The Prometheus League
Breaking News and Updates
- Abolition Of Work
- Ai
- Alt-right
- Alternative Medicine
- Antifa
- Artificial General Intelligence
- Artificial Intelligence
- Artificial Super Intelligence
- Ascension
- Astronomy
- Atheism
- Atheist
- Atlas Shrugged
- Automation
- Ayn Rand
- Bahamas
- Bankruptcy
- Basic Income Guarantee
- Big Tech
- Bitcoin
- Black Lives Matter
- Blackjack
- Boca Chica Texas
- Brexit
- Caribbean
- Casino
- Casino Affiliate
- Cbd Oil
- Censorship
- Cf
- Chess Engines
- Childfree
- Cloning
- Cloud Computing
- Conscious Evolution
- Corona Virus
- Cosmic Heaven
- Covid-19
- Cryonics
- Cryptocurrency
- Cyberpunk
- Darwinism
- Democrat
- Designer Babies
- DNA
- Donald Trump
- Eczema
- Elon Musk
- Entheogens
- Ethical Egoism
- Eugenic Concepts
- Eugenics
- Euthanasia
- Evolution
- Extropian
- Extropianism
- Extropy
- Fake News
- Federalism
- Federalist
- Fifth Amendment
- Fifth Amendment
- Financial Independence
- First Amendment
- Fiscal Freedom
- Food Supplements
- Fourth Amendment
- Fourth Amendment
- Free Speech
- Freedom
- Freedom of Speech
- Futurism
- Futurist
- Gambling
- Gene Medicine
- Genetic Engineering
- Genome
- Germ Warfare
- Golden Rule
- Government Oppression
- Hedonism
- High Seas
- History
- Hubble Telescope
- Human Genetic Engineering
- Human Genetics
- Human Immortality
- Human Longevity
- Illuminati
- Immortality
- Immortality Medicine
- Intentional Communities
- Jacinda Ardern
- Jitsi
- Jordan Peterson
- Las Vegas
- Liberal
- Libertarian
- Libertarianism
- Liberty
- Life Extension
- Macau
- Marie Byrd Land
- Mars
- Mars Colonization
- Mars Colony
- Memetics
- Micronations
- Mind Uploading
- Minerva Reefs
- Modern Satanism
- Moon Colonization
- Nanotech
- National Vanguard
- NATO
- Neo-eugenics
- Neurohacking
- Neurotechnology
- New Utopia
- New Zealand
- Nihilism
- Nootropics
- NSA
- Oceania
- Offshore
- Olympics
- Online Casino
- Online Gambling
- Pantheism
- Personal Empowerment
- Poker
- Political Correctness
- Politically Incorrect
- Polygamy
- Populism
- Post Human
- Post Humanism
- Posthuman
- Posthumanism
- Private Islands
- Progress
- Proud Boys
- Psoriasis
- Psychedelics
- Putin
- Quantum Computing
- Quantum Physics
- Rationalism
- Republican
- Resource Based Economy
- Robotics
- Rockall
- Ron Paul
- Roulette
- Russia
- Sealand
- Seasteading
- Second Amendment
- Second Amendment
- Seychelles
- Singularitarianism
- Singularity
- Socio-economic Collapse
- Space Exploration
- Space Station
- Space Travel
- Spacex
- Sports Betting
- Sportsbook
- Superintelligence
- Survivalism
- Talmud
- Technology
- Teilhard De Charden
- Terraforming Mars
- The Singularity
- Tms
- Tor Browser
- Trance
- Transhuman
- Transhuman News
- Transhumanism
- Transhumanist
- Transtopian
- Transtopianism
- Ukraine
- Uncategorized
- Vaping
- Victimless Crimes
- Virtual Reality
- Wage Slavery
- War On Drugs
- Waveland
- Ww3
- Yahoo
- Zeitgeist Movement
-
Prometheism
-
Forbidden Fruit
-
The Evolutionary Perspective
Daily Archives: September 2, 2022
Worldwide Virtual Reality in Gaming Industry to 2027 – Rising Research Activities in the Field of VR is Driving Growth – Yahoo Finance
Posted: September 2, 2022 at 2:37 am
DUBLIN, Sept. 1, 2022 /PRNewswire/ --The "Virtual Reality (VR) in Gaming Market 2021-2027" report has been added to ResearchAndMarkets.com's offering.
Research and Markets Logo
The global virtual reality (VR) market is growing at a significant CAGR of around 18.0% during the forecast period. The market is mainly driven due to various factors including rising demand for VR in various industries such as consumer electronics, gaming, increasing demand for interactive video platforms in the retail sector, rising penetration of smartphones and other smart devices.
The COVID-19 pandemic has a positive impact on the global VR market since December 2019. The pandemic has increased the digital transformation of companies, The industries are focusing more on the digital platform to interact with their customers. as well Persons working from home are more consistent on digital sources. The e-commerce market is growing faster in this pandemic and virtual reality can be taken benefit of by creating an artificial vision of the clothes that people like, also superimpose the image of furniture on the place it needs to be placed, the growing adoption of virtual events is driving the growth of the market in COVID-19 pandemic.
The is global VR market segmented based on components, system, application, device, based on components, global VR market is segmented into hardware and software. Based on system, the global VR market is segmented into non-immersive VR, semi-immersive VR, fully immersive VR. based on the application, the global VR market is segmented into entertainment, gaming, tourism, automotive, training, and education, defense, healthcare. based on the device, the global VR market is segmented into the head-mounted display (HMD), gesture-tracking device (GTD), projectors & display wall (PDW).
