Virtual Reality Device Market Emerging Trends, Global Demand and Business Opportunities 2020 to 2026 – Jewish Life News

COVID-19 Impact Analysis of Virtual Reality Device Market

[Los Angeles], [United States], June 2020, The Virtual Reality Device Market research report includes an in-sight study of the key [Global Virtual Reality Device Market Insights and Forecast to 2026] market prominent players along with the company profiles and planning adopted by them. This helps the buyer of the Virtual Reality Device report to gain a clear view of the competitive landscape and accordingly plan Virtual Reality Device market strategies. An isolated section with top key players is provided in the report, which provides a complete analysis of price, gross, revenue(Mn), Virtual Reality Device specifications, and company profiles. The Virtual Reality Device study is segmented by Module Type, Test Type, And Region.

The market size section gives the Virtual Reality Device market revenue, covering both the historic growth of the market and the forecasting of the future. Moreover, the report covers a host of company profiles, who are making a mark in the industry or have the potential to do so. The profiling of the players includes their market size, key product launches, information regarding the strategies they employ, and others. The report identifies the total market sales generated by a particular firm over a period of time. Industry experts calculate share by taking into account the product sales over a period and then dividing it by the overall sales of the Virtual Reality Device industry over a defined period.

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Key Manufacturers of Virtual Reality Device Market include: Andoer(Germany), Damark(Denmark), Generic(United Kingdom), Skinit(Germany), Sony(Japan), Gigabyte(Japan), Green-L(Japan), Hyperkin(France), Asus(China), CellBellLTD(United States), 360Heros(United States), Abcsell(United States), Computer Upgrade King(United States), IQIYI(China), HTC(China), BOFENG(China), Alienware(United States), SHINECON(China), SAMSUNG(South Korea), PiMAX(United States), Google(United States), Fujitsu(China), ROYOLE(China), DJI(China), Iblue(Japan), IPartsBuy(Germany), Lenovo(China), Lookatool(United States), Oculus(United), RITECH(China) Virtual Reality Device

The research covers the current market size of the [Global Virtual Reality Device Market Insights and Forecast to 2026]and its growth rates based on 5 year history data. It also covers various types of segmentation such as by geography North America, Europe, Asia-Pacific etc.,. The in-depth information by segments of Virtual Reality Devicemarket helps monitor performance & make critical decisions for growth and profitability. It provides information on trends and developments, focuses on markets and materials, capacities, technologies, CAPEX cycle and the changing structure of the [Global Virtual Reality Device Market Insights and Forecast to 2026].

This study also contains company profiling, product picture and specifications, sales, market share and contact information of various international, regional, and local vendors of [Global Virtual Reality Device Market Insights and Forecast to 2026]. The market competition is constantly growing higher with the rise in technological innovation and M&A activities in the industry. Moreover, many local and regional vendors are offering specific application products for varied end-users. The new vendor entrants in the market are finding it hard to compete with the international vendors based on quality, reliability, and innovations in technology.

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Geographically,this report is segmented into several key Regions, with production, consumption, revenue (million USD), and market share and growth rate of Virtual Reality Devicein these regions, from 2012 to 2022 (forecast), covering

Please Check below Chapters to display the [Global Virtual Reality Device Market Insights and Forecast to 2026].

There are 15 Chapters to display the [Global Virtual Reality Device Market Insights and Forecast to 2026].

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Table of Contents:

Chapter 1, to describe Definition, Specifications and Classification of Virtual Reality Device, Applications of Virtual Reality Device, Market Segment by Regions;

Chapter 2, To analyse the Manufacturing Cost Structure, Raw Material and Suppliers, Manufacturing Process, Industry Chain Structure;

Chapter 3, to display the Technical Data and Manufacturing Plants Analysis of Virtual Reality Device, Capacity and Commercial Production Date, Manufacturing Plants Distribution, R&D Status and Technology Source, Raw Materials Sources Analysis;

Chapter 4, to show the Overall Market Analysis, Capacity Analysis (Andoer(Germany), Damark(Denmark), Generic(United Kingdom), Skinit(Germany), Sony(Japan), Gigabyte(Japan), Green-L(Japan), Hyperkin(France), Asus(China), CellBellLTD(United States), 360Heros(United States), Abcsell(United States), Computer Upgrade King(United States), IQIYI(China), HTC(China), BOFENG(China), Alienware(United States), SHINECON(China), SAMSUNG(South Korea), PiMAX(United States), Google(United States), Fujitsu(China), ROYOLE(China), DJI(China), Iblue(Japan), IPartsBuy(Germany), Lenovo(China), Lookatool(United States), Oculus(United), RITECH(China) Virtual Reality Device), Sales Analysis (Andoer(Germany), Damark(Denmark), Generic(United Kingdom), Skinit(Germany), Sony(Japan), Gigabyte(Japan), Green-L(Japan), Hyperkin(France), Asus(China), CellBellLTD(United States), 360Heros(United States), Abcsell(United States), Computer Upgrade King(United States), IQIYI(China), HTC(China), BOFENG(China), Alienware(United States), SHINECON(China), SAMSUNG(South Korea), PiMAX(United States), Google(United States), Fujitsu(China), ROYOLE(China), DJI(China), Iblue(Japan), IPartsBuy(Germany), Lenovo(China), Lookatool(United States), Oculus(United), RITECH(China) Virtual Reality Device), Sales Price Analysis (Andoer(Germany), Damark(Denmark), Generic(United Kingdom), Skinit(Germany), Sony(Japan), Gigabyte(Japan), Green-L(Japan), Hyperkin(France), Asus(China), CellBellLTD(United States), 360Heros(United States), Abcsell(United States), Computer Upgrade King(United States), IQIYI(China), HTC(China), BOFENG(China), Alienware(United States), SHINECON(China), SAMSUNG(South Korea), PiMAX(United States), Google(United States), Fujitsu(China), ROYOLE(China), DJI(China), Iblue(Japan), IPartsBuy(Germany), Lenovo(China), Lookatool(United States), Oculus(United), RITECH(China) Virtual Reality Device);

Chapter 5 and 6, to show the Regional Market Analysis that includes North America, Europe, Asia-Pacific etc., Virtual Reality Device Segment Market Analysis;

Chapter 7 and 8, to analyse the Virtual Reality Device Segment Market Analysis Major Manufacturers Analysis of Virtual Reality Device;

Chapter 9, Market Trend Analysis, Regional Market Trend, Market Trend by Product Type, Market Trend;

Chapter 10, Regional Marketing Type Analysis, International Trade Type Analysis, Supply Chain Analysis;

Chapter 11, to analyse the Consumers Analysis of Virtual Reality Device;

Chapter 12, to describe Virtual Reality Device Research Findings and Conclusion, Appendix, methodology and data source;

Chapter 13, 14 and 15, to describe Virtual Reality Device sales channel, distributors, traders, dealers, Research Findings and Conclusion, appendix and data source.

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Virtual Reality Device Market Emerging Trends, Global Demand and Business Opportunities 2020 to 2026 - Jewish Life News

World-first virtual reality ‘swimming with dolphins’ experience in Northampton wins animal rights award – Northampton Chronicle and Echo

Rebecca Gill pictured after receiving her 'Proggy Award' from PETA which recognises animal-friendly ideas.

Community learning disabilities nurse Rebecca Gill has bagged an animal rights accolade for her virtual swimming with dolphins experience, Virtual Reality Therapies, in Northampton.

It's a world-first business idea, which sees four hydro pools and virtual reality (VR) headsets combined together to provide 'immersive therapeutic technology' for children with learning disabilities or for adults who are disabled.

This week, Rebecca was handed an award by animal rights charity PETA for designing a new interactive experience that 'encourages people never to swim with captive dolphins, visit aquariums and marine parks'.

Rebecca said studies have shown the links between the therapeutic benefits of people swimming with dolphins and by doing it through VR it avoids having the animals in captivity.

She said: "As a learning disability nurse, my passion is bringing innovative therapeutic experiences to those who need them the most.

"By using virtual reality instead of imprisoned animals, we can help prevent dolphins from being kept in captivity, conserve their natural habitats, and raise awareness of the plight of captive marine mammals."

VR headsets allow wearers to see dolphins swimming around them at 360 degrees and through advanced technology swimmers can entice the computer-generated animals to 'play' with them.

Health benefits include reducing chronic pain, alleviating anxiety and taking trips down memory lane.

In the open ocean, dolphins swim up to 50 miles a day alongside their families and communicate over vast distances by sonar but PETA says at marine parks dolphins' sonar bounces off the walls, causing depression and ulcers among the animals.

PETA director Elisa Allen added: "VR therapies know that dolphins are sensitive, highly intelligent animals who belong in the open ocean, not imprisoned in a tank or forced to interact with humans in contained waters.

"PETA is recognising this visionary company for offering an exciting and educational virtual reality experience that doesn't exploit animals."

