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Category Archives: Virtual Reality
Data Visualization Market Size to Reach USD 20.16 Billion in 2028 | Rapid Development in Augmented Reality and Virtual Reality Technologies for Better…
Posted: January 27, 2022 at 11:50 pm
VANCOUVER, BC, Jan. 26, 2022 /PRNewswire/ -- The global data visualization market size was USD 9.48 Billion in 2020. Continuous developments in data visualization solution are driving market revenue growth during the forecast period. Various factors such as generation of large data volumes and rising need for multi-device access facilities are driving adoption of data visualization tools by large-, medium- and small-scale enterprises globally.
Drivers: Rising need for interactive virtual representation of data for speedy business actions
Data visualization enhances presentation of data and makes it easy to understand. Various data visualization elements such as graphs, charts, tables, and tools are being widely used to communicate data insights, which also helps in fast decision making. Furthermore, using cloud computing adds flexibility to the process of managing and scaling high-volume data and deriving useful value out of it. Hence, rising demand for quick decision making and rapid adoption of cloud computing are key factors expected to continue to drive market revenue growth during the forecast period.
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Restraints: Lack of skilled workers
Proper implication of data valuation requires sound technical knowledge of data valuation tools and software. Lack of skilled resources as well as high implementation costs are key factors hindering market revenue growth.
Growth Projections
The global data visualization market size is expected to reach USD 20.16 Billion in 2028 and register a revenue CAGR of 10.2% over the forecast period, according to the latest report by Emergen Research. Rapid adoption of data visualization tools and software among small- and medium-scale enterprises is expected to continue to boost market revenue growth during the forecast period.
COVID-19 Direct Impact
The COVID-19 pandemic had major impact on global economic conditions, which also affected global data visualization market. Severe slowdown in the global technology industry due to halt in current and upcoming projects had resulted in significant decrease in demand for data visualization tools and solutions. However, towards the end of first quarter of 2021, the market began to regain some pace with an increase in demand for data visualization tools to track the impact of COVID-19. With growing use of line charts, bar charts, and choropleth maps in news and social media platforms, simple visualization tools have become a key mode of communicating data with the general public. As a result, the market is projected to register more than average revenue growth rate during the pandemic for a few years going ahead.
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Current Trends and Innovations
Innovation and advancement in data visualization tools have helped market achieve significantly higher revenue growth. For example, with the launch of Slack-First Analytics application, Tableau is providing greater access to insights from slack. Slack analytics dashboard gives a better insight into an organization.
Geographical Outlook
Market in Asia Pacific is expected to register a significantly rapid revenue growth rate during the forecast period due to growing awareness among various companies to explore new patterns in data silos. Furthermore, commercialization of artificial intelligence (AI) and machine learning (ML) technologies in developing countries such as China and India is boosting demand for data visualization tools in this region.
Strategic Initiatives
In March 2021, Alteryx Inc., which is a California-based computer software company partnered with Tech Data with the aim of simplifying analytics, data science, and process automation to accelerate digital transformation for customers.
Some Key Highlights from the Report
Explore Complete Report Description and Table of Contents of Data Visualization Market [emailprotected] https://www.emergenresearch.com/industry-report/data-visualization-market
Emergen Research has segmented the global data visualization market on the basis of component, deployment, enterprise, end use, and region:
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About Emergen Research
Emergen Research is a market research and consulting company that provides syndicated research reports, customized research reports, and consulting services. Our solutions purely focus on your purpose to locate, target, and analyze consumer behavior shifts across demographics, across industries, and help clients make smarter business decisions. We offer market intelligence studies ensuring relevant and fact-based research across multiple industries, including Healthcare, Touch Points, Chemicals, Types, and Energy. We consistently update our research offerings to ensure our clients are aware of the latest trend's existent in the market. Emergen Research has a strong base of experienced analysts from varied areas of expertise. Our industry experience and ability to develop a concrete solution to any research problems provides our clients with the ability to secure an edge over their respective competitors.
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How real could virtual reality become? – The Boston Globe
Posted: January 24, 2022 at 10:10 am
The challenge of understanding virtual worlds is something David Chalmers has considered for some time. In 2003, Chalmers, professor of philosophy and neural sciences and codirector of the Center for Mind, Brain, and Consciousness at New York University, wrote The Matrix as Metaphysics for the official website of The Matrix movie, which hooked audiences on a longstanding philosophical question: Whats real?
In his new book, Reality+: Virtual Worlds and the Problems of Philosophy, Chalmers defends the counterintuitive ideas of virtual realism: that virtual reality is a genuine reality; digital objects are not illusions; and, eventually, life in virtual worlds may be our best option. Our conversation has been condensed and edited.
