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Category Archives: Virtual Reality

Travelling without moving: is virtual reality a reality travel needs to embrace yet? – Travel Daily News International

Posted: July 21, 2022 at 12:48 pm

Did you know that Jamiroquais 1996 album Travelling Without Moving was actually a prediction about the coming metaverse? OK I made that up to get your attention. But the albums title is indeed the big question on everyones lips in travel. Could the virtual reality of the metaverse become a competitor reality for travel providers?

Not yet might be the short answer. Recently I embarked on a journey to try and actually experience the metaverse and the barriers to entry are really quite off-putting, so I cant imagine many are yet doing this.

Firstly, you need expensive kit you cant buy just anywhere (my 450 Oculus Quest 2 headset had to be ordered online). Then you need to set yourself up with a tutorial and, guess what, you need a Facebook account. An app is obligatory, as is high-speed internet. In total I was several hours in before Id actually gone much beyond the basic interface. Then my rather heavy headset started to hurt my head after more than 30 mins of constant use and some experiences made me a bit nauseous.

Most surprising of all is that the metaverse everyone is talking about in the media that of SimCity type worlds, where you can explore and build stuff basically doesnt exist yet. Decentraland is the one gaining all the news, but guess what? There isnt a virtual reality version yet. In fact it doesnt even have a mobile or tablet version yet. Yes, desktop only. Oh, and you need crypto coins and a wallet to pay for anything in those platforms yet another quite big barrier to entry putting off the vast, vast majority of people.

Make no mistake about it, the modern virtual reality experience is out-of-this world (no pun intended). You are literally transported to other planets and feel like you are physically present due to not only the graphics, but the fact that you can touch things. But nothing that I can see currently really goes beyond gaming applications.

Is there anything happening yet thats travel related? Of course, there are some exceptions. Theres an App called Wander that lets you, well, wander through Google Maps Street View. Thats not a bad way for someone to experience a destination and in time could be enhanced. And some hotels are putting themselves in the Metaverse too, for example Rius flagship hotel in the Plaza de Espaa in Madrid can be experienced virtually. Meetings can take place virtually too, but Im yet to figure out how to do that perhaps because I didnt yet get around to creating my own avatar (yet another hurdle, requiring geekery skills).

So does all of this mean that the Metaverse will just be a fad that travel doesnt need to embrace? No. Thinking that way would be just as much of a mistake as dismissing the Internet would have been. That said, in our lifetimes this is unlikely to ever be an alternative to actually going on holiday or a business trip. Certainly theres no indication the technology would ever emulate real world experiences like taste and smell for example.

But theres nonetheless a great many applications for its use that could be highly relevant to the travel industry. Certainly at the inspiration stage of a booking experience the metaverse is going to be very influential. It wont take too long before a failure to have a metaverse presence for a destination or travel service would be like not having a website now (or even 10 years ago).

For intermediaries it becomes not just another point of sale, but one that could be really powerful in selling taking let me show you some pictures to a whole new level. Likewise providers themselves can sell in this space too, direct to the public. Imagine being able not only to inspect a hotel room but to test the bed or request different sheets?

Customer service could be enhanced too. Want to see whats on the menu? You literally can, perhaps in real time so that nothing thats run out is offered by mistake or you can pick which of the two steak cuts they have left youd prefer. Or maybe you cant work out how the shower works in your room? In steps an augmented reality bellboy to show you how. It also makes the manager much more accessible for a (virtual) face-to-face chat.

There are some other great uses too being explored, not least that of giving VR sets to passengers on airplanes to give the illusion of space. No doubt more uses will be invented quickly.

For travel businesses then the question is not should we be embracing the metaverse but rather a question of when. Youve heard that the early bird gets the early worm but have you ever thought that the second mouse gets the cheese? The road to travels metaverse utopia is likely to be lined with a mixture of both.

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Virtual reality app reduces phobias through NZ trial – IT Brief New Zealand

Posted: at 12:48 pm

Results from a New Zealand University trial suggest fresh hope for the estimated one-in-twelve people worldwide suffering from a fear of flying, needles, heights, spiders and dogs.

The trial, led by Associate Professor Cameron Lacey, from the Department of Psychological Medicine, at the University of Otago, studied phobia patients using a headset and a smartphone app treatment programme, a combination of Virtual Reality (VR) 360-degree video exposure therapy and cognitive behavioural therapy (CBT).

Participants downloaded a fully self-guided smartphone app called oVRcome, developed by New Zealand-based tech entrepreneur Adam Hutchinson, aimed at treating patients with phobia and anxiety. The app, paired with a VR headset, immerses participants in virtual environments so as to relax and distract with technology to help people overcome anxiety disorders and social anxiety through VR exposure therapy. Anxiety and phobias include heights, spiders, flying, and dogs.

The results from the trial, just published in the Australian and New Zealand Journal of Psychiatry, showed a 75% reduction in phobia symptoms after six weeks of the treatment programme.

"The improvements they reported suggests there is great potential for the use of VR and mobile phone apps as a means of self-guided treatment for people struggling with often-crippling phobias," Lacey says.

"Participants demonstrated a strong acceptability of the app, highlighting its potential for delivering easily accessible, cost-effective treatment at scale, of particular use for those unable to access in-person exposure therapy to treat their phobias," he says.

Hutchinson was inspired to develop oVRcome after becoming increasingly alarmed by mental health statistics. Recognising that accessibility was a key issue, he began working with a team of clinical psychologists to develop an accessible smart-phone based tool to help. It is estimated that up to 80% of anxiety sufferers do not seek treatment currently. Barriers include cost, location of the patient, the stigma of going to a psychologist and the lack of trained psychologists.

A total of 129 people took part in the six-week randomised, controlled trial, between May 2021 and December 2021, with a 12-week follow-up. Participants needed to be aged between 18-64 years, have a fear of either flying, heights, needles, spiders and dogs. They were emailed weekly questionnaires to record their progress. Those experiencing adverse events could request contact from a clinical psychologist at any stage.

