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Category Archives: Virtual Reality

I now meditate in virtual reality 10 minutes every day and its been life changing – The Indian Express

Posted: April 11, 2022 at 6:31 am

Over the past months, I have understood the importance of boundaries and the pattern of energies. I also started to embrace meditation as it helps me get connected to my inner self and overcome fears and anxiety. Although I do meditation every morning for a couple of minutes, being an empath I realised I need a full-body refresh twice or thrice depending on the severity of the day, especially during afternoons when I feel like crashing on the bed and cutting off from the world for some time.

I dont know how, but lately, I started enjoying meditation in virtual reality (VR) for some reason. I wasnt willing to give it a try initially but I am seeing some kind of positive change in my life. When I started meditating in virtual reality, I thought it would be a short-term solution to heal my wounds but this could be a long-term thing, provided it has enough guided courses and the technology itself gets more mature. Heres my experience of using a virtual reality headset for meditation thus far.

A few days ago, I stumbled upon an unused Xiaomi VR headset taking up space in my closet. The Xiaomi headset has two straps to fix a headset around the back and over the top of your head. On the front is a slot where you can slide in any smartphone between 5 and 6-inches in size (I used the OnePlus Nord CE 2 to test meditation VR apps) the smartphone screen will serve as the headsets display. The headset isnt at the same level as the Oculus Quest 2; rather it offers a slightly better fit and finish compared to the Cardboard viewer which was a rage when Google tried really hard to make mobile VR headsets mainstream.

Although Google may have called it quits with mobile VR, you can still buy VR headsets based on the Cardboard VR online. Knowing the limitations of the headset and the ecosystem around it, I thought of selling it off on OLX and even listed the device on the platform. But something prompted me to revisit the headset and start using it for fun. I had no clue what to do with the headset until I accidentally downloaded a few meditation VR apps from the Google Play Store on my smartphone. That was the first thing that came to mind and I was right.

I sat on a chair, fired up the Solas Meditation VR app on my phone, and then strapped the headset to my headset. Upon launching the app, it will bring up a menu and let you choose between VR experiences: meditation space, wisdom space, and breathing space. By using the headsets laser pointer, you can navigate through the menu and choose different programmes or change the settings.

I chose the meditation space; its free to use. Once selected, you can choose the duration, the voice of preference, and the background sound. For the first few seconds, I felt distracted and wanted to remove the headset. Eventually, I did a 10-minute session and then started liking it. I swiveled to get a 360-degree surrounding and found myself in a garden. A soothing voice-guided me to feel the surroundings and establish a relationship with nature. The voice told me to close my eyes and take long and slow breaths. I could hear the chirping of birds, and slowly I started to surrender myself to the world in front of my eyes. I focused on my thoughts and breathing. I was meditating and was completely cut off from the outside world for those 10 minutes. Its not that my fears start to go away entirely, but I get a space of my own.

I have been doing meditation for months. I go to a park early in the morning and do meditation to relax and release my fears. Its working for me and I wont stop doing it because VR is a better medium. You can meditate anywhere, even in a room of your home. That said, while doing meditation in VR, I found a connection a safe space of my own that was not there when I tried meditation apps on my smartphone or watched YouTube videos. The thing with virtual reality (VR) is that immersive experience that places you in an environment that feels realistic. You get a feeling of being present in the environment, even if the images turn out a little blurrier than you would hope.

In one of the apps I tried, I was supposed to be on some fantasy island in the midst of translucent water. I hopped on a boat, the sky was clear I could see turtles swim, occasionally butterflies come and go. Just being in that environment was like taking a break from Delhis scorching heat. I knew I was in a virtual world far away from reality but that feeling of being surrounded by the pristine water and nature was therapeutic and relaxing. After writing a long piece, I usually watch a YouTube video for guided meditation but I always feel distracted. But doing meditation in VR is a different experience altogether. It not only helps me focus but also transports me to a space where no one is watching me. Your brain and body respond to that space and you become part of the world. No one is telling you to wear a headset all day, because that would turn out to be a little uncomfortable but I enjoyed VR for attending smaller meditation sessions.

I dont own advanced headsets like Oculus Quest 2 or HTC Vive Pro but after doing meditation in VR for a few days, I have more faith in technology. All these years, I have heard analysts and tech insiders have a negative opinion about the prospects of virtual reality. VR as tech still has a lot of challenges and tech companies need to figure out how to make VR headsets more accessible. I tried on a basic VR headset but still found a use case. I wish Google had stuck to the idea of mobile VR for a little longer. That would have given developers a leap of faith in mobile VR.