Imagine we conducted this interview in virtual reality that we put on headsets, we logged on to a social VR platform, and our cartoon avatars talked in a digitally rendered caf. Since the avatars and the caf are computer-generated, its tempting to say theyre fictional, like characters and settings in novels and films. Why do you believe theyre real?
In a Lord of the Rings video game, we play fictional characters, but an ordinary conversation between two people in VR is perfectly real. Theres nothing fictional about it. Our avatars are real digital objects and the caf is a real digital space. Digital objects arent the same as physical objects, but theyre still real. They make a difference and theyre not all in our minds. Were really meeting in a virtual caf and having a real conversation. In the future people might genuinely be employed in virtual worlds and build real relationships. Thats not a fiction!
Lets further imagine we sat our avatars down on virtual chairs at opposite sides of a virtual table. Since we would perceive the table and chairs to be in physical space, its tempting to say virtual reality tricks us. Why arent these objects illusions?
If you perceived virtual tables as physical tables out there in physical space, that would be an illusion. But sophisticated users of VR dont perceive things this way. They know theyre in VR and perceive and interpret everything that way. They perceive virtual objects as being in virtual space. Thats no illusion. Its what I call the sense of virtuality.
Imagine we conducted this interview in the distant future. An AI-controlled avatar comes up to us and says, Pardon me for interrupting, but I find your conversation fascinating. You have said you believe that if science and technology become sufficiently advanced, the avatar may be conscious, not merely an intelligent chatbot. Since the avatar lacks a biological brain, how is this possible?
If the avatar is anything like a current chatbot, it wont be conscious. But if it has something like a simulated brain, I think it may well be conscious. I dont think theres anything special about biology. In principle, we could swap out our neurons for silicon chips and stay conscious. In my view, consciousness is tied to certain patterns of information processing and not to a specific biological substrate.
But how likely is it that a digital entity will ever match or approximate the complexity of human consciousness? After all, the biochemistry of the human brain plays a fundamental role in what we understand and experience.
The human brain seems to be a complex machine, with 86 billion neurons interacting in complex patterns. In principle, it should eventually be possible to simulate that machine by simulating its parts and their interactions. Complexity is no bar to digital entities having the same sort of consciousness as human brains.
Imagine the avatar continues to speak and says, Its immoral that most humans treat digital beings like me as mere objects. Why do you believe the avatar deserves better if its conscious?
Id argue that the reason humans deserve moral respect is that we are conscious. It follows that if a fully simulated human brain has humanlike conscious states, then that system deserves the same sort of moral respect that humans do. For example, torturing a conscious AI would be just about as bad as torturing a conscious human. Im sure that if we ever develop conscious AI systems, theyll agree.
Lets say that after we finish talking to the AI avatar, you tell me youre finding VR so satisfying youre considering spending most of your time there perhaps permanently uploading your mind and abandoning physical reality. How would you defend this decision?
I like physical reality! And I dont recommend abandoning it for VR anytime soon. But I can imagine a distant future in which physical reality is degraded and VR offers a far better environment with much richer experiences, richer relationships, and the possibility to build new societies. In that case, I think a life in VR could be just as meaningful as a life in the physical world. Wed certainly need to take care of physical reality, and some people might go back and forth. But I think it would be defensible for many people to spend their lives in virtual reality.
Wouldnt it be frightening to disappear into virtual reality and leave our physical bodies so vulnerable to abuse and neglect? And wouldnt it be tragic to stop treating natural wonders, family heirlooms, and historically significant artifacts as irreplaceable?
Yes, we have to treat our bodies well. Thats one reason for keeping a firm footing in physical reality. In the long term, there will be new technologies for taking care of our physical bodies while were in VR and perhaps even for migrating to new digital bodies. But the physical world will always have special significance, just as the earth will always have special significance when we explore the galaxy.
How could VR offer better possibilities for building and maintaining meaningful relationships than physical reality?
Friendships built in virtual worlds such as Second Life can already be as meaningful as ordinary friendships. They bring new possibilities: They allow old friends to stay in touch, and they allow aging and disabled people without full access to physical reality to make new friendships. Of course, sexual relationships are quite limited in current VR. But new technologies such as brain-computer interfaces will gradually widen the possibilities. One long-term possibility is illustrated in the Black Mirror episode called San Junipero, in which a dying couple upload themselves to a digital world to continue their relationship there.
Weve been talking about VR without mentioning Big Tech. Suppose companies like Meta Platforms (formerly Facebook) exert a powerful influence on how virtual worlds are designed and governed. Do you think well be able to avoid further degradations of privacy and the emergence of more potent forms of harassment and bullying?
Most virtual worlds now are corporatocracies, governed by corporations. Corporations are in effect the gods of these worlds, potentially all knowing and all powerful. This has the potential for manipulation and abuses of privacy far worse than we already find with social media. For this reason, I hope that there will be a robust environment of virtual worlds, many of which are owned and controlled by users rather than by corporations. If there is real choice between virtual worlds, there may be less abuse.