The global VR market is analyzed based on the geographical regions that are contributing considerably towards the growth of the market. Based on the geography, the market is segmented into North America, Europe, Asia-Pacific, and the Rest of the World. North America held the largest share in the VR market.
Story continues
The factors that drive the market in the region included rising research activities in the field of VR, and the presence of key market players in the region such as Apple, Inc., Google LLC, Microsoft Corp. Invention by the US government by deploying virtual training sessions on public health veterinary, and speedy internet penetration and advancement in immersive technology. Moreover, South America is projected to witness steady growth due to rapid internet penetration and developments in immersive technology.
The Report Covers
Comprehensive research methodology of the Global VR market.
This report also includes a detailed and extensive market overview with key analyst insights.
An exhaustive analysis of macro and micro factors influencing the market guided by key recommendations.
Analysis of regional regulations and other government policies impacting the Global VR market.
Insights about market determinants that are stimulating the Global VR market.
Detailed and extensive market segments with the regional distribution of forecasted revenues.
Extensive profiles and recent developments of market players.
Key Topics Covered:
1. Report Summary
2. Market Overview and Insights2.1. Scope of the Report2.2. Analyst Insight & Current Market Trends2.2.1. Key Findings2.2.2. Recommendations2.2.3. Conclusion
3. Competitive Landscape3.1. Key Company Analysis3.1.1. Overview3.1.2. Financial Analysis3.1.3. SWOT Analysis3.1.4. Recent Developments3.2. Key Strategy Analysis3.3. Impact of COVID-19on key players
4. Market Determinants4.1. Motivators4.2. Restraints4.3. Opportunities
5. Market Segmentation5.1. Global Virtual Gaming Market by Device Type5.1.1. Gaming Console5.1.2. Desktop5.1.3. Smartphones5.2. Global Virtual Gaming Market by Game Type5.2.1. Racing games5.2.2. Adventurous games5.2.3. Fighting games5.2.4. Shooting games5.2.5. Mystery thriller games5.2.6. Science fiction games5.2.7. Simulation Games5.2.8. Other games
6. Regional Analysis6.1. North America6.1.1. United States6.1.2. Canada6.2. Europe6.2.1. UK6.2.2. Germany6.2.3. Italy6.2.4. Spain6.2.5. France6.2.6. Rest of Europe6.3. Asia-Pacific6.3.1. China6.3.2. India6.3.3. Japan6.3.4. South Korea6.3.5. Rest of Asia-Pacific6.4. Rest of the World
7. Company Profiles7.1. Advanced Micro Devices, Inc.7.2. Arctic Sun VRVR7.3. bHaptics, Inc.7.4. Cloudhead Games Ltd.7.5. Firsthand Technology Inc.7.6. GoogleLLC7.7. HTC Corp.7.8. Microsoft, Inc.7.9. nDreams Ltd.7.10. Niantic, Inc.7.11. Nintendo Co., Ltd.7.12. NVIDIA Corp.7.13. Oculus (Facebook Technologies, LLC.)7.14. Samsung Corp.7.15. Sony Interactive Entertainment LLC7.16. Surreal VR Studios7.17. UBISOFT ENTERTAINMENT SA7.18. Unity Technologies, Inc.
For more information about this report visit https://www.researchandmarkets.com/r/jurvjf
Media Contact:
Research and MarketsLaura Wood, Senior 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
U.S. Fax: 646-607-1907Fax (outside U.S.): +353-1-481-1716
Logo: http://mma.prnewswire.com/media/539438/Research_and_Markets_Logo.jpg
Cision
View original content:https://www.prnewswire.com/news-releases/worldwide-virtual-reality-in-gaming-industry-to-2027---rising-research-activities-in-the-field-of-vr-is-driving-growth-301616388.html
SOURCE Research and Markets
Originally posted here:
Posted in Virtual Reality
Comments Off on Worldwide Virtual Reality in Gaming Industry to 2027 – Rising Research Activities in the Field of VR is Driving Growth – Yahoo Finance
Clocking In at the Virtual Reality Kmart – WIRED
Posted: at 2:37 am
Trolls she can mute or block. VRC Kmart employee infractions require more nuanced solutions. The store maintains its own HR department and documents complaints, which can be filed anonymously. If an employee were to report a homophobic comment by a coworker, Carbon would step in to do a little bit of parenting, explaining to the employee in question, This is why we dont do this to our friends.
Thats one of the differences between us and an actual place of employment, she says. Were here to help you be a better person. Were not a job. Were not your government. We are not the moral police force of the internet. Were here to try to get everyone to work together willingly.
A Belgian player who goes by ThisMight has found growth through VRC Kmart employment. He stumbled across the store while on the hunt for milk and decided to stick around, joining the games discord, then its dev team. After going through in-game training, he got an associate gig, posting up in the electronics department behind counters filled with pixelated boxes of movies or games. Hes never seen a Kmart in real life.
VRChat isnt set up to fully mimic a store experiencethere is no sophisticated system to check out, for exampleso players take their role-playing duties very seriously. Despite a strict rule that customers can only buy electronics in that section, people often came to ThisMights counter with garden shop items or food. This is electronics, he would yell, turning them away. You have to go into the checkout lanes!
ThisMight eventually worked his way up to manager. Now instead of being stuck behind a counter he walks through the store to check on associates and customers who might need help. He helps select items for the Blue Light sections that denote Kmart sales, like Kodak cameras, because no one cared about them. Why did he care so much about the Kodaks? Because every single item is special in electronics.