Right now, there are only a handful of meditation VR apps on the Google Play Store and to be honest, they arent great. Beyond a point, your eyes get strained though I will still continue my meditation journey on VR, despite the techs limitations and lack of content. I will however not urge you to buy a VR headset for meditation. But I do imagine a future where I will be using a VR headset for a lot many things. I liked the idea of taking short guided meditation sessions using VR, without the need to step out in the summer. I have heard a lot about Metas Oculus Quest 2 and hope to get the headset soon. For now, I want to stick to the cheap VR headset I have and will continue to use it for meditation.

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I now meditate in virtual reality 10 minutes every day and its been life changing - The Indian Express

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Uprising, SAGE partner for virtual reality experience | Local News | thesheridanpress.com – The Sheridan Press

Posted: at 6:31 am

SHERIDAN There were unusual items on display at SAGE Community Arts Monday night. A teddy bear sat on one pedestal, a tube of red lipstick on another, a red dress on a third. On five tables throughout the room, Oculus virtual reality headsets awaited gallery goers.

The headsets and objects on display were part of In Her Shoes, a collaborative event from SAGE and Sheridan human trafficking awareness and prevention organization Uprising. During the event, attendees participated in a human trafficking VR experience, connected with physical representations of the experience and processed the experience with Uprising personnel and art therapy.

The VR experience, called Trapped: A VR Detective Story made by Radical Empathy Education Foundation, places participants in the mind of Lisa, a 14-year-old girl being trafficked in Anytown, U.S. Participants walk through Lisas childhood home and the apartment in which her trafficker imprisoned her and look at objects related to her trafficking experience the teddy bear, the tube of lipstick, the red dress and more.

Tonight really revolves around the VR experience, Uprising Executive Director Terri Markham said.

The VR experience is not graphic or violent but does discuss sex and sexual violence, Markham said. It is appropriate for ages 12 and older.

Markham explained the goal of the VR program is to inspire empathy and advance information retention for those learning about human trafficking. Research shows participants retain far more information when it is presented in a personal, experiential format, Markham said, and the VR format builds empathy among participants.

You cant teach someone to have empathy, Markham said.

Although Uprising only received the VR technology about a month ago, the organization has already implemented it in training exercises with youth and adults. For instance, Uprising added the VR technology to a presentation before 150 Sweetwater County youth. The students responses were very empathetic, Markham said, and they said they felt so uncomfortable, lonely, sick and forced in Lisas shoes.

It was perspective-changing, one student wrote in response to the VR experience.

Participants at SAGE Monday night responded similarly.

[Human trafficking] is a much bigger issue than people realizeI think people need to be more aware of it, participant Jake Hansen said in response to the technology.

Another participant, Linette Sutphin, called Lisas story heart-wrenching.

The gallery displays, meanwhile, supported the VR experience, SAGE Executive Director Jill Benson said. While the bear, lipstick and dress pulled items from the VR experience into reality, the existing gallery backdrop a series of black-and-white prints and monotypes by Koichi Yamamoto offered an immersive and meditative visual for participants to continue processing the VR experience, Benson said.

Art therapist and SAGE member Tena Twite also taught an art processing activity in SAGEs downstairs studio Monday, allowing participants to better understand their experiences in the virtual world through collage.

SAGE and Uprising will continue to work together, Markham said, organizing trafficking-survivor-led art therapy workshops the first week of May and a youth open mic night June 17.

After a nationwide call for artwork, SAGE and Uprising will present a survivor art show with artwork from trafficking survivors in summer 2023.

Over the next year, we want to bring out different survivor artists to our community, Markham said.

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VR role-play therapy helps people with agoraphobia, finds study – The Guardian

Posted: at 6:31 am

Its a sunny day on a city street as a green bus pulls up by the kerb. Onboard, a handful of passengers sit stony-faced as you step up to present your pass. But you cannot see your body only a floating pair of blue hands.

It might sound like a bizarre dream, but the scenario is part of a virtual reality (VR) system designed to help people with agoraphobia those for whom certain environments, situations and interactions can cause intense fear and distress.

Scientists say the approach enables participants to build confidence and ease their fears, helping them to undertake tasks in real life that they had previously avoided. The study also found those with more severe psychological problems benefited the most.

It leads to a real step-change in peoples lives, said Prof Daniel Freeman, the lead researcher in the work, from the psychiatry department at the University of Oxford.

The VR experience begins in a virtual therapists office before moving to scenarios such as opening the front door or being in a doctors surgery, each with varying levels of difficulty. Participants are asked to complete certain tasks, such as asking for a cup of coffee, and are encouraged to make eye contact or move closer to other characters.

Freeman said while the scenarios feel real, the computer-generated scenes allow participants to feel able to try something new or approach the situation differently. Theres a little bit of the conscious bit [of the brain] going: OK, its OK, I know its not real and therefore I can persist, try something new and do something differently, he said.

That enables people to apply it in the real world. Basically, if you get over something in VR, you will get over in the real world.

One participant revealed that before using the VR system he struggled with taking a bus to visit his fathers grave. It was heartbreaking, he said. However, after using VR system he gained confidence.

