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Category Archives: Virtual Reality

Revolutionary virtual reality headsets used to train next generation of radiographers in Wrexham – Wrexham.com

Posted: October 7, 2021 at 4:46 pm

Revolutionary virtual reality headsets and video gaming graphics are being used to train the next generation of X-ray radiographers in North Wales.

Bangor University Universitys Wrexham campus is the first in the UK to order a new computer programme, which enables students to use VR to learn how to take X-rays without the risk of exposure to harmful cancer-causing gamma rays.

The 15,000 software system, pioneered in Christchurch in New Zealand, is now up and running at the Universitys School of Medical and Health Sciences in Wrexham, allowing the next generation of radiographers to learn more quickly and easily to help reduce a chronic shortage of skilled X-ray operators in the NHS.

It recreates a new X-ray suite virtually and at a considerable saving a new facility would cost a quarter of a million pounds to set up.

Delyth Hughes, Bangor University Course Lead for Diagnostic Radiography, said: Like all radiography courses we are limited by the amount of actual X-rays students can take because of exposure to ionising radiation.

But this new VR system means those limits no longer apply because we arent actually taking an X-ray but we can still see the results.

One of the most important things students have to learn is how to position so that the X-ray will be taken at the right angle to show any possible issues with the patient.

Using VR, the student can position a virtual patient and then see if theyve got it right without any of those issues of expense and exposure.

While Bangor University is among the first in the UK to use the system to train radiographers they are in good company alongside the likes of Ivy League Harvard University in the USA.

James Hayes, a lecturer in medical imaging at the Ara Institute of Canterbury, is the person behind the idea after asking the Institutes programming experts to develop the software.

He oversaw their work and said: I asked them to make it so that it looked like a virtual reality X-ray room rather than a virtual reality game. And they said within reason and I said well lets not say within reason, lets say we want to make it identical.

It will mean students will have far more clinical experience when they get to the hospitals than they or anyone else in the world has had before.

Meanwhile Bangor University have increased the size of their first year intake of student radiographers by 25 per cent to 35 to help meet a shortage in the NHS.

Delyth Hughes added: Usually itd be too dangerous to X-ray unnecessarily, so the system uses a virtual patient.

Virtual Reality offers our students an engaging and safe way to learn and practice because everything is identical to the real world in terms of size, distance, and procedures.

If the radiography tube needs to be adjusted the students can walk up to it, hold it, press the appropriate buttons, and move it.

VR offers audio, visual, and sensory feedback so the students will be able to see and feel, just as if they were working with a real patient.

It will mean that our students will have had far more experience of carrying out these procedures and with only 23 UK universities providing radiography courses Bangor is leading the way.

Bangor Universitys School of Medical and Health Sciences provides a range of health and care courses and qualifications from its campuses at Bangor and Wrexham and works closely with the Betsi Cadwaladr University Health Board across North Wales.

Bangor University offers programmes for health professionals across a range of skills and services for the NHS and for private care services.

For more on studying Health Sciences at Bangor University go to https://www.bangor.ac.uk/health-sciences/ and for information on the university go to https://www.bangor.ac.uk/

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Bangor University’s X-ray students use virtual reality gaming to hone their skills – North Wales Chronicle

Posted: at 4:46 pm

REVOLUTIONARY virtual reality (VR) headsets and video gaming graphics are being used by Bangor University to train the next generation of X-ray radiographers in North Wales.

The Universitys Wrexham campus was the first in the UK to order a new computer programme which enables students to use VR to learn how to take X-rays without the risk of exposure to harmful cancer-causing gamma rays.

The 15,000 software system, pioneered in Christchurch in New Zealand, is now up and running at the Universitys School of Medical and Health Sciences in Wrexham.

The next generation of radiographers can now learn more quickly and easily to help reduce a chronic shortage of skilled X-ray operators in the NHS.

It recreates a new X-ray suite virtually and at a considerable saving a new facility would cost a quarter of a million pounds to set up.

Delyth Hughes, Bangor University course lead for diagnostic radiography, said: Like all radiography courses, we are limited by the amount of actual X-rays students can take because of exposure to ionising radiation.

But this new VR system means those limits no longer apply because we arent actually taking an X-ray but we can still see the results.