VRChats Kmart heads are insistent that real lives come first, meaning players can choose to workthey clock infor just a few minutes at a time, but ThisMight sometimes put in anywhere from four to six hours. There are no rules to how long people work because theres no money changing hands. It would be insane if you have to pay like 200 people for absolutely nothing, he says. (This also means there are no unions, though people often joke about it.)
Were here to help you become a better person.
Carbon, VRChat Kmart CCO
The actual payoff has been worth more for ThisMight, who suffers from social anxiety. I wanted some real-life work experience in a safe environment, he says of his decision to take a virtual job. I thought that joining a store would be one of the best steps to stop social anxiety, because I am forced to speak with people from that point onward. ThisMight described himself previously as a bystander, more likely to turn tail than intervene. Now I have the willpower to speak up and say something about it, he said.
Clashes happen. This is a community that draws in people with wildly different politics, religions, and life experiences. But its also the only place where some people feel validated, or free to use their preferred gender expression in a social setting. There are members in this community where this is their primary family people where their home life isnt that great, so they come to these communities, Carbon says. You start to become very reliant on these groups of people. If Carbon and other higher-ups cant set a good example for conflict resolution, how can we expect them to go into life?
More here:
Posted in Virtual Reality
Comments Off on Clocking In at the Virtual Reality Kmart – WIRED
Virtual Reality Market to Register Impressive Expansion of – GlobeNewswire
Posted: at 2:36 am
SAN FRANCISCO, Aug. 30, 2022 (GLOBE NEWSWIRE) -- Data Bridge Market research has recently published comprehensive business research on Global Virtual Reality Market which includes historic data, present market trends, future product environment, marketing strategies, technological innovation, upcoming technologies, emerging trends or opportunities, and the technical progress in the related industry. Virtual Reality Market research report execution is becoming very vital for businesses to gain success because it offers many benefits including insights into revenue growth and sustainability initiative. The large-scale Virtual Reality Market research report is an absolute overview of the market that takes into account various aspects of product definition, market segmentation based on various parameters, and the established merchant landscape. This industry report also offers businesses the company profile, product specifications, production value, manufacturers contact information, and market shares for the company. Moreover, the Virtual Reality Market business report blends together all-inclusive industry analysis with particular estimates and forecasts to provide complete research solutions with the greatest clarity for strategic decision-making.
Data Bridge Market Research analyzes that the global virtual reality market is expected to reach the value of USD 727,698.36 million by 2029, at a CAGR of 49.4% during the forecast period. The global virtual reality market report also comprehensively covers pricing, patent and technological advancements.
Get an In-depth PDF Sample Report Instantly @ https://www.databridgemarketresearch.com/request-a-sample/?dbmr=global-virtual-reality-market
Market Overview:-
Virtual reality can be defined as a technology that creates a simulated environment through computer technology. Virtual reality provides an immersed 3D environment to the user by simulating various senses such as vision, touch, hearing and even smell. Virtual reality uses devices such as head-mounted displays, projectors and display walls to generate realistic visuals and sounds to provide a real-world experience in the virtual environment. The person using virtual reality can view the artificial world 360 degrees and even sense the virtual environment with highly advanced gears. This technology is being widely used in various industrial applications, especially for training and research purposes.
The defense and aerospace industry uses it for training the army personnel by providing various environmental conditions, this aids in reducing the overall cost of the training. The gaming sector provides virtual reality directly to the users by enhancing their gaming experience; people are getting more accustomed to virtual reality through their experience in the gaming and entertainment industry. Virtual reality has also aided in driving simulators by providing a real-life experience in an artificial environment helping the users to adapt to the driving conditions and know how to react in various situations without actually taking the driving lessons directly on the road.
The growing demand for HMD in the gaming and entertainment industry is expected to be a major driver for the global virtual reality market. The lack of effective user experience design may restrain the market. Also, the increased deployment of VR technology in the aerospace & defense and architecture & planning sector may act as a major opportunity that helps in the market's growth. However, emerging risks and threats to data integrity may challenge the global virtual reality market.
Virtual Reality Market: Competitive Analysis
This report has enlisted the top suppliers and their cost structures, SLA terms, best selection criteria, and negotiation strategies.The competitive analysis helps the vendor to define an alignment or fit between their capabilities and opportunities for future growth prospects.
The report deeply explores the recent significant developments by the leading vendors and innovation profiles in the Global Virtual Reality Market including
Recent Developments
Access Full 350 Pages PDF Report @ https://www.databridgemarketresearch.com/checkout/buy/enterprise/global-virtual-reality-market
Drivers/Opportunities
Head-mounted displays (HMDs) have been high in the gaming and entertainment sector. The gaming industry has had a technological evolution with the emergence of VR and 3D technology. The use of HMDs has helped achieve a fully immersive experience for users and has taken the gaming experience to the next level. The flawless transition conducted with VR HMDs has helped bring in a unique and enhanced user experience. HMDs have a high penetration rate in the video gaming sector and video game users prefer them for enriching experiences and entertainment. HMDs project digital images, enabling a 3D view, which enhances the user experience. Therefore, the growing gaming sector would drive the market for HMDs and, in turn, virtual reality.
The world is going through different phases of physical lockdown and social get-togethers are still not allowed in most countries. Hence, AR and VR Technology during COVID-19 are emerging as superheroes by enabling people to feel connected to each other. Augmented reality adds digital elements to the physical world and Virtual Reality gives an immersive experience to the viewers. VR devices such as Google Cardboard, HTC Vive, or Oculus Rift transport users to several experience real-world and imaginary environments.
