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Category Archives: Virtual Reality

6 Ways to Effectively Use Virtual Reality in Education – FE News

Posted: July 14, 2021 at 1:47 pm

Virtual reality (#VR) technically refers to a computer-generated simulation, wherein an artificial surrounding comes into existence.

This realistic environment is accessible to the user in all directions and provides an immersive experience.

Naturally, educationists observed great potential in this technology and have, by now, made several attempts to successfully incorporate it into the classrooms and learning modules.

Here, in this compilation, we will look into some of the most effective implementations of Virtual Reality in Education.

Perhaps, one of the first aspects that seemed probable and promising to most educationists and trainers is to bring in complete destinations right to the four walls of the classrooms. Instead of disrupting a childs learning rhythm with the field trip, they suggest using a virtual field trip.

On average, a regular field trip, i.e., one to the park or a movie, aims to freshen up the young minds and engage them in a lighter subject. However, the excessive involvement of the commute kills the gist of it. Plus, it demands an extra budget as well.

Virtual Reality, on the contrary, does the job in a matter of seconds. Using VR tools like Google Expedition, we can take the students to all places. The great part is it preserves the learning part. Plus, you can conduct multiple of these. And even offer the kids a real-life experience since VR enables interaction within landscapes and with objects.

Another great way to effectively use virtual reality within the four walls of the classroom is to bring the textual content to life. Reading coordinates or lengthy descriptions demands twice as much input from the students end, as compared to the input required with effective use of VR.

Virtual Reality helps play the textual content in 3D in video and audio forms, making it easier to understand. It also contributes to picture memory. Thus, helping the students with better retention of knowledge.

Along with picture memory, we would recommend you encourage students to take notes irrespective of the impact VR has. The notes taken on their magnetic whiteboards and notebooks will keep them attentive and present in the lecture.

For example, anatomy students can study the complete skeleton, bones, muscles, and internal structure through the use of apps like Brain VR, 3D Organon VR, etc. Similarly, environmentalists and nature-enthusiasts can make use of apps like Discover VR. It provides complete videos about nature, the wild, animals, weather, and whatnot!

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Virtual Reality is pretty much fun already in comparison to the current static mode of learning. However, for the newer generation, the constant exposure to this latest tech may make it appear dull. And they may deviate from their learning modules.

To keep the hype and excitement alive, VR tools and apps also offer room for fun (incomparable fun, yes!). You could have them play around with mysteries like the Dark Room and a Fisher Mans tale in their free lessons. These puzzle games boost cognitive thinking and the nature of VR tools handling will boost control on hand movements and enhance thought processes.

As mentioned earlier, the current generation may lose interest in beyond-extraordinary experiences when provided constant exposure.

Thus, it is necessary to maintain a balance. In times when youve got a virtual reality activity planned, ensure there are a couple of lessons when students take out their textbooks to read and write.

Virtual reality tools and apps also offer a great scope of hands-on learning, which, of course, has an ever-lasting impact. It helps the student learn more about the hows and whys than if and could.

Some VR technologies offer sensory experiences as well. Although its a bit costly, it enables the students to learn from a simulated real-life experience. For example, a textbook may not be able to tell that the smell of blood when stitching a patient may affect your performance level and stability. A simulated real-life experience, however, will not only unravel that. But also indirectly teach the student how to tackle the situation.

During the pandemic, we unveiled yet another valuable aspect of VR in the education sector, i.e., distance learning. When presented in physical classrooms became a point of the problem, Virtual reality bridged the gap and provided students and teachers to meet in virtual spaces. Here, the learning experience was no less than a physical classroom as the involved people could share their presentations, exchange opinions and ideas, discuss things, and whatnot.

Given the effective uses above, Virtual Reality is far more engaging than the current forms of learning. It encourages student participation and compels the locked minds to step out and think. Previous studies suggest that students spend about one-fifth of their lecture time scrolling or browsing on their mobile devices (typically distracted!).

VR addresses this quite well. With so many things happening around, it is almost impossible for an eager student to get carried away by something else. A VR-based learning experience demands constant attention and participation.

In the lieu of it, students also discover their hidden capabilities and potentials. They master their existing skills. As they pay more attention to learning, and themselves, they unravel their true potential. Thus, it maximizes the learning output.

