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Category Archives: Virtual Reality

Google AR specs are again rumored to be in development – TechRadar

Posted: January 3, 2022 at 2:00 am

If you're keen to experience augmented reality through a device that fits on your face, you could soon have another gadget to consider: Google is said to be developing a new generation of pair of AR-capable smart specs.

The tidbit comes from a report in The New York Times (via 9to5Google), which mentions that the company is "nurturing a new project" in the smart glasses category. However, we don't get too many other details about the product.

What we do know is that Google picked up Canadian startup North last year, the company responsible for the Focals smart glasses, and the new eyewear is apparently being developed as a result of that acquisition.

Of course Google Glass has been around since way back in 2013, so this isn't a completely new venture for Google though it sounds like the latest AR specs that are in development will get new capabilities and perhaps a new name too.

Last month Google was advertising job roles to work on a new "Augmented Reality OS", and those listings also mentioned an "innovative AR device" in the pipeline at the company. This isn't a rumor that's come out of nowhere.

North was teasing a second generation of its Focals specs before it got acquired by Google, but it doesn't sound as though a launch for this product is particularly close we'll just have to wait and see what 2022 brings.

As the article in the NYT points out, plenty of companies are busy working on gadgets that promise new augmented reality and virtual reality capabilities. In particular, we've been hearing a lot of rumors about a pair of Apple AR glasses that may be making an appearance at some point in 2022 and 2023.

If Google pushes out a new AR product at the same time then the two tech giants will be going head to head in yet another area: they already compete in terms of smartphones, mapping applications, smart speakers, streaming music services, fitness platforms and plenty more besides.

Meta the company previously known as Facebook is heavily involved here too, and wants us all in the metaverse sooner rather than later. Meta has already pushed out a basic pair of smart glasses called the Ray-Ban Stories, which are able to make calls and take photos and videos (see also the Snapchat Spectacles).

The next wave of AR specs should go a lot further, overlaying digital elements on top of the real, physical world in front of your eyes. Whether or not a substantial number of people can be tempted into buying a pair, however, remains to be seen which was a major stumbling block for previous versions of Google Glass.

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New Update on Virtual Reality In Healthcare Industry 2021 : Growth Drivers, Market Opportunities, Business Trends and Forecast to 2026 Industrial IT…

Posted: at 1:59 am

The Latest Released Virtual Reality In Healthcare market study has evaluated the future growth potential of the Global Virtual Reality In Healthcare Industry and provides information and useful stats on market structure and size. The report is intended to provide market intelligence and strategic insights to help decision-makers take sound investment decisions and identify potential gaps and growth opportunities.

Additionally, the Virtual Reality In Healthcare Market report also identifies and analyses changing dynamics, emerging trends along with essential drivers, challenges, opportunities, and restraints in the Virtual Reality In Healthcare market, which will help the future market to grow with promising CAGR and offers an extensive collection of reports on different markets covering crucial details. The report studies the competitive environment of the Virtual Reality In Healthcare Market is based on company profiles and their efforts on increasing product value and production.

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Keep yourself up to date with the latest market trends and changing dynamics due to COVID Impact and Economic Slowdown globally. Maintain a competitive edge by sizing up with available business opportunities in Virtual Reality In Healthcare Market various segments and emerging territory.

The research offers detailed segmentation of the global Virtual Reality In Healthcare market. Key segments analyzed in the research include Type and Application.

By Type:

By Application:

The report will include a market analysis of Virtual Reality In Healthcare which includes Business to Business (B2B) transactions as well as Virtual Reality In Healthcare aftermarket. The market value has been determined by analyzing the revenue generated by the companies solely. R&D, any third-party channel cost, consulting cost and any other cost except company revenue has been neglected during the analysis of the market. A comprehensive analysis will be provided covering the following points in the report:

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Top Key Players included in Virtual Reality In Healthcare Market:

Region Included are: North America, Europe, Asia Pacific, Oceania, South America, Middle East & AfricaCountry Level Break-Up: United States, Canada, Mexico, Brazil, Argentina, Colombia, Chile, South Africa, Nigeria, Tunisia, Morocco, Germany, United Kingdom (UK), the Netherlands, Spain, Italy, Belgium, Austria, Turkey, Russia, France, Poland, Israel, United Arab Emirates, Qatar, Saudi Arabia, China, Japan, Taiwan, South Korea, Singapore, India, Australia and New Zealand, etc.