Continued here:

World-first virtual reality 'swimming with dolphins' experience in Northampton wins animal rights award - Northampton Chronicle and Echo

Better care for COVID patients through virtual reality | Penn Today – Penn: Office of University Communications

When a physician on the coronavirus frontline in New York wanted to create a VR video that demonstrated best practices, especially for medical personnel operating in regions and communities without a large teaching hospital, he reached out to Kyle Cassidy, a staff member at Penns Annenberg School for Communication, to discuss a fast-tracked collaboration. Earlier this year, Cassidy received aPenn Model of Excellence Awardfor his transdisciplinary work with virtual reality (VR), and one of Cassidys past projects was readily translatable to the COVID-19 training the team had in mind.

In March, when the possibility of a campus lockdown in response to COVID-19 became a certainty, Cassidy checked out VR cameras from the Penn Libraries Vitale Digital Media Lab with the sense that they might prove useful.

Kevin Ching, a physician at Weill Cornell Medicine drafted a script with colleagues, while Cassidy coordinated with Ann Marie Hoyt Brennan, director of the Helene Fuld Pavilion for Innovative Learning and Simulation at Penn Nursing, and Lauren Weinberg Conlon at Penn Medicine to cast actorsreal nurses and doctors for the video. And Toccafondi arranged with Vitale staff member Christopher Vandegrift to prepare for editing the footage into its final form.

So you have people from Weill Cornell Medicine, Annenberg, Penn Medicine, Penn Nursing, and Penn Libraries working on a project to support medical personnel and serve patients nationwide, says Toccafondi.

A little over a week from Chings first email, Cassidy and the medical staff convened in the Emergency Department at the Hospital of the University of Pennsylvania to film, with Conlon serving as the principal actor. The end result is an open access, 360 training video,available on YouTube.

Read more at Penn Libraries News.

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Better care for COVID patients through virtual reality | Penn Today - Penn: Office of University Communications

Virtual Reality In Education Market Overview, Scope and Technology Advancement Outlook Till 2026 – 3rd Watch News

Market Insights Reports has recently added Virtual Reality In Education Market Research Report 2019-2025 which explores the current outlook in the global market. Key regions from the perspective of top players, countries, product types, and end industries has been also analyzed in the report. It provides an industry overview with growth analysis and historical & futuristic cost, revenue, demand, and supply data.

The data analyzed and presented is from 2014 to 2018 which is then used to provide a forecast from 2019 to 2025. The CAGR used for the forecast is derived considering various micro and macro-economic factors, industry regulations and other factors affecting the market.

All the reports that we list have been tracking the impact of COVID-19 the market.

The Global Virtual Reality In Education market is valued at US$ 660.0 million in 2018 and will reach US$ 7500.0 million by the end of 2025, expected to grow at a CAGR of 41.51% during 2019-2025.

Global Virtual Reality In Education Market Overview:

One of the key drivers of the Virtual Reality in Education Market is increasing coordinated efforts and organizations between key players for delivering education and training programs. For instance, Walmart is effectively working with Strivr, a California based VR training organization to build up its training situations. Likewise, the organization among SpinVR and SpinVFX for the advancement of BrioVR, a VR programming stage. BrioVR gives an interface where any subject or substance gets changed over into VR and improves by and large commitment.

The major manufacturers covered in this Virtual Reality In Education report areAlchemy VR, Avantis Education, EON Reality, Google, Oculus VR, Virtalis, Others.

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Global Virtual Reality In Education Market Insights:

The advantages of VR in education are upgraded cognizance, increased joint effort, and improved execution. Understudies information will increase owing to the vivid involvement with the virtual world. Virtual study halls will assist with increasing shared collaboration. When understudies are within the vivid learning condition, their concentration and experimentation with things, in the end, improve the learning experience and in this way upgrades their exhibition.

Global Virtual Reality In Education Market Segmentation

Segmentation based on Types:

SoftwareHardwareOthers

Segmentation based on Application:

SchoolsTraining InstitutionsOthers

The key segments covered in this report are geographical segments, end-use/application segments, and competitor segments. The local segment, regional supply, application, and wise demand, major players, prices are also available by 2024.

The research mainly covers Virtual Reality In Education in North America (The United States, Canada, and Mexico), Europe (Germany, France, UK, Russia, and Italy), Asia-Pacific (Southeast Asia, China, Korea, India, and Japan), South America (Brazil, Argentina, Colombia), Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria, and South Africa).

North America holds the biggest piece of the pie in the enlarged and virtual reality in education advertise in the education part. The US and Canada are significant supporters of the development of the general North American area. The education industry consistently looks for development in North America, because of the nearness of numerous prominent educational institutions and quality education gave by them. Innovative progressions have prompted the rising appropriation of brilliant education and mechanically propelled study halls in the educational and corporate arrangements, which help make a learning domain that is centered around an individuals or associations learning needs. The selection of advanced learning and joint effort of educational equipment and programming merchants are the main development drivers of the market in this district.

A thorough study of the competitive landscape of the Global Virtual Reality In Education Market has been given, presenting insights into the company profiles, financial status, recent developments, mergers and acquisitions, and the SWOT analysis. This research report will give a clear idea to readers about the overall market scenario to further decide on this market project.

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How is Virtual Reality Paving its Way into Physical Therapy Clinics? – Medical Tech Outlook

People suffering from a stroke or traumatic brain injury have been booming exponentially in recent years. Millions of adult Americans opt for physical therapy services, and the rehabilitation centers have been looking for technology to help in the treatment.

Fremont, CA:Commonly associated with video games and fun virtual reality (VR) has entered in physical therapy. VR is adopted to change the physical therapy world for the better. VR therapy exercises are crafted with precise control over the stimulus and the cognitive load that the user experiences. With the help of VR, users are exposed to three dimensions of the virtual world, thus providing an immersive experience that utilizes more of the senses and brainpower, enabling the users to rebuild neurological pathways. This technology is being incorporated in facilities and used as part of a patient's daily therapy plans. It is simple yet the most significant learning curve and not for the patient but also for the therapist. The therapists need to learn everything, and they need each application and exercise.

Data and VR

VR has developed depth data analytics portals to track, measure, and quantify improvements for every virtual reality exercise. The therapists are now able to view measurements in degrees for flexion, horizontal abduction, abduction, lateral shifts, wrist flexion, and much more, including in-game scores and metrics. The therapists can look back and leave with a proven and quantified understanding of how their patient has improved throughout their virtual reality sessions.

VR for At-Home Therapy

The portability and affordability of VR headsets open up new horizons for its use outside of a clinical setting. The options include enabling the doctors and clinicians to assign virtual reality exercises for their patients to do at home. These doctors and patients can access a HIPAA secure portal to view their data and their progress.

The shift to adopting VR technology is happening slowly but surely, as research is further searching for more ways to utilize it and get it in the hands of more clinicians and therapists.

See also:Top AR/VR Solution Companies

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How is Virtual Reality Paving its Way into Physical Therapy Clinics? - Medical Tech Outlook

Baton Awards becomes a virtual reality – Voice Online – The Voice Online

NOMINATIONS ARE now open for the Baton Awards: celebrating BAME women of the past, present and future, rising to the challenge revealed by the 2020 Sex and Power Index that there is an alarming lack of BAME women across the top jobs in all sectors.

One of the UKs leading annual awards ceremony from the BAME community will take place online this November, with nominations opening in 14 categories to give support, guidance and encouragement to the many industries suffering with a lack of BAME female representation.

An incredible line-up of female pioneers and trailblazers past, present and future, from diverse racial groups, will gather for The Baton Awards 2020, usually held at the House of Lords.

The event serves to inspire and celebrate pioneers and innovators of the past, present, and future.

This year, due to Covid-19, the Awards will take place online in compliance with the current lockdown restrictions and guidelines.

In a stunning testimony to womanhood, some of the UKs leading female influencers from diverse racial groups are once again coming together to judge, host, present and speak at this years awards ceremony.

Women are still vastly under-represented in positions of power, with such slow progress being made in many sectors that the UK is still generations away from achieving equality, according to recent research.

The 2020 Sex and Power Index from the Fawcett Society, a womens rights and equality charity, charts how women remain missing in significant numbers from top jobs in politics, law, civil service, trade unions, charities, professional bodies and sports bodies.

However, far more disconcerting is the fact that women from diverse racial groups are being served a crude deal by modern Britain.

Industry reports further reveal that in sectors such as the civil service, a third of permanent secretaries are women (up from 31% in 2018 to 34% currently); but there are no women from diverse racial groups in these roles. In business, just over one in 20 chief executives of FTSE 100 companies are women. Again, none from the diverse ethnic community.

This is where the Baton Awards takes centre stage in the campaign for awareness.

Endorsed by Lord Hastings, the Baton Awards nominations are invited from all over the country and include a global category in acknowledgement of the ethnically diverse female community.

