Virtual Reality (VR) Market By Top Players, Latest Trends, Demand Analysis and Forecast to 2026 – 3rd Watch News

2020 july, Magarpatta SEZ, Pune,The newVirtual Reality (VR) Marketreport offers a comprehensive study of the present scenario of the market coupled with major market dynamic. Also, it highlights the in-depth market analysis with the latest trends, drivers and its segments with respect to regional and country. Further, this report profiles top key players of the Virtual Reality (VR) Market and analyze their market share, strategic development and other development across the globe

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Market OverviewThe global Virtual Reality (VR) market size is expected to gain market growth in the forecast period of 2020 to 2025, with a CAGR of 18.2% in the forecast period of 2020 to 2025 and will expected to reach USD 13310 million by 2025, from USD 6828.1 million in 2019.

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

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

By Type, Virtual Reality (VR) market has been segmented into: Mobile Virtual Reality PC-side Virtual Reality Integrated Computer Virtual Reality

By Application, Virtual Reality (VR) has been segmented into: Commercial Household

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

The report offers in-depth assessment of the growth and other aspects of the Virtual Reality (VR) market in important countries (regions), including: North America (United States, Canada and Mexico) Europe (Germany, France, UK, Russia and Italy) Asia-Pacific (China, Japan, Korea, India, Southeast Asia and Australia) South America (Brazil, Argentina, Colombia) Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria and South Africa)

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

The major players covered in Virtual Reality (VR) are: Netflix KNOXLABS Koncept VR Samsung Electronics I AM CARDBOARD Google PowisVR DODOcase Jaunt OnePlus Samsonite IP Holdings Unofficial Cardboard HTC Mattel ZEISS VR ONE Facebook (Oculus VR) HOMIDO

Market-Research-Reportsalso provides in depth study ofVirtual Reality (VR) Marketusing SWOT analysis i.e. Strength, Weakness, Opportunities and Threat to the organisation. The Virtual Reality (VR) Market report also provides an in-depth survey of key players in the market which is based on the various objectives of an organisation such as profiling, the product outline, the quantity of production, required raw material, and the financial health of the organisation.

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The global Virtual Reality (VR) Market is expected to witness a promising growth in the next few years. The rising level of competition among the leading players and the rising focus on the development of new products are likely to offer promising growth opportunities throughout the forecast period. The research study on the global Virtual Reality (VR) Market offers a detailed overview, highlighting the key aspects that are expected to enhance the growth of the market in the near future. The key segmentation and the competitive landscape of the market have also been mentioned at length in the research study.

This report studies the Virtual Reality (VR) Marketstatus and outlook of Global and major regions, from angles of players, countries, product types and end industries; this report analyzes the top players in global market, and splits the Virtual Reality (VR) Marketby product type and applications/end industries. These details further contain a basic summary of the company, merchant profile, and the product range of the company in question. The report analyzes data regarding the proceeds accrued, product sales, gross margins, price patterns, and news updates relating to the company.

The report helps to identify the main Virtual Reality (VR) Marketplayers. It assists in analyzing Virtual Reality (VR) Market competitive environment, including company overview, company total revenue, market opportunities, value, production sites and facilities, SWOT analysis, product details. The study also reveals the sales, revenue and market share for each market player included in this report for the period of 2015-2020. It also helps to ascertain the growth drivers and future prospects for the forecast timeline.

Conclusively, this report is a one stop reference point for the industrial stakeholders to get Virtual Reality (VR) Marketforecast of till 2025. This report helps to know the estimated market size, market status, future development, growth opportunity, challenges, growth drivers of by analyzing the historical overall data of the considered market segments.

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Virtual Reality (VR) Market By Top Players, Latest Trends, Demand Analysis and Forecast to 2026 - 3rd Watch News

The Tech Take: Virtual reality the new reality for accountants – Accounting Today

Remote is the new normal. This will especially be true for accountants because the profession is one that lends itself easily to virtual operations with the help of the right technology. And virtual reality could be one piece of tech that really enhances the remote accounting experience, enabling the most realistic simulacrum of in-person meetings available today.

Indeed virtual reality, or augmented reality, has been experiencing an increase in demand ever since the beginning of stay-at-home mandates nationwide. Businesses are recognizing the application of VR for training, meetings and customer service. For accountants, all three of those areas are applicable. New recruit training, especially for larger firms, is an important step in the career of a young accountant, and can be extensive and detailed. Creating an experience as close to in-person as possible could mitigate much of the anxiety and shortfalls of conducting such programs remotely.

Seeing a bunch of faces on Zoom is not the same as meeting those people in a conference room, said Lyron Bentovim, founder and CEO of The Glimpse Group, a virtual reality platform company that owns nine different VR or AR subsidiaries. Zoom is not the same as meeting for coffee and seeing body language and building rapport. VR has the ability to bridge that gap as much as possible right now."

One of the problems remote workers across the country have been experiencing during the pandemic is first, the relatively small number of options for remote meetings, and second, the insecurity of those platforms. Zoom, with 43 percent market share, is far and away the most popular video conferencing solution right now, but there have been issues surrounding the open nature of its platform. Neer-do-wells (not exactly hackers, but pranksters) have been able to simply try random strings of letters to enter a Zoom call and disrupt it, for example. This can be very disruptive to a group of accountants already trying to get work done in a new and unfamiliar circumstance.

Not all VR technology is created equal, but Bentovim explained that VR platforms can be as secure as you want them to be. Data can be encrypted data on one or both ends, which goes a long way to ensure security. Of course, as with any technology platform, there are all kinds of data breaches that could occur, including through social engineering and phishing. As VR adoption increases, security services surrounding the industry will also grow.

There is also data that suggests that video conferencing can be more taxing and stressful on participants than in-person meetings. Because the video and sound quality is never as good as in person, participants strain more to listen and use more exaggerated body language cues to indicate that they are actively listening. VR could alleviate some of these issues by bringing workers into an environment where they can see a colleagues whole person (which, depending on the platform and firm policy can be an avatar that looks like you or a completely made up avatar) and interact with their environment (a simulated conference room with a whiteboard, for example).

While it may not seem like it, there are already multiple VR platforms specifically for accounting and finance professionals available on the market today. The question of adoption comes down to readiness and budgeting. The platform itself is one cost, but headsets are needed to participate in VR and they can be expensive. The Oculus product line of headsets range in price from $200 to $900, depending on the model and specs. With that in mind, the profession may see larger firms perhaps the Big Four adopt the technology first. And as the COVID-19 crisis continues to unfold, perhaps trickle down adoption will occur faster and more readily than what weve seen with other newer technologies like cloud, AI or automation so far.

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The Tech Take: Virtual reality the new reality for accountants - Accounting Today

Augmented Reality and Virtual Reality Platform Market Size, 2025 Overview, Growth Analysis, Competitive Insights and Forecast by Key Players-…

Global Augmented Reality and Virtual Reality Platform Market study delivers an in-depth study of the business space as well as the thorough overview of the number of significant segments. This research study on the Global Augmented Reality and Virtual Reality Platform Market has been designed through complete primary research as well as secondary research methodologies. Furthermore, a separate analysis of present and future trends in the Global Augmented Reality and Virtual Reality Platform Market, micro and macro-economic indicators as well as different mandates and regulations is included in the Global Augmented Reality and Virtual Reality Platform Market report. In addition, this research study also features an inclusive qualitative and quantitative evaluation by studying data gathered from several market players and market predictors across various key factors in this market. By doing so, this market report assesses the attractiveness of every major segment of Global Augmented Reality and Virtual Reality Platform Market industry over the estimate period. Similarly, the market covers several key regions with industry status and income details.

Similarly, the Global Augmented Reality and Virtual Reality Platform Market study sums up the total market scenario offering the comprehensive overview of the Global Augmented Reality and Virtual Reality Platform Market with respect to its present status and market size on the basis of share and volume. Likewise, primary sources explained in this study contains analytical service providers, processing organizations, as well as management organizations of the Global Augmented Reality and Virtual Reality Platform Market industry value chain. Though, all the primary sources were cross-examined to validate and accumulate quantitative and qualitative statistics and determine the imminent growth prospects.

Global Market By Type:

By Type, Augmented Reality and Virtual Reality Platform market has been segmented into:AR PlatformVR PlatformHybrid Technology Platform

Global Market By Application:

By Application, Augmented Reality and Virtual Reality Platform has been segmented into:Education and TrainingVideo GameOnline ShoppingMediaTourismSocial MediaOthers

Additionally, this research report documents the information associated with Global Augmented Reality and Virtual Reality Platform Market share held by each single region with prospective growth forecasts on the basis of regional study. The research estimates the industry growth rate on the basis of each regional segment during the prediction period. Similarly, in the inclusive primary research technique undertaken for this investigation, the primary sources market experts such as innovation & technology directors, vice presidents, CEOs, founders, marketing director, and major executives from numerous major industries as well as administrations in the Global Augmented Reality and Virtual Reality Platform Market industry also have been interviewed to achieve and verify major aspects of this research study. The study also helped in the segmentation as per the major industry trends to the bottom-most level, geographic markets, and major expansions from technology and market-based perspectives. Furthermore, the secondary research technique offers substantial data about the industry value chain, applications extents, and prominent service providers.

