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Category Archives: Virtual Reality

Virtual reality dining experience opens at The Spot 625 in Syracuse (photos) – syracuse.com

Posted: July 14, 2021 at 1:47 pm

Syracuse, N.Y. A new immersive dining experience has opened up on Syracuses North Side, promising virtual dinner parties with augmented reality storytelling.

Owners Brian Fitzgibbons and Gregory Nies softly opened The Spot 625 in the space formally known as Second North Deli. They plan a grand opening for the fall, but first, theyre practicing their ambitious twist on dinner and a show for various groups this summer.

The Spot 625 teamed up with Quantum Virtual Entertainment, co-owned by Nies and Ryan Lynch, to provide a virtual dining experience in a private room separated from the rest of the restaurant. (Quantum specializes in visual/audio entertainment and projection mapping.)

Diners enjoy a virtual reality dining experience in the private room at The Spot 625 in Syracuse, N.Y.Provided photo

The show follows a story titled Sognatore (The Dreamer) and eventually connects to an ample dinner served on the spot.

Without giving too much away, the story drops guests in the dream sequence of a main character, whose mind journeys from a pulsing nightclub to a snowy forest to outer space.

We wanted to create something you cant find anywhere else, with all local businesses and partners, said Nies, who co-scripted the story with Lynch. It was so fun to write this.

The main characters are voiced by Syracuse comedians Lou Greco and Carlo Russo of The Uncle Louie Variety Show, along with Ashley Oakes, Maria Theodorakakos, Jackson Oakes and Arianna Fitzgibbons.

The show gives diners plenty to talk about and react to, even if youre seated at the 10-person table with strangers. Multiple overhead projectors create a wraparound view on the rooms three walls and long table, like a planetarium. Theres not a bad seat in the house.

At first, it felt odd to halt dinner conversation for the sake of the show, but it was a relief to have pauses in the story as the appetizers and salads came out.

Some might find the story a bit goofy, with cartoonish broccoli bouncing across the walls of the windowless room. But others will appreciate the touch of Disney whimsy in an unlikely location, with birds, boats and rocket ships zooming across the table and walls.

Kids would dig it. Adults, too, especially after a couple drinks. And the attentive waitstaff kept our glasses full.

The main entrees coincided with a break from the narrative. We ate amid a pleasant countryside backdrop, with birds chirping and music filling the room. Jeff Molesky of Moletrax Studio provided the thundering audio backdrop, which made the dining room feel and sound like a movie theater.

Diners enjoy the virtual reality dining experience in a private room at The Spot 625 in Syracuse, N.Y.Stephanie Herbert

The Spot 625 carried over a few favorites from Second North Deli, like the delis popular London broil sandwich. The in-house menu differs from virtual dining menu, where large platters of steaks, seafood linguine, chicken riggies and vegetables are served, as family-style or plated dinners.

Servings were generous, with everyone in our party taking home heaping to-go containers.

Quantum Virtual Entertainment plans to expand into new markets throughout the country. Future shows will coincide with holidays and local wine tours which take guests into the wine-making process from vineyard to table.

This idea seems especially well-suited for the virtual experience, to bring great local wines and sommelier education to guests who cant make the trip to the Finger Lakes or Napa.

Overall, the experience provides something very different for the area, turning the dinner-and-a-show concept on its head. Its more of a show, punctuated by a dinner, but has potential to showcase a variety of interesting stories thanks to the energy of its creative team.

Diners sit at the bar at The Spot 625 in Syracuse, N.Y., a new restaurant that offers an augmented dining experience.Provided photo

Where: 625 Wolf St., Syracuse. Parking lot available on Second North Street.

When: The bar is open Monday-Saturday at 11 a.m. Closed Sundays. Virtual dinners are by reservation: Fridays at 6 or 8 p.m. and Saturdays at 4, 6 or 8 p.m. Reserve on quantumexperiences.com.