The Baton Awards not only pays homage to these women, but serves to inspire and celebrate pioneers and innovators of the past, present, and future across diverse sectors by provoking a positive drive for change from the constitutional level, down to the myriad of industries that arent being accessed by the diverse female ethnic community.

As these women continue to struggle to gain access, opportunity, and equality in key industries, some of last years winners making waves and breaking through the glass ceiling include Zainab Badawi (Sudanese-British television and radio journalist), Eartha Pond (campaigner and former Tottenham Hotspur LFC footballer), and Cllr Anna Rothery (British politician).

Founder Dr Diahanne Rhiney BCAe instituted the Baton Awards to inspire and celebrate women from diverse racial groups in honour of her late mother.

An award-winning global empowerment ambassador who has travelled the world in her mission to empower women all over the globe, studied extensively, and consistently implemented her method for youth and female empowerment.

She says: Racism remains a widespread issue in everyday life for women from diverse racial groups here in the UK and the world over, particularly during Covid-19 lockdown and politically, with the murder of George Floyd as we continue to be served a double indictment. The third annual Baton Awards is needed more than ever as we work to celebrate, empower and acknowledge women from diverse racial groups.

The Baton Awards 2020 will take place onlineon November 26thwithin the 16 Days of Activism Against Gender Based Violence, the international campaign to challenge violence against women and girls.

The Baton Awards is not just an event. It is about a global tribe of women thriving, growing, and progressing via the platform of The Baton Awards as a movement.

The Baton Awards is now in its third year as the team prepare to advance more change for women in 2020 and continue to support women from diverse racial groups through our global movement, campaigns, webinars, events, and debates.

Every year the awards raises funds for childrens domestic abuse charity Strength Within Me foundation (SWIM), providing comprehensive intervention in response to the prevalence of domestic abuse among young girls and women.

Visit: https://thebatonawards.com

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Baton Awards becomes a virtual reality - Voice Online - The Voice Online

Best Innovative Report on Virtual Reality (VR) Software Market with Profiling Leading Companies like Concept3D, iStaging, PaleBlue, Cupix, VIAR,…

A comprehensive report on Virtual Reality (VR) Software Market was published by IT Intelligence Markets to understand the complete setup of Virtual Reality (VR) Software Market industries. Effective qualitative and quantitative analysis techniques have been used to examine the data accurately. Variable factors that comprise basis for a successful business, such as vendors, sellers, as well as investors are analyzed in the report. It focuses on size and framework of global Virtual Reality (VR) Software Market sectors to understand the existing structure of several industries. Challenges faced by the industries and approaches adopted by them to overcome those threats has been included.

This research report is helpful for both established businesses as well as startups in the market. Furthermore, the report is ideally and characteristically punctuated with illustrative presentation. Researchers of this report provide a detailed investigation of the historical records, current statistics, and future predictions. Factors contributing to success and acting as obstacles have both been discussed in equal measure.

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Profiling Key players: Concept3D, iStaging, PaleBlue, Cupix, VIAR, BRIOVR, IrisVR, UNIGINE, TechViz, 360 Immersive, ARCadia Augmented Reality, Chameleon Power, DancingMind etc.

Highlights of the report:

Comprehensive assessment of all opportunities and risk in the global market.

Virtual Reality (VR) Software Market recent innovations and major events.

Detailed study of business strategies for growth of the Virtual Reality (VR) Software Market leading players.

Conclusive study about the growth plot of Virtual Reality (VR) Software Market for forthcoming years.

In-depth understanding of Virtual Reality (VR) Software Market -particular drivers, constraints and major micro markets.

Favorable impression inside vital technological and market latest trends striking the Virtual Reality (VR) Software Market.

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Market by Type

Market by Industry Segmentation

Market by Regions

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Lastly, this report provides market intelligence in the most comprehensive way. The report structure has been kept such that it offers maximum business value. It provides critical insights on the market dynamics and will enable strategic decision making for the existing market players as well as those willing to enter the market.

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Best Innovative Report on Virtual Reality (VR) Software Market with Profiling Leading Companies like Concept3D, iStaging, PaleBlue, Cupix, VIAR,...

Fryars teams up with Rae Morris on glitchy new single Virtual Reality Games – NME

Fryars has teamed up with Rae Morris for his first new track in six years, Virtual Reality Games you can listen to it below.

The musician and producer, whose real name is Benjamin Garrett, released his last studio album Power back in 2014.

On the glitchy, autotuned-infused ode to futuristic gaming, Garrett expresses the joy of escaping into a digital world. Go away, player two/ I got better things to do than hang out with you, he sings.

Speaking of the inspiration behind Virtual Reality Games, Fryars explained: The song came from a sudden desire a few years back to become a gamer and ignore everyone and everything.

At a time when so many of us are using our voices to push for change (or to fight against it), the idea of switching off from reality might seem at odds with helping to make the world a better place. But even if its for a few minutes every day, it is important to take time away to be alone with your thoughts. Alone with yourself. Much of the truth comes from within us.

An animated accompanying video intersperses illustration by Jack Brown with real-life footage of Garrett and Morris performing the song in VR headsets during lockdown.

Fryars produced Rae Morris 2018 album Someone Out There, on which he is also credited as a co-writer for a number of songs. The pair had previously worked together on the collaborative single Cold from Morris debut record Unguarded.

Garrett also has writing and production credits on Lily Allens Mercury-nominated LP No Shame, having co-written and produced its first single Trigger Bang among other cuts.

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Fryars teams up with Rae Morris on glitchy new single Virtual Reality Games - NME

Virtual Reality Content Creation Market by Technology, Application & Geography Analysis & Forecast to 2027 – 3rd Watch News

The study and estimations of this report also helps to figure out types of consumers, their views about the product, their buying intentions and their ideas for the step up of a product. With the market data of this Virtual Reality Content Creation report, emerging trends along with major drivers, challenges and opportunities in the market for ICT industry can be identified and analysed. For the clear and better understanding of facts and figures, the data is represented in the form of graphs and charts. With the studies, insights and analysis mentioned in the report, you get comprehensible idea about the marketplace with which you can take business decisions quickly and easily.

Businesses can bring about an absolute knowhow of general market conditions and tendencies with the information and data covered in this Virtual Reality Content Creation report. To get knowledge of all the above things, this market report is made transparent, wide-ranging and supreme in quality. The report covers market analysis, market definition, market segmentation, key developments in the market, key players or competitor analysis and detailed research methodology. The Virtual Reality Content Creation market report comprises of a number of market dynamics and estimations of the growth rate and the market value based on market dynamics and growth inducing factors.

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The Covid-19 (coronavirus) pandemic is impacting society and the overall economy across the world. The impact of this pandemic is growing day by day as well as affecting the supply chain. The COVID-19 crisis is creating uncertainty in the stock market, massive slowing of supply chain, falling business confidence, and increasing panic among the customer segments. The overall effect of the pandemic is impacting the production process of several industries. This report on Virtual Reality Content Creation Market provides the analysis on impact on Covid-19 on various business segments and country markets. The reports also showcase market trends and forecast to 2027, factoring the impact of Covid -19 Situation.

The increasing demand for virtual reality content by different platforms such as entertainment and media is expected to propel the market growth. Also, the increasing demand for high quality content such as 4k along with modernization of visual display electronics. Which include desk stops, laptops, TV, and others are thriving the demand for virtual reality content due to its capability to adapt to surrounding environments displaying systems and offer virtual simulations. The virtual reality content creation solutions are widely used in the construction, travel and hospitality, media and entertainment, healthcare, retail industries.

Competitive Landscape: Virtual Reality Content Creation market

1.360 Labs2.Blippar3.Koncept VR4.Matterport5.Panedia6.Pixvana7.Scapic8.Subvrsive9.VIAR10.WeMakeVR

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The Global Virtual Reality Content Creation Market Analysis to 2027 is a specialized and in-depth study of the electronics and semiconductor industry with a special focus on the global market trend analysis. The report aims to provide an overview of the virtual reality content creation market with detailed market segmentation by content type, component, end-user, and geography. The global virtual reality content creation market is expected to witness high growth during the forecast period. The report provides key statistics on the market status of the leading virtual reality content creation market players and offers key trends and opportunities in the market.

The virtual reality content creation solutions are used extensively as an open source platform to create different types of digital content. The virtual reality content creation tool allows end-users to experience 3D modelling and animation effects. These tools have various features to be added in the content and are user-friendly, which, in turn, is expected to increase the usage of such tools.

