Global Market Outlook for the Virtual Reality Market to 2025 – The Market for Virtual Reality as a User Interface to Business Solutions is set to…

Dublin, July 30, 2020 (GLOBE NEWSWIRE) -- 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/fj7mzx

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Global Market Outlook for the Virtual Reality Market to 2025 - The Market for Virtual Reality as a User Interface to Business Solutions is set to...

Could virtual reality help restore vision for stroke-induced blindness? – Medical Plastics News

Researchers from Rochester Institute of Technology and the University of Rochester have received a grant from the National Institutes of Health to develop the promising method.

There isnt currently thought to be any well-established therapies to help stroke patients restore their vision. Research by Krystel Huxlin from the University of Rochesters Flaum Eye Institute found that patients can regain portions of their vision through targeted exercises that force them to use the blind portions of their visual field. Therefore, this research aims to build on Huxlins.

Gabriel Diaz, the principal investigator of the grant, said: One major limitation of the current methodology is that people cannot train as effectively at home if theyre not under the supervision of a researcher whos using an eye tracker. Eye trackers are an emerging technology in the field of virtual reality and were going to develop a training apparatus that could be used at home.

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Could virtual reality help restore vision for stroke-induced blindness? - Medical Plastics News

Wanting to travel? Virtual Reality headsets could help fill the void – KENS5.com

VR headsets allow you to explore destinations around the country, or, around the world, in the comfort of your home.

If you planned a big vacation to see the world, you can still go. Well, virtually.

Virtual Reality headsets are starting to trend across social media. They allow you to explore destinations around the country, or, around the world, in the comfort of your home.

There are multiple options to choose from, like the B Next VR Headset, Destek, Hey Time Traveler and Merge, just to name a few. They averaged around $35, but some can go into the $100s or more, according to Amazon.

So, how does it work? We searched "Travel VR" on the app store. There are a ton to choose from, so it comes down to personal preference. After downloading the one you like, you can choose a location you want to visit. You then slip your smartphone into the designated slot in front of the lenses and begin your adventure.

You're able to turn 360 degrees and view the destination of your choice. You can spend minutes at one location, or you can spend hours. You are your own tour guide.

So, if you're itching to travel, this could be a temporary alternative in the pandemic. Or, at least, one to keep you and your loved ones entertained.

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Wanting to travel? Virtual Reality headsets could help fill the void - KENS5.com

Augmented Realty and Virtual Reality in Healthcare Market : Industry Demands, Top Key Players, Industry Analysis & Forecast 2027 – Owned

New Jersey, United States,- 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.

Significant information pertaining to the product volume and consumption value is enlisted in the document. Additionally, the report contains details regarding the consumption graphs, Individual sale prices, and import & export activities. Additional information concerning the production and consumption patterns are presented in the report.

In market segmentation by manufacturers, the report covers the following companies-

Regions Covered in the Global Augmented Realty and Virtual Reality in Healthcare Market:

The Middle East and Africa (GCC Countries and Egypt)

North America (the United States, Mexico, and Canada)

South America (Brazil etc.)

Europe (Turkey, Germany, Russia UK, Italy, France, etc.)

Asia-Pacific (Vietnam, China, Malaysia, Japan, Philippines, Korea, Thailand, India, Indonesia, and Australia)

Highlights of the Report:

Accurate market size and CAGR forecasts for the period 2020-2026

Identification and in-depth assessment of growth opportunities in key segments and regions

Detailed company profiling of top players of the global Augmented Realty and Virtual Reality in Healthcare market

Exhaustive research on innovation and other trends of the global Augmented Realty and Virtual Reality in Healthcare market

Reliable industry value chain and supply chain analysis

Comprehensive analysis of important growth drivers, restraints, challenges, and growth prospects

The scope of the Report:

The report offers a complete company profiling of leading players competing in the global Augmented Realty and Virtual Reality in Healthcare marketwith a high focus on the share, gross margin, net profit, sales, product portfolio, new applications, recent developments, and several other factors. It also throws light on the vendor landscape to help players become aware of future competitive changes in the global Augmented Realty and Virtual Reality in Healthcare market.

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Market Research Intellect provides syndicated and customized research reports to clients from various industries and organizations with the aim of delivering functional expertise. We provide reports for all industries including Energy, Technology, Manufacturing and Construction, Chemicals and Materials, Food and Beverage, and more. These reports deliver an in-depth study of the market with industry analysis, the market value for regions and countries, and trends that are pertinent to the industry.

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Augmented Realty and Virtual Reality in Healthcare Market : Industry Demands, Top Key Players, Industry Analysis & Forecast 2027 - Owned

New Future-Focused Remote Software Platform Avoids ‘Zoom Fatigue’ by Using Augmented & Virtual Reality – PRNewswire

CULVER CITY, Calif., July 28, 2020 /PRNewswire/ --AfterNow, building the future of human computing with augmented reality and artificial intelligence, today announced the launch of AfterNow Prez Remote in private beta and available now. The new software platform delivers more meaningful and engaging remote meetings by harnessing the power of augmented and virtual reality. This technology, combined with Oculus or Microsoft headsets,empowers executives, sales teams, trainers, and educators to present immersive content to their audience, resulting in increased engagement, satisfaction, and retention while avoiding burnout and fatigue.

As the coronavirus COVID-19 pandemic sweeps across the globe, its ramifications can be felt in every facet of daily life. Perhaps most visible is that in the workplace and education. As many employees and students are working and learning from home, they rely heavily on remote software. According to Time Is Ltd., a productivity software company, online meetings doubled from February to April 2020. As the debate rages over the safety of in-person schooling, the quest to make remote learning efficient and efficacious is paramount.

The drawback to more popular platforms has resulted in experiences such as 'Zoom Burnout.'Additionally, many people feel the typical video set-up doesn't fit their particular working style. Current research shows Virtual Reality training actually results in increased engagement, retention and satisfaction. AfterNow Prez Remote makes use of Virtual and Augmented reality, proving more effective than Zoom or Powerpoint for communicating, learning, and exchanging ideas.

"Over the past few years, we've been building high-end custom immersive presentations for the largest companies in the world, and we've seen how effective the technology is - we've seen positive outcomes when our customers have used AfterNow Prez for sales and internal meetings," said Philippe Lewicki, Co-founder of AfterNow. "This private beta of our new remote platform is the first step to bringing this technology to everyone - small and medium companies, schools and universities."

AfterNow is an augmented reality company specializing in custom visualizations and presentations. As a Microsoft Mixed Reality partner, AfterNow has created and designed AR presentations for Fortune 500 companies. Though there are existing VR/AR collaboration platforms like Spatial, Glue, MeetinVR, EngagedVR, and Virbela, to name a few, AfterNow Prez Remote is designed specifically to present which makes it more effective for sales, training, and education. The presenter prepares content specifically for the meeting and goes through that content with the team or students.

"Almost all of us present ideas to one other. Presenting has become central to how we educate our children and work with our colleagues," says Dave Birnbaum, HCI expert and AfterNow client. "As we spend an increasing amount of our time in immersive spaces, we will need well-designed software that allows us to make presentations that are richly sensory, nuanced, and convincing. Software that gets this right will be a key enabler of the XR revolution."

AfterNow Prez Remote requires an internet connection and supports one presenter with up to 500 participants. Platforms supported are Hololens 1 & 2 and Oculus Quest. The easy-to-use platform allows a presenter to upload images, audio, videos, 3D objects, as well as enter text and organize them into Slides with transitions.

"In five to 10 years, everyone will be using this technology. Today it's a great solution for teachers to bring their classes into a student's home with engaging 3D animated content and live interaction or a sales team that can go and see their prospects or present a virtual tradeshow,"adds Lewicki.

Large tech companies such as Facebook, Microsoft and Magic Leap have invested billions in augmented and virtual reality. The coronavirus pandemic can be seen as the type of black swan event that illustrates dire circumstances often lead to innovation. Humans are 3-dimensional creatures, andwith AfterNow Prez Remote, moving away from 2D flat screens and into immersive technology to better learn, communicate, convince and understandproves the future just got real.

Beta Sign up: https://www.afternow.io/signup-for-afternow-prez-remote-private-beta/ WebSite:https://www.afternow.io

Media ContactPhilippe Lewicki,Phone: 424 258 0776Email: [emailprotected]

Press Kit: https://tinyurl.com/y3h8oc4c

About AfterNow

Since 2015,AfterNow specializes in envisioning, designing, and building mixed reality applications for Microsoft's Hololens (1 and 2) , iOS, Magic Leap and Quest. Notable clients include Anthem, T-Mobile, Sprint PCS, Hershey, Marvel Disney, WB, Hyperloop (HTT), Boeing, Becton Dickinson, and Qualcomm. Auggie award winner and Microsoft Mixed Reality partner since 2016, AfterNowis building the future of spatial computing.

