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Category Archives: Virtual Reality
Augmented and Virtual Reality HMD Markets, 2018-2026: Impact of the Coronavirus Pandemic – ResearchAndMarkets.com – Business Wire
Posted: May 11, 2020 at 10:59 am
DUBLIN--(BUSINESS WIRE)--The "Augmented and Virtual Reality HMD Market Size Analysis and Outlook to 2026 - Potential Opportunities, Companies and Forecasts for HMD connectivity and components across End User Industries and Countries" report has been added to ResearchAndMarkets.com's offering.
The Augmented and Virtual Reality HMD market is one of the dynamic sensor technology segments with major factors such as technological advancements, wide range adoption and large scale applications.
The COVID-19 pandemic has had a negative impact on the market size for the year 2020, with small and medium scale companies struggling to sustain their businesses in the near term future. The analyst anticipates around 2% to 3% deviation in growth outlook due to the coronavirus spread. The Augmented and Virtual Reality HMD market growth has become variable by region with some countries offering huge growth potential while others face closures and low profit margins.
Over the medium to long term future, the analyst anticipates the Augmented and Virtual Reality HMD market to regain growth momentum, mainly with support from developing markets.
Scope of the Augmented and Virtual Reality HMD Market report includes:
1. The base year for the market analysis is 2019 and forecasts are provided from 2020 to 2026
2. Annual Forecasts of Augmented and Virtual Reality HMD markets, 2018 to 2026
3. Augmented and Virtual Reality HMD Market Size as a whole, 2018-2026
4. Market Size of Augmented and Virtual Reality HMD across Types, 2018-2026
5. Augmented and Virtual Reality HMD other segments, 2018-2026
6. Applications and End User Verticals, 2018-2026
7. Augmented and Virtual Reality HMD Market across Countries and Regions, 2018-2026
8. Regions covered - Asia Pacific, Europe, Middle East and Africa, North America and Latin America
Key Topics Covered
1. Global Augmented and Virtual Reality HMD Market Overview
1.1 Key Snapshot, 2020
1.2 Introduction to Global Augmented and Virtual Reality HMD Market
1.3 Global Augmented and Virtual Reality HMD Market Definition-Types
1.4 Global Augmented and Virtual Reality HMD Market Definition-Applications
1.5 Global Augmented and Virtual Reality HMD Market Definition-Regions
1.6 Market Research Methodology
2. Augmented and Virtual Reality HMD Market Opportunities and Business Prospects
2.1 Fastest Growing Types of Augmented and Virtual Reality HMD, 2018-2026
2.2 Potential Application verticals of Augmented and Virtual Reality HMD, 2018-2026
2.3 Fastest Growth markets being targeted by leading players, 2018-2026
3. Augmented and Virtual Reality HMD Market Strategic Analysis Review
3.1 Near term and Long term trends set to shape up the future of Augmented and Virtual Reality HMD market
3.2 Market Drivers
3.3 Market Challenges
3.5 Porter's Five Forces Analysis
3.5.1 Overall Index
3.5.2 Supplier's Power of Augmented and Virtual Reality HMD Market
3.5.3 Buyer's Power of Augmented and Virtual Reality HMD Market
3.5.4 Competitive Rivalry in Augmented and Virtual Reality HMD Market
3.5.5 Threat of New Entrants in Augmented and Virtual Reality HMD Market
3.5.6 Threat of Substitutes in Augmented and Virtual Reality HMD Market
4. Global Augmented and Virtual Reality HMD Market Outlook
4.1 Global Augmented and Virtual Reality HMD Market Outlook by Type, 2018-2026
4.2 Global Augmented and Virtual Reality HMD Market Outlook by Application, 2018-2026
4.3 Global Augmented and Virtual Reality HMD Market Outlook by Country, 2018-2026
5. Asia Pacific Augmented and Virtual Reality HMD Market Outlook
6. Europe Augmented and Virtual Reality HMD Market Outlook and Growth Opportunities
7. North America Augmented and Virtual Reality HMD Market Outlook and Growth Opportunities
8. South and Central America Augmented and Virtual Reality HMD Market Outlook and Growth Opportunities
9. Middle East Africa Augmented and Virtual Reality HMD Market Outlook and Growth Opportunities
10. Augmented and Virtual Reality HMD Market Competitive Analysis
10.1 Leading Players in Augmented and Virtual Reality HMD Market
10.2 Key Strategies/ Initiatives of Leading Players
10.3 Business Profiles of Leading Augmented and Virtual Reality HMD Companies
10.3.1 Introduction
10.3.2 Augmented and Virtual Reality HMD Products
10.3.3 SWOT Analysis
10.3.4 Financial Analysis
11. Recent Developments in Global Augmented and Virtual Reality HMD Market
11.1 New Product Launches
11.2 Mergers and Acquisitions
11.3 Manufacturing Developments
For more information about this report visit https://www.researchandmarkets.com/r/2iijak
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Virtual Reality Courses Offer Immersion into Remote Instruction – HottyToddy.com
Posted: at 10:59 am
With all the University of Mississippi classes being delivered online during the COVID-19 outbreak, professors have had to get creative. While many are streaming live or playing pre-recorded videos, one professor is using a virtual reality version of himself and getting surprising results in return.
This screen capture illustrates how real-life action compares with the VR version for Jones lectures. Submitted photoAdam Jones has been using VR to deliver lectures for two courses, CSCI 343: Fundamentals of Data Science and CSCI 447: Immersive Media, a VR development class. Besides the VR lectures, he has been conducting live-streamed tutorials and Q&A sessions on YouTube.
Ive been really pleased with the results, said Jones, assistant professor of computer and information science in the School of Engineering.
There are, of course, wrinkles to be ironed out when making a big change like this, but it has been surprisingly easier than expected. Students have the option to view lectures through VR headsets, on computer screens like a first-person 3D game, or through online video.
Jones said the process for translating a lecture into VR is pretty smooth.
It is very similar to teaching in a real classroom, he said. Instructors do not just give slideshows. They point, gesture, move and make eye contact with students while they teach. These are things that you sometimes lose when delivering online lectures by video, but you get to keep these visual cues in VR.
It also has the added bonus that you can lecture in your pajamas.
Students taking these VR courses have enjoyed interacting with Jones and one other.
The use of a VR environment, which incorporated a traditional PowerPoint and a floating head with hands, was a genius method to continue classes without interruption, said Logan Parker, a sophomore computer science major from Laurel. The VR environment proved to be engaging as well as entertaining to me.
VR instruction doesnt feel much different than being in a standard classroom, said James Tweedle, a senior in biomedical engineering from Cleveland.
It simply felt like I was watching Dr. Jones present at the front of the classroom, Tweedle said. Whereas in a classroom setting, I might miss something a teacher states without realizing it or being able to write it down, (but) having VR lectures I can return to if need be has made learning the material easier.
Jones said even his 2-year-old daughter enjoys watching the lectures.
She absolutely loves robots and gets very excited to see robot daddy on the computer, he said. I think its just a really fun format.
Students in the VR development course use the collaboration function to share the virtual worlds that they build for their assignments. The creativity that they have shown in building these worlds has been phenomenal, Jones said.
It is super exciting grading their virtual worlds because I never know what to expect. For their last assignment, they were instructed to build a retro-sci fi-themed world. Many of the students incorporated elements about the pandemic into the narratives for their virtual worlds.