Chapter Details of Virtual Reality Content Creation Market:

Part 01: Executive Summary

Part 02: Scope of The Report

Part 03: Virtual Reality Content Creation Market Landscape

Part 04: Virtual Reality Content Creation Market Sizing

Part 05: Virtual Reality Content Creation Market Segmentation by Product

Part 06: Five Forces Analysis

Part 07: Customer Landscape

Part 08: Geographic Landscape

Part 09: Decision Framework

Part 10: Drivers and Challenges

Part 11: Market Trends

Part 12: Vendor Landscape

Part 13: Vendor Analysis

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Virtual Reality Content Creation Market by Technology, Application & Geography Analysis & Forecast to 2027 - 3rd Watch News

Covid-19 Implication On Worldwide Virtual Reality (VR) Headsets Industry. – 3rd Watch News

The Most Recent study on theVirtual Reality (VR) Headsets MarketResearch provides a profound comprehension of the various market dynamics like trends, drivers, the challenges, and opportunities. The report further elaborates on the micro and macro-economic elements that are predicted to shape the increase of the Virtual Reality (VR) Headsets market throughout the forecast period (2020 2027).

The introduced study elucidates the crucial indicators of Market growth which comes with a thorough analysis of this value chain, CAGR development, and Porters Five Forces Analysis. This data may enable readers to understand the quantitative growth parameters of this international industry that is Virtual Reality (VR) Headsets.

Some Highlighted Key Manufacturers:(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 Segmentation Assessment

The increase prospects of this market in various Regions are studied in the report together with details like the regulatory framework, political, and financial outlook of each region.

Market segments, major geographies, and current market trends. Geographies analyzed under this research report include:

This report is a complete study of current trends in the market, industry growth drivers, and restraints. It provides market projections for the coming years. It includes analysis of recent developments in technology, Porters five force model analysis and detailed profiles of top industry players. The report also includes a review of micro and macro factors essential for the existing market players and new entrants along with detailed value chain analysis.

The Report intends to eliminate the subsequent doubts regarding the Virtual Reality (VR) Headsets market:

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In this study, the years considered to estimate the market size ofVirtual Reality (VR) Headsets Marketare as follows:

Finally, the usefulness of the latest investment comes is calculable, and overall analysis conclusions are offered. In a word, the report provides major statistics on the state of the market and could be a valuable supply of guidance and direction for trade and people interested in the market.

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Covid-19 Implication On Worldwide Virtual Reality (VR) Headsets Industry. - 3rd Watch News

Virtual Reality Software Market Development, Growth, Trends, Demand, Share, Analysis and Forecast 2030 – Jewish Life News

The research report on Global Virtual Reality Software Market offers an in depth analysis on several important aspects. Report provides comprehensive study of the market on the basis of various factors such as market size, revenue, key drivers, challenges, risks, opportunities and some key segments. Thus the report presents the study of latest industry trends. It also offers the revenue forecast on basis of historical database and growth at substantial CAGR during the forecast period. Report covers a comprehensive study of the factors which are enhancing the growth of the Virtual Reality Software market. However, report also covers some challenges and risks involved for the market players which might hinder the market growth during the forecast period.

This study covers following key players: Microsoft Corporation, Blippar, Pixologic, Metaio, Qualcomm Incorporated, Oculus VR, WorldViz, Starbreeze Studios, Razer, HTC Corporation, BAE Systems AB

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The research report on global Virtual Reality Software market offers a substantial insight for the consumers so that they can look for the strategies initiative and ideas to increase their market status in the present and upcoming market situation across the globe. Furthermore, report on global Virtual Reality Software market offers the important information about the type, market channel, platforms, applications and end users. This study report further helps the participants to improve the market by taking strategic initiatives in this industry. Thus research report provides the opportunities and key developments for the key players in the industry. Research report provides comprehensive analysis about the industry on the basis of SWOT analysis, PESTEL analysis and Porters Five Forces model for the Virtual Reality Software market. These tools are essential for studying any market.

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Virtual Reality Software Market Segmented by Region/Country: US, Europe, China, Japan, Middle East & Africa, India, Central & South America

Also the report delivers the potential study about the market on the basis of various categories such as market trends, key drivers and industry cost structure for the market industry. Thus the reports highlights the several factors which are important for any market movement. Furthermore the report presents the major analysis about key companies by offering company profile, competitive landscape and sales analysis of the companies.

Some Major TOC Points:

1 Report Overview

2 Global Growth Trends

3 Market Share by Key Players

4 Breakdown Data by Type and Application

Continued

It presents the in depth analysis about the various segments including local segments. The global Virtual Reality Software market report covers all the key geographical regions which have good market. The major regions which hold the good market of the Virtual Reality Software industry are covered in this report. Reports provides strategic study for the consumers for giving the insight of the market. In addition, report helps clients to understand the new technological innovations and ideas that are likely to increase the growth of the global Virtual Reality Software market. Therefore the research report is valuable for the participants of the market industry.

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Virtual Reality Software Market Development, Growth, Trends, Demand, Share, Analysis and Forecast 2030 - Jewish Life News

Burden of COVID-19 on the Market & Rehabilitation Plan | Global Location-based Virtual Reality (VR) Market 2019-2023 | Affordable Pricing of the…

LONDON--(BUSINESS WIRE)--Technavio has been monitoring the global location-based virtual reality (VR) market and it is poised to grow by USD 1.48 billion during 2019-2023, progressing at a CAGR of almost 36% during the forecast period. The report offers an up-to-date analysis regarding the current market scenario, latest trends and drivers, and the overall market environment.

Although the COVID-19 pandemic continues to transform the growth of various industries, the immediate impact of the outbreak is varied. While a few industries will register a drop in demand, numerous others will continue to remain unscathed and show promising growth opportunities. Technavios in-depth research has all your needs covered as our research reports include all foreseeable market scenarios, including pre- & post-COVID-19 analysis. Download a Free Sample Report

The market is fragmented, and the degree of fragmentation will accelerate during the forecast period. Exit Reality, HTC Corp., IMAX Corp., The VOID LLC, and VRstudios Inc. are some of the major market participants. To make the most of the opportunities, market vendors should focus more on the growth prospects in the fast-growing segments, while maintaining their positions in the slow-growing segments.

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The affordable pricing of the location-based VR entertainment has been instrumental in driving the growth of the market.

Technavio's custom research reports offer detailed insights on the impact of COVID-19 at an industry level, a regional level, and subsequent supply chain operations. This customized report will also help clients keep up with new product launches in direct & indirect COVID-19 related markets, upcoming vaccines and pipeline analysis, and significant developments in vendor operations and government regulations. https://www.technavio.com/report/global-location-based-virtual-reality-vr-market-industry-analysis

Location-based Virtual Reality (VR) Market 2019-2023: Segmentation

Location-based Virtual Reality (VR) Market is segmented as below:

To learn more about the global trends impacting the future of market research, download a free sample: https://www.technavio.com/talk-to-us?report=IRTNTR31279

Location-based Virtual Reality (VR) Market 2019-2023: Scope

Technavio presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources. The location-based virtual reality (VR) market report covers the following areas:

This study identifies the growing popularity of 360-degree content as one of the prime reasons driving the location-based virtual reality (VR) market growth during the next few years.

Technavio suggests three forecast scenarios (optimistic, probable, and pessimistic) considering the impact of COVID-19. Technavios in-depth research has direct and indirect COVID-19 impacted market research reports.

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Location-based Virtual Reality (VR) Market 2019-2023: Key Highlights

Table of Contents:

PART 01: EXECUTIVE SUMMARY

PART 02: SCOPE OF THE REPORT

PART 03: MARKET LANDSCAPE

PART 04: MARKET SIZING

PART 05: FIVE FORCES ANALYSIS

PART 06: MARKET SEGMENTATION BY APPLICATION

PART 07: CUSTOMER LANDSCAPE

PART 08: GEOGRAPHIC LANDSCAPE

PART 09: DECISION FRAMEWORK

PART 10: DRIVERS AND CHALLENGES

PART 11: MARKET TRENDS

PART 12: VENDOR LANDSCAPE

PART 13: VENDOR ANALYSIS

PART 14: APPENDIX

PART 15: EXPLORE TECHNAVIO

About Us

Technavio is a leading global technology research and advisory company. Their research and analysis focus on emerging market trends and provides actionable insights to help businesses identify market opportunities and develop effective strategies to optimize their market positions. With over 500 specialized analysts, Technavios report library consists of more than 17,000 reports and counting, covering 800 technologies, spanning across 50 countries. Their client base consists of enterprises of all sizes, including more than 100 Fortune 500 companies. This growing client base relies on Technavios comprehensive coverage, extensive research, and actionable market insights to identify opportunities in existing and potential markets and assess their competitive positions within changing market scenarios.

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Burden of COVID-19 on the Market & Rehabilitation Plan | Global Location-based Virtual Reality (VR) Market 2019-2023 | Affordable Pricing of the...

Global Immersive Virtual Reality Market set to grow with massive rate by 2020 to 2025 – Cole of Duty

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.

A report on Immersive Virtual Reality market compiled by Brand Essence Market Research provides a succinct analysis regarding the values and trends existing in the current business scenario. The study also offers a brief summary of market valuation, market size, regional outlook and profit estimations of the industry. Furthermore, the report examines the competitive sphere and growth strategies of leading players in the Immersive Virtual Reality market. Download Premium Sample of the Report: https://industrystatsreport.com/Request/Sample?ResearchPostId=735&RequestType=Sample

TheMajorPlayersCovered in this Report:Google, Oculus VR, Microsoft, Magic Leap, Samsung, Sony, HTC, WorldViz, Marxent Labs, CastAR, Vuzix, Barco, Cyber Glove Systems, Other & More.

