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Category Archives: Virtual Reality

Art in the time of COVID-19 | UDaily – UDaily

Posted: June 17, 2020 at 1:31 am

A sheet of stamps from the United Nations Postal Administration featuring the artwork of rising UD senior Chiara Fiori honors hospital workers and encourages safety during the COVID-19 pandemic. This is the preliminary design for the sheet, on sale beginning July 24.

Article by Diane Stopyra Photos courtesy of Chiara Fiori, Rachel Goerke, Samantha Ford, Michael Tapia-Gonzales and the United Nations Postal Administration June 16, 2020

When Chiara Fiori set to work on a digital painting of a hospital worker, she never expected it would be seen around the world. Sure, she completed the project in response to a global call for art put forth by the United Nations, but she never thought her piece would be selected from 17,000 submissions or that the UN would incorporate it into a forthcoming stamp project about the coronavirus pandemic.

Chiara Fiori, fine arts major and rising senior at UD, takes a break from creating to snuggle with her dog Winnie in Long Beach Island, New Jersey.

You keep hearing about the long hours these frontline workers are putting in, so I wanted to express my personal gratitude, said Fiori, adding that her own father has recovered from COVID-19. I was very surprised and excited when it was selected.

Mostly, she explained, she did the work for herself.

I use art as therapy when Im feeling anxious or stressed out, said the rising University of Delaware senior. Watching the news, you feel compelled to act, and this gives you an outlet.

When the COVID-19 pandemic turned the country upside down in March, college students everywhere were sent home, their academic and social routines upended. But Blue Hens like Fiori, working toward a degree in the Department of Art and Design, had a coping mechanism up their sleeve (ahem, smock). Seemingly overnight, their supplies paints, cameras, digital design tools became instruments not just for completing homework assignments and group projects, but for bearing witness to an extraordinary moment in the world and finding their own footing in the process.

Some people might think staying home in isolation limits creativity, said Jia-Rey Chang, assistant professor of architecture and interaction design. But I think this situation is helping us develop even more creative ways for our work. You may even see new art forms emerging out of this special moment. In this weird situation, we are going to find our way out through creativity.

This concept drawing represents the virtual reality world Samantha Ford is designing as a safe and colorful escape from quarantine.

Some of this creativity is manifesting in an increased blending of physical and virtual worlds. Simulation video games that seek to reproduce real life, for instance, are now being used to design everything from graduation ceremonies to virtual art exhibitions. Musicians are performing concerts you can attend from your own living room with a special app and virtual reality goggles. In a COVID-19 world, where lockdown has become the norm, people are increasingly seeking mobility through this type of art, and Blue Hens are responding.

Rachel Goerke, visual communications major and rising senior at the University of Delaware, says she feels added incentive to create something beautiful when there is so much fear and suffering in the world, because art provides a creative and spiritual uplifting. Here, she paints from quarantine in her backyard in Plainview, New York.

Take Rachel Goerke, a visual communications major and rising senior at UD. When the virus took hold, she had been looking forward to an upcoming study abroad trip with fellow art students, a whirlwind London adventure involving museums, live theater and briefs with professional artists. This would have been Goerkes first time in Europe, so it hit me hard when that was postponed, she said. I was going to learn so much.

Rather than crawl under the covers and sulk, Goerke is channeling her disappointment into her work. Over the next few months, as a Summer Fellow at UD, she will design virtual window displays for a womens clothing brand along with an app prototype that allows for 3-D shopping from home. The idea is to give people an in-store experience even in quarantine.

I want the displays to romanticize social distancing, she said. I was inspired by carrier pigeons and Romeo and Juliet communicating from a distance. I want it to have that dreamy feel.

For another class, Goerke designed imagery and merchandise for a fake band by the name of Silent Vegetable. One of her branded items? Not your typical concert tee-shirt, but a COVID-19 inspired face mask.

As an art student at UD, Rachel Goerke designed branded merchandise including these COVID-19 face masks for a hypothetical band by the name of Silent Vegetable.

Id just go crazy right now if I couldnt create, she said. I feel that, as an artist, you have the power to decide the atmosphere youre living in. This experience has shown me how fortunate I am to be part of the creative community at UD. Even when the world comes to a standstill even during difficult times I know I have the power to keep going, to keep trying to inspire people.

Another student taking the virtual route is Samantha Ford, a rising senior majoring in fine arts. For her Summer Fellows project, shell use skills gleaned from an art and technology class to create an immersive virtual-reality world accessible on ones smartphone with a VR viewer you can make from cardboard. While the aesthetic details of this world are yet to be determined, Ford is hoping it will provide a temporary escape and a little bit of happiness during a challenging time.

Samantha Ford, a rising senior majoring in fine arts, has made a visual representation of the COVID-19 virus using a coding program in her art and technology class.