With the spring semester winding down, Jones will be teaching a summer workshop for middle and high school students with UM Outreach and Continuing Education using this VR technology. Jones said he plans to continue using VR for teaching post-pandemic.
This format is highly scalable since you arent limited by seats in a physical classroom, but you still have that in-person feel, he said. The virtual environment that were using is made to enable collaboration.
To see a video of one of Jones VR lectures, visit https://www.youtube.com/watch?v=BHhf2y8dH88.
By Edwin B. Smith, University of Mississippi Communications
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Chris Spencer Talks About Using Comedy, Virtual-Reality in Times of Crisis – Black Enterprise
Posted: at 10:59 am
At a time when nearly30 million Americans are unemployed, entire industries are shut down, and much of the world has come to a standstill, theres one thing many of us could use right now: a laugh.
To give the world much-needed comic relief in this time of crisis, D.L. Hughley, one of the original Kings of Comedy, tapped three fellow comedians for a new comedy series with an innovative twist. Hugely, Chris Spencer, Ryan Davis, and Bo Dacious teamed up with Ceek to produce a virtual reality series called The Laugh Experience, which marks the first-ever virtual reality comedy special.
During an interview on BLACK ENTERPRISEs The New Norm With Selena Hill, Spencer opened up about The Laugh Experience, his life in quarantine, and new-age comedy. Its some futuristic stuff. Im very excited to be a part of it, he said.
Spencer, whose 30-year-long career in Hollywood includes writing and producing Grown-ish, creating Real Husbands of Hollywood, starring Kevin Hart, and writing for The Emmys and SNL, is also planning to launch his own channel on CEEK. Some of the original content that will air includes his upcoming talk show that aims to bridge the gap between veteran standup comedians and funny social media stars.
A lot of them think we dont like them and we think that they dont like us, he said. I want to put them into a room together and lets have some conversations about how we can help you because your stand up sucks and how you can help us because our social media sucks.
Outside of CEEK, Spencer is working on a new talk show called Still Standing, featuring famous standup comedians whove gone under the radar, like Bruce Bruce, Alex Thomas, Tony Woods, and George Wallace.
Youre going to get a chance to see all the comedians you grew up with and are wondering what they are doing now, he said. Some of them are doing other things besides stand up. Some of them become writers. Some of us are heavy in the stock marketI want to bring that out and let people know where the hell these people are and what theyre doing.
In addition, Spencer talked about why many people are just now getting hip to VR platforms like CEEK, which launched in 2015 by Mary Spio, a rocket scientist born in Ghana.
Watch Spencers interview on The New Norm with Selena Hill below.
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Chris Spencer Talks About Using Comedy, Virtual-Reality in Times of Crisis - Black Enterprise
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Virtual and augmented reality investment at 2013 levels in first quarter – VentureBeat
Posted: at 10:59 am
While Digi-Capitals AR/VR Analytics Platform tracked over $4 billion AR/VR investment last year, virtual and augmented reality investment dropped in Q4 2019 and Q1 2020 in terms of both deal volume (i.e. number of deals) and deal value (i.e. dollars invested). The first quarter of this year saw AR/VR investment volume (again, number of deals) at a quarterly level last seen back in 2013. In the context of COVID-19s impact on all startup investment (not just AR/VR), this looks like it might be the start of at least a medium-term trend.
It is too early to tell whether the peaks of AR and VR investment from recent years might return after the coronavirus crisis has reached a resolution. What could be needed for that to happen is a VC catalyst on the scale of the Facebook/Oculus deal, which in many ways sparked the current virtual and augmented reality market. A potential catalyst could be Apple entering the smartglasses market in late 2022, but as previously discussed only Tim Cook and his inner circle know if and when that might happen.
AR/VR investment volume (number of deals) declined significantly in the last 2 quarters. Total quarterly investment volume in Q1 2020 was at a similar level back in Q4 2013, before VC interest in the current wave of AR/VR was sparked by Facebook acquiring Oculus. Categories with the highest volume of deals in the last 12 months to Q1 2020 were AR/VR tech, education, games, enterprise, medical and smartglasses. All other categories had fewer deals in the last 12 months.
The largest number of investments by stage in the last 12 months to Q1 2020 in order were Seed, Series A, Grants, Series B and Accelerator. All other stages saw fewer deals.
As above, AR/VR investment value (dollars invested) dropped significantly in the last 2 quarters, with Q1 at a level similar to Q3 2015. Again, the impact of COVID-19 on the wider tech investment market appears to indicate at least a medium-term trend. AR/VR tech and social categories each raised the largest amounts in the last 12 months to Q1 2020, with smartglasses, location based entertainment, games, photo/video and lifestyle categories also significant. Other categories also saw investment, but at a lower level.
Apart from post-IPO equity raised by Snap, the highest value investment stages for AR/VR in the last 12 months to Q1 2020 were in order Series F, Series B, Series A, Series C and Series D. All other stages raised lower amounts.
Geographically, the US and China continued to dominate AR/VR investment over the last 12 months to Q1 2020 as they have for some time. These were followed by Israel, the UK and Canada. All other countries produced less investment.
AR/VR has seen relatively low M&A volume (i.e. number of deals) compared to other tech sectors due to the early stage of the market. Apart from outliers like Facebook/Oculus, quarterly AR/VR M&A value (i.e. dollars paid to acquire companies) has generally remained in the tens to hundreds of millions of dollars per quarter. Compared to other tech markets, this highlights the limited amount of M&A for AR/VR so far. While this could change if there is an inflection point in coming years, there isnt an obvious catalyst to drive large-scale M&A in the medium term.
In the current augmented and virtual reality market, startups might be most focused on short term revenue generation and managing burn rates through 2020/2021. Leveraging VC investment to accelerate growth is challenging in normal times, but these arent normal times (again, not just for AR/VR). Hopefully the strongest startups might find a way through to the other side.
(Full analysis in Digi-Capitals new 378 page Augmented/Virtual Reality Report Q2 2020 and 500,000+ data point AR/VR Analytics Platform at http://www.digi-capital.com)
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Virtual Reality in Medical Education and Training Market Regional Analysis, key Drivers and Restraints, by Product, Top Players and Forecast Analysis…
Posted: at 10:59 am
Latest Report On Virtual Reality in Medical Education and Training Market including Market Landscape, and Market size, Revenues by players, Revenues by regions, Average prices, Competitive landscape, market Dynamics and industry trends and developments during the forecast period.
The global Virtual Reality in Medical Education and Training market is broadly analyzed in this report that sheds light on critical aspects such as the vendor landscape, competitive strategies, market dynamics, and regional analysis. The report helps readers to clearly understand the current and future status of the global Virtual Reality in Medical Education and Training market. The research study comes out as a compilation of useful guidelines for players to secure a position of strength in the global market. The authors of the report profile leading companies of the global Virtual Reality in Medical Education and Training market, Also the details about important activities of leading players in the competitive landscape.
