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Category Archives: Virtual Reality

Bands try ‘virtual tours’ as the reality of a summer with no concerts settles in – CNN

Posted: June 20, 2020 at 10:37 am

Ever since they began selling out shows throughout the Northeast last winter, the Connecticut jam band seemed destined for a fast-paced life on the road. But the coronavirus pandemic put an abrupt halt to all that when their national tour was canceled in mid-March.

Now, after three months in their respective bunkers, the four musicians are venturing back out. Virtually, of course.

For the next 10 days, Goose will be holed up at a barn in Fairfield County, where, starting last night, they'll be broadcasting their unique blend of improv-inspired rock 'n' roll through eight sets of live music.

"The demand for live, new content hasn't really gone anywhere, in terms of what people want to see," said Peter Anspach, who plays keys and guitar. "Maybe they're not going out to a show, but we still found the demand for people watching new never-before-seen sets from the living room is just as big as a show."

Twiddle, a Vermont rock band with 15 years of relentless touring behind them, is gearing up for a similar run. Theirs is "Roots Tour 2020," and they're promising nine sets of live music performed at various locations around their home state at venues instrumental to their career -- all streamed live for fans to watch at home.

"This is going to be something really special for us and very excited to relive some of these special moments from our career," Mihali Savoulidis, Twiddle's guitarist and lead singer, said in announcing the event, which starts at $75 for the package deal.

"A lot of people are going up on Facebook Live just sitting on the couch with their acoustic guitar. We wanted to give our fans something that was way more engaging that replaced what a 'tour' is for us and our fans," Live From Out There co-founder Dave DiCianni told CNN. "Goose, and every band that we work with, sort of came up with their own concept."

Recreating a community online

A part of the challenge these bands face is trying to recreate the community experience that typically revolves around their shows on the road.

"Everyone's home quarantining. All we want is to be connected," said Ben Atkind, the band's drummer, of the live Facebook Q&A's they've tried in recent weeks. "Our fan base is very active, and out there, so we're definitely making an effort to keep in touch -- for their sake and ours."

For Goose's virtual tour, there will be a few more chances to connect.

Fans who bought tickets to stream the shows can play along as balls are pulled on the stream, each one dictating what song the band will play next, giving fans a chance to win prizes if those songs match their provided boards.

"That's just a whole other element of randomness," said Anspach. "It kind of makes it more entertaining for us, as well as the fans."

Rick Mitarotonda, who sings and plays guitar, agreed.

"It's going to be fun. It's going to be a different experience. It's going to keep us on edge," he said.

Goose typically drafts out a set right before they take the stage, or lets the music take them where they want to go. But now? "We gotta go with the balls," he said.

The question remains of what a period of retreat from the stage will mean for a band like Goose, whose momentum seemed to be unstoppable in the jam music world earlier this year.

Some might never make it through the other side. Other bands could change for good.

Mitarotonda isn't too worried.

"Having space from things is really nice. There's always a renewed energy when you come back, especially if it's taken on purpose or not," he said, adding that by having a little breath "improvisation goes to new places."

Anspach agreed. "I feel like when we get back we're going to have way more ideas and be much more inspired, and we're going to appreciate the fact that we're playing together so much more," he said. "I'm definitely stoked for it."

"I hope we change," added Mitarotonda. "Because if it just stays the same for too long then it's -- it's not good. The best bands, the coolest bands, change a lot. I hope there's some elements of change."

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How virtual reality is being used to help find a cure for the coronavirus – The New Daily

Posted: at 10:37 am

Top Australian data scientists are using virtual reality modelling to study the coronavirus and help fast-track the development of a vaccine.

The global quest to find a cure has been an enormous team effort, with scientists from a range of different backgrounds coming together to offer their expertise.

One of those groups is the Data61 research team at the CSIRO.

Using computer modelling, the researchers have generated a 3D replica of the coronavirus to try to understand how the disease behaves.

Dr Michael Kuiper, team leader of Data61s molecular and materials modelling group, said there were many different ways to attack the virus and their approach was just one of them.

If youre an engineer looking at a machine, you need to figure out how it all fits together, Dr Kuiper told The New Daily.

This is the beauty of digital science it can really help put perspective and interpretation into whats going on.

Dr Kuipers team has been building models of the coronaviruss spike protein the part that latches onto human cells and simulating them on a computer to analyse them from all angles.