Virtual Reality is transforming the educational sector quite literally. We are stepping out from the pages and taking our learning experience to real-life, which, in turn, promotes the STEM and STEAM module of learning. Thus, giving birth to more practical minds than ever.

Arslan Hassan is an electrical engineer with a passion for writing, designing, and anything tech-related

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6 Ways to Effectively Use Virtual Reality in Education - FE News

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VR and its Impact in Our World – BallerStatus.com

Posted: at 1:47 pm

Virtual reality has captured the worlds attention with its ability to plunge users into a virtual, yet secure and safe world of their own. While gaming may seem the most prominent use of VR, its uses extend to many other industries.

Here are some ways VR is impacting our world:

While its not popular, the impact of VR can be felt in the fashion industry. For instance, fashion designers can utilize virtual reality in simulating their store environments, display their products and design their signage.

Many brands including Coach, Gap, and Tommy Hilfiger are already on board with more expected to join in the near future. Using VR, these big fashion brands enable their customers to wear their designs virtually while also enabling them to have a feel of fashion shows.

Although VR porn has just been around for a few years, its already gaining popularity with millions of people buying VR equipment to explore their sexual fantasies.

With VR porn, adults can now dive deep into their sexual fetishes without fear of being judged. It enables you to choose a scenario you like and play it out as though it was real. While there are some limitations especially with the movement of the protagonist, these minor issues will be resolved with time and advanced technology. In all, VR porn is still a place to be anyone you want.

The entertainment world as we know it is beginning to change, all thanks to virtual reality. The percentage of consumers interested in VR for videos, movies, and TV is put at 66% with an increase expected as the price of the technology decreases.

VR movies offer vast and sensory-filled experience, thereby creating a more immersive and immense experience. This explains why movie enthusiasts and fun lovers are excited about the future that VR holds.

VR is also defying the odds and doing great numbers in the gaming world. With VR, gamers are no longer subjected to merely controlling the game but can now become avatars, thereby enabling them to push beyond the boundaries. Reports have it that by 2025, the revenue gotten from VR gaming would have reached $19.5 billion.

Virtual tours are the thing these days. Rather than save up thousands of dollars to travel to museums in Rome or Greece, you can visit these places virtually. And even if you wish to travel, VR provides users the opportunity to tour hotels.

Besides, virtual reality is helpful to educators as it provides a distinctive way for students to explore the world without leaving the comfort of their environment.

The healthcare sector is another aspect thats benefiting from VR and is expected to benefit more in the coming years. One way VR is impacting medicine is in helping doctors with complex or rare surgeries. With virtual reality, surgeons can sharpen their surgical skills by practicing on virtual humans before moving to real patients. This way risks and mistakes are eliminated.

Military personnel, firefighters, police, and all those who have high-risk jobs also have a lot to gain from VR as this can be used to train them on emergency procedures.

For instance, firefighters can learn how to respond to a fire emergency without having to face the danger head-on. VR provides hands-on training outside of whats being taught. As research has proven, most people learn better by practicing rather than depending on theory.

Overall, the benefits of VR are limitless and with improved science and technology, we can expect it will get better and bigger.

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Savannah State University Presents The Effects Of Ocean Acidification In Virtual Reality – Savannah Tribune

Posted: at 1:47 pm

See firsthand in virtual reality the impact of carbon emissions on the ocean

Savannah State Universitys Visual Immersive Tangible Applications Learning (VITAL) Research Lab is hosting The Effects of Ocean Acidification on Friday, July 16 from 9 a.m. 4 p.m. The event will be held at 3219 College Street in Hubert Building D, third floor, Room 444, and is free and open to the public.

There will be four 1-hour sessions. Participants will see firsthand the impact and effects of carbon emissions on the ocean in virtual reality. To schedule a session, visit calendly.com/vital-ssu/ocean-acidification virtual-reality-event.

The National Oceanic and Atmospheric Administration affirms that in the 200-plus years since the industrial revolution began, the concentration of Carbon Dioxide (CO2) in the atmosphere has increased due to human actions, said Mykela Zumbrum, VITAL research lab technician. During this time, the pH of surface ocean waters has increased by nearly 30 percent in acidity. This increase has far-reaching implications for the ocean and the creatures that live there.