Its helped me for every aspect, he said. Ive been able to get the bus to my dads grave, Ive been able to put flowers down, spend a little bit of time there and get the bus back.

Writing in the Lancet Psychiatry journal, Freeman and colleagues report how they randomly allocated 174 patients with difficulties going outside and psychosis to use the gameChange VR technology alongside their usual care. Another 172 patients were allocated to receive their usual care alone.

Participants in the VR group were given the opportunity to use the technology for approximately six sessions, each lasting 30 minutes, over the course of six weeks although not all took part or completed all the sessions.

A mental health worker was in the room while each participant used the VR headset, whether in their home or in an NHS clinic, and worked with the participant to apply the learning, including by setting homework tasks between sessions.

The results show that six weeks after the trial began, those allocated to the VR therapy had a small but significant reduction in avoiding real-life situations because of agoraphobia, as well as less distress, compared with those who had only received their usual care. However, by six months there was no difference between the two groups.

But further analysis revealed that those who had severe agoraphobia benefited most, and for these people the effect was sustained at six months. Such patients were able to complete, on average, two more activities than before such as going shopping or getting on a bus.

While the study cannot tease out the impact of the VR therapy from the mental health worker and their homework, Freeman said other tests had not shown changes in agoraphobia in this population from such homework tasks alone.

Freeman added that with VR headsets now costing about 300, it was becoming easier to send such devices to patients homes.

For the patient who wanted to be able to visit his fathers grave, the benefits have been much more wide-ranging than just completing tasks. Ive been able to go out, interact with a lot more people than what I ever expected, he said. Im more confident in myself. Im more confident around other people.

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VR role-play therapy helps people with agoraphobia, finds study - The Guardian

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CARNE y ARENA virtual-reality exhibition offers an unsettling look at the migrant experience – The Dallas Morning News

Posted: at 6:31 am

Over the last 20 years, virtual reality has been heralded as the future. Its uses range across medicine, education, military training and endless commercial sectors. One of its more complicated applications, and one that is at the heart of Carne y Arena, an art exhibition open since January in Fair Park, is in empathy building. In this case, audiences are asked to walk, quite literally, in the footsteps of migrants crossing the border from Mexico into Texas.

Carne y Arena: (Virtually present, Physically invisible) is a big-deal art experience. It was created in 2017 by acclaimed Hollywood director Alejandro Irritu, it premiered at the Cannes Film Festival, and it won a special Academy Award for its innovative techniques. Since its debut, it has had runs in Los Angeles, Mexico City, Montreal and Washington, D.C. Thanks to a partnership with the Nasher Sculpture Center and George W. Bush Presidential Center, it has made its first stop in Texas. It recently extended its run through May 8.

Its a big deal, yes, but it is by no means a typical art experience. When you enter the Fair Park building that houses this exhibit, you find a dark and quiet room. You check in next to a replica of the border wall. Then, one at a time, you enter a very cold waiting room, meant to resemble a holding cell, and are told by a sign on the wall to remove your shoes and place them in a cubby. On the floor around you are discarded shoes collected from the Texas-Mexico border, as part of the long-term artistic practice of Valarie James and Antonia Gallegos. You wait a very long three minutes for an alarm to sound that directs you to the main space of the exhibit, where you walk through rough, gravelly sand and don the VR equipment.

Its in that first room that discomfort, or some kind of emotional response, starts to sink in. But youll also be faced with the dissociative duality of this experience. This room, this isolation, youre being led to imagine, is what it feels like to be vulnerable in an unfamiliar place. Those shoes scattered around you are the shoes of someone desperate enough to make a long treacherous trek from one country to another. The people who once wore them are very real and might have been held in cells like this one known as hieleras, or iceboxes for two days, on average. And you are someone who paid at least $35 to have an experience that will be over in less than 15 minutes.

When the sun comes up in the Oculus Rift headset, visitors are dropped into a scene in which migrants are desperate for water, stumbling through the Sonoran Desert. Over the course of six minutes or so, you will encounter several loud, scary interactions between Border Patrol agents and migrants. And though you can move around the space, you are meant to be seeing it from the perspective of a migrant. The Border Patrol agents are pointing their flashlights and their guns at you, too.

If youve never participated in VR before, this is a wild, eye-opening experience. To have a 360-degree view of the desert and look up into the sky and feel the wind off the blades of a helicopter is unlike anything that can take place in a movie theater.

In interviews, Irritu, who won the best director Oscar for Birdman or (The Unexpected Virtue of Ignorance) and The Revenant, said he had wanted to experiment with VR for a decade before he created Carne y Arena. As a Mexican American, he has long been interested in stories of treacherous border crossings, even including a scene of one in the 2006 film Babel. He teamed up with cinematographer Emmanuel Lubezki and used the stories and experiences of real refugees. They even had these real people act out the scenes based on their experiences in a state-of-the-art stop-motion studio. For the people whose avatars you will see in the film, this virtual reality was their reality.