One of the most important things students have to learn is how to position so that the X-ray will be taken at the right angle to show any possible issues with the patient.

Using VR, the student can position a virtual patient and then see if theyve got it right without any of those issues of expense and exposure.

While Bangor University is among the first in the UK to use the system to train radiographers, they are in good company alongside the likes of Ivy League Harvard University in the USA.

James Hayes, a lecturer in medical imaging at the Ara Institute of Canterbury, is the person behind the idea after asking the institutes programming experts to develop the software.

He oversaw their work and said: "I asked them to make it so that it looked like a VR X-ray room rather than a VR game. And they said: Within reason, and I said: Well. let's not say within reason, let's say we want to make it identical.

It will mean students will have far more clinical experience when they get to the hospitals than they or anyone else in the world has had before.

Meanwhile, Bangor University have increased the size of their first year intake of student radiographers by 25 per cent to 35 to help meet a shortage in the NHS.

Delyth Hughes added: Usually, it'd be too dangerous to X-ray unnecessarily, so the system uses a virtual patient.

VR offers our students an engaging and safe way to learn and practise, because everything is identical to the real world in terms of size, distance, and procedures.

If the radiography tube needs to be adjusted, the students can walk up to it, hold it, press the appropriate buttons, and move it.

VR offers audio, visual, and sensory feedback so the students will be able to see and feel, just as if they were working with a real patient.

It will mean that our students will have had far more experience of carrying out these procedures and with only 23 UK universities providing radiography courses, Bangor is leading the way.

Bangor Universitys School of Medical and Health Sciences provides a range of health and care courses and qualifications from its campuses at Bangor and Wrexham, and works closely with the Betsi Cadwaladr University Health Board across North Wales.

The university offers programmes for health professionals across a range of skills and services for the NHS and for private care services.

For more on studying health sciences at Bangor University, go to: http://www.bangor.ac.uk/health-sciences.

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Virtual reality isn’t all fun and games – Axios

Posted: October 3, 2021 at 3:04 am

Tech companies dream of creating a virtual reality metaverse, but the current best use of VR is something far more quotidian: job training.

The big picture: VR offers everyone from NFL quarterbacks to Walmart sales associates a relatively inexpensive, scalable way to practice their job skills within a programmable virtual space.

Driving the news: On Monday Facebook announced it would invest $50 million or roughly four hours of revenue in global research and program partners to build out its planned virtual metaverse in what it calls a "responsible" way.

Yes, but: For the metaverse to become a reality, VR technology would need to improve significantly, even assuming users embrace a virtual world created by a company that appears to be rapidly losing the trust of the public.

What's happening: Even as VR has lagged on wider uses, workplace training is emerging as an immediate business case for the technology.

What they're saying: "Facebook and many other companies are doing really cool things with social VR and the gaming metaverse," says Derek Belch, CEO of the industry-leading VR training company Strivr. "But I personally feel that for the next five years, training will continue to be the low-hanging fruit."

How it works: Belch began working on what would become Strivr while serving as a graduate assistant for Stanford University's football team in 2013, which allowed him to see how VR could help athletes practice their sport without needing their teammates or putting themselves at risk of injury.

Details: A call from Walmart in 2016 led Strivr to expand its VR offerings beyond sports, and today there are 17,000 VR headsets in Walmart stores for employee training.

By the numbers: VR training can help workers master both hard and soft skills better and faster a 2020 PwC study found VR learners are four times more focused than e-learning students and 275% more confident in applying skills after training.

The catch: While cheaper and faster, VR training programs lack the flexibility that can come with live instruction. And as many as 40% of users experience some degree of motion sickness in VR and AR environments, with women reporting worse side effects.

The bottom line: Virtual reality is still awaiting the iPhone moment that will drive broad consumer adoption and perhaps one day lead to the metaverse but in the meantime, think of VR training as a perfectly practical Blackberry experience.

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New Virtual Reality and Game Development major will ready students to use emerging technology for communications – Ohio University

Posted: at 3:04 am

Ohio University is now offering a new undergraduate major starting this fall in Virtual Reality and Game Development (VRGD). The VRGD program will teach students to use emerging technologies like virtual reality and digital games specifically for communication purposes, while emphasizing ethical and social improvements.