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New Future-Focused Remote Software Platform Avoids 'Zoom Fatigue' by Using Augmented & Virtual Reality - PRNewswire

Augmented And Virtual Reality (Ar Vr) Market COVID-19 Impact | Future Opportunities, Revenue and Growth 2020- 2025 Microsoft Corporation, Google, Eon…

Augmented And Virtual Reality (Ar Vr) Market has recently added by Qurate Research to its vast repository. This intelligence report includes investigations based on Current scenarios, Historical records, and Future predictions. It throws light on the key factors concerned with generating and limiting Augmented And Virtual Reality (Ar Vr) Market growth. Additionally, the historical information, Type, Size, Application and enduser have been given in the research report. The latest trends, product portfolio, demographics, geographical segmentation, and regulatory framework of the Augmented And Virtual Reality (Ar Vr) market have also been included in the study. It also examines the role of the leading market players involved in the industry including their corporate overview, financial summary and SWOT analysis.It presents the 360-degree overview of the competitive landscape of the industries. Augmented And Virtual Reality (Ar Vr) Market is showing steady growthand CAGR is expected to improve during the forecast period.

Major Players Covered in this Report are:Microsoft CorporationGoogleEon RealityAero GlassUpskillOculus VRJasorenIMB

Scope of Augmented And Virtual Reality (Ar Vr) Market:

The global Augmented And Virtual Reality (Ar Vr) market is valued at million US$ in 2017 and will reach million US$ by the end of 2025, growing at a CAGR of during 2020-2025.

This Market Report includes drivers and restraints of the global Augmented And Virtual Reality (Ar Vr) market and their impact on each region during the forecast period. The report also comprises the study of current issues with consumers and opportunities. It also includes value chain analysis.

Product Type SegmentationHardwareSoftware

Industry SegmentationOn-BoardOff-Board

Augmented And Virtual Reality (Ar Vr) Market: Regional Analysis Includes:

Key Questions Answered in the Report:

Augmented And Virtual Reality (Ar Vr) Market Report Structure at a Glance:

Contact Us:

Web:www.qurateresearch.comE-mail:[emailprotected]Ph: US +13393375221, IN +919881074592

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Note: In order to provide more accurate market forecast, all our reports will be updated before delivery by considering the impact of COVID-19.

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Augmented And Virtual Reality (Ar Vr) Market COVID-19 Impact | Future Opportunities, Revenue and Growth 2020- 2025 Microsoft Corporation, Google, Eon...

Virtual Reality Games Market Application, Drive System, Structure, Model, Type, Product and Region Global Forecast to 2027 – Owned

New Jersey, United States,- The research report on Virtual Reality Games 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.

Significant information pertaining to the product volume and consumption value is enlisted in the document. Additionally, the report contains details regarding the consumption graphs, Individual sale prices, and import & export activities. Additional information concerning the production and consumption patterns are presented in the report.

In market segmentation by manufacturers, the report covers the following companies-

Regions Covered in the Global Virtual Reality Games Market:

The Middle East and Africa (GCC Countries and Egypt)

North America (the United States, Mexico, and Canada)

South America (Brazil etc.)

Europe (Turkey, Germany, Russia UK, Italy, France, etc.)

Asia-Pacific (Vietnam, China, Malaysia, Japan, Philippines, Korea, Thailand, India, Indonesia, and Australia)

Highlights of the Report:

Accurate market size and CAGR forecasts for the period 2020-2026

Identification and in-depth assessment of growth opportunities in key segments and regions

Detailed company profiling of top players of the global Virtual Reality Games market

Exhaustive research on innovation and other trends of the global Virtual Reality Games market

Reliable industry value chain and supply chain analysis

Comprehensive analysis of important growth drivers, restraints, challenges, and growth prospects

The scope of the Report:

The report offers a complete company profiling of leading players competing in the global Virtual Reality Games marketwith a high focus on the share, gross margin, net profit, sales, product portfolio, new applications, recent developments, and several other factors. It also throws light on the vendor landscape to help players become aware of future competitive changes in the global Virtual Reality Games market.

Reasons to Buy the Report:

About Us:

Market Research Intellect provides syndicated and customized research reports to clients from various industries and organizations with the aim of delivering functional expertise. We provide reports for all industries including Energy, Technology, Manufacturing and Construction, Chemicals and Materials, Food and Beverage, and more. These reports deliver an in-depth study of the market with industry analysis, the market value for regions and countries, and trends that are pertinent to the industry.

Contact Us:

Mr. Steven Fernandes

Market Research Intellect

New Jersey ( USA )

Tel: +1-650-781-4080

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Virtual Reality Games Market Application, Drive System, Structure, Model, Type, Product and Region Global Forecast to 2027 - Owned

Global Virtual Reality (VR) in Healthcare Market Breaking The Ground With Top Players Forecast 2020 to 2027 – Market Research Posts

The New Report Titled as Virtual Reality (VR) in Healthcare Market published by Reportspedia, covers the market landscape and its evolution predictions during the forecast period. The report objectives to provide an overview of global Virtual Reality (VR) in Healthcare Market with detailed market segmentation by solution, security type, application and geography. The Virtual Reality (VR) in Healthcare Market is anticipated to eyewitness high growth during the forecast period. The report delivers key statistics on the market status of the leading market players and deals key trends and opportunities in the market.

Request For Free Sample Report: @ https://www.reportspedia.com/report/others/2015-2027-global-virtual-reality-(vr)-in-healthcare-industry-market-research-report,-segment-by-player,-type,-application,-marketing-channel,-and-region/59946#request_sample

This research report also includes profiles of major companies operating in the global market. Some of the prominent players operating in the Global Virtual Reality (VR) in Healthcare Market are:

Vital ImagesStrykerVirtual RealtiesGE HealthcareMedtronicIntuitive SurgicalPhilipsSiemensBrainlabVirtalisCAE Healthcare

The Virtual Reality (VR) in Healthcare Market for the regions covers North America, Europe, Asia-Pacific, Latin America, and Middle East & Africa. Regional breakdown has been done based on the current and forthcoming trends in the global Virtual Reality (VR) in Healthcare Market along with the discrete application segment across all the projecting region.

Ask For Discount: https://www.reportspedia.com/discount_inquiry/discount/59946

The Type Coverage in the Market are:

Full Immersive VRSemi-immersive VRNon- immersive VR

Market Segment by Applications, covers:

Surgery SimulationTele-surgeryPhobia TreatmentRobotic SurgeryEducation and TrainingVisualization and RehabilitationTreatment of Post-traumatic Stress Disorder (PTSD)Treatment of AutismDiagnosis of Cognitive DisordersOthers

Some Major TOC Points:

Chapter 1. Virtual Reality (VR) in Healthcare Market Report Overview

Chapter 2. Global Virtual Reality (VR) in Healthcare Market Growth Trends

Chapter 3. Market Share by Key Players

Chapter 4. Virtual Reality (VR) in Healthcare Market Breakdown Data by Type and Application

Chapter 5. Market by End Users/Application

Chapter 6. COVID-19 Outbreak: Virtual Reality (VR) in Healthcare Industry Impact

Chapter 7. Opportunity Analysis in Covid-19 Crisis

Chapter 9. Market Driving Force

Continue for TOC

Do you want any other requirement or customize the report, Do Inquiry Here: https://www.reportspedia.com/report/others/2015-2027-global-virtual-reality-(vr)-in-healthcare-industry-market-research-report,-segment-by-player,-type,-application,-marketing-channel,-and-region/59946#inquiry_before_buying

Key questions Answered in this Virtual Reality (VR) in Healthcare Market Report:

What will be the Virtual Reality (VR) in Healthcare Market growth rate and value in 2020?

What are the key market predictions?

What is the major factors of driving this sector?

What are the situations to market growth?

Major factors covered in the report:

Global Virtual Reality (VR) in Healthcare Market summary

Economic Impact on the Industry

Virtual Reality (VR) in Healthcare Market Competition in terms of Manufacturers

Virtual Reality (VR) in Healthcare Market Analysis by Application

Marketing Strategy comprehension, Distributors and Traders

Study on Market Research Factors

Table of Content & Report Detail @ https://www.reportspedia.com/report/others/2015-2027-global-virtual-reality-(vr)-in-healthcare-industry-market-research-report,-segment-by-player,-type,-application,-marketing-channel,-and-region/59946#table_of_contents

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Global Virtual Reality (VR) in Healthcare Market Breaking The Ground With Top Players Forecast 2020 to 2027 - Market Research Posts

Varjo receives Epic MegaGrant to further develop and expand its enterprise-grade Mixed Reality support for Unreal Engine – Auganix

In Virtual Reality and Mixed Reality News

July 30, 2020 Varjo, a provider of industrial-grade virtual reality (VR)/extended reality (XR) headsets and software, has today announced that it has received a MegaGrant by Epic Games in order to further develop its mixed reality support for Unreal Engine.

Epic MegaGrants is a USD $100 million program that supports creators working with Unreal Engine or enhancing open-source capabilities for the 3D graphics community. Varjo did not disclose the amount of the grant, although it did state that the sizeable MegaGrant will be utilized in support of its Varjo XR-1 Developer Edition headset as part of the mainline offering of Unreal Engine, which the company added will help to strengthen immersive solutions for enterprises worldwide.

