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Category Archives: Virtual Reality
The Metaverses Dark Side: Here Come Harassment and Assaults – The New York Times
Posted: January 3, 2022 at 2:00 am
VRChat did not respond to a request for comment.
After Ms. Siggens faced abuse while playing the Population One virtual reality game, she said, she joined a virtual support group for women, many of whom also play the game. Members regularly dealt with harassment in the game, she said. In June, Meta acquired BigBox VR, the developer of Population One.
Another member of the support group, Mari DeGrazia, 48, of Tucson, Ariz., said she saw harassment and assault happen in Population One two to three times a week, if not more.
Sometimes, we see things happen two to three times day that violate the games rules, she added.
BigBox VR did not respond to a request for comment.
Ms. DeGrazia said the people behind Population One had responded to her complaints and appeared interested in making the game safer. Despite the harassment, she said, she has found a community of virtual friends whom she regularly plays the game with and enjoys those interactions.
Im not going to stop playing, because I think its important to have diverse people, including women, playing this game, she said. We arent going to be pushed out of it, even though sometimes its hard.
In July, Ms. DeGrazia wore a haptic vest which relays sensations through buzzes and vibrations to play Population One. When another player groped her avatars chest, it felt just awful, she said. She noted that Mr. Zuckerberg has described a metaverse where people can be fitted with full-body suits that let them feel even more sensations, which she said was troubling.
Ms. Siggens said she had ultimately reported the user account of the person who groped her in Population One through a form within the game. She later received an automated response saying punitive action had been taken against the user.
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With virtual reality, the Infinite puts you on the International Space Station without leaving Earth – Houston Chronicle
Posted: at 2:00 am
A new virtual reality exhibit is providing Houstonians with a perspective just 251 people have experienced: Life on the International Space Station.
Wearing a VR headset, participants can eat breakfast with crew members, throw a football in microgravity and walk outside the stations protection for unobstructed views of planet Earth.
There is something inherently emotional about this experience that could only be delivered through virtual reality, said Flix Lajeunesse, co-founder of Felix and Paul Studios. I think an experience as powerful, as unique as that will never quite translate into a film. It has to be in a state of total immersion.
The Infinite uses more than 200 hours of film taken aboard the International Space Station to create a free-roaming virtual reality exhibit at Silver Street Studios in Sawyer Yards. Wearing an Oculus VR headset, visitors walk through a replica of the International Space Station to experience different snippets of how astronauts live, work and play in microgravity.
REPLACING THE ISS: A Houston-area company is among those tapped by NASA to design commercial space stations
The exhibit was created through a joint venture between Felix and Paul Studios, an immersive entertainment studio that uses virtual reality to tell stories, and the cultural and artistic hub PHI Studio. Both companies are based in Montreal, Canada, and they hosted The Infinite in their hometown from July 21 to Nov. 7.
It opened to the public in Houston for its American debut on Dec. 21 and will be in town through Feb. 20, though officials hope to extend the show in Houston through the spring before touring the U.S.
Its just the city that made the most sense, said ric Albert, CEO and general manager of PHI Studio. It is NASAs hometown. It is Space City.
The experience begins with NASA astronaut Anne McClain describing how she felt as she prepared to launch to the International Space Station.
Then participants don their virtual reality headset. They can see themselves as an avatar. The avatars of friends and family are gold so they can be distinguished from the other avatars, which are blue.
Wearing the headsets, the new space station visitors walk toward a physical illuminated archway at Silver Street Studios. And as they cross beneath it, the floor disappears under their feet and is replaced by stars and the vastness of space.
Albert enjoys watching peoples reactions at this particular spot. Some people are afraid of falling while others are in a state of amazement and admiration. Kids tend to rush forward feeling completely comfortable (the experience is open to children 8 and older).
The reactions are just priceless, he said.
There is 6,750 square feet to roam, and luminescent spheres can be seen both inside and outside the space station. When a participant touches one of these spheres, he or she is taken to an experience filmed in that exact location of the real space station.