The major is housed within OHIOs Scripps College of Communication in the J. Warren McClure School of Emerging Communication Technologies. The Ohio University Board of Trustees approved the programs creation during its April 2021 meeting and the program has recently gained approval from the state of Ohio and the Higher Learning Commission.

The new VRGD major builds off the investment in games and interactive technologies research that has been in place at OHIO for more than 15 years. It started with the first game development major offered at the University, Digital Media: Special Effects, Games and Animation, and continues with a national reputation in the field. Animationcareerreview.com ranks OHIO as the top augmented/virtual reality college in the state for 2021.

We expect that as the requirements for delivering ultra-high quality immersive experiences increase, our students will be in a strong position to understandnot only state of the art VR/AR and game development technologies but howthe underlying communications technology could be used, Dr. Julio Aruz, associate professor and director of the McClure School, said. This makes our VRGD program unique, as all students will have access to information networking and Internet of Things lab environments, giving them the opportunity to create distinctive experiences.

The VRGD program will require a student to minor in either business or communication studies. In addition to virtual reality and game design classes, electives will teach students how those technologies work within larger information networking systems.

Students in the program will take courses in the fundamentals of networking technology and scripting. This will allow them to gain a better ability to design solutions that efficiently employ resources to deliver high quality experiences, Aruz said.

VRGD students will also have access to the Game Research and Immersive Design (GRID) Lab facilities, which are available to all Scripps College students regardless of major. This provides an array of technological learning opportunities for the students.

There are select spaces that are available to VRGD students on day one, John Bowditch, associate professor and director of the GRID Lab, said. Each student will have access to our Motion Lab, XR Lab, cine-VR Labs, GRID Lab Studios (video, audio, VR, augmented reality, and gaming gear checkout room), and the Mixed Reality Course (VR obstacle course). We want our students to take full advantage of the GRID Lab on their very first day of school.

Students in the major will learn how to use emerging technologies for social improvement in educational, governmental, corporate, entrepreneurial and entertainment venues.

The demand for future workers with experience in virtual reality and game development is growing. The United States games market, considered the worlds second largest, behind only China, is valued between $25.1 billion and $43.4 billion, depending on the source.

There has also been an increase in demand for training in games and interactive media. Hired.com found that 75% of software engineers surveyed predicted that their own industries would feel the effects of virtual reality and augmented reality, with nearly half saying it would be a skill they would like to learn.

Past alumni of the McClure School are employed all over the United States, Bowditch noted, in top companies such as Walt Disney Company and Imagineering, EA, Ubisoft, Unity, Bungie, Apple, Sony Santa Monica, Google and Activision/Blizzard.

Students who are currently enrolled in the games and animation major offered by the School of Media Arts and Studies (MDIA) will be able to complete their program of study.Starting in fall 2022, an animation major will be offered exclusively through MDIA, while any game-related elements are available through the VRGD major.

While the roots of this program carry over from the game track of the School of Media Arts and Studies Games and Animation major, the VRGD major skews more technical, Bowditch said. Every student will take virtual reality and game development classes that will ready them for technical and production jobs upon graduation.

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Virtual reality for pain management has potential, but hurdles remain – Healthcare IT News

Posted: at 3:04 am

A study published this week in the Journal of Medical Internet Research found that virtual reality can be a useful, scalable and appealing alternative to existing pain management approaches.

At the same time, however, UC San Francisco researchers noted that challenges remain when it comes to adoption of the technology, especially for addressing the needs of diverse populations.

"There are specific considerations in adapting digital innovations to diverse populations and to safety-net healthcare settings that disproportionately care for them," read the study.

"We sought to elucidate the implementation climate specifically for VR," it explained.

WHY IT MATTERS

The research was a collaboration between S.O.L.V.E. Health Tech, a health equity incubation partner at UCSF, and AppliedVR, a platform that provides therapeutic VR for pain management.

As the study notes, clinicians have demonstrated interest in VR therapy as a safe and effective alternative for opioids when it comes to pain management.

However, the researchers pointed out that many VR studies have been conducted in settings that serve "ethnically homogenous, relatively advantaged populations with high health literacy and educational attainment."

The research team sought to take a deeper look by interviewing healthcare providers, leaders and administrators from safety-net health systems and academic medical centers, along with one from a nonprofit regional tertiary medical center.