Varjo currently provides one of the most advanced mixed reality hardware and software solutions for demanding industrial use, said Sebastian Loze, Industry Manager for Simulations at Epic Games. We are excited to soon have mainline support for Varjo products in the primary Unreal distribution to continue delivering the highest-end visualization for our customers. The addition of new mixed reality features in Unreal Engine enables a new class of application development.

Varjos devices are used by commercial, government, and academic organizations to train pilots and astronauts, conduct automotive design reviews, and run consumer and clinical research leveraging immersive environments, according to the company. With Varjo, professionals can create and train in human-eye resolution VR/XR experiences, and benefit from analytics capabilities enabled by the integrated 20/20 Eye Tracker. Varjo states that its key customers include Volvo Cars, Boeing Starliner, FlightSafety International, and Lockheed Martin.

We are thrilled to have this support from Epic Games to expand our delivery of mixed reality solutions for the most demanding enterprise VR/XR applications through Unreal Engine, said John Burwell, Global Lead of Simulation and Training at Varjo. With OpenXR as the target interface, developers will, for the first time, have access to the industrys most advanced enterprise-grade mixed reality features to support composing real and virtual environments for a wide variety of applications. Planned features include full support for Varjos photorealistic visual fidelity, eye tracking and real-time chroma keying. The resulting solution is likely to position Unreal Engine as the most advanced platform for enterprise mixed reality development.

The Varjo XR-1 Developer Edition offers human-eye resolution visual fidelity (over 60 PPD in the center of the field of view), integrated depth sensing, and low latency video pass-through mixed reality. With the Varjo XR-1, developers are able to create highly immersive virtual and mixed reality simulation experiences for a broad range of use cases. With Varjo, users can read text on displays and interact with the smallest buttons, switches and gauges, as well as see objects at realistic visibility ranges.

For more information on how Varjos devices are being used, please visit the companys website.

Image credit: Varjo

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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Varjo receives Epic MegaGrant to further develop and expand its enterprise-grade Mixed Reality support for Unreal Engine - Auganix

The L.A. River in augmented reality – Los Angeles Times

Fifty-one miles of territory. Thousands of years of evolution. How to grasp the complexity of the Los Angeles River, its history and its geological diversity in a single sitting?

Well, theres an app for that.

Rio de Los Angeles is a new augmented reality app produced by RYOT, a production studio run by Verizon Media that specializes in interactive and immersive experiences, in collaboration with digital studios Vrai Pictures and Superbright.

The app is an interactive experience for iPhone and iPad that walks a viewer through some of the rivers history from the pre-historic era to the present. Point it at a flat surface, and a 3-D map of the Los Angeles Basin materializes on the screen. From there, a menu of options walks you through the rivers history, from the shifting waterway on a broad flood plain to the channelized water body encased in concrete.

With the touch of a finger, the viewer can make rain fall or access vintage video of historic Los Angeles floods including the deadly flood of 1938 that killed dozens of people, inundated roads and washed away homes and bridges. That floods ferocity led the city to implement measures such as channelization hence todays apocalyptic river in a concrete chute.

VIDEO |

Rio de Los Angeles augmented reality app trailer

Jessica Brillhart, founder of Vrai Pictures, a studio that has worked on virtual reality projects in the cultural arena including a cosmic visualization of Beethovens Fifth Symphony with Londons Philharmonia Orchestra says she was intrigued by the story of the L.A. River after paying a visit to architect Frank Gehrys studio and learning about his firms work on the river master plan.

These mediums have the potential to show data sets in a whole new ways, she says of augmented reality. As an augmented reality project you could understand the river on so many different levels.

The app was built using data from a variety of sources, including historic archives and the LA River Index, a research database assembled by River LA, one of the many groups involved in the planned redevelopment of the river.

Jake Sally, head of development at RYOT, which focuses on creating immersive content, saw an educational opportunity in the project taking assembled information but finding a fresh way to present it.

The L.A. River is amazing, but its also hundreds of pages and graphs and data sets, and they are not accessible, he says. So can we build a depth of understanding? ... How can people who are in the immediate proximity to the river have a greater understanding of how their small piece fits into the larger context?

The app, which is free, also helps make augmented reality experiences accessible to the everyday user; all you need is your phone.

Its about how do we democratize these new technologies? says Sally. How can we create these one-of-a-kind experiences that connect the digital and physical worlds?

Rio de Los Angeles had a soft launch earlier this month and is available for download on the Apple app store.

Originally posted here:

The L.A. River in augmented reality - Los Angeles Times

Boston Red Sox TV team adjusting to new virtual reality with broadcasting – Berkshire Eagle

By Howard Herman, The Berkshire Eagle

Jerry Remy says the brave new world of Major League Baseball broadcasting has him missing interactions with players inside the Boston Red Sox locker room.

What he doesn't miss?

"As far as flights go and going to hotels, I don't miss that at all," Remy said. "I have no desire to go on an airplane to go to another town. I've been going since I was 21 years old.

"That's enough for me."

Remy, along with play-by-play broadcaster Dave O'Brien and analyst Dennis Eckersley will be broadcasting Red Sox games on the New England Sports Network, not from Fenway Park, but from the network's studios in Watertown.

Every Major League TV crew will broadcast their team's road games remotely. Those broadcasters will work home games live, and then go to their home parks to broadcast road games. Some, like the Red Sox, will do all games remotely.

The trio, with Eckersley being added to what had historically been a two-person booth, made its debut on Wednesday during the Red Sox-Toronto exhibition game.

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"[Tuesday] night, in all honesty, I missed being at the ballpark," O'Brien said during a Zoom conference with the broadcasters. "I missed being in a full ballpark. I think we're all going to have that same feeling as the rest of the summer moves on."

O'Brien, however, has done games remotely before, so this isn't a new world for him.

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"I did during the 2006 World Cup," O'Brien wrote in a text to The Eagle. O'Brien worked for ESPN from 2002-2017, and in 2006 was the network's voice of soccer.

"Called a match remotely and they had to stick us in a closet with one monitor in Munich. Occasionally I handed out brooms," O'Brien wrote. "Not ideal."

Unlike that game, O'Brien and his colleagues won't be dealing with one lone monitor when they broadcast games.

"We have everything we have in a typical game," O'Brien said. "We also have our giant monitor which gives us Fenway from center field into home plate. Short of being there and hearing the crack of the bat and flight of the ball ... I don't think we want for anything in terms of angles."

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The trio also has a very large monitor that looks out from behind home plate at the entire field, giving the broadcasters a similar view to what they would see from the broadcast booth high atop Fenway Park from behind home plate.

"I don't really feel like I'm missing much. I think, if anything, it's when you're at the ball park and I think from Dave's point of view, it probably effects him more than us is when there's a home run hit, you can almost tell on contact whether that ball's going to be gone or it's not going to be gone by the way it sounds," Remy said. "I think that's going to be a little more difficult on your home TV that we're basically watching."

O'Brien, Eckersley and Remy were also asked about the piped-in crowd noise that NESN is using during broadcasts.

"As soon as I put my headset on and had that little buzz of being at the ball park, the crowd noise, which is huge," Eckersley said. "When the game kind of peaks at certain times, and last night there was a bases-loaded situation that the Red Sox could have opened it up a little bit, that's when you don't get being at the ball park and hearing the crowd kind of knowing when the game is coming to a head. You've got to have that energy that comes with it.

"That's going to be the hard part."

Howard Herman can be reached at hherman@berkshireeagle.com, at @howardherman on Twitter, or 413-496-6253.

If you'd like to leave a comment (or a tip or a question) about this story with the editors, please email us. We also welcome letters to the editor for publication; you can do that by filling out our letters form and submitting it to the newsroom.

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Boston Red Sox TV team adjusting to new virtual reality with broadcasting - Berkshire Eagle

Analyzing Impacts Of COVID-19 On Automotive Augmented Reality and Virtual Reality Market Effects, Aftermath And Forecast To 2026 – Owned

The global Automotive Augmented Reality and Virtual Reality market focuses on encompassing major statistical evidence for the Automotive Augmented Reality and Virtual Reality industry as it offers our readers a value addition on guiding them in encountering the obstacles surrounding the market. A comprehensive addition of several factors such as global distribution, manufacturers, market size, and market factors that affect the global contributions are reported in the study. In addition the Automotive Augmented Reality and Virtual Reality study also shifts its attention with an in-depth competitive landscape, defined growth opportunities, market share coupled with product type and applications, key companies responsible for the production, and utilized strategies are also marked.

This intelligence and 2026 forecasts Automotive Augmented Reality and Virtual Reality industry report further exhibits a pattern of analyzing previous data sources gathered from reliable sources and sets a precedented growth trajectory for the Automotive Augmented Reality and Virtual Reality market. The report also focuses on a comprehensive market revenue streams along with growth patterns, analytics focused on market trends, and the overall volume of the market.