In the meantime, as a visual editor for The Review student newspaper, Ford has been churning out coronavirus-inspired illustrations to accompany articles on a range of topics.

This is a way to communicate emotions I cant put into words, she said. And I look at it from a historical perspective, too. Artists have always documented whats happening around them as a way of marking our place in time.

For Michael Tapia-Gonzales, rising sophomore majoring in fine arts and visual communications, creating during COVID-19 hasnt come easily. In May, as he was finishing up the spring semester, he and his brother and parents were all diagnosed with the virus. Tapia-Gonzalezs father was hit the hardest already unable to work due to the pandemic, now he could barely walk. He had no choice but to seek hospital attention.

The family has since recovered, Tapia Gonzales said, but the stress of those trying weeks made finding a creative groove in quarantine difficult. Things were further complicated by a lack of access to clay and other supplies hed been working with in a ceramics class at UD. Suddenly, he needed to make sculptures out of found objects kitchen plates and paper clips among them. It was a challenge, but, in the end, the experience forced me to think outside of the box, he said. Creating took my mind off of everything.

Michael Tapia-Gonzales, rising sophomore majoring in fine arts and visual communications, is the first member of his family to study art.

One annual art project that took on special significance this year was a vanitas photography assignment. Students were tasked with shooting a still-life picture that would remind the viewer of the fragility of life (think skulls and snuffed out candles) and the worthlessness of worldly goods. For Tapia-Gonzales, already thrust into greater identification with his priorities, choosing props felt easy. In his piece, jewelry and coins represent things that cease to matter when faced with the failing health of a loved one.

I was especially impressed with the thoughtfulness with which the students approached this, said Priscilla Smith, associate professor of photography. The moment that were in and the discussion we were able to have surrounding this assignment made it something more than: Get this photograph done and turn it in. It became a real testimony to who they are and where theyre at. With students who are developing visual literacy and a skillful voice, art becomes a way to say things that are very personal, but also universal. It can be much more than decoration.

Theres also a practical benefit to being an art student during the time of COVID-19. Working remotely and more independently has offered Blue Hens a window into the reality of dealing with clients in a professional setting, and instructors have leveraged the opportunity.

After students were sent home, our class became more of a dialogue back and forth about the field and what to expect after graduation, said David Brinley, associate professor of art and an award-winning illustrator. We were able to get down to the nuts and bolts of the business contracts, rates, negotiations. All the things that feel more theoretical in the classroom.

One of the points Brinley stressed is the importance of facing rejection, a professional reality. A contest he urged the students to enter? The UNs global call for coronavirus-related art, to which Fiori submitted her digital painting.

Chiara Fioris digital painting of a nurse was selected by the United Nations Postal Administration out of 17,000 submissions to appear on a sheet of stamps that will be sold around the world.

The piece, which depicts a nurse wearing a face mask covered in the words thank you in multiple languages, will be featured on a sheet of stamps encouraging healthy practices during the time of COVID-19. Available from the UN Postal Administration (UNPA), the sheet will be sold beginning July 24 at stamp dealers around the world, at unstamps.org, and at the UN headquarters in New York, Geneva and Vienna (when these offices reopen). Each sheet will include dollar, Swiss Franc and Euro currencies. A portion of sales will support the UNs COVID-19 Solidarity Response Fund.

This painting is a beautiful, powerful tribute, said UNPA creative director Rorie Katz, who selected the winning piece, which came with a $500 prize. I was very pleased to find out the artist is a college student. I had no idea.

Katz added that she had a strong gut reaction to Fioris work it brought up her own emotions surrounding the virus and the pride she feels for a dear friend serving as a hospice nurse.

Which is, perhaps, a nice reminder: Art isnt merely helping the students who make it. Its impacting those lucky enough to encounter it.

For some, despite all the hurt the virus has wrought, that is a reason to celebrate.

In a lot of ways, this has been a blessing, said William Deering, assistant professor of advertising and photographic design. The virus has made us do things we wouldnt normally do. Because of this, I have students whove come alive.

As a visual editor for The Review student newspaper, Samantha Ford has illustrated the COVID-19 virus, a task she said helps her cope with the realities of the pandemic. Illustration courtesy of The Review.

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Augmented Reality and Virtual Reality (ARVR) Market: Overview, Opportunities, In-Depth Analysis and Forecasts, Outlook -2025 – CueReport

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A new report on Augmented Reality and Virtual Reality (ARVR) market that provides a comprehensive review of this industry with respect to the driving forces influencing the market size. Comprising the current and future trends defining the dynamics of this industry vertical, this report also incorporates the regional landscape of Augmented Reality and Virtual Reality (ARVR) market in tandem with its competitive terrain.