They found that frontline pain management clinicians and leaders are interested in VR, but that it will require significant adaptation such as cultural tailoring and translation, along with usability testing to address the specific needs of the diverse populations they serve.

"The participants cited integration into complex workflows, structural costs and reimbursement concerns as major concerns to implementing and scaling VR use," wrote the researchers.

"There is a tremendous unmet need in the U.S. to deliver evidence-based digital therapeutics to the broader population," said Dr. Urmimala Sarkar, lead author on the study, UCSF professor ofmedicine and cofounder of S.O.L.V.E. Health Tech, in a statement.

"But, it will require collaboration across industries to overcome the hurdles that stand in the way of wider adoption, including commitments from payers for more reimbursement and adapted content that tailors to the needs of diverse populations," Sarkar continued.

THE LARGER TREND

Virtual reality, and, more broadly, extended reality,offera range of opportunities for enhancing healthcare and patient engagement, especially in a remote care setting.

For instance, VR hasbeen used in combination with artificial intelligence to enhance telesurgery: the ability to do live surgery in different locations or mentorship and proctorship. It can also offer new opportunities to provoke an empathetic response among caregivers.

ON THE RECORD

"Our goal is to make VR the standard of care in pain management for everyone, and research like this is critical to understanding how we can create more usable, more affordable and more equitable treatment programs," said Josh Sackman, president and cofounder of AppliedVR, in a statement.

"The COVID-19 pandemic put on full display the health inequities that have existed in our country for years, so digital medicine shouldnt be the latest innovation to fall into the same trap," he said.

Kat Jercich is senior editor of Healthcare IT News.Twitter: @kjercichEmail: kjercich@himss.orgHealthcare IT News is a HIMSS Media publication.

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Virtual reality helping Pinellas automotive students excel – ABC Action News

Posted: at 3:04 am

ST. PETERSBURG, Fla. Students at Northeast High School in St. Petersburg are turning to virtual reality to learn how to repair cars quicker, easier and safer. It comes as new technology in the automotive industry evolves and there is a dire need for auto technicians statewide.

From building robots to tearing apart car engines, 12th grader Caroline Daley loves learning hands-on. More and more, I realize how much I love the automotive field and I love what its doing for people because everybody needs their cars worked on, she explained.

Usually, youll find her and her classmates huddled under a car at Pinellas Countys Schools Automotive Technology Center inside Northeast High School. But now, virtual reality is helping Caroline and her classmates understand the complexities of car parts before they even pick up a wrench.

There are so many things especially when you get to electric and hybrid vehicles that can be dangerous but because we use the AR technology, we can dissect pieces of a car without danger and it gives us a deeper level of understanding because it explains it step by step, Daley added.

The technology brings the car parts to life in 3-D, allowing students to assemble, disassemble and diagnose problems.

The enhanced program inside Pinellas County Schools comes at a perfect time. The Institute for Automotive Service Excellence estimates there will be 7,000 job openings for auto technicians in Florida alone over the next 5 years.

As part of a partnership with Pinellas Technical College, the students can earn their certification in less than half the time it normally takes.

Everything is now shifted towards the idea of getting students jobs at 18 when they leave here and with our industry partners in the area, we are able to get a 90-95% placement rate for all students that come through the program, explained Automotive Instructor Brian Johnson says he gets calls daily from local dealerships hoping to hire students.

NEHS is the only K-12 PCS school using the zSpace virtual reality software

Northeast High School is one of Pinellas County Schools 80 magnets, fundamental, and career programs tailored to students interests, talents, and abilities. The district will showcase all of the District Application Programs at three fairs this month starting with a Facebook/YouTube Live Event on October 12 for a general overview and Q&A.

The application period is not until January (Jan. 5-14) but district leaders hope to give families a chance to start researching and thinking about their options.

District Application Programs Magnet and Fundamental Programs

http://www.pcsb.org/dap [pcsb.org]

Calendar

https://www.pcsb.org/Page/32308#calendar55172/20211030/month [pcsb.org]

October 12, 2021

Facebook & YouTube Live Event: All Things DAP

6:30 p.m. 7:30 p.m.

