UM Awards 6 Extended Reality Projects Under New Initiative – dbusiness.com

U-M is awarding funding to virtual and augmented reality projects through its new XR Initiative. // Image courtesy of the University of Michigan

A virtual reality chemotherapy simulation that helps train future medical professionals on what to do when the drug leaks out of blood vessels and threatens a patients skin is one of six extended reality projects to receive a first wave of funding under the University of Michigans new XR Initiative.

Another includes a nuclear reactor simulation that offers training without the safety concerns of a live reactor

The university is always asking Whats next? and its thrilling to see the creative and multidisciplinary projects in health care, engineering, and architecture as part of the XR Initiative, says James Hilton, U-M vice provost for academic innovation at U-M in Ann Arbor. These projects are looking at long-standing challenges in new ways and will allow our faculty to use XR to redefine what a hands-on, immersive education looks like for our students and learners beyond campus.

XR encompasses augmented reality, virtual reality, mixed reality, and other variations of computer-generated real and virtual combined environments and human-machine interactions.

The three-year funded initiative calls for the universitys Center for Academic Innovation to seed new projects and experiments that integrate XR into residential and online curricula, and to create innovative public/private partnerships to develop new XR related educational technology.

Financial awards for the first-round projects ranged from $12,000 to $25,000, and each award will be supported through a number of in-kind investments from the XR Initiative and the Center for Academic Innovation.

The first wave of XR projects are looking at unique challenges in new ways and target a wide range of learners from high-schoolers through graduate students, says James DeVaney, associate vice provost for academic innovation and founding executive director of the Center for Academic Innovation. Thats important to the center because to understand and make best use of innovative pedagogies and breakthrough technologies we need to design with diverse learners from the start.

The Centers for Disease Control and Prevention says 650,000 people a year in the United States get chemotherapy as an outpatient. It is a high-volume, high-risk clinical intervention that requires interprofessional clinical teams to manage, Michelle Aebersold, clinical professor at the School of Nursing, wrote in her proposal.

Her teams Getting Under the Skin project seeks to develop a 3-D environment to help students interested in becoming nurses, pharmacists, and physicians manage a serious side effect of the therapy.

In the area of high-risk medications, we have only been able to show our students the devastating effects of when hazardous, yet important, intravenous medications leak outside the vessels and cause skin damage, she says.

XR has great potential to provide faculty another educational methodology to use in helping students understand their role in caring for patients, being part of a health care team, learning how to care for patients, and one added advantage over other simulation methods is that immersive VR can help students understand what it is like to be a patient.

Another virtual reality project would create 3-D models to give students experience operating a nuclear reactor.

Michigan Engineering is home to the No. 1 nuclear engineering program in the country. For several decades up to the early 2000s, the program included training at a physical nuclear reactor. The Ford Nuclear Reactor, originally established as a WWII memorial under the Michigan Memorial Phoenix Project, permanently shut down in 2003.

It was decommissioned over the next four years, leaving U-M as one of the only programs without a research reactor, both in the Top 5-ranked university programs and the Big 10, says Brendan Kochunas, project manager and assistant professor in the Department of Nuclear Engineering and Radiological Sciences.

The extended reality nuclear reactor laboratory simulation would allow some retired courses that used the Ford Nuclear Reactor to be taught again to upper level undergraduates and graduate students.

Students would use VR headsets to virtually walk around the reactor control room and floor, look down at the core, view instrument panels, and interact with the control panel.

In reality, one does not simply walk up next to an operating nuclear reactor core, but in virtual reality one can, Kochunas says. We can also overlay simulation results on the virtualized physical systems allowing students to experience neutron fields or temperature fields visually, where in reality this is not possible. Now we get the opportunity to have the Phoenix rise again only virtually. I think thats pretty cool.

Other projects funded include:

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UM Awards 6 Extended Reality Projects Under New Initiative - dbusiness.com

What are the segments booming in Virtual Reality Market? – Fresno Observer

The global virtual reality market is anticipated to reach USD 120.5 Bn by 2026, as against USD 7.3 Bn in 2018. Virtual reality or VR is advancing at a fast pace. The advent of virtual reality technology has transformed the way we live, work, and socialize. Both virtual reality and augmented reality possess the potential to transform the world. As people are eager to learn and grow, virtual reality plays a significant role in learning and development. From entertainment to education & training and travel, virtual reality offers a real-time experience to its users at a reasonable price. Virtual reality is gradually paving its way into the automotive sector. Besides the integration of voice assistants, vehicles nowadays come integrated with several advanced features to offer improved driver safety. Spurred by these factors, the global virtual reality market share is expected to increase considerably in the near future.

For more information in the analysis of this report, visit https://www.fortunebusinessinsights.com/industry-reports/virtual-reality-market-101378

The report profiles some of the leading players in the global virtual reality market. These include:

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Fortune Business Insights in a report, titled Virtual Reality Market Size, Share and Global Trend By Offering (Hardware, Software), By Technology (Nonimmersive, Semi-Immersive), By Industry Vertical (Gaming & Entertainment Media, Healthcare, Education, Automotive, Aerospace & Defense, Manufacturing), By Application (Training & Simulation, Educational, Attraction, Research & Development) and Geography Forecast till 2026 studies growth opportunities and threats prevalent in the market. As per the report, the global market is likely to report a stellar CAGR of 42.2% between and 2026. Virtual reality has the ability to stimulate the environment via head-mounted displays, helping a user to interact and explore. Growing technological advancements in virtual reality are likely to generate plenty of VR solutions, allowing real-time experience to customers. This, in turn, is expected to drive the virtual reality market growth in the forthcoming years.

Other Than Gaming & Media, Virtual Reality to Penetrate into Healthcare, Education, and Other Sectors

The demand for virtual reality applications is increasing in healthcare, gaming & entertainment media, automotive, manufacturing, and other industries. Of these, gaming and entertainment media covers a 40.5% of the global virtual reality market share. The adoption of virtual reality technology is likely to increase in the education and healthcare industry, thus boosting the virtual reality market size. The technology can be used for providing training, monitoring patients, and practicing surgeries. As per research studies, virtual reality is expected to be the future of online learning. For instance, an education technology start-up called 3rdFlix raised around USD 5 million from Exfinity Ventures to create a live learning experience. With the rising awareness about virtual reality, the adoption of concept leaning among students is increasing.

As per technology, companies plan to invest in semi-immersive technology than non-immersive with am aim to create a better user experience. Owing to the rising investments and research and development activities, the software segment is expected to be on the rise whereas hardware witnessed a steady rise.

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Segmentation

1. By Offering

2. By Technology

3. By Industry Vertical

4. By Application

5. By Region

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Google and Apple Focussing on R&D to Innovate the Virtual Reality Market in North America

North America covers 40% of the share in the global virtual reality market and is leading the market. US giants such as Facebook, Google, and Apple continue to focus on research and development (R&D) activities for software and hardware to further stimulate the virtual reality market share. The growth in this region is mainly attributable to the increased funding in start-ups, making the market dynamic.

The market in Europe is projected to hold a quarter share in the forecast years. Countries such as France, Germany, and France are the major contributors to the market. Apart from North America and Europe, the market is expected to rise in other regions such as Asia Pacific, Latin America, and the Middle East & Africa.

Over 70% of the Players have their Dominance in North America

Of these, companies such as Facebook, Google, Microsoft, HTC, Autodesk, Leap Motion, 3D, Sixense Enterprise, Dassault Systems, and Eon reality are responsible for the surge in the virtual reality market revenue. Moreover, over 70% of these players have their dominance in North America. Recently Dassault Systems offered help to the students of the University of Switzerland by making them aware of the latest technologies and industrial process. With the help of virtual reality, the company helped more than 700 engineering students and made them aware of ENOVIA for collaboration, CATIA for multi-disciplinary systems design and documentation, 3DEXCITE for high-end 3D visualization, and DELMIA for manufacturing simulation and robotics. Companies are increasibgly investing in virtual reality technology to stay ahead of competition. Some of the recent industry developments are mentioned below:

June 2018: A virtual reality headset called Oculus Go was launched in Canada and UK. It is now available at reasonably affordable prices.

May 2019: Ultrahaptics announced the acquisition of a hand-tracking headset maker called Leap Motion to strengthen its market position

August 2019: Sony Interactive Entertainment patented a virtual reality device combating eye-tracking and other simulation sicknesses.

