Polyarc closes USD $9 million in Series B funding to add Augmented Reality to its business offering – Auganix

In Augmented Reality and Virtual Reality News

July 29, 2020 Polyarc, the studio behind the popular single player virtual reality (VR) puzzle game Moss, has today announced the close of USD $9 million in Series B funding, led by Hiro Capital, followed by Vulcan Capital, an existing investor, and Galaxy Interactive via its Galaxy EOS VC Fund, a partnership with EOSIO blockchain software publisher Block.one.

Leveraging its teams experience of creating immersive VR games such as Moss, Polyarc has stated that it will now add augmented reality (AR) to its core business competencies. Furthermore, Ian Livingstone, a founding partner of Hiro Capital, will join the Polyarc Board of Directors.

The thing we want people to remember about Polyarc in 40 years is our characters. Our means to make our characters the most memorable is to build a company oriented around introducing them directly to our players in person. VR, AR, and the spectrum in between, offer an opportunity to connect our players with our characters through physical interaction and emotional feedback in a way that no other medium can match, said Tam Armstrong, CEO and co-founder, Polyarc. This round of funding was essential for us to expand our development focus to further embrace VR and AR games.

This is the second round of funding that the company has received, as Polyarc raised USD $3.5 million in 2016 to fund the development of Moss, which now ranks as one of the top-rated VR games of all time and has received several industry awards and nominations from organizations such as BAFTA, The Game Awards, E3 Game Critics, D.I.C.E., GDC, Golden Joystick, and the Annie Awards, according to the company.

Ian Livingstone, founding Partner at Hiro Capital, said: Polyarc is a proven leader in developing innovative VR interactive entertainment, and Moss is their amazing game which showcases the beauty and possibilities of what the VR platform can deliver. Hiro Capital is delighted to invest in Polyarc to help accelerate the studios future development of mixed reality experiences.

Hiro Capital launched a EUR 100 million Fund in 2019 to back deep technology entrepreneurs and creative studios in games, esports, and digital sports, as well as sector-specific applications of Cloud, Mobile, Streaming, Big Data, AI, Wearables, and AR and VR technologies. Hiro Capitals investment in Polyarc adds to its growing portfolio.

We are excited to be partnering with Polyarc to push Mixed Reality to the next level. They are a super-smart, passionate team who combine creative brilliance with business vision. Hiro invests in strong character-led IP on next-generation cross-platform tech: we believe that Polyarc will be a leader in the next generation of Immersive entertainment. said Luke Alvarez, Managing Partner of Hiro.

For information on Polyarc, please visit the companys website. The company is also currently hiring for several positions.

Image credit: Polyarc / Hiro Capital

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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Polyarc closes USD $9 million in Series B funding to add Augmented Reality to its business offering - Auganix

Automotive Augmented Reality (AR) And Virtual Reality (VR) Market Forecasts to 2027: Global Industry Growth, Share, Size, Trends and Segmentation…

New Jersey, United States,- The research report on Automotive Augmented Reality (AR) And Virtual Reality (VR) 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.

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If our reality is a video game, does that solve the problem of evil? – The Conversation UK

Pandemics and natural disasters cause pain and suffering to millions worldwide and can challenge the very foundations of human belief systems. They can be particularly challenging for those who believe in an all-knowing and righteous God. The Lisbon earthquake of 1755, for example, shook the previously unquestioned faith of many and led Voltaire to question whether this really could be the best of all possible worlds.

When the Spanish flu struck in 1918, some chose to see it as divine punishment for the sins of mankind and looked to prayer, rather than science, for salvation. Notoriously, the Bishop of Zamora resisted calls from the Spanish authorities to close his churches and instead insisted on holding additional masses and processions.

From a theological standpoint, natural disasters and pandemics inevitably raise the profile of the long-standing and much-debated problem of evil. Here is philosopher Galen Strawsons take on the problem:

We can, for example, know with certainty that the Christian God does not exist as standardly defined: a being who is omniscient, omnipotent and wholly benevolent. The proof lies in the world, which is full of extraordinary sufferingbelief in such a God, however rare, is profoundly immoral. It shows contempt for the reality of human suffering, or indeed any intense suffering.

But suppose the person who was directly responsible for creating the world wasnt God but some far lesser, far more fallible being. Someone more akin to an ordinary human engineer or scientist or even a movie director or video-game designer. Let us further suppose that the diseases and disasters that can be found in the world are all the result of design choices, freely made by this non-divine designer of worlds.

This may seem fantastically far fetched. But in the realm of physics just these kinds of scenarios are being played out as scientists work on the complex mathematics behind lab-created pocket universes and tech leaders, such as Elon Musk, explore the potential of brain-machine interfaces.

Its also important to appreciate that if this were the case then for many theists God could no longer be blamed for much of the suffering that exists in our world and the problem of evil would be very largely solved.

This article is part of Conversation InsightsThe Insights team generates long-form journalism derived from interdisciplinary research. The team is working with academics from different backgrounds who have been engaged in projects aimed at tackling societal and scientific challenges.

Why? Because for theists human beings are creatures of a very special sort: thanks to our God-given free will we have the ability to choose whether we act well or badly. And, generally speaking, God does not interfere with these choices or their consequences. If a free agent acts appallingly (committing murder, rape or genocide) the resulting moral evil is to be greatly regretted, but God should not be blamed. The fault lies entirely with the person who freely chose to act in this way.

Morality and free will are deeply intertwined. If someone does something very wrong, they arent morally at fault if they only acted in that way because they were hypnotised or brainwashed. Similarly, if someone performs a good act (giving food to a starving child, say) but only did so because a gun was pointed at their heads, they are not morally praiseworthy.

Most religious believers hold that humans have the capacity to make free choices. They also believe that anyone who chooses to do the right things can expect to be rewarded by God, whereas those who act wrongly can expect to be punished. For this to be possible God has to not only provide us with free will, he also has to allow us to carry out those actions we freely choose to perform the bad ones included.

This free will solution to the problem of evil has been a mainstay of theology since it was elaborated by St Augustine more than 1,500 years ago. From the theological perspective, the so-called natural evils pose a far more intractable problem. These include all the vast amounts of suffering caused by diseases, earthquakes and floods along with the agonies suffered by animals. As normally construed, these sources of suffering are not moral evils, since they are not the result of freely chosen human actions.

Hence the problem posed by such evils for anyone who believes that God created our world. Couldnt a creator that is truly all-powerful, all-knowing and good have made a much better job of it? In fact, wouldnt it have been quite easy for God to ensure that the world contains far fewer natural evils? A few tweaks to human DNA would provide immunity to cancer. A slightly different tweak would provide immunity to viruses. When designing the animals an all-powerful God would not need to rely on the incredibly slow and imperfect method of evolution by natural selection a process which inevitably results in vast amounts of pain and suffering.

On the other hand, if the maker of our world was not all-powerful, or all-knowing, or as good as its possible to be, then its not surprising to find ourselves living in the sort of world we do.

As for why we should take seriously the idea that there can be makers of worlds who are less than divine, there is no shortage of relevant scenarios to be found in science, science fiction and philosophy.

Among the obstacles that Cern had to overcome when constructing the Large Hadron Collider (the very large and powerful machine which discovered the Higgs boson in 2012) was persuading a worried public that running the collider would not create a mini-black hole that would escape the confines of the lab and go on to consume the entire planet. Although there was no real danger of this happening, such worries were by no means entirely groundless.