Theres another way the profit orientation of companies can limit the potential of VR. Companies can create markets where luxury goods and services differ immensely from basic ones. Are virtual worlds likely to exacerbate inequalities?
One big difference between VR and physical reality is that material goods in VR are abundant. Its near trivial to duplicate a car or a house in VR. This opens up the possibility of a post-scarcity economy where material goods are well distributed. I dont think this will be an egalitarian utopia. Profit seekers will inevitably develop forms of artificial scarcity, like the non-fungible tokens that cant be duplicated. And relations of power and domination will still be there. But the abundance inherent in virtual worlds at least opens up new possibilities for social justice.
Evan Selinger is a professor of philosophy at the Rochester Institute of Technology and an affiliate scholar at Northeastern Universitys Center for Law, Innovation, and Creativity. Follow him on Twitter @evanselinger.
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In virtual-reality gym, worlds of gaming and exercise collide – KTVU San Francisco
Posted: at 9:43 am
In virtual-reality gym, worlds of gaming and exercise collide
Take a peek at the future of fitness with KTVU's Henry Lee who got a workout at a virtual reality gym in San Francisco.
KTVU crime reporter Henry Lee got a chance to experience a virtual-reality gym in San Francisco the other day.
"I dont know whats real anymore!" he said, waving his hands while appearing discombobulated in a VR headset.
An explanation might be in order.
Henrys assignment was to visit the Black Box Virtual Reality Gym on Market Street in San Francisco. He met up with general manager Javi Garza.
"We are the worlds first reality gym. So basically were combining VR and gaming with serious fitness," Garza said.
That got Henry worried, as he usually deals with real-life news. Hes not a gamer, and he says hes not "seriously fit."
"We know traditional gyms are not for everybody. It can feel like a chore," Garza said.
Thats certainly true for Henry. But for this assignment, he got ready. Before dawn, he did some cardio with his wife at home.
He also decided to create his makeshift VR squat by donning a sleep mask, his sons earmuffs and his DVR remote. (Henry asks that you please excuse his form.)
He also did some running. "Boy! This is some hard work," he said while hoofing it on a hill.
But it turns out, this gym isnt about cardio but rather resistance training and muscle endurance. And everythings specially tailored for you.
"Our workouts, theyre very unique and are customized to each individual persons threshold," Garza said.
Even if Black Boxs motto is "you are the hero" you dont have to be a hero.
Henry has seen videos online in which people wearing VR headsets fall flat on their faces.
Henry asked Garza, "So you dont think Im going to fall why not?"
"No, because the room is perfectly scaled, so you know where you have to go to," Garza replied.
And then, it was time to strap on.
"Boy, I feel like a superhero already," Henry said after attaching special sensors on his arms.
"Very Wonder Woman-esque," Garza said.
It was surreal.
"Where did everyone go?" Henry exclaimed. "This is, this is like the Matrix. This is, this is - where did you guys go? Hold on, is this even a real bottle?" he asked grasping at what looked like a tangible bottle.
"No," Garza said, laughing.
Henry said he could feel his Hokas sneakers, but it was more like hocus-pocus, because he couldnt see his shoes through the headset.
He was connected to a surround-sound personal training system, an automated cable pulley machine.
He did rows. Chest presses. And squats. (Again, please excuse his form.)
But in the VR world, he was breaking through gates, destroying the enemy crystal and earning points. He was racking up gamer cred and feeling it in his muscles.
"Its like an alternate universe," Henry said once he took off the gear.
"Yeah, I think thats the whole purpose behind Black Box VR," said Garcia. We want you to be so immersed in what youre doing that youre forgetting that youre exercising."
That certainly happened. Henry admitted that he was a little scared at first, but in reality, he had a blast.
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In virtual-reality gym, worlds of gaming and exercise collide - KTVU San Francisco
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BWW Review: THE NETHER at The Weekend Theater explores the darker side of virtual reality – Broadway World
Posted: at 9:43 am
If you are looking for a thought-provoking, sci fi mystery, slightly uncomfortable experience, you do not want to miss The Weekend Theater's production of THE NETHER, running through February 6th, at 1001 W 7th Street, in Little Rock. Winner of the 2012 Susan Smith Blackburn Prize, THE NETHER, written by Jennifer Haley, is set in the very-near future (Metaverse is being created as we speak) where virtual reality is a full-sensory environment and can be used to fulfill the user's deepest desires.
"I was interested in morality in virtual reality and whether forms of morality should be governed, especially [when] virtual reality became closer to feeling real; and then as I wrote the play it really became an exploration of intimacy in virtual reality," Haley said in an interview on indiegamereview.com.
