Daily Archives: October 3, 2021

Free Online Blackjack Simulator

Posted: October 3, 2021 at 3:06 am

Numerous blackjack fans love this game not only for the high winning odds but also because the player has the ability to control the process, influence the result and make decisions. There are a lot of decisions to be made here: do we need to split, do we double, take another card or wait for the dealer to bust? And it depends on your decision whether you lose or replenish your account.

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Free Classic Blackjack Simulator

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Where to Play Blackjack in Florida – Floridanewstimes.com

Posted: at 3:06 am

Everyone knows Florida for its amusement parks, coastline, and orange orchards. However, what few are aware of regarding the Sunshine State, is that it was once at the forefront of gambling legalization. It was the initial US territory to regulate greyhound and horse racing, and its lottery was the first to go live in the region. Yet, despite these facts, games of chance have remained a hotly debated subject, with a long history of multiple failed referendums and initiatives to see them become legal. Nowadays, Florida boasts a reputation as one of the healthiest card markets in the US, and over thirty casinos exist within its borders.

That said, table game action is not as freely available here as one would think. Yes, there are close to four hundred establishments in Florida that offer some form of gaming activities. Still, aside from sites that offer online blackjack, Floridians can only test their luck on the worlds most popular game at tribal venues run by the Seminole Tribe of Florida. That is one of three federally recognized Seminole entities, with the Miccosukee Tribe of Indians of Florida and the Seminole Nation of Oklahoma. They have six reservations in the Sunshine State and a 796-acre tract of land north of Lakeland.

Operating from 1979 at 4150 North State Road 7 in Hollywood, Florida, the Classic is south of the Hard Rock Casino. The establishment boasts a 73,500 square foot gaming floor with over one hundred machines, high-stakes bingo games, and over thirty live tables. There are two full-service bars and four casual dining restaurants here, with the Stage Bar being a particular favorite for regulars. It offers a slew of unique cocktails and live entertainment. The Classics blackjack offer consists of multiple tables supplying the standard variation and a few Spanish 21 ones. Card gambling enthusiasts here get comp dollars for their live table activities, which they can later redeem at the venues bars, restaurants, and retail stores. Note that they expire sixty days after getting earned.

The Hard Rock Casino, better known as the Guitar Hotel, got up-and-running in January 2004. The structure on 1 Seminole Way in Hollywood is unmissable from a distance because the massive tower resembles two giant guitars, hence the resorts name. A substantial expansion of this establishment got completed in October 2019. They now have a 140,000 casino floor, a four-acre lagoon-style pool facility, an event center, and nightclubs. In terms of live tables, this venue has nearly two hundred croupier games. These include blackjack, Switch, Spanish 21, and Super 4 Progressive ones.

The Hard Rock in Tampa opened its doors around the same time as the Guitar Hotel. The location of this gaming complex is off of Interstate 4 on the Tampa Reservation at 5223 North Orient Road. Their casino space is far vaster than the two previously mentioned establishments at 190,000 square feet, the sixth most massive gaming floor on the planet. It is home to five thousand slots and more than one hundred live tables. The space is also unique in that it permits indoor smoking and displays legendary rock and roll memorabilia in its halls and galleries. The most notable restaurants here are Council Oak Steaks & Seafood and The Rez Grill. Those that come to test their luck at twenty-one action here can enjoy One-Card Blackjack, Double-Exposure Blackjack, Spanish 21, and Blazing 777s Blackjack Progressive, as well as the standard game. High-limit rooms are an option here. They provide an intimate and refined space that features complimentary beverage service and exclusive amenities.

Found at 506 South First Street, in the town of Immokalee, Seminoles casino near Naples launched its operation in 1994. Precisely fifteen years later, it began housing slot machines. Now, it also has a ninety-nine-room hotel. Their gaming area is roughly equal to the Classic one, featuring more than one thousand reel-spinners, thirty-eight table games, and six poker ones. The dining options have expanded here in recent years. Many visitors rank the EE-TO-LEET-KE Grill and 1st Street Deli as must-tries. Concerning blackjack, Double Deck Pitch Blackjack is a creative variant offered by the Seminole Casino Hotel Immokalee. Players will rarely find it elsewhere. Despite it, Switch, Spanish 21, and the classic variation are on hand here as well.

In the eyes of most veteran gamblers, the four casinos discussed above are the states premium destinations for anyone that likes playing the low house edge game of blackjack. Seminoles venues in Brighton and Coconut Creek are two other viable picks. The game may also get found in its electronic form in other gaming locales throughout Florida.