An extension of the College of Sciences and Technology, the VITAL Research Lab operates within the Chemistry and Forensic Sciences department. This event is made possible by the Office of Title III, a federally funded program designed to support the infrastructure of Historically Black Colleges or Universities. For more information, contact Zumbrum by calling 912-358-4154.

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WarnerMedia Announces Opening Of Two Brand New Immersive HARRY POTTER Virtual Reality Experiences – Broadway World

Posted: at 1:47 pm

The Wizarding World serves a global audience of Harry Potter fans and offers an ever-evolving menu of new and imaginative ways they can engage with their favorite stories and characters inspired by J.K. Rowling's original Harry Potter stories.

Today WarnerMedia announces the opening date for two all-new interactive Harry Potter virtual reality experiences - "Chaos at Hogwarts" and "Wizards Take Flight." The ground-breaking experiences will debut exclusively at the newly opened Harry Potter New York flagship store on July 15, 2021 and will give fans of the Wizarding World and thrill seekers the chance to explore the magical world as never before!

Created by WarnerMedia in partnership with the creative teams at Wevr and Keylight and VR industry leaders Dreamscape Immersive, the two adventures create totally new and unique experiences for fans. Both experiences combine thrilling action with beloved characters and landmarks into an immersive virtual world for the first time, allowing you to step into the action in a new real-time interactive exploration of the magical world of Harry Potter.

Harry Potter New York houses the VR adventure pods in Harry Potter-themed staging areas, featuring an array of Wizarding World decorations and props. Harry Potter New York is the world's only official Harry Potter flagship store in the heart of New York City's Flatiron district offering an unforgettable experience for Wizarding World fans. Spanning three floors and over 21,000 sq. ft., Harry Potter New York houses the largest collection of Harry Potter and Fantastic Beasts products under one roof. Harry Potter New York is located at 935 Broadway, New York, NY 10010, with entrances on both Broadway and Fifth Avenue. The store is open from 10am-9pm Mon-Sat and 11am-7pm on Sundays.

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How artists are using virtual reality to capture traces of Second World War crimes in Croatia – The Calvert Journal

Posted: at 1:47 pm

Today, the stylised Stone Flower spomenik, designed by sculptor Bogdan Bogdanovi, stands at the former Jasenovac site. But Croatia retains a complicated relationship with the NDH and the Ustaa, with some government officials often trying to negate the countrys role in Second World War atrocities. The Slana camp remains mostly unknown to the majority of Croats. There is no memorial close to the cove, and a plaque commemorating the victims has been defaced or destroyed on three separate occasions.

The artists hope to use their exhibition to capture this erasure of memory and the barren landscape it left behind, although they stress that they do not consider themselves historians. We dont want to talk about the numbers [of victims], but rather the landscape which itself suggests erasure, trauma, that something horrible happened there, Konjikui says. He believes that the desolate landscape, in its own way, already commemorates the atrocities that took place at Slana. In one section of the exhibition, Konjikui and Petkovi present their film, The Cove. Rather than depicting the linear passage of time, the film instead jumps from day to day, season to season, until what appears to be an empty space is revealed as a scene of a crime. Atrocities etched themselves into the rocky landscape in the summer of 1941, and will remain for an eternity.

But with no physical memorial to commemorate Slana, the artists are building their own monument elsewhere: in the digital realm. The trio created a 3D reconstruction of the camp, which picks out digitally-rendered objects such as the watchtowers and barracks, transforming the entire space of Slana into a site of commemoration.

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Moss: Book II Continues The Mousy Adventure On PSVR – Kotaku

Posted: at 1:47 pm

Quill is back and cuter than ever. Screenshot: Polyarc

Today Seattle-based studio Polyarc announced Moss: Book II, giving fans even more reason to fall in love with this stupid little rodent.

In early 2018 Polyarc released Moss, a delightful virtual reality game about an adventurous mouse named Quill and her mysterious looming human companion (you), solving puzzles and battling bugs in order to save Quills uncle. Turns out that adventure was only Book I. I say stupid little rodent with nothing but love. The original Moss is a delightful romp the popularity of which is due to how good a job the developers did of making the mouse Quill feel like a real companion. As the player, you are a powerful presence that hovers over Quills world, guiding her along her quest, helping when you can. Quill knows you are there, and though you make her move with your PlayStation controller, she reacts to your actions. Lean in close and shell lean in as well and maybe wave. She uses her hands and rudimentary sign language at times to teach you how to solve puzzles. If she needs to go around an obstacle, for instance, shell mimic that action with her fingers on her palm.