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Augmented Reality and Virtual Reality Platform Market Size, 2025 Overview, Growth Analysis, Competitive Insights and Forecast by Key Players-...

Global Augmented Reality and Virtual Reality Platform Market Opportunity, Demand, recent trends, Major Driving Factors and Business Growth Strategies…

The global Augmented Reality and Virtual Reality Platform market 2020 report is a research document that comprises of comprehensive data which boosts and helps the appraisal of every aspect of the Augmented Reality and Virtual Reality Platform businesses. It deploys an overview of the baseline and structure of the Augmented Reality and Virtual Reality Platform market, which summarizes its beneficial or prohibitive aspects liable for regional and global evolution. It outlines the ongoing trends and position of Augmented Reality and Virtual Reality Platform by thoroughly probing several manufacturers, associations, suppliers, organizations, and industries under the Augmented Reality and Virtual Reality Platform market.

Apart from this, the globalAugmented Reality and Virtual Reality Platform Market2020 report provides crucial particulars regarding the categorization, assessed growth trends, distribution network, economical or commercial terms, and many other vital elements related to the Augmented Reality and Virtual Reality Platform. Rapidly increasing spendable income and innovative products offered by manufacturers are expected to boost Augmented Reality and Virtual Reality Platform industry over the forecast interval. A vast and growing client base of the Augmented Reality and Virtual Reality Platform industry creates an opportunity for producers to serve to a significant market and make money.

Synopsis Of Augmented Reality and Virtual Reality Platform

This report considers the Augmented Reality and Virtual Reality Platform scope (volume and value) by rivals, regions, product categories, and end-users, previous data, and forecast data. The document also examines the international market competition perspective, leading players in the market, and ongoing trends. It even highlights forthcoming opportunities and challenges, ambiguities and import obstructions, sales lines, and vendors. The research document further estimates the Augmented Reality and Virtual Reality Platform growth scale as well as forthcoming trends worldwide. Even more, it separates Augmented Reality and Virtual Reality Platform starting from type to purpose and from comprehensive analysis to key market players and predictions.

Whether you need a birds eye view of the Global Augmented Reality and Virtual Reality Platform market or a deep dive into a niche segment, heres a report ready and waiting for you. Get Sample PDF @https://market.biz/report/global-augmented-reality-and-virtual-reality-platform-market-qy/533150/

Topmost Manufacturers:

Augmented Pixels, HP Autonomy, Blippar, Catchoom, Wikitude, Google, ARToolKit, Realmax, Huawei, Magic Leap, Niantic, SenseTime, Facebook, Unity Technologies, EON Reality, Zappar, Infinity Augmented Reality, NexTech AR Solns, LibreStream Technologies, Artivive, Zugara

Worldwide Augmented Reality and Virtual Reality Platform Market Split By Type:

AR PlatformVR PlatformHybrid Technology Platform

Global Augmented Reality and Virtual Reality Platform Market Split By Application:

Education and TrainingVideo GameOnline ShoppingMediaTourismSocial MediaOthers

Competitive Environment and Augmented Reality and Virtual Reality Platform Market Fragmentation:

The report focuses on competitors dominating the sector and outlining Augmented Reality and Virtual Reality Platform company profile. The analysis relies on SWOT analysis to reveal the competitive environment of the market throughout the world. Even more, the report includes analysis of current Augmented Reality and Virtual Reality Platform development, market shares, syndicates and grade of investments with other Augmented Reality and Virtual Reality Platform chief companies, financial agreements affecting the Augmented Reality and Virtual Reality Platform market.

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Geographically, this document is segmented into different chief territories, containing profits, sales, growth rate and market share (percent) of Augmented Reality and Virtual Reality Platform in the areas listed below,

South America & including countriesThe Middle East and AfricaNorth AmericaEuropeAsia-Pacific.& included countries.

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How will the report assist your business to grow

1. The document offers statistical data about the value (US doller) and size (units) for the worldwide Augmented Reality and Virtual Reality Platform industry between 2019 to 2028.2. The report also traces the leading market rivals that will create and influence the Augmented Reality and Virtual Reality Platform business to a greater extent.3. Extensive understanding of the fundamental trends impacting each sector, although greatest threat, latest technologies, and opportunities that could build the global Augmented Reality and Virtual Reality Platform market both supply and offer.4. The report helps the customer to determine the substantial results of major market players or rulers of Augmented Reality and Virtual Reality Platform sector.5. The study offers a five-year vital prediction for the Augmented Reality and Virtual Reality Platform developments, separated by basic product type, end-use group, and various regions across the world.6. The data analysis present in this report relies on and includes extraction from both elementary and secondary assets.Ultimately, the conclusion section of the Augmented Reality and Virtual Reality Platform industry report states the opinion of the industry experts.

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Global Augmented Reality and Virtual Reality Platform Market Opportunity, Demand, recent trends, Major Driving Factors and Business Growth Strategies...

Global Virtual Reality Game Engines Market 2025 To Expect Maximum Benefit and Growth Potential During this COVID 19 Outbreak : Unity Technologies,…

This report is well documented to present crucial analytical review affecting the Global Virtual Reality Game Engines market amidst COVID-19 outrage. In the light of the lingering COVID-19 pandemic, this mindfully drafted research offering is in complete sync with the current ongoing market developments as well as challenges that together render tangible influence upon the holistic growth trajectory of the Virtual Reality Game Engines market. The aim of the report is to equip relevant players in deciphering essential cues about the various real-time market based developments, also drawing significant references from historical data, to eventually present a highly effective market forecast even amidst an unprecedented scenario such as the ongoing COVID-19 pandemic and its subsequent implications.

The report is a holistic, ready-to-use compilation of all major events and developments that replicate growth in the Virtual Reality Game Engines market. The report is rightly designed to present multidimensional information about the current and past market occurrences that tend to have a direct implication on onward growth trajectory of the Virtual Reality Game Engines market. The report also illustrates minute details in the Virtual Reality Game Engines market governing micro and macroeconomic factors that seem to have a dominant and long-term impact, directing the course of popular trends in the global Virtual Reality Game Engines market.

The following sections of this versatile report on Virtual Reality Game Engines market specifically sheds light on popular industry trends encompassing both market drivers as well as dominant trends that systematically affect the growth trajectory visibly. Each of the market players profiled in the report have been analyzed on the basis of their company and product portfolios, to make logical deductions.

The study encompasses profiles of major companies operating in the Virtual Reality Game Engines Market. Key players profiled in the report includes:Unity TechnologiesUnreal EngineEpic GamesCrytekSonyCorona Labs (Organization)The Game CreatorsValve CorporationSilicon StudiolibGDXAmbieraGarageGames

A thorough analytical review of the pertinent growth trends influencing the Virtual Reality Game Engines market has been demonstrated in the report to affect unbiased and time-efficient business discretion amongst various leading players. The report also sheds substantial light on all major key producers dominant in the Virtual Reality Game Engines market, encompassing versatile details on facets such as production and capacity deductions.

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By the product type, the market is primarily split into Type IType II

By the end-users/application, this report covers the following segments MobilephoneVR headsetOther

These details are indicated in the report to allow market players undertake a systematic analytical review of the Virtual Reality Game Engines market to arrive at logical conclusions governing the growth trajectory of the Virtual Reality Game Engines market and their subsequent implications on the growth of the aforementioned market.

Global Virtual Reality Game Engines Geographical Segmentation Includes: 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)

Details on product portfolios, user application as well as ongoing technical developments concerning the product line have also been touched upon, to derive accurate understanding about the market prognosis and their subsequent implications upon the Virtual Reality Game Engines market. The report specifically focuses on market drivers, challenges, threats, and the like that closely manifest market revenue cycle to encourage optimum profit generation in the Virtual Reality Game Engines market.

Some Major TOC Points: Chapter 1. Report Overview Chapter 2. Global Growth Trends Chapter 3. Market Share by Key Players Chapter 4. Breakdown Data by Type and Application Chapter 5. Market by End Users/Application Chapter 6. COVID-19 Outbreak: Virtual Reality Game Engines Industry Impact Chapter 7. Opportunity Analysis in Covid-19 Crisis Chapter 9. Market Driving ForceAnd Many More

Research Methodology Includes:

The report systematically upholds the current state of dynamic segmentation of the Virtual Reality Game Engines market, highlighting major and revenue efficient market segments comprising application, type, technology, and the like that together coin lucrative business returns in the Virtual Reality Game Engines market.

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Target Audience:* Virtual Reality Game Engines Manufactures* Traders, Importers, and Exporters* Raw Material Suppliers and Distributors* Research and Consulting Firms* Government and Research Organizations* Associations and Industry Bodies

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Global Virtual Reality Game Engines Market 2025 To Expect Maximum Benefit and Growth Potential During this COVID 19 Outbreak : Unity Technologies,...