How much: Dinners start at $59. Alcoholic beverages available for additional cost.

Katrina Tulloch writes culture stories for Syracuse.com and The Post-Standard. Contact her: Email | Twitter | Facebook

Diners enjoy a virtual reality dining experience in the private room at The Spot 625 in Syracuse, N.Y.Provided photo

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Allegheny Health Network Improves Cancer Patients’ Experience and Comfort with Virtual Reality Technology Pioneered by Harvard MedTech – WFMZ…

Posted: at 1:47 pm

PITTSBURGH, July 14, 2021 /PRNewswire-PRWeb/ --Cancer treatment can be long, tiring and stressful. At the Allegheny Health Network (AHN) Cancer Institute, however, cancer patients now have access to innovative virtual reality technology that can help enhance their treatment experience.

Pioneered by Harvard MedTech, the technology resembles a large pair of binoculars that is worn by patients during treatment. Patients can choose from any number of relaxing scenes: sitting by a lake, walking in the woods, watching the sun rise over the ocean. The view transports them into a full, immersive experience where they are surrounded by the comforting sights and sounds of their chosen setting.

Harvard MedTech has donated 29 of the virtual reality headsets to AHN's Cancer Institute for use by patients across the Institute's multiple clinical sites.

"We are so grateful to Harvard MedTech for its generous donation of this amazing technology that will have an immensely positive impact on the care of our cancer patients," said Allie Quick, Chief Philanthropy Officer, AHN.

"Research has shown that when the brain focuses on a pleasurable virtual experience, it perceives stress and discomfort at lower levels," said Pat McCutcheon, Senior Vice President of Market Partnerships, Harvard MedTech. "Over time, the virtual reality experience can induce neural pathway changes in the brain that promote long-term pain relief and reduced anxiety and depression. It's a revolutionary concept that is transforming our understanding of how to manage pain and the psychosocial effects of trauma without drugs or surgery."

Harvard MedTech's donation to AHN came about through Gene Vaskov, the surviving spouse of a Cancer Institute patient, Connie Vaskov. Gene and his family were grateful for the quality of care Connie received from medical oncologist Jane Raymond, MD, and the entire Cancer Institute team, and wanted to make a gift that would help current and future patients undergoing cancer treatments. When Harvard MedTech learned of his desire to make a donation that would further improve the experience of cancer patients, the organization stepped up immediately.

"Cancer treatment can take a mental and physical toll on patients, yet it is critically important that they persevere and finish all prescribed treatments to have their best chance for a good outcome," said Dr. Raymond. "We are really excited about the difference this technology may make in helping many of our patients do just that."

AHN is increasingly using Harvard MedTech's virtual reality technology in an even wider variety of medical and behavioral health applications. The Chill Project at AHN, which teaches meditation and mindfulness practices in local school districts, for example is adding it to the arsenal of tools to help students, teachers and staff cope with stress and anxiety.

AHN Director of Pain Medicine Abraham "Jack" Kabazie, MD also is launching a pilot program using Harvard MedTech Vx Therapy protocol to help patients cope with chronic pain and the behavioral health issues that often accompany it, such as anxiety and depression. As the use of opioid drugs for pain management has contributed to a national epidemic of addiction and overdose deaths, Harvard MedTech's Vx Therapy Program is at the forefront of a national initiative to find effective alternative solutions for patients living with pain and the other effects of trauma.

For more information on Harvard MedTech, visit http://www.harvardmedtech.com.

