Icelandic Virtual Reality meditation start-up, Flow, receives USD $500000 from Iceland Venture Studio fund – Auganix

In Virtual Reality News

July 10, 2020 Iceland Venture Studio, a fund devoted to growing Icelandic tech startups, has announced that it has raised USD $2 million (in addition to its USD $1 million fund from 2019), and has made additional investments into its first portfolio companies. These include Flow, which develops immersive virtual reality-enhanced meditation programs, and RetinaRisk, which has created an algorithm that can help to predict diabetic retinopathy years in advance. Both companies have received an investment of USD $500,000 from the fund.

In addition, Iceland Venture Studios has stated that it is diversifying outside of the region and is seeking to invest a significant part of its newly-raised funds into innovative tech startups outside of Iceland. The fund is seeking investments in companies that are focused around the decentralization of private data, algorithms, privacy, process and data security.

Were very committed to both the past and future of Iceland Venture Studios as both a fund as well as the companies we have been fortunate enough to help in their seed rounds, noted CEO and co-founder, Bala Kamallakharan. We remain very bullish on both RetinaRisk and Flow and are very proud to be able to make further investments in their companies and team. Having raised twice the money in half the time of our first fund, fund two is earmarked not just for Iceland but for any company demonstrating vision and excellence in our target market segments.

Commenting on the announcement, Kristn Hrefna Halldrsdttir, CEO of Flow, said: Bala is a legendary mentor to the Icelandic tech community and we are very happy that his fund has seen fit to not only continue its support of VR-assisted meditation, but also Flows worldwide promotion of pure Icelandic nature and progressive culture. She added, The new investment of USD $500,000 into Flow will allow us to continue our journey of bringing meditation to not just the corporate world, but also to individuals who want to partake of guided meditation enhanced with VR, carefully curated music and nature straight from Iceland.

RetinaRisk has developed a unique, proprietary algorithm that can correctly identify those most at risk of retinopathy and allows physicians and patients alike to take preemptive steps to prevent vision loss through proper diabetic management. Iceland Venture Studio has now invested a total of SUD $500,000 into our company and we are very honored to be working with Bala and his team, said Sigurbjrg sta Jnsdttir, CEO of RetinaRisk. These new funds will be especially valuable as we seek to make our app also available to developing countries, where easy access to health care can be severely limited by geography.

Iceland Venture Studio states that it provides a growth solution for entrepreneurs building the next-generation of services around decentralization of personal data, algorithms, privacy, process and data security. Serving startups worldwide, the Studio has a data-driven approach to developing and accepting founders into the program. For more information on the Iceland Venture Studio, click here.

Video credit: Flow / 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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Icelandic Virtual Reality meditation start-up, Flow, receives USD $500000 from Iceland Venture Studio fund - Auganix

Virtual Reality (VR) Headsets Market Demand Escalating on Growing Popularity In Technology Sector – Daily Research Chronicles

Virtual Reality (VR) Headsets Market (2020)Report Provides an in-depth summary of Virtual Reality (VR) Headsets Market Status as well as Product Specification, Technology Development, and Key Manufacturers. The Report Gives Detail Analysis on Market concern Like Virtual Reality (VR) Headsets Market share, CAGR Status, Market demand and up to date Market Trends with key Market segments.

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Key players in global Virtual Reality (VR) Headsets Market include:Sony Corporation, Samsung electronics Ltd., HTC Corporation, Google, Inc., Microsoft Corporation, LG Electronics, Inc., Avegant Corporation, Facebook, Fove, Inc., and Oculus VR, LLC.

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Virtual Reality (VR) Headsets Market Demand Escalating on Growing Popularity In Technology Sector - Daily Research Chronicles

Is virtual reality the new frontier of tourism? – Northern Star

TRAVELLING in the time of COVID-19 has become next to impossible but Southern Cross University experts believe virtual and augmented reality could change that.

Augmented reality fuses the real world with virtual aspects whereas virtual reality uses technology like goggles or headsets to transport users to a real or fictional place.

Southern Cross University Professor of Tourism Kevin Markwell said these technologies would enable users to travel without leaving their living room.

"Incorporating opportunities for playfulness and gamification into a physical space will enable visits to a destination to become an adventure that integrates the 'real' with the 'imagined' into one seamless experience," said Prof Markwell.

"The trick is for the technologies to offer qualitatively different experiences to those normally offered when we visit a destination, world famous art gallery or museum."

Virtual reality technology is steadily growing in popularity, as organisations like SCU in Lismore use the technology for virtual tours.

The two technologies could even widen the accessibility of the tourism market for people with disabilities, Prof Markwell said.

"This is also an important advancement for tourists with disabilities, which is a very significant market in Australia and around the world.

"This technology can allow people with disabilities to look at hotel rooms before renting a night to ensure their specific requirements are there, and also to 'experience' places that could otherwise be difficult to access."

Prof Markwell said it's important to realise that the technologies will not save the industry but could further enhance holiday-makers' experience.

"Visitors will want to reassure themselves that they have made the right decision about where they stay, which airline they choose to fly with, and which attractions and tours they experience," he said.

"VR can break down the locational barriers and allow travellers to make informed decisions."

For an example of what virtual reality is like, visit scu.edu.au/Lismore for a virtual tour of the SCU Lismore campus.

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Is virtual reality the new frontier of tourism? - Northern Star

This Guy Wore a Face Camera for a Year and Built a VR Time Machine – PetaPixel

San Francisco-based inventor Lucas Rizzotto spent all of 2019 wearing cameras on his face. He then built a virtual reality time machine that lets him relive any memory from the year by simply punching in a date and time.

Rizzotto shows how the project was done in the 28-minute video above, which exaggerates some aspects of the project for comedic/dramatic effect (and warning: theres some strong language). Heres an 18-second video showing the gist of how the time machine works:

Rizzotto wore Snapchat Spectacles, glasses that use two cameras to record 12161216 footage at 60fps in stereoscopic 3D.

After filling up a mountain of hard drives with his life footage, Rizzotto had to code up a virtual reality control panel for the time machine, a system that can quickly retrieve any memory based on timestamp, and special effects for displaying the retrieved memories in a cool way.

It took quite a bit of work and troubleshooting, but Rizzotto ended up successfully creating a slick time machine that he interacts with using a VR headset. Once he selects the destination date and time with the machines buttons, he pulls a lever and is presented with a large portal that plays what he was seeing at that specific time.

Its really hard to describe the feeling you get reliving your own past, Rizzotto says in the video. It doesnt feel like watching a video not at all. In fact, the moment you see through your eyes again, your brain lights up and you remember everything connected to that moment. 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.

Its crazy, overwhelming, emotional, and way more immersive than I thought it would be. I was my own ghost, watching myself wander through life with no idea of what was going to happen next.

Back around 2012, there were a number of wearable lifelogging cameras (e.g. Autographer and Memoto) that promised a similar concept of reliving any of your memories. Those projects never achieved any commercial success or widespread usage, but itll be interesting to see whether improvements in camera technology and memory reliving (e.g. using VR) could lead to a viable commercial product sometime in the future.

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This Guy Wore a Face Camera for a Year and Built a VR Time Machine - PetaPixel

AIRC explores VR, other teaching methods while focusing on Native education – Cherokee Phoenix

BYSTACIE BOSTON Multimedia Reporter

07/11/2020 02:00 PM

Founded in 1983, it serves approximately 80 schools and introduces new teaching styles while emphasizing Native learning styles.

We have established a spatial lab for virtual reality and we have actually put a lot of equipment in the schools like large TVs and virtual reality headsets for the youth, Pam Iron, AIRC executive director, said.

Iron said AIRC officials can scan items such as hickory nuts or other tangible items to be used within VR. Were trying to do a lot of scanning of items, so when we get ready to do a game or some kind of history lesson, those artifacts will already be in there.

By introducing VR learning and the spatial lab to students, Iron said she feels AIRC is on the cutting edge when it comes to educating. We were doing this before COVID and then all of a sudden its kind of jumped to the forefront.

Another type of learning AIRC offers is exploration outdoor education, which Iron said is implemented in most of their programming. One program offered is Project Venture.

So, what that program does is it really teaches leadership, she said. Self-esteem is at the center of it, knowing who you are, knowing your likes and dislikes and becoming centered and also how to relate to the world around you. A lot of it is in a camp setting.