The 3D design has enabled significant gains in the aerospace and defense equipment manufacturing processes. This has also positively impacted both performances of the aircraft as well as the manufacturing processes. The advancements in new 3D technologies bring new market opportunities to optimize production time and cost in the aerospace and defense industry. 3D technology has been a continuous trend, specifically in the aerospace industry. Recent developments in virtual reality technology have promised new applications in the aerospace and defense domain, impacting the growth of virtual reality in the aerospace and defense market. 3D visualization abilities incorporated with digital mock-ups of physical objects, virtual assembly lines, tighter integration and a seamless design process would drive the market shortly.
Global Virtual Reality Market Scope and Market Size
The global virtual reality market is segmented on the basis of component, device type, technology and vertical. The growth amongst these segments will help you analyze meager growth segments in the industries and provide the users with a valuable market overview and market insights to help them make strategic decisions for identifying core market applications.
Component
Device Type
Technology
Vertical
For Complete Report Details, visit @ https://www.databridgemarketresearch.com/reports/global-virtual-reality-market
The report provides insights on the following pointers:
Virtual Reality Market Regional Analysis/Insights
The Virtual Reality market is analysed and market size insights and trends are provided by country, offering, device type, pricing model, application and vertical as referenced above.
The countries covered in the Virtual Reality market report are U.S., Canada and Mexico in North America, U.K., Germany, France, Netherlands, Russia, Belgium, Italy, Spain, Switzerland, Turkey and rest of Europe in Europe, China, Japan, South Korea, India, Singapore, Thailand, Malaysia, Indonesia, Philippines and rest of Asia-Pacific (APAC) in the Asia-Pacific (APAC), Israel, South Africa, Egypt, Saudi Arabia, U.A.E and rest of Middle East and Africa (MEA) as a part of Middle East and Africa (MEA), Brazil, Argentina and rest of South America as part of South America.
China is expected to dominate and is the fastest-growing region in the Asia-Pacific virtual reality market due to advanced software research and development, rich entertainment content production, a favorable start up environment and others.
Some Major Points in TOC:
Chapter 1. Report Overview
Chapter 2. Global Growth Trends
Chapter 3. Market Share by Key Players
Chapter 4. Breakdown Data by Type and Application
Chapter 5. Market by End Users/Application
Chapter 6. COVID-19 Outbreak: Virtual Reality Industry Impact
Chapter 7. Opportunity Analysis in Covid-19 Crisis
Chapter 8. Market Driving Force
And Many More
Grab Complete Details with TOC @https://www.databridgemarketresearch.com/toc/?dbmr=global-virtual-reality-market
Customization of the Report:
Data Bridge Market Research also provides customization options to tailor the reports as per client requirements. This report can be personalized to cater to your research needs. Feel free to get in touch with our sales team, who will ensure that you get a report as per your needs.
Thanks for reading this article you can also get individual chapter wise section or region wise report version like North America, Europe, MEA or Asia Pacific.
Looking for provoking fruitful enterprise relationships with you!
Browse Trending Reports By DBMR
About Data Bridge Market Research:
An absolute way to forecast what future holds is to comprehend the trend today!
Data Bridge Market Research set forth itself as an unconventional and neoteric Market research and consulting firm with unparalleled level of resilience and integrated approaches. We are determined to unearth the best market opportunities and foster efficient information for your business to thrive in the market. Data Bridge endeavours to provide appropriate solutions to the complex business challenges and initiates an effortless decision-making process. Data Bridge is an aftermath of sheer wisdom and experience which was formulated and framed in the year 2015 in Pune.
Data Bridge Market Research has over 500 analysts working in different industries. We have catered more than 40% of the fortune 500 companies globally and have a network of more than 5000+ clientele around the globe. Data Bridge adepts in creating satisfied clients who reckon upon our services and rely on our hard work with certitude. We are content with our glorious 99.9 % client satisfying rate.
Contact Us:-
Data Bridge Market Research
US: +1 888 387 2818
UK: +44 208 089 1725
Hong Kong: +852 8192 7475
Email:- corporatesales@databridgemarketresearch.com
Read the rest here:
Virtual Reality Market to Register Impressive Expansion of - GlobeNewswire
Posted in Virtual Reality
Comments Off on Virtual Reality Market to Register Impressive Expansion of – GlobeNewswire
Welcome to the iDome: Concept offers virtual-reality riding therapy without a headset – Horsetalk
Posted: at 2:36 am
A player immersed in the game, watching the action on the iDome. Images: Satriawan et al. https://doi.org/10.3390/designs6050076
Exercised-based gaming software and a controller have been developed by researchers to help provide a virtual-reality-based experience on a horse-riding simulator.
Its developers believe their engineering concept, which does not employ a virtual-reality headset, could benefit children with cerebral palsy.
The Indonesian study team has described their design, which includes a convex mirror to provide a virtual-reality immersive environment for participants, in the journal Designs.
Ardianto Satriawan and his fellow researchers noted that horse riding exercise, also known as hippotherapy, is a popular treatment for children with cerebral palsy.
However, the need for trained therapists, land, and the costs associated with maintaining horses can make hippotherapy unaffordable, or unavailable, for most patients in Indonesia.
This led the study team to consider mechanical horse-riding simulators to replace actual horse hippotherapy.
However, most patients are children and are easily bored when asked to do monotonous activities for an extended period, they said. The room setting also does not give the patient visual inputs that usually help motivate the children in real-horse hippotherapy activities.