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About Allegheny Health Network and the AHN Cancer Institute

Allegheny Health Network, a Highmark Health Company, is a western Pennsylvania-based integrated healthcare system that serves patients from across a five-state region that includes western Pennsylvania and the adjacent regions of Ohio, West Virginia, Maryland, and New York. The Network's Cancer Institute employs more than 200 physicians and 500 oncology professionals who provide a complete spectrum of oncology care at 24 affiliated oncology clinics, including access to state-of-the-art technologies and new therapies being explored in hundreds of clinical cancer trials. The Cancer Institute has the only cancer program in the Pittsburgh region accredited as an Integrated Network Cancer Program by the American College of Surgeons Commission on Cancer, and its radiation oncology program is the largest in the country accredited by the American Society for Radiation Oncology. AHN Cancer Institute is a Quality Oncology Practice Initiative certified practice, and is accredited by the Foundation for Accreditation of Cellular Therapy, National Accreditation Program for Breast Centers and the National Accreditation Program for Rectal Cancer. AHN also has a formal affiliation with the Sidney Kimmel Comprehensive Cancer Center at Johns Hopkins, one of the nation's 41 comprehensive cancer centers designated by the National Cancer Institute, for research, medical education and clinical services.

About Harvard MedTech:

Harvard MedTech is a breakthrough digital health company that is tapping the new science of how the brain works, combining specially designed virtual reality experiences psychosocial support, digital engagement and proprietary AI algorithms to retrain neural pathways and alleviate the effects of trauma, including pain, PTSD, anxiety and depression. The company's Vx Therapy model is the first to comprehensively integrate this unique combination of digital technologies with behavioral health interventions, in a virtual application that moves the point of care to the patient's home. This virtual engagement drives higher compliance, patient satisfaction and optimal outcomes. It also allows the solution to be affordable and scalable at a population health level. This non-invasive and non-pharmacological approach also provides data that is trackable for a clear assessment of its value to patients and health care providers. Visit http://www.harvardmedtech.com for more information.

Media Contact

Stephanie Waite, Allegheny Health Network, 412-337-5484, Stephanie.Waite@highmarkhealth.org

SOURCE Allegheny Health Network

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Developments in Virtual and Augmented Reality on Upcoming Episode of Advancements – WFMZ Allentown

Posted: at 1:47 pm

JUPITER, Fla., July 14, 2021 /PRNewswire-PRWeb/ -- Scheduled to broadcast 4Q/2021, an upcoming episode of Advancements with Ted Danson will focus on how technology is being used to create a real-time digital immersive experience.

This segment will explore FansXR INC's (FXR) award winning augmented reality, virtual reality, and 360 dome experiences showcasing a unique digital media platform that provides live fan-controlled broadcast views for entertainment, gamification, and sports betting.

Audiences will see how FansXR integrates actual footage and manipulated imagery to create realistic looking environments for context. The show will also explore how FansXR creates real-and-virtual combined environments and human-machine interactions that are generated by computer technology and wearables.

"As fans return to the stadium, the post-COVID boom is driving revenues throughout the entertainment business sector. With use of 5G, we believe the sector will reinvent itself to attract a younger crowd and offer immersive personalized experiences," said Matt Coleman, CEO, FansXR.

Hearing from experts in the field, spectators will see how FansXR is becoming a global leader in fan-controlled entertainment.

"The technology allows anyone to participate in sporting events and entertainment, regardless of their location," said Colin Ferguson, producer for the Advancements series. "We are excited to share this with viewers."

About FansXR:

Fans XR offers teams, leagues, broadcasters, and the entertainment industry the ability to drive new revenues through the use of emerging innovations combining 5G and XR products and services that increase advertising and sponsorship placements, ticketing, merchandise sales and sports betting, while creating new databases offering unique fan engagement gamification.

For more information, visit: http://www.fansxr.com.

About Advancements and DMG Productions:

The Advancements series is an information-based educational show targeting recent advances across a number of industries and economies. Featuring state-of-the-art solutions and important issues facing today's consumers and business professionals, Advancements focuses on cutting-edge developments, and brings this information to the public with the vision to enlighten about how technology and innovation continue to transform our world.

Backed by experts in various fields, DMG Productions is dedicated to education and advancement, and to consistently producing commercial-free, educational programming on which both viewers and networks depend.