Moreover, the Automotive Augmented Reality and Virtual Reality report describes the market division based on various parameters and attributes that are based on geographical distribution, product types, applications, etc. The market segmentation clarifies further regional distribution for the Automotive Augmented Reality and Virtual Reality market, business trends, potential revenue sources, and upcoming market opportunities.

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Key players in the global Automotive Augmented Reality and Virtual Reality market covered in Chapter 4:, Panasonic, DENSO, General Motors (GM), Visteon, Bosch, Jaguar, HARMAN International, Mercedes-Benz, Delphi Automotive*, NVIDIA, Continental, HTC, AutoVRse, Microsoft, Garmin, Hyundai Motor Company, Unity, Volkswagen, Nippon Seiki

In Chapter 11 and 13.3, on the basis of types, the Automotive Augmented Reality and Virtual Reality market from 2015 to 2026 is primarily split into:, Augmented reality (AR), Virtual reality (VR)

In Chapter 12 and 13.4, on the basis of applications, the Automotive Augmented Reality and Virtual Reality market from 2015 to 2026 covers:, Improving the Product, Improving the Selling Experience, Others

Geographically, the detailed analysis of consumption, revenue, market share and growth rate, historic and forecast (2015-2026) of the following regions are covered in Chapter 5, 6, 7, 8, 9, 10, 13:, North America (Covered in Chapter 6 and 13), United States, Canada, Mexico, Europe (Covered in Chapter 7 and 13), Germany, UK, France, Italy, Spain, Russia, Others, Asia-Pacific (Covered in Chapter 8 and 13), China, Japan, South Korea, Australia, India, Southeast Asia, Others, Middle East and Africa (Covered in Chapter 9 and 13), Saudi Arabia, UAE, Egypt, Nigeria, South Africa, Others, South America (Covered in Chapter 10 and 13), Brazil, Argentina, Columbia, Chile, Others

The Automotive Augmented Reality and Virtual Reality market study further highlights the segmentation of the Automotive Augmented Reality and Virtual Reality industry on a global distribution. The report focuses on regions of North America, Europe, Asia, and the Rest of the World in terms of developing business trends, preferred market channels, investment feasibility, long term investments, and environmental analysis. The Automotive Augmented Reality and Virtual Reality report also calls attention to investigate product capacity, product price, profit streams, supply to demand ratio, production and market growth rate, and a projected growth forecast.

In addition, the Automotive Augmented Reality and Virtual Reality market study also covers several factors such as market status, key market trends, growth forecast, and growth opportunities. Furthermore, we analyze the challenges faced by the Automotive Augmented Reality and Virtual Reality market in terms of global and regional basis. The study also encompasses a number of opportunities and emerging trends which are considered by considering their impact on the global scale in acquiring a majority of the market share.

The study encompasses a variety of analytical resources such as SWOT analysis and Porters Five Forces analysis coupled with primary and secondary research methodologies. It covers all the bases surrounding the Automotive Augmented Reality and Virtual Reality industry as it explores the competitive nature of the market complete with a regional analysis.

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Some Point of Table of Content:

Chapter One: Report Overview

Chapter Two: Global Market Growth Trends

Chapter Three: Value Chain of Automotive Augmented Reality and Virtual Reality Market

Chapter Four: Players Profiles

Chapter Five: Global Automotive Augmented Reality and Virtual Reality Market Analysis by Regions

Chapter Six: North America Automotive Augmented Reality and Virtual Reality Market Analysis by Countries

Chapter Seven: Europe Automotive Augmented Reality and Virtual Reality Market Analysis by Countries

Chapter Eight: Asia-Pacific Automotive Augmented Reality and Virtual Reality Market Analysis by Countries

Chapter Nine: Middle East and Africa Automotive Augmented Reality and Virtual Reality Market Analysis by Countries

Chapter Ten: South America Automotive Augmented Reality and Virtual Reality Market Analysis by Countries

Chapter Eleven: Global Automotive Augmented Reality and Virtual Reality Market Segment by Types

Chapter Twelve: Global Automotive Augmented Reality and Virtual Reality Market Segment by Applications12.1 Global Automotive Augmented Reality and Virtual Reality Sales, Revenue and Market Share by Applications (2015-2020)12.1.1 Global Automotive Augmented Reality and Virtual Reality Sales and Market Share by Applications (2015-2020)12.1.2 Global Automotive Augmented Reality and Virtual Reality Revenue and Market Share by Applications (2015-2020)12.2 Improving the Product Sales, Revenue and Growth Rate (2015-2020)12.3 Improving the Selling Experience Sales, Revenue and Growth Rate (2015-2020)12.4 Others Sales, Revenue and Growth Rate (2015-2020)

Chapter Thirteen: Automotive Augmented Reality and Virtual Reality Market Forecast by Regions (2020-2026) continued

