Gravity sketch launches collaborative tool to let remote teams design together in virtual reality – Yanko Design

Gravity Sketch has easily been one of the breakthrough design tools of the last few years, allowing people to draw and model naturally, using their hands to create surfaces rather than commands and lines of code. The Virtual Reality CAD tool gives designers and creators the unique ability to design at scale, making life-size models and mockups of products that can be viewed and adjusted as you go, breaking the barriers of the computer screen and allowing people to actually (virtually) experience products at their real scale and even in their appropriate environment.

With the unprecedented shift towards remote working because of the Coronavirus pandemic, the team at Gravity Sketch has prioritized the deployment of their latest cloud collaboration feature. Available within the cloud-based product LandingPad, Gravity Sketchs cloud collaboration feature (codenamed Co-Creation) allows designers, teams, studios, and clients to collectively visualize, ideate, and refine product ideas. Merely wearing the VR headset transports you into the virtual workspace, allowing wearers to use the remote controller to highlight parts of a design, make edits/suggestions, or leave feedback. The tool has been used in enterprises with large design teams (Ford, Nissan, Reebok), but given the current circumstances with most people working remotely, Gravity Sketch hopes the publicly available collaborative platform will help teams work better together from their remote workspaces. Through LandingPad, users can manage and review work seamlessly across all hardware platforms as well as via web browsers, which synchronizes files across teams with virtual reality headsets.

The video above demonstrates how Belgium-based Achilles Design has been using the Co-Creation collaborative feature to help designers collectively ideate and clients collectively visualize products, allowing for a seamless exchange of ideas and feedback. Virtual reality in the business space has been a solo-experience for years. With Co-Creation, designers and clients can finally collaborate directly. The fact that I have been able to join clients in VR while working from home is unprecedented, both for them and for myself. Co-Creation is the most effective way of communicating spatial designs to all the stakeholders of a project, says Lucas Van Dorpe, Industrial Designer at Achilles Design.

Gravity Sketchs cloud-based collaboration platform is now available for free trials for 30 days.Click Here to sign up for Beta Access!

Gravity Sketchs cloud-based collaboration platform is now available for free trials for 30 days.Click Here to sign up for Beta Access!

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Gravity sketch launches collaborative tool to let remote teams design together in virtual reality - Yanko Design

VR study shows how easy it is to get people to incorrectly think theyre in the presence of another … – PsyPost

Humans have a tendency to incorrectly detect another person or creature in their environment, a phenomenon sometimes referred to as hypersensitive agency detection. New research utilized virtual reality technology to examine whether agency detection was associated with belief in the supernatural.

The study suggests that people with a stronger belief in supernatural agents are not more likely to falsely perceive other beings. This type of false perception, however, might be associated with certain superstitions.

The findings appear in the journal Religion, Brain & Behavior.

I became interested in this topic through a combination of me-search and research, said researcher Adam E. Tratner, a doctor of psychology (PhD) affiliated with Oakland University.

Throughout my life I have met many people who believe in supernatural agents (e.g., ghosts, spirits, bigfoot, etc) and claim to have had direct encounters with them. Despite the lack of evidence for the existence of the supernatural, these beliefs and experiences are so common across human societies that I began to wonder if there were reasonable scientific explanations for them.

Fast forward to graduate school and I was introduced to scholarly work that attempted to address this from a psychological standpoint, so I decided to conduct some research that investigated whether cognitive and perceptual processes are related to such beliefs, Tratner explained.

For their study, Tratner and his colleagues first had 107 college students complete a survey regarding their beliefs in paranormal and supernatural phenomena. The students were then fitted with an Oculus Rift virtual reality headset and played an exploration-themed video game for approximately 30 minutes.

The students were asked to explore a virtual forest and click the right mouse button whenever they believed there was someone or something else in the virtual environment. However, no other people or creatures were actually present.

Even though the participants were alone the entire time, the researchers found that 90% of them reported perceiving the presence of another being in the environment at least once. The participants falsely reported another being in their virtual environment about 13 times on average.

We demonstrated that its very easy to get people to think that they are seeing things around them in a virtual reality environment, Tratner told PsyPost.

Surprisingly, we found that the tendency to falsely perceive agents in the environment was unrelated to actual beliefs in supernatural agents (e.g., ghosts, bigfoot, etc), but was related instead to beliefs in Feng Shui. This was unexpected because Feng Shui is more similar to superstition, whereas we hypothesized that individuals who are more likely to falsely perceive agents would have stronger beliefs in supernatural agents.

One possibility for this finding is that individuals who believe in Feng Shui may be more prone to faulty causal reasoning, which may lead them to think that the things they perceive in the virtual reality environment (e.g., sounds, movement) are being caused by an agent in the environment, Tratner said.

Agency detection doesnt appear to be related to individual differences in supernatural beliefs. But the general tendency to falsely perceive other beings in ones environment still may have played a role in facilitating belief in the supernatural over the course of human history.

The researchers hope future research can address the current studys methodological limitations and provide more information on the topic.

I interpret the findings of this study with caution because there are different issues surrounding different aspects of the study that could have affected the results. This study used a relatively small convenience sample of undergraduate students, which means that the findings could be a fluke, Tratner said.

There are also issues with the studys procedures. For instance, we explicitly told participants to be on the lookout for agents in the environment, which may have prompted them to mistakenly perceive agents more than they would have if we did not tell them anything. Also, we only assessed their agency detection in one virtual environment, which was admittedly spooky, ominous, and filled with ambiguous stimuli.

The study would have really benefited from recruiting a larger, more representative sample, and using multiple virtual reality environments in order to compare the differences in agency detection across different environments, Tratner added.