Table of Content

6. North America Virtual Reality Market Analysis, Insights and Forecast, 2015-2026

6.1. Key Findings / Summary

6.2. Market Size Estimates and Forecasts

6.2.1. By Offering (Value)

6.2.2. By Technology (Value)

6.2.3. By Industry Vertical (Value)

6.2.3.1. Gaming & Entertainment Media

6.2.3.2. Healthcare

6.2.3.3. Education

6.2.3.4. Automotive

6.2.3.5. Aerospace & Defense

6.2.3.6. Manufacturing

6.2.3.7. Other

7. Europe Virtual Reality Market Analysis, Insights and Forecast, 2015-2026

7.1. Key Findings / Summary

7.2. Market Size Estimates and Forecasts

7.2.1. By Offering (Value)

7.2.1.1. Hardware

8. Asia Pacific Virtual Reality Market Analysis, Insights and Forecast, 2015-2026

8.1. Key Findings / Summary

8.2. Market Size Estimates and Forecasts

8.2.1. By Offering (Value)

8.2.1.1. Hardware

8.2.1.2. Software

8.2.2. By Technology (Value)

8.2.2.1. Nonimmersive

TOC Continued!

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What are the segments booming in Virtual Reality Market? - Fresno Observer

How Virtual Reality is Disrupting the E-Commerce Industry – BBN Times

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Its no surprise that these days, there seem to be more and more opportunities for remote work, and an increasing creation of distributed workplaces.

While the allure of working from home (or being able to work from anywhere) can be exceedingly appealing, let me be the first to tell you remote work is a lot more difficult than just casually sitting with your laptop on the beach.

When settling into remote work, there are a few different tricks you can use to be your most productive self, instead of feeling stressed, demotivated, and regretting the day you ever went location independent.

There are a few different approaches to remote work these days. You may be a full-time employee to one company that allows you to work from home, or that doesnt even have a specific headquarters, but instead has built an entire distributed team (think companies likeBuffer). Or, perhaps you are a freelancer or contractor who may work with a number of different projects or companies where you are not required to be on location.

In any case, you may have opportunities to move around freely,or youd rather stay put in one place. In the latter case, perhaps you choose to work from home or rent an office, or have a membership at a coworking space.

With many different options, how you doremote workis completely up to you. But there are some basic challenges that remote workers in every type of situation can feel. Staying personally motivated, reducing distractions, and being efficient in work execution are on the top.

For me at least, the key to being more productive while working remotely has been to admit when Im struggling, and be aware of the conditions that I wouldliketo work in, but just arent feasible for my productivity. Remote work solutions can be very individual depending on what motivates you, what kind of hours you like to keep, and what types of environments you thrive in.

Some of the best solutions for remote worker productivity have nothing to do with technology or fancy techniques. When thinking about how to be productive when working remotely, often the best thing to do is to start with the basics.

Youve probably heard this before, but its crucial for remote workers to create a routine, and stick to it. Some of us remote workers may be rebels when it comes to keeping to the ordinary, but routines arent boring, theyre necessary for being productive.

Without a routine, you can often waste a ton of time just figuring out what you want or need to do next. If you dont have a schedule for your morning, like reading your emails by 9:30, checking and making your daily to-do list by 9:45, and getting started on completing your first task by 10:00, you may find yourself rounding 10:30 and all youve done so far is had four cups of coffee and checked facebook.

Routines create some semblance of structure, and structure is actually a really necessary component of being productive with remote work.

But sometimes too much routine or structure can stifle creativity and the execution of your best work. Monotony isnt good for anyones work satisfaction, so find out how and where you work best. Variety may be sitting at your kitchen table to work for the morning hours, and then switching it up to your home office in the afternoon. Or, perhaps you find a coworking space that gives you a nice change of scenery a couple days a week.

Variety (with structure) can be good for helping you to get out of mental ruts, and can help to inspire you in some ways. Not to mention, if you are only working from home it can be at least slightly more difficult to hold yourself accountable when there is no one else there who can see you doing work, or for you to talk to and discuss ideas with. Even just getting out to a coffee shop to work from may be beneficial for your productivity levels.

Ill admit, Ive had more than a few Donald Duck video meetings: I may be dressed professionally on top, with my hair done and teeth brushed, but out of the line of site of the camera, I may or may not be wearing pants. Whenworking from homeit can be so tempting to throw on the same sweatshirt youve been wearing for the past four days. But this can be detrimental to your productivity.

Getting up and taking a shower, getting properly dressed and ready as if you are going to the office, will get you in the right mindset for your work day. It can make you feel more awake, in a working mood, and its the first thing you can check off your list of accomplishments. When working remotely, you need to count every win.

Its a common conundrum for remote workers: a whole day passes and you think to yourself, have I spoken to another human today? When working from home especially, you can sink into the bad habit of not getting out enough or interacting with others, but this can be problematic for your productivity.

Just getting out of your house, even to grab a coffee down the street, or taking a drive to the store, can be a quick and easy way to refresh your motivation and jump-start your energy. Not to mention that the benefit ofremote workcan be flexible, but sitting at home all day is not making the most of that benefit, no matter how much you enjoy the nonexistent commute.

When you arent being watched over by a manager, or there is no one really keeping tabs on the hours you keep, the problem isnt always that you dont work enough. The problem may be that you dont set hard boundaries for what is work and what is personal.

In the beginning of my venture into working remotely, I found myself wanting to be eager, available, and seemingly always on top of things. What that translated to, was answering emails at all hours of the night, never really logging off, and finding the lines between my professional life and private life completely blurred.

But the fact is, it made me stressed all the time, and the companies I worked for didntreallynotice a difference in my work ethic. Work issues bled into my nights and weekends and free time until I felt that I was in work mode basically 24/7. And as it turns out, it killed my productivity when I needed it most.

Setting hard boundaries, and establishing the precedent to your company or customers about sticking to specific hours can be crucial for your motivation and also your sanity. Be sure to create that hard-line early on, so that you know when to be in productive time, and when you can (and should) relax.

As with procrastination, remote work has a fun way of making even small projects take up all the time you have available. The less busy you are, the less efficient youll actually be. When you have a lot to do, and a lot to fill your time with, that is when youll actually be your most productive.

Especially if you are just starting out freelancing and are still collecting projects to fill your docket, block your days for work, and then your days for doing errands or job searching, or whatever else you need to do. If you try to fill your 40 hour work week with only 20 hours of work, youll be slow, inefficient, and definitely not cost-effective. Try to get as much work assignments as you can, because when you can fill your time with actual work, then you will be more productive.

Remote workers would be nowhere if it wasnt for the plethora ofproductivity and collaboration toolsthat are now available to us. While self-motivation and old school methods for productivity can create a good foundation, the tech will be your friend when working remotely.

Thankfully,productivity toolsfor that are beneficial for remote work are basically an industry in and of itself. There are many different options you can use for being the most productive.

Project management tools likeAsanaandTrellocan help you stay the course when it comes to just getting things done. With these types of tools, youll have a good overview of what you need to complete and when, and at what stage each project is in, or if you need input from others to complete tasks.

Task management tools likeWunderlistandTodoistcan be awesome for tackling to-dos, especially for visual people who like to look at a clear overview of what needs to be prioritized or if there are impending deadlines. Time trackers likeTogglandThe Pomodoro Trackercan help you be more aware of the time you spend on different projects or just work in general and can help you to be better about being productive in sprints.

While you should use tech to help you be more productive, sometimes those tools should work to actually limit the number of distractions you have, and what you have access to. Social media, email, RSS feeds, news notifications, personal messaging apps, and many others can cause major problems for remote workers. Use app blockers likeFreedomorSelf Controlto ensure you can turn off the things that are not essential for getting your work done.

While remote work lends itself to a lot of independence and autonomy, it can actually really help your productivity to collaborate with others. On one hand, working with a team that relies on you and vice versa can give you some accountability for completing tasks in a timely way. But it can also cure some of the side effects of working alone like basic loneliness, or mental blocks.

Collaboration tools make working with distributed teams a non-issue. In many ways, they can encourage us to be more efficient in our communication, and be very transparent in our work. Communication apps likeSlack, doc sharing such asGoogle Drive,Dropbox, andBasecamp, and video conferencing withZoom, orGoToMeeting, make collaboration easier than ever.

Remote work can be a great experience and can allow you to have freedom, flexibility, and autonomy like youve never had in work before. But it can be very easy to fall down a rabbit hole of bad habits, distractions, and lack of motivation. Be honest with yourself about the kinds of environments that are best for your productivity, keep routines and structure, and use the right tools to help you stay on top of your assignments, and youll have no problem being successful working remotely.