No two experiences are the same.
When people discuss their experience afterward, Albert said, people will have lived and seen very different things.
To capture this footage on the actual International Space Station, Felix and Paul Studios had to build special equipment that would work in microgravity. On Earth, for instance, heat created by a camera is pulled downward by gravity. But in space it would stay inside the electronics, so the cameras needed a system that would pull the heat away.
To make the cameras easier for astronauts to use, Felix and Paul Studios also created a capability that allowed teams on the ground to adjust the shutter speed and exposure in space.
Then the astronauts were asked to talk to the camera as if they were talking to a friend.
Its ultimately about making the viewers feel like they are one of them, Lajeunesse said. Those are particularly special and intimate moments when you really feel like the crew is talking to you.
After the free-roaming experience, participants sit and watch a spacewalk conducted by European Space Agency astronaut Thomas Pesquet and Japan Aerospace Exploration Agency astronaut Akihiko Hoshide. This is experienced in virtual reality, but participants sit, as its meant to be a contemplative moment.
Its the moment Albert hopes people will feel the overview effect, a phenomenon that some astronauts experience when seeing the fragile planet from above without borders dividing it into countries. This can change their perspective on the importance of protecting the planet and the realization that humanity is sharing the same challenges and opportunities, regardless of nationality.
If we can recreate even just a fraction of this emotion, we will have achieved our goal, Albert said. And our goal really is to make people aware of the planet that we live on. Its the only one we have.
INTERNATIONAL SPACE STATION: An orbiting home and lab for two decades
The footage inside the space station was filmed from January 2019 through early May 2021. The exterior footage was captured in August and September of this year by attaching a space-hardened camera to the Canadian Space Agencys robotic arm.
After the spacewalk, visitors take off their headsets and walk through a few final art exhibits. Most people will spend an hour at The Infinite.
Tickets range from $30 to $55, depending on the time and the day of the week. It is accessible to people who use a wheelchair (though no motorized wheelchairs are allowed), and the vast majority of participants do not experience motion sickness. Comfortable shoes are recommended; high heels and backpacks are not allowed.
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How Virtual Reality Is Set To Change The Construction Industry – BBN Times
Posted: at 2:00 am
The use of virtual reality in constructioncan improve safety, precision and collaboration, saving contractors time and money.
Virtual reality (VR) is finally here and it is not just for gaming.
In fact, VR has begun to spread into almostevery industryyou can think of as more and more possible applications become known or invented, and the construction industry is certainly no exception. In the coming decades, the way that construction is done will change completely to make way for the time-saving and money-saving benefits offered by VR. Virtual reality is now capable of offering a really immersive experience that can be really helpful in industries like construction. In fact, construction may be the industry that is set to be changed the most by the usage of virtual and augmented reality.
Building Information Modelling (BIM) is one of the reasons why construction and virtual reality go so well together. BIM is being used more and more often for construction because of consumer demand. People want builders to provide them with a three-dimensional model of the project before the first nail is driven.
There are current methods of 3D modelling that are being used, but virtual reality has the potential to make these 3D models something that you could actually walk in and explore, giving developers the opportunity to interact with the design, see it up close and make changes that they can check in real-time. Being able to see a build in 3D through the lens of virtual reality means that builders can create better construction projects and spot problems before the building actually begins. This will save both time and money for builders and the potential customers asking for the build.
Obviously, there are some pretty big benefits to virtual reality as it stands now, but things are going to change in a huge way in the coming decades. What is possible now will seem like a drop in the bucket compared to what is coming with the pairing of virtual reality and the construction industry. This article will discuss this pairing now and in the future, and some of the exciting things that will be coming as a result of construction projects using virtual reality to model projects before the build begins.
Architects and engineers use BIM to represent structures so that they will have a plan for construction that shows them where the flaws are in the architectural plan and any changes that need to be made. In the beginning stages of a project, 3D modelling is an important step because it saves the architect from having to go back and redesign something that didnt work in the real world, and it saves the builder and person paying for the construction project money on wasted supplies and time that was used to build something that didnt work.
