Red Light Holland Engages Radixmotion to Develop an Innovative Virtual Reality Shopping Experience for Dutch Smart Shops and e-Commerce Platforms -…

Red Light Holland Corp. (CSE:TRIP) (FSE:4YX) has engaged RadixMotion Inc. (RadixMotion), a virtual reality company based in the State of Delaware, to design and develop a virtual reality shopping experience module

Red Light Holland Corp. (CSE:TRIP) (FSE:4YX) (Red Light Holland or the Company), an Ontario-based corporation positioning itself to engage in the production, growth and sale of a premium brand of magic truffles to the legal, recreational market within the Netherlands, is pleased to announce that it has engaged RadixMotion Inc. (RadixMotion), a virtual reality company based in the State of Delaware, to design and develop a virtual reality shopping experience module (the VR Module) intended to explain the effects of microdosing of magic truffles on the human brain, as well as a virtual reality avatar (the VR Avatar) that is centered around Red Light Hollands brand and expected to be integrated into the Meu Platform (as defined below). RadixMotion, which will work closely with Red Light Hollands Scarlette Lillie Science and Innovation division (Scarlette Lillie Science and Innovation), is a virtual reality company that utilizes the latest neuroscience research with immersive technology to strengthen the connection between the human body and human brain.

As a company, Red Light Hollands mission is to always educate and inform shareholders and eventual end consumers about our product, as we develop our legal magic truffles Microdose Packs in the Netherlands. This agreement with RadixMotion and Sarah Hashkes, the CEO of RadixMotion and a scientific researcher with valuable knowledge on microdosing (and now our new Scientific Advisor), reinforces our belief that the public needs to learn more about psilocybin. Now imagine shopping for something new but wanting to truly experience it before purchasing? Pretty cool idea, right? What we are aiming to create here is a virtual reality experience that potential consumers can use before buying our Microdose Packs. This way, they can experience what the effects of microdosing magic truffles would be like, to help with their personal comfort and understanding before actually purchasing our product! They can also opt in and provide us with key data that we can use to study and help support valuable research and study. We are so passionate about providing knowledge to our community of Red Light Holland supporters, and we believe that developing this truly innovative virtual reality experience will propel us into the future of retail and online shopping experiences, with responsible use in mind. We are grateful to be working with Sarah and her team, and we are proud as a company to support RadixMotion and create this synergistic partnership, said Todd Shapiro, the Chef Executive Officer and Director of the Company.

The VR Module and the VR Avatar

The VR Module, which is expected to be completed in Q4 2020, will be designed with the goal of educating and enabling individuals to make reasoned, informed decisions with respect to magic truffles and other psychedelic substances, and enabling Red Light Holland to gather valuable data on user experience of synesthesia, loss of autonomy and suggestibility to inform further study and research in the psychedelic space. The VR Avatar, which is expected to be completed in Q3 2020, is expected to be integrated into RadixMotions Meu platform (the Meu Platform), the first social platform based on 3D human movement data, which uses RadixMotions movement data channels to bridge virtual reality and mobile augmented reality. The VR Avatar is expected to assist Red Light Hollands larger efforts towards reducing the stigma associated with, among other things, magic truffles and other psychedelic substances.

Pursuant to an independent consulting agreement (the Consulting Agreement) entered into by RadixMotion and Red Light Holland, Sarah Hashkes, co-founder and Chief Executive Officer of RadixMotion, is expected to guide the design and development of the VR Module and the VR Avatar. Ms. Hashkes has a history of using her academic research focused on cognitive neuroscience and psychedelics to create 3D human movement data channels. Further, RadixMotion is expected to provide Red Light Holland with access to the Movement Channel API, which is expected to be launched by RadixMotion in the future as an interface designed to aid in assessing prospective clients reactions to altered states of consciousness.

In connection with the Consulting Agreement, Red Light Holland has also entered into an intellectual property license agreement (the IP License Agreement) with RadixMotion, wherein RadixMotion has licensed to Red Light Holland, on a limited and non-exclusive basis, certain intellectual property underlying the VR Module and the VR Avatar, as well as other technologies developed under the consulting agreement.

In consideration for the services provided under the Consulting Agreement and the license granted under the IP License Agreement, the Company has agreed to pay to RadixMotion a one-time fee of USD $20,000 (plus applicable taxes). In addition, the Company has issued to Ms. Hashkes, who will join Scarlette Lillie Science and Innovation as Scientific Advisor, 150,000 incentive stock options. The options entitle the holder thereof to acquire one common share in the capital of the Company (each, a Common Share) for a period of 3 years, at an exercise price of $0.095 per share, and vesting over a 12 month period. All securities issued remain subject to compliance with all applicable laws (including the rules and policies of the Canadian Securities Exchange), including being subject to a hold period of four months plus one day from the date of issuance.

About Red Light Holland Corp.

The Company is an Ontario-based corporation positioning itself to engage in the production, growth and sale (through existing Smart Shops operators and an advanced e-commerce platform) of a premium brand of magic truffles to the legal, recreational market within the Netherlands, in accordance with the highest standards, in compliance with all applicable laws.

For additional information on the Company:

Todd ShapiroChief Executive Officer and DirectorTel: 647-204-7129Email: todd@redlighttruffles.comWebsite: https://redlighttruffles.com/

Forward-Looking Statements

Neither the Canadian Securities Exchange nor its Market Regulator (as that term is defined in the policies of the Canadian Securities Exchange) accepts responsibility for the adequacy or accuracy of this release.

Certain information in this news release constitutes forward-looking statements under applicable securities laws. Any statements that are contained in this news release that are not statements of historical fact may be deemed to be forward-looking statements. Forward looking statements are often identified by terms such as may, should, anticipate, expect, potential, believe, intend or the negative of these terms and similar expressions. Forward-looking statements necessarily involve known and unknown risks and uncertainties that could cause actual results to differ materially from those expressed or implied in such forward-looking statements. Readers are cautioned not to place undue reliance on forward-looking statements as there can be no assurance that the plans, intentions or expectations upon which they are placed will occur. Readers are further cautioned that the assumptions used in the preparation of such forward-looking statements (including, but not limited to, the assumption that (i) the Company will be able to execute on its business plan and/or enter into the medical psychedelics market as proposed, (ii) the Company will receive one or multiple licenses, permits, and authorizations from time to time necessary to execute on its business plan and/or enter into the medical psychedelics market, (iii) the Companys financial condition and development plans do not change as a result of unforeseen events, (iv) there will continue to be a demand, and market opportunity, for the Companys product offerings, (v) the Company will be able to establish, preserve and develop its brand, (vi) the Company will be successful in attracting and retaining required personnel, (vii) RadixMotion will successfully develop and deliver to the Company the VR Module and the VR Avatar, on the terms, and within the timelines, set forth in the Consulting Agreement, and (viii) the intellectual property license granted to the Company under the IP License Agreement grants to the Company all intellectual property rights necessary for the Company to make use of the VR Module and the VR Avatar), although considered reasonable by management of the Company at the time of preparation, may prove to be imprecise and result in actual results differing materially from those anticipated, and as such, undue reliance should not be placed on forward-looking statements. The forward-looking statements included in this news release are made as of the date of this news release and the Company does not undertake an obligation to publicly update such forward-looking statements to reflect new information, subsequent events or otherwise unless required by applicable securities laws. Forward-looking statements, forward-looking financial information and other metrics presented herein are not intended as guidance or projections for the periods referenced herein or any future periods, and in particular, past performance is not an indicator of future results and the results of the Company in this press release may not be indicative of, and are not an estimate, forecast or projection of the Companys future results. Forward-looking statements contained in this news release are expressly qualified by this cautionary statement.

Not for distribution to United States newswire services or for dissemination in the United States.