(link posts Oct. 1)

October 19, 2021

North County DAP Fair

Tarpon Springs High School

1411 Gulf Road. Tarpon Springs6:00 p.m. 8:00 p.m.

https://www.pcsb.org/Page/32308#calendar55172/20211030/event/272886 [pcsb.org] (schools attending)

October 23, 2021

All County DAP Fair

Largo High School

410 Missouri Ave. N, Largo

9:00 a.m. 1:00 p.m.

https://www.pcsb.org/Page/32308#calendar55172/20211030/event/272887 [pcsb.org] (schools attending)

October 26, 2021

South County DAP Fair at Northeast High School

5500 16thSt. N, St. Petersburg

6:00 p.m. 7:30 p.m.

https://www.pcsb.org/Page/32308#calendar55172/20211026/event/272888 [pcsb.org](schools attending)

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Insights on the Location-based Virtual Reality Global Market to 2026 – Featuring Springboard VR, Tyffon and Neurogaming Among Others -…

Posted: at 3:04 am

DUBLIN, September 29, 2021--(BUSINESS WIRE)--The "Global Location-based Virtual Reality (VR) Market - Growth, Trends, COVID-19 Impact, and Forecasts (2021 - 2026)" report has been added to ResearchAndMarkets.com's offering.

The Global Location-Based virtual reality market was valued at USD 355.75 million in 2020, and it is expected to reach USD 1,575.63 million by 2026, registering a CAGR of 32.6% over the forecasted period.

Companies Mentioned

EXIT VR

Springboard VR (Vertigo Games)

SpaceVR Inc.

Survios Inc.

Hologate GmbH

Zero Latency PTY Ltd.

Oculus VR LLC (Facebook Inc.)

HTC Vine (HTC Corporation)

Tyffon Inc.

Neurogaming Ltd

Key Market Trends

Growing Popularity of 360-Degree Content

The Market for virtual reality is expanding at a rapid pace, and the location-based VR market is quickly following suit. With the development of new technologies like 3D, 4D, 5D and advanced VR content, 360-degree videos have been introduced in VR and have become one of the notable trends in the global gaming content market. These camera systems are known to record the entire 360-degree view of a scene simultaneously.

The entertainment sector has witnessed prominent advances with the help of advanced technologies. Various digital arenas and mainstream platforms of gaming are poised to grow with the rising demand for immersive environments. With the help of advanced camera systems, the popularity and acceptance of location-based VR is expected to grow and witness the massive potential for the VR market, over the forecast period.

Furthermore, Consumer brands such as Emirates and Etihad provide 360 VR experiences. Jumeirah VR app allows guests to enjoy an AR/VR tour of its facilities using Google Cardboard goggles and smartphones.

Although it is a relatively niche market innovation, 360-degree videos have gained commercial and public popularity in the recent past. Considering their novelty, there is a relative dearth of studies on the effectiveness, improved immersion, presence, and video evaluation from using 360-degree videos. Additionally, consumers that tend to view the videos on virtual reality headsets usually demonstrate increased attention to the curated content. With the growing demand for 360-degree content, the market studied is anticipated to grow at an exponential rate over the forecast period.

Also, in July 2021, XRSpace unveiled a new virtual reality platform to facilitate social engagement and the world's first 5G VR mobile headset. It's made to be used with hand tracking as the primary control method, and it comes with 5G, 4G, or Wi-Fi connectivity, as well as a sensor tracker and a strong optical system on the front. Developments such as these are anticipated to fuel the market's growth.

Asia-Pacific Region expected to Witness Significant Growth

Story continues

Asia-Pacific is expected to hold the major share, owing to the presence of large and several emerging economies, along with the rising acceptance of virtual reality devices in the region. This is, in turn, expected to encourage industry players to invest in the region.

China is expected to account for a prominent share in the region, owing to the rising adoption of VR technology in the country. Many startups pertaining to virtual reality are on the rise in the country. Further, the expected wide-scale adoption of ultra-fast 5G networks in China is anticipated to boost VR development further and foster growth in areas such as education and training.

Furthermore, In 2020, with an installation in Seoul's Incheon International Airport, AmazeVR, a virtual reality entertainment distribution company based in Los Angeles, expanded into location-based virtual reality experiences. In addition, the company received a USD 2.5 million commitment, bringing its total capital to roughly USD 9 million.