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Key questions answered by Virtual Reality In Healthcare market report

Table of Content For Virtual Reality In Healthcare Market Report

Chapter 1. Research Objective

Chapter 2. Executive Summary

Chapter 3. Strategic Analysis

Chapter 4. Virtual Reality In Healthcare Market Dynamics

Chapter 5. Segmentation & Statistics

Chapter 6. Market Use case studies

Chapter 7. KOL Recommendations

Chapter 8. Investment Landscape

Chapter 9. Competitive Intelligence

Chapter 10. Company Profiles

Chapter 11. Appendix

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New Update on Virtual Reality In Healthcare Industry 2021 : Growth Drivers, Market Opportunities, Business Trends and Forecast to 2026 Industrial IT...

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Global Theme Park Market Trends & Forecasts 2021-2025: Adoption of Green Energy in Theme Parks and the Emergence of Augmented and Virtual Reality…

Posted: at 1:59 am

DUBLIN--(BUSINESS WIRE)--The "Global Theme Park Market: Size, Trends & Forecasts with Impact Analysis of COVID-19 (2021-2025)" report has been added to ResearchAndMarkets.com's offering.

The global theme park market is projected to grow moderately during the period of 2021-2025. The global theme park market is expected to increase due to improved earning capacity, growing young population, growth in leisure tourism, larger number of attractions, increase in re-investment, rising demand of experience economy, and developing intellectual property experiences. Yet, the market faces some challenges like weather conditions, stringent regulations, and higher cost of maintaining theme parks.

The report provides an in-depth analysis of the global theme park market by value, by ride type, by attendance, by region, etc. The report provides a regional analysis of the theme park market, including the following regions: The US, China and ROW. The report also provides a detailed analysis of the COVID-19 impact on the theme park market.

The report also assesses the key opportunities in the market and outlines the factors that are and will be driving the growth of the industry. Growth of the overall global theme park market has also been forecasted for the period 2021-2025, taking into consideration the previous growth patterns, the growth drivers and the current and future trends.

The global theme park market is highly concentrated with few major market players operating worldwide. The key players of the theme park market are The Walt Disney Company, Comcast Corporation, Oriental Land and Chimelong Group are also profiled with their financial information and respective business strategies.

Growth Drivers

Challenges

Market Trends

Key Topics Covered:

1. Executive Summary

2. Introduction

2.1 Theme Park: An overview

2.1.1 Characteristics of a Theme Park

2.1.2 History of Theme Park

2.1.3 Comparison between Theme Park and Amusement Park

2.1.4 Types of Theme Park

2.1.5 Theme Parks by Category

2.1.6 Admission Policies of Theme Parks

2.2 Theme Park Segmentation: An Overview

2.2.1 Theme Park Segmentation

3. Global Market Analysis

3.1 Global Theme Park Market: An Analysis

3.2 Global Theme Park Market: Ride Type Analysis

3.3 Global Theme Park Market: Park Attendance Analysis

4. Regional Market Analysis

4.1 The US Theme Park Market: An Analysis

4.2 China Theme Park Market: An Analysis

4.3 ROW Theme Park Market: An Analysis

5. Impact of COVID-19

5.1 Impact of COVID-19

5.1.1 Impact of COVID-19 on Theme Park

5.1.2 Decline in International Tourism

5.1.3 Post-COVID Scenario

6. Market Dynamics

7. Competitive Landscape

7.1 Global Theme Park Market Players: A Financial Comparison

7.2 Global Theme Park Players by Market Share

7.3 North America Theme Park Players by Market Share

7.4 Japan Theme Park Players by Market Share

8. Company Profiles

For more information about this report visit https://www.researchandmarkets.com/r/avfpld

About ResearchAndMarkets.com

ResearchAndMarkets.com is the world's leading source for international market research reports and market data. We provide you with the latest data on international and regional markets, key industries, the top companies, new products and the latest trends.

