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Category Archives: Virtual Reality

Oscar-winning director brings innovative virtual reality experience to Fair Park Dallas – CultureMap Dallas

Posted: December 9, 2021 at 1:20 am

The Nasher Sculpture Center, in a partnership with theGeorge W. Bush Presidential Center, is bringing to Dallas the virtual reality exhibition CARNE y ARENA (Virtually present, Physically invisible), conceived by Academy Award-winning writer and director Alejandro G. Inarritu.

The solo immersive experience recounts the harrowing plight of Central American and Mexican refugees. It will run January 21-April 18, 2022 at the Food & Fiber Pavilion at Fair Park.

CARNE y ARENAemploys the highest virtual technology to create a large, multi-narrative light spacewith human characters. Based on true accounts, the superficial lines between subject and bystanderare blurred and bound together, allowing individuals to walk in a vast space and thoroughly live afragment of the refugees personal journeys.

The experimental visual installation reunites Irritu with cinematographer Emmanuel Lubezki (Gravity, Birdman). Originally produced by Legendary Entertainment, Fondazione Prada, and Emerson Collective, it premiered at the Cannes Film Festival in 2017 as the first VR experience ever chosen as part of the festivals Official Selection. In 2018, Irritu was presented with a special Oscar for the installation in recognition of a visionary and powerful experience in storytelling.

During the several years in which this project had been growing in my mind, I had theprivilege of meeting and interviewing many Mexican and Central American refugees,"Irritu said in a statement."Their life stories haunted me, so I invited some of them to collaborate with me in the project.My intention was to experiment with VR technology to explore the human condition in an attempt to break the dictatorship of the frame within which things are just observed and claim the space toallow the visitor to go through a direct experience walking in the immigrants feet, under their skin,and into their hearts."

The Dallas presentation is possible through the support of Emerson Collective, a group that deploys a wide range of tools from impact investing to philanthropy to advocacy in pursuit of a more equal and just America. The Nasher SculptureCenter and the Bush Center created their partnership to further constructiveconversations about immigration.

The profound power of CARNE y ARENA is putting yourself in another persons shoes, building empathy, and discovering there is more to someones lived experience than what you read or see in the news, said Laurene Powell Jobs, Founder and President of Emerson Collective, in a statement. We are honored to work with the Nasher Sculpture Center and the George W. Bush Presidential Center to offer Texans the opportunity to experience this exhibition, create dialogue, and broaden awareness aboutimmigrants.

CARNE y ARENA will be accessible to the public through advance bookings, but tickets are limited. Tickets, which range from $35-$55, are now available at nashersculpturecenter.org.

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Acclaimed city builder Cities: Skylines getting the virtual reality treatment in Cities: VR – Eurogamer.net

Posted: at 1:20 am

Coming to Oculus Quest 2 in "spring"2022.

Developer Colossal Order's acclaimed city builder Cities: Skylines is being reimagined for virtual reality devices, and will be coming to Oculus Quest 2 (or Meta Quest 2 as it'll soon be renamed) as Cities: VR in "spring" next year.

Cities: VR is the work of developer Fast Travel Games and aims to deliver the breadth and depth of Colossal Order's celebrated city management title, giving players control of urban planning, traffic flow, utilities, emergency services, entertainment, the economy, and more.

As part of Cities: VR's announcement, creative director Erik Odeldahl offered a brisk video walkthrough of some of the management sim's freshly VR-ified features, providing a look at its interface - reworked for virtual reality controllers - alongside other snippets of gameplay, showcasing both the birds-eye management view and a more up-close-and personal perspective for players that want to enjoy their creations from ground level.

Cities: VR - Alpha Gameplay Trailer.

There's not a lot more to report on the newly announced experience just yet, but as a big Cities: Skylines fan and occasional dabbler in VR, I am certainly intrigued! Hopefully we'll get a more thorough look at Cities: VR as its "spring" 2022 release on Meta Quest 2 draws nearer.

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Take Me There Virtual Reality Tours | Texas Health and Human Services – Texas Health and Human Services |

Posted: at 1:20 am

Moving to a community home can be a challenging process for a person who has lived in an institutional setting for a long time. Not only are they saying goodbye to the people who are a part of their daily lives, but in many cases, they are taking their first steps towards independence. The transition process can be extensive, stressful and overwhelming. Having a reminder of the home they chose for themselves is reassuring and can build confidence.

