50 am

Technological progress is changing our entire life. Especially gambling technologies. The changes can only be welcomed, the traditional world of slots has already been waiting for something bright and fresh. Such as VR (aka virtual reality), which will allow you to fully immerse yourself in the game process.

Its time to pay special attention to virtual slot machines, because now they look even more promising. Soon, youll find a ton of useful perks at pennsylvania-online-gambling.com.

The first developments in VR gambling already exist and demonstrate the wide possibilities of immersion at a new level, that is, full immersion in the world of the game. This is a completely new experience, at the same time very far from the traditional gameplay, and very close.

In addition, VR allows you to play not only individual games, but entire casinos with a wide selection of available entertainmentand all this in a small helmet that contains virtual reality glasses.

The advantages of virtual reality can hardly be overestimated: interactive communication with other participants, immersion, engagement and full simulation of the gameplay. In addition, VR implies a missing ceiling on the quality of gaming products.

A less obvious, but extremely important advantage, the player does not need to go anywhere to get to the famous casinos of Las Vegas or Hong Kong, and this not only saves him time and money, but is also extremely important during a raging pandemic.

There are also certain obstacles that still need to be overcome. For example, the considerable price of the equipment required for the game and the high cost of developing virtual applications. There are also individual health issues that some players experience when using VR devices.

KHTS FM 98.1 and AM 1220 is Santa Claritas only local radio station. KHTS mixes in a combination of news, traffic, sports, and features along with your favorite adult contemporary hits. Santa Clarita news and features are delivered throughout the day over our airwaves, on our website and through a variety of social media platforms. Our KHTS national award-winning daily news briefs are now read daily by 34,000+ residents. A vibrant member of the Santa Clarita community, the KHTS broadcast signal reaches all of the Santa Clarita Valley and parts of the high desert communities located in the Antelope Valley. The station streams its talk shows over the web, reaching a potentially worldwide audience. Follow @KHTSRadio on Facebook, Twitter, and Instagram.

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Fast Travel Games aims to fill "great need for VR publishers" – GamesIndustry.biz

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Fast Travel Games is the latest virtual reality studio to launch a publishing arm, helping other VR developers bring their games to market.

The Swedish studio will offer a slew of publishing and marketing services to its clients, including funding, as it seeks to expand its business and improve its position in the virtual reality market.

Speaking to GamesIndustry.biz, CEO Oskar Burman says Fast Travel has a seen "a great need for VR-specific games publishers."

Oskar Burman, Fast Travel Games

"Over the last year we've been approached by other developers over and over again with questions and requests for support on how to bring their VR game to market," he says. "Much like there's little overlap between mobile games publishers and PC/console game publishers, I think VR publishers will carve out their own space that's different from the rest.

"Bringing VR games to market is very different compared to PC, console and mobile. The platforms are different, the certification processes are different, player expectations are different, and there's a whole different set of influencers covering VR -- just to name a few areas. Looking at where we come from, I think we can be best in class in bringing VR games to launch, and hopefully we can prove that to developers out there."

Burman founded Fast Travel Games in April 2016 after leaving Angry Birds studio Rovio Games, and has self-published its games from the off. He says the past five years have taught the team much about the features that work well in VR, optimising games for different platforms, which channels and influencers get the most attention for new games, and so on. Fast Travel has even been using its experience to help elevate other VR firms; for example, it hosted the VR Games Showcase at Gamescom 2019, presenting not only its internally-developed titles but also those from firms such as Resolution Games and Survios.

This year, Fast Travel is still riding high on the success of its most recent launch, VR horror game Wraith: The Oblivion - Afterlife, which debuted on Oculus back in May. Shortly after, the studio also completed a $4 million funding round, led by Nordics-based Brightly Ventures.

Of course, the Swedish studio is not the only company branching into VR publishing. Back in February, UK-based NDreams launched its own publishing arm with a $2 million fund for the first wave of games, and Embracer-owned Koch Media splashed 50 million on Dutch VR publisher Vertigo Games.

"I'm glad more companies in the VR space see this opportunity, but I feel like there's still a great need for more publishers interested in this space"

Competition in the space is heating up, but Burman is confident his team -- now led by Patrick Lui, Mojang Studios' head of games who has been hired as head of publishing -- will be able to hold its own.