Before proceeding, I want to warn you that this show is for mature audiences only.
Directed by Chris Klinger, THE NETHER opens with Sims/Papa (Paul Bowling), the creator of The Hideaway, being questioned by Investigator Morris (Virginia Hirsch) about where the server that runs The Hideaway is located, with intentions of shutting it down due to the nature of the world Sims created. What kind of world is it you ask? One where you can act out pedophilia and then become an axe murderer. According to Sims, everyone is consenting adults and says that it is better to act out these desires in The Nether instead of the real world. Morris is, of course, concerned that acting out these desires in The Nether has some serious consequences in the real world. Morris also interviews Mr. Doyle (Byron Taylor) and tries to get him to give up information on Sims.
At The Hideaway, most people are interested in Iris (Heather Hooten), a nine-year-old girl who is an employee of The Hideaway and encourages people to perform their darkest inclinations. Undercover, Mr. Woodnut (Alan Malcolm) befriends Iris while proceeding with the program. Throughout the play, the interlocking relationships become more complicated and feelings are examined.
THE NETHER is designed to leave you asking questions about what is right and wrong. Is it right or wrong to govern and prosecute on the internet if the immoral acts are only virtual with consenting adults? What about privacy? Is it right or wrong to hunt these immoral people down in real life when they were under the impression that their activities were private? How far should the government snoop into the privacy of others on the internet? On a more personal level, how do you navigate feelings online? Can your intimacy needs be met in The Nether? Should you act out immoral acts in The Nether just because you can?
Performance wise, after getting past the feeling that I really should not like this play, I applaud The Weekend Theater players. They did a fantastic job of storytelling. I was shocked, I was intrigued, and I had real feelings for these characters. I will remember this experience for a long time.
For tickets to see THE NETHER, check out their website at https://www.weekendtheater.org or visit https://centralarkansastickets.com/organizations/the-weekend-theater. For the Playbill, go to https://www.playbillder.com/show/vip/The_Weekend_Theater/2022/The_Nether_107496.
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New Frontier virtual reality experience is based on creator’s monthlong incarceration in an internet addiction camp – The Park Record
Posted: at 9:43 am
In 2007, Mengtai Zhang spent a month in one of Chinas infamous internet addiction camps.
The Chinese government, which deemed internet addiction as a public health crisis in the early 2000s, treated the so-called electric heroin and spiritual opium of video games in a way that bordered on the inhumane and cruel, according to Zhang.
In my experience there were a lot of crazy things going on, and while I was there, I didnt think they were really doing research about internet addiction, he said. I think if my parents knew that, they wouldnt have sent me there.
Zhang, whose parents determined he was a teenage internet addict who needed help, felt many of the kids who were sent to these camps were not addicted to the internet, but were using it to escape turbulent family dynamics.
In my own experience, my parents had been fighting for a divorce for quite a long time, and while I was in the camp, I met many patients who also experienced family conflicts.
This was one of the issues Zhang wanted to bring to light with Diagnosia, an immersive virtual reality documentary that is part of the 2022 Sundance Film Festivals New Frontier program.
Ive had this idea since 2018, he said. When news about gaming disorder had been recognized as a formal mental disorder by WHO, I was pretty shocked, because I saw this as not quite a mental disorder.
So Zhang decided to not only reflect on his own experience, but also do his own research about internet addiction in China and around the world.
His first project was an animated two-video installation that told his experience in an abstract way, said Lemon Guo, lead artist, producer, composer and sound designer of Diagnosia. It was based on his experience, but more in line with a short story about a man escaping from an addiction camp.
That video still contained immersive elements, according to Zhang.
The audience was sandwiched between two large screens, and they could walk around and decide what they wanted to look at, he said. I kept that idea in mind about the immersive and how to allow people to experience it from a first-person perspective.
The next interaction of the project was a web-based VR experience.
People could log in and write about how they felt about the internet, he said. It was a short experience, so we decided to develop it more.
Sponsorship from the International Documentary Film Festival Amsterdam (IDFA) in 2021 gave Zhang and Guo the boost needed to make Diagnosia into a full virtual reality experience.
We also got additional funding from a New York organization called Wave Farm, so we were able to have some more help on the coding and 3D modeling, Guo said.
The two, with the help of programmer Ethan Edwards, who helped with the coding, finished the project in 2021, in time to premiere it at IDFA.
Zhang and Guo worked through many challenges to get Dianosia to IDFA.
A huge undertaking was writing the story, Guo said.
In 2018 Mengtai wrote a memoir that detailed his entire experience in the camp, she said. So we started there.
Zhang also wanted viewers to have a comfortable VR experience.
People who dont have a lot of experience with VR might get motion sickness, he said. So we tried to limit the duration of each segment to 20 or 30 minutes. And me and Lemon spent a lot of time deciding what parts went where.
