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Category Archives: Virtual Reality

Potential impact of coronavirus outbreak on Virtual Reality Headsets Market 2019 to 2025 Report with Market Trends, Market Size, Market Growth,…

Posted: June 1, 2020 at 3:36 am

The report on the Virtual Reality Headsets market provides a birds eye view of the current proceeding within the Virtual Reality Headsets market. Further, the report also takes into account the impact of the novel COVID-19 pandemic on the Virtual Reality Headsets market and offers a clear assessment of the projected market fluctuations during the forecast period. The different factors that are likely to impact the overall dynamics of the Virtual Reality Headsets market over the forecast period (2019-2029) including the current trends, growth opportunities, restraining factors, and more are discussed in detail in the market study.

The Virtual Reality Headsets market study is a well-researched report encompassing a detailed analysis of this industry with respect to certain parameters such as the product capacity as well as the overall market remuneration. The report enumerates details about production and consumption patterns in the business as well, in addition to the current scenario of the Virtual Reality Headsets market and the trends that will prevail in this industry.

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What pointers are covered in the Virtual Reality Headsets market research study?

The Virtual Reality Headsets market report Elucidated with regards to the regional landscape of the industry:

The geographical reach of the Virtual Reality Headsets market has been meticulously segmented into United States, China, Europe, Japan, Southeast Asia & India, according to the report.

The research enumerates the consumption market share of every region in minute detail, in conjunction with the production market share and revenue.

Also, the report is inclusive of the growth rate that each region is projected to register over the estimated period.

The Virtual Reality Headsets market report Elucidated with regards to the competitive landscape of the industry:

The competitive expanse of this business has been flawlessly categorized into companies such as

The following manufacturers are covered:Oculus RiftLGSony PlayStation VRHTC ViveSamsung Gear VRMicrosoft HoloLensFOVE VRZeiss VR OneAvegant GlyphRazer OSVRGoogle CardboardFreefly VR headset

Segment by RegionsNorth AmericaEuropeChinaJapanSoutheast AsiaIndia

Segment by TypeCircumscribed TypeIntegrated Type

Segment by ApplicationGamesMedicineFilm and TelevisionOther

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Exclusive details pertaining to the contribution that every firm has made to the industry have been outlined in the study. Not to mention, a brief gist of the company description has been provided as well.

Substantial information subject to the production patterns of each firm and the area that is catered to, has been elucidated.

The valuation that each company holds, in tandem with the description as well as substantial specifications of the manufactured products have been enumerated in the study as well.

The Virtual Reality Headsets market research study conscientiously mentions a separate section that enumerates details with regards to major parameters like the price fads of key raw material and industrial chain analysis, not to mention, details about the suppliers of the raw material. That said, it is pivotal to mention that the Virtual Reality Headsets market report also expounds an analysis of the industry distribution chain, further advancing on aspects such as important distributors and the customer pool.

The Virtual Reality Headsets market report enumerates information about the industry in terms of market share, market size, revenue forecasts, and regional outlook. The report further illustrates competitive insights of key players in the business vertical followed by an overview of their diverse portfolios and growth strategies.

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Some of the Major Highlights of TOC covers:

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HP’s Hi-Res Reverb G2 VR Headset Pre-Orders Launching in June/July – Virtual Reality Times

Posted: at 3:36 am

This week, HP unveiled its new HP Reverb G2 VR Headset which addresses some of the criticisms that were leveled against the previous Reverb model. The new virtual reality headsets will have high-resolution specifications and the company is hoping it will give be a real competitor to the big VR headsets and attract new consumers and enterprise users.

HP will be launching its second-generation virtual reality headsets in partnership with Microsoft and Valve. The headset arrives this fall for a price of $600 with pre-orders scheduled to begin in June/July.

The headset will have a high resolution of 2,160 by 2,160 per year which will significantly increase its visual realism. The improvements in the resolutions are good for the industry as a whole. The Reverb G2 leverages a lens that was designed by a Valve with up to 2.5 times the Oculus Rift resolution so users should expect much sharper images that will convey the feeling of being taken into another reality altogether.

The Reverb G2 has brand new panels different from the ones that were used in the Reverb G1 which will deliver some amazing improvements in immersion according to the companys lead product manager for VR John Ludwig. Ludwig stated that the glasses contrast and brightness has improved significantly in the brand-new panels in the G2. Additionally, HP has also reduced the persistence of the pixels. Due to the boost in the brightness and the contrast, users are now assured of a much-improved visual experience in the second-generation Reverb glasses. The new persistence now enables users to get a more fluid and comfortable experience with new headsets.

HP collaborated with both Valve and Microsoft to integrate SteamVR and the Windows Mixed Reality platforms in these second-generation headsets. The new headset will replace the companys HP Reverb G1 that the company launched in March last year for $600. The first-generation headset was plagued with visual flaws and users got the feel of looking at the world via dirty goggles. According to Ludwig, both issues have now been fixed in the new headsets set to hit the market this fall.