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List of tablesList of Tables and FiguresTable Global Automotive Augmented Reality and Virtual Reality Market Size Growth Rate by Type (2020-2026)Figure Global Automotive Augmented Reality and Virtual Reality Market Share by Type in 2019 & 2026Figure Augmented reality (AR) FeaturesFigure Virtual reality (VR) FeaturesTable Global Automotive Augmented Reality and Virtual Reality Market Size Growth by Application (2020-2026)Figure Global Automotive Augmented Reality and Virtual Reality Market Share by Application in 2019 & 2026Figure Improving the Product DescriptionFigure Improving the Selling Experience DescriptionFigure Others DescriptionFigure Global COVID-19 Status OverviewTable Influence of COVID-19 Outbreak on Automotive Augmented Reality and Virtual Reality Industry DevelopmentTable SWOT AnalysisFigure Porters Five Forces AnalysisFigure Global Automotive Augmented Reality and Virtual Reality Market Size and Growth Rate 2015-2026Table Industry NewsTable Industry PoliciesFigure Value Chain Status of Automotive Augmented Reality and Virtual RealityFigure Production Process of Automotive Augmented Reality and Virtual RealityFigure Manufacturing Cost Structure of Automotive Augmented Reality and Virtual RealityFigure Major Company Analysis (by Business Distribution Base, by Product Type)Table Downstream Major Customer Analysis (by Region)Table Panasonic ProfileTable Panasonic Production, Value, Price, Gross Margin 2015-2020Table DENSO ProfileTable DENSO Production, Value, Price, Gross Margin 2015-2020Table General Motors (GM) ProfileTable General Motors (GM) Production, Value, Price, Gross Margin 2015-2020Table Visteon ProfileTable Visteon Production, Value, Price, Gross Margin 2015-2020Table Bosch ProfileTable Bosch Production, Value, Price, Gross Margin 2015-2020Table Jaguar ProfileTable Jaguar Production, Value, Price, Gross Margin 2015-2020Table HARMAN International ProfileTable HARMAN International Production, Value, Price, Gross Margin 2015-2020Table Mercedes-Benz ProfileTable Mercedes-Benz Production, Value, Price, Gross Margin 2015-2020Table Delphi Automotive* ProfileTable Delphi Automotive* Production, Value, Price, Gross Margin 2015-2020Table NVIDIA ProfileTable NVIDIA Production, Value, Price, Gross Margin 2015-2020Table Continental ProfileTable Continental Production, Value, Price, Gross Margin 2015-2020Table HTC ProfileTable HTC Production, Value, Price, Gross Margin 2015-2020Table AutoVRse ProfileTable AutoVRse Production, Value, Price, Gross Margin 2015-2020Table Microsoft ProfileTable Microsoft Production, Value, Price, Gross Margin 2015-2020Table Garmin ProfileTable Garmin Production, Value, Price, Gross Margin 2015-2020Table Hyundai Motor Company ProfileTable Hyundai Motor Company Production, Value, Price, Gross Margin 2015-2020Table Unity ProfileTable Unity Production, Value, Price, Gross Margin 2015-2020Table Volkswagen ProfileTable Volkswagen Production, Value, Price, Gross Margin 2015-2020Table Nippon Seiki ProfileTable Nippon Seiki Production, Value, Price, Gross Margin 2015-2020Figure Global Automotive Augmented Reality and Virtual Reality Sales and Growth Rate (2015-2020)Figure Global Automotive Augmented Reality and Virtual Reality Revenue ($) and Growth (2015-2020)Table Global Automotive Augmented Reality and Virtual Reality Sales by Regions (2015-2020)Table Global Automotive Augmented Reality and Virtual Reality Sales Market Share by Regions (2015-2020)Table Global Automotive Augmented Reality and Virtual Reality Revenue ($) by Regions (2015-2020)Table Global Automotive Augmented Reality and Virtual Reality Revenue Market Share by Regions (2015-2020)Table Global Automotive Augmented Reality and Virtual Reality Revenue Market Share by Regions in 2015Table Global Automotive Augmented Reality and Virtual Reality Revenue Market Share by Regions in 2019Figure North America Automotive Augmented Reality and Virtual Reality Sales and Growth Rate (2015-2020)Figure Europe Automotive Augmented Reality and Virtual Reality Sales and Growth Rate (2015-2020)Figure Asia-Pacific Automotive Augmented Reality and Virtual Reality Sales and Growth Rate (2015-2020)Figure Middle East and Africa Automotive Augmented Reality and Virtual Reality Sales and Growth Rate (2015-2020)Figure South America Automotive Augmented Reality and Virtual Reality Sales and Growth Rate (2015-2020)Figure North America Automotive Augmented Reality and Virtual Reality Revenue ($) and Growth (2015-2020)Table North America Automotive Augmented Reality and Virtual Reality Sales by Countries (2015-2020)Table North America Automotive Augmented Reality and Virtual Reality Sales Market Share by Countries (2015-2020)Figure North America Automotive Augmented Reality and Virtual Reality Sales Market Share by Countries in 2015Figure North America Automotive Augmented Reality and Virtual Reality Sales Market Share by Countries in 2019Table North America Automotive Augmented Reality and Virtual Reality Revenue ($) by Countries (2015-2020)Table North America Automotive Augmented Reality and Virtual Reality Revenue Market Share by Countries (2015-2020)Figure North America Automotive Augmented Reality and Virtual Reality Revenue Market Share by Countries in 2015Figure North America Automotive Augmented Reality and Virtual Reality Revenue Market Share by Countries in 2019Figure United States Automotive Augmented Reality and Virtual Reality Sales and Growth Rate (2015-2020)Figure Canada Automotive Augmented Reality and Virtual Reality Sales and Growth Rate (2015-2020)Figure Mexico Automotive Augmented Reality and Virtual Reality Sales and Growth (2015-2020)Figure Europe Automotive Augmented Reality and Virtual Reality Revenue ($) Growth (2015-2020)Table Europe Automotive Augmented Reality and Virtual Reality Sales by Countries (2015-2020)Table Europe Automotive Augmented Reality and Virtual Reality Sales Market Share by Countries (2015-2020)Figure Europe Automotive Augmented Reality and Virtual Reality Sales Market Share by Countries in 2015Figure Europe Automotive Augmented Reality and Virtual Reality Sales Market Share by Countries in 2019Table Europe Automotive Augmented Reality and Virtual Reality Revenue ($) by Countries (2015-2020)Table Europe Automotive Augmented Reality and Virtual Reality Revenue Market Share by Countries (2015-2020)Figure Europe Automotive Augmented Reality and Virtual Reality Revenue Market Share by Countries in 2015Figure Europe Automotive Augmented Reality and Virtual Reality Revenue Market Share by Countries in 2019Figure Germany Automotive Augmented Reality and Virtual Reality Sales and Growth Rate (2015-2020)Figure UK Automotive Augmented Reality and Virtual Reality Sales and Growth Rate (2015-2020)Figure France Automotive Augmented Reality and Virtual Reality Sales and Growth Rate (2015-2020)Figure Italy Automotive Augmented Reality and Virtual Reality Sales and Growth Rate (2015-2020)Figure Spain Automotive Augmented Reality and Virtual Reality Sales and Growth Rate (2015-2020)Figure Russia Automotive Augmented Reality and Virtual Reality Sales and Growth Rate (2015-2020)Figure Asia-Pacific Automotive Augmented Reality and Virtual Reality Revenue ($) and Growth (2015-2020)Table Asia-Pacific Automotive Augmented Reality and Virtual Reality Sales by Countries (2015-2020)Table Asia-Pacific Automotive Augmented Reality and Virtual Reality Sales Market Share by Countries (2015-2020)Figure Asia-Pacific Automotive Augmented Reality and Virtual Reality Sales Market Share by Countries in 2015Figure Asia-Pacific Automotive Augmented Reality and Virtual Reality Sales Market Share by Countries in 2019Table Asia-Pacific Automotive Augmented Reality and Virtual Reality Revenue ($) by Countries (2015-2020)Table Asia-Pacific Automotive Augmented Reality and Virtual Reality Revenue Market Share by Countries (2015-2020)Figure Asia-Pacific Automotive Augmented Reality and Virtual Reality Revenue Market Share by Countries in 2015Figure Asia-Pacific Automotive Augmented Reality and Virtual Reality Revenue Market Share by Countries in 2019Figure China Automotive Augmented Reality and Virtual Reality Sales and Growth Rate (2015-2020)Figure Japan Automotive Augmented Reality and Virtual Reality Sales and Growth Rate (2015-2020)Figure South Korea Automotive Augmented Reality and Virtual Reality Sales and Growth Rate (2015-2020)Figure Australia Automotive Augmented Reality and Virtual Reality Sales and Growth Rate (2015-2020)Figure India Automotive Augmented Reality and Virtual Reality Sales and Growth Rate (2015-2020)Figure Southeast Asia Automotive Augmented Reality and Virtual Reality Sales and Growth Rate (2015-2020)Figure Middle East and Africa Automotive Augmented Reality and Virtual Reality Revenue ($) and Growth (2015-2020) continued

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Contact Details:Jennifer GrayManager Global Sales+ 852 8170 0792[emailprotected]

NOTE: Our report does take into account the impact of coronavirus pandemic and dedicates qualitative as well as quantitative sections of information within the report that emphasizes the impact of COVID-19.

As this pandemic is ongoing and leading to dynamic shifts in stocks and businesses worldwide, we take into account the current condition and forecast the market data taking into consideration the micro and macroeconomic factors that will be affected by the pandemic.

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Analyzing Impacts Of COVID-19 On Automotive Augmented Reality and Virtual Reality Market Effects, Aftermath And Forecast To 2026 - Owned

Golden Age Home to offer virtual reality solutions – Lockhart Post Register

By Michael Vaughan

Special to the LPR

Golden Age Home Assisted Living, a retirement care and personal assisted living facility located in Lockhart, Texas, announced a partnership today with MyndVR, the nations leading provider of virtual reality solutions for senior care communities. Together, they will be the first community to offer virtual reality solutions to seniors in the AREA. Since 1959, Golden Age Home Assisted Living has provided compassionate care in a Christian environment for the elderly.At Golden Age Home, our primary goal is to improve our residents quality of life, said Nicole Burnett, Executive Director. Physical or mental conditions should not define a persons future or detract from leading a meaningful life. We are excited at what MyndVR will be able to do for our seniors, giving them the ability to unlock memories and experience those memories that brought joy to their youth as well as participate in an advanced use of technology that is fun! We are thrilled to be partnering with their team.

We are so excited to deliver this amazing, life-enriching program to residents at Golden Age Home, said Chris Brickler, CEO of MyndVR. Its important that the AR/VR industry steps up in this isolation crisis, and we are excited to be able to deliver MyndVR to communities in need across the country.

For residents facing isolation due to COVID-19, MyndVR provides an exciting way to break out of their four walls and experience the world that is otherwise outside of their grasp. Ive been waiting to go to the zoo for a long time. Said one resident after a virtual visit to the zoo. I really like this. I could do it all day long.

The companys vast library of content includes travel, music, art, adventure, nature, and reminiscence therapies, and has the ability to lift spirits, allowing seniors who are aging in place to fully experience the benefits of virtual reality.

About Golden Age Home Assisted LivingGolden Age Home began as a dream in the hearts & minds of the community of Lockhart First United Methodist Church in the late 1950s. It was apparent to these concerned Lockhart citizens that there was a need for a Christian environment for the elderly who could no longer maintain their own homes. Their vision was to build a place where these ladies and gentlemen could receive necessary medical care, a balanced diet, and planned activities.

The doors of the community opened in November of 1960. Golden Age Home received its nonprofit status in 1964 and has operated as a private nonprofit organization since that time.

About MyndVRMyndVR is a national health and wellness company providing virtual reality solutions to senior living communities, home health care agencies and directly to older adult consumers. The company is intelligently curating a vast library of VR content and creating innovative genres of recreational, prescriptive and on-demand content. MyndVR offers a promising future of cognitive health and wellness for the dynamic aging population. MyndVR uses a compassionate approach and understands the best way to deliver the right content to adults 55-plus. Pilots have demonstrated the positive impacts on older adults.

MyndVR is committed to conducting clinical trials in order to measure the therapeutic effect of VR. These trials will also measure the health care outcomes, including cognitive, visual, emotional and physical effects on older adults. For more, visit http://www.myndvr.com.

For more information, please call Michael Vaughan at (813) 210-1706 or email him at michael@heraldpr.com

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Golden Age Home to offer virtual reality solutions - Lockhart Post Register

US Fire Administration encourages the use of Virtual Reality for firefighter training – Auganix

In Virtual Reality News

July 24, 2020 The US Fire Administration (USFA), an entity of the US Department of Homeland Securitys Federal Emergency Management Agency (FEMA), has recently published an article advocating for the use of virtual reality (VR) technology in order to help save the lives of firefighters in training. According to the USFA, from 2008-2019, 110 firefighters lost their lives due to training injuries.

