Virtual Reality In The Workplace – The Union Journal

There are several characteristics that your top performers have in common. They understand your brand image, value customer service, and utilize their skillsets to further your goals. They are also aware of their place within the organization and how that role fits into your business design. All these traits require you to up the training ante and provide custom-tailored support. They wont settle for one-size-fits-all solutions or online training content that doesnt translate in the real world. Heres how Virtual Reality in the workplace can help you keep your top talent so that they arent tempted to stray.

eBook Release

VR Training Outsourcing: Your Guide To Launching A Successful Virtual Reality Training Program With A Top-Notch Content Provider

Find the ideal partner for Virtual Reality training and transform employee training into an immersive and engaging experience.

Virtual Reality empowers employees to take charge of their own development. It takes experiential learning to new heights and lets them explore different

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Virtual Reality In The Workplace - The Union Journal

The Clash between Truth and Reality – SFGate

Every person wakes up in the morning to join the struggle between truth and reality. Yet almost no one realizes that this is what they are doing. Life contains strugglesno one disagrees with that sad factbut what are we struggling against? The answers seem obvious. We struggle to stay healthy, make a living, maintain our relationships, and in general to keep our heads above water.

Where does truth enter into this? Imagine someone sitting in a chair wearing state-of-the-art virtual reality gear. In the simulation bombarding his senses, he is racing in the Indy 500, running away from tigers in the jungle, or walking a tightrope. These are perilous adventures that he is immersed in, where survival itself is at stake. His body will exhibit all the signs of a stress response. But his experience is entirely fake, a construct by clever VR engineers. The truth is that he is sitting still in a chair, perfectly safe and sheltered from struggle.

This imaginary setup is actually what occurs to all of us in daily life. We inhabit a virtual reality that is so powerful it blinds us to the truth. What we accept as real is mind-made, but when you are inside this spell/illusion/dream, your struggles totally envelop you. Even the words we speak encase us in limitation: the instant you say the word tree, you have shoved into a box an immensely complex living organism with thousands of cellular processes occurring every second. The minute you think of the tags that we apply to ourselves and other peopleage, race, gender, religion, political persuasion, nationality, income level, occupation, etc.you shove that person into a box.

When life is relatively comfortable, we can afford to overlook the false position that mental constructs have placed us inall the prejudices, painful memories, fixed beliefs, personal disasters, failures, and wishful thinking that the mind is prey to. After thousands of years of philosophy, religion, and science, each field seeking to discover the truth, virtual reality remains in charge. Its shell has barely been cracked, which is why we dont perceive the struggle between truth and reality. Mind-made reality (the spell/illusion/dream) keeps the world going. Only on a side tangent will someone say something extraordinary like Know the truth, and the truth will set you free. But this can be ignored as a religious thought, and when the Persian mystical poet declares, God speaks in silence, everything else is a mistranslation, that can be dismissed as poetry or once again religion.

Yet somehow, on the remote frontier where virtual reality and real reality meet, the truth is trying to contact us, and doing so all the time. The human mind has incredibly powerful tools at its disposal to keep virtual reality in place; we call these tools thinking, feeling, remembering, desiring, wishing, fearing, and dreaming. Against this armada, the truth (real reality) has only one tool: waking up. Waking up is the process of becoming more conscious. You cannot change what you arent aware of. In this case, becoming more aware is the truth.

In every other aspect of life, there is something to discover and learn about; we spend every waking hour since birth using the minds tools to learn the skills it takes to survive, be accepted, take care of ourselves and our families, and so on. Desire constantly pushes us forward. But here are some bald facts about real reality:

Behind the spell/illusion/dream of everyday reality, real reality simply exists, making everything else possible. You cant put awareness in a box (although you can scientifically measure how it operates); you cant stand outside it; you cant do without it.

Before waking up happens, there is already a ratio between the things we do consciously and the things we do unconsciously. This is the primary evidence telling us that we are conscious beings. Blind prejudice, social conditioning, denial, ignorance, bad faith, habits, and the drama of pleasure and pain occupy the domain of unconscious life. Love, compassion, curiosity, creativity, insight, empathy, and inner growth occupy the domain of conscious life. Its obvious which domain contains the values we hold most precious.

So we are not that far from waking up. Consciousness prevails in many areas of life, even though war, violence, crime, natural disasters, and other forms of bad news grab the headlines. If you want proof that consciousness is the basis of your own life, sit down and make a list. Write down everything that has been fulfilling in your life, and when you examine the list, you will discover that the values of consciousness lie behind every meaningful, fulfilling experience.

You dont even have to accept the argument about virtual reality and the spell/illusion/dream. Once you see what you truly value, you will automatically want to be more conscious. The motivation to wake up is built into consciousness itself. Even the concept of truth struggling against reality is just an eye-catching phrase. Truth doesnt struggle against anything. It exists, and it knows. All we need to do is to realize this truth.

When Plato wrote that we are like creatures living in a cave watching a shadow play on the caves walls, he came up with the simplest and most powerful metaphor for waking up. The shadow play is mesmerizing, but then you realize that shadows need light to project them. So you turn around to face the light, and when you do, you say, Aha, so thats how the shadow play works. From that moment of awakening, the shadows can never again hold you in their grip.

DEEPAK CHOPRA MD, FACP, founder of The Chopra Foundation, a non-profit entity for research on well-being and humanitarianism, and Chopra Global, a modern-day health company at the intersection of science and spirituality, is a world-renowned pioneer in integrative medicine and personal transformation. Chopra is a Clinical Professor of Family Medicine and Public Health at the University of California, San Diego and serves as a senior scientist with Gallup Organization. He is the author of over 89 books translated into over forty-three languages, including numerous New York Times bestsellers. His 90th book, Metahuman: Unleashing Your Infinite Potential, unlocks the secrets to moving beyond our present limitations to access a field of infinite possibilities. TIME magazine has described Dr. Chopra as one of the top 100 heroes and icons of the century.

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Augmented and Virtual Reality in Healthcare Market – Growth, Trends, and Forecast (2020 – 2025) – CueReport

Global Augmented and Virtual Reality in Healthcare Market 2020 by Manufacturers, Type and Application, forecast to 2025 is a comprehensive study that delivers market data with characteristics, era, and market chain with analysis and developments and increases. The report offers a prompt point of view on the Augmented and Virtual Reality in Healthcare market, explaining the industry supply, marketplace demand, value, competition, and its analysis of key players with industry forecast from 2020 to 2025. It speaks about the market major leading players, market size over the forecast period from 2020 to 2025.

The Augmented and Virtual Reality in Healthcare market report offers significant information regarding this business vertical. As per the document, the market is estimated to record considerable growth as well as amass notable gains during the estimated timeframe.

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The study elaborates the major trends of Augmented and Virtual Reality in Healthcare market while evaluating the growth opportunities, industry size, volume of sales and revenue predictions. The report also provides a detailed assessment of the various segmentations and their respective impact on the overall market outlook. Moreover, it analyzes the effect of COVID-19 pandemic on the growth rate as well as remuneration generation of the market.

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

Other data specified in the Augmented and Virtual Reality in Healthcare market report:

Some of the key questions answered in this report:

What will the Augmented and Virtual Reality in Healthcare market growth rate, growth momentum or acceleration market carries during the forecast period?

Which are the key factors driving the Augmented and Virtual Reality in Healthcare market?

What was the size of the emerging Augmented and Virtual Reality in Healthcare market by value in 2020?

Which region is expected to hold the highest market share in the Augmented and Virtual Reality in Healthcare market?

What will be the size of the emerging Augmented and Virtual Reality in Healthcare market in 2025?

What trends, challenges and barriers will impact the development and sizing of the Global Augmented and Virtual Reality in Healthcare market?

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What are the Augmented and Virtual Reality in Healthcare market opportunities and threats faced by the vendors in the global Augmented and Virtual Reality in Healthcare Industry?

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Augmented and Virtual Reality in Healthcare Market - Growth, Trends, and Forecast (2020 - 2025) - CueReport

Sandbox Virtual Reality Arcade Moving to New Flint Twp. Location – wcrz.com

And yes, until then, they are open at their current location.

The Sandbox Virtual Reality Arcade opened in the fall of 2017 at the shopping center on Miller Road, just a few doors down from Outback Steakhouse. We're a bit biased; we've had two of our son's birthday parties there in the last few years. It's a great place for people who love to play video games and want to make it a more physical, realistic experience.

Now, the arcade is moving to a bigger space.

This November, they'll be opening an even larger location at Genesee Valley Center Mall where American Fun Center used to be located. It'll be right inside the Linden Road entrance of the mall.

In an email to past customers, the Sandbox said that the new location will give them bigger VR stations, virtual reality driving, virtual reality arenas, rage rooms, a play area and more.

Take it from us - it's a lot of fun, no matter what age you are. Some of it can be a bit intense, especially if you get motion sickness easily.

According to their website:

"Virtual reality gaming is thrilling for all ages, whether you're 4 or 100. Book your Sandbox experience online or by calling us here at the arcade. You can either sign your waiver online or complete the form when you arrive. Book your VR session for as long as you'd like-for 30 minutes or a couple of hours. Where else in Mid-Michigan can you:

- Climb to the top of Mount Everest?- Swing across buildings like Spider-man?- Slay zombies and dragons?- Serve as captain of a pirate ship?"

Yes, you can do all of those things and then some with VR. Happy gaming!