For more information, please visit http://www.AdvancementsTV.com or call 866-496-4065.

Media Contact

Sarah McBrayer, DMG Productions, 866-496-4065, info@advancementstv.com

SOURCE Advancements

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Virtual reality and crash of expectations – The Hindu

Posted: at 1:47 pm

First year college students have begun to lament online classes for a range of reasons from boredom to lack of interactions, exposure and co-curricular activities

It has been nearly a year since Ghaziabad resident Anshika Singh enrolled at the Delhi University (DU) for under-graduation. However, with online classes continuing to be the norm due to the COVID-19 pandemic, it has been difficult for her to gauge how college functions or access the facilities on campus.

For several first-year students like Ms. Singh, who are set to appear for their second-semester examinations next month, a lack of interaction with professors and peers, sans the computer screen, has meant that the college life they expected was in dissonance with the reality.

Ms. Singh, a student of Miranda House, said: After boards, we thought well get to go out, explore an independent life which DU offers and meet people coming from different parts of the country. But we lost out on the chance. The exposure that DU offers, including extracurricular activities, is also why you want to join the university. But due to the pandemic, interactions got restricted.

The BA (Programme) student added: At times attending online classes feel like listening to podcasts. Interaction with teachers also gets restricted and you simply do not get the exposure you hoped for. For many, mental health issues are also on a rise. When there is interaction, you get to learn stuff, which is not present online. We do not even have direct interaction with the administration. The experience for which I joined Miranda House is still unclear for me. Even for teachers, this is a whole new scenario.

Attending online classes was not equivalent to the human connect that you would expect on campus, others added.

Prathit Singh, a Political Science student of Ramjas College, said: When you join a DU North Campus college you have expectations. Initially, I adapted to the life of online classes but eventually, the enthusiasm faded away. Online lectures are difficult to focus on at times. Even though I was able to make a few friends and meet them online, the human connect is missing. I am missing out on a very important thing.

It was more stressful during the onslaught of the second wave. During the second wave, it was even more stressful when professors were also unwell. Everything around us was distraught and gradually the pace of classes was also reduced as several students and teachers were infected. The motivation is slightly slipping away but we dont really have an alternative at the moment, said the Kolkata resident.

Stating that the current batch was extremely unfortunate due to curtailed dreams of independence and self-discovery, Dhruv Garg, a student of Kirori Mal College (KMC) said, In order to have bonds one has to step out and college is essentially the first time people travel and live by themselves. That is something we missed out on. I have been able to make friends online but for a lot of people it is difficult.

Last week I met a few of my online friends for the first time and it did not really feel overwhelming. It was quite normal. I think the transition from online to offline will be okay for me, said Garg, a student of Economics.

Professors at the university also said that the current structure of teaching-learning, brought in due to the ongoing pandemic had an adverse impact on the students.

Tanvir Aeijaz, professor at Ramjas College, said: Students have been impacted both academically and socially. Academically a lot of things we do in the classroom like impromptu discussions are missing in online classes. The liveliness and experience of the classroom are not there. This makes a huge difference. A majority of the students often do not have their videos on for several reasons which also make it difficult for the teacher to know if the student is even present.

There are manifold hindrances, he said. Communication gets distorted online. University is a space that once students enter, they are in a different mind space altogether and there is some purpose. The academic charm is missing in online classes. Teaching-learning within a structured environment is not there and if that ecology is missing then the factors that determine learning also changes. Online students are getting impoverished in terms of learning and knowledge and it is a huge loss for them, said Mr. Aeijaz.

Speaking of a dystopic reality that professors and students are currently experiencing, St. Stephens College professor Nandita Narain said: There is no sense of a community, class or college. This is not even a pale shadow of what is actually experienced in a college, mostly from each other and to a large extent from teachers. In this virtual reality, most people do not even switch on their videos so one doesnt even know who they are speaking to. It is to be seen how the current batch copes in the second year as their first year foundation will be shaky, lamented Ms. Narain.