Key companies operating in the global Virtual Reality in Medical Education and Training market include: CAE Immersivetouch Mentice Mimic Technologies Simbionix Surgical Theather Virtamed VR Simulators Zspace Virtual Reality in Medical Education and Training
Get PDF Sample Copy of the Report to understand the structure of the complete report: (Including Full TOC, List of Tables & Figures, Chart) :
The report predicts the size of the global Virtual Reality in Medical Education and Training market in terms of value and volume for the forecast period 2020-2026. As per the analysis provided in the report, the global Virtual Reality in Medical Education and Training market is expected to rise at a CAGR of xx % between 2020 and 2026 to reach a valuation of US$ xx million/billion by the end of 2026. In 2020, the global Virtual Reality in Medical Education and Training market attained a valuation of US$ XX million/billion. The market researchers deeply analyze the global Virtual Reality in Medical Education and Training industry landscape and the future prospects it is anticipated to create
Segmental Analysis
The report has classified the global Virtual Reality in Medical Education and Training industry into segments including product type and application. Every segment is evaluated based on growth rate and share. Besides, the analysts have studied the potential regions that may prove rewarding for the Virtual Reality in Medical Education and Training manufcaturers in the coming years. The regional analysis includes reliable predictions on value and volume, thereby helping market players to gain deep insights into the overall Virtual Reality in Medical Education and Training industry.
Global Virtual Reality in Medical Education and Training Market Segment By Type:
, Hardware, Software and Service Virtual Reality in Medical Education and Training
Global Virtual Reality in Medical Education and Training Market Segment By Application:
, Medical Education, Training
Competitive Landscape
It is important for every market participant to be familiar with the competitive scenario in the global Virtual Reality in Medical Education and Training industry. In order to fulfil the requirements, the industry analysts have evaluated the strategic activities of the competitors to help the key players strengthen their foothold in the market and increase their competitiveness.
Key companies operating in the global Virtual Reality in Medical Education and Training market include: CAE Immersivetouch Mentice Mimic Technologies Simbionix Surgical Theather Virtamed VR Simulators Zspace Virtual Reality in Medical Education and Training
Key questions answered in the report:
Enquire for Customization in the Report @https://www.qyresearch.com/customize-request/form/1735044/covid-19-impact-on-global-virtual-reality-in-medical-education-and-training-market
Table Of Content
1 Report Overview1.1 Study Scope1.2 Key Market Segments1.3 Players Covered: Ranking by Virtual Reality in Medical Education and Training Revenue1.4 Market Analysis by Type1.4.1 Global Virtual Reality in Medical Education and Training Market Size Growth Rate by Type: 2020 VS 20261.4.2 Hardware1.4.3 Software and Service1.5 Market by Application1.5.1 Global Virtual Reality in Medical Education and Training Market Share by Application: 2020 VS 20261.5.2 Medical Education1.5.3 Training1.6 Coronavirus Disease 2019 (Covid-19): Virtual Reality in Medical Education and Training Industry Impact1.6.1 How the Covid-19 is Affecting the Virtual Reality in Medical Education and Training Industry
1.6.1.1 Virtual Reality in Medical Education and Training Business Impact Assessment Covid-19
1.6.1.2 Supply Chain Challenges
1.6.1.3 COVID-19s Impact On Crude Oil and Refined Products1.6.2 Market Trends and Virtual Reality in Medical Education and Training Potential Opportunities in the COVID-19 Landscape1.6.3 Measures / Proposal against Covid-19
1.6.3.1 Government Measures to Combat Covid-19 Impact
1.6.3.2 Proposal for Virtual Reality in Medical Education and Training Players to Combat Covid-19 Impact1.7 Study Objectives1.8 Years Considered 2 Global Growth Trends by Regions2.1 Virtual Reality in Medical Education and Training Market Perspective (2015-2026)2.2 Virtual Reality in Medical Education and Training Growth Trends by Regions2.2.1 Virtual Reality in Medical Education and Training Market Size by Regions: 2015 VS 2020 VS 20262.2.2 Virtual Reality in Medical Education and Training Historic Market Share by Regions (2015-2020)2.2.3 Virtual Reality in Medical Education and Training Forecasted Market Size by Regions (2021-2026)2.3 Industry Trends and Growth Strategy2.3.1 Market Top Trends2.3.2 Market Drivers2.3.3 Market Challenges2.3.4 Porters Five Forces Analysis2.3.5 Virtual Reality in Medical Education and Training Market Growth Strategy2.3.6 Primary Interviews with Key Virtual Reality in Medical Education and Training Players (Opinion Leaders) 3 Competition Landscape by Key Players3.1 Global Top Virtual Reality in Medical Education and Training Players by Market Size3.1.1 Global Top Virtual Reality in Medical Education and Training Players by Revenue (2015-2020)3.1.2 Global Virtual Reality in Medical Education and Training Revenue Market Share by Players (2015-2020)3.1.3 Global Virtual Reality in Medical Education and Training Market Share by Company Type (Tier 1, Tier 2 and Tier 3)3.2 Global Virtual Reality in Medical Education and Training Market Concentration Ratio3.2.1 Global Virtual Reality in Medical Education and Training Market Concentration Ratio (CR5 and HHI)3.2.2 Global Top 10 and Top 5 Companies by Virtual Reality in Medical Education and Training Revenue in 20193.3 Virtual Reality in Medical Education and Training Key Players Head office and Area Served3.4 Key Players Virtual Reality in Medical Education and Training Product Solution and Service3.5 Date of Enter into Virtual Reality in Medical Education and Training Market3.6 Mergers & Acquisitions, Expansion Plans 4 Breakdown Data by Type (2015-2026)4.1 Global Virtual Reality in Medical Education and Training Historic Market Size by Type (2015-2020)4.2 Global Virtual Reality in Medical Education and Training Forecasted Market Size by Type (2021-2026) 5 Virtual Reality in Medical Education and Training Breakdown Data by Application (2015-2026)5.1 Global Virtual Reality in Medical Education and Training Market Size by Application (2015-2020)5.2 Global Virtual Reality in Medical Education and Training Forecasted Market Size by Application (2021-2026) 6 North America6.1 North America Virtual Reality in Medical Education and Training Market Size (2015-2020)6.2 Virtual Reality in Medical Education and Training Key Players in North America (2019-2020)6.3 North America Virtual Reality in Medical Education and Training Market Size by Type (2015-2020)6.4 North America Virtual Reality in Medical Education and Training Market Size by Application (2015-2020) 7 Europe7.1 Europe Virtual Reality in Medical Education and Training Market Size (2015-2020)7.2 Virtual Reality in Medical Education and Training Key Players in Europe (2019-2020)7.3 Europe Virtual Reality in Medical Education and Training Market Size by Type (2015-2020)7.4 Europe Virtual Reality in Medical Education and Training Market Size by Application (2015-2020) 8 China8.1 China Virtual Reality in Medical Education and Training Market Size (2015-2020)8.2 Virtual Reality in Medical Education and Training Key Players in China (2019-2020)8.3 China Virtual Reality in Medical Education and Training Market Size by Type (2015-2020)8.4 China Virtual Reality in Medical Education and Training Market Size by Application (2015-2020) 9 Japan9.1 Japan Virtual Reality in Medical Education and Training Market Size (2015-2020)9.2 Virtual Reality in Medical Education and Training Key Players in Japan (2019-2020)9.3 Japan Virtual Reality in Medical Education and Training Market Size by Type (2015-2020)9.4 Japan Virtual Reality in Medical Education and Training Market