But that is not the only way the current 3D modelling is used in construction. 3D modelling can demonstrate to the customer, the builder or anyone else who needs to know that the project has been built to specifications. It can be difficult to verify a building project from the architectural 2D plans, but a 3D model can demonstrate that the plans have been followed and that the design is accurate. But virtual reality can make this so much more accurate and easy to view.
Virtual reality gives builders and architects the opportunity to work with full-size structures in the VR environment instead of using the old method of scale models on computer screens or physical scale models.
One of the most exciting things in the construction field that can be done with virtual reality in a collaboration with other people. Collaboration is important because it is not just the architect or engineer that comes up with the initial design, it is also the client paying for the build. In addition, the builder should be able to check out what is being asked for as well to find out if it is possible, to give accurate quotes and to suggest improvements based on their own experience.
But it is not just the client, designer and builder that can add value to the construction project by being able to see it in virtual space. Today, hospitals are asking doctors and nurses to take a look at virtual reality constructs of new buildings to give valuable input as to how the room should be designed and what the layout should be. This is set to create transformative change for the healthcare industry and it starts at the ground floor with the construction of the project.
Virtual reality has so much potential when it comes to collaboration because as VR improves, people will be able to walk in and see exactly what their build is going to look like, and even do things like change paint colours, adjust options and basically have total freedom over what they want to be built using virtual reality.
Another thing the VR does is improve thecustomer experience. Developers that are selling houses off of plans are using virtual reality to show customers exactly what homes will be like once they are built and create a buying experience that they cannot get anywhere else. Customers are able to take a test drive of sorts in their home before they decide to build it. They may be able to look at dozens of different plans in order to figure out what they want, something that is relatively difficult to do when it comes to 3D modelling. Customers want this experience. They want to be able to see what they are getting before they buy.
In addition, as we previously discussed the customer is going to have an old great deal of freedom in the virtual reality space as well. With the standard 3D modelling mockup, it can be difficult to see yourself in that home. But when customers start adding things like coats of paint, curtains, furniture and all of the other things that go into a home, they are able to see themselves living there much more easily and end up getting the perfect home for themselves. The customer experience is one of the areas where VR is going to be the biggest enhancement. The finished product can be viewed long before it is completed and changed if necessary. Customization will definitely improve the customer experience.
Professional training in construction can also be done with virtual reality. There are lots of fields where professional training is going to be instrumental in training people to do the job, but construction is definitely one of them. It is a lot safer and less expensive to train someone on heavy equipment and especially equipment like cranes with modern virtual reality rather than in the real world. Right now, lots of people graduate school with degrees in engineering or architecture despite never having actually worked on a construction site. Many of them have never even seen one up close. But virtual reality is about to change all that.
Imagine how much more understanding and experience an engineer or architect will be able to bring to a job if they have actual experience working with their designs in the virtual world before they even graduate. In addition, people will learn to do dangerous jobs and operate extremely dangerous equipment in a safe environment where mistakes do not have the potential to cost a life. Virtual reality is almost vital when it comes to professional training in a variety of fields and that definitely includes construction. In a few decades, virtual reality will be almost indistinguishable from the real thing and that will mean some major advancements when it comes to the construction industry.
The future of virtual reality is uncertain but only from the perspective that it is impossible to predict just how far virtual reality will bring the construction industry as well as all of the other industries that it can improve. There is no doubt that virtual reality is going to make a huge difference when it comes to construction; it is just that no one knows how far the technology will take us. It is very likely that in the near future, virtual reality will be the standard by which all construction projects are conceived and built. No construction project will be started or finalized until it has been built in virtual space first. But there is a lot more to it than that.
Right now, not that many companies are using virtual reality in order to improve their construction business, at least in meaningful ways. Not that many architects and engineers are using this technology yet either. But that is expected to change very soon. Firms are just barely starting to see the value of this technology, which is one of the reasons why the response has been slow. Another reason that companies have been slow to adopt virtual reality is that technology isnt perfect yet. But thats all going to change in the next 5 years as the technology fidelity catches up with mainstream renderings. In the future, it will be nearly perfect and everyone will be using it for an unforeseen number of applications.