As long ago as the 1980s and 1990s, Alan Guth and Andrei Linde (respected physicists and pioneers of the now widely accepted inflationary cosmology) raised the possibility that scientists might soon be able to create bubble or pocket universes in a laboratory. Initially sub-microscopic, the newly created bubble universe rapidly expands and soon constitutes a full-scale cosmos in its own right. These new universes create their own space and time as they grow, so they take up no room at all in our world and pose no threat to us.

The energy driving the expansion of the envisaged pocket universes derives from the same inflationary field that cosmologists believe was responsible for an explosive expansion in our own universe that took place shortly after the big bang. During this brief period the scale of the universes expansion was enormous, it got trillions of times bigger in little more than an instant. But since the negative energy perfectly cancels the positive energy of the matter being created, no energy conservation laws are infringed. As Guth is fond of remarking, the universe is the ultimate free lunch.

Read more: Explainer: how does an experiment at the Large Hadron Collider work?

Various methods for creating universes in labs have since been proposed, including compressing a few grams of ordinary matter into a very small volume to create small black holes and deploying stable magnetic monopoles to create exotic spacetime structures. Precisely controlling the physical laws that govern the worlds created by these methods will not be easy. But physicists have not ruled out the possibility of fine tuning their basic physical constants to render them more capable of sustaining the complex structures needed for life.

Even if creating such universes requires knowledge and technology that we do not currently possess, a scientifically more advanced civilisation could easily possess what is required. Hence Lindes playful quip: Does this mean that our universe was created, not by a divine design, but by a physicist hacker?

This is one potential route to creating an entire world. But there are other possibilities, too. Perhaps in reality humans are all characters living inside something akin to a vast multi-player online video game, running on a super-powerful computer.

By the 1980s and 90s science fiction writers such as Iain M Banks Greg Bear and Greg Egan had started to explore the fictional possibilities of wholly computer-generated virtual realities in impressive depth and detail. The inhabitants of these worlds might seem to have ordinary physical bodies and brains, but like everything else in these worlds, their bodies and brains were virtual rather than physical, existing only as data flowing through a computers innards.

The 1982 Disney production TRON was an early movie depiction of this sort of wholly computer-generated virtual world. The human protagonists are converted into data (or digitised) by a specially adapted laser beam, which allows them to embark on adventures in a digital virtual reality. The movies ground-breaking computer-generated imagery may be unremarkable by contemporary standards, but they are vastly more sophisticated than those found in the early video game PONG, one of the main inspirations for the movie.

In 2003 the philosopher Nick Bostrom published his much-discussed simulation argument, the upshot of which is that not only are TRON-style virtual worlds perfectly possible, there is a significant probability that we are living in one. Bostroms initially surprising conclusion is based on some by no means implausible assumptions regarding the computational capacity that future computers are likely to possess (astonishingly vast, it turns out).

If we do exist inside a computer simulation, then since we are all conscious (at least while were awake) it must be possible for a computer to generate the kinds of experiences we are enjoying right now. If consciousness required a biological brain, Bostroms simulation scenario wouldnt get off the ground. But science fiction writers were not the only people to be impressed by the arrival of computers.

In the 1970s and 80s increasing numbers of philosophers came round to the view that conscious mentality is not essentially biological in character. Slogans such as, mind is related to brain as software is related to hardware seemed very plausible, not only to philosophers but to psychologists and neuroscientists too. If mentality is essentially a matter of information flow (as the computer analogy suggested) then anything could possess a mind provided it processes information in the right sorts of ways. And computers seemed at least as well suited to this task as a biological brain.

Less radical forms of virtual worlds are also possible and the Matrix movies provide a well-known example. In this scenario most humans find themselves living somewhere that seems similar to contemporary Earth. In reality, their entire environment is, in effect, a communal mass hallucination a wholly virtual world produced by a powerful computer hooked into peoples brains via a neural interface. But it doesnt seem like that: the virtual world seems just as real as our world.

Smaller scale variants of this scenario are also possible. Instead of an entire planetary population being simultaneously plugged into the same virtual world, just a few people are. Perhaps you are a 22nd-century schoolchild, enjoying a virtual lesson supplied via a tiny but highly sophisticated neural interface, spending a bit of time learning what it was like to be an early 21st-century person leading a perfectly ordinary life. In an hour or so your lesson will finish and your version of the 21st century will come to an end.

A Matrix-style brain-computer interface is capable of controlling every aspect of a subjects sensory consciousness down to the smallest detail. If it werent, it wouldnt be able to supply a completely lifelike total virtual reality experience, involving vision, hearing, smell, taste and touch. Society does not possess anything close to this kind of technology at present. But there is every reason to believe it is possible, in principle, and rapid advances are already being made.

The Pentagons Defense Advanced Research Projects Agency (Darpa) made headlines in 2017 when one of its neural interfaces allowed a paralysed woman to control a jet plane in a flight simulator. More recently, Elon Musks Neuralink start-up announced that it had designed a neurosurgical robot capable of inserting 192 electrodes a minute into a rats brain without triggering bleeding and experiments involving humans are expected to begin soon.

Read more: Elon Musk says we're probably living in a computer simulation here's the science

The science and technology needed to undertake this kind of world-making will be more advanced than anything we possess at present, but not by enormous or inconceivable margins. These are technologies we might reasonably expect to develop within a century or so perhaps sooner.

In any event, the capabilities of these world-makers evidently fall far short of the capabilities of the omniscient, omnipotent and wholly benevolent God of traditional theism. Given the worlds many and varied imperfections, if there is a creator at all, doesnt it seem more reasonable to suppose that it is of the non-divine variety? Someone more akin to the physicist hacker envisaged by Linde, or the virtual-reality programmers envisaged by Bostrom?

Adopting this hypothesis does not mean the theistic God is entirely redundant far from it. Theists can still be confident that God is the ultimate creative force in the cosmos. Maybe it was God who brought the primordial cosmos into existence and furnished it with natural laws that allowed its less-than-divine inhabitants to develop the capability of acting as world-makers in their own right, with all the moral responsibilities this brings. Although there is (at present) no way for us to find out what this divinely created world was like, we can be certain of one thing: being far better designed, it contains far fewer natural evils than can be found in this world, and so far less death and suffering.

But would a benevolent God allow less-than-divine people to create their own worlds? There is at least one compelling reason to think they would. As recent history has shown (think of the suffering resulting from the actions of Hitler, Stalin or Mao) God grants people a great deal of leeway when it comes to making choices that have horrendous consequences for untold millions of innocent men, women and children.

The problem of evil has bedevilled monotheistic religions ever since their inception, and the idea of extending the free-will solution to encompass natural evil has always been available. But until very recently, the idea that anything other than a being possessing supernatural powers could create a world such as ours was almost impossible to take seriously. This is no longer the case.

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If our reality is a video game, does that solve the problem of evil? - The Conversation UK

Virtual Reality Content Creation Market By Supply And Consumption Demand Analysis To 2020Virtual Reality Content Creation Market By Supply And…

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The major players in the Virtual Reality Content Creation Market are 360 Labs, Blippar, Koncept VR, Matterport, Panedia Pty Ltd., SubVRsive, Vizor, Voxelus, WeMakeVR, and WevrWe also need a market analysis section solely dedicated to major players such as where analysts give us an insight into the financial statements of all the major players, along with product benchmarking and SWOT analysis. Global Virtual Reality Content Creation market with great emphasis on its market share, recent developments, business overview, market served, and growth strategies.