Size by Application (2015-2020) 10 Southeast Asia10.1 Southeast Asia Virtual Reality in Medical Education and Training Market Size (2015-2020)10.2 Virtual Reality in Medical Education and Training Key Players in Southeast Asia (2019-2020)10.3 Southeast Asia Virtual Reality in Medical Education and Training Market Size by Type (2015-2020)10.4 Southeast Asia Virtual Reality in Medical Education and Training Market Size by Application (2015-2020) 11 India11.1 India Virtual Reality in Medical Education and Training Market Size (2015-2020)11.2 Virtual Reality in Medical Education and Training Key Players in India (2019-2020)11.3 India Virtual Reality in Medical Education and Training Market Size by Type (2015-2020)11.4 India Virtual Reality in Medical Education and Training Market Size by Application (2015-2020) 12 Central & South America12.1 Central & South America Virtual Reality in Medical Education and Training Market Size (2015-2020)12.2 Virtual Reality in Medical Education and Training Key Players in Central & South America (2019-2020)12.3 Central & South America Virtual Reality in Medical Education and Training Market Size by Type (2015-2020)12.4 Central & South America Virtual Reality in Medical Education and Training Market Size by Application (2015-2020) 13 Key Players Profiles13.1 CAE13.1.1 CAE Company Details13.1.2 CAE Business Overview and Its Total Revenue13.1.3 CAE Virtual Reality in Medical Education and Training Introduction13.1.4 CAE Revenue in Virtual Reality in Medical Education and Training Business (2015-2020))13.1.5 CAE Recent Development13.2 Immersivetouch13.2.1 Immersivetouch Company Details13.2.2 Immersivetouch Business Overview and Its Total Revenue13.2.3 Immersivetouch Virtual Reality in Medical Education and Training Introduction13.2.4 Immersivetouch Revenue in Virtual Reality in Medical Education and Training Business (2015-2020)13.2.5 Immersivetouch Recent Development13.3 Mentice13.3.1 Mentice Company Details13.3.2 Mentice Business Overview and Its Total Revenue13.3.3 Mentice Virtual Reality in Medical Education and Training Introduction13.3.4 Mentice Revenue in Virtual Reality in Medical Education and Training Business (2015-2020)13.3.5 Mentice Recent Development13.4 Mimic Technologies13.4.1 Mimic Technologies Company Details13.4.2 Mimic Technologies Business Overview and Its Total Revenue13.4.3 Mimic Technologies Virtual Reality in Medical Education and Training Introduction13.4.4 Mimic Technologies Revenue in Virtual Reality in Medical Education and Training Business (2015-2020)13.4.5 Mimic Technologies Recent Development13.5 Simbionix13.5.1 Simbionix Company Details13.5.2 Simbionix Business Overview and Its Total Revenue13.5.3 Simbionix Virtual Reality in Medical Education and Training Introduction13.5.4 Simbionix Revenue in Virtual Reality in Medical Education and Training Business (2015-2020)13.5.5 Simbionix Recent Development13.6 Surgical Theather13.6.1 Surgical Theather Company Details13.6.2 Surgical Theather Business Overview and Its Total Revenue13.6.3 Surgical Theather Virtual Reality in Medical Education and Training Introduction13.6.4 Surgical Theather Revenue in Virtual Reality in Medical Education and Training Business (2015-2020)13.6.5 Surgical Theather Recent Development13.7 Virtamed13.7.1 Virtamed Company Details13.7.2 Virtamed Business Overview and Its Total Revenue13.7.3 Virtamed Virtual Reality in Medical Education and Training Introduction13.7.4 Virtamed Revenue in Virtual Reality in Medical Education and Training Business (2015-2020)13.7.5 Virtamed Recent Development13.8 VR Simulators13.8.1 VR Simulators Company Details13.8.2 VR Simulators Business Overview and Its Total Revenue13.8.3 VR Simulators Virtual Reality in Medical Education and Training Introduction13.8.4 VR Simulators Revenue in Virtual Reality in Medical Education and Training Business (2015-2020)13.8.5 VR Simulators Recent Development13.9 Zspace13.9.1 Zspace Company Details13.9.2 Zspace Business Overview and Its Total Revenue13.9.3 Zspace Virtual Reality in Medical Education and Training Introduction13.9.4 Zspace Revenue in Virtual Reality in Medical Education and Training Business (2015-2020)13.9.5 Zspace Recent Development 14 Analysts Viewpoints/Conclusions 15 Appendix15.1 Research Methodology15.1.1 Methodology/Research Approach15.1.2 Data Source15.2 Disclaimer15.3 Author Details
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Euronews Living | Could this be the moment for virtual reality travel? – Euronews
Posted: at 10:59 am
Tired of staring at your living rooms walls? VR experiences could provide the answer to your seemingly neverending boredom. The COVID-19 pandemic has created an opportunity for the latest technology to prove itself as an alternative to the real travel experience. It could even provide an eco-friendly way to help avoid overtourism in some of the world's most visited spots.
It may not be quite the full experience but you can put your feet up and discover the tallest waterfall in the world, Venezuela's Angel Falls, experience Machu Picchu in Peru or walk around in Paris and see the view from the Eiffel Tower via a 360 degree VR tour video. You are just one click from visiting the Grand Canyon using Google Earth.
Interested in Mayan or Viking culture? The British Museum has set up a virtual reality tour allowing you to select from a number of historical periods of across various continents so you can travel in both time and space. Alternatively, you can visit the Louvre's exhibitions and galleriesvia an online tour to get your art fix.The Guggenheim Museum in New York City also made 1700 important artworks available online after having to close due to social distancing measures.
If you are the mood to visit royalty, you can walk through the Schnbrunn Castle.Austria, like many other European countries, has made a list of famous tourist destinations available via Google Arts and Culture.
A wide variety of zoos have also been sharing live camera footage for you to watch endangered species at parks across the world. These cubs came live from the Netherlands, at Ouwehand Zoo where the Polar Bears International Arctic Ambassador Centre plays an important role in efforts to sustain a future for wild polar bears.
The Faroe Islands is the latest to offer an online experience. The small North Atlantic archipelago's tourist board has created a virtual reality app that lets lockdown web users remotely control a tour guide, moving them through its towns and volcanic islands like a video game character.
The Faroe Islands is an 18-island rocky, volcanic archipelago that's home to 50,000 people with nearly half of its population living in Torshavn, the capital. Tourism has been growing over the last five years. Around 120,000 people visited the semi-autonomous Danish territory last year.
Despite its government already easing some restrictions aimed at preventing the spread of the virus, international tourists have been advised not to travel to the territory until at least 1 May.
While the pandemic has resulted in improved air quality around the world, it is expected to have a disastrous impact on the tourism sector, which counts for one-tenth of global GDP. Up to 75 million jobs are at immediate risk in global travel and tourism due to the coronavirus pandemic, according to the World Travel & Tourism Council (WTTC).
Like many other destinations, the Faroe Islands tourism board believes in the positive effect VR can have on real-world travel. Author of a recent report, Ralph Hollister, claims that "more companies are realizing the potential of Virtual Reality in terms of creating bespoke marketing campaigns for aspiring travellers, instead of viewing it as a gimmick".
It seems that VR and similar technologies can give a boost to the sector, rather than replace the real adventure. "The idea is to whet people's appetite and get them to want to come and experience this in real life," says Levi Hanssen, Content and Communications Manager, Visit Faroe Islands.