Take Me There Virtual Reality (VR) Tours are designed to help individuals transitioning from an institutional setting into a community home. Using VR technology, the person can tour their future home as many times as they'd like throughout the transitioning process. They can also meet their house managers and future roommates virtually. This can lower the stress of meeting everyone on the day the move home.

SSLC staff serve an integral role on this project, as they are the directors and creators of the VR tours. Technology has advanced enough that it only takes a few simple steps to create VR videos.

The Take Me There VR Tours Training Guide (PDF) takes you through the VR process, step by step. This includes capturing, processing and copying VR footage on to a portable VR Headset. Users just put on their headset to Take Me There and enjoy their tour.

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Apple Looking to Create an ‘Entirely New Application Paradigm’ for AR and VR – MacRumors

Posted: at 1:20 am

Wednesday December 8, 2021 1:33 am PST by Sami Fathi

Apple is looking to create an "entirely new application paradigm" for augmented and virtual reality according to a new job listing, highlighting the company's growing ambitions in the AR and VR space as it ramps up the development of its next-generation products.

The job posting initially shared by Hayden Lee, an AR/VR software engineering manager at Apple, describes Apple as looking for an AR/VR framework engineer. The job description states that Apple is seeking a candidate to help build an "entirely new application paradigm."

The role will include "working closely with Apple's UI frameworks, Human Interface designers and system software teams" in building out Apple's augmented and virtual reality experiences. "This role will push you to think outside-the-box, and solve incredibly ambitious and interesting problems in the AR/VR space," the job listing adds.

Following years of research and development, Apple is expected to release its first AR-focused device in 2022. The device, likely to come in the form of a headset, will be Apple's first major push into the increasingly vibrant AR and VR space. The company's first headset is not expected to be a mainstream hit at first, with credible reports suggesting it will remain a niche product aimed largely at developers for media consumption, communication, and gaming.

Further down the line, Apple plans to release augmented reality glasses. These glasses, unlike the headset, will be in a smaller form factor and are likely to appeal more to the masses. "Apple Glasses" are expected to debut by 2025 at the earliest, with the second generation of Apple's AR headset now rumored to launch in 2024.

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Apple may not begin production on its upcoming AR/VR headset until the end of the fourth quarter of 2022, Apple analyst Ming-Chi Kuo said today in a note sent out to investors. That would likely result in the device launching late in 2022 or in early 2023.Before launching the headset, Apple wants to have "complete software, ecosystem, and services," which Kuo cites as the reason why Apple ...

Apple's rumored augmented reality (AR) and virtual reality (VR) headset will focus on gaming, media consumption, and communication, according to Bloomberg's Mark Gurman.Concept render of Apple's rumored AR headset by Antonio De Rosa Gurman, who often reveals accurate insights into Apple's plans, outlined the broad use-cases that users can expect from the company's mixed reality headset in...

Apple is planning to replace the iPhone with an augmented reality (AR) headset in 10 years, a process that is apparently due to start as soon as next year with the launch of a head-mounted device, according to a recent report.Concept render of Apple's rumored AR headset by Antonio De Rosa In a note to investors seen by MacRumors, eminent analyst Ming-Chi Kuo explained that "Apple's goal is...

Apple's long-rumored augmented reality (AR) headset project is set to bear its first fruit late next year with the launch of the first device carrying a pair of processors to support its high-end capabilities, according to a new research report from noted analyst Ming-Chi Kuo seen by MacRumors.According to Kuo, the higher-end main processor is said to be similar to the M1 chip Apple...

The first AR/VR headset that Apple has in development will need to be wirelessly tethered to an iPhone or another Apple device to unlock full functionality, reports The Information.It will be similar to the WiFi-only version of the Apple Watch, which requires an iPhone connection to work. The headset is meant to wirelessly communicate with another Apple device, which will handle most of the ...

Apple plans to release its first mixed reality headset with Wi-Fi 6E support in 2022, Apple analyst Ming-Chi Kuo said today in a note sent out to investors.Concept render by Antonio De Rosa based on recent reports Apple is rumored to be working on at least two AR projects that include an augmented reality headset set to be released in late 2022, followed by a sleeker pair of augmented...

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Apple CEO Tim Cook "secretly" signed an agreement worth more than $275 billion with Chinese officials, promising that Apple would help to develop China's economy and technological capabilities, The Information reports.In an extensive paywalled report based on interviews and purported internal Apple documents, The Information revealed that Tim Cook personally forged a five-year agreement...