She said the students partake in Project Venture at AIRCs Camp Sevenstar near Lake Tenkiller.This camp has the low ropes and high ropes. We write outdoor exploration learning in all of our programs, then we take our youth out to the camp, she said. However, due to COVID-19 weve had to curtail some of our activities at the camp.

A program that Iron called AIRCs best kept secret is the Educational Talent Search, which assists eighth through 12th grade students who are the first in their family to attend college. She said it serves approximately 750 Native and non-Native students annually.

We do that in 12 different schools, and weve had that program for like 29 years, she said. Its kind of like that programs the best kept secret that has helped thousands and thousands of Cherokees with getting into college.

Iron said AIRC is also in its second year of providing the Wathene Young Scholarship and Dr. Fount Holland Memorial Scholarship, for which students who qualify can apply until July 15.

It was established by our board of directors for two of the founders of our organization. Wathene was the founder and then Fount, about five years later, came and worked in partnership with Wathene, she said. Were really proud that weve been able to establish them because of not only honoring them for all of their leadership in Indian education but it really depicts what AIRC stands for and that is to promote secondary education at the college level and vocational.

AIRC is raising funds for the scholarships. Iron said this is because the center does not receive federal funding for them. The two things that we established have been an Indian taco dinner in the fall and then a wild onion dinner in the spring. However, we wont be able to do that this year, so were doing online fundraising, and we also have a donor list so people can give money towards the scholarship.

Iron said AIRC providing enhanced services is important for Native youth.

Although, Indian education has improved dramatically theres still a long way to go to be sure that our youth have the opportunities that other individuals have, she said.

AIRC has offices in Tahlequah, Kenwood and at Camp Sevenstar. For information, visit aircinc.org or search American Indian Resource Center on Facebook.

Wathene Young Scholarship

Apply at aircinc.org/news/

Must be a citizen of a federally recognized tribe verified by a Certificate Degree of Indian Blood issues by the federal government or tribal enrollment identification;

Must be a high school senior from one of the following counties in which AIRC provides educational services: Adair, Cherokee, Delaware, Mayes, Muskogee, Nowata, Rogers or Sequoyah;

Must be enrolled as a full-time student seeking a college degree or technical certificate at an accredited institution (for profit institutions prohibited); and

A 2.5 cumulative GPA or higher is required.

Dr. Fount Holland Memorial Scholarship

Apply at aircinc.org/news/

Must be a high school senior participant of the American Indian Resource Centers Educational Talent Search program;

Must be enrolled as a full-time student seeking a college degree or technical certificate at an accredited institution (for profit institutions prohibited); and

A 2.5 cumulative GPA or higher is required.

stacie-boston@cherokee.org xxx

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AIRC explores VR, other teaching methods while focusing on Native education - Cherokee Phoenix

HLRS and the KoLab Project Develop Software Platform to Enable Collaborative Virtual Reality Environments – HPCwire

July 8, 2020 Simulations using supercomputers or construction data from CAD systems are normally visualized and analyzed in a Cave 3D facility. In an era of social distancing resulting from the coronavirus pandemic, however, this is not always possible.

To address this problem, visualization experts from six universities in Baden-Wrttemberg, including members of the Visualization Department of the High-Performance Computing Center Stuttgart (HLRS), working together in a project titled Virtual Collaboration Laboratories Baden-Wrttemberg (KoLab), have developed a new software platform that makes it possible for persons located in different places to meet and collaborate in virtual environments (virtual reality and augmented reality, VR/AR).

Using new VR-software developed by KoLab, combined with inexpensive, commercially available VR-headsets and controllers, teams of scientists, researchers, developers, and users can gather in a virtual meeting room, with hardware located wherever is most convenient. Meeting participants are represented by avatars that can communicate in virtual reality, where they can collaboratively observe, analyze, and interact with 3D visualizations all from their workplaces or even home offices.

Especially in situations where spontaneous in-person meetings are difficult for example, when colleagues work at different locations, or when new kinds of challenging conditions arise, such as the social distancing that has become necessary due to current the coronavirus pandemic this technology will empower collaboration and dramatically simplify complicated work processes. Even in times without the coronavirus pandemic, it will accelerate scientific discovery and significantly shorten the time it takes to bring new products to market. It is also expected that the new software will prove to be extremely useful for education and training. It will not only support and simplify education of students at universities but could also be integrated into modern distance learning frameworks.

The KoLab-BW project is a collaboration among researchers at the High-Performance Computing Center Stuttgart (HLRS), the Visualization Research Center of the University of Stuttgart (VISUS), Ulm University, the Competence Center for Virtual Reality at the Mannheim University of Applied Sciences, Albstadt-Sigmaringen University, and the University of Applied Sciences Ravensburg-Weingarten. Funding for the project was provided by the Baden-Wrttemberg Ministry for Science, Research and Art.

More information

Scientists and engineers interested in learning more about the new KoLab-BW software are invited to contact Visualization Department Leader and project coordinatorDr.-Ing. Uwe Wssner.

About The High Performance Computing Center Stuttgart (HLRS)

The High Performance Computing Center was established in 1996 as the first national German High Performance Computing (HPC) center. It is a research and service institution affiliated to theUniversity of Stuttgartoffering services to academic users and industry.

Source: HLRS

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HLRS and the KoLab Project Develop Software Platform to Enable Collaborative Virtual Reality Environments - HPCwire

Global Virtual Reality in Gaming Market SHARE, SIZE 2020| EMERGING RAPIDLY WITH LATEST TRENDS, GROWTH, REVENUE, DEMAND AND FORECAST TO 2026 – Apsters…

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Global Virtual Reality in Gaming Market SHARE, SIZE 2020| EMERGING RAPIDLY WITH LATEST TRENDS, GROWTH, REVENUE, DEMAND AND FORECAST TO 2026 - Apsters...

Global Virtual Reality (VR) in Gaming Market Covering Developing Trends, Major Highlights With Global Analysis and Forecast By 2027 – Daily Research…

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

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Global Virtual Reality (VR) in Gaming Market Covering Developing Trends, Major Highlights With Global Analysis and Forecast By 2027 - Daily Research...

Exploring coronavirus in virtual reality: Insights for fighting today’s pandemicand the next – SynBioBeta

When nearly 100 people tuned into a YouTube live stream on April 2, they could be forgiven for thinking theyd showed up to a virtual version of a Medieval Times dinner theater show. Each avatar in the gray dome that is the Nanome software environment wore colored goggles and a colored shirt. The five avatars, each controlled by a scientist, were there to do battle with SARS-CoV-2 in virtual reality (VR).

Rather than lances and swords, however, they wielded molecular weapons.

The live event was hosted by SynBioBeta, and the avatars represented:

John Cumbers welcomed viewers before positioning two molecules containing gray, white, blue, red, and green atoms in front of the group.

McCloskey, nanoengineer and founder of Nanome, explained that the colors of the atoms correspond to the colored elements on the periodic table inside Nanome software: carbons are gray, nitrogens blue, hydrogens white, and chlorine atoms green.

If you know what these molecules are, type the answer into the chatbox, Cumbers instructed the audience.

Minutes later, McCloskey awarded viewers with virtual points for correctly identifying the first two molecules as chloroquine and hydroxychloroquine. He explained that these are two small molecule drugs currently used to treat certain diseases of the immune system (formerly used to treat malaria) and certain autoimmune diseases, and that they have been authorized for emergency use to treat COVID-19, the disease caused by the novel coronavirus, SARS-CoV-2. However, efficacy in treating the disease has yet to be shown in studies.

According to McCloskey, there is no consensus in the scientific community about how these drugs work on the molecular level.

Ohe theory is that the pH is affected, which in turn affects glycosylation of the ACE2 receptor and the binding affinity of the viral spike protein receptor binding domain (RBD), said Rob Rhinehart, Partner at Mars Bio and Director of The Corona Initiative. The angiotensin-converting enzyme 2 (ACE2) receptor, which is present on many human cell types, is the protein that SARS-CoV-2 attaches to in order to gain entry into human cells.

By examining the structure of this and viral proteins, researchers hope to find areas that drug makers could target to defeat the pandemic roiling the world.