Click on the video above to visit the Faroe Islands.
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Euronews Living | Could this be the moment for virtual reality travel? - Euronews
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Healthcare Augmented and Virtual Reality Market Recent Trends and Developments, by Type, by Product, Regional growth, Profit Margin, Market size,…
Posted: at 10:58 am
Latest Report On Healthcare Augmented and Virtual Reality Market including Market Landscape, and Market size, Revenues by players, Revenues by regions, Average prices, Competitive landscape, market Dynamics and industry trends and developments during the forecast period.
The global Healthcare Augmented and Virtual Reality market is broadly analyzed in this report that sheds light on critical aspects such as the vendor landscape, competitive strategies, market dynamics, and regional analysis. The report helps readers to clearly understand the current and future status of the global Healthcare Augmented and Virtual Reality market. The research study comes out as a compilation of useful guidelines for players to secure a position of strength in the global market. The authors of the report profile leading companies of the global Healthcare Augmented and Virtual Reality market, Also the details about important activities of leading players in the competitive landscape.
Key companies operating in the global Healthcare Augmented and Virtual Reality market include: CAE Immersivetouch Mentice Mimic Technologies Simbionix Surgical Theather Virtamed VR Simulators Zspace Healthcare Augmented and Virtual Reality
Get PDF Sample Copy of the Report to understand the structure of the complete report: (Including Full TOC, List of Tables & Figures, Chart) :
The report predicts the size of the global Healthcare Augmented and Virtual Reality market in terms of value and volume for the forecast period 2020-2026. As per the analysis provided in the report, the global Healthcare Augmented and Virtual Reality market is expected to rise at a CAGR of xx % between 2020 and 2026 to reach a valuation of US$ xx million/billion by the end of 2026. In 2020, the global Healthcare Augmented and Virtual Reality market attained a valuation of US$ XX million/billion. The market researchers deeply analyze the global Healthcare Augmented and Virtual Reality industry landscape and the future prospects it is anticipated to create
Segmental Analysis
The report has classified the global Healthcare Augmented and Virtual Reality industry into segments including product type and application. Every segment is evaluated based on growth rate and share. Besides, the analysts have studied the potential regions that may prove rewarding for the Healthcare Augmented and Virtual Reality manufcaturers in the coming years. The regional analysis includes reliable predictions on value and volume, thereby helping market players to gain deep insights into the overall Healthcare Augmented and Virtual Reality industry.
Global Healthcare Augmented and Virtual Reality Market Segment By Type:
, Hardware, Software and Service Healthcare Augmented and Virtual Reality
Global Healthcare Augmented and Virtual Reality Market Segment By Application:
, Surgical Application, Rehabilitation, Training & Medical Education
Competitive Landscape
It is important for every market participant to be familiar with the competitive scenario in the global Healthcare Augmented and Virtual Reality industry. In order to fulfil the requirements, the industry analysts have evaluated the strategic activities of the competitors to help the key players strengthen their foothold in the market and increase their competitiveness.
Key companies operating in the global Healthcare Augmented and Virtual Reality market include: CAE Immersivetouch Mentice Mimic Technologies Simbionix Surgical Theather Virtamed VR Simulators Zspace Healthcare Augmented and Virtual Reality
Key questions answered in the report:
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Table Of Content
1 Report Overview1.1 Study Scope1.2 Key Market Segments1.3 Players Covered: Ranking by Healthcare Augmented and Virtual Reality Revenue1.4 Market Analysis by Type1.4.1 Global Healthcare Augmented and Virtual Reality Market Size Growth Rate by Type: 2020 VS 20261.4.2 Hardware1.4.3 Software and Service1.5 Market by Application1.5.1 Global Healthcare Augmented and Virtual Reality Market Share by Application: 2020 VS 20261.5.2 Surgical Application1.5.3 Rehabilitation1.5.4 Training & Medical Education1.6 Coronavirus Disease 2019 (Covid-19): Healthcare Augmented and Virtual Reality Industry Impact1.6.1 How the Covid-19 is Affecting the Healthcare Augmented and Virtual Reality Industry
1.6.1.1 Healthcare Augmented and Virtual Reality Business Impact Assessment Covid-19
1.6.1.2 Supply Chain Challenges
1.6.1.3 COVID-19s Impact On Crude Oil and Refined Products1.6.2 Market Trends and Healthcare Augmented and Virtual Reality Potential Opportunities in the COVID-19 Landscape1.6.3 Measures / Proposal against Covid-19
1.6.3.1 Government Measures to Combat Covid-19 Impact
1.6.3.2 Proposal for Healthcare Augmented and Virtual Reality Players to Combat Covid-19 Impact1.7 Study Objectives1.8 Years Considered 2 Global Growth Trends by Regions2.1 Healthcare Augmented and Virtual Reality Market Perspective (2015-2026)2.2 Healthcare Augmented and Virtual Reality Growth Trends by Regions2.2.1 Healthcare Augmented and Virtual Reality Market Size by Regions: 2015 VS 2020 VS 20262.2.2 Healthcare Augmented and Virtual Reality Historic Market Share by Regions (2015-2020)2.2.3 Healthcare Augmented and Virtual Reality Forecasted Market Size by Regions (2021-2026)2.3 Industry Trends and Growth Strategy2.3.1 Market Top Trends2.3.2 Market Drivers2.3.3 Market Challenges2.3.4 Porters Five Forces Analysis2.3.5 Healthcare Augmented and Virtual Reality Market Growth Strategy2.3.6 Primary Interviews with Key Healthcare Augmented and Virtual Reality Players (Opinion Leaders) 3 Competition Landscape by Key Players3.1 Global Top Healthcare Augmented and Virtual Reality Players by Market Size3.1.1 Global Top Healthcare Augmented and Virtual Reality Players by Revenue (2015-2020)3.1.2 Global Healthcare Augmented and Virtual Reality Revenue Market Share by Players (2015-2020)3.1.3 Global Healthcare Augmented and Virtual Reality Market Share by Company Type (Tier 1, Tier 2 and Tier 3)3.2 Global Healthcare Augmented and Virtual Reality Market Concentration Ratio3.2.1 Global Healthcare Augmented and Virtual Reality Market Concentration Ratio (CR5 and HHI)3.2.2 Global Top 10 and Top 5 Companies by Healthcare Augmented and Virtual Reality Revenue in 20193.3 Healthcare Augmented and Virtual Reality Key Players Head office and Area Served3.4 Key Players Healthcare Augmented and Virtual Reality Product Solution and Service3.5 Date of Enter into Healthcare Augmented and Virtual Reality Market3.6 Mergers & Acquisitions, Expansion Plans 4 Breakdown Data by Type (2015-2026)4.1 Global Healthcare Augmented and Virtual Reality Historic Market Size by Type (2015-2020)4.2 Global Healthcare Augmented and Virtual Reality Forecasted Market Size by Type (2021-2026) 5 Healthcare Augmented and Virtual Reality Breakdown Data by Application (2015-2026)5.1 Global Healthcare Augmented and Virtual Reality Market Size by