Reports include the following segmentation: By TypeFull Immersive VRSemi Immersive VRBy ApplicationGaming & EntertainmentHealthcareConsumer ElectronicsManufacturingAerospace & DefenseOthersBy RegionNorth Americao U.S.o Canadao MexicoEuropeo UKo Franceo Germanyo Russiao Rest of EuropeAsia-Pacifico Chinao South Koreao Indiao Japano Rest of Asia-PacificLAMEAo Latin Americao Middle Easto Africa

Results of the recent scientific undertakings towards the development of new Immersive Virtual Reality products have been studied. Nevertheless, the factors affecting the leading industry players to adopt synthetic sourcing of the market products have also been studied in this statistical surveying report. The conclusions provided in this report are of great value for the leading industry players. Every organization partaking in the global production of the Immersive Virtual Reality market products have been mentioned in this report, in order to study the insights on cost-effective manufacturing methods, competitive landscape, and new avenues for applications.

Global Immersive Virtual RealityMarket: Regional SegmentationFor further clarification, analysts have also segmented the market on the basis of geography. This type of segmentation allows the readers to understand the volatile political scenario in varying geographies and their impact on the global Immersive Virtual Realitymarket. On the basis of geography, the global market for Immersive Virtual Realityhas been segmented into:

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

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Report Methodology:

The information enclosed in this report is based upon both primary and secondary research methodologies.

Primary research methodology includes the interaction with service providers, suppliers, and industry professionals. Secondary research methodology includes a meticulous search of pertinent publications like company annual reports, financial reports, and exclusive databases.

Table of Content:

Market Overview: The report begins with this section where product overview and highlights of product and application segments of the Global Immersive Virtual Reality Market are provided. Highlights of the segmentation study include price, revenue, sales, sales growth rate, and market share by product.

Competition by Company: Here, the competition in the Worldwide Global Immersive Virtual Reality Market is analyzed, By price, revenue, sales, and market share by company, market rate, competitive situations Landscape, and latest trends, merger, expansion, acquisition, and market shares of top companies.

Company Profiles and Sales Data: As the name suggests, this section gives the sales data of key players of the Global Immersive Virtual Reality Market as well as some useful information on their business. It talks about the gross margin, price, revenue, products, and their specifications, type, applications, competitors, manufacturing base, and the main business of key players operating in the Global Immersive Virtual Reality Market.

Market Status and Outlook by Region: In this section, the report discusses about gross margin, sales, revenue, production, market share, CAGR, and market size by region. Here, the Global Immersive Virtual Reality Market is deeply analyzed on the basis of regions and countries such as North America, Europe, China, India, Japan, and the MEA.

Application or End User: This section of the research study shows how different end-user/application segments contribute to the Global Immersive Virtual Reality Market.

Market Forecast: Here, the report offers a complete forecast of the Global Immersive Virtual Reality Market by product, application, and region. It also offers global sales and revenue forecast for all years of the forecast period.

Research Findings and Conclusion: This is one of the last sections of the report where the findings of the analysts and the conclusion of the research study are provided.

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We publish market research reports & business insights produced by highly qualified and experienced industry analysts. Our research reports are available in a wide range of industry verticals including aviation, food & beverage, healthcare, ICT, Construction, Chemicals and lot more. Brand Essence Market Research report will be best fit for senior executives, business development managers, marketing managers, consultants, CEOs, CIOs, COOs, and Directors, governments, agencies, organizations and Ph.D. Students.

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Global Immersive Virtual Reality Market set to grow with massive rate by 2020 to 2025 - Cole of Duty

Snapshot VR Brings the Speed and Intensity of Futuristic Paintball to Virtual Reality – GamingLyfe Network

Grab the squad, brush up on your tactical maneuvers, and prepare to storm the enemy bunkers, as independent game developersGiant Scam Industries, announced today their VR arena shooter,Snapshot VR, is set to launch in Early Access this August on Viveport and Steam.Snapshot VRbrings the incredibly fast-paced and intense tactical gameplay of real-life professional paintball into a futuristic virtual arena shooter with team-based matches of up to five players per side. With an average of only 45 seconds to dominate the other team, quick thinking, solid planning, and flawless teamwork are requisite ingredients for cooking up a victory stew.

The games title comes from the paintball term Snap Shooting, which is a fundamental skill based around firing quickly and accurately from behind cover.Snapshot VRaims to take this idea in the virtual realm, providing an almost true-to-life experience of competing in a high-level professional environment with all of the thrill and skill but none of the messy cleanup or painful bruising. When the buzzer sounds, each team has only a few seconds to scramble into position and begin holding down key-firing lanes. Teamwork and communication combined with battlefield awareness and the ability to quickly adapt to the opponents moves calling out specific bunkers and directing teammates are essential skills to snatching the win and getting the glory!

We are super excited for players to playSnapshot VRand experience what weve been working so hard on, said Jesse Keogh, Founder and Lead Engineer at Giant Scam (with a decade of experience in competitive paintball as both a player and coach). We wanted to make a game that truly feels like playing paintball fast-paced rounds, one-shot kills, rapid-fire projectiles, no respawns but isnt subject to some of the limitations of the real-life sport.

Snapshot VR features official National Xball League (NXL) maps and allows players to create their own custom maps using 2D Paintballs Field Creator to design a two-dimensional map that they can then export toSnapshot VR. Choose a layout using a standard grid and then pick from a wide variety of bunker shapes including cans, pylons, cakes, snakes, and more that can be swapped on-the-fly prior to a match. Real-time data tracking offers in-depth analytics that shows everything from where players scored an elimination to which bunkers were most effective, and more, allowing for effective post-game analysis and strategy development. The rounds may be short, but,Snapshot VRpromises a deep and rewarding tactical experience. Add to that cross-platform player profiles, skill-based leveling, matchmaking, and leaderboards and youve got a robust and complete competitive shooter experience!

Snapshot VRwill be available in Early Access for Windows PC via Steam and Viveport this August. The game will support the Oculus Rift, Oculus Rift S, HTC Vive, HTC Vive Pro, Vive Cosmos, and Vive Cosmos Elite, Windows Mixed Reality, and Valve index with support for additional VR devices at full launch. Additional features and content will be released throughout Early Access.

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Snapshot VR Brings the Speed and Intensity of Futuristic Paintball to Virtual Reality - GamingLyfe Network

Why Pokmon Go’s plan to 3D-scan the world is dangerous – News – The University of Sydney

In 2016, the mobile game Pokmon Go sent hundreds of millions of players wandering the streets in search of virtual monsters. In the process it helped popularise augmented reality (AR) technology, which overlays computer-generated imagery on real-world environments.

Now Pokmon Go is set to take AR to a new level. A new feature within the game will encourage players to create and upload 3D scans of real-world locations.

The games developer Niantic also just acquired the AR maps start-up 6D.ai for an undisclosed sum. Chief executive Jon Hankeannouncedthe companies ambitions: "Together, were building a dynamic, 3D map of the world so we can enable new kinds of planet-scale AR experiences."

And its not just Niantic. In February, Facebookacquired Scape Technologies, an AR start-up that was creating a 3D map of the entire world, and Microsofts Minecraft Earth AR mobile game touts the same kind of planet-scale AR play.

These scans, and this type of data collection, will likely affect all of us in the near future.

One reason for Niantics huge success has been how it uses digital games to collect data about the world.

Niantic was initially formed asKeyhole Inc by John Hankein 2001 with backing from the CIAs tech venture capital firm, In-Q-Tel. The company developed mapping technologies used by the US military in the early 2000s.

Keyhole Inc was acquired by Google in 2004, and was instrumental the development of Google Maps. In 2010, Keyhole was rebranded as Niantic and focused on games. It stayed part of Google until 2015, when it became an independent company again.

In 2012 Niantic launched a game called Ingress, which saw players photograph and upload millions of locations of interest that became portals within the game.

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Why Pokmon Go's plan to 3D-scan the world is dangerous - News - The University of Sydney

Virtual Reality Devices Market 2020 COVID-19 Impact On Domestic and Global Market players Analysis and Market Size, Segmentation Market Growth, Market…

Global Virtual Reality Devices market report presents an overview of the market on the basis of key parameters such as market size, revenue, sales analysis and key drivers. The market size of global Virtual Reality Devices market is anticipated to grow at large scale over the forecast period (2020-2025). The main purpose of the study report is to give users an extensive viewpoint of the market. So that users can apply strategic processes to benchmark themselves against rest of the world. Key drivers as well as challenges of the market are discussed in the report. Also reports provides an in depth analysis of the Virtual Reality Devices market with current and future trends.