What virtual reality brings to the table is basically allowing our researchers to interact with these structures and get a much more comprehensive view of them, he said.

Experimental work is very expensive and so is developing new drugs, but if I can test it first and have trust in my model then I can tell the chemist, Ive tried these molecules and this is the best.

You can speed up a lot of development time if you know what youre looking at.

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The goal of the coronavirus is to survive, and that means infecting as many people as possible.

To do this, part of the diseases protein is disguised as a human cell to try to trick our immune systems.

Its disguising itself from the immune system like a camouflage, which is why developing a vaccine has been so tricky because the coronavirus is covering itself up, Dr Kuiper said.

The thing about the immune system is, you dont want to attack yourself, so it makes itself look more like a human cell.

As part of their mission to help find a cure, Dr Kuipers team has also been analysing how the coronavirus is changing as it spreads around the world.

When a protein has a certain shape, thats when the immune system recognises it, he said.

But when it mutates, it is slightly different so the immune system may not recognise it the second time around.

It has lots of components its a more complicated virus than others but any of them could be an achilles heel where you could find a drug that could inhibit one of those proteins.

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How virtual reality is being used to help find a cure for the coronavirus - The New Daily

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Europe Augmented Reality and Virtual Reality Market Tendencies, Revenue Forecast and Interesting Opportunities from 2020 to 2025 – 3rd Watch News

Posted: at 10:37 am

This report additionally covers the effect of COVID-19 on the worldwide market. The pandemic brought about by Coronavirus (COVID-19) has influenced each part of life all inclusive, including the business segment. This has brought along a several changes in economic situations.

The Latest Research Report on Europe Augmented Reality and Virtual Reality Market size | Industry Segment by Applications, by Type, Regional Outlook, Market Demand, Latest Trends, Europe Augmented Reality and Virtual Reality Industry Share & Revenue by Manufacturers, Company Profiles, Growth Forecasts 2025. Analyzes current market size and upcoming 5 years growth of this industry.

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Europe augmented reality (AR) and virtual reality (VR) market reached $4.57 billion in 2018, and will skyrocket to $50.55 billion by 2026.

Highlighted with 37 tables and 43 figures, this 117-page report Europe Augmented Reality and Virtual Reality Market by Technology, Component, Device Type, Industry Vertical, End-user, and Country 2019-2026: Trend Forecast and Growth Opportunity is based on a comprehensive research of the entire Europe augmented reality and virtual reality market and all its sub-segments through extensively detailed classifications. Profound analysis and assessment are generated from premium primary and secondary information sources with inputs derived from industry professionals across the value chain. The report provides historical market data for 2015-2018, revenue estimates for 2019, and forecasts from 2020 till 2026. (Please note: The report will be updated before delivery if necessary, so that the latest historical year is the base year and the forecast covers at least 5 years over the base year.)

In-depth qualitative analyses include identification and investigation of the following aspects:

Market Structure

Growth Drivers

Restraints and Challenges

Emerging Product Trends & Market Opportunities

Porters Fiver Forces

The trend and outlook of Europe market is forecast in optimistic, balanced, and conservative view. The balanced (most likely) projection is used to quantify Europe augmented reality and virtual reality market in every aspect of the classification from perspectives of Technology, Component, Device Type, Industry Vertical, End-user, and Country.

Based on technology, the Europe market is segmented into the following sub-markets with annual revenue for 2015-2026 (historical and forecast) included in each section.

Augmented Reality (AR)

o Marker-based Augmented Reality (further segmented into Passive Marker and Active Marker)

o Markerless Augmented Reality (further segmented into Model based Tracking and Image based Processing)

Virtual Reality (VR)

o Nonimmersive Technology

o Semi-Immersive and Fully Immersive Technology

Based on component, the Europe market is segmented into the following sub-markets with annual revenue for 2015-2026 (historical and forecast) included in each section.

Hardware

o Sensors

o Semiconductor Component

o Displays and Projectors

o Position Trackers

o Cameras

o Others

Software

o Software Developer Kits

o Cloud Services

Based on device type, the Europe market is segmented into the following sub-markets with annual revenue for 2015-2026 (historical and forecast) included in each section.