Apple is working on five new Macs for launch in 2022, including a new version of the entry-level MacBook Pro, according to Bloomberg's Mark Gurman.In the latest edition of his "Power On" newsletter, Gurman said that he expects Apple to launch five new Macs in 2022, including: A high-end iMac with Apple silicon to sit above the 24-inch iMac in the lineupA significant MacBook Air...

Apple is planning an entire revamp of its Apple Watch lineup for 2022, including an update to the Apple Watch SE and a new Apple Watch with a rugged design aimed at sports athletes, according to respected Bloomberg journalist Mark Gurman.Writing in the latest installment of his Power On newsletter, Gurman said that for 2022, alongside the Apple Watch Series 8, Apple is planning an update to ...

With the launch of iOS 15.2, Apple is adding a new "Parts and Service History" section to the Settings app that will let users see the service history of their iPhones and confirm that components used for repairs are genuine.As outlined in a new support document, iPhone users who have iOS 15.2 or later installed can go to Settings > General > About to access Parts and Service History. The...

Apple today provided the release candidate version of iOS 15.2 to developers for testing purposes, and in the release notes, Apple says that the new Apple Music Voice Plan is set to launch alongside the update.Introduced in October, the Voice Plan is a new tier for Apple Music that is priced more affordably than a standard Apple Music plan. It's $4.99 instead of $9.99, and is designed...

macOS Monterey 12.1, which is set to be released to the public in the near future, addresses several significant bugs that Mac users have been complaining about for weeks.According to Apple's release notes, it fixes a bug that could cause the trackpad to become unresponsive to taps or clicks. We reported on the Tap to Click bug earlier this month after receiving dozens of complaints from Mac...

The SD card reader slot on the new 14 and 16-inch MacBook Pro models is not functioning as expected with some SD cards, according to multiple reports on the MacRumors forums.In a long complaint thread, MacRumors readers have detailed the issues that they're having with some SD cards, and there seems to be little consistency between reports and affected SD cards. Some SD cards crash and...

Razer today announced the launch of the Razer Phone Cooler Chroma, a MagSafe-compatible fan that's designed to attach to the back of an iPhone.While there's a MagSafe version for the iPhone 12 and 13 models, there's also a second version with a clamp design that's meant for Android phones and that would also work with non-MagSafe iPhones.Razer says that the Phone Cooler Chroma has a...

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Virtual reality to ensure safety competence in offshore energy – News for the Energy Sector – Energy Voice

Posted: at 1:20 am

Virtual reality software is being used to ensure workers are competent beyond compliance in offshore energy.

Clyde Training Solutions is using the software to virtually immerse workers in critical and sometimes dangerous training scenarios.

It has been developed in partnership with Aurora Digital Solutions, another Northern Marine Group company, and comes following PWCs Seeing is Believing report which showed VR can translate to forming muscle memory and reduced learning times.

The company can create clients exact asset allowing for as close to real life training as possible to be completed either onshore or on the actual facility, which allows effective planning of an operation prior to undertaking it.

Head of training John Abate said: With our competency beyond compliance ethos, we want to ensure anyone who comes through our doors isnt just compliant with the standards expected of them by their industry, but also confident in the training they are receiving.

CTS has offices in Glasgow and northern England.

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Ozobot Brings Learning to Life with MetaBot — the First Free Educational Augmented Reality Robot – PRNewswire

Posted: at 1:20 am

REDONDO BEACH, Calif., Dec. 8, 2021 /PRNewswire/ --Ozobot, global leader of programmable robotics and STEAM-based learning solutions for K-12 education that empower the next generation of creators, today unveiled its newest innovation - MetaBot - the first free augmented reality (AR) robot for education. MetaBot is an interactive learning experience that enables all children to build coding literacy and create with technology in any environment using a single smartphone or tablet.

Research shows that AR immersive experiences enhance K-12 learning outcomes and expand opportunities at all levels of learning. Starting today, students and educators of all backgrounds can unlock unlimited possibilities to learn with augmented reality and transform any space into an engaging 3D experience with MetaBot. Whether at home, in the classroom or on-the-go, students can use a smartphone or tablet to bring a 3D Evo robot to life instantly, right in front of their eyes. No physical robots, apps or fees required.

"MetaBot is our answer to the digital divide and furthers our mission to democratize educational technology while also allowing us to stake a claim in the metaverse with education," said Andy Fathollahi, CEO, Ozobot. "We believe every student should have access to STEAM education and equity in computer science, regardless of their circumstances or environment."