Virtual reality Screen school may be best option – Florida Keys Weekly

Officials in the White House and Tallahassee are encouraging schools to reopen. But Harvard Universitys fall semester will be online. The school district of West Palm Beach also decided to go virtual in the fall. And, yet, state Commissioner of Education Richard Corcoran signed an emergency order requiring all schools to reopen to students in person when the academic year begins next month. Monroe County School Districts Summer Boost program has already been canceled.

In the Keys, uncertainty is building as the students first day of school (Aug. 13) gets closer. The Monroe County School District has laid out a draft plan for in-person classes if community spread is low, a hybrid mix of virtual and in-person classes if community spread is moderate, and a completely virtual school if cases are spiking.

The School Board will look at the COVID-19 data and guidance from countys state Department of Health.

I think Monroe County is experiencing the upper end of moderate spread currently. This is certainly subject to change, said Bob Eadie, the health officer for Monroe County.

In a July 14 Youtube program, Superintendent of Schools Theresa Axford said the district has already cancelled a program for students through third grade on the advice of Eadie.

We want to come back (to face-to-face instruction). Students need school, friends, socialization. But I am not the real boss right now. COVID-19 is the boss, she said.

Axford said the case count has to plateau, or fall for two weeks, before schools can reopen to students and teachers in the same building. If the case count doesnt begin to fall soon, that will mean a hybrid mix of virtual and in-person classes for Keys students.

School board member Sue Woltanski said the draft plan is coming back to the board on July 21. A week later, it will be sent off to Tallahassee for approval. (All public schools, private schools that accept vouchers and charter schools must present a COVID-19 plan to the state.) That gives parents and students about two weeks to make some plans once the state makes a decision. Woltanski said she plans to reach out to the state capitol, as a parent of a senior and freshman, to make another plea: Can we delay the start of school until Labor day. Is there any flexibility?

In all likelihood, education in Monroe County at least some aspect of it, at some point during the school year is likely to be online. The most optimistic take on this scenario is that students and parents have a choice; especially if they are older, self-directed students capable of navigating online classes.

Option 1

Regular virtual school

If Keys schools must close again, as they did this past spring, each school will be offering its own design of virtual instruction. But better. In fact, it will closely resemble option 3.

According to Kristen Condella, Monroe County School Districts virtual education administrator, the districts curriculum is all mapped out for a full-time virtual curriculum if needed a combination of live lessons and independent lessons.

What happened last spring in the emergency virtual setting was amazing. We flipped everything in two weeks. Teachers were trained in four days before we went live, Condella said.

If virtual school is necessary, Condella said, Just like last year, there will be plenty of grace and understanding while still upholding the state standards for opportunity and rigor. We are a high-performing district and we need to make sure students are prepared for the workforce and college.

If virtual school is necessary, because of the spread of COVID-19, Marathon High School students, for example, will be taught online by Marathon High Schools teachers.

Option 2

Florida Virtual School

Florida Virtual School (FLVS) essentially operates as its own district. It is the virtual school that most Keys parents are familiar with, as their children enroll part-time either to accelerate their learning (graduate early) or take classes that may not be offered at their particular school (for example, AP calculus).

There is no deadline to apply for the fall semester and students can transfer any time. Students can take up to three classes (called flex time) per semester. Or, they can enroll full-time. If they enroll full-time they are withdrawing from the Monroe County School District.

The instruction method doesnt vary from option 3, but the interactions between student and teacher does. None of the teachers are in-county and, typically, teachers can have charge of more than 100 students.

Sharon Ward of Key West said her daughter has taken Florida Virtual School classes. Its just like regular school; some great teachers, some not, Ward said. My daughter took AP calc on FLVS and said it was one of her best classes in high school.

Katie Leighs son, a rising seventh grader, is currently involved in a FLVS class. She said her son completes about two lessons per week, does assessments online and also talks to the teacher who reaffirms the student knows the course material.

This (FLVS) has been around for a long time, so they dont have to scramble to get it right. Its not taxing like the Zoom schooling method, she said.

FLVS is, of course, very screen-oriented. Students must be self-directed and able to meet various deadlines. Daniel Samess, a parent of elementary age children in Marathon, said FLVS cant replace face-to-face instruction. Not a fan, my girls maintained but made no real progress. And, for working parents, good luck.

In FLVS school, students can work at their own pace. Condella said shes seen students complete coursework in half the time and other students who needed a few weeks beyond the semester to finish.

Option 3

Monroe Virtual School

This option works like FLVS, but students stay in the county and receive a diploma from the school district. That means the student can also participate in extracurriculars like sports or drama. (That also means that the money allotted to each student will remain in the local district budget.)

In 2019, 313 students took part in Monroe (County) Virtual School (MCVS): some were full-time students, some doing recovery classes, some were taking just one class, and some were homeschooled students. Like FLVS, its self-paced, so kids can finish early or take their time to complete coursework. The deadline to apply for MVS is Sept. 10; the timeline will keep students apace with the other students in Monroe County.

Monroe County, like about half the counties in Florida, contracts with the Northeast Florida Educational Consortium to provide courses for kindergarten through 12th grade. Monroe County Virtual School actually uses four different providers to make up a student schedule, according to Condella. Classes designed by FLVS are recommended for AP classes and other high school curriculum; K-12 classes are best for elementary-age students; Apex Learning are for specialized courses ranging from intensive reading to creative writing; and Edmentum offerings are typically core classes for older students.

Students must comply with all the testing ordered by the state. The schedules are designed by Monroe County School District personnel and it starts with a phone call.

We like to have that conversation with the parent and the student before we enroll them, said Condella. We need to understand if they are just hoping to complete the coursework to graduate, or if they are interested in college classes.

Condella said district staff regularly checks in with students. Students arent just calling a hotline. They are getting me or their teacher or a counselor dedicated to virtual students, she said.

One benefit to MVS over the state model is that students find it easier to transfer back into regular school if they choose. Condella said staff can make sure their work is counted. Another benefit is that the teachers of MVS are employees of the Keys district for the most part, and held accountable. In highly specialized courses, however, where a Monroe student may be the only Keys person registered, the instruction could piggy back with another countys teacher.

Whats for 2020?

Condella said that after the spring semester of virtual classes for district students, she expects interest to rise in the more established versions of FLVS and MVS as well.

Regardless of the COVID-19 situation, I think more families are going to be seeking this out, she said. We are prepared at the district and global level.

Virtual school isnt for everybody, however. In a recent district survey, only 13% of parents believed screen school to be the best choice. For the parents of young children who need to work outside the home, its nigh to impossible.

Virtual school requires students to work independently and understand when work is due, Condella said.For more information about virtual schools, call 305-293-1400, X 53408 or visit keysschools.com and type monroe virtual school in the search box.

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Virtual reality Screen school may be best option - Florida Keys Weekly

Jio Glass faces an uphill ride as virtual/mixed realty products remain niche – Livemint

NEW DELHI :At its 43rd annual general meeting, Reliance Jio launched Jio Glass to strengthen its presence in virtual reality space and capitalise on remote working culture.

While VR (virtual reality) and MR (mixed reality) technologies have been around for quite some time now, they have remained on the fringes. Googles Daydream View VR headset and Facebooks Oculus Go are some of the big names in the space and that were launched with a lot of fanfare, but over the years, they have struggled to turn an average user into a VR enthusiast.

Disappointed with the poor response, Google went on to discontinue the Daydream View VR in 2019 and in June this year Facebook discontinued the Oculus Go, which was a more advanced VR headset that worked independently and didnt require a smartphone or PC to work with it.

However, despite the lukewarm interest seen by these global tech giants for their VR and MR products, industry experts feel that the timing of the launch, in the current pandemic where work, education and most services have moved online, even if temporarily, may work in Jio's favour.

"The timing is very perfect for products like Glass now considering the circumstance we are in. We need a lot of immersive technologies. If Jio can bring it an affordable price it is going to help education, healthcare and businesses," Faisal Kawoosa, chief analyst and founder, techARC.

Made by Tesseract, the start-up Reliance Jio acquired in 2019, the Jio Glass has in-built audio system and it works with any smartphone. The compatibility with all smartphones is a big icebreaker considering that Google DayDream VR and Samsungs VR headset worked with a few smartphones and that too the premium ones. Though Google had a more affordable option in Google Cardboard that cost just 300 and worked with any smartphone its content was limited and user experience was very rudimentary. Also, Googles OEM partners never shared Googles enthusiasm about the product.

Experts feel being tied to a smartphone will limit the usage of Jio Glass to some extent and not every student will have smartphones available all the time. A product that is dependent only on a smartphone will be limiting, but thats fixable in a next version, said Prasanto Roy, tech policy analyst.

Lack of VR content is also a major reason why the adoption of these products has been limited. Unlike smartphones or PCs, VR and MR platforms have a very small ecosystem of apps and games. Jio Glass offers 25 apps.

Im not sure what Jio could do better than Google or Facebook in terms of inspiring consumer demand in a market like India. It could well be a flagship product to position Jio as a tech innovator, without necessarily expecting to sell large numbers," said Roy.