The research report on the Augmented Reality and Virtual Reality (ARVR) market leverages iterative and comprehensive research methodology to deliver insights regarding the current market scenario over the study timeframe. The report dives deep into the development trends that will influence the behavior of the Augmented Reality and Virtual Reality (ARVR) + market in the forthcoming years. Moreover, other key pointers such as the regional characteristics and policies governing the industry are highlighted in the research. Apart from this, the study incorporates the impact of the COVID-19 pandemic on the revenue share and annual growth rate of the industry.

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The market analysis showcases the vast research on the product terrain which is inclusive of the advantages and disadvantages of the products developed by the various manufacturers. Besides this, an investigation of the evolution of the competitive dynamics along with details pertaining to raw material supply chain and downstream buyers are presented in the report.

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A gist of the competitive landscape of the Augmented Reality and Virtual Reality (ARVR) market:

An outline of the regional scope of the Augmented Reality and Virtual Reality (ARVR) market:

Additional takeaways from the Augmented Reality and Virtual Reality (ARVR) market report:

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Augmented Reality and Virtual Reality (ARVR) Market: Overview, Opportunities, In-Depth Analysis and Forecasts, Outlook -2025 - CueReport

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Impact of COVID-19 Outbreak on Virtual Reality in Medicine and Healthcare Market to Witness Google, Orca Health, Brain Power, Medsights Tech, AccuVein…

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Virtual Reality in Medicine and Healthcare Market 2020

This report studies the Virtual Reality in Medicine and Healthcare Market with many aspects of the industry like the market size, market status, market trends and forecast, the report also provides brief information of the competitors and the specific growth opportunities with key market drivers. Find the complete Virtual Reality in Medicine and Healthcare Market analysis segmented by companies, region, type and applications in the report.

The major players covered in Virtual Reality in Medicine and Healthcare Market Google, Orca Health, Brain Power, Medsights Tech, AccuVein, Microsoft, EchoPixel, Augmedix, Atheer, Aira

The final report will add the analysis of the Impact of Covid-19 in this report Virtual Reality in Medicine and Healthcare industry.

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Virtual Reality in Medicine and Healthcare Market continues to evolve and expand in terms of the number of companies, products, and applications that illustrates the growth perspectives. The report also covers the list of Product range and Applications with SWOT analysis, CAGR value, further adding the essential business analytics. Virtual Reality in Medicine and Healthcare Market research analysis identifies the latest trends and primary factors responsible for market growth enabling the Organizations to flourish with much exposure to the markets.

Market Segment by Regions, regional analysis covers

North America (United States, Canada and Mexico)

Europe (Germany, France, UK, Russia and Italy)

Asia-Pacific (China, Japan, Korea, India and Southeast Asia)

South America (Brazil, Argentina, Colombia etc.)

Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria and South Africa)

Research objectives:

To study and analyze the global Virtual Reality in Medicine and Healthcare market size by key regions/countries, product type and application, history data from 2013 to 2017, and forecast to 2026.

To understand the structure of Virtual Reality in Medicine and Healthcare market by identifying its various sub segments.

Focuses on the key global Virtual Reality in Medicine and Healthcare players, to define, describe and analyze the value, market share, market competition landscape, SWOT analysis and development plans in next few years.

To analyze the Virtual Reality in Medicine and Healthcare with respect to individual growth trends, future prospects, and their contribution to the total market.

To share detailed information about the key factors influencing the growth of the market (growth potential, opportunities, drivers, industry-specific challenges and risks).

To project the size of Virtual Reality in Medicine and Healthcare submarkets, with respect to key regions (along with their respective key countries).

To analyze competitive developments such as expansions, agreements, new product launches and acquisitions in the market.

To strategically profile the key players and comprehensively analyze their growth strategies.

The Virtual Reality in Medicine and Healthcare Market research report completely covers the vital statistics of the capacity, production, value, cost/profit, supply/demand import/export, further divided by company and country, and by application/type for best possible updated data representation in the figures, tables, pie chart, and graphs. These data representations provide predictive data regarding the future estimations for convincing market growth. The detailed and comprehensive knowledge about our publishers makes us out of the box in case of market analysis.

Table of Contents: Virtual Reality in Medicine and Healthcare Market

Chapter 1: Overview of Virtual Reality in Medicine and Healthcare Market

Chapter 2: Global Market Status and Forecast by Regions

Chapter 3: Global Market Status and Forecast by Types

Chapter 4: Global Market Status and Forecast by Downstream Industry

Chapter 5: Market Driving Factor Analysis

Chapter 6: Market Competition Status by Major Manufacturers

Chapter 7: Major Manufacturers Introduction and Market Data

Chapter 8: Upstream and Downstream Market Analysis

Chapter 9: Cost and Gross Margin Analysis

Chapter 10: Marketing Status Analysis

Chapter 11: Market Report Conclusion

Chapter 12: Research Methodology and Reference

Key questions answered in this report

What will the market size be in 2026 and what will the growth rate be?

What are the key market trends?

What is driving this market?

What are the challenges to market growth?

Who are the key vendors in this market space?