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Sandbox Virtual Reality Arcade Moving to New Flint Twp. Location - wcrz.com

5G and Virtual Reality Market Evolving Technology and Growth Outlook 2020 to 2025 – Market Research Posts

The Global 5G and Virtual Reality Market Research Report 2020-2026 research reportoffers an in-depth evaluation of each crucial aspect of the Global 5G and Virtual Reality industry that relates to market size, share, revenue, demand, sales volume, and development in the market. The report analyzes the 5G and Virtual Reality market over the values, historical pricing structure, and volume trends that make it easy to predict growth momentum and precisely estimate forthcoming opportunities in the 5G and Virtual Reality Market. The report explores the current outlook in global and key regions (North America, Europe, Asia-Pacific, and Latin America) from the perspective of players, countries(U.S., Canada, Germany, France, U.K., Italy, Russia, China, Japan, South Korea, Taiwan, Southeast Asia, Mexico, and Brazil, etc), product types, and end industries.

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Global Major Players in 5G and Virtual Reality Market are:Facebook, Huawei Technologies, ZTE Corporation, Samsung Electronics, Qualcomm, LG Corporation, Google, Microsoft Corporation, SK Telecom

Most important types of 5G and Virtual Reality covered in this report are:Software

Service

Hardware

Most widely used downstream fields of 5G and Virtual Reality market covered in this report are:Games and Entertainment

Retail

Medical

Military

Agricultural

Other

Influence of the 5G and Virtual Reality Market report:Comprehensive assessment of all opportunities and risks in the 5G and Virtual Reality Market.5G and Virtual Reality Market recent innovations and major events.A detailed study of business strategies for the growth of the 5G and Virtual Reality Market market-leading players.Conclusive study about the growth plot of 5G and Virtual Reality Market for forthcoming years.In-depth understanding of 5G and Virtual Reality Market, market-particular drivers, constraints, and major micro markets.Favorable impression inside vital technological and market latest trends striking the 5G and Virtual Reality Market.

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What are the market factors that are explained in the report?

-Key Strategic Developments: The study also includes the key strategic developments of the market, 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, import/export, supply/demand, cost, market share, CAGR, and gross margin. In addition, the study offers a comprehensive study of the key market dynamics and their latest trends, along with pertinent market segments and sub-segments.

-Analytical Tools: The Global 5G and Virtual Reality Market report includes the accurately studied and assessed data of the key industry players and their scope in the market by means of a number of analytical tools. The analytical tools such as Porters five forces analysis, SWOT analysis, feasibility study, and investment return analysis have been used to analyze the growth of the key players operating in the market.

The research includes historic data from 2015 to 2020 and forecasts until 2026 which makes the reports an invaluable resource for industry executives, marketing, sales and product managers, consultants, analysts, and other people looking for key industry data in readily accessible documents with clearly presented tables and graphs.

ABOUT US:Market Insights Reports provides syndicated market research on industry verticals including Healthcare, Information, and Communication Technology (ICT), Technology and Media, Chemicals, Materials, Energy, Heavy Industry, etc.,Market Insights Reportsprovides global and regional market intelligence coverage, a 360-degree market view which includes statistical forecasts, competitive landscape, detailed segmentation, key trends, and strategic recommendations.

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5G and Virtual Reality Market Evolving Technology and Growth Outlook 2020 to 2025 - Market Research Posts

5G and Virtual Reality Market: Qualitative Analysis of the Leading Players and Competitive Industry Scenario, 2025 – Express Journal

The latest report on 5G and Virtual Reality market is fabricated to provide details pertaining to companies operating in the industry space with competitive edge by scrutinizing the historic market dynamics while elaborating on major developments over this period. The study further enables the leaders to frame vital business expansion strategies by highlighting growth opportunities and ongoing trends in the market.

Information pertaining to growth parameters and prospects which influence the market growth graph over the forecast duration is entailed in the report. It also contains thorough investigation of challenges and restraints prevailing in the market sphere and how to overcome them.

The study extensively compares the past and present trends to evaluate the growth rate of the market over the analysis timeframe. It also elucidates the impact of COVID-19 pandemic on global as well as regional markets and outlines the tactics to help the industry players minimize the damage.

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Important Pointers from Table of Contents:

Product Scope:

Application Terrain:

Regional Spectrum:

Competitive Hierarchy:

Conclusively, the report examines 5G and Virtual Reality market segmentations while focusing on other important aspects such as supply chain and sales channel which specifies data about upstream suppliers, raw materials, vendors, and downstream buyers existing in the industry.

Key Highlights from 5G and Virtual Reality Market Study:

Income and Sales Estimation

Historical Revenue and deals volume is displayed and supports information is triangulated with best down and base up ways to deal with figure finish market measure and to estimate conjecture numbers for key areas shrouded in the 5G and Virtual Reality report alongside arranged and very much perceived Types and end-utilize industry. Moreover, macroeconomic factors and administrative procedures are discovered explanations in 5G and Virtual Reality industry advancement and perceptive examination.

Assembling Analysis

The 5G and Virtual Reality report is presently broken down concerning different types and applications. The 5G and Virtual Reality market gives a section featuring the assembling procedure examination approved utilizing essential data gathered through Industry specialists and Key authorities of profiled organizations.

Demand and Supply and Effectiveness

5G and Virtual Reality report moreover gives support, Production, Consumption, and (Export and Import).

Major Points Covered in Table of Contents:

In a word, the 5G and Virtual Reality Market report provides major statistics on the state of the 5G and Virtual Reality industry with a valuable source of guidance and direction for companies and individuals interested in the market. In the end, 5G and Virtual Reality Market report delivers a conclusion which includes Research Findings, Market Size Evaluation, Global Market Share, Consumer Needs along with Customer Preference Change, Data Source. These factors will raise the growth of the business overall.

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5G and Virtual Reality Market: Qualitative Analysis of the Leading Players and Competitive Industry Scenario, 2025 - Express Journal

Augmented Reality(AR) and Virtual Reality(VR) In Gaming Market (impact of COVID-19) to See Massive Growth by 2026| Niantic, Sony, Valve, Ubisoft, Next…

This report studies the Augmented Reality(AR) and Virtual Reality(VR) In Gaming 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 Augmented Reality(AR) and Virtual Reality(VR) In Gaming market analysis segmented by companies, region, type and applications in the report.

New vendors in the market are facing tough competition from established international vendors as they struggle with technological innovations, reliability and quality issues. The report will answer questions about the current market developments and the scope of competition, opportunity cost and more.

The major players covered in Augmented Reality(AR) and Virtual Reality(VR) In Gaming Market: Niantic, Sony, Valve, Ubisoft, Next Games, Ludia Inc, Six To Start, esDot

The final report will add the analysis of the Impact of Covid-19 in this report Augmented Reality(AR) and Virtual Reality(VR) In Gaming industry.

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Market Overview:-

Augmented Reality(AR) and Virtual Reality(VR) In Gaming Sales market is segmented by Type, and by Application. Players, stakeholders, and other participants in the global Augmented Reality(AR) and Virtual Reality(VR) In Gaming market will be able to gain the upper hand as they use the report as a powerful resource. The segmental analysis focuses on sales, revenue and forecast by Type and by Application for the period 2015-2026.

Augmented Reality(AR) and Virtual Reality(VR) In Gaming Market in its database, which provides an expert and in-depth analysis of key business trends and future market development prospects, key drivers and restraints, profiles of major market players, segmentation and forecasting. An Augmented Reality(AR) and Virtual Reality(VR) In Gaming Market provides an extensive view of size; trends and shape have been developed in this report to identify factors that will exhibit a significant impact in boosting the sales of Augmented Reality(AR) and Virtual Reality(VR) In Gaming Market in the near future.

This report focuses on the global Augmented Reality(AR) and Virtual Reality(VR) In Gaming status, future forecast, growth opportunity, key market and key players. The study objectives are to present the Augmented Reality(AR) and Virtual Reality(VR) In Gaming development in United States, Europe, China, Japan, Southeast Asia, India, and Central & South America.

Market segment by Type, the product can be split into

Market segment by Application, split into

The Augmented Reality(AR) and Virtual Reality(VR) In Gaming market is a comprehensive report which offers a meticulous overview of the market share, size, trends, demand, product analysis, application analysis, regional outlook, competitive strategies, forecasts, and strategies impacting the Augmented Reality(AR) and Virtual Reality(VR) In Gaming Industry. The report includes a detailed analysis of the market competitive landscape, with the help of detailed business profiles, SWOT analysis, project feasibility analysis, and several other details about the key companies operating in the market.

The study objectives of this report are:

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The Augmented Reality(AR) and Virtual Reality(VR) In Gaming 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.

Key questions answered in this report

Table of Contents

Chapter 1: Global Augmented Reality(AR) and Virtual Reality(VR) In Gaming Market Overview

Chapter 2: Augmented Reality(AR) and Virtual Reality(VR) In Gaming Market Data Analysis

Chapter 3: Augmented Reality(AR) and Virtual Reality(VR) In Gaming Technical Data Analysis

Chapter 4: Augmented Reality(AR) and Virtual Reality(VR) In Gaming Government Policy and News

Chapter 5: Global Augmented Reality(AR) and Virtual Reality(VR) In Gaming Market Manufacturing Process and Cost Structure

Chapter 6: Augmented Reality(AR) and Virtual Reality(VR) In Gaming Productions Supply Sales Demand Market Status and Forecast

Chapter 7: Augmented Reality(AR) and Virtual Reality(VR) In Gaming Key Manufacturers

Chapter 8: Up and Down Stream Industry Analysis

Chapter 9: Marketing Strategy -Augmented Reality(AR) and Virtual Reality(VR) In Gaming Analysis

Chapter 10: Augmented Reality(AR) and Virtual Reality(VR) In Gaming Development Trend Analysis

Chapter 11: Global Augmented Reality(AR) and Virtual Reality(VR) In Gaming Market New Project Investment Feasibility Analysis

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Augmented Reality(AR) and Virtual Reality(VR) In Gaming Market (impact of COVID-19) to See Massive Growth by 2026| Niantic, Sony, Valve, Ubisoft, Next...