Jio has been quite successful at building the ecosystem and large partners. If they forge tieups with industry and push for adoption the Jio Glass may go places where Google and Facebook couldnt.

techARC's Kawoosa added that products like Jio Glass are steps toward building an ecosystem.

Tying up with hospitals, manufacturers, enterprises and the education sector may drive up the adoption of Jio Glass.

Whether Jio Glass clicks or meets the same fate as Daydream VR and Oculus Go, one thing that works in its favour is the mainstream design. It looks more like regular glasses while Google Daydream VR and Oculus Go looked more like futuristic headsets from a sci-fi movie.

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Jio Glass faces an uphill ride as virtual/mixed realty products remain niche - Livemint

Virtual Reality in Medicine and Healthcare Market 2020: Analysis By Regional Outlook, Competitive Landscape, Strategies And Forecasts 2026 – 3rd Watch…

Virtual Reality in Medicine and Healthcare Market 2018: Global Industry Insights by Global Players, Regional Segmentation, Growth, Applications, Major Drivers, Value and Foreseen till 2024

The recent published research report sheds light on critical aspects of the global Virtual Reality in Medicine and Healthcare market such as vendor landscape, competitive strategies, market drivers and challenges along with the regional analysis. The report helps the readers to draw a suitable conclusion and clearly understand the current and future scenario and trends of global Virtual Reality in Medicine and Healthcare market. The research study comes out as a compilation of useful guidelines for players to understand and define their strategies more efficiently in order to keep themselves ahead of their competitors. The report profiles leading companies of the global Virtual Reality in Medicine and Healthcare market along with the emerging new ventures who are creating an impact on the global market with their latest innovations and technologies.

Get PDF Sample Copy of this Report to understand the structure of the complete report: (Including Full TOC, List of Tables & Figures, Chart) @ https://www.researchmoz.com/enquiry.php?type=S&repid=2701793&source=atm

The recent published study includes information on key segmentation of the global Virtual Reality in Medicine and Healthcare market on the basis of type/product, application and geography (country/region). Each of the segments included in the report is studies in relations to different factors such as market size, market share, value, growth rate and other quantitate information.

The competitive analysis included in the global Virtual Reality in Medicine and Healthcare market study allows their readers to understand the difference between players and how they are operating amounts themselves on global scale. The research study gives a deep insight on the current and future trends of the market along with the opportunities for the new players who are in process of entering global Virtual Reality in Medicine and Healthcare market. Market dynamic analysis such as market drivers, market restraints are explained thoroughly in the most detailed and easiest possible manner. The companies can also find several recommendations improve their business on the global scale.

The readers of the Virtual Reality in Medicine and Healthcare Market report can also extract several key insights such as market size of varies products and application along with their market share and growth rate. The report also includes information for next five years as forested data and past five years as historical data and the market share of the several key information.

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segment by Type, the product can be split intoSoftwareHardwareServiceMarket segment by Application, split intoHospitalClinicMedical Research CenterOther

Market segment by Regions/Countries, this report coversNorth AmericaEuropeChinaJapanSoutheast AsiaIndiaCentral & South America

The study objectives of this report are:To analyze global Virtual Reality in Medicine and Healthcare status, future forecast, growth opportunity, key market and key players.To present the Virtual Reality in Medicine and Healthcare development in North America, Europe, China, Japan, Southeast Asia, India and Central & South America.To strategically profile the key players and comprehensively analyze their development plan and strategies.To define, describe and forecast the market by type, market and key regions.

In this study, the years considered to estimate the market size of Virtual Reality in Medicine and Healthcare are as follows:History Year: 2015-2019Base Year: 2019Estimated Year: 2020Forecast Year 2020 to 2026For the data information by region, company, type and application, 2019 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.

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Some of the Major Highlights of TOC covers in Virtual Reality in Medicine and Healthcare Market Report:

Chapter 1: Methodology & Scope of Virtual Reality in Medicine and Healthcare Market

Chapter 2: Executive Summary of Virtual Reality in Medicine and Healthcare Market

Chapter 3: Virtual Reality in Medicine and Healthcare Industry Insights

Chapter 4: Virtual Reality in Medicine and Healthcare Market, By Region

Chapter 5: Company Profile

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Virtual Reality in Medicine and Healthcare Market 2020: Analysis By Regional Outlook, Competitive Landscape, Strategies And Forecasts 2026 - 3rd Watch...

Impact of Covid-19 on Immersive Virtual Reality Market is Expected to Grow at an active CAGR by Forecast to 2026 | Top Players AppSheet, Google Cloud…

Global Immersive Virtual Reality Market OverviewGlobal Immersive Virtual Reality Market presents insights on the current and future industry trends, enabling the readers to identify the products and services, hence driving the revenue growth and profitability. The research report provides a detailed analysis of all the major factors impacting the market on a global and regional scale, including drivers, constraints, threats, challenges, opportunities, and industry-specific trends. Further, the report cites global certainties and endorsements along with downstream and upstream analysis of leading players.

The novel COVID-19 pandemic has put the world on a standstill, affecting major operations, leading to an industrial catastrophe. This report presented by Garner Insights contains a thorough analysis of the pre and post pandemic market scenarios. This report covers all the recent development and changes recorded during the COVID-19 outbreak.

Understand the influence of COVID-19 on the Immersive Virtual Reality Market Size with our analysts monitoring the situation across the globe.

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This Immersive Virtual Reality market report aims to provide all the participants and the vendors will all the details about growth factors, shortcomings, threats, and the profitable opportunities that the market will present in the near future. The report also features the revenue share, industry size, production volume, and consumption in order to gain insights about the politics to contest for gaining control of a large portion of the market share.

Top Key Players in the Immersive Virtual Reality Market: AppSheet,Google Cloud Platform,GitHub,Zoho Creator,Azure,IntelliJ IDEA,Snappii Custom Mobile Apps,Twilio Platform,Datadog Cloud Monitoring,Axure RP,Joget Workflow,GitLab,Alice,King of App,SAP HANA Cloud Platform,.

Competitive landscapeThe Immersive Virtual Reality Industry is severely competitive and fragmented due to the existence of various established players taking part in different marketing strategies to increase their market share. The vendors operating in the market are profiled based on price, quality, brand, product differentiation, and product portfolio. The vendors are turning their focus increasingly on product customization through customer interaction.Immersive Virtual Reality Market segment by Regions/Countries: United States, Europe, China, Japan, Southeast Asia, India, Central & South America.

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Major Types of Immersive Virtual Reality covered are:Non-Immersion,Half-Immersion,Whole-Immersion,

Major end-user applications for Immersive Virtual Reality market:Entertainment,Engineering,Education,Commercial,Other,

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Healthcare Augmented and Virtual Reality Market Global Industry Analysis, Size, Share, Growth, Trends and Forecast 2020 2025 – Jewish Life News

COVID-19 Updates We will be covering the overall impact of COVID -19 on the market value, market share & growth of the market and how the major players in the particular market are adapting these changes.

MarketResearchBazaar has added latest research report on Global Healthcare Augmented and Virtual Reality Market, this report helps to analyze top manufacturers, regions, revenue, price, and also covers Industry sales channel, distributors, traders, dealers, Research Findings and Conclusion, appendix and data source.

The global Healthcare Augmented and Virtual Reality market was valued at $XX million in 2019, and MAResearch analysts predict the global market size will reach $XX million by the end of 2026, growing at a CAGR of XX% between 2019 and 2026.

Download Premium Sample of the Report: http://marketresearchbazaar.com/requestSample/23900

In this report, the study analysis was given on a worldwide scale, for instance, present and traditional Healthcare Augmented and Virtual Realitygrowth analysis, competitive analysis, and also the growth prospects of the central regions. The report gives an exhaustive investigation of this market at country &, regional levels, and provides an analysis of the industry trends in each of the sub-segments, from sales, revenue and consumption. A quantitative and qualitative analysis of the main players in related regions is introduced, from the perspective of sales, revenue and price.

According to Research, the global Healthcare Augmented and Virtual Reality market was valued at USD xxx million in 2019, and it is expected to reach a value of USD xxx million by 2026, at a CAGR of xx% over the forecast period 2021-2026. Correspondingly, the forecast analysis of Healthcare Augmented and Virtual Reality industry comprises of Asia, North America, South America, Middle East and Africa, Europe, with the sales and revenue data in each of the sub-segments.

At the upcoming section, this report discusses industrial policy, economic environment, in addition to the fabrication processes and cost structures of the industry. And this report encompasses the fundamental dynamics of the market which include drivers, opportunities, and challenges faced by the industry. Additionally, this report showed a keen market study of the main consumers, raw material manufacturers and distributors, etc.