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Global Theme Park Market Trends & Forecasts 2021-2025: Adoption of Green Energy in Theme Parks and the Emergence of Augmented and Virtual Reality...

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Leveraging virtual reality to train certified nursing assistants as essential dementia-care personnel in the age of COVID-19 – DocWire News

Posted: at 1:59 am

This article was originally published here

Alzheimers Dement. 2021 Dec;17 Suppl 11:e051128. doi: 10.1002/alz.051128.

ABSTRACT

BACKGROUND: COVID-19 has placed an extraordinary and disproportionate level of responsibility and risk on certified nursing assistants (CNAs) caring for persons with dementia (PWD) relative to their training, resources, and compensation levels. Nearly one-quarter of COVID-19 deaths in the United States have been nursing home residents and staff. Despite providing the majority of direct care, CNAs are amongst the most under-resourced and under-trained frontline workers. Given their essentiality, it is critical to support CNAs during the COVID-19 pandemic. The purpose of this work is to provide CNAs with a space to strengthen their knowledge and confidence in caring for PWD. This pilot study applies a virtual reality (VR) curriculum to train CNAs regarding the lived experiences of PWD and their loved ones. The VR vignette portrays a Latinx woman, Beatriz, through progressive stages of Alzheimers disease.

METHOD: Chicago Methodist Senior Services (CMSS) CNAs were recruited (N=7; 86% female, 86% Black) for a seven-week online training program consisting of 1.5 hours per week. Each class included a didactic lecture and an Embodied Labs VR module depicting a first-person experience of dementia through a distributive model approach. The program concluded with two recorded focus groups. Participants completed the UCLA Geriatric Attitudes Scale, a dementia knowledge assessment, the Interpersonal Reactivity Index surveys, and a COVID-19 Impact questionnaire. Current analyses include qualitative content analysis for focus group data and descriptive, quantitative statistics for pre-and post-VR intervention surveys.

RESULT: Preliminary results demonstrate that CNAs endorsed a positive change in attitudes toward older adults (p=0.069), a deepened understanding of dementia, and increased confidence in caregiving skills. Focus groups allowed CNAs to discuss changes in resident behavior and support one another through a virtual platform during a global pandemic.

CONCLUSION: Combining traditional didactic lectures with VR-based curricula provided CNAs with foundational knowledge and first-hand experience of dementia pathology. Participants reported greater levels of insight and empathy for PWD. Future aims include expansion of training content to include end-of-life conversations, LGBTQIA aging, and Lewy body dementia.

PMID:34971052 | DOI:10.1002/alz.051128

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Global Virtual Reality Glove Market to Eyewitness Massive Growth by 2026 | COVID19 Impact Analysis and Business Strategy by Key Players Industrial IT…

Posted: at 1:59 am

The latest research on Virtual Reality Glove Market concisely segments the industry based on types, applications, end-use industries, key regions, and competitive landscape. Also, the report provides a detailed evaluation of the gross profit, market share, sales volume, revenue structure, growth rate, and the financial position of the major market players. The scope of development for new entrance or established companies in the Virtual Reality Glove business was also highlighted in the report.

In the report, a concise presentation has been included concerning the product or service. Moreover, the various trends and affecting factors of the Virtual Reality Glove Market. These variables have helped decide the behavior of the market during the forecast period and empowered our specialists to make effective and precise predictions about the market future.

Key Features of Virtual Reality Glove Research Report:

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The study also involves the important Achievements of the market, Research & Development, new product launch, product responses, and regional growth of the most important competitors operating in the market on a universal and local scale.

Top players Covered in Virtual Reality Glove Market Study are:

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Virtual Reality Glove Market Segmentation

Virtual Reality Glove market is split by Type and by Application. For the period 2018-2026, the growth among segments provides accurate calculations and forecasts for sales by Type and by Application in terms of volume and value. This analysis can help you expand your business by targeting qualified niche markets.

Market Segmentation by Type:

Market Segmentation by Applications:

Regions covered in Virtual Reality Glove Market report:

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Research Objective Virtual Reality Glove Market Research:

The report is useful in providing answers to several critical questions that are important for the industry stakeholders such as manufacturers and partners, end-users, etc., besides allowing them in strategizing investments and capitalizing on market opportunities.