Participants experiencing all five types of phobia showed comparable improvements in the Severity Measures for Specific Phobia scale over the course of the trial. There were no participant withdrawals due to intervention-related adverse events.

"The oVRcome app involves what's called exposure therapy, a form of CBT exposing participants to their specific phobias in short bursts, to build up their tolerance to the phobia in a clinically-approved and controlled way," Lacey says.

Some participants reported significant progress in overcoming their phobias after the trial period, with one feeling confident enough to now book an overseas family holiday, another lining up for a Covid vaccine and another reporting they now felt confident not only knowing there was a spider in the house but that they could possibly remove it themselves.

The app programme consisted of standard CBT components including psychoeducation, relaxation, mindfulness, cognitive techniques, exposure through VR, and a relapse prevention model. Participants were able to select their own exposure levels to their particular phobia from a large library of VR videos.

"This means the levels of exposure therapy could be tailored to an individuals needs which is a particular strength. The more traditional in-person exposure treatment for specific phobias have a notoriously high dropout rate due to discomfort, inconvenience and a lack of motivation in people seeking out fears to expose themselves to," Lacey says.

"With this VR app treatment, trialists had increased control in exposure to their fears, as well as control over when and where exposure occurs."

Hutchinson adds, "The trial has allowed us to explore efficacy and benefit from robust learnings.

"We are really pleased to learn that users were able to build confidence and take steps toward conquering their phobias. While there has been large growth in the number of apps treating anxiety and mental health issues, only a few have been rigorously clinically studied," he says.

"The findings from the trial give us real confidence as we launch the product internationally. We know that we can make a difference for so many."

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Virtual Reality Casinos And Gaming Equipment – Crypto Mode

Posted: at 12:48 pm

While the popularity of online casinos has been on the rise in recent years, the popularity of VR casinos is still in its early stages. However, as more and more people become interested in virtual reality technology, it is likely that the popularity of VR casinos will increase in the future. There are many reasons why people might choose to gamble at a VR casino or at casinos with under 1 hour withdrawal time instead of a traditional online casino. For one, VR casinos provide a more immersive experience that can make gambling more exciting. Additionally, VR casinos can offer a wider range of games and activities than traditional online casinos. Finally, VR casinos may be able to provide greater bonuses and rewards than traditional online casinos.

An online casino that uses virtual reality technology to give players a realistic gaming experience is known as a virtual reality casino. In order to create an immersive, three-dimensional environment that replicates the appearance and feel of a real casino, virtual reality casinos require specialized software. Real-time communication between players and the dealer gives them the impression that they are in a physical casino. In comparison to conventional internet casinos, virtual reality casinos provide a more realistic and immersive gaming experience.

Although virtual reality casinos are still in their infancy, a few trustworthy operators have already begun to provide this cutting-edge technology. SlotsMillion, a virtual reality casino that debuted in 2015, is the most well-known. Viva Las Vegas and Lucky VR are two further virtual reality casinos.

Virtual reality casinos work by using a headset to create a realistic, three-dimensional environment for the player. This immersive environment allows players to interact with the casino games and other players as if they were in a real casino. The use of virtual reality technology in casinos has become increasingly popular in recent years, as it offers players a more realistic and engaging gaming experience.

Utilizing specialized goggles, virtual reality casinos immerse players in a three-dimensional, lifelike atmosphere. These headsets employ sensors to track the players motions and can be connected to a computer or game console. This gives the illusion that the player is in a genuine casino by allowing the casino games to react and adapt to their actions.

In comparison to conventional internet casinos, virtual reality casinos provide a more realistic and entertaining gaming experience. The introduction of virtual reality technology enhances the immersion and excitement of the games while enabling more natural player-casino interaction. Although they are still in their infancy, virtual reality casinos are gaining popularity and are anticipated to spread more widely in the next years.

Virtual reality casinos are the next big thing in online gambling. They provide a more immersive and realistic gambling experience that can make you feel like youre really in a casino. Here are some of the benefits of virtual reality casinos:

If youre looking for a more immersive and realistic gambling experience, then you should check out a virtual reality casino. Youll enjoy the improved graphics and gameplay, and you may even get better bonuses and promotions.

Some of the gadgets that can be used in a VR casino include:

With the right gadgets, you can transport yourself to a virtual casino where you can play any game you like without having to leave the comfort of your own home. Gadgets make VR casinos more immersive and realistic, providing an experience that is as close to the real thing as possible.

Theres no doubt that virtual reality casinos are the future of gambling. They offer a completely immersive experience that cant be matched by any other type of casino. But what does the future hold for VR casinos? Here are some things to look out for:

Virtual reality will change the way we gamble forever. Its an exciting new technology that is sure to revolutionise the gambling industry. Are you ready for the future of VR casinos?

CryptoMode produces high quality content for cryptocurrency companies. We have provided brand exposure for dozens of companies to date, and you can be one of them. All of our clients appreciate our value/pricing ratio.Contact us if you have any questions: [emailprotected] None of the information on this website is investment or financial advice. CryptoMode is not responsible for any financial losses sustained by acting on information provided on this website by its authors or clients. No reviews should be taken at face value, always conduct your research before making financial commitments.

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First Offshore Wind Workers in the World certified with Virtual Reality in New Bedford – PR Newswire UK

Posted: at 12:48 pm

These 12 workers represent the first in the world to receive these certifications with VR.

"Offshore Wind is the future for US energy needs. Massachusetts has the honor of being the first in the US to develop commercial scale offshore wind, so it is only fitting that the first workers to be certified with this revolutionary VR training happens here" said Eagle Wu, CEO of Vinci. "Our VR tools can ensure that we meet workforce needs and ensure workers in Offshore Wind are effective and safe on the job."

