Daily Archives: May 7, 2021

Flying among the stars – Purdue News Service

Posted: May 7, 2021 at 3:50 am

WEST LAFAYETTE, Ind. A professor at Purdue University is teaching his students astronomy by letting them touch the stars. Danny Milisavljevic, assistant professor of physics and astronomy, is using innovative new technology for his students to use virtual reality headsets to explore space.

The first technology of its kind to allow connection by students in different locations rather than on the same Wi-Fi network the headsets are also based on lightweight, relatively inexpensive and commercially available hardware. The technology was used for the first time last month in his Intermediate Astronomy II class.

The virtual reality environment allows students to fly through and around astronomical objects including stars and supernovae, and manipulate them to observe how they have changed over time, something that is possible thanks to enormous quantities of rich 3D modeling information and analyses. The system emphasizes scientific fidelity, giving a clear and accurate depiction of datasets. Similar systems eventually could allow students to study other topics including looking at microscopic or cellular data, anatomy, geospatial terrains, historical locations or even complex animated machinery.A video is available on YouTube.

Other companies and institutions have used virtual reality in a similar way before, but Milisavljevics solution is more scalable and less expensive costing hundreds of dollars per unit rather than thousands and drastically improves accessibility, allowing students to collaborate from anywhere on the globe with Wi-Fi.

Milisavljevic already had built the virtual-reality platform, but with the onset of the pandemic, and concurrent mandates for socially distanced learning, he applied for an National Science Foundation RAPID Grant to help him develop this technology so that people did not have to be in the same physical location to share a virtual environment.

I was awarded an instructional innovation grant as a learning aid, Milisavljevic said. We put on this headset, or even on a PC or Mac, and now we can all be in the same virtual environment. The instructors and students have great control over what were seeing, and we can collaborate to understand the stellar dynamics happening in distant galaxies and nebulae.

The first test of the technology in a classroom environment was hugely successful, according to Milisavljevic, and he will continue to use it throughout the rest of the year. His students responded overwhelmingly positively.

This is the coolest thing I have done in a year! wrote one student. Its just plain fun, and its super visually helpful for a subject like astronomy where things can be hard to visualize in 2D.

It was an awesome experience, another wrote. I felt as though I was actually walking around in space and the real-time manipulation of the stellar remnant renderings really added to the learning experience."

About the Envision Center

The Envision Center provides novel solutions to effectively communicate complex research concepts. Computer graphics, advanced visualization, auditory, haptic, and multimodal interaction integrate with state-of-the-art high-performance computation to assist researchers, instructors, and leaders in their quest for new knowledge and innovative products.

About Purdue University

Purdue University is a top public research institution developing practical solutions to todays toughest challenges. Ranked the No. 5 Most Innovative University in the United States by U.S. News & World Report, Purdue delivers world-changing research and out-of-this-world discovery. Committed to hands-on and online, real-world learning, Purdue offers a transformative education to all. Committed to affordability and accessibility, Purdue has frozen tuition and most fees at 2012-13 levels, enabling more students than ever to graduate debt-free. See how Purdue never stops in the persistent pursuit of the next giant leap athttps://purdue.edu/.

Writer, Media contact: Brittany Steff; 765-494-7833; bsteff@purdue.edu

Source: Dan Milisavljevic, dmilisav@purdue.edu

Journalists visiting campus: Journalists should followProtect Purdue protocolsandthe followingguidelines:

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Lee Health offers innovative virtual reality technology to patients in skilled nursing unit: SF STAT! – South Florida Hospital News

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May 5, 2021 - When Carl Johnson entered Gulf Coast Medical Centers Skilled Nursing Unit with a foot injury, he had no idea deep sea swimming, herding sheep and volleyball would be part of his therapy.

I got so into it, I almost forgot it was a virtual reality machine and I wasnt actually doing those things, said Johnson. The virtual reality equipment really made me move and stand up and do exercises I normally wouldnt do. It was so fun and I absolutely loved it.

