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Category Archives: Virtual Reality

Virtual reality offers new opportunities for care and empathy – Healthcare IT News

Posted: August 14, 2021 at 12:54 am

Virtual reality will be one of the key emerging technologies that can be deployed to help augment and improve access to healthcare, experts at HIMSS21 Digital said.

In a panel moderated by Michael Crawford, associate dean for strategy, outreach and innovation at Howard University, Brennan Spiegel, director of health services research at Cedars-Sinai Health System, and Megan Brydon, PACS applications specialist, diagnostic imaging, at IWK Health, discussed the mainstreaming of virtual reality, including the addition of gamification to increase engagement.

However, it was noted by both panelists that there is apprehension about adding yet another layer of tech to an overwhelmed healthcare workforce.

Weve been using VR for the past six years, treating more than 6,000 patients with VR, and were constantly learning how to use VR for patient care, Spiegel said. Weve been focused on acute pain and managing chronic pain, and science isnt the barrier anymore, its about who will pay for this stuff, and whos the clinician in charge of all this.

Brydon pointed to the increasing success of VR as a tool to help provoke an emphatic response, particularly looking at formal and informal (family) care providers.

We found VR was able to leverage and provide resources to a lot of individuals who are really feeling the burden of caring for family members and friends, and the idea that we can build these skills is really valuable, she said.

Spiegel pointed to use cases for VR that include therapeutic opportunities for chronic pain, cognitive behavioral therapy and mental health, particularly for those in rural areas who may not have easy access to physical healthcare and trained physicians.

We can bring that therapy into someones home, and every day they can have a session with the equivalent of a pain psychologist but in a VR headset, he said.

Brydon noted that a major benefit of VR-based care, be it therapeutic or otherwise, is that it allows you to access it wherever you are a benefit not limited to rural areas.

If youre at work or at home, it provides you with that access, she noted. Were at a point where people have access to phones, and if we can go through those channels, as things get better, faster and smaller, we can do more in that small space, and have that VR bedside or wherever you happen to be. That goes for patients as well as providers.

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Virtual reality in the nuclear industry – Nuclear Engineering

Posted: at 12:54 am

The nuclear industry is embracing virtual reality technology to optimise its operations and improve safety, as a recent white paper from Tecknotrove Systems explains.

While nuclear power plants are usually very safe and secure, they remain prone to severe accidents or production losses due to human errors. Virtual reality (VR) makes it possible to create realistic and immersive training environments relating to nuclear power plants to train operators on how to perform the tasks safely. VR training allows operators to practice various situations - such as emergency evacuation, plant operation, fuel handling, leaks and fires - in a virtual site. As the simulated environments feel extremely realistic, it creates a highly immersive experience to teach the right response in difficult situations.

Periodic inspection and maintenance of a turbine generator are very important. However, conducting hands-on training in maintenance of the turbines and engines in a nuclear plant can be a challenge, thanks to the time it takes, the risks and the costs involved. VR makes it possible to train for the maintenance engineers in a more engaging and safer manner without the hassles of finding the actual equipment to use during training. From assembly to dismantling of turbines, through repair, a virtual environment helps technicians to go through various steps of training and see all the parts working together before they do it in a real plant.

Training operators to handle crucial functions in the control room of a nuclear plant is critical. VR has proved to be an effective and efficient training tool.

In order to enhance users' understanding of nuclear reactor principles, a virtual reality system based on a simulator can be developed to interface with the scenarios in nuclear power plants. With VR, a nuclear plant can provide an immersive training experience to its operators without affecting the safety of the power plant. Using VR, owners can simulate everything from basic operations to emergency situations, with real-life stress factors to make the training very realistic.

Entry to a nuclear power plant is restricted and not often open to young engineers or visitors. VR allows engineers to perform the activities within the plant, freely navigating it to develop a better understanding of the orientation of the plant without compromising safety.

Virtual tours of nuclear power plants allow visitors to experience the control room, dive down to the reactor, or head to the turbine hall and switch yard.