Augmented Reality Devices

o Head-Mounted Display (HMD)

o Head-Up Display (HUD)

o Handheld Device

Virtual Reality Devices

o Head-Mounted Display (HMD)

o Gesture-Tracking Device

o Projector & Display Wall

Based on industry vertical, the Europe market is segmented into the following sub-markets with annual revenue for 2015-2026 (historical and forecast) included in each section.

Gaming

Entertainment & Media

Aerospace & Defense

Healthcare

Education

Manufacturing

Retail

Others

Based on end-user, the Europe market is segmented into the following sub-markets with annual revenue for 2015-2026 (historical and forecast) included in each section.

Consumer

Enterprise (further split into Large Enterprises and Small- & Medium-sized Enterprises)

Geographically, the following listed national markets are fully investigated:

Germany

UK

France

Russia

Italy

Spain

Rest of Europe

For each of the aforementioned countries, detailed analysis and data for annual revenue are available for 2015-2026. The breakdown of key national markets by Technology, Component, and Industry Vertical over the forecast years are also included.

The report also covers current competitive scenario and the predicted trend; and profiles key vendors including market leaders and important emerging players.

Specifically, potential risks associated with investing in Europe augmented reality and virtual reality market are assayed quantitatively and qualitatively through GMDs Risk Assessment System. According to the risk analysis and evaluation, Critical Success Factors (CSFs) are generated as a guidance to help investors & stockholders identify emerging opportunities, manage and minimize the risks, develop appropriate business models, and make wise strategies and decisions.

Key Players:

DAQR

EON. Reality Inc.

Facebook

Google

HTC

Microsoft

Samsung

Seiko Epson

Sony

Vuzix Corporation

(Please note: The report will be updated before delivery if necessary, so that the latest historical year is the base year and the forecast covers at least 5 years over the base year.)

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Europe Augmented Reality and Virtual Reality Market: Regional Analysis

The report offers in-depth assessment of the growth and other aspects of the Europe Augmented Reality and Virtual Reality market in important regions, including the U.S., Canada, Germany, France, U.K., Italy, Russia, China, Japan, South Korea, Taiwan, Southeast Asia, Mexico, and Brazil, etc. Key regions covered in the report are North America, Europe, Asia-Pacific and Latin America.

The report has been curated after observing and studying various factors that determine regional growth such as economic, environmental, social, technological, and political status of the particular region. Analysts have studied the data of revenue, production, and manufacturers of each region. This section analyses region-wise revenue and volume for the forecast period of 2015 to 2025. These analyses will help the reader to understand the potential worth of investment in a particular region.

Key Strategic Developments:The study also includes the key strategic developments of the Europe Augmented Reality and Virtual Realitymarket, comprising R&D, new product launch, M&A, agreements, collaborations, partnerships, joint ventures, and regional growth of the leading competitors operating in the market on a global and regional scale.

Key Market Features:The report evaluated key market features, including revenue, price, capacity, capacity utilization rate, gross, production, production rate, consumption, market share, CAGR, and gross margin.Analytical Tools: The Europe Augmented Reality and Virtual Reality Market report includes the precisely studied and weighed data of the key industry players and their scope in the Europe Augmented Reality and Virtual Reality market by means of several analytical tools

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Europe Augmented Reality and Virtual Reality Market Tendencies, Revenue Forecast and Interesting Opportunities from 2020 to 2025 - 3rd Watch News

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Virtual Reality (VR) Headsets Market Latest Updates with Exhaustive Survey And Demand Overview – 3rd Watch News

Posted: at 10:37 am

About Virtual Reality (VR) Headsets Industry:

The report offers a exclusive research investigation of theVirtual Reality (VR) Headsets Marketwith nitty gritty data of Product Types, Key Players Such as A(Sony Corporation, Samsung electronics Ltd., HTC Corporation, Google, Inc., Microsoft Corporation, LG Electronics, Inc., Avegant Corporation, Facebook, Fove, Inc., and Oculus VR, LLC. ). This excellent statistical surveying and examination report give a ground-breaking study that prepares showcase players to wind up mindful of concealed development openings, assume responsibility for the aggressive scene, center around high-development fragments, and to do substantially more.

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The report gives a 6-year gauge (2020-2027) surveyed dependent on how the Virtual Reality (VR) Headsets Market is anticipated to develop in significant areas like USA, Europe, Japan, China, India, Southeast Asia, South America, South Africa and Others with Global Outlook and incorporates Clear Market definitions, groupings, producing forms, cost structures, improvement strategies and plans. The realities and information are attractive in the report utilizing outlines, diagrams, pie graphs, and other pictorial portrayals as for its Current Trends, Dynamics, and Business Scope and Key Statistics.

