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Daily Archives: November 7, 2019
Virtual Reality (VR) in Gaming Market 2019 Trends, Growth Factors, Business Development, Top Players and Forecast 2026 – Eastlake Times
Posted: November 7, 2019 at 3:47 am
According to a new study published by Polaris Market Research, the Global Virtual Reality (VR) in Gaming market is anticipated to reach USD 48.2 billion by 2026. The market for VR in gaming is propelled by factors including, increasing disposable income of people worldwide and continuous improvement in existing gaming technologies including, 3D effects, motion tracking, and interactive graphics for drawing users attention. With the increase in spending capacity of people, people are demanding for new sources of entertainment and VR games offers a unique way of entertainment.
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Competitive Analysis: Global Virtual Reality (VR) in Gaming Market 2019
The players operating in the market are constantly focusing on development of new products to efficiently compete in the highly aggressive market for VR gaming. For instance, Sony launched Project Morpheus VR heads, a head mounted display device that offers high resolution and efficient tracking accuracy. The major players operating in the Virtual Reality in Gaming include Microsoft Corporation, Sony Corporation, Electronic Arts, Nintendo Company Ltd., Linden Labs, Samsung Electronics Co. Ltd., Facebook (Oculus), Google, Inc., HTC Corporation, and Tesla Studios among others. Companies including Microsoft, Sony and Nintendo are the major players operating in the market.
The hardware component segment of VR in gaming market held more than 50% of the market share in 2016 and is further expected to lead during the forecast period. The high-cost of hardware components is the major factor for the increasing growth. However, with the increasing demand for these products, the prices are expected to decrease in the near future.
The hardware segment is expected to grow very rapidly, the software segment is anticipated to experience modest growth. Adoption of the virtual reality technology has raised user expectation for enhanced software solutions, hence increasing challenges for developers than before. By Geography, North America region accounted for the largest share for VR gaming in terms of revenue globally in 2017. The growth of North American market is attributed to accessibility of advanced gaming technology as well as acceptance and adoption of VR gaming products including head mounted displays. Further, Europe accounted for the second dominating region in 2017. However, Asia Pacific is projected to witness the highest growth during the forecast period attributed to constantly increasing online gamers in developing countries such as China and India and a strong gamers base in countries such as Japan, Korea, Singapore, Malaysia and Indonesia.
Some Points from Table of Contents:
1.1. Research goal & scope
1.2. Research assumptions
1.3. Research Methodology
1.3.1. Primary data sources
1.3.2. Secondary data sources
1.4. Key take-aways
1.5. Stakeholders
2.1. Market Definition
2.2. Market Segmentation
For more Information or Any Query Visit @ https://www.orbisresearch.com/contacts/enquiry-before-buying/3177821
3.1. Virtual Reality (VR) in Gaming Industry snapshot
3.2. Virtual Reality (VR) in Gaming Ecosystem analysis
3.3. Virtual Reality (VR) in Gaming market dynamics
3.3.1. Virtual Reality (VR) in Gaming Market Forces
3.3.1.1. Virtual Reality (VR) in Gaming Market driver analysis
3.3.1.2. Virtual Reality (VR) in Gaming Market restraint/challenges analysis
3.3.1.3. Virtual Reality (VR) in Gaming Market opportunity analysis
3.3.2. Industry analysis Porters five force
3.3.2.1. Bargaining power of supplier
3.3.2.2. Bargaining power of buyer
3.3.2.3. Threat of substitute
3.3.2.4. Threat of new entrant
3.3.2.5. Degree of competition
3.3.3. Virtual Reality (VR) in Gaming market PEST analysis, 2017
3.3.4. Value Chain Analysis
3.3.5. Virtual Reality (VR) in Gaming Industry trends
3.3.6. Competitive Ranking Analysis
4.1. Key findings
4.2. Onsite
4.2.1. Global market estimates and forecasts, 2017 2026
4.3. Offshore
4.3.1. Global market estimates and forecasts, 2017 2026
5.1. Key findings
5.2. Consumer Electronics
5.2.1. Global market estimates and forecasts, 2017 2026
5.3. Automotive
5.3.1. Global market estimates and forecasts, 2017 2026
5.4. Telecom
5.4.1. Global market estimates and forecasts, 2016 2025
5.5. Pharmaceuticals
5.5.1. Global market estimates and forecasts, 2017 2026
5.6. Energy
5.6.1. Global market estimates and forecast, 2017 2026
5.7. Semiconductors
5.7.1. Global market estimates and forecasts, 2017 2026
5.8. Construction
5.8.1. Global market estimates and forecasts, 2017 2026
5.9. Aerospace
5.9.1. Global market estimates and forecasts, 2017 2026
6.1. Key findings
Continue.