Oculus VRVuzixSamsung ElectronicsSonyMicrosoftHTCSensicsGoogleEON RealityCyberGlove SystemsLeap MotionSixense Entertainment

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Furthermore, report offers a comprehensive study on market size, revenue, sales, growth factors and risks involved in the growth of the market during the forecast period. The factors which are influencing the growth the market are mentioned in the report as well as the challenges which can hamper the growth of the Virtual Reality Devices market over the forecast period 2020-2025.

The main objective of this research report is to present the comprehensive analysis about the factors which are responsible for the growth of the global Virtual Reality Devices market. The study report covers all the recent developments and innovations in the market. The global Virtual Reality Devices market is likely to provide insights for the major strategies which is also estimated to have an impact on the overall growth of the market. Several strategies such as the PESTEL analysis and SWOT analysis is also being covered for the global market. These strategies have an impact on the overall market.

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Global Virtual Reality Devices market is segmented based by type, application and region.

Market Segmentation based on Type:

Non-Immersive TypeSemi-Physical TypeTotally Immersive Type

Market Segmentation based on Application:

ConsumersCommercialSpace DefenseMedicalIndustryOther

The research report on global Virtual Reality Devices market ensures users to remain competitive in the market. Also report helps to identify the new innovations and developments by existing key players to increase the growth of the global Virtual Reality Devices market. Study report covers all the geographical regions where competitive landscape exists by the players such as North America, Europe, Latin America, Asia-Pacific and Middle East Africa. Thus report helps to identify the key growth countries and regions.

In addition, report presents quantitative as well as qualitative narration of global Virtual Reality Devices market. The research report is beneficial for educators, researchers, strategy managers, academic institutions and analysts. Thus report helps all types of users to identify the strategic initiatives so that they can understand how to expand the global Virtual Reality Devices market business across the globe for the product development. Moreover, research report provides in depth analysis of all the segments which can impact on the market growth.

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Virtual Reality Devices Market 2020 COVID-19 Impact On Domestic and Global Market players Analysis and Market Size, Segmentation Market Growth, Market...

Global Augmented Reality and Virtual Reality in Aerospace Market- By Top Players, Latest Trends, Demand Analysis and Forecast to 2025 – Cole of Duty

The report on Global Augmented Reality and Virtual Reality in Aerospace Market offers thorough analysis about the key market players. The section reveals detailed information of the company covering profile, business overview, sales data as well as product specifications that enables in forecasting the business. The report on Global Augmented Reality and Virtual Reality in Aerospace Market, offers valuable deep insights for global market of Global Augmented Reality and Virtual Reality in Aerospace Market based upon the significant aspects of a market investigation. Also, it covers comprehensive analysis about the geographical division in order to gain perceptions for the regional components of business statistics. Moreover, key regions majorly highlighted in the Global Augmented Reality and Virtual Reality in Aerospace Market in report include Asia-Pacific, North America, Europe, South America as well as Middle East & Africa. Furthermore, report precisely covers several other segments of the market for instance type and application.

In a nutshell, market research is an art of gathering needed data through surveys as well as deep market insights by a team of domain experts. The global market research report delivers direction along with rationale of the market through a proficient approach based upon wide-ranging investigation of Global Augmented Reality and Virtual Reality in Aerospace Market across the globe. This report on Global Augmented Reality and Virtual Reality in Aerospace Market supports its readers in improving their marketing as well as business management approaches with the aim of allocating money & time in a particular direction.

Global Market By Type:

Augmented Reality and Virtual Reality in AerospaceHead Up DisplaysHead Mounted DisplaysSmart GlassHandheld Devices

Global Market By Application:

Augmented Reality and Virtual Reality in Aerospace3D modelling/ DesignMonitoring/ MaintenanceOthers

The Global Augmented Reality and Virtual Reality in Aerospace Market research report has been strongly observed for different end user applications and type. End user application breakdown segment in the reports enables readers to define different behaviors of consumers. In addition, an extensive research will play a very vital role towards foreseeing a products fortune. Moreover, when the research reports are product based, they are supposed to include regarding on sales channel, traders, distributors and suppliers. This information enables in efficient planning & execution of industry chain analysis along with raw materials analysis.

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Global Augmented Reality and Virtual Reality in Aerospace Market- By Top Players, Latest Trends, Demand Analysis and Forecast to 2025 - Cole of Duty

My neighbours think Im losing it: From livestreams to virtual reality raves, how musicians are coping without touring – The Independent

Ive never done this before, so if Im a bit nervous, I apologise, says Coldplays Chris Martin, sitting by a piano scratching his head. Amazing Day? he says, peering at the thousands of live comments cascading down his screen. I cant remember that one. Its 16 March, the world is teetering on the brink of lockdown, and the Coldplay frontman is about to plunge into the unchartered waters of online concerts. Soon, the rest of the music world will follow.

In the early days of the pandemic, cancelled tours and festivals were breaking news. The Who arena shows postponed due to coronavirus; Taylor Swift cancels 2020 Lover tour dates due to coronavirus; Glastonbury 2020 cancelled due to coronavirus. And then, as the global crisis escalated, the tidal wave of postponements became too much to keep up with. Publications like ours stopped running them as news stories. Eventually, every single tour and every single festival had ground to a halt. And with them, a huge chunk of artists livelihoods.

Sad. Very, very sad. Thats how Phoebe Bridgers felt when she realised her summer gigs wouldnt be going ahead. I get 80 per cent of my self worth from interacting with tons of people on tour every night, she tells me. Rufus Wainwright agrees. I miss the travel and just being in my fans world, he says. American indie-rocker Lucy Dacus was planning on taking it easy this year, which still meant doing, like, five tours, she says. But none of them are happening. Its very affirming and powerful to stand in a room with friends and strangers, she continues, and look in the same direction, share in an experience, find joy. I miss being an excuse for people to come together.

Sharing the full story, not just the headlines

Its definitely not a great time to be in a profession that relies on international travel and large groups of people gathering together to sweat and shout over each other, adds Michael Lovett, who performs as synthpop solo outfit NZCA Lines, somewhat remorsefully.

Of course, it isnt just the emotional fulfilment of touring that artists are missing out on. The financial future of the music industry is potentially an arid one. Since the birth of streaming, live performances have become the most common income source for musicians. The live music sector is expected to lose 900m this year 81 per cent of its annual contribution to the UK economy, according to figures reported in The Guardian and touring musicians could lose up to two-thirds of their live income from cancelled festivals alone. The Musicians Union say their members have lost more than 21m in income since the start of lockdown.

Even as restrictions begin to ease up, its unclear when live music will be able to make a comeback. But given that US bioethicist Dr Zeke Emanuel told The New York Times that realistically, were talking fall 2021 at the earliest, it seems unlikely that well be cramming ourselves into sticky-floored venues (if, indeed there are many left after all this) or shuffling along the aisles to nosebleed arena seats, any time soon.

Still, artists are nothing if not creative. Theyre finding resourceful ways to satiate their fans appetite for live music. Following in Chris Martins footsteps (his live stream has been watched by over 2 million people), Lady Gaga curated the Together at Home concert, a six-hour marathon in which artists such as Billie Eilish, Kacey Musgraves, Taylor Swift and The Rolling Stones performed from the confines of their homes to raise money for the World Health Organisation. Christine and the Queens, AKA Heloise Letissier, performed on The Late Show from her windowsill in Paris, and posted nightly Instagram lives of stripped-back performances, dancing and writhing around the massive, wooden studio she had found herself quarantined in. Wainwright has been doing bathrobe recitals in his dressing gown every day. Folk singer Grace Petrie and her musician housemate Ben Moss posted a galvanizing A-Z of covers, starting with Sugababes About You Now and ending with Zombie by The Cranberries, before re-playing all 26 songs live while getting pissed and raising 11,000 for The Big Issue. And there are countless other examples of musicians getting inventive with streaming.

Phoebe Bridgers has been doing at-home gigs since April. The cool thing about them, she says, is you can connect with people so easily. I dont have to take off my pyjamas or carry a bunch of stuff to a venue. Then again, she adds, it can feel like Im just singing to myself, so she set up a sample pad of applause to trigger between songs. It helps a little. Im sure my neighbours think Im losing it. For her at-home gig for the music website Pitchfork, she asked for the proceeds to go to the Bail Project because the police combined with the privatised prison system in America is an extension of slavery. Any way we can disrupt that and free people is important to me.

PhoebeBridgersfinds she can still connect with fans from home (Rex)

When Lovett realised he wouldnt be able to tour his forthcoming album Pure Luxury, he considered delaying the release altogether. Instead, he decided to throw a virtual release party and perhaps offer a little escape. Whilst the inability to play live shows is obviously a real bummer, he says, its taken me online in a way Ive never been before. I like the experience of live streaming. Its weirdly intimate you start building relationships with the fans who become regulars. Its forced me into learning and playing more music both my own and covers than Ive ever done before. His album release party is going to be a combination of a real livestream show with production value (ie no home furnishings, decent audio) and something that approximates the social aspect of a real gig.