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How is this Report On Virtual Reality (VR) Headsets Market Useful?

In order to comprehend the knowledge and insights received from this report, some figures and presentations are also included apart from the data. These are in the form of charts, graphs, tables, etc. Rather than reading the raw data, reading through tools is easier and more conclusions can be drawn looking at these explaining diagrams.

Research Methodology

Coherent Market Insights followsa comprehensive research methodology focused on providing the most precise market analysis. The company leverages a data triangulation model which helps company to gauge the market dynamics and provide accurate estimates. Key components of the research methodologies followed for all our market reports include:

In addition to this, Coherent Market Insights has access to a wide range of the regional andglobal reputed paid data bases, which helps the company to figure out the regional and global market trends and dynamics. The company analyses the industry from the360 Degree Perspectivei.e. from theSupply SideandDemand Sidewhich enables us to provide granular details of the entire ecosystem for each study. Finally, aTop-Down approachandBottom-Up approach

Important Features that are under offering & key highlights of the report:

Coherent Market Insights desk research is based on a principle set of research techniques:

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Virtual Reality (VR) Headsets Market Latest Updates with Exhaustive Survey And Demand Overview - 3rd Watch News

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Augmented Reality and Virtual Reality in Aerospace Market Analysis, Top Manufacturers, Share, Growth, Statistics, Opportunities and Forecast To 2026 -…

Posted: at 10:37 am

New Jersey, United States,- A detailed research study on Augmented Reality and Virtual Reality in Aerospace Market recently published by Market Research Intellect. This is the latest report, which covers the time COVID-19 impact on the market. Pandemic Coronavirus (COVID-19) has affected every aspect of global life. This has brought some changes in market conditions. Rapidly changing market scenario and the initial assessment and the future of this effect is included in the report. Reports put together a brief analysis of the factors affecting the growth of the current business scenarios in various areas. Important information relating to the size of the industry analysis, sharing, application, and statistics summed up in the report to present the ensemble prediction. In addition, this report includes an accurate competitive analysis of major market players and their strategies during the projection period.

This report includes market size estimates for the value (million USD) and volume (K Units). Both top-down and bottom-up approach has been used to estimate the size of the market and validate the Market of Augmented Reality and Virtual Reality in Aerospace, to estimate the size of the various submarkets more dependent on the overall market. Key players in the market have been identified through secondary research and their market share has been determined through primary and secondary research. All the shares percentage, split, and the damage have been determined using secondary sources and primary sources verified.

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Leading Augmented Reality and Virtual Reality in Aerospace manufacturers/companies operating at both regional and global levels:

Augmented Reality and Virtual Reality in Aerospace Market Competitive Landscape & Company Profiles

Competitor analysis is one of the best sections of the report that compares the progress of leading players based on crucial parameters, including market share, new developments, global reach, local competition, price, and production. From the nature of competition to future changes in the vendor landscape, the report provides in-depth analysis of the competition in the Augmented Reality and Virtual Reality in Aerospace market.

Segmental Analysis

Both developed and emerging regions are deeply studied by the authors of the report. The regional analysis section of the report offers a comprehensive analysis of the global Augmented Reality and Virtual Reality in Aerospace market on the basis of region. Each region is exhaustively researched about so that players can use the analysis to tap into unexplored markets and plan powerful strategies to gain a foothold in lucrative markets.

Augmented Reality and Virtual Reality in Aerospace Market, By Product

Augmented Reality and Virtual Reality in Aerospace Market, By Application

Regions Covered in these Report:

Asia Pacific (China, Japan, India, and Rest of Asia Pacific)Europe (Germany, the UK, France, and Rest of Europe)North America (the US, Mexico, and Canada)Latin America (Brazil and Rest of Latin America)Middle East & Africa (GCC Countries and Rest of Middle East & Africa)

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Augmented Reality and Virtual Reality in Aerospace Market Research Methodology

The research methodology adopted for the analysis of the market involves the consolidation of various research considerations such as subject matter expert advice, primary and secondary research. Primary research involves the extraction of information through various aspects such as numerous telephonic interviews, industry experts, questionnaires and in some cases face-to-face interactions. Primary interviews are usually carried out on a continuous basis with industry experts in order to acquire a topical understanding of the market as well as to be able to substantiate the existing analysis of the data.