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AppliedVR and the National Cancer Institute Collaborate to Evaluate Virtual Reality as a Solution to Help Address Cancer-Related Anxiety – Business…
Posted: at 3:47 am
LOS ANGELES--(BUSINESS WIRE)--AppliedVR today announced a collaboration with the National Cancer Institute (NCI), part of the National Institutes of Health (NIH). Under a Collaboration Agreement, the parties will evaluate virtual reality (VR) as a solution to help address the underlying anxiety often experienced by many patients with terminal cancer. The study, which is being led by the Neuro-Oncology Branch (NOB), Center for Cancer Research (CCR), NCI, will enroll patients from many NCI-designated cancer centers and other cancer practices.
Virtual reality therapeutics are an effective and non-pharmacologic way to potentially treat anxiety, acute and chronic pain and many other mental and behavioral health conditions, said Dr. Beth Darnall, chief science advisor of AppliedVR. Pairing our technology and deep expertise in therapeutic VR development and design with NCIs leading expertise in oncology could offer a specialized solution to cancer patients who suffer from anxiety.
With anxiety being one of the most common psychological problems among cancer patients,1 extreme stress as a result of the initial cancer diagnosis can negatively result in a patients inability to function in their normal life.2 The proof-of-concept study will evaluate AppliedVRs virtual reality system on neuro-oncology patients' scanxiety, a term used to describe the anxiety patients with cancer experience before or after medical diagnostics scans. NCI will provide clinical expertise related to the care and management of patients with central nervous system tumors, and collect biospecimens and patient outcomes reports to perform correlative studies as companion work to the feasibility study.
We firmly believe virtual reality therapeutics have the potential to positively impact the lives of millions of people, said Matthew Stoudt, cofounder and chief executive officer of AppliedVR. Results of this study could further demonstrate virtual reality as a promising modality for other serious health conditions, and specifically amplify the importance of virtual reality treatments for behavioral health conditions.
If outcomes of the Phase 1 study are positive, AppliedVR and NCI will collaborate on a Phase 2, multi-site study to assess the use of AppliedVRs virtual reality headsets to treat anxiety in a brain tumor patient population.
About AppliedVR
AppliedVR is pioneering the next generation of digital medicines to deliver safe and effective virtual reality therapeutics (VRx) that address unmet needs and improve clinical outcomes for patients with serious health conditions. Its evidence-based, non-invasive treatments immerse and engage patients to help drive measurable clinical outcomes. As the most widely used and deeply researched therapeutic VR platform, AppliedVR is the first company to make VR therapeutics widely available in clinical care, having immersed more than 30,000 patients in VR in over 200 hospitals. AppliedVR has established world-class research and commercial partnerships and continues to build the infrastructure to accelerate the mass adoption of VRx. To learn more about AppliedVR, Inc., visit: https://appliedvr.io/
[1] https://www.mascc.org/assets/Pain_Center/2014_February/feb_2014-6.pdf
[2] https://jamanetwork.com/journals/jamaoncology/fullarticle/2613413
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The next Chopin Competition will be done in virtual reality – Slipped Disc
Posted: at 3:47 am
From the press release:
Dr Artur Szklener, Director of theFryderykChopin Institute, Warsaw (which runs the Competition) said:
For the first time in history we are introducing virtual reality, the highest quality broadcasting and fully interactive digital and physical spaces so that music-lovers all over the world can fully immerse themselves in the exceptional music-making and drama of the International Chopin Competition. The international streaming of the last edition in 2015 attained 60 million views on YouTube alone. At the next edition in 2020 we hope to reach many more people in a variety of ways and ensure they enjoy the richest and deepest experience possible. We also hope to shape the history of pianism in the 21st century and once again celebrate Warsaw as the Chopin capital of the world.