Augmented Reality and Virtual Reality Apps MARKET 2020 |INDUSTRY ANALYSIS, SIZE, SHARE, TRENDS, MARKET DEMAND, GROWTH, OPPORTUNITIES AND FORECAST 2025…

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 Augmented Reality and Virtual Reality Apps market report provides a detailed analysis of global market size, regional and country-level market size, segmentation market growth, market share, competitive Landscape, sales analysis, impact of domestic and global market players, value chain optimization, trade regulations, recent developments, opportunities analysis, strategic market growth analysis, product launches, area marketplace expanding, and technological innovations.

It incorporates Augmented Reality and Virtual Reality Apps market evolution study, involving the current scenario, growth rate (CAGR), and SWOT analysis. Important the study on Augmented Reality and Virtual Reality Apps market takes a closer look at the top market performers and monitors the strategies that have enabled them to occupy a strong foothold in the market. Apart from this, the research brings to light real-time data about opportunities that will completely transform the trajectory of the business environment in the coming years to 2025. Some of the key players in the global Augmented Reality and Virtual Reality Apps market is cccc

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According to 99Strategy, the Global Augmented Reality and Virtual Reality Apps Market is estimated to reach xxx million USD in 2020 and projected to grow at the CAGR of xx% during the 2021-2026. The report analyses the global Augmented Reality and Virtual Reality Apps market, the market size and growth, as well as the major market participants.

The analysis includes market size, upstream situation, market segmentation, market segmentation, price & cost and industry environment. In addition, the report outlines the factors driving industry growth and the description of market channels.The report begins from overview of industrial chain structure, and describes the upstream. Besides, the report analyses market size and forecast in different geographies, type and end-use segment, in addition, the report introduces market competition overview among the major companies and companies profiles, besides, market price and channel features are covered in the report.

Key Regions

Asia Pacific

North America

Europe

South America

Middle East & Africa

Key Companies

Augmented Pixels

Aurasma

Blippar

Catchoom

DAQRI

Wikitude

AR Circuits

SkyView

Anatomy 4D

Blippar

BuildAR.com

Virtals

EON Reality Inc.

Google

Zappar

Wikitude

Reza Mohammady

Here

Key Product Type

For Non-Immersive Systems

For Semi-Immersive Projection Systems

For Fully Immersive Head-Mounted Systems

Market by Application

Education and training

Video Game

Media

Tourism

Social Media

Others

Main Aspects covered in the Report

Overview of the Augmented Reality and Virtual Reality Apps market including production, consumption, status & forecast and market growth

2016-2020 historical data and 2021-2026 market forecast

Geographical analysis including major countries

Overview the product type market including development

Overview the end-user market including development

Impact of Coronavirus on the Industry

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Major Point of TOC:

Chapter One: Augmented Reality and Virtual Reality Apps Market Overview

Chapter Two: Augmented Reality and Virtual Reality Apps Market Segment Analysis by Player

Chapter Three: Augmented Reality and Virtual Reality Apps Market Segment Analysis by Type

Chapter Four: Augmented Reality and Virtual Reality Apps Market Segment Analysis by Application

Chapter Five: Augmented Reality and Virtual Reality Apps Market Segment Analysis by Sales Channel

Chapter Six: Augmented Reality and Virtual Reality Apps Market Segment Analysis by Region

Chapter Seven: Profile of Leading Augmented Reality and Virtual Reality Apps Players

Chapter Eight: Upstream and Downstream Analysis of Augmented Reality and Virtual Reality Apps

Chapter Nine: Development Trend of Augmented Reality and Virtual Reality Apps (2020-2029)

Chapter Ten: Appendix

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Augmented Reality and Virtual Reality Apps MARKET 2020 |INDUSTRY ANALYSIS, SIZE, SHARE, TRENDS, MARKET DEMAND, GROWTH, OPPORTUNITIES AND FORECAST 2025...

Global Augmented Reality and Virtual Reality in Healthcare Market Analysis by Region Analysis and Business Development, By 2026 – Bulletin Line

Global Augmented Reality and Virtual Reality in Healthcare Market: Trends Estimates High Demand by 2026

The Augmented Reality and Virtual Reality in Healthcare Market 2020 report includes the market strategy, market orientation, expert opinion and knowledgeable information. The Augmented Reality and Virtual Reality in Healthcare Industry Report is an in-depth study analyzing the current state of the Augmented Reality and Virtual Reality in Healthcare Market. It provides a brief overview of the market focusing on definitions, classifications, product specifications, manufacturing processes, cost structures, market segmentation, end-use applications and industry chain analysis. The study on Augmented Reality and Virtual Reality in Healthcare Market provides analysis of market covering the industry trends, recent developments in the market and competitive landscape.

Global Augmented Reality and Virtual Reality in Healthcare Market 2020-2026 Research Report categorizes the global Augmented Reality and Virtual Reality in Healthcare market by key players, product type, applications and regions, etc. The report also covers the latest industry data, key players analysis, market share, growth rate, opportunities and trends, investment strategy for your reference in analyzing the global Augmented Reality and Virtual Reality in Healthcare market.

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

Major Companies Covered in Research Report: Philips Healthcare, Simulaids, GE Healthcare, Virtual realities, Intuitive Surgical, WorldViz, CAE Healthcare, TheraSim, Siemens Healthcare, Vital Images, Laerdal Medical, etc.

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The report scrutinizes different business approaches and frameworks that pave the way for success in businesses. The report used Porters five techniques for analyzing the Augmented Reality and Virtual Reality in Healthcare Market; it also offers the examination of the global market. To make the report more potent and easy to understand, it consists of info graphics and diagrams. Furthermore, it has different policies and development plans which are presented in summary. It analyzes the technical barriers, other issues, and cost-effectiveness affecting the market.

The COVID-19 Impact on Global Augmented Reality and Virtual Reality in Healthcare market report provides with a comprehensive analysis of this business space and comprises of crucial insights pertaining to current revenue, market tendencies, market size, periodic deliverables, market share, and profit predictions over study period.

Key questions Answered in this COVID-19 Impact on Global Augmented Reality and Virtual Reality in Healthcare Market Report:

The report claims to split the regional scope of the Augmented Reality and Virtual Reality in Healthcare market into North America, Europe, Asia-Pacific, South America & Middle East and Africa. Which among these regions has been touted to amass the largest market share over the anticipated duration

How do the sales figures look at present How does the sales scenario look for the future

Considering the present scenario, how much revenue will each region attain by the end of the forecast period

How much is the market share that each of these regions has accumulated presently

How much is the growth rate that each topography will depict over the predicted timeline

A short overview of the Augmented Reality and Virtual Reality in Healthcare market scope:

Global market remuneration

Overall projected growth rate

Industry trends

Competitive scope

Product range

Application landscape

Supplier analysis

Marketing channel trends Now and later

Sales channel evaluation

Market Competition Trend

Market Concentration Rate

Reasons for Read this Report

This report provides pin-point analysis for changing competitive dynamics

It provides a forward looking perspective on different factors driving or restraining market growth

It provides a six-year forecast assessed on the basis of how the market is predicted to grow

It helps in understanding the key product segments and their future

It provides pin point analysis of changing competition dynamics and keeps you ahead of competitors

It helps in making informed business decisions by having complete insights of market and by making in-depth analysis of market segments

Key Points from TOC:

1 Augmented Reality and Virtual Reality in Healthcare Market Overview

2 Company Profiles

3 Market Competition, by Players

3.1 Global Augmented Reality and Virtual Reality in Healthcare Revenue and Share by Players

3.2 Market Concentration Rate

3.2.1 Top 5 Augmented Reality and Virtual Reality in Healthcare Players Market Share

3.2.2 Top 10 Augmented Reality and Virtual Reality in Healthcare Players Market Share

3.3 Market Competition Trend

4 Market Size by Regions

10 Market Size Segment by Type

10.1 Global Augmented Reality and Virtual Reality in Healthcare Revenue and Market Share by Type

10.2 Global Augmented Reality and Virtual Reality in Healthcare Market Forecast by Type

10.3 On-Premise Revenue Growth Rate

10.4 Cloud-Based Revenue Growth Rate

11 Global Augmented Reality and Virtual Reality in Healthcare Market Segment by Application

11.1 Global Augmented Reality and Virtual Reality in Healthcare Revenue Market Share by Application

11.2 Augmented Reality and Virtual Reality in Healthcare Market Forecast by Application

11.3 Small and Medium Enterprises Revenue Growth

11.4 Large Enterprises Revenue Growth

13 Research Findings and Conclusion

14 Appendix

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Global Augmented Reality and Virtual Reality in Healthcare Market Analysis by Region Analysis and Business Development, By 2026 - Bulletin Line

Global Augmented Reality and Virtual Reality (ARVR) Market to Take on Robust Growth by the End 2027 | Meta, Vuzix Corporation, Leap Motion, CyberGlove…

Global Augmented Reality and Virtual Reality (ARVR) Market Research Report presents a complete market scope and growth rate throughout the past present and forecast period 2020-2027. With concise study, Augmented Reality and Virtual Reality (ARVR) market effectively describes the market value, volume, price trend, and growth opportunities. All the commanding players of Augmented Reality and Virtual Reality (ARVR), their company profile, product portfolio, market share, and revenue from Augmented Reality and Virtual Reality (ARVR) are bestowed in this study. The important peculiarities contributing to the growth of Augmented Reality and Virtual Reality (ARVR) industry along with the barriers and risk factors are included in this study.