What are the market opportunities and threats faced by the key vendors?

What are the strengths and weaknesses of the key vendors?

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Impact of COVID-19 Outbreak on Virtual Reality in Medicine and Healthcare Market to Witness Google, Orca Health, Brain Power, Medsights Tech, AccuVein...

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Virtual Reality in Healthcare Market Analysis, Top Manufacturers, Share, Growth, Statistics, Opportunities and Forecast To 2026 – Cole of Duty

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New Jersey, United States,- A detailed research study on Virtual Reality in Healthcare 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 Virtual Reality in Healthcare, 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 Virtual Reality in Healthcare manufacturers/companies operating at both regional and global levels:

Virtual Reality in Healthcare 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 Virtual Reality in Healthcare 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 Virtual Reality in Healthcare 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.

Virtual Reality in Healthcare Market, By Product

Virtual Reality in Healthcare 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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Virtual Reality in Healthcare 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 Virtual Reality in Healthcare 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 Virtual Reality in Healthcare 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 Virtual Reality in Healthcare 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 Virtual Reality in Healthcare Market, By Deployment Model

5.1 Overview

6 Virtual Reality in Healthcare Market, By Solution

6.1 Overview

7 Virtual Reality in Healthcare Market, By Vertical

7.1 Overview

8 Virtual Reality in Healthcare 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 Virtual Reality in Healthcare 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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Virtual Reality in Healthcare Market Analysis, Top Manufacturers, Share, Growth, Statistics, Opportunities and Forecast To 2026 - Cole of Duty

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Virtual Reality in Education Sector Market Size, Statistics, Growth, Opportunities to 2025 Industry Analysis by Key-Covid19 Impact Analysis | Players,…

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Global Virtual Reality in Education Sector Market report spotlights major statistics of the current industry state and is a beneficial source of developments and opportunities for individuals and firms interested in the Virtual Reality in Education Sector industry. The report primarily concentrate on the Virtual Reality in Education Sector market growth in productivity, demand, trade and investment with company profiles, specification and product picture. Worldwide Virtual Reality in Education Sector market study predicts revenues for applications across key regions with scope of Virtual Reality in Education Sector market, manufacturing cost structure analysis, and product overview.

The industry report analyzes the world Virtual Reality in Education Sector market estimates and forecasts of all the given segments on global as well as regional levels. The study provides historical Virtual Reality in Education Sector market data couples with revenue prdictions and forecasts from 2019 till 2024. The report focuses on Virtual Reality in Education Sector market trends, supply chain trends, technical modernization, leading players, key developments, and Virtual Reality in Education Sector future strategies. With comprehensive global Virtual Reality in Education Sector industry assessment across the major geographies and rest of the world. This report is a valuable asset for the existing Virtual Reality in Education Sector players, new entrants and the future investors.

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Competitive Insights of Global Virtual Reality in Education Sector Market

The Virtual Reality in Education Sector market consists of international and regional vendors. Numerous regional Virtual Reality in Education Sector vendors are offering customized solutions at lesser prices than international vendors for increasing their presence in the worldwide Virtual Reality in Education Sector industry. Though several new vendors are entering the Virtual Reality in Education Sector market, they find it difficult to compete with the international Virtual Reality in Education Sector vendors based on factors such as quality, features, functionalities, and services.

The leading players of Virtual Reality in Education Sector market includes

Atheer, Inc.,Apple Inc.,Facebook Inc.,Blipper,Gravity Jack,Google Inc.,Holition,Layer (Blipper Group),Improbable,Meta Inc.,Marxent Lab LLC,Microsoft Corporation,Qualcomm Technologies, Inc.,Nintendo Co.,Ltd,Sony Corporation,Sphero,Others

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The competitive environment in the Virtual Reality in Education Sector market is likely to intensify during the forecast period with a rise in product extensions, Virtual Reality in Education Sector technological innovations, and strategic M&A activities.

Virtual Reality in Education Sector Market Segmentation

Type Analysis of Virtual Reality in Education Sector Market:

By Product Type, (VR content,VR hardware), By end-users, (K-12 sector,Higher education sector), By Distribution Channel, (Distributer,Direct Sales)

Globally, Virtual Reality in Education Sector market spread across-1. North America Country (United States, Canada)2. South America3. Asia Country (China, Japan, India, Korea)4. Europe Country (Germany, UK, France, Italy)5. Other Country (Middle East, Africa, GCC)

The study not only describes industrial overview of Virtual Reality in Education Sector market but also gives specification, classification, geographic application segmentation. In addition, it depicts major players and consumers analysis of Virtual Reality in Education Sector industry. Moreover, illustrates consumption forecast, analysis of Virtual Reality in Education Sector market development and regional trend. Next, this research report outlines the regional Virtual Reality in Education Sector marketing type analysis together with traders or distributors. Then explains Virtual Reality in Education Sector market methodology, future development analysis, business strategies and data source.