As part of the launch, Ozobot is offering all learners access to its curriculum library, Classroom, to build coding literacy, practice programming and gain computer science skills with MetaBot through a selection of free, downloadable standards-aligned lessons and activities.

Fathollahi added, "With the launch of MetaBot, an entire classroom can learn to code, create and collaborate through select STEAM curriculum and lessons using a single smartphone or tablet; equipping virtually all learners with the future-ready skills needed to further their education, careers and entrance into the metaverse."

To learn more about Ozobot and to experience MetaBot on a smartphone or tablet, visit: https://ozobot.com/create/metabot

About Ozobot

Ozobot is redefining the role of robotics in education with award-winning programmable robots, patented screen-free coding programs, and STEAM-based learning solutions that transform the way children learn and create across all grades, subjects and environments. Led by a world-class team of educators, engineers and computer scientists, Ozobot delivers award-winning solutions by integrating innovative product design with leading LMS platforms and emerging technologies, including Augmented Reality-based learning, powered by Ozobot's coding platform, OzoBlockly, that supports its proprietary JavaScript and Python editors that run native code on connected devices.

Together with students, educators and parents around the world, Ozobot has become the #1 most trusted robotics platform in education and continues to empower the next generation of creators to discover new and exciting ways to learn.

Source: "The Promise of Immersive Learning: Augmented Reality and Virtual Reality's Potential in Education," Information Technology & Innovation Foundation, August 30, 2021.

Media Contact:

Kelly CunninghamOzobot[emailprotected]

SOURCE Ozobot

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Dating in the metaverse? Tinder’s CEO expresses interest in entering the virtual reality world – Euronews

Posted: at 1:20 am

Dating app Tinder is exploring how to blur the boundaries between offline and online worlds, CEO Renate Nyborg said in an interview at the Reuters Next conference.

The chief executive of the Match Group Inc-owned dating app cited the company's newly launched Explore feature. Interactive events like "Swipe Nights" allow users to choose their own adventures and match with others based on their choices.

The company is testing in-app currency that daters will use to pay for premium services and receive it as rewards for good behavior on the app, she said.

Asked about the company's plans around dating in the metaverse, Nyborg said: "From a Tinder perspective, we've been talking about a Tinderverse internally, which is more about blurring the boundaries between offline and online."

The metaverse broadly refers to the idea of shared virtual spaces that people can access through different devices and where they can move through digital environments. These spaces may use virtual reality (VR) or augmented reality (AR).

Facebook, which recently changed its name to Meta Platforms Inc, is one of the many tech companies making bets on metaverse technologies.

Dating app Bumble said during its November earnings call that it wants to prepare for "whatever emerges in the metaverse."

Nyborg said Tinder was still focused on helping people meet in real life.

She said that while the COVID-19 pandemic had shown it was possible to feel connected only using the internet, it also demonstrated the importance of real-life connections.

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How 5G technology could change the future of music – Verizon Communications

Posted: at 1:20 am

Artists can now build entire digital worlds by using the same technology thats used to create video games to bring their creative vision to life, said Andrew Zarick, Head of Partnership Activations at Verizon 5G Labs. This completely changes the way artists engage with fans now and in the future.

With the programs help, rapper and singer TheHxliday designed a 360-degree virtual world that morphed from a desert landscape with bouncing moons to a lush forest with butterflies for his 20-minute performance of The Most Beautiful Disaster. With 5G, Verizon was able to record and stream the performance in a way that nearly eliminated the side effects of image compression that are visible to the naked eye.

Artist Asiahnused the tools at the 5G Labs to create an augmented reality experience for fans. The team at the lab used volumetric capture to create a holographic video performance of Asiahn dancing. When you play the music video, the app overlays Asiahn into your own living room, bringing the artist to your personal space. Switch modes and you see a northern-lights display with lyrics flying by as you play the song. In directors cut mode, shes in the room with you, talking about the video and the story behind it.

That extension of this digital 2D video into your physical 3D world is indicative of what we think the table stakes will be going forward when you think about content, said Zarick. Its not just lean back. Its interactive, its immersive. And it begins to shift entertainment from a single platform experience to a multiplatform experience, reaching fans wherever they are.

Technology, paired with a need for distanced connections created by the COVID-19 pandemic, is also spurring increased online music collaboration through platforms such as BandLab and Kompoz.

Musicians from all over the world are meeting together remotely.The Veltrons, whose members are from London, upstate New York, Vancouver and San Francisco, met on the Endless music collaboration app and have produced two albums, despite having never met in person.

