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Category Archives: Virtual Reality

A blind Hoosier utilizes a virtual reality headset that lets him see and take care of wife with ALS – Fox 59

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Augmented Reality and Virtual Reality Market with COVID-19 Impact Analysis by Offering, Device Type, Application And Geography – Global Forecast to…

Posted: at 5:58 am

New York, Nov. 26, 2020 (GLOBE NEWSWIRE) -- Reportlinker.com announces the release of the report "Augmented Reality and Virtual Reality Market with COVID-19 Impact Analysis by Offering, Device Type, Application And Geography - Global Forecast to 2025" - https://www.reportlinker.com/p05353246/?utm_source=GNW The virtual reality (VR) market is projected to grow from USD 6.1 billion in 2020 to USD 20.9 billion by 2025; it is expected to grow at a CAGR of 27.9% from 2020 to 2025. The availability of affordable VR devices, growing adoption of HMDs in different industries, advancement of technologies and growing digitization, penetration of HMDs in gaming and entertainment sectors after COVID-19, and high investments in VR market are the key factors driving the VR market growth. Security and privacy issues associated with AR and VR, and health issues associated with excessive usage of AR and VR are some of the major restraints.

Consumer application is expected to maintain its market dominance during forecast period for augmented realityThe consumer application is expected to hold the largest share of the AR market in 2020; it is also expected to dominate the market during the forecast period.The consumer sector includes gaming and entertainment applications, in which AR is used in games for creating 3D visual objects in the real world.

The high growth of the gaming and sports & entertainment sector boosts the growth of the AR market for the consumer application.

Enterprise application is expected to grow at the highest CAGR during forecast period in virtual realityVR is used in the industrial vertical mainly for the training of personnel, providing information about the industrial facility, remodeling and redesigning, and industrial simulations.HMDs are used in industrial applications for designing, training, and simulation.

Through HMDs, industrial users can be trained quickly and effectively, as they can learn real-life practices through the fully immersive and interactive virtual world. The use of HMDs is expected to grow in several areas of the industrial vertical in the coming years.

North America holds a significant share of the market in 2020Key players in the AR & VR market, such as Google (US), PTC (US), Microsoft (US), Oculus (US), and Apple (US), are based in North America, which is the key factor contributing to the growth of the AR & VR market in the region. The growing use of smartphones, increasing adoption of smart electronic devices, and surging demand for AR & VR technology in healthcare applications are the major factors boosting the North American AR & VR markets growth.

APAC is expected to lead the AR & VR market by 2025 due to the high demand for AR & VR devices in the region and the emergence of local manufacturers in China providing these devices at a low cost. Market players based in APAC are likely to grow through the growing use of HMDs in the healthcare and enterprise sectors.

In the process of determining and verifying the market size for several segments and subsegments gathered through secondary research, extensive primary interviews have been conducted with key industry experts in the augmented reality and virtual reality marketspace. The break-up of primary participants for the report has been shown below: By Company Type: Tier 1 15%, Tier 2 50%, and Tier 3 35% By Designation: C-level Executives 45%, Directors 35%, and Others 20% By Region: North America 45%, APAC 35%, Europe 12%, and RoW 8%

The report profiles key players in the augmented reality and virtual reality market with their respective market ranking analysis.Prominent players profiled in this report are Google (US), Sony (Japan), Samsung Electronics (South Korea), Microsoft (US), HTC (Taiwan), Oculus (US), PTC (US), Seiko Epson (Japan), Lenovo (China), Wikitude (Austria), Magic Leap (US), Blippar (UK), Upskill (US), MAXST (South Korea), EON Reality (US), Vuzix (US), CyberGlove Systems (US), Leap Motion (US), and Sixense Enterprises (US).