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Virtual Reality Content Creation Market: Research Methodology

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

As part of Primary research, our analysts interviewed a number of primary sources from the demand and supply sides of the global Virtual Reality Content Creation Market. This helped them to obtain both quantitative and qualitative data and information. On the demand side of the global Virtual Reality Content Creation Market are end-users, whereas on the supply side are distributors, vendors, and manufacturers.

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During our Secondary research, we collect information from different sources such as databases, regulatory bodies, gold and silver-standard websites, articles by recognized authors, certified publications, white papers, investor presentations and press releases of companies, and annual reports.

COVID-19 Impact on Virtual Reality Content Creation Market

This research study also includes the analyses related to the impact of Covid-19 on the Virtual Reality Content Creation Market. The global impacts of the coronavirus disease 2019 (COVID-19) may significantly affect the growth of the Virtual Reality Content Creation Market in near future. As per the experts viewpoints, it affects the global economy in 3 major ways:

Virtual Reality Content Creation Market: Regional Analysis

This part of the report includes detailed information on the market in various regions. Each region offers different scope for markets because every region has different government policies and other factors. The regions included in this report areNorth America, Europe, The Asia Pacific, and the Middle East and Africa. Information about the different areas helps the reader to understand better the global market.

Complete SWOT Analysis of the Global Virtual Reality Content Creation Market

SWOT analysisis one technique that is quite that helps to gain an insight into the past and find a solution for the benefit of current or future blemish, useful for existing companies as well as the new plan. SWOT-analysis helps reduce weaknesses while maximizing the strong side of the company. Its can also be used when it comes to achieving certain goals in non-profit organizations or private companies. This tool can be used to make a reconsideration during the study.

Importance of SWOT Analysis in Business :

The mostimportantpart of aSWOT analysisis to improve the viability of your company.Importantthreats coupled with a company weakness typically put at risk your companys future, and theSWOT analysisidentifies these risks. You can eliminate internal weaknesses by assigning company resources to fix the problems.

Factors of SWOT-analysis will help businesses to understand their strengths to the threat that what is the strength of the company and what could be a threat or a risk in the future. With the help of SWOT analysis, companies can increase the chances of success and reduce the possibility of failure.

When the company conducted a SWOT analysis they need to know what are the weak points of the company. Then, managers can provide training to employees who help the company to improve employee performance.

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When managers know each and every aspect of the company from strength to threats. Time strategy formulation becomes easy. It helps companies to formulate a strategy.

It helps the company to motivate employees because when companies must know their weaknesses are trying to remove and send employees. When employees know their weaknesses are also working hard to eliminate the weaknesses

It helps companies to identify potential opportunities. SWOT analysis company because when they come to know about any potential opportunities that can help a business to grow.

Competitor analysis is critical to any marketing plan and SWOT analysis provides a perfect way to do this. Typically, PEST analysis is done before a SWOT analysis to provide details on opportunities and threats sections. Once you have a complete SWOT diagram you and your competitors, you can make better decisions about your marketing plan.

PESTEL Analysis :

APESTEL analysisor more recently named PESTELE is a framework or tool used by marketers to analyse and monitor the macro-environmental (external marketing environment) factors that have an impact on an organisation. The result of which is used to identify threats and weaknesses which are used in a SWOTanalysis.

Opportunities come in various forms, then the value of doing a PESTEL analysis. PESTEL stands for:

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How SWOT Analysis Is Important for Virtual Reality Content Creation Market ?

There are three steps to follow in this analysis.

In this stage, and we collect all the information regarding the first two internal factors, strengths and weaknesses. However, this information collection can be done in a number of different ways. One-to-one interview or a group discussion can be carried to gather information. There will be a number of different views, questions, and issues related to these elements.

Here, we can make a list of all the opportunities that it may encounter in the future. It can make another list of all the future possible threats within the organization.

In this stage, the plan of action will have carried out to meet these opportunities and to secure the company from the threats. In this stage, the organization makes sure that they can maintain the strengths, change or stop the weaknesses, prioritize opportunism and minimize threats.

If you are not doing a SWOT analysis for your business or new start-ups you will face some of these Problems or Issues:

Appendix

Virtual Reality Content Creation Market report gives you details about the market research finding and conclusion which helps you to develop profitable market strategies to gain a competitive advantage. Supported by comprehensive primary as well as secondary research, the Virtual Reality Content Creation Market the report is then verified using expert advice, quality check and final review. The market data was analyzed and foretasted using market dynamics and consistent models.

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Virtual Reality Content Creation Market By Supply And Consumption Demand Analysis To 2020Virtual Reality Content Creation Market By Supply And...

How Amika leveraged a chatbot to boost its DTC site – Glossy

After 13 years in business, hair-care brand Amika, which is primarily found in professional salons and Sephora, was ready to invest in its website.

The brand already had a live chat function on its website, but it mainly served as a way for customers to ask about an order. It lacked a sense of personalization and the capability to offer product recommendations, so Amika added a chatbot feature to the customer shopping experience to gather more data about customers and also boost e-commerce sales. While retail stores either remain closed or have had to re-close (as is the case for stores in Los Angeles), replicating the in-store discovery experience has become key to making the brands direct-to-consumer channel a success.

Live chat was more customer service-based [post-sale] than it was a sales or promotional opportunity, said Robbi Webb, Amika senior director of e-commerce. [For example] when were talking to a customer directly, or even when theyre on our website, we often dont know what their motivation is for shopping with us. Were still a small company and still up-and-coming; [we] dont have hundreds of millions of dollars worth of tech investment.

Amika began working with chatbot marketing company Automat in January, which afforded the brand the ability to offer 24/7 personalized shopping opportunities to customers. The bot, called Ace,is accessible in several places on the e-commerce site, including in the lower right corner of the homepage and in a banner photo at the top of all pages. Ace asks customers approximately 15 questions about their hair type, the products theyre looking for and their hair goals, while also offering the opportunity to sign up for Amikas newsletter to receive a 15% off coupon. After customers complete the questionnaire, Ace recommends between two and five products.

This conversational technology has almost always been used for [replacing human] customer service, which most people dont like, said Andy Mauro, Automat CEO and co-founder. But for somebody in their shopping journey, a chatbot is giving them something that they were not expecting.

Within the beauty industry, the onset of coronavirus in March quickly exposed brands who had not invested in their own e-commerce. Brands like Dior quickly added virtual reality to its e-commerce in April, while MAC Cosmetics added augmented reality in May. In many ways, the prioritization of the in-store experiences over the last five years meant any digital e-commerce investments were to supplement stores rather than rival them. But beauty brands with richer digital experiences that can match the in-store experience (or those that are DTC-only, in the case of brands like Glossier and Il Makiage) have faired better. In the long term, industry insiders predict a shift in omnichannel, with e-commerce becoming a more important priority.