Read More: PlayStations New VR Mouse Game Is the Best Pet Shop Visit Ever

The point is Quill is adorable, and I love her. And shes coming back in Moss: Book II. Due out first for PlayStation VR at a yet-to-be-revealed date, Moss: Book II picks up where the previous game left off. Quill is being pursued through the castle where she found her uncle in the first game, but she has grand plans to break out, defeat the evil Arcane once and for all, and save the world from the great unmaking, which sounds pretty bad. At some point in the game Quill will meet a bunny, which is enough reason for me to preorder the game right now.

We were blown away by the reception from fans to the Moss story. Players built an extraordinary bond with Quill. Countless emails, tweets, streams, and fan art postings made us feel like we had created something special, said Josh Stiksma, principal software engineer and design director of Polyarc via official announcement. Weve since poured our hearts into ensuring Book II is a worthy continuation of Quills journey, and hope fans around the world are ready to join Quill in the next chapter of her story.

Are you ready to join Quill in the next chapter? I sure am. Just look at this trailer. I spoke with Josh Stiksma of Polyarc earlier today about the announcement, and he assured me that players who found themselves attached to Quill previously will find that bond growing deeper as they experience the joy, exhilaration, and heartbreak of this new chapter. Lets hope not. The damn mouse and I nearly got married last time.

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Moss: Book II Continues The Mousy Adventure On PSVR - Kotaku

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VR Content Revenue Grew by 30% in 2020, Becoming Medias Fastest-growing Market – Road to VR

Posted: at 1:47 pm

Virtual reality gained impressive ground in 2020, a recent PwC study finds. Global VR content revenues reportedly increased by around 30% year-over-year, beating out film, traditional video games, and music.

As reported by Protocol, VRs global content revenue is estimated to be around $1.8 billion, or 31.7% more than in 2019making it the fastest-growing media segment last year. All major entertainment and media types were taken into account, including the worst performers in 2020: traditional print and broadcast television.

The study,which provides projections out to 2025, comes from PricewaterhouseCoopers (PwC), one of the worlds largest professional services network alongside Big Four firms Deloitte, Ernst & Young, and KPMG.

Theyre impressive numbers, however PwC maintains consumer adoption of VR was slower than expected, which has made the industry increase its focus on the enterprise and commercial sector. Some media types are also expected to take a temporary hit in the near-term due to a return to normalcy after the COVID-19 pandemic, however PwC projects that VR will still be the fastest-rising entertainment and media segment between now and 2025, with revenues projected to rise at a 30.3% compound annual growth rate (CAGR) to $6.9 billion.

PwC says one of the biggest drivers of VR content revenue growth in 2020 was games, and its likely to stay that way moving forward.The study projects VR video is also on the move upwards though, estimating that its global revenue of $615 million in 2020 will expand to $1.4 billion by 2025.

All things considered, thats pretty small in the grand scheme of things. For comparison, PwC says subscription video on-demand accounts for around $50 billion in 2020; as Protocol notes,PC and casual gaming is expected balloon to $194.7 billion in annual revenue by 2025.

PwC also provides a breakdown of headset type, and how they may grow in adoption in the future. Mobile VR headsets, which require smartphones to drive graphics, are well on their way out as standalone and home VR headsets continue as preferred VR devices. That last category likely includes both PC VR headsets (Valves Index, HTC Vive, etc) and console headsets (PlayStation VR).

Like Facebook, PwC seems to have a lot of confidence it the growth potential of standalone VR headsets in the coming years. If it wasnt already apparent, that may give developers some indication on where things are headed, and which platforms might be worth targeting to capture the largest potential install base.