"Offshore Wind is set to play a big part in our future. The hand-in-hand cooperation between Vinciand SGRE has set a great foundation to incorporate VR to speed the growth and increase the quality of the technicians for the offshore wind platforms. We look forward to watching this segment flourish and grow" says Ysabel Ledezma, Technical Training Manager, SGRE.

These simulations were developed with funding from MassCEC. In addition to training for Wind Technicians, Vinci's VR offerings includes simulations to educate K-12 and college students on the offshore wind industry and simulations of mariner navigation through commercial scale farms. Find out more about these simulations at http://www.vinci-vr.com.

About Vinci:Founded in 2017, VinciVR is a tech startup based in Boston that aims to provide innovative and efficient VR training for various industries. VINCI's solutions are used in a diverse array of training including Aircraft Maintenance, US Special Operations, and Green Energy.

About SGRE:30 years ago, SGRE became a pioneer in offshore wind when they installed the world's first offshore wind power project, Vindeby, in 1991. Now, with a growing imperative to meet climate challenges, SGRE is more determined than ever. As the global market leader in offshore wind, SGRE is fully committed to being part of the solution. Together with our partners, SGRE aims to power the future of our industry.

Eagle WuVinciVRcontact@vinci-vr.com

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WIMI Hologram Academy: The Application of VR in the Construction of Digital Libraries – GlobeNewswire

Posted: at 12:48 pm

HONG KONG, July 20, 2022 (GLOBE NEWSWIRE) -- WIMI Hologram Academy, working in partnership with the Holographic Science Innovation Center, has written a new technical article describing their exploration of the application ofVR in the construction of digital libraries.This article follows below:

In recent years, virtual reality has become an emerging technology that is being used in all areas of society, including libraries. Scientists from WIMI Hologram Academy of WIMI Hologram Cloud Inc.(NASDAQ: WIMI), discussed in detail the core of virtual reality technology and summarized its application status in digital library construction. They also discussed the prospects and directions of applying VR in library construction.

At present, the rapid development of technology has brought many new technologies,including virtual reality. Compared with other new technologies, the application of virtual reality in library construction is not mature enough and is still in the exploratory stage. Virtual reality integrates simulationtechnology, computer technology, multimedia technology, which can help the construction of digital libraries. At present, there are still muchspaceworth exploring for how to applyvirtual reality in library construction, and there are also many problems in the application process. Therefore, this paper discusses the application of virtual realityindigital library construction, hoping to offer some insightsin the development of digital library construction.

1.Overview of VR technology

VR, also known as virtual environments orartificial reality, includes simulation, interaction, artificiality, immersion, cognition, telepresence, and network communication. Virtual Reality technology creates a virtual world through technical simulation and enables users to realize interactive experiences in a realistic virtual world through advanced equipment. In recent years, virtual reality technology has been gradually applied to medical, gaming, education and other fields, and the accompanying stereoscopic glasses, helmet displays, 3D mice, remote controls, computer vision and other equipment and facilities have also been flourishing.

Although the development of virtual reality technology is not yet mature, but the pace of related research and application is accelerating.According to data shown,China's virtual reality market size increase rapidly from 1.58 billion yuan in 2015 to 5.28 billion yuan in 2017, with an average annual compound growth rate of 82.8%. The White Paper on Virtual Reality Industry Development (2019) predicts that this figure is expected to exceed 50 billion yuan in 2019. In addition, virtual reality products are also constantly iterating and upgrading, and more and more VR devices are coming into thousands of homes.

2.Status quoof VRapplication in digital library construction

Thefirst virtual reality online bookstore in China was born in2008.Readers can browse and flip through the virtual bookstore with clicksof mouse.With a realistic scene, people feelas if they were in a realbookstore. In recent years, the application of virtual reality in libraries has become more diversified.Heres an example: readers can put on VR glasses and experience a 3D reading mode in the "Reading Tunnel" VR library of Shanghai Jiaotong University, which is different from flat reading.

In recent years, the annual meeting of Chinese libraries, readerscan see a large number of digital libraryproductsbased on virtual reality technology,such asVRClassics, digital scanning of ancient books, open intelligent bookshelves. VR Classicsisa cultural and creative products.The product is fully integrated into the digital resources.Througha VR headset, readerscan enjoy an immersive poetry recitation mode.

At present, many collegelibraries have started to build virtual reality libraries, the main purpose of which is to help the innovation of education and teaching by integrating virtual reality technology, and to improve the level of library services. For example, for the graphic design of architecture, teachers can use virtual reality to virtualize the knowledge.The obscure and theoretical knowledge can thus becoming morevivid through the "processing" of virtual reality.Students can even see how the design be"built" step by step from the virtual scenario. And teachers can clearly present the construction of the foundation, piping, wall construction and other aspects of the building.

Some libraries also cooperate with publishers to turn the difficult reading of masterpieces into a smooth virtual experience. For example, when reading classical masterpieces, readers wearing VR glasses can enter the virtual world and experience the beautiful water and mountains depicted in the book from the perspective of the characters, making the static text come to life at once.

Libraries can use virtual reality technology to make themmore realistic and digital, creating a digital reading environment that can be heard and seen and experienced in a variety of ways. A typical example is library exhibition, the use of virtual reality to create a digital experience hall.Readersin the hallput on the seat beltandVR glasses, and then they can see the moon surface, the boundless universe,the creature under the seain the eyes. Virtual reality will turnstatic reading mode into 3D presentation mode. Whether it is astronomical and geographical knowledge, or humanities and tourism knowledge, the reader can immerse themselves in the experience, thus enhancing the depth and breadth of knowledge experience. Obviously, the library that successfully uses virtual reality is no longer a library in the traditional sense, but has become a platform for readers to relax, read, communicate and interact.

Although there are more and more applications of virtual reality technology in the construction of digital libraries in China, the applicationin libraries is not deep and extensive enough, especially forsome specialized technologies, such as desktop virtual reality technology, virtual roaming and so on. At the same time, there is a general phenomenon of homogenizationin the process of applyingvirtual reality technology in libraries, and the lack of integration of current emerging technologies has affected the digitization of libraries to a certain extent.