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How Virtual Reality is Disrupting the E-Commerce Industry - BBN Times

Lessons in the virtual realm – AV Magazine

A landmark event in virtual reality history took placein February, uniting thousands of passionate users, educators, and experts in a virtual world and giving them access to a six-day global summit exploring the possibilities of VR innovation. Created in response to a growing need for a meetup solution to help educators integrate virtual technologies into the classroom, the Educators in VR summit offered a six-day, around-the-clock meeting space complete with 170 speakers and 150 events that made use of multiple virtual social and educational platforms.

When immersive technologies trainers, Daniel Dyboski-Bryant and Lorelle VanFossen, set up Educators in VR in 2018 they anticipated the monthly meetups would attract around 30 people. This quickly became a 180-participant weekly event and as the demand for virtual gatherings increased the pair set their sights on producing a conference with a difference a virtual summit that would see a coming together of diverse minds, expertise and disciplines to break down barriers and expose teachers to a variety of virtual technology use cases.

Having now held their largest event in Microsofts social VR platform AltspaceVR, Educators in VR is achieving the founders goals of allowing developers, creators and business owners to talk to potential users of their technology; from elementary school teachers learning how post-graduate students are pushing the boundaries of virtual research through to VR dance instructors helping high school teachers see the potential in haptics and full-body tracking.

A powerful alternativeVirtual summits offer participants and event organisers multiple benefits, one of the most obvious being increased access. While a real world conference can be expensive and time consuming, preventing some candidates from attending, the barrier to entry is much lower in virtual reality.

There is no better way to share the amazing work happening around the globe than getting everyone together at a conference, says Dyboski-Bryant. Through this virtual meeting space and the series of events held within it we are able to make this accessible to all our grass roots members and key industry players.

In light of the current coronavirus epidemic, transporting conferences into the virtual world might also offer a powerful alternative solution to cancelling events altogether. Factories, schools, businesses and possibly countries are also shutting down as we speak. Remote working is spiking and virtual reality fits right in, says Dyboski-Bryant.

Outside the current epidemic, VanFossen highlights another reason virtual meeting spaces are so valuable in this time of global climate crisis, our carbon footprint must be reduced wherever possible: The impact transportation has on the environment is one of the largest contributors to climate change and initial calculations indicate 1.4 million pounds of C02 were saved over our six-day conference.

So will virtual conferences replace the in-person conference industry? If viral health issues continue to be a factor, VanFossen believes it is likely. If not, virtual conferences are not a threat, but an alternative, especially when it comes to business conferences that happen regularly.

The same applies to educational conferences, meetings and even classrooms. The Educators in VR team is also developing a Borderless Classroom Network program to re-envision the multiple class or school field trip meaning classes from around the world can connect virtually for improved cultural and shared experiences without borders.

Charting new territoryBuilding a virtual world in which participants meet and share knowledge required extensive research to guarantee the most suitable and reliable solutions were selected. The virtual social and educational platforms available are robust and feature tools that make event hosting in virtual reality easier in many ways than a reallife conference, according to Dyboski-Bryant. For example, it is possible to mute the entire audience or any distracting noises such as shuffling paper or feet tapping so only the speakers are heard.

Instead of the speaker having to constantly repeat an audience question so everyone can hear, we could easily amplify their voice, speeding up the Q&A process to allow for more question time, adds VanFossen.

The virtual environments in which the packed schedule of events would take place needed to be high performance and accommodate a variety of devices. While other virtual social and event platforms are usually limited to 20 to 50 attendees, AltspaceVR accommodated larger numbers. Its Front Row tool also made it possible to mirror events spaces, meaning more attendees could view the experience from separate spaces.

Beyond the existing virtual platforms and working within their parameters to ensure a solid audience and presenter experience, similar tools to real-world event production were used to create the virtual summit. Google Forms was used for speaker and volunteer applications which were then fed into spreadsheets.

Discord, the instant messaging and VOiP software targeted at gamers, was chosen as the communication tool for all speakers and volunteers before, during and after to ensure there was a one-stop source for information and communication. The ability to text chat and voice chat in Discord added walkie-talkie capabilities during the event and allowed volunteers and speakers to participate in voice sessions to meet, greet and learn more about how this worked.

Just because virtual reality needs computer and virtual device access and many of our speakers may be experts in virtual and spatial technology this didnt mean they knew how to present in VR, says VanFossen. It is similar but different. The voice is the key more than the body and body language. There is the coordination of the movement of the avatar in the virtual space and the need of the speaker to talk with their hands or to be able to talk and walk and concentrate on their presentation at the same time in the real world. Add the new technology of hand controllers or keyboard shortcuts and things get a little more complicated.

As the biggest hurdle was prepping the speakers for a different presentation experience, extensive training, rehearsals and practice time for speakers and volunteers was offered for a month prior to and throughout the conference.

Reliance on third-party tools and device limitations was another challenge. YouTube videos were embedded (or linked) from within Slides.com and Google Slides that served as slide presentation management. I doubt these companies have any idea we are using their tools in virtual reality. If they do, it is low on their priority list, but it shouldnt be, says VanFossen. By ensuring slide and video tools are robust in VR, they are even more robust in non-virtual experiences and uses. We want to provide our feedback to help them improve.

Device limitations present obstacles when working with all virtual apps, platforms and experiences. Users want a more realistic experience even when using inexpensive equipment but until more power and capabilities are offered by lower-end consumer headsets, successful virtual platforms and event spaces will need to alter the experience to suit.

VanFossen highlights one important lesson learned during the process: no matter how clumsy the device, how frustrating it was to see the battery or overheating warning or how many times the audio was glitchy, people kept coming back for more. Ive been at real-world conferences where a little audio or slide glitch made most of the audience wander out, she says. The endurance test underwent by attendees and speakers to be there and share their expertise and experiences spoke to the passion and commitment they have to this new technology. We are pioneers, and we know there will be glitches along the way, but we are committed to the journey.

New territoryEducators in VR was launched to create legacy opportunities and educate others about how best to produce their own virtual experiences and events. One incorrect assumption is that a huge real-world conference can immediately switch over to a virtual conference and attract the same people, points out VanFossen.

While it is possible to do so in 2D desktop VR, using the computer as your access point by downloading and installing a virtual platform supporting PCVR, to have a truly immersive experience requires VR headsets. Sure, there are other uses of VR and AR such as in the medical field, but the consumer market is still very new. Convincing people to adopt VR devices as part of their work or conference experience is a leap of faith right now.

Financial benefits might tempt conference attendees to make the leap into the virtual world as participating in a VR conference removes transportation, accommodation and meal costs. Buying a virtual headset costs around $200-$2,000 for consumer to mid-range professional set-ups, says VanFossen. Lets assume that the average attendee invests in an Oculus Quest, being wise to buy the more powerful version at about $500. Thats around the price of most round-trip flights and its a device that may be used repeatedly.

Saving money by attending a virtual conference seems logical, but further education and public awareness is needed, says VanFossen: Weve proven virtual conferences are viable. We just need to get others on board. The technology is there it is easy to access and buy, but convincing companies of the value of the investment is the challenge, one quickly being overcome as they scramble to figure out how to protect their employees and participants from becoming part of the current health problem.

Educators in VR charted new territory as such an event on this scale had never been held. By proving the concept we have opened the gates for a whole industry, adds Dyboski-Bryant. This summit was a success beyond our wildest dreams. Was it perfect? No. But there was no template. We set out to bring the community together and for six days the community and the industry came alive. We opened peoples eyes and there is a real energy and drive to grow and expand this development.

While the event itself was remarkable, the wider impact is only just becoming apparent. Within a week of the summit, at least 20 conferences shut down as a result of coronavirus and Dyboski-Bryant is aware of at least six organisations which are either augmenting or considering replacing their cancelled events with VR events.

Once the wider industry sees enough convincing examples of virtual conferences, it will develop a life of its own and I am pretty sure that even after coronavirus, we will continue to see this phenomenon grow, he says. This is great news for CO2 reductions and very likely also for VR device sales and the whole immersive industry.

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Lessons in the virtual realm - AV Magazine

Objects augmented with virtual reality create a hybrid musical experience in Out There – San Francisco Chronicle

Out There is an augmented reality animated short with a musical score by Bay Area-based Pollen Music Group. Photo: Wilkins-Avenue

The virtual reality revolution is being led by little girls.

The latest cutting-edge project by Pollen Music Group, Out There, is an augmented-reality animated short film about a shut-in girl who escapes her room through the power of her unleashed imagination. Making its U.S. premiere Thursday-Sunday, March 5-8, at San Joses Cinequest Film & Creativity Festival, Thibault Mathieus mini-musical features San Francisco songwriter Rachel Garlins score and vocals by Emmy- and Grammy Award-nominated Vanessa Williams and Berkeley teenager Mia Harte. But its the spatialized sound design by the San Francisco music and sound design collective that makes the piece the latest example of whats on the next virtual and sonic frontier.