Report Highlights of Global Virtual Reality in Education Sector Market:* The report portrays an extensive analysis on current/future Virtual Reality in Education Sector market trends to identify the investment opportunities.* Virtual Reality in Education Sector market forecasts till 2024, using estimated market values as the base numbers.* Key Virtual Reality in Education Sector market trends across the regions, business segments, and countries.* Key developments and strategies observed in the Virtual Reality in Education Sector market.* Virtual Reality in Education Sector market dynamics such as Restraints, Drivers, Opportunities.* In-depth company profiles of Virtual Reality in Education Sector key players and upcoming prominent players.* Virtual Reality in Education Sector market forecast 2019-2025* Growth prospects for Virtual Reality in Education Sector among the emerging nations through 2024.* Virtual Reality in Education Sector market share opportunities and recommendations for new investments.

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Augmented Reality and Virtual Reality Platform Market Overview with Detailed Analysis, Competitive landscape, Forecast to 2025 – 3rd Watch News

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The Augmented Reality and Virtual Reality Platform market research report added by Market Study Report, LLC, is an in-depth analysis of the latest trends persuading the business outlook. The report also offers a concise summary of statistics, market valuation, and profit forecast, along with elucidating paradigms of the evolving competitive environment and business strategies enforced by the behemoths of this industry.

The Augmented Reality and Virtual Reality Platform market report comprises of a complete analysis of this business landscape. According to the research, the Augmented Reality and Virtual Reality Platform market is expected to generate lucrative revenues as well as record a significant growth rate during the analysis timeframe.

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The study emphasizes on the major industry trends while evaluating the market size, growth opportunities, revenue forecast and sales volume. Significant information concerning the growth opportunities that will fuel the profit graph along with additional data regarding the various market segmentations are provided in the document.

This report also researches and evaluates the impact of Covid-19 outbreak on the Augmented Reality and Virtual Reality Platform industry, involving potential opportunity and challenges, drivers and risks. We present the impact assessment of Covid-19 effects on Augmented Reality and Virtual Reality Platform and market growth forecast based on different scenario (optimistic, pessimistic, very optimistic, most likely etc.).

Regions and Countries Level AnalysisRegional analysis is another highly comprehensive part of the research and analysis study of the global Augmented Reality and Virtual Reality Platform market presented in the report. This section sheds light on the sales growth of different regional and country-level Augmented Reality and Virtual Reality Platform markets. For the historical and forecast period 2015 to 2025, it provides detailed and accurate country-wise volume analysis and region-wise market size analysis of the global Augmented Reality and Virtual Reality Platform market.

As per the regional scope of the Augmented Reality and Virtual Reality Platform market:

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Market segmentation

Augmented Reality and Virtual Reality Platform market is split by Type and by Application. For the period 2015-2025, the growth among segments provide accurate calculations and forecasts for sales by Type and by Application in terms of volume and value. This analysis can help you expand your business by targeting qualified niche markets.

Competitive Landscape and Augmented Reality and Virtual Reality Platform Market Share Analysis Augmented Reality and Virtual Reality Platform competitive landscape provides details by vendors, including company overview, company total revenue (financials), market potential, global presence, Augmented Reality and Virtual Reality Platform sales and revenue generated, market share, price, production sites and facilities, SWOT analysis, product launch. For the period 2015-2020, this study provides the Augmented Reality and Virtual Reality Platform sales, revenue and market share for each player covered in this report.

Other insights from the Augmented Reality and Virtual Reality Platform market report:

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Impact of the Augmented Reality and Virtual Reality Platform market report:

Key questions answered in the report:

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Some of the Major Highlights of TOC covers:

Augmented Reality and Virtual Reality Platform Regional Market Analysis

Augmented Reality and Virtual Reality Platform Segment Market Analysis (by Type)

Augmented Reality and Virtual Reality Platform Segment Market Analysis (by Application)

Augmented Reality and Virtual Reality Platform Major Manufacturers Analysis

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Augmented Reality and Virtual Reality Platform Market Overview with Detailed Analysis, Competitive landscape, Forecast to 2025 - 3rd Watch News

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Global Augmented Reality and Virtual Reality (AR and VR) Market Research Studies Competitive Strategies, Regional Analysis Forecast 2025 – Cole of…

Posted: at 1:31 am

The report on Global Augmented Reality and Virtual Reality (AR and VR) Market offers thorough analysis about the key market players. The section reveals detailed information of the company covering profile, business overview, sales data as well as product specifications that enables in forecasting the business. The report on Global Augmented Reality and Virtual Reality (AR and VR) Market, offers valuable deep insights for global market of Global Augmented Reality and Virtual Reality (AR and VR) Market based upon the significant aspects of a market investigation. Also, it covers comprehensive analysis about the geographical division in order to gain perceptions for the regional components of business statistics. Moreover, key regions majorly highlighted in the Global Augmented Reality and Virtual Reality (AR and VR) Market in report include Asia-Pacific, North America, Europe, South America as well as Middle East & Africa. Furthermore, report precisely covers several other segments of the market for instance type and application.