That meant we had to boil down a whole month of the camp into 30-minute stories, Guo said. One challenge for VR is you cannot cut between scenes the same way you do with film. We had to figure out how to build a limited number of scenes and have things happen within the scenes.
The two also had to learn how to code.
There is a lot of coding, but fortunately we had Ethan, who joined later on who helped us crack some of the difficult parts, Guo said.
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MobiDev Listed Top 5 Augmented Reality Trends of 2022 | National News | kpvi.com – KPVI News 6
Posted: at 9:43 am
ATLANTA, Jan. 24, 2022 /PRNewswire/ -- With a large market to tap into, providing AR experiences can be a competitive edge in many industries. The improving technology also stands to allow for greater efficiency in the workplace. Experts at MobiDev looked at some of the augmented reality trends driving innovation in 2022.
Trend 1 Healthcare and Augmented Reality
With the continued restrictions associated with Covid-19, the use of augmented reality solutions is becoming increasingly important to address issues such as the complexity of remote patient support and the increased burden on hospitals. This includes both telesurgery solutions and mental health apps that are helping people to maintain psychological balance during these difficult times.
Trend 2 Powering Indoor and Outdoor Navigation
AR navigationhas become more fluid and achievable than ever before. Most importantly, the rise of technologies like Bluetooth Low Energy (BLE) antennas, Wi-Fi RTT and ultra wideband (UWB) make indoor navigation much more viable than in previous years. One of the most useful applications of this technology is for displaying AR directions in large indoor locations like distribution centers, shopping malls, and airports.
Trend 3 Augmented Reality and Remote Assistance
According to Owl Labs, in 2020 nearly 70% of workers in the U.S. working full time, work from home with video conferencing being the lifeblood of telework. However, we lose an entire dimension of context, moving into two dimensional space instead of three - augmented reality software can help at least partially restore that lost dimension of space back into the conversation.
Trend 4 The Metaverse, Live Events, and Social Upheaval
The concept of the Metaverse and upheaval of digital communication with extended reality space has been around for some time. Although the metaverse is very focused on VR spaces, the movement will likely transform AR's use in businessand consumer contexts as well.
Trend 5 AR In Education
AR in education simplifies the perception of information and leverages technology to enable teachers to demonstrate virtual examples and gamify the learning process. This increases student engagement and speeds up the process of mastering the materials. Augmented reality based apps can also give students access to unique learning environments that are difficult or even dangerous to experience in real life without proper preparation.
More detailed information about Augmented Retail Technology Trends in 2022 can be found at:
https://mobidev.biz/blog/augmented-reality-trends-future-ar-technologies
MobiDev is a US/Ukraine software engineering company focused on helping visionaries create their products. The company invests into technology research and has years of experience building AI-powered solutions, implementing machine learning, augmented reality, and IoT.
Media contact:
Nana Hrytsenko
888-380-0276
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Virtual reality: Getting married in the metaverse – Arkansas Online
Posted: at 9:43 am
Traci and Dave Gagnon met in the cloud, so it only made sense that their wedding took place in it. On Labor Day weekend, the couple -- or rather, their digital avatars -- held a ceremony staged by Virbela, a company that builds virtual environments for work, learning and events.
Traci Gagnon's avatar was walked down the aisle by the avatar of her close friend. Dave Gagnon's avatar watched as his buddy's avatar ambled up to the stage and delivered a toast. And 7-year-old twin avatars (the ring bearer and flower girl) danced at the reception.
How the immersive virtual world known as the metaverse, which few of us understand, will change the traditional wedding is, at the moment, anyone's guess. But the possibilities of having an event unfettered by the bounds of reality are interesting enough to consider.
Because of the covid-19 pandemic, technology is already being incorporated into ceremonies more than ever. Zoom weddings have taken place, and some in-person ceremonies now feature a livestream component for guests who cannot be there. Last year, a couple whose wedding was canceled because of the pandemic staged a (nonlegal) ceremony within Animal Crossing, a popular video game.
CURRENTLY NOT LEGAL
Like a ceremony within a video game, any weddings that occur solely in the metaverse are currently not legal. (Even virtual weddings by video conference, which many states allowed during the height of the pandemic shutdowns, have since been outlawed in New York state and elsewhere.) Still, the metaverse will take these virtual celebrations much, much further, experts say, and offer almost boundless possibilities to couples.
"There are no limitations," said Sandy Hammer, a founder of Allseated, which creates digital planning tools for weddings. The company is investing in the metaverse by creating virtual versions of real-world event spaces like the Plaza Hotel in New York. "If you really want to do something different, in the metaverse you might as well let your creativity go wild."
Think guest lists that number in the thousands. Gift registries that feature NFTs, or nonfungible tokens. Maybe even destination weddings in space.