As visitors exit the experience, they encounter the most poignant aspect of the entire exhibit: a series of portraits of those people overlaid with narrative: a Border Patrol officer who talks of watching someone die from heat exhaustion, a woman who traveled in a van with hundreds of other people, a woman who sent her kids ahead of her. Unlike the rest of the visit, these stories arent part of the guided experience they are easy to walk right past. I wonder what might happen if the experiences were reversed: first, the real people, then the holding cell and the VR. Perhaps the experience would feel less like a theme park ride.

In the VR experience, I found myself instinctively wringing my hands and politely moving out of the avatars way. If I had explored the space more, I mightve moved through one of the ciphers like a ghost, only to have a fleshy, beating heart appear in my goggles. This same heart would be found in the migrants and the Border Patrol. Its a metaphor, sure, but an abstract one. Are we really meant to leave this experience thinking all actors in this story are equal? That there are good people on both sides, and thats the extent of it?

Leaving Carne y Arena can be disconcerting. Im not a particular fan of prescriptive art. I dont like to be emotionally manipulated or told how to feel. But I found Irritus work to be doing both and neither at the same time. Here, we were put into a harrowing experience one that left me a bit exhausted and sent out into the night without much context.

Its been five years since this was made and roughly a decade since many of the stories we witnessed played out; I couldnt help but wonder: Where are these refugees now? They are the centerpiece of the show. They are the inspiration, the writers, the actors. If developing empathy for these people, or other people in their situation, is a goal of the piece, why not shed light on how their lives played out? Are they American citizens now? Are they OK?

I also wonder: Who is this experience for? Roughly 67% of the immigrants who call Dallas home are from Mexico; is it for them? Is it for the unauthorized immigrants who might see themselves in this story? If it really is realistic, would they find themselves traumatized yet again? Or, is it trying to teach a lesson to residents who have never considered fleeing their home, certainly not on foot?

After the exhibition finished a three-museum tour, one of the original producers and funders, Emerson Collective, partnered with PHI Studio and Legendary Entertainment to launch what they hope is a five-year tour. Emerson is a philanthropy group founded by Laurene Powell Jobs, the widow of Apple co-founder Steve Jobs, which creates and funds projects tied to education, immigration, health care and journalism. According to The New York Times, Emerson Collective has put most of its efforts into shaping the future of storytelling through this project and investments in media outlets including ProPublica, The Marshall Project and the Texas Observer. Emerson acquired majority ownership of The Atlantic in 2017. But its for-profit status exempts it from much financial scrutiny.

In 2018, when Emerson opened Carne y Arena in Washington, D.C., tickets were free. But in the past few years, that ended. In D.C., getting a reservation was nearly impossible; in Dallas, most tickets remain available. Here, a weekend ticket will cost you $55. Emerson representatives said proceeds allow the project to be self-sustaining. The ticket cost covers travel, staff and its recent expansion to a three-room experience, which allows more than one person to attend at once. But the price tag makes this a cost-prohibitive experience, suggesting most visitors have on some level already bought into the inclusivity it purports to inspire. Its hard enough to change someones mind; its even less likely theyll pay to have it done.

But researchers dont believe the walk a mile in anothers shoes technique always, or even usually, works. Empathetic concern, which we develop by listening to or reading someones story, is useful, ethicists at the Northwestern Kellogg School of Management say, but actually attempting to experience another persons pain or trauma can lead to disengagement. When we ask people to take on someone elses pain or trauma, they can end up numb to it. And, of course, in virtual reality experiences, we arent really experiencing the things in front of us, though we are being encouraged to have a reaction, especially an emotional one, to them.

I saw Carne y Arena twice something the friendly man who signed me in the second time told me is common. In fact, he said, people who have seen it in other cities have traveled to Dallas to see it again.

On the second viewing, I was still wringing my hands, uncomfortable, but I walked around the space a little more and even bumped into a wall before the handler could stop me. It felt more like a game it felt safer.

Carne y Arena: (Virtually present, Physically invisible) runs through May 8 at the Food & Fiber Pavilion at Fair Park, at Gate 3. $35 to $55. Open Thursday and Friday from 11 a.m. to 8 p.m. and Saturday and Sunday from 11 a.m. to 9 p.m. Visitors must be 13 or older to enter, and children ages 13 to 15 must be accompanied by a legal guardian. For more information, call 214-242-5173 or visit carne-y-arena.com.