Providing training for decommissioning nuclear power plants is a lengthy process. VR gives a sense of what it is like inside the reactors in reality. It is serving a critical role in training teams to decommission the reactors. VR training can help nuclear power plant workers at decommissioning sites by familiarising them with the relevant steps in a safe and controlled environment. Training set up in highly realistic environments can help prevent accidents. Using VR for decommissioning training is also cost-effective, since operators need disposable protective gear for physical training, which can be extremely expensive. In some countries, decommissioning authorities have also started using VR-powered decommissioning solutions, as robots can work faster and they are unaffected by continuous exposure to radioactive elements.

It is necessary to train the operation and maintenance crews for fuel handling systems in a nuclear power plant. Safe handling of fuel assemblies is important to ensure smooth functioning. However, the configuration of the fuel channels is complex, and training the engineers in real life can be tricky. Through computer simulations, VR provides a safe and highly realistic environment where they can learn about handling fuel without exposing themselves to radiation or compromising the structural integrity of the reactor.

Preparing for accidents and emergencies that may occur at a nuclear power plant is a necessity. Laws in each country require nuclear operating companies to develop and maintain emergency preparedness plans for their nuclear power plants to protect the public. However, planning and managing such training can take up a considerable amount of time and resources. This is where training in a simulated environment is important. Emergency situations - loss of electric supply, failure of emergency generators, failure of cooling system or leaks - can be recreated in a virtual environment for training and testing purposes. Virtual environments allow users to test the correct operation of the devices, tools and procedures that would be employed in different emergency situations, and it helps to maintain the level of preparedness of the staff that would be involved with these emergencies.

Additionally, VR makes it possible to test the response time and the communication and decision-making skills of the teams in emergency situations that could not be created in real life.

Most of the nuclear industry still primarily uses traditional training methods - computer based training, with limited sessions of on-site training. As a result, the engineers are not always certain about what needs to be done in real life or in an actual environment.

VR enables creation and simulation of virtual worlds. These worlds immerse trainees in the virtual environment as if it were an actual nuclear power plant. In a VR environment, trainees can move around the plant under complete safety. VR controllers allow the trainee to interact with virtual control panels, turbines and fuels in the virtual world, which is not possible in real-life training. VR training thus results in higher reproducibility and safety.

It is also cost-effective, since multiple sessions can be conducted at relatively low cost . Studies have shown that VR-enabled training has improved the overall responsiveness of those working at nuclear plants.

The best thing about VR is that it enables real-time collaboration and creates an accurate immersive environment. For assembly, operations, maintenance and decommissioning of nuclear power plants training through VR can be used at all stages at a fraction of the cost of other options and in complete safety.

The nuclear industry can use VR training to increase efficiency and maximise operations. It is a safe way of training teams and attracting young workers to the industry.

Tecknotrove Systems one of Asias leading VR simulation companies offers customised solutions to nuclear power plants in areas of Radiation Safety, Environment Monitoring, Radiation Security, Air Monitoring and Emergency Management to solve the real challenges faced by the industry. Some of its existing clients include Department Of Atomic Energy, BARC, NPCIL to name a few.

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Lady Gagas 911 Gets the Virtual Reality Experience, as Director Tarsem Singh Reveals Behind-the-Scenes Details – Variety

Posted: at 12:54 am

Lady Gagas 911 video is getting the virtual reality experience from CEEK VR. The singer/songwriter is teaming with the virtual reality company to provide a behind-the-scenes look on the set of 911 as she celebrates her No. 1 album Chromatica a year after its release.

The short film accompanied the third single off the album, and directed by Tarsem Singh, with visuals eerily reminiscent of his earlier feature film, The Cell, starring Jennifer Lopez. She had seen the film, Singh tellsVariety.

Singh explains he and Gaga were discussing ideas for the video. Rather than replicate that exact visual, Singh says, I told her, I know you like that film but lets go the opposite direction. Lets put you in red, and have white sand dunes. So, we did that.

The video was shot in Valencia, Calif. Singh was adamant that white dunes be seen to make Gagas bold and vibrant colors stand out. The sand where they shot was brown, but he corrected that in post-production. The sand was brown and it didnt feel right because we wanted a sorbet feel. She needed to pop in those colors.

It begins with the Chromatica II transition showing Gaga covered in a blindfold, lying in a desert sandpit, with a man on horseback in the distance. Gaga wakes up and finds herself surrounded by strange imagery, included a woman who resembles Santa Muerte a Mexican deity personifying death to safely carry those to the afterlife. As the imagery gets stranger, the video delivers a twist. As it turns out, Gagas character is nearly killed in a car accident.