At Gulf Coasts Skilled Nursing Unit, Johnson is one of more than 100 patients that have been able to take part in the health systems new virtual reality technology.

Patient Carl Johnson uses the new virtual reality equipment inside Gulf Coast Medical Centers Skilled Nursing Unit

Originally obtained for COVID-19 patients within the hospital, the virtual reality units enable patients to do things like virtually ride a bike, garden and even play bingo while they are inside a hospital room.

There are two different kinds of virtual technology units available at Gulf Coasts Skilled Nursing Unit. One is an OmniCycle, a therapeutic exercise cycle and the other is a virtual reality machine, a device with a TV-like screen.

The technology has been proven to help with fall prevention and balance, pain management, better breathing, and overall better patient outcomes.

Being in isolation was lonely for many of our COVID-19 patients and we wanted to do something to lift their spirits while helping them recover. Thats how this program was started, said Bethany Schroll, physical therapist at Gulf Coast Medical Centers Skilled Nursing Unit. We knew we needed to get creative, so we explored virtual reality and got units that we could thoroughly sanitize and take into the patients room. It has made such a difference in their physical and mental health.

Once the COVID-19 unit within Gulf Coasts Skilled Nursing Unit closed due to lower numbers of COVID-19 patients within Lee Healths hospitals, the team there began using the virtual reality technology for its skilled nursing patients. For many of the seniors within the unit, it has helped them become more engaged in their physical therapy.

We had one patient who refused to do any type of physical therapy. Once we got her to try the virtual technology, she started virtually gardening, and that bridged the gap from the virtual world to the physical world, and after that, we got her to participate in physical therapy, which was so beneficial for her, said Schroll. Overall, this technology has just been amazing and our patients have loved it.

Gulf Coast received this equipment in the fall of 2020, and since then, theyve had several virtual outdoor activities, including a Turkey Trot on Thanksgiving where patients even got a medal for a being a top finisher.

About Lee Health

Since the opening of the first hospital in 1916, Lee Health has been a health care leader in Southwest Florida, constantly evolving to meet the needs of the community. A non-profit, integrated health care services organization, Lee Health is committed to the well-being of every individual served, focused on healthy living and maintaining good health. Staffed by caring people, inspiring health, services are conveniently located throughout the community in four acute care hospitals, two specialty hospitals, outpatient centers, walk-in medical centers, primary care and specialty physician practices and other services across the continuum of care. Learn more at http://www.LeeHealth.org

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Lee Health offers innovative virtual reality technology to patients in skilled nursing unit: SF STAT! - South Florida Hospital News

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Ant Middleton Is Sharing Lessons From Climbing Mt. Everest In Virtual Reality | ARPost – ARPost

Posted: at 3:50 am

Ant Middleton, who is best known for his role in the military training show SAS, is working with MR glasses company PhotonLens to create a virtual reality experience inspired by his Mount Everest climb.

They will also donate 70 mixed reality headsets to universities, all of which come pre-loaded with the immersive experience. In doing so, they hope to encourage innovation and promote mental resilience, particularly among younger generations.

See Also: Competition in MR Glasses Market to Heat Up With PhotonLens

Middleton summited the worlds highest mountain after a grueling five-week expedition along with Ed Wardle. An hour-long documentary called Extreme Everest on Channel 4 captured his death-defying climb in 2018.

The following year, he penned The Fear Bubble: Harness Fear and Live Without Limits, which describes his harrowing climb to the summit. It also details the mental and physical challenges he faced along the way.

By partnering with PhotonLens and digital agency Be-Hookd, he hopes to share the lessons from Mount Everest. The pandemic has been very taxing for everyone. Its taking a toll on everyones mental health and wellbeing.

Through this immersive project, Middleton hopes to make a difference in the lives of many, particularly the youth.