Source

Link:

Red Light Holland Engages Radixmotion to Develop an Innovative Virtual Reality Shopping Experience for Dutch Smart Shops and e-Commerce Platforms -...

Microsoft Flight Simulator 2020 Virtual Reality: Will the upcoming title have VR support? – HITC – Football, Gaming, Movies, TV, Music

Microsoft Flight Simulator 2020 Every Plane Every Edition

Microsofts Flight Simulator 2020 is expected to be the most immersive experience you can have in a video game, but will the title support VR?

The hype is well and truly building for Flight Simulator 2020 after we got a whole bunch of new information was released this week.

We now have a detailed list of the aircraft that we will be able to fly and the airports we will be able to land at as well as a better idea of PC system requirements.

However, with such an immersive game, many gamers are wondering if Microsoft Flight Simmulator 2020 will have VR capabilties.

Speaking to AVSIM in late-2019, the head of Flight Simulator 2020 Jrg Neumann said that the team were going to try their best to get VR support ready for the initial release. However, he also stated that they may not be able to make the title Virtual Reality compatible by the launch date.

To be honest, both I and other gamers who are patiently waiting for the release of Flight Simulator would prefer Microsoft to take their time and not rush things. As the title wont launch for another few months, this is the right time to make sure the core-mechanisms and environment are in the correct place to make this the most immersive experience that gamers can hope forVR is a second priority to the base experience.

The Virtual Reality Times reported recently that a new FAQ was posted on the games official Discord channel, which stated that whilst unconfirmed, VR still remains a top wish list item post-launch for developers.

Personally, I could see Microsoft waiting until closer to the official launch before formally revealing information to do with Virtual Reality support. However, there is a chance that more information will be revealed at the upcoming Xbox Series X event on July 23rd. This is when all eyes will be on Microsoft and their next-generation console, so I could easily imagine them announcing VR support then.

However, I am in agreeance with VR Flight World on this matter, who states that: If you have a very high-end computer right now, Im going to say you will be able to run this in VR.

As the YouTuber points out, the game will be released on the current generation Xbox consoles and this means that if that hardware is good enough to support Virtual Reality on consoles, most decent gaming PCs will be able to run the title in VR as well.

We will bring you updates on Microsoft Flight Simulator VR and supported platforms as information is revealed, so keep checking back in.

In other news, When does Ghost of Tsushima unlock? Release time for PSN store

See the article here:

Microsoft Flight Simulator 2020 Virtual Reality: Will the upcoming title have VR support? - HITC - Football, Gaming, Movies, TV, Music

More Affordable VR/AR Technology in the Works – DesignNews

While virtual reality (VR) augmented reality (AR) technology has interesting implications for helping simulate environments for numerous applications, so far fabricating the technology to provide these experiences has been expensive.

That could change thanks to researchers in South Korea, who recently developed new materials and printing technology that could pave the way for less expensive, more user-friendly VR/AR technologies.

Related: How AI, ML, and AR Will Change the Face of Design

The basis for the work of the team comprised of scientists from two universitiesPohang University of Science and Technology (POSTECH) and Korea Universityis nanomaterials and a large-scale nanoprinting technology for the commercialization of metamaterials.

Diagram of a low-cost, large-scale metamaterial printing process through moldable nanomaterials formed from a nanomaterial composite.

Related: Make Your Own Cardboard VR Goggles

Metamaterials are created from artificial atoms but can freely control the properties of light, and can provide the basis for these new cost-effective VR/AR technologies, according to the team, which was led by Professor Junsuk Rho of the departments of mechanical engineering and chemical engineering at POSTECH.

Some examples of the applications include the creation of an invisible cloak that forms an illusion of disappearance by adjusting the refraction or diffraction of light, or for metaholograms that can produce different hologram images depending on the direction of lights entrance.

Simplifying Fabrication

Historically, developing metamaterials is no small feat, Rho said. To fabricate them requires the meticulous construction and arrangement of artificial atoms smaller than the wavelengths of lightsomething that until now has only been achieved through a method called electron beam lithography (EBL).

EBL is a slow process and has significant costs, however, which has hindered the commercialization or production of sizable metamaterials, Rho said. That may change with a new one-step printing technology of nanomaterials that allows the fabrication of metamaterials over 100 times faster than EBL that his team developed.

The solution combines a new nanomaterial based on a nanoparticle composite that can be molded freely while still maintaining optical characteristics suitable for fabricating metamaterials, as well as a printing technique that can shape the materials in a single-step process.

Researchers published a paper on their work in the journal Nature Communications.

Using their new process, researchers produced an ultrathin metalens 100 times thinner than the strand of a human hair, demonstrating how the heavy glass or plastic lenses currently used for VR/AR technologies can be drastically reduced in bulk and cost.

These lenses can not only make the existing thick, large VR and AR lenses or glasses dramatically lighter and smaller, but can also be applied to curved or flexible panels, which facilitates the use of metamaterials in large omnidirectional invisible cloaks or in curved or bendable wearable devices at a fraction of the cost, Rho said in a press statement.

Elizabeth Montalbano is a freelance writer who has written about technology and culture for more than 20 years. She has lived and worked as a professional journalist in Phoenix, San Francisco and New York City. In her free time she enjoys surfing, traveling, music, yoga and cooking. She currently resides in a village on the southwest coast of Portugal.

Original post:

More Affordable VR/AR Technology in the Works - DesignNews

Location-based Virtual Reality Market Growth Analysis, Varieties And Analysis Of Key Players- Forecasts To 2026 – 3rd Watch News

Location-based Virtual Reality Marketreport covers the COVID 19 impact analysis on key drivers influencing market Growth, Opportunities, the Challenges and the Risks faced by key players and the Location-based Virtual Reality market as a whole. The complete profile of the worldwide top manufacturers like (VOID, EXIT Realty, SpaceVR, Survios, Hologate, Zero Latency PTY, Oculus VR, HTC Vive Tech, Tyffon) is mentioned such as Capacity, Production, Price, Revenue, Cost, Gross, Gross Margin, Sales Volume, Sales Revenue, Consumption, Growth Rate, Import, Export, Supply, Future Strategies, and The Technological Developments that they are making are also included within this Location-based Virtual Reality market report. The historical data from 2012 to 2020 and forecast data from 2020 to 2026.

Get Free Sample PDF (including full TOC, Tables and Figures)of Location-based Virtual RealityM[emailprotected]https://www.researchmoz.us/enquiry.php?type=S&repid=2657940

In-Depth Qualitative Analyses Include Identification And Investigation Of The Following Aspects: Location-based Virtual Reality Market Structure, Growth Drivers, Restraints and Challenges, Emerging Product Trends & Market Opportunities, Porters Fiver Forces.

Scope of Location-based Virtual Reality Market:Since the COVID-19 virus outbreak in December 2019, the disease has spread to almost 100 countries around the globe with the World Health Organization declaring it a public health emergency. The global impacts of the coronavirus disease 2019 (COVID-19) are already starting to be felt, and will significantly affect the Location-based Virtual Reality market in 2020. COVID-19 can affect the global economy in three main ways: by directly affecting production and demand, by creating supply chain and market disruption, and by its financial impact on firms and financial markets. The outbreak of COVID-19 has brought effects on many aspects, like flight cancellations; travel bans and quarantines; restaurants closed; all indoor events restricted; over forty countries state of emergency declared; massive slowing of the supply chain; stock market volatility; falling business confidence, growing panic among the population, and uncertainty about future. This report also analyses the impact of Coronavirus COVID-19 on the Location-based Virtual Reality industry. Based on our recent survey, we have several different scenarios about the Location-based Virtual Reality YoY growth rate for 2020. The probable scenario is expected to grow by a xx% in 2020 and the revenue will be xx in 2020 from US$ xx million in 2019. The market size of Location-based Virtual Reality will reach xx in 2026, with a CAGR of xx% from 2020 to 2026. With industry-standard accuracy in analysis and high data integrity, the report makes a brilliant attempt to unveil key opportunities available in the global Location-based Virtual Reality market to help players in achieving a strong market position. Buyers of the report can access verified and reliable market forecasts, including those for the overall size of the global Location-based Virtual Reality market in terms of revenue.