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What to expect from Apple’s AR/VR headset in 2022 – Cult of Mac
Posted: at 2:00 am
Apple might break into a new product category in 2022. The company reportedly will unveil its long-rumored virtual reality and augmented reality headset.
Over the years, Apple profoundly changed the smartphone, tablet, smartwatch and MP3 player markets, taking niche products mainstream. Its possible its about to do the same for VR/AR.
Details on the potential VR/AR headset have been leaking out for many months. Apple is apparently developing something with cutting-edge features but without as much bulk as its rivals, such as the Meta Quest.
Apples first foray into this product line reportedly will be a relatively slim, curved visor attached to the face via mesh materials, with switchable headbands. It could weigh as little as 0.33 pounds.
The device allegedly will have a pair of 4K micro-OLED displays or maybe even 8K and a chip on par with the Apple M1 in processing performance.Many types of sensors will detect the wearers surroundings and body motions.
All of this will be necessary to run high-end games, as well as provide realistic virtual experiences. And compete with Meta, of course.
The headset will supposedly offer virtual reality and augmented reality. AR overlays computer-generated images or text onto the real world. Its different from virtual reality, which completely replaces the real world.
While several tipsters point to an Apple VR/AR headset being unveiled in 2022, it might not debut next year. In the past, when entering new product categories, the first entry reached customers months after the unveiling. A prime example is Apple Watch, which was announced in September 2014 and actually launched in April 2015.
The delay gives third-party developers time to write software for the product. And thats going to be needed for the headset.
Its possible Apples VR/AR headset will be the star of 2022s Worldwide Developers Conference but wont get to users until later in the year, or even 2023.
And the device is expected to be very expensive. It could even run as high as $3,000, according to one source. Others say it might cost $1,000. A name has yet to leak out.
While the headset will allegedly be Apples first foray into the market, more products are on the way. Cupertino is also reportedly working on a pair of much slimmer augmented reality glasses.
The VR/AR headset is intended for in-home use. Or at a job site. The AR glasses will be worn anywhere, and will do the same tasks as an Apple Watch, but more.
But all the technology required to make this device as slim and lightweight as it would need to be successful doesnt exist yet, or isnt commercially viable. So its not coming out in 2022 the wait might stretch out to 2025.
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Here’s another sign the Apple AR/VR headset is launching soon – TechRadar
Posted: at 2:00 am
At this point it seems certain that an Apple AR/VR headset is on the way, even if it hasn't been officially confirmed and we just got another big hint that the device's launch could be happening sooner rather than later.
According to Mark Gurman in his latest Power On newsletter, Apple has hired Andrea Schubert from Meta (the company previously known as Facebook). That may not interest you too much, until you hear that Schubert was the head of communications and public relations for augmented reality at Meta.
Putting two and two together, it seems the appointment may well be linked to the arrival of Apple's new piece of hardware. Previous rumors have suggested that the headset is going to make its debut at some point in 2022.
At the moment there's some uncertainty around this headset that Apple is reportedly making. It's been tipped as a self-enclosed virtual reality (VR) device in the style of the Oculus Quest 2, where everything you see is computer generated.
However, we've seen lots of suggestions that the hardware will support augmented reality (AR) too that's digital graphics overlaid on the real world. As well as being slated for a 2022 launch, it also sounds as though the device is going to come running a custom Apple chip, as we would expect.
But this is a separate device to the more lightweight AR specs that Apple is also rumored to be working on, in the style of Google Glass. These glasses are said to be launching after the main VR/AR headset, perhaps at some point in 2023.
It may seem somewhat tenuous to connect a new employee to a hardware launch people change jobs and roles all the time, after all but considering the momentum behind rumors of an Apple AR/VR headset, the appointment of Andrea Schubert to Apple's ranks does seem telling.