While this kind of online music collaboration is already happening, the high performance of 5G networks should make it more seamlessmeaning fans could see more exciting collaborations in the future.

While bands backed by big labels already have the resources to create amazing high-tech experiences for fans, 5G will help make music tech more accessible to everyone, Zarick said. We are already partway there.

If you have an iPhone, youre a moviemaker, Zarick said. So you can make your music video, you can post to TikTok, you can find a way to build your audience. And by the way, that phone in your hand is starting to come with new and amazing features like being able to do 3D scanning.

These tools no longer just sit within the scope of folks that have dollars and access, he said. And that could make a difference in what kind of music we all experience in the future.

This really starts to bring about a new wave of creators with new forms of creative expression, Zarick said, and begins to unlock new sustainable ways to monetize their work.

Since a2019 concert with the Chainsmokers, Verizon has been exploring what 5G can do for music. Whether through collaborations like the Emerging Artists program, 5G build-outs in stadiums and venues across the country, or other new and exciting applications, Verizon will continue to push the future of music technology.

Find out more about how theVerizon 5G Labs are helping artists, innovators and others put the power of 5G to use.

1emarketer.com/content/how-5g-will-change-media-entertainment-and-marketing

2 Samantha Hissong, 5G Could Be the Future of Concerts. No, Really. Rolling Stone, May 18, 2021.

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The Metaverse is already here: 5 companies building our virtual reality future – CBS News

Posted: November 28, 2021 at 9:47 pm

If you believe Facebook, the future is a virtual reality "metaverse."

The tech giant, which changed its name to Meta last month, plans to invest $10 billion this year to develop products that support augmented and virtual reality a robotic hand, high-tech VR glasses and sophisticated software applications, to name just a few. Analysts expect the company to spend at least $50 billion to achieve its promise of a virtual reality future.

But Meta is far from the only player. In fact, a half-dozen other companies are already building out the hardware and software that will be the next generation of virtual interaction something Wall Street sees as a $1 trillion market. The companies include Google, Microsoft, Apple, Valve and others building out products for work and communication. Smaller startups are likely to join them as investors flood into the market.

"The metaverse is real and Wall Street is looking for winners," Wedbush analyst Dan Ives said in a note.

These are some of the firms whose products Facebook will have to contend with as it seeks to put its stamp on the meta-landscape.

Google Cardboard might be the most successful VR project in history. In 2014, what was then the world's largest tech firm asked millions of people to strap their smartphone to their face with a piece of cardboard. Google says it shipped "tens of millions" of foldable headsets and Google Cardboard apps were downloaded over 160 million times. It wasn't the highest-resolution, or high-tech, experience but the strategy helped introduce millions of students and aspiring developers to virtual reality.

It also helped Google pivot from its previous augmented reality experiment, Glass. Today the augmented reality glasses are marketed as a tool for enterprise businesses, but when it launched Google's expectations were sky high. Literally: The $1,500 product was announced by Google founder Sergey Brin as he jumped out of an airplane.

Glass was essentially the guts of a smartphone with a small camera mounted on a frame of non-prescription glasses. The project flopped, but not before spawning countless memes.

Microsoft announced the Hololens mixed reality glasses in 2015. Rather than flood the consumer market with marketing hype, Microsoft quietly launched Hololens a year later as an industrial manufacturing tool targeted to a select group of enterprise firms. The $3,000 commercial suite shipped with a professional edition of Windows, with extra security features and software to aid application development. The second iteration debuted in 2019 and was slightly more expensive, but had a better set of cameras and lens mounts allowing for more precise operation, and offered a broader range of software capabilities including industrial applications.

Current Hololens users include heavyweights like Kenworth, Suntory and Toyota, which uses the headset to speed up training and car repairs, according to Microsoft.

If you believe the rumors, Apple has been on the cusp of releasing AR glasses for years. The iPhone maker released ARKit, the developer framework for creating augmented reality applications for Apple devices, with iOS 11 in 2017. According to the tech website The Information, Apple held a 1000-person meeting in 2019 to discuss AR on the iPhone and two potential future products, the N421 smart glasses and N301 VR headset. Analysts now speculate that Apple is gearing up to release AR products in 2022 and beyond.

Valve's Index headset is arguably the most robust consumer virtual reality product on the market. The high-resolution screen is smooth, and the controllers offer unmatched control inside virtual reality and gaming environments. The Index is also integrated with Value's Steam video game marketplace, which means the device is already stacked with compatible content.