Together, they will be creating an intimate 360-degree immersive experience. The virtual expedition will unveil Middletons unique mindset, which helped him summit and survive Everest. Moreover, it will show VR users how to harness the power of fears amid challenging situations.

See Also: National Geographic Takes Users to Mt. Everest in New Instagram AR Experience

According to George James, CEO of Be-Hookd, they are working closely with Middleton to make the immersive experience as true to his climb as possible. It will contain anecdotes, as well as several personal stories.

Aside from the virtual reality experience, Middleton will donate 70 mixed reality headsets to universities. He is pleased to have this opportunity to support students who have been struggling to cope over the last year. At the same time, he hopes his lessons of resilience can help students, especially amid this global health crisis.

See Also: VR Deep Therapy: How Virtual Reality Can Help Improve Mental Health

By partnering with universities, PhotonLens is looking forward to inspiring the next generation of innovators, says co-founder Lisa Pan. They hope that this opportunity can give students positive learning experiences despite the disruption caused by the COVID-19 pandemic.

Moreover, theyre hoping that immersive tech continues to fill the voids across industries, from education to travel and entertainment.

Middleton and PhotonLens will be giving away 40 mixed reality headsets via a social media competition in June. All the giveaways will come pre-loaded with the VR experience. Later on, Be-Hookd will roll out the digital experience, which virtual reality users can partake in from the comfort of their home.

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Arthur announces major updates to its collaborative Virtual Reality platform, including expanded room capacity of 50+ participants – Auganix

Posted: at 3:50 am

In Virtual Reality News

May 6, 2021 Arthur, a virtual reality (VR) office space provider that enables businesses to create virtual offices and hold fully immersive collaborative meetings, has today announced major product updates that are now live on its platform for users. The updates include photorealistic avatars with lip-syncing, audio zones for private conversations in subgroups of people, a breakthrough in increased VR room capacity, as well as speech-to-text capabilities.

As a VR solution used by Fortune 500 companies and organizations in a variety of industries, including the United Nations, Arthur enables large-scale immersive collaborative sessions in a remote environment, allowing users to build virtual office spaces with permanency features. As the need for remote connectivity solutions has increased over the last year as a result of the pandemic, and as companies rethink their collaboration models, Arthurs offerings have become a must-have for many businesses, particularly global companies that are geographically dispersed.

While most VR platforms offer simple meetings with a few people, Arthur is mainly used for large-scale brainstorming sessions with whiteboards, flow charts and other complex meetings in real-time. We are making the virtual office a highly sought-after solution for the enterprise space, combining a collaborative and highly productive meeting environment with realistic settings to meet with colleagues and coworkers, such as a coffee bar, said Christoph Fleischmann, Founder and CEO of Arthur. Since our launch in December 2020, weve received great feedback from our professional users on how theyre currently using the platform, and how theyd like to use it for virtual collaboration going forward. Were continuously finding ways to adapt to the evolving needs of our clients and are looking forward to whats next for Arthur.

The Arthur platform has two models Professional (currently in beta) and Consumer (intended for startups and individual professionals), both of which are currently available on Oculus devices. The updates for each model include:

Professional

Consumer

Both models will be receiving updates to room capacity and photo realistic avatars, allowing them to be built from an image of the user.

Audio zones are also being introduced in this update to the Professional model. This new feature allows people to hold private conversations with a subgroup of people within a meeting, serving as a privacy bubble.

Additionally, this update unlocks speech-to-text capabilities in the Professional model, allowing users to simply record their voice to generate written text labels or private notes, helping to increase the speed in which they can work and reducing the need for VR controllers or a Bluetooth keyboard to type.

Finally, in addition to the user-facing feature updates, Arthur has also focused on further expanding the scalability of its virtual office. With efficiency increases in the new avatar system, Arthurs professional model can now hold more than 50 people in the same room simultaneously, while still ensuring a high-quality meeting without glitches.