"They're going to take their friends on a space rocket," Hammer said, adding that she envisions wedding parties globe-trotting virtually. "A bride can transport her guests into the metaverse: 'I want my morning session to be in Italy, my evening session to be in Paris.'"
'ADD WHIMSY AND FANTASY'
Nathalie Cadet-James, a wedding planner and designer based in Miami, is approaching the metaverse with "a beginner's mind of excitement," and trying to anticipate how her role will change. "I think my role might be more like a producer or film director," Cadet-James said. "I could create a set that I've enhanced. Flowers might come out of the ground as you're walking into the space. I would add whimsy and fantasy to it -- because we could."
Of course, this would require the skills of a software engineer, a role not in any typical wedding budget at the moment.
The Gagnons had a hybrid wedding of sorts. The two were married in person Sept. 4 at Atkinson Resort & Country Club in New Hampshire, where they live, in a ceremony officiated by David Oleary, a friend and colleague of theirs ordained by the Universal Life Church, while simultaneously hosting a virtual ceremony in Virbela.
They livestreamed their nuptials for those who could not be there in person. Guests of the virtual ceremony attended via computer, which required downloading software and then creating an avatar.
Traci Gagnon, 52, and her husband, 60, work as agents at eXp Realty. The brokerage has embraced virtual work and the metaverse and is part of eXp World Holdings, which also owns Virbela.
MET AT A COMPANY EVENT
Before the couple met in person, their avatars met at a company event in Las Vegas in 2015. And when they announced their engagement in 2019, their co-workers offered to remake Virbela's cloud campus into a wedding venue, free of charge. (Traci Gagnon estimated that it would have cost $30,000 had they paid for it; representatives for Virbela declined to disclose a price for the event.)
The Gagnons sent pictures of themselves and their wedding decor to Virbela's events team and software engineers, who incorporated personalized details like bird of paradise flowers and images of their in-person venue into the virtual ceremony.
"They were able to take my wedding dress and customize it, and take a little flower halo and put it on my hair," Traci Gagnon said.
Patrick Perry, director of event sales and partnerships for Virbela, said the cost of holding an event in the metaverse "depends on what you want," adding, "if there's an engineer building out an MGM ballroom or something of that nature, then the cost goes up," ranging from a few thousand dollars to well over $10,000.
'MORE PLUG AND PLAY'
But, Perry said, as the metaverse gets built out, "there's going to be more plug and play assets." Wedding couples will be able to select from pre-designed venues, flowers, tablescapes, dresses, musical entertainment and other elements.
Virbela was designed to be an immersive platform for organizations to host events and build a sense of community in the metaverse. But users have asked the company to host graduations, bar mitzvahs, weddings and other celebrations. Lately, Perry said, Virbela has started to explore the wedding market and is in the planning stages with a few couples.
Hammer said Allseated has not yet worked with a couple interested in having a wedding that only takes place in the metaverse. In addition to the legality of such a ceremony, a hybrid event like the Gagnons' is "much more in-demand and realistic," she said, "because couples want both in-person and virtual experiences."
THE CONNECTION IT OFFERED
For Traci Gagnon, who hired two videographers, one to capture the in-person event and another to simulcast the ceremony to the cloud, the whole point of the metaverse element was the connection it offered.
Her maid of honor, who is ill, was still able to walk her down the aisle, if virtually. And Dave Gagnon's friend, who was unable to attend because his wife has pre-existing health conditions, could deliver his toast. The experience of moving through a virtual world as an avatar -- a kind of idealized version of yourself -- creates a more immersive, emotionally satisfying experience than Zoom, Traci Gagnon said.
"There is a different level of connection" with the metaverse, she said.
Being a metaverse bride had other benefits, too.
"I'm always a size 4, even in January," she said, laughing. "And I never have a bad hair day."
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IT students help train custodial staff using virtual reality – News – The University of Sydney
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The projects came together over Zoom, primarily last year during the pandemic. Despite the challenging circumstances, the students, all of whom are from China, found it incredibly enriching.
Prior to this project, I had no work experience. Working on this project felt like working in a real company, said student, Chenyue Hu.
Another student, Vera Wang, said the project gave her the confidence to interview for jobs in her home country, China, once she completes her degree.
It gave me a better idea of how to interact with potential future colleagues especially as we collaborated online which made it extra hard. she said.
Ms Venkataramani said they students grew both personally and professionally from the projects.
They went from being reticent to talk to the client to having smooth interactions, she said.
On a professional level, the students learned to use Unity a very current cross-platform game engine, which she said will make them highly employable.
Mr Rouse agreed, noting he was impressed by how the students navigated several steep learning curves improving their English, mastering the use of new technologies, and working as a team for the first time.