Apart from these, Nintendo (Japan), Psious (Spain), Marxent Labs (US), Inglobe Technologies (Italy), Meta Company (US), Niantic (US), Augment (France), Mindmaze (Switzerland), Firsthand Technology (US), Worldviz (US), Virtuix (US), Survios (US), Intel (US), RealWear (US), Merge Labs (US), SpaceVR (US), Virtually Live (Switzerland), Xiaomi (China), Panasonic (Japan), Dynabook Americas (US), Optinvent (France), WayRay (Switzerland), Scope AR (US), Continental (Germany), Visteon (US), Talespin (US), Craftars (Romania), Scanta (US), Appentus Technologies (India), and BIDON Games Studio (Ukraine) have also been profiled.

Research Coverage:This research report categorizes the augmented reality and virtual reality market on the basis of technology, offering, device type, application, and geography.The report describes the major drivers, restraints, challenges, and opportunities pertaining to the augmented reality and virtual reality market and forecasts the same till 2025 (including analysis of COVID-19 impact on the market).

Apart from these, the report also consists of leadership mapping and analysis of all the companies included in the augmented reality and virtual reality ecosystem.

Key Benefits of Buying the Report

The report would help leaders/new entrants in this market in the following ways:1. This report segments the augmented reality and virtual reality market comprehensively and provides the closest market size projection for all subsegments across different regions.2. The report helps stakeholders understand the pulse of the market and provides them with information on key drivers, restraints, challenges, and opportunities for market growth.3. This report would help stakeholders understand their competitors better and gain more insights to improve their position in the business. The competitive landscape section includes competitor ecosystem, product developments and launches, partnerships, and mergers and acquisitions.4. The analysis of the top 25 companies, based on the strength of the market rank as well as the product footprint will help stakeholders visualize the market positioning of these key players.5. Patent analysis and technological trends that will shape the market in the coming years have also been covered in this report.

Read the full report: https://www.reportlinker.com/p05353246/?utm_source=GNW

About ReportlinkerReportLinker is an award-winning market research solution. Reportlinker finds and organizes the latest industry data so you get all the market research you need - instantly, in one place.

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Augmented Reality and Virtual Reality Market with COVID-19 Impact Analysis by Offering, Device Type, Application And Geography - Global Forecast to...

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Virtual reality may make remote collaboration more effective according to a new study – Continuity Central

Posted: at 5:58 am

DetailsPublished: Friday, 27 November 2020 09:05

New research by HTC Vive, a VR technology company, shows that three quarters (74 percent) of employees in UK organizations are worried about the risks of returning to work, with meeting rooms (41 percent), communal kitchens (50 percent) and main offices (65 percent) being the greatest areas of concern.

In addition to a reluctance to return to the traditional office, the study highlighted a growing discontent with the abundance of video calls for most workers. A third of respondents (36 percent) expressed exhaustion after being faced with hours of video calls, with nearly half (47 percent) craving more face-to-face meetings to break the monotony of Zoom calls.

Since the start of the pandemic, businesses have needed to adapt. With some choosing to close their offices forever, others have mapped out a form of hybrid working. The uptake of technology through the pandemic has redefined how we communicate with our colleagues, helping workplaces survive, and sometimes even thrive.

With many organizations expecting to retain a high level of remote working even after the pandemic the virtual reality industry offers solutions to some of the issues highlighted in the HTC Vive survey. VR technology offers teams the flexibility to work from anywhere in the world and retain the personal interaction and connection brought by a physical office. When asked about the use of virtual reality in the workplace, over a quarter (26 percent) of respondents said they had used it in the past, with three out of five having not. Despite this, over a half (52 percent) of respondents were open to integrating such technology into the workplace.

A current barrier to full adoption of this technology stems from a limited understanding of how virtual reality could be properly implemented into the world of work (19 percent). Wider barriers include workers being sceptical of how well this technology works (14 percent) and that it is too expensive (31 percent). However, when surveyed workers were asked if they could see their office becoming completely virtual, using technology such as virtual reality, a quarter of respondents (25 percent) agreed that their workplaces could transition.