HP hopes that the new Reverb G2 headset will attract even more people into VR now that the depth of immersion has improved considerably. Virtual reality still hasnt lived up to its soaring promise but this year has been impressive with sales ramping up and stores being hit with shortages amidst the COVID-19 pandemic.

With COVID-19 lockdowns and restrictions on movements and face-to-face meetings, virtual is becoming the new normal for most people and many VR companies are eager to capitalize on that. With the crisis increasingly becoming more endemic, it is expected that we are going to have more and more people doing stuff online beyond such work. These might include learning and even training at home. VR is coming up with new solutions to capitalize on this new normal.

The pandemic has presented a huge opportunity for the Virtual Reality industry. Some of the existing mainstream online collaboration platforms such as Zoom lack the immersive interaction that you could only get in a physical meeting setup or in virtual reality. Since physical meetings are not possible anymore as the pandemic rages on many are looking to VR.

In April this year alone, SteamVR recorded close to one million monthly-connected headsets. This was triple its previous biggest monthly gain. According to HP projections, between 25% and 30% of the workforce will be working from the comfort of their homes for multiple days in a week by 2021 and they will be looking for new ways to collaborate virtually.

In the new HP Reverb G2 VR Headset, the company has kept some of the features found in the first-generation headset such as the high-resolution LCDs as well as the 114-degree field of view. The new headset will also be running at 90 frames per second. All this is packed within a very lightweight design.

The new headset also has enhanced audio which, according to HP, will enable users to get a sense of a 3D space when they are immersed into the virtual reality world. For example, it will enable gamers to find their foes by using audio clues. The speakers of the new Reverb G2 VR Headset are similar to those of the Valve Index VR Headset.

The new-generation HP headset will also feature inside-out tracking consisting of four cameras on the headset itself which will eliminate the need to rely on external sensors. The integration of the Windows Mixed Reality platform allows for 1.4 times more movement capture and enables users to maintain six degrees of freedom without having to rely on lighthouses or external sensors.

The improvements in the resolution will enable users to clearly see the texts as well as textures. For users, it will result in improved experienced and increased retention. It has hand controllers with new intuitive control features such as the optimized button layout, application and game compatibility as well as the ability to pair it via Bluetooth for ease of setup.

The Reverb G2 has also been designed for greater comfort. It is built with manual adjustments for the eye settings as well as a facemask cushion that provides better comfort. The facemask can be flipped 90 degrees by moving it back and forth from the virtual world to the real world. The Reverb G2 also features better comfort and weight distribution enabling you to enjoy longer VR sessions. The headset connects to a PC through a single cable.

The U.S. preorders began this week via HP.com, the SteamVR homepage and a number of select channel partners.

Source: VentureBeat

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Global 3d And Virtual Reality Market with Competitive Landscape, Industry Attractiveness and Key Players, Forecast 2026 – 3rd Watch News

Posted: at 3:36 am

3d And Virtual Reality Market 2020report share informative data figures as well asimportant insightsregarding some of the market component which is considered to be future course architects for the market. This contains factors such asmarket size, market share, market segmentation, significant growth drivers, market competition, diverse features affecting economic cycles in the market, demand, expected business up-downs, changing customer sentiments,key companiesoperating in the 3d And Virtual Reality Market, etc. In order to bring a complete indulgent of the global market, the report also shares some of the useful details regarding regional as well as significant domestic markets. The report presents a360-degree overview and SWOT analysisof the competitive landscape of the industries.

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Top Key players of 3d And Virtual Reality Market Covered In The Report:

Major Players in 3D And Virtual Reality market are:NextVRBublVr BOXCast ARJauntANTVRSurealMatterportMagic leapDreamerkrCryWorksTVRAtheer labsSoftKineticJingweidu TechnologyHTC viveSongMicrosoft(HoloLens)GoProSamsungBaofeng MojingFaceBook/OculusGoogleVirglassOSVR

Key Market Segmentation of 3d And Virtual Reality :

Key Product type:

Input DevicesComputer/VR EngineOutput Devices

Market by Application:

Education and trainingVideo gamesFine artsHeritage and archaeologyArchitectural design

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3d And Virtual Reality Market Region Mainly Focusing:

Europe 3d And Virtual Reality Market (Austria, France, Finland, Switzerland, Italy, Germany, Netherlands, Poland, Russia, Spain, Sweden, Turkey, UK),

Asia-Pacific and Australia 3d And Virtual Reality Market (China, South Korea, Thailand, India, Vietnam, Malaysia, Indonesia, and Japan),

The Middle East and Africa 3d And Virtual Reality Market (Saudi Arabia, South Africa, Egypt, Morocco, and Nigeria),

Latin America/South America 3d And Virtual Reality

North America 3d And Virtual Reality Market (Canada, Mexico, and The USA)

Factors such as industry value chain, key consumption trends, recent patterns of customer behaviors, overall spending capacity analysis, market expansion rate, etc. The report also integrates premium quality data figures associated with financial figures of the industry includingmarket size (in USD), expected market size growth (in percentage), sales data, revenue figures and more.This might enable readers to reach quicker decisions with data and insights at hand.