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Poconos resort opening America’s first virtual reality waterslide – PhillyVoice.com

Posted: at 1:47 pm

In the grand tradition of combining one awesome thing with another, Pennsylvania soon will be home to the first virtual reality waterslide in the United States.

Kalahari Resorts and Conventions, a water park chain with a location in Pocono Manor, will debut the new attraction July 28 on National Waterpark Day, which seems to have been a thing for five years now.

The resort is teaming up with San Francisco-based Ballast VR, a company that was founded in 2017 and creates aquatic virtual reality experiences for water park rides and swimming pools.

Ballast VR's VRSlide technology uses a sensor-based, waterproof headset that waterslide riders put on before they take the plunge on their tubes. Riders can choose one of three adventures: an African safari, an alien encounter in outer space or a castle with fire-breathing dragons.

The company introduced its first virtual reality waterslide at Galaxy Ending in Munich, Germany in 2018. Here's a look at the experience.

At Kalahari Resorts, the virtual reality experience will be added to the Anaconda waterslide.

"In the past four years, Ballast VR has introduced several new attractions that heighten the thrill of virtual reality by merging out-of-this-world visuals with incredible physical sensations," the company said.

In addition to waterslides, Kalahari Resorts has a large game room, black light and outdoor mini golf, escape rooms and two virtual reality arenas with zombie, pirate and Transformers games.

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Virtual reality returns to East Vancouver’s Kingsgate mall – Vancouver Is Awesome

Posted: at 1:47 pm

Get your game on.

Virtual reality is back in business atVancouver's Kingsgate Mall.

Zero Latency VRhas resumed full capacity operation, following some pandemic-induced restrictionsthat began in the spring of 2020.

"It's obviously better from a business model point of view and we haven't been making money the past 15months but I think we're turning a corner," explains the company'sWinston Cabell.

Up to eight people are allowed toplay at one time. They can battle zombie villains or solve family-friendly puzzleswhile travelling through various virtualenvironments.

Billedas Western Canada's largest virtual reality arena, the space spans1,500 square feet. Participantsare untethered to avoid cables or wires andgames are equipped withalarms to alertanyoneof anyapproaching obstacles.

A total session can last up to 45 minutes.

The July13 relaunch included apremiere of Ubisoft'sFar Cry VR: Dive into Insanity.

"It's an unbelievable game;it's so much fun. We're super excited to be partnered with Ubisoft on this launch and we canshow the city what Far Cry VR is all about," says Cabell.

Zero Latency Vancouver adheres totheprovince'sStep 3 of the BC restart plan. All staff members wear masks unless fully vaccinated and players are encouraged to wear masks in the briefing room.

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Louisiana School District Honored for Use of Augmented and Virtual Reality in CTE During Pandemic – PRNewswire

Posted: at 1:47 pm

SAN JOSE, Calif. and OPELOUSAS, La., July 13, 2021 /PRNewswire/ -- Because of its fast and widespread implementation of augmented and virtual reality technology (AR/VR) in the past year, zSpace, a Silicon Valley education company, is proud to honor St. Landry School Board in Louisiana as a "District of Distinction."

The St. Landry Parish School Board is the first district in Louisiana to enhance its Career and Technical Education (CTE) instruction with AR/VR including 200 zSpace laptops and teacher stations. zSpace features AR/VR technology built into a Windows 10 laptop and all-in-one PC that creates an immersive and interactive experience where lifelike content seems to "leap out of the screen." This is particularly helpful for CTE instruction because it allows students to do things that would otherwise be too dangerous, impossible or expensive.