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My neighbours think Im losing it: From livestreams to virtual reality raves, how musicians are coping without touring – The Independent

Posted: at 1:31 am

Ive never done this before, so if Im a bit nervous, I apologise, says Coldplays Chris Martin, sitting by a piano scratching his head. Amazing Day? he says, peering at the thousands of live comments cascading down his screen. I cant remember that one. Its 16 March, the world is teetering on the brink of lockdown, and the Coldplay frontman is about to plunge into the unchartered waters of online concerts. Soon, the rest of the music world will follow.

In the early days of the pandemic, cancelled tours and festivals were breaking news. The Who arena shows postponed due to coronavirus; Taylor Swift cancels 2020 Lover tour dates due to coronavirus; Glastonbury 2020 cancelled due to coronavirus. And then, as the global crisis escalated, the tidal wave of postponements became too much to keep up with. Publications like ours stopped running them as news stories. Eventually, every single tour and every single festival had ground to a halt. And with them, a huge chunk of artists livelihoods.

Sad. Very, very sad. Thats how Phoebe Bridgers felt when she realised her summer gigs wouldnt be going ahead. I get 80 per cent of my self worth from interacting with tons of people on tour every night, she tells me. Rufus Wainwright agrees. I miss the travel and just being in my fans world, he says. American indie-rocker Lucy Dacus was planning on taking it easy this year, which still meant doing, like, five tours, she says. But none of them are happening. Its very affirming and powerful to stand in a room with friends and strangers, she continues, and look in the same direction, share in an experience, find joy. I miss being an excuse for people to come together.

Sharing the full story, not just the headlines

Its definitely not a great time to be in a profession that relies on international travel and large groups of people gathering together to sweat and shout over each other, adds Michael Lovett, who performs as synthpop solo outfit NZCA Lines, somewhat remorsefully.

Of course, it isnt just the emotional fulfilment of touring that artists are missing out on. The financial future of the music industry is potentially an arid one. Since the birth of streaming, live performances have become the most common income source for musicians. The live music sector is expected to lose 900m this year 81 per cent of its annual contribution to the UK economy, according to figures reported in The Guardian and touring musicians could lose up to two-thirds of their live income from cancelled festivals alone. The Musicians Union say their members have lost more than 21m in income since the start of lockdown.

Even as restrictions begin to ease up, its unclear when live music will be able to make a comeback. But given that US bioethicist Dr Zeke Emanuel told The New York Times that realistically, were talking fall 2021 at the earliest, it seems unlikely that well be cramming ourselves into sticky-floored venues (if, indeed there are many left after all this) or shuffling along the aisles to nosebleed arena seats, any time soon.

Still, artists are nothing if not creative. Theyre finding resourceful ways to satiate their fans appetite for live music. Following in Chris Martins footsteps (his live stream has been watched by over 2 million people), Lady Gaga curated the Together at Home concert, a six-hour marathon in which artists such as Billie Eilish, Kacey Musgraves, Taylor Swift and The Rolling Stones performed from the confines of their homes to raise money for the World Health Organisation. Christine and the Queens, AKA Heloise Letissier, performed on The Late Show from her windowsill in Paris, and posted nightly Instagram lives of stripped-back performances, dancing and writhing around the massive, wooden studio she had found herself quarantined in. Wainwright has been doing bathrobe recitals in his dressing gown every day. Folk singer Grace Petrie and her musician housemate Ben Moss posted a galvanizing A-Z of covers, starting with Sugababes About You Now and ending with Zombie by The Cranberries, before re-playing all 26 songs live while getting pissed and raising 11,000 for The Big Issue. And there are countless other examples of musicians getting inventive with streaming.

Phoebe Bridgers has been doing at-home gigs since April. The cool thing about them, she says, is you can connect with people so easily. I dont have to take off my pyjamas or carry a bunch of stuff to a venue. Then again, she adds, it can feel like Im just singing to myself, so she set up a sample pad of applause to trigger between songs. It helps a little. Im sure my neighbours think Im losing it. For her at-home gig for the music website Pitchfork, she asked for the proceeds to go to the Bail Project because the police combined with the privatised prison system in America is an extension of slavery. Any way we can disrupt that and free people is important to me.

PhoebeBridgersfinds she can still connect with fans from home (Rex)

When Lovett realised he wouldnt be able to tour his forthcoming album Pure Luxury, he considered delaying the release altogether. Instead, he decided to throw a virtual release party and perhaps offer a little escape. Whilst the inability to play live shows is obviously a real bummer, he says, its taken me online in a way Ive never been before. I like the experience of live streaming. Its weirdly intimate you start building relationships with the fans who become regulars. Its forced me into learning and playing more music both my own and covers than Ive ever done before. His album release party is going to be a combination of a real livestream show with production value (ie no home furnishings, decent audio) and something that approximates the social aspect of a real gig.