3.Analysis of the prospects and directions of VRapplication in digital library construction

3.1 Build intelligent VR services based on 5G network

At present, the layout of 5G networks in China is accelerating, and the applications of 5G networks are becoming more and more widespread. With the support of virtual reality technology, libraries can build intelligent VR services by relying on the superior performance of 5G network. First of all, libraries can realize intelligent and efficient information and knowledge services with the help of 5G technology. At present, users have higher requirements for the speed and quality of library information and knowledge, and they urgently hope that libraries can provide convenient and fast knowledge retrieval and reading functions. Relying on the layout of 5G network, libraries can further expand the ways and means of information and knowledge acquisition, and improve the efficiency and quality of acquisition. The library will be able to search and read more efficiently.

Secondly, libraries rely on 5G technology can create cross-terminal, multi-scene VR services. On the one hand, in the 5G network layout using mainstream network data transmission protocols and universal data transmission interface VR library client, VR library can achieve terminal migration, readers can experience VR reading services on the PC, mobile smart terminals and other electronic devices. Readers have no need to go to the library to experience the virtual simulation of 3Dlibrary.On the other hand, 5G network can make VR services more quickly and stably transmit information, whether in the library or at home, or in the public environment.Readers can achieve rapid switching of multi-scene VR services, and ensure the efficiency and quality of services.Again, relying on the 5G network, libraries will further highlight their own functions in the construction of smart cities. With the promotion of smart city construction around the world, library VR services with 5G network can further improve the level of software and hardware wisdom, improve the quality of library services and management efficiency, which is important to promote the upgrade of library services.

3.2 Integration of artificial intelligenceto create "VR plus AI library"

At present, many libraries have tried to apply VR or AI technology to reader services, but few libraries have integrated VR and AI to carry out related applications.The reason for this is that libraries are not clear enough about the integration of the two applications. In the future, libraries can try to integrate VR and AI to create a "VRplusAI library". "VR plusAI library" requires libraries to grasp the advantages of the two technologies flexibly and cooperate with each other in the service. On the one hand, libraries can use VR technology to realize the physical simulation of reading services and create a virtual "real library" with 3D technology, presenting the external image and characteristics of the library to readers and showing the elements of the "table" of the digital library. On the other hand, by using AI technology, libraries can explore the connection of each element of the virtual library, and then intelligently analyze the reading needs and thinking of readers, so that the virtual library can be humanized and intelligent. In this process, AI technology becomes a bridge for readers to connect all reading elements in the virtual world, realizes the connection of each element, and shows the elements "inside" the digital library. Through the architecture idea of "VRplus AI library", the digital library can realize the "combination of inside and outside".On the one hand, the virtual reality technology makes each functional element of the library become more vivid. On the other hand, the artificial intelligence technology makes each element of the library become intelligent and dynamic. The perfect integration of the two makes the digital library not only reflect the advantages of technology, but also meet the needs of readers.

3.3 Combining AR technology to create a new generation of management system

Augmented Reality is a technology that calculates the position and angle of the camera image in real time and adds the corresponding image. The goal of this technology is to put the virtual world on the screen and interact with the real world. Since AR technology can fully display virtual information, libraries can combine it with VR technology to design a new generation of management system that meets the needs and requirements of digital library management. The architecture of the system is designed with terminal devices, application layer, service layer, data layer and physical layer. Terminal devices include AR smart glasses, VR headsets, smart phones, etc. The application layer contains various business contents, and the service layer contains authentication service, database service, payment service, etc. The data alayer is mainly used for data transmission and analysis.The physical layer aims at physical security to ensure the effective operation of sensing functions, network functions and servers.

Based on the scientific and comprehensive system architecture design, the new generation of library management system combined with AR technology can have the functions of intelligent management, VR panoramic tour, virtual community, intelligent access control, self-service checkout and return. Among them, intelligent management can realize intelligent search and navigation, VR panoramic tour can realize panoramic experience of library resources, virtual community can provide video and voice series experience, AR book can improve reading effect by technical processing of precious or specific books, and traditional function is the traditional function module of the library. The new generation of management system combined with AR technology not only integrates new technologies but also new concepts, which is in line with the future reading needs of readers and the future direction of library wisdom development, and is worthy of in-depth exploration and practice by librarians.

4.Conclusion

In summary, in the process of digital library construction, virtual reality technology has greatvalue and significance. At present, libraries in many regions are trying to apply virtual reality to library services to provide readers with a more contemporary and technological reading experience. The application of virtual realityin the construction of digital libraries is still in the initial stage, and many technologies and fields need to be studied and explored in depth. Looking into the future, the application prospect and direction of virtual reality technology in digital library construction should be combined with more new technologies, such as 5G network, artificial intelligence, AR technology and so on. It is foreseeable that virtual reality technology, as a new hot technology and topic nowadays, will effectively help libraries to realize wisdom and intelligence.

Founded in August 2020, WIMI Hologram Academy is dedicated to holographic AI vision exploration, and conducts research on basic science and innovative technologies, driven by human vision. The Holographic Science Innovation Center, in partnership with WIMI Hologram Academy, is committed to exploring the unknown technology of holographic AI vision, attracting, gathering and integrating relevant global resources and superior forces, promoting comprehensive innovation with scientific and technological innovation as the core, and carrying out basic science and innovative technology research.

Contacts

Holographic Science Innovation Center

Email: pr@holo-science. com

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Augmented and Virtual Reality (AR VR) Market in Aviation by 2028 covers Size, Share, Upcoming Trends Segmentation, Opportunities and Forecast -…

Posted: at 12:48 pm

According to The Insight Partners Augmented and Virtual Reality (AR VR) Market in Aviationreport 2028, discusses various factors driving or restraining the market, which will help the future market to grow with promising CAGR. The Augmented and Virtual Reality (AR VR) Market in Aviation Research Reports offers an extensive collection of reports on different markets covering crucial details. The report studies the competitive environment of the Augmented and Virtual Reality (AR VR) Market in Aviation is based on company profiles and their efforts on increasing product value and production.