Shelly Schiff has been working in the gambling industry since 2009, mainly on the digital side of things, employed by OnlineUnitedStatesCasinos.com. However, over her eleven-year career, Shelly has provided content for many other top interactive gaming websites. She knows all there is to know about slots and has in-depth knowledge of the most popular table games. Her golden retriever Garry occupies most of her leisure time. Though, when she can, she loves reading Jim Thompson-like crime novels.

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Nevada gaming revenue passes $1bn for six consecutive month in August | Finance – iGaming Business

Posted: at 3:06 am

Nevada gaming revenue hit $1.17bn in August, the sixth month in a row that the state has reported a ten-figure total, and a significant improvement on the prior years figures.

Revenue was up 56.9% year-on-year from August 2020 according to the Nevada Gaming Control Board, when the states casinos were still subject to capacity limits and social distancing as a result of the Covid-19 pandemic. Compared toJuly 2020s record-breaking total, revenue was down 14.3%.

Slots made up the majority of the months total, contributing $825.1m, up 57.0% from the prior year, with a further $340.7m coming from table, counter and card games. This too represented a significant year-on-year improvement, of 56.6%.

Among this segment, blackjack and baccarat were the star performers. Blackjack revenue came to $103.1m, while baccarat contributed $93.1m. Baccarat in particular has performed remarkably in the past two months, with revenue hitting $160.1m in July.

Read the full story on iGB North America.

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A flexible approach: The importance of staffing in travel retail’s new normal – DFNIonline.com

Posted: at 3:06 am

Fears that shoppers in travel retail would shy away from interacting with staff in-store, making the role of brand ambassadors all but redundant in the new normal, have not come to pass.

Figures published earlier this year by m1nd-set and the European Travel Retail Confederation showed that 64% of European travelling shoppers will continue to engage with staff and 67% will continue to try products.

The experience of those on the front line is even more emphatic.

People are almost seeking out that human connection, says Blackjack Retail & Brand Director Leanne Nutter.

You can see people coming in and seeking out that human engagement.

Ethos Farm Founder & CEO Sally Alington echoes the suggestion that a more flexible, cross-category approach is needed for the future of travel retail.

There could be some fun discussions between retailers and brands about how we can tackle this differently, she says.

To discover the future of staffing for travel retail, read the full interview here.

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SpaceX Dragon cargo ship returns to Earth with gravity-sensitive experiments – Space.com

Posted: at 3:05 am

SpaceX's Dragon cargo spacecraft returned to Earth Thursday night (Sept. 30), packed full of science experiments after one month at the International Space Station.

The capsule, carrying 4,600 pounds (2,900 kilograms) of science experiments and other gear, undocked at 9:12 a.m. EDT (1312 GMT) on Thursday, while the station was traveling over the Pacific Ocean. NASA astronaut Shane Kimbrough monitored from inside the International Space Station's cupola as the capsule, commanded by ground controllers at SpaceX headquarters in Hawthorne, California, detached from the station's Harmony module and fired its thrusters.

"I want to give a huge thank you to the SpaceX and the NASA teams for getting this vehicle up to us in great shape, with a lot of science and surprise for the ISS," Kimbrough said during a NASA livestream. "The activities associated with SpaceX 23 kept our crew busy over the past month. We look forward to hearing about the results of the payloads we interacted with. Have a safe journey back to Earth."

The capsule then moved to a safe distance from the station and performed a series of burns, which sent it toward Earth.Dragon ended up splashing down as planned off the coast of Florida, SpaceX confirmed via Twitter at 10:59 p.m. EDT Thursday (0229 GMT on Oct. 1).

Related: 3 astronauts move Soyuz to new space station dock ahead of film crew arrival

Dragon will be transported to NASA's Space Station Processing Facility at the Kennedy Space Center, which is located a short distance from the splashdown site.

This short distance is especially important for this shipment, since the capsule carries microgravity experiments that could be affected if exposed to the planet's gravity in an unprotected environment for a longer period of time, NASA officials wrote in a statement.

Many of the experiments are biomedical, including some focused on the evolution of degenerative diseases such as Azheimer's, Parkinson's and Type 2 diabetes, as well as others examining muscle atrophy and gene expression in space.

Investigators will make a first quick assessment of the biological samples upon arrival at the processing facility before exposure to gravity alters the results. Then, the researchers will perform more in-depth analyses at their home laboratories.