Other musicians have taken different routes. Electronic duo Prospa decided to throw a virtual warehouse rave for over 600 people. 3D artist Petter Schlander created a specially designed VR warehouse for the video stream, streamed live in full 360 to YouTube. The virtual warehouse space played host to an hour-long set from Prospa, their first since current circumstances cut their debut Leeds residency at Headrow House short. The idea, say Prospa, came out of the frustration of us being away from each other and wanting to do a live stream. The idea was to give back to all the people who were stuck at home wanting to rave and just have some fun. Schlander created the virtual warehouse using software called Cinema 4D. "I added details in the hangar such as a demolished floor and roof," he says, "aeroplanes that look like they're from a scrapyard (both close and far away from the camera to emphasise the sense of space) and of course the stage screens scattered around to bring the light show together. Rendering different loops of the light show, I then took and edited everything together and exported the final product from there.

Though shes spent plenty of time watching her musician friends play live streams, Dacus is yet to do so herself. I feel far less connected to my fans, but thats probably my fault for not showing up online more, she says, though shell remedy that on 17 June by taking part in Royal Albert Home, a run of shows put on by the famous London concert hall. The gigs are free, but the Royal Albert Hall, which like every other venue is currently closed, is asking viewers to consider donating.

Dacus has a magical memory of going to the Proms at the venue in 2016 where people were wearing gloves and hats and, having nabbed cheap tickets up in the gods, she listened to the symphony with my face pressed between the iron bars of the guard rail. She says she was honoured when RAH asked me to do a stream, although it will unfortunately lack all the pomp and charm that the Hall offers.

Another musician who is taking part in the Royal Albert Home series is Charlatans frontman Tim Burgess. Hes been throwing wildly popular listening parties on Twitter since March, during which people around the world listen to the same album at the same time (Roisin Murphys has been his favourite so far). Hes been working with his partner and his seven-year-old on his live sets, and sees one distinct advantage to virtual performances over IRL ones. At real gigs, theres always someone looking to borrow a phone charger and I have to keep a close eye on my snacks, he quips.

Tim Burgess has been throwing wildly popular listening parties on Twitter since March (Rex)

Lovett is looking on the bright side, too. From a musicians perspective, theres actually a lot of technical aspects that are preferable to a real gig, he says. You know exactly how its going to look and sound, and theres less variables than a real gig ie, no backline sharing, grumpy sound guys, weird room acoustics. On the downside, theres a high likelihood people will be listening through a phone or laptop speaker. From an audience perspective, thats not too satisfying but hey! No toilet queues, no overpriced beer, youre definitely not missing the train home... whats not to love?

Hes also felt more connected with his fans than he ever has done before. The fact that weve been getting almost all of our social interactions online has changed the way I think about using social media, he says. Ive had some really nice moments, after playing a song on Instagram Live, just chatting to people and answering questions sometimes for over half an hour. Often, its the ones Ive been dreading most that end up being the most fun.

As for the financial repercussions of a live music industry on hold, while they are no doubt severe, there is hope to be found. Not only are many people choosing to donate to venues that are struggling, but music fans have opted out of refunds for cancelled or postponed gigs. In the first month of or so of lockdown I did think that a large majority of gig-goers would want refunds, says Trevor Williams, the tour director of Tour Music Live, whos worked with artists such as Stormzy and Grace Jones. But when receiving ticket counts and updates, I was very surprised to see that the refunds across the tours we had were minimal.

Rufus Wainwright: Imiss the travel and just being in my fans world (Rex)

And yet the yearning for the return of tours, among both music fans and musicians, is strong. Last week, as lockdown began to loosen, Laura Marling left her house, took to the actual stage of Union Chapel, and played a gig. True, there was nobody in the audience, but it was the closest many music fans, myself included, have come to a real live show in many months and it was invigorating.

Perhaps thats the next step. As far as the next six months, I think if there was a way to outsmart this thing, a giant company would have thought of it by now, says Bridgers. No ones outsmarted it, exactly, but companies have certainly been savvy. In April, the computer game Fortnite hosted a live, in-game Travis Scott concert, during which the US rapper performed on a virtual stage built into the game world. 12.3 million concurrent players congregated online to watch the concert the games largest ever in-game gathering.

One things for sure, though this cant go on forever. Worst case scenario would be for this virus not to be cured and venues not being able to open back up, says Williams, as that would most definitely kill our touring industry. The bands hes working with are optimistic that they will be able to tour again in the near future, but they are also worried about not jumping the gun too soon, as they also feel the responsibility for the safety of their fans and touring crew. They are all most definitely missing interacting and putting on a show for their fans as the virtual and online performances, which are creative certainly, are not the same.

Lovett agrees. Nothing can replace the experience of performing or watching a live show, he says. I think we have to admit that its a communal experience in which the energy of an audience inspires the performers, and vice versa. Its a feedback loop. As a musician, no matter how normal you feel before a show, you are transformed when you get onstage.

Wainwright is sanguine. It will return in phases, he says. For now, we can only wait.

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My neighbours think Im losing it: From livestreams to virtual reality raves, how musicians are coping without touring - The Independent

VFX: Making the Unreal into a reality | Industry Trends | IBC – IBC365

Last month, Epic Games took the covers off an early iteration of its latest game engine, Unreal Engine 5, and pretty much broke theparts of the internet that are interested in gaming. Running on a developer version of the PlayStation 5 hardware,the results uploaded to Vimeo looked fabulous enough to begin with, but when yourealisedthat this wasrealtimegameplay footage they were genuinely jaw-dropping.

The visual quality is pretty much unmatched in anything apart from current high-end, pre-renderedVFXwork and showcases incredible levels of detail alongside genuinely photorealistic lighting. And, of course,whatseven better, is that news of UE5 also lit up the parts of the internet that deal with broadcast graphics, film effects, virtualstudios and pretty much everywhere else concerned with top quality visuals.

While other graphics engines such as Unity are, of course, available, Epic has pulled off the neat trick of combining a leadingfeaturesetwith ease of use and a business model that encourages UEs use in other software. For instance any game or software maker that uses Unreal for commercial purposes doesnt pay any license fees until the softwares gross revenue hits a $1m barrier (recently raised from $50k) and this has helped widespread integration of it into a whole host of technologies.

Its use throughout the graphics stack is analogous to the way that hooking up to the IT industry as a whole has accelerated development across the broadcast sector; it allows a comparatively small industry to piggyback on the development efforts of a much larger one and the speed of change were seeing as a result is impressive.

When the new Unreal Engine 5 comes out you wont be able to tell whats real and whats not, comments PhilVentre,VPSportsand broadcast atNcamTechnologies. Games engine integration isdemocratisingthe way that companies use AR and VR and its not just going to be a technology for the Tier One broadcasters in the future.

Changing the gameWhile the new demo was partly created to show off some of the very clever new technology in the forthcoming PS5, such as its literally game-changing M.2 solid-state drive, UE5 is showcasing some new technologies that dramatically move the goalposts forrealtimeCG work. Thereare twoin particular worthmentioning: Nanite and Lumen.

Nanite is a new virtualizedmicropolygongeometry that essentially lets artists create as much geometric detail as they want. It is streamed and scaled inrealtime, an important consideration whenyoureplanning an engine that will run on everything down to a smartphone.

Then theres Lumen. This is a fully dynamic global illumination system that immediately reacts to scene and lightchanges, andis part of the secret of making game graphics lookso good running in-console.Itscapable of renderingdiffuse inter-reflection with infinite bounces and indirect specular reflections in what Epic calls huge, detailed environments, at scales rangingfromkilometrestomillimetres. It adapts too: blow ahole in a wall and the scene will change to accommodate the light coming through the hole.

The ability to light and render hundreds of millions of polygons in real time is a quantum shift that will change the level of engagement filmmakers have with theimages they create, says Miles Perkins,businessdevelopmentmanager at Epic Games. These new technologies will allow creatives to see the totality of their vision without having to disassociate the various parts of their shotsreviewing animation separate from lighting, separate from environments and effects. Everything will be right there in front of them, fully directable. Filmmakers will be able to compose and light shots in real time, regardless of whether they are physical, virtual, or a combination of both.

Perhaps one of the key points here is that Unreal Engine, currently on version 4.25, is already very good indeed.

We are currently using Unreal Engine 4 heavily in bothprevisand virtual production, says Hugh Macdonald,chieftechnologyinnovationofficer atNviz. Forprevis, the real-time nature of UE4 means that we can get incrediblyhigh qualitypictures with minimal render time. We also use it for virtual production, giving better looking integration than we would historically have been able to.

Nvizuses Unreal in two main tools, which are a good illustration of howitsbeing used forpreviswork across the industry and where it could be going. A Virtual Camera System enables virtual scouting of theprevisenvironment, and allows directors and cinematographers to have a hands-on experience with the camera, while asimulcamtoolset is tightly integrated into Unreal, and provides a preview on-set to the production crew of what a shot will look like once the VFX has been added in post.