The need for a better passenger experience has led to a boom in global aviation augmented and virtual reality industry. Augmented reality (AR) allows for an immersive encounter with a real-world environment by computer-assisted modification of images of real-world objects to create a composite view. Digital elements such as visual, auditory, and haptic feedback are also used in AR. Virtual reality (VR) is currently an immersive artificial environment that allows users to immerse themselves in a computer generated 3-D world and interact with it through sound and sight. Pilots, ground crew, operations crew, and mechanics, among others, use AR and VR in aviation for simulation and training. In the aviation industry, augmented and virtual reality allows simpler and more reliable operations, resulting in cost savings in areas such as manufacturing, servicing, airport operations, airline operations, and aviation training, to name a few. Augmented and virtual reality uses an immersive and collaborative approach to link the aviation ecosystem and enhance task performance.

Sample PDF showcases the content structure and the nature of the information included in the Augmented and Virtual Reality (AR VR) Market in Aviation report which presents a qualitative and quantitative analysis https://www.theinsightpartners.com/sample/TIPRE00021221/

The augmented and virtual reality market in aviation is driven by an increase in the use of smart technology in aviation, an increase in demand for low human interference systems to minimize human error, and an increase in the adoption of gesture tracking devices. However, the markets growth is hindered by high training and device acquisition costs, as well as cyber security risks. Heads-up monitor convergence of augmented and Virtual reality, advancements in artificial intelligence, and virtual reality, on the other hand, open up new avenues in the industry. Furthermore, the introduction of 5G is hastening the incorporation of virtual reality into in-flight entertainment systems, resulting in a better user experience. The global aviation augmented and virtual reality industry will be driven by such smart technology investments.

MARKET PLAYERS:

Aero Glass, Bohemia Interactive Simulations, EON Reality., Facebook Technologies LLC., Google LLC, HTC Corporation, Magic Leap Inc., SITA, Sony Corporation and Upskill are some of the Key Companies included in this report. The reports cover key developments in the augmented and virtual reality (AR VR) market in aviation organic and inorganic growth strategies. Various companies are focusing on organic growth strategies such as product launches, product approvals and others such as patents and events. Inorganic growth strategies activities witnessed in the market were acquisitions, and partnership & collaborations. These activities have paved way for the expansion of business and customer base of market players. The market players from augmented and virtual reality (AR VR) market in aviation are anticipated to lucrative growth opportunities in the future with the rising demand for augmented and virtual reality (AR VR) market in aviation in the global market.

MARKET SEGMENTATION:

The global augmented and virtual reality (AR VR) market in aviation is segmented on the basis of product, application, and function. Based on product, the augmented and virtual reality (AR VR) market in aviation is segmented into: augmented reality, and virtual reality. On the basis of application, the augmented and virtual reality (AR VR) market in aviation is segmented as: flight deck systems, in-flight entertainment, on-board, and off-board. On the basis of function, the Augmented and virtual reality (AR VR) market in aviation is segmented into: training, and operations. The report provides a detailed overview of the industry including both qualitative and quantitative information. It provides an overview and forecast of the global augmented and virtual reality (AR VR) market in aviation based on various segments. It also provides market size and forecast estimates from the year 2020 to 2028 with respect to five major regions, namely; North America, Europe, Asia-Pacific (APAC), Middle East and Africa (MEA) and South & Central America.

The final report will add the analysis of the Impact of Covid-19 in this report Augmented and Virtual Reality (AR VR) Market in Aviation.

Adapting to the recent novel COVID-19 pandemic, the impact of the COVID-19 pandemic on the global Augmented and Virtual Reality (AR VR) Market in Aviationis included in the present report. The influence of the novel coronavirus pandemic on the growth of the Augmented and Virtual Reality (AR VR) Market in Aviation is analyzed and depicted in the report.

Schedule a pre-sale discussion with the author team in a slot that you prefer to address queries on scope of the Augmented and Virtual Reality (AR VR) Market in Aviation report, customization, introduction to methodology, assistance on technologies, and market definitions https://www.theinsightpartners.com/inquiry/TIPRE00021221/

The report scrutinizes different business approaches and frameworks that pave the way for success in businesses. The report used expert techniques for analyzing the Augmented and Virtual Reality (AR VR) Market in Aviation; it also offers an examination of the global market. To make the report more potent and easy to understand, it consists of infographics and diagrams. Furthermore, it has different policies and development plans which are presented in summary. It analyzes the technical barriers, other issues, and cost-effectiveness affecting the market.

Global Augmented and Virtual Reality (AR VR) Market in Aviation Research Report 2028 carries in-depth case studies on the various countries which are involved in the Augmented and Virtual Reality (AR VR) Market in Aviation. The report is segmented according to usage wherever applicable and the report offers all this information for all major countries and associations. It offers an analysis of the technical barriers, other issues, and cost-effectiveness affecting the market. Important contents analyzed and discussed in the report include market size, operation situation, and current & future development trends of the market, market segments, business development, and consumption tendencies. Moreover, the report includes the list of major companies/competitors and their competition data that helps the user to determine their current position in the market and take corrective measures to maintain or increase their share holds.