Daimler India Commercial Vehicles (DICV) established its first Virtual Reality Centre (VRC) at its Chennai facility in June 2021. Operators will be able to realistically execute serviceability and accessibility checks using a digital model accessed via 3D goggles and navigational joysticks at the virtual reality center.

Key Topics Covered:

1 INTRODUCTION

2 RESEARCH METHODOLOGY

3 EXECUTIVE SUMMARY

4 MARKET INSIGHTS

4.1 Market Overview

4.2 Industry Attractiveness - Porter's Five Force Analysis

4.2.1 Bargaining Power of Suppliers

4.2.2 Bargaining Power of Buyers

4.2.3 Threat of New Entrants

4.2.4 Threat of Substitute Products

4.2.5 Intensity of Competitive Rivalry

4.3 Impact of COVID -19 on the Market

4.4 MARKET DYNAMICS

4.5 Market Drivers

4.5.1 Increasing Implementation for Arcade-based VR Solutions

4.5.2 Increasing Popularity of 360-Degree Content

4.6 Market Restraints

4.6.1 High Cost of VR Content Development

5 MARKET SEGMENTATION

5.1 By Type

5.2 By Application

5.3 Geography

6 COMPETITIVE LANDSCAPE

6.1 Company Profiles

7 INVESTMENT ANALYSIS

8 FUTURE OF THE MARKET

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

View source version on businesswire.com: https://www.businesswire.com/news/home/20210929005606/en/

Contacts

ResearchAndMarkets.comLaura Wood, Senior Press Managerpress@researchandmarkets.com

For E.S.T Office Hours Call 1-917-300-0470For U.S./CAN Toll Free Call 1-800-526-8630For GMT Office Hours Call +353-1-416-8900

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Insights on the Location-based Virtual Reality Global Market to 2026 - Featuring Springboard VR, Tyffon and Neurogaming Among Others -...

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Total Virtual Reality Market Revenues Will Surpass US$56 billion by 2026 – PRNewswire

Posted: at 3:04 am

NEW YORK, Sept. 30, 2021 /PRNewswire/ --2020 both accelerated and severely hampered the Virtual Reality (VR) market, and those impacts continue in 2021. Consumer interest in VR grew significantly, while the bubble created around location-based VRonce a significant portion of the total VR marketis now bursting. Interest is slowly returning for public usage in arcades and other experiences, while home use remains a stable growth area, especially in VR gaming. According to global technology intelligence firm ABI Research, steady growth in both enterprise and consumer VR segments over the next five years will lead 50.1 million VR Head-Mounted Display (HMD) shipments (a 42% CAGR) and generate more than US$56 billion in total VR market revenues by 2026.

"Virtual Reality has had many ups and downs since its unofficial revival in 2014, but as the market stabilizes, a clearer picture of valuable enterprise and consumer applications takes shape," says Eric Abbruzzese, Research Director, Augmented & Virtual Reality, at ABI Research. "For example, VR gaming is driving the consumer VR market today, with a steadily increasing number of developers releasing VR content. Enterprise VR saw increased interest with the COVID pandemic and the need for remote worker enablement, and that interest will continue and grow post-pandemic."

In terms of hardware, the standalone HMD segment continues to fuel the VR market, with strong interest from both the consumer and enterprise markets. Standalone will make up nearly 80% of total shipments in 2026, up from 44% in 2021. The Oculus Quest 2 has performed very well, and competition from players like Pico will provide choice. Enterprise-focused VR companies are shifting a significant amount of attention to standalone VR and many view it as the future of the industry. Mobile device VR in its old formthat of a cheap housing for a mobile phoneis likely over in any form outside of ultra-cheap cardboard devices. However, Qualcomm's efforts in VR viewers are expected to bring more device choice and ultimately interest into this space. Tethered devices are mostly focused on high end PC applications, but Sony has confirmed an upcoming refresh of PSVR, which will help drive consumer tethered (console) shipments going forward.

For software and content, consumer VR remains mostly focused on gaming. E3 2021 had a notable VR presence with game announcements. Education mixes consumer and enterprise and is the second largest segment by shipments and first by revenue; 11 million HMD shipments are expected in education in 2026, with US$20 billion in total market revenue. Remote worker enablement and high-quality visualization drive enterprise interest across the other verticals, including healthcare, retail, manufacturing, and others.