On the basis on the end users/applications,this report focuses on the status and outlook for major applications/end users, shipments, revenue (Million USD), price, and market share and growth rate foreach application.

VR Arcades VR Theme Parks VR Cinemas

On the basis of product type, this report displays the shipments, revenue (Million USD), price, and market share and growth rate of each type.

Hardware Software

Do You Have Any Query Or Specific Requirement? Ask to Our Industry[emailprotected]https://www.researchmoz.us/enquiry.php?type=E&repid=2657940

Location-based Virtual Reality Market Regional Analysis Covers:

The Location-based Virtual Reality Market Report Can Answer The Following Questions:

Contact:

ResearchMozMr.Rohit Bhisey,Tel: +1-518-621-2074USA-Canada Toll Free: 866-997-4948Email:[emailprotected]

Browse More Reports Visit @https://bit.ly/2Sepby2

Follow this link:

Location-based Virtual Reality Market Growth Analysis, Varieties And Analysis Of Key Players- Forecasts To 2026 - 3rd Watch News

PwC is using virtual reality to train employees on implicit bias – Business Insider

Business Insider

Virtual reality could permanently alter the way businesses approach diversity and inclusion trainings.

Despite spending billions of dollars on D&I initiatives, US companies are more segregated now than they were 40 years ago, and implicit bias in hiring remains one of the biggest culprits. Implicit bias refers to the unknown assumptions people make about others based on their gender, ethnicity, age, or minority status, rather than their professional qualifications.

Some companies are exploring new options for diversity trainings. PwC is one of them.

The professional-services firm is working with software company Talespin to implement VR-based implicit-bias training programs and it could be a new frontier for how companies approach diversity, equity, and inclusion training.

The Big 4 consulting and tax firm completed a pilot with Talespin last year, and it has since used virtual reality programming to train over 4,000 employees.

The training places employees in simulated office settings designed after actual PwC offices, where they speak with virtual characters through a head-mounted display. During the five-to-seven-minute training modules, they are prompted to make decisions about who to hire and promote, and must use inclusive leadership practices introduced prior to the simulation.

Kyle Jackson, CEO of Talespin, told Business Insider that PwC employees using the VR tool are trained on how to recognize unconscious bias when hiring. They have to think about how even a candidate's name on a rsum can stir up implicit biases, he said.

Studies have shown, for example, that rsums with names that sound "white" get more call backs than those that don't. Employees using the VR training are asked to formulate responses if these biases are expressed in a hiring meeting by a colleague, or a senior partner.

Scott Likens, emerging technology leader at PwC, told Business Insider the firm wanted to test how VR diversity and inclusion training compared to more traditional computer-based training. PwC selected a group of new managers in 12 US locations to test out the VR between February and October 2019.

The results were promising. A PwC study found that VR participants required less time to learn, had a stronger emotional connection to the training content, were more focused when learning, and were more confident about their takeaways from the training. And to top it off, the VR training program was more cost-effective at scale than classroom or online learning modules.

VR could present a viable training method for companies looking to update their practices. So far, traditional diversity, equity, and inclusion training programs haven't worked. US companies spend $8 billion annually on diversity and inclusion initiatives, and implicit bias seminars have become ubiquitous across the American workplace. But their efforts are still falling short.

Virtual reality has already taken off across a range of industries since the onset of the coronavirus pandemic. Hospitals are using virtual reality simulations to train doctors and nurses on treatment of coronavirus patients, and computer software company MeetInVR is developing a tool for companies to host virtual reality meetings. Talespin also offers training for managers who need to have difficult conversations in the office.

With VR, learners can immerse themselves in the experience at hand without feeling self-conscious about learning in a group setting. Compare this with a conventional, in-person training session: though employees might also be able to role-play in person, self-consciousness in front of colleagues may hamper an employee's ability to engage as closely with the scenario.

"Our own biases creep back in and our own fears creep back in terms of our participation, because we can't actually role play," Jackson said. "A lot of people's nerves creep up and role play does not work for them. So even as much as I try to put myself in somebody's shoes, I can't."

The key lies in the immediacy of the VR experience, Likens said.

"It comes back to experience as a driver for behavior change," Likens said. "VR has a weird way of doing that. You're in the shoes of a situation which you might not ever be, or at least not frequently."

VR training reduces the distance between the learner and the experience at hand, allowing participants to empathize with situations more deeply. Jeremy Bailenson, founding director of Stanford's Virtual Human Interaction Lab, worked with a group of researchers to see if people were more inclined to feel empathy after experiencing a VR simulation of homelessness. It worked: A significantly higher number of participants who had experienced the VR signed a petition supporting affordable housing for the homeless compared to those who had just read about it. A few months later, in February 2017, the Virtual Human Interaction Lab launched VR-based implicit bias training for the NFL.

PwC is not the first business to explore VR diversity initiatives but it's doing so at a crucial time. Both the pandemic and the backlash against racial injustice have made companies more open to approaching workplace racism and discrimination with new solutions.

"I think it accelerated the acceptance of the innovation," Likens said about the current moment. "We're getting executives to put on a headset, whereas a year ago they wouldn't have. But being at home, being disconnected from our teams, I think it's triggered this desire to do something big. And I think VR now is being accepted as a 'here and now' thing, not a future emerging technology."

More here:

PwC is using virtual reality to train employees on implicit bias - Business Insider

OrthoGrid, Osso VR Teaming Up to Bring Clarity, Accuracy to the OR – OrthoSpineNews

by Elizabeth Hofheinz, M.P.H., M.Ed.

OrthoGrid Systems, Inc, a company offering AI-powered surgical guidance applications, has teamed up with Osso VR, a validated virtual reality (VR) surgical training platform, to boost patient outcomes with higher quality, repeatable procedures and VR.

A highlight of the OrthoGrids PhantomMSK Hip technology, its ability to correct fluoroscopic distortion, aims to give direct anterior total hip surgeons a higher level of image accuracy in an effort to create reproducible and desirable surgical outcomes.

Osso VR, a cost-efficient and scalable virtual reality program, is now being used for hands-on training in more than 20 leading teaching hospitals and trains nearly 1000 surgeons monthly in 17 countries.

Our companies are strongly aligned in our missions to improve patient outcomes and democratize access to quality care. With this partnership, we can give surgeons in our network another tool to continue to push the limits of whats possible when it comes to providing value for their patients, said Justin Barad, M.D., CEO and Co-Founder of Osso VR.

OrthoGrids VP of Sales, Will Irvine told OSN, Our partnership with Osso VR merges two cutting-edge technologiesinto a simple and effective solution that allows orthopedic surgeons to work with our surgical application for direct anterior approach total hip arthroplasty and refine their skills in a highly realistic, but completely simulated, OR environment.

Irvine, who has been training on OrthoGrids Osso VR system since May 2020, and training surgeons remotely during COVID-19 restrictions, added, The accuracy and precision Osso VR has created in our VR procedure, combined with the ability for surgeons to perform simulation after simulation, flattens the learning curve when the stakes are low. By practicing repeatedly and understanding the impact of our HIP software application when a virtual patient is on the table, we expect our customers will realize greater efficiency and effectiveness sooner when they utilize our software in live surgery insidea hospital or surgery center OR.We are thrilled that through this partnership and our new VR training platform, OrthoGrid, Osso VR, and orthopedicsurgeons around the country canjoin forces for great patient outcomes, even from the comfort of our own homes.