The work in progress premiered in October at Comic Con Paris, where Pollen built a set for Out There that served as a vessel for the experience. Theyve expanded the score for Cinequest with In There, an introductory Garlin song, because in Paris we found that people wanted more context, says composer Alexis Harte, Pollens creative director. For some people its the first time theyve put on any AR/VR gear, and they spend the first minute just getting comfortable.

6 events not to miss at 2020 Cinequest film festival

Part of Cinequests extensive VR programming, this version of Out There also unfolds within a set in the Kaleid Gallery that includes physical objects built into the score. The feedback that Pollen garners from all-access pass holders, who can sign up for a slot on line instead of waiting in line, will likely lead to further tweaks when Out There returns to Silicon Valley in May for the spatial computing conference AWE in Santa Clara.

Rather than conjuring an entirely virtual realm with goggles and a headset, Out There unfolds in augmented reality, so that half of what youre seeing is actually there, explains producer, engineer and musician JJ Wiesler, one of Pollens three founding partners.

Some elements are real, and theres sound emanating from some things in the room. But its mostly a virtual audio experience, so as you move around, the sound behaves as if its emanating from a real object. We found a vintage gramophone, and when youre staring at it, the song will be spatialized and mixed to sound like its coming out of it.

What makes Pollen-ated projects so potent is that VR and AR are tools used to tell a story, rather than being the main attraction. The company gained international attention in 2017 when the animated short Pearl became the first VR film ever nominated for an Academy Award. Set to a poignant, acoustic-guitar driven score by Harte, the Patrick Osborne-directed piece tells the story of young Sara as she travels across the decades on an immersive visual and sonic road trip, accompanied by her father and various friends she gathers along the way.

Beyond the Oscar nomination, the Emmy Award, the Annie and the Peabody, theres no better measure of Pearls singular accomplishment than its ability to melt even the most iron-hardened hearts.Pollens third founding partner, composer and sound designer Scot Stafford, was in Los Angeles to consult with writers for The Simpsons on VR shortly after Google Spotlight Stories and Evil Eye Pictures released Pearl in 2016.

They had no interest in VR, Stafford recalls. They just wanted to make fun of it in the opening couch gag for the 600th episode, which was good, because VR needed to be made fun of. But in the writers room, Jim Brooks looked over and said, I saw Pearl, and I wept.

What started as a minute-long couch gag riff on VR spoofing Planet of the Apes turned into a veritable three-minute concerto of satire.

Its no coincidence that Brooks, the producer of The Simpsons, is the father of daughters, as are the three Pollen founders. But thats not to say the Pollen partners work only on girl-centric pieces while straining against technologys tether. The company is in the midst of scoring, sound designing and mixing a 30-episode Netflix childrens series, Trash Truck, which starts airing in November. Its a traditional 2-D animated production about a 6-year-old boys adventures with his best buddy, the titular sanitation vehicle, executive produced by Academy Award-winning Disney animation maestro Glen Keane (The Little Mermaid, Aladdin, Beauty and the Beast).

But Pollens reputation is built on fearlessly plunging into pioneering projects using technology in the process of being invented. VR and AR encourages viewers to seize control of the directors traditional purview, the picture frame. That means sound takes on even more importance as both a narrative guide and a tool for orienting audiences in space.

Held together by Garlins songwriting craft, Out There pushes the boundaries of whats possible with sound, so we do something and wait for it to be debugged, Wiesler says.

The same process happened with Pearl too, though now people are calling that traditional VR. Were trying to get the technology to fulfill a creative idea while working in tandem, half with software developers and half as songwriters.

The end results are enthralling for kids of any age.

Out There: Noon-6 p.m. Thursday-Sunday, March 5-8. Kaleid Gallery, 320 S. First St., San Jose. Requires Cinequest all-access pass. 408-995-5033. http://www.cinequest.org/hyper-reality

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Objects augmented with virtual reality create a hybrid musical experience in Out There - San Francisco Chronicle

St. Louis Park virtual reality lab aims to use the technology for more than just entertainment – Minneapolis Star Tribune

On a recent afternoon, Cargill employees filed into a quiet room at the company's headquarters in Wayzata. Each slipped on a virtual reality headset and headphones and watched a 360-degree documentary called "Traveling While Black."

Staff members from REM5, a St. Louis Park-based virtual reality laboratory, circled the employees, adjusting headsets and whispering instructions. When it was over, employees were encouraged to reflect on what they saw and learned.

The racial immersion activity was far from the gaming experience typically associated with virtual reality, said Amir Berenjian, co-founder of REM5. But it represents a key goal of the two-year-old company, which aims to connect students, teachers, artists and community groups with the possibilities of virtual reality.

The idea is that the technology can democratize experience and provide a more comfortable and immersive way to explore difficult subjects like racial or gender bias. "We want to use virtual reality for good," Berenjian said.

The "Traveling While Black" video, for example, seats a viewer across from the mother of Tamir Rice, a 12-year-old African-American boy who was playing with a toy gun when a young police officer in Cleveland, Ohio, fatally shot him in 2014. Virtual reality can simulate the experience of being homeless or show what it's like to be a woman in a meeting full of men.

"We don't ever want to view VR as a solution, but rather as a tool for this work," Berenjian said. "The real work comes when the headset comes off."

REM5 is developing virtual-reality experiences for use in diversity and inclusion training. The company has developed a prototype that has participants take a step forward or backward based on the advantages or disadvantages they've had in their lives. It's a powerful exercise, Berenjian said, but doing it in a group setting can cause some people to feel outed or ashamed. Virtual reality can shield participants yet spark open, productive conversations afterward, he said.

"You remove some of the chance for that finger-pointing mentality," he said.

About 800 Cargill employees have watched "Traveling While Black" as a part of several company activities organized around training themes of diversity and inclusion.

Many shared their reflections afterward. One employee took note of a scene in a diner.

"That was the first 'time' I was at a table with three people of color. Not the last," the employee wrote.

Another wrote, "This video really brings you into the experience and makes it real. Very powerful!"

A few participants wiped away tears after taking off the headset.

"I can see a lot of demand for more experiences like this that address different issues," said Demetha Sanders, Cargill's global head of talent and inclusion. "The impact and feedback has really been amazing."

The Institute for Lawful, Safe and Effective Policing (ILSEP), a Minnesota nonprofit aimed at building trust between communities and law enforcement, also has been working with REM5 to use virtual reality to train officers about implicit bias.

Last year, the institute began training sessions that place law enforcement officers in a virtual scenario where they have scant details about a situation that could escalate to a split-second decision about the use of force.

"They might know that the call was about someone who may have a gun or that there may be a black male in a certain kind of neighborhood," said Greg Wiley, ILSEP's executive director. "Does that affect the officer's use of force? Should it? That's what we're thinking and talking about."

Virtual reality can have more impact than watching an online training video about bias, Wiley said, because "you're immersed in the experience." He said he wants the public to walk into virtual scenarios that law enforcement officers routinely face.

"We want people to be able to put themselves in law enforcement officers' shoes to see what it's like when they're confronted with a very dangerous situation, and we want police to think about it from community members' perspectives," Wiley said.

"It's another way to help build empathy."

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St. Louis Park virtual reality lab aims to use the technology for more than just entertainment - Minneapolis Star Tribune

Could Virtual Reality Be the Future of Fitness? – NBC 5 Dallas-Fort Worth

Only about 20% of Americans get the recommended amount of exercise a week, according to the Centers for Disease Control, but researchers say there's a tool on the market that has the potential to change that.

According to industry experts, 2019 was the biggest year yet for virtual reality headset sales and many of the virtual reality games require players to exert an amount of physical energy.

When 28-year-old Martin Calugay straps on his virtual reality headset, his living room becomes his personal boxing gym.

The latest news from around North Texas.

He says between a new baby and a full-time job as a finance client service specialist, it's been a struggle to exercise and since he'd always liked video games, he says he got a VR headset for Christmas.

Advancements in medical technology is giving critically sick patients their best chance of getting well. That's especially true for babies born with congenital heart defects, which often require complex surgeries when babies are just days old.

"I've actually lost four pounds since I got this headset!" said Calugay.

The team at the Virtual Reality Institute of Health and Exercise at San Francisco State University has heard countless stories like Calugay's.

The Institute was formed three years ago within the school's kinesiology department to calculate the kind of workouts VR games can provide to users.