The study, Fear the unseen: supernatural belief and agency detection in virtual reality, was authored by Adam E. Tratner, Todd K. Shackelford, Virgil Zeigler-Hill, Jennifer Vonk, and Melissa M. McDonald.

(Photo credit: Sergey Galyonkin)

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VR study shows how easy it is to get people to incorrectly think theyre in the presence of another ... - PsyPost

Global Augmented Reality and Virtual Reality Apps Market 2020 Trends Analysis and Coronavirus (COVID-19) Effect Analysis | Key Players Market With…

Global Augmented Reality and Virtual Reality Apps Market: Competitive Analysis

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The market is segmented into{For Non-Immersive Systems, For Semi-Immersive Projection Systems, For Fully Immersive Head-Mounted Systems};{Education and training, Video Game, Media, Tourism, Social Media}. The geographical presence of the Augmented Reality and Virtual Reality Apps market is categorized mainly into North America, Europe, Asia Pacific, Latin America, and the Middle East and Africa. Some of the major industry players included within the Augmented Reality and Virtual Reality Apps market study includesAugmented Pixels, Aurasma, Blippar, Catchoom, DAQRI, Wikitude, AR Circuits, SkyView, Anatomy 4D, Blippar, BuildAR.com, Virtals, EON Reality Inc., Google, Zappar, Wikitude, Reza Moh.

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Global Augmented Reality and Virtual Reality Apps Market 2020 Trends Analysis and Coronavirus (COVID-19) Effect Analysis | Key Players Market With...

Dallas Startup Week goes virtual this year. Will it be the same? – The Dallas Morning News

Dallas Startup Week, one of the entrepreneurial communitys biggest annual networking events, is going virtual this year.

Originally planned for late April, the event fell victim to COVID-19 pandemics first surge in cases. The DEC Network, which puts on the event, postponed it to Aug. 30 a date that, at the time, seemed well beyond when the virus would run its course.

Then came the pandemics second wave.

Instead of canceling again, event organizers decided to move the sixth annual event online as a free, six-day series of sessions.

While we would have loved to do Dallas Startup Week in person, this technology will allow us to have the closest thing possible to a face-to-face event, DEC Network CEO Bill Chinn said in a statement.

With the uncertainty of the pandemic, Chinn said the organization had no choice but to prioritize the health and safety of attendees over an in-person event.

We felt our only option was to go virtual, Chinn said. But we promise a robust event with prominent speakers, engaging events and beneficial sessions to help entrepreneurs no matter where in the process they are.

The event will consist of more than 100 sessions over six days on 16 topics, including arts and entertainment, augmented reality and virtual reality, blockchain, coding, cybersecurity, health care, and gaming and esports.

The event will feature high-profile speakers including five-time Olympic medalist and entrepreneur Nastia Liukin, Dallas Mayor Eric Johnson and Google for Startups boss Jewel Burks Solomon.

Last year, the event served as a matchmaker of sorts for large corporations and entrepreneurs.

This years sessions will be hosted on the online events platform Hopin.to and will have a corresponding Slack workspace with channels that go with each of the events focus areas.

Several sessions will directly address the business climate under the pandemic. Topics include How to start a nonprofit in times of crisis and The lasting effects of the pandemic on local arts.

In-person events have been a major casualty during the pandemic as Texas and the rest of the U.S. struggle to get control of the virus. The cancellation of SXSWs 400,000-person tech and music festival in Austin sent shockwaves through the live events industry in March, and most events have yet to return.

But a virtual future for events like Dallas Startup Week could be here to stay, even after the pandemic subsides, according to industry polling.

A majority of marketing and ad professionals anticipate that large events will have a virtual component in the future, regardless of public health conditions, according to a June survey of several hundred industry executives by The 614 Group.

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Dallas Startup Week goes virtual this year. Will it be the same? - The Dallas Morning News

Augmented Reality And Virtual Reality Market Segmentation By Qualitative And Quantitative Research Incorporating Impact Of Economic and Non-Economic…

New Jersey, United States,- The recent report on Augmented Reality And Virtual Reality Market offered by Verified Market Research, comprises of a comprehensive investigation into the geographical landscape, industry size along with the revenue estimation of the business. Additionally, the report also highlights the challenges impeding market growth and expansion strategies employed by leading companies in the Augmented Reality And Virtual Reality market.

This is the most recent report inclusive of the COVID-19 effects on the functioning of the market. It is well known that some changes, for the worse, were administered by the pandemic on all industries. The current scenario of the business sector and pandemics impact on the past and future of the industry are covered in this report.

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Business owners looking to scale up their business can refer this report that contains data regarding the rise in sales within a given consumer base for the forecast period, 2020 to 2027. Product owners can use this information along with the driving factors such as demographics and revenue generated from other products discussed in the report to get a better analysis of their products and services. Besides, the research analysts have compared the market growth rate with product sales to enable business owners to determine the success or failure of a specific product or service.

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North America (United States, Canada and Mexico)Europe (Germany, UK, France, Italy, Russia and Spain etc.)Asia-Pacific (China, Japan, Korea, India, Australia and Southeast Asia etc.)South America (Brazil, Argentina, Colombia and Chile etc.)Middle East & Africa (South Africa, Egypt, Nigeria and Saudi Arabia etc.)

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To summarize, the global Augmented Reality And Virtual Reality market report studies the contemporary market to forecast the growth prospects, challenges, opportunities, risks, threats, and the trends observed in the market that can either propel or curtail the growth rate of the industry. The market factors impacting the global sector also include provincial trade policies, international trade disputes, entry barriers, and other regulatory restrictions.