To solve this problem, they designed an exercise game software called Sirkus Apel, which means Apple Circus, to provide users with a fun exergaming activity while doing the therapy.
They also designed an inertial sensor-based controller that lets the patients control the in-game horse through their back movements, which can benefit patients with cerebral palsy.
The researchers decided against using head-mounted displays, which traditionally provide virtual-reality inputs, for safety reasons.
Head-mounted displays can be hazardous for children, they said, because it obstructs their view of the environment, especially when riding a horse-riding simulator.
Numerous researchers also report another problem of head-mounted display usage: Motion sickness caused by the inconsistency between the visual input of the eyes and the user movements.
This, they said, can result in nausea, headache, disorientation, and vomiting, which is dangerous and uncomfortable, especially for children with cerebral palsy.
However, they still wanted to make the visual input enjoyable to the user. To achieve this, they built a convex mirror-based dome to provide a three-dimensional view.
We then project the game content to the dome to provide an immersive experience to the patients making it as if they are riding a real horse inside the game.
They based their dome on the design of the iDome by Paul Bourke, reported in a 2009 study.
The design of iDome is inspired by a planetarium hemisphere shape. The hemisphere is cut in half to place the users in front of the dome, not under it. This setup provides a broad immersive view without any obstruction of projection hardware but keeps the user aware of the surroundings.
The team integrated their exergaming software, the virtual-reality dome, a horse-riding simulator (made by Jufit Smart Tech in China), and all the necessary equipment to create a whole hippotherapy simulator platform.
The game they developed requires users to avoid obstacles by moving the in-game horse and picking up apples that appear on the ground. It consists of four levels or, more accurately, scenes.
The software animates the horses head view, to make the user feel like they are riding an actual horse. The end result can provide children with fun experiences while giving them the therapy benefit to improve their health conditions.
Six healthy adult participants tested the hippotherapy simulator. They reported no signs of motion sickness. They felt relatively safe while testing the device and noted the immersiveness of the iDome.
The authors said they were interested in testing the effectiveness of the hippotherapy simulator device on children with cerebral palsy, especially in terms of their postural control. They have already identified some volunteers to conduct further research in this area.
Aside from cerebral palsy rehabilitation, hippotherapy has been known to be an effective rehabilitative method for patients with neurological and other disabilities such as stroke victims, autism, head injury, arthritis, multiple sclerosis, spinal cord injury, and many others.
Each type of rehabilitation may require specific horse movements, which may be provided by mechanical means.
Potentially interesting future research could center on designing a suitable mechanical horse, which could create movements for all the needed gaits. We can also design a flexible saddle and footrest to accommodate all the age ranges of the patients.
The study team said they considered their simulator to be a cost-effective investment. They intended to donate their design to the Dr Hasan Sadikin Hospital in Bandung.
The study team comprised Satriawan, Wildan Trusaji and Muhammad Ogin Hasanuddin, with the Bandung Institute of Technology; and Septia Susanti Rahadini, Mayang Cendikia Selekta and Ellyana Sungkar, with Dr Hasan Sadikin General Hospital.
Satriawan, A.; Trusaji, W.; Hasanuddin, M.O.; Rahadini, S.S.; Selekta, M.C.; Sungkar, E. Design of Virtual Reality-Based Hippotherapy Simulator Exergaming Software and Its Controller for Rehabilitation of Children with Cerebral Palsy in Indonesia: An Engineering Concept. Designs 2022, 6, 76. https://doi.org/10.3390/designs6050076
The study, published under a Creative Commons License, can be read here.
Read this article:
Welcome to the iDome: Concept offers virtual-reality riding therapy without a headset - Horsetalk
Posted in Virtual Reality
Comments Off on Welcome to the iDome: Concept offers virtual-reality riding therapy without a headset – Horsetalk
Virtual Reality for Diversity and Inclusion – ATD
Posted: at 2:36 am
The traditional model of diversity and inclusion training is broken. Recently, the Harvard Business Review explained that the $8 billion D&I training industry is at best ineffective and at worst counterproductive, making participants even more biased.
Meanwhile, a new generation of virtual reality (VR) is hailed as the ultimate empathy machine. For instance, you can strap on a reality-bending headset and get a small taste of the bias others endure by walking a mile in someone elses virtual body. Look at yourself in a virtual mirror as a person of a different gender, age, or ethnicity. After four minutes, youll begin to experience the body transfer illusion: This superpower maps brains to virtual bodies and can be used to convey how a minority customer, employee, or colleague experiences the world, with the intention to spur people to think and act more inclusively.
Study upon study has validated the Proteus effect in which an individuals behavior in a virtual world is changed by the appearance of their avatar:
My firm, the Gronstedt Group, partnered with Providence Health to innovate unconscious bias training. The third largest not-for-profit healthcare system in the US teaches responses to microaggressions in the workplace with 3D hologram scenarios. The metaverse of real-time, spatial, 3D, immersive, and embodied simulations is upon us and promises to transform inclusion and unconscious bias training.
The bigger diversity opportunity might lie in recruitment. Anyone who has watched the coaches on the television show The Voice, with their red chairs faced away from the singers, has witnessed a blind audition in practice. Overcoming gender-biased hiring by auditioning musicians behind a screen has transformed the face of orchestras. Studies suggest blind auditions increase the likelihood of female musicians being selected by 30 percent. Women now make up half of the New York Philharmonic when 50 years ago they represented only six percent of most orchestras.