For more information on and to request a demo of OrthoGrids PhantomMSK Hip system, please visit https://orthogrid.com/

For additional information on Osso VR, please visit https://ossovr.com

See the original post:

OrthoGrid, Osso VR Teaming Up to Bring Clarity, Accuracy to the OR - OrthoSpineNews

3 Ways to Invest in Virtual and Augmented Reality – The Motley Fool

Augmented and virtual reality (AR/VR) is still a small industry. According to tech researcher IDC, global spending on AR/VR was $10.5 billion in 2019. Although the coronavirus pandemic has cast some doubt on short-term outcomes, IDC was predicting late last year that there would be a surge in global AR/VR spending to some $18.8 billion in 2020. That would be some impressive growth if it panned out.

The problem is that there are few viable investment options in AR/VR that are pure-play companies. However, existing technologists are investing in the next-gen digital viewing format and should reap handsome rewards if it continues to take off. Three companies that are worth a look are Facebook (NASDAQ:FB), Electronic Arts (NASDAQ:EA), and PTC (NASDAQ:PTC).

Facebook is one of the leaders of the AR/VR movement via its Oculus subsidiary, which it acquired back in 2014 for $2 billion. The Oculus Rift headset (which requires a PC) and the Quest headset (a freestanding unit) are best-known for video game and entertainment use, but the business world is also a fast-growing application. The Oculus for Business platform includes a Quest headset, helping organizations put together virtual training modules and build collaborative work environments.

Image source: Oculus.

These types of commercial applications are where IDC thinks the biggest AR/VR growth lies. Facebook's well-developed ecosystem covering the entire process from software development to app store to device management puts it in prime position to capitalize on the opportunity. In fact, IDC thinks half of global AR/VR spending this year will be for commercial use and come close to surpassing virtual entertainment use for the first time. AR/VR training is expected to grow at a more-than-60% rate through 2023 and become the largest sub-segment of the industry.

However, though I think Facebook finds itself in a leadership position with Oculus, this social media giant is still very much an advertising company. In 2019, the "other" revenue segment (comprised mostly of Oculus results) grew 26% year over year and surpassed $1 billion in revenue for the first time. That accounts for a big slice of the overall AR/VR market, but it was still just shy of 1.5% of Facebook's total revenue (the rest of which came from ads).

But things are changing fast. The "other" segment reported an 80% surge in revenue to $297 million to kick off the first quarter of 2020, and is quickly approaching 2% of Facebook's total revenue. With video games and related device sales up this year due to shelter-in-place measures and business spending on new virtual tools, this is a promising segment that could help keep Facebook in growth mode and diversify its revenue stream over the long term.

Of course, while business use of AR/VR is the fastest-growing segment of the industry, let's not forget that video games got it all started and still make up roughly half of global industry spending. And while fully immersive gaming experiences are still the minority, that is changing as the technology progressively improves and game producers invest in the development of dedicated AR/VR titles. One of those companies is Electronic Arts.

EA already has a library of games that feature a VR mode, like those accessed via Sony's PlayStation VR or an Oculus headset. But investment in AR/VR game modes is picking up pace. EA has announced a handful of titles that were built from the ground up to be used with a virtual headset. And one of the biggest tests of this format is coming this autumn, with the October release of Star Wars: Squadrons.

As big as the Star Wars franchise may be, EA's game development licensing agreement with the space opera's parent company Disney is relatively small potatoes. EA pays the bills with its marquee entries for FIFA soccer and Madden NFL video games, as well as the Battlefield and Apex Legends franchises. Priced at $40 on release with the promise of no in-game microtransactions to further monetize gameplay over the long term, Star Wars: Squadrons will be one-third cheaper than a typical new video game. That hints at either low production costs, a short storyline, or both. What the budget-friendly game means for EA's financials remains to be seen.

Nevertheless, just as last year's Star Wars Jedi: Fallen Order sold very well and laid down some new groundwork for what is required of the sci-fi entertainment epic, so too could Squadrons set a new bar for AR/VR gaming. Players will be able to fully immerse in a VR experience for the game in its entirety -- apparently both in the single-player story mode and online multiplayer mode. If it helps more consumers embrace VR, the new game could be a springboard for EA into the virtual entertainment space.

Let's shift back to commercial AR/VR use for this last pick, by way of industrial technologist PTC. The company's suite of software helps industrial and manufacturing companies (like those specializing in healthcare equipment, automotive, and aerospace outfits) make digital transformation. Often referred to as industry 4.0, today's manufacturing demand is being driven by automation via robotics, network connectivity to supply real-time data and equipment monitoring, and product design simulation and collaboration. That last piece of the puzzle is where AR/VR comes in.

The bulk of PTC's revenue is derived from its core design and product management software, which made up 70% of total revenue during the quarter ended in March 2020 and grew 10% compared with a year ago. However, the company's "growth" segment, which includes industrial Internet of Things and augmented reality offerings, grew annual recurring revenue by 30% in the period and made up 15% of the total.

PTC expects this area to remain a double-digit percentage growth concern for the next few years as its customers adapt to the new digital-first reality we find ourselves in. Whether it's new ways to remotely collaborate in the workplace, 3D simulation of product design, or virtual training modules, PTC's AR platform is helping industrial companies pivot to a new normal and optimize operations for better flexibility and profitability.

With a market cap of just $9 billion, PTC is by far the smallest stock on this list. However, its reliance on AR applications makes it the most concentrated on the advancement of the technology and could have the most to gain if commercial use of AR/VR ramps up in grand style like IDC predicts it will. Thus, for those looking to invest in virtual and augmented reality, PTC is worth a serious look right now.

Read more:

3 Ways to Invest in Virtual and Augmented Reality - The Motley Fool

Virtual Reality Time Machine Made with 365 Days of Video – Nerdist

San Francisco-based inventor and speaker Lucas Rizzottohas built a virtual reality time machine that allows him to relive his past. And while time machine is, of course, just a moniker, Rizzottos invention still allows him to experience his recent life in a way that, most likely, nobody else ever has. A way that allows Rizzotto to view 365 days worth of stereoscopic video through a virtual reality portal in time.

Rizzotto, whos created other amazing projects beforelike the AR chemistry table at bottomrecently posted the above video to YouTube. The time machine was posted only with the simple, relatable phrase, Screw 2020, time to go back. Which is a true enough sentiment, but doesnt hint at the enormous amount of work that went into building the VR time machine.

To create his portal in time, Rizzotto wore Snap SpectaclesSnapchat glasses that record high-resolution stereoscopic 3D videofor a full year, while traveling the globe. Along with recording a years worth of video, a task that required a small mountain of hard drives, Rizzotto also developed the software that would allow him to navigate it. Which, for about three months, seemed like it was going to be an impossible task thanks to an apparent loss of metadata.

Lucas Builds the Future

Its really hard to describe the feeling you get, reliving your own past, Rizzotto says in the video as he navigates his memories. He adds that You dont just see the memory portal, you see everything around it, like the rush of memories you get when you smell food you used to eat as a child.

Perhaps the most intriguing, and haunting, feeling Rizzotto describes in the video is that of feeling like his own ghost, watching [himself] wandering through life with no idea of what [is] going to happen next. Which is unfortunate, because we really want to know what project Rizzotto is working on now.

Feature image: Lucas Builds the Future

Read the original here:

Virtual Reality Time Machine Made with 365 Days of Video - Nerdist

Healthcare Augmented and Virtual Reality Market End-use Sectors Analysis 2019-2025 – Cole of Duty

The latest report on the Healthcare Augmented and Virtual Reality market provides an in-depth analysis of the various parameters that are likely to define the course of the market in the upcoming years. The current trends that are expected to influence the future prospects of the Healthcare Augmented and Virtual Reality market are analyzed in the report. Further, a quantitative and qualitative assessment of the various segments of the Healthcare Augmented and Virtual Reality market is included in the report along with relevant tables, figures, and graphs.