Arthur recently announced the launch of its platform on the Oculus store. For more information on Arthur, please visit the companys website. For a demonstration of the virtual reality collaboration platform, please contact(Replace this parenthesis with the @ sign)auganix.org.

Image credit: Arthur

About the author

Sam Sprigg

Sam is the Founder and Managing Editor of Auganix. With a background in research and report writing, he covers news articles on both the AR and VR industries. He also has an interest in human augmentation technology as a whole, and does not just limit his learning specifically to the visual experience side of things.

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Fox School of Business experiments with virtual reality learning amid pandemic – Temple News

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Gabby Gutierrez (left), a video editor in the Online and Digital Learning Department at Fox School of Business, uses the Oculus headset while Philadelphia freelance reporter Zoe Rosenberg (right) participates in a virtual walkthrough of Fintech Blockchain and Digital Disruption on April 13. | JOSEPH V. LABOLITO / COURTESY

As Divya Pawar sat in her Fintech, Blockchain and Digital Disruption class listening to the lecture, she was able to get a good view of Pollet Walk from her seat. When class ended, she took off her Oculus Quest Virtual Reality headset and continued working at home in her off-campus apartment.

Its like youre in a Temple classroom, like youre sitting with your classmates, said Pawar, a masters of business administration student. It was an amazing experience, it kind of transforms your space.

In March 2020, the Fox School of Business first held Fintech, Blockchain and Digital Disruption, a graduate-level course that is offered once per year and is among the first MBA-level courses to feature a VR format among colleges and universities in the United States. Although the course operates virtually, it incorporates classroom discussions along with virtual visual elements from Temples Main Campus that create an environment comparable to the traditional, on-campus experience.

Students in the class learn about the ways advancements in technology affect financial services and other industries. Planning for the course began in 2018.

To keep students active in their classes, Fox has held only synchronous online classes since Temple primarily transitioned to online learning in March 2020, said Ronald Anderson, the dean of the Fox School of Business. However, he believes that once students get past initial feelings of Zoom fatigue, they enjoy the convenience of online learning despite wanting the traditional college experience even after the pandemic ends.

I think the students want to be on campus, Anderson said. But I think its alright, for some courses, if they take their classes in their apartment or in their dorm room.

Fox partnered with The Glimpse Group, a virtual reality platform company, and designed the virtual experience to resemble a traditional classroom setting.

Students can participate in Fintech, Blockchain and Digital Disruption remotely by wearing Oculus Quest VR headsets. With the headsets on, students sit at virtual seats in a lecture hall, surrounded by avatars of other members of the class, and can talk to one another through the headsets as they get views of Temples Main Campus outside the lecture halls windows.

Pawar enjoys feeling a part of a nearly traditional classroom experience while taking her class at an off-campus apartment.

It kind of bridges the gap that has been missing due to the pandemic, Pawar said. You can see classmates sitting around desks and you can look over and talk to them how youd talk to them in real class.

Students receive the Oculus Headsets in the mail and return them to the Fox School of Business after they complete the course.

Bora Ozkan, a finance professor, teaches Fintech, Blockchain and Digital Disruption and appears in the center of the virtual lecture hall as an avatar where he can see students raise their hands and actively engage with one another.

Despite the class operating virtually, Ozkan made efforts to simulate in-person learning to make the experience more realistic for students, he said.

We have a board in the classroom that we type on as we go along and we have a [teaching assistant] in the classroom, Ozkan said. They take notes and we upload it to Canvas so students actually have a reference about what we talked about in class.

Anderson enjoys how the course allows students to engage as the would in a traditional classroom setting, despite being in different locations.

I could have a kid thats sitting in South Africa and a kid sitting in California, and Im the professor in Philadelphia, and were all in the same classroom, Anderson said.

Anderson believes using VR will allow universities to offer more experimental programs and cut costs for students as they wont have to pay to live on campus. He acknowledged VR courses may have limitations for classes that require less classroom discussion.