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CARNE y ARENA virtual-reality exhibition offers an unsettling look at the migrant experience - The Dallas Morning News

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Axon Announces Acquisition of Virtual Reality Training Studio ‘Foundry 45’ – PR Newswire

Posted: at 6:31 am

SCOTTSDALE, Ariz., April 6, 2022 /PRNewswire/ -- Axon (Nasdaq: AXON), the global leader in connected public safety technologies, today announced the acquisition of Foundry 45, an industry-leading virtual reality (VR) studio focused on developing immersive training modules for large enterprises. The acquisition, which closed on April 5, 2022, will integrate Foundry 45 into the Axon VR team.

Founded in 2015, Foundry 45 has delivered virtual and augmented reality training applications to global enterprise customers including several Fortune 100 companies. Pushing the boundaries of corporate training for some of the world's most innovative companies, the Foundry 45 team builds exceptional VR experiences geared towards improving productivity, boosting knowledge retention and creating better training outcomes.

"We're thrilled the Foundry 45 team has joined Axon in our mission to Protect Life," says Chris Chin, VP of Immersive Technologies, Axon."Their team of accomplished enterprise VR training experts are a great addition to Axon and I'm excited to join forces and level-up our public safety training capabilities to make communities safer for all."

Axon's VR team is transforming public safety by making training more accessible, relevant and affordable with the goal of using new immersive technologies to better prepare officers for real-life situations in the field. Axon's VR products provide virtual reality content that helps officers develop critical thinking, de-escalation techniques and tactical skills across a diverse set of highly realistic scenarios.

Virtual reality is rapidly becoming a game-changing training tool across many industries, and the acquisition of Foundry 45 will help accelerate Axon to deliver innovative skills- and scenario-based training in public safety, and will catalyze Axon's expansion into new growth markets globally.

"I'm exceptionally proud of the work our team has accomplished at Foundry 45," says David Beck, Co-Founder and Managing Partner, Foundry 45. "We believe purpose is one of the most important elements of a company and are excited our values align with Axon. By joining their team, we are able to continue to bring our innovative vision and world-class engineers to the table to build products for public good."

Equity inducement awards of an aggregate 29,507 restricted stock units ("RSUs") were granted to two individuals in connection with the acquisition. Of the total amount awarded, 11,438 time-based RSUs will vest in equal annual amounts following the first, second, and third anniversaries of the grant date. 2,820 time-based RSUs will vest two-thirds following the first anniversary and one-third following the second anniversary of the grant date. Additionally, up to 15,249 RSUs will vest based on the attainment of three performance criteria based on content development and sales bookings. All awards are subject to continued service through each vesting date, with the exception of 7,625 time-based RSUs that would accelerate vesting in the event of an involuntary termination without cause.

Morgan, Lewis & Bockius LLP represented Axon as legal counsel in this transaction.

About Foundry 45

Foundry 45 (www.foundry45.com) uses innovative technologies to create better training outcomes for clients. We are a team of technologists and creatives who are driven to build powerful, immersive virtual reality experiences. By leveraging interactive content, we help organizations break the monotony of their current training routines while providing safer, more efficient and engaging employee training solutions. We've delivered hundreds of VR experiences for clients across the country and around the globe, including several Fortune 100 companies.

About Axon

Axon is a network of devices, apps and people that helps public safety personnel become smarter and safer. With a mission of protecting life, our technologies give customers the confidence, focus and time they need to keep their communities safe. Our products impact every aspect of a public safety officer's day-to-day experience with the goal of helping everyone get home safe.

We work hard for those who put themselves in harm's way for all of us. To date, more than 263,000 lives and countless dollars have been saved with the Axon Network of devices, apps and people. Learn more at http://www.axon.comor by calling (800) 978-2737. Axon is a global company with headquarters in Scottsdale, Ariz. and global software engineering hub in Seattle, Wash., as well as additional offices in Australia, Canada, Finland, Vietnam, the UK and the Netherlands.

Facebook is a trademark of Facebook, Inc., Morgan, Lewis, & Bockius is a trademark of Morgan, Lewis & Bockius Partnership and Twitter is a trademark of Twitter, Inc. Axon, Axon Network, Protect Life and the Delta Logo are trademarks of Axon Enterprise, Inc., some of which are registered in the US and other countries. For more information, visit http://www.axon.com/legal. All rights reserved.

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Note to Investors

Please visit http://investor.axon.com, https://www.axon.com/press, http://www.twitter.com/axon_us and https://www.facebook.com/Axon.ProtectLife/ where Axon discloses information about the company, its financial information and its business.

MEDIA CONTACT:Corinne ClarkPublic Relations ManagerMedia ONLY Hotline: (480) 444-4000[emailprotected]

SOURCE Axon

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Virtual Reality In Education Market Scope and overview, To Develop with Increased Global Emphasis on Industrialization 2029 | Avantis Education,…

Posted: at 6:31 am

New Jersey, N.J., April 11, 2022 A2Z Market Research published new research on Global Virtual Reality In Education Market covering the micro-level of analysis by competitors and key business segments (2022-2029). The Global Virtual Reality In Education explores a comprehensive study on various segments like opportunities, size, development, innovation, sales, and overall growth of major players. The research is carried out on primary and secondary statistics sources and it consists of both qualitative and quantitative detailing.