"Nothing replaces hands-on learning, but sometimes we need to fill a gap," said Michael Carbenia, senior executive director of workforce at zSpace. "The team at St. Landry has done an amazing job delivering meaningful CTE teaching to students during the pandemic, and I know they'll continue using zSpace even as students return to the classroom."

zSpace can be used for remote, in-person, and/or a blended learning strategy. Dr. Therese Ellender, STEAM Supervisor for St. Landry Parish School Board, credits the technology for keeping the district's CTE program intact and preventing students from losing ground during the COVID-19 pandemic.

"zSpace has been a lifesaver," said Ellender. "Our teachers have been able to teach and our students haven't fallen behind. We are better positioned to fully continue our students' education, better than any other district in the state. I truly feel confident in that statement."

zSpace and CTE at St. LandrySt. Landry Parish Schools has a robust CTE program providing students with the ability to earn certifications in HVAC, carpentry, automotive skills, welding and agriculture. As an example, a construction activity may have a student study the components of a typical wall of a home. Using a stylus and special glasses, the student can virtually pull the wall out of the screen and take it apart to see the insulation and electrical conduit inside.

CTE content is built into the zSpace units and is mapped against recognized industry credentials, allowing students to complete tasks and build upon their knowledge in zSpace or in real life. In addition, teachers have the opportunity to customize content by creating personalized videos, building quizzes and using zSpace either synchronously or asynchronously.

Practical Matters: Getting Technology into the CommunityPurchasing zSpace units, learning the technology and distributing the laptops and PCs to students and teachers was the first major step of the process. The district's technology team handled the deployment, drafting a user agreement and offering insurance in case a unit was lost or stolen. Teachers -- tech-savvy or not -- knew they had to learn how to use the technology for the sake of the program and their students. Luckily, learning to use zSpace is intuitive for both students and teachers.

"We haven't had a problem with any of the units," said Ellender. "I think it's because the students think they're really cool."

About zSpacezSpace is the leading evidence-based augmented/virtual reality (AR/VR) platform providing innovative hands-on, experiential learning to improve achievement in science, math and career and technical education credentialing.Over 2,500 school districts, technical centers, community colleges and universities use zSpace to provide equitable access to instruction for millions of learners preparing for success in college and careers. A privately held, venture-backed company located in San Jose, California, it has more than 50 patents. zSpace was named "Cool Vendor" by Gartner, Inc., "Best in Show at ISTE" by Tech & Learning Magazine for three consecutive years and ranked two years in a row on the Inc. 500 list of fastest-growing companies. Visitwww.zspace.com, or follow @zSpace on Twitter.

SOURCE zSpace, Inc.

http://www.zspace.com

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What Is the Metaverse? – The New York Times

Posted: at 1:47 pm

The fact that were surrounded by a global layer thats there at all times, Mr. Tehranian said, referring to the Ethereum blockchain, where theres no central party that determines whether or not something is available or not? That, he said, is the antidote to the digital world we already live in one that he describes as akin to a metaverse but with dictators (Apple, Google, Facebook).

His metaverse hews to a particular definition of freedom. The thing I really care about is that you as an individual own objects, he said. Property ownership is a tool. It works. It brings financial incentives.

This may sound, depending on your ideological orientation, more dystopian than utopian. To Mr. Tehranian, its merely realistic.

Were still talking about human nature, which is greedy and selfish, he said.

Indeed, many are looking at the metaverse as a financial opportunity. Mike Winkelmann a.k.a. Beeple, the guy who sold an NFT of his artwork for $69 million is working on a start-up called Wenew, which will sell NFTs associated with moments in time, creating, in the companys words, the memory palace of the metaverse. (Its early offerings include moments from the tennis star Andy Murrays career.)

Despite his stake in the crypto-oriented vision of the metaverse, Mr. Winkelmanns sense of what it might be, or already is, remains wide. Whatever the metaverse is, its not just virtual reality, or augmented reality, or the blockchain and NFTs, or virtual worlds and games.

People are very much looking at it as this Ready Player One thing, or a V.R. thing, he said.

Thats just about how close that screen is to your face, he continued, holding his phone up to his eyes. This doesnt change the fact that a lot of these things are happening in a space that is already virtual.