She will exhaust herself and give you everything you want, Singh said of the experience. Its full-on or fuck off. In shooting that twist, Singh had two cameras in place. I told the crew to not make a sound because I wanted to capture every sound she made. She went at it and had a solid meltdown and we had that in one take. I told her to trust me. We got it and that was that.

When the video for the single was released, Gaga said, This short film is very personal to me, my experience with mental health and the way reality and dreams can interconnect to form heroes within us and all around us.

Of the new 360 VR experience, Singh says he hopes people embrace the technology displayed in this behind-the-scenes experience of 911.

The 360 VR experience will be exclusively available onwww.ceek.com and on the CEEK VR App, which is available for download on iOS, Android, Facebook Oculus, HTC, etc. It can also be viewed through CEEKs mobile Virtual Reality headset.

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Virtual Reality and Augmented Reality in Retail Market Forecast to 2028 – COVID-19 Impact and Global Analysis By Type and Application – Yahoo Finance

Posted: at 12:54 am

The global virtual reality and augmented reality in retail market is expected to grow from US$ 3790. 94 million in 2021 to US$ 17864. 86 million by 2028; it is estimated to grow at a CAGR of 24. 8% during 20212028.

New York, Aug. 12, 2021 (GLOBE NEWSWIRE) -- Reportlinker.com announces the release of the report "Virtual Reality and Augmented Reality in Retail Market Forecast to 2028 - COVID-19 Impact and Global Analysis By Type and Application" - https://www.reportlinker.com/p06128442/?utm_source=GNW

Brands use virtual and augmented reality technology to promote themselves and their products in virtual reality marketing.The technology generates a fictitious yet realistic setting.

Depending on the device, virtual reality marketing might be visual or multi-sensory.A full virtual reality headset provides a fully immersive experience, whereas a virtual reality Instagram filter only overlays objects or photographs onto the camera view.

Augmented reality (AR) marketing is what these filters are.AR is a type of virtual reality in which a virtual image is superimposed on the real environment.

The most prevalent sort of virtual reality marketing is augmented reality marketing. For many businesses, it is more practical and less expensive than developing a headset experience. Consumers will find augmented reality more accessible because it only requires a phone or desktop app. For example, with its Virtual Artist app, Sephora was one of the first to adopt augmented reality marketing. Virtual reality marketing is also a fun approach to get the word out about new products. Guccis app now has an augmented reality element to advertise its new Ace footwear range. Users can aim the camera at their feet to view how various sneaker styles would look on them. They can see the shoes from a variety of angles, owing to the technologys movement tracking abilities. Similarly, Instagram recently teamed up with Spark AR to launch a new feature that allows users to design their own AR filters. Words or images are superimposed on top of the actual image in the camera view by the filters. This is being used by brands to make filters that display their logo or other branded image. For example, Coca-Cola Poland designed one that practically places its polar bear mascot in the room with the viewer. Thus, the high adoption of AR and VR technologies by brands for marketing purpose is expected to contribute to the growth of the market.

The virtual reality and augmented reality in retail market is segmented based on type, application, and geography.Based on type, the market is categorized into AR and VR.

The AR segment represented a larger share of the overall market in 2020.Based on application, the virtual reality and augmented reality in retail market is segmented into online retail and offline retail.

In 2020, the online retail segment accounted for the substantial share of the market.Geographically, the market is broadly segmented into North America, Europe, Asia Pacific (APAC), the Middle East & Africa (MEA), and South America (SAM).

In 2020, North America accounted for the significant share in the global market.

With the COVID-19 pandemic spreading across the US, all industries have been severely impacted.As a result, any impact on industry has a direct impact on the regions economic growth.

The unusual spike in COVID-19 cases in the US, as well as the accompanying lockdown to battle the viruss spread across the country in the first two quarters of 2020, has prompted many businesses to prepare for the worst.In 2020, technological investments experienced a dip, owing to the above-mentioned reasons.

However, the retail industry has been adopting technologies such as virtual reality and augmented reality much before the pandemic.