Application (2015-2020)5.2 Global Healthcare Augmented and Virtual Reality Forecasted Market Size by Application (2021-2026) 6 North America6.1 North America Healthcare Augmented and Virtual Reality Market Size (2015-2020)6.2 Healthcare Augmented and Virtual Reality Key Players in North America (2019-2020)6.3 North America Healthcare Augmented and Virtual Reality Market Size by Type (2015-2020)6.4 North America Healthcare Augmented and Virtual Reality Market Size by Application (2015-2020) 7 Europe7.1 Europe Healthcare Augmented and Virtual Reality Market Size (2015-2020)7.2 Healthcare Augmented and Virtual Reality Key Players in Europe (2019-2020)7.3 Europe Healthcare Augmented and Virtual Reality Market Size by Type (2015-2020)7.4 Europe Healthcare Augmented and Virtual Reality Market Size by Application (2015-2020) 8 China8.1 China Healthcare Augmented and Virtual Reality Market Size (2015-2020)8.2 Healthcare Augmented and Virtual Reality Key Players in China (2019-2020)8.3 China Healthcare Augmented and Virtual Reality Market Size by Type (2015-2020)8.4 China Healthcare Augmented and Virtual Reality Market Size by Application (2015-2020) 9 Japan9.1 Japan Healthcare Augmented and Virtual Reality Market Size (2015-2020)9.2 Healthcare Augmented and Virtual Reality Key Players in Japan (2019-2020)9.3 Japan Healthcare Augmented and Virtual Reality Market Size by Type (2015-2020)9.4 Japan Healthcare Augmented and Virtual Reality Market Size by Application (2015-2020) 10 Southeast Asia10.1 Southeast Asia Healthcare Augmented and Virtual Reality Market Size (2015-2020)10.2 Healthcare Augmented and Virtual Reality Key Players in Southeast Asia (2019-2020)10.3 Southeast Asia Healthcare Augmented and Virtual Reality Market Size by Type (2015-2020)10.4 Southeast Asia Healthcare Augmented and Virtual Reality Market Size by Application (2015-2020) 11 India11.1 India Healthcare Augmented and Virtual Reality Market Size (2015-2020)11.2 Healthcare Augmented and Virtual Reality Key Players in India (2019-2020)11.3 India Healthcare Augmented and Virtual Reality Market Size by Type (2015-2020)11.4 India Healthcare Augmented and Virtual Reality Market Size by Application (2015-2020) 12 Central & South America12.1 Central & South America Healthcare Augmented and Virtual Reality Market Size (2015-2020)12.2 Healthcare Augmented and Virtual Reality Key Players in Central & South America (2019-2020)12.3 Central & South America Healthcare Augmented and Virtual Reality Market Size by Type (2015-2020)12.4 Central & South America Healthcare Augmented and Virtual Reality Market Size by Application (2015-2020) 13 Key Players Profiles13.1 CAE13.1.1 CAE Company Details13.1.2 CAE Business Overview and Its Total Revenue13.1.3 CAE Healthcare Augmented and Virtual Reality Introduction13.1.4 CAE Revenue in Healthcare Augmented and Virtual Reality Business (2015-2020))13.1.5 CAE Recent Development13.2 Immersivetouch13.2.1 Immersivetouch Company Details13.2.2 Immersivetouch Business Overview and Its Total Revenue13.2.3 Immersivetouch Healthcare Augmented and Virtual Reality Introduction13.2.4 Immersivetouch Revenue in Healthcare Augmented and Virtual Reality Business (2015-2020)13.2.5 Immersivetouch Recent Development13.3 Mentice13.3.1 Mentice Company Details13.3.2 Mentice Business Overview and Its Total Revenue13.3.3 Mentice Healthcare Augmented and Virtual Reality Introduction13.3.4 Mentice Revenue in Healthcare Augmented and Virtual Reality Business (2015-2020)13.3.5 Mentice Recent Development13.4 Mimic Technologies13.4.1 Mimic Technologies Company Details13.4.2 Mimic Technologies Business Overview and Its Total Revenue13.4.3 Mimic Technologies Healthcare Augmented and Virtual Reality Introduction13.4.4 Mimic Technologies Revenue in Healthcare Augmented and Virtual Reality Business (2015-2020)13.4.5 Mimic Technologies Recent Development13.5 Simbionix13.5.1 Simbionix Company Details13.5.2 Simbionix Business Overview and Its Total Revenue13.5.3 Simbionix Healthcare Augmented and Virtual Reality Introduction13.5.4 Simbionix Revenue in Healthcare Augmented and Virtual Reality Business (2015-2020)13.5.5 Simbionix Recent Development13.6 Surgical Theather13.6.1 Surgical Theather Company Details13.6.2 Surgical Theather Business Overview and Its Total Revenue13.6.3 Surgical Theather Healthcare Augmented and Virtual Reality Introduction13.6.4 Surgical Theather Revenue in Healthcare Augmented and Virtual Reality Business (2015-2020)13.6.5 Surgical Theather Recent Development13.7 Virtamed13.7.1 Virtamed Company Details13.7.2 Virtamed Business Overview and Its Total Revenue13.7.3 Virtamed Healthcare Augmented and Virtual Reality Introduction13.7.4 Virtamed Revenue in Healthcare Augmented and Virtual Reality Business (2015-2020)13.7.5 Virtamed Recent Development13.8 VR Simulators13.8.1 VR Simulators Company Details13.8.2 VR Simulators Business Overview and Its Total Revenue13.8.3 VR Simulators Healthcare Augmented and Virtual Reality Introduction13.8.4 VR Simulators Revenue in Healthcare Augmented and Virtual Reality Business (2015-2020)13.8.5 VR Simulators Recent Development13.9 Zspace13.9.1 Zspace Company Details13.9.2 Zspace Business Overview and Its Total Revenue13.9.3 Zspace Healthcare Augmented and Virtual Reality Introduction13.9.4 Zspace Revenue in Healthcare Augmented and Virtual Reality Business (2015-2020)13.9.5 Zspace Recent Development 14 Analysts Viewpoints/Conclusions 15 Appendix15.1 Research Methodology15.1.1 Methodology/Research Approach15.1.2 Data Source15.2 Disclaimer15.3 Author Details
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QYResearch always pursuits high product quality with the belief that quality is the soul of business. Through years of effort and supports from huge number of customer supports, QYResearch consulting group has accumulated creative design methods on many high-quality markets investigation and research team with rich experience. Today, QYResearch has become the brand of quality assurance in consulting industry.
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HTC Vive Cosmos review: the premium headset that could make you a VR believer – T3 Australia
Posted: at 10:58 am
HTC 99HASF003-00 Vive Cosmos...
HTC 99HARL021-00 Vive Cosmos...
HTC Vive Cosmos Virtual...
HTC VIVE Cosmos VR Headset...
The HTC Vive Cosmos is the latest high-end, high-spec virtual reality headset to hit the market, and it shows just how far VR tech has come in recent years, while also flagging up some of the problems that have stopped it from making its way into every gamer's home.
It's now eight years since a fledgling Oculus Rift opened up the doors to its Kickstarter page the same year as the iPhone 5 arrived and yet virtual reality is still struggling to make its mainstream breakthrough, despite many products launching in the meantime.
We've been spending the last couple of weeks deep in a succession of virtual worlds, courtesy of the HTC Vive Cosmos, and this is our verdict on what the VR headset has to offer the specs, features, and gameplay experience you get if you buy the device.
While we'll do our best to put across our experiences with the Cosmos, VR is to some extent a subjective experience, and affects everyone a little bit differently. The good news is that many of the early teething problems are now ironed out in these devices.