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Virtual Reality is the future of employee training and onboarding, post-pandemic – Hindustan Times

Posted: at 1:47 pm

Virtual reality - The future or should we say the present and the most prominent technology for the best user interface. Virtual reality has changed the means of interaction and shopping. Among the successful conversion rates in eCommerce sectors, Virtual reality is incorporating itself in the corporate world, i.e workplace. Virtual reality in the workplace assures, to enhance the learning process, better produce in expressing innovative ideas and of course seamless onboarding as well as training of employees.

Virtual reality is playing a major role in training employees. It is easy and entertaining not only to understand things but also to memorize them. Practical knowledge lasts longer than theoretical knowledge. The application of Virtual Reality has truly made the memorable process easy and better than any audio/video education platform today. In various industries like healthcare, army. Doctors, surgeons, and officers are well prepared for the actual procedure.

A recent report even stated that 83% of surgeons, doctors trained in VR were ready to complete the procedure in a lab setting with minimal guidance.

It has shown that they did better than the ones, who were trained with traditional methods. Because they had no experience in the application of these pieces of training.

The means of actually recruiting an employee and onboarding them with the job has changed its meaning in 2020. The version of learning by sitting in a class looking at a 2D screen is too not working. It is difficult to make employees believe how safe and friendly their work environment is and what it's like to be working with them.

Virtual reality has played a significant role in the recruiting process as well. Any job seeker would research about the company they want to land in. Pictures uploaded online can be one of the methods to have a zest of the workplace, but what it feels like to work there is the curiosity of the employee. Through virtual reality, the prospective employee can have a walk-through from the workplace for real and have the experience of doing so. The virtual walkthrough of the workplace would not only give immense satisfaction to the prospective employee but will save a lot of time for the company as well. The companies who are not well aware of the VR technology, in training, recruiting, and actually, onboarding employees can go through a lot of exploitation of their time as well as financial resources. This is exactly opposite to the purpose they started their business to save time and produce and earn more.

Well, WoWExp has got the solution to concerns like these. With WoWExp, you can ease the process of training, recruiting the employee as well as job onboarding. Whenever a new employee onboard, or joins the team, there are tons of knowledgeable staff waiting to be bombarded on them. Making them learn all the essential procedures beforehand can save a lot of time, what else is expected from a new employee. But by providing VR manuals, this problem can be solved in one go. The manual will be a compact and engaging one, which will be available for them forever, so that they can go through it anytime, especially in times of doubt.

Virtual Reality is far cheaper and requires less or no manpower and at the same time offers a lot more than the traditional method. It not only provides an engaging way of onboarding to the employees. But a lot of the employer's time can be saved as well. There is a particular team assigned to onboard the new employees. Now it can be just with a manual, which won't even bore any employee and also gives the freedom to the employee to understand things easily. However, Virtual Reality not only gives you this seamless experience but also for some astonishing real-life situations. Excited to know more. Have a look at: http://www.wowexp.ai/vr-training

Training employees repetitively can make them well prepared for almost every situation. WoWExp, with the help of Virtual Reality, can train your employees how to react in some situations, for which no one can prepare you. For example, training employees to defend against a bank robbery or on-site mining. No one knows how they'll react when they are in a real situation. But continuous drills during training for safety and awareness can surely give us a pattern of the behaviour of the employee.

With the help of VR goggles and creating scenarios, employees can be trained to make better decisions.

Wowexps CEO, Navin Manaswi says that We believe technology advancement is the only way that is going to reinstate the primitive tools with smart innovative products that we produce today. The core idea to imply the VR technology is to make more and more people aware of the power of better learning methods, making the world a better place. More details at http://www.wowexp.ai

Disclaimer: This is a company press release. No HT journalist was involved in the creation of this content.