Global Augmented Reality and Virtual Reality (ARVR) market is broken down on the basis of product type, application, regions to offer a comprehensive market summary. To start with, the report presents the key market overview, product definitions, classification, and study objective. Augmented Reality and Virtual Reality (ARVR) market size evaluation is conducted to foretell the strength and development analysis. Global Augmented Reality and Virtual Reality (ARVR) value and growth trend is presented from 2015-2019.

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Global Augmented Reality and Virtual Reality (ARVR) market Key manufacturers (Sales Revenue, Price, gross margin, main products, etc.):

MetaVuzix CorporationLeap MotionCyberGlove SystemsVuzixSonyZeiss VR OneEon RealityHTCFOVE VRAugementaMicrosoftGoogleAvegant GlyphFacebookOculus RiftGoProAtheerSamsung ElectronicsPokmon CompanyRazer OSVR

Global Augmented Reality and Virtual Reality (ARVR) market By Product Types(Market Size & Forecast):

Head-Mounted Display (HMD)Handheld DeviceHead-Up Display (HUD)Projector and Display WallGesture-Tracking DeviceOthers

Global Augmented Reality and Virtual Reality (ARVR) market By Applications(Market Size & Forecast):

Entertainment & MediaGamingHealthcareAerospace & DefenseManufacturingRetailEducationOthers

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The geographic presence of Augmented Reality and Virtual Reality (ARVR) industry is examined for the areas particularly Asia-Pacific, North America, Europe, South America, Middle-East & Africa, and Latin America. The global and regional level examination of Augmented Reality and Virtual Reality (ARVR) will support the market players for judging the investment feasibility and development situation over several areas and countries. Augmented Reality and Virtual Reality (ARVR) production value and growth rate from 2013-2018 is predicted for all-region. The countries studied in this report include United States, Canada, Germany, UK, France, Spain, Belgium, India, Japan, Korea, China, South Africa, Brazil, UAE, Singapore, and others.

The analysis of Augmented Reality and Virtual Reality (ARVR) market share, revenue, pricing analysis, SWOT analysis is covered for all the key market players. The most recent developments in Augmented Reality and Virtual Reality (ARVR) industry, industry plans, and policies, upcoming trends are presented in this report. All the product segments and sub-segments are studied in detail in this report.

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Augmented Reality and Virtual Reality (ARVR) market drivers, emerging industry verticals, limitations, risk analysis, and development opportunities are analyzed. The analysis of industry chain structure analysis, upstream raw materials, manufacturing capacity, labor cost, cost of raw materials, production process analysis, and the downstream consumer is explained. The import-export scenario, consumption and production capacity and sales channels of Augmented Reality and Virtual Reality (ARVR) are elaborated in this report.

Research Methodology Conducted For The Analysis of Augmented Reality and Virtual Reality (ARVR) Industry:

The initial step is to know Augmented Reality and Virtual Reality (ARVR) industry, based on the definition, applications, type, key players, and geographical appearance. This data is gathered based on the following sources like magazines, company websites, Bloomberg, and paid websites.

To determine the Augmented Reality and Virtual Reality (ARVR) market size, revenue, production capacity, import-export statistics, and market share a combination of primary and secondary research is implied. Minimum 70 to 80 paid primary interviews are conducted with the Augmented Reality and Virtual Reality (ARVR) manufacturers, distributors, suppliers, and resellers. The paid primary interviews are conducted with the marketing and sales managers, VPs, procurement people, and senior engineers.

Augmented Reality and Virtual Reality (ARVR) report can be divided into following 12 sections

Section 1, Declares the objectives of Augmented Reality and Virtual Reality (ARVR) market, overview, introduction, product definition, growth features, and business behavior

Section 2, Presents the Augmented Reality and Virtual Reality (ARVR) market based on leading players and their market share, sales volume, business profiles, Augmented Reality and Virtual Reality (ARVR) competitive market outline and pricing structure from 2015 to 2019

Section 3, Examinethe Augmented Reality and Virtual Reality (ARVR) market at a regional level based on sales ratio and market size from 2015 to 2019

Segment 4, 5, 6 and 7, explains the Augmented Reality and Virtual Reality (ARVR) market at the country level based on product type, applications, revenue analysis

Section 8 and 9, describes the Augmented Reality and Virtual Reality (ARVR) industry overview during past, present and forecast period from 2020 to 2027

Section 10 and 11, Explains the market status, plans, expected growth based on regions, type and application in detail for a projection period of 2020-2027

Section 12, Includes the marketing channels, wholesalers, producers, dealer, merchants, consumers of Augmented Reality and Virtual Reality (ARVR).

Finally, valuable conclusions, tables, and data sources are presented.

Table of Content & Table Of Figures

https://www.globalmarketers.biz/report/technology-and-media/2015-2027-global-augmented-reality-and-virtual-reality-(arvr)-industry-market-research-report,-segment-by-player,-type,-application,-marketing-channel,-and-region/146664#table_of_contents

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Global Augmented Reality and Virtual Reality (ARVR) Market to Take on Robust Growth by the End 2027 | Meta, Vuzix Corporation, Leap Motion, CyberGlove...

Future Roadmap for the Global Virtual Reality Market 2020-2025 – Simulation and Training are Leading the Way – PRNewswire

DUBLIN, July 31, 2020 /PRNewswire/ -- The "Virtual Reality Market by Segment (Consumer, Enterprise, Industrial, Government), Equipment (Hardware, Software, Components) Applications and Solutions 2020 - 2025" report has been added to ResearchAndMarkets.com's offering.

This research provides an in-depth assessment of the virtual reality market including analysis of VR ecosystem and role of value chain partners, evaluation of recent VR patent filings and intellectual property, and analysis of current price metrics VR devices, apps, and content. The report also provides an assessment of key VR companies and solutions with SWOT analysis, analysis of emerging business models and evolution of VR monetization, analysis of VR component market: devices, software, hardware, platforms. The report also presents key VR growth drivers, market challenges, and emerging opportunities.

Previously encumbered by a combination of technology gaps and consumer readiness issues, the virtual reality market is poised for substantive global growth, providing abundant opportunities for service providers, content developers, and ecosystem component providers. However, the high-growth phase for VR is anticipated to start within approximately two years, which is coincident with substantially lower broadband costs as a whole (wired and wireless connections) as well as greater user acceptance within both the consumer and business market segments.

It is important to note that the virtual reality market and other immersive technologies will also be important to many industries for a variety of enterprise purposes including internal operations, managing supply chains, and supporting customers. Important industry verticals include commercial real estate management, automotive, public safety, education, and training. The leading sector is anticipated to be the instruction (education, training, and simulations).

For the consumer virtual reality market, we see entertainment and lifestyle enhancements leading the way with the former including VR enhanced gaming and the latter including a plethora of new apps such as virtual location experiences in which groups of people get together virtually in the cyber-world. Examples include everything from virtual alumni events to watching your favorite football team play in a virtual stadium with ultra-real sights, sounds, and even feelings and smells of game day. The advancement of AI embedded within the VR market will add to the realism by introducing random events that happen within a given experience.

For enterprise and industrial virtual reality market segments, simulations and training are leading the way. We see everything from situational training to more traditional expectations such as VR enhanced simulations for flight and vehicle training. Businesses will also seek to use VR as a means to destress employees by offering them a virtual experience of their everyday work with random events thrown into the mix, both to add interest/amusement as well as to test and train them to see how they might react given a real-world experience such as how to best deal with a senile shoplifter.

This research provides an in-depth assessment of the VR market including the following:

Forecasts in Report:

Report Benefits:

Key Topics Covered:

1.0 Executive Summary

2.0 Virtual Reality Market Segmentation

3.0 Introduction

4.0 Virtual Reality Ecosystem Analysis

5.0 VR Company Analysis

6.0 Virtual Reality Market Analysis and Forecasts 2020 - 2025

Companies Mentioned

For more information about this report visit https://www.researchandmarkets.com/r/whtgjl

About ResearchAndMarkets.comResearchAndMarkets.com is the world's leading source for international market research reports and market data. We provide you with the latest data on international and regional markets, key industries, the top companies, new products and the latest trends.

Research and Markets also offers Custom Research services providing focused, comprehensive and tailored research.

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Future Roadmap for the Global Virtual Reality Market 2020-2025 - Simulation and Training are Leading the Way - PRNewswire

Latest Study: Global Augmented and Virtual Reality in Healthcare Market 2020 2030 Including COVID-19 Impact Analysis | Download Free Sample Report -…

Global Augmented and Virtual Reality in Healthcare Market Overview

The report study researched by The Holistic Reports gives comprehensive knowledge and valuable insights about the Global Augmented and Virtual Reality in Healthcare Market. Also, the study attempts to deliver significant and detailed insights into the current market prospect and emerging growth scenarios. The report on the Global Augmented and Virtual Reality in Healthcare Market also emphasizes on market players as well as the new entrants in the market landscape.