The -ase in protease means to cut, said Rhinehart. This protein is responsible for generating the individual proteins that form new viral particles. Rhinehart took control and loaded a small molecule drug manufactured by Gilead Sciences, remdesivir. He showed how it fits into the pocket inside the protease. We can see how this could possibly be very effective as a therapeutic by disrupting the function of the protease, he said. We dont know that, though. Remdesivir was actually designed to target the viral RNA polymerase, not the protease.

McCloskey showed the others a molecule he had designed himself to target the protease and submitted to a crowdsourced drug design competition, and then pointed to 27 amino acids in ACE2 that make contact with the virus spike protein; the rest of ACE2 disappeared. Theres a group at MIT that is producing this peptide chain, he said. The idea is to keep the virus from binding to human cells by blocking the RBD.

Most of the structures the group worked with during the livestream are publicly available and can be visualized in Nanome software for free.

The pace of problem-solving and collaboration that VR is enabling is unprecedented, said Cumbers. VR is becoming a useful tool in science, and because of the way its being used in the midst of the COVID-19 crisis, its widespread adoption will likely be accelerated.

This is the future, agreed Robert Scoble, who is a VR guru.

You can watch the full livestream here.

If you are a school or institution working on SARS-CoV-2, Nanome is offering reduced pricing through the month of June.

By Deborah Lynn Bright, Writer at Nanome

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Exploring coronavirus in virtual reality: Insights for fighting today's pandemicand the next - SynBioBeta

VR vacations provide comfort from being stuck at home: ‘The first time I tried it I saw a city in Spain’ – CNET

With MyndVR, seniors can explore everything from fall foliage to European cities in virtual reality.

Eighty-one-year-old Georgina Schuldt isn't used to being tied down. After retiring from a career in nursing, Schuldt and her husband lived on a boat for eight years, sailing from Canada to Panama. When they returned, they went camping in the Pacific Northwest every summer.

But Schuldt's husband passed away last year. Now she uses a walker, unable to go long distances. She has no interest in getting on a plane or being dependent on someone else to push her in a wheelchair.

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Despite all of this, Schuldt was recently able to explore a European city -- in virtual reality. Her Florida assisted living community owns three headsets from MyndVR, a company that creates VR experiences geared toward people age 65 and up.

"The first time I tried it I saw a city in Spain. We were right in the city square, and there was a tourist who walked right in front of me! I could've touched her," Schuldt said. "I thought that was wonderful."

The day we talked, she had just used the headset to visit a forest full of colorful fall leaves.

"It takes you out of your own environment and puts you somewhere else," Schuldt said. "It's very pleasurable to go back and see things that you love but you can't get to anymore."

Virtual reality is one of many technologies that can be used to reduce loneliness and social isolation in senior citizens, which researchers have called an epidemic in and of itself.

Nearly one-fourth of adults aged 65 and older are considered socially isolated, according to a 2020 study from the National Academies of Sciences, Engineering, and Medicine. Research shows older people who report feeling lonely are more likely to face anxiety, depression, suicide, heart disease, stroke and dementia, a risk rivaling smoking, obesity and physical inactivity.

"If loneliness is persistent and sufficiently severe, it can and does have negative health consequences," said Dr. Dilip Jeste, the senior associate dean for healthy aging and senior care and a distinguished professor of psychiatry and neuroscience at the University of California, San Diego.

The good news? You can make changes to avoid these outcomes, Jeste said. And technology may be one piece of a broader puzzle that gives America's growing population of seniors a more connected and healthy life.

Virtual reality companies focusing exclusively on seniors are finding their way into senior living communities, aiming to provide an escape from the doldrums of everyday life or point of connection with family members.

Even if seniors live in a community surrounded by others, they may still slowly withdraw and become isolated, MyndVR CEO Chris Brickler said. "As their stimulus diminishes due to age and disease, we have to find other ways to keep them stimulated and engaged," he said.

MyndVR's headset and platform streams more than 200 virtual travel, recreation, music and arts experiences for older adults living in senior communities or at home. These experiences can act as reminiscence therapy by helping them remember parts of their past or as engagement therapy by connecting them with others in their community or family, Brickler said.

"We see families that are locked into the same conversations week after week, slowly making their visits mind-numbing," he added.

Having something new to do together can add some new energy into visits and give seniors a chance to have more substantive conversations, he said.

Traditional therapy typically costs between $100 and $200 per session. A single-user license for MyndVR's platform is less than $1,000 per year, while a multiuser license for community packages average around $5,000 per year, Brickler said. The cost includes the hardware, the library of VR content, and customer and technical support. MyndVR now has tens of thousands of users across 40 states, he added.

Read more: How families are giving a fantastic trip to loved ones in hospice

Some companies, like AARP Innovation Labs, are using VR to keep the elderly connected to their families for a slightly lower cost.

Its latest product is Alcove, a virtual reality house where seniors can meet up with relatives to talk, play games and explore different experiences.

VR offers a sense of presence and immersion that other technologies don't, said Cezara Windrem, head of VR at AARP Innovation Labs and product lead for Alcove. "It could allow families to come together, overcoming cost, time and mobility constraints," Windrem said.

AARP Innovation Labs built Alcove in partnership with Rendever, a startup that creates VR experiences for senior living communities. It launched a first version 2019, which is available free on the Oculus Go platform (and will come to Oculus Quest too later this summer).

Seniors can invite up to four people at a time to join them in a fully immersive virtual chalet in the mountains, surrounded by trees and grass. Explore four different rooms, and even decorate the home with their own photos.

AlcoveVR from AARP Innovation Labs lets elderly people hang out with their families in a virtual house.

The app offers a guided tour of Paris together, practice meditation, or play checkers or chess. You can take older relatives on real-world adventures. It's free to download and use right now (provided you have an Oculus Go VR headset, which costs $149), with no advertisements. But as more content is added, the company may consider a micro-transactions system for premium VR experiences, so you might pay a few dollars for a top-tier tour.

The virtual element may make hanging out with grandma more attractive to younger people, who can find a connection with them in this new medium, Windrem said.

"We know how much the young generations are attracted to this new technology," she said. "It's wonderful having them find a connection through this new medium and be able to share their love for it with older family members but on their own terms through experiences that everyone can relate to."

But what about the elderly who require physical assistance that virtual reality can't provide -- like help with grocery shopping or tasks around the house?

For seniors, one option is Papa, a service that provides "family on demand" to older adults by pairing them with "Papa Pals." College students who can provide companionship and assistance on tasks like grocery shopping and driving. Plus, those students get paid.

Papa is a service that connects seniors with college students who can provide companionship and help with tasks like grocery shopping.

CEO Andrew Parker was inspired to create Papa by his grandfather, who needed help but was isolated. He didn't drive, but also didn't require traditional home care services. Papa launched in 2018 and is now available in 25 states and counting. The company has more than 7,000 Papa Pals on the platform, Parker said.

A majority of members receive Papa as a free benefit via insurance carriers or Medicare Advantage programs. Papa Pals have to go through a background check and vetting process. Fewer than 10% of those who apply are hired, Parker said. But they can make between $12 to $16 an hour, depending on what kind of tasks they are doing. The company is opening applications up beyond college students now, partially because unemployment levels have risen so much as a result of COVID-19.

The company typically signs people up for visits from Papa Pals once or twice a week. Tasks include everything from grocery shopping to driving to doctor appointments to teaching them how to set up technology. One member asked a Papa Pal to accompany her to a wedding, because she didn't want to be a burden on her family. Another, a former Tour de France competitor, asked his Pal to take him on a bike ride -- and quickly outpaced his college-age companion, Parker said.

Those visits look different now because of coronavirus. Papa Pals are helping with contactless grocery deliveries. And most companionship visits have moved to phone calls or video chats.

"We're teaching older adults how to use technology in a way that they probably weren't willing to do generally before," Parker said. "The stigma of being alone is less of an issue now that the whole world is isolated."

Despite the tech industry's best efforts, there's no single research-backed cure for loneliness, Jeste said. The solution has to be multi-dimensional and include physical activity, exercise and social connections. Technology can help, but it won't solve the problem alone, he added.

"The technology industry has traditionally focused on younger people," Jeste said. "Older people don't want something that is cool with a thousand applications. They want something really simple. We need technology that is senior-friendly."