I dont think this lends itself to a math course for instance, Anderson said. Because if youre one of these people who learn a lot from note taking exactly, its not going to work very well, unless its a discussion course.

Fintech, Blockchain and Digital Disruption is only offered once per year, but Tom Lennon, Foxs senior video production specialist, hopes to see the course grow going forward as improvements are made to the VR experience, he said.

Lennon, who helped design the course, hopes the technology of VR continues to improve so they can avoid some of the difficulties with sound and avatar placement that have risen in some classes.

This is a model thats working, Lennon said. Theres a lot of nitty-gritty where like, something glitches and now everyones mute button doesnt work.

Lennon likes the flexibility of giving students headsets to learn and feels it is similar to some traditional aspects of borrowing university materials.

Its like renting a textbook, Lennon said. We send it out to the students and if they dont send it back theyre going to get charged.

Adding virtual forms of education might be valuable as students continue adapting to taking classes remotely, Anderson said.

I think that theres a really good chance that somewhere between 30 to 40 percent of our students are going to want a large portion, maybe not 100 percent, but a large portion of their classes in a virtual environment, because of its convenience, he added.

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Sacramento PD Using Virtual Reality Training in Wake of Police Involved Shootings – TMZ

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Cops in California's capital are using technology to improve their training in the wake of several deadly police encounters across the country -- and the hope is virtual reality translates to the real world.

Sacramento Police Chief Daniel Hahn joined us Monday on "TMZ Live", and downloaded us on his department's new training tool ... a virtual reality headset capable of recreating real police encounters in different environments.

Hahn says the VR training blends hypothetical situations officers might face in Sacramento with lessons learned from the regular training program, like implicit bias and intervention ... telling us why it's proving to be an important training tool in the wake of George Floyd's murder.

The technology sounds incredible ... not only can instructors place officers in different parts of town, but they can also replay the virtual scenarios so other cops can see what worked and what didn't.

It's a pretty insightful conversation on what could be the future of police training after Derek Chauvin's murder conviction. You can see the full interview Monday on "TMZ Live."

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Effect of intensive care unit-specific virtual reality (ICU-VR) to improve psychological well-being and quality of life in COVID-19 ICU survivors: a…

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This article was originally published here

Trials. 2021 May 5;22(1):328. doi: 10.1186/s13063-021-05271-z.

ABSTRACT

BACKGROUND: The SARS-CoV-2 outbreak has resulted in a tremendous increase in hospital and intensive care unit (ICU) admissions all over the world. Patients with severe coronavirus disease 2019 (COVID-19) warranting ICU treatment usually have prolonged mechanical ventilation and are expected to be prone to develop psychological impairments, such as post-traumatic stress disorder (PTSD), anxiety and depression, which negatively impact quality of life. To date, no effective treatment strategy is available. In the current trial, we aim to assess the effect of an ICU-specific virtual reality (ICU-VR) intervention on psychological well-being and quality of life after COVID-19 ICU treatment.

METHODS: In this multicentre, randomized controlled trial, we aim to examine whether COVID-19-specific ICU-VR, offered 3 months after hospital discharge, improves psychological well-being and quality of life. Secondary objectives are, firstly, to examine the intra-group changes in psychological well-being and quality of life and the inter-group differences in psychological well-being and quality of life during follow-up, up to 12 months after hospital discharge, and secondly, to examine patients satisfaction with and rating of ICU care and aftercare and patients perspectives on ICU-VR. Eighty adult patients treated for COVID-19 in the mixed-surgical ICUs of four hospitals in Rotterdam, the Netherlands, will be included and randomized (1:1) to either early or late ICU-VR between June 29 and December 31, 2020. Patients randomized to early ICU-VR will receive the ICU-VR intervention during an outpatient clinic visit 3 months after hospital discharge, whereas patients randomized to late ICU-VR will receive ICU-VR 6 months after hospital discharge. Primary outcomes of this study are psychological well-being, assessed using the Impact of Event Scale-Revised (IES-R) and the Hospital Anxiety and Depression Scale (HADS), and quality of life, assessed using the European Quality of Life 5 Dimensions (EQ-5D) and RAND-36 questionnaires, up to 6 months after hospital discharge.