Subject matter expertise involves the validation of the key research findings that were attained from primary and secondary research. The subject matter experts that are consulted have extensive experience in the market research industry and the specific requirements of the clients are reviewed by the experts to check for completion of the market study. Secondary research used for the Augmented Reality and Virtual Reality in Aerospace market report includes sources such as press releases, company annual reports, and research papers that are related to the industry. Other sources can include government websites, industry magazines and associations for gathering more meticulous data. These multiple channels of research help to find as well as substantiate research findings.

Table of Content

1 Introduction of Augmented Reality and Virtual Reality in Aerospace Market

1.1 Overview of the Market1.2 Scope of Report1.3 Assumptions

2 Executive Summary

3 Research Methodology

3.1 Data Mining3.2 Validation3.3 Primary Interviews3.4 List of Data Sources

4 Augmented Reality and Virtual Reality in Aerospace Market Outlook

4.1 Overview4.2 Market Dynamics4.2.1 Drivers4.2.2 Restraints4.2.3 Opportunities4.3 Porters Five Force Model4.4 Value Chain Analysis

5 Augmented Reality and Virtual Reality in Aerospace Market, By Deployment Model

5.1 Overview

6 Augmented Reality and Virtual Reality in Aerospace Market, By Solution

6.1 Overview

7 Augmented Reality and Virtual Reality in Aerospace Market, By Vertical

7.1 Overview

8 Augmented Reality and Virtual Reality in Aerospace Market, By Geography

8.1 Overview8.2 North America8.2.1 U.S.8.2.2 Canada8.2.3 Mexico8.3 Europe8.3.1 Germany8.3.2 U.K.8.3.3 France8.3.4 Rest of Europe8.4 Asia Pacific8.4.1 China8.4.2 Japan8.4.3 India8.4.4 Rest of Asia Pacific8.5 Rest of the World8.5.1 Latin America8.5.2 Middle East

9 Augmented Reality and Virtual Reality in Aerospace Market Competitive Landscape

9.1 Overview9.2 Company Market Ranking9.3 Key Development Strategies

10 Company Profiles

10.1.1 Overview10.1.2 Financial Performance10.1.3 Product Outlook10.1.4 Key Developments

11 Appendix

11.1 Related Research

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Augmented Reality and Virtual Reality in Aerospace Market Analysis, Top Manufacturers, Share, Growth, Statistics, Opportunities and Forecast To 2026 -...

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Virtual Reality (VR) in Gaming Market Present Scenario, Size and the Growth Prospects with Forecast 2025 – Medic Insider

Posted: at 10:37 am

Premium Research ReportonVirtual Reality (VR) in GamingMarket:

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The report also provides a competitor analysis of Key Trends & advanced technologies. The Virtual Reality (VR) in Gaming (Thousands Units) and Revenue (Million USD) Market Split by Key players such as Company A, Company B, Company C Continued.

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Geographically, this report split global into several key Regions, with sales (MT), revenue (Million USD), and market share and growth rate of Virtual Reality (VR) in Gaming for these regions, covering

North America (USA, Canada and Mexico)Europe (Germany, France, UK, Russia and Italy)Asia-Pacific (China, Japan, Korea, India, and Southeast Asia)South America (Brazil, Argentina, Columbia etc.)The Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria, and South Africa)

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Virtual Reality (VR) in Gaming Market Present Scenario, Size and the Growth Prospects with Forecast 2025 - Medic Insider

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Orthopedics This Week Joins Forces with MedTech Momentum and Synthes’3D to Launch Next Gen 3D Virtual Convention Solution – BioSpace

Posted: at 10:37 am

ALTAMONTE SPRINGS, Fla., June 19, 2020 /PRNewswire/ --Orthopedics This Week is excited to announce the worldwide launch of the next generation 3D Virtual Convention platform for the Medical Industry: OTW Virtual Conventions. Effective immediately, OTW Virtual Conventions is providing 3D virtual meeting services to physician societies, companies, and meeting organizers. In contrast to other virtual conventions, OTW Virtual Conventions is a unique technology web platform that employs realistic 3D renderings to deliver an impactful immersive experience.

