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Category Archives: Virtual Reality

Virtual Reality Market to Register Impressive Expansion of – GlobeNewswire

Posted: September 2, 2022 at 2:36 am

SAN FRANCISCO, Aug. 30, 2022 (GLOBE NEWSWIRE) -- Data Bridge Market research has recently published comprehensive business research on Global Virtual Reality Market which includes historic data, present market trends, future product environment, marketing strategies, technological innovation, upcoming technologies, emerging trends or opportunities, and the technical progress in the related industry. Virtual Reality Market research report execution is becoming very vital for businesses to gain success because it offers many benefits including insights into revenue growth and sustainability initiative. The large-scale Virtual Reality Market research report is an absolute overview of the market that takes into account various aspects of product definition, market segmentation based on various parameters, and the established merchant landscape. This industry report also offers businesses the company profile, product specifications, production value, manufacturers contact information, and market shares for the company. Moreover, the Virtual Reality Market business report blends together all-inclusive industry analysis with particular estimates and forecasts to provide complete research solutions with the greatest clarity for strategic decision-making.

Data Bridge Market Research analyzes that the global virtual reality market is expected to reach the value of USD 727,698.36 million by 2029, at a CAGR of 49.4% during the forecast period. The global virtual reality market report also comprehensively covers pricing, patent and technological advancements.

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Market Overview:-

Virtual reality can be defined as a technology that creates a simulated environment through computer technology. Virtual reality provides an immersed 3D environment to the user by simulating various senses such as vision, touch, hearing and even smell. Virtual reality uses devices such as head-mounted displays, projectors and display walls to generate realistic visuals and sounds to provide a real-world experience in the virtual environment. The person using virtual reality can view the artificial world 360 degrees and even sense the virtual environment with highly advanced gears. This technology is being widely used in various industrial applications, especially for training and research purposes.

The defense and aerospace industry uses it for training the army personnel by providing various environmental conditions, this aids in reducing the overall cost of the training. The gaming sector provides virtual reality directly to the users by enhancing their gaming experience; people are getting more accustomed to virtual reality through their experience in the gaming and entertainment industry. Virtual reality has also aided in driving simulators by providing a real-life experience in an artificial environment helping the users to adapt to the driving conditions and know how to react in various situations without actually taking the driving lessons directly on the road.

The growing demand for HMD in the gaming and entertainment industry is expected to be a major driver for the global virtual reality market. The lack of effective user experience design may restrain the market. Also, the increased deployment of VR technology in the aerospace & defense and architecture & planning sector may act as a major opportunity that helps in the market's growth. However, emerging risks and threats to data integrity may challenge the global virtual reality market.

Virtual Reality Market: Competitive Analysis

This report has enlisted the top suppliers and their cost structures, SLA terms, best selection criteria, and negotiation strategies.The competitive analysis helps the vendor to define an alignment or fit between their capabilities and opportunities for future growth prospects.

The report deeply explores the recent significant developments by the leading vendors and innovation profiles in the Global Virtual Reality Market including

Recent Developments

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Drivers/Opportunities

Head-mounted displays (HMDs) have been high in the gaming and entertainment sector. The gaming industry has had a technological evolution with the emergence of VR and 3D technology. The use of HMDs has helped achieve a fully immersive experience for users and has taken the gaming experience to the next level. The flawless transition conducted with VR HMDs has helped bring in a unique and enhanced user experience. HMDs have a high penetration rate in the video gaming sector and video game users prefer them for enriching experiences and entertainment. HMDs project digital images, enabling a 3D view, which enhances the user experience. Therefore, the growing gaming sector would drive the market for HMDs and, in turn, virtual reality.

The world is going through different phases of physical lockdown and social get-togethers are still not allowed in most countries. Hence, AR and VR Technology during COVID-19 are emerging as superheroes by enabling people to feel connected to each other. Augmented reality adds digital elements to the physical world and Virtual Reality gives an immersive experience to the viewers. VR devices such as Google Cardboard, HTC Vive, or Oculus Rift transport users to several experience real-world and imaginary environments.

The 3D design has enabled significant gains in the aerospace and defense equipment manufacturing processes. This has also positively impacted both performances of the aircraft as well as the manufacturing processes. The advancements in new 3D technologies bring new market opportunities to optimize production time and cost in the aerospace and defense industry. 3D technology has been a continuous trend, specifically in the aerospace industry. Recent developments in virtual reality technology have promised new applications in the aerospace and defense domain, impacting the growth of virtual reality in the aerospace and defense market. 3D visualization abilities incorporated with digital mock-ups of physical objects, virtual assembly lines, tighter integration and a seamless design process would drive the market shortly.