The study paints a clear picture of changing priorities and frustration with the inability to interact with colleagues like they used to, with respondents sharing a renewed interest in new technology integration. It is clear that with an education around these tools and an understanding of the choice they offer businesses, this form of VR technology can be a real bridge to human connection, giving people the choice to still feel connected with their colleagues with improved focus and efficiency, even if they cant be with them in real life.

Graham Wheeler, General Manager at HTC EMEA, commented on the findings:"There's no doubt that remote working will be a big part of work life in the future, with some major organizations already making clear that employees will not be required to work from a fixed location. That means companies need to be efficient when it comes to communicating, learning and creating remotely, maintaining the immersive element of a physical office, and the ability to have real interactions

Our research proves theres a need for VR, as it solves key problems. At HTC Vive we developed lightweight VR headsets and software which helps people to collaborate while also having more natural interactions. Weve seen companies implement VR to support the workforce for everything from education, design, training and much more. It can be as simple as a board room meeting with presentations, or working on a complex 3D model together. VR has the ability to bring people together, making workplaces more efficient, more collaborative, and allow for more meaningful interactions."

HTC commissioned OnePoll to survey 1000 office workers in the UK in November 2020.

http://www.VIVE.com

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Hidden in Plain Site virtual reality experience reveals Black history in Richmond – 8News

Posted: at 5:58 am

RICHMOND, Va. (WRIC) Imagine that you could transport yourself into an immersive experience and explore Black history in Richmond. Take a virtual tour of the city you know but see it through a new lens.

Now you can.

This is history and an experience everyone should understand, said Dontrese Brown, founder of BROWNBAYLOR.

In collaboration with Dean Browell, co-owner of Feedback, a research company in Shockoe Bottom, and David Waltenbaugh, founder of Root VR, a virtual reality business, the team set their sights on creating a virtual multi-stop tour of Richmond. Their goal is to highlight the story of Black people in the city.

The result Hidden in Plain Site: Richmond, a 20-minute virtual reality experience.

Brown said in the wake of George Floyds death, he saw meaningful action in Richmond. He said it made him stop and think about how he could contribute, without doing the same things.

The Hidden in Plain Site: Richmond virtual experience allows users to travel through time and around the city, revealing examples of history without monuments. The journey shares the Black experience that exists around corners and, at times, under your feet.

We worked together and we felt this was something that needed to be done, Brown said. We did this with collaboration purposeful and intentional efforts to really want to make an impact here in the City of Richmond.

The project combines archival images and modern visuals along with other media elements to create a real experience for those in the journey. The project is narrated by Brown and leads participates to 11 stops around Richmond sharing stories about Maggie L. Walker, Henry Box Brown, Bill Bojangles Robinson and the Lumpkins Jail Devils Half Acre.

The project ends with a timely topic of discussion, the Robert E. Lee Monument on Monument Avenue.

Brown shared that Hidden in Plain Site: Richmond is a passion project for him and he wants it to be accessible to everyone. He wants this project to be a family event and experience.

Theyll be learning together and maybe that will introduce conversations and purposeful actions throughout the city, he said.

This is only the first stop for Brown and his team. He said there are so many more lost stories that need to be told.

The Black experience in Richmond spans across our entire country, He said. So, imagine how this has the potential to be in other cities, other counties, other states, other communities to bring light to similar experiences.

Hidden in Plain Site: Richmond partnered with the Black History Museum and Cultural Center of Virginia, the Virginia Museum of History and Culture and the Virginia Museum of Fine Arts.

The virtual reality experience is viewable through desktop, mobile or VR on their website.

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Virtual Reality Is Creeping Into Our Lives-Why Virtual Reality Competence Is Becoming Critical – Medium

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Whenever you take off virtual reality goggles, you have to accommodate the real sight. It is different from what you have seen in the virtual world. Sometimes, the virtual world's images are so comfortable that you dont want to leave the scene.

And who can judge you for this you are in perfect company.

Based on crisis reports, people are fleeing into virtual worlds to either disconnect from reality as they seek distraction or to gain control over everything in this world just like in a PC game.