The organization commented: While many of these may be attributed to personal health issues, the majority comprise a senseless loss of life. If you are a training officer looking for a practical, safe alternative to dangerous live fire scenarios, take a look at virtual reality training.

According to the USFA, from 2008-2019, 110 firefighters lost their lives due to training injuries.

VR technology is helping to raise the bar in firefighter training, while also providing the added benefit of helping to save lives and conserve valuable resources. The use of VR technology allows firefighters to train for incidents that cannot easily be replicated or may be very costly to recreate, and helps to eliminate the hazards involved in live training.

VR makes for an ideal solution for this sort of training, as the technology can be used for both individual and group learning using 360 media (2D and 3D), as well as for creating realistic immersive environments and experiences for those participating, all whilst maintaining a very acceptable level of safety. The tech can also be used for virtual meeting spaces and Q&A sessions, adding a further layer of interactivity to more classroom-style learning experiences.

The USFA states that the leading cause of firefighter death during training is stress/overexertion (70%). The remainder of deaths are attributed to falls, vehicle collision, self-contained breathing apparatus (SCBA) failure or environmental exposure.

Some of the benefits of using VR listed by the USFA include:

The organization has gone on to encourage the adoption of VR by fire departments, and offers decision makers resources to assist with the decision making process for choosing VR hardware and software setups.

The USFA added: Off the shelf VR equipment and apps can be adopted for use in the fire service with a low entry cost. At a higher price point, Enterprise business VR solutions and custom software for emergency services are available that will provide a robust VR system. However, it added that the quality of a VR setup is absolutely critical to ensuring a reliable and immersive training experience.

Virtual environments are not without risk of course, although, going through a training drill of a burning building or vehicle wreckage in a virtual environment for example, is much safer than practising with the real thing. However, the USFA encourages fire departments to create VR-specific policy and training materials to outline responsibilities and review safe operation prior to use.

Recently, some companies have started to specialize in the provision of VR training solutions targeted specifically at fire departments and firefighter training. One such company is Australia-based FLAIM Systems, which provides its FLAIM Trainer offering, a platform designed to place firefighters in realistic training scenarios by utilising several customised elements, including:

Commenting on the use of virtual reality for firefighter training, FLAIM Systems Chief Technology Officer, James Mullins, stated: FLAIM is at the forefront of the emerging immersive training market, we have seen strong uptake of our FLAIM Trainer system in fire services around the world since it was launched in 2018.

FLAIMs solution offers advanced levels of immersion. Describing just what the solution can do, Mullins said: We can control every aspect of the simulation, with the system applying immersive technologies developed from over 10 years and more than 10,000 hours of research. We put people into a suit that can reach nearly 200F. If you walk up to a fire, youll feel the heat. We have a jet reaction force on the hose that can pull a couple of people off their feet if theyre not holding it properly. Flow rates, water used, where a person moveswe can capture that with Vive Trackers.

FLAIM has now sold over 50 systems and has clients in 18 countries. For more information on FLAIM Systems, please visit the companys website.

Image / video credit: FLAIM Systems / YouTube

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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US Fire Administration encourages the use of Virtual Reality for firefighter training - Auganix

Virtual Reality In Education Sector Industry Growth Analysis, Varieties And Analysis Of Key Players- Forecasts To 2026 – Market Research Posts

The global Virtual Reality In Education Sector Market, which is extensively assessed in the report contemplates the best need development angles and how they could affect the market over the figure residency under thought. The experts have taken careful endeavors to thoroughly evaluating every development factor of the market, other than indicating how certain market restrictions could represent a danger to players in the coming years. In addition, the report additionally gives data on top patterns and openings and how players could take advantage of them to take up the difficulties in the Virtual Reality In Education Sector Market. This could be a helpful rule for players to concrete their situation in the business or make a rebound in the market.

The Leading Market Players Covered in this Report are : Unimersiv,Google,VR Education Holdings,Alchemy VR,Discovery VR,zSpace,Curiscope,WEARVR,Nearpod,EON Reality,Oculus VR,Schell Games,Gamar,Thinglink,Virtalis,Avantis Education .

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Impact of Covid-19 in Virtual Reality In Education Sector Market:The utility-owned segment is mainly being driven by increasing financial incentives and regulatory supports from the governments globally. The current utility-owned Virtual Reality In Education Sector are affected primarily by the COVID-19 pandemic. Most of the projects in China, the US, Germany, and South Korea are delayed, and the companies are facing short-term operational issues due to supply chain constraints and lack of site access due to the COVID-19 outbreak. Asia-Pacific is anticipated to get highly affected by the spread of the COVID-19 due to the effect of the pandemic in China, Japan, and India. China is the epic center of this lethal disease. China is a major country in terms of the chemical industry.

Key Businesses Segmentation of Virtual Reality In Education Sector MarketOn the basis on the end users/applications,this report focuses on the status and outlook for major applications/end users, sales volume, Virtual Reality In Education Sector market share and growth rate of Virtual Reality In Education Sector foreach application, including-

On the basis of product,this report displays the sales volume, revenue (Million USD), product price, Virtual Reality In Education Sector market share and growth rate ofeach type, primarily split into-

Virtual Reality In Education Sector Market Regional Analysis Includes: Asia-Pacific(Vietnam, China, Malaysia, Japan, Philippines, Korea, Thailand, India, Indonesia, and Australia) Europe(Turkey, Germany, Russia UK, Italy, France, etc.) North America(the United States, Mexico, and Canada.) South America(Brazil etc.) The Middle East and Africa(GCC Countries and Egypt.)

Key Highlights of the Table of Contents:Virtual Reality In Education Sector Market Study Coverage:It includes key market segments, key manufacturers covered, the scope of products offered in the years considered, global Virtual Reality In Education Sector market and study objectives. Additionally, it touches the segmentation study provided in the report on the basis of the type of product and applications.Virtual Reality In Education Sector Market Executive summary:This section emphasizes the key studies, market growth rate, competitive landscape, market drivers, trends, and issues in addition to the macroscopic indicators.Virtual Reality In Education Sector Market Production by Region:The report delivers data related to import and export, revenue, production, and key players of all regional markets studied are covered in this section.Virtual Reality In Education Sector Market Profile of Manufacturers:Analysis of each market player profiled is detailed in this section. This segment also provides SWOT analysis, products, production, value, capacity, and other vital factors of the individual player.

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Key Questions Answered: To gain insightful analyses of the Virtual Reality In Education Sector market and have a comprehensive understanding of the global market and its commercial landscape. Assess the production processes, major issues, and solutions to mitigate the development risk. To understand the most affecting driving and restraining forces in the market and its impact on the global Virtual Reality In Education Sector market. Learn about the Virtual Reality In Education Sector market strategies that are being adopted by leading respective organizations. To understand the future outlook and prospects for the market. Besides the standard structure reports, we also provide custom research according to specific requirements.

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Virtual Reality In Education Sector Industry Growth Analysis, Varieties And Analysis Of Key Players- Forecasts To 2026 - Market Research Posts

Virtual Reality Device Market-Segment Market Trends, Analysis and Forecast 2019 2023 – Owned

In 2018, the market size of Virtual Reality Device Market is million US$ and it will reach million US$ in 2025, growing at a CAGR of from 2018; while in China, the market size is valued at xx million US$ and will increase to xx million US$ in 2025, with a CAGR of xx% during forecast period.

In this report, 2018 has been considered as the base year and 2018 to 2025 as the forecast period to estimate the market size for Virtual Reality Device .

This report studies the global market size of Virtual Reality Device , especially focuses on the key regions like United States, European Union, China, and other regions (Japan, Korea, India and Southeast Asia).

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This study presents the Virtual Reality Device Market production, revenue, market share and growth rate for each key company, and also covers the breakdown data (production, consumption, revenue and market share) by regions, type and applications. Virtual Reality Device history breakdown data from 2014 to 2018, and forecast to 2025.

For top companies in United States, European Union and China, this report investigates and analyzes the production, value, price, market share and growth rate for the top manufacturers, key data from 2014 to 2018.

The following manufacturers are covered:Andoer(Germany)Damark(Denmark)Generic(United Kingdom)Skinit(Germany)Sony(Japan)Gigabyte(Japan)Green-L(Japan)Hyperkin(France)Asus(China)CellBellLTD(United States)360Heros(United States)Abcsell(United States)Computer Upgrade King(United States)IQIYI(China)HTC(China)BOFENG(China)Alienware(United States)SHINECON(China)SAMSUNG(South Korea)PiMAX(United States)Google(United States)Fujitsu(China)ROYOLE(China)DJI(China)Iblue(Japan)IPartsBuy(Germany)Lenovo(China)Lookatool(United States)Oculus(United)RITECH(China)

Segment by RegionsNorth AmericaEuropeChinaJapan

Segment by TypeWindowsAndriodIOSMacOther

Segment by ApplicationEducationEntertainmentResearch

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The content of the study subjects, includes a total of 15 chapters:

Chapter 1, to describe Virtual Reality Device product scope, market overview, market opportunities, market driving force and market risks.