Unreal allows us to ensure that this is both flexible and high-quality, says Macdonald. Based on what we know so far about UE5, the major jumps are going to be around geometry detail, in that far higher resolution assets will be able to be used and streamed in. This will fit far better with a film VFX workflow, as the hope is that assets wont need as much processing to make themengine-ready. The fully dynamic lighting that is Lumen will mean that there will be less need for baking the lighting to getthe same result. This will allow us to keep scenes fully dynamic, allowing us to adjust the lighting live during production if required, which is often something that is asked for on set, as the physical lighting is changed depending on the shot.

NewcreativityAs well as an increase in quality, whichNCamsVentrelikens to the jump from UE3 to UE4, UE5 holds out thetantalisingprospect of introducing both new ways of working and new ways of creatively exploring virtual spaces.

Unreal Engine will be a big part of the future of cinematography, says Sam Measure at CVP. Its bringing back the ability to get practical effects in camera, whether that be interactive lighting on an actor or dynamically changing the backgrounds in real time, even though they have been created in a virtual space. The ability to get instant feedback of how something is going to look is invaluable.

This is going to feed into many more live spaces than onsetprevis. Macdonald mentions the theatre and event sector, where video screens have become part of the interplay with lighting to create whole new live spectacles, while there is going to be a further jump in quality onvirtual sets to make them indistinguishable enough from the real thing so that that only a live audience will tip the decision towards using a physical set. Even those audiences might see quite different shows, with blended elements from AR being used seamlessly in the final TX. In the postCovidtimes, you will beabsolutely ableto assemble three guests on a sofafor a chat show without any of them leaving their homes and no one being the slightest bit the wiser.

And then of course, there is the way it could accelerate development of live shoots against LED screens as pioneered by shows such asThe Mandalorian.

While Unreal has been used on LED screens while filming a number of times, the new updates will hopefully allow this to be pushed muchfurther, andget a higher proportion of finished shots directly from the camera, enthuses Macdonald.

And perhaps whatis most impressive of all is that the UE5 footage to date is very early stages. UE5isntdue for full release until late 2021 (there will be a preview release earlier in the year) while the PS5 isnt due till at least the end of this current year. In otherwordsthere is a lot ofoptimisationand performance still to be wrung out of all this that is still to come.

I believe we are just scratching the surface of what will be possible, says Perkins. Game engine technology will not be limited to individual film departmentsall departments will be able to make contributions to the virtual sets just as they would on a physical set. In the future, the set will be a big creative sandbox, where the art department, set design, gaffers, cinematographers, visual effects, action designers, directors, will all contribute to the set both physically and virtuallybringing the best of their talents to bear in that moment when the film captures the image.

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VFX: Making the Unreal into a reality | Industry Trends | IBC - IBC365

Coronavirus and fitness: How VR games got me to exercise – Los Angeles Times

Like a New Years resolution that was never going to be kept, I woke up on March 13 with grand plans: Every morning while under stay-at-home orders I would work out for at least 30 minutes. Then I decided to start that on March 14. Soon it was the first week of April. Turns out Im pretty good at excuses, all under the guise of self-care.

So I did the next best thing: I turned to video games.

Such a statement isnt as odd as it may have been in 2007, when Nintendos Wii Fit was all the rage. Working out, after all, has become gameified, be it through our apps that keep track of our steps or higher-end, screen-based equipment such as a Peloton bike. And Nintendos recent Ring Fit Adventure, which is hard to find and going for sometimes double or triple its $79.99 prince on eBay, is an absolute joy. An adventure game that encourages us to mix cardio activities with a Pilates-like ring, Ring Fit Adventure is cheerily encouraging as we do battle with a mean dragon.

I had been away from the game for a couple of months, but Ring Fit Adventure is a surprisingly adept personal trainer. Many of the upper-body exercises are completed by pulling the ring in and out, allowing it to mimic the activities one would normally associates with a resistance band. But it also encourages us to take breaks, and if we miss a day or two it dials down the difficulty. I appreciate its illusion of awareness and that its less rigid than throwing on a video.

And yet there is one ever-so-slight negative with Ring Fit Adventure. Its not the fault of the game so much as my mind. It lives on the Nintendo Switch, which is also home to Animal Crossing: New Horizons. And while I can speak only for myself, of course, Animal Crossing has been a savior when it comes to easing any anxieties or worries during this time. Its pull is irresistible.

Home fitness, of course, faces many hurdles, as anyone with a bike or treadmill that most often gets used as a place to dry clothes can attest. Should I simply resign myself to gaining back the 30 pounds I lost last year and just worry about it after the pandemic ends? That was the path I was on, at least until my work-at-home desk (its a couch) sent my lower back into a red-alert panic mode.

I was going to need to find a way to move. And right now, if it werent for virtual reality, I probably wouldnt be getting any exercise.

Moving inside the headset has resulted in my most intense workouts in months, so much so that Im planning to cancel my gym membership on the other end of this. While Im far from the first to discover that virtual reality is pretty great space for working out, Im somewhat frustrated it took me this long to realize it. After all, some of the lightsaber moments in Vader Immortal: A Star Wars VR Series certainly could work up a sweat,

Beat Saber" is probably the most recognizable VR workout, having made it to late-night television and boasting partnerships with a number of major pop acts. Its good to get the body moving and the heart rate up. With neon cubes flying at me every Tuesday and Thursday morning, when my schedule goes according to plan, Im hopping around my kitchen and swinging wildly only what I see is a tunnel with a cyberpunk aesthetic. I could easily spend 40 minutes in this world.

The VR exercise game Supernatural aims to give users a full-body workout in virtual reality. The new game, available for the Oculus Quest, will use a $20 per month subscription model. Credit: Within

(Within)

That I could use a game like Beat Saber for a cardio workout was a bit of a surprise to me, only because the one drawback of VR is that I cant see myself. Yet that turned out to be the greatest advantage of VR workouts. I dont want to see myself. Even alone in front of my TV with Ring Fit Adventure I am self-consciously aware that I am moving like a weirdo in my family room. VR allows me to get out of my own head. In other words, when I cant see myself, Im not embarrassing myself.

To exercise, I use the Oculus Quest, which is sold out. But it is cordless and at a price of either $400 or $500 runs cheaper than some high-end fitness equipment. That being said, its primary use has been entertainment rather than fitness, although that may be changing, at least if the just-released Supernatural from local tech firm Within catches on.

Supernatural is designed specifically for working-out in VR, and its been destroying me in the best possible way. Unlike in a more game-like experience, even one that encourages swinging and movement, Supernatural gives you a virtual coach and places you in postcard-worthy visual landscapes. Think New Guinea islands, the Grand Canyon or Ethopias Erta Ale volcano.

I especially like the volcanoes, as the backdrop allows me to pretend Im training to be a Jedi. But this isnt National Geographic; the settings, while beautiful, work largely to get you removed from remembering youre in your own home.

The movements are similar to other rhythm games, such as the aforementioned Beat Saber, where the virtual foam-like swords are used to swing at circular objects coming our way. Supernatural also throws in plenty of triangles, which are designed to get you to pull off squats or lunges. Because of my back issues, Ive worked with physical therapists, so I know how to modify some of these movements to work within my abilities.

While Supernatural will require a $19-per-month subscription, it has succeeded in getting me as sweaty and sore as when I did morning boot camps. Im not someone to give certified fitness advice I sometimes eat Swedish Fish candies for dinner, after all but a benefit of Supernatural is the presence of coaches, filmed so they appear in front of you. The full 360 movement afforded in VR helps make sure Im moving in the way Im instructed.

What left me most surprised, however, is that after a few days in Supernatural my arms felt as if I had done 100 push-ups. I thought this was an odd sensation, considering I was only holding the Oculus controllers rather than weights. But Within worked with professional coaches to guide players to behave in way that uses their full range of motion rather than attempting to simply become good at the game.

The VR exercise game Supernatural aims to give users a full-body workout in virtual reality. The new game, available for the Oculus Quest, will use a $20-per-month subscription model. Credit: Within

(Within)

Though the app will supposedly adjust placement of its objects based on how well were moving, I havent attempted to fully game the system, so to speak. I just know that after a couple of weeks, Supernatural is still challenging me. Within, says co-founcer Aaron Koblin, found that most rhythm games, as players improve, actually result in worse workouts, as they are understanding how to move to win rather than how to burn calories.

That is not the same objective as creating something thats focused on large healthy movements follow through with your swings the kinds of things you get more from the success of the sport than success of the game, says Koblin.

After two weeks, as Supernatural has succeeded in getting me off the couch, my back pain has decreased. At the end of these stay-at-home orders, I hope to emerge a fully trained Jedi. Thats how this works, right?

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Coronavirus and fitness: How VR games got me to exercise - Los Angeles Times