Webb said the quiz has a 57% completion rate, and because Amika does not have any other survey tools on its website, it is gaining valuable insight into what current and new customers are looking for and what needs they have. Amika is using this information for ad targeting and email capture, and then personalized email marketing. Over 22,000 people have completed the quiz, accounting for about 15% of Amikas web traffic. The average percentage of web traffic that engages with a brands chatbot was about 3% pre-coronavirus and is 6% amid coronavirus, said Mauro. Webb declined to say what percentage of Amikas revenue is DTC versus retail and salons. Mauro explained that Automat prices its technology based on sales uplift, and that the price is locked-in after a three-month trial period.

Through the chatbot, Amika has seen sales conversion rates increase, on average, by 300%, but the conversion rate spiked to 800% when Amika ran a flash sale in May. Additionally, quiz takers spend at least four times longer on the e-commerce site, and the average basket size of those customers is at least 70% larger than non-quiz takers, though Webb declined to specify further. The chatbot has not had an impact on cart abandonment, she said.

Moving forward, Webb said that Amika is looking to create a custom landing page by the end of August that focuses on the chat specifically for customers who are coming to Amika through search, paid ads and unpaid social posts. This will allow Amika to gather customer information from the get-go rather than wait for them to seek out the Ace chatbot, said Webb.

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How Amika leveraged a chatbot to boost its DTC site - Glossy

The importance of virtual reality in business – Research Snipers

VR technology has come a long way in quite a short space of time, and unlike the 3D glasses gimmick that seems to have largely run its course, it seems like this technology is here to stay, increasingly being adopted into different mainstream industries and even in the business sphere.

Interested to learn more about the importance of virtual reality in business, and how it might be able to benefit your business/line of work in the future? Heres a little bit more general information about the technology itself, as well as some examples of interesting professional uses that you may not have considered.

Breaking down VR

Examples of current usages

Again, the benefits and usages of virtual reality technology are quite varied, and a lot of different companies are already utilizing the technology in order to help them get the job done more efficiently. For inspiration on how you might be able to use VR to assist in your line of work, here are a few examples: Forward-thinking investment As part of their wide array of digitally-available investment materials, allowing international investors enquiring remotely and those stuck at home due to the current pandemic situation to get involved, RWinvest offers virtual reality viewings on many of their developments throughout Liverpool and Manchester. Providing a 3D visualization of what the property looks like from a first-person perspective, it gives buyers a unique look that they perhaps might not have been able to get from simple floor plans or blueprints.

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The importance of virtual reality in business - Research Snipers

Virtual Reality Market by Segment, Equipment Applications and Solutions 2020 – 2025 – ResearchAndMarkets.com – Business Wire

DUBLIN--(BUSINESS WIRE)--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/uwh2ne

About ResearchAndMarkets.com

ResearchAndMarkets.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.

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Virtual Reality Market by Segment, Equipment Applications and Solutions 2020 - 2025 - ResearchAndMarkets.com - Business Wire

Global Virtual Reality (VR) in Gaming Market 2020 Analysis by Geographical Regions, Type and Application Till 2027 with Top Key Players – Owned

This latest report studies Virtual Reality (VR) in Gaming Market globally, particularly in North America, Europe(Germany, UK, France, Italy, Spain, Russia, Poland), China, Japan, Southeast Asia (Malaysia, Singapore, Philippines, Indonesia, Thailand, Vietnam) the Middle East and Africa(Saudi Arabia, United Arab Emirates, Turkey, Egypt, South Africa, Nigeria), India, South America(Brazil, Mexico, Colombia), with revenue, import, and export, production, consumption in these regions, from 2015 to 2019, and forecast 2020 to 2027. Global Virtual Reality (VR) in Gaming market 2020 research report is replete with precise analysis from radical studies, specifically on queries that approach market size, trends, share, forecast, outlook, production, and futuristic developments trends and present and future market status.

Then, the report focuses on world major leading industry players with information like company profiles, product picture and specifications, Sales Revenue, Price, gross margin, market share, and contact info. In addition, the Virtual Reality (VR) in Gaming industry development trends and marketing channels are analyzed.

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Analysis of Virtual Reality (VR) in Gaming market Key manufacturers (Sales Revenue, Price, gross margin, main products, etc.):

NewzooZEISS InternationalSAMSUNGKanevaLLCHTC CorporationElectronic Arts IncGoogleVirZOOM, IncLEAP MOTION, INC.Oculus VRSony Corporation

Analysis of Virtual Reality (VR) in Gaming Market By Product Types(Market Size & Forecast):

HardwareSoftware

Analysis of Virtual Reality (VR) in Gaming Market By Applications(Market Size & Forecast):

Gaming ConsoleDesktopSmartphone

In additional, the manufacturers dominant within the global Virtual Reality (VR) in Gaming Market are highlighted inside the competitive landscape section of the report. The competitive state of affairs and trends current within the market have additionally been encapsulated underneath this section of the study. moreover, the mergers and acquisitions that passed off within the market in the past few years and their impact on the markets development has in addition been bestowed underneath this a part of the report.

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Furthermore, it describes the in-depth analysis of key Virtual Reality (VR) in Gaming market segments and sub-segments, particularly includes evolving Virtual Reality (VR) in Gaming industry trends and dynamics, challenges, and competitive insights, technological breakthroughs for Virtual Reality (VR) in Gaming market development mapping with different opportunities. The report also analyzes the Virtual Reality (VR) in Gaming industry potential for every geographical region consequently.

With the list of tables and figures, the report provides key statistics on the condition of the business and could be a valuable supply of steerage and direction for firms and people curious about the market.

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TOC of Virtual Reality (VR) in Gaming Market Contains Following Points:

Table of Content & Table Of Figures

https://www.reportspedia.com/report/semiconductor-and-electronics/-global-virtual-reality-(vr)-in-gaming-industry-market-research-report,-segment-by-player,-type,-application,-marketing-channel,-and-region/64960#table_of_contents

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Global Virtual Reality (VR) in Gaming Market 2020 Analysis by Geographical Regions, Type and Application Till 2027 with Top Key Players - Owned

Khronos Group announces multiple OpenXR conformant devices and platforms from Microsoft, Oculus, and others – Auganix

In Augmented Reality, Virtual Reality and Mixed Reality News

July 29, 2020 The Khronos Group, an open consortium of industry-leading companies creating graphics and compute interoperability standards, has announced that multiple conformant implementations of OpenXR are now shipping from Oculus and Microsoft, leveraging the newly opened OpenXR 1.0 Adopters Program and open source conformance tests. In laymans terms, this means that both companies are now offering hardware and software solutions that conform to the OpenXR standard.

OpenXR is a royalty-free, open standard that provides direct access into augmented reality (AR) and virtual reality (VR) runtimes (software/instructions that are executed while a program is running) across a range of platforms and devices. Again, in laymans terms, and explained by Brent E. Insko, Lead XR Architect at Intel and OpenXR Working Group Chair: OpenXR seeks to simplify AR/VR software development, enabling applications to reach a wider array of hardware platforms without having to port or re-write their code and subsequently allowing platform vendors supporting OpenXR access to more applications.

The Khronos Group added that The OpenXR Adopters Program helps to enable consistent cross-vendor testing and reliable operation of OpenXR across multiple platforms and devices with OpenXR-conformant products published on the Khronos Conformant Product Registry.