The Global Augmented and Virtual Reality in Healthcare Market held a market size of $XX million in 2019 and is anticipated to grow at a CAGR of XX% from 2019 to 2030.

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The Global Augmented and Virtual Reality in Healthcare Market report is a precise and deep-dive study on the current state that aims at the major drivers, market strategies, and imposing growth of the key players. Worldwide Augmented and Virtual Reality in Healthcare Market Industry also offers a granular study of the dynamics, segmentation, revenue, share forecasts, and allows you to make superior business decisions. The report serves imperative statistics on the market stature of the prominent manufacturers and is an important source of guidance and advice for companies and individuals involved in the Augmented and Virtual Reality in Healthcare Market industry.

Impact of Coronavirus (COVID-19) on Global Augmented and Virtual Reality in Healthcare Market.

Coronavirus (COVID-19) is spreading across the world with a serious impact on the economy and the global market. The report considers and accounts for the impact of COVID-19 on Global Augmented and Virtual Reality in Healthcare Market across all the segments, regions, countries, and key players. North America and Europe are worst-hit countries by Coronavirus which are key players in the global economy. The report provides a detailed analysis of the impact on the market, growth strategies, supply china disruption, consumption pattern of the Global Augmented and Virtual Reality in Healthcare Market.

Market Segmentation

The report provides market size with 2019 as the base year in consideration and a yearly forecast until 2030 in terms of Revenue (USD Million). The estimates for all segments including type and application have been provided on a regional basis for the forecast period mentioned above. We have implemented a mix of top-down and bottom-up approaches for market sizing, analyzing the key regional markets, dynamics, and trends for various applications.

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Global Augmented and Virtual Reality in Healthcare Market by Key Segments:

By Type:

Augmented Reality in Healthcare MarketVirtual Reality in Healthcare Market

By Application:

Hospitals, Clinics, and Surgical CentersResearch Organizations and Pharma CompaniesResearch and Diagnostics LaboratoriesGovernment and Defense Institutions

Competitive Landscape:

GoogleAtheerPsiousMicrosoftMedical RealitiesDAQRIOculusFirsthand TechnologyMindmazeAugmedixHTCCAE HealthcareSiemensVirtaMedPhilipsVirtually Better3D Systems

The report of Global Augmented and Virtual Reality in Healthcare Market studies the key players present in the market. The chapter includes the competitive landscape section which provides the full and in-depth analysis of the current market trends, changing technologies, and developments that will be beneficial for the companies, which are competing in the market. The report offers an overview of revenue, demand, and supply of data, futuristic cost, and growth analysis during the projected year. In addition to a brief overview of the company, analysts shed light on their valuation and evolution. It also discusses the list of important products and the ones in the pipeline. The competitive landscape is analyzed by understanding the approaches of the companies and the initiatives they have taken in recent years to triumph over the intensive competition.

Regional Analysis

By Geography

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What Information does this report contains ?

Research Methodology

The Holistic Reports research methodology is uncommon in nature because of it is unique data evaluation process. Our research includes 80% primary and 20% secondary sources, we have paid data sources to collect right information from the direct markets where actual activities take place and realistic scenarios occur. Thus this process gives us more accurate facts and figures that we represent in tabular and graphical formats in all of our reports.

Our Primary Research methodology includes below essential contexts:

Our Secondary Research methodology includes below essential contexts:

Customization of the Report:The report can be customized as per client requirements. For further queries, you cancontact us on [emailprotected] orCall: +1 406 924 9271. Our executives will be pleased to understand your requirements and offer you the best-suited reports.

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Latest Study: Global Augmented and Virtual Reality in Healthcare Market 2020 2030 Including COVID-19 Impact Analysis | Download Free Sample Report -...

Global Augmented Reality and Virtual Reality Component Market 2020 Industry Analysis, Size, Share, Growth, Trend and Forecast to 2025 – Galus…

In Global Augmented Reality and Virtual Reality Component Market 2020 by Company, Type and Application, Forecast to 2025, the global market has been comprehensively analyzed and the results are presented in the market report published. The overview of the global Augmented Reality and Virtual Reality Component industry is extensively researched in the report. The report spotlights on market size, market share, market segmentation, significant growth drivers, and market competition. The report reveals the market revenue earned by the different companies operating in the market. The research provides a detailed breakdown of the major aspect of the companies such as financial aspects, research including development. The report analyzes each segment in the market as well as opportunities.

NOTE: Our report highlights the major issues and hazards that companies might come across due to the unprecedented outbreak of COVID-19.

Survey of Global Augmented Reality and Virtual Reality Component Market:

The report delivers extensive business summary and market growth analysis and discusses chain structure, industry environment, sales channels and distribution, and contemporary trends. The report highlights the market drivers, future opportunities, and restraints. The study then introduces effective manufacturing methods, production volume, manufacturing facilities, capacities, pricing analysis, product description. In order to fulfill the requirements, the industry analysts have examined the strategic activities of the competitors to help the major players increase their competitiveness.

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All the market players functioning in the global Augmented Reality and Virtual Reality Component market are profiled in detail in the report. The list includes all the major players along with the distributors, retailers, and suppliers information. Details of the market players Blippar, Meta, Google, Daqri, Magic Leap, Eon Reality, Facebook, Intel, Himax Technologies, Microsoft, Vuzix, Osterhout Design Group (ODG), Sony, PTC, Samsung Electronics are also incorporated in the market report. Additionally, a detailed study of business strategies for the growth of the market market-leading players has been offered within the report.

Market segmentation by product: Hardware, Software

Market segmentation by application: Augmented Reality and Virtual Reality Component has been Consumer, Aerospace & Defense, Medical

The study provides an in-depth overview of country-level break-up classified as potentially high growth rate territory, countries with the highest market share in past and current scenario. Some of the regional break-up classified in the study are: North America (United States, Canada and Mexico), Europe (Germany, France, United Kingdom, Russia and Italy), Asia-Pacific (China, Japan, Korea, India, Southeast Asia and Australia), South America (Brazil, Argentina), Middle East & Africa (Saudi Arabia, UAE, Egypt and South Africa)

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Importance of the Global Market Report:

The report studies the progress of leading players based on crucial parameters, including market share, new developments, global reach, local competition, price, and production. Furthermore, the study includes the growth rate of the global market, consumption tables, facts, figures, and statistics of key segments. The global Augmented Reality and Virtual Reality Component market is segmented by component, deployment mode, organization size, industry vertical, and region. Market trends are the upward or downward movement of a market, throughout an amount of time. Market segmentation is the division of the market or population into subgroups with similar motivations.

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Global Augmented Reality and Virtual Reality Component Market 2020 Industry Analysis, Size, Share, Growth, Trend and Forecast to 2025 - Galus...

Global Impact of Covid-19 on Augmented and Virtual Reality Software and Service Market to Record Significant Revenue Growth During the Forecast Period…

Market Scenario of the Augmented and Virtual Reality Software and ServiceMarket:

The most recent Augmented and Virtual Reality Software and ServiceMarket Research study includes some significant activities of the current market size for the worldwide Augmented and Virtual Reality Software and Servicemarket. It presents a point by point analysis dependent on the exhaustive research of the market elements like market size, development situation, potential opportunities, and operation landscape and trend analysis. This report centres around the Augmented and Virtual Reality Software and Service-business status, presents volume and worth, key market, product type, consumers, regions, and key players.

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Market Segmentation: Global Augmented and Virtual Reality Software and ServiceMarket

The market is based on

This research leads to comprehending the present scenario of the market, particularly in 2020. Top-down and base up approaches were utilized to estimate the total market size. This will support all the manufacturers and investors to have a superior understanding of the direction wherein the market is going.

The report will be useful in watching out for development factors, inadequacies, dangers, and the lucrative opportunities that the market will offer over the forecast time frame. The report additionally includes the revenue; industry size, share, production volume, and utilization so as to pick up insights about the legislative issues and tussle of dealing with a colossal lump of the market share.

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Augmented and Virtual Reality Software and ServiceMarket Competitive Analysis:

The Augmented and Virtual Reality Software and ServiceIndustry is generally rewarding because of the presence of several built-up players and their steady developing marketing strategies to expand their market share. The dealers accessible in the market fixated on value, quality, brand, product differentiation, and product portfolio. The sellers are progressively stressing product customization through customer connection.

The index of the Augmented and Virtual Reality Software and ServiceMarket report:

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Global Impact of Covid-19 on Augmented and Virtual Reality Software and Service Market to Record Significant Revenue Growth During the Forecast Period...

Virtual Reality: A Boom in the World of Innovation Shaping the Future – News & Features

Many of us think of science fiction films like 'Minority Report' when we talk about Virtual Reality (VR). The truth is that this technology nowadays blends completely in with our daily lives.

Video games, medicinal products, education... There's virtual reality everywhere. And it is here to stay. But what exactly is it?

Virtual Reality technology is a computer-generated environment with real-life scenes and objects, making the user feel immersed in their surroundings. This world is viewed by a computer known as a headset or helmet for Virtual Reality.