Global Virtual Reality Market Scope and Market Size

The global virtual reality market is segmented on the basis of component, device type, technology and vertical. The growth amongst these segments will help you analyze meager growth segments in the industries and provide the users with a valuable market overview and market insights to help them make strategic decisions for identifying core market applications.

Component

Device Type

Technology

Vertical

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The report provides insights on the following pointers:

Virtual Reality Market Regional Analysis/Insights

The Virtual Reality market is analysed and market size insights and trends are provided by country, offering, device type, pricing model, application and vertical as referenced above.

The countries covered in the Virtual Reality market report are U.S., Canada and Mexico in North America, U.K., Germany, France, Netherlands, Russia, Belgium, Italy, Spain, Switzerland, Turkey and rest of Europe in Europe, China, Japan, South Korea, India, Singapore, Thailand, Malaysia, Indonesia, Philippines and rest of Asia-Pacific (APAC) in the Asia-Pacific (APAC), Israel, South Africa, Egypt, Saudi Arabia, U.A.E and rest of Middle East and Africa (MEA) as a part of Middle East and Africa (MEA), Brazil, Argentina and rest of South America as part of South America.

China is expected to dominate and is the fastest-growing region in the Asia-Pacific virtual reality market due to advanced software research and development, rich entertainment content production, a favorable start up environment and others.

Some Major Points in TOC:

Chapter 1. Report Overview

Chapter 2. Global Growth Trends

Chapter 3. Market Share by Key Players

Chapter 4. Breakdown Data by Type and Application

Chapter 5. Market by End Users/Application

Chapter 6. COVID-19 Outbreak: Virtual Reality Industry Impact

Chapter 7. Opportunity Analysis in Covid-19 Crisis

Chapter 8. Market Driving Force

And Many More

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Customization of the Report:

Data Bridge Market Research also provides customization options to tailor the reports as per client requirements. This report can be personalized to cater to your research needs. Feel free to get in touch with our sales team, who will ensure that you get a report as per your needs.

Thanks for reading this article you can also get individual chapter wise section or region wise report version like North America, Europe, MEA or Asia Pacific.

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Data Bridge Market Research has over 500 analysts working in different industries. We have catered more than 40% of the fortune 500 companies globally and have a network of more than 5000+ clientele around the globe. Data Bridge adepts in creating satisfied clients who reckon upon our services and rely on our hard work with certitude. We are content with our glorious 99.9 % client satisfying rate.

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Virtual Reality Market to Register Impressive Expansion of - GlobeNewswire

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Welcome to the iDome: Concept offers virtual-reality riding therapy without a headset – Horsetalk

Posted: at 2:36 am

A player immersed in the game, watching the action on the iDome. Images: Satriawan et al. https://doi.org/10.3390/designs6050076

Exercised-based gaming software and a controller have been developed by researchers to help provide a virtual-reality-based experience on a horse-riding simulator.

Its developers believe their engineering concept, which does not employ a virtual-reality headset, could benefit children with cerebral palsy.

The Indonesian study team has described their design, which includes a convex mirror to provide a virtual-reality immersive environment for participants, in the journal Designs.

Ardianto Satriawan and his fellow researchers noted that horse riding exercise, also known as hippotherapy, is a popular treatment for children with cerebral palsy.

However, the need for trained therapists, land, and the costs associated with maintaining horses can make hippotherapy unaffordable, or unavailable, for most patients in Indonesia.

This led the study team to consider mechanical horse-riding simulators to replace actual horse hippotherapy.

However, most patients are children and are easily bored when asked to do monotonous activities for an extended period, they said. The room setting also does not give the patient visual inputs that usually help motivate the children in real-horse hippotherapy activities.

To solve this problem, they designed an exercise game software called Sirkus Apel, which means Apple Circus, to provide users with a fun exergaming activity while doing the therapy.

They also designed an inertial sensor-based controller that lets the patients control the in-game horse through their back movements, which can benefit patients with cerebral palsy.

The researchers decided against using head-mounted displays, which traditionally provide virtual-reality inputs, for safety reasons.

Head-mounted displays can be hazardous for children, they said, because it obstructs their view of the environment, especially when riding a horse-riding simulator.