So, now Khronos members Microsoft and Facebook each have multiple conformant OpenXR-enabled devices showcasing how OpenXR enables portability across different platforms. PC-enabled virtual reality devices include Microsofts Windows Mixed Reality and Oculus Rift headsets, enabling these HMDs, and any future OpenXR-compatible devices, to run the same application executable (app or program) on Windows. In addition, Microsoft has released an OpenXR-conformant runtime for its HoloLens 2 mixed reality device, and Facebook has shipped a conformant runtime for the Android-based Oculus Quest, demonstrating OpenXRs flexibility to enable portable VR and AR applications across standalone and tethered XR devices that use different underlying operating systems.

In addition, Valve has released a developer preview implementation of OpenXR 1.0 with new features on SteamVR expected to now appear through OpenXR, rather than OpenVR APIs. Similarly, Varjos developer preview implementation of OpenXR enables the use of OpenXR applications with Varjo headsets. The Monado open source XR runtime founded by Collabora is also growing in compatibility and capability and is approaching conformance with OpenXR 1.0.

In parallel with finalizing the OpenXR 1.0 conformance tests, the OpenXR Working Group has also announced two OpenXR cross-vendor extensions for eye and hand tracking. These new extensions expand the range of advanced UI techniques that can be portably deployed through the cross-platform, cross-vendor API.

OpenXR enables XR games and applications to target the widest range of hardware with maximum performance. Along with the announcement from the Khronos Group, Microsoft has announced that Minecrafts new RenderDragon rendering engine is building its desktop VR support using OpenXR. Adding to OpenXR ecosystem momentum, other open source projects have also incorporated OpenXR, including 3D creation suite, Blender 2.83, which has integrated OpenXR to deliver native VR scene inspection capabilities. Google also recently released Chromium 81 with OpenXR as its default backend for WebXR, enabling Google Chrome and Microsoft Edge browsers to use any OpenXR-compatible hardware. Finally, Microsoft has released its OpenXR Samples for Mixed Reality Developers as open source, demonstrating how to use OpenXR to access the full capabilities of HoloLens 2. Firefox Reality also supports OpenXR browser for the HoloLens 2 platform.

The OpenXR 1.0 Conformance Test Suite has been published as open source under the Apache 2.0 license on GitHub for continued public development and for use by any company as they implement the OpenXR API on their platform. Any implementers, whether or not a Khronos member, are welcome to become an OpenXR Adopter and submit conformance test results for working group review and approval in order to use the OpenXR trademark and gain patent protection under the Khronos Intellectual Property Framework.

Image credit: The Khronos Group / Twitter

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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Khronos Group announces multiple OpenXR conformant devices and platforms from Microsoft, Oculus, and others - Auganix

Virtual Reality in Healthcare Market Emerging Trends, Business Opportunities, Segmentation, Production Values, Supply-Demand, Brand Shares and…

Global Virtual Reality in Healthcare Market

The research report on the Global Virtual Reality in Healthcare market is an extensive survey and analysis of the market. The report studies the current market scenario and growth opportunities existing in the market during the forecast period. The report also includes reliable information about regional and global consumption to help readers understand the market dynamics. The report gives a detailed assessment of the the product portfolio, costs, sales, production capacities, and market players. Raw materials, demand analysis, product flow, and distribution channels have been studied and surveyed extensively in this research report.

The latest report covers the impact of the COVID-19 pandemic on the market. The pandemic has dynamically affected all aspects of life on a global scale, along with drastic changes in the economy and market conditions. The report covers the currently fluctuating market scenario along with present and future assessment of the COVID-19 impact. The report encompasses the historical data, company overview, financial standing, and necessary information about the new and key players of the market.

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The major companies profiled in the Smart Glove Marketinclude:

Google, Mindmaze, DAQRI, Psious, CAE Healthcare, Medical Realities, Atheer, Augmedix , Oculus VR, Firsthand Technology, Siemens Healthineers, Philips Healthcare, 3D Systems , VirtaMed , Virtually Better.

The research report concentrates on:

Market segmentation of Global Virtual Reality in Healthcare market

Component Outlook (Revenue, USD Million; 2016-2026)

Technology Outlook (Revenue, USD Million; 2016-2026)

Application Outlook (Revenue, USD Million; 2016-2026)

End user Outlook (Revenue, USD Million; 2016-2026)

Device type Outlook (Revenue, USD Million; 2016-2026)

Regional Outlook (2016-2026 and Revenue, USD Million; 2016-2026)

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Following points are covered in the Global Virtual Reality in Healthcare Market Report:

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To summarize, the Global Virtual Reality in Healthcare Market report is a dependable and authentic source for attaining crucial information and market insights to advance and boost your business significantly. The report covers all important aspects such as present and future economic scenarios, beneficial opportunities, limitations, drivers and constraints, market growth rate, and risks. The statistical survey is carried out by applying advanced analytical tools such as SWOT analysis and Porters Five Forces Analysis.

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Virtual Reality in Healthcare Market Emerging Trends, Business Opportunities, Segmentation, Production Values, Supply-Demand, Brand Shares and...

Virtual Reality (VR) in Gaming Market Analysis by SWOT, Investment, Future Growth and Major Key Players 2020 to 2025 – Owned

Global Virtual Reality (VR) in Gaming (COVID-19) Market Report 2020 by Key Players, Types, Applications, Countries, Market Size, Forecast to 2026 (Based on 2020 COVID-19 Worldwide Spread)

The Virtual Reality (VR) in Gaming 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, the 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.

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The detailed market intelligence report on the Global Virtual Reality (VR) in Gaming Market applies the most effective of each primary and secondary analysis to weighs upon the competitive landscape and also the outstanding market players expected to dominate Global Virtual Reality (VR) in Gaming Market place for the forecast 2019 2025.

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Report evaluates the growth rate and the Market value based on Market dynamics, growth inducing factors. The complete knowledge is based on latest industry news, opportunities and trends. The report contains a comprehensive Market analysis and vendor landscape in addition to a SWOT analysis of the key vendors.

Geographically, this report split global into several key Regions, revenue (Million USD) The geography (North America, Europe, Asia-Pacific, Latin America and Middle East & Africa) focusing on key countries in each region. It also covers market drivers, restraints, opportunities, challenges, and key issues in Global Virtual Reality (VR) in Gaming Market.

Key Benefits for Virtual Reality (VR) in Gaming Market Reports

Global market report covers in-depth historical and forecast analysis.

Global market research report provides detail information about Market Introduction, Market Summary, Global market Revenue (Revenue USD), Market Drivers, Market Restraints, Market Opportunities, Competitive Analysis, Regional and Country Level.

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Virtual Reality (VR) in Gaming Market Segmentation:

By Type

Hardware

Software

By Device Type

Smartphone

Gaming Console

Laptop/Desktop

By Region

North America

o U.S.

o Canada

o Mexico

Europe

o UK

o France

o Germany

o Russia

o Rest of Europe

Asia-Pacific

o China

o South Korea

o India

o Japan

o Rest of Asia-Pacific

LAMEA

o Latin America

o Middle East

o Africa

Virtual Reality (VR) in Gaming Market Key Players:

Microsoft Corporation

Sony Corporation

Electronic Arts

Nintendo Co. Ltd.

Linden Labs

Samsung Electronics Co. Ltd.

Facebook (Oculus)

HTC Corporation

Google Inc.