The device won't be confirmed by Apple until launch day of course, but what is on the record is CEO Tim Cook's love of everything AR. Cook thinks the technology can "amplify human performance" and we've seen augmented reality features added to the iPhone and iPad in recent years.
And Cook is also reportedly keen to oversee the introduction of one more big, new product category before he hands over the reins at Apple. The safe bet for that product is something to do with AR and VR, although you could probably get decent odds on it being the Apple Car as well.
The last time Apple launched something completely new and separate from its existing products was April 2015, when we got our first look at the Apple Watch. All the signs are that 2022 could be the year for another expansion at Apple.
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Here's another sign the Apple AR/VR headset is launching soon - TechRadar
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Baidu Tests Metaverse Waters With New VR App XiRang, Will Allow 100,000 Users to Participate at the Same … – Gadgets 360
Posted: at 2:00 am
Baidu on Monday took its first steps into the metaverse industry with the launch of a virtual reality app, looking to test the waters in what is considered by many to be the next phase in the internet's evolution.
The Beijing-based tech giant joins brands such as Nike and Ferrari in rushing to experiment with virtual goods against a backdrop of predictions that the metaverse could one day overtake and replace the web of today.
The firm, nicknamed the Chinese Google, held a conference inside the virtual world of its new app XiRang, which means "Land of Hope". It can be accessed from a smartphone, computer or through virtual reality goggles.
It took place in front of Baidu co-founder and chief executive Robin Li and an audience of 3D avatars.
The platform, however, is still in its infancy and Ma Jie, a vice president at Baidu, told reporters at an earlier event that it could take up to six years for a full launch, according to CNBC.
XiRang allows users to create a digital character and interact with other users in a 3D world, for example a fictional city.
Baidu says it will allow up to 100,000 users to participate in the same digital space.
Users, who can only access the app in China, can take part in activities such as visiting virtual exhibitions or practising diving in a digital swimming pool.
The opportunities offered by the creation of a "new virtual world" are whetting the appetites of digital giants such as Facebook, whose parent company was re-baptised Meta in October to signal a strategic shift to the metaverse.
Like Baidu, other Chinese digital giants have made inroads into the metaverse.
ByteDance, the owner of TikTok, has invested in several companies in the sector, including the maker of virtual reality headsets Pico.
And Tencent, aided by its expertise in video games, is developing its own metaverse platform.
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Tracee Ellis Rosss Dad on a Virtual Reality Roller Coaster Is Exactly What We Needed to See Today – PureWow
Posted: at 2:00 am
In the video, Silberstein is sitting in a lit-up chair and wearing a VR headset. While the goggles display a roller coaster track, the chair also rocks back and forth to create a realistic experience.
Youve gotta be kidding me. Holy sh-, he says before swinging his legs back and forth, yelling, Woo! At the end of the clip, someone says, What do you think, Bob? Silberstein responds with an affirmative fist bump.
The caption read, Wholesome content alert: my dad @bobellis333 on a VR roller coaster [laughing emoji].
As expected, fans enjoyed the video and filled the comments section with spot-on messages. One person wrote, Omg wholesome is the right word. Another added, You two, are a comedy duo. Someone even commented on his rag doll legs, writing, His feet!
This isnt the first time Ross has posted content with her dad on social media. Earlier this year, the actress posted a heartwarming video on her personal Instagram account, featuring the moment she broke social distancing protocol to reunite with Silberstein. Last month, Ross documented the moment her dad bought every copy of her Harpers Bazaar cover at Barnes & Noble.
We adore this father-daughter relationship.
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RELATED: Mandy Moore Celebrates Her Father, Captain Don, on His Last Flight: It's the End of an Era for Our Family
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Virtual Reality in Gaming Market to Witness Huge Growth by 2028 | Unity Technologies, Microsoft Corporation, Firsthand Technology Inc. Industrial IT…
Posted: at 2:00 am
Virtual Reality in Gaming Market report focused on the comprehensive analysis of current and future prospects of the Virtual Reality in Gaming industry. 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. An in-depth analysis of past trends, future trends, demographics, technological advancements, and regulatory requirements for the Virtual Reality in Gaming market has been done in order to calculate the growth rates for each segment and sub-segments.