Chapter 2, to profile the top manufacturers of Virtual Reality Device , with price, sales, revenue and global market share of Virtual Reality Device in 2017 and 2018.

Chapter 3, the Virtual Reality Device competitive situation, sales, revenue and global market share of top manufacturers are analyzed emphatically by landscape contrast.

Chapter 4, the Virtual Reality Device breakdown data are shown at the regional level, to show the sales, revenue and growth by regions, from 2014 to 2018.

Chapter 5, 6, 7, 8 and 9, to break the sales data at the country level, with sales, revenue and market share for key countries in the world, from 2014 to 2018.

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Chapter 10 and 11, to segment the sales by type and application, with sales market share and growth rate by type, application, from 2014 to 2018.

Chapter 12, Virtual Reality Device market forecast, by regions, type and application, with sales and revenue, from 2018 to 2024.

Chapter 13, 14 and 15, to describe Virtual Reality Device sales channel, distributors, customers, research findings and conclusion, appendix and data source.

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Virtual Reality Device Market-Segment Market Trends, Analysis and Forecast 2019 2023 - Owned

Virtual Reality in Gaming Market Growth Trends, Key Players, Competitive Methods And Forecast To 2026 – Owned

The Global Virtual Reality in Gaming Market study encloses the projection size of the market both in terms of value (Mn/Bn US$) and volume (x units). With bottom-up and top-down approaches, the report predicts the viewpoint of various domestic vendors in the whole market and offers the market size of the Virtual Reality in Gaming market. The analysts of the report have performed in-depth primary and secondary research to analyze the key players and their market share. Further, different trusted sources were roped in to gather numbers, subdivisions, revenue and shares.

The research study encompasses fundamental points of the Global Virtual Reality in Gaming Market, from future prospects to the competitive scenario, extensively. The DROT and Porters Five Forces analyses provides a deep explanation of the factors affecting the growth of Virtual Reality in Gaming market. The Virtual Reality in Gaming market has been broken down into various segments, regions, end-uses and players to provide a clear picture of the present market situation to the readers. In addition, microeconomics aspects are also included in the research. Major prime key manufactures enclosed within the report alongside Market Share, Stock Determinations and Figures, Contact information, Sales, Capacity, Production, Price, Cost, Revenue and Business Profiles are (SONY, Microsoft, Nintendo, Linden Labs, Electronic Arts, Facebook, Samsung Electronics, Google, HTC, Virtuix Omni, Leap Motion, Telsa Studios, Qualcomm Incorporated, Lucid VR,).

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The main objective of the Virtual Reality in Gaming industry report is to Supply Key Insights on Competition Positioning, Current Trends, Market Potential, Growth Rates, and Alternative Relevant Statistics.

Virtual Reality in Gaming Market By Capability, Production and Share By Manufacturers, Top 3 and Top 5 Manufacturers, Virtual Reality in Gaming Market Share of Manufacturers, Revenue and Share By Manufacturers, Producing Base Distribution, Sales Area, Product Kind, Market Competitive Scenario And Trends, Market Concentration Rate.

Later, the report gives detailed analysis about the major factors fueling the expansion of Virtual Reality in Gaming Market in the coming years. Some of the major factors driving the growth of Virtual Reality in Gaming Market are-

Virtual Reality in Gaming Market: Regional analysis includes:

Moving forward, the researched report gives details about the strategies applied by companies as well as new entrants to expand its presence in the market.

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On the basis on the end users/applications,this report focuses on the status and outlook for major applications/end users, sales volume, Virtual Reality in Gaming market share and growth rate of Virtual Reality in Gaming foreach application, including-

On the basis of product,this report displays the sales volume, revenue (Million USD), product price, Virtual Reality in Gaming market share and growth rate ofeach type, primarily split into-

The market study report also fragments the market on basis regions and sub regions. Furthermore, discusses the contribution of major regions that are likely to influence the market in the coming years.

Key Questions Answered in the Report:-

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Virtual Reality in Gaming Market Growth Trends, Key Players, Competitive Methods And Forecast To 2026 - Owned

Virtual Reality Device Market is estimated to Experience a Notable Rise in the coming era – Owned

A qualitative research study accomplished by HTF MI titled Global Virtual Reality Device Market covers detailed Product / Industry Scope, current and future market size scenario and elaborates outlook and status to 2025 provides primary data, studies and vendor briefings. The market Study is segmented by key regions along with country level break-up which is accelerating the marketization and by products type, application/end-users. The research study provides estimates for Virtual Reality Device forecast till 2025. Some of the Major Players Included in the study are Andoer(Germany), Damark(Denmark), Generic(United Kingdom), Skinit(Germany), Sony(Japan), Gigabyte(Japan), Green-L(Japan), Hyperkin(France), Asus(China), CellBellLTD(United States), 360Heros(United States), Abcsell(United States), Computer Upgrade King(United States), IQIYI(China), HTC(China), BOFENG(China), Alienware(United States), SHINECON(China), SAMSUNG(South Korea), PiMAX(United States), Google(United States), Fujitsu(China), ROYOLE(China), DJI(China), Iblue(Japan), IPartsBuy(Germany), Lenovo(China), Lookatool(United States), Oculus(United) & RITECH(China).

Understand focused approach and business strategies that competitors are keeping to reach target audience, Get one step closer to leaders and high growth emerging players of Virtual Reality Device Market.Get Free Sample Report + All Related Graphs & Charts @:https://www.htfmarketreport.com/sample-report/1472954-global-virtual-reality-device-market-study-2015-2025-by-segment

1) Why Global Virtual Reality Device Research Insights is Interesting?

This report covers the current slowdown due to Coronavirus and growth prospects of Global Virtual Reality Device for the period 2020 to 2025. The study is a professional and in-depth study with around n- no. of tables and figures which provides key statistics on the state of the industry and is a valuable source of guidance and direction for companies and individuals interested in the domain to better understand how players are fighting and preparing against COVID-19.

2) How can we add or profile new players as per our need?

Yes, we can add or profile new company as per client need in the report. Final confirmation to be provided by research team depending upon the difficulty of survey.

** Data availability will be confirmed by research in case of privately held company. Up to 3 players can be added at no added cost.

3) Can inclusion of additional Segmentation / Market breakdown is possible?Yes, inclusion of additional segmentation / Market breakdown is possible subject to data availability and difficulty of survey. However a detailed requirement needs to be shared with our research before giving final confirmation to client.

** Depending upon the requirement the deliverable time and quote will vary.

The titled segments and sub-section of the market are illuminated below:

The Global Virtual Reality Device market has been divided into, application, type and region.

On The Basis Of Type, Market is segmented by , Windows, Andriod, IOS, Mac & Other, by Application it includes Education, Entertainment & Research

Some of the Key Players Identified are Andoer(Germany), Damark(Denmark), Generic(United Kingdom), Skinit(Germany), Sony(Japan), Gigabyte(Japan), Green-L(Japan), Hyperkin(France), Asus(China), CellBellLTD(United States), 360Heros(United States), Abcsell(United States), Computer Upgrade King(United States), IQIYI(China), HTC(China), BOFENG(China), Alienware(United States), SHINECON(China), SAMSUNG(South Korea), PiMAX(United States), Google(United States), Fujitsu(China), ROYOLE(China), DJI(China), Iblue(Japan), IPartsBuy(Germany), Lenovo(China), Lookatool(United States), Oculus(United) & RITECH(China)

Geographic Segmentation includes North America, Europe, Asia-Pacific, South America & Middle East & Africa

***Sub Regions Included: North America [United States, Canada, Mexico], Asia-Pacific [China, India, Japan, South Korea, Australia, Indonesia, Malaysia, Philippines, Thailand, Vietnam], Europe [Germany, France, UK, Italy, Russia, Rest of Europe], South America [Brazil, Argentina, Rest of South America], Middle East & Africa [GCC Countries, Turkey, Egypt, South Africa, Rest of Middle East & Africa]

*** Unless until specified in Original TOC

To know more about the table of contents, you can click @https://www.htfmarketreport.com/reports/1472954-global-virtual-reality-device-market-study-2015-2025-by-segment

Furthermore, the years considered for the study are as follows:Historical year 2013-2018Base year 2018Forecast period** 2019 to 2025 [** unless otherwise stated]

**Moreover, it will also include the opportunities available in micro markets for stakeholders to invest, detailed analysis of competitive landscape and product services of key players.

Major Key Features Covered in Global Virtual Reality Device Market Report:

* To gain insightful analyses of the market and have comprehensive understanding of the Global Virtual Reality Device and its commercial landscape.* Assess the Virtual Reality Device production processes, major issues, and solutions to mitigate the development risk.* To understand the most affecting driving and restraining forces in the Virtual Reality Device and its impact in the global market.* Learn about the market strategies that are being adopted by leading respective organizations.* To understand the future outlook and prospects for Virtual Reality Device Market.