Its mission is to:

"Almost all meetings have shut down this year. To make matters worse, most physicians are highly reluctant to leave their practices at this critical time," said Robin Young, CEO of RRY Publications LLC, "Every meeting organizer needs a virtual meeting solution to keep their meetings relevant and solvent."

Click Here to Register to Experience a LIVE Demo of Our New Reality

The OTW Virtual Conventions technology platform is powered by Synthes'3D talented team of software engineers & CG artists. Led by its founder, Vivien Poujade, this team has accomplished the seemingly impossible task of creating a virtual meeting environment that educates, connects, and entertains.

OTW Virtual Conventions gives conventions and physician societies a unique opportunity to reach thousands more virtual attendees that would not have the time or the desire to attend a brick-and-mortar convention.

An Immersive Experience

OTW Virtual Convention is a fully immersive virtual physician meeting experience which seamlessly integrates with Zoom or Vimeo style in-person lectures, break-out sessions, and workshops. Those conferences & lectures can be live or prerecorded.

As experts in virtual marketing, a leader in Orthopedic Industry marketing and branding, MedTech Momentum understands the importance of staying current and relevant in an ever-changing digital environment. By facilitating next generation technologies MedTech Momentum has created a truly immersive marketing experience that is comparable to attending an in-person meeting.

MedTech Momentum President Guillaume Viallaneix stated, "If meeting organizers want to keep and increase their physician audience, they must deliver an interactive EXPERIENCE that is not just about data, but also about the feel! Good scientific content is easily remembered if it is emotionally charged, part of a bigger story; this is what we are about."

Among the unique features of the OTW Virtual exhibit booth is a 1-click connection to a salesperson, full suite of product glamour shots, videos, clinical studies, and documentation. OTW Virtual Convention also found a way to incorporate traditional conference style pens, calendars, thumb drives and other knick knacks with exhibitor logos in short, meeting swag.

Larger, global, impactful meetings

Because virtual meetings expand the geographic boundaries of in-person meetings and make participation affordable for all physicians and affiliated healthcare workers, they are often larger meetings.

"We estimate," said Robin Young, "that for every single in-person attendee, ten or twenty other affiliated surgeons, physicians or healthcare workers would like to participate but cannot due to budget or other constraints."

OTW Virtual Conventions are not designed to replace traditional events, on the contrary, they are designed to make them bigger and better.

Affordability

The OTW Virtual Convention is software, not buildings, airplanes, hotels or meals. It is affordable for all organizations and suppliers regardless of size. As structured, OTW Virtual Convention is a revenue generator for physician groups.

Exhibiting companies find that OTW Virtual Convention is the ideal bolt-on to in-person booths. When budgets can't accommodate the in-person meeting, OTW Virtual Convention is the ideal solution.

Indeed, exhibitors who use OTW Virtual Convention can expect more physician engagement for less money.

Master Class DEMO for OTW Virtual Conventions

To experience the OTW Virtual Convention yourself, register for the Master Class Demonstration on Thursday, July 2nd, 2020 - 11am Eastern Time, 4pm Central European Time, 11:59pm Tokyo and 8am Pacific Time.

Click here to register. For more information contact: April Bruffy April@ryortho.com

About OTW Virtual ConventionsOTW Virtual Conventionsis a partnership between RRY Publicationspublisher of Orthopedics This Week Newspaper, Orthopedics This Month Magazine and the Orthopedics This Week newsletter, MedTech Momentumthe leading orthopedic industry branding and marketing firm and Synthes'3D, one of the most experienced and largest 3D & digital studio for innovative & medtech companies with 3D animations, 3D renderings, motion design, mobile apps & virtual reality marketing and training solutions. OTW Virtual Conventions is based in 377 Maitland Ave #1015, Altamonte Springs, FL 32701.

For media inquiries, please contact:

Robin YoungOTW Virtual Conventions, LLC., Managing Partnerrobin@ryortho.com917-887-7376

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SOURCE MedTech Momentum

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Orthopedics This Week Joins Forces with MedTech Momentum and Synthes'3D to Launch Next Gen 3D Virtual Convention Solution - BioSpace

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Virtual Reality (VR) Market Emerging Trends, Strong Application Scope, Size, Status, Analysis and Forecast to 2025 – 3rd Watch News

Posted: at 10:37 am

Market Study Report, LLC, adds a comprehensive research of the Virtual Reality (VR) market that mentions valuable insights pertaining to market share, profitability graph, market size, SWOT analysis, and regional proliferation of this industry. This study incorporates a disintegration of key drivers and challenges, industry participants, and application segments, devised by analyzing profuse information about this business space.