"I'm glad more companies in the VR space see this opportunity, but I feel like there's still a great need for more publishers interested in this space," says Burman. "From a percentage point of view, this is the fastest growing segment within games -- far faster than mobile, PC and console -- so there should be more interest here, even though revenues are still quite modest compared to other segments.

"Right now I don't think the challenge is to stand out, rather to meet the interest from all developers that need help bringing their games to market."

To begin with, Burman says Fast Travel's publishing team will be "looking quite broadly across genres" but focusing on titles that are built for VR from the beginning "as those are the games we've seen working really well with our audience."

While VR has predominantly been a single-player domain, Burman reports this is a growing appetite for multiplayer games -- something Fast Travel Games is keen to capitalise on.

"When we started in 2016, there was no point in creating synchronous multiplayer games as the market was so small, but now it's much easier to find players online to play with, so this is an area we're looking at quite a lot going forward."

The rise of multiplayer games is just one of the changes Fast Travel is seeing in the virtual reality market. For example, while Sony's PlayStation VR has been the dominant platform for years, Burman reports his company now sees the majority of its sales on Oculus Quest -- with significant growth in China (despite Quest not officially being on sale there).

"Looking ahead I think both Sony and Valve will be fighting to gain market share back from Oculus with new exciting hardware offerings," he predicts. "We'll see increased competition, which should be good for the market overall."

Burman concludes: "In general the market is maturing in every possible way. Multiplayer didn't work well for VR, but now the install base is making this a lucrative segment. Only a year back there were no publishers for VR content, now this is changing. Free-to-play has not worked in VR due to limited install base, but I believe we'll see a couple of very successful F2P games in the next couple of years as the addressable market grows.

"We'll see more genres and more famous IPs being adopted for VR. In my mind this is already a very healthy space to operate in, and some 18 to 24 months from now I think we'll have an active userbase of about 20 to 30 million headsets that is craving new games. For me, that's a great space to be active in."

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New 4D virtual reality experience in Digbeth to ‘dazzle guests’ with ‘incredible’ scent technology – Birmingham Live

Posted: at 6:50 am

A new 4D virtual experience in Birmingham promises to dazzle guests with its innovative scent technology.

'In a Box 3', opening in Digbeth's Floodgate Street, will see VR, theatre and film collide.

One VR experience, written by Hollywood screenwriter Jeremy Drysdale, will see guests problem solve their way out of Chernobyl Power Plant's Reactor 4.

Read more: Inside former city centre adult shop turned quirky cocktail bar

Players of 'Chernobyl: Hidden Depths' must escape the facility before mutated soldiers, or radiation, gets to them first.

They will use all of their senses as they move between zones picking up virtual objects in their fight for survival.

And, incredibly, users will be able to smell the environment with special scent technology - a UK first according to VR bosses.

Each experience lasts around 60 minutes. Visitors can participate in groups of up to four people.

The site, near to where blockbuster Ready Player One was filmed, is the first of eight immersive entertainment venues set to be rolled out across the country over the next five years.

Founder, Kevin Blair, said: "It has been an incredibly challenging time for live entertainment. But weve used that time to create a unique and truly ground-breaking immersive experience in Digbeth.

"In A Box 3 offers a brand new, multi-sensory experience that combines mind-blowing technology with a physical sensation overload.

"Were thrilled to be based in the citys creative quarter: Digbeth. There's a really interesting mix of food, beverage, retail, residential and creative businesses here.

"Digbeth is also the hub for a multitude of creative VR and AR businesses.

"The long-term plan is to offer fans of popular culture experiential VR games, that push the boundaries in VR and immersive 4D.

West End theatre manager Jenna Harvey has been recruited to lead the venue's new team.

Originally from Brum, Jenna oversaw a number of high-profile productions in Northumberland Avenue's The Playhouse.

In a Box 3 will open on Wednesday, October 6 and includes a bar for customers to enjoy.

We will be reviewing the experience before launch.

Click here to book or for more information

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Is Virtual Reality The Future of Corporate Training? – BBN Times

Posted: at 6:50 am

Virtual reality (VR) seems like a futuristic idea, but the technology is finally coming into its own as we get into the 2020s.