It's difficult to make a chunky VR headset look attractive, but HTC has done its best with the Cosmos: the blue grille on the front offers some relief from the black plastic that usually dominates these devices. It feels well built and solid to hold, though the integrated headphones are a little on the flimsy side.
(Image credit: Future)
The bundled Vive Cosmos controllers look the part as well, with a nicely finished design that fits a human hand shape perfectly. The controllers come with fabric loops so they stay tethered to your hands (just like the Nintendo Wii controllers, if you're old enough to remember them), and overall the HTC Vive Cosmos scores highly in the design department: it looks suitably futuristic without coming across as gimmicky.
As for setup, you type in the URL on the box and follow the instructions. Your mileage may vary, but it only took us a few minutes to get everything up and running. It's worth noting that you're going to need a Steam account to use the HTC Vive Cosmos, if you don't already have one, and you'll need to sign up to use HTC's own Viveport VR library as well (you can buy titles individually here, or sign up for a 12.99-per-month Netflix-style subscription instead).
The headset can be adjusted to fit your head almost perfectly, and thankfully we're now beyond the stage where external trackers are needed, so you don't have to fit additional boxes around the room. The Cosmos is described as a modular headset, so you can add a different faceplate and external trackers if you want: this will cost you extra, but it does mean your actions will be tracked that little bit better.
(Image credit: Future)
The headset comes with what's described as Eye Comfort Setting, or IPD (Interpupillary Distance) adjustment essentially you can tweak the focus of the headset depending on how far apart your eyes are. We were right down at the bottom end of the adjustment range, and it took us a while to get everything just right, but we managed to get it to a satisfactory level in the end.
Inside the HTC Vive Cosmos you get two 3.4-inch LCD screens with a 1440 x 1700 pixel resolution each, so 2880 x 1700 pixels combined. That's one of the key upgrades over the original Vive (1200 x 1080 pixels), and it beats the Oculus Rift S (2560 x 1440 pixels) too. There's an impressive 110-degree field of view and a 90Hz refresh rate here as well.
(Image credit: HTC)
Those are top-notch specs, VR-wise, and you'll need a fairly fast Windows PC to run it all. The official recommended specs are here, and you'll need a minimum of an Intel i5-4590 or AMD FX 8350 processor, an Nvidia GeForce GTX 970 or AMD Radeon R9 290 graphics card, and 4GB of RAM to run everything. If you're the sort of PC gamer who's interested in VR, you've probably got a setup that suits.
As we've said, there's no need for external trackers any more, with the six cameras on the outside of the Vive Cosmos able to perform inside-out tracking so the device always knows where it is in 3D space. We found this tracking to be fast and fluid, and this is undoubtedly one of the areas where virtual reality hardware has come on leaps and bounds since the early years.
As we've mentioned, if you want to improve the tracking, you can upgrade by adding a couple of base stations and an Elite faceplate, and there's also an augmented reality faceplate letting you merge the real and digital which is apparently "coming soon". Another upgrade you can go for is the 353 wireless adapter, which means you aren't tethered to your computer by a 15-foot (4.5-metre) cable.
(Image credit: HTC)
Bear in mind that you're going to need two AA batteries to power up the controllers (you get a couple in the box to get you started), and that HTC recommends a minimum space of 2 metres (6 and a half feet) by 1.5 metres (nearly 5 feet) for your virtual reality experiences. This isn't something you can really play in tiny rooms.
Gaming is mostly a delight on the HTC Vive Cosmos, whether that's in newer games like Half Life: Alyx or more established titles with VR modes such as Digital Combat Simulator World. The only 'game' we really didn't like was a virtual reality rollercoaster, which took us a full five minutes to recover from back in the real world.
(Image credit: Valve)
Taking the leap into virtual reality can take some adjusting from standard PC gaming: if you think about it, it's like having to sit right up close to your monitor. You have to get used to moving your head rather than your eyes, and there's some pixelation in some of the games. Overall though, we came away impressed by the quality of the graphics that the HTC Vive Cosmos is able to produce.
Hand tracking wasn't always as sharp and as accurate as we would like, especially if you move your hands in and out of the 'view' of the headset perhaps a consequence of moving away from external tracking stations but we only noticed a couple of problems that were quickly rectified. Room tracking was fine, with our walls always appearing in the right place (handy if you don't want to run into them).
In our experience, an hour is about the maximum that can be managed before gaming starts to get a bit too immersive, and you feel compelled to give your eyes and your brain a break. This isn't exclusive to the Cosmos though, and your mileage may vary. There is a little bit of light leak at the bottom of the headset too we found.
(Image credit: Future)
The "3D spatial audio" that you get with the HTC Vive Cosmos worked well for us, with most titles giving you a real sense of what's happening around you through sound, and piping top-quality audio into our ears. On the software side we got along just fine as well (jumping between the Viveport and SteamVR stores can be a little awkward, though it's not a dealbreaker).
(Image credit: HTC)
With an official RRP of just about 700, there's no doubt that the price of the HTC Vive Cosmos is the biggest drawback that's not an amount of money that casual gamers are going to consider dropping on an extra bit of kit. With the Oculus Rift S going for a pound under 400 (albeit with a lower graphics resolution and refresh rate), that makes the HTC option a harder sell.
There's a lot in the plus column though: we definitely enjoyed our time with the HTC Vive Cosmos, from the setup to the graphics quality to the immersive audio. There's now a whole load of games and content available once you dive into virtual reality, and the VR experience in general is less nauseating and a lot more fluid than it was when these headsets first hit the market.
If you can afford the price of admission with the HTC Vive Cosmos, then you certainly won't be disappointed by what it offers. A few frustrations with the tracking of the controllers and the software stores aside, it's just about the best virtual reality gaming experience you can get at the moment. However, it might be the Cosmos II if HTC can get the price down and maybe even go wireless that's the real game-changer.
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HTC Vive Cosmos review: the premium headset that could make you a VR believer - T3 Australia
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Cleveland Cavaliers trying to be creative, thinking about virtual reality as player development tool – cleveland.com
Posted: at 10:58 am
CLEVELAND, Ohio -- Imagine Cleveland Cavaliers rookie point guard Darius Garland on the practice floor alongside a few assistant coaches, simulating a pick-and-roll set.
Garland has the ball with a live dribble. One coach is setting a faux screen near the top of the key while another is spread out by the 3-point line to mimic the typical spacing. What happens next is up to Garland. He could drive and kick the ball to his teammate on the perimeter or dump it off to the roller after the defender commits. Garland could also take the shot himself, from deep, midrange or at the rim.
Reading the pick and roll has been an area the Cavs have tracked all season with Garland, evaluating his decision-making after each one. Good. Neutral. Bad. Those are the grades. Its not always about the end result but rather the process.
Working on those run-throughs would usually be a simple task. Only its much more complicated these days because of the coronavirus pandemic.
The Cavs are reopening their practice facility on Friday. But that specific scenario cant happen because the one coach, with the one player, at the one basket -- per NBA guidelines to protect players staff members -- will be there to rebound and pass. Head coach J.B. Bickerstaff isnt allowed in the building. None of the front-of-the-bench assistants are.
That means an area the Cavs have wanted Garland to focus on during his bumpy rookie season, one that will steer his development over the next few months, will have to be done in a different way.