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Global Location-based Virtual Reality Market 2020 to Witness Huge Growth by 2020 | Top Key Players; Oculus VR, HTC Vive Tech, Survios, EXIT Realty,…

The report on the Global Location-based Virtual Reality Market features detailed insights and deep research. The report introduces the important factors which driving the growth of the global Location-based Virtual Reality market, untapped opportunities for the manufacturers, current trends, and developments shaping the global Location-based Virtual Reality market and other factors across various key segments.

In addition, report highlights the market drivers, future opportunities and restraints which impacting the growth of the global Location-based Virtual Reality market. Along with these, report also provides the changing trends which are directly and indirectly influence the market are also analyzed and incorporated in the report to gives the detailed information related to the market which resulting for better decision making.

The study encompasses profiles of major companies operating in the Location-based Virtual Reality Market. Key players profiled in the report includes:Oculus VRHTC Vive TechSurviosEXIT RealtyVOIDSpaceVRZero Latency PTYHologateTyffon

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By the product type, the market is primarily split into: HardwareSoftware

By the end-users/application, this report covers the following segments:VR ArcadesVR Theme ParksVR Cinemas

Market, By regions: North America (U.S., Canada, Mexico) Europe (U.K., France, Germany, Spain, Italy, Central & Eastern Europe, CIS) Asia Pacific (China, Japan, South Korea, ASEAN, India, Rest of Asia Pacific) Latin America (Brazil, Rest of L.A.) Middle East and Africa (Turkey, GCC, Rest of Middle East)

The Location-based Virtual Reality market report provides the section which highlights country-wise demand for the Location-based Virtual Reality and provides a market outlook. The report also analyses the new technological developments as well as offerings for niche applications in the global Location-based Virtual Reality market. In last section of the report, a competitive landscape has been included to provide audiences with a dashboard view.

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Global Location-based Virtual Reality Market Report: Research Methodology

Market analysis is obtained through in-depth secondary research which is validated and verified by primary interviews. Every primary research is analyzed and average market volume is deduced and reconfirmed prior to incorporating in the report. The price of Location-based Virtual Reality is calculated across all the assessed regions and weighted average price is also considered. The market value of the global Location-based Virtual Reality market is thus calculated from the data deduced from the average selling price and market volume.

For future market growth, forecast of the global Location-based Virtual Reality market, offers the various macroeconomic factors and changing trends have been observed, based on which the future of the market is predicted. Other important factors covered by report includes the size of the current market, inputs from the supply side and the demand side and other dynamics shaping the scenario of the market. Report forecasts are offered in terms of CAGR, while other important criteria such as year-on-year growth and absolute dollar opportunity have also been incorporated giving clear insights and future opportunities.

Impact of Covid-19 in Location-based Virtual Reality Market

The utility-owned segment is mainly being driven by increasing financial incentives and regulatory supports from the governments globally. The current utility-owned Location-based Virtual Reality 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.

Access Full Report, here: https://www.innovateinsights.com/report/global-location-based-virtual-reality-market-2020-industry/261865/

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Global Location-based Virtual Reality Market 2020 to Witness Huge Growth by 2020 | Top Key Players; Oculus VR, HTC Vive Tech, Survios, EXIT Realty,...

‘It’s the wave of the future’: More home showings go virtual – danvillesanramon.com

As COVID-19 continues to impact every aspect of life, Tri-Valley real estate professionals have had to change how they show homes.

Technology now allows potential buyers to see homes and agents to market their listings without anyone ever having to enter the seller's home.

"Once real estate and real estate photographers were deemed essential business, we have offered professional photography, aerial drone and 3D WalkThrough Tours, and we have seen a dramatic increase in the use of 3D and video for agents to offer virtual open houses," said Tim Denbo, president/CEO of Virtual Tour Cafe based in Pleasanton.

Virtual showings are nothing new to the real estate world, but due to COVID-19, more Realtors and brokers are adopting it.

"While virtual tours have been used to help market listings for the past 20-plus years, the COVID-19 pandemic and resulting shelter-in-place around the country has given new rise to the use of virtual tours and other virtual marketing tools," Denbo said. "As a national do-it-yourself subscription service, we immediately saw an increase in inquiries from associations, brokers and agents using our online services around the country."

Locally, the Tri-Valley has seen a significant increase in virtual tours versus the traditional in-person tours.

"Real estate is 90% online these days and just a small percentage are seeing homes in-person now," said Susan Schall, a Pleasanton real estate agent. "We are going pending on homes after as little as one to five showings in many cases, versus having many through open houses."

According to Tina Hand, 2020 president of Bay East Association of Realtors, roughly 85% to 90% showings have become hybrid virtual showings, in which homeowners first spot a home through a virtual showing, make an appointment and physically visit a home. However, to follow U.S. Centers for Disease Control and Prevention guidelines, the home is sanitized before and after interested buyers visit.

"It's the wave of the future," Hand said. "I see a hybrid where you'll have the virtual tours and then the buyers will actually go into the properties, walk the grounds and walk the house."

Virtual staging involves technology to place virtual furniture in a room for potential buyers as opposed to a blank space.

"Another related service to virtual tours to help real estate agents market their properties is virtual staging," Denbo added. "We have seen a dramatic increase in virtual staging as well."

Realtors in the Tri-Valley agree.

"We have been using virtual showing techniques in real estate for 15-plus years," said Steve Mohseni, another Pleasanton real estate agent. "However, innovation has been at work recently to enhance these methods by necessity, and I am sure virtual reality and augmented reality solutions are going to be an integral part of real estate marketing in the future."