Back in Florida, Schuldt agrees. The simplicity of the VR platform was a major factor in why she enjoyed the experience so much, she said. "You just stick it on your head," Schuldt said. "You don't have to learn a whole bunch of tricks to get it to go."

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VR vacations provide comfort from being stuck at home: 'The first time I tried it I saw a city in Spain' - CNET

Augmented Reality and Virtual Reality (AR and VR) Market Anticipated to Grow at a Significant Pace by 2020 2025 – Jewish Life News

Global Augmented Reality and Virtual Reality (AR and VR) Market report contains all study material about overview, growth, demand and forecast research report in all over the world. This report offers some penetrating overview and solution in the complex world Global Augmented Reality and Virtual Reality (AR and VR) industry in global market.

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The Augmented Reality and Virtual Reality (AR and VR) research report provides a detailed assessment of this business sphere. This report also estimates the market share and growth rate attained over the forecast period. The report unravels all the key aspects of Augmented Reality and Virtual Reality (AR and VR) market including revenue forecasts, industry size, and sales amassed with respected to each industry segment. The key growth drivers and the restraints of this industry vertical have also been elucidated in the report.

Understanding the Augmented Reality and Virtual Reality (AR and VR) market with respect to the regional landscape:

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Some of the Major Highlights of TOC covers:

Chapter 1: Methodology & Scope

Definition and forecast parameters

Methodology and forecast parameters

Data Sources

Chapter 2: Executive Summary

Business trends

Regional trends

Product trends

End-use trends

Chapter 3: Augmented Reality and Virtual Reality (AR and VR) Industry Insights

Industry segmentation

Industry landscape

Vendor matrix

Technological and innovation landscape

Chapter 4: Augmented Reality and Virtual Reality (AR and VR) Market, By Region

Chapter 5: Company Profile

Business Overview

Financial Data

Product Landscape

Strategic Outlook

SWOT Analysis

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Augmented Reality and Virtual Reality (AR and VR) Market Anticipated to Grow at a Significant Pace by 2020 2025 - Jewish Life News

Game Time: Will virtual reality help sports survive post-pandemic? – The Indian Express

In an effort get sports fans to continue watching matches being held in empty stadiums, broadcasters are now attempting to enhance their viewing experience with the help of virtual reality. From zoom videoconferences and piped-in video game audio, to CGI overlays and augmented reality viewing, the sports industry is trying to reinvent itself post the pandemic. In this episode, Gaurav and Mihir talk about whether these innovations will appeal to fans and help recover the industrys mounting losses.

You can follow us and leave us feedback on Facebook and Twitter @expresspodcasts, or send us an email at podcasts@indianexpress.com. If you like this show, please subscribe and leave us a review wherever you get your podcasts, so other people can find us. You can also find us on https://www.indianexpress.com/audio.

Game Time: Will virtual reality help sports survive post-pandemic?In an effort get sports fans to continue watching matches being held in empty stadiums, broadcasters are now attempting to enhance their viewing experience with the help of virtual reality. From zoom videoconferences and piped-in video game audio, to CGI overlays and augmented reality viewing, the sports industry is trying to reinvent itself post the pandemic. In this episode, Gaurav and Mihir talk about whether these innovations will appeal to fans and help recover the industry's mounting losses.You can follow us and leave us feedback on Facebook and Twitter @expresspodcasts, or send us an email at podcasts@indianexpress.com. If you like this show, please subscribe and leave us a review wherever you get your podcasts, so other people can find us. You can also find us on https://www.indianexpress.com/audio.

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Game Time: Will virtual reality help sports survive post-pandemic? - The Indian Express

Virtual reality gaming centre to open in July – Tbnewswatch.com

Thunder VR will be located in Intercity Shopping Centre.

THUNDER BAY Virtual reality is coming to Intercity Shopping Centre.

A company called Thunder VR says it's opening up a location with eight virtual reality rooms in the mall on July 26, according to a note posted to their Facebook page.

You will be able to play your favourite VR games with or against your family and friends! Passer-byers in the mall will be able to see game play on big monitors in the show case, the post reads.

There will be waiting area for family members to sit and wait for their family members. This is an exciting time for us, and for Thunder Bay! We're looking forward to opening, and bringing VR to the city.

The store will be located at the north end of the mall, near Sunrise Records.

See the article here:

Virtual reality gaming centre to open in July - Tbnewswatch.com

What Are The Best Virtual Reality Apps for 2020? – SWAAY

Growing up, I always wanted to work in a profession where I could help people. My dedication to health, wellness, and helping others was instilled in me through my grandmother, who my family refers to as Grandma Clover. As a strong, hardworking leader in her community, Grandma Clover believed that natural remedies and herbal medicine could help heal a variety of different ailments. The knowledge and use of natural remedies were passed down to my mother, who then passed those same teachings on to me. Hearing the stories of how Grandma Clover was always around to provide a helping hand to those in need made me realize my own passion for helping those experiencing sickness and pain. This is how I began my journey to become a Cardiovascular Intensive Care Unit nurse.

To me, there is nothing more important than investing in your health.

Through my current work as a nurse, I witness first-hand the debilitating effects of chronic pain and sleeplessness on those I serve. Many of my patients, in addition to their medical treatment, turn to CBD to help alleviate their symptoms. While I initially did not know much about CBD and its healing properties, I was quickly able to appreciate the amazing effects it had on my patients. I wanted a way to bring this wellness and healing to individuals outside of the hospital, which is what inspired me to launch my own CBD brand named K'dara CBD.

"Dara" means wisdom in Hindu, and it's the foundation of the brand. We invested significant time and resources in researching and finding the highest quality ingredients and working with a leading pharmacist to formulate our natural, organic, and premium quality products. My vision for K'dara CBD is simple: provide a natural yet effective solution for those suffering from pain, sleeplessness, anxiety, and stress. To me, there is nothing more important than investing in your health. As a nurse, my greatest joy is taking care of people, and K'dara CBD helps me do that in a completely new way and reach so many more people. I intentionally developed a range of CBD products so anyone can find a solution to living their very best life, from pain creams, oils, and tinctures to gummies, pet chews, and bath bombs.

So, on my days off work, I focus on building my company and making it successful so I can continue to bring natural health and wellness products to everyone.

In February of this year, I was in the final stages of establishing my brand and preparing to launch the products when the COVID-19 pandemic began to catch the attention of every major news outlet around the world. It was scary, surreal, and unbelievably stressful, not only personally but also as a professional. There were more questions than answers and more uncertainties than clarity. I had to make a choice: either put K'dara CBD on hold, a brand I had been working tirelessly to build for over a year, or I could roll my sleeves up and put my full faith in the vision I had created by moving forward with the launch. I began to reflect on what I believed that Grandma Clover would do in my situation. She was never one to give up or let anything get in her way. Reflecting on her strength led to my decision to take my chances and launch K'dara CBD in the midst of the pandemic.

If there was one piece of advice I could give to other women who dream of starting their own company one day, it would be to not fear failure.

In the months to follow, the virus grew worse; hospitals were in desperate need of additional resources, and hot spots, such as New York City, were struggling to meet the demand. Though my original plan was to cut back on my bedside nursing hours to focus more energy on K'dara CBD, I made the decision to temporarily relocate to NYC to work as a nurse on the frontlines of the pandemic, all while dealing with the endless obligations required of a new entrepreneur. I knew I could not sit idly by while hospitals and patients were in desperate need of nurses just like me. Though scary at first, I then saw this opportunity as a new way to challenge myself and, more importantly, take myself out of my comfort zone to where true growth could happen.

Life serving on the frontlines, especially during a pandemic, is challenging, overwhelming, and heartbreaking. My patients are extremely sick, and some have succumbed to this virus with no family allowed to visit them during their final moments. It can be physically draining running around on your feet all day wearing hot PPE equipment for hours at a time. On some units, even taking the time to drink water can be taxing. However, despite the challenges, I choose to celebrate the victories no matter how big or small. Many people have asked me how I've dealt with such tragedy while working in the ICU. My response is that the best way to honor those who have passed is to keep on living. So, on my days off work, I focus on building my company and making it successful so I can continue to bring natural health and wellness products to everyone. It is what truly brings me joy.