Virtual reality can help students learn by giving them memorable and immersive experiences that they wouldnt have otherwise. Its also possible to do it all in the classroom. Every student has access to virtual reality, which teachers can easily monitor. Virtual experiences have a unique and powerful ability to engage and inspire students. We wouldnt be surprised if VR made it onto the curriculum at some point in the future, given its growing popularity in education and the positive response from schools.

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Some of the Major Key players profiled in the study are Avantis Education, Sixense Entertainment, Inc, CyberGlove Systems Inc, Samsung Electronics Co., Ltd, WorldViz, Oculus VR, Cyberith GmbH, Sensics, Inc., Marxent Labs LLC, Sony Corporation, HTC Corporation, Leap Motion Inc., Jaunt, Inc., Vuzix Corporation, Alchemy VR, Google Inc., Microsoft Corporation, EON Reality Inc., Virtalis Limited,

Various factors are responsible for the markets growth trajectory, which are studied at length in the report. In addition, the report lists down the restraints that are posing threat to the global Virtual Reality In Education market. This report is a consolidation of primary and secondary research, which provides market size, share, dynamics, and forecast for various segments and sub-segments considering the macro and micro environmental factors. It also gauges the bargaining power of suppliers and buyers, threat from new entrants and product substitutes, and the degree of competition prevailing in the market.

Global Virtual Reality In Education Market Segmentation:

Market Segmentation: By Type

SoftwareHardware

Market Segmentation: By Application

ResidentialSchoolsTraining Institutions

Key market aspects are illuminated in the report:

Executive Summary: It covers a summary of the most vital studies, the Global Virtual Reality In Education market increasing rate, modest circumstances, market trends, drivers and problems as well as macroscopic pointers.

Study Analysis: Covers major companies, vital market segments, the scope of the products offered in the Global Virtual Reality In Education market, the years measured and the study points.

Company Profile: Each Firm well-defined in this segment is screened based on a products, value, SWOT analysis, their ability and other significant features.

Manufacture by region: This Global Virtual Reality In Education report offers data on imports and exports, sales, production and key companies in all studied regional markets

Market Segmentation: By Geographical Analysis

The Middle East and Africa (GCC Countries and Egypt)North America (the United States, Mexico, and Canada)South America (Brazil etc.)Europe (Turkey, Germany, Russia UK, Italy, France, etc.)Asia-Pacific (Vietnam, China, Malaysia, Japan, Philippines, Korea, Thailand, India, Indonesia, and Australia)

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The cost analysis of the Global Virtual Reality In Education Market has been performed while keeping in view manufacturing expenses, labor cost, and raw materials and their market concentration rate, suppliers, and price trend. Other factors such as Supply chain, downstream buyers, and sourcing strategy have been assessed to provide a complete and in-depth view of the market. Buyers of the report will also be exposed to a study on market positioning with factors such as target client, brand strategy, and price strategy taken into consideration.

Key questions answered in the report include:

Table of Contents

Global Virtual Reality In Education Market Research Report 2022 2029

Chapter 1 Virtual Reality In Education Market Overview

Chapter 2 Global Economic Impact on Industry

Chapter 3 Global Market Competition by Manufacturers

Chapter 4 Global Production, Revenue (Value) by Region

Chapter 5 Global Supply (Production), Consumption, Export, Import by Regions

Chapter 6 Global Production, Revenue (Value), Price Trend by Type

Chapter 7 Global Market Analysis by Application

Chapter 8 Manufacturing Cost Analysis

Chapter 9 Industrial Chain, Sourcing Strategy and Downstream Buyers

Chapter 10 Marketing Strategy Analysis, Distributors/Traders

Chapter 11 Market Effect Factors Analysis

Chapter 12 Global Virtual Reality In Education Market Forecast

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Virtual Reality In Education Market Scope and overview, To Develop with Increased Global Emphasis on Industrialization 2029 | Avantis Education,...

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Survive in Virtual Reality With Green Hell VR Later This Month – COGconnected

Posted: at 6:31 am

Creepy Jars 2019 survival game Green Hell is widely considered to be one of the best of its kind. It is perfect for those with a survivalists heart, but lack the means and know-how to do it in real life. Green Hell VR will take you one step closer to living out that dream, but without the danger of actually dying.

Green Hell VR was announced last year. It is being developed by Incuvo and Creepy Jar. While it will be available by the end of the month on Meta Quest, it will also be coming to Steam VR at a later time.