Telsa Studios

Other

This comprehensive report will provide:

Enhance your strategic decision making

Assist with your research, presentations and business plans

Show which emerging market opportunities to focus on

Increase your industry knowledge

Keep you up-to-date with crucial market developments

Allow you to develop informed growth strategies

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Illustrate trends to exploit

Strengthen your analysis of competitors

Provide risk analysis, helping you avoid the pitfalls other companies could make

Ultimately, help you to maximize profitability for your company.

Our Market Research Solution Provides You Answer to Below Mentioned Question:

Which are the driving factors responsible for the growth of market?

Which are the roadblock factors of this market?

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What are the trends of this market?

Which are main factors responsible for new product launch?

How big is the global & regional market in terms of revenue, sales and production?

How far will the market grow in forecast period in terms of revenue, sales and production?

Which region is dominating the global market and what are the market shares of each region in the overall market in 2017?

How will each segment grow over the forecast period and how much revenue will these segment account for in 2025?

Which region has more opportunities?

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What are the key takeaways of this report?

Read More: https://industrystatsreport.com/ICT-and-Media/Virtual-Reality-VR-in-Gaming-Market-Analysis/Summary

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Virtual Reality (VR) in Gaming Market Analysis by SWOT, Investment, Future Growth and Major Key Players 2020 to 2025 - Owned

Open Your Home Virtual Fitness Studio This Week With FitXR on Oculus Quest – VRFocus

Fitness focused virtual reality (VR) studio FitXR has brought its energetic app BoxVR to numerous headsets over the last three years, the last being Oculus Quest. Later this week the videogame will see a major update rollout for the standalone headset, adding new features and changing its name to FitXR.

The launch of FitXR aims to capture the energy of live fitness classes notes the studio, building on its experience with BoxVR by providing over four hours of boxing-inspired workouts. Designed to accommodate beginner, intermediate and advanced users, the workouts have been choreographed by professional fitness instructors so you get a full-body session.

A new feedback system will make it seem like you have your own personal trainer plus the launch will also see three DLC packs made available. Enhanced multiplayer features will allow six people to take part in on-demand classes (either live players or ghost data). Then later this year different workout styles will arrive.

With the launch of FitXR, we are ready to tackle the fitness industry head-on, said Sameer Baroova, Co-founder of FitXR in a statement. Traditional gym offerings can leave people unmotivated and at times intimidated our new studio offers a virtual fitness solution that is versatile and effective in helping people reach their fitness goals, but still remains fun at its core. Fun workouts are the ones we stick with, and this was the real driving force in creating FitXR.

The success of BoxVR has taught us that there is a massive public appetite for a fun and engaging way to work out that can be done from the comfort of your own home, Baroova continues. We know that people may not feel comfortable going back to public spaces and FitXR gives users the benefits of a group workout from home. The exciting thing about Virtual Reality fitness is that the possibilities really are endless that is why VR is the future of fitness. Were looking forward to the reaction from fans to the launch of FitXR, and cant wait to add new styles of workout to the studio.

FitXR will be released for Oculus Quest on 30th July 2020 as a free update for those that own BoxVR. FitXRs regular retail price will be $29.99 USD/22.99 GBP. For further updates, keep reading VRFocus.

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Open Your Home Virtual Fitness Studio This Week With FitXR on Oculus Quest - VRFocus

Augmented and Virtual Reality Software and Service Industry Market Size, Development, Key Opportunity, Application & Forecast to 2025 -…

A detailed research on 'Augmented and Virtual Reality Software and Service Industry market' recently added by Market Study Report, LLC, puts together a concise analysis of the growth factors impacting the current business scenario across assorted regions. Significant information pertaining to the industrys size, share, application, and statistics are also summed in the report in order to present an ensemble prediction. In addition, this report undertakes an accurate competitive analysis illustrating the status of market majors in the projection timeline, while including their expansion strategies and portfolio.

The Augmented and Virtual Reality Software and Service Industry market report is an in-depth analysis of this business space. The major trends that defines the Augmented and Virtual Reality Software and Service Industry market over the analysis timeframe are stated in the report, along with additional pointers such as industry policies and regional industry layout. Also, the report elaborates on the impact of existing market trends on investors.

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COVID-19, the disease it causes, surfaced in late 2019, and now had become a full-blown crisis worldwide. Over fifty key countries had declared a national emergency to combat coronavirus. With cases spreading, and the epicentre of the outbreak shifting to Europe, North America, India and Latin America, life in these regions has been upended the way it had been in Asia earlier in the developing crisis. As the coronavirus pandemic has worsened, the entertainment industry has been upended along with most every other facet of life. As experts work toward a better understanding, the world shudders in fear of the unknown, a worry that has rocked global financial markets, leading to daily volatility in the U.S. stock markets.

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Augmented and Virtual Reality Software and Service Industry Market Size, Development, Key Opportunity, Application & Forecast to 2025 -...

Study: Are strong leaders as effective in a virtual world? – KAMR – MyHighPlains.com

Study shows strong in-person leaders may not be as good of a fit for spearheading virtual teams.

by: Fox News

(FOX NEWS) Can leaders in the face-to-face world lead as well in online meetings?

A new study suggests what works well with leaders, in reality, may not work in virtual reality.

Brigham Young University researchers studying 220 student teams at two different Midwestern universities to learn if in-person leadership fits the new online virtual world of meetings and teams.

The study concluding virtual teams are more action-oriented, preferring leaders who monitor timelines, provide feedback, and coordinate teamwork.

Virtual team leaders also need to stand out as the leaders and Soft skills used for in-person settings may not translate as well to virtual situations.

New training for the virtual age of online meetings may be needed for traditional leaders.

The study published in the Journal of Business and Psychology.

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Study: Are strong leaders as effective in a virtual world? - KAMR - MyHighPlains.com

Metaphysica: The virtual reality escape room everyone should try – The RiotACT

Shannon Pickles says gamers love the virtual reality experience at Metaphysica in Mitchell. Photo: Sharon Kelley.

Lighting Rock is a software development studio using virtual reality to provide all kinds of experiences to people in Canberra, from helping physics students visualise and manipulate magnetic and electronic fields, to creating virtual environments in which students can pour a concrete slab and see the consequences of not pouring the correct way.

The studios Metaphysica virtual reality gaming space at 30 Kemble Court in Mitchell is another project its engineers have worked on and it is taking Canberra by storm.

Metaphysica is a virtual reality escape room, where contestants enter an empty padded room, don virtual reality headsets and are fully immersed inside the game experience.

Gamers love it, but its good for everyone, says Lighting Rocks Shannon Pickles. We dont have anything scary; its suitable for all ages and you get to experience an entire virtual world, whether or not you want to do the puzzles and solve the escape room.

The experience of virtual reality can amaze people and they never get around to solving puzzles. They just wander around for the experience of it, particularly people who havent tried it before.

But other people go in as a team and solve the puzzles. The good thing is we dont have to rebuild the room physically to change the puzzles we just change the software.

Huxley: Save the Future is one of the virtual reality escape room experiences at Metaphysica. Image: Supplied.

Lightning Rock is currently using software from a European partner Huxley and Huxley 2 but is moving to make the virtual escape rooms its own, and is currently designing its own software to change the experience.