Buy Latest Edition of the Research @https://www.htfmarketreport.com/buy-now?format=1&report=1472954

Queries we have tried to answered in Global Virtual Reality Device Market Study:Who are the Leading key players and what are their Key Business strategies in the Global Virtual Reality Device?What are the key consequences of the five forces analysis of the Virtual Reality Device?What are different opportunities and threats faced by the dealers in the Global Virtual Reality Device?What are the strengths and weaknesses and business strategies of the key vendors?

Some Extracts from Table of Contents:Chapter 1. Market OverviewChapter 3. Market DynamicsChapter 4. Research MethodologyChapter 5. Market Factor AnalysisChapter 6. Global Virtual Reality Device Market, By Delivery ModeChapter 7. Global Virtual Reality Device Market, By ApplicationChapter 8. Global Virtual Reality Device Market, By RegionChapter 9. Global Virtual Reality Device Market, By TypeChapter 10. Company LandscapeChapter 11. Company ProfilesChapter 12. Appendix

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

About Author:HTF Market Report is a wholly owned brand of HTF market Intelligence Consulting Private Limited. HTF Market Report global research and market intelligence consulting organization is uniquely positioned to not only identify growth opportunities but to also empower and inspire you to create visionary growth strategies for futures, enabled by our extraordinary depth and breadth of thought leadership, research, tools, events and experience that assist you for making goals into a reality. Our understanding of the interplay between industry convergence, Mega Trends, technologies and market trends provides our clients with new business models and expansion opportunities. We are focused on identifying the Accurate Forecast in every industry we cover so our clients can reap the benefits of being early market entrants and can accomplish their Goals & Objectives.

Contact US :Craig Francis (PR & Marketing Manager)HTF Market Intelligence Consulting Private LimitedUnit No. 429, Parsonage Road Edison, NJNew Jersey USA 08837Phone: +1 (206) 317 1218[emailprotected]

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Virtual Reality Device Market is estimated to Experience a Notable Rise in the coming era - Owned

The emergence of virtual reality as a teaching tool in health care – DentistryIQ

In the course of history, dental education has progressed tremendously. Advanced teaching and learning methods have been developed and refined. Today, they aid greatly in the understanding of the etiology, diagnosis, and treatment of human diseases and conditions. But in dentistry, there is still a lack of an efficient and comprehensive methodology for proper patient carei.e., having a way to understand human anatomy in depth before treating live patients in a dental or dental hygiene program.

Enhancing tactile perception and assessment in education could greatly improve existing learning methods that complement a variety of teaching and learning methods. Virtual reality (VR), which is broadly used and is fundamental in fields such as aviation and telecommunication, is now emerging as a viable training tool in the health-care professionand dentistry stands to benefit.While providing an overview of the use of VR in dental education, this article will also explore the interrelationship between VR simulation and current pedagogical knowledge.

Traditional teaching and learning methods may not be as efficient or suitable for today's technologically advanced educational world, as students today most often rely solely on their tablets and laptops for their educational resources and academic success. Today, the internet has become a valuable supplement to education, forcing traditional lectures to become interactive, visual, and collaborative. The advantages of VR within dental education are continuously evaluated as a method to improve fine motor skills and hand-eye coordination within the clinical setting to surmount the financial and creative challenges that may be involved with such complex training.

Virtual technology in the medical profession is anticipated to flourish to $3.8 billion by 2020, according to a report by Global Industry Analysts.2 An additional report by Grand View Research concludes that the virtual industry will grow to $5.1 billion by 2025.2 This technology will further transform the health-care industry, with applications from training future and current health-care professionals to diagnosing and treating various conditions. Possessing the capability to lend complete, immersive 3-D virtual simulation for clinicians, VR technology continues to be perceived as an effective diagnostic and salutary tool for diseases and conditions such as fear and anxiety, autism, post-traumatic stress disorder, desolation, and pain managementparticularly severe pain in burn casualties.2

The implementation of virtual technology into training health professionals is changing the future of education and how students learn. VR provides virtual hands-on experiences for clinicians as they seek to reduce harm on live patients and offers opportunities to learn efficiently with long-term memory. By connecting an array of distinctive technologiesalong with an oculus headset containing a head-tracking system, headphones, and guidance with exploration devicesvirtual reality technology provides a multisensory and three-dimensional environment that helps users become completely immersed in an artificial environment.5

Virtual simulators have now become the norm in the fields of aerospace, aviation, and a few medical fields for neurosurgery, cardiovascular procedures, laparoscopy, vascular procedures, and certain biopsies to offer realistic, safe practices while providing feedback to the practitioner.1 Aside from creating realistic graphical feedback, illustrations, analysis, and renditions of the anatomical structures, simulators re-create all of the tactile sensations experienced during procedures and provide accessories to supplement instruments for grasping6 and palpating tissues so that clinicians can truly feel while performing the procedures.

In a best-evidence medical education (BEME) systematic review, researchers studied the capability of simulation technology in educational science. The study revealed that high-fidelity medical simulations are academically sufficient, simulation-based discipline complements to medical academics in a patient care setting and facilitate trainee learning.4 The study emphasized the importance of emulating real-life, regulated educational experiences in which learners are active participants in the process. Curriculum amendments are being directed by worldwide integration and global standardization, including new and advanced technologies such as oculus virtual simulation systems that provide unique capabilities for clinical training in medical academia.7

A current study by Johns Hopkins University claims that more than 250,000 people in the US perish yearly from medical failures, making it the third-leading cause of death after heart disease and cancer.3 The study outlined deaths due to medical error that were caused by an insufficiently trained staff, errors in judgment or care, and system defects. This includes computer malfunctions, botched medication types or doses administered to patients, and possible surgical complications that may go undiagnosed.3 The US patient-care study, released in 2016, investigated eight consecutive years of data for death rates. Analysts found that based on a total of 35,416,020 hospitalizations, there was a combined occurrence rate of 251,454 deaths annually derived from medical flaws. In 2018, two years later, the numbers remained the same.3

These virtual instructional programs will personalize learning to the individual needs and requirements of each student and provide prompt feedback and support once the problem area is identified. These technology-based simulation software programs can improve education and clinical skills, as well as minimize potential harm to living patients while simultaneously providing individualized virtual learning. Herbert Spencer, an English philosopher in the 1800s, stated, The great aim of education is not knowledge but action.8 The action Spencer argues is that students, the academic environment, and the instructors clout will devise change. Education involves the actions taken to utilize these educational resources. The fundamental objective of adept education is for students to become life-learners.

References

Staci Violante, DHSc, RDH, graduated from the New York University College of Dentistry Dental Hygiene Program in 1997. She went on to complete her masters degree at the Fones School of Dental Hygiene at the University of Bridgeport. She has been a practicing clinical dental hygienist for the past 20 years, as well as serving as clinical professor in the dental hygiene department at New York University College of Dentistry.

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The emergence of virtual reality as a teaching tool in health care - DentistryIQ

EON Reality unveils addition of Virtual Reality World Heritage Sites to its AR and VR library – Auganix

In Virtual Reality News

July 23, 2020 EON Reality, a provider of augmented, virtual and mixed reality-based (AR/VR/MR) knowledge and skills transfer solutions for industry and education, has recently announced that for its latest addition to its AR and VR library, it has released a brand new update containing over 1,000 world heritage sites using immersive and interactive 360 images and 3D models.

The sites include famous locales past and present, including natural marvels like Americas National Parks and the Swiss Alps, man-made wonders such as the Golden Gate Bridge and the Great Wall of China, and historic locations such as Ancient Babylonia and the Great Pyramid of Giza.

Designed to provide educators and travelers with the ability to virtually visit and experience new places within the AR and VR library from the safety of their own homes, EON Reality states that each of the locations can have information added to them granting organizations the ability to build pre-made lessons, as well as a blank canvas to create a learning session about a specific topic. The company added that, particularly in a time when international travel is heavily prohibited for much of the world, giving users the opportunity to take field trips and vacations to a new environment in a matter of minutes can offer a valuable experience.

EON Reality stated that bringing these world heritage sites to its VR library lines up with the companys goals of providing accessible AR and VR education to as many people as possible, as well the companys own Global Emergency Initiative, which is aimed at helping solve remote education shortages. With many students unable to attend physical classes again until the COVID-19 pandemic is resolved, maintaining engaging and worthwhile educational materials has been a major undertaking for EON Reality in 2020.

EON Reality added that to date, much of its focus has been on replacing the hands-on training and education that it claims can only be replicated through VR. However, adding these new world heritage sites to its offering will give educators the opportunity to take students on virtual field trips that otherwise may not have been possible. For example, rather than teaching ancient history or foreign civilizations from a textbook, students can now experience it firsthand through the immersive platform.

The company closed its announcement by stating that: The addition also goes hand-in-hand with EON Realitys recent focus on self-directed learning as a means to teach both students and instructors to create their own immersive and interactive lessons through the Resource Center and other self-help tools.

Image credit: EON Reality

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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EON Reality unveils addition of Virtual Reality World Heritage Sites to its AR and VR library - Auganix