It's also expensive and klugy. The full Index VR Kit is priced at nearly $1,000 and to function properly, the headset requires multiple cables and sensors. Valve continues to innovate and experiment with immersive virtual reality headsets. Analysts expect the Bellevue-based game company to release a standalone headset to compete with Facebook's Oculus Quest 2 soon.

Although the idea of virtual reality was partially inspired by science fiction novels, Big Tech's modern vision of an AR and VR future is directly inspired by Magic Leap. Founded in 2010, the company raised over $500millionin 2014 from companies like Google and chip maker Qualcomm. In 2015 the firm released a stunning video that purported to demonstrate the product's technology. But skeptics questioned the technology and the eventual product was panned.

The initial Magic Leap headsets were marketed at creative collaborative industries like design and advertising.

Magic Leap shipped a refined AR device in 2018, raised more money and plans to release the Magic Leap 2 in early 2022. The company also plans to target defense, healthcare, and industrial manufacturing.

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Dan Patterson is a reporter for CBS News. He covers the tech trends that shape politics, business and culture.

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Is virtual reality the new business opportunity? – Gulf Business

Posted: at 9:47 pm

How do you see the growth of the virtual reality market in the Middle East? Is it still in its infancy in the region?

Virtual Reality (VR) is still taking off around the world but at an accelerated pace. While the market initially captured the interest of professional gamers, we have evolved the category across the board, catering to multiple consumer and commercial touchpoints. The YoY growth has been substantial in adopting PC VR and All in one VR products. While still in its infancy, we see mass adoption of the category with the launch of All in 2 VR category devices in the near future. Aside from the consumer business, we have partners in every commercial industry, from automotive to design, medical, and defence. The potential is vast, and the Middle East has many innovators looking to the future and showing immense potential to our business. VR can change how consumers experience content and games as well as how companies operate.

For instance, VR glasses can display contextual overlays of real-time information when walking in an airport. It will contain everything from how crowded each restaurant is to seeing the menu with 3D renderings of each item to flight updates and how long it will take to walk to the gate, with instructions displayed in the view.

How will augmented reality and virtual reality transform businesses and the economy in the UAE?

The UAE has a long history of technological advancement. VR headsets and adoption are a vital part of that journey, and nations that continue to push the limits will reap the benefits in decades to come. The country is perfectly placed to use advanced technology, with dozens of sectors ranging from tourism to industrial and beyond. Walking into a hotel in the UAE in 50 years will be a whole new level of elegance and luxury, with Extended Reality (XR) glasses making the visitor experience seamless and effortless. For example, to book activities at a glance, try out the latest boutiques without moving and even have a live view of what a friend sees while skydiving.

What in your opinion is the potential fields in which VR and AR can be implemented going forward?

The potential for VR is near limitless. In the past few months, I have been given surgical training in VR, been taught how to land a plane, and driven a sports car too. I have also seen the most intricate and detailed artwork created using VR. I have held meetings across the world from my living room and seen my colleagues as we work on 3D models of new products.

We have partners like BMW, who can help customers tailor every element of their new car and train their engineers on their upcoming fleet of electric vehicles; for instance, VRMADA uses VR and AR to drive digital transformation and customer success for Dubai Customs and Dubai Police.

A great range of applications is available already, from training to design, and collaboration and beyond; the possibilities are endless. Its exciting being at the forefront of VR technology because we see new and creative tools developed everyday.

Can you tell us about your latest product, Vive Flow? What are its features? How does it stand apart from the rest?

Vive Flow represents the next evolution of technology as we take a more holistic view of making life better. It is a compact, lightweight immersive glass device intended to help people nurture their minds, relax, have fun daily, disconnect from their present and go with the flow.

The device allows people to immerse themselves in a new and convenient way effortlessly fitting into life and providing a simple way to improve wellbeing. Vive Flow is spearheading a new product category that will help redefine self-care whether that means watching a favourite show, meditating, or playing a game.

It is designed to fit different head shapes and sizes, and it easily folds down and can be stored in a purse or satchel. Vive Flow also has built-in diopter dials, to make adjustments for crystal clear visuals without wearing glasses. We have innovated significantly on making immersive experiences more accessible, convenient and affordable for our mass consumers. We have done away with controllers, allowing users to use their smartphone as a controller coupled with our inside-out headset with 6DoF tracking.

Read: New realities in the virtual world

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