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Virtual Reality in Manufacturing Industry to Reach $14,887.0 million by 2026 Exclusive Report Covering Pre and Post COVID-19 Market Analysis and…

Posted: at 1:47 pm

List of the Companies Profiled in the Market: Groove Jones LLC, NVIDIA Corporation, WorldViz, EON Reality Inc, Samsung, Sony, Microsoft, Virtuix, NextVR Inc., Magic Leap Inc., Facebook Technologies, LLC, HTC Corporation, Google, Unity Technologies

Pune, India, July 13, 2021 (GLOBE NEWSWIRE) -- The global virtual reality in manufacturing industry size is projected to witness substantial growth owing to the increasing trend of digitalization accepted across almost all commercial sectors worldwide. There is a rise in demand for advanced solutions in the manufacturing sector for optimizing any chances of uncertainty or error and this propelled the installation of virtual reality solutions in most of the production companies worldwide. A recently published report by Fortune Business Insights titled, Virtual Reality in Manufacturing Industry Share, Trends & Industry Analysis, By Component (Hardware, Software, Content), By Application (Product Design and Development, Safety and Training, Maintenance and Repair, and Communication & Collaboration), and Regional Forecast, 2019-2026, states that the market value was USD 924.7 million in 2018 and is expected to rise at a CAGR of 39.2% to reach USD 14,887.0 million by the end of 2026.

This Report Answers the Questions Below:

Which strategies are applied by significant players to intensify market competition?

How will the market witness growth in the coming years with changing consumer preferences for industrial robots?

Which region is likely to dominate the market in terms of revenue?

What is the competitive landscape of the market?

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An Overview of the Impact of COVID-19 on this Market:

The emergence of COVID-19 has brought the world to a standstill. We understand that this health crisis has brought an unprecedented impact on businesses across industries. However, this too shall pass. Rising support from governments and several companies can help in the fight against this highly contagious disease. There are some industries that are struggling and some are thriving. Overall, almost every sector is anticipated to be impacted by the pandemic.

Story continues

We are taking continuous efforts to help your business sustain and grow during COVID-19 pandemics. Based on our experience and expertise, we will offer you an impact analysis of coronavirus outbreak across industries to help you prepare for the future.

Drivers & Restraints-

Rising Demand for Minimizing Operational Cost will Aid in Expansion of Market

Manufacturers across all sectors are increasingly demanding quality control, increasing automation, minimized operational cost, and predictive maintenance. This propels the demand for Visual Reality applications in production companies. To cite an instance, VR skylight platform and VR smart glasses are used by Boeing for guiding technicians with their viewfinder, thus helping the company to lessen their wiring construction time by 25%. Such innovative technologies applied to ease manufacturing processes are likely to positively contribute to the virtual reality in manufacturing industry growth in the forthcoming years.

Additionally, massive investments in advanced solutions for virtual reality technology by economically established companies will also add impetus to the market.

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Segment-

Product Design and Development Segment to Witness Significant Growth Owing to Problem Recognition and Solving Abilities in Initial Stages of Production

In terms of application, the product design and development segment earned a 28.8% share on account of its seamless ability to replicate product design or prototype in its primary stage. Engineers can easily save the overall production cost and time by identifying and fixing any issue in its initial stage. Thus, this segment will witness significant growth in the coming years.

Regional Analysis-

Presence of Established IT Infrastructure May Help North America to Continue Dominance

Regionally, North America earned the highest virtual reality in manufacturing industry share in 2018 with a revenue of 359.5 million and is likely to continue dominating the market in the years to follow. This is owing to the presence of well-established IT infrastructure, further attributed to the early adoption of advanced technologies in the region. On the other side, Asia Pacific is likely to rise robustly as manufacturing is one of the prominent businesses in nations such as India, Japan, and China that demand advanced manufacturing solutions. This will further propel the demand for virtual reality applications across all manufacturing companies across the region.

Competitive Landscape-

Collaborative Efforts and Innovative Product Launches will Intensify Competition

Companies functioning in this market are engaging in collaborative efforts and new product launches to expand their portfolio during the forecast period. Below are a couple of the latest key industry developments:

November 2016 Autodesk and HTC entered into a joint venture to form a cloud-based design engine for combining the HTC vive and Forge platforms to provide VR experience to their customers. The main aim is to revolutionize the method with which designers create, form models, and collaborate for an immersive VR experience.

May 2015 The release of EON World Builder (TM) beta was announced by EON Reality Inc. This builder allows the users to create, upload, build, and share any design of their choice. This application is present in the EON Experience VR Library and is accessible on android or IOS phones.