DISCUSSION: Currently, an effective treatment for psychological sequelae after ICU treatment for specific illnesses is unavailable. Results from this study will provide insight whether virtual reality is a modality that can be used in ICU aftercare to improve psychological well-being and quality of life, or satisfaction, after ICU treatment for specific illnesses such as COVID-19.

TRIAL REGISTRATION: This trial has been retrospectively registered on the Netherlands Trial Register on August 14, 2020 ( NL8835 ).

PMID:33952318 | DOI:10.1186/s13063-021-05271-z

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Purdue students are using VR to explore the cosmos, remotely – EdScoop

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Purdue University astronomy students are exploring the cosmos from the comfort of their dorm rooms, even amid coronavirus-related quarantines, thanks to virtual reality technology being tested by assistant professor Danny Milisavljevic and the schools simulation testing center.

Over the last year, Milisavljevic an astrophysicist at Purdue University who was formerly a postdoctoral fellow at Harvard University has taught the study of exploding stars with the aid of virtual reality. Exploding stars leave trails of fragments and other clues around them, much like the debris patterns of explosives. But rather than looking at photos or through a telescope, students in his class can walk around a virtual classroom and examine 3D models of supernovas from every direction by strapping on a VR headset. Milisavljevic said his students act like an astronomy-focused bomb squad, reviewing how different stars exploded and citing their previous astronomical classifications.

Its one thing to look at it from a direction, but when you change your head from side to side, it gives you the perspective you need, Milisavljevic told EdScoop.

The best part, he said, is that thanks to a National Science Foundation RAPID grant and the easy portability of VR headsets, Purdue students can participate from anywhere in the world that has a Wi-Fi connection.

Milisavljevic originally began working with the schools simulation research center, called the Envision Center, to study a better method of visualizing his work. At Harvard, he said he used web applications and movie production software to create 3D models of exploded stars, but technology limitations at the time forced him to share the majority of his work in 2D mediums, like video. By the time he arrived at Purdue U. in 2017, though, virtual reality technology had progressed enough to showcase his work.

[Virtual Reality] was very goofy and I remember all these people talking about getting sick when they put a headset on, he said of the technologys early days. But I started experimenting with the technology to visualize and provide an immersive virtual environment to explore the data sets I was creating.

The 3D models and the VR simulations were a perfect match, and Milisavljevic quickly realized there are two primary benefits of examining the models using virtual reality. One is the ability to study them with another researcher or student in the same room, who was also wearing a headset. The second is that a VR environment can host multiple models on the same program. Because students can walk back and forth between models, he said, it prompted more insightful questions and a more effective understanding of the complex detective work he was asking his students to perform.

It drove innovation in the analysis of the data and the presentation of it, Milisavljevic said.

When the COVID-19 pandemic hit, Milisavljevic said he realized that students would no longer be able to share their observations of the universe while physically standing in the same classroom. The universitys RAPID Grant, usually distributed by the National Science Foundation for immediate research needs, like COVID-19 vaccination and testing studies, was awarded to Milisavljevic for his work researching the wireless connectivity component of virtual reality, especially for academic purposes.

Though all Milisavljevics students were on-campus throughout the year, he said the idea of his research is to facilitate remote-learning through the headsets so they can be used if at any point students need to go home for the semester, or if professors and researchers from other parts of the world want to collaborate.

A trend of VR-based remote learning is growing elsewhere, as well: Temple University recently announced it would continue its VR-based curriculum for online MBA students.

We put on this headset, or even on a PC or Mac, and now we can all be in the same virtual environment, Milisavljevic said. The instructors and students have great control over what were seeing, and we can collaborate to understand the stellar dynamics happening in distant galaxies and nebulae.