Key Highlights from 3d And Virtual Reality Market Study:

Income and Sales Estimation

Historical Revenue and deals volume is displayed and supports information is triangulated with best down and base up ways to deal with figure finish market measure and to estimate conjecture numbers for key areas shrouded in the 3d And Virtual Reality report alongside arranged and very much perceived Types and end-utilize industry. Moreover, macroeconomic factor and administrative procedures are discovered explanation in 3d And Virtual Reality industry advancement and perceptive examination.

Assembling Analysis

The 3d And Virtual Reality report is presently broke down concerning different types and applications. The 3d And Virtual Reality market gives a section featuring the assembling procedure examination approved by means of essential data gathered through Industry specialists and Key authorities of profiled organizations.

Competition Analysis

3d And Virtual Reality Leading players have been considered relying upon their organization profile, item portfolio, limit, item/benefit value, deals, and cost/benefit.

Demand and Supply and Effectiveness

3d And Virtual Reality report moreover gives support, Production, Consumption and (Export and Import).

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Major Points Covered in Table of Contents:

3d And Virtual Reality Market Overview

Market Competition by Manufacturers

Production Market Share by Regions

Consumption by Regions

Global 3d And Virtual Reality Production, Revenue, Price Trend by Type

Global 3d And Virtual Reality Market Analysis by Applications

Company Profiles and Key Figures in 3d And Virtual Reality Business

3d And Virtual Reality Manufacturing Cost Analysis

Marketing Channel, Distributors, and Customers

Market Dynamics

Global 3d And Virtual Reality Market Forecast

Research Findings and Conclusion

Methodology and Data Source

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In a word, the 3d And Virtual Reality Market report provides major statistics on the state of the 3d And Virtual Reality industry with a valuable source of guidance and direction for companies and individuals interested in the market. At the end, 3d And Virtual Reality Market Report delivers a conclusion which includes Research Findings, Market Size Evaluation, Global Market Share, Consumer Needs along with Customer Preference Change, Data Source. These factors will raise the growth of the business overall.

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This Tokyo Hospital is Livestreaming Surgeries in Virtual Reality – Technowize

Posted: at 3:36 am

A Tokyo Hospital is using virtual reality to heal patients and train and support healthcare professionals.

From training the doctors of the future to develop new medical techniques, virtual reality has unlimited potential for healthcare industry. By 2020, the global market for VR could be upwards of $3.8 billion. Tapping into this opportunity is a hospital in Tokyo that has started livestreaming surgeries for students under the national lockdown.

At Tokyo Womens Medical University, which is known for its medical robots, experienced surgeons are now performing operations under a giant 8K virtual reality camera. This would help medical students who cannot attend classes due to lockdown orders put on a virtual reality headset and tune in from the security of their home.

Especially in the current situation, we believe that VR live streaming is very useful because you can share an immersive experience while avoiding human contact, Naotaka Fujii, CEO of the VR company Hacosco that set up the system,wrote in a blogby the virtual reality camera manufacturer Insta360.

One drawback of the use of VR camera during surgeries is that students wont get a hands-on perspective as they would if they were in the same surgical theatre with the rest of the surgeons. Another is that surgeons would also need to switch between various reference points for the visuals to be clear enough.

This doesnt mean the virtual reality camera doesnt provide a better view while livestreaming surgeries. It looks as if students were peering over the shoulders of a surgeon or watching from the glass window outside the surgical theatre.

VR technology is definitely progressing in the medical field, Fujii added. Its becoming increasingly common in research and education applications, such as this project, and in postoperative rehabilitation.

The use of a virtual reality camera for livestreaming surgeries could potentially change how we educate medical students in the future. This application is still in infancy. In the coming years, we could see more and more improvement in VR applications in the medical professional. Simply put, the potential of VR in healthcare is unlimited.

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Gearing up for Conshy Arts Festival and Car Show as a virtual reality – Montgomery Newspapers

Posted: at 3:36 am

CONSHOHOCKEN Thanks to COVID-19, growing numbers of regional and global art venues are jumping onto the digital bandwagon with remote class sessions and virtual get-togethers that range from single subject tutorials to out-of-the-box shows like Berlins balcony galleries, Australias silo murals and Long Islands Drive-By-Art.

When the coronavirus began threatening June 6s Conshohocken Arts Festival and Car Show, organizers opted to go virtual rather than cancel. After all, they reasoned, during these days of remote classrooms, church services, TV shows, and family gatherings, a street festival doesnt actually have to be on thewell, street.

That said, this years Conshohocken Arts Festival and Car Show will go live virtually on June 6 at 11 a.m. and continue to showcase its 2020 lineup at ConshohockenArtsFestival.com through the end of the month. At press time, that lineup includes a June 6 kick-off party with daylong livestream performances by some 20 local bands, ongoing vendor displays by dozens of artists and craftsmen, shots of vehicles entered in its car show and several raffles.