Numerous researchers also report another problem of head-mounted display usage: Motion sickness caused by the inconsistency between the visual input of the eyes and the user movements.

This, they said, can result in nausea, headache, disorientation, and vomiting, which is dangerous and uncomfortable, especially for children with cerebral palsy.

However, they still wanted to make the visual input enjoyable to the user. To achieve this, they built a convex mirror-based dome to provide a three-dimensional view.

We then project the game content to the dome to provide an immersive experience to the patients making it as if they are riding a real horse inside the game.

They based their dome on the design of the iDome by Paul Bourke, reported in a 2009 study.

The design of iDome is inspired by a planetarium hemisphere shape. The hemisphere is cut in half to place the users in front of the dome, not under it. This setup provides a broad immersive view without any obstruction of projection hardware but keeps the user aware of the surroundings.

The team integrated their exergaming software, the virtual-reality dome, a horse-riding simulator (made by Jufit Smart Tech in China), and all the necessary equipment to create a whole hippotherapy simulator platform.

The game they developed requires users to avoid obstacles by moving the in-game horse and picking up apples that appear on the ground. It consists of four levels or, more accurately, scenes.

The software animates the horses head view, to make the user feel like they are riding an actual horse. The end result can provide children with fun experiences while giving them the therapy benefit to improve their health conditions.

Six healthy adult participants tested the hippotherapy simulator. They reported no signs of motion sickness. They felt relatively safe while testing the device and noted the immersiveness of the iDome.

The authors said they were interested in testing the effectiveness of the hippotherapy simulator device on children with cerebral palsy, especially in terms of their postural control. They have already identified some volunteers to conduct further research in this area.

Aside from cerebral palsy rehabilitation, hippotherapy has been known to be an effective rehabilitative method for patients with neurological and other disabilities such as stroke victims, autism, head injury, arthritis, multiple sclerosis, spinal cord injury, and many others.

Each type of rehabilitation may require specific horse movements, which may be provided by mechanical means.

Potentially interesting future research could center on designing a suitable mechanical horse, which could create movements for all the needed gaits. We can also design a flexible saddle and footrest to accommodate all the age ranges of the patients.

The study team said they considered their simulator to be a cost-effective investment. They intended to donate their design to the Dr Hasan Sadikin Hospital in Bandung.

The study team comprised Satriawan, Wildan Trusaji and Muhammad Ogin Hasanuddin, with the Bandung Institute of Technology; and Septia Susanti Rahadini, Mayang Cendikia Selekta and Ellyana Sungkar, with Dr Hasan Sadikin General Hospital.

Satriawan, A.; Trusaji, W.; Hasanuddin, M.O.; Rahadini, S.S.; Selekta, M.C.; Sungkar, E. Design of Virtual Reality-Based Hippotherapy Simulator Exergaming Software and Its Controller for Rehabilitation of Children with Cerebral Palsy in Indonesia: An Engineering Concept. Designs 2022, 6, 76. https://doi.org/10.3390/designs6050076

The study, published under a Creative Commons License, can be read here.

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Welcome to the iDome: Concept offers virtual-reality riding therapy without a headset - Horsetalk

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Virtual Reality for Diversity and Inclusion – ATD

Posted: at 2:36 am

The traditional model of diversity and inclusion training is broken. Recently, the Harvard Business Review explained that the $8 billion D&I training industry is at best ineffective and at worst counterproductive, making participants even more biased.

Meanwhile, a new generation of virtual reality (VR) is hailed as the ultimate empathy machine. For instance, you can strap on a reality-bending headset and get a small taste of the bias others endure by walking a mile in someone elses virtual body. Look at yourself in a virtual mirror as a person of a different gender, age, or ethnicity. After four minutes, youll begin to experience the body transfer illusion: This superpower maps brains to virtual bodies and can be used to convey how a minority customer, employee, or colleague experiences the world, with the intention to spur people to think and act more inclusively.

Study upon study has validated the Proteus effect in which an individuals behavior in a virtual world is changed by the appearance of their avatar:

My firm, the Gronstedt Group, partnered with Providence Health to innovate unconscious bias training. The third largest not-for-profit healthcare system in the US teaches responses to microaggressions in the workplace with 3D hologram scenarios. The metaverse of real-time, spatial, 3D, immersive, and embodied simulations is upon us and promises to transform inclusion and unconscious bias training.