Agents foresee sellers pushing for more virtual tour technology to slow the spread of any illness, COVID-19 related or not.

"What will further drive the virtual tour technology are the sellers who may not want to allow a public open house with 50 groups walking through their homes in one day and leaving their germs behind," Mohseni added. "Any prospective buyer will have to screen homes virtually first and only selected people will get to view the properties in-person."

Mohseni predicts that the public will become more health conscious after COVID-19. As a result, the further use of virtual showings will increase and virtual tour technology could advance, possibly retiring physical-only showings -- meaning the future of real estate might become a virtual hybrid.

"I see the hybrid model as a great tool for the agents because it does benefit our sellers so well and give maximum exposure to the property," Hand added. "I believe, so I'm thankful (for technology), especially in this day and age. Who knows what's coming down the road?"

However, Denbo thinks there likely won't be a future with no physical home showings, believing that it's human nature for buyers to want to visit their prospective new house in-person.

"I think the trend is more toward virtual, even though you'll never stop having open houses," he said. "But people will always want to visit the home."

If anything is for certain, the future of real estate will be using more virtual tours, even post COVID-19, according to Hand. The traditional open houses, where homes open up for viewers and agents to see freely, will not be coming back right away -- or potentially at all.

Buyers and sellers are adapting to new ways to see homes too. In recent months the local market has seen an increase in inventory and homes sold with multiple offers.

"We have all learned new ways to do things, and real estate is no different," Denbo said. "Real estate agents, homeowners and buyers are learning that they can meet with their agent over a Zoom call and buyers can preview homes online using virtual tours, video and virtual reality to save time and be more efficient. I think things have changed for a long time, if not forever."

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'It's the wave of the future': More home showings go virtual - danvillesanramon.com

What to expect from a virtual and augmented reality degree – Study International News

Immersive technology is blowing up everywhere, and that includes the higher education sector.

As augmented reality (AR) and virtual reality (VR) transform the way we shop, play games and even construct military strategies, universities are fielding increased demand from employers to produce graduates with the digital skills to work in this field.

With employers everywhere preferring tech-savvy workers, more unis are offering AR/VR courses at pre-university, undergraduate, and postgraduate level.

Yet, what are the key differences between the two?

The popularity of virtual and augmented reality is rising. Source: Noah Seelam/AFP

If youve ever watched the 1999 movie The Matrix, virtual reality will spring to mind.

In the film, the virtual simulations are so lifelike that the main character couldnt distinguish what is real and what is not.

As the digital age beckons, this is the exact same dilemma that we will soon encounter with virtual reality one day. Technology gets smarter and we get slower by depending too much on its capabilities.

A degree in virtual reality could us to level-up our digital skills and conquer computer-generated simulation before artificial intelligence (AI) outsmarts us.

Unlike virtual reality, augmented reality adds to the reality you would ordinarily see rather than replacing it.

You will recognise AR from apps like Snapchat and Instagram. Through the use of filters, you can see the real-life environment in front of you but with a digital augmentation laid on top.

For instance, you can insert a pair of cat ears on your head or go back in time by changing the colour of your screen to black and white. With AR, there are boundless scenarios to create. With VR, there are parallel worlds to explore.

An VR/AR degree is valuable in todays digital age. Source: David Becker/Getty Images/AFP

If you opt for a university-level virtual and augmented reality degree, youll discover a variety of subject areas.

The most common topics areas of this degree are:

Popular career paths of this degree area include:

Most AR/VR degrees expect you to complete a practical project at the end of the year. This project may include an individual presentation of your graphic design work or a group initiative that involves the latest AR/VR tools.

Take the first steps towards a fulfilling career in AR, VR or a related industry. Source: Fred Dufour/AFP

According to TechHQ, AR/VR is transforming the way we work.

The independent tech and news website highlighted recent research that estimates the global VR/AR market to reach upwards of US$35 billion by 2025.

Securing a degree in this sector is a smart career move to make as the market is growing, and new AR/VR roles will soon arise.

4 virtual music festivals UK students can still catch this summer

Does Virtual Reality technology help university students learn?

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What to expect from a virtual and augmented reality degree - Study International News

Mayflower Pilgrims take anniversary voyage into virtual reality experience backed by West Lindsey council – Gainsborough Standard

As part of the regions 400th anniversary programme, Leicester-based arts organisation MBD created a virtual world which immerses audiences in the story of the momentous journey and explores the contemporary parallels with the early voyagers.

Released on Satuday, July 25, via the Oculus Store, Mayflower Reflections allows audiences to put on a headset wherever they are be transported back to the 1600s.

Anna Scott, Mayflower 400 officer at West Lindsey District Council, supported the project and said. The virtual reality experience really helps you imagine what that voyage must have been like, and relates that to how its still relevant for us today.

In 15 minutes, the story combines cutting edge visuals with narrative storytelling and an original soundtrack to bring the the period to life for a contemporary audience.

As it explores the experience of those early settlers of what became the United States, viewers learn of how much has changed since the voyagers first settled on the land, and the similarities between their journey and the journey of millions of asylum seekers today.

District councillor Michael Devine said: This project is a great idea and with so many events being postponed or cancelled this year due to coronavirus, it will allow people to learn more about the Mayflower story in an innovative way."

Mayflower Reflections will also be available as a standalone video via the MBDTV on Youtube Channel and Metro Boulot Dodo Leicester on Facebook.

It was created as part of the councils PilgrimAGE series, led by Discover Gainsborough. In the run-up to the official anniversary in September, there will also be historical blogs, snapshots in to exhibitions as well as videos and podcasts.