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Fortune Business Insights lists the names of significant players in Virtual Reality in Manufacturing Industry. These include:

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Have a Look at Related Research Insights:

Virtual Reality (VR) in Healthcare Market Size, Share & Industry Analysis, By Component (Hardware, Software, and Content), By Application (Pain Management, Education and Training, Surgery, Patient Care Management, Rehabilitation and Therapy Procedures and Post-Traumatic Stress Disorder (PTSD)), and Regional Forecast, 2019-2026

Virtual Reality in Aerospace and Defense Market Size, Share & Industry Analysis, By Component (Hardware, Software, and Content), By Application (Training, Maintenance Assistance, Design and Manufacturing, Passengers Entertainment), and Regional Forecast, 2019-2026

Virtual Reality in Education Market Size, Share & Industry Analysis, By Component (Hardware, Software, Content), By Application (K-12, Higher Education, and Vocational Training), and Regional Forecast, 2019-2026

Virtual Reality in Gaming Market Size, Share & Industry Analysis, By Component (Hardware, Software, and Content), By Device (Mobile, Console/PC, and Standalone), and Regional Forecast, 2019-2026

Virtual Reality Market Size, Share & Industry Analysis, By Offering (Hardware, Software), By Technology (Nonimmersive, Semi-Immersive), By Industry Vertical (Gaming & Entertainment Media, Healthcare, Education, Automotive, Aerospace & Defense, Manufacturing), By Application (Training & Simulation, Educational, Attraction, Research & Development) and Regional Forecast, 2019 - 2026

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Virtual Reality in Manufacturing Industry to Reach $14,887.0 million by 2026 Exclusive Report Covering Pre and Post COVID-19 Market Analysis and...

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College of Art and Design’s renovation kicks into high gear – RIT University News Services

Posted: at 1:47 pm

The renovation of RITs College of Art and Designincluding key areas within the internationally recognized School of Photographic Arts and Sciences (SPAS)is moving at a brisk pace during the hot summer months, with a key focus inside Gannett Hall.

The project is part of a five-year masterplan that has already begun to renovate, rejuvenate, and transform spaces to meet the growing demands for a college that serves as the universitys creative hub at the intersection of technology, art, and design.

The expansion and reconfiguration of SPAS facilities was made possible by a $3.5 million gift to the school in 2019 by Chance Wright 18 (advertising photography), 19 (MBA), and his mother, Pamela Mars Wrightthe largest single gift ever made to the college.

The gift is part ofTransforming RIT: The Campaign for Greatness, which is RITs $1 billion fundraising effort, the largest in university history. This blended campaign seeks support from a variety of investors, including alumni and friends, government and corporate partners, and research foundations and agencies.

The transformative work inside Gannett Hall will include the addition of multiple collaborative student spaces and workspaces designed to create an even stronger connection between the college and MAGIC Spell StudiosRITs world-class digital media research and production facility connected to the college.

This connection is more than just a physical hallway connecting the two; it is a pathway connecting our dynamic photography program with the cutting-edge thinking and practice taking place inside MAGIC, said Todd Jokl, dean of the College of Art and Design.

Jokl pointed to virtual production (VP)which blends filmmaking, computational photography, and real-time game engine rendering to produce in-camera visual effects similar to those seen in the groundbreaking work on Disneys The Mandalorianas just one example of the growing learning opportunities for photography and other college students inside MAGIC Spell.

VP is not just for movies, but also part of the future to areas like advertising photo and it also points to RITs progressive view of how photography, imaging, and generated experiences are converging, he added.

Therese Mulligan, who recently stepped down as school director of SPAS, noted that the renovation will do more than change the physical environment in which students learn and hone their skills it will create new opportunities for students, faculty, and the school as a whole to create, collaborate, and explore photographys new frontier.

The redesign of all these spaces was done with input from students, faculty, and staff, Mulligan added. Our students were a major voice in discussing their needs, especially for the student lounge, which draws students not only from the photo school but throughout the university.

Some of the renovation plans key areas include the expansion of RITs photo equipment cagestocked full of the latest gear for RIT students and without peer in other photo programs, Mulligan observedand an open and inviting new lounge for students and teams to work, study, and collaborate.