Customers can play either game, and once entered into the specially designed physical room, surround sound and virtual reality headsets transport them to a fictional world, which is graphically beautiful and has many aspects to explore.

Its great, says Shannon, We can sit at the desk and play with the software, meaning only one person will see a crucial element while others wont. We can play with physics, challenge perceptions, we can make the virtual world do anything. It has so many applications.

The Metaphysica experience is also COVID-19 safe, says Shannon. Headsets and controllers are meticulously cleaned with ultraviolet light sanitisers before and after each use, and the company has placed its COVID-19 policy and practice prominently on the Metaphysica website. Customers will not need to touch anything but the sanitised headsets and controllers.

Playing Huxley is an experience youll never forget. Image: Supplied.

The headsets are light and theres no need for microphones because you are speaking to your own team inside the same room. There are no backpacks, just the headset and a game controller. Surround sound inside the game room completes the virtual world. Each room is air-conditioned to keep temperatures comfortable.

Metaphysica is open from 10 am to 11 pm, with the average customer taking around 45 minutes to an hour to complete the game.

Groups are limited to three people per room. Customers should be above the age of 10, and at least 110cm tall. Two groups of three can play simultaneously in a team challenge, and Metaphysica is currently developing new technology that will allow groups of up to four people per room eight for team challenges within the next few weeks.

You can make an online booking at Metaphysica, or call Shannon on 0414 944 934. Gift certificates are also available from the Metaphysica website.

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Metaphysica: The virtual reality escape room everyone should try - The RiotACT

Augmented Reality and Virtual Reality Lens Market Outlook and Opportunities in Grooming Regions – Market Research Posts

The report Global Augmented Reality and Virtual Reality Lens Market intends to provide cutting-edge market intelligence and help decision makers take sound investment evaluation. Also identifies and analyses the emerging trends along with major drivers, challenges, opportunities and entry strategies for various companies in the Global Augmented Reality and Virtual Reality Lens Industry.Global Augmented Reality and Virtual Reality Lens Market Research report provides information regarding market size, share, trends, growth, cost structure, capacity, revenue and forecast 2024. This report also includes the overall and comprehensive study of the Augmented Reality and Virtual Reality Lens market with all its aspects influencing the growth of the market. This report is exhaustive quantitative analyses of the Augmented Reality and Virtual Reality Lens industry and provides data for making strategies to increase the market growth and effectiveness.

The Global Augmented Reality and Virtual Reality Lens market research provides a basic overview of the industry including definitions, classifications, applications and industry chain structure. The Global Augmented Reality and Virtual Reality Lens Market analysis is provided for the international markets including development trends, competitive landscape analysis, and key regions development status. Development policies and plans are discussed as well as manufacturing processes and cost structures are also analyzed. This report also states import/export consumption, supply and demand Figures, cost, price, revenue and gross margins.

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The authors of the report have segmented the global Augmented Reality and Virtual Reality Lens market as per product, application, and region. Segments of the global Augmented Reality and Virtual Reality Lens market are analyzed on the basis of market share, production, consumption, revenue, CAGR, market size, and more factors. The analysts have profiled leading players of the global Augmented Reality and Virtual Reality Lens market, keeping in view their recent developments, market share, sales, revenue, areas covered, product portfolios, and other aspects.The Augmented Reality and Virtual Reality Lens market report helps the readers grasp the changing trend in the industry supply chain, manufacturing techniques and expenses, and current scenario of the end uses in the global Augmented Reality and Virtual Reality Lens market.

All the players running in the global Augmented Reality and Virtual Reality Lens market are elaborated thoroughly in the Augmented Reality and Virtual Reality Lens market report on the basis of proprietary technologies, distribution channels, industrial penetration, manufacturing processes, and revenue. In addition, the report examines R&D developments, legal policies, and strategies defining the competitiveness of the Augmented Reality and Virtual Reality Lens market players.

This report covers leading companies associated in Augmented Reality and Virtual Reality Lens market:

Scope of Augmented Reality and Virtual Reality Lens Market:The global Augmented Reality and Virtual Reality Lens market is valued at million US$ in 2017 and will reach million US$ by the end of 2025, growing at a CAGR of during 2018-2025.

This Market Report includesdrivers and restraints of the global Augmented Reality and Virtual Reality Lens 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.

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

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

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Augmented Reality and Virtual Reality Lens Market: Regional analysis includes:

Augmented Reality and Virtual Reality Lens Market Report Structure at a Glance:

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Augmented Reality and Virtual Reality Lens Market Outlook and Opportunities in Grooming Regions - Market Research Posts

Augmented and Virtual Reality: Technology of the Future, Today – PRNewswire

What Are Augmented, Virtual, and Mixed Reality?

The basic definition of these terms are as follows:

Virtual reality (VR): this replaces reality with a completely new 3D digital environment.

Augmented reality (AR): this overlays digital content on top of the real world.

Mixed reality, (MR): adds superimposed digital content that superficially interacts with the environment in real-time.

Virtual, augmented and mixed reality products have continued to receive high levels of funding and investment during the 2010 decade. There has also been immense hype over these products during the decade, with evangelists of the technology believing that it will be used in all aspects of day to day life.

Where Has This Industry Come From?

Over the past two decades, there have been big strides in the technological development of XR products. In the early 90's a number of headsets were released which allowed the user to view a video on a headset from an external device. Then in the next decade, devices such as the google glass explorer were released. These captured the imagination of many people, and it was one of the first "augmented reality" products available to consumers. Although this did not take off, it paved the way for other products to be developed. Later in the decade, more VR and AR products were released, for example in 2019, Magic Leap released its first product after years of funding. Oculus also released a VR headset which does not need to be connected to a computer the Quest proving that VR does not need to be tethered to a computer.

What Are the Key Technologies?

A headset is made up of many component parts, including optics, displays, sensors and haptics. Each of these component parts must fit together seamlessly to create a completely immersive experience for the user. Within optics, waveguides are an important part of augmented and mixed reality displays, transmitting the image from the display to the user's eye. There are many different requirements which must be fulfilled, and although currently there are optical artifacts present in some headsets, it is likely in the future that these will be removed as the technology evolves and improves.

What Industries Are Using This Technology?

There are a broad range of use cases and industries using augmented, mixed, and virtual reality technology. For example, manufacturing, remote assistance, education, and training, to name but a few. These applications are used in many different industries. Two common use cases are discussed.

One of the most well-known uses of VR headsets is in gaming applications. Companies such as Oculus, HTC, and Sony, have created a range of products which consumers can use for a total immersive gamine experience. However, there are also other applications for XR products such as remote assistance and training. The IDTechEx report, "Augmented, Mixed and Virtual Reality 2020-2030: Forecasts, Markets and Technologies", includes analysis of many key leaders in the AR, VR and MR fields, and provides you with a deeper understanding for the various applications for such products.

AR and MR products are being used to solve the "Skills Gap" problem. This problem occurs when skilled workers retire, and with them their skilled knowledge they have gained. This knowledge needs to be transferred to new workers. The skilled workers can record workflows and processes which the new employees can follow in a safe hands-free environment. Furthermore, they can annotate the real world with technical specifications to aid the worker. Some companies, such as Vuzix, use their own products on their assembly floors

What Is the Impact of COVID-19?