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Mayflower Pilgrims take anniversary voyage into virtual reality experience backed by West Lindsey council - Gainsborough Standard

Indiana Soccer turning to virtual reality to help get players get back on the field – Fox 59

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Indiana Soccer turning to virtual reality to help get players get back on the field - Fox 59

Facebook Is Doubling Down on the Virtual Reality Market – Motley Fool

Facebook (NASDAQ:FB) is ramping up the production of its Oculus VR headsets by up to 50% this year, according tothe Nikkei Asian Review, with a target of two million devices. That's an ambitious goal, since Facebook's newest headset, the stand-alone Oculus Quest, only hit 705,000 shipments last year, according to SuperData.

Facebook remains the market leader in VR headsets with a 35% share, according to TrendForce, and the Nikkei report implies it will double down on the growing market with new headsets. Let's dig deeper into those plans, and whether or not they'll expand Facebook's ecosystem and diversify its core business away from online ads.

Image source: Oculus VR.

When Facebook acquired Oculus six years ago, the VR company developed pricey headsets that were tethered to high-end PCs. Its first commercial headset, the Rift, mainly attracted hardcore gamers and developers when it launched in 2016.

Meanwhile, most mainstream users got their first taste of VR through cheaper Cardboard-like accessories for smartphones. These devices offered more freedom than PC-based VR headsets, but they were ultimately limited by a phone's processing power. Constantly putting smartphones into the headsets and removing them was also a cumbersome process.

To address those limitations, Facebook launched the stand-alone Oculus Go, which wasn't tethered to a PC or phone, in 2018. The Go wasn't as powerful as the Rift, but it attracted more users and reportedly topped twomillion shipments the following year.

The Go's success paved the way for the Quest, a pricier and more powerful stand-alone headset that added six degrees of freedom (6DOF) for more complex VR actions, which launched last May. In addition to running stand-alone games, the Quest could also run PC games via a USB cable.

In June, Facebook announced it would discontinue the Oculus Go to "double down" on improving the Rift andQuest. That announcement, along with the recent acceleration in its hardware production, suggests Facebook could launch successors to the Rift S (which succeeded the original Rift) and the Quest later this year.

Image source: Oculus VR.

In May, Facebook revealed it sold over $100 million in VR content for the Quest over the past year. That announcement implied each Quest owner bought over $140 in content for their $400-$500 headsets, and that Facebook's plans for building a sprawling VR world for video games, media, and social interactions were gradually taking shape. Like other app stores, Facebook retains a 30% cut of its Oculus content sales.

Facebook's core advertising revenue rose 17% annually to $17.4 billion last quarter and accounted for 98% of its top line. But its "other" revenue, which mainly consists of Oculus and Portal devices, surged 80% to $297 million, "driven primarily bysales of Oculus products."

That seems like a drop in the pond for Facebook, but CEO Mark Zuckerberg declared that the Quest not only "surpassed" his sales expectations during the conference call, but he wanted to "make more of them faster."

Sony (NYSE:SNE) and HTC are Facebook's two largest rivals in the VR headset market. But Sony, which recently ramped up production of its PS5, isn't a direct competitor since its PSVR headsets are only designed for PlayStation consoles.

HTC launched two stand-alone VR headsets, the Vive Focus and Focus Plus, over the past two years. But instead ofchallenging Facebook in the mainstream market, HTC is marketing those headsets to enterprise users.

HTC recently revealed a new prototype stand-alone headset called Proton, but it's unclear if the device willtarget mainstream or enterprise users. For now, HTC remains committed to the high-end PC gaming market with its new Cosmos headsets. Facebook might launch a new Rift headset to challenge HTC in that slimmer market, but launching a new Quest headset could build upon the mainstream momentum of its previous stand-alone devices.

The VR market is still a nascent one, and Facebook's Oculus sales won't reduce its dependence on ads anytime soon. But Facebook is clearly dedicated to extending its first mover's advantage in this market, and planting those roots today could assert its dominance over the next-gen computing platform in the coming decades.

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Facebook Is Doubling Down on the Virtual Reality Market - Motley Fool

Virtual Reality: Money-making simulator – or doomed to failure? – – BusinessCloud

Thirty years ago, VR was a sci-fi concept a futuristic pipe dream explored in movies and books. Sure, human beings have dabbled with the idea of Virtual Reality since the 18th century. But in reality, strapping on a headset and interacting with a world Matrix-style was a ludicrous notion.

Fast forward to the present and VR is an actual reality. Its one of the bleeding edge technologies for audio-visual entertainment with exciting potentials for brands. Businesses are starting to turn to the fantastical world of VR to solve IRL problems too. For example, transforming a photo exhibition into a VR wonderland.

But should you be pursuing virtual reality as the next big money-making opportunity? Lets find out.

For some industries, VR is a next-gen step to create immersive experiences.

Visual entertainment like video games are certainly feeling the benefits. Valves Index headset, used in VR gaming, is the kind of gadget everyone wants to own. Launched in June 2019, there are now over 150k units out in the wild.

Its an impressive number, considering the hefty price tag. The device is so popular that new customers will have to wait 8+ weeks to get their hands on a unit.

Next is the brave new frontier of virtual reality cinema strap on a device like the Oculus Quest for a delicious audio-visual feast. You only need to visit Youtubes dedicated VR channel to explore the abundant opportunities.

Then theres the brand potential. McDonalds Happy Goggles not only show how businesses can use virtual reality to increase engagement but also how cheap VR can be. Well, at least how some forms of virtual reality can be affordable

Despite all these impressive advancements in technology and the business potential, VR has one fatal flaw. And its a flaw thats been around since the 90s. Virtual reality is incredibly expensive. The Valve Index we mentioned earlier? Thats going to set a customer back almost a thousand bucks. Ouch.