The report reveals that the Healthcare Augmented and Virtual Reality market is expected to witness a CAGR growth of ~XX% over the forecast period (2019-2029) and reach a value of ~US$ XX towards the end of 2019. The regulatory framework, R&D activities, and technological advances relevant to the Healthcare Augmented and Virtual Reality market are discussed in the report.

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.marketresearchhub.com/enquiry.php?type=S&repid=2700604&source=atm

The market is bifurcated into different segments to provide a granular analysis of the Healthcare Augmented and Virtual Reality market. The market is segmented on the basis of application, end-user, region, and more.

segment by Type, the product can be split intoHardwareSoftware and ServiceMarket segment by Application, split intoSurgical ApplicationRehabilitationTraining & Medical Education

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

The study objectives of this report are:To analyze global Healthcare Augmented and Virtual Reality status, future forecast, growth opportunity, key market and key players.To present the Healthcare Augmented and Virtual Reality 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 Healthcare Augmented and Virtual Reality 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.

The market share, size, and forecasted CAGR growth of each Healthcare Augmented and Virtual Reality market segment and sub-segment are included in the report.

Do You Have Any Query Or Specific Requirement? Ask to Our Industry [emailprotected] https://www.marketresearchhub.com/enquiry.php?type=E&repid=2700604&source=atm

Important Doubts Related to the Healthcare Augmented and Virtual Reality Market Addressed in the Report:

Knowledgeable Insights Enclosed in the Report

You can Buy This Report from Here @ https://www.marketresearchhub.com/checkout?rep_id=2700604&licType=S&source=atm

Read more:

Healthcare Augmented and Virtual Reality Market End-use Sectors Analysis 2019-2025 - Cole of Duty

AppliedVR study highlights how Virtual Reality therapy is an effective tool for treating chronic pain – Auganix

In Virtual Reality News

July 13, 2020 AppliedVR, a provider of virtual reality (VR) therapeutics, has recently announced results from the first randomized controlled trial, evaluating VR-based therapy for self-management of chronic pain at home.

The study was conducted by departments from Stanford University School of Medicine and the University of Houston, along with the L.A. Pain & Wellness Institute, as well as AppliedVR, and was published in JMIR-FR. It found that a self-administered, skills-based VR treatment program was not only a feasible and scalable way to treat chronic pain, but was also effective at improving on multiple chronic pain outcomes.

According to AppliedVR, with the COVID-19 pandemic disrupting Americans ability to seek care in clinical settings safely, demand for home-based virtual care has increased, forcing providers, insurers and policymakers to expand access to digital medicine. The study sought to demonstrate the feasibility and efficacy of people using the AppliedVR program at home on themselves to manage their chronic pain. The study conducted by the team compared VR to the same treatment delivered in an audio-only format, and found that VR was superior at delivering on desired outcomes.

AppliedVR stated that the study analyzed data from 74 people who suffer from chronic lower-back or fibromyalgia pain over a 21-day period and showed that participants using AppliedVRs EaseVR program significantly reduced five key pain indicators each of which met or exceeded the 30-percent threshold for clinically meaningful. On average, participants noted that:

People with chronic pain often have limited access to comprehensive pain care that includes skills-based behavioral medicine. We tested whether VR that was self-administered at home would be an effective therapy for chronic pain, said Dr. Beth Darnall, AppliedVRs Chief Science Advisor, who co-authored the study. We found high engagement and satisfaction, combined with clinically significant reductions in pain and low levels of adverse effects, support the feasibility and acceptability for at-home, skills-based VR for chronic pain.

AppliedVRs EaseVR program helps patients learn self-management skills and provides them with biofeedback and mindfulness strategies. The program was designed by AppliedVR, in partnership with pain experts and researchers, to improve self-regulation of cognitive, emotional and physiological responses to stress and pain.

The US CDC reported that 20 percent of US adults suffer from chronic pain, with 8 percent experiencing high-impact chronic pain. This ultimately increases costs for healthcare providers, as pain is often treated with pharmacological interventions, including opioids, which can be costly over a lifetime and have short- and long-term side effects. As a result, providers are turning to digital medicine as a solution that supports patient treatment.

This study is a fundamental step for advancing a clinically proven, noninvasive and safe digital therapeutic like VR for chronic pain, and demonstrates our platform is both viable and efficacious, said Josh Sackman, co-founder and President of AppliedVR. Living with and managing chronic pain daily can be a debilitating and costly challenge, and many patients suffering from it can feel hopeless and desperate for any relief. So, as we engage in and accelerate more in-depth clinical research, we want them to know that were committed to making VR a reimbursable standard of care for pain.

AppliedVR states that it has applied the studys results to expand its program to eight weeks, which will be tested later this year in additional trials. Furthermore, the company added that it is advancing two clinical trials with Geisinger and Cleveland Clinic to study VR as an opioid-sparing tool for acute and chronic pain specifically the companys RelieVRx and EaseVRx platforms. The National Institute on Drug Abuse (NIDA), part of the National Institutes of Health (NIH), recently awarded USD $2.9 million grants to fund the trials.

Image credit: AppliedVR

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.

Read more from the original source:

AppliedVR study highlights how Virtual Reality therapy is an effective tool for treating chronic pain - Auganix

Healthcare Augmented and Virtual Reality Market Breaking new grounds and touch new level in Upcoming Year by CAE, Immersivetouch, Mentice, Mimic…

Healthcare Augmented and Virtual Reality Market research is an intelligence report with meticulous efforts undertaken to study the right and valuable information. The data which has been looked upon is done considering both, the existing top players and the upcoming competitors. Business strategies of the key players and the new entering market industries are studied in detail. Well explained SWOT analysis, revenue share and contact information are shared in this report analysis.

Healthcare Augmented and Virtual Reality Market is growing at a High CAGR during the forecast period 2020-2026. The increasing interest of the individuals in this industry is that the major reason for the expansion of this market.

Get the PDF Sample Copy of This Report:

https://www.a2zmarketresearch.com/sample?reportId=249203

Top Key Players Profiled in This Report:

CAE, Immersivetouch, Mentice, Mimic Technologies, Simbionix, Surgical Theather, Virtamed, VR Simulators, Zspace

The key questions answered in this report:

Various factors are responsible for the markets growth trajectory, which are studied at length in the report. In addition, the report lists down the restraints that are posing threat to the global Healthcare Augmented and Virtual Reality market. It also gauges the bargaining power of suppliers and buyers, threat from new entrants and product substitute, and the degree of competition prevailing in the market. The influence of the latest government guidelines is also analyzed in detail in the report. It studies the Healthcare Augmented and Virtual Reality markets trajectory between forecast periods.

If You Have Any Query, Ask Our Experts:

https://www.a2zmarketresearch.com/enquiry?reportId=249203

Reasons for buying this report:

Table of Contents:

Global Healthcare Augmented and Virtual Reality Market Research Report

Chapter 1 Healthcare Augmented and Virtual Reality Market Overview

Chapter 2 Global Economic Impact on Industry

Chapter 3 Global Market Competition by Manufacturers

Chapter 4 Global Production, Revenue (Value) by Region

Chapter 5 Global Supply (Production), Consumption, Export, Import by Regions

Chapter 6 Global Production, Revenue (Value), Price Trend by Type

Chapter 7 Global Market Analysis by Application

Chapter 8 Manufacturing Cost Analysis

Chapter 9 Industrial Chain, Sourcing Strategy and Downstream Buyers

Chapter 10 Marketing Strategy Analysis, Distributors/Traders

Chapter 11 Market Effect Factors Analysis

Chapter 12 Global Healthcare Augmented and Virtual Reality Market Forecast

Buy Exclusive Report @:

https://www.a2zmarketresearch.com/buy?reportId=249203

Read more:

Healthcare Augmented and Virtual Reality Market Breaking new grounds and touch new level in Upcoming Year by CAE, Immersivetouch, Mentice, Mimic...