According to IBMs 2020 US Retail Index report, the pandemic has expedited the shift to digital purchasing by about five years.Virtual "try-before-you-buy" experiences ranging from previewing furniture and house products of brands such as IKEA and Home Depot to digitally trying on luxury fashion brands such as Louis Vuitton and Gucci.

Similarly, GLAMlabs Ultas virtual try-on beauty tool, which was established four years ago, has seen an increase in utilization during the pandemic.In addition, when jewelry manufacturer Kendra Scotts stores were temporarily closed, the company implemented an augmented reality application that let buyers to visually try on numerous earring styles from the comfort of their own homes.

Thus, rise in adoption of AR by customers and increase in investment in the technology by retailers during the pandemic have positively impacted the growth of the market across the region.

The overall virtual reality and augmented reality in retail market size has been derived using both primary and secondary sources.To begin the research process, exhaustive secondary research has been conducted using internal and external sources to obtain qualitative and quantitative information related to the market.

The process also serves the purpose of obtaining an overview and forecast for the virtual reality and augmented reality in retail market with respect to all the segments.It also provides the overview and forecast for the market based on all the segmentation provided with respect to five major regionsNorth America, Europe, Asia Pacific, Middle East & Africa, and South America.

Also, primary interviews were conducted with industry participants and commentators to validate data and gain more analytical insights into the topic. The participants of this process include industry experts such as VPs, business development managers, market intelligence managers, and national sales managers, along with external consultants such as valuation experts, research analysts, and key opinion leaders, specializing in the virtual reality and augmented reality in retail market.

The key companies operating in the virtual reality and augmented reality in retail market include Epson America, Inc.; Marxent; Google LLC; Infosys Ltd; Intel Corporation; Microsoft Corporation; PTC Inc.; Qualcomm Technologies, Inc.; Retail VR; and Samsung Electronics Co., Ltd.Read the full report: https://www.reportlinker.com/p06128442/?utm_source=GNW

About ReportlinkerReportLinker is an award-winning market research solution. Reportlinker finds and organizes the latest industry data so you get all the market research you need - instantly, in one place.

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Virtual Reality and Augmented Reality in Retail Market Forecast to 2028 - COVID-19 Impact and Global Analysis By Type and Application - Yahoo Finance

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Virtual Reality brings the past to life at Magnolia House – UNCG Now

Posted: at 12:54 am

Virtual Reality brings the past to life at Magnolia House

Posted on August 9, 2021 Tags: computer science, history, interior architecture, museum studies, research, virtual reality

The UNCG team of designers and computer scientists watch as Melissa Knapp 20 tours the historic hotel in virtual reality.

Combining design, history, and computer science, UNC Greensboro is bringing a piece of important local history to life.

Members of UNCGs Interior Architecture and Computer Science departments recently teamed up to create a virtual reality (VR) tour of the historic Magnolia House as it would have appeared in the 1950s.

The Magnolia House, located near downtown Greensboro, is a segregation-era hotel that housed such notable African American travelers as Ike and Tina Turner, Louis Armstrong, Ray Charles, James Baldwin, and Gladys Knight. The inn was featured for years in the Negro Motorist Green Book, meaning it was a safe place for Black American travelers to lay their heads or grab a meal during the danger and uncertainty of the Jim Crow era.

Now through the use of Oculus Quest 2 headsets visitors can be transported to this notable era in the Magnolia Houses history, when it was both a refuge and bustling hub for Black entertainers, authors, and civil rights activists.

Walking around the hotel, you observe the mid-century modern furniture and dcor. Jazz music plays from a room upstairs, its volume changing as you move closer or farther away. You peer off the porch at the Greensboro countryside, which looks quite different from the downtown neighborhood that surrounds the hotel today.

VR is a great medium to communicate in a way that wasnt possible before, to educate and bring awareness to historical time periods, said Dr. Regis Kopper, a computer science professor and one the projects supervisors.

Funded by a Catalyzing Creativity grant from the City of Greensboro, the project took three months to complete and more than 200 hours of work largely from undergraduate students.

Interior Architecture student Hannah Tripp worked with faculty mentor, Dr. Asha Kutty, to create the designs, measuring the inn on site and drawing an architectural model using the 3D design software SketchUp. No historical photos of the Magnolia House could be found, so they turned instead to design books and magazines featuring mid-century modern furniture, lighting, and interiors to create historically accurate models as well as a walkthrough using Enscape (video below).