Key Target Audience:

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Global Virtual Reality Glove Market to Eyewitness Massive Growth by 2026 | COVID19 Impact Analysis and Business Strategy by Key Players Industrial IT...

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Virtual Reality, the technology of the future – Iberdrola

Posted: December 19, 2021 at 6:59 pm

THE FUTURE OF VIRTUAL REALITY

Virtual Reality is one of the technologies with the highest projected potential for growth. According to the latest forecasts from IDC Research (2018), investment in VR and AR will multiply 21-fold over the next four years, reaching 15.5 billion euros by 2022. In addition, both technologies will be key to companies' digital transformation plans and their spending in this area will exceed that of the consumer sector by 2019. It is, therefore expected that by 2020 over half of the larger European companies will have a VR and RA strategy.

Nowadays, the market is demanding applications that go beyond leisure, tourism or marketing and are more affordable for users. Virtual interfaces also need to be improved to avoid defects such as clipping, which makes certain solid objects appear as though they can be passed through. Or to minimise the effects that VR produces in people, among them motion sickness, which consists of a dizziness induced by the mismatch between the movement of our body and what is being seen in the virtual world.

The big technology companies are already working to develop headsets that do not need cables and that allow images to be seen in HD. They are developing Virtual Reality headsets in 8K and with much more powerful processors. There is even talk that in the next few years they could integrate Artificial Intelligence. The latest 5G standard can also provide very interesting scenarios for the evolution of VR. This standard will allow more devices and large user communities to be connected. In addition, its almost imperceptible latency will make it possible for consumers to receive images in real time, almost as if they were seeing them with their own eyes.

All this means that Virtual Reality is no longer science fiction. It is integrated into our present and, in the coming years, it will lead to advances that will shape the future.

Digital skills

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Virtual Reality, the technology of the future - Iberdrola

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Artificial Reality – Wikipedia

Posted: at 6:59 pm

Book series by Mryon W. Krueger

Artificial reality is a book series by Myron W. Krueger about interactive immersive environments (or virtual realities), based on video recognition techniques, that put a user in full, unencumbered contact with the digital world. He started this work in the late 1960s and is considered to be a key figure in the early innovation of virtual reality. For 16 years Krueger was creating a computer system that connected the actions of a user to the real-time response of visual and auditory displays.[1] Artificial Reality was published in 1983 and updated in Artificial Reality II in 1991 (both published by Addison-Wesley). Artificial Reality II was to explore the concept of 'Videoplace', which is when a users body is implemented into a computer created world full of color, sound, and visuals.[2] Whilst the first iteration of the series Artificial Reality has laid the ground work for different branches of computer-generated worlds like Virtual Reality and Augmented Reality. Visualization is key for all artificial realities to efficiently use data; resulting in being able to utilize human sensory systems that create these artificial realities.[3]

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Virtual Reality is the next big thing: VR expert Samir Mukherjee – Telegraph India

Posted: at 6:59 pm

Summary

Artistic acumen and knowledge of computer programming languages are essential in VR

VR is of great use in media, fashion, sports, automobile, and urban construction and planning

Virtual Reality (VR) is all about making you intensely feel alternate forms of reality through a simulated environment. Its being widely used in combat training, pilot training and educational purposes.

We caught up with Prof Samir Mukherjee, who is a leading expert in this field and is also responsible for the Department of Emerging Technology at Maulana Abul Kalam Azad University of Technology (MAKAUT), West Bengal, to discuss the scope in VR and its massive potential.

Edugraph: What is VR and how does it capture imagination?

Samir Mukherjee: Its the use of computer technology to create a simulated environment. Unlike traditional user interfaces, VR places the user inside an experience it makes them immersed and enable them to interact with 3D worlds. By simulating vision, hearing, touch and smell, the computer gets transformed into a gatekeeper to this artificial world. The only limits to near-real VR experiences are a limited availability of content, cheap computing power, and our own imagination.

What exactly is the technology employed by VR?