In the new trailer, Green Hell VR looks to have some very involved gameplay, more than before. Everything from crafting to building to combat is a fully engaging process. Rather than just crafting items in a menu, players will have to manually put resources together and bind them with rope. The same goes for building shelters and applying bandages.

We also see some combat against wildlife and native people (who we should probably be nicer to). Players can use spears, one-handed weapons, and dual wield weapons, while making more precise strikes than using controllers or keyboard and mouse. Again, it is more involved in VR though.

Green Hell VR will be available on April 22nd for Meta Quest. It will also be coming to Steam VR sometime in May. Green Hell is now available on PC, PS4, Xbox One, and Nintendo Switch.

Will you be trying to survive the rainforest in VR? Let us know in the comments below.

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F8 Conference Postponed as Meta Focuses on the Metaverse – Virtual Reality Times

Posted: at 6:31 am

Meta has canceled this years F8 conference and rescheduled it for later in the year. In a blog post, the company states that it is instead directing its focus to the Metaverse as it seeks to make some progress before it hosts the next F8 conference.

Due to concerns over the pandemic, the conference hasnt taken place over the past two years, anyway. However, this years postponement has nothing to do with pandemic concerns. The company is steering its efforts towards building the metaverse, an endeavor in which it is already sinking billions of dollars annually. Metas Director of Developer & Startup Programs stated that the company is taking a brief break in programming and will instead put more effort into new initiatives which are tailored towards building the next chapter of the internet.building the metaverse. However, Meta will still host the XR-focused Connect event later this year.

The Facebook F8 event is typically held in the first half of every year with the event normally occurring between March and June. The event wasnt held in 2009, 2012, and 2013 and the 2011 F8 even was held in September.

The F8 event mainly focuses on the companys traditional businesses including Instagram, Facebook, Messenger, and WhatsApp. The last time the venue saw any major announcements were during the 2019 F8 event during which the company announced its widely successful Oculus Quest and Oculus Rift S headsets. During that event, the company had also teased its body-tracking research.

Facebook has been hosting separate annual conferences for Virtual Reality and Augmented Reality since September 2014. Before its rebranding last year, the event was known as Oculus Connect. The Connect has also been a platform for the launches of immersive technologies from Meta and other industry players. The Samsung Gear VR was unveiled at Oculus Connect. Oculus Connect 3 saw the launch of the Oculus Touch Controllers while Oculus Go was unveiled at the Oculus Connect 4. Oculus Quest arrived at the Connect 5. Metas controller-free hand tracking as well as the Oculus Link PC VR connection for Quest were unveiled at the Connect 6.

Oculus Connect was rebranded to simply Connect in 2020 which also saw the dropping of the numbering sequence. The Connect 2020 also saw the launch of Metas most successful VR headset ever, the Oculus Quest 2.

The biggest development at the Connect conference in 2021 was Facebooks rebranding to Meta, a move that spawned a massive interest in the metaverse. During last years Connect, Zuckerberg also announced the high-end headset effort Project Cambria and teased an Augmented Reality glasses prototype.

Metas Chief Scientist Michael Abrash has typically showcased the companys research and development work on the long-term prospects of virtual reality and augmented reality at the Connect conferences. These are futuristic technologies that may not even be productized.

This years Connect conference will, therefore, take place much later in the year, unlike previous events.

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Envisioning the Future of Healthcare Construction through Virtual and Augmented Reality – Mile High CRE

Posted: at 6:31 am

By Lina Stinnett, VDC Director, JE Dunn Construction

For an industry undergoing drastic change, the ability of healthcare employees to be adaptable iscrucial, as are the facilities in which they work. The flexibility of these buildings addresses healthcaresconstant evolvement over time and responds to the changing needs of the workforce, patients, andtechnology integral to a healthcare facility. In response, collaborative construction partners are turningto innovative technologies like Virtual Reality (VR) and Augmented Reality (AR) to transform theirhealthcare clients futures. As it relates to construction, the healthcare industry has seen invaluablebenefits from both of these applications. These tools help validate the constructability and usability ofcrucial specialty spaces by immersing all team members in the process. JE Dunnhas embraced the use ofVR and AR in the construction of healthcare facilities, most recently at Parkview Medical Center in Pueblo, ontheir new Orthopedic Hospital and Cancer Center projects.

Similar to many technological advancements, there were reservations about VR and AR being introduced tothe construction site. Yet, when team members and staff personnel were trained on the technology andbecame comfortable using it to its full potential, their mindset changed and quickly became advocatesfor leveraging these technologies to help achieve the desired end product.

JE Dunn began implementing VR and AR into the process of healthcare construction at Parkview MedicalCenter in 2018 during the expansion and renovation of the emergency department. Now, the projectteam is utilizing the technology for the third time on the main Parkview campus for their new CancerCenter. While these functional exercises have altered and developed over time, the results havemaintained certain and offered value to the Parkview client.