The designers then worked with computer science student Kadir Lofca and his faculty mentor, Kopper, to transform the designs into the VR experience.

Kopper, whose research focuses on virtual reality, says the power of this medium comes from its immersive quality.

There is research to support that VR promotes a more visceral response, that it enables you to build more memories than through traditional means of learning because of the feeling of presence you get.

Kadir Lofca, Dr. Regis Kopper, Hannah Tripp, Dr. Asha Kutty, and Melissa Knapp 20

Guiding the UNCG team along the way was Melissa Knapp 20, the Magnolia Houses historic site manager and curator as well as an alumna of the UNCG masters in history with a concentration in museum studies.

Knapp has already used the VR tour to help educate a group of Dudley High School students about the hotels storied past. The VR tour will continue to be used with future field trips and educational programming.

Guests will soon be able to stay in the Tina Turner room at the renovated Magnolia House

And excitingly the VR tour will soon be an optional experience for guests staying overnight.

Interior renovations to the Magnolia House are fully underway, with plans to open as a bed and breakfast once again in fall 2021. The building has not functioned in this capacity since the 1960s, when civil rights and the end of segregation made Green Book sites less relevant.

Though the newly designed Magnolia House will have a fresh, modernized feel, it will still draw heavily from its historic roots. Rooms will be thematically designed around the hotels famous visitors so guests will soon be able to stay in the Tina Turner Suite, for instance. Knapp also hopes, with future funding, to add more augmented reality experiences to the tour, enabling guests to interact with the Magnolia Houses famous historic figures in the realm of virtual reality.

This is not UNCGs first time bringing awareness to the history of the Magnolia House, nor will it be the last. New projects between the historic inn and UNCG are already in the works.

Partnering with UNCG always brings a lot of creativity and new directions, said Knapp. You wouldnt immediately see the connections between interior architecture, computer science, and history, but theres great value in looking at things from different, interdisciplinary perspectives.

Story by Elizabeth Keri, College of Arts & SciencesPhotography by Martin W. Kane, University Communications

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The metaverse: From science fiction to virtual reality – Big Think

Posted: at 12:54 am

How closely does the packaging of Toffee Crisp resemble Reese's peanut butter cups?

Too close, according to Hershey. In 2014, the chocolate manufacturer, which owns the Reese's brand, filed a trademark lawsuit against an American candy company that was importing Toffee Crisp from the UK, arguing that it had no right to sell Toffee Crisp in the U.S. because the product's black and orange packaging looked too much like Reese's.

How can courts resolve these types of ambiguous questions? One way is for courts to seek insight from a hypothetical character: the "reasonable person." Since the 19th century, the reasonable person has served as a standard for how an ordinary adult can be expected to act in situations disputed in civil and criminal courts, ranging from cases involving negligence and crime to free speech and intellectual property. Black's Law Dictionary defines the term as "an ordinary person who exercises care while avoiding extremes of boldness and carefulness."

It is a murky definition whose application is subjective. In trademark law, determining whether a logo is too similar to another often comes down to Justice Potter Stewart's iconic expression, "I know it when I see it." And more broadly, the reasonable person standard has been criticized as being vulnerable to judges' and jurors' explicit and implicit biases.

A new paper published on the preprint server SSRN proposes that brain imaging technologies can bring more objectivity to the reasonable person standard, starting with trademark law.

Trademark law is uniquely suited for neuroimaging because it centers on questions over visual similarity. That is partly because the brain constructs mental representations of visual information in a relatively clearly defined way; for example, showing people an image of the Nike logo several times almost surely will generate more consistent brain activity than having them repeatedly imagine, say, a hypothetical crime.

The researchers noted:

"...there is broad consensus on the construct validity and neuroanatomical substrates of different visual processes. Substantial evidence from both lesion and neuroimaging studies indicates that regions within the fusiform and inferotemporal cortices [brain regions associated with face and object recognition] engage in holistic, as opposed to parts-based, representation of objects."

The researchers aimed to construct a reliable index of visual similarity a scale that uses neural responses to rank how closely a set of products resembles the product in question, called the "reference product." Under fMRI, the participants viewed a rapid presentation of product images: the reference product, four fake products, and four real products with varying degrees of visual similarity.