Geographically, this report is segmented into several key Regions, with production, consumption, revenue (M USD), market share and growth rate of Healthcare Augmented and Virtual Reality in these regions, from 2014 to 2026 (forecast), covering

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

North America (United States, Canada and Mexico)

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

South America (Brazil, Argentina, Columbia)

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

Global Healthcare Augmented and Virtual Reality market competition by top manufacturers, with production, price, revenue (value) and market share for each manufacturer, the top players including

CAE

Immersivetouch

Mentice

Mimic Technologies

Simbionix

Surgical Theather

Virtamed

VR Simulators

Zspace

On the basis of product, this report displays the production, revenue, price, market share and growth rate of each type, primarily split into

Hardware

Software and Service

On the basis on the end users/applications, this report focuses on the status and outlook for major applications/end users, consumption (sales), market share and growth rate of Healthcare Augmented and Virtual Reality for each application, including

Surgical Application

Rehabilitation

Training &, Medical Education

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Major Point of TOC:

Chapter One: Healthcare Augmented and Virtual Reality Market Overview

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

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

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

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

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

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

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

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

Chapter Ten: Appendix

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Healthcare Augmented and Virtual Reality Market Global Industry Analysis, Size, Share, Growth, Trends and Forecast 2020 2025 - Jewish Life News

7 traits of tech in the new work reality – CIO Dive

The plans executives designed at the start of the year now look different for the rest of 2020. Next year, too, is uncertain as coronavirus spikes spark questions about when some normalcy will return.

In determining new priorities, tech executives seek alignment with business goals.IT budgets are set to grow for 56% of companies, according to data from Xerox. On executives' shopping lists is the technology that can move operations forward, including cloud-based systems and collaboration tools.

"Digital transformation is no longer a luxury, it's a necessity,"said Nancy Coblenz, CEO at Rebel Role Model, speaking Thursday at a Women in Tech Virtual Summit session.

Technology is the consistent thread uniting the new realities of work, serving as a backbone for contact tracing apps, remote work and the migration of in-person processes to the digital space.

Here are 7 traits of tech in the new work reality:

While some companies have paused hiring amid economic uncertainty, others are in need of talent as they respond to spikes in demand.

Infusing automation into the onboarding processis an important application of the technology, said Liz Beavers, head geek at SolarWinds, in an interview with CIO Dive.

Automation helps leaders "make sure standard business processes are efficient,and you have a way to streamline that for visibility" while employees are unable to access physical locations,Beavers said.

Take away an employee's remote work gear laptop, phone,headset and their ability to perform is likely down to zero. Companies have centered their work processes around technology in years past, but that trend accelerated as the pandemic hit,Beavers said.

"We're using our devices as a medium for everything," she said. "We need the physical assets to connect with our people, and need a channel to connect with users." It challenged companies to rethink how to best serve end users.

The sudden pivot to remote work put pressure on companies' IT, and their ability to outfit teams with the technology neededto operate from home as supply chain disruptions made PCs a hot commodity. As lockdown orders began to ease,supply chains restarted and worldwide PC shipments grew 2.8%in Q2 2020, according to Gartner.

Until the outcomes of the pandemic are better understood, global organizations will need to align their policies to ensure their workforce remains safe and productive.

This will call for a hybrid work scheme that relies on technology to mix in-office presence with work from home, according to Coblenz. For 80% of business leaders, employees working from home at least partially will be acceptable as offices are allowed to reopen, according to Gartner.

Leadership is planning to invest in tech that makes this mixed model possible, with collaboration tools top of mind in the investment priorities ahead. Internal collaboration and communication tools were a priority for 45% of executives according to a Pulse survey.

Tech is also essential for guaranteeing the safety of workers returning to the office where local regulations allow. Software powers applications for managing a phased return to headquarters and companywidecontact tracing programs.

As the hybrid model begins to set in, automation processes will give IT teams visibility into "who is coming in, what do they have and what their schedule will look like," Beavers said.

When remote work is the norm,knowledge hubs software platforms that manage company knowledge can guide a workforce as it adapts to new work protocols.The technology gives workers an effective way to get access to the information needed to do their job.

"We went from having one hub of support to 99 [hubs],"said Beavers."How will a 5 to10 person support staff be able to provide workers with white-glove treatment?"

IT teams are now in charge of keeping companies connected while distributed, with the additional burden of having to troubleshoot incidents with little to no visibility into employee's home networks. Two-thirds of IT decision-makers said they project automation budgets to grow, according to a survey of 503 U.S.-based IT decision-makers published by Inference Solutions.

Tech talent market has been tight in years past, with 90% of hiring managers saying finding tech pros was challenging in 2019. With in-person processes moving to the digital realm, the demand for tech talent will increase, Coblenz said.

"There's now a huge opportunityand demand for you to fill withall of your engineering and technicalskills," Coblenz said, speaking to the remote attendees.

Upskillingprograms are likely to expand as companies seek to leverage existing talent to fill their tech needs. Amazon, Microsoft and Salesforce are among top names in tech that have devoted resources to upskilling programs.

Managing a distributed company brings difficulties. Managers must become a unifying presence for employees whose workplace culture is beginning to erode.

"It's really hard to have a leadership role in a company and to somehow empathizeand lead and guide your team through a camera, on a screen," said Coblenz."There'sgoing to be now an evolutionof leadership roles and characteristics to be able to really connect with your team members."

Augmented and virtual reality can play a role in this dynamic, Coblenz said. As leaders seek a more tightly knit workforce, the technology can help reframe what remote meetings and one-on-ones look like.

Tech workers will focus on output, not hours logged,as the impact of the pandemic plays out.

"Now we're focusingon productivityand valuing the productwork more so than clocked hours that we have staying in front of the screen,"said Coblenz. "This will revolutionize the micro-management type of role that mangers play as well."

At the height of the pandemic, one-third of software developers (31%) admitted to feeling less productive, according to a survey fromInfluxData.

The focus on productivity comes as leaders look to artificial intelligenceto sustain their competitive advantage in the market. By 2022,six in every 10 employers expect AI or advanced automation tools to be part of their company's tech stack.

Continued here:

7 traits of tech in the new work reality - CIO Dive

RYOT presents the next era of virtual fashion shows – Verizon News

LONDON, 15 July 2020: RYOT, Verizon Medias Emmy Award-winning immersive storytelling production house, announced today the launch of The Fabric of Reality, a fully immersive fashion show in partnership with Kaleidoscope, the Museum of Other Realities (MOR) and the Fashion Innovation Agency (FIA) at London College of Fashion, UAL. The experience will be a first of its kind virtual reality fashion exhibition, aimed at taking audiences on a journey to explore the story and narrative behind the designer's collection. The exhibition will launch on the 29th July and last for 12 months within the Museum of Other Realities multiplayer VR platform - available through premium virtual reality headsets like the HTC Vive Cosmos or Pro.

The Fabric of Reality will showcase the work of three top designers, curated by FIA, and will enable audiences to view and interact in real time in 3D via VR headsets creating a new and unique way to experience a virtual fashion show. The experience will feature an exhibition room where the designers sculptural garments will be showcased, and three portals representing each projects Storyworld a self-contained universe expressing the emotional reality of the Sculptural Garment.For fashion fans not able to view in VR, a live event with the designers inside the experience will stream at 18:30 BST on 29 July on Yahoo Style and HuffPost UK in 2D formats and will be available on VOD following the event.

The Museum of Other Realities is a community of creators, explorers and artists that have created a revolutionary virtual space, bringing together free-ranging and interactive experiences, with a focus on VR art. It was created in 2016 as a virtual museum and social venue showcasing digital art and media. Kaleidoscope brings together XR creators and industry leaders to develop, fund, and distribute new work. Both institutions are highly committed to supporting immersive artists, and make it a large part of their mission to showcase and promote independent virtual pieces.

The Fashion Innovation Agency has built a reputation for using emerging technologies to help designers change the way they make, sell and show their collections. RYOT has joined forces with these like-minded partners to create an exhibition that reimagines fashion shows now and in the future, bringing a completely new and exciting dimension to the way that designers concepts are showcased to audiences worldwide.

In preparation, designers have been paired with digital artists to dress the space in a style that matches both the audience and collection. Viewers engaging with the exhibition through VR headsets will appear as avatars or ghosts and will be able to fly and explore the space beyond physical limitations.

The partnership will create an immersive platform for fashion lovers to view and experience the visions of the designers of tomorrow. Designers showcased will include :

Damara a fashion media practitioner who focuses on blurring the binary of physical and digital to create positive change for sustainability whilst exploring digital fashion. Damara has partnered with Sutu (aka Stuart Campbell), who has been commissioned by the likes of Marvel and Disney to create VR art for properties such as Doctor Strange and Ready Player One.

SABINNA a designer who combines traditional handcraft with innovation to create timeless contemporary pieces to showcase how fashion can be a tool to reconnect with our mind and visions. SABINNA has partnered with VRHUMAN (aka Vladamir Ilic), who combines new mediums like Tilt Brush, 3D-software, and traditional media to expand our understanding of how we interact with our surroundings and with ourselves.

Charli Cohen a designer and activist, focused on a progressive, next-gen model for the fashion industry, telling meaningful stories that are grounded in physical product. Charli has partnered with Ana Duncan, an illustrator and designer in the animation industry, who has worked on projects for Warner Brothers, Disney and Cartoon Network. Charli has also been paired with John Orion Young (JOY), who creates original virtual muses.