The road to where I am today hasn't been easy, and the road to where I want to go feels thousands of miles away at times, but I refuse to give up. I know that in order to succeed, I must believe and invest in myself. Meditating, exercising, and keeping a positive perspective are all ways that I keep myself moving forward, even on my toughest days. If there was one piece of advice I could give to other women who dream of starting their own company one day, it would be to not fear failure. Starting your own business requires taking risks. You will fail more often than you will succeed, but if you keep pushing forward, that's when you will grow the most.

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What Are The Best Virtual Reality Apps for 2020? - SWAAY

Trending: Virtual Reality-Ready Computers Market Detailed Analysis of Current Industry Figures With Forecasts Growth by 2026 – Jewish Life News

The market research report published by QYResearch is a brilliant, in-depth, complete, and much-needed resource for companies, stakeholders, and investors interested in the global Virtual Reality-Ready Computers market. It informs readers about key trends and opportunities in the global Virtual Reality-Ready Computers market along with critical market dynamics expected to impact the global market growth. It offers a range of market analysis studies, including production and consumption, sales, industry value chain, competitive landscape, regional growth, and price. On the whole, it comes out as an intelligent resource that companies can use to gain a competitive advantage in the global Virtual Reality-Ready Computers market.

Key companies operating in the global Virtual Reality-Ready Computers market include , Alienware, HP, CyberPowerPC, iBUYPOWER, Razer, Asus, MSI, CybertronPC, Acer, Lenovo

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Segmental Analysis

Both developed and emerging regions are deeply studied by the authors of the report. The regional analysis section of the report offers a comprehensive analysis of the global Virtual Reality-Ready Computers market on the basis of region. Each region is exhaustively researched about so that players can use the analysis to tap into unexplored markets and plan powerful strategies to gain a foothold in lucrative markets.

Global Virtual Reality-Ready Computers Market Segment By Type:

, Laptop, Desktop

Global Virtual Reality-Ready Computers Market Segment By Application:

, Professionals, Amateur

Competitive Landscape

Competitor analysis is one of the best sections of the report that compares the progress of leading players based on crucial parameters, including market share, new developments, global reach, local competition, price, and production. From the nature of competition to future changes in the vendor landscape, the report provides in-depth analysis of the competition in the global Virtual Reality-Ready Computers market.

Key companies operating in the global Virtual Reality-Ready Computers market include , Alienware, HP, CyberPowerPC, iBUYPOWER, Razer, Asus, MSI, CybertronPC, Acer, Lenovo