In a first for any major classical music event, the Competition is introducing virtual reality streaming. With a VR camera close to the pianist on stage, remote viewers will be able to experience performances from the pianists perspective on the stage of National Philharmonic Hall in Warsaw. Anyone who has VR goggles at home will be able to watch the VR streaming atwww.chopin2020.pl. For those who do not have VR goggles, the Competition is introducing special Listener Zones all over the world where music lovers can come together to share the virtual reality experience, and much else.
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The next Chopin Competition will be done in virtual reality - Slipped Disc
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Virtual-reality arcade is under construction in Williston – KFYR-TV
Posted: at 3:47 am
WILLISTON, N.D. - You will soon be able to tour worlds you might never get to experience right from Williston.
Construction for the VRkade is on schedule for their opening date on December 2. The new business will have 13 top-of-the-line virtual reality stations with more than 200 experiences, where you can do things like explore the bottom of the ocean or defeat aliens from your spacecraft.
There are more serious experiences like touring a homeless camp, or for kids, participating in STEM learning activities.
After visiting a VR arcade in Spokane, Washington, the owners thought the Williston-area needed one.
We realized that there wasnt one around here for 300 miles. The nearest one is in Billing, Montana, so we decided to start one up here. Theres winter six months out of the year, so its something fun to do for the family," said Heath Crawford, co-owner of VRkade.
They say not only is it for families, but people of all ages. They will have special date-night events, as well as student and group pricing.
Were trying to make this a full social and community event, where people can show up with their friends, and were trying to build some event pricing and party pricing, where if you bring your friends in, its more cost-effective," said Landon Eskew, co-owner of VRkade.
VRkade is located in the Harvest Hills area next to Meg-a-Latte. You can visit their Facebook page VRkade Williston for more information.
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Virtual-reality arcade is under construction in Williston - KFYR-TV
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Armchair Quarterback Virtual Reality Experience Puts Fans on the Field – Yahoo Finance
Posted: at 3:47 am
Fans attending the Nissan Heisman House Tour get the chance to become college football quarterbacks in immersive VR experience created by TRICK 3D
ATLANTA, Nov. 5, 2019 /PRNewswire-PRWeb/ --Visual innovation studio TRICK 3D recently teamed up with experiential marketing agency MKTG to create the Nissan Armchair Quarterback Virtual Reality Experience. The immersive virtual reality (VR) activation is presently touring with the Nissan Heisman House Tour, running now through November 23 at college football stadiums across the country.
Fans attending the tour's event series are invited to become the quarterback in this virtual football experience. After putting on the Oculus Rift S VR headset, fans are transported onto the field to play and determine the outcome on the game's final drive.
In order to create and deliver Nissan's Armchair Quarterback in time for the kickoff of college football season, TRICK 3D assembled a team of partners that included Profile Studios, Proof Inc., Millions of Tiny Robots (MotR) and D-BOX Technologies. The Armchair Quarterback project team, led by TRICK 3D creator, founder and director Chad Eikhoff, was tasked with animating 22 college football players in a real-time environment and delivering the full experience putting fans on the field within a timeline of just four weeks.
"The opportunity was to provide fans an experience most will never have directly putting them on the field, feeling the size and speed of the game in a pressure-filled late offensive push," said Eikhoff. "The challenge was that we had to do all of it in only one month."
TRICK 3D decided to utilize motion-capture technology and real-time game engine technology to accomplish Nissan's Armchair Quarterback.
"To deliver the most immersive experience, we combined the highest-caliber, feature-film motion capture technology with top tier real-time 3D graphics," said Eikhoff.
Using just five real-life football players suited up in motion-capture technology, the Armchair Quarterback team created an equation that produced 22 animated college football players. After capturing the plays, the data went to TRICK 3D, MotR and D-BOX. The teams executed against the creative set by Eikhoff using Unreal Engine and then synced the final experience to D-BOX Technologies chairs, giving fans the real-life-like motion of being on the field with players.
"The fans really enjoy experiencing jumping into the game itself," said Clark Denuyl, director of client services at MKTG. "The Armchair Quarterback VR experience will absolutely do that for them."
College football fans can attend one of the three remaining Nissan Heisman House Tour events in November 2019 for their chance to try Nissan's Armchair Quarterback live visit ESPN to learn more. Watch a behind-the-scenes video on YouTube.