Of course, its worth noting that headsets arent always this costly. Theres the Oculus mentioned above, which will set you back around a third of the price. But this is still pricey for something that is essentially a luxury product.

With this in mind, VR is very much out of the hands of your average consumer. The steep pricing means that many businesses would not see the returns on investing into VR as theres a chance most of their audience will not see it as theyre priced out of the market, however a number of new online casinos are looking into the possibility as the financial benefits can justify the investment required.

However, there are some glimmers of hope out there that more customers will join the VR bandwagon. First and foremost: the price of tech is likely to decrease. As more players join the game competition will start to become fierce. Even companies like HP have entered the arena with headset options.

Second: there are cheap VR options on the market already. Google Cardboard, for example, shows potential customers how to make a cost-effective set out of something as simple as an old box. Its not the most glamorous way to try the technology, but its taking baby steps in the right direction.

And finally the big money question: should you invest in VR? It depends on your niche but for many industries, this will be a case of wait and see.

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Augmented and Virtual Reality in Healthcare Market Segmentation By Qualitative And Quantitative Research Incorporating Impact Of Economic and…

New Jersey, United States,- The recent report on Augmented and Virtual Reality in Healthcare Market offered by Verified Market Research, comprises of a comprehensive investigation into the geographical landscape, industry size along with the revenue estimation of the business. Additionally, the report also highlights the challenges impeding market growth and expansion strategies employed by leading companies in the Augmented and Virtual Reality in Healthcare market.

This is the most recent report inclusive of the COVID-19 effects on the functioning of the market. It is well known that some changes, for the worse, were administered by the pandemic on all industries. The current scenario of the business sector and pandemics impact on the past and future of the industry are covered in this report.

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Exploring the growth rate over a period

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By Type

Type 1

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By Application

Application1

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Global Augmented and Virtual Reality in Healthcare Market Report 2020 Market Size, Share, Price, Trend and Forecast is a professional and in-depth study on the current state of the global Augmented and Virtual Reality in Healthcare industry.

The report at a glance

The Augmented and Virtual Reality in Healthcare market report focuses on economic developments and consumer spending trends across different countries for the forecast period 2019 to 2026. The research further reveals which countries and regions will have a better standing in the years to come. Apart from this, the study talks about the growth rate, market share as well as the recent developments in the Augmented and Virtual Reality in Healthcare industry worldwide. Besides, the special mention of major market players adds importance to the overall market study.

Market segment by Region/Country including:

North America (United States, Canada and Mexico)Europe (Germany, UK, France, Italy, Russia and Spain etc.)Asia-Pacific (China, Japan, Korea, India, Australia and Southeast Asia etc.)South America (Brazil, Argentina, Colombia and Chile etc.)Middle East & Africa (South Africa, Egypt, Nigeria and Saudi Arabia etc.)

The research provides answers to the following key questions:

What is the expected growth rate of the Augmented and Virtual Reality in Healthcare market? What will be the market size for the forecast period, 20202027?

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Why Choose Verified Market Research?

To summarize, the global Augmented and Virtual Reality in Healthcare market report studies the contemporary market to forecast the growth prospects, challenges, opportunities, risks, threats, and the trends observed in the market that can either propel or curtail the growth rate of the industry. The market factors impacting the global sector also include provincial trade policies, international trade disputes, entry barriers, and other regulatory restrictions.

About us:

Verified Market Research is a leading Global Research and Consulting firm servicing over 5000+ customers. Verified Market Research provides advanced analytical research solutions while offering information enriched research studies. We offer insight into strategic and growth analyses, Data necessary to achieve corporate goals, and critical revenue decisions.

Our 250 Analysts and SMEs offer a high level of expertise in data collection and governance use industrial techniques to collect and analyze data on more than 15,000 high impact and niche markets. Our analysts are trained to combine modern data collection techniques, superior research methodology, expertise, and years of collective experience to produce informative and accurate research.

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Augmented Realty and Virtual Reality in Healthcare Market 2020 In-Depth Analysis of Industry Share, Size, Growth Outlook up to 2025 – 3rd Watch News

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Augmented Realty and Virtual Reality in Healthcare Market 2020 In-Depth Analysis of Industry Share, Size, Growth Outlook up to 2025 - 3rd Watch News

Virtual Reality (Vr) In Gaming and AR in Gaming Industry Market 2020: Industry Growth, Competitive Analysis, Future Prospects and Forecast 2025 -…

The 'Virtual Reality (Vr) In Gaming and AR in Gaming Industry market' study now available with Market Study Report, LLC, is a systematic detailing of the potential factors driving the revenue statistics of this industry. Key data documented in the study includes market share, market size, application spectrum, market trends, supply chain, and revenue graph. This research report elucidates a precise competitive summary of the business outlook stressing on expansion strategies adopted by key contenders of the Virtual Reality (Vr) In Gaming and AR in Gaming Industry market.

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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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Virtual Reality (Vr) In Gaming and AR in Gaming Industry Market 2020: Industry Growth, Competitive Analysis, Future Prospects and Forecast 2025 -...

Virtual Reality Headset Market Segmentation By Qualitative And Quantitative Research Incorporating Impact Of Economic and Non-Economic Aspects By 2027…

New Jersey, United States,- The recent report on Virtual Reality Headset Market offered by Verified Market Research, comprises of a comprehensive investigation into the geographical landscape, industry size along with the revenue estimation of the business. Additionally, the report also highlights the challenges impeding market growth and expansion strategies employed by leading companies in the Virtual Reality Headset market.