The festival is a fundraiser for Conshohocken Art League and Destination Conshohocken, the latter established by Festival Director and Conshohocken Mayor Yaniv Aronson as a non-profit focused on the arts, community service and providing mental health resources and programming.

I am so thankful that my team and I were able to organize this event for Conshohocken and our surrounding communities, Aronson says. Our team understands the seriousness of this quarantine but also wants to support local arts and provide a safe community event for residents. Were thrilled to put on this virtual event with the help of our incredible sponsors.

Lead sponsors are Lennys Italian Deli and Beacon Bridge Wealth Partners. The mayors point people include wife Sarah, local podcast host Bob Cahill (www.thebobcast.podbean.com) and Conshohocken Art League President Eileen McDonnell.

We really look forward to this event every year, so I am excited that we are still able to host something for the community and support our local artists, McDonnell says. Were really grateful to be one of the beneficiaries of the festival.

Although the CAL president considers herself an analog person in a digital world (to quote High Fidelity co-creator Veronica Wests paraphrase of an Erykah Badu lyric), she appreciates the technology that enable events like the festival or, for that matter, the virtual live figure drawing sessions she currently attends from her home studio.

McDonnell calls the three-year-old Conshohocken Arts Festival crucial to CALs mission.

When the (festival) was initially proposed three years ago, the art league had been struggling financially for several years, she says. In order to continue to serve Conshohockens artistic community, we strove to keep our tuitions reasonableyet maintain fair reimbursement to our professional artist instructors. CAL board members, instructors and junior students parents volunteered hours doing fundraising events. Dependent upon donors, especially to finance our junior students with professional supplies, supplement instructors and models fees, we have been able to continually offer strictly fine art classes without sacrificing our standards.

According to McDonnell, those efforts were jeopardized when borough council discontinued a small grant they had given us annually.

As you can imagine, we welcomed the beneficiary assistance offered by Mayor Aronson with his proposal to hold a festival dedicated to the arts of the region, coupled with the wildly popular annual car show (held in Conshohocken each June), she says. The festival brought CAL into the consciousness of countless new audiences, and our classes and events saw marked growth. With the festivals generous donations, CAL was finally able to breathe a little more easily. Then came coronavirus.

And with it, major disappointment at the prospect of a canceled festival.

I truly credit Yaniv, his wife, Sarah, and their amazing, supportive teams for the can-do spirit that melded bits and pieces of a virtual festival concept into reality, McDonnell says. At the moment, virtual events are ubiquitous. In early March, they were not. Happily, our list of artists is growing daily. The virtual Conshohocken Arts Festival is taking off, and artists offering a broad spectrum of truly unique crafts and fine art are participating.

Visuals and links to their websites and social media platforms will be posted on the ConshohockenArtsFestival.com website through June 30. Some participants will conduct demos during the June 6 kick-off party. Additional vendors are welcome to register online at ConshohockenArtsFestival.com for $25. The site also contains details about June 6s music performances and car show entrants. More information is available at ConshohockenArtsFestival@gmail.com or 484-532-8144.

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Is virtual reality gaming going to explode in 2020? – GameIndustry.com

Posted: at 3:36 am

Since the arrival of mobile devices, the gaming industry has accelerated its growth, but no significant milestone was set ever since. Looking back, the advent of live casino games represented an equally important moment, as players were provided with a more authentic gaming experience. Speaking of immersive online gambling experiences, virtual reality is likely to take things to the next level. The technology already exists and enjoys a decent level of popularity, but it could explode in 2020.

VR can change online bingo and casino gaming forever

Virtual reality is still in its infant stages, but this technology has been around for a while and incremental progress was made every year. Videogame developers were among the first to use it, but because of the sheer complexity of their creations, this tech was difficult to implement. In 2019, several companies have produced games available in VR, ranging from first-person shooters, to sports and exploration. Many more are under development and scheduled for international release in 2020, so the expectations are high.

Online bingo sites like bingosites.net were just as keen on harnessing the strengths of virtual reality. Luckily for them, their products are better suited for the implementation of VR technology, due to the simplicity of their game mechanics. Slots & Online Bingo have already emerged as the most popular genres on both computers and mobile devices and the new tech makes them even more attractive. Interactions between the user and the game are minimal, so players can focus on the VR environment while spinning the reels.

The moment that online bingo and casino players are truly waiting for is to enjoy live dealer table games in virtual reality. The prospect of moving freely around the roulette wheel and taking a seat blackjack and baccarat tables is enticing. Arguably the most anticipated moment is the one where players can see each other in the VR environment, talk to their peers and the dealers. For the time being, this is only possible in the live chat window, which has the merit of facilitating the interactions.