"We basically look at how virtual reality gaming can be a form of exercise," said principal investigator and Assistant Professor of Kinesiology Dr. Jimmy Bagley.

Getting bored with the same old workout? Virtual Reality is giving people a way to mix up their workout routine. You can game, go on an adventure or just put a little more fun in fitness.

They use a variety of scientific equipment to calculate how many calories a player burns while playing any of the dozens of games on the market.

"We want a really accurate measure, so we actually measure the oxygen you breathe in and the oxygen you breath out, so without getting technical, we look at the calories you're burning during gameplay and compare that to walking, jogging or tennis or whatever," Bagley said.

This is done while the player is immersed in a virtual game, where he or she doesn't have time to think about your form or calorie burn.

Instead, the player is focused on surviving or dominating in the game, whether it's by destroying objects coming at him or her, or dodging blows from a virtual reality character in a boxing game.

Virtual reality is being used to help those struggling with addiction. During a therapy session, the headset places patients in realistic virtual situations that help them work through triggers of drug and alcohol addiction.

The team has created VR Exercise Ratings, found here.

"This is a game, but at the same time, it's also an intense exercise. We hope that people go into thinking it's a game but as a consequence get exercise out of it," said project coordinator Trenton Stewart.

The VR fitness trend is resonating with entrepreneurs and consumers.

Black Box VR claims to be the world's first full-fitness virtual reality gym experience, with locations in California and Idaho.

Newly-expanded simulation lab offers invaluable experiences to Dallas nursing students.

An Austin high school teacher shared video with NBC 5 of his students using virtual reality in their P.E. class.

All of it is launching the San Francisco research team into future projects.

"Now we want to see if people stick with it, whether they'll do it at home or at the gym. We want to look at older adults, kids, people with disabilities, the sky is the limit with this kind of research," said Dr. Bagley.

He notes a couple of downsides. It may cause motion sickness at first, and the price of a headset can cost $100 to $1,000.

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Could Virtual Reality Be the Future of Fitness? - NBC 5 Dallas-Fort Worth

The Next Big Thing: XRHealth brings virtual reality to telehealth services – Westfair Online

One of the drawbacks of telehealth has been the two-dimensional aspect of the technology, with medical practitioners as observers and patients as the observed.

However, a new technology is expanding the practice through the use of virtual reality (VR), which bridges the gap between practitioner and patient to create an uncommon state of shared experiences.

XRHealth, with headquarters in Boston and Israel, has devised an approach that blends software with VR technology solutions in a manner that enables the treatment of significant health conditions. This is achieved by putting the patients through VR-based games and activities that measure mobility and pain thresholds.

For example, a patient seeking upper extremity rehabilitation would put on an Oculus VR headset to engage in a game where virtual swords are swung at a series of balloons that appear and disappear, while another exercise explores cognitive training via a memory game using a virtual conveyor belt of items that a patient is challenged to recognize.

While the XRHealth approach might seem like fun and games for the patient, there are serious medical observations that take place during the activities. The clinical staff can control the VR unit while the patient is wearing it and is able to see what the patient is viewing. Clinicians can remotely adjust the settings and treatment while the patient is in motion. After an initial training session, the patient can use the headset independently, with the therapy data being stored and analyzed in real-time, thus allowing clinicians to monitor patient status.

XRHealth, which began in 2016 under the name VRHealth, is promoting its technology for acute conditions, including traumatic brain injury and stroke rehabilitation, chronic pain treatment, spinal cord injuries, neurological disorders, memory decline and anxiety attacks.

Eran Orr, the companys CEO, called the technology a game-changer by enabling medical practitioners to see the world albeit a computer-generated version the same way as the patient.

The VR headset is able to capture and analyze everything we do and quantify processing that had been very hard to quantify, he explained.

Last October, the company received Series A funding from AARP Innovation Labs to focus on health maintenance therapies for seniors. In November, Israels Sheba Hospital announced it would be utilizing XRHealths technology throughout each of its departments, adding it would become the worlds first VR-based hospital. Amitai Ziv, director of Shebas Rehabilitation Hospital, stated the XRHealth systems would also be able to provide improved training for our facility, along with better and more personalized care for our patients.

XRHealth partnered with the VA St. Louis Healthcare System to bring its brand of VR therapy to veterans seeking pain relief, rehabilitation and relaxation for various medical conditions. On March 1, XRHealth launched VR telehealth clinics in New York, Connecticut and six other states plus the District of Columbia, with more markets scheduled for later this year.

Orr noted his company has contracts with four health care providers and is in negotiations with 50 more, including Medicare.

The insurance companies understand that if we provide good access to medical devices, people will become healthier, he said. That reduces the cost of care.

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The Next Big Thing: XRHealth brings virtual reality to telehealth services - Westfair Online

HTC adds bundles to its Vive Pro Eye virtual reality gear – ZDNet

HTC's Vive Pro Eye Office bundle.

HTC Vive launched a series of Vive Pro Eye bundles for the enterprise for training and simulation, analytics and navigation.

These bundles, available in the second quarter, highlight how virtual reality may be moving beyond the pilot stage to more production deployments. HTC is moving to position Vive bundles for specific uses cases by enterprise.

HTC added Vive Pro Eye Office and Vive Pro Eye Office Arena Bundle to its lineup. The bundles also include extended warranties and expedited support.

The Vive Pro Eye Office goes for $1,599 includes the Vive Pro Eye, HTC's enterprise device with native eye tracking, high resolution and comfort for long use. The primary bundle is that this bundle has expedited customer service and extended warranty included.

HTC's Vive Pro Eye Office Arena bundle includes a bundle of the Vive Pro Eye Office bundle and the addition of two StreamVR 2.0 base stations. The system, designed for entertainment venues, covers play spaces up to 10m x 10m with a 20-meter cable. Vive Pro Eye Office Arena is $2,350.

The company also said that it cut the price of the original Vive Pro Eye to $1,399.

HTC said it is targeting medical, manufacturing, transportation, commerce and design as target industries for its virtual reality bundles.

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HTC adds bundles to its Vive Pro Eye virtual reality gear - ZDNet

Matterport partners with virtual reality staging expert VRPM – Property Week

The firm has created a tool that can place computer-generated furniture into a 3D environment captured from a real space by Matterports technology. This allows VRPM to create more economical immersive virtual reality tours without staging real furniture in an empty space.

Empty commercial or residential spaces captured with Matterport technology can be fully staged virtually by VRPM within 96 hours.

Third-party partners like VRPM are now able to use Matterports digital twins and spatial data to create new tools for the industry that other Matterport users will be able to access as well.

VRPMs service is a great example of how our partners are increasing the value of Matterport digital twins and spatial data, said Matterport chief executive, RJ Pittman. Our platform approach helps developers and partners play a key role with Matterport in digitizing the built world.

VRPMs founder and director, Mike Merron, said: We have created a range of highly effective virtual staging tools for residential and commercial properties, drawing on our teams expertise in augmented reality and 3D.

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Matterport partners with virtual reality staging expert VRPM - Property Week

The Best Augmented and Virtual Reality Companies of 2020, According to DesignRush – Benzinga

NEW YORK, March 3, 2020 /PRNewswire-PRWeb/ -- The augmented reality (AR) and VR market is growing steadily and is expected to reach a market size of $209.2 billion by 2022.

DesignRush, a B2B marketplace connecting brands with agencies, determined the best companies that create AR and VR experiences which businesses can integrate into a wide range of platforms.

The best augmented and virtual reality companies of 2020 are:

1. Live Animations

Live Animations is a developer and supplier of innovative loyalty programs for large retailers and manufacturers of products for children and families around the world, created on the basis of advanced AR-technologies. The team has developed and successfully launched 55 projects, which have generated 15 million downloads and more than 150 million user interactions for clients in 55 countries.

https://liveanimations.org/

2. Groove Jones

Groove Jones is a creative technology company that provides software solutions to advertising, entertainment, marketing, health and training companies to engage with their audiences. It has a client list of numerous Fortune 500 companies like Amazon, AT&T, Comcast, HP, IBM, Intel, Mastercard, McDonald's, Nestle, Samsung and Under Armour. Groove Jones provides 360 video capture and post-production services, develops real-time render interactive virtual reality experiences and consults with clients on strategic distribution strategies to amplify reach and effectiveness.