Movies like Ready Player One have a big impact and influence on their viewers. It strengthens the fact that you can be anyone you want in virtual realms.

Once you escape the gaming scene, you sometimes wish to go back immediately. In reality, there are no cheat codes available, and people dont act like you want them to act.

One day, virtual reality might be so appealing and realistic that it will be hard to spot the differences. It might even go that far that one day the real thing will lose its attractiveness.

That day will be the turning point. You surrender your mind to machinery and a billion-dollar industry. A good future outlook is the fact that VR might already control your sexual drive.

According to some statistics, 60% of all VR-websites are currently porn-focused.

There is not much fantasy needed to imagine what this means for our sex-life. When you can construct your perfect partner in virtual worlds, why would you start flirting again?

You wouldnt get hurt again, and you can carry out all your fantasies with your VR fantasy. There is no honesty nor bravery needed anymore.

This vision might seem dark and far away, but given the speed of technology advancement and adoption, it is only a matter of a few years. We are already close to the edge.

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Jenson8 And SMCOVEY Team Up To Make Learning With Virtual Reality Easily Accessible – PRNewswire

Posted: at 5:58 am

PROVO, Utah and LONDON, Nov. 23, 2020 /PRNewswire/ -- SMCOVEY and Jenson8 have entered into a partnership to bring content from the market's top intellectual property creators to life using Jenson8's Apollo virtual reality (VR) platform. This partnership will tap into SMCOVEY's extensive expertise and global distribution network to make the learning and development (L&D) content available anywhere. The partnership's first project will use Jenson8's platform to transform SMCOVEY's flagship training program, Trapologist at Work (TAW),from digital to experiential VR.

Founders David Covey and Stephan Mardyks leveraged their extensive research and years of successful careers in the L&D arena to develop their framework of "Living Trap Free". "Despite heroic, deliberate, significant effort, success can be short-lived or even elusive because we often fall into traps with our habits, lifestyle, and thinking," Covey said. According to Mardyks, "The key to success in today's new world is to learn quickly how to spot and outsmart the traps that are holding us back personally and professionally." Both Covey and Mardyks understand that success in the new normal of remote learning post-COVID-19 needs true innovation that goes beyond flipcharts-over-zoom. Enter Jenson8.

Jena Davidson, founder and CEO of Jenson8, developed the Apollo experiential platform based on the experience she gained over her 20-year career in leadership development, coaching, and mentoring Global 1000 executive teams. "As my business evolved, I realized that global teams were becoming physically separated," said Davidson. "Although remotely located, they still needed to learn by doing. Nothing existed in the marketplace, so we created Apollo to scale and meet the need." The Jenson8 Apollo platform is cloud-based and provides an extremely engaging environment that feels real to the participants and supports assessment, coaching, leadership, team building, and other L&D elements.

The companies will distribute TAW and other learning packages powered by Jenson8 through their combined global network of leading training and consulting partners.

About SMCOVEYSMCOVEY is a specialty knowledge company founded by two of the industry's most experienced minds, Stephan Mardyks and David Covey. Their passion and commitment to sharing best-in-class knowledge solutions guide their global team and partners. SMCOVEY promotes and distributes 40 brands of leading-edge learning content to over100 countries.

About Jenson8Jenson8 is transforming the corporate and professional development markets using virtual reality (VR) to go beyond digital to bring content to life! Backed by machine learning, artificial intelligence, and validated psychometrics, their multiple immersive applications enable your most valuable asset, your people, to learn by doing rather than simply seeing or hearing. Coaching, assessment, team building, leadership, and professional development are measured and taught in an engaging environment. The Jenson8 Apollo platform has delivered real experiences virtually to some of the world's leading global 1000 companies.

For more information on this partnership, for Jenson8 please call Joni Wicklineat+1-206-419-9880or email [emailprotected] for SMCOVEY call Liz Gotter at +1-801-691-0946, or email [emailprotected].