The bigger diversity opportunity might lie in recruitment. Anyone who has watched the coaches on the television show The Voice, with their red chairs faced away from the singers, has witnessed a blind audition in practice. Overcoming gender-biased hiring by auditioning musicians behind a screen has transformed the face of orchestras. Studies suggest blind auditions increase the likelihood of female musicians being selected by 30 percent. Women now make up half of the New York Philharmonic when 50 years ago they represented only six percent of most orchestras.

Evaluating a drywalling task on a construction site is harder to do blind, or at least it was. Now multiplayer VR provides a shared performance space for participants and instructors to interact seamlessly with hands-on skills without revealing the identity behind their avatars. Less than five percent of painters, drywallers, and glazers are women. The International Finishing Trades Institute (iFTI), the training arm of the International Union of Painters and Allied Trades (IUPAT), is determined to bring that to (at least) 25 percent.

A VR recruitment simulation will help them reach that goal. High school students can step into a virtual construction site developed by my firm. Using both hands, they practice pouring water and mixing joint compounds for drywall finishing. Grabbing a virtual tape bazooka, they fill it with the compound, load it with a tape roll, and drag it across a drywall seam, taping it from floor to ceiling. The simulation suspends disbelief, giving young women, who perhaps couldnt imagine themselves on a construction site, the opportunity to experience a career in the finishing trades during expositions and recruitment drives. This is one of VRs superpowers, and its key to winning diverse talent during the Great Resignation.

NASCAR is leveraging gaming to attract more minority drivers. Rajah Caruth recently took the step from driving a virtual racecar in his bedroom to becoming only the eighth black driver in NASCAR history. He came through the eNASCAR IGNITE esports competition, which was created to recruit young talent by providing a low barrier of entry to the sport. iRacing allows players to race on renowned racetracks from all over the world on a computer with a steering wheel and pedal accessories.

If you dont think this applies outside of professional sports, think again. Walmart is broadening its talent pool with the first esports of retail management. More than 500,000 people have played department manager in the Sims-style Spark City mobile game developed by my firm. Feedback from female users has been overwhelmingly positive. One woman raved, Im not a gamer. I hate games, but this is awesome. Another woman said, I can play this game all day long. Walmart has taken the bold step of making the game public on the Apple App Store and Google Play, broadening its reach.

The metaverse revolution promises to broaden recruitment of nontraditional hires, making selection color- and gender-blind and making corporate culture more inclusive. But this is only possible if business leaders rise to the challenge and innovate their way to a more equitable future.

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Meta’s ‘Project Cambria’ Virtual Reality Product to Launch This Fall – The National Interest Online

Posted: at 2:36 am

In his recent appearance on the Joe Rogan Experience podcast, Mark Zuckerbergs comments about the FBI and the Hunter Biden laptop garnered a lot of attention. But in the same three-hour interview, the founder and CEO of Facebook parent company Meta also made some news about an upcoming product.

As reported by Toms Guide, Zuckerberg said that the companys next virtual reality (VR) product will arrive in October, as the successor to the Meta Quest 2 that arrived in 2020. This is the first major VR launch since the company changed its name to Meta last fall. Zuckerberg also announced that it was focusing on the metaverse in the future.

The product arriving this fall has been described in the past as Project Cambria, although its not clear what name it will use when it is actually released.

The new headset will offer the ability to now have kind of eye contact in virtual reality, Zuckerberg said in the interview. [Users can] have your face be tracked so that way your avatarits not just this still thing, but if you smile or if you frown or if you pout, or whatever your expression is, have that translate in real time to your avatar.

Techradar has described Project Cambria as an important step for Facebook's transformation into Meta and its embrace of the metaverse. Dubbed the Oculus Quest Pro by eager fans and pundits, Project Cambria is a high-end virtual reality and augmented reality hybrid headset. In May, Zuckerberg demonstrated some of the products functions but did not show what the product itself looks like.

There has, however, been some skepticism about Metas plans for the metaverse. For one thing, the cartoon-looking renderings, often of Zuckerbergs own likeness, have come in for much mockery.

The metaverse is as dead as Zuckerbergs cartoon eyes, Fast Company recently wrote.

The worst part is not how bad it looks, but the fact that it is a symbol of how badly Meta is managing expectations for the metaverse. Anybody expecting that this metaverse thing will end up being a real-life version of the book and film Ready Player One is in for a huge disappointment. And so is Zuckerberg, when he finally realizes that only an insignificant fraction of enthusiasts are going to buy into this awkward dimension.