Other musicians have taken different routes. Electronic duo Prospa decided to throw a virtual warehouse rave for over 600 people. 3D artist Petter Schlander created a specially designed VR warehouse for the video stream, streamed live in full 360 to YouTube. The virtual warehouse space played host to an hour-long set from Prospa, their first since current circumstances cut their debut Leeds residency at Headrow House short. The idea, say Prospa, came out of the frustration of us being away from each other and wanting to do a live stream. The idea was to give back to all the people who were stuck at home wanting to rave and just have some fun. Schlander created the virtual warehouse using software called Cinema 4D. "I added details in the hangar such as a demolished floor and roof," he says, "aeroplanes that look like they're from a scrapyard (both close and far away from the camera to emphasise the sense of space) and of course the stage screens scattered around to bring the light show together. Rendering different loops of the light show, I then took and edited everything together and exported the final product from there.

Though shes spent plenty of time watching her musician friends play live streams, Dacus is yet to do so herself. I feel far less connected to my fans, but thats probably my fault for not showing up online more, she says, though shell remedy that on 17 June by taking part in Royal Albert Home, a run of shows put on by the famous London concert hall. The gigs are free, but the Royal Albert Hall, which like every other venue is currently closed, is asking viewers to consider donating.

Dacus has a magical memory of going to the Proms at the venue in 2016 where people were wearing gloves and hats and, having nabbed cheap tickets up in the gods, she listened to the symphony with my face pressed between the iron bars of the guard rail. She says she was honoured when RAH asked me to do a stream, although it will unfortunately lack all the pomp and charm that the Hall offers.

Another musician who is taking part in the Royal Albert Home series is Charlatans frontman Tim Burgess. Hes been throwing wildly popular listening parties on Twitter since March, during which people around the world listen to the same album at the same time (Roisin Murphys has been his favourite so far). Hes been working with his partner and his seven-year-old on his live sets, and sees one distinct advantage to virtual performances over IRL ones. At real gigs, theres always someone looking to borrow a phone charger and I have to keep a close eye on my snacks, he quips.

Tim Burgess has been throwing wildly popular listening parties on Twitter since March (Rex)

Lovett is looking on the bright side, too. From a musicians perspective, theres actually a lot of technical aspects that are preferable to a real gig, he says. You know exactly how its going to look and sound, and theres less variables than a real gig ie, no backline sharing, grumpy sound guys, weird room acoustics. On the downside, theres a high likelihood people will be listening through a phone or laptop speaker. From an audience perspective, thats not too satisfying but hey! No toilet queues, no overpriced beer, youre definitely not missing the train home... whats not to love?

Hes also felt more connected with his fans than he ever has done before. The fact that weve been getting almost all of our social interactions online has changed the way I think about using social media, he says. Ive had some really nice moments, after playing a song on Instagram Live, just chatting to people and answering questions sometimes for over half an hour. Often, its the ones Ive been dreading most that end up being the most fun.

As for the financial repercussions of a live music industry on hold, while they are no doubt severe, there is hope to be found. Not only are many people choosing to donate to venues that are struggling, but music fans have opted out of refunds for cancelled or postponed gigs. In the first month of or so of lockdown I did think that a large majority of gig-goers would want refunds, says Trevor Williams, the tour director of Tour Music Live, whos worked with artists such as Stormzy and Grace Jones. But when receiving ticket counts and updates, I was very surprised to see that the refunds across the tours we had were minimal.

Rufus Wainwright: Imiss the travel and just being in my fans world (Rex)

And yet the yearning for the return of tours, among both music fans and musicians, is strong. Last week, as lockdown began to loosen, Laura Marling left her house, took to the actual stage of Union Chapel, and played a gig. True, there was nobody in the audience, but it was the closest many music fans, myself included, have come to a real live show in many months and it was invigorating.

Perhaps thats the next step. As far as the next six months, I think if there was a way to outsmart this thing, a giant company would have thought of it by now, says Bridgers. No ones outsmarted it, exactly, but companies have certainly been savvy. In April, the computer game Fortnite hosted a live, in-game Travis Scott concert, during which the US rapper performed on a virtual stage built into the game world. 12.3 million concurrent players congregated online to watch the concert the games largest ever in-game gathering.

One things for sure, though this cant go on forever. Worst case scenario would be for this virus not to be cured and venues not being able to open back up, says Williams, as that would most definitely kill our touring industry. The bands hes working with are optimistic that they will be able to tour again in the near future, but they are also worried about not jumping the gun too soon, as they also feel the responsibility for the safety of their fans and touring crew. They are all most definitely missing interacting and putting on a show for their fans as the virtual and online performances, which are creative certainly, are not the same.