After we first met with the students, I was concerned that they hadnt grasped the project outline. They were quite quiet, he said. By the end of the project, however, his chief sense was gratitude: he even gave the students certificates of completion and reference letters.
The projects are currently being refined by the Universitys TechLab team for compatibility with latest VR headsets, as well as scalability. They are due to be rolled out by Youth Justice NSW shortly.
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Japanese submarine, sunk in WWII and later bombed by salvager, is VR ready – Livescience.com
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A new virtual-reality experience brings to life the wreck of a WWII Japanese submarine that almost met its demise twice; after the Allies sank it in 1942, the sub was then bombed with explosives 30 years later by an angry salvager who wanted its scrap metal. The VR video is based on a recent survey of the site.
The wreck of the I-124 submarine, on the seafloor about 50 nautical miles (90 kilometers) northwest of the Australian city of Darwin, is protected as a war grave roughly 80 crewmen were on board when it was sunk by Allied forces in 1942.
That designation means that most divers are forbidden from visiting the wreck, with such access being strictly controlled; so the new VR experience is a rare chance for people to see what the wreck now looks like, maritime archaeologist John McCarthy of Flinders University in Adelaide, Australia, said in a statement.
Related: Photos: WWI-era German submarine wreck discovered off Scotland coast
Versions of the new video are available on YouTube in English and Japanese, as historical interest in the wreck is especially strong in Australia and Japan, according to the statement. Both recordings can be viewed with VR headsets, or as "immersive video" on flatscreen devices, such as computer monitors and smartphones.
"Drawing on our data, and historic ship plans and photographs, we've created a virtual dive experience in which the video takes the viewer through the data gathering process, and then takes you down into the deep, to experience the wreck firsthand," McCarthy said.
I-124 was built in the late 1920s for the Imperial Japanese Navy. It was one of a new class of submarines based on a German Type UB III U-boat that had been given to Japan as part of reparations after WWI.
During WWII, I-124 was active off the coast of Darwin, laying mines and raiding enemy ships. But Allied code breakers intercepted its radio signals back to Japan, leading Australian warships to track it down on Jan. 20, 1942 almost exactly 80 years ago.
Related: What is the oldest-known archaeological site in the world?
A fierce battle ensued, including a near-miss of an Australian minesweeper, His Majesty's Australian Ship (HMAS) Deloraine, by one of the sub's torpedoes. But I-124 was badly damaged by depth-charges from the warships and an aerial bomb from an Australian warplane. The submarine then sank to the bottom with all its crew on board.
But the story doesn't end there. According to a 1990 historical report at the Western Australian Maritime Museum, salvagers from the New Hebrides (now Vanuatu) discovered the wreck of I-124 in 1972 after a six-week search.
Although the Japanese government considered the wreck a war grave, the salvagers hoped to sell anything they recovered from the wreck, reportedly for up to 2.5 million Australian dollars about $10 million in today's money.
In 1977, after it had become clear that Japan didn't want the wreck disturbed, one of the salvagers bombed it with explosives in an attempt to force a negotiation, severely damaging its conning tower, according to the report.
Later that year, the wreck of I-124 was secured by the Australian Navy and the site was protected as a war grave under Australian law the first wreck so designated.
Maritime archaeologists have monitored the wreck since then, and the new VR is based on a remote sonar survey conducted at the site in October 2021 by a team including McCarthy, other scientists and the crew of the Australian Institute of Marine Science research ship Solander, according to the statement.
"The archaeological survey shows that the wreck is in good condition, but with some signs of degradation of the outer hull that require further investigation," McCarthy said.
Diving to the wreck is difficult at the best of times. According to the VR, it lies on the seafloor in an area with poor visibility and strong tides. It sits at a depth of about 150 feet (45 meters), so divers using regular breathing gases can stay there only for a few minutes at a time.
As a result, the Heritage branch of Australia's Northern Territory regional government is planning a technical dive to the wreck, using advanced breathing gases to let divers stay there much longer, in order to conduct an in-depth visual and photographic survey, the narration of the VR reported.
Originally published on Live Science.
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Virtual Reality Products and Services Market Outlook 2022: Global Industry Share, Growth, Drivers, Emerging Technologies, and Forecast Research Report…
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The Global Virtual Reality Products and Services Market has witnessed continuous growth in the past few years and is projected to grow even further during the forecast period (2022-2026). The assessment provides a 360 view and insights, outlining the key outcomes of the industry. These insights help the business decision-makers to formulate better business plans and make informed decisions for improved profitability. In addition, the study helps venture capitalists in understanding the companies better and make informed decisions. Report Ocean presents a new report on Virtual Reality Products and Services market size, share, growth, industry trends, and forecast 2026, covering various industry elements and growth trends.