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Pico Interactive’s Neo 2 Eye Virtual Reality Headset Named to TIME’s 100 Best Inventions of 2020 List – GlobeNewswire

Posted: at 5:58 am

SAN FRANCISCO, Nov. 24, 2020 (GLOBE NEWSWIRE) -- Pico Interactive, a global tech company that develops innovative virtual reality (VR) and enterprise solutions, announced TIME has selected its Neo 2 Eye virtual reality headset as one of the Best Inventions of 2020 in the Augmented and Virtual Reality category. TIME deemed the Neo 2 Eye The Corporate VR Solution for its eye-tracking software, noting Picos foundational goal to meet enterprise needs.

Picos Neo 2 Eye VR headset features best-in-class 4K resolution, enterprise functionality, six degrees of freedom (6DoF) and spatial stereo speakers. In addition, it improves daily enterprise operations with Tobiis eye-tracking technology, giving businesses the ability to better understand customer behavior, enhance training efficiency, improve productivity and increase worker safety. The headset has an all-PU facial interface and unique counterbalanced design, providing both comfort and hygienic conditions to the wearer.

All Pico headsets are developed to innovate and optimize the enterprise experience and the Neo 2 Eye is no exception. From conversations with current and prospective customers alike, we found a need in the enterprise VR space for an untethered 6DoF headset that provides deeper analytics with eye-tracking, said Henry Zhou, CEO of Pico Interactive. The Neo 2 Eye makes the day-to-day easier for professionals in all industries by increasing efficiency and quality, while also decreasing costs. Being named to TIMEs list of 100 Best Inventions of 2020 is a great achievement that showcases our continuous dedication to bringing our customers the best VR headset possible.

After the headsets launch in May 2020, it has become a staple for a variety of businesses across trades spanning from healthcare and education to corporate HR. HTX Labs and Strivr, for example, both use the eye-tracking software in their virtual solutions to help with employee training. Other companies using the Neo 2 Eye include Concept Health Technologies, REACT Neuro, Remmed and XRHealth.

TIMEs annual list of the 100 Best Inventions is made up of inventions that are making the world better, smarter and more fun. For this years list, TIME solicited nominations from its editors and correspondents worldwide in addition to an online application process. Then, inventions were evaluated on factors including originality, effectiveness, ambition and impact.

See the full list here: time.com/best-inventions-2020. For more information on Pico Interactive, visit http://www.pico-interactive.com.

About Pico InteractivePico Interactive focuses on innovative VR and AR solutions which enable businesses to create and experience the best in VR and Interactive Computer-Generated Imagery (CGI). With operations in the United States, Europe, China and Japan, Pico Interactive focuses on creating amazing VR platforms for any application and is built around the principle of user first design. To learn more, visit http://www.pico-interactive.com.

Media ContactElsa AnschuetzUproar PR for Pico Interactive321-236-0102 x233eanschuetz@uproarpr.com

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Pico Interactive's Neo 2 Eye Virtual Reality Headset Named to TIME's 100 Best Inventions of 2020 List - GlobeNewswire

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‘Zoom 2.0’: Virtual reality tech innovations happening in Wilmington aim to solve real-world COVID problems – WDEL 1150AM

Posted: at 5:58 am

A new data lab in Wilmington, which received a $2 million CARES Act Innovation grant aims to change the way we work in the COVID-19 pandemic and beyond.

CompassRed, which was among the first tenants in CSC's new co-working space inside the former Pennsylvania Railroad Building near the Wilmington train station, is using virtual reality and artificial intelligence to solve real-world problems.

"We want to solve some COVID-related problems, and we want to help the community, so the Delaware Data Innovation Lab is one of the first community-based data labs that's all about innovation and bringing people together," said Patrick Callahan, one of the founders of CompassRed. "We've been able to bring people from out-of-state and get them working on really solid problems, everything from evictions to hospital beds."

The concept is based on the MIT Media Lab in Cambridge, Massachusetts.

"Since 1980, they've been creating some really innovative ideas that spin-off companies or that build other talent pools throughout the region, that really had a lasting impact on that region," said Callahan.