Lovett agrees. Nothing can replace the experience of performing or watching a live show, he says. I think we have to admit that its a communal experience in which the energy of an audience inspires the performers, and vice versa. Its a feedback loop. As a musician, no matter how normal you feel before a show, you are transformed when you get onstage.

Wainwright is sanguine. It will return in phases, he says. For now, we can only wait.

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My neighbours think Im losing it: From livestreams to virtual reality raves, how musicians are coping without touring - The Independent

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Georgian College turning to virtual reality in wake of pandemic – OrilliaMatters

Posted: June 6, 2020 at 6:01 pm

NEWS RELEASEGEORGIAN COLLEGE*************************Before the urgent need to offer experiential learning in a remote way came about due to COVID-19, Georgian College has been on the cutting edge of immersive technology, offering virtual hands-on learning to a number of programs and there is more to come.

Georgian has already been exploring VR (virtual reality) and simulation technologies in a variety of our programs, said Kevin Weaver, Vice President, Academic.

It only makes sense for Georgian to accelerate these efforts and continue to be a leader. Georgian, even before COVID-19, was intentionally moving in this direction. It is even more important now as we find ourselves not able to deliver in-person activity at this time," said Weaver.

As a professor in the Paramedic program, Rob Theriault was seconded to the position of Immersive Technology Lead well before COVID-19, illustrating the importance Georgian had already placed on immersive technology and experiential learning platforms.

Virtual reality, unlike any other educational technology, provides experiential learning, where students can do things with their hands, think critically and make decisions that have measurable results, said Theriault.

Theriault describes the following scenario: Just outside of a patients room, two nursing students meet, wash their hands and don their personal protective equipment.

Then, they enter the patients room to conduct an assessment. Inside the room, other classmates are standing along the walls, observing. One student reaches for the patients wrist to feel her pulse. Its fast.

Meanwhile, the other nursing student asks the patient questions and looks at the heart monitor to see her vital signs. A stethoscope is used to listen to her chest and reveals that her lungs are wheezing. The students immediately recognize that their patient needs a Ventolin treatment.

This experience did not take place in a hospital or even a nursing lab, said Theriault. It took place in virtual reality, with the instructor and nursing students separated by significant distances. This isnt just virtual reality, its the future reality.

Learning through video conferencing and textbooks works well in many remote teaching situations, but health-care students are better served by their teacher, face-to-face, in a virtual reality hospital, anatomy lab or cadaver lab. Trades students benefit by being at a construction site.

Until recently, this was only possible in real life. Now, wearing a VR headset immerses students in an entirely new world of the professors choosing.

Georgian saw the opportunity and the strategic need to invest so that we were positioned to take a leadership position, noted Weaver. Appointing an immersive technology faculty lead is critical as we need a champion and expert in immersive technology to help guide us in this new direction. Fortuitously, our lead is a frontrunner in this activity, and was actively implementing these technologies into health programming. Having a peer to work within the program areas to explore this technology is critical to success."

Students in the Architectural Technology program have been learning and designing in VR for more than two years. Georgians paramedic students were introduced to VR for patient simulation in 2019, and many more programs are currently exploring VRs potential.

Faculty in the Honours Bachelor of Science Applied Life Sciences (Specialization in Biomedical Techniques) Degree with Biotechnology-Health Diploma program are exploring Nanome, a VR program that enables students to manipulate molecules, experiment, design and learn at the nanoscale.

Students in the Fine Arts program recently learned how to paint and sculpt in VR using Tilt Brush, and faculty in the Indigenous Studies program are exploring alternative ways to conduct learning on the land activities, using 360-degree video and the EngageVR platform.

The absence of face-to-face labs and hands-on learning due to COVID-19 has only increased the urgency of having the technology, and Theriault is currently working on a plan to invest in more hardware and software for a number of different programs.

*************************

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Georgian College turning to virtual reality in wake of pandemic - OrilliaMatters

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Mansfield University will offer virtual reality learning on campus – WETM – MyTwinTiers.com

Posted: at 6:01 pm

MANSFIELD, PA (WETM) Mansfield University is using virtual reality to add fun to learning.

The new VR Lab in North Hall will allow students to study in a new and interactive way with state-of-the-art technology.

The Lab features two Oculus Rift stations, an HTC Vive room, and two Oculus Quest stations.

Dr. Joshua Battin, Dean College of Arts and Humanities for Mansfield University, has praised high tech virtual reality, which will take education to new levels.

The Idea came in from a retired faculty member, and we started to use that virtual reality for training and we got the idea that some other areas across the university could use virtual reality to enhance the curricular process.

As school begins a new semester, professors, faculty, and students will now have the possibility to bring education to life.

We want people to use this for is the curricular process, to learn, said Battin.

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Mansfield University will offer virtual reality learning on campus - WETM - MyTwinTiers.com

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