The departing Dragon spacecraft had been docked at the space station since Aug. 30. The capsule, launched on Aug. 29 from Launch Complex 39A at the Kennedy Space Center, was SpaceX's 23rd Commercial Resupply Services mission for NASA.

The next cargo Dragon bound for the space station is currently targeting a launch in early December. The docking port on the Harmony module that the CRS-23 capsule occupied will next be visited by the upcoming Crew Dragon 3 mission this fall.

Editor's note: This story was updated at midnight EDT on Oct. 1 with news of Dragon's splashdown.

Follow Tereza Pultarova on Twitter @TerezaPultarova. Follow us on Twitter @Spacedotcom and on Facebook.

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Virtual reality isn’t all fun and games – Axios

Posted: at 3:04 am

Tech companies dream of creating a virtual reality metaverse, but the current best use of VR is something far more quotidian: job training.

The big picture: VR offers everyone from NFL quarterbacks to Walmart sales associates a relatively inexpensive, scalable way to practice their job skills within a programmable virtual space.

Driving the news: On Monday Facebook announced it would invest $50 million or roughly four hours of revenue in global research and program partners to build out its planned virtual metaverse in what it calls a "responsible" way.

Yes, but: For the metaverse to become a reality, VR technology would need to improve significantly, even assuming users embrace a virtual world created by a company that appears to be rapidly losing the trust of the public.

What's happening: Even as VR has lagged on wider uses, workplace training is emerging as an immediate business case for the technology.

What they're saying: "Facebook and many other companies are doing really cool things with social VR and the gaming metaverse," says Derek Belch, CEO of the industry-leading VR training company Strivr. "But I personally feel that for the next five years, training will continue to be the low-hanging fruit."

How it works: Belch began working on what would become Strivr while serving as a graduate assistant for Stanford University's football team in 2013, which allowed him to see how VR could help athletes practice their sport without needing their teammates or putting themselves at risk of injury.

Details: A call from Walmart in 2016 led Strivr to expand its VR offerings beyond sports, and today there are 17,000 VR headsets in Walmart stores for employee training.

By the numbers: VR training can help workers master both hard and soft skills better and faster a 2020 PwC study found VR learners are four times more focused than e-learning students and 275% more confident in applying skills after training.

The catch: While cheaper and faster, VR training programs lack the flexibility that can come with live instruction. And as many as 40% of users experience some degree of motion sickness in VR and AR environments, with women reporting worse side effects.

The bottom line: Virtual reality is still awaiting the iPhone moment that will drive broad consumer adoption and perhaps one day lead to the metaverse but in the meantime, think of VR training as a perfectly practical Blackberry experience.

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New Virtual Reality and Game Development major will ready students to use emerging technology for communications – Ohio University

Posted: at 3:04 am

Ohio University is now offering a new undergraduate major starting this fall in Virtual Reality and Game Development (VRGD). The VRGD program will teach students to use emerging technologies like virtual reality and digital games specifically for communication purposes, while emphasizing ethical and social improvements.

The major is housed within OHIOs Scripps College of Communication in the J. Warren McClure School of Emerging Communication Technologies. The Ohio University Board of Trustees approved the programs creation during its April 2021 meeting and the program has recently gained approval from the state of Ohio and the Higher Learning Commission.

The new VRGD major builds off the investment in games and interactive technologies research that has been in place at OHIO for more than 15 years. It started with the first game development major offered at the University, Digital Media: Special Effects, Games and Animation, and continues with a national reputation in the field. Animationcareerreview.com ranks OHIO as the top augmented/virtual reality college in the state for 2021.

We expect that as the requirements for delivering ultra-high quality immersive experiences increase, our students will be in a strong position to understandnot only state of the art VR/AR and game development technologies but howthe underlying communications technology could be used, Dr. Julio Aruz, associate professor and director of the McClure School, said. This makes our VRGD program unique, as all students will have access to information networking and Internet of Things lab environments, giving them the opportunity to create distinctive experiences.

The VRGD program will require a student to minor in either business or communication studies. In addition to virtual reality and game design classes, electives will teach students how those technologies work within larger information networking systems.

Students in the program will take courses in the fundamentals of networking technology and scripting. This will allow them to gain a better ability to design solutions that efficiently employ resources to deliver high quality experiences, Aruz said.

VRGD students will also have access to the Game Research and Immersive Design (GRID) Lab facilities, which are available to all Scripps College students regardless of major. This provides an array of technological learning opportunities for the students.