Limited uses of VR for flight training simulations have been around for many years. Today, that same technology is training drivers, package handlers, engineers, surgeons, and more.

Although VR has been around since 1968, its development has been on a slow-moving path for the last fifty years. Meanwhile, the landscape of technology, like computers and mobile phones, has been rapidly changing, reaching a point where both are commonplace in our professional and personal lives. We have arrived at a convergence point between the two, where the next logical step is blending virtual reality with our existing technology infrastructure.

Widespread use of virtual reality opens the door to many possibilities for safer, more effective training scenarios.

Corporate training has been plagued with a struggle to improve learner retention and translate training into performance. Even well-designed corporate training programs have a bleak return on investment because employers most useful skills are often abstract and difficult to teach.

Virtual reality offers an opportunity to remove many of the barriers to learning. The most obvious benefit is that virtual learning can occur anywhere and anytime, so there is no need to pay for expensive travel and block time off to send employees to training retreats. Virtual reality can make high-end training programs more accessible to companies of all sizes and budgets.

Virtual reality also inherently encourages more engagement than traditional teaching methods. If the idea of attending a training event evokes negative feelings of boredom, confusion, or even fear, then the likelihood of an engaging, productive learning experience is very small. Virtual reality is new, interesting, and immersive. While bad graphics and computer glitches can derail your VR efforts, the platform offers the opportunity to bolster learner engagement.

Virtual or augmented reality also offers a safer environment to practice skills. If you consider high-risk jobs like surgeons or pilots, simulations are the safest learning tool available. That same technology is now making it possible to simulate public speaking engagements, negotiation skills, and sales pitches.

One of the biggest barriers to learning new job skills is the psychological fear of failure. Virtual reality provides a unique safe space to practice new skills with the look and feel of being on the job. Removing the psychological barrier to learning leads to faster learning, better retention, and a bigger return on investment.

Virtual reality may have fallen short of expectations in the video gaming industry. Still, it is making big waves in corporate training by delivering highly engaging, measurable, and effective training solutions for hard-to-teach job skills.

Modern and practical virtual reality applications are still relatively new in the corporate training space. Some big-name companies like Ford Motors andFedExhave taken the leap and invested in these platforms. At FedEx, the company uses virtual reality to train package handlers in a safe and controlled environment. Any high-turnover job can benefit from virtual reality training because it allows new hires to learn from experience in a completely safe environment.

Virtual reality for corporate training can take traditional role-play scenarios to the next level. Some companies have already embraced the technology to teach soft skills to managerial candidates or train their Human Resource staff to better assess job candidates.

UPShas revolutionized driver training using virtual reality to replace a less safe method that involved driving a real truck on the road with a touch screen tablet in hand. Now drivers can learn safe driving practices and spot potential hazards in a virtual space, blending on-the-job training with the classroom to accelerate learning and make sure what is learned in the classroom transfers to job skills.

While Fortune 500 companies lead the way towards widespread use of virtual reality for corporate training, some roadblocks make it difficult or not as practical for smaller companies. The most obvious barrier is the cost of investing in a virtual reality platform. The technology is still in its infancy, and quality headsets are pricey. Plus, the lack of cookie-cutter options means you will have to invest in designers and developers to build a custom solution from scratch.

VR for corporate training also comes with limitations like a lack of flexibility, increased security concerns, and an element of artificiality. With instructor-led training, the material is adjustable on the fly based on the audiences needs and questions. In virtual environments, learners will have to complete all of the steps in sequence. While this will make sure that nothing is missed, it lacks the real-time feedback of teacher-led learning.

Virtual reality also presents some health concerns that may not be compatible with all users. While many developers are currently working to address this, as many as40% of userscurrently experience motion sickness in virtual and augmented reality environments. Plus, excessive screen time encourages a sedentary lifestyle, increases anxiety and stress. Depending on the setup, there is even a potential for physical injury while wearing a VR headset.

There are dozens of examples of companies experiencing significant success in implementing virtual reality in their training programs. Metrics like learner engagement and retention outperform traditional virtual learning methods and easily go head-to-head with instructor-led training.

Our lives revolve around technology. Online-based informational resources and mobile phone apps are well-integrated into daily lives for most people. Allowing the same level of integration to help your employees do their jobs well only seems like the natural evolution of technology.