Evaluating a drywalling task on a construction site is harder to do blind, or at least it was. Now multiplayer VR provides a shared performance space for participants and instructors to interact seamlessly with hands-on skills without revealing the identity behind their avatars. Less than five percent of painters, drywallers, and glazers are women. The International Finishing Trades Institute (iFTI), the training arm of the International Union of Painters and Allied Trades (IUPAT), is determined to bring that to (at least) 25 percent.
A VR recruitment simulation will help them reach that goal. High school students can step into a virtual construction site developed by my firm. Using both hands, they practice pouring water and mixing joint compounds for drywall finishing. Grabbing a virtual tape bazooka, they fill it with the compound, load it with a tape roll, and drag it across a drywall seam, taping it from floor to ceiling. The simulation suspends disbelief, giving young women, who perhaps couldnt imagine themselves on a construction site, the opportunity to experience a career in the finishing trades during expositions and recruitment drives. This is one of VRs superpowers, and its key to winning diverse talent during the Great Resignation.
NASCAR is leveraging gaming to attract more minority drivers. Rajah Caruth recently took the step from driving a virtual racecar in his bedroom to becoming only the eighth black driver in NASCAR history. He came through the eNASCAR IGNITE esports competition, which was created to recruit young talent by providing a low barrier of entry to the sport. iRacing allows players to race on renowned racetracks from all over the world on a computer with a steering wheel and pedal accessories.
If you dont think this applies outside of professional sports, think again. Walmart is broadening its talent pool with the first esports of retail management. More than 500,000 people have played department manager in the Sims-style Spark City mobile game developed by my firm. Feedback from female users has been overwhelmingly positive. One woman raved, Im not a gamer. I hate games, but this is awesome. Another woman said, I can play this game all day long. Walmart has taken the bold step of making the game public on the Apple App Store and Google Play, broadening its reach.
The metaverse revolution promises to broaden recruitment of nontraditional hires, making selection color- and gender-blind and making corporate culture more inclusive. But this is only possible if business leaders rise to the challenge and innovate their way to a more equitable future.
Go here to see the original:
Posted in Virtual Reality
Comments Off on Virtual Reality for Diversity and Inclusion – ATD
Meta’s ‘Project Cambria’ Virtual Reality Product to Launch This Fall – The National Interest Online
Posted: at 2:36 am
In his recent appearance on the Joe Rogan Experience podcast, Mark Zuckerbergs comments about the FBI and the Hunter Biden laptop garnered a lot of attention. But in the same three-hour interview, the founder and CEO of Facebook parent company Meta also made some news about an upcoming product.
As reported by Toms Guide, Zuckerberg said that the companys next virtual reality (VR) product will arrive in October, as the successor to the Meta Quest 2 that arrived in 2020. This is the first major VR launch since the company changed its name to Meta last fall. Zuckerberg also announced that it was focusing on the metaverse in the future.
The product arriving this fall has been described in the past as Project Cambria, although its not clear what name it will use when it is actually released.
The new headset will offer the ability to now have kind of eye contact in virtual reality, Zuckerberg said in the interview. [Users can] have your face be tracked so that way your avatarits not just this still thing, but if you smile or if you frown or if you pout, or whatever your expression is, have that translate in real time to your avatar.
Techradar has described Project Cambria as an important step for Facebook's transformation into Meta and its embrace of the metaverse. Dubbed the Oculus Quest Pro by eager fans and pundits, Project Cambria is a high-end virtual reality and augmented reality hybrid headset. In May, Zuckerberg demonstrated some of the products functions but did not show what the product itself looks like.
There has, however, been some skepticism about Metas plans for the metaverse. For one thing, the cartoon-looking renderings, often of Zuckerbergs own likeness, have come in for much mockery.
The metaverse is as dead as Zuckerbergs cartoon eyes, Fast Company recently wrote.
The worst part is not how bad it looks, but the fact that it is a symbol of how badly Meta is managing expectations for the metaverse. Anybody expecting that this metaverse thing will end up being a real-life version of the book and film Ready Player One is in for a huge disappointment. And so is Zuckerberg, when he finally realizes that only an insignificant fraction of enthusiasts are going to buy into this awkward dimension.
Speaking at South by Southwest in the spring, former Nintendo America CEO Reggie Fils-Aime also expressed skepticism about what Meta has planned.
Im not a buyer of that idea. I dont think that their current definition is going to be successful. I say that because, first...and I dont know if anyone from Facebook is here, but you have to admit that Facebook itself is not an innovative company. Theyre not, he said.
Stephen Silver, a technology writer for The National Interest, is a journalist, essayist and film critic, who is also a contributor to The Philadelphia Inquirer, Philly Voice, Philadelphia Weekly, the Jewish Telegraphic Agency, Living Life Fearless, Backstage magazine, Broad Street Review and Splice Today. The co-founder of the Philadelphia Film Critics Circle, Stephen lives in suburban Philadelphia with his wife and two sons. Follow him on Twitter at @StephenSilver.
Image: Reuters.
More here:
Meta's 'Project Cambria' Virtual Reality Product to Launch This Fall - The National Interest Online
Posted in Virtual Reality
Comments Off on Meta’s ‘Project Cambria’ Virtual Reality Product to Launch This Fall – The National Interest Online
Could virtual reality be the future of poultry health? – Food Safety News
Posted: at 2:36 am
Researchers at Iowa State University are attempting to increase hens welfare and health through virtual reality (VR).
In recent years, VR technology has found its way into every part of life. From video games to job training, VR attempts to give users an experience as close to reality as possible. Though to many, this advancement in technology may sound dystopian, researchers across the country are finding ways it can improve our daily lives.