County Executive Matt Meyer strapped on the Oculus headset and gripped the handles to see what the experience was like Monday.

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"It's pretty neat; it's like a Zoom 2.0. We were in a virtual room together, could see each other, could reach out and exchange documents. It's pretty neat, a neat way to work together," he said.

Meyer said his limited experience with the platform shows it's more effective than Zoom or Teams. While all options are safer than working in-person right now, this tech takes meetings to new levels.

"We as policymakers...we're trying to figure out at what capacity should restaurants be at," said Meyer. "Pretty much every jurisdiction in the country, in many ways, the world, is trying to figure out should people be able to go to restaurants or bars or not. This team, they've put together employment data, probably restaurant attendance data, COVID-19 prevalence data, maybe even a little wastewater data, you put that all together, if you look at the different policies all over the country, all over the world in the state of Delaware, you can probably start to draw some conclusions about what policies are effective and what aren't."

New Castle County government essentially closed to in-person working eight months ago at the start of the pandemic, and Meyer said he misses in-person interactions. When COVID is over, he expects some of the in-person aspects of working to return, but not all of it, in part, thanks to innovations like this.

"Business travel, I imagine, if you have a tool like this, I don't know why, friends of mine, colleagues of mine who are getting on planes flying all over the world every week to go to meetings, it seems like this is a way that you could come to work, do this, and then be home with the family," said Meyer.

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Could VR’s Application In Medicine Lead To A Full Virtual Reality Revolution? | Inventiva – Inventiva

Posted: October 27, 2020 at 10:47 pm

Researchers at the University of Cambridge discovered in October 2020 that they can implement virtual reality technology to allow scientists to walk inside cells. By taking a different approach to the cells design, complex conditions can be analyzed more thoroughly and new avenues for treatment can be discovered. The vLUME software was a partnership with the University of Cambridge and Lume VR Ltd and allows high-resolution microscopic data to be seen in virtual reality, including in as much detail as individual proteins. Could we see a huge virtual reality revolution in the coming years?

Virtual Reality and Medicine

Virtual reality may have seemed like a gratuitous extension of the gaming, entertainment, and tech industries offering new ways of doing interesting things. But its use in medicine could render it a game-changer, especially for public perception. For instance, surgeries can be planned in better detail by mapping them onto virtual versions of the human body. In 2016, the University of Basel pioneered computed tomography scanning (CT scanning) to use virtual bodies in surgical planning.

Those interested in the ability to walk through a human cell can try it themselves, albeit with less sophistication, with the 2015-launched InCell VR game. Luden.ios InCell VR turns you into a scientist investigating, racing, and battling your way through a human cell, defending yourself against viruses. Not only does the gamification of the human cell give you education in biology, but it is also presented in a fun way. This shows that we are at a watershed of virtual reality technology where it is being enhanced for entertainment, but also for straightforward uses.

Entertainment Goes Virtual

While not fully virtual reality, there are already many adaptions across a range of sectors that reflect our reliance on VR, including with 3D developments and augmented reality. We might not have achieved full and immersive virtual reality gaming and entertainment make up 40.5% of the market share, but the use in other sectors is growing.

For example, downloaded more than 200,000 times, the Virtual Speech app helps you practice your oratory abilities by giving you a virtual audience. The app mimics the idea that an audience would be there watching you to help you practice, while also offering tips based on where you spent your time looking and which audience members need more eye contact.

But its entertainment that will help the public warm to VR and its offshoots, which will be the most likely cause of any VR revolution. For example, in gaming, for the tech giants virtual platform, Google Cardboard, VR Street Jump is a remake of the crossing the street game, Frogger, utilizing virtual reality to give a different slant to the game. Arcade game Galactica has been transformed into the VR game Minos Starfighter. It retains the original gameplay and essence while updating how players can engage with the game. Similarly, Ludias Jurassic World Alive uses AR tech to bring dinosaurs from the hit franchise into the real world and players direct environments.