Interactive, immersive digital experiences are the future of live events - whether to augment analogue experiences or pure-play digital events. Designers and creators want to tell a story with their creations and a virtual world like the one we are bringing to life with the Museum of Other Realities allows them to tell so much more of the story behind their designs. said Mark Melling, Head of EMEA at RYOT. Never before has it been more important to highlight the opportunities to showcase creativity through virtual events. As 5G allows almost instant, real-time digital interactions, as well as smaller device form-factors like AR/VR glasses that dont need computers inside them, XR experiences will grow exponentially. We hope that The Fabric of Reality will open up a world of possibilities for the future of fashion and other live events, along with bringing inspiration and enjoyment to fashion lovers all around the world.

Kaleidoscopes Ren Pinnell says: "Our mission is to become a beating heart of the global VR community, to fuel it with new creators, ideas and distribution opportunities. To see fashion talents and market innovators joining forces with top-notch immersive artists makes me confident that the future of the creative industries lies within virtual media".

Matthew Drinkwater, Head of Fashion Innovation Agency, says: "It is vital that the fashion industry recognises the potential of immersive technologies to revolutionise every element of how it creates and communicates,including that most iconic moment - the catwalk itself. This project will reimagine the live show experience and offer an inspirational glimpse into the virtual future of fashion."

The Fabric of Reality project is being delivered by RYOT as part of Verizon Medias broader XR programme, Verizon Media Immersive. This suite of immersive products brings next-generation content experiences to consumers and customers of Verizon Media, including through its XR content partnerships amplifying original journalism through innovative formats that bring readers closer than ever to news stories around the world, as well as XR ad formats that deliver engaging, interactive advertising experiences across Verizon Media and beyond, and through immersive digital experiences like The Fabric of Reality.

Earlier this year, Verizon Media opened a new state of the art production studio in London, offering space to produce premium quality, 3D content including VR and AR experiences using state-of-the-art facilities like volumetric capture, motion capture and AR broadcast. The Fabric of Reality combines RYOTs ambition to bring world-class content experiences to people across the globe, with Verizon Medias focus on driving understanding of the capabilities of 5G, using cutting-edge technology designed to transform the consumer experience.

The launch event for The Fabric of Reality will take place on 29 July 2020 at 18:30 BST. Audiences will be available to view and interact in real time in 3D via VR headsets and 2D video, streamed on Yahoo Style and HuffPost UK. Consumers will be able to experience the exhibition in VR within the Museum of Other Realities app on devices like the HTC Vive Cosmos for 12 months.

Continued here:

RYOT presents the next era of virtual fashion shows - Verizon News

VR and the future of virtual reality fitness games at home – Daily Star

Lockdown has been wild for all of us. Routines have changed drastically off course as all have to find new ways to carry out our regular schedules. Id had a New Years resolution of hitting the gym three times a week which was going very well; until it wasnt.

Ill admit that I used this new situation we all found ourselves in as a reason to relax my fitness goals. It didnt take long before I started feeling that itch to improve my physical condition. Getting back to getting buff happily coincided with my deep dive into the world of VR and what it could offer me while in lockdown. One of the things I discovered was that I could harness the power of VR too not only play games in a new way but also could be used to get back on my fitness regime.

Box VR has been my go-to for my daily exercise. Its a simple enough premise, punch the orbs choking towards you.

As you progress the dance of combat becomes more intensive and more rewarding.

I wanted to understand a little more about how BoxVR came to be and what makes the use of VR such an effective and engaging way to keep up a routine.

Speaking to the Co-Founder of FitXR, Sam Cole opened up my understanding of the reasoning behind what makes BoxVR unique.

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Where did the inspiration come from to build a fitness app like BoxVR?

With BoxVR, we were really looking to put fun back at the forefront of Fitness, creating a form of exercise for VR platforms that can support people of varying fitness levels, and is enjoyable at the same time.

The inspiration really came from realising that, at its core, many traditional fitness methods simply arent fun, and fun routines are the ones we stick with. This is one of the reasons we believe VR is the future of Fitness.

One of the most exciting things about BoxVR as a form of exercise is that it is adaptable - it can both complement existing training regimes, and provide people with an entry into exercise that is both fun and engaging.

The expertise of our fitness instructors allowed us to design carefully choreographed workouts for users of all abilities at home and Boxing as a platform really lent itself to this

Boxing gets people moving and uses the whole body during a workout this combined with the fact that anyone can play and get fit with BoxVR regardless of experience has been really successful with players

With the barrier to entry previously being cost when it comes to VR, as this technology becomes more mainstream, how do you see yourselves adapting?

The exciting thing about VR as a platform for Fitness, is that the possibilities really are endless. A digital platform such as BoxVR has the ability to add new content, refine in-game processes, and take on feedback from the community in ways that traditional fitness methods simply cant.

Recent circumstances across the world have meant that businesses in all sectors have had to look at how they adapt and change to adjust to a new normal. With VR fitness ability to transport people from the comfort of their own home, weve not had to adapt to the same kind of challenges, and have instead been able to focus on progressing our vision for the future.

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With people spending more of both their work and leisure time at home over the last few months, VR adoption in wider society has really accelerated, and the concept of using VR for Fitness, for work and even social interaction has become a lot more normalised

Our ethos at FitXR is to create a platform for Fitness which is accessible to everyone - so as VR adoption increases and the technology continues to become more mainstream, were in a really good place to welcome more people to the world of VR fitness. We have a number of exciting projects in the pipeline to give people new ways to keep fit with VR.

Its interesting to see how much more thought goes into the reasons behind exercising in VR. My simple thought process was its just another way of getting the blood pumping but being able to utilise all the unique aspects that VR has to offer means that theres more room to experiment than other methods. Ianthe mellors, Head of Fitness at FitXR elaborated on this:

What do you see as the benefits to workouts in VR over something like a lesson conducted by video?

Through a VR workout, you are working on something called proprioception, because you cant physically see your body. This is your awareness of the body, and its position and movements. This is something very unique to VR, and helps to improve balance, coordination, and focus.

The immersive nature of VR and sense of escapism is also something a video workout cant give. Platforms like BoxVR also give live feedback on how well youre doing.

There are also the more social elements of using VR for Fitness which are unique to the platform. There are multiplayer capabilities, which enable the feeling of training with a friend from home. This also brings in competitive elements, allowing people to challenge friends or aim to beat their own score.

What I took away from this was Ive been training like Luke Skywalker, and Im on my way to be a Jedi! Genuinely though, delving into the reasoning behind what makes getting moving in VR more than just a different approach to exercise was eye-opening.

Its not just putting on a headset and seeing something different; its about immersing yourself in a new world and by doing so, getting to know your body better than you did before. Im still desperate to get into the gym until its safe to do so, Im doing just fine in VR!

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VR and the future of virtual reality fitness games at home - Daily Star

What is the future of virtual reality with esports on campus? | – University Business

Solutions provider and former Jamestown coach Josh Knutson discusses the potential for VR to take off in competitive gaming programs and barriers holding it back.

How valuable might virtual reality become in education over the next five years?

The non-profit Financial Policy Council noted in an October 2019 report that VR in education is expected to grow by $500 million to become a $700 million industry by 2025.

Some 97% of students say they would like to study a VR course, but only 7% of teachers regularly use VR technology despite 80% having some access to it.

VRs application in classrooms are limitless as students find meaningful 3D learning experiences in everything from neuroscience to architecture, as well as career and technical education fields.

Though scores of institutions have embraced the technology in classrooms, VR has struggled to find a home within esports programs on campuses. There are many barriers preventing it from really taking off but there is strong interest in it, says Josh Knutson, the Esports and VR Solutions Director at ByteSpeed, which helps deliver VR solutions to colleges and schools across North America.

Knutson knows a thing or two about VR and about the esports space at the collegiate level, having previously led the powerful competitive gaming program at the University of Jamestown in North Dakota. While he sees a bright future for it, he says it may take time for those programs to embrace it.

University Businesshad a candid conversation with Knutson to discuss the potential of virtual reality in esports, as well as its application across campuses and its future:

For those who dont know much about VR, explain how virtual reality and esports intertwine. What are the differences between playing on a console or PC and the virtual experience?

I think the biggest distinction is just the level of immersiveness that you get from putting a headset on vs. looking at on a monitor on a flat surface. With VR, you are able to hold a controller in your hand and interact with things in the environment that you can move around in and experience 360 degrees. The biggest thing that sets it apart is youre really in it. You get that next-level feeling that youre part of the game and that youre actually doing something inside of that environment.

How much student interest is there in VR?

Adoption is low because its this new thing, but things have gotten so much better. Were still relatively early on in VRs life cycle, but I think theres a lot of interest in getting that next-level experience of game play. It is definitely growing from a single-person consumer standpoint. The headsets that Vive and Oculus have been pushing out really have only existed for a few years, but they are getting better all the time. More people are taking a serious look at developing software for it.

If colleges or esports directors are looking for VR options, where should they begin?