There are select spaces that are available to VRGD students on day one, John Bowditch, associate professor and director of the GRID Lab, said. Each student will have access to our Motion Lab, XR Lab, cine-VR Labs, GRID Lab Studios (video, audio, VR, augmented reality, and gaming gear checkout room), and the Mixed Reality Course (VR obstacle course). We want our students to take full advantage of the GRID Lab on their very first day of school.

Students in the major will learn how to use emerging technologies for social improvement in educational, governmental, corporate, entrepreneurial and entertainment venues.

The demand for future workers with experience in virtual reality and game development is growing. The United States games market, considered the worlds second largest, behind only China, is valued between $25.1 billion and $43.4 billion, depending on the source.

There has also been an increase in demand for training in games and interactive media. Hired.com found that 75% of software engineers surveyed predicted that their own industries would feel the effects of virtual reality and augmented reality, with nearly half saying it would be a skill they would like to learn.

Past alumni of the McClure School are employed all over the United States, Bowditch noted, in top companies such as Walt Disney Company and Imagineering, EA, Ubisoft, Unity, Bungie, Apple, Sony Santa Monica, Google and Activision/Blizzard.

Students who are currently enrolled in the games and animation major offered by the School of Media Arts and Studies (MDIA) will be able to complete their program of study.Starting in fall 2022, an animation major will be offered exclusively through MDIA, while any game-related elements are available through the VRGD major.

While the roots of this program carry over from the game track of the School of Media Arts and Studies Games and Animation major, the VRGD major skews more technical, Bowditch said. Every student will take virtual reality and game development classes that will ready them for technical and production jobs upon graduation.

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Virtual reality helping Pinellas automotive students excel – ABC Action News

Posted: at 3:04 am

ST. PETERSBURG, Fla. Students at Northeast High School in St. Petersburg are turning to virtual reality to learn how to repair cars quicker, easier and safer. It comes as new technology in the automotive industry evolves and there is a dire need for auto technicians statewide.

From building robots to tearing apart car engines, 12th grader Caroline Daley loves learning hands-on. More and more, I realize how much I love the automotive field and I love what its doing for people because everybody needs their cars worked on, she explained.

Usually, youll find her and her classmates huddled under a car at Pinellas Countys Schools Automotive Technology Center inside Northeast High School. But now, virtual reality is helping Caroline and her classmates understand the complexities of car parts before they even pick up a wrench.

There are so many things especially when you get to electric and hybrid vehicles that can be dangerous but because we use the AR technology, we can dissect pieces of a car without danger and it gives us a deeper level of understanding because it explains it step by step, Daley added.

The technology brings the car parts to life in 3-D, allowing students to assemble, disassemble and diagnose problems.

The enhanced program inside Pinellas County Schools comes at a perfect time. The Institute for Automotive Service Excellence estimates there will be 7,000 job openings for auto technicians in Florida alone over the next 5 years.

As part of a partnership with Pinellas Technical College, the students can earn their certification in less than half the time it normally takes.

Everything is now shifted towards the idea of getting students jobs at 18 when they leave here and with our industry partners in the area, we are able to get a 90-95% placement rate for all students that come through the program, explained Automotive Instructor Brian Johnson says he gets calls daily from local dealerships hoping to hire students.

NEHS is the only K-12 PCS school using the zSpace virtual reality software

Northeast High School is one of Pinellas County Schools 80 magnets, fundamental, and career programs tailored to students interests, talents, and abilities. The district will showcase all of the District Application Programs at three fairs this month starting with a Facebook/YouTube Live Event on October 12 for a general overview and Q&A.

The application period is not until January (Jan. 5-14) but district leaders hope to give families a chance to start researching and thinking about their options.

District Application Programs Magnet and Fundamental Programs

http://www.pcsb.org/dap [pcsb.org]

Calendar

https://www.pcsb.org/Page/32308#calendar55172/20211030/month [pcsb.org]

October 12, 2021

Facebook & YouTube Live Event: All Things DAP

6:30 p.m. 7:30 p.m.