Superior and Affordable VR devices in 2020

The early virtual reality headsets were not powerful enough to run the best games and generate truly immersive environments. Their price was also prohibitive, so only a fraction of those willing to try the new technology could actually afford it. In spite of their appeal, these gadgets didnt take off sooner and were often relegated to the status of gimmicks. This is all likely to change in 2020, as several companies are competing for a dominant place in what they regard as the technology of the future.

The VR devices revealed in 2019 were quite impressive and they cost only a fraction of the previous gadgets. Oculus and other leading developers now have several products, with different price tags, which enable prospective buyers find an affordable headset. The interest for gaming developers is just as high and we believe that 2020 will be the year of convergence and one to set a major milestone for VR.

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How Zoom Galas Are Inventing a New Era of Party Planning – TownandCountrymag.com

Posted: at 3:36 am

Gala season, the annual swirl of fundraising dinners and events that fuels social life in cities like Palm Beach, New York, and Los Angeles, may seem like a non-stop party, but that's not always the case. Sure, there's the thrill of supporting a worthy cause, but there are also the hotel ballrooms, the revolving-door crowd, the two hours of speeches, and the dreaded rubber chicken dinner that can wear out their welcomes even for the most social creatures.

God, I would buy the ticket to not go to the party at this point, says Bronson van Wyck, author of the recent book, Born to Party, Forced to Work and a party planner with a client list that includes President Obama, Gwyneth Paltrow, and Beyonc.

Yale JoelGetty Images

Which is to say, charity fundraisers have long needed a revamp, and today, with in-person events severely curtailed and fundraising perhaps more important than ever, they're getting it.

The new slate of events streamed online or via an invitation-based video service like Zoom are a reimagining of the fundraising industrial complex. While the centerpieces and table seating have gone out the window, entertainment still holds strong, with more value place on star power and a captivating program.

Traditional event planners continue to hold the reins in many instances, though some organizations are handling these events internally, often alongside video technicians who have only recently discovered their new calling. But, will these organizations survive without the normally massive donations doled out at society functions? And will members of the upper crust want to attend an event so accessible?

Pascal Le Segretain/amfAR1Getty Images

T&C spoke with a variety of gala hosts, attendees, and party planners to figure out the newly emerging best practices for a virtual charity functionand how these could, perhaps, usher in an era of inclusivity.

As events shift online, complications arise. While the traditional gala might feature live entertainment (Dolly Parton performed at the We Are Family's January event; Sting and Annie Lennox did the month prior for the Rainforest Fund) and high-profile speakers, today there's a consensus that virtual events need a more concise program with a clear messageunder two hours seems to be the ideal. As one can imagine, guests have limited attention spans when theyre watching a program on their laptops.

Courtesy Rafanelli Events

People do want to make a connection, but nobody wants to sit and watch a screen for two hours, says Bryan Rafanelli, a New York event planner who has worked with the Boys and Girls Club, the Breast Cancer Research Fund, and UNICEF on virtual events. I wanted to make the programs of these galas that weve done as succinct and clear and entertaining as possible and have people say, I cant believe how short that was.

Short doesn't mean boring, though. And according to some planners, guests are actually paying closer attention than ever. If youre able to put together a great program, you can actually have higher engagement because people are focused on their screen; theyre not focused on the guy eating chicken across from them, says Debbie Geller, Los Angeles-based event planner.

"Theres no one whos on a Zoom call to be photographed in a dress. Its the people who careits the real deal people. Its very inspiring."

Instead they can focus on A-List guestsmany of whom are themselves stuck at homewho are lending their celebrity to these causes. When the Brooklyn Academy of Music held its annual gala virtually on May 13, honorees included Cate Blanchett and Zadie Smith, along with performances by the Alvin Ailey American Dance Theater and rocker St. Vincent. Rafanellis UNICEF event featured Cher. The 92nd Street Ys recent 92Y Together gala had readings from Salman Rushdie and Bill Collins.

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Above all, it remains imperative to focus on the passion guests have for the evening's cause. On June 1, New York's Public Theater is hosting its We Are One Public event, with a lineup including Lin-Manuel Miranda, Meryl Streep, Daniel Craig, and Sam Waterston. Tony Award winning director Kenny Leon will be at the helm, using his theater background to construct the program.

Of course, it is a virtual event, but at the end of the day were still telling a story, Leon says. Were telling the Public story; were telling the story of those who love theater, and were telling the story of the essential workers that we have in our country.

One striking new feature of this spring's spate of virtual galas? Many organizations chose to make their events free and open to the public.

It's hard to charge the same high-priced ticket for an hour long concert beamed to someone's laptop. And the precarious state of the world has made it feel imperative to make celebrations inclusive and welcoming.

The Public Theater has made tomorrow evening's performance free to stream. Its always been a little bit of a pit in my stomach every year when I do the gala and I think, Oh gosh, only these people are getting to see the show and I wish that more people could get to see it, says Mandy Hackett, the Public's Associate Artistic Director. It feels really good this year to be able to do it this way.