To reliably measure visual similarity, the researchers used a technique called fMRI repetition suppression, which exploits the fact that our neural response to a stimulus declines upon repeated exposure.

"Critically for our current purposes, substantial evidence indicates that the relative suppression between two distinct stimuli can be used to assess the degree of overlap in neural representations of these stimuli," the researchers wrote. "Thus, by repeatedly presenting the likeness of different products, we can construct an index of visual similarity using neural responses from object sensitive regions of the visual system identified a priori."

To ensure that other factors did not confound the results, the study was designed such that the participants did not know the goal of the study as they underwent fMRI. After the fMRI scan, the participants were asked to rate the visual similarity of the nine products to the reference products. The fMRI results strongly correlated with the subjective ratings.

The second part of the study was conducted to measure bias within subjective surveys of visual similarity. The researchers asked 870 people to complete an online survey in which they rated the visual similarity of the ten products used in the first experiment. The respondents were shown one of three surveys. One used wording that favored a hypothetical plaintiff, referring to trademark infringing products as "copycats." Another was worded in favor of the defendant. The third was designed neutrally.

The fMRI data correlated strongly with the responses from the neutral survey, "suggesting that the neural similarity index is indeed capable of distinguishing between surveys containing different amounts of bias," the researchers wrote.

Still, the study had some limitations in terms of its applicability to the legal system. For one, the approach cannot objectively show that one product is "too similar" to another; it can only offer degrees of similarity. Another is generalizability. The researchers noted that they do not claim or anticipate that this method will have useful applications outside of intellectual property law.

Neuroimaging methods are unlikely to replace other forms of evidence used in courts, namely surveys. More likely, they will provide supplementary evidence. But the approach could be developed into a tool that can detect bias and boost confidence in surveys, a form of legal evidence that's unique for its ability to gauge public opinion on a large scale.

"Although of course still highly imperfect and incomplete, even the small step we take here constitutes a productive and meaningful advance, given the ubiquity of, and acknowledged flaws in, the reasonable person test," the researchers concluded.

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The metaverse: From science fiction to virtual reality - Big Think

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Lady Gaga Goes Behind the Scenes of 911 in New Virtual Reality Video – Rolling Stone

Posted: at 12:54 am

Lady Gaga takes viewers behind the scenes during the filming of her surreal video for Chromatica song 911 in a new virtual reality experience via the CEEK VR app. The release closely coincides with the one-year anniversary of Chromatica, which arrived in May 2020.

The 360-degree CEEK VR experience was captured on set during the filming of the Tarsem Singh-directed short film. The stylish, fever dream-like visual finds the pop star waking up in a desert and heading to a town where she stars in a series of vignettes featuring oddball characters. Things are not what they seem in the end as she later comes to after a bad accident and encounters the same characters in a different light.

A preview of the virtual reality experience highlights various scenes from the set, with Gaga and a couple of the other cast members appearing in elaborate, colorful costumes.

Last week, Gaga teamed up with Tony Bennett for a pair of performances at New Yorks Radio City Music Hall. The duo also shared the video for their cover of the Cole Porter standard I Get a Kick Out of You. The song will appear on their Porter covers album, Love for Sale, which arrives on October 1st.

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3D VR Virtual Reality Glasses Market Bring Opportunities To Grow In Future – The Market Writeuo – The Market Writeuo

Posted: at 12:54 am

According to a new research report titled 3D VR Virtual Reality Glasses Market Global Industry Perspective, Comprehensive Analysis And Forecast by 2021 2026

This has brought along several changes in This report also covers the impact of COVID-19 on the global market.

The report provides revenue forecasts for global, regional and country levels. It also provides comprehensive coverage on major industry drivers, restraints, and their impact on market growth during the forecast period. For the purpose of research, The Report has segmented global 3D VR Virtual Reality Glasses market on the basis of types, technology and region

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Key Competitors of the Global 3D VR Virtual Reality Glasses Market are:Samsung, Carl Zeiss, Baofeng, Sony, Razer, HTC, Epson, Daqri, AMD, Atheer, Meta, CastAR, Skully, HP, Antvr, Lumus, Fove, Sulon, Jinweidu, Virglass, Emaxv

The Global 3D VR Virtual Reality Glasses Market Research Report is a comprehensive and informative study on the current state of the Global 3D VR Virtual Reality Glasses Market industry with emphasis on the global industry. The report presents key statistics on the market status of the global 3D VR Virtual Reality Glasses market manufacturers and is a valuable source of guidance and direction for companies and individuals interested in the industry.