SM: VR employs a combination of existing technologies like multimedia, 360 photography and 3D graphics. Though VR is often confused for one of these techniques, its actually a complex and measured arrangement of all these methods and then some.

Whats the difference between VR and Augmented Reality (AR)?

SM: AR simulates artificial objects in the real environment, while VR creates an artificial environment to inhabit. In AR, the computer uses sensors and algorithms to determine the cameras position and orientation. AR technology then renders the 3D graphics as they would appear from the viewpoint of the camera, superimposing the computer-generated images over the users view of the real world.

In VR, the computer uses similar sensors and algorithms. However, rather than locating a real camera within a physical environment, the position of the users eyes here is located within the simulated environment. If the users head turns, the graphics change accordingly. And thats why VR technology creates a convincing interactive world for the user.

How does VR differ from other visual media?

SM: VR is recognised by the head-mounted display (HMD). The display technology used here is the primary difference between VR and all other traditional visual media. For instance, using the CAVE automatic virtual environments, the content can be projected onto screens that encompass entire rooms, which makes it an incredible pedagogical and research tool. However, commercial and everyday use of VR tech has a long way to go.

Can you tell us something about the importance of audio in VR?

SM: What we understand and process is influenced or caused by a combined action of our sensory systems. For VR to be adequately convincing, both audio and visual aspects are required. Our understanding of space and balance stems from a combined use of our eyes and ears. Therefore, environmental sounds and spatial attributes must be accurately reproduced for VR to be genuinely immersive and spatial.

What kind of academic background does one need to study VR?

SM: No specific academic background is needed. But you need an artistic acumen and storytelling capability to become successful in this field. CAD, photography, videography and animation are also needed to nurture a VR project. To work independently, you need to be well-versed in different programming languages like C++, C#, Unreal and Unity.

VR is mostly associated with sci-fi movies. Other than that, what are the emerging areas where virtual reality techniques are being applied?

SM: VR has immense potential in our real, non-entertainment world and has excellent pedagogical applications especially in STEM, where labs can be easily reproduced. VR is useful for historical and archaeological restoration, cultural and heritage preservation. For instance, we created a VR walkthrough of Bari Kothi in Murshidabad. VR can also be used for military and aviation training.

Other than these, VR has a lot of scope in multiple branches of medicine, especially psychotherapy for pain and PTSD, paediatrics and surgery. With its capacity for realistic visualisations, VR is of great use in media, fashion, sports, automobile, and urban construction and planning. It is also used extensively for telecommunications, meetings and conferences.

What is the career scope of VR in India and abroad?

SM: There is plenty of opportunities in VR projects, specifically in the US and Europe. However, the education sector of our country is reluctant to adopt this technology and so we are also missing out on a world of possibilities. However, some universities like MAKAUT are warming up to this whole universe of opportunities and experiences.

VR is expected to multiply manifold in the next two years, according to several projections, primarily because technologies are crucial to all digital transformation plans. VR is on its way to become a part of our everyday lives as cell phones.

- Samir Mukherjee

Can you please tell us something about your areas of interest in this field?

SM: Outside India, VR is already as commonplace in the educational curriculum as mathematics or history. There is incredible research scope in this field. As a lifelong educator, my interest too is along these lines researching this new technology and its applications as well as educating people, especially younger generations, in and about VR. In fact, I have been personally involved in developing a VR lab for engineering students in Kolkata.

I am already helping out young entrepreneurs, startups and students to grow in this field. I am also acting as chief mentor in VR AR Academia, Salt Lake, Kolkata, which is involved in different types of projects in India and abroad.

What MAKAUT is doing to trigger interest in the area of VR? What are some of the research projects on VR that you are running at MAKAUT?

SM: MAKAUT is probably the first university in the eastern region to work with VR. We are fortunate to have a very dynamic vice-chancellor. One interesting research project we are working on at MAKAUT is essentially the transformation of the traditional teaching-learning exercise into an experiential one within the virtual space, which will be very beneficial for students in future.

What do you think is the future of VR?

SM: VR has the highest projected potential for growth. AR/VR is expected to multiply manifold in the next two years, according to several projections, primarily because technologies are crucial to all digital transformation plans. It is expected that the expenditure in emerging tech will easily exceed the consumer sector. VR is on its way to become a part of our everyday lives as cell phones.