In enterprise learning and development, VR provides an easy transition to bridge classroom learning with on-the-job experience. Not only is VR the future of corporate training, but it seems like it is inevitable for all kinds of different types of job training. Soft skills, safety compliance, and driver training are a few ways VR is already changing the learning landscape in the corporate world.

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A robot that can be controlled by VR and 5G is on the way – Tech News Inc

Posted: at 6:50 am

Sarcos Robotics, based in Salt Lake City, is developing a mobile robot capable of performing hazardous jobs. Thus, it has the potential to replace the professionals responsible for doing so. Its peculiarity is that it can be controlled using Virtual Reality and the 5G.

There are many dangerous professions and jobs around the world. Cutting tree branches several meters above the ground, repairing embankments, lifting objects weighing more than 100 kg, etc., there is a whole list of them. Although these different tasks expose some professionals to different risks, such as falls, burns, etc., they still have to accomplish them to earn a living.

Sarcos Robotics wants to change that by creating a mobile industrial robot capable of doing all this work. Startup is already on version 2 of the device currently. This will protect the concerned personnel from any danger. They will be able to control it remotely via virtual reality technology and 5G.

Sarcos Robotics has named its new mobile industrial robot Guardian XT. So he will have the ability to do any work in a dangerous or difficult to access environment. Whether it is in a confined space or at a height, for example, the device can thus perform the task without any hassle.

It can follow all the movements of the user in real time thanks to 5G and exceptional connection speed. To control it, the latter will only have to wear a coil VR . Headset The suit is equipped with motion sensors.

In short, the famous robot can be considered as upper body For the user, but with super powerful arms. It also has all kinds of accessories that can be configured to accomplish different tasks, different cameras and sensors, built-in battery, etc.

Note that the startup is currently developing an exoskeleton called XO Guardian. This system gives anyone who wears it powers, such as lifting very heavy objects without the slightest effort.

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XR technology ‘brings’ conference goers to iconic UM space | The University Record – The University Record

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Amid the congenial and casual conversations one might expect during the social hour of a conference, one attendee came up to Jeremy Nelson, organizer of the University of Michigan XR Summit in April, and took his breath away.

He told me this was his first time on campus, Nelson said of the U-M student who had just completed his first year at the university, learning remotely due to COVID-19.

The students admission was even more remarkable because this inaugural visit was taking place in a virtual re-creation of U-Ms iconic Diag, and he, Nelson and more than 200 others from all over the world were online avatars chatting with one another.

I talked with people from Jordan, London, Hong Kong and Colombia to name a few, said Nelson, director of the U-M XR Initiative at the Center for Academic Innovation.

Nelson adds that the center later hired the student and another he met at the virtual event as fellows.

One of the benefits of attending conferences, workshops and the like, is getting to meet others and share information during informal sessions. With most events going virtual the last couple of years, such networking opportunities have become a challenge.

As the Center for Academic Innovation prepared for its first annual XR Summit, Nelson had an idea: create a virtual representation of the Diag for people to meet, using the technology that was the focus of the event.

So, on a Friday he challenged one of the centers student XR for extended reality fellows to think about how to present participants with a unique reception that would take place on a virtual U-M campus. By that Monday, George Castle, a Penny W. Stamps School of Art & Design student, had created a prototype using Google Earth maps.

With help from Nicholas Di Donato, a graduate student in the A. Alfred Taubman College of Architecture and Urban Planning, Castles rough representation was refined into an exact replica of the Diag. Armed with Rhinoceros, design software that renders surfaces and solids into accurate 3-D models, they went to work reconstructing the Diag for use as an online social platform, with help from several campus offices.

The pair drew heavily on university resources to help them gather enough information to reconstruct reality.

Lauren Plews of Architecture, Engineering and Construction became a key player throughout development. Di Donato also got help from Ray Garret at the Facilities and Operations Office, which retains graphic information systems data and blueprints for every component of the campus landscape down to individual trees and every structure on campus, old and new.

For what wasnt available or for drawings that were outdated, Di Donato took a trip to Central Campus, filling in missing pieces with fresh, on-the-ground images.

Di Donatos own Central Campus immersion in, for example, the asymmetry of the E-shaped West Hall was vital to creating the final digital experience. One building at a time, he employed skills acquired in the architecture program to re-create the most minute of structural details.