What questions does the Augmented and Virtual Reality (AR VR) Market in Aviation report answer about the regional reach of the industry

The report claims to split the regional scope of the Augmented and Virtual Reality (AR VR) Market in Aviation into North America, Europe, Asia-Pacific, South America & Middle East and Africa. Which among these regions has been touted to amass the largest market share over the anticipated duration

-How do the sales figures look at present How does the sales scenario look for the future

-Considering the present scenario, how much revenue will each region attain by the end of the forecast period

-How much is the market share that each of these regions has accumulated presently

-How much is the growth rate that each topography will depict over the predicted timeline

The scope of the Report:

The report segments the global Augmented and Virtual Reality (AR VR) Market in Aviation based on application, type, service, technology, and region. Each chapter under this segmentation allows readers to grasp the nitty-gritty of the market. A magnified look at the segment-based analysis is aimed at giving the readers a closer look at the opportunities and threats in the market. It also addresses political scenarios that are expected to impact the market in both small and big ways. The report on the global Augmented and Virtual Reality (AR VR) Market in Aviation examines changing regulatory scenarios to make accurate projections about potential investments. It also evaluates the risk for new entrants and the intensity of the competitive rivalry.

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Essential points covered in Augmented and Virtual Reality (AR VR) report are:-

-What will the market size and the growth rate be in 2028?

-What are the key growth stimulants of Augmented and Virtual Reality (AR VR) Market in Aviation?

-What is the key market trends impacting Augmented and Virtual Reality (AR VR) Market in Aviation valuation?

-What are the challenges to market proliferation?

-Who are the key vendors in the Augmented and Virtual Reality (AR VR)?

-Which are the leading companies contributing to Augmented and Virtual Reality (AR VR) valuation?

-What was the market share held by each region in 2028?

-What is the estimated growth rate and valuation of Augmented and Virtual Reality (AR VR) in 2028?

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The Insight Partners is a one stop industry research provider of actionable intelligence. We help our clients in getting solutions to their research requirements through our syndicated and consulting research services. We specialize in industries such as Semiconductor and Electronics, Aerospace and Defense, Automotive and Transportation, Biotechnology, Healthcare IT, Manufacturing and Construction, Medical Device, Technology, Media and Telecommunications, Chemicals and Materials.

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Augmented and Virtual Reality (AR VR) Market in Aviation by 2028 covers Size, Share, Upcoming Trends Segmentation, Opportunities and Forecast -...

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Opinion | Virtual reality is the solution to making archaeology accessible and fun – The Press & Journal

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Really cool innovations that have come with modern technology – Mid Hudson News Website

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Communicated Content Technology is advancing quickly, bringing new discoveries and ground-breaking ventures every year. Some of the brightest minds working today are developing the next piece of technology that will fundamentally alter how we live. Although it sometimes seems that science is advancing steadily, over the past 50 years, technology has advanced significantly.

There are so many developments taking place right now that seem to have been lifted from the pages of science fiction. This article will show you some of the really cool innovations that have surfaced over the years due to modern technology.

A simulated experience known as virtual reality (VR) can be very similar to or dissimilar to the actual world. From the outside, it may look like VR is an entertainment tool for gamers and content consumers. In recent times, it has been incorporated into many games, including the games in casinos, which is why people think that way.

What most people fail to see is the potential of VR to transcend locality and enable humans to surpass the barriers of physical. To provide lifelike visuals, sounds, and other sensations that mimic a users physical presence in a virtual world, current standard virtual reality systems either use virtual reality headsets or multi-projected environments. When using virtual reality technology, a person can look around the created world, move around in it, and engage with virtual objects or features.

The importance and power of big data are one of the present realities of the global economy. This phenomenon significantly increases the barrier to entry and provides a huge advantage to major organizations that can gather and handle gigantic data sets. Blockchain enables the dispersion of this data-centric authority, reclaiming individual control over privilege and privacy.

Due to their simple user interfaces and seemingly limitless software alternatives, mobile operating systems for smartphones and other portable devices have made it possible for these devices to proliferate. The most consumer-focused computer operating systems nowadays are mobile ones. The operating system was just two years old when Google originally acquired Android Inc. in 2005, and the first iPhone (with its iOS) had yet to make its appearance in stores.

Without the fusion of universal broadband internet access and cloud computing data centers, which are used to store information and manage web traffic, online streaming would not be conceivable. The ability to distribute streaming material to huge audiences through the internet did not become possible until the middle of the 2000s, despite the fact that internet-based live streaming has existed virtually since the internets widespread adoption in the 1990s. The existential danger is being posed by online streaming to traditional methods of providing media enjoyment, like cable television and movie theaters.

Over the years, wearable technology has advanced significantly, giving our daily items and clothing new capabilities. Giving garments ears, or at least the same functionality as an ear is one intriguing approach. The material is currently thick and in development, but they intend to release it for consumer use over the next few years.

Amazingly, modern technology has brought about significant changes in organizations and industrial methods. New goods, services, and business models are now appearing. We can only speculate as to what advancements there will be in the future.

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How the metaverse is slowly transforming the workplace – Yahoo Finance

Posted: at 12:48 pm

As companies struggle to return employees to offices full-time, interest in a virtual alternative like the metaverse has surged, providing new business opportunities for firms like New York-based IA Interior Architects.

As a trained architect, Guy Messick spent nearly 40 years designing physical offices and retail spaces globally. His design firm IA Interior Architects helped bring Ubers New York office and Mastercards Tech Hub to life.

The coronavirus pandemic changed everything. These days, youre more likely to find him donning a virtual reality headset in his home office than visiting construction sites.

When we all went home a couple of years ago, we got immediate interest from clients who had worked with us, saying well what about this extended reality stuff, said Messick, head of design technologies at IA Interior Architects. Immediately the light went on and we said lets leverage our experience in both design and this technology.

Gavin Menichini gives a demonstration of the Immersed Virtual Reality program at the Immersed offices on January 28, 2022 in Austin, Texas. (Photo by Sergio FLORES / AFP)

Frustrated by Zoom calls and those muted squares, Messick said employers are increasingly seeking out new ways to engage workers, nearly three years into the work-from-home experiment. And, theyre finding that upgrades are much easier in the metaverse.

We initially thought along with clients that we would be replicating their [office] spacethat has not actually happened once, Messick said. [Virtual spaces] have the branding, and the feel and the look perhaps [of the physical office] but you dont have the same rules.