About TRICK 3D TRICK 3D is a leading visual innovation studio specializing in immersive mediums and 3D visualization. With roots in both commercial and original 3D film production, TRICK 3D applies creativity, artistry and technological know-how to solving tough enterprise problems for Fortune 1000 clients. The studio's roster includes some of the world's best-known brands including Intercontinental Hotels Group (IHG), Holiday Inn, Holiday Inn Express, Delta Air Lines, Virgin Australia Air Lines, AT&T, CNN, Turner Broadcasting Systems, Stanley Black & Decker and many more. To learn more about TRICK 3D, visit TRICK3D.com.
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Armchair Quarterback Virtual Reality Experience Puts Fans on the Field - Yahoo Finance
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Corby virtual reality entertainment centre that allows you to ‘visit anywhere in the world and be anyone you want to be’ – Northamptonshire Telegraph
Posted: at 3:47 am
Viral Entertainment in Corporation Street was the brain-child of Lynnette and Garry Ballantyne, who met online, and were inspired by a visit to Harrods where they tried out a virtual reality (VR) headset.
The husband and wife team enjoyed the 360-degree real-life, immersive computer-generated experience so much that they wanted to bring the system to their home town.
Garry said: "Whatever your interests - whether it's being a gladiator, driving a racing car, you can visit anywhere in the world, be anyone you want to be.
"The only limit is your imagination. Some people say it's not for them but I challenge that. I will find an experience for everyone - we cover every subject - history, painting, geography.
"We cater for all ages and have four pods and a fifth one which is for our virtual racing simulator.
"The VR headsets are designed for the high-powered PCs running high-end graphics cards.
"They provide an experience that few people would be able to afford at home or have the space."
It has taken IT consultant Garry, 38, and 39-year-old Lynnette two years to open the a family-friendly, drop-in entertainment centre.
The couple who met virtually were married in Corby in 2003 and have two children, Wills, 15 and Aimee, 14.
Lynnette, who was working as a dental receptionist, gave up her job to concentrate on the new business.
She said: "It's something for us and our children. We have a strong bond as a husband and wife and as a family. It's a family business but we want it to grow.
"There's nothing anywhere near to here like it. It's a whole different experience. I personally think it's going to be good for the town.
"You will experience something new every time you come."
Gamers will be able to work together in virtual worlds, each standing in their own 'pod' but interacting in the same scenario.
Other guests can see what the person in the game can see on a screen showing real-time action.
Customer Sammy Brooks tested the Richie's Plank challenge where gamers go up a skyscraper in a lift and once the doors open have to walk a plank out over the cityscape below.
They then come face to face with virtual spiders - including a very large arachnid - and other surprise characters.
Sammy, a 24-year-old warehouse operative, said: "The lift door doesn't close properly so you can see the yourself going up. It really felt like I was on a plank. I was genuinely scared and my heart was pounding.
"I would really recommend it. It's my nephew's birthday coming up so it would be great for him."
Initially, Viral Entertainment is open seven days a week - Monday to Thursday 10am to 10pm and Friday, Saturday and Sunday from 10am to midnight, although times may vary depending on demand.
Lynnette said: "It is free entry and we have some retro gaming consoles for people to use as well as refreshments including Rollover hot dogs, sweets, crisps, cakes and hot and cold drinks. We shall also be applying for a drinks licence."
Garry added: "We're the ideal place for parties, sports clubs, youth groups and stag and hen parties especially with our linked multi play."
Pods are available at 20 per person per hour during the day and after 5pm and at weekends 25 per person per hour.
To book online go to http://www.viralentertainment.co.uk or call 07944531243 or visit the centre in 3-5 Corporation Street, Corby.
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More Hotels Embrace Immersive Visuals and Virtual Reality for Groups Sales and Direct Booking | – Hotel Technology News
Posted: at 3:47 am
Accor properties in Europe recently launched TrueTour's top-to-bottom 360-degree 3D and virtual reality presentation and delivery capabilities. By HTN Staff - 11.5.2019
Over the past few years, more hotel brands have experimented with virtual reality technology. Some have offered virtual tours on their websites, or via social media sites like Facebook, using 360 video technology that allows potential guests to look at guestrooms and other parts of the hotel before they book. In most cases, the tours are shot using an omnidirectional camera, resulting in all directions being filmed at once, allowing for a 360-degree field of view that people can navigate.