Castle then fit the pieces together into a cohesive puzzle, using Blender, open-source graphics software for building VR worlds.

He would take my buildings and put them in his overall model. He set up all of the lighting and vegetation, and all of the texture palettes, Di Donato said. He really brought the world together.

The result was a multipurpose, realistic rendering of the Central Campus nucleus.

All of the trees are in the right place, Nelson said. The students were the creators. I gave them a vision and they ran with it.

Although the virtual Diag is a technological feat on its own, the projects virtue is its ability to foster social interaction in real time, he said.

One class used it to meet during winter semester, and Nelson sees possibilities for other online learners across the globe who would never have a chance to come to U-M. He also sees potential for admissions, alumni and other groups to use it for an introduction to U-M or a nostalgic return to campus for activities, or for enrolled students to use it for immersion into campus offerings.

This isnt a VR experience featuring boxy headsets or people clumsily reaching for virtual items; there is no fancy, pricey equipment being used. Instead, users get a more intimate personal interactive social experience in this virtual environment, Nelson said. Its only going to get better. The technology will improve, the avatars will get better and will develop more ability to sense things.

Achieving intimacy and accessibility is possible by using AltspaceVR, the projects host platform which offers both a Windows and Mac desktop client. Without extra equipment, users design their own avatars that move in the direction of other users standing nearby. With just a few taps of the arrow keys, users engage in socially distanced conversations.

Nelson is working with AltspaceVR with an eye toward a fall launch of a University Altspace account so anyone with a valid U-M ID can log in and access the virtual space.

The team is already busy working on the North Campus Grove and Law Library Reading Room, on their way to making a virtual copy of the entire Ann Arbor campus.

Nelson hopes the virtual Diag will become an enduring, open-source style project for many students to work on with the centers XR team. It takes developers, designers, artists, audio engineers, storytellers, accessibility experts and more to bring photorealistic virtual reality projects to life, he said.

It only makes sense to include people from all backgrounds to help build, he said.

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Save the date for HIPTHER FESTIVAL XXI, the virtual show that brings together multiple industry leaders in Europe and North America – PRNewswire

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TARGU MURES, Romania, Sept. 29, 2021 /PRNewswire/ -- The #hipthers are gearing up to host the second edition of the HIPTHER FESTIVAL, a virtual only event which was born in 2020 and attracts a plethora of industry representatives from all across the world. (view conference poster)

HIPTHER FESTIVAL XXI will span over 5 days between 8-12 November, and the sessions can be joined via ZOOM, YouTube, or in NEOS Metaverse in collaboration with ViARsys.

The event will be joined by +6000 online participants, and over 200 experts speakers will share the virtual stages.

Here is a short breakdown of the conferences you can attend during the full week of knowledge sharing:

Register here for free!

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"We are very excited about the second edition of HIPTHER FESTIVAL, a yearly virtual only conference which gathers all our contacts from the multiple industries we cater news and quality content for. The festival also gives us the opportunity to introduce a new conference in our now global tech conference series, the TECH Conference Americas, an event that complements our European TECH conference and will pave the way for our strategy in 2022 and beyond. To add to the excitement we are happy to share all the content via virtual reality thanks to our friends at ViARsys. Make sure to mark your calendar for this awesome gathering of representatives from multiple jurisdictions and industries" stated Zoltn Tndik, Co-Founder and Head of Business at Hipther Agency.

The HIPTHER FESTIVAL focuses on some of the most talked-about industries and are powered by the agency's media outlets.

Hipther Agency has been among the first conference organizers that have shifted to just virtual events back in March 2020 and the team keeps growing its portfolio of conferences and content distribution network.

In other news, the team would like to let you know that they are happy to unveil a new platform, HIPTHER TV.

HIPTHER TV is a collection of videos from several industries, which are fetched from the leading conferences hosted by the team and future updates are already planned in order to facilitate video uploading and sharing by registered users.

The platform complements the offering of HIPTHER Agency, who are also heavily engaged in populating their very own social media platform, WireUp.Zone.

"We are excited to launch a new platform dedicated for content sharing and even if we are not the first ones to do so, we hope that it will be helpful for professionals from multiple industries to view and hear quality content. In time, the platform's features will be enriched in order to allow controlled third party content sharing", stated Zoltn Tndik, Co-Founder and Head of Business at Hipther Agency.