The best use of Virtual Reality begins during the design phase when the project team is still collaboratingon the evolving design. Multiple user groups including owners, doctors, nurses, architects, and facilitiesstaff have been able to fully immerse themselves in their respective spaces and provide early, real-timefeedback for the design documents prior to design completion. Augmented Reality acts similarly toVirtual Reality, only later on during the construction phase where more groups are involved like keymechanical and electrical trade partners, for example. With the use of a mobile device and the ARapplication, end users can utilize the BIM (Building Information Modeling) model to visualize theiroverall space and equipment layout within its actual physical space at the project job site. This helpsvalidate that the design is being constructed the way it was intended to be per consensus from the entireproject team. Both processes bring unique groups together into one setting during the various phasesof design and construction, to ensure harmonious and accurate construction of the facility that meetsand exceeds the clients expectations.

JE Dunn Senior Superintendent, Tony Scovel states, Prior to using these applications, end-users wouldhave to go off of construction documents or a full-scale mock-up to envision what their space wouldlook like. Prior to completion, its difficult for them to understand the relationship between the majormechanical and electrical systems, millwork, and equipment. The VR and AR capabilities let end usersvisualize how equipment, furniture, and millwork fit in the room, allowing JE Dunn to capture anydeficiencies that may need to be adjusted. This saves time and cost on any modifications, especiallywhen the project is in the middle of installing final finishes.

The value of these applications extends past design and construction, as JE Dunn has also experiencedtheir relationship grow and become stronger with the Parkview Medical Center team. JE Dunn worksdirectly with the medical staff during these exercises to ensure proper placement of furniture andequipment and for the ability to understand the clients needs for the facility.

Reverse mentorship has also been a major opportunity for growth at JE Dunn. The VR and AR presenceat Parkview and other healthcare facilities is a great way to apply reverse mentorship to maximize ateams talents. Much like the hospital staff, technology was a foreign language to superintendentsand project managers who have become accustomed to doing most of their work manually or by hand.

The current generation entering the workforce embraces new technology as it is second nature to them.This up-and-coming, technologically-innate generation has connected with the experiencedsuperintendents and project managers to create a working partnership that enhances the overallexecution of a project.

Being able to envision and virtually walk through their spaces before construction is complete has beena game-changer to many healthcare facilities and their professionals. With ever-evolving changes in thehealthcare industry, the adoption of AR and VR will continue to improve all facilities, not only for ownersand their staff, but for all members of their respective communities who benefit from these hospitalsand the services they provide.

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Virtual reality entertainment group reports expansion and stronger trading | TheBusinessDesk.com – The Business Desk

Posted: at 6:31 am

Immotion Group, the Salford-based virtual reality entertainment specialist, says first quarter trading has been more than double that of the previous year, as it revealed expansion of its operations in the US and UK, including a Manchester site.

In a trading update, ahead of the release of its annual results on April 26, the group said first quarter revenue of around 2m is more than double the 0.8m in 2021. Its location based entertainment (LBE) revenue was approximately 1.8m, against 0.6m in the same period last year.

March revenue of around 1m was bolstered by the US spring break and increased capacity at its Mandala Bay installation.

Subject to final audit, Immotion expects its underlying financial results for 2021 to be EBITDA of circa 0.9m on a total revenue of 9.4m.

The business has expanded operations during the year with the signing of new partner sites in the core LBE division, involving a total of 24 new seats.

New sites are:

Including the increased capacity at Odysea Aquarium and Shark Reef Aquarium, located inside Mandalay Bay Resort & Casino in the US, this will bring the total number of new seats installed in 2022 to 42.

Following these installations, the company will have 402 headsets operational across 49 sites.

Following the launch of its Gorilla Trek immersive experience at IAAPA in November last year, Immotion is at an advanced stage of negotiations with a number of major zoos and says it will announce some significant additional zoo signings in the coming weeks.

Chief executive, Martin Higginson, said: Delivering EBITDA of circa 0.9m on revenue of 9.4m compared to revenue of 2.8m and an EBITDA loss of 1.7m in 2020 shows the progress the company has made.

Trading in the first quarter of this year, especially in our Location Based Entertainment business, has been very encouraging. With unaudited group revenues for the first quarter of 2022 more than double that of the same period last year we are poised for further solid year on year growth. It is great to be adding a further 24 headsets to the portfolio and to be hitting the 400 headset mark.

He added: The roll-out of our Gorilla Trek experience into zoo partners is well under way, and with several sizeable theatre style installations in the wings we are confident the zoo market and other prospects will help us move closer towards the 500 headset mark.

Rod Findley, group commercial director said: With our aquarium offering we have carved ourselves a category in which we believe we are the market leader.

Our immersive films offer our partners the ability to both educate and entertain their customers in a new and unique way, while driving significant additional revenue for them. We are excited to be rolling this model out into the global zoo market.

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