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Two new VR headsets from HTC are expected at Vivecon event this month – Gearbrain

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HTC is expected to reveal a pair of new virtual reality headsets at its first Vivecon event later this month.

But gamers and VR fans might be left disappointed, as it looks like both new products will be aimed at the enterprise market instead of consumers.

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HTC has teased new hardware for a little while now, as we wrote about last month, and the company's own blog has stated that a new VR headset is "confirmed". Company president Alvin Wan Graylin also tweeted, suggesting at least one new HTC product would use mixed reality, where both virtual and augmented reality are used.

Now, a fresh report by Protocol claims HTC is gearing up to reveal a pair of enterprise-focused VR headsets, called the Vive Focus 3 Business Edition and the Pro 2.

The former is said to be a new standalone device, where it has its own display (instead of using a smartphone) and works without being connected to a computer or game console. The latter is described as a high-end PC VR headset, where it is connected to a computer instead of having its own processor.

HTC published this photo on its company blog on April 9 HTC

Both are due to be revealed during the Vivecon event, and be commercially available before the end of May.

Precious little is known about the specifications and features of the headsets, but their prices may have leaked out in recent days. Protocol says both headsets briefly appeared on the website of Alzashop, a European retailer, with a release date of May 20. The site also stated European prices of 1,474 for the Vive Focus 3 Business Edition and 842 for the Pro 2. These convert to approximately $1,770 and $1,000 respectively.

For context, the HTC Vive currently costs around $780 and the Vive Cosmos Elite is $900. At almost $1,800, the claimed price of the upcoming Vice Focus 3 Business Edition is significantly more expensive than HTC's current offering. We will be interested to see if HTC does indeed aim these two headsets at the enterprise market, and what features are included to justify the price, especially of the Focus 3.

HTC Vive Cosmos Elite Virtual Reality System

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Virtual Reality Content Market Research Report by Component, by Content Type, by Application – Global Forecast to 2025 – Cumulative Impact of COVID-19…

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Virtual Reality Content Market Research Report by Component (Hardware and Software), by Content Type (360 Degree Photos, Games, and Videos), by Application - Global Forecast to 2025 - Cumulative Impact of COVID-19

New York, May 04, 2021 (GLOBE NEWSWIRE) -- Reportlinker.com announces the release of the report "Virtual Reality Content Market Research Report by Component, by Content Type, by Application - Global Forecast to 2025 - Cumulative Impact of COVID-19" - https://www.reportlinker.com/p05911877/?utm_source=GNW

Market Statistics:The report provides market sizing and forecast across five major currencies - USD, EUR GBP, JPY, and AUD. This helps organization leaders make better decisions when currency exchange data is readily available.

1. The Global Virtual Reality Content Market is expected to grow from USD 26,781.24 Million in 2020 to USD 37,392.24 Million by the end of 2025.2. The Global Virtual Reality Content Market is expected to grow from EUR 23,482.30 Million in 2020 to EUR 32,786.23 Million by the end of 2025.3. The Global Virtual Reality Content Market is expected to grow from GBP 20,875.81 Million in 2020 to GBP 29,147.03 Million by the end of 2025.4. The Global Virtual Reality Content Market is expected to grow from JPY 2,858,237.35 Million in 2020 to JPY 3,990,700.55 Million by the end of 2025.5. The Global Virtual Reality Content Market is expected to grow from AUD 38,889.92 Million in 2020 to AUD 54,298.51 Million by the end of 2025.

Market Segmentation & Coverage:This research report categorizes the Virtual Reality Content to forecast the revenues and analyze the trends in each of the following sub-markets:

Based on Component, the Virtual Reality Content Market studied across Hardware and Software.

Based on Content Type, the Virtual Reality Content Market studied across 360 Degree Photos, Games, and Videos.

Based on Application, the Virtual Reality Content Market studied across Automotive, Gaming, Media & Entertainment, and Retail.