There are multiple ways of producing 360-degree video content and also multiple ways to view it, including via on head-mounted displays and virtual reality headsets as well as budget alternatives like Google Cardboard. In fact, Google introduced a virtual tour functionality, allowing hotels to showcase all the details that your customers love more than six years ago. The functionality failed to reached its potential.
More recently, virtual reality technology has been put into action by solution providers like Amadeus, allowing customers to look for flights, compare hotel prices and book rooms through a virtual reality headset. The potential to use immersive booking process to allow customers to do a virtual walkthrough of faraway hotel rooms and facilities seamlessly exploring and booking a guest room without leaving the comfort of their living rooms is now gathering steam as hotels look to incorporate next-generation virtual reality platforms to attract more guests and secure direct bookings.
One of the leaders of the pack of next-generation solution providers is Visiting Media, whose TrueTour platform is now used by hotel brands that include Klimpton, IHG and Marriott. Accor properties in Europe and the Americas recently launched the platforms top-to-bottom 360-degree 3D and virtual reality presentation and delivery capabilities with the goal of making it easier to upsell their luxury rooms and suites and sell their event spaces in person and at a distance.
According to Visiting Media, Accor needed to create an experience as close as possible to physically being on property, creating emotional connections and a sense of experience. It also needed to synchronize all of their most valuable sales assets in one place to create a central hub for meeting planners to find and showcase stellar visual sales experiences, with the goal of increasing group sales.
The first Accor hotels in Europe to deploy the solution were Fairmont Le Montreux Palace, Sofitel Munich Bayerpost, Sofitel Berlin Kurfrstendamm, Raffles Europejski Warsaw and Swisstel Le Plaza Basel. Last month, Pullman Berlin Schweizerhof and Swisstel Zurich also deployed the technology. [The solution] enables our sellers, both Hotel Sales & Global Sales, to use new immersive visuals and provide a selling tool that fits perfectly the clients needs to virtually experience the hotel & event space, present 360-degree images and 3D virtual tours of the property, said Petra Loecher, Vice President of Sales, Luxury & Premium Brands for Accor Central & Eastern Europe.
Visiting Media is currently working with Accors Global Sales team, building a syndication hub that will soon sync all property-level 360-degree and 3D content with global sellers worldwide in real time, becoming the first immersive content network of its kind.
Graduate Hotels also recently deployed the solution.Once we saw the power TrueTour had to increase incremental revenue atGraduate Athens, said Larkin MacDonald, Director of Sales and Revenue, Graduate Hotels, it was a no-brainer to roll out the platform across our entire portfolio. According to MacDonald, the solution integrates all of our most important sales and marketing materials into one place, and showcases the unique character of each of our properties.
Not only does this technology increase time and engagement spent on hotel websitesas guests explore the look and feel of each room, but it radically increases their exposure and rankings on search engines, said Michal Hubschmann, CEO of VDroom, which also offers a platform that allows property owners to create and distribute a 3D gallery of visual assets. The technology proactively reports to search engines rather than passively waiting for them to index a new listing, further increasing visibility and direct traffic to a property.
According to Hubschmann, hotels using the service have enjoyed up to 50% more views than hotels using regular images. The technology also allows hotels to upselloffering an upgrade to a client who just booked a standard room by linking to a deluxe room, and demonstrating the difference.
Since earlier this year, GCH, a leading German hotel management company, has been using the VDroom platform for its hotel bookings. More than a third of the hotels they manage, including Best Western, Ibis, Wyndham, and Radisson Blu, now offer guests the ability to view their rooms in 360. GCH also created the worlds first virtual reality portal, allowing guests to discover hotels and entire destinations three dimensionally.
According to Daniel Wishnia, GCH digital marketing consultant, the wow effect from virtual reality offers incentive for guests to book directly through the hotel as opposed to using an OTA. This is critical for hotels that commonly pay up to 30% commission to OTAs to serve as their booking agents. Any technology solutions that can help hotels avoid those types of commissions are sure to be embraced because there is nothing virtual about driving revenue growth and cost reduction.
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