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Regional 3D VR Virtual Reality Glasses Market (Regional Output, Demand & Forecast by Countries):-North America (United States, Canada, Mexico)South America ( Brazil, Argentina, Ecuador, Chile)Asia Pacific (China, Japan, India, Korea)Europe (Germany, UK, France, Italy)Middle East Africa (Egypt, Turkey, Saudi Arabia, Iran) And More.

The research report studies the past, present, and future performance of the global market. The report further analyzes the present competitive scenario, prevalent business models, and the likely advancements in offerings by significant players in the coming years.

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Techies think were on the cusp of a virtual world called the metaverse. Im skeptical – The Guardian

Posted: at 12:54 am

Maybe this will be my Paul Krugman moment. The Nobel Prize-winning economist and New York Times columnist was famously the winner of a study to establish which op-ed commentator was most consistently correct. In 1998, he also famously claimed, By 2005 or so, it will become clear that the Internets impact on the economy has been no greater than the fax machines. I am not nearly so storied in accomplishments as Krugman. But I do make my living offering predictions and forecasts. So I might as well say it: I predict that the metaverse wont happen.

The metaverse, for those who dont know, is a still-mostly-hypothetical virtual world accessed by special virtual reality (VR) and augmented reality (AR) technology. The idea is to create a sort of next-level Internet overlaid on our physical world. People plugged into the metaverse exist in our physical world like everyone else but can see and interact with things that others cant. Think The Matrix or the Star Trek Holodeck or the Fortnite-esque brandscapes of Ready Player One.

The concept of the metaverse isnt new. The phrase was coined by Neal Stephenson in his 1992 science-fiction novel Snow Crash, which was set in a near future in which the virtual world and the physical world are inextricably interconnected. Silicon Valleys tech billionaires seem increasingly convinced that an actual metaverse is just over the horizon; the previously niche concept has been mentioned on earnings calls for Microsoft and Facebook. In a recent interview with The Verge, an enthusiastic Zuckerberg described the metaverse as the successor to the mobile internet, and a kind of embodied internet, where instead of just viewing content you are in it.

At the same time as the metaverse discourse has been heating up, its been a breakout year for the crypto community. The non-fungible token (NFT) took the art worlds imagination by storm this winter. Elon Musk stoked and then popped a truly wild Bitcoin bubble. Now, neither Zuckerberg nor Bill Gates tethered their concept of the metaverse to crypto. But I find it interesting that both the centralizers tech giants whose power and influence rival nation states and the decentralizers crypto innovators who remain something of an influential subculture see the new chapter in technological progress in roughly the same terms: to escape reality.

Its important to throw some cold water on this by remembering that the concept of virtual reality which is really what the metaverse is dates back a long time. Virtual reality was popularized by computer scientist and tech contrarian Jaron Lanier in the 1980s; his company VPL Research, short for Virtual Programming Languages, achieved such success that the toymaker Mattel licensed their DataGlove device a kind of wired glove to create a Nintendo game controller.

Yet its been more than three decades. Virtual and augmented reality of any kind hasnt exactly taken off. Despite all the chatter about Oculus the VR headset company that Facebook acquired, to much fanfare, in 2014 few of even my most technophilic friends have hopped on the Oculus train. Ive only encountered the Oculus VR gear as a forlorn gadget in startup HQs a novelty unceremoniously dumped next to the WiFi router. As tech analyst Benedict Evans recently tweeted, My son is approximately 1000x more interested in Roblox an online game platform on which users can create their own games for other users to try than in getting my VR headset out of the cupboard. Different models of the future. VR was the techno-utopian future that Generation X was promised. But as the Substack writer Paul Skallas recently noted: Back in 1999/2000 people would tell you VR was right on the cusp of taking over. That it would change everything. Its 2020. Where is it.