This is the most recent report inclusive of the COVID-19 effects on the functioning of the market. It is well known that some changes, for the worse, were administered by the pandemic on all industries. The current scenario of the business sector and pandemics impact on the past and future of the industry are covered in this report.

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

Exploring the growth rate over a period

Business owners looking to scale up their business can refer this report that contains data regarding the rise in sales within a given consumer base for the forecast period, 2020 to 2027. Product owners can use this information along with the driving factors such as demographics and revenue generated from other products discussed in the report to get a better analysis of their products and services. Besides, the research analysts have compared the market growth rate with product sales to enable business owners to determine the success or failure of a specific product or service.

By Type

Type 1

Type 2

By Application

Application1

Application 2

Global Virtual Reality Headset Market Report 2020 Market Size, Share, Price, Trend and Forecast is a professional and in-depth study on the current state of the global Virtual Reality Headset industry.

The report at a glance

The Virtual Reality Headset market report focuses on economic developments and consumer spending trends across different countries for the forecast period 2019 to 2026. The research further reveals which countries and regions will have a better standing in the years to come. Apart from this, the study talks about the growth rate, market share as well as the recent developments in the Virtual Reality Headset industry worldwide. Besides, the special mention of major market players adds importance to the overall market study.

Market segment by Region/Country including:

North America (United States, Canada and Mexico)Europe (Germany, UK, France, Italy, Russia and Spain etc.)Asia-Pacific (China, Japan, Korea, India, Australia and Southeast Asia etc.)South America (Brazil, Argentina, Colombia and Chile etc.)Middle East & Africa (South Africa, Egypt, Nigeria and Saudi Arabia etc.)

The research provides answers to the following key questions:

What is the expected growth rate of the Virtual Reality Headset market? What will be the market size for the forecast period, 20202027?

What are the major driving forces responsible for transforming the trajectory of the industry?

Who are major vendors dominating the Virtual Reality Headset industry across different regions? What are their winning strategies to stay ahead in the competition?

What are the market trends business owners can rely upon in the coming years?

What are the threats and challenges expected to restrict the progress of the industry across different countries?

What are the key opportunities that business owners can bank on for the forecast period, 20202027?

Why Choose Verified Market Research?

To summarize, the global Virtual Reality Headset market report studies the contemporary market to forecast the growth prospects, challenges, opportunities, risks, threats, and the trends observed in the market that can either propel or curtail the growth rate of the industry. The market factors impacting the global sector also include provincial trade policies, international trade disputes, entry barriers, and other regulatory restrictions.

About us:

Verified Market Research is a leading Global Research and Consulting firm servicing over 5000+ customers. Verified Market Research provides advanced analytical research solutions while offering information enriched research studies. We offer insight into strategic and growth analyses, Data necessary to achieve corporate goals, and critical revenue decisions.

Our 250 Analysts and SMEs offer a high level of expertise in data collection and governance use industrial techniques to collect and analyze data on more than 15,000 high impact and niche markets. Our analysts are trained to combine modern data collection techniques, superior research methodology, expertise, and years of collective experience to produce informative and accurate research.

Contact us:

Mr. Edwyne Fernandes

US: +1 (650)-781-4080UK: +44 (203)-411-9686APAC: +91 (902)-863-5784US Toll-Free: +1 (800)-7821768

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Virtual Reality Headset Market Segmentation By Qualitative And Quantitative Research Incorporating Impact Of Economic and Non-Economic Aspects By 2027...

Fresh look for Lincoln virtual reality venue – The Lincolnite

An escape room and virtual reality venue in Lincoln will launch new and improved VR facilities this weekend, including outside games where you can go as far as the cathedral.

Tension Twisted Realities on Croft Street became the UKs first virtual reality venue in Lincoln just over four years ago.

The venue reopened its escape rooms on July 4 in line with government guidelines and, after a recent 25,000 refurbishment, the business is getting ready to launch its newest facilities from Saturday, July 18.

The six escape rooms will remain unchanged, but the whole VR floor has been revamped. All the old rooms on both sides of the building were removed and replaced with four open fronted booths down one side.

An improved VR system has been installed with built in headphones and a cable management system. There is a choice of over 150 games, with around 20 new ones including Beat Saber, Vacation Simulator and Everest VR.

There are also two Oculus Quest headsets, which can be used wirelessly with a variety of games.

The VR booths are priced at 40 per hour for up to four people and can be booked online or by calling 07843 378707 see the full list of games here.

There are also two AR (Augmented Reality) outside missions the spy-based Operation Minefall and Magical Portal with a goblin assistant. The outside AR games can be taken up to 9,000 steps away, going through the Arboretum and as far as Lincoln Cathedral.

In addition, a bar has been added on the VR floor which will be serving soft drinks and cold snacks. The bar hopes to have an alcohol licence later in the year.

A games room filled with consoles will follow in the near future and all facilities have been made COVID safe in line with government guidelines.

The venue can also be hired out for events and is suitable for team building, parties and other celebrations, with new seating added, which can seat up to 60 people.

Manager Stewart Millar told The Lincolnite: I am mega excited and buzzing about it as it will make the business even stronger.

It has turned out even better than planned and we would like to give a big thanks to Chris Kennealey Flooring and Viper Signs.

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Fresh look for Lincoln virtual reality venue - The Lincolnite

ZMR Revises Augmented and Virtual Reality Market Forecast, as COVID-19 Continues to Expand Quickly Across the Globe – Jewish Life News

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On the bright side: Car wash dates, virtual walking tours in SF and the death of limousines – San Francisco Chronicle

Most car washes are just soap and water. Not the one in San Bruno.