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What this report sample includes: A Brief Introduction about Virtual Reality Products and Services Market Research Scope and Methodology. Leading and Emerging Players Revenue Analysis. Major Highlights from Growth Drivers and Market Trends. Key Snapshot from the Final Study. Graphical Illustration of the Regional Analysis.
Scope / Segmentation of the Virtual Reality Products and Services Market:
Manufacturer Detail
GoogleMicrosoftOculus VR (Facebook)SonySamsung ElectronicsHTCPTCWikitude GmbHMagic LeapOsterhout Design GroupDaqriBlipparUpskillContinentalVisteonEon RealityVuzixZugaraMAXSTInfinity Augmented RealityAppleIntel
Product Type Segmentation
Hardware and DevicesSoftware and Services
Application Segmentation
ConsumerCommercial Use
Under COVID-19 Outbreak Impact Analysis:We analyzed industry trends in the context of COVID-19. We analyzed the impact of COVID-19 on the product industry chain based on the upstream and downstream markets. We analyze the impact of COVID-19 on various regions and major countries.The impact of COVID-19 on the future development of the industry is pointed out.
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Market Behavior/ Level of Risk and OpportunityEnd Industry Behavior/ Opportunity AssessmentExpected Industry Recovery Timeline
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Key Takeaways:> Understanding the potential market opportunity with precise market size and forecast data> Detailed market analysis focusing on the growth of Virtual Reality Products and Services industry> Factors influencing the growth of Virtual Reality Products and Services market> In-depth competitive analysis of dominant and pureplay vendors> Prediction analysis of Virtual Reality Products and Services industry in both developed and developing regions> Key insights related to major segments of the Virtual Reality Products and Services market> Latest market trend analysis impacting the buying behavior of the consumers
The Global Virtual Reality Products and Services Market study also covers market status, share, future patterns, development rate, deals, SWOT examination, channels, merchants, and improvement gets ready for anticipated year between 2022 -2026. It aims to strategically analyse the market with respect to individual growth trends, prospects, and their contribution to the market. The report attempts to forecast the market size for 5 major regions, namely, North America, Europe, Asia Pacific (APAC), Middle East and Africa (MEA), and Latin America.
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The Virtual Reality Products and Services market factors described in this report are:-Key Strategic Developments in Global Virtual Reality Products and Services Market:The research includes the key strategic developments of the market, comprising R&D, M&A, agreements, new product launch, collaborations, partnerships, joint ventures, and regional growth of the key competitors functioning in the market on a global and regional scale.
Key Market Features in Global Virtual Reality Products and Services Market:The report assessed key market features, including revenue, capacity, price, capacity utilization rate, production rate, gross, production, consumption, import/export, supply/demand, cost, market share, CAGR, and gross margin. In addition to that, the study provides a comprehensive analysis of the key market factors and their latest trends, along with relevant market segments and sub-segments.
Analytical Market Highlights & ApproachThe Global Virtual Reality Products and Services Market report provides the rigorously studied and evaluated data of the top industry players and their scope in the market by means of several analytical tools. The analytical tools such as Porters five forces analysis, feasibility study, SWOT analysis, and ROI analysis have been practiced reviewing the growth of the key players operating in the market.
Table of Contents :Global Virtual Reality Products and Services Market Study Coverage:It includes key manufacturers covered, key market segments, the scope of products offered in the global market, years considered, and study objectives. Additionally, it touches the segmentation study provided in the report on the basis of the type of product and application.
Global Virtual Reality Products and Services Market Executive SummaryIt gives a summary of key studies, market growth rate, competitive landscape, market drivers, trends, and issues, and macroscopic indicators.
Global Virtual Reality Products and Services Market Production by RegionHere, the report provides information related to import and export, production, revenue, and key players of all regional markets studied.
Global Virtual Reality Products and Services Market Profile of ManufacturersEach player profiled in this section is studied on the basis of SWOT analysis, their products, production, value, capacity, and other vital factors.
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Key Points Covered in Virtual Reality Products and Services Market Report:Virtual Reality Products and Services Overview, Definition and ClassificationMarket drivers and barriersVirtual Reality Products and Services Market Competition by ManufacturersVirtual Reality Products and Services Capacity, Production, Revenue (Value) by Region (2022-2026)Virtual Reality Products and Services Supply (Production), Consumption, Export, Import by Region (2022-2026)Virtual Reality Products and Services Production, Revenue (Value), Price Trend by TypeVirtual Reality Products and Services Market Analysis by ApplicationVirtual Reality Products and Services Manufacturers Profiles/AnalysisVirtual Reality Products and Services Manufacturing Cost AnalysisIndustrial/Supply Chain Analysis, Sourcing Strategy and Downstream BuyersMarketing Strategy by Key Manufacturers/Players, Connected Distributors/TradersStandardization, Regulatory and collaborative initiativesIndustry road map and value chainMarket Effect Factors Analysis
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