Virtual 2020 Schuylkill River Sojourn captures the spirit of the actual event – Wilkes-Barre Citizens Voice

Schuylkill River event goes virtual

Each year the Schuylkill River Sojourn would begin in June at Island Park and finish six days later at Boat House Row in Philadelphia. It wont happen that way this year.

The Schuylkill River Greenways National Heritage Area is helping ease the disappointment with the two-night the 2020 Schuylkill River Virtual Sojourn, a virtual reality presentation that will be live streamed Aug. 9 and

Aug. 16 at 7 p.m.

Joining us for both virtual reality showings will be longtime sojourn guide Matt Stan of Bad Adventures, SRG public relations Miica Patterson said. Although different from previous years, the sojourn will be an unforgettable and adventurous journey of the river.

Viewers can expect to experience the 112-mile guided paddle virtually through documentaries with in-depth interviews, riveting footage of the Schuylkill River, a trivia contest, photo contest and more.

Registration is now open and includes both evenings, and each participant receives a commemorative 2020 Sojourn T-shirt for a cost of $29. Go to http://www.schuylkillriver.org for information and registration.

Doyle Dietz, Correspondent

See more here:

Virtual 2020 Schuylkill River Sojourn captures the spirit of the actual event - Wilkes-Barre Citizens Voice

These seniors are turning to cutting edge technology to stay connected during the pandemic – CNN

The ground moved quickly beneath him while he soared faster and faster through the sky.

When it came time to land some 10 minutes later, Merrill removed the virtual reality headset from his head, blinked, and he was back in his assisted living facility in Hockessin, Delaware.

Merrill is a resident at The Summit, where he can spend some of his time reliving the 1950s when he was a pilot in the Air Force, through virtual reality technology.

In the midst of a pandemic, with limits on in-person family visits and strict social distancing guidelines, some residents at assisted living homes are turning to new ways to interact with the world around them.

Through virtual reality and interactive gaming, older Americans are learning to stay connected and thrive during the pandemic.

Virtual reality is making its way into assisted living communities across the county to allow residents to explore the world without leaving their rooms.

Merrill, who had never used virtual reality technology before this year, said he's enjoyed "flying" during the pandemic. "It's a wonderful machine for living somewhere else when you know you're stuck here," Merrill said.

"When I'm in the machine, I'm in another world, a world in which I'm very familiar with," Merrill said.

Tuck Wilson, a resident at The Virginian in Fairfax, Virginia, also used the virtual reality program to relive old memories such as traveling across Europe, while visiting new places she never had the chance to see.

"I was like a child with a new toy," Wilson said. "I was utterly fascinated."

Some of the virtual reality programs include traveling, attending concerts and more. One of the more unique programs that's offered is simply being surrounded by a litter of puppies.

"One dog started toward my legs, and I just automatically drew back, so that shows you how into virtual reality I was," Wilson said.

Both Merrill and Wilson used virtual programs sold by MyndVR, a virtual reality company that caters specifically to older adults with the goal of making them feel less isolated.

In addition to using VR to escape the world around them, MyndVR technology also motivates older adults to interact more with other residents, according to Wilhelima Saluto, the creative arts specialist at Upper East Side Rehabilitation and Nursing Center in Manhattan.

"After their experience with it, they tend to socialize with the other people because they're excited and [want to] share it with other people," Saluto said.

Much of the programming is intentionally designed to create a flood of memories for residents who may have forgotten certain parts of their life, according to MyndVR Co-founder and CEO Chris Brickler.

"They might have a mild cognitive impairment or even later forms of dementia," Brickler said. "That becomes a really special exercise and people come out talking, expressing opinions."

Some older Americans are also turning to interactive gaming programs like Restore Skills to stay connected. The program allows seniors to play games such as bingo and slot machines while improving their physical, cognitive and social skills.

Steven Landsman, a resident at The Jewish Home in Freehold, New Jersey, uses the program about once a week. One of his favorite games is the slot machine, where he practices moving his arms up and down to virtually play the game.

"It helps me relax myself and get really strong," Landsman said.

A unique feature of the program is built-in video calling so families can see their loved ones playing games. Landsman said he recently played the slot machine game while using the video calling feature to connect with family.

"I just saw my sister on there," Landsman said "She's home with the kids. She cheered me on."

Landsman's sister, Linda Landsman, said that she enjoys watching him play and that it helps her stay connected with her brother, especially during the pandemic.

"He was winning the slot machines, and I was cheering him on that he won," Landsman said. "I thought it was great exercise on top of everything."

Currently, family members can use the video call feature to talk and watch the resident play, but they cannot play themselves.

Eran Arden, CEO of Restore Skills, said that by the end of July, the company will be launching the ability for families to play along. He also said the video calling feature was new as of May in response to the pandemic.

"When we realized that's a need that we have to answer, we switched our development plan ... and just focused on adding the video conference ability to the platform," Arden said. "We understand how important it is and how patients and their loved ones need to have the ability to see each other."

Here is the original post:

These seniors are turning to cutting edge technology to stay connected during the pandemic - CNN

Education in the new normality: history classes in virtual reality – Checkersaga

The coronavirus has caused students to lose half a year this 2020, because nobody was prepared to teach online during confinement. Neither the teachers nor the students. We are in summer and we still have no idea what the course will be like from September, although everyone agrees that there will be more remote classes. Video calls can be a solution, but in the medium term they become monotonous and boring. Why not a history class in virtual reality?

HistoryMaker VR is a tool that allows teachers teach history using virtual reality. The advantage of this technology is that the teacher can be embodied in any character and teach from any real or imaginary place. Much more attractive than watching a video with the teachers face for an hour

At the same time, thanks to virtual reality, students are not seeing a screen on their PC or tablet. They immerse themselves in a virtual environment related to the lesson they are learning. Why not give a class on Ancient Rome sitting on the steps of the Colosseum?

As we can see in the video, HistoryMaker VR It is a tool focused on educators. In fact it will be free for them.

The professor can reincarnate as a historical figure (for the time being, belonging to North American history) from Benjamin Franklin to the Indian chief Tecumseh or the Supreme Court judge Sonia Sotomayor, or create an avatar that looks like him.

You can choose the setting, related to the topic of the lesson, and even place objects that you will use during the class. As it is virtual reality it is possible to keep the script or the class chop at a glance, and the students will not see it.

Then record the class using the movement of your own hands and body, which are registered thanks to the movement controls and the sensors of the virtual reality glasses.

Virtual reality viewer with two touch controls that does not require the use of a mobile phone as a screen or a very powerful gaming computer to play virtual reality video games or use compatible applications.

Students can download the class and immerse themselves in the virtual reality environment, observing the teacher in real size, not in a simple video on screen.

The proposal of HistoryMaker VR It seems like a first step, a teaser, because from what we see in the video the classes are given on stage, and they are not in real time, but recorded scenes.

Strolling through the streets of Pompeii, exploring Nefertaris tomb, floating on the International Space Station, or watching a movie on a 350-inch movie screen These are some of the things you can do from your favorite chair, thanks to the magic of virtual reality.

In the future we hope to see real scenarios related to the history lesson, such as walking through the interior of the pyramids of Egypt while the teacher gives his lesson, and that this class is in real time and in group, with teachers and students interacting with each other.

But virtual reality is starting, and you have to go little by little.

HistoryMaker VR It will be released on August 13 on Steam. As we have said it will be free for educators, although anyone can buy it and experiment with the tool.