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Softroom’s The News Pavilion allows newsreaders to "extend reality" – Dezeen

Posted: at 1:47 pm

Design consultancy firm Softroom has designed a virtual reality news studio that uses 3D-creation software Unreal Engine to "dissolve the boundaries of the TV studio".

The News Pavilion is a TV studio that combines virtual production technology and real-time filming techniques. A permanent news booth, where presenters and guests can gather around a table, is surrounded by LED screens and other augmented reality technology.

Softroom worked with the video game developer Epic Games to devise the concept, which was created using Epic Games' Unreal Engine display software. This generates the virtual environment in real-time.

"We wanted to explore what new opportunities for storytelling are possible, as well as creating a dynamic but sympathetic setting for the day's news, one that matches the sense of immediacy and importance of the subject matter," Softroom founder Oliver Salway told Dezeen.

The idea for The News Pavilion came about during the Covid-19 pandemic.

"The whole issue of teleporting-in remote guests sprang from conversations about what the legacy of lockdown might be, now that we're all so much more accustomed to video-conferencing," Salway explained.

"Thanks to Covid-19, it's ok now for a news show to have someone interviewed via their webcam, but we felt that there might be better ways to bring in remote contributors given the resources of a TV station."

The designers adopted augmented reality techniques more commonly found in film to explore these possibilities.

"We wanted to see what we could bring to TV design with an outsider's perspective," said Salway.

"A lot of physical TV set design just doesn't look like anything you'd credibly see in the 'real world'. It's trapped in a sort of debased art-deco pastiche a bit like a 1980s cruise liner."

On the left side of The News Pavilion is a news booth area where the presenter can physically sit at a desk. This section of the studio is the only permanent part of the design.

A pavilion with video walls encloses the studio, "extending the boundaries of the real studio". Cameras on wireless tracks film the newsreaders in live time and the video output is displayed live onto the LED walls.

"A wrap around LED enables the physical set design to be digitally enhanced and extended, offering great flexibility in terms of graphic appearance and scale," Salway said.

"The LED display walls are linked in real-time to the movements of the camera, the whole extended space moves in totally convincing synchronisation with the changing viewpoint."

According to Salway, this means that newsreaders are more comfortable in the studio as they no longer have the "disorientating green screen," which showcases images to people watching at home but which can't be seen by the newsreaders themselves.

Instead, The News Room lets the presenters experience the final visuals.

"People in the studio see pretty much the final composited effect that the audience at home does," he said.

"So you can get much more natural performances' from the presenters and guests in the studio, and they are able to interact with their environment, and with overlays of data, in much more fluid ways."

Alongside giving newsreaders more storytelling techniques at their disposal, Softroom wanted to ensure that regional or remote newsreaders were given the same visibility as in-studio newsreaders.

To do so, they "digitally extract" them from their off-site location and virtually place them into The News Pavilion.

"Thanks to the magic of virtual production, the remote guests are overlaid in the correct position in real-time on the video walls inside the studio," said Salway.

"So the hosts can interact much more naturally with them, and maintain an all-important sight-line to them," he continued.

"It was a reaction to feeling that studio guests and people on video link-ups are always a bit disadvantaged compared to the hosts."

The Covid-19 pandemic has prompted other designers to turn to virtual architecture and design. In November 2020, architecture studio Space Popular created Punto de Inflexin, a venue for the first-ever virtual reality architecture conference.

Project credits:

Core Graphics Technology: Epic Games, Unreal EngineVirtual Production: Pixotope: The Future GroupVirtual Production: ZeroDensityXR Production: DisguiseCamera Robotics: Electric Friends LED Panels: AlfaliteLED XR Stage: White LightVirtual Set Construction: MoovVirtual Set Construction: Strand SetConstruction: Scott FlearyCost Consultancy: PT ProjectsStrategy Consultant: Isaac Pinnock

Originally posted here:

Softroom's The News Pavilion allows newsreaders to "extend reality" - Dezeen

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