With anything esports related, if you want to implement it, you need a plan for sure. Its not something you can on a whim, say hey were going to buy five Oculus Rifts, and were going to have a VR setup. VR takes physical space. You need to section off players to play in a safe environment. You need to make sure that the computers that are going to run these headsets have the right specs because it is a little bit more than just your entry-level esports machine. You do need a little bit beefier of a machine to run the current Gen of VR headsets. Theres a hardware ask on the graphics card level, processor and things like that.

What are some other considerations colleges need to plan for?

What titles are out there? Who are we actually going to play against? If I was going to start up a college esports program again and go back to coaching, I would look at, what are the existing leagues out there? Riot runs a collegiate League of Legends; Tespa has Overwatch and Hearthstone. What is there for VR? Theres aCollegiate VR Esports League that has Echo Arena (zero-gravity game) and Beat Saber, with like eight or nine schools in the country. There are a growing number of schools that are playing this game at a national scope. Thats an environment I might want to jump into as I recruit kids and devote money and resources to building out a team.

When looking at the bottom line for any school or college, administration is not just going to spend money and implement it and not expect a return on investment, right?

For sure. ROI can look very different depending on what your goals are. If youre creating a varsity level team with the intent of winning national championships, then a national championship where I only have to beat eight schools is kind of attractive! Is this a tool we can use for student engagement and retention? Is this something we can use beyond the competitive side? Can we use it for curriculum? Adding VR stations to a team or adding that to a facility gives you a little bit more flexibility. It gives you a few more options, especially in todays age when retention is that huge word in higher ed. Its also a good recruiting tool.

Can a college or high school that has a VR lab or is looking to add one have it double as an esports experience?

Absolutely. Thats a big discussion. Multi-use is a huge selling point. The great thing about VR and esports is that its really easy to download another software title on your machine. At 3 oclock when school is done, you can just boot that up instead of running Photoshop.90% of the conversations that I have with schools are how do you get this technology into your school because budget is such a big sticking point. If youre a high school looking for funding for esports, write a VR grant and get a VR lab with it. There are a ton of grants out there that people can write to get funding for virtual reality or high-end software labs for their schools. The STEM movement has really opened up a lot of channels for funding to be available for districts.

Is VR the future of esports, or is it going to be a combination of what we see now?

Its kind of off in its own little world right now. I dont think every single game is going to go VR. There are some barriers to entry there. You are limited to high-end tech. I can get five devices and play League of Legends, no problem, but then you want me to add five VR headsets to that and have them all in a room at the same calibration point so theyre not interfering with signals? It adds some layers of complexity that arent super great for ease of access and good adoption right away. I think its going to evolve and grow. I dont think its going to be the end all be all of what esports will be in 10 years. But I do think games like Echo Arena, headsets and software are going to get smoothed out. More schools and professional teams are going to start looking at that equipment and how they can implement competition.

There are challenges with VR, among them a lack of popular titles. What do you see are biggest barriers to entry?

The big one is cost for sure. A VR headset if you want to get one at the professional level, you need a $1300 Vive Pro Eye, or something along those lines. [Knutson jokes: I have a $1,300 computer and now you want me to double that price to get a VR headset along with it?] The way multiple VR headsets work in the same physical space is tough. The way that the hardware functions together with more people involved is the other big barrier. The technology has come a long way. We see high schools that put up VR labs and they have 10 headsets in a room and they are able to run curriculum, but thats all self-contained. Its not you and me doing something together. Thats kind of the next development hurdle that needs to get figured out.What can we do on a competitive level in that type of an environment? How detailed can we make these experiences? How interactable are these environments? I think were getting there, but its a slow, slow process.

Will prices eventually come down?

I sure hope cost comes down. Even Oculus Rift, thats like $350-$400 a headset per consumer-level device. Thats tough for some schools to swallow. The enterprise-level headsets that are out there, like the Vive Pro Eye, thats a $1,300 solution without a computer to run it. As the newer generations of headsets come out, youre gonna see last-Gen tech come significantly down. As things get easier to manufacture and easier to produce, we will see a drop in price.

What kind of technological developments need to happen for the VR experience to improve?

Having inside-out tracking, not needing those little base stations that you set up in the corner of your room to help track your machine. Were already seeing that now; its totally done through cameras and sensors that are in headsets. Also better tracking with the hand controllers Im playing Beat Saber and all of a sudden the red saber is two feet to the left with the controller still in my hand things like that. Vision correction, so its not uncomfortable with glasses on or maybe I dont need glasses at all. A better refresh rate in headsets, so theres no wobbliness and you dont feel seasick when you turn your head. Lastly, better interaction between multiple headsets, so we can start to do multi-user experiences that arent as clunky. When we get to that point, esports can evolve and instead of a three-on-three game, we can have five on five. Maybe in five years, were playing hockey in virtual reality. What is getting cross checked in a VR headset going to feel like? How does your body react to that?

Can a VR experience beat that 2d experience for hardcore gamers?

In 2-5 years, I think were going see a larger cross-section of the hardcore people transitioning to playing things in VR. If game play gets smoothed out, we will reach a cross point where gamers will say, Ive played Overwatch for three years now, now Im going check out this game on VR thats similar to Overwatch. Performance is more important than aesthetics. If you look at Echo Arena, its like stick figure people, not highly detailed, but it plays relatively well. Its simple, but it works.

On the curriculum side, what are some of the unique things happening with VR?

Name a subject, theres a VR app that can go along with a lesson plan. Schools are using 3D Organon VR Anatomy, where you can load in the whole human body in a VR doctors office basically, and with two controllers, pull apart the muscles, view the 206 bones, or rotate things. Tilt Brush, you can have your college students do animation and art drawing in 3D. Its not going to totally replace existing lesson plans, but its another thing you can add on to your curriculum. There is a company out of Toronto that developed CareerLabsVR and its career exploration through VR. What does it look like to be a welder for a day? What does it look like to do machine operating, plumbing or electrical? They build out 20-minute experiences in VR and theyll teach you the basics. You can give students 20 minutes of 10 different careers and say, well, which one did you like?

Chris Burt is an editor and reporter for University Business and District Administration and the Program Chair for the Academic Esports Conference & Expo. He can be reached at cburt@lrp.com

Interested in technology? Keep up with the UB Tech conference.

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What is the future of virtual reality with esports on campus? | - University Business

Tag: global Augmented Reality and Virtual Reality Component market by Application – Cole of Duty

Our analysts monitoring the situation around the Globe explain that after COVID-19 crisis the market will generate remunerative prospects for producers. The goal of the report is to provide a further illustration of the current scenario, economic slowdown and effect of COVID-19 on the industry as a whole.

A new professional intelligence report published by Stats and Reports with titleGlobal Augmented Reality and Virtual Reality Component Market Report 2025has the ability to help the decision makers in the most important market in the world that has played a significant important role in making a progressive impact on the global economy. The Global Augmented Reality and Virtual Reality Component Market Report presents and showcases a vigorous vision of the global scenario in terms of market size, market potentials and competitive environment. The study is derived from primary and secondary statistical data and consists of qualitative and quantitative analysis of industry and key players. For the purpose of this study, the report includes major players such asBlippar, Daqri, Eon Reality, Google, Himax Technologies, Intel, Magic Leap, Meta, Microsoft, Facebook, Osterhout Design Group (ODG), PTC, Samsung Electronics, Sony, Vuzix.

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Industry Overview of Global Augmented Reality and Virtual Reality Component:To engage or target the Global Augmented Reality and Virtual Reality Component Market, this study will provide a comprehensive view. It is important to keep Market knowledge up to date with Applications Consumer, Aerospace & Defense, Medical, Product types Hardware, Software. If you have other players / manufacturers in your geography, or if you need regional or country-specific report, we can provide customizations based on your requirements.

This research will help you understand the markets or regions or countries that you need to focus on for years to channel efforts and investments to maximize growth and profitability. The report presents an in-depth analysis of key vendors or key players in the Market competitive landscape and Market.

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** We will also include opportunities to utilize in micro Markets that stakeholders can invest in, detailed analysis of key competitors and key services.

Furthermore, the years considered for the study are as follows:Historical year 2014-2018Base year 2019Forecast period** 2019 to 2025[** unless otherwise stated]

Sub-section of the Market are Listed below:

Product Types of Augmented Reality and Virtual Reality Component Market:Hardware, Software.

Key Applications/end-users of Global Augmented Reality and Virtual Reality Component Market:Consumer, Aerospace & Defense, Medical.

Major Companies in the Market are:Blippar, Daqri, Eon Reality, Google, Himax Technologies, Intel, Magic Leap, Meta, Microsoft, Facebook, Osterhout Design Group (ODG), PTC, Samsung Electronics, Sony, Vuzix.

Global Augmented Reality and Virtual Reality Component Market by Geography:

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

Key features and key features of the report are as follows.