Tech Giants are already working to improve this emerging area and make it seamless. In fact, there is an actual possibility of the integration of VR and AI. The pandemic has accelerated our need to connect easily and effectively over large distances. So, with better and more powerful processors, improved infrastructure and easier accessibility, well experience the true power of VR.

Last updated on 19 Dec 2021

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Virtual Reality is the next big thing: VR expert Samir Mukherjee - Telegraph India

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A new study suggests VR could aid research on the brain – Fast Company

Posted: at 6:59 pm

The human brain is one of lifes greatest mysteries. Neuroscientists have labored for years to decode how it processes complex emotions: Where exactly do the sparks fire? And for how long?

Researchers made limited headway, but often struggled to replicate real, visceral human emotions under controlled laboratory conditions, which were necessary to standardize a number of variables. But then, they ventured into the world of virtual realityand that has completely changed the game.

Thats according to a team from theMax Planck Institute for Human Cognitive and Brain Sciences in Leipzig, Germany. It conducted a study to monitor neural activity when humans are emotionally charged, and trialed a cutting-edge technique to get there: using the immersive power of virtual reality. Participants were given VR glasses that transported them into the cars of a roller coaster ride, where they then embarked on an exhilarating journey of highs and lowsfirst, a steady roll through a picturesque mountain landscape; then, a desperate dash through the flames of a raging fire; and finallyafter a tense moment of teetering on the edgea steep plunge into the depths of the abyss.

The whole experience evoked much more natural emotions, the team says, than classical methods, which typically involve researchers showing study participants static photographs of emotional scenes, such as a wounded puppy or a spooky graveyard at night. The situation of being shown a photo, the researchers say, is far removed from emotion-inducing experiences we would normally have. Thats because in real life, emotions are continuously being conjured through a combination of past memories and various environmental factors that we interact with in the present. Put simply, to understand how the brain works on a day-to-day basis, its critical to observe brain activity in situations that feel as real as possible, not like manufactured case studies.

Using data from the VR participants, the team was able to confirm patterns of rhythmic brain waves linked to emotional excitement, which are referred to as alpha oscillations (the lower the strength of the oscillations, the higher the degree of excitement). They were also able to predict the strength of those emotions by identifying which cranial lobes and regions were most involved. These findings could have myriad applications in the future, the team says, noting that VR glasses are already being employed in psychological therapy. If, for example, doctors could track neurophysiological activity and correlate it to emotional states in real time, then they could collect data on patients emotional response to any given treatment without interrupting the moment by asking the patient to self-report.

The study was published in the scientific journal eLife in October.

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TWTS: The actual reality of "virtual" vs. "online" – Michigan Radio

Posted: at 6:59 pm

Before there were online possibilities for how students went to class, we just went to class. For many students, thats simply not the case anymore, especially not during the pandemic.

Given the ubiquity of online learning, this question from listener Veronica Vera comes as no surprise: When we talk about students who are taking classes in school (not in a virtual environment), how do we refer to those classes? In other words, what would be the opposite of virtual classes?

The phrase were seeing the most often is in-person classes, and it actually predates the pandemic. As soon as we started to have online education, we needed a way to talk about non-online education.

Linguists call this a retronym, or a word thats formed to create a new distinction when a new thing comes along. Other examples of retronyms include cloth diaper, analog watch, and landline phone.

You may have noticed how Veronica referred to virtual classes where some of us wouldve said online classes. When it comes to talking about things that exist or occur on computers or the internet, virtual and online have come to be used fairly synonymously.

However, there are people who feel that a distinction between virtual and online should be maintained. Thats because virtual also means to be very close to being something without actually being something.

People in favor of maintaining a distinction would argue that a meeting is still a meeting, whether it occurs in person or online, and that virtual meeting is a misnomer.

As we often talk about on Thats What They Say though, words change meaning over time, and virtual and online are now used synonymously when we talk about things like meetings or education or teaching.

This usage isnt surprising, given how virtual has been used in computing for decades to mean not physically existing but made to appear to exist through software, as in virtual reality.

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