Speaking at South by Southwest in the spring, former Nintendo America CEO Reggie Fils-Aime also expressed skepticism about what Meta has planned.

Im not a buyer of that idea. I dont think that their current definition is going to be successful. I say that because, first...and I dont know if anyone from Facebook is here, but you have to admit that Facebook itself is not an innovative company. Theyre not, he said.

Stephen Silver, a technology writer for The National Interest, is a journalist, essayist and film critic, who is also a contributor to The Philadelphia Inquirer, Philly Voice, Philadelphia Weekly, the Jewish Telegraphic Agency, Living Life Fearless, Backstage magazine, Broad Street Review and Splice Today. The co-founder of the Philadelphia Film Critics Circle, Stephen lives in suburban Philadelphia with his wife and two sons. Follow him on Twitter at @StephenSilver.

Image: Reuters.

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Could virtual reality be the future of poultry health? – Food Safety News

Posted: at 2:36 am

Researchers at Iowa State University are attempting to increase hens welfare and health through virtual reality (VR).

In recent years, VR technology has found its way into every part of life. From video games to job training, VR attempts to give users an experience as close to reality as possible. Though to many, this advancement in technology may sound dystopian, researchers across the country are finding ways it can improve our daily lives.

Melha Mellata, associate professor, Department of Food Science and Human Nutrition at Iowa State University, and Graham Redweik, a recent doctoral student in the Interdepartmental Microbiology Graduate Program at Iowa State, are seeing if VR can be used in yet another unconventional way, this time for the birds.

The Iowa State researchers recognized that the increasing demand for cage-free eggs arises from the goal to provide hens with better welfare, particularly in terms of natural behavior. But because the cage-free systems can present challenges, such as injuries and bacterial infections, most laying hens are kept in conventional cages. Mellata saw VR technology, as a way to simulate a free-range environment in laying hen housing.

There are many challenges associated with free-range production environments for laying hens, including potential for additional injuries, disease and risks from predators, Mellata said. However, hens in free-range environments do tend to engage more often in positive, normal behaviors that seem to enhance their overall health and immunity.

The study, Exposure to a Virtual Environment Induces Biological and Microbiota Changes in Onset-of-Lay Hens, published in the peer-reviewed journal Frontiers of Science, found that showing hens VR scenes of chickens in more natural environments reduced indicators of stress in the hens blood and gut microbiota.Its intriguing to think that even just showing hens free-range environments can stimulate similar immunological benefits, Mellate said.

Chickens are highly receptive to visual stimuli. Like their T-rex ancestors, chickens have poor depth perception and recognize objects better when they are moving than stationary. According to the study, this means that environmental factors, such as color, light quality, duration and intensity all affect the feeding behaviors of poultry.

For example, when looking at a video of chicks feeding, the birds will imitate these behaviors and approach their feed more quickly.

The study found that the VR scenes induced biochemical changes related to increased resistance to E. coli bacteria, which poses health risks to poultry and to humans who eat contaminated eggs.

Researchers displayed video projections of chickens in free-range environments. Scenes showed indoor facilities with access to an outdoor fenced scratch area and unfenced open prairie with grasses, shrubs and flowers. A group of 34 hens from commercial poultry flocks was exposed to the videos over five days on all four walls of their housing. The videos were tested during a high-risk period for stress 15 weeks after hatching, a stage when commercial hens are regularly moved to egg-laying facilities.

The visual-only recordings showed diverse groups of free-range chickens performing activities associated with positive poultry behaviors based on time of day, such as preening, perching, dust-bathing and nesting. Videos were not shown to a control group of the same size and age in the same type of housing.

The researchers analyzed blood, tissues and samples of their intestinal microbiota. Chickens in the treatment group showed several beneficial changes compared to the control group. The differences included lower indicators of stress and increased resistance to Avian Pathogenic E. coli bacteria that can cause sepsis and death in young birds.

We need more research, but this suggests virtual reality could be a relatively simple tool to improve poultry health in confined environments and improve food safety, Mellata said. It could also be a relatively inexpensive way to reduce infections and the need for antibiotics in egg production.

The team hopes to expand the research to conduct a similar study over a longer time, with more chickens and chickens at different stages, to see if the results can be replicated.