Make sure to browse their collection of videos and relive the moments offered by leading experts.

Hipther Agency is the parent brand of European Gaming, PICANTE, WireUp Zone and Gaming Americas and the team is excited to invite interested parties to review their android news app on the Play Store.

To receive constant updates from Hipther Agency and conference agenda updates, subscribe here: http://eepurl.com/hfyZxf

For sponsorship/speaking inquiries, make sure to reach out to Andrada Marginean (B2B Sales Executive at Hipther Agency) on [emailprotected]

For media-related inquiries, please contact Alexandru Marginean (Marketing Specialist at Hipther Agency) on [emailprotected]

Hipther Agency press contacts:

Zoltan Tuendik, Head of Business

[emailprotected], +40 735 559 234

Alex Marginean, Marketing Specialist

[emailprotected], +40 731 394 220

About Hipther Agency:

One Stop Agency for multiple industries, services and activities.

HIPTHER AGENCY is the parent brand of several leading news outlets and international conferences that cover several industries such as Entertainment, Technology, Gaming and Gambling, Blockchain, Artificial Intelligence, Fintech, Quantum Technology, Legal Cannabis, Health and Lifestyle, VR/AR, eSports and many more.

Hipther Agency consists of 14 news outlets that cover news from around the world and a portfolio of conferences that cover five continents (North America, Central America, South America, Caribbean and Europe).

For more details visit http://www.hipther.agency

Follow us on Facebook and LinkedIn.

SOURCE Hipther Agency

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Global Virtual Classroom Market 2021-2027: Continuous Improvement in VR/AR is Expected to Bolster Market Growth – PRNewswire

Posted: at 6:50 am

DUBLIN, Sept. 28, 2021 /PRNewswire/ -- The "Global Virtual Classroom Market, By Component (Solutions, Hardware, Services), By Deployment Mode (Cloud Vs On-Premises), By User Type (Academic Institutions, Corporates, Government), By Region, Competition, Forecast & Opportunities, 2027" report has been added to ResearchAndMarkets.com's offering.

Global virtual classroom market is expected to grow at a CAGR of close to 17% during the forecast period.

The key factor responsible for driving the market growth is the application of connected devices in virtual classrooms. Additionally, growing requirement for personalized learning experiences is further estimated to boost the growth of virtual classroom market worldwide. Moreover, continuous improvement in VR/AR technologies is further expected to bolster the market growth through 2026.

The hardware segment is further fragmented into interactive whiteboards, mobile computing devices, virtual reality devices, interactive displays and projectors, security and video cameras and others.

Out of which, the mobile computing devices segment dominated the market in terms of largest market share until 2020 and is further anticipated to be the fastest-growing segment of the virtual classroom market during the forecast period as well.

This growth can be accredited to the implementation of smart devices for delivering education, because of surging expectation for mobility as well as flexible learning, which is allowing the students and employees to access all educational material and administration work without ensuring physical presence.

The school staff along with students can use their mobile devices with the help of BYOD, which would engage the learners, enhance staff productivity, thereby expanding collaboration. For instance, tablets and mobile devices are used by the educational institutions in order to save schools' cost by combining books, calculators, and word processors into one handy device.

Competitive Landscape

The companies operating in virtual classroom market across the globe are focusing more towards expanding their share in the market.

Major players operating in the global virtual classroom market include

Report Scope:

Years considered for this report:

Global Virtual Classroom Market, By Component:

Solutions

Hardware

Service

Global Virtual Classroom Market, By Deployment Mode:

Global Virtual Classroom Market, By User Type:

Global Virtual Classroom Market, By Region:

For more information about this report visit https://www.researchandmarkets.com/r/v9mt3j

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Research and Markets Laura Wood, Senior Manager [emailprotected]

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SOURCE Research and Markets

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Global Virtual Classroom Market 2021-2027: Continuous Improvement in VR/AR is Expected to Bolster Market Growth - PRNewswire

Posted in Virtual Reality | Comments Off on Global Virtual Classroom Market 2021-2027: Continuous Improvement in VR/AR is Expected to Bolster Market Growth – PRNewswire

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