Additional areas will include the reimagining of the Electronic Still Photography (ESP) lab into larger student and faculty workspaces. The newly redesigned space will include a lab not only for the processing of still images but a new area dedicated to moving media editing and presentation, Mulligan said.

A soundproof audio room for the capture of interviews also will be incorporated into the plans, along with a new space dedicated to the introduction of virtual reality (VR) and augmented reality (AR), college officials noted.

The project is expected to be completed by the fall.

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How virtual reality may help explore the role of fear in youth at risk for violence and crime – VCU News

Posted: July 2, 2021 at 8:33 pm

Thursday, July 1, 2021

Conduct disorder often characterized by aggression, theft, vandalism, violations of rules and lying is one of the most prevalent and debilitating psychiatric disorders that emergesduring childhood and adolescence.

There is a subgroup of those with conduct disorder who are more likely to engage in chronic violence and criminal behavior. These individuals display severe behavioral and personality symptoms, called callous-unemotional traits, that include callousness toward others, lack of empathy or guilt for their harmful behaviors, and shallow or diminished emotional expression.

Nicholas Thomson, Ph.D., an assistant professor in theDepartment of Surgeryin theSchool of Medicineand theDepartment of Psychologyin theCollege of Humanities and Sciences, has received a five-year $2.5 million grant from the National Institutes of Health to study conduct disorder. He aims to shed new light on the mechanisms that underlie callous-unemotional traits, thereby allowing for a more targeted approach in treating young people who exhibit them.

Youth with conduct disorder and callous-unemotional traits are more likely to engage in chronic criminal behavior and develop mental health problems into adulthood, said Thomson, director of research and forensic psychologist for theInjury and Violence Prevention Programat VCU Health Trauma Center. Therefore, understanding what contributes to the development and stability of these traits is beneficial for guiding treatment and prevention programs.

Thomson will lead a study, Distinguishing Youth with Conduct Disorder with Callous-Unemotional Traits using Cardiovascular Psychophysiology During Virtual Reality Fear Induction: Testing for Sex Differences, that focuses on the roles of fear and fearlessness among youth with callous-unemotional traits.

It has long been theorized that because youth with callous-unemotional traits often do not feel fear, they also fail to recognize fear in others. That fear deficit may disrupt typical social development, increasing the stability and development of callous-unemotional traits.

Because fearlessness is associated with punishment insensitivity, it may inhibit the socialization process, learning and the internalizing of guilt and empathy, Thomson said. If youth with high levels of callous-unemotional traits do not feel fear, they are more likely to engage in risky behaviors (i.e., aggression) as they do not fear the consequences (i.e., being injured or punished) and are less concerned about the harm it causes to others.

While there is research that supports this theory, Thomson said, it mostly comes from survey data, past event recall or non-fear-inducing scenarios, such as pictures of fear expressions.

This new study aims to test the low-fear hypothesis by precisely defining and measuring fear.

Participants will use an immersive virtual reality system while researchers measure their biological responses.

With support from the [VCU Wright Center for Clinical and Translational Researchs Endowment Fund], we have developed a virtual reality fear assessment battery, which provides youth with an immersive but mild exposure to common phobias, Thomson said. For example, the youth will get to experience a VR roller coaster. While experiencing the roller coaster, we record parasympathetic and sympathetic nervous system activity with facial [electromyography]. This will provide us with a more complete understanding of the relation between callous-unemotional traits and physiological threat sensitivity.

While the study explores serious questions around conduct disorder, it is actually a pretty fun and novel experience for participants, Thomson said.

Past research on conduct disorder has generally neglected the study of females, Thomson said, so it is unknown if the fearlessness theory is true for both boys and girls. The new study will seek to explore sex differences, if any.

Along with Thomson, the study will involve VCU researchersJames Bjork, Ph.D., associate professor in theDepartment of Psychiatry;Roxann Roberson-Nay, Ph.D., associate professor at theVirginia Institute for Psychiatric and Behavioral Genetics; andScott Vrana, Ph.D., professor in the Department of Psychology; as well asJames Blair, Ph.D., director of the Center for Neurobehavioral Research in Children atBoys Town National Research Hospital; andKostas Fanti, Ph.D., associate professor in the Department of Psychology at the University of Cyprus.

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How virtual reality may help explore the role of fear in youth at risk for violence and crime - VCU News

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