Future research in collaboration with our partners in veterinary medicine is also needed to investigate the neurochemical mechanisms linking the visual stimuli to changes in the chickens intestines, Mellata said.

The full study can be viewed here.

(To sign up for a free subscription to Food Safety News,click here.)

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Could virtual reality be the future of poultry health? - Food Safety News

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Virtual Reality: Taking the Online Dating Game to New Heights – TechSpective

Posted: at 2:36 am

Three in every 10 adults in the US say they have used a dating app to meet someone, with the largest share of online daters being in the 18-to-29-year range. The tech world is consistently seeking to up the dating experience, however, with virtual reality playing an important role in lending a Ready Player One-style ambiance to those first moments of contact. Imagine chatting to someone for the first time dressed in anime-style clothing, choosing a beautiful garden and a sunny blue sky as your backdrop. There is something infinitely more creative, inspiring, and imaginative when VR makes its way into the dating experienceparticularly if technology is an important part of your daily experience.

The idea of connecting with new people in a virtual world is not new. Games like World of Warcraft and Second Life have long permitted people to make meaningful connections that are often taken into the real world. It wasnt long before online app developers realized that the ability to take part in virtual activities like dancing with someone and giving them a hug could add warmth and artistry to what otherwise might be a mundane experience. Developers like Flirtual (a non-VR app which matches VR users through their interests) offer users the chance to meet in VR if they want to. Instead of uploading real pictures, though, users utilize avatars of themselves, as well as creative nicks, while telling others a little about themselves in their cards. It might seem a little risky to invest time in someone you have literally no idea about (in terms of their appearance) but some users prefer to focus on interests and personality as a means of establishing initial compatibility.

VR worlds can be incredibly exciting, vivid, and colorful but this doesnt stop users from meeting in real life. Those wishing to transfer the magic of their imagination into reality can opt from a host of unique activities for couples such as stargazing, enjoying a racing car driving experience, or going to an adventure park. Couples should ideally aim to engage in self-expanding activities; those which promote greater awareness and an expanded sense of self or deeper knowledge about the world. Studies have shown that couples that take part in these activities feel a greater sense of romance and desiresimilar to what you might experience when you first shake hands in a VR world.

As stated by Maria Sullivan of the Dating Group (which runs around 30 online dating sites), the one downside of VR dating is that some users can feel isolated in a relationship that may never come to fruition. The online world is, indeed, rife with Catfish and other people who are not honest with their identities or intentions. To avoid this happening, users can aim to meet their VR crushes quickly, in a safe, public place. Doing so will immediately reveal whether or not virtual and real are the same thing when it comes to love.

Sites like Flirtual are appealing to daters who wish to dip their toes into dating slowly. Virtual Reality is second nature to Gen-Z and older users for whom technology is vital on a day-to-day basis. Using VR sites doesnt mean users dont meet up; in fact, for those who are seriously interested in finding someone, meeting in person sooner rather than later is a no-fail way to filter out catfish.

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Virtual Reality: Taking the Online Dating Game to New Heights - TechSpective

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POSITIVE VIBES: The positive vibes of virtual reality – Finger Lakes Times

Posted: at 2:36 am

Weve been seeing a lot about virtual reality on TV lately, mainly in commercials.

First, we have the anti-VR commercials that show VR is just for nerds. Theres the one commercial where the nerd is bundling his insurance in the meta-verse. You cant do this and theres no need to do this.

The one that really bugs me is the car commercial (I think its BMW) where the one guy is playing a VR game with his buddy. He takes off his VR set and tells his buddy, Man you gotta see this. The buddy puts on the VR headset and the first guys girlfriend comes into the room and gives him a come-hither look. The voice over goes something like, Go driving our fancy car because thats where all the real action is! The guy gets up, leaves his friend, and goes driving, apparently having a wonderful time frolicking in water and stuff.

This commercial fails to recognize a few things: Its rude leaving your friend without telling them, the price of gas is crazy, and buying a new car is pretty darn expensive. Plus, this isnt an either-or, the-lady-or-the-tiger-type of choice. You can do both.

Then there are the pro-VR commercials by Meta, who we know better as Facebook. Meta bought the VR technology that used to be (and I still call) the Oculus. According to Metas new ads, well all be able to meet and greet and compete in this vast meta-verse where you dont have to go there to be there. Im not sure if thats their motto, but it should be.