The BAM gala, too, decided to make admission free once the event was moved onlinealongside gentle prompts for donations and a voluntary art auction. Katy Clark, BAMs President, also notes a shift in the program to make it more accessible to a larger audience.

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We felt very strongly that everybody needed to feel that sense of community and that the more people we could involve in that, the better, Clark says. We tried to design the pieces with that feeling of inclusion in mind and everybody really embraced it.

The rise of the virtual gala has also seen a new crowd of attendees emerging. Larry Milstein was one of the first people to throw a virtual gala during the quarantine. Zoomtopia, which benefited the World Health Organizations COVID-19 Response Fund and the International Medical Corps, was organized in just days and promoted entirely on Milstein and his friends Instagram pages.

It wasnt the same rotation of names that you would see at these blue-chip institutions, Milstein says. We had some of that, but we also had people that for whom those environments arent interesting and that this actually was a new kind of philanthropic impact.

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In some cases, these virtual galas might even draw in more true believers than their in-person counterparts. You see who really shows up, van Wyck says. Theres no one whos on a Zoom call to be photographed in a dress. Its the people who careits the real deal people. Its very inspiring.

While virtual galas have clearly become more inclusive, they still need to raise money. Rather than having set ticket prices, organizations have added bonus experiences and features for their larger benefactors.

Peoples desire and willingness to give was definitely still there, says Margaret Moll, Managing Director of The Civilians, a New York-based theater company. For a recent fundraiser, the group used the breakout room feature in Zoom to host VIP cocktail parties. Each Zoom room hosted either individuals who raised or donated a certain amount of moneya virtual version of the "tables" of yore. For its upcoming gala, the Public Theater will use a similar feature.

Peoples desire and willingness to give was definitely still there.

Other virtual events are going more over the top with their extra features. Van Wyck arranged a virtual cooking class featuring a Michelin-starred chef and ingredients sent to each home beforehand; Rafanelli is currently organizing an event in the fall that will use DoorDash to hand-deliver dinners to each home; "Zoomtopia" allowed party photographers to take and publish screenshots of guests from Zoom. Other events have included gift bags as well as augmented and virtual reality experiences.

Courtesy Rafanelli Events

Zoom events and fundraisers are cool right now, Geller says. Theyre going to have to continue elevating because theyre going to become normal. At the point in which they become normal, we have to take them to the next level.

Whether an event is going all out on the pomp and circumstance or not, online fundraising events have been incredibly successful so far. The virtual Met Gala generated millions in earned media value, and 174,000 people from around the world watch the 92Y event. BAM had roughly 6,000 guests attend the online event and raised $1 million, giving 10% of the donations to the Brooklyn Hospital Center.

More and more of these events continue to crop up: The Rainforest Alliance, Alvin Ailey American Dance Theater, and the MCC Theater all have virtual galas in the next few weeks, and that's just to name a few.

So why do people keep tuning in from their living rooms week after week? Perhaps because the causes that matter to them are still importantmaybe even more so right now. Additionally, many of us are craving the social interaction we cant have right now: the live performance, the buzz of a filled room, the sound of applause.

The community at large is starved for connection right now, van Wyck said. I think when connection can be offered in a way that is authentic, everyone will want to participate in that.

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Why Virtual Reality Is Having A Moment. Again. – Texas Standard

Posted: May 29, 2020 at 12:48 am

It stands to reason that with lots of people staying home more than ever, virtual reality headsets like Facebooks Oculus, and Samsungs Gear are popular right now. But if new product releases and investment decisions are any indication, some think VR could grow beyond its current niche following among gamers.

Tech expert Omar Gallaga told Texas Standard host David Brown that virtual reality products have had their ups and downs over the years, with clunky products that have failed to catch fire with consumers. The current VR boomlet has a lot to do with the amount of time people have been forced to spend at home. But some investors say the technology has legs beyond the pandemic.

Theres several new headsets that have debuted, Gallaga said.

Among them is a headset from gaming company, Valve, called Index. Also, the founder of HTC is on his own now, and has announced a new headset called Mova.

What youll hear in this segment:

What could be coming in VR technology

How one new game has lifted VRs fortunes

What applications other than gaming use VR

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Why Virtual Reality Is Having A Moment. Again. - Texas Standard

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HP Reverb G2 virtual reality headset arrives this fall for $600 – VentureBeat

Posted: at 12:48 am

HP is unveiling the HP Reverb G2 virtual reality headset with high-resolution specs the company hopes will attract new enterprise users and consumers. The company is launching the second-generation VR headset in a partnership with both Microsoft and game company Valve. The headset will debut in the fall for $600.

The resolution of the headset is 2,160-by-2,160 per eye, which should help with the visual realism of VR, said John Ludwig, lead product manager for VR at HP, in a press briefing. He said the Reverb G2, which uses lenses designed by Valve, will have 2.5-times the resolution of the Oculus Rift headset, delivering sharper images that enhance the feeling of being transported to another reality.