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3. Way2Smile Solutions UAE

Way2Smile Solutions - UAE has developed around 250+ apps that are device independent. It crafts and delivers mobile apps that are highly intuitive and exciting for the mobile user. The team of developers always keep track of the latest technological trends to provide app users with the best experience possible. The agency's services extend from native to cross-platform app development, including cloud hosting.

https://www.way2smile.ae/

4. Skywell Software

Skywell Software launched software development services in 2014 and entered the international market in 2015. The team of skilled and experienced professionals works together to help medium and large sized enterprises to find the best software solutions and to remain competitive. Its services include AR/VR development, web development, mobile development and more.

https://skywell.software/

5. Kaz Software

Kaz Software brings together a team that has technical expertise in a broad range of fields, from web and mobile applications to hardware device drivers. Kaz Software offers end to end services to client's IT requirements with a proven track record of predictability and quality. Over the past 15+ years, it has helped 100+ companies, from startups to Fortune500, build and launch 120+ software applications.

http://kaz.com.bd/

6. FOONKIE MONKEY 7. EPICVR.pl 8. Litening 9. MaxSoft 10. ModernEpic 11. Romexsoft 12. Techmango Technology Services

Brands can explore the top augmented and virtual reality agencies by location, size, average hourly rate, and portfolio on DesignRush.

About DesignRush: DesignRush.com is a B2B marketplace connecting brands with agencies. DesignRush features the top agencies around the world, including the best Digital Agencies, Logo Design, Branding, Digital Marketing, Website Design, eCommerce Web Design Companies and more.

SOURCE DesignRush

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The Best Augmented and Virtual Reality Companies of 2020, According to DesignRush - Benzinga

Rat Brains, Ants & Underwater Robotics: Pilot Program Brings Live Virtual Reality STEM Education to Rural North Carolina Students – The 74

Virtual reality has long opened up windows for corporate training and consumer entertainment. But what about education? What about opportunities to create experiences for rural students in science, technology, engineering and math?

Those were the questions that Mike Cuales, owner of LEVR Studios and creative director of North Carolina State Universitys distance learning program, looked to answer in a three-part pilot program that brought VR STEM experiences into middle school classrooms.

Right out of the gate, tons of money went to corporate and entertainment, Cuales says. What drove me to launch LEVR Studios was to really investigate some different applications for 360-degree VR video to support education, specifically the K-12 STEM education side of things.

By partnering with accelerator program US Ignite to land grants, LEVR Studios last school year brought students from three middle schools in the state in touch with researchers conducting a lab live experiment testing neuro reflexes in rat brains, with scientists at the North Carolina Museum of Natural Sciences studying ants and with members of an underwater robotics club at the university.

Cuales says the ease of livestreaming STEM events in VR makes the process simple for both teachers and content providers. Instead of multiple lenses and oceans of post-production time to create videos, the live version uses a camera system that takes just 15 minutes to set up. Then, with one hit of the button, the video starts, connecting students to STEM live using a plug-and-play connection. The entire event is also archived to build a library for later.

The application we developed here is to cut through some of the confusion and barriers to entry to integrating and adopting VR, he says. A big part of this is tied to trying to make it as easy as humanly possible to get into these experiences and keep the price point low.

The biggest technical hurdles include connectivity capacity to livestream VR content from urban to rural settings and the availability of high-quality headsets, such as the Oculus, in rural classrooms.

Rebekah Davis, a 20-year teacher whos now in the doctoral program at North Carolina State University, worked with LEVR Studios to create the pilot educational opportunities. I think the most exciting part of the project, she says, was the field trips we did live.

The first test, involving students at the Young Womens Leadership Academy, a magnet program in Raleigh, allowed LEVR Studios to test the technology and connectivity while transporting the teens inside a lab as scientists dissected a rat brain and demonstrated how they could trigger the neurons.

That first experience was pretty cool, Cuales says. The tiny lab couldnt fit more than two people, but we had five students in that first run. One of the young scientists performing the experiment was an absolute genius, and she was talking about her love of her science and demonstrated an experience for the kids, an opportunity they wouldnt otherwise have. It is a rare occurrence to be that close to a scientist while they are performing an experiment and talking to you.

Davis maintained a back channel of dialogue to relay questions from the classroom for the scientists to answer during the experiment.

LEVR next went to the rural North Carolina coast to connect students from an afterschool STEM club in tiny Whiteville to the Ant Lab at the North Carolina Museum of Natural Sciences. They got to see some cool stuff that even if they had visited the museum during the week, they werent going to get that level of insight, Cuales says. We are trying to emulate what exists in some regard, but go way beyond that and bring experience they wouldnt have access to.

Then, N.L. Dillard Middle School students in rural Yancyville had a face-to-face Skype call with a group of young engineering students at NC State, part of a nation-leading underwater robotics club, before they saw an example of the club in work.

Not only did the pilot program allow students an opportunity to see STEM in a way they wouldnt have been able to before, they were also able to interact with young STEM leaders who offered a real connection to a potential career path, Cuales says.

Moving forward, LEVR Studios will continue to search out grants and funding to expand its VR opportunities, and Cuales says the live stress-testing of broadband networks shows the importance of ensuring connectivity for rural communities to have access to this type of content.

We think the model is sound, he says, but want to look at how to get others to contribute and how to grow our library of STEM mentors and professionals.

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Rat Brains, Ants & Underwater Robotics: Pilot Program Brings Live Virtual Reality STEM Education to Rural North Carolina Students - The 74

Mineko Okamura On Bringing The Funky World Of Space Channel 5 To Virtual Reality – Forbes

'Space Channel 5' has moved into the world of VR.

Following the recent release of Space Channel 5 VR: Kinda Funky News Flash! for PlayStation VR, I caught up with co-founder and CEO of Grounding Inc., Mineko Okamura on how the classic rhythm action game made it all the way from the Dreamcast to VR.

If you have followed Okamuras career, youll notice that she has worked on quite a few games were music was an important component. So its not all that surprising that when she was growing up, she had an interest in the medium.

I liked music. When I was ten, I got into Madonna and The Beatles and started studying English. I also enjoyed writing and wrote a lot of poetry books on my own.

As for how I got into game development, it was thanks to Tetsuya Mizuguchi, who produced the Space Channel 5 series. I was working at a record company at the time, but he said, If you want to work in global entertainment, you have to work in games. People on the other side of the world know Mario and Sonic. Come work for Sega.I was so touched that I decided to switch jobs. Im so grateful to him for giving me this opportunity. Twenty-two years later, here I am!

The original Space Channel 5 was released for the Dreamcast in Japan back in 1999 and featured the plucky reporter Ulala in a retro-themed future fighting off an invasion of musical inclined aliens. However, it wasnt an easy game to make, as Okamura recollects.

Development was hectic on the original Space Channel 5 and tough for sure. But our team was both unique and creative, which made an inspiring environment to work in. We all shared a commitment to create a game that would change the world.

For me personally, Sega was the place where everything started. Im so happy that the team members I look up to are still actively working in the industry.

'Space Channel 5' had more of a story, which set it apart from other music-themed games.

The game was created to be a musical with a story, rather than a pure rhythm game. It also makes players to listen to the sounds carefully and count the beats, as theres no bar that shows the timing. Lastly, its different from other games in that songs were picked to express the world of Space Channel 5 rather than because of popularity.

After Space Channel 5, I worked on Rez as an assistant producer, and my involvement ranged from development to promotion. While Space Channel 5s overall setting and concept was decided from the start, it took a long time to build the concept for Rez. Its development took more than twice as long as Space Channel 5. Mizuguchi and I worked on both games simultaneously, and it was interesting to see the difference between the two teams. The Space Channel 5 team had many women and it had a college club-like vibe. On the other hand, the Rez team felt like a bunch of people that met at a club throwing their ideas at each other to create something new. Both were wonderful.

Mizuguchi and I did an interview recently with a Japanese magazine, and he said, Rez and Space Channel 5 are like Yin and Yang to me.

I feel the same way. I dont think they directly affected each other, but they were developed around the same time by the same development company (United Game Artists, Segas subsidiary). Ultimately, Space Channel 5 ended up going global while Rez became a special trance-like game that spoke to ones internal senses.

From that period of Dreamcast games, I also liked Crazy Taxi, Jet Set Radio, and Roommania #203.

Now that Space Channel 5 is now available to play via PlayStation VR, Okamura explains how the process of translating the game into this new mode of play worked.

The players can see the entire 360 degrees of game space. It took a lot of trial and error to create a game design that would direct players' eyes to what we wanted them to see.

Moving 'Space Channel 5' into VR makes it more of a physical game.

Also, we were aware of the strong Space Channel 5 fandom. We took creating a new game for them very seriously and worked Space Channel 5-ness into all the details. Im sure this game will bring a smile to those who are familiar with previous titles.