The point is, Meta and Zuckerberg envisioned this near future where everybody whos anybody gets together in the Meta-verse and does things. Your avatar will interact with everybody elses avatar, and it will almost be just like being there.

I have a few problems with this. First, the tech in place is nowhere near ready to simulate real human interaction. There is no good smell or taste of VR yet. And, touch is very limited. Plus, theres the obvious social issues of humans needing real contact with real humans.

The sci-fi writer in me does see a role for the meta-verse in the future, but I see it as more of a communication/gaming tool than this paradigm-shifting thing.

For instance, VR is quite good for getting in 20-200 minutes of cardio-exercise. You can box with an avatar without risking concussion. You still cant lift weights or do traditional strength training, but VR games like Beat Saber (moving and slashing to music) make working out fun as you pump up your heart rate.

With VR, watching certain sports like basketball makes you feel like youre on the floor next to the players, which is quite a kick. The tech is limited still, but it has great potential.

VR can also be used for some social interaction, as you and hundreds of people can gather to watch a movie. I find this distracting, but I can see how it could be helpful for certain people.

Along more serious lines, VR has helped people overcome (or learn to deal with) their fears. VR can simulate heights and driving and other situations that people could have issues with. Cows produce more milk when wearing relaxing VR headsets. VR can be used for relaxation and meditation in humans, as it helps your mind find its happy place where you slow down your breath and just relax.

Quite frankly, we could all benefit from breathing and relaxing a bit more.

John Zakour lives in Geneva. He is a freelance humor writer with a bachelors in computer science from SUNY Potsdam and a masters in human behavior. He is a chief happiness practitioner. He has sold thousands of gags to strips and magazines and had over 50 books published. He writes his own syndicated comic, Working Daze, which has anywhere from 30K-100K daily readers. His Positive Vibes column runs every Thursday. Contact him at johnzakour@gmail.com. Or, check out his blog at

workingdaze.blogspot.com.

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Planning Commission to hear request for virtual reality arcade in downtown Carson City – Carson Now

Posted: at 2:36 am

Systems Edge LLC has requested a Special Use Permit (SUP) from the Carson City Planning Commission to establish a Virtual Reality Arcade at 1087 S. Carson Street.

The location, which is inside the office park in front of Reds Old 395 Grill, is zoned Downtown Mixed-Use, of which an amusement arcade is a conditional use.

The Planning Commission will decide today, Wednesday, on whether or not to provide the SUP, which staff is recommending. The meeting is at 5 p.m. in the Sierra Room of the Carson City Community Center, 851 East William Street.

The applicant is proposing to create a virtual reality arcade with 8 stations and a gathering area for waiting customers. The stations are contained within cubicles, along with a dedicated area on the second floor containing couches and coffee tables, used for socializing and studying.

The business is aimed toward teens and young adults, according to the project description, and will also be selling pre-packaged drinks and snacks.

The proposed arcade will be inside of an existing suite within the office park.

Prior to the meeting, public notices were mailed to 75 property owners within 600 feet of the subject site on Aug. 17, and no written comments have been returned since that time, according to staff.

To read the application in full, please click here.

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Planning Commission to hear request for virtual reality arcade in downtown Carson City - Carson Now

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The Impact of Augmented Reality on the Gaming Industry in India – GLYFE Nation

Posted: at 2:36 am

Every technological advancement has been striving to enhance peoples lives since the concept of a user-centered system emerged. Its incredible how quickly gaming, hotels, travel, and many other industries have been transformed by Augmented Reality (AR). With the use of AR, it is now feasible to do things that were before impossible. The gaming market in India has expanded rapidly in recent years. The gaming sector, in particular, has expanded and become more popular at the speed of light since the introduction of Android by Google. Every day, millions of Indians use their smartphones to play a diverse range of games.

The goal of developers of technological solutions is to constantly enhance the user experience. Remarkably, augmented reality is completely revolutionizing the gaming industry in India. When creating a gaming app, a competent mobile game developer understands how to optimize the user experience and maximize the advantages of augmented reality for games. Thanks to augmented reality, people can interact with augmented things in the real world.

Augmented Reality Is a Game Changer.

The term augmented reality refers to the merging of the digital and physical worlds. Its revolutionized the gaming industry by allowing players to interact with virtual items in the real world. Its a new kind of technology that calls for a special approach to creating a fun and immersive gaming atmosphere for players, and its not the same as virtual reality. Simultaneously, AR transforms the real world into a fun and exciting playground for gamers. According to industry estimates, the online gaming market in India is expected to expand to approximately $1 billion by 2022. The value of the gaming industry in India is approximately $360 million. Thus, a growth rate of over 20% is anticipated.