(link posts Oct. 1)

October 19, 2021

North County DAP Fair

Tarpon Springs High School

1411 Gulf Road. Tarpon Springs6:00 p.m. 8:00 p.m.

https://www.pcsb.org/Page/32308#calendar55172/20211030/event/272886 [pcsb.org] (schools attending)

October 23, 2021

All County DAP Fair

Largo High School

410 Missouri Ave. N, Largo

9:00 a.m. 1:00 p.m.

https://www.pcsb.org/Page/32308#calendar55172/20211030/event/272887 [pcsb.org] (schools attending)

October 26, 2021

South County DAP Fair at Northeast High School

5500 16thSt. N, St. Petersburg

6:00 p.m. 7:30 p.m.

https://www.pcsb.org/Page/32308#calendar55172/20211026/event/272888 [pcsb.org](schools attending)

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Virtual reality for pain management has potential, but hurdles remain – Healthcare IT News

Posted: at 3:04 am

A study published this week in the Journal of Medical Internet Research found that virtual reality can be a useful, scalable and appealing alternative to existing pain management approaches.

At the same time, however, UC San Francisco researchers noted that challenges remain when it comes to adoption of the technology, especially for addressing the needs of diverse populations.

"There are specific considerations in adapting digital innovations to diverse populations and to safety-net healthcare settings that disproportionately care for them," read the study.

"We sought to elucidate the implementation climate specifically for VR," it explained.

WHY IT MATTERS

The research was a collaboration between S.O.L.V.E. Health Tech, a health equity incubation partner at UCSF, and AppliedVR, a platform that provides therapeutic VR for pain management.

As the study notes, clinicians have demonstrated interest in VR therapy as a safe and effective alternative for opioids when it comes to pain management.

However, the researchers pointed out that many VR studies have been conducted in settings that serve "ethnically homogenous, relatively advantaged populations with high health literacy and educational attainment."

The research team sought to take a deeper look by interviewing healthcare providers, leaders and administrators from safety-net health systems and academic medical centers, along with one from a nonprofit regional tertiary medical center.

They found that frontline pain management clinicians and leaders are interested in VR, but that it will require significant adaptation such as cultural tailoring and translation, along with usability testing to address the specific needs of the diverse populations they serve.

"The participants cited integration into complex workflows, structural costs and reimbursement concerns as major concerns to implementing and scaling VR use," wrote the researchers.

"There is a tremendous unmet need in the U.S. to deliver evidence-based digital therapeutics to the broader population," said Dr. Urmimala Sarkar, lead author on the study, UCSF professor ofmedicine and cofounder of S.O.L.V.E. Health Tech, in a statement.

"But, it will require collaboration across industries to overcome the hurdles that stand in the way of wider adoption, including commitments from payers for more reimbursement and adapted content that tailors to the needs of diverse populations," Sarkar continued.

THE LARGER TREND

Virtual reality, and, more broadly, extended reality,offera range of opportunities for enhancing healthcare and patient engagement, especially in a remote care setting.

For instance, VR hasbeen used in combination with artificial intelligence to enhance telesurgery: the ability to do live surgery in different locations or mentorship and proctorship. It can also offer new opportunities to provoke an empathetic response among caregivers.

ON THE RECORD

"Our goal is to make VR the standard of care in pain management for everyone, and research like this is critical to understanding how we can create more usable, more affordable and more equitable treatment programs," said Josh Sackman, president and cofounder of AppliedVR, in a statement.

"The COVID-19 pandemic put on full display the health inequities that have existed in our country for years, so digital medicine shouldnt be the latest innovation to fall into the same trap," he said.

Kat Jercich is senior editor of Healthcare IT News.Twitter: @kjercichEmail: kjercich@himss.orgHealthcare IT News is a HIMSS Media publication.

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Insights on the Location-based Virtual Reality Global Market to 2026 – Featuring Springboard VR, Tyffon and Neurogaming Among Others -…

Posted: at 3:04 am

DUBLIN, September 29, 2021--(BUSINESS WIRE)--The "Global Location-based Virtual Reality (VR) Market - Growth, Trends, COVID-19 Impact, and Forecasts (2021 - 2026)" report has been added to ResearchAndMarkets.com's offering.

The Global Location-Based virtual reality market was valued at USD 355.75 million in 2020, and it is expected to reach USD 1,575.63 million by 2026, registering a CAGR of 32.6% over the forecasted period.

Companies Mentioned

EXIT VR

Springboard VR (Vertigo Games)

SpaceVR Inc.

Survios Inc.

Hologate GmbH

Zero Latency PTY Ltd.

Oculus VR LLC (Facebook Inc.)

HTC Vine (HTC Corporation)

Tyffon Inc.