These are brand-new panels, not the same panels the Reverb G1 used, and they come with some amazing improvements in immersiveness, Ludwig said. The contrast and brightness are up significantly on these brand new panels. Weve also reduced the persistence of the pixels. So with the contrast and brightness boost, you get a much better visual experience. With persistence, you get a more comfortable and fluid experience.

Above: HP designed its new VR headset to be comfortable.

Image Credit: HP

HP worked with Valve and Microsoft to enable integration across the Windows Mixed Reality and SteamVR platforms. The new headset is a replacement for the HP Reverb G1, which launched in March 2019 for $600. That headset had visual flaws that made it feel like you were looking at the world through dirty goggles, but those issues arent in the new headset, Ludwig said.

The hope is the product will lure more people into the virtual world. While VR hasnt lived up to its original promise, it has been making steady gains during the pandemic.

We at HP have been learning to adapt to this new normal, said Anu Herranen, director of new product introduction at HP, in a press briefing. Now the virtual way is the only way for us all. So this new normal has really accelerated and expanded how and when we use VR at HP. There will be a huge population of people working, training, and learning from home.

Above: The HP VR headset has 2K-by-2K per eye resolution.

Image Credit: HP

VR has an opportunity because of the pandemic, as Zoom video meetings lack immersive interaction, according to HP, and physical meetings arent possible.

In April, SteamVR saw nearly 1 million additional monthly-connected headsets, tripling the previous largest monthly gain. HP believes that by 2021, 25% to 30% of the workforce will be working from home multiple days a week and searching for new ways to collaborate. HP kept features such as high-resolution LCDs in a lightweight design and a 114-degree field of view. It runs at 90 frames per second.

The new device has enhanced audio that HP says will allow the user to experience a real sense of 3D space when immersed in the VR world for example, letting gamers locate their foes with audio clues. The speakers for the device are similar to those in the Valve Index VR headset.

Above: The HP Reverb G2 VR headset has speakers similar to the Valve Index.

Image Credit: HP

Like other modern headsets, it has inside-out tracking, or four cameras on the headset itself that get rid of the need for external sensors. Windows Mixed Reality also enables 1.4 times more movement capture, maintaining six degrees of freedom without external sensors or lighthouses, Herranen said.

With better resolution, users will be able to see text and textures more clearly, providing a better experience and increased retention. The hand controllers come with new intuitive control features including an optimized button layout, application and game compatibility, and the ability to be pre-paired via Bluetooth for easy setup.

HP designed it to be more comfortable. The headset has manual adjustments for your eye settings and a facemask cushion for better comfort. You can flip the facemask 90 degrees when moving back and forth from the virtual to the real world. And the headset also has better weight distribution and comfort for extended VR sessions. It connects to a PC via a single cable.

U.S. preorders will be available today on HP.com, the SteamVR homepage, and select channel partners.

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HP Reverb G2 virtual reality headset arrives this fall for $600 - VentureBeat

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Meet the entrepreneur making tours of Napa Valley wineries a (virtual) reality – Napa Valley Register

Posted: at 12:48 am

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Geoffrey Curley positions his tripod in front of the historic 19th century Victorian home on the grounds of Schramsberg Vineyards.

There was not a single visitor at Schramsberg Vineyards.

No one gazed over the legions of sun-warmed vineyards or into the thick wilderness that surrounds the storied property, which had bloated with green in the late-season rain. The faint chorus of clinking glass floating through the grounds as employees manned the bottling line went unheard; the team at work inside one of the winerys historic caves went unseen, even as they engineered stacks of wine bottles so tall they reached the lace-like cob webs on dangling from the ceiling.

It all seemed a shame to Geoffrey Curley. And as it so happened, he was in a position to do something about it.

Curleys background is in theatrical design; today, though, hes in the business of creating experiences. A decade ago, he founded his own company Geoffrey M. Curley and Associates and set to work creating interactive exhibits often punctuated by 360-degree virtual experiences. The businesss portfolio is wide ranging: Curley has worked with cruise lines, museums, even film studios.

One of the groups last projects, called The Great Fermentation, was wine-centric; it aired in Chicago this past winter and featured a 360-degree virtual tour of a vineyard in Tuscany.

Geoffrey Curley eyes a 360 degree view in front of the historic barn at Schramsberg Vineyards. Curley uses an app on his phone to adjust his filming.

The Great Fermentation was a project of Curleys, something hed dreamt up after mulling over the barrier to entry into wine that exists for consumers. More than 14,000 people came through the Chicago-based experience, engaged with the virtual reality experience Curley and his team had put together and participated in wine tastings.

Most of those guests were already interested in wine, according to Curley, but often said they werent wine people that their tastes werent sophisticated, that they didnt understand much about the product.

The more we dug into that, the more we understood that wasnt true: it was, you are a wine person, you understand the wines and flavors you like. Its just that you dont know how to apply that to find more wines that you like, Curley said. If you feel insecure about that, youre probably not going to go to a vineyard (to taste wine). So we wanted to create a different entry point.