Get Sample Copy (Including FULL TOC, Graphs and Tables) of this report: https://www.a2zmarketresearch.com/sample-request/489591
Top Key Vendors of this Market are:
Unity Technologies, Microsoft Corporation, Firsthand Technology Inc., NextVR, Inc., Magic Leap, Inc., Nvidia Corporation, Google LLC, Facebook Technologies, LLC., Sony Corporation, Oculus VR, Apple Inc., Samsung Group, HTC Corporation.
Global Virtual Reality in Gaming Market Segmentation:
Market Segmentation: By Type
Hardware, Software
Market Segmentation: By Application
PC, Stand-alone, Console, Cartridges, Premium Mobile
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 Gaming 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 substitute, and the degree of competition prevailing in the market.
The report provides insights on the following pointers:
Market Penetration: Comprehensive information on the product portfolios of the top players in the Virtual Reality in Gaming market.
Competitive Assessment: In-depth assessment of the market strategies, geographic and business segments of the leading players in the market.
Product Development/Innovation: Detailed insights on the upcoming technologies, R&D activities, and product launches in the market.
Market Development: Comprehensive information about emerging markets. This report analyzes the market for various segments across geographies.
Market Diversification: Exhaustive information about new products, untapped geographies, recent developments, and investments in the Virtual Reality in Gaming market.
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The influence of the latest government guidelines is also analysed in detail in the report. It studies the Virtual Reality in Gaming markets trajectory between forecast periods. The cost analysis of the Global Virtual Reality in Gaming Market has been performed while keeping in view manufacturing expenses, labour cost, and raw materials and their market concentration rate, suppliers, and price trend.
Reasons for buying this report:
Table of Contents
Global Virtual Reality in Gaming Market Research Report 2022 2028
Chapter 1 Virtual Reality in Gaming 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 Gaming Market Forecast
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Virtual Reality (VR) Software Market to Witness Robust Expansion by 2028 | Qualcomm Incorporated, Microsoft Corporation, Metaio Gmbh Industrial IT -…
Posted: at 2:00 am
A2Z Market Research announces the release ofVirtual Reality (VR) Software Marketresearch report. The market is predictable to grow at a healthy pace in the coming years. Virtual Reality (VR) Software Market 2021 research report presents analysis of market size, share, and growth, trends, cost structure, statistical and comprehensive data of the global market.
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Top Key Vendors of this Market are:
Qualcomm Incorporated, Microsoft Corporation, Metaio Gmbh, WorldViz., Google Inc., BAE Systems AB, Blippar Inc., Pixologic Inc., HTC Corporation, Razer Inc., Starbreeze Studios, Oculus VR, LLC.
As analytics have become an inherent part of every business activity and role, form a central role in the decision-making process of companies these days is mentioned in this report. In the next few years, the demand for the market is expected to substantially rise globally, enabling healthy growth of the Virtual Reality (VR) Software Market is also detailed in the report. This report highlights the manufacturing cost structure includes the cost of the materials, labor cost, depreciation cost, and the cost of manufacturing procedures. Price analysis and analysis of equipment suppliers are also done by the analysts in the report.
This research report represents a 360-degree overview of the competitive landscape of the Employee Protection Software Market. Furthermore, it offers massive data relating to recent trends, technological advancements, tools, and methodologies. The research report analyzes the Employee Protection Software Market in a detailed and concise manner for better insights into the businesses.
The report, with the assistance of nitty-gritty business profiles, project practicality analysis, SWOT examination, and a few different insights about the key organizations working in the Virtual Reality (VR) Software Market, exhibits a point-by-point scientific record of the markets competitive scenario. The report likewise displays a review of the effect of recent developments in the market on markets future development prospects.