VR and AR after it have run into a continual problem: people mostly like reality. People have liked visual entertainment for as long as there have been screens, for as long as there have been theaters. But, like all entertainment, visual entertainment has its time and its place. Remember Google Glass? I had a pair. It was abominable to use. Who wants email notifications obscuring their field of vision all day? My phone is distraction enough. The synthesis of wearable tech and augmented reality pretty quickly parted ways. Augmented reality became fun Snapchat filters that make you look like a Pixar character. Wearable tech became Apple watches to count your steps and alert you if youre having a heart attack.

Two factors determine whether new technology catches on: capacity and incentive. Not all things that tech can do (capacity), people want (incentive). Think back to the mid-2000s, or rewatch David Finchers 2010 classic The Social Network. The building blocks of social networking existed long before Zuckerberg created Facebook. In fact, several social networks already existed. Remember Friendster and MySpace? The capacity was there. But what was the incentive? To get people to join his network in droves, Zuckerberg added two ingredients that the earlier social networks lacked: exclusivity and status.

When Facebook first launched, only those who attended a small group of prestigious colleges could join. I graduated high school in 2005, and Im ashamed to say that Facebook influenced my school choice. Facebook in the early days was additive. It was where you found friends before you arrived on campus, solidified nascent relationships, shared boozy and embarrassing memories. My question for metaverse boosters is this: what does the metaverse add to everyday life?

Ive used Oculus goggles before. I found they had a weird time distortion effect. When I took them off, I felt vaguely tired. Coming out of the pandemic, which has reminded everyone that a Zoom call is very much not the same thing as hugging your mom, Im skeptical that Zoom-fatigued workers will be interested in leveling up to working in the metaverse whatever that may mean. A new youth survey by Dazed reports that just 9% of Gen Zers want to stay on social media; fatigue with digital substitutes for real life may be even broader than just the Zoom-fatigued legions working from home.

Tech oligarchs like Zuckerberg, with his Sauron-like ambition to own the One Ring to rule them all, seem like the worst choice to put in charge of building a new world. Im more sympathetic to the crypto communitys nascent interest in the metaverse. The promise of crypto, it seems to me, is its potential to spark decentralization in an already overly centralized world, to play Gutenberg to the next generations Martin Luthers. The metaverse proposes a smoothed-out and rationalized version of our messy and chaotic world. The question that crypto seems to face most pressingly is: Why should crypto matter to everyone? If crypto is to be truly revolutionary, then it will have to give an answer that formats digital life down to a human scale, not up to a megalomaniacs.

Sean Monahan is a writer and trend forecaster based in Los Angeles. He co-founded K-Hole, the trend forecasting group best-known for coining the term normcore. He releases a weekly trends newsletter at 8ball.substack.com

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Techies think were on the cusp of a virtual world called the metaverse. Im skeptical - The Guardian

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US Air Force uses virtual reality in sexual assault prevention training – QR Code Press

Posted: at 12:54 am

The United States Defense Department is stepping up its prevention efforts against sexual assault and harassment, and a part of this effort includes the Air Forces use of virtual reality training.

Air Mobility Command (AMC) is running a pilot virtual reality program. It is to be used by both military and civilian employees. It will be used as a component of the mandatory sexual assault prevention and response training (SAPR).

The goal is of this training is to create an immersive, engaging training where airmen are not on their cell phones, theyre not zoning out, theyre not texting, theyre actually having to pay attention, said the AMC SAPR Program Manager Carmen Schott, as quoted in a Federal News Network report. When youre in the virtual realm, you are there and you have to be involved. You have to be present and use your voice to talk to an airman in need right in front of you. It puts airmen in that experience and helps increase skills and knowledge and abilities on how to answer some of these questions about the sexual assault programs.

With the headset on, the employee enters a virtual lunchroom. There, another employee, played by an actor, confides in them. The job of the trainee is to be able to convince the character to seek help for what they have experienced.

The VR headset provides various response options from which the trainee can choose. The digital character has a different reaction to each of those responses.

Its very realistic even though its virtual, said Schott. You look around and you can see everything behind you on the floor. Its just very real. Its really amazing. Their voices are there and youre interacting with them like I would be with you across from a desk or a table.

The virtual reality program has been deployed in South Carolina at Joint Base Charleston. From there, it will head to Arkansas Little Rock Air Force Base.

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US Air Force uses virtual reality in sexual assault prevention training - QR Code Press

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