Mobile gaming now accounts for half of all gaming income. In 2020, it was worth approximately $70.3 billion, a 25.5% increase over 2021. Its normal for gaming to make profits from a wide geographical area. The global games market is expected to reach $159.3 billion in 2022, representing a 9.3 percent increase over 2021 projections. Action figures, board games, and coloring books can all benefit from AR.

Lets go further and see how augmented reality is influencing the future of game technology:

Interesting Video Games

When used in the gaming industry, AR creates a richer experience for players and gives them the impression that they are directly influencing the virtual world. The field of augmented reality deals with the use of digital technology to improve a live, in-person experience by synchronizing with the senses. It makes virtual objects and uses them in the real world to make a fun and exciting adventure.

Rapid Expansion of Gaming

AR technology is at the forefront of what has been called a strong link between game creators and players. As a result, many firms developing mobile apps have started using it, and users may now enjoy the best gaming experience. The use of augmented reality has expanded well beyond the use of simple facial filters. With augmented reality game development on the rise, developers now have a better chance of making games that players will pay close attention to and enjoy.

Multiplayer Gaming

Games are more fun when played with a group of friends, a team, or a significant other. Developers are now able to make augmented reality multiplayer video game apps. For example, Galaga AR and Swift Shot are two augmented reality games that support multiplayer. Each app provides a seamless and interactive gaming experience in real-time. When it comes to multiplayer games, you will always find online casino games on the list. Moreover, there are millions of roulette fans on the Indian sub-continent always looking for online roulette real money India. Finding the right platform can be a challenging task so Asiabet will help you with that. The comprehensive list sharing all the relevant information about casino bonuses, offers, and new games is perfect for amateurs and veteran players.

Upgraded Consoles

Choosing the ideal console is certainly not a simple task. Its understandable because of the extraordinary gaming market and fierce rivalry. Augmented reality in game development provides designers with fresh inspiration and the most cutting-edge real-time technology solutions. Serious developers and compulsive gamers have a lot of tools at their disposal, and putting them to good use can take your creativity and vision to new heights.

To Conclude

Undoubtedly, augmented reality is one of the most productive and beneficial technologies for bringing about technological revolutions and digital creativity. With this cutting-edge technology, players can live in a digital version of the real world.

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The Impact of Augmented Reality on the Gaming Industry in India - GLYFE Nation

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Oshkosh PD: Virtual reality simulator is proving to be a useful tool – WGBA NBC 26 in Green Bay

Posted: at 2:36 am

OSHKOSH (NBC 26)In a room on the lower level of the Oshkosh Police Department is a device that takes officers inside a screen.

Over the last six months, the department has been using a virtual reality simulator to train its police force.

"The value of it is being able to create - in a virtual reality environment - virtually any scenario, any environment, any event that we encounter on the street," said Sgt. Todd Wrage, Oshkosh Police Department professional development.

Situations can include active threats, riots, building searches and traffic stops. An instructor controls the real-life scenarios, changing the weather, threat level and reaction of people they're responding to.

It's all done in a safe environment where responses can be tested and evaluated.

"It's not just for cadets. It's not just for our patrol officers or our detectives. It's for everybody," Wrage said. "We used it this spring for taser and user re-certification during our in-service groups. So we had every officer go through and encounter the threat level that would demand deployment of a taser."

Police demonstrated the simulator Tuesday with the private donors who provided the $62,000 needed for the simulator, along with members of the Oshkosh Area Community Foundation, which helped secure the funding.

"It was amazing being in the experience of how police get trained. It was really cool," said Bill Wyman, Oshkosh Area Community Foundation president & CEO. "It was just like it was real."

We also suited up. Our scenario was on a rooftop in the rain, where an intoxicated man came at us with a knife.

It's the type of situation police need to be prepared for.

"We can do things in here that they're going to encounter out on the street," Wrage said. "Have them encounter it in a VR world first, so they get the practice, they get the training, they get the repetition, so the first time they do it on the street isn't the first time they've done it."

The virtual reality simulator isn't replacing any other training OPD does. Wrage said it's simply an additional tool on the belt.

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Oshkosh PD: Virtual reality simulator is proving to be a useful tool - WGBA NBC 26 in Green Bay

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