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Request a sample Report of Virtual Reality (VR) Market at:https://www.marketstudyreport.com/request-a-sample/2547014?utm_source=3wnews.org&utm_medium=AN

The Virtual Reality (VR) market report projects this business space to amass significantly modest revenues by the end of the forecast period. The research study is intrinsically inclusive of vital insights regarding the industry dynamics like the diverse risks that the business sphere is characterized by and the myriad driving forces impacting the commercialization scope of this industry, in consort with the abundant growth opportunities present in the Virtual Reality (VR) market.

Questions answered by the Virtual Reality (VR) market report with regards to the competitive terrain of this business domain:

Questions pertaining to the regional terrain of this business domain answered by the Virtual Reality (VR) market report:

Ask for Discount on Virtual Reality (VR) Market Report at:https://www.marketstudyreport.com/check-for-discount/2547014?utm_source=3wnews.org&utm_medium=AN

Questions that the Virtual Reality (VR) market report answers with respect to the segmentation of the vertical:

On the whole, the Virtual Reality (VR) market report brings forth an expansive appraisal of this business space which closely assesses not just on the regional coverage of this vertical but also presents a slew of other insights comprising the market concentration rate, market share, sales volume, profit estimation, in conjunction with the competition trends. Additionally, the research report enlists details regarding the sales channels utilized by various manufacturers to ensure that the most suitable manner of product marketing is selected. Data pertaining to the contribution of traders and distributors in the supply chain has also been documented in the study.

For More Details On this Report: https://www.marketstudyreport.com/reports/global-virtual-reality-vr-market-2020-by-company-regions-type-and-application-forecast-to-2025

Some of the Major Highlights of TOC covers:

Virtual Reality (VR) Regional Market Analysis

Virtual Reality (VR) Segment Market Analysis (by Type)

Virtual Reality (VR) Segment Market Analysis (by Application)

Virtual Reality (VR) Major Manufacturers Analysis

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From Minecraft To Virtual Reality, Schools Get Creative To Hold Graduation Ceremonies During Coronavirus Pandemic – msnNOW

Posted: at 10:37 am

Provided by CBS New York

NEW ROCHELLE, N.Y. (CBSNewYork) Some schools are getting extra creative to hold graduation ceremonies during the coronavirus pandemic.

New Rochelle High School seniors knew COVID-19 would prevent them from having a traditional graduation ceremony, but that didnt stop senior Jake Egelberg and his classmates from creating a memorable one through the video game Minecraft.

We kind of grew up with the game, said Egelberg in an interview with CBS2s Hazel Sanchez. In a way, everything has come full circle because now were graduating high school and we once again got into Minecraft and all played together building this project that allowed us to graduate in game.

Egelberg teamed with about 10 students, most from the schools science research program, and block by block created a virtual New Rochelle High School. Seniors and their families could log in to the virtual world for an unofficial graduation ceremony, which included live speeches from teachers, the class salutatorian and valedictorian.

Unconventional circumstances have sparked creativity across the country. There was a fast-paced graduation on a NASCAR track and a slow-and-steady one on a ski lift.

Here in the tri-state area, graduates from seven high schools in Rockland County are being recognized at Congers Lake Memorial Park, with a tribute path lined with their photos.

Seniors at Franklin High School in Somerset, New Jersey, will get a headset to graduate in a unique virtual reality experience. Eighth graders at High Mountain School in North Haledon Middle School were treated to a graduation parade.

I thought it was a very cool idea, said Madeline Manning, an eighth grade graduate.

CORONAVIRUS:NY Health Dept.| NY Call 1-(888)-364-3065 |NYC Health Dept. | NYC Call 311, Text COVID to 692692 | NJ Health Dept. | NJ Call 1-(800)-222-1222 or 211, Text NJCOVID to 898211 |CT Health Dept.| CT Call 211

High Mountain High School principal Antonella Lind organized a caravan of teachers and a mobile LED screen showings of pictures and messages for the graduating class. The parade stopped by each students house.

So we wanted to make sure we celebrate, and then we thought of essentially bringing the stage to the students, said Lind.

I was upset that I wont be able to have a real graduation because you only experience eighth grade once, said Bianca Aliana, an eighth grade graduate.