VR allows us to immerse ourselves as if we were one of the characters in video games, learn how to perform heart surgery, or improve the quality of sports training to maximize performance.

Although this may seem to be highly modern, the roots are not as new as we would think. Indeed, many believe that one of the first Virtual Reality devices was called Sensorama, a machine with an integrated seat that played 3D movies, gave off-odors, and generated vibrations to make the experience as vivid as possible. The design dates back to the mid-1950s.

Subsequent advances in hardware and applications over the next five years carried with them a radical change in both electronics and system architecture.

Virtual Reality is one of the technologies with maximum projected growth potential. Investment in VR and AR will increase 21-fold in the next four years, hitting 15.5 billion Euros by 2022, according to the new IDC Virtual Reality News (2018) estimates.

Both technologies will be essential to the digital transformation strategies of the businesses, and their investment in this area will surpass that of the consumer sector by 2019. In Europe, it is estimated that more than half of the larger European companies will have a VR and RA plan by 2020.

The industry today needs solutions that go beyond recreation, travel, or advertisement, and that is more accessible to consumers. There is also a need to develop computer interfaces to prevent flaws such as slicing, which lets some rigid objects look as though they can be pushed through.

And to reduce the symptoms VR causes in people, like motion sickness, which consists of dizziness caused by the difference between our body's orientation and what is seen in the virtual world. Big technology firms are now focusing on designing headsets that do not require cables and for displaying images in HD.

Big tech firms are developing 8 K headsets for Virtual Reality, with even more powerful processors. There's also speculation that they might incorporate Artificial Intelligence in the next few years.

Even the new 5 G standard has fascinating scenarios for VR evolution. This standard will allow connectivity between more devices and large user communities. Furthermore, its nearly invisible latency will enable consumers to receive images in real-time, almost as if they were seeing them with their own eyes.

Here are some of the most exciting virtual reality technology trends of 2020 about what's changed and what's coming over the horizon:

Early headsets used mobile phone screens that had never been designed to be viewed so close up this caused pixelated images and the 'screen-door' effect that reduced immersion. Since then, we've seen steady improvements in the quality and fidelity of the VR screens, and professional headsets such as Varjo and Pimax have twice or even four times the first-generation resolution offering '20:20' vision for a price!

More pixels need to render more processing power, especially when we want photorealistic graphics. Fortunately, GPU capacity was increasingly growing and foveated rendering techniques that allow the GPU to concentrate on only the part of the picture where the eye is centered helps a great deal.

It's just effortless wearing a headset in a single session for 30 minutes to an hour before our eyes get sore, restricting the VR apps. That's partly due to the rising headset weight and also due to 'goal range.'

When we focus on an object close up, our pupils align slightly as compared to far apart. The lens on current headsets has a single focal length, meaning we need to go 'cross-eyed' to focus outside of that length on objects.

Luckily Oculus has revealed new concept lenses that can change the focal point dynamically to where your eyes are looking. A promising by-product is that this also reduces the headset's scale and weight.

VR content is split down into versions 'desktop' and 'tethered' (the latter involving a PC). This offers users a very different degree of understanding, owing to the disparity in computing capacity between mobiles and PCs.

Oculus has also introduced a connect for their handheld Quest headset so that it can be used in both desktop and tethered mode, but that is just a part of the solution.

The rollout of superfast low latency 5G infrastructures ensures that we can overcome this issue by delivering content wirelessly to the headset in the cloud and downloading it. Google's Stadia also does this for mainstream games, and adding that to VR would be the next logical addition, while more changes to the methodology would be needed.

The broadcasting of headphone apps would reduce weight, expense, and power usage. While making it easier and cheaper to access content since it won't require downloading and installing individual applications. Instead, it would allow linked VR interactions with 'meta-verses' that we can switch seamlessly between while we currently browse internet services.

We believe this is potentially only 3-5 years away from commercial release. Still, it will pose several intriguing possibilities as well as concerns about who controls the channels on which we all view our modern environment.

Another issue with the VR experience was ease-of-use. Users had to learn how to use new handheld controllers while being blindfolded effectively. And with no programming language approved internationally, even each program behaved a little differently.

Luckily, strong programming practices for VR have been gradually converging, making them more intuitive. New controls such as the 'Knuckles' controller from Valve cleverly merge finger recognition with a creative interface that hangs from the hand, so it doesn't look like you are carrying it.

Next year, hand monitoring using cameras on the headset is becoming possible on commercial headsets. For specific applications like the one we designed for ANA, controllers are not needed at all.

Developments in speech recognition mean we say commands to AI characters or speak more naturally to them. If you want to look ahead, mind regulation is still arriving apps that can be programmed to follow commands already on the market.

All of this means more natural interactions this is what VR offers in the end.

One complaint about VR was that it might feel isolated, cut off from the real-world. New headsets allow you to smoothly cut through the system through cameras between the real-world and the virtual world.

The rise in headsets (6 m delivered in 2019, up 30 percent from last year) also means more internet users, and some of the most immersive interactions to date include playing and working together in Virtual Reality.

In other terms, you never need to be alone, single or isolated. A significant landmark here will be Facebook Horizon, a virtual world for VR users arriving next year.

You are also not limited to talking with animated characters; the new demonstrations feature photorealistic avatars representing nuanced facial gestures, look signals, and step in the not so distant future as you are arriving.

In deed, there is more to virtual Reality than a gimmick or just a fancy instrument. This technology is now built into our present reality, and it is poised to open up new opportunities and contribute to changes that will shape the future in the coming years.

Virtual Reality isn't science fiction any longer. It is an integral part of our modern world that you should not ignore, especially if you want to stay ahead of the curve in both your personal and professional life.

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Virtual Reality: A Boom in the World of Innovation Shaping the Future - News & Features

Agents of change: Chattanooga real estate pros never stop rethinking how the deals get done – Chattanooga Times Free Press

The fundamentals of buying and selling real estate may not change much, but nearly everything about how the deals get done is transforming all the time. From 3D virtual reality home tours to buy-it-now cash transactions, agents have to get creative and stay ahead of market forces and intense competition.

"What I have realized over the last 19 years is that the market evolves rapidly, and you have to evolve faster than the market," says Mark Hite, whose team closed more than $83 million in real estate deals in 2019.

Current conditions don't make matters any easier. In June, there were about 2,300 real estate agents in the area and about 1,700 homes listed for sale. (Yes, there were more agents in the area than homes for sale.)

Historically low interest rates are fueling buyers' appetites, hundreds of people displaced by April tornados went looking for somewhere to live, and sellers' trepidation about listing homes during the coronavirus crisis have all combined to create an exceptionally crowded, competitive market.

But even outside of this time of tight inventory, real estate pros are always looking for ways to stand out.

Tech Support

From social media to virtual reality, technology has changed nearly everything about the business of buying and selling homes, says Matt McDonald, who works for the The Group Real Estate Brokerage. That said, the fundamentals of understanding what a client is looking for and helping them find it remain the same, he says.

"It's totally different, but it's the same, too," he says. "You go through the same steps, but things are different because the steps have all had a technological shift."

After 13 years in the real estate business, McDonald knows pictures speak volumes. So when he had a good year and a little extra cash, he invested about $5,000 in a Matterport camera that shoots 3D images and creates seamless virtual reality experiences for folks who want to tour properties remotely.

"The visual aspect of real estate marketing is perhaps the most important," McDonald says. "People don't envision their dream home when they look at a set of blueprints. They need visuals."

McDonald bought the camera in 2016 then the first of its kind on the Chattanooga real estate scene and had used it about 10 times a year for high-end homes. But when coronavirus hit and people became nervous about visiting properties, the fancy camera became central to his marketing strategy.

"I've done 20 in the last three months," says McDonald, who spends about an hour methodically capturing images for every 1,000 square feet of space. "I thought it was just exciting technology, but it has ended up being very valuable during the COVID-19 scare."

He recently used the camera to create a 3D tour of a $2.25 million riverfront penthouse full of custom furnishings and curated artworks. That's exactly the sort of place that is ripe for the Matterport treatment, McDonald says. The images are vividly detailed and not forgiving of any flaws, he says.

"If your home is not really ready to show, you don't want to use the Matterport," he says.

Social media has become another tech tool for attracting attention in a crowded market. Gary Crowe, owner of the Uptown Firm, uses social media and behind-the-scenes video storytelling to engage people whether or not they ever become clients. For example, Crowe posts videos of homes under development and asks for input on social media on tile choices, paint colors and other details.

"I use the ideas, I really love to do that," he says. "I really don't know what color I should paint this house, and some people have really clever ideas."

That interaction is one key to using social media in a way that stands out, Crowe says. Everyone uses social media to market their business, but much of the time he's not really trying to sell a specific house through those interactions, he says.

"Sometimes the house is already sold," he says. "People want to be part of the process. They don't want to be sold."

Those posts inviting input into decorating decisions have always brought a lot of engagement, but they've taken off recently, Crowe adds.

"Since COVID, everyone is staring at their phones and the interactions have really shot up," he says.

Buyers are more empowered than ever through online listings, which is a far cry from the days when an embargoed listing book came out every other week and buyers had to find an agent who would give them a peek, says Charlotte Mabry, who has been selling real estate for 34 years.

"In 1986, there was no computer, no cell phone, we would go at 11 at night and pass packets of paper to each other in the parking lot of Northgate Mall," Mabry laughs. "The listing information was in a book that came out every two weeks, and whoever had the truck in the office went and got those books for everybody."