In Space Channel 5 VR Kinda Funky New Flash!, the player gets to become a member of a musical and live in the world of Space Channel 5 as Ulalas protege. This is a real physical experience you can only get with VR.

Also, Space Channel 5s retro futuristic design concept and nostalgic 3D feeling are in line with the future that we dreamed of, something we felt VR truly offers.

What with this latest VR installment of Space Channel 5 behind her, Okamura reflects on what her hopes are for the future.

All the reporters that appear in Space Channel 5, most of all Ulala, are always pursuing the truth and broadcasting it to space. This concept hasnt changed since the original game and is becoming more and more significant today. Ulala always finds the truth cheerfully in a fun way.

I wish the world could be filled with various creations that will help us keep our minds positive. My goal at Grounding Inc. is to make that happen.

Space Channel 5 VR: Kinda Funky News Flash! is currently available for PlayStation VR and costs $35.99.

Follow me onTwitter,FacebookandYouTube. I also manageMecha Damashiiand do toy reviews over athobbylink.tv.

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Mineko Okamura On Bringing The Funky World Of Space Channel 5 To Virtual Reality - Forbes

ANA introduces virtual reality safety training to improve risk prediction and work safety – Japan Today

All Nippon Airways (ANA) said it plans to introduce virtual reality (VR) training designed to help its mechanics identify and predict future risks as well as to improve safety in all aspects of aircraft operation.

The new VR safety training system will use 3-D simulations of work environments to create real-world scenarios based on common work-related accidents.

Workers participating in the VR training program will actively participate in a series of narrated simulations, following instructions while performing a range of basic safety actions. If any mistakes are made, trainees will experience sensory cues and will be prompted to review their actions so that they are able to understand the precise nature of their mistakes. This process of immersive learning will better prepare ANA mechanics to react in real-life scenarios.

"Safety has always been a top priority for ANA, and incorporating the latest VR technology into our training procedures is the next step in creating a safer environment for our employees," said Tatsuhiko Mitsukura, Executive Vice President of ANA. "Time and time again, we have embraced advanced technology to train our employees because we believe that it is important to remain at the cutting edge when it comes to safety."

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ANA introduces virtual reality safety training to improve risk prediction and work safety - Japan Today

Virtual reality is the new reality at Vale – Northern Ontario Business

NORCAT, Sudburys innovation and training centre, is working with nickel miner Vale to develop interactive educational tools, like virtual reality, to train its global workforce.

The centre announced a strategic partnership with one of the worlds largest mining companies at the Prospectors and Developers mining conference in Toronto, March 2.

NORCAT is out to deliver a suite of interactive and experiential technology tools for Vale in the area of equipment operation and maintenance training.

Among these new methods include virtual reality (VR) pre-operational circle check training tools and exercises for mine equipment, including forklifts and utility vehicles.

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In a news release, NORCATs director of technology Ed Wisniewski said they can provide a portfolio of engaging and meaningful content in an immersive experience for the global mining industry like no other in the world."

Experiential learning technologies, including virtual reality, represent the future of training and engaged learning and our work with leading mining companies has demonstrated that, when applied correctly, these integrated technologies create an immersive-learning experience that drives meaningful learning outcomes and enhances knowledge retention," he said.

Chris Bamberger, Vales manager of learning and development for its North Atlantic operations, expects this collaboration to be transformative in the future of skills training in the industry.

"Safety and operational excellence is a top priority for Vale, and we are pleased to announce the partnership with NORCAT to advance and augment our virtual reality training capabilities.

Jason Bubba, NORCATs training and development director, called it an exciting partnership that will allow Vale miners to strengthen their skills in doing their jobs safety and productively.

"By continuing to develop state of the art technologies for a new world of training for a new world of work, NORCAT remains at the forefront of innovation as a market leader in skilled labour training and development for the global mining industry.

NORCAT was debuting some of its technologies with live demonstrations of virtual and augmented reality at its booth in the Northern Ontario Mining Showcase at PDAC 2020 in Toronto.

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Virtual reality is the new reality at Vale - Northern Ontario Business

How virtual reality is going to shape the future of casino gaming in the next decade – KnowTechie

Virtual reality is a beautiful concept, drawing significant interest from various tech giants like Facebook, HTC, and Sony. Technology is advancing at a breakneck pace; soon, cheap virtual reality options for casino games will be available.

An increasing industry currently valued at over $2 billion with projections that it would be worth over $40 billion by the end of the decade. Casino companies embrace technology, which gives clients a better gaming experience. We can talk about virtual realitys impact in the future of casino gaming in 3 parts;

People back in the nineties laughed off virtual reality ideas, and many believed we would have to wait for centuries. Transporting into a virtual reality world with the push of a button looked impossible. It was a radical idea for its time several companies were in a race to provide a functional virtual reality machine.

Most research and development companies revealed prototypes, but there were uninspiring results. This happened because of budgetary and technological constraints. Developers turned this interest in making great online games with the hope that as time passed, the technology would make VR possible.

Software developers like NetEnt are laying the groundwork for the next generation of online gaming using virtual reality. They simulate the ambiance of the best casinos from around the world, giving you access to that from the comfort of your living room. Stakeholders and owners of casino houses are sure to key into the massive market.

Top online casino providers like Anytime bingo are also not left out of the mix. There have been quite a few virtual casino games like Jacks VR world, SlotMillion, and NetEnt virtual live casino. Still, they represent the foundation upon which future games would surpass. Thereby, ushering the world into an age of virtual possibility.

The future of virtual casino gaming is promising as the number of tech companies, and virtual reality start-ups keep growing. Interest and investments in creating the next breakthrough in virtual reality keep increasing. Due to its profitability and the various ways of using it. Solving a few issues in virtual reality will make it a success.

Some of these issues include the price of the hardware to access virtual sites and the quality of the virtual casino itself. If trends continue as projected, the price for virtual reality machines will become affordable for players. In the future, lavish virtual casinos where players from all over the world interact is possible.

Players will be able to interact with each other and play engaging games as a result of improved virtual reality technology. Those who have not made up their minds on what games to play can have conversations with other players. Giving the casino a genuine feel and experience they havent seen before. All these must be perfect to attract hardcore casino players who love to play in person. If harnessed well, VR represents a grand future for the virtual casino.

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Virtual Reality in Tourism Market report reviews share, size 2020 global growth, new updates, trends, incremental revenue, opportunities, industry…

The Global Virtual Reality in Tourism Market report has been compiled by the best subject matter experts and market research professionals to ensure that the data in the report is obtained from the most authentic sources and the forecast is of the highest accuracy.

To identify the scope of GlobalVirtual Reality in Tourism Market2020, this report is prepared by in-depth analysis of historical data. The report forecasts the market size by the end of 2025 at an impressive CAGR provided byReports and Reports.

The report offers detailed outline of Virtual Reality in Tourism Market and vital market trends. The prime agenda of this report is to provide a detailed analysis of the global, regional and country-level market size, market growth, market status, forecast, sales analysis, value chain optimization, trade regulations, recent developments, opportunities analysis, and importance of the global and national market players, competitive environment, expansion, acquisition, partnerships and technological innovations.

The prime market segments considered to prepare this report are key players, regional segments, type and application.

The report helps to identify the main Virtual Reality in Tourism Marketplayers. It assists in analyzing Virtual Reality in Tourism Market competitive environment, including company overview, company total revenue, market opportunities, value, production sites and facilities, SWOT analysis, product details.

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The important regions, considered to prepare this report are 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), Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria and South Africa). The region wise data analyses the trend, market size of each regions Virtual Reality in Tourism Market.

It also helps to determine the market share, growth prospects and challenges at the regional level. As per the report, the Asia-Pacific will vouch for more market share in following years, emphasizing more in China.

India and Southeast Asia regions will also record considerable growth. North America, especially The United States, will still play a significant role up to an extent that changes in United States market might affect the development trend of Virtual Reality in Tourism Market Industry.

Europe will hold a vital contribution too with impressive CAGR till 2025.

Other than the aforementioned parameters which Virtual Reality in Tourism Market report focuses on, another imperative objective of the report is to present the Virtual Reality in Tourism Market development across the globe especially in North America, Europe, China, Japan, Southeast Asia, India and Central and South America. In the report, the market has been categorized into manufacturers, type, application and regions.

Description

Scope of the Report:The global Virtual Reality in Tourism market is valued at xx million USD in 2018 and is expected to reach xx million USD by the end of 2024, growing at a CAGR of xx% between 2019 and 2024.The Asia-Pacific will occupy for more market share in following years, especially in China, also fast growing India and Southeast Asia regions.North America, especially The United States, will still play an important role which cannot be ignored. Any changes from United States might affect the development trend of Virtual Reality in Tourism.Europe also play important roles in global market, with market size of xx million USD in 2019 and will be xx million USD in 2024, with a CAGR of xx%.This report studies the Virtual Reality in Tourism market status and outlook of Global and major regions, from angles of players, countries, product types and end industries; this report analyzes the top players in global market, and splits the Virtual Reality in Tourism market by product type and applications/end industries.