Case in point, IAs Atlanta Studio location. While the physical office was built near the citys Midtown neighborhood, Messick and his team opted to transport the same structure to the coast of South Africa, when it came to designing the metaverse. Employees have since taken to hosting happy hours and brainstorming sessions along the virtual waterfront, in the absence of face to face gatherings.

Messick said IA designers have placed particular attention on the use of biophilia, making sure the water rippling or grass and trees moving inside the virtual world are as close to real as possible.

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We did a lot of design study groups both internally and externally, and consistently the top two requests were outdoor spaces and vistas, Messick said.

An example of BCG's metaverse. (Photo: BCG)

The global metaverse market is expected to reach nearly $400 billion in the next two years with virtual assets like NFTs and hardware driving the gains, according to Boston Consulting Group (BCG).

But for all of the focus around Mark Zuckerberg and Meta (META)s vision of a digital commerce empire built in the virtual world, adoption outside of gaming has largely been concentrated in corporate offices. Fortune 500 companies are increasingly utilizing virtual reality headsets to train new employees, conduct meetings with co-workers, and gather a global workforce for company retreats.

Employees at BCG began exploring use cases for the metaverse several years ago. Since the pandemic began, the company has held more than 5,500 virtual sessions in the metaverse for internal conferences, client pitch meetings, and recruitment efforts, according to Sarah Willersdorf, BCG's global head of luxury.

The virtual office space, designed by Munich-based Arthur Technologies, includes snowy resorts and tropical retreats. Users can exchange post-it notes, share ideas on a whiteboard, and sip on virtual drinks while conducting private conversations within a group setting.

BCG's metaverse includes virtual meetings. (Photo: BCG)

I think after two years of Zoom or Teams, most people are exhausted and sick of looking at their own picture and sick of being on there, Willersdorf said. To actually be in a virtual setting that feels much more close is really unique.

Willersdorf and Messick said the virtual experience is still in the very early stages. While interactions are largely limited to legless avatars and clunky headsets right now, Messick sees a future that seamlessly connects the real with the digital in mixed reality.

A mixed reality is when you will be observing your office the way it is now and youll be greeting people from other locations as avatars and holograms, he said. We think thats in the very near future.

That reality is likely to take a giant leap, with the launch of mixed-reality headsets from Meta and Apple (AAPL), which are expected within the next year. And while companies remain divided over the viability of hybrid or remote work, Willersdorf said BCG plans to continue incorporating its virtual office space into its work low.

If I think about the next generation of workers, theyre interacting in this way now," she said. "They socialize in the metaverse, they play games in the metaverse, they exchange pocket money for V Bucks in Roblox. If you imagine them coming up and becoming employees, its not going to be foreign anymore.

Akiko Fujita is an anchor and reporter for Yahoo Finance. Follow her on Twitter @AkikoFujita

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Ready Player Two: everything we know so far about the virtual reality movie sequel – RadioTimes

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Crammed full of pop culture references nodding at everything from hit video games like Street Fighter to movie classics like Back to the Future and comic books like Batman, Ready Player One takes place in a dystopian near future, when climate change and an energy crisis have prompted people to seek refuge in a virtual reality universe called the Oasis.

When the Oasiss creator James Halliday (Mark Rylance) dies, his in-game avatar Anorak announces a competition, inviting players to find the Easter egg hidden inside the simulation. The winner will become the new owner of the Oasis and receive half a trillion dollars.

Among those taking part is Wade Watts, an orphan who uses the avatar Parzival in the game and is played by Tye Sheridan in the film. Teaming up with friends like Art3mis (Olivia Cooke) and Aech (Lena Waithe), he travels to different planets in the Oasis to retrieve a series of keys that will help lead them to the Easter egg, dodging the villainous tech CEO Sorrento (Ben Mendelsohn)s attempts to take the prize for himself.

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The film adaptation received mixed reviews, but the blend of relentless pop culture nods and impressive CGI world-building with classic Spielbergian adventure clearly proved successful with cinemagoers around the globe, meaning that anticipation for the second book was high when it was announced in the summer of 2020.

Clines sequel was almost a decade in the making, but picks up just days after the first books ending, and reveals what happens after Wade is placed in charge of the Oasis following his successful quest. The author, who collaborated with co-writer Zak Penn on the first films screenplay, was inspired to work on a second book when he saw Ready Player Ones sci-fi universe coming to life during the production process.

I dont think I really started writing until they started production on the movie, which got me back into living in the world of Ready Player One, he told Entertainment Weekly in 2020. Thats when I started to really write the sequel. The prospect of a second movie helped propel him forward - as did some nudges from Spielberg (what a double whammy of motivation).

I knew then there was like a ticking clock because if the movie does well, then theyre going to want to make a movie sequel, he revealed to EW. And if theres no book to base the sequel on, then that wont stop them. So that motivated me and it was great because as we were finishing the movie, Steven started to ask me questions about what the sequel might be about so he could get that into the ending of the first movie. Talk about pressure.

Details may be scarce right now, but here is what we know so far about the Ready Player One sequel (with some spoilers for the first film ahead).

Tye Sheridan as Wade/Parzival and Olivia Cooke as Art3mis in Ready Player One (Warner Bros)

Cline has revealed that a film sequel is already in the works, albeit in the early stages of development. Speaking to Inverse in December 2020, shortly after the release of the book Ready Player Two, he confirmed plans to bring part two to the big screen, with the caveat that Hollywood is in limbo right now as a result of the coronavirus pandemic.

I can tell from the experience of making the first movie that everybody had a lot of fun, he added. We talked about the possibility of there being a Ready Player Two when we were making Ready Player One. In Hollywood you never know. I really tried my best to focus on just writing a sequel to my book. There are characters in the movie that are alive that arent alive in the book. I focused on trying to give the fans the book without letting the film influence me. The movie will sort itself out later. Aside from Clines confirmation, though, details about the second movie are few and far between, and a director is yet to be attached to the project.