Based on Geography, the Virtual Reality Content Market studied across Americas, Asia-Pacific, and Europe, Middle East & Africa. The Americas region surveyed across Argentina, Brazil, Canada, Mexico, and United States. The Asia-Pacific region surveyed across Australia, China, India, Indonesia, Japan, Malaysia, Philippines, South Korea, and Thailand. The Europe, Middle East & Africa region surveyed across France, Germany, Italy, Netherlands, Qatar, Russia, Saudi Arabia, South Africa, Spain, United Arab Emirates, and United Kingdom.

Company Usability Profiles:The report deeply explores the recent significant developments by the leading vendors and innovation profiles in the Global Virtual Reality Content Market including 360 Labs LLC, Alphabet, Inc., AltexSoft, CreativeDrive, Eon Reality, Inc., GoPro, Inc., HTC Corporation, KONCEPT VR LLC, Magic Leap, Inc., Matterport, Inc., Microsoft Corporation, Netflix, Oculus VR, LLC, Panedia Pty Ltd, Samsung Electronics Co. Ltd., Scapic Innovations Private Limited, Sony Corporation, Subvrsive, Inc., Ultraleap Limited, VIAR d.o.o., Vizor Ltd., WeMakeVR, and Wevr, Inc..

Cumulative Impact of COVID-19:COVID-19 is an incomparable global public health emergency that has affected almost every industry, so for and, the long-term effects projected to impact the industry growth during the forecast period. Our ongoing research amplifies our research framework to ensure the inclusion of underlaying COVID-19 issues and potential paths forward. The report is delivering insights on COVID-19 considering the changes in consumer behavior and demand, purchasing patterns, re-routing of the supply chain, dynamics of current market forces, and the significant interventions of governments. The updated study provides insights, analysis, estimations, and forecast, considering the COVID-19 impact on the market.

FPNV Positioning Matrix:The FPNV Positioning Matrix evaluates and categorizes the vendors in the Virtual Reality Content Market on the basis of Business Strategy (Business Growth, Industry Coverage, Financial Viability, and Channel Support) and Product Satisfaction (Value for Money, Ease of Use, Product Features, and Customer Support) that aids businesses in better decision making and understanding the competitive landscape.

Competitive Strategic Window:The Competitive Strategic Window analyses the competitive landscape in terms of markets, applications, and geographies. The Competitive Strategic Window helps the vendor define an alignment or fit between their capabilities and opportunities for future growth prospects. During a forecast period, it defines the optimal or favorable fit for the vendors to adopt successive merger and acquisition strategies, geography expansion, research & development, and new product introduction strategies to execute further business expansion and growth.

The report provides insights on the following pointers:1. Market Penetration: Provides comprehensive information on the market offered by the key players2. Market Development: Provides in-depth information about lucrative emerging markets and analyzes the markets3. Market Diversification: Provides detailed information about new product launches, untapped geographies, recent developments, and investments4. Competitive Assessment & Intelligence: Provides an exhaustive assessment of market shares, strategies, products, and manufacturing capabilities of the leading players5. Product Development & Innovation: Provides intelligent insights on future technologies, R&D activities, and new product developments

The report answers questions such as:1. What is the market size and forecast of the Global Virtual Reality Content Market?2. What are the inhibiting factors and impact of COVID-19 shaping the Global Virtual Reality Content Market during the forecast period?3. Which are the products/segments/applications/areas to invest in over the forecast period in the Global Virtual Reality Content Market?4. What is the competitive strategic window for opportunities in the Global Virtual Reality Content Market?5. What are the technology trends and regulatory frameworks in the Global Virtual Reality Content Market?6. What are the modes and strategic moves considered suitable for entering the Global Virtual Reality Content Market?Read the full report: https://www.reportlinker.com/p05911877/?utm_source=GNW

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Virtual Reality Content Market Research Report by Component, by Content Type, by Application - Global Forecast to 2025 - Cumulative Impact of COVID-19...

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