"VR remains a best-in-class immersive digital experience for many applications, but the market is more complex than that. COVID continues to impact public space usage, while simultaneously spurring personal home and work at home uses. Compelling and accessible hardware in the Quest 2 grows interest across these areas as well, and competition will bring greater user choice with names like Apple entering the market soon. Movement towards the metaverse, and similar ubiquitous, persistent digital platforms, enable both enterprise and consumer use cases that will work with those new hardware vendors alongside software, service, and connectivity players to build out an ecosystem that spans all application types," concludes Abbruzzese.

These findings are from ABI Research's Virtual Reality Market Data: Devices, Verticals, and Value Chainmarket data report. This report is part of the company's Augmented and Virtual Realityresearch service, which includes research, data, and ABI Insights. Market Data spreadsheets are composed of deep data, market share analysis, and highly segmented, service-specific forecasts to provide detailed insight where opportunities lie.

About ABI ResearchABI Research is a global technology intelligence firm delivering actionable research and strategic guidance to technology leaders, innovators, and decision makers around the world. Our research focuses on the transformative technologies that are dramatically reshaping industries, economies, and workforces today.

ABI Research1990

For more information about ABI Research's services, contact us at +1.516.624.2500 in the Americas, +44.203.326.0140 in Europe, +65.6592.0290 in Asia-Pacific or visit http://www.abiresearch.com.

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GlobalDeborah PetraraTel: +1.516.624.2558 [emailprotected]

SOURCE ABI Research

http://www.abiresearch.com

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Virtual Reality is Turning Ten and Overdue for an Upgrade; Tech Startup Hypnos Virtual is Raising Capital to Deliver the First Entrant to the…

Posted: at 3:04 am

LITTLE ROCK, Ark., Oct. 1, 2021 /PRNewswire/ -- With the dawn of the Metaverse now underway, Oculus's market entry over nine years ago seems like ancient history. Oculus paved the way for the Metaverse thanks to the immersive nature of the sight and sound it made possible.Facebook quickly realized the potential and snapped up the company for $2 billion.Not much has changed in augmented reality since then but now there is Scentscape to take reality to the next level.

Scentscape transforms every aspect of human activity from the passive to the active by introducing a new neuroscience-based datastream called Bio-Media, which brings mood-making or mood-appropriate bio-aromatics to the event at hand. From simply reading a book to watching a movie to enjoying dinner with friends or to a no-holds-barred gaming showdown, Hypnos Virtual's Scentscape enhances the experience.

Scentscape will come in different sizes, but the cinema model creates millions of different scents, "the full human scent genome," and is smaller than a mini-fridge. The Bio-Media is experienced as a choreographed "Scent track" that is continually changing like a cinematic musical score; it's a totally unique experience. Hypnos is perfecting an artificial intelligence component to deliver the right scents at the right times in tune with the moment such as scintillating olfaction of an ocean voyage in VR, taking in the intoxicating aroma of lush forests while watching any entry in The Lord of The Rings or the mouthwatering aromas of the Food Network or the acrid odors of the smoky and the burning during an "anything goes" gaming battle.Bio-telepresence, Virtual travel and even YouTube integration are standard features with this internet-based system and there are even plans for the International Space Station.

The medical science and the technology behind Scentscape is neuro-tech, so it's not easy reading, but it certainly is interesting. Potential investors curious to know more about the engine driving this breakthrough are invited to take a deep dive on the Hypnos Virtual website - https://www.scentscape.com

The Metaverse is widely regarded as the next big thing and the Hypnos Scentscape is perfectly positioned to capitalize. The company expects wide adoption from the top entertainment giants and household names down to consumer ownership whereby a Scentscape will be on a Best Buy or Amazon shopping list along with their new TV, computer or gaming console.

Investors are encouraged to explore investing in this innovative company on track to make its mark on the world.

The Scentscape investment offering https://bit.ly/3hXaOh8

The Hypnos Virtual corporate website - https://www.scentscape.com/

Media Contact:Howard Sherman833-276-9377[emailprotected]

SOURCE Hypnos Virtual Inc.

http://www.scentscape.com/

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This Maryland police department is looking to use virtual technology to practice better policing – WUSA9.com

Posted: at 3:04 am

The Hyattsville Police Department in Prince George's County, Md. is looking to acquire outside funding to bring an interactive way to train its officers.