But its good that we still get to do something, said Liliana Cacciola, an eighth grade graduate.

And its something theyll certainly never forget.

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From Minecraft To Virtual Reality, Schools Get Creative To Hold Graduation Ceremonies During Coronavirus Pandemic - msnNOW

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Virtual Reality SDK Software Market Report (2019-2028) | The demand for the Market will drastically increase in the Future COVID-19 pandemic – Cole of…

Posted: at 10:37 am

The total information and communication technology goods (including computers, peripheral devices, communication and consumer electronic components among other IT goods) exports registered a growth rate of 11.5% in 2017 as against 10.5% in 2012.

CRIFAX added a report onGlobal Public Virtual Reality SDK Software Market, 2020-2028to its database of market research collaterals consisting of overall market scenario with prevalent and future growth prospects, among other growth strategies used by key players to stay ahead of the game. Additionally, recent trends, mergers and acquisitions, region-wise growth analysis along with challenges that are affecting the growth of the market are also stated in the report.

Get Final Sample This Strategic Report will cover the impact analysis of COVID-19 on this industry (Global and Regional Market)@https://www.crifax.com/sample-request-1008973

The emergence of new technological innovations including recent technologies such as DDI (AI) and Internet of Things (IoT) finding their usage across both industrial and residential applications and rapid pace of Public Virtual Reality SDK Software taking place across various industries is estimated to drive the growth of the global Public Virtual Reality SDK Software Market over the forecast period (2019-2027). The manufacturing industries are predicted to invest about USD 340 billion on Public Virtual Reality SDK Software in 2019. Investments in robotics, autonomous and freight operations are estimated to generate revenues of USD 128 billion in the same year. With transformation of business models happening on account of emergence of AI, IoT and Robotics, the global Public Virtual Reality SDK Software Market is estimated to observe significant growth over the next 6-7 years.

The introduction of 5G network is anticipated to provide various business opportunities as well as tap additional sources of revenue for the telecom industries, on account of increase in speed and responsiveness of the wireless networks.

Get Final Sample This Strategic Report will cover the impact analysis of COVID-19 on this industry (Global and Regional Market)@https://www.crifax.com/sample-request-1008973

With growing demand for mobile data along with increased video streaming services, the adoption of 5G services in North America is estimated to cross 45% by 2023. The rollout of 5G network combined with IoT connectivity which includes Public Virtual Reality SDK Software, connected homes or connected cities is predicted to change the way the telecom operators perform their tasks. United Nations Conference on Trade & Development (UNCTAD) in its report stated that the percentage of total information and communication technology goods (including computers, peripheral devices, communication and consumer electronic components among other IT goods) exports had grown from 10.5% in 2012 to 11.5% in 2017. As of 2017, Hong Kong held the largest share of 51.7% in ICT goods exports among four nations, which was followed by Philippines (35.9%), Singapore (32%) and Malaysia (31%).Moreover, growth of the global economy along with several efforts taken by countries such as China, Japan, United States of America, Germany, Netherlands, Korea and other ICT goods exporting nations is anticipated to aid the growth of the IT and Telecom sector. To provide better understanding of internal and external marketing factors, the multi-dimensional analytical tools such as SWOT and PESTEL analysis have been implemented in the globalPublic Virtual Reality SDK Software Marketreport. Moreover, the report consists of market segmentation, CAGR (Compound Annual Growth Rate), BPS analysis, Y-o-Y growth (%), Porters five force model, absolute $ opportunity and anticipated cost structure of the market.

About CRIFAX

CRIFAX is driven by integrity and commitment to its clients and provides cutting-edge marketing research and consulting solutions with a step-by-step guide to accomplish their business prospects. With the help of our industry experts having hands on experience in their respective domains, we make sure that our industry enthusiasts understand all the business aspects relating to their projects, which further improves the consumer base and the size of their organization. We offer wide range of unique marketing research solutions ranging from customized and syndicated research reports to consulting services, out of which, we update our syndicated research reports annually to make sure that they are modified according to the latest and ever-changing technology and industry insights. This has helped us to carve a niche in delivering distinctive business services that enhanced our global clients trust in our insights and helped us to outpace our competitors as well.

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Virtual Reality SDK Software Market Report (2019-2028) | The demand for the Market will drastically increase in the Future COVID-19 pandemic - Cole of...

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