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TOC

Table of Contents 1 Virtual Reality-Ready Computers Market Overview1.1 Product Overview and Scope of Virtual Reality-Ready Computers1.2 Virtual Reality-Ready Computers Segment by Type1.2.1 Global Virtual Reality-Ready Computers Production Growth Rate Comparison by Type 2020 VS 20261.2.2 Laptop1.2.3 Desktop1.3 Virtual Reality-Ready Computers Segment by Application1.3.1 Virtual Reality-Ready Computers Consumption Comparison by Application: 2020 VS 20261.3.2 Professionals1.3.3 Amateur1.4 Global Virtual Reality-Ready Computers Market by Region1.4.1 Global Virtual Reality-Ready Computers Market Size Estimates and Forecasts by Region: 2020 VS 20261.4.2 North America Estimates and Forecasts (2015-2026)1.4.3 Europe Estimates and Forecasts (2015-2026)1.4.4 China Estimates and Forecasts (2015-2026)1.4.5 Japan Estimates and Forecasts (2015-2026)1.4.6 South Korea Estimates and Forecasts (2015-2026)1.5 Global Virtual Reality-Ready Computers Growth Prospects1.5.1 Global Virtual Reality-Ready Computers Revenue Estimates and Forecasts (2015-2026)1.5.2 Global Virtual Reality-Ready Computers Production Capacity Estimates and Forecasts (2015-2026)1.5.3 Global Virtual Reality-Ready Computers Production Estimates and Forecasts (2015-2026) 2 Market Competition by Manufacturers2.1 Global Virtual Reality-Ready Computers Production Capacity Market Share by Manufacturers (2015-2020)2.2 Global Virtual Reality-Ready Computers Revenue Share by Manufacturers (2015-2020)2.3 Market Share by Company Type (Tier 1, Tier 2 and Tier 3)2.4 Global Virtual Reality-Ready Computers Average Price by Manufacturers (2015-2020)2.5 Manufacturers Virtual Reality-Ready Computers Production Sites, Area Served, Product Types2.6 Virtual Reality-Ready Computers Market Competitive Situation and Trends2.6.1 Virtual Reality-Ready Computers Market Concentration Rate2.6.2 Global Top 3 and Top 5 Players Market Share by Revenue2.6.3 Mergers & Acquisitions, Expansion 3 Production Capacity by Region3.1 Global Production Capacity of Virtual Reality-Ready Computers Market Share by Regions (2015-2020)3.2 Global Virtual Reality-Ready Computers Revenue Market Share by Regions (2015-2020)3.3 Global Virtual Reality-Ready Computers Production Capacity, Revenue, Price and Gross Margin (2015-2020)3.4 North America Virtual Reality-Ready Computers Production3.4.1 North America Virtual Reality-Ready Computers Production Growth Rate (2015-2020)3.4.2 North America Virtual Reality-Ready Computers Production Capacity, Revenue, Price and Gross Margin (2015-2020)3.5 Europe Virtual Reality-Ready Computers Production3.5.1 Europe Virtual Reality-Ready Computers Production Growth Rate (2015-2020)3.5.2 Europe Virtual Reality-Ready Computers Production Capacity, Revenue, Price and Gross Margin (2015-2020)3.6 China Virtual Reality-Ready Computers Production3.6.1 China Virtual Reality-Ready Computers Production Growth Rate (2015-2020)3.6.2 China Virtual Reality-Ready Computers Production Capacity, Revenue, Price and Gross Margin (2015-2020)3.7 Japan Virtual Reality-Ready Computers Production3.7.1 Japan Virtual Reality-Ready Computers Production Growth Rate (2015-2020)3.7.2 Japan Virtual Reality-Ready Computers Production Capacity, Revenue, Price and Gross Margin (2015-2020)3.8 South Korea Virtual Reality-Ready Computers Production3.8.1 South Korea Virtual Reality-Ready Computers Production Growth Rate (2015-2020)3.8.2 South Korea Virtual Reality-Ready Computers Production Capacity, Revenue, Price and Gross Margin (2015-2020) 4 Global Virtual Reality-Ready Computers Consumption by Regions4.1 Global Virtual Reality-Ready Computers Consumption by Regions4.1.1 Global Virtual Reality-Ready Computers Consumption by Region4.1.2 Global Virtual Reality-Ready Computers Consumption Market Share by Region4.2 North America4.2.1 North America Virtual Reality-Ready Computers Consumption by Countries4.2.2 U.S.4.2.3 Canada4.3 Europe4.3.1 Europe Virtual Reality-Ready Computers Consumption by Countries4.3.2 Germany4.3.3 France4.3.4 U.K.4.3.5 Italy4.3.6 Russia4.4 Asia Pacific4.4.1 Asia Pacific Virtual Reality-Ready Computers Consumption by Region4.4.2 China4.4.3 Japan4.4.4 South Korea4.4.5 Taiwan4.4.6 Southeast Asia4.4.7 India4.4.8 Australia4.5 Latin America4.5.1 Latin America Virtual Reality-Ready Computers Consumption by Countries4.5.2 Mexico4.5.3 Brazil 5 Production, Revenue, Price Trend by Type5.1 Global Virtual Reality-Ready Computers Production Market Share by Type (2015-2020)5.2 Global Virtual Reality-Ready Computers Revenue Market Share by Type (2015-2020)5.3 Global Virtual Reality-Ready Computers Price by Type (2015-2020)5.4 Global Virtual Reality-Ready Computers Market Share by Price Tier (2015-2020): Low-End, Mid-Range and High-End 6 Global Virtual Reality-Ready Computers Market Analysis by Application6.1 Global Virtual Reality-Ready Computers Consumption Market Share by Application (2015-2020)6.2 Global Virtual Reality-Ready Computers Consumption Growth Rate by Application (2015-2020) 7 Company Profiles and Key Figures in Virtual Reality-Ready Computers Business7.1 Alienware7.1.1 Alienware Virtual Reality-Ready Computers Production Sites and Area Served7.1.2 Alienware Virtual Reality-Ready Computers Product Introduction, Application and Specification7.1.3 Alienware Virtual Reality-Ready Computers Production Capacity, Revenue, Price and Gross Margin (2015-2020)7.1.4 Alienware Main Business and Markets Served7.2 HP7.2.1 HP Virtual Reality-Ready Computers Production Sites and Area Served7.2.2 HP Virtual Reality-Ready Computers Product Introduction, Application and Specification7.2.3 HP Virtual Reality-Ready Computers Production Capacity, Revenue, Price and Gross Margin (2015-2020)7.2.4 HP Main Business and Markets Served7.3 CyberPowerPC7.3.1 CyberPowerPC Virtual Reality-Ready Computers Production Sites and Area Served7.3.2 CyberPowerPC Virtual Reality-Ready Computers Product Introduction, Application and Specification7.3.3 CyberPowerPC Virtual Reality-Ready Computers Production Capacity, Revenue, Price and Gross Margin (2015-2020)7.3.4 CyberPowerPC Main Business and Markets Served7.4 iBUYPOWER7.4.1 iBUYPOWER Virtual Reality-Ready Computers Production Sites and Area Served7.4.2 iBUYPOWER Virtual Reality-Ready Computers Product Introduction, Application and Specification7.4.3 iBUYPOWER Virtual Reality-Ready Computers Production Capacity, Revenue, Price and Gross Margin (2015-2020)7.4.4 iBUYPOWER Main Business and Markets Served7.5 Razer7.5.1 Razer Virtual Reality-Ready Computers Production Sites and Area Served7.5.2 Razer Virtual Reality-Ready Computers Product Introduction, Application and Specification7.5.3 Razer Virtual Reality-Ready Computers Production Capacity, Revenue, Price and Gross Margin (2015-2020)7.5.4 Razer Main Business and Markets Served7.6 Asus7.6.1 Asus Virtual Reality-Ready Computers Production Sites and Area Served7.6.2 Asus Virtual Reality-Ready Computers Product Introduction, Application and Specification7.6.3 Asus Virtual Reality-Ready Computers Production Capacity, Revenue, Price and Gross Margin (2015-2020)7.6.4 Asus Main Business and Markets Served7.7 MSI7.7.1 MSI Virtual Reality-Ready Computers Production Sites and Area Served7.7.2 MSI Virtual Reality-Ready Computers Product Introduction, Application and Specification7.7.3 MSI Virtual Reality-Ready Computers Production Capacity, Revenue, Price and Gross Margin (2015-2020)7.7.4 MSI Main Business and Markets Served7.8 CybertronPC7.8.1 CybertronPC Virtual Reality-Ready Computers Production Sites and Area Served7.8.2 CybertronPC Virtual Reality-Ready Computers Product Introduction, Application and Specification7.8.3 CybertronPC Virtual Reality-Ready Computers Production Capacity, Revenue, Price and Gross Margin (2015-2020)7.8.4 CybertronPC Main Business and Markets Served7.9 Acer7.9.1 Acer Virtual Reality-Ready Computers Production Sites and Area Served7.9.2 Acer Virtual Reality-Ready Computers Product Introduction, Application and Specification7.9.3 Acer Virtual Reality-Ready Computers Production Capacity, Revenue, Price and Gross Margin (2015-2020)7.9.4 Acer Main Business and Markets Served7.10 Lenovo7.10.1 Lenovo Virtual Reality-Ready Computers Production Sites and Area Served7.10.2 Lenovo Virtual Reality-Ready Computers Product Introduction, Application and Specification7.10.3 Lenovo Virtual Reality-Ready Computers Production Capacity, Revenue, Price and Gross Margin (2015-2020)7.10.4 Lenovo Main Business and Markets Served 8 Virtual Reality-Ready Computers Manufacturing Cost Analysis8.1 Virtual Reality-Ready Computers Key Raw Materials Analysis8.1.1 Key Raw Materials8.1.2 Key Raw Materials Price Trend8.1.3 Key Suppliers of Raw Materials8.2 Proportion of Manufacturing Cost Structure8.3 Manufacturing Process Analysis of Virtual Reality-Ready Computers8.4 Virtual Reality-Ready Computers Industrial Chain Analysis 9 Marketing Channel, Distributors and Customers9.1 Marketing Channel9.2 Virtual Reality-Ready Computers Distributors List9.3 Virtual Reality-Ready Computers Customers 10 Market Dynamics10.1 Market Trends10.2 Opportunities and Drivers10.3 Challenges10.4 Porters Five Forces Analysis 11 Production and Supply Forecast11.1 Global Forecasted Production of Virtual Reality-Ready Computers (2021-2026)11.2 Global Forecasted Revenue of Virtual Reality-Ready Computers (2021-2026)11.3 Global Forecasted Price of Virtual Reality-Ready Computers (2021-2026)11.4 Global Virtual Reality-Ready Computers Production Forecast by Regions (2021-2026)11.4.1 North America Virtual Reality-Ready Computers Production, Revenue Forecast (2021-2026)11.4.2 Europe Virtual Reality-Ready Computers Production, Revenue Forecast (2021-2026)11.4.3 China Virtual Reality-Ready Computers Production, Revenue Forecast (2021-2026)11.4.4 Japan Virtual Reality-Ready Computers Production, Revenue Forecast (2021-2026)11.4.5 South Korea Virtual Reality-Ready Computers Production, Revenue Forecast (2021-2026) 12 Consumption and Demand Forecast12.1 Global Forecasted and Consumption Demand Analysis of Virtual Reality-Ready Computers12.2 North America Forecasted Consumption of Virtual Reality-Ready Computers by Country12.3 Europe Market Forecasted Consumption of Virtual Reality-Ready Computers by Country12.4 Asia Pacific Market Forecasted Consumption of Virtual Reality-Ready Computers by Regions12.5 Latin America Forecasted Consumption of Virtual Reality-Ready Computers 13 Forecast by Type and by Application (2021-2026)13.1 Global Production, Revenue and Price Forecast by Type (2021-2026)13.1.1 Global Forecasted Production of Virtual Reality-Ready Computers by Type (2021-2026)13.1.2 Global Forecasted Revenue of Virtual Reality-Ready Computers by Type (2021-2026)13.1.2 Global Forecasted Price of Virtual Reality-Ready Computers by Type (2021-2026)13.2 Global Forecasted Consumption of Virtual Reality-Ready Computers by Application (2021-2026) 14 Research Finding and Conclusion 15 Methodology and Data Source15.1 Methodology/Research Approach15.1.1 Research Programs/Design15.1.2 Market Size Estimation15.1.3 Market Breakdown and Data Triangulation15.2 Data Source15.2.1 Secondary Sources15.2.2 Primary Sources15.3 Author List15.4 Disclaimer

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Trending: Virtual Reality-Ready Computers Market Detailed Analysis of Current Industry Figures With Forecasts Growth by 2026 - Jewish Life News

Jean-Michel Jarre says virtual reality concert will be ‘like the Matrix’ – Aberdeen Evening Express

French electronic music pioneer Jean-Michel Jarre has said his upcoming virtual reality concert will be like the Matrix.

The 71-year-old, from Lyon, said it would go one step beyond the concert US rapper Travis Scott played inside the online shooter game Fortnite in April.

Jarre, best know for his 1976 album Oxygene, will perform as an avatar on Sunday from inside a virtual universe created to mark the French world music day, Fete de la Musique.

The composer, performer and producer told the PA news agency: It is a real premiere in that it is a first.

Some people have played in Fortnite, for instance, but this is a totally different environment, because in those cases so far you place pre-recorded sessions into an existing video game environment.

In this case it is a live event a totally original environment created for the performances.

Its not part of the video game environment at all. We are using VR for something special and something specific.

Referring to the 1999 film, he added: It will be like the Matrix.

Jarre said the coronavirus pandemic had shown the value of music and called for musicians to be better respected for their work.

He said: The planet has realised that we only do two things: going out for food, and listening to movies and watching music. Without music, this time would have been a time of total despair.

It shows the value of music. We have to stop considering music and musicians as only getting money by touring.