Recently Spielberg has been occupied directing The Fabelmans, a semi-autobiographical drama starring Michelle Williams and Paul Dano, and serving as an executive producer on projects like the fifth Indiana Jones movie and upcoming series Masters of the Air. He has also spoken about the challenges involved in bringing Ready Player Ones intricate sci-fi world to the big screen, describing the adaptation as one of the most difficult projects he has worked on across his decades in the film business, thanks to the extensive CGI work required to recreate Oasiss virtual realm.

Its the third most difficult [film] Ive made after Jaws and Saving Private Ryan, he told Empire magazine. I think there is a distinction between a physical challenge, which was both Jaws and Saving Private Ryan, and another kind of challenge, which is trying to do something technologically new that has never been done before I had to learn how to make a film like this while I was making a film like this. And that means a lot of trial and error.

Still, Cline has spoken of his hopes that Spielberg could be persuaded to come back on board. I really hope that if we do make another one, that he would do it, the author told Collider. Michael Crichton, the novelist, is the only one to get that lucky and have two of his books made into movies by Steven [Jurassic Park and The Lost World], but maybe Ill get lucky, too.

The second instalment begins just nine days after Wade wins Hallidays scavenger hunt and is put in control of the Oasis. He discovers an inscription on the Easter egg which points him in the direction of an Oasis Neural Interface headset, a new piece of tech invented by Halliday but never released to the public.

It allows the user to experience all of their real world sensations in the game, but its use must be limited to 12 hours per day to avoid dangerous sensory overload. Unsure about the ethics of his latest development, Halliday decided to leave the question of whether or not to roll out the ONI to his successor, meaning that the decision lies in Wade's hands.

Its a question that causes friction among him and his friends, especially with his love interest Art3mis, but Wade eventually gives the green light for the headsets to be made available to the public. Once a certain number of them have been sold, a new challenge goes live, asking players to find seven shards hidden in the game world in order to piece together the Sirens Soul. Cue another quest that will lead Wade and his pals to various worlds within the Oasis - which are teeming with pop culture references, just like those seen in the original story - and shed new light on the making of the game world, including a love triangle between Halliday, his Oasis co-founder Ogden Morrow, and Morrows wife, Kira.

Its possible, of course, that the film version could deviate from some of the books plot points, just as the first movie made some changes to the original, altering the structure of some of the quests for the keys and, as Cline previously noted, refraining from killing off some characters too, like Wades fellow gamer Daito (played in the film by Win Morisaki).

The poster for Ready Player One (Warner Bros)

Sheridan has previously spoken of his desire to return to the Oasis for a second film, telling ComicBook that he has his fingers crossed and hope[s] we get to do another, while his co-star Cooke has told Digital Spy that should a sequel happen, she has already signed up. Ive signed my life away, so Im contracted to sequels, she said shortly after the first films release, albeit with the caveat I havent heard anything.

The first film drew in an impressive array of stars, from Rylance as Halliday and Simon Pegg as his Oasis co-creator Ogden Morrow to Master of Nones Waithe and Rogue Ones Mendelsohn, but with movie number two currently in the early stages of development, theres no word yet on which members of the supporting cast might reprise their roles. Characters like Waithes Aech and Anorak, the Oasis avatar of Halliday, continue to play key parts in the second book, though, as does the villain of the piece, Sorrento.

The first book and film manage to pack in a staggering array of cultural callbacks, from a recreation of The Shinings Overlook Hotel to the DeLorean DMC-12 car that Wade drives. There are plenty of nostalgic nods to films and games from the 70s, 80s and 90s, but Spielberg decided against including many references to his own works from that period (though the T-Rex from Jurassic Park still makes an appearance).

The director was able to use 80 per cent of the properties mentioned in the book, largely thanks to his industry clout, but licensing restrictions meant that certain references had to be written out. One of those references was a scene based on Blade Runner, which was vetoed as, had Ready Player One stuck to its original release date in winter 2017, it might have overlapped with the release of the sequel Blade Runner 2049. I actually at one point wrote a sequence set in Blade Runner and I think the problem was they knew the new Blade Runner was gonna come out right around then, Penn later revealed. I think I had somebody driving Deckards car and I think they didnt give us the right to do it.

Ready Player Two crams in an equally eclectic line-up of references. One planet, Shermer, is named after the fictionalised Illinois town in which John Hughes set many of his 80s teen movies, and throws together his characters in one high school. Their challenge revolves around Hughess film Pretty in Pink, and includes some meta nods to some near-miss casting decisions. Another world is based upon J. R. R. Tolkiens fantasy works, with references to The Silmarillion, a collection of stories which take place thousands of years before The Lord of the Rings.

A further location, Afterworld, is dedicated to Prince, where the gang must battle seven villainous versions of the singer from different eras in his career. As the Blade Runner anecdote proves, though, referring to famous films, games and figures in print is one thing, but bringing them into a film is another. This segment is one that might prove particularly difficult to adapt for the screen, as the late musicians estate controls the rights to his image; when plans were leaked for a hologram of the star to appear during Justin Timberlakes 2018 Superbowl performance, they were quickly quashed, perhaps because Prince described the whole virtual reality thing as demonic in a 1998 interview. Maybe Abbas digital avatars could step in instead

With the movie still in the early stages of development, fans will have to wait a while before a release date is confirmed. With no further announcements beyond Clines initial confirmation so far, its safe to say that the project is a few years away from cinemas yet not least because its stars are booked up with a slew of exciting projects.

Cooke has swapped the Oasis for Westeros, taking a leading role in upcoming Game of Thrones spin-off House of the Dragon, while Sheridan is set to star as a young paramedic in new thriller Black Flies, starring alongside Sean Penn and Katherine Waterston. Rylance, meanwhile, remains one of the most in-demand stars in Hollywood and beyond, and has movies with the likes of Luca Guadagnino and Terrence Malick in the works.

Check out more of our Film coverage or visit our TV Guide to see what's on tonight.

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