Global Virtual Reality (VR) Software Market Segmentation:
Market Segmentation: By Type
Aerospace & Defense, Gaming & Entertainment, Diagnostics & Surgeries, Tourism, Others
Market Segmentation: By Application
On-Premise, Cloud
Geographic analysis:
The global Virtual Reality (VR) Software market has been spread across North America, Europe, Asia-Pacific, the Middle East and Africa, and the rest of the world.
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COVID-19 Impact Analysis
The pandemic of COVID-19 has emerged in lockdown across regions, line limitations, and breakdown of transportation organizations. Furthermore, the financial vulnerability Virtual Reality (VR) Software Market is a lot higher than past flare-ups like the extreme intense respiratory condition (SARS), avian influenza, pig influenza, bird influenza, and Ebola, inferable from the rising number of contaminated individuals and the vulnerability about the finish of the crisis. With the rapid rising cases, the worldwide Virtual Reality (VR) Software refreshments market is getting influenced from multiple points of view.
The accessibility of the labor force is by all accounts disturbing the inventory network of the worldwide Virtual Reality (VR) Software drinks market as the lockdown and the spread of the infection are pushing individuals to remain inside. The presentation of the Virtual Reality (VR) Software makers and the transportation of the products are associated. If the assembling movement is stopped, transportation and, likewise, the store network additionally stops. The stacking and dumping of the items, i.e., crude materials and results (fixings), which require a ton of labor, is likewise vigorously affected because of the pandemic. From the assembling plant entryway to the stockroom or from the distribution center to the end clients, i.e., application ventures, the whole Virtual Reality (VR) Software inventory network is seriously compromised because of the episode.
The research provides answers to the following key questions:
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Apples 2022 product lineup will see new Mac Pros, iPad Pro: But what about AR headset? – The Indian Express
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Apples new product lineup for 2022 will include a series of powerful new Mac pros based on the M1 and M1 Max chipset, along with a redesigned MacBook Air and a new iPad Pro. This is what Bloombergs Mark Gurman has revealed in his latest PowerOn newsletter.
Gurman is predicting a new iMac Pro with a bigger screen, Mac Pro with 40 CPU cores and 128 GPU cores, a new Mac mini, which was expected at last years MacBook Pro event, but did not make an appearance. The MacBook Air will get another redesign, while an updated entry-level MacBook Pro and iPad Pro with wireless charging is also expected during the course of the year.
What is not clear is whether Apple will introduce the M2 chipset, which would be the next-generation version of its existing powerful M1 silicon. The newsletter also mentions the upcoming iOS 16 which is codenamed Sydney while macOS 13 is codenamed Rome.
The big question though is whether Apple will announce its virtual reality (VR) or mixed reality (VR+Augemented Reality AR) headset this year or not. The headset is codenamed N301 while the OS is codenamed Oak, according to Gurman. Apples headset has been talked about for some time now, and the expectation is that it will make an appearance this year.
According to earlier reports by Bloomberg, the headset will be a pricey product, starting at $2000. It could also be aimed at developers in the initial phase. Apple is also a bit late to the VR headset party with Meta (formerly Facebook) having a bit of edge in the space given the Oculus Quest 2. Meta itself has plans to launch a more advanced VR/AR headset in 2022 codenamed Project Cambria, which the company showcased when it rebranded itself as Meta with a focus on the metaverse.
Meanwhile, Apple analyst Ming Chi-Kuo had said in a note in December last year, that the headset will support augmented reality and virtual reality and come with an array of advanced sensors. The sensors will include advanced hand gesture detection, as well as 3D sensors for face detection, tracking.
The technology will be much more advanced than the one that Apple is currently using on Face ID for iPhones, iPads. The Face ID sensors are also used to track a users head movements and expressions for the Memoji and Animoji features on the devices.
The report had said that Apples AR/VR headset will be able to detect details of hand movements and ensure a more vivid human-machine interface. It will support eye-tracking, iris recognition, voice control, skin detection, facial expression detection, and spatial detection among other features.
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