Augmented Reality and Virtual Reality Component Market overview Changing Market dynamics of industry In-depth Market segmentation by type and application Historical, current and planned Market size in terms of quantity and value Recent industry trends and developments Augmented Reality and Virtual Reality Component Competitive landscape of the Market Major player and product delivery strategy Potential growth potential and niche Market / region Augmented Reality and Virtual Reality Component neutral view on Market performance Market holders must have the information to maintain and strengthen their Market share.

Read Full TOC of Research Study at @https://www.statsandreports.com/report/313758-global-augmented-reality-and-virtual-reality-component-market-size-status-and-forecast-2019-2025

Key Highlights of TOC:

Chapter 1: Global Augmented Reality and Virtual Reality Component Market Industry Overview1.1 Augmented Reality and Virtual Reality Component Industry1.1.1 Overview Major Enterprise Products1.2 Augmented Reality and Virtual Reality Component Market Segment1.2.1 Corporate chain1.2.2 Consumer Distribution1.3 Pricing and Cost Overview

Chapter Two: Global Augmented Reality and Virtual Reality Component Market Demand2.1 Segment Overview2.1.1 APPLICATION 12.1.2 APPLICATION 22.1.3 Other2.2 Global Augmented Reality and Virtual Reality Component Market Size by Demand2.3 Global Augmented Reality and Virtual Reality Component Market Forecast by Demand

Chapter Three: Global Augmented Reality and Virtual Reality Component Market by Type3.1 By Type3.1.1 TYPE 13.1.2 TYPE 23.2 Augmented Reality and Virtual Reality Component Market Size by Type3.3 Augmented Reality and Virtual Reality Component Market Forecast by Type

Chapter Four: Major Region of Augmented Reality and Virtual Reality Component Market4.1 Global Augmented Reality and Virtual Reality Component Sales4.2 Global Augmented Reality and Virtual Reality Component Revenue & Market share

..

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Key questions answered Who are the main competitors in the market and what are the key business plans? What are the key concerns of the five forces analysis of the Global Augmented Reality and Virtual Reality Component Market? What are different prospects and threats faced by the dealers in the Global Augmented Reality and Virtual Reality Component Market? What are the strengths and weaknesses of the key vendors?

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Tag: global Augmented Reality and Virtual Reality Component market by Application - Cole of Duty

Virtual Reality In Education Sector Market Report by Growth Enablers, Geography, Restraints and Trends Global Forecast To 2025 3w Market News…

Global Virtual Reality In Education Sector Market 2020 Includes Market Size, Share, Trends, Growth, Demand, Supply, Application, Segmentation, Opportunity, Market Development, Production, Capacity Utilization, Supply, Analysis and Forecast by 2026

The research report on Virtual Reality In Education Sector market is a detailed documentation of the important parameters that are slated to hold relevance in this business arena over the projected duration of the study. Additionally, the documents gives notable inputs in terms of the impact of COVID-19 on the industry growth. A conclusive analysis of various drivers, restraints, and opportunities shaping the business space also covers an immense portion of the study. Further, it also discusses the regional landscape as well as the competitive terrain of the Virtual Reality In Education Sector market.

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Virtual Reality In Education Sector Market Report by Growth Enablers, Geography, Restraints and Trends Global Forecast To 2025 3w Market News...

HTC Vive partners with FreeRangeXR on Virtual Reality workplace safety training solution – Auganix

In Virtual Reality News

July 15, 2020 HTC Vive, in partnership with FreeRangeXR, has announced a new virtual reality workplace safety training solution. ElevateXR provides in-depth VR training modules focused on occupational hazards and safety protocols, which can serve as a foundation for employee development programs for businesses.

Offering three different hazard safety modules, ElevateXR features simulated real-world scenarios that test users knowledge of safety protocols in high-risk environments. Bundled with the Vive Focus Plus, HTC Vives enterprise-focused, all-in-one VR headset, the Vive Focus Plus ElevateXR Kit is available now in the US on Vive.com.

ElevateXR Modules

Created specifically for workplace training and safety, ElevateXR encourages safe workplace behaviors by engaging trainees in realistic environments. The solution helps to accelerate learning and comprehension of critical information, thus increasing the effectiveness of training programs and the safety of employees.

ElevateXR currently addresses three top workplace hazards: fall protection; lockout/tagout (LOTO), also known as the control of hazardous energy; and working in confined spaces. Each module contains three lessons that take users through the steps of navigating each workplace scenario, and also complement existing annual certification tests, further helping to reinforce the importance of proper on-the-job training.

Virtual reality is changing the way we learn, including how companies and organizations train employees and reinforce safety protocols. We developed ElevateXR to provide an all-in-one training solution that allows trainees and employees to receive real-life safety training in VR, without real-life consequences, said Dan OBrien, HTC Global Head of Enterprise. Effective in accelerating training around the top workplace hazards, ElevateXR saves firms time and money while equipping their employees with the knowledge they need to stay safe on the job.

The ElevateXR solution comes bundled with the Vive Focus Plus, HTCs professional-grade VR headset offering. The standalone device offers six degrees of freedom (6DoF) controls to allow for a more immersive experience for users. Furthermore, for ease of use and faster deployment, the customers can have the ElevateXR training application pre-installed on devices, and also receive Vives Business and Warranty Services.

For more information on ElevateXR, click here.

Image credit: HTC Vive

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.

The rest is here:

HTC Vive partners with FreeRangeXR on Virtual Reality workplace safety training solution - Auganix

Tesseract: The company behind the JioGlass – Deccan Herald

One of the biggest unveilings by the Ambanis at Reliance's Annual General meet was the JioGlass, a virtual reality eyewear that allows people to connect with each other in real time. At RIL's 43rd AGM, the JioGlass was demonstrated by heir Isha Ambani Piramal, in a 2-D format, who spoke to her brother Akash Ambani in a 3D format, presenting charts in an office set-up.

The JioGlass was designed and built byTesseract a five-year old deep-tech startup that was acquired by RIL in 2019. Founded by Kshitij Marwah at a Mumbai warehouse, the startup is a subsidiary of RIL but is run independently, ittoldBloombergQuint. Reliance had bought 92.7% stake in the company and had invested Rs 10.12 crore in May,according to filings.

Tesseract develops technology for Augmented Reality (AR) and Virtual Reality (VR) oriented products such as cameras, headsets, smart glasses for companies.It also provides a platform for developers to build apps and content.

With a team of 55 employees based out of Reliance Corporate Park in Navi Mumbai, the startup has launched products such as a virtual reality 360 degree camera called Methane, largely taken up by the real estate websites and a VR 360 degree camera called Quark, according to theQuintreport.

According to aYourStoryreport, the company has filed at least five patents so far for optical and hardware designs, scene design algorithms and 360 VR editing in augmented and virtual reality:

Tesseract had also developed the Jio HoloBoard in 2019, a mixed reality/ MR headset for Reliance.

JioGlass, a first-of-its-kind native product, will be key to Tesseract's journey, heavily reliant however on Jio's 5G ecosystem, which is yet to be made available for trials.

See the article here:

Tesseract: The company behind the JioGlass - Deccan Herald

Augmented Reality and Virtual Reality Component Market Forecast to 2025: Top Companies, Trends & Growth Factors and Trend Forecast to 2025 -…

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

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

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

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Augmented Reality and Virtual Reality Component Market Forecast to 2025: Top Companies, Trends & Growth Factors and Trend Forecast to 2025 -...

Rezzil announces partnership with Harena Data to provide its Virtual Reality sports training and analytics platform to soccer players – Auganix

In Virtual Reality News

July 14, 2020 Rezzil, a provider of virtual reality (VR) training and cognitive development solutions, has today announced a strategic partnership with analytics company Harena Data, Inc., which offers technology to help youth soccer players improve their skills and prepare for games. Starting now, Harena Data clients, such as Youth Soccer Associations, are able to take advantage of Rezzils VR training platform.

Founded in 2017 in Manchester England, Rezzils VR training platform offers ideas and solutions for players, coaches, teams, analytics departments, Physio and PT programs, as well as Fan engagement.

The companys VR Training and Cognitive Development Program runs a series of compact, measurable drills where players interact with a virtual ball using natural movement patterns. With thousands of natural movement data points, the VR training helps create an analytical assessment of a players wellness, cognitive capabilities, and skill level. Multiple environments can be used to simulate extreme game pressure simulation scenarios.

Similar to our GYO analytics platform, Rezzil is a generational training tool that provides a safe, controlled environment for players to get in-depth research to improve their skills, said Bill Dever, Chief Strategy Officer of Harena Data. Our clients, in particular youth soccer players across the country, can train year round and track their results to become the best theyve ever been.

Christian Barsanti, Director of Operations at Rezzil, commented: The partnership with Harena Data offers Rezzil a great opportunity to expand our footprint and lines up with our strategic vision. He added, What attracted us was how much in alignment our thought processes were with Harena. including data transparency and creating pathways that help individuals and teams.

For more information on Rezzil and its VR training platform, visit the companys website.

Video credit: Rezzil / Mihepa / YouTube

About the author

Sam Sprigg

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

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Rezzil announces partnership with Harena Data to provide its Virtual Reality sports training and analytics platform to soccer players - Auganix