Melha Mellata, associate professor, Department of Food Science and Human Nutrition at Iowa State University, and Graham Redweik, a recent doctoral student in the Interdepartmental Microbiology Graduate Program at Iowa State, are seeing if VR can be used in yet another unconventional way, this time for the birds.
The Iowa State researchers recognized that the increasing demand for cage-free eggs arises from the goal to provide hens with better welfare, particularly in terms of natural behavior. But because the cage-free systems can present challenges, such as injuries and bacterial infections, most laying hens are kept in conventional cages. Mellata saw VR technology, as a way to simulate a free-range environment in laying hen housing.
There are many challenges associated with free-range production environments for laying hens, including potential for additional injuries, disease and risks from predators, Mellata said. However, hens in free-range environments do tend to engage more often in positive, normal behaviors that seem to enhance their overall health and immunity.
The study, Exposure to a Virtual Environment Induces Biological and Microbiota Changes in Onset-of-Lay Hens, published in the peer-reviewed journal Frontiers of Science, found that showing hens VR scenes of chickens in more natural environments reduced indicators of stress in the hens blood and gut microbiota.Its intriguing to think that even just showing hens free-range environments can stimulate similar immunological benefits, Mellate said.
Chickens are highly receptive to visual stimuli. Like their T-rex ancestors, chickens have poor depth perception and recognize objects better when they are moving than stationary. According to the study, this means that environmental factors, such as color, light quality, duration and intensity all affect the feeding behaviors of poultry.
For example, when looking at a video of chicks feeding, the birds will imitate these behaviors and approach their feed more quickly.
The study found that the VR scenes induced biochemical changes related to increased resistance to E. coli bacteria, which poses health risks to poultry and to humans who eat contaminated eggs.
Researchers displayed video projections of chickens in free-range environments. Scenes showed indoor facilities with access to an outdoor fenced scratch area and unfenced open prairie with grasses, shrubs and flowers. A group of 34 hens from commercial poultry flocks was exposed to the videos over five days on all four walls of their housing. The videos were tested during a high-risk period for stress 15 weeks after hatching, a stage when commercial hens are regularly moved to egg-laying facilities.
The visual-only recordings showed diverse groups of free-range chickens performing activities associated with positive poultry behaviors based on time of day, such as preening, perching, dust-bathing and nesting. Videos were not shown to a control group of the same size and age in the same type of housing.
The researchers analyzed blood, tissues and samples of their intestinal microbiota. Chickens in the treatment group showed several beneficial changes compared to the control group. The differences included lower indicators of stress and increased resistance to Avian Pathogenic E. coli bacteria that can cause sepsis and death in young birds.
We need more research, but this suggests virtual reality could be a relatively simple tool to improve poultry health in confined environments and improve food safety, Mellata said. It could also be a relatively inexpensive way to reduce infections and the need for antibiotics in egg production.
The team hopes to expand the research to conduct a similar study over a longer time, with more chickens and chickens at different stages, to see if the results can be replicated.
Future research in collaboration with our partners in veterinary medicine is also needed to investigate the neurochemical mechanisms linking the visual stimuli to changes in the chickens intestines, Mellata said.
The full study can be viewed here.
(To sign up for a free subscription to Food Safety News,click here.)
Original post:
Could virtual reality be the future of poultry health? - Food Safety News
Posted in Virtual Reality
Comments Off on Could virtual reality be the future of poultry health? – Food Safety News
Virtual Reality: Taking the Online Dating Game to New Heights – TechSpective
Posted: at 2:36 am
Three in every 10 adults in the US say they have used a dating app to meet someone, with the largest share of online daters being in the 18-to-29-year range. The tech world is consistently seeking to up the dating experience, however, with virtual reality playing an important role in lending a Ready Player One-style ambiance to those first moments of contact. Imagine chatting to someone for the first time dressed in anime-style clothing, choosing a beautiful garden and a sunny blue sky as your backdrop. There is something infinitely more creative, inspiring, and imaginative when VR makes its way into the dating experienceparticularly if technology is an important part of your daily experience.
The idea of connecting with new people in a virtual world is not new. Games like World of Warcraft and Second Life have long permitted people to make meaningful connections that are often taken into the real world. It wasnt long before online app developers realized that the ability to take part in virtual activities like dancing with someone and giving them a hug could add warmth and artistry to what otherwise might be a mundane experience. Developers like Flirtual (a non-VR app which matches VR users through their interests) offer users the chance to meet in VR if they want to. Instead of uploading real pictures, though, users utilize avatars of themselves, as well as creative nicks, while telling others a little about themselves in their cards. It might seem a little risky to invest time in someone you have literally no idea about (in terms of their appearance) but some users prefer to focus on interests and personality as a means of establishing initial compatibility.
VR worlds can be incredibly exciting, vivid, and colorful but this doesnt stop users from meeting in real life. Those wishing to transfer the magic of their imagination into reality can opt from a host of unique activities for couples such as stargazing, enjoying a racing car driving experience, or going to an adventure park. Couples should ideally aim to engage in self-expanding activities; those which promote greater awareness and an expanded sense of self or deeper knowledge about the world. Studies have shown that couples that take part in these activities feel a greater sense of romance and desiresimilar to what you might experience when you first shake hands in a VR world.
As stated by Maria Sullivan of the Dating Group (which runs around 30 online dating sites), the one downside of VR dating is that some users can feel isolated in a relationship that may never come to fruition. The online world is, indeed, rife with Catfish and other people who are not honest with their identities or intentions. To avoid this happening, users can aim to meet their VR crushes quickly, in a safe, public place. Doing so will immediately reveal whether or not virtual and real are the same thing when it comes to love.