Market Segment by Companies, this report covers Oculus Nokia Facebook HTC Google Samsung EON Reality Cyber Group

Market Segment by Regions, regional analysis coversNorth 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)Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria and South Africa)

Market Segment by Type, covers 3D 4D Other

Market Segment by Applications, can be divided into Travel Agency Hotel Tourist Attractions Other

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This report studies the Virtual Reality in Tourism Marketstatus and outlook of Global and major regions, from angles of players, countries, product types and end industries; this report analyzes the top players in global market, and splits the Virtual Reality in Tourism Marketby product type and applications/end industries. These details further contain a basic summary of the company, merchant profile, and the product range of the company in question.

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Thus, this report can be a guideline for the industry stakeholders, who wished to analyze the Virtual Reality in Tourism Market and understand its forecast of till 2025. This report helps to know the estimated market size, market status, future prospects, growth opportunity, and main challenges of Virtual Reality in Tourism Market by analyzing the segmentations.

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Virtual Reality in Tourism Market report reviews share, size 2020 global growth, new updates, trends, incremental revenue, opportunities, industry...

Virtual Reality Headsets Market 2020 Analysis, Regional Outlook, Forecast and Application Analysis to 2025 Samsung Gear VR, Avegant Glyph, Sony…

Virtual Reality Headsets Market 2020-2025 report explains the competitive analysis of the highest leading key players with vital success factors. The Virtual Reality Headsets report provides the historical development of the most important countries in each region, that permits the reader to form effective long-term investment decisions. The detailed perspective towards Virtual Reality Headsets industry opportunities, restraints, drivers and recent trends affecting the market helps to expand effective industry strategies. The Virtual Reality Headsets report inculcates the basics: definitions, classifications, applications and business chain overview; business policies and plans; product specifications; producing processes; value structures.

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Samsung Gear VR, Avegant Glyph, Sony PlayStation VR, Razer OSVR, HTC Vive, Zeiss VR One, Google Cardboard, Microsoft HoloLens, Oculus Rift, FOVE VR

The report extends on including details regarding the supply and demand analysis, involvement by significant market players and market share growth of the business.

Geographically regions, such as North America, South America, Europe, China, Japan, India, The Middle East & Africa, Others.; offers segment research and export status and import status, production volume.

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Virtual theatre: a digital experience of the yet-to-be-built Waikato Regional Theatre – Stuff.co.nz

JASMAX

An artist impression of the new Waikato RegionalTheatre. It is a $74 million project led by Momentum Waikato (file image).

It hasn't been built yet, but you can check out the view from all the seats in the auditorium of the Waikato Regional Theatre.

That's thanks to avirtual reality setup in the Smart Space by Hamilton's Central Library, which puts viewers inside the new performance space.

AfterFounders Theatre was closed due to safety concerns, Momentum Waikato drove work on a $74 million replacement.

"What this [virtual reality] does is give you a sense of scale... how big it is, and to feel what the various areas of seating are like," Smart Space innovation lead PeteAllelysaid.

READ MORE:* Theatre project swallows $6m community fund* Virtual reality arcade revolutionising social gaming in Hamilton* New Waikato theatre in line for $25m from Hamilton City Council* New theatre would put Hamilton and Waikato back on the touring circuit

"There havebeen a few theatre workers who have come through and they're like, I really want to go up on the rigging.

KELLY HODEL/STUFF

Strap on the virtual reality headset and you'll be inside the auditorium of the Waikato Regional Theatre. Pictured trying it out is Smart Space innovation leader Pete Allely.

"They're really excited because it's new and purpose-built and state-of-the-art."

The VR experience was developed byCharcoalblue, the theatre's international designers, and is sponsored by Momentum Waikato.

Strap on the VR headsetand you can test the view from any of the seats in the Waikato Regional Theatre.

KELLY HODEL/STUFF

The screen on the right shows what the headset wearer is seeing. They can skip between seats and areas of the theatre using the controller.

Squeeze a button,point the controller at a digital punter,and you'll suddenly be in their seat, looking at the stage.

There's also a chance to get a performer's view fromthe stage, under the lights.

The experience is being hosted by the Smart Space, an area created to show off innovation happening around the Waikato.

MOMENTUM WAIKATO

Theatre workers have been among those keen to get a taste of the new auditorium - but they want to get into the rigging (file image).

Three physical chairs, sitting by the VR kit, are options for the theatre which you can vote on.

Over the next few weeks, Momentum Waikato will announce the contractors who will build the theatre, chief executive Kelvyn Eglinton said.

Over summer, Momentum has signed a funding agreement for its $12m from the Provincial Growth Fund, has funding applications for $3m under way or being assessed, and has been working on the final $2m it needs to find.

"They're not very exciting [things] to the public but they're kind of integral for getting the project over the line," Eglinton said.

The Waikato Regional Theatre Virtual Reality experience is availableWednesday to Friday, 10am-4.30pm, until May 22 in the Smart Space at thefront of theHamilton Central Library.

The theatre projecthas so far received funding from Hamilton City Council, Waikato Regional Council, Trust Waikato, the Provincial Growth Fund, Lotteries Board and a range of trusts and philanthropic individuals, families and businesses.

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Virtual theatre: a digital experience of the yet-to-be-built Waikato Regional Theatre - Stuff.co.nz

No smoke, no water, no waste. VR could train the next generation of firefighters – CNN

As these disasters become more frequent, firefighters are turning to new technology to help tackle them. Some fire departments in Australia and the United States have started using virtual reality (VR) to train firefighters.Australia-based FLAIM Systems has built a VR training simulator for firefighters. Wearing a headset, trainees are immersed in real-life scenarios that can be too dangerous to reproduce in the real world.

"The whole point of VR is that we can put people in a traditionally dangerous situation, let people make decisions, and let people make mistakes," James Mullins, founder and CEO of FLAIM Systems, told CNN Business.

The VR technology produces realistic renders of smoke, fire, water and fire-extinguishing foam in several different scenarios, such as a house fire, an aircraft fire or wildfire.

Trainees wear a heat suit that replicates the likely temperature in each scenario, controlled by software that determines the proximity and orientation to the fire and how that would affect the individual.

"We can heat a firefighter up to 100 degrees Celsius or so, roughly," says Mullin, but only for short timeframes. He adds that they can also replicate the force felt from the hose, and simultaneously measure the heart and respiration rate of the trainee.

The company was launched in 2017 by Deakin University in Victoria, Australia, where Mullins is an associate professor. In the two years since then, it has grown from a two-man team to 18 people and now distributes to firefighting training providers in 16 countries worldwide including Australia, the United Kingdom, Netherlands, Belgium and the United States.

Last year, Australia's Country Fire Authority (CFA) piloted the training system, and though it has yet to be approved for wider use, Greg Paterson, CFA's deputy chief officer, told CNN Business that it could be valuable in remote areas of the country.

It could be particularly useful in a bushfire context, he adds. "The ability to provide exposure to dangerous bushfire conditions allows volunteers to immerse themselves in realistic scenarios they would not normally be exposed to during training," says Paterson.

California trials

In October 2019, the Cosumnes Fire Department in California, teamed up with VR developers RiVR and Pico Interactive, to create its own training system for 20 new recruits. The trial was successful, and the department will continue to use VR in its training program.

"It allows them to experience first hand the unique challenges with communication, limited visibility and come face to face with the flames in fire situations that they most certainly will encounter during their firefighting career," said fire department captain Julie Rider.

An experienced firefighter herself, Rider said that she was impressed by how lifelike the VR scenario was.

"I could feel my heart rate climb as I looked around the room, seeing where the fire started, watching the rapid rate of fire spread," she said. "It was amazing to experience the inherent risk, extreme danger and fire intensity without feeling any of the dangerous effects from the fire."

Environmental impact

Using VR technology also reduces the environmental impact of firefighter training. Traditional training releases smoke and pollutants into the atmosphere from burning substances, affecting the surrounding air quality.

"Our technology enables people to train without discharging foam into the environment, without creating smoke, or using water," said Mullins.

Correction: An earlier version of this story incorrectly reported the temperature that FLAIM's firefighting suits can be heated to.

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No smoke, no water, no waste. VR could train the next generation of firefighters - CNN