More here:

Education in the new normality: history classes in virtual reality - Checkersaga

Here Are All the Livestreams & Virtual Concerts to Watch During the Coronavirus Crisis: Week of July 20 – Billboard

As the heatwave continues across the country this week, there are some cool shows to keep you entertained while you spread out on your couch in front of your fans and air conditioner.

With the global coronavirus pandemic still ongoing -- and getting worse in the United States -- artists are continuing to livestream performances from their homes and studios to help rock fans who are staying safe at home. And this week is no exception, with artists from Katy Perry to Nelly offering sets.

Below, see who'll be offering virtual shows for the week of July 20, and find out how to watch them. We'll update this list as more events are announced.

July 20-31:Gracie Abrams kicks off her six-date virtual tour Minor Bedroom Shows on the 20th in support of her debut project,Minor. The intimate performances will -- as the title suggests -- be streamed from her bedroom.Visit her websitefor dates and a chance to win tickets.

July 22: The latest edition of Verzuz will feature Snoop Dogg and DMX. It begins at 8 p.m. ET, and can be watched via Verzuz's Instagram account or on Apple Music.

July 24: Underoath will be performing the entirety of its 2006 album Define the Great Line in its entirety during a livestream concert. The set begins at 8 p.m. ET. Tickets start at $15 for general access streaming, and up to $70 for a package that includes an exclusive T-shirt and the vinyl version of the album. The show is the second of a three-concert set; tickets to access all three shows cost $140.

July 25:Nelly is marking the 20th Anniversary of his diamond-certified debut album,Country Grammar, with a special live performance of the album in its entirety for the first time ever. The show will be broadcast in 360 degree virtual reality across the globe via MelodyVR as part of its ongoing Live from LA series at 6 p.m. PT/9 p.m. ET. It is free to view via the MelodyVR app on smartphones and VR headsets and will be available on-demand on the app immediately following the live broadcast.

July 25-26:Katy Perry headlines Tomorrowland's virtual festival, Tomorrowland Around the World. The EDM event will feature more than 60 artists, including Steve Aoki, David Guetta, and many others.Ticketsstart at $12.50 Euros (about $14 U.S.) for single day, and 20 Euros (about $23 U.S.) for the weekend pass; packages are also available. The event begins at 11 a.m. ET atTomorrowland.com.

Go here to see the original:

Here Are All the Livestreams & Virtual Concerts to Watch During the Coronavirus Crisis: Week of July 20 - Billboard

Augmented and Virtual Reality Content and Application Market Key Players, Industry Overview, Application and Analysis to 2020-2025 – CueReport

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

The Augmented and Virtual Reality Content and Application 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.

Request Sample Copy of this Report @ https://www.cuereport.com/request-sample/22397

The study elaborates the major trends of Augmented and Virtual Reality Content and Application 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.

Request Sample Copy of this Report @ https://www.cuereport.com/request-sample/22397

As per the regional scope of Augmented and Virtual Reality Content and Application market:

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

Some of the key questions answered in this report:

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

Which are the key factors driving the Augmented and Virtual Reality Content and Application market?

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

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

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

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

What are sales volume, revenue, and price analysis of top manufacturers of Augmented and Virtual Reality Content and Application market?

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

Request Customization on This Report @ https://www.cuereport.com/request-for-customization/22397

Read the rest here:

Augmented and Virtual Reality Content and Application Market Key Players, Industry Overview, Application and Analysis to 2020-2025 - CueReport

Virtual Reality Services Market to Witness an Outstanding Growth by 2027 | Top Business Players: ETHOSH, GRAMERCY TECH, HQSoftware, etc. – Owned

Virtual Reality Services Market

Virtual Reality Services Market

A new research report titled, Global Virtual Reality Services Market Size, Status, Forecast 2018-2027 have been added to the huge collection of research reports by ReportsWeb. The report studies the Global Virtual Reality Services Market with respect to the size, status, forecast, competitive landscape, development patterns, and potential growth opportunities of the market. The report classifies the Global Virtual Reality Services Market based on the type, application, end-user, and region.

SWOT Major Players are covered in this reports: Chetu Inc., Credencys Solutions Inc, ETHOSH, GRAMERCY TECH, HQSoftware, MAP Systems, Program-Ace, QUYTECH, The Intellify, Zco Corporation & More.

Download a Comprehensive Sample Copy Here! @https://www.reportsweb.com/inquiry&RW00013437493/sample

The study on the Global Virtual Reality Services Market attempts to offer crucial and in-depth insights into the current market landscape and the developing growth dynamics. The study on Virtual Reality Services Market also provides the market participants and the new market entrants a detailed view of the market scenario. The research will enable the well-established as well as the developing players to launch their business strategies and attain their short-term and long-term goals. The report will help the readers in understanding some of the key market dynamics, which include industry trends, competitive landscape, growth potentials, challenges, and lucrative opportunities.

MARKET SEGMENTATION

The global virtual reality services market is segmented on the basis of service and end user. On the basis of service, the market is segmented up to consulting and training, implementation and integration, and operation and maintenance. On the basis of end user, the market is segmented as consumer, healthcare, aerospace and defense, automotive, education, and others.

Some Of The Major Geographies Included In This Study:

The report consists of an in-depth evaluation of the competitive scenario, Virtual Reality Services market share and sizing, product criterion, product developments, market trends, market patterns, revenue details, and strategic decision making to measure the driving and restraining forces, and potential growth prospects of the market. Besides, the report also incorporates a study of the recent developments in the market such as product launches, agreements, partnerships, M&A, collaborations, among others to comprehend the existing market dynamics and its outcome during the forecast period.

To get this report at a profitable rate @https://www.reportsweb.com/inquiry&RW00013437493/discount

Scope of the Report:

Almost all the players operating in the Virtual Reality Services market are making efforts to expand their footprint in the market by centering on product diversification and development, subsequently making them procure a major chunk of the market. Along with this, the report focuses on the latest events taking place in the market, which includes the advancements in technological space, product launches, as well as their consequences on the Virtual Reality Services market. The insights covered in this report has been collected from various primary and secondary resources, which has been validated and verified by the industry specialists and professionals, thus providing valuable insights to the researchers, analysts, managers, and other industry decision-makers.

Some major points covered in this Virtual Reality Services Market report:

Reasons to Buy

View this report with a detailed description and TOC @https://www.reportsweb.com/buy&RW00013437493/buy/4550

Contact Info:Name: Sameer JoshiEmail: [emailprotected]Company Name: ReportsWebWebsite: Reportsweb.comPhone: +1-646-491-9876

About ReportsWeb:ReportsWeb.com is a one stop shop of Market research reports and solutions to various companies across the globe. We help our clients in their decision support system by helping them choose most relevant and cost effective research reports and solutions from various publishers. We provide best in class customer service and our customer support team is always available to help you on your research queries.

See more here:

Virtual Reality Services Market to Witness an Outstanding Growth by 2027 | Top Business Players: ETHOSH, GRAMERCY TECH, HQSoftware, etc. - Owned

Virtual product tours have positive impact on consumers | WARC – Warc

Marketers for tourist destinations as well as for complex goods and services can gain various benefits from providing 360-degree virtual tours to consumers, according to a study published in the Journal of Advertising Research (JAR).

Nathalie Spielmann (NEOMA Business School, Reims) and Ulrich R. Orth (Christian-Albrechts-Universitt, Kiel) assessed the impact of self-guided, virtual tours when accessed on devices like desktop computers, smartphones and tablets.

And they found that experiencing a variety of tourist destinations made consumers perceive a more genuine effort by the advertiser to be transparent about the experience they were selling.

These 360-degree virtual tours were also regarded as yielding a more authentic interaction by consumers an outcome that, similarly, reduces the inferred manipulative intent of advertisers among users.

Participants in virtual tours, it was noted, also exhibited more favourable responses in terms of intentions and behaviors due to this exposure.