As travel came to a standstill and tasting rooms closed their doors, Curley wondered if the technology might be of use to the broader American wine industry.

We looked around to see if other wineries had been (working with 360-degree technology), and we didnt find much out there, he said.

Vineyards to home

Curleys search revealed most wineries had extensive photo, and even video, content on their websites but nothing quite like what he and his team knew they could compile. So began his latest project, dubbed Vineyards to Home.

He began trying to get in touch with boutique wineries across California, hoping to donate tours to small, family-owned wineries producing less than 5,000 cases per year. The team connected with Schramsberg before deciding theyd work principally with smaller producers, according to Director of Community Outreach and Development Gina McLeod, and decided to keep their word. (Wineries can reach out to Curley via his website.)

There had been some discussion internally a while ago about having this kind of virtual tour, where you could see the path of a visit, Schramsberg President Hugh Davies said. Maybe not surprisingly in this particular moment of a more virtual reality, when they contacted us, we kind of jumped at it.

Curley arrived at Schramsberg early in the morning on a Friday in mid-May, a Nikon DSLR slung over his shoulder and a slim tripod in hand. Screwed to the top was a slim black device, smaller and thinner than a cellphone. It had come with him from San Diego, where hed been staying through the states shelter-in-place, up through his filming at wineries in Santa Barbara, the Russian River and in Alexander Valley.

Geoffrey Curley, left, plans a shot of McEacharn Vineyard at Schramsberg Vineyards with President Hugh Davies, right, as part of the 360 degree virtual tour Curley is putting together for the winery.

Just a few days earlier, Curley had used it to capture the view from Dos Lagos Vineyards on Atlas Peak. All of the wineries Curley has so far worked with apart from Schramsberg, that is are boutique producers. Some, like Dos Lagos, make as few as 800 cases each year.

It sounds pretty fascinating, the idea of virtual tours, Dos Lagos Owner Tom Dinkel said, noting that many of the winerys club members, cooped up in their homes, have expressed a desire to return to the valley once life normalizes. A virtual tour, Dinkel said, could help transport not just existing club members, but perhaps catch the eye of newcomers online.

Boutique wineries have been hit especially hard by the pandemics impact on tourism. Tasting rooms account on average of 28% of sales for small wineries; they also serve as conduits for wine club membership, which on average accounts for an additional 23% of sales. Wineries producing between 1,000 and 5,000 cases could lose as much as 48% of their revenue for the year, according to one estimate.

Once people try the wine, it speaks for itself, Dos Lagos Dinkel said. But so many people dont know who we are. So if someones searching for Napa wines and they find our virtual experience and like what they see were hoping for that kind of exposure.

Davies paused when asked if a virtual tour might help boost an already-established brand like Schramsberg.

Our most effective marketing tool for sure is a visit to the winery, no doubt about that, Davies said. I think (attracting customers cold) is harder.

But hes continued to explore ways to do so. The winery plans to link the tour on its social media platforms as well as on its website, according to Marketing and E-Commerce Manager Matt Levy, in the hopes that it will reach as many consumers as possible.

Everybody is making really good wine in Napa Valley, Levy said. What sets you apart is your story.

Schramsberg has been leaning heavier it usually does on social media to reach its consumer base, Levy said. It now regularly streams virtual tastings on Facebook and broadcasts live to its followers on Instagram. (We havent figured out how to sell wine through Instagram yet, though, Davies joked.)

Virtual tastings, as popular as theyve become, bring only the wine to the consumer not necessarily the experience tied to the wine. The virtual tour could fill that void, Davies said.

In a unique way, this may attract people, he added. But we know nothing we are going to be able to do is going to attract everyone the same way.

Scenes now seen

Filming at Schramsberg lasted six hours. Curleys device and its wide, all-seeing lenses witnessed what no visitor could. There were racks of 2019 blanc de noir, a pinkish hue illuminating cave walls, stacked as tall as a one story building; the bottling line, an endless stream of clear glass pushed along by employees; the way the American flag attached to the restored, 19th-century Victorian home on the property flapped in the wind.

Geoffrey Curley hunches to shoot men stacking wine bottles up into the walls of the historic wine caves at Schramsberg Vineyards.

He worked quickly and moved easily a testament to how much 360-degree video technology has improved over the last decade. Footage would soon be sent in for editing, and then polished and sent to the team at Schramsberg. Within a few weeks, the scenes that Curley alone had borne witness to would be up for the world to see.

Were taking that physical interaction out of these experiences, but still trying to tell those stories, generating that emotional response to the people who are creating the wines, Curley said. The work that (vintners) do, their families, the landscape thats in every bottle as much as the wine itself.

You can reach Sarah Klearman at (707) 256-2213 or sklearman@napanews.com.

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Meet the entrepreneur making tours of Napa Valley wineries a (virtual) reality - Napa Valley Register

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