Recently the versatility of mixed and augmented reality products has come to the forefront of the news, with an Imperial led project at the Imperial College Healthcare NHS Trust. Doctors have been wearing the Microsoft Hololens headsets whilst working on the front lines of the COVID pandemic, to aid them in their care for their patients.

The use case for this project allows other clinicians to sit in another room, and by using Microsoft Teams, see a live video feed of the doctor who is treating the COVID-19 patients. This is utilizing the remote assistance aspects which have been previously used by Hololens users for manufacturing, maintenance, and other similar applications. By using the devices, staff reduced the amount of time they must spend in a high-risk area by 83%. Not only this, they are using less PPE, as fewer clinicians are in the room during patient care.

COVID has put the spotlight on this hands-free, interactive technology, and it is unlikely that this focus will move for some time. There will be a need for this technology in many new use cases, which previously did not require hands-free, or remote capabilities.

What Will I Learn From the Report?

"Augmented, Mixed and Virtual Reality 2020-2030: Forecasts, Markets and Technologies" covers one of the key markets of the future: the AR/VR/MR market. VR, MR and AR are products are used in many different settings, for example for day-to-day workflow management and on production lines. This market, which IDTechEx forecasts' predict to be over $30Bn by 2030, will impact many different industries, and future innovations will continue its growth in the wearables market. The report reviews and analyses over 100 products and details of over 80 companies, to create succinct and detailed conclusions about the future of this market.

The report includes market forecasts, player profiles, investments, and comprehensive company lists are all provided. It is an essential read for those looking for a deep understanding of the AR/VR/MR markets.

For a complete overview of this industry, please refer to the IDTechEx report, "Augmented, Mixed and Virtual Reality 2020-2030: Forecasts, Markets and Technologies", please visit http://www.IDTechEx.com/ARVR.This report falls within the Wearables portfolio, which covers haptics, wearables, hearables, and other similar devices.

IDTechEx guides your strategic business decisions through its Research, Consultancy and Event products, helping you profit from emerging technologies. For more information on IDTechEx Research and Consultancy, contact [emailprotected]or visit http://www.IDTechEx.com.

Media Contact:

Natalie MoretonDigital Marketing Manager [emailprotected] +44-(0)-1223-812300

SOURCE IDTechEx

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Augmented and Virtual Reality: Technology of the Future, Today - PRNewswire

Value of Augmented Reality and Virtual Reality Market Predicted to Surpass US$ by the of 2015 2021 – Bulletin Line

New Study on the Global Augmented Reality and Virtual Reality Market by PMR

PMR recently published a market study that sheds light on the growth prospects of the global Augmented Reality and Virtual Reality market during the forecast period (20XX-20XX). In addition, a methodical and systematic approach adopted by the analysts while curating the market study ensures that the presented study adds value to the business of our customers. The report provides a thorough evaluation of the latest trends, market drivers, opportunities, and challenges within the global Augmented Reality and Virtual Reality market.

As per the report, the global Augmented Reality and Virtual Reality market is expected to grow at a CAGR of ~XX% during the stipulated timeframe owing to a range of factors including, favorable government policies, and growing awareness related to the Augmented Reality and Virtual Reality , surge in research and development and more.

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Resourceful insights enclosed in the report:

Competitive Outlook

The competitive outlook section provides valuable information related to the different companies operating in the current Augmented Reality and Virtual Reality market landscape. The market share, product portfolio, pricing strategy, sales and distribution channels of each company is discussed in the report.

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Regional Assessment

The presented market study touches upon the market scenario in different regions and provides a deep understanding of the influence of micro and macro-economic factors on the prospects of the market in each region.

key players dominating the market are Blippar, Catchoom, Innovega Inc., Laster Technologies, Metaio Gmbh, Total Immersion, Vertalis Ltd, Augmented Pixels Co., Kooaba AG, Kishino Limited, Qualcomm Incorporated, Wikitude Gmbh and others. Earlier the global augmented reality & virtual reality market was dominated by players with relatively low brand image. However, after the entrance of new big players in the industry, the demand for augmented reality & virtual reality has increased among the consumers.

Key geographies evaluated in this report are:

Key features of this report

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The market report addresses the following queries related to the Augmented Reality and Virtual Reality market:

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Value of Augmented Reality and Virtual Reality Market Predicted to Surpass US$ by the of 2015 2021 - Bulletin Line

Virtual Reality Content Creation Market Research Key Players, Industry Overview, Supply Chain and Analysis to 2020 2026 – Express Journal

The latest report on Virtual Reality Content Creation 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 Virtual Reality Content Creation 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 Virtual Reality Content Creation 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 Virtual Reality Content Creation report alongside arranged and very much perceived Types and end-utilize industry. Moreover, macroeconomic factors and administrative procedures are discovered explanations in Virtual Reality Content Creation industry advancement and perceptive examination.

Assembling Analysis

The Virtual Reality Content Creation report is presently broken down concerning different types and applications. The Virtual Reality Content Creation 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

Virtual Reality Content Creation report moreover gives support, Production, Consumption, and (Export and Import).

Major Points Covered in Table of Contents:

In a word, the Virtual Reality Content Creation Market report provides major statistics on the state of the Virtual Reality Content Creation industry with a valuable source of guidance and direction for companies and individuals interested in the market. In the end, Virtual Reality Content Creation 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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Virtual Reality Content Creation Market Research Key Players, Industry Overview, Supply Chain and Analysis to 2020 2026 - Express Journal

A surreal 2020 gets actually surreal for Nestle and Philips with augmented reality – The Straits Times

ZURICH (BLOOMBERG) - The pandemic of 2020 is accelerating a lot of technologies and this one is surreal.

When the coronavirus grounded planes around the world, Swiss food giant Nestle needed to figure out how to keep its 400 factories running smoothly. The company leaned on a futuristic technology it had previously dabbled in only as a backup: augmented reality.

The more practical cousin of virtual reality, AR is mainly used to provide remote training and technical support to production sites and R&D centres with the help of smart glasses and 3-D imaging similar to Google Street View.

It allows viewers to pause videos, draw circles and lines into the image, and even use their own projected hands to point and gesture.

After remote teams helped complete a new beverage factory in Thailand seven weeks ahead of schedule, test new KitKat confectionery moulds in absentia and commission new pet-food production lines in the United States, Nestle plans to expand the technology across the company.

"Today we understand the full potential of the positive impact of the crisis as well," Mr Thomas Hauser, Nestle's head of product and technology development, said in an interview.

"We enjoy a higher level of efficiency, speed and a reduced impact on the environment."

Joining Nestle in betting on the use of augmented reality due to the pandemic are appliance makers Royal Philips and Electrolux.

While Electrolux used it to deal with not being able to install equipment it shipped to North America and Latin America, Philips relied on the technology while urgently expanding ventilator capacity to cope with a surge in critically ill Covid-19 patients needing help with breathing.

In a race to set up additional production lines, the Dutch company remotely connected different sites to help train workers and exchange knowledge, bypassing the need for travel.

Part of that drive is also focused on artificial intelligence in an attempt to detect how patients are trending on the basis of data analytics. The technology helps to forecast whether they fall into a delirium or into sepsis, and whether they need help.

"You see a rapid integration of virtual reality technologies," said Philips chief executive officer Frans Van Houten.

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A surreal 2020 gets actually surreal for Nestle and Philips with augmented reality - The Straits Times