I think we got to be creative. This has given us a unique opportunity to think as far outside the box as we possibly can, Cavs head coach J.B. Bickerstaff said during a Wednesday Zoom call with reporters. Working with our staff, just having a conversation that we dont always have to do what weve always done just because weve always done it. This is an opportunity to push the envelope and try to come up with some new and creative things that can help our guys even when things do get back to normal.
Bickerstaff has been brainstorming ideas with other coaches around the league, including buddies Lloyd Pierce of the Atlanta Hawks and Sacramentos Luke Walton, with whom Bickerstaff was set to join before taking the Cavaliers lead assistant job under ex-coach John Beilein.
One creative development tool that has come up: Virtual reality.
You basically can put a guy on the floor and hes got to move through space like he would on a real court playing against opponents, Bickerstaff said.
Multiple members of the organization have brought virtual reality up when discussing a path to development at this uncertain time. Its clearly on Clevelands radar.
I like that space a lot, one member of the organization told cleveland.com.
Reopening the practice facility isnt about giving players a lengthy to-do list. Its about getting them back in the gym, allowing them to have an escape, doing something they love, getting some shots up and hitting the weight room. The Cavs believe -- as much as it will help players get in shape physically in case the league resumes -- its also helpful from a mental standpoint.
Player development is at the core of this franchise. Not just with Garland and the other young players either. Its everyone. Even though its an atypical time, the Cavs dont want to lose that.
Bickerstaff said its important to simplify their plans. He looks at development in two parts: individual and systematic. Its not just on the court but off as well.
When the league suspended play on March 11, no one knew how long the stoppage would last. A 30-day hiatus was the initial announcement. Its close to the two-month mark at this point, with very little clarity on when, or if, a restart is possible.
In the days after, the Cavs created individual programs for players, giving them film clips to evaluate and talk about with coaches -- similar to pre-game session. They also provided other information on where they could improve after conducting studies. Some were analytics-driven -- shooting percentages from certain spots on the floor, shot selection, pick and roll, turnovers, passing metrics. Once compiled, coaches gave players a detailed one-page breakdown.
For Kevin Porter Jr., its catch-and-shoot, driving closeouts and pick-and-roll efficiency. But each player is different.
As for the systematic development, thats much easier in these conditions. If the Cavs want the players to shoot more 3s, they can do that, especially in an open facility. If they want players to work on finishing around the rim, they can do that as well. All they need is a ball and a hoop.
Most everything is different, and likely will be for a while. Bickerstaffs face-to-face interactions come via a computer monitor or cell phone screen. As a coach and leader, hes used to meaningful interactions -- pat on the butt, arm around a shoulder, chest-bumping, high-fives, fist-pounds. This pandemic has forced him to change some of his coaching methods.
But, even in this era of social distancing, some things are constant: The importance hes placed on building chemistry, laying the foundation and player development.
With the way we were moving, I think this separation will make people more excited to get back together and I think we can springboard off that excitement whenever it is that were able to get back," Bickerstaff said. "Making sure guys understand that were there for them more than just the basketball piece of this.
"This is a once-in-a-lifetime, bigger-than-basketball thing that is happening in front of us. How do we treat the guys and how do we help them through all this stuff is more important than getting them back on the floor. Once we have established that, the skys the limit because now guys are willing to do more for one another, theyre willing to do more for the organization, more for the staff than if they felt slighted in any way during all this stuff.
"Our whole thing is to create an environment where people feel so comfortable, they feel so supported that theyre willing to do more. Weve got to make sure we keep doing those things and find different ways to spark that flame so that when we do get back, we are ready to go.
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How is Virtual Reality Transforming the Real Estate Industry – RealtyBizNews: Real Estate News – RealtyBizNews
Posted: at 10:58 am
Technology has changed the peoples perception of the world by either generating a new environment for them to cross or by providing them with a tunnel to all corners of the world they would never otherwise got a chance to visit in their lifetime. Virtual reality, briefly defined as a computer-simulated environment, has transcended social and geographical barriers, and its application has increased by a considerable margin since it was introduced.
Before virtual reality was limited only to the gamers and high-cost softwares, but now it has included all the industries, including real estates. For the longest time, real estate agents had to list all the available properties to their clients. Once the client has selected, then they plan for an appropriate date to visit the building of the house and finally once the client has got the ideal home he or she can buy the estate or property. Virtual reality has changed all that, and the client can get a chance to visit all the properties, get the inner view of the building in one day.
So here are some of the ways that Virtual reality has helped the real estate industry.
Gone are the days when it required a client to physically visit several properties before getting the right property which was time-consuming, exhausting and also expensive both for the client and the real estate agent. Virtual reality has come in handy, solving all those problems by allowing clients to visit many houses just from the comfort of their homes. Wearing a virtual reality headset can give you a 3D experience and get potential home buyers, or potential renter receives a tour of many properties from the comfort of their homes or at the offices of the real estate agent. In an interactive guide by the agent, the client can be able to view the interior and exterior of the property. To get a great experience with virtual reality, you need a secure network, and to achieve that you need to have a virtual private network. To get the best VPN, you can check the list of best VPNs by VPNRank and make your selection.
Just imagine you are a real estate agent and you are presenting an empty house to a client, the house might look that great, but since it is empty the client might not be impressed but have another case scenario where you are selling a house with the furnitures, beddings, electronics and many more, the client will most likely bring out his chequebook and buy the house or property. Virtual reality transforms the empty house to a well-furnished house and thus helping the buyer to be able to associate with the property. There is, however, the threat of hackers that you need to deal with as VR becomes more popular and gets noticed by cyercriminals for their gain.
Marketing a property or an estate that isnt yet to be constructed has always been a tremendous challenge for real estate agents and developers. Youve probably seen large 3D models that show a new neighborhood or property. These illustrations help potential buyers imagine the architecture of the buildings.
When it comes to interiors of these constructions, real estate agents and developers create large showrooms with full-scale models of the actual apartments. This type of marketing requires vast amounts of investments. VR can efficiently solve this predicament and allow potential homebuyers and renters to carefully check out both the interior and exterior of a building yet to be constructed.
Thanks to VR, architectural visualization has become a lot more immersive and much cheaper. Real estate agents can use Virtual Reality technology to show both the exterior and interior of properties that arent built yet so that clients can get a detailed look at whats being offered. Nonetheless, it is important to proactively deal with the privacy implications of VR and choose protective software to stay safe from online threats.
Regular call from your tenant always asking on how to use the thermostat regularly can be a bit tiring and annoying. That is why having a VR with all the instructions regarding all the devices and technology used in the house or property solves all the to and from calls between the client and the agent. 3D tours of the property and building help the client understand different devices used in its construction and its importance.
Since the introduction of Virtual reality in the real estate industry, the cost of operation has decreased, and the conversion rate has also increased. Clients have been able to buy and make any possible changes for the building they want to buy by just a click of a button while at home or their offices.
Many industries have been transformed by virtual reality, and many more are to be changed. As VR gain more popularity around the world, the more it becomes prone to hackers, a number of cases have been reported where the experience was hacked, and unwanted information displayed. So to avoid all this, you can use the best VPN depending on the country you are. For example, if you are in China, you can check for the best VPN for China to ensure you are secure when using virtual reality.
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