Mabry uses Facebook Live videos and live radio to extend her reach. "That changed the feel of our listenership and viewership," she says. "Social media has really just blown up."

And in a market where so few homes are available, agents have to get creative, Mabry says.

"We have to go outside of the Multiple Listing and say, 'OK, I have a buyer that's going to move in a month, and I have to find them a house," she says. "That means knocking on doors, sending out mailers. That's just a fact of the marketplace right now."

Take a Matterport tour of the Penthouse at River Pier Landing: bit.ly/191ChestnutStreet

The home is listed by Anne-Marie Jolley with The Group Real Estate Brokerage

Buy It Now

In March, Hite started making as-is, cash offers to sellers who don't want to deal with the process of cleaning up and listing a property. The price he pays is lower than the price sellers might get on the open market, but it also spares them work they want to avoid.

For example, a home he recently bought in East Brainerd had years of deferred maintenance and needed wall-to-wall updates. Hite bought it for $190,000. He will spend $45,000 to fix it up, and then relist it at $289,000.

"This has been a huge success for us," says Hite, who has been selling real estate since 2002. "We're closing several a week. It's really starting to be a major force."

The reasons a seller will consider the buy-it-now option vary from busy young families who don't want to mess with the listing process to older homeowners who are ready to make the move to a lower-maintenance home, Hite says. People have also liked the as-is option because they don't want to show their homes in the age of COVID-19, he adds.

"One family, they have a 4-year-old and the wife is expecting and they didn't want people in their house," Hite says. "They're not making what they could make on the open market, but the ability to have peace of mind was worth it to them."

Hite leveraged his personal financial resources to launch the program because he felt strongly there was a need for it, he says.

"I was looking for the next item of change I could do to differentiate to help more people," he says.

It's been 15 years since Mabry started offering to buy any home she couldn't sell in 120 days, and she's only had to pay up four or five times, she says. As the market fluctuates, the appetite for those kinds of transactions does, as well, Mabry says.

The houses she bought after they didn't sell came in the 2009 to 2013 timeframe, when the market was hit hard by the housing crisis.

"When the market dropped in '07, '08, '09, you couldn't give a house away," she says. Now, with homes in short supply and mortgage rates in the basement, things look different.

"Today, if you came to me and said, 'I don't want to wait on the timeframe, would you buy my house?' I would absolutely buy your house," she says. "Though you might not like the price."

New Neighbors

Rocio Kemp spent a career in international logistics before she began selling real estate in 2017. The native of Costa Rica has carved out a niche helping first-time and Spanish-speaking homebuyers at a time when the local population is increasingly diverse.

"Chattanooga is a point of relocation these days," she says. "We have a growing population of Spanish-speaking people coming from Central or Latin America, and these people want to reach the American dream."

In a tight market where homes can be hard to come by, she focuses on helping people who may not know where to begin in their search, Kemp says.

"I love that, the ones that have been living here for 10 years, saving penny by penny, and now they see that they can buy a house after all," Kemp says. "My role is to make that dream come true because it's possible, it's attainable."

Josue and Ashley Fernandez met Kemp when they turned up at Buffalo Wild Wings in 2017 to watch the Costa Rican team play in a soccer match. He doesn't meet many fellow Costa Ricans here, and her jersey caught his eye, says Josue, who came to the United States in 2012 to play college soccer.

"I was not expecting anyone to know about that game," he says.

When Josue and Ashley, who met at Bryan College and married in December 2017, were ready to buy a house, they knew they wanted Kemp on the job. The rent on their apartment was about to jump to $1,100 a month, and it didn't make sense to keep paying that kind of money with no property to show for it, Josue says.

"We tried to build up our savings and reached out to her, and she told us about the different kinds of loans and a couple of contacts we could work with," Josue says.

Josue and Ashley bought their home in Brainerd in April 2019, and they've enjoyed being able to host friends and family a priority Kemp understood as she helped them house hunt, Josue says.

"Her passion is first-time homebuyers and so she really helped us with the different questions we had and eventually we got to the house we bought," Josue says.

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*Housing holds up: Scenic City housing market remains vibrant despite economic slowdown spurred by pandemic

*Going big ... Despite coronavirus, most large projects move ahead in Chattanooga

*Price Points: If you've got something to spend, the Chattanooga area offers a world of housing options

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Agents of change: Chattanooga real estate pros never stop rethinking how the deals get done - Chattanooga Times Free Press

Augmented Realty and Virtual Reality in Healthcare Market 2020 Global Outlook, Research, Trends and Forecast to 2025 – Express Journal

The research report on Augmented Realty and Virtual Reality in Healthcare market comprises of insights in terms of pivotal parameters such as production as well as the consumption patterns alongside revenue estimations for the projected timeframe. Speaking of production aspects, the study offers an in-depth analysis regarding the manufacturing processes along with the gross revenue amassed by the leading producers operating in this business arena. The unit cost deployed by these producers in various regions during the estimated timeframe is also mentioned in the report.

The Augmented Realty and Virtual Reality in Healthcare market report highlights the significant growth drivers, opportunities, and challenges that will influence the growth trajectory of this industry vertical in the forthcoming years.

According to the document, the market is projected to record substantial gains, registering XX% CAGR over the study duration (20XX-20XX). With the COVID-19 pandemic forcing countries to enter an indefinite lockdown, majority of businesses are at a standstill. Apart from short-term revenue concerns, some industries are expected to face uncertainties even once the economy recovers from the pandemic.

Request Sample Copy of this Report @ https://www.express-journal.com/request-sample/158449

Almost all businesses across various industry verticals have strategically r their budget to ensure profitability in the forthcoming years. Our examination of this business landscape offers actionable intelligence to help you revamp your action plan for managing market uncertainties and also aids in fabricating new contingency plans.

The research report offers a granular assessment of the numerous market segmentations, in tandem with the current market trends to allow better understanding of the revenue estimations.

Key inclusions of the Augmented Realty and Virtual Reality in Healthcare market report:

Augmented Realty and Virtual Reality in Healthcare Market segments covered in the report:

Regional landscape: North America, Europe, Asia-Pacific, South America, Middle East and Africa.

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Augmented Realty and Virtual Reality in Healthcare Market 2020 Global Outlook, Research, Trends and Forecast to 2025 - Express Journal

Modest Tree awarded TISAX certification to support delivery of immersive AR and VR solutions for automotive industry – Auganix

In Augmented Reality and Virtual Reality News

July 31, 2020 Modest Tree, a software development company specializing in augmented and virtual reality training for manufacturers, has recently announced that it has achieved Level 2 TISAX (Trusted Information Security Assessment Exchange) certification to support and enhance the acceleration of immersive training for the automotive industry.

The TISAX standard was established in 2017 by the German Association of the Automotive Industry (VDA) based on ISO 27001 data and information security certification standards. Tailored specifically to the advanced security requirements of the automotive industry, TISAX is recognised internationally by automotive manufacturers and the entire supplier network, including companies such as Audi, BMW, Mercedes Benz, and Volkswagen.

Modest Tree stated that its TISAX certification is confirmation of its robust processes for maintaining the secure exchange of sensitive automotive manufacturing data. The automotive supply chain is now able to access a security credential that enables them to readily adopt and rollout immersive technology solutions as part of digitalization efforts.

As a result of the certification, Modest Tree stated that suppliers and manufacturers will now be able to engage with the company and benefit from its virtual and augmented reality services. Furthermore, the company added that it will allow it to meet current demand within the market from businesses wanting to adopt remote immersive solutions in order to support industrial training and product marketing. Modest Tree noted that this demand has also been accelerated within many sectors, including automotive, as a result of COVID-19.

Modest Trees acquisition of the TISAX certification represents an important milestone for the automotive industry to leverage immersive technology in their operations, stated Sam Sannandeji, CEO of Modest Tree. Modest Tree is now well-positioned to further accelerate the global use of immersive learning and marketing technologies across the automotive supply chain.

The company provides customized immersive solutions to a range of industries for delivery on any platform, including Microsoft HoloLens, virtual and mixed reality headsets, PC, Mobile (Android and iOS), and more.

Image credit: Modest Tree

About the author

Sam Sprigg

Sam is the Founder and Managing Editor of Auganix. With a background in research and report writing, he covers news articles on both the AR and VR industries. He also has an interest in human augmentation technology as a whole, and does not just limit his learning specifically to the visual experience side of things.

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Modest Tree awarded TISAX certification to support delivery of immersive AR and VR solutions for automotive industry - Auganix

Cognitive Training Helps Embrace The Power of Virtual Reality – Express Computer

By Dr C S S Bharathy, Founder, Fusion VR

It is no secret that Industry 4.0 technologies are making revolutionary changes in the world of manufacturing. However, experts opine that the full potential of these technologies is yet to be realised by the defense and manufacturing sector.

A recent PWC study says that VR training is four times faster and four times more focused than typical Class-Room Training. Its also 3.75 times more emotionally connected with a 40% improvement in operator confidence. VR-Training transforms Defence Personnel into competent, confident resources inheriting decades of knowledge and experience in a short duration, saving years of training time.

This critical sector is often under immense scrutiny from its stakeholders, along with the constant pressure of compressed timelines, compliance requirements, high manufacturing standards, and cost controls. With such crucial challenges, the Defence sectors ability to expedite results and achieve critical KPIs consistently is of national importance.