Were trying to make it Disneyland caliber, said Bobak Bakhtiari, proprietor of the Tanforan Shell car wash. Were not quite there yet.

For $10, you drive into the car wash. The tunnel doors roll shut. Then the colored lights and space age music come on, along with the suds. Bahktiari calls it a virtual reality car wash. Its not Disneyland, but its pretty exciting for San Bruno.

A car wash could be the least dangerous thing you can do during a pandemic, Bahktiari said. No mask or sanitizer required. No staying six feet away from anything. Just you, inside your car, in the dark.

The car need not be dirty. In fact, Bakhtiari said, a lot of people have been driving through with clean cars, especially on date night, when a few minutes of privacy in the dark is worth $10, maybe more.

Car washes, Bahktiari said, speak to the human experience. Nobody doesnt like going through a car wash.

Bakhtiari inherited the car wash from his father 10 years ago and keeps pushing the envelope. Hes had lights and music for some time, but starting this month he upped the virtual reality trappings by hiring online artists to create each car wash sound-and-light show in real time. No two car washes are the same.

Its something like the colored light display at the top of the Salesforce Tower, or a planetarium visit minus the planets. Its also like a drive-in movie, with just as much smooching among the paying customers.

Even though he owns the place, Bakhtiari never cuts in the car wash line. The other evening he waited half an hour, like everyone else.

When his turn came, the blue Camry rolled into the tunnel. Seven projectors and nine loudspeakers came on. Swirls of colored lights filled the tunnel and swirls of soapsuds covered the windshield. Images of tropical fish swam by on the walls. Something that looked like a volcano erupted. There was a rainbow and a jellyfish. Music thumped and twanged. The suds blocked much of the show but they did get the car clean.

When it was over, the car inched down the exit lane past a giant dinosaur sculpture that had a likeness of Donald Trump in its jaws. Thats new, too. Watching the president get eaten is included in the $10.

Weve got something for everybody, the car wash man said. We trying to enhance the awe and wonder in the car wash experience. People need something fun to do right now thats also safe. This is it.

Walk this way: San Francisco will still be here long after the pandemic passes, and if you need proof, says a longtime Bay Area artist, just look up at the sides of the old buildings around town.

Hundreds of painted signs still remain, high up the brick walls. Eat Carnation mush, says one. Smoke Owl cigars or Zubelda cigarettes, say others.

Artist Kasey Smith calls them ghost signs. The products are mostly gone, along with the people who painted the signs and bought the products. But about 300 faded signs still remain. They hearken to the turn of the century not the last one but the one before.

You cant smoke an Owl cigar any more, and probably shouldnt anyway, but maybe your great grandpa did. Its all right there on the brick wall at 921 Post St.

The past is everywhere, said Smith. Eat at Ahrens Bakery. Drink Acme beer. Drink Rainier beer, too.

Smith, who has mapped the signs and posted them on her website (www.sfghostsigns.com) leads popular downtown walking tours, pointing out the signs and telling their stories. Since the pandemic, the tours have gone online instead of on foot.

The other night, about 150 people signed up for the free online tour of Tenderloin ghost signs. Walking through the star-crossed Tenderloin, one of her favorite parts of town, can be less heartbreaking by computer, Smith said.

The Carnation mush sign just southwest of the Tenderloin, high on a wall at 1586 Market St., could be her favorite. It was hidden for decades until the demolition of a nearby building in 2012 revealed it. The sign says Carnation mush comes in three kinds, but it doesnt say what they are.

Smith said shes pretty sure one kind was polenta, the snazzy name that cornmeal mush goes by in 2020.

A lot of the signs, Smith said, were painted shortly after the 1906 earthquake, another calamity that San Francisco lived through and got past. Together, the signs offer as much of a hope for the future as a glimpse of the past.

San Francisco has been through great tragedies before, and always comes out on top, she said. These signs speak to how resistant we are. Look up at them. Theyll tell you that the city can survive this.

A chance to rebrand: When people start going to the airport again, said the head of all limousines in the U.S., they arent going to be going in limousines.

Thats because, by then, he hopes to be calling them something else.

The word limousine is a problem for us, said Robert Alexander, president of the organization known (for the time being) as the National Limousine Association. Not as much of a problem as the virus, but its still a problem.

The association will get a new name if he has anything to say about it, which being the president he does. Maybe the term will be car service, as they call it back East, or livery, or private driver transportation.

The stigma of a long, black limousine that takes grieving widows to funerals and giddy high schoolers to proms is something that hurts all drivers of limousines, or whatever they are.

For the 2,000 members of the association, another big problem is persuading potential customers during a pandemic or any other time to pay two or three times as much to book a limousine, which these days is usually an SUV, instead of an Uber or taxi. Catching a Lyft from central San Francisco to the airport costs about $26, while a taxi costs about $39 and a limousine costs about $85.

Alexander said new rules for limousines call for free masks for all passengers, a thorough disinfecting of the vehicle after each ride and gloves for all drivers. Also sanitizer, lots of sanitizer.

But all the sanitizer in the world wont get people moving again before theyre ready, Alexander conceded. Right now, about nine out of 10 airplanes arent going anyplace. And about nine out of 10 limousines, or whatever they are, are arent going anyplace, either.

But well be ready when this thing is over, the limousine man said.

Steve Rubenstein is a San Francisco Chronicle staff writer. Email: srubenstein@sfchronicle.com Twitter: @SteveRubeSF

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On the bright side: Car wash dates, virtual walking tours in SF and the death of limousines - San Francisco Chronicle

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