As these results were independent of the device that is used, mood state, or category involvement, they are a robust and reliable means for successfully advertising to consumers, the study said.

These findings drew on three rounds of research in a paper entitled Can advertisers overcome consumer qualms with virtual reality? Increasing operational transparency through self-guided 360-degree tours.

A first research round saw 80 panel members undertake a self-guided panoramic virtual tour of the Museum of Childhood in London, a destination they had never visited before (a constant in all rounds of the research).

Consumers rated their experience in terms of metrics like telepresence (i.e. if they felt as if they were in the venue), authenticity, perceived manipulative intent, and willingness to view an ad or their intent to avoid it.

A second research round involved 136 consumers. Half of them took a self-guided panoramic virtual tour of the Ice Hotel in Quebec, Canada. The other half viewed high-resolution images from the same tour.

Alongside previous variables, the authors assessed the mood state of participants to understand if that had an impact on their response.

In a third round of research, the Son Doong Cave in Vietnam was the chosen vocation. A total of 416 consumers were involved, with half completing a self-guided virtual tour, and half viewing static images.

Two further variables were added to the analysis at this stage, in the form of claustrophobia, as well an individuals style of visual processing.

A resultant insight was that these tours are especially useful for products and services with benefits or functions that are complex or a major investment of time and distance would be required for first-hand experiences, the scholars wrote.

Virtual tours are similarly valuable in cases when consumers may be reluctant actually to commit to a decision, the authors continued, as they bolster authenticity and decrease perceptions of manipulation.

Sourced from Journal of Advertising Research; additional content by WARC staff

Excerpt from:

Virtual product tours have positive impact on consumers | WARC - Warc

Cab driver who splashed 6k on gadgets for ‘Virtual Taxi’ hopes to bring plush vehicle to Scotland – Daily Record

A taxi driver who pimped his ride with 6k worth of gadgets is hoping for a fare to Scotland to test out his new wheels.

Mark Bates spared no expense when he installed an HD 17 inch TV, free wifi, Netflix, Amazon Prime, Disney+ and even a virtual reality headset in his taxi.

The 55-year-old, from Swindon, Wiltshire, wanted to have the slickest ride in town when he started his new business after a strange dream inspired him.

He said: "I'm a taxi driver who's up for driving anywhere, if someone said I need a ride to Scotland I'd say let's rock and roll."

"I really enjoy my job, and about 18 months ago after a strange dream it just dawned on me that 'The Virtual Taxi' was a business venture which I wanted to pursue and make a success of.

"There has been some hiccups along the way like there is in any new start up business.

"I've destroyed three separate PlayStation consoles by using the wrong inverter which was frustrating, but we got there in the end.

"I really feel like I have one wheel off the ground now and this thing is starting to take off. I couldn't be happier and can't wait to expand the business further."

He first installed a TV in his 38,000 car in January 2019, and has added more gadgets ever since.

Mark, who has been driving taxis for 21 years, plans to buy and renovate more vehicles, to create a fleet of luxury taxis.

Read more from the original source:

Cab driver who splashed 6k on gadgets for 'Virtual Taxi' hopes to bring plush vehicle to Scotland - Daily Record

Global Augmented Reality & Virtual Reality Market 2025-Top Key Players are Immersive VR Education, Alchemy VR, Discovery VR and Curiscope – Jewish…

2020 Global Augmented Reality & Virtual Reality Market report offers a clear picture of the current and future Industry trends, developments and opportunities. The report, prepared by a highly seasoned team of analysts and data experts, carries an array of tables and graphs besides qualitative and quantitative analysis.It also provide with regional overview and forecast to 2025.

For Sample Copy of this Report @https://www.orianresearch.com/request-sample/863471

The Global Augmented Reality & Virtual Reality Market for Education Industry was valued at USD XX billion in 2017, and is expected to grow at a CAGR of over 30% by 2025. The market is growing due to rapidly increasing trend of e-learning. The demand for Augmented Reality & Virtual Reality Market for Education is primarily observed in Europe and North America.

Global market is adopting augmented reality & virtual reality technology in education sector owing to its added benefits of interactive sessions and high retention rate. These factors are primarily driving the global augmented reality & virtual reality market for Education Industry. Need for real-time networking is anticipated to further propel the global market towards further growth. Emerging economies such as China and India are witnessing demand for augmented reality & virtual reality technology in education.

This is projected to be a major driving factor resulting into the adoption of Augmented Reality & Virtual Reality Market for Education. The industry is anticipated to expand at a high CAGR during the forecast period from 2018 to 2025. The global Augmented Reality & Virtual Reality Market for Education Industry has been segmented based on application, Device and region.

Global Augmented Reality & Virtual Reality Industry 2019 Market Research Report is spread across 121 pages and provides exclusive vital statistics, data, information, trends and competitive landscape details in this niche sector.

Order Copy of this Report 2019 @https://www.orianresearch.com/checkout/863471

Report Covers Market Segment by Manufacturers:

Immersive VR Education, Alchemy VR, Discovery VR, Curiscope and Others.

Key Benefits of the Report:

Global, Regional, Country, Application Type, and Types Market Size and Forecast from 2014-2025 Detailed market dynamics, industry outlook with market specific PESTLE, Value Chain, Supply Chain, and SWOT Analysis to better understand the market and build strategies

Identification of key companies that can influence this market on a global and regional scale Expert interviews and their insights on market shift, current and future outlook and factors impacting vendors short term and long term strategies Detailed insights on emerging regions, Types & application Type, and competitive landscape with qualitative and quantitative information and factsTarget Audience:

Augmented Reality & Virtual Reality providers Traders, Importer and Exporter Raw material suppliers and distributors Research and consulting firms Government and research organizations Associations and industry bodies

Inquire more about Augmented Reality & Virtual Reality Market report @https://www.orianresearch.com/enquiry-before-buying/863471

Research Methodology

The market is derived through extensive use of secondary, primary, in-house research followed by expert validation and third party perspective like analyst report of investment banks. The secondary research forms the base of our study where we conducted extensive data mining, referring to verified data sources such as white papers government and regulatory published materials, technical journals, trade magazines, and paid data sources.

For forecasting, regional demand & supply factor, investment, market dynamics including technical scenario, consumer behavior, and end use industry trends and dynamics, capacity Types, spending were taken into consideration.

We have assigned weights to these parameters and quantified their market impacts using the weighted average analysis to derive the expected market growth rate.

The market estimates and forecasts have been verified through exhaustive primary research with theKey Industry Participants (KIPs) which typically include:

Original Equipment Manufacturer Component Supplier Distributors Government Body & Associations Research Institute

Table of Content

1 Executive Summary2 Methodology And Market Scope3 Augmented Reality & Virtual Reality Market Industry Outlook4 Augmented Reality & Virtual Reality Market By End User5 Augmented Reality & Virtual Reality Market Type6 Augmented Reality & Virtual Reality Market Regional Outlook7 Competitive LandscapeEnd of the reportDisclaimer

About Us

Orian Research is one of the most comprehensive collections of market intelligence reports on the World Wide Web. Our reports repository boasts of over 500000+ industry and country research reports from over 100 top publishers. We continuously update our repository so as to provide our clients easy access to the worlds most complete and current database of expert insights on global industries, companies, and products. We also specialize in custom research in situations where our syndicate research offerings do not meet the specific requirements of our esteemed clients.

Ruwin MendezVice President Global Sales & Partner RelationsOrian Research ConsultantsUS: +1 (415) 830-3727 | UK: +44 020 8144-71-27Email:[emailprotected]

Originally posted here:

Global Augmented Reality & Virtual Reality Market 2025-Top Key Players are Immersive VR Education, Alchemy VR, Discovery VR and Curiscope - Jewish...