Adopting Industry 4.0 technologies can remove roadblocks on the journey to achieving manufacturing excellence in Defence industries. Immersive technologies like AR, VR, and MR, coupled with IoT, AI, Blockchain solutions, can infuse digital transformation in existing manufacturing systems.

The industry can leverage such technologies in manufacturing autonomous systems, robotics, other intelligent solutions for land, sea, and air defence systems. When traditional manufacturing methods are being challenged and faced with intense competition from their smart counterparts, the relevance and viable applications of these latest technologies cannot be underutilized.

Fusion VR, Chennai has a long history of providing Industry 4.0 technologies to defence organisations. Here are how these technologies are actively making a difference in the defence space

Training

VR and AR have critical applications in the preparedness of our defence forces. These immersive technologies enable the realistic simulation of virtual battleground scenarios, combat operations in hostile territory, rescue missions, situational awareness training, adverse weather operations, and military systems activities that are not possible under normal conditions. It also helps with the recreation of past situations, helping devise strategies for future operations.

Amassing Data and Advanced Analytics

Industry 4.0s advanced data accumulation and accurate analytics will bring critical defence production and supply-chain insights and the opportunity to optimise operations and unlock real efficiency.

The entire production, procurement, and distribution cycles of the industry are a vital source of data. The ability to decipher this crude information into actionable insights is where Industry 4.0 adds value. Through these insights, an enterprise can identify potential threats and engage with descriptive and predictive analysis of a situation that is yet to arrive. The use of simulation and digital design secures efficiency in production.

Predictive maintenance and smart asset management

Like other traditional industries, the Defence Sector is also in need of constant support and maintenance of aging machinery. Industry 4.0s strategic offerings resolve these concerns through predictive maintenance and immersive Augmented Reality assistance. Through condition-based monitoring, the enterprise gains real-time insights into equipment health. It also delivers alerts and notifications on predictive maintenance and any possible risks of circling the machinery, thereby improving equipment mortality and lowering the chances of failure. Another impactful change that Industry 4.0 brings is Augmented Reality simulation, which is a great way to train and assist maintenance professionals and improve productivity.

Improving Collaboration and Accuracy in Operations

Accuracy is paramount in any Defence operation, and Industry 4.0s immersive AR/VR/MR simulation works to dramatically improve manufacturing precision.

Augmented Reality can empower the resource with overlay display within the field of vision. The technology also improves communication by facilitating remote assistance, improving real-time analysis, and information display to reduce risks.

Furthermore, VR and MR simulations can be useful to test new equipment, carry out design assessments, and do an overall analysis even when the prototype is not in production. Remote evaluation and assistance can be provided in medical situations to ensure appropriate life-critical aid to secure unfortunate accidents and safeguard the injureds health.

Advancing the defence offerings through Industry 4.0

While the full potential of Industry 4.0 is yet to be utilised, the Defence sector has already noticed its advantages. Increased deployment of these technologies is essential for the Defence sector to improve productivity and increase global competition. Also, it enables superior training and enhanced preparedness for situations of national security. Though the initial investments can be a challenge, in the short term, the long-term strategic advantages of these technologies cannot be ignored or underestimated.

If you have an interesting article / experience / case study to share, please get in touch with us at [emailprotected]

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Cognitive Training Helps Embrace The Power of Virtual Reality - Express Computer

Liquid Media to Add More Virtual Reality Content to Streaming Platform in Partnership with YDX Innovation – GlobeNewswire

Reelhouse VR

Reelhouse VR: Where delivering content is just the beginning.

VANCOUVER, British Columbia, July 30, 2020 (GLOBE NEWSWIRE) -- Liquid Media Group Ltd. (the Company, Liquid Media or Liquid) (Nasdaq: YVR) is pleased to announce an extension of its partnership with YDX Innovation Corp. (YDX) to provide virtual reality (VR) content for Liquids Reelhouse streaming platform.

We believe Reelhouse is in a unique position to be one of the main streaming platforms for VR films and experiences, direct to consumers, said Daniel Japiassu, CEO of YDX Innovation. Right now, access to VR films is mostly done in location-based centers or at film festivals like Venice, Cannes or TIFF. YDX is immersed in the VR community, and can provide great content to Reelhouse VR. We see this as an opportunity to strengthen our relationship with Liquid, a company that we love to work with, while bringing innovative stories to audiences.

An established Liquid collaborator and pioneer in the VR space, YDX will bring their expertise to content selection and creation, to develop a growing pipeline of VR films and experiences for Reelhouse VR. Through the expanded partnership, and using many of the most popular headsets, Liquid expects to make a growing selection of VR films available for consumers to experience. An early pioneer in bringing VR films to streaming platforms, Reelhouse VR is well positioned to deliver great content to a global audience in the face of increasing demand.

Expanding our content offering is of central importance as we continue to advance our streaming platform, and we want to meet people where they live. Beyond the immediate excitement around bringing engaging content to the market, we see VR playing a larger role as consumers demand better and more diverse content to consume from home, said Joshua Jackson, Chairman of Liquid. Daniel and the entire YDX team are proven partners, and we look forward to building a robust pipeline of best-in-class VR.

The global VR market is expected to reach USD$61 billion by 2027, driven in large part by adoption into more traditional entertainment venues such as theaters, and due to increasing use across gaming and esports. Enterprise adoption remains a principal factor, reinforcing familiarity with the technology. Facebook, the market leader in VR headsets, recently announced a ramp up of its Oculus VR headsets by up to 50% this year, on the back of surging revenue associated with Oculus and Portal devices. With an estimated one-third of the worlds population subject to some form of lockdown, historical barriers to entry for consumers are being removed.

About Liquid Media Group Ltd.

Liquid Media Group Ltd. (Nasdaq: YVR) is an entertainment company with a strong portfolio of content intellectual property (IP) spanning creative industries. Originating in Vancouvers media and entertainment supercluster, Liquids mission is to empower storytellers worldwide to develop, produce and distribute content across channels and platforms.

Liquid Medias leadership team includes ChairmanJoshua Jackson(actor / producer, television and film), Chief Financial OfficerDaniel Cruz(previously of Canaccord Financial), Managing DirectorCharlie Brezer(serial entrepreneur), DirectorStephen Jackson(Northland Properties), and DirectorNancy Basi(veteran Media, Entertainment, VR/AR expert), alongside Advisory Board membersWilson J. Tang(acclaimed digital entertainment veteran),Andrew Kaplan(capital markets strategist) andMichael Timothy Doyle(veteran interactive entertainment industry production executive). Each brings decades of industry expertise and significant passion to advance the Companys mission.

Additional information is available at http://www.LiquidMediaGroup.co

About YDX Innovation

YDX Innovation Corp. (TSX-V: YDX) is a technology company that develops products and services and is an expert in immersive technologies like augmented and virtual reality, esports events and interactive exhibitions under the following four divisions:

Arkave VR Arena - a gaming platform that brings the most immersive virtual reality experience to location-based venues with a highly scalable business model. Developed as an all-in-one gamers haven featuring state-of-the-art free-room tech right down to the most nostalgic gaming systems.

YDreams Global - has developed over 1,300 interactive experiences for clients all over the world such as Disney, NBA, Adidas, Cisco, Nokia, Nike, Mercedes-Benz, Coca-Cola, Santander, AmBev, Qualcomm, Unilever, City of Rio and Fiat.

BEAT Gaming - founded in 2011, BEAT Gaming is an experienced Canadian esports company that has organized internationally recognized events such as the Dota 2, Overwatch and PUBG BEAT Invitational. Since its creation, BEAT has organized over 30 professional and semi-pro esports events, which have reached over 40-million views globally.

Purple Mage Advisors (PMA) a research and data analysis firm that specializes in player recruitment and development in the gaming industry. PMA helps esports and gaming companies with industry reports, player recruitment, player training, data analysis and relevant statistical reporting.

Further information:

Daniel CruzLiquid Media Group Ltd.+1 (416) 489-0092pg@liquidmediagroup.co

Media requests:

Adam BelloMedia & Analyst Relations ManagerPrimoris Group Inc.+1 (416) 489-0092 x 226media@primorisgroup.com

Cautionary Note Regarding Forward-Looking Statements

This news release includes statements containing certain "forward-looking information" within the meaning of applicable securities law ("forward-looking statements"). Forward-looking statements are typically identified by words such as: "believe", "expect", "anticipate", "intend", "estimate", "potentially" and similar expressions, or are those, which, by their nature, refer to future events. These statements should not be read as guarantees of future performance or results. Such statements involve known and unknown risks, uncertainties and other factors that may cause actual results, performance or achievements to be materially different from those implied by such statements. Such factors include, but are not limited to: developments related to the COVID-19 pandemic, regulatory actions, market prices, continued availability of capital and financing, and general economic, market or business conditions. Investors are cautioned that any such statements are not guarantees of future performance and actual results or developments may differ materially from those projected in the forward-looking statements. Forward-looking statements are based on the beliefs, estimates and opinions of the Company's management on the date the statements are made. The Company is under no obligation, and expressly disclaims any intention or obligation, to update or revise any forward-looking statements, whether as a result of new information, future events or otherwise, except as expressly required by applicable law.

A photo accompanying this announcement is available at https://www.globenewswire.com/NewsRoom/AttachmentNg/3813f3bf-f7a1-436f-af6e-44c4d5308387

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Liquid Media to Add More Virtual Reality Content to Streaming Platform in Partnership with YDX Innovation - GlobeNewswire