Sites like Flirtual are appealing to daters who wish to dip their toes into dating slowly. Virtual Reality is second nature to Gen-Z and older users for whom technology is vital on a day-to-day basis. Using VR sites doesnt mean users dont meet up; in fact, for those who are seriously interested in finding someone, meeting in person sooner rather than later is a no-fail way to filter out catfish.
Originally posted here:
Virtual Reality: Taking the Online Dating Game to New Heights - TechSpective
Posted in Virtual Reality
Comments Off on Virtual Reality: Taking the Online Dating Game to New Heights – TechSpective
POSITIVE VIBES: The positive vibes of virtual reality – Finger Lakes Times
Posted: at 2:36 am
Weve been seeing a lot about virtual reality on TV lately, mainly in commercials.
First, we have the anti-VR commercials that show VR is just for nerds. Theres the one commercial where the nerd is bundling his insurance in the meta-verse. You cant do this and theres no need to do this.
The one that really bugs me is the car commercial (I think its BMW) where the one guy is playing a VR game with his buddy. He takes off his VR set and tells his buddy, Man you gotta see this. The buddy puts on the VR headset and the first guys girlfriend comes into the room and gives him a come-hither look. The voice over goes something like, Go driving our fancy car because thats where all the real action is! The guy gets up, leaves his friend, and goes driving, apparently having a wonderful time frolicking in water and stuff.
This commercial fails to recognize a few things: Its rude leaving your friend without telling them, the price of gas is crazy, and buying a new car is pretty darn expensive. Plus, this isnt an either-or, the-lady-or-the-tiger-type of choice. You can do both.
Then there are the pro-VR commercials by Meta, who we know better as Facebook. Meta bought the VR technology that used to be (and I still call) the Oculus. According to Metas new ads, well all be able to meet and greet and compete in this vast meta-verse where you dont have to go there to be there. Im not sure if thats their motto, but it should be.
The point is, Meta and Zuckerberg envisioned this near future where everybody whos anybody gets together in the Meta-verse and does things. Your avatar will interact with everybody elses avatar, and it will almost be just like being there.
I have a few problems with this. First, the tech in place is nowhere near ready to simulate real human interaction. There is no good smell or taste of VR yet. And, touch is very limited. Plus, theres the obvious social issues of humans needing real contact with real humans.
The sci-fi writer in me does see a role for the meta-verse in the future, but I see it as more of a communication/gaming tool than this paradigm-shifting thing.
For instance, VR is quite good for getting in 20-200 minutes of cardio-exercise. You can box with an avatar without risking concussion. You still cant lift weights or do traditional strength training, but VR games like Beat Saber (moving and slashing to music) make working out fun as you pump up your heart rate.
With VR, watching certain sports like basketball makes you feel like youre on the floor next to the players, which is quite a kick. The tech is limited still, but it has great potential.
VR can also be used for some social interaction, as you and hundreds of people can gather to watch a movie. I find this distracting, but I can see how it could be helpful for certain people.
Along more serious lines, VR has helped people overcome (or learn to deal with) their fears. VR can simulate heights and driving and other situations that people could have issues with. Cows produce more milk when wearing relaxing VR headsets. VR can be used for relaxation and meditation in humans, as it helps your mind find its happy place where you slow down your breath and just relax.
Quite frankly, we could all benefit from breathing and relaxing a bit more.
John Zakour lives in Geneva. He is a freelance humor writer with a bachelors in computer science from SUNY Potsdam and a masters in human behavior. He is a chief happiness practitioner. He has sold thousands of gags to strips and magazines and had over 50 books published. He writes his own syndicated comic, Working Daze, which has anywhere from 30K-100K daily readers. His Positive Vibes column runs every Thursday. Contact him at johnzakour@gmail.com. Or, check out his blog at
workingdaze.blogspot.com.
Visit link:
POSITIVE VIBES: The positive vibes of virtual reality - Finger Lakes Times
Posted in Virtual Reality
Comments Off on POSITIVE VIBES: The positive vibes of virtual reality – Finger Lakes Times
Planning Commission to hear request for virtual reality arcade in downtown Carson City – Carson Now
Posted: at 2:36 am
Systems Edge LLC has requested a Special Use Permit (SUP) from the Carson City Planning Commission to establish a Virtual Reality Arcade at 1087 S. Carson Street.
The location, which is inside the office park in front of Reds Old 395 Grill, is zoned Downtown Mixed-Use, of which an amusement arcade is a conditional use.
The Planning Commission will decide today, Wednesday, on whether or not to provide the SUP, which staff is recommending. The meeting is at 5 p.m. in the Sierra Room of the Carson City Community Center, 851 East William Street.
The applicant is proposing to create a virtual reality arcade with 8 stations and a gathering area for waiting customers. The stations are contained within cubicles, along with a dedicated area on the second floor containing couches and coffee tables, used for socializing and studying.
The business is aimed toward teens and young adults, according to the project description, and will also be selling pre-packaged drinks and snacks.
The proposed arcade will be inside of an existing suite within the office park.
Prior to the meeting, public notices were mailed to 75 property owners within 600 feet of the subject site on Aug. 17, and no written comments have been returned since that time, according to staff.
To read the application in full, please click here.
Here is the original post:
Planning Commission to hear request for virtual reality arcade in downtown Carson City - Carson Now
Posted in Virtual Reality
Comments Off on Planning Commission to hear request for virtual reality arcade in downtown Carson City – Carson Now