Across entertainment, online casino sites like Betway have taken the essence of table games and combined them with semi-virtual technology to create live casino games. For games where tension is ramped up, seeing someone, even if they cant see you, can help add to the atmosphere. Elsewhere, in 2018 Facebook showed the beginnings of its VR plans through its 3D and VR-themed Facebook 360 images. Users can post 3D pictures that allow greater depth than the standard 2D ones. The social media goliath has been building its VR capabilities in recent years.

Virtual reality has been adopted in some way by a swathe of industries and has even been proved to increase empathy. By enhancing what can be done for our entertainment with VR, we are more likely to push for greater adoption in other spheres. The uses in medicine are just one example of a sector that is using VR as a solution to age-old problems, and one that like other modern inventions will soon seem impossible to live without.

Finding unique and beneficial uses in a field such as medicine is a huge coup for virtual reality and shows what it can be used for in the future. As its strengths are discovered, the industry will gain more attention and possibly greater investment. We can already see many industries utilizing virtual reality or elements of it to offer something new and exciting. This helps proliferate the buzz around the technology, which those developing it hopes will lead to the industrys greater expansion.

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Virtual Reality and Augmented Reality Lens Market Forecasts (2020-2026) With Industry Chain Structure, Competitive Landscape, New Projects And…

Posted: at 10:47 pm

AllTheResearchs latest market research report on the Virtual Reality and Augmented Reality Lens market, with the help of a complete viewpoint, provides readers with an estimation of the global market landscape. This report on the Virtual Reality and Augmented Reality Lens market analyzes the scenario for the period of 2020 to 2026, wherein, 2019 is the base year. This report enables readers to make important decisions regarding their business, with the help of a variety of information enclosed in the study.

This ATR report on the Virtual Reality and Augmented Reality Lens market also provides data on the developments made by important key companies and stakeholders in the market, along with competitive intelligence. The report also covers an understanding of strengths, weaknesses, threats, and opportunities, along with the market trends and restraints in the landscape.

Questions Answered in Virtual Reality and Augmented Reality Lens Market Report:

Browse Full Research report along with TOC, Tables & Figures: https://www.alltheresearch.com/report/378/Virtual Reality and Augmented Reality Lens

Based on Product type, Virtual Reality and Augmented Reality Lens market can be segmented as:

Based on Application,Virtual Reality and Augmented Reality Lens market can be segmented:

The Virtual Reality and Augmented Reality Lens industry study concludes with a list of leading companies/suppliers operating in this industry at different stages of the value chain.

List of key players profiled in the report:

If you are planning to invest into new products or trying to understand this growing market, this report is your starting point.Request for a sample copy of the report to get extensive insights into Virtual Reality and Augmented Reality Lens market @ https://www.alltheresearch.com/sample-request/378Report Snapshot:

Report Coverage

Details

Base Year:

2018

Historical Data for:

2014 to 2018

Forecast Period:

2020 to 2026

Market Size in 2018:

USD706.8 Mn

Forecast Period2020to2026CAGR:

30.6%

2026Value Projection:

USDXX Mn

Regional Overview & Analysis of Virtual Reality and Augmented Reality Lens Market:

COVID-19 Impact on Virtual Reality and Augmented Reality Lens Market:The outbreak of COVID-19 has brought along a global recession, which has impacted several industries. Along with this impact COVID Pandemic has also generated few new business opportunities for Virtual Reality and Augmented Reality Lens market. Overall competitive landscape and market dynamics of Virtual Reality and Augmented Reality Lens has been disrupted due to this pandemic. All these disruptions and impacts has been analysed quantifiably in this report, which is backed by market trends, events and revenue shift analysis. COVID impact analysis also covers strategic adjustments for Tier 1, 2 and 3 players of Virtual Reality and Augmented Reality Lens market.

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Virtual Reality and Augmented Reality Lens Market Forecasts (2020-2026) With Industry Chain Structure, Competitive Landscape, New Projects And...

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