The pandemic has changed our relationship with the world of music and our audience. Its a good time to say: We can create, we can invent but we need to be respected.

Jarre is known for performing in vast outdoor spaces, including the Forbidden City in China and the Pyramids of Giza in Egypt.

He said that with VR he could create environments that could never be achieved in real life.

From one song to another you can be in a small discoteque and then in the following one you can be in a Wembley Stadium in space, he said.

The concert, Alone Together, will be streamed free at 8.15pm on June 21 on Jarres website.

The show was built in collaboration with the VRrOOm platform, created by Louis Cacciuttolo.

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Jean-Michel Jarre says virtual reality concert will be 'like the Matrix' - Aberdeen Evening Express

Take a virtual-reality immersive tour of Paris’s Notre-Dame after the fire (VIDEO) – Malay Mail

FlyView reveals the interior of the Notre-Dame cathedral in virtual reality. Image via AFP

PARIS, June 21 When the Parisian attraction FlyView reopens on July 11, the provider of virtual-reality flights over the French capital will be offering a new experience: a visit to Notre-Dame Cathedral in the wake of the devastating fire of April 2019.

What does Notre-Dame look like from the inside? While there have been plenty of reports about the damage wrought by the fire in April 2019, it is difficult to appreciate the scale of the tragedy which brought tears to the eyes of Parisians without a closer look at the devastation it left behind.

The square in front of the famous tourist attraction finally reopened to the public on May 31, but the building itself still remains off-limits.

The only way to take a look inside the cathedral is to get on board a FlyView tour. The provider of virtual reality flights over the French capital since 2018 is now offering tours of the building, showing it as it was both before and after the fire.

Visitors to the French capital will be able to avail of the new service when FlyView, which is located on Place de l'Opra, finally reopens for business on July 11.

Immersed in 360-degree video that dates from before the tragedy, visitors will have the opportunity to admire the splendor of the historic medieval cathedral. The second part of the experience is devoted to Notre-Dame after the fire.

The footage was shot by the VR studio Targo in December 2019 using a drone and a remote-controlled rover, which succeeded in reaching the remotest corners of the building, including a vault that was destroyed when one of Notre-Dame's spires tumbled to the ground in flames. AFP-Relaxnews

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Take a virtual-reality immersive tour of Paris's Notre-Dame after the fire (VIDEO) - Malay Mail

Europe Augmented Reality and Virtual Reality Market Tendencies, Revenue Forecast and Interesting Opportunities from 2020 to 2025 – 3rd Watch News

This report additionally covers the effect of COVID-19 on the worldwide market. The pandemic brought about by Coronavirus (COVID-19) has influenced each part of life all inclusive, including the business segment. This has brought along a several changes in economic situations.

The Latest Research Report on Europe Augmented Reality and Virtual Reality Market size | Industry Segment by Applications, by Type, Regional Outlook, Market Demand, Latest Trends, Europe Augmented Reality and Virtual Reality Industry Share & Revenue by Manufacturers, Company Profiles, Growth Forecasts 2025. Analyzes current market size and upcoming 5 years growth of this industry.

Download Premium Sample of the Report: http://marketresearchbazaar.com/requestSample/23072

Europe augmented reality (AR) and virtual reality (VR) market reached $4.57 billion in 2018, and will skyrocket to $50.55 billion by 2026.

Highlighted with 37 tables and 43 figures, this 117-page report Europe Augmented Reality and Virtual Reality Market by Technology, Component, Device Type, Industry Vertical, End-user, and Country 2019-2026: Trend Forecast and Growth Opportunity is based on a comprehensive research of the entire Europe augmented reality and virtual reality market and all its sub-segments through extensively detailed classifications. Profound analysis and assessment are generated from premium primary and secondary information sources with inputs derived from industry professionals across the value chain. The report provides historical market data for 2015-2018, revenue estimates for 2019, and forecasts from 2020 till 2026. (Please note: The report will be updated before delivery if necessary, so that the latest historical year is the base year and the forecast covers at least 5 years over the base year.)

In-depth qualitative analyses include identification and investigation of the following aspects:

Market Structure

Growth Drivers

Restraints and Challenges

Emerging Product Trends & Market Opportunities

Porters Fiver Forces

The trend and outlook of Europe market is forecast in optimistic, balanced, and conservative view. The balanced (most likely) projection is used to quantify Europe augmented reality and virtual reality market in every aspect of the classification from perspectives of Technology, Component, Device Type, Industry Vertical, End-user, and Country.

Based on technology, the Europe market is segmented into the following sub-markets with annual revenue for 2015-2026 (historical and forecast) included in each section.

Augmented Reality (AR)

o Marker-based Augmented Reality (further segmented into Passive Marker and Active Marker)

o Markerless Augmented Reality (further segmented into Model based Tracking and Image based Processing)

Virtual Reality (VR)

o Nonimmersive Technology

o Semi-Immersive and Fully Immersive Technology

Based on component, the Europe market is segmented into the following sub-markets with annual revenue for 2015-2026 (historical and forecast) included in each section.

Hardware

o Sensors

o Semiconductor Component

o Displays and Projectors

o Position Trackers

o Cameras

o Others

Software

o Software Developer Kits

o Cloud Services

Based on device type, the Europe market is segmented into the following sub-markets with annual revenue for 2015-2026 (historical and forecast) included in each section.

Augmented Reality Devices

o Head-Mounted Display (HMD)

o Head-Up Display (HUD)

o Handheld Device

Virtual Reality Devices

o Head-Mounted Display (HMD)

o Gesture-Tracking Device

o Projector & Display Wall

Based on industry vertical, the Europe market is segmented into the following sub-markets with annual revenue for 2015-2026 (historical and forecast) included in each section.

Gaming

Entertainment & Media

Aerospace & Defense

Healthcare

Education

Manufacturing

Retail

Others

Based on end-user, the Europe market is segmented into the following sub-markets with annual revenue for 2015-2026 (historical and forecast) included in each section.

Consumer

Enterprise (further split into Large Enterprises and Small- & Medium-sized Enterprises)

Geographically, the following listed national markets are fully investigated:

Germany

UK

France

Russia

Italy

Spain

Rest of Europe

For each of the aforementioned countries, detailed analysis and data for annual revenue are available for 2015-2026. The breakdown of key national markets by Technology, Component, and Industry Vertical over the forecast years are also included.

The report also covers current competitive scenario and the predicted trend; and profiles key vendors including market leaders and important emerging players.

Specifically, potential risks associated with investing in Europe augmented reality and virtual reality market are assayed quantitatively and qualitatively through GMDs Risk Assessment System. According to the risk analysis and evaluation, Critical Success Factors (CSFs) are generated as a guidance to help investors & stockholders identify emerging opportunities, manage and minimize the risks, develop appropriate business models, and make wise strategies and decisions.

Key Players:

DAQR

EON. Reality Inc.

Facebook

Google

HTC

Microsoft

Samsung

Seiko Epson

Sony

Vuzix Corporation

(Please note: The report will be updated before delivery if necessary, so that the latest historical year is the base year and the forecast covers at least 5 years over the base year.)

Request Customization of the Report: http://marketresearchbazaar.com/enquiry/23072

Europe Augmented Reality and Virtual Reality Market: Regional Analysis

The report offers in-depth assessment of the growth and other aspects of the Europe Augmented Reality and Virtual Reality market in important regions, including the U.S., Canada, Germany, France, U.K., Italy, Russia, China, Japan, South Korea, Taiwan, Southeast Asia, Mexico, and Brazil, etc. Key regions covered in the report are North America, Europe, Asia-Pacific and Latin America.

The report has been curated after observing and studying various factors that determine regional growth such as economic, environmental, social, technological, and political status of the particular region. Analysts have studied the data of revenue, production, and manufacturers of each region. This section analyses region-wise revenue and volume for the forecast period of 2015 to 2025. These analyses will help the reader to understand the potential worth of investment in a particular region.

Key Strategic Developments:The study also includes the key strategic developments of the Europe Augmented Reality and Virtual Realitymarket, comprising R&D, new product launch, M&A, agreements, collaborations, partnerships, joint ventures, and regional growth of the leading competitors operating in the market on a global and regional scale.