HYATTSVILLE, Md. Data shows over 900 people have been shot and killed by police in the past year in the United States.

The Hyattsville Police Department in Prince George's County, Md. is hoping to acquire some outside funding to bring an innovative and interactive way to train its officers on de-escalation tactics.

Yup, it's virtual reality training. The department is still testing out the technology, but they are optimistic it would be a great addition to the police force.

As futuristic as it may sound, as a way to train officers on de-escalation tactics, members of the department gear up in virtual reality goggles and jump into a virtual universe where they are put to the test.

"This is a way for us to enhance all the classroom training, and of course, all the training the officers have in real life and that's what I'm excited about," Hyattsville Acting Police Chief Scott Dunklee said. "This is going to be something that is going to set us apart a little bit and step us up to a new level."

The virtual reality cyberspace provides immersive and interactive training experiences that not only reinforce de-escalation techniques in crisis scenarios but can also flip the role and put officers in the shoes of a person in crisis who may be living with mental health challenges such as schizophrenia or Alzheimer's, according to the department's Facebook post.

Ready for liftoff! Well, not quite, but Lt. DonBullian and Sgt. Hartnett are enjoying a trip through virtual reality...

In the various modules, there are scenarios with messages that pop up in the VR goggles that share helpful queues on handling situations that could be tense and stressful during an encounter with police.

"I think that's the key, that having all the officers go through this and they'll develop different scenarios where we can build on this year after year," said Chief Dunklee. "But seeing it from the [perspective of the] person that's having a crisis or a breakdown that's really the value added to it [virtual training]."

Axon is the virtual reality company the department plans to source the VR goggles. The company has been traveling across the country visiting several police departments to bring this new form of public safety technology. According to Axon's website, their goal is to "give law enforcement the tools they need to focus on what matters, get to the truth faster and make the world a safer place."

One of Axon's initiatives is to protect human life in policing situations.

"Officers arent trained to shoot to kill. They are trained to stop a threat. They use the tools they are given, and often have less than a second to make life-or-death decisions. Lets give them better tools and put the toughest decisions in the hands of the courts. One day the bullet will be obsolete. Were working on a device that will out-perform the handgun in every situation and let the people on either side of the weapon go home safe at the end of the day. " the company says on its website.

As we all know, the limelight of recent police killings has drawn more negative attention to the work that law enforcement does every day. HPD says it is proactively trying to change the stigma and educate its members on using better tactics so they won't have to result in the "use of force."

Although many sources report different variations of the number of police shootings in the U.S., according to the Washington Post, 937 people have been shot and killed at the hands of police.

"That's always the last resort. I think that even though it has gotten a lot of national attention lately it has always been our mission to save lives and we do that daily," said Chief Dunklee. "That's our goal every day when we get up for work is to settle things peacefully."

This is something Adrienne Augustus, HPD's public information officer and mental health programs manager is steadfast on implementing under her leadership.

Augustus has been very vocal about the need to shift police funding from a focus on routine law enforcement to a plan that includes funding for community support that works in collaboration with good policing.

As cool as it may sound, the department hopes to bring these progressive training opportunities to all officers very soon at their new Police and Public Safety Building set to reopen in 2022. Hyattsville's Administrator Tracey Douglas said the hope is that the building can serve as a regional training hub for multiple law enforcement jurisdictions in the area.

"We'll have a training room with a lot of scenario-based equipment and we hope to open it up to surrounding jurisdictions because it doesn't help for us to have this technology and for the Hyattsville Police Department to be trained when in many cases we work with our surrounding jurisdictions in response to incidents and issues," Douglass said.

The Hyattsville Police Department has also progressively implemented a mental health and wellness program. The initiative was started to train officers on how to compassionately respond to mental health crises and defuse situations that involve mental health patrons. Some officers in the department have already completed mental health first aid for law enforcement training.

The program offers law enforcement-focused mental health first aid training, a mental illness 101 education program, crisis intervention team training, and a required, quarterly mental wellness check-in program. It will also include PTSD and autism awareness training.

The department's mission to lead it in a progressive direction is not only to train officers on better policing tactics when addressing mental health, but the program will also plan to support first responders mental wellness.

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This Maryland police department is looking to use virtual technology to practice better policing - WUSA9.com

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