Neurogaming Ltd

Key Market Trends

Growing Popularity of 360-Degree Content

The Market for virtual reality is expanding at a rapid pace, and the location-based VR market is quickly following suit. With the development of new technologies like 3D, 4D, 5D and advanced VR content, 360-degree videos have been introduced in VR and have become one of the notable trends in the global gaming content market. These camera systems are known to record the entire 360-degree view of a scene simultaneously.

The entertainment sector has witnessed prominent advances with the help of advanced technologies. Various digital arenas and mainstream platforms of gaming are poised to grow with the rising demand for immersive environments. With the help of advanced camera systems, the popularity and acceptance of location-based VR is expected to grow and witness the massive potential for the VR market, over the forecast period.

Furthermore, Consumer brands such as Emirates and Etihad provide 360 VR experiences. Jumeirah VR app allows guests to enjoy an AR/VR tour of its facilities using Google Cardboard goggles and smartphones.

Although it is a relatively niche market innovation, 360-degree videos have gained commercial and public popularity in the recent past. Considering their novelty, there is a relative dearth of studies on the effectiveness, improved immersion, presence, and video evaluation from using 360-degree videos. Additionally, consumers that tend to view the videos on virtual reality headsets usually demonstrate increased attention to the curated content. With the growing demand for 360-degree content, the market studied is anticipated to grow at an exponential rate over the forecast period.

Also, in July 2021, XRSpace unveiled a new virtual reality platform to facilitate social engagement and the world's first 5G VR mobile headset. It's made to be used with hand tracking as the primary control method, and it comes with 5G, 4G, or Wi-Fi connectivity, as well as a sensor tracker and a strong optical system on the front. Developments such as these are anticipated to fuel the market's growth.

Asia-Pacific Region expected to Witness Significant Growth

Story continues

Asia-Pacific is expected to hold the major share, owing to the presence of large and several emerging economies, along with the rising acceptance of virtual reality devices in the region. This is, in turn, expected to encourage industry players to invest in the region.

China is expected to account for a prominent share in the region, owing to the rising adoption of VR technology in the country. Many startups pertaining to virtual reality are on the rise in the country. Further, the expected wide-scale adoption of ultra-fast 5G networks in China is anticipated to boost VR development further and foster growth in areas such as education and training.

Furthermore, In 2020, with an installation in Seoul's Incheon International Airport, AmazeVR, a virtual reality entertainment distribution company based in Los Angeles, expanded into location-based virtual reality experiences. In addition, the company received a USD 2.5 million commitment, bringing its total capital to roughly USD 9 million.

Daimler India Commercial Vehicles (DICV) established its first Virtual Reality Centre (VRC) at its Chennai facility in June 2021. Operators will be able to realistically execute serviceability and accessibility checks using a digital model accessed via 3D goggles and navigational joysticks at the virtual reality center.

Key Topics Covered:

1 INTRODUCTION

2 RESEARCH METHODOLOGY

3 EXECUTIVE SUMMARY

4 MARKET INSIGHTS

4.1 Market Overview

4.2 Industry Attractiveness - Porter's Five Force Analysis

4.2.1 Bargaining Power of Suppliers

4.2.2 Bargaining Power of Buyers

4.2.3 Threat of New Entrants

4.2.4 Threat of Substitute Products

4.2.5 Intensity of Competitive Rivalry

4.3 Impact of COVID -19 on the Market

4.4 MARKET DYNAMICS

4.5 Market Drivers

4.5.1 Increasing Implementation for Arcade-based VR Solutions

4.5.2 Increasing Popularity of 360-Degree Content

4.6 Market Restraints

4.6.1 High Cost of VR Content Development

5 MARKET SEGMENTATION

5.1 By Type

5.2 By Application

5.3 Geography

6 COMPETITIVE LANDSCAPE

6.1 Company Profiles

7 INVESTMENT ANALYSIS

8 FUTURE OF THE MARKET

For more information about this report visit https://www.researchandmarkets.com/r/vbslnm

View source version on businesswire.com: https://www.businesswire.com/news/home/20210929005606/en/

Contacts

ResearchAndMarkets.comLaura Wood, Senior Press Managerpress@researchandmarkets.com

For E.S.T Office Hours Call 1-917-300-0470For U.S./CAN Toll Free Call 1-800-526-8630For GMT Office Hours Call +353-1-416-8900

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Insights on the Location-based Virtual Reality Global Market to 2026 - Featuring Springboard VR, Tyffon and Neurogaming Among Others -...

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