Key Market Features:The report evaluated key market features, including revenue, price, capacity, capacity utilization rate, gross, production, production rate, consumption, market share, CAGR, and gross margin.Analytical Tools: The Europe Augmented Reality and Virtual Reality Market report includes the precisely studied and weighed data of the key industry players and their scope in the Europe Augmented Reality and Virtual Reality market by means of several analytical tools

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Europe Augmented Reality and Virtual Reality Market Tendencies, Revenue Forecast and Interesting Opportunities from 2020 to 2025 - 3rd Watch News

Bands try ‘virtual tours’ as the reality of a summer with no concerts settles in – CNN

Ever since they began selling out shows throughout the Northeast last winter, the Connecticut jam band seemed destined for a fast-paced life on the road. But the coronavirus pandemic put an abrupt halt to all that when their national tour was canceled in mid-March.

Now, after three months in their respective bunkers, the four musicians are venturing back out. Virtually, of course.

For the next 10 days, Goose will be holed up at a barn in Fairfield County, where, starting last night, they'll be broadcasting their unique blend of improv-inspired rock 'n' roll through eight sets of live music.

"The demand for live, new content hasn't really gone anywhere, in terms of what people want to see," said Peter Anspach, who plays keys and guitar. "Maybe they're not going out to a show, but we still found the demand for people watching new never-before-seen sets from the living room is just as big as a show."

Twiddle, a Vermont rock band with 15 years of relentless touring behind them, is gearing up for a similar run. Theirs is "Roots Tour 2020," and they're promising nine sets of live music performed at various locations around their home state at venues instrumental to their career -- all streamed live for fans to watch at home.

"This is going to be something really special for us and very excited to relive some of these special moments from our career," Mihali Savoulidis, Twiddle's guitarist and lead singer, said in announcing the event, which starts at $75 for the package deal.

"A lot of people are going up on Facebook Live just sitting on the couch with their acoustic guitar. We wanted to give our fans something that was way more engaging that replaced what a 'tour' is for us and our fans," Live From Out There co-founder Dave DiCianni told CNN. "Goose, and every band that we work with, sort of came up with their own concept."

Recreating a community online

A part of the challenge these bands face is trying to recreate the community experience that typically revolves around their shows on the road.

"Everyone's home quarantining. All we want is to be connected," said Ben Atkind, the band's drummer, of the live Facebook Q&A's they've tried in recent weeks. "Our fan base is very active, and out there, so we're definitely making an effort to keep in touch -- for their sake and ours."

For Goose's virtual tour, there will be a few more chances to connect.

Fans who bought tickets to stream the shows can play along as balls are pulled on the stream, each one dictating what song the band will play next, giving fans a chance to win prizes if those songs match their provided boards.

"That's just a whole other element of randomness," said Anspach. "It kind of makes it more entertaining for us, as well as the fans."

Rick Mitarotonda, who sings and plays guitar, agreed.

"It's going to be fun. It's going to be a different experience. It's going to keep us on edge," he said.

Goose typically drafts out a set right before they take the stage, or lets the music take them where they want to go. But now? "We gotta go with the balls," he said.

The question remains of what a period of retreat from the stage will mean for a band like Goose, whose momentum seemed to be unstoppable in the jam music world earlier this year.

Some might never make it through the other side. Other bands could change for good.

Mitarotonda isn't too worried.

"Having space from things is really nice. There's always a renewed energy when you come back, especially if it's taken on purpose or not," he said, adding that by having a little breath "improvisation goes to new places."

Anspach agreed. "I feel like when we get back we're going to have way more ideas and be much more inspired, and we're going to appreciate the fact that we're playing together so much more," he said. "I'm definitely stoked for it."

"I hope we change," added Mitarotonda. "Because if it just stays the same for too long then it's -- it's not good. The best bands, the coolest bands, change a lot. I hope there's some elements of change."

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Bands try 'virtual tours' as the reality of a summer with no concerts settles in - CNN

Virtual reality: IWDC Sales and Purchasing Convention recap – gasworld

The IWDC, a corporation focused on leveraging the strengths of its independent welding distributor members across North America, had been due to hold the event in Louisville, Kentucky on 9th-11th June, and to be attended by around 500 members.

But restrictions due to Covid-19 has meant most trade events this year from March have been cancelled. Rather than see its Sales and Purchasing Convention go the same way, the IWDC reinvented it into a three-day webinar series. Each day, six different gold sponsors presented a 30-minute segment to members watching online via Zoom.

Erica Janas, Director of Marketing at the IWDC, said at the start of day two, What we are looking to do is drive content. As the first virtual event for our industry weve developed a platform from which learning from our vendors can happen real time from the comfort of your home office. In the coming year we will see the rollout of the Product Information Management System. I commit to you that with the implementation of these new tools at our location and yours, we can develop the Weldmark and PurityPlus brands more robustly and help you meet your market needs.

Some of the sponsors used their time to go through a PowerPoint presentation, while others put together a video along with a short, live question-and-answer section at the end of it.

Superior Products, the first presentation of the event, produced an entertaining video based around a news bulletin to guide members through its latest product releases. Show specials were included in a breaking news section of Superior Products presentation which also included a tour around the facility to check in with cleaning, assembly, testing and packaging.

Allyson Kostalnick, Sales and Marketing Manager at Superior Products was the news anchor during the presentation and she said during the Q&A section: We did prioritise in April and May with our medical fittings. We are caught up and we are working hard on the industrial side. Any show orders we are expecting to ship out this week and next week.

Surewerx/Jackson Safety outlined its new products which included the Maxview face shield, designed to have one of the largest viewing ranges in the industry.

Weldcoas presentation focused on carbon dioxide (CO2) system products it is offering for extraction applications. Bob Ranc, Director of Sales, led the presentation on Weldcoas capabilities in CO2 and supercritical CO2. The Illinois-based company can supply supercritical CO2 from bulk storage tanks up to approximately 6000 psi at fixed or variable flow rates, and it can supply high pressure CO2 in gas phase from bulk storage tanks up to approximately 1100 psi at fixed or variable flow rates. Typical applications include bulk tank to extraction equipment, controlled atmosphere packing for packaging and R&D and testing applications.

Growing industries in need of a large volume supply of CO2 to their equipment include essential oils and herbal distillates, CBD and cannabis, precious metals, machining and drilling, medical and pharmaceutical. Weldcoa also explained how it designed and installed a supercritical CO2 supply system for Stryker in Cork, Ireland.

Ranc said, Weldcoa has developed equipment and controls to supply CO2 to our customers in a wide range of states from gas to liquid to supercritical. We meet our customers requirements by determining the best system design using a variety of equipment: bulk storage tanks, pumps, vaporisers, receivers, specially designed controls. As an UL certified facility, we perform all electrical production and automation development, and build and wire all of our own automated control panels in-house in order to provide consistent quality, fit and finish for our clients.

Harris Products Groups Industrial Sales Manager Patrick Fagerquist ran through Harris extensive line of gas delivery systems for industrial and specialty gas applications. Ohio-based Harris can custom design manifolds for any application. Fagerquist also described some interesting recent trends and outlined Harris Covid-19 response, which included stocking its high-pressure oxygen panel.

We still have 35 panels in stock just in case, Fagerquist said.

Victor Gas Equipment, an ESAB brand, began with a Q&A section before a slick video of its power line-up. Billal Hammoud, President - Americas at ESAB, gave an interesting insight into how ESAB has been impacted by coronavirus.

He said, You can see from results across the industry that the impact of Covid-19 was even felt across the first quarter. April wasnt any better and hopefully it was the worst month. In the mountain states we dont see the impact as big as some other areas like New York City and its surroundings. As well as Covid, there are some underlying economics that are working with Covid-19. For those of you that are close to the oil and gas industry, certainly the exploration part of it, that was slowing down with or without Covid-19. We are seeing a lot of automotive customers come back, its a question of how quickly they can ramp up. Other industries, there are some bright sparks, obviously anything related to healthcare and medical gases, thats going quite well. We see strength in our pressure regulator business and anything related to oxygen and some bright sparks related to some alternative energies and related to government work.

At the end of each days session there was a Member-led workshop, led by Distribution Centers, Taylor-Wharton and Weldmark by Norton.

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Virtual reality: IWDC Sales and Purchasing Convention recap - gasworld