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Category Archives: Virtual Reality

Using Virtual Reality To Help Address Inequities In Healthcare – Forbes

Posted: July 2, 2021 at 8:33 pm

A nurse works on a computer while treating patients with coronavirus in the intensive care unit at a ... [+] hospital on May 1, 2020 in Leonardtown, Maryland. An innovative program at the Eastern Michigan University aims to help nurses provide more 'culturally competent care' and address healthcare inequities for Asian American patients.

A team at the Eastern Michigan University (EMU) is using virtual reality to help address healthcare inequities for Asian Americans by teaching medical staff how to deliver culturally competent care to the communities they serve.

Earlier this year, the EMU School of Nursing was awarded a $72,000 grant to develop a virtual reality program aimed at addressing health inequities affecting Asian Americans.

Provided by the Michigan Department of Health and Human Services, EMU was one of only two nursing schools in the state to receive the grant.

Now, Dr Tsu-Yin Wu, director of the Center for Health Disparities Innovation and Studies (CHDIS) at EMU and a professor and director of the universitys school of nursing PhD program, is overseeing the execution of the innovative program.

Here in Michigan, we do not have the largest Asian American population. So of almost 9.9 million Michiganders, we are about 3.4 percent, Dr Wu said in a video interview.

Dr Tsu-Yin Wu has been leading a new project at the Eastern Michigan University to help train ... [+] healthcare providers to provide 'culturally competent' care to the communities they serve.

Asian Americans, she said, can face certain barriers to accessing healthcare and oftentimes, healthcare providers are not aware of those disparities and risk exacerbating them.

Meanwhile, she said, health care providers can also help improve health outcomes and quality of care by better understanding the social and cultural needs of patients.

Under the Immersive Community, Culture, and Care Experiences for Undergraduate Nursing Students: The 360-degree Difference program, Dr Wu has led efforts to help healthcare providers better understand the needs of Asian American patients and provide culturally aware care.

In the virtual reality program, nurses are able to simulate interactions with patients and learn more about the barriers they may face.

Those barriers, Dr Wu said, can range from something like food insecurity to something like racism.

The students can actually learn that this is what their patients or clients are experiencing...and they can be aware of and think about racism and all of the stressors, anxieties and fears [their patients face], Dr Wu said.

Still, the doctor said it is also critical to have diversity and representation in the healthcare system.

Its important to have a work force that represents the people, she said.

In an interview, DrJamesSmith, the presidentof EMU said he believed Dr Wus work has been a significant contributor to improving the quality of care for the Asian American community in Detroit.

He further hailed the virtual reality program as a key component to EMUs leadership in addressing inequities in healthcare.

In addition to leading the virtual program, Dr Wu, who was recognised as one of the 2020 Notable Women in Health Care by Crains Detroit Business, has previously received a grant from the Centers for Disease Control and Prevention (CDC) to further help address health disparities for Asian Americans across Michigan.

She has also previously led a navigator program for underserved Asian communities in Michigan as part of a three-year grant from the federal Center for Medicare Services (CMS).

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Using Virtual Reality To Help Address Inequities In Healthcare - Forbes

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Taking a toy and turning it into a tool: Virtual reality improving patient outcomes at IU Health – Fox 59

Posted: at 8:33 pm

INDIANAPOLIS Virtual reality technology is helping improve patient outcomes at IU Health.

Every other Monday, Steve Unversaw finds himself here at the Simon Cancer Center.

I have Pompe disease, said Unversaw. Seventeen people in the state of Indiana have been diagnosed. Nationwide, theres only 700 people in the US that suffer from what Ive got.

His treatments consist of four-hour-long dialysis, which Unversaw describes as painful, boring and even unsettling.

Walking into the building of a medical environment, especially one with the word cancer written on the side of it, you go Whoa, said Unversaw. It makes you realizes youre in a tough spot and you start thinking about it.

But virtual reality is changing that.

By distracting them with VR, we have found in our initial trial that we were able to decrease their anxiety by 50% in the patients we did this with, said Brian Overshiner, a manager with IU Healths 3d Innovation Lab.

What were doing is taking a toy and turning it into a tool, said Overshiner.

Its a tool thats helping more than just patients.

During the height of COVID, we had a lot of stressed-out frontline workers, said Overshiner.

IU Health set up tranquility rooms for frontline workers, which included snacks, soothing music and virtual reality.

We can transport that person to the beach and they can sit and unwind. Who doesnt want that? Overshiner asked.

IU Health plans to expand the program and continue researching ways VR could affect patient outcomes.

We were surprised it had such an impact so now were looking at longer term, how to offer VR as a standard of care for these patients, Overshiner said.

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HTC Vive Pro 2 review: Virtual reality for the fortunate few – Expert Reviews

Posted: at 8:33 pm

Say what you will about virtual reality, but the barrier for entry is still exceedingly high. The recent release of self-contained VR headsets such as the Oculus Quest have managed to bring the entry price down a smidge, but if youre craving the best that VR gaming has to offer, then youll probably need to invest a lot of money (and time) to get things up and running.

READ NEXT: The best VR headsets

The HTC Vive Pro 2 is no different. Building upon the successes of its predecessor, HTCs next-gen headset is once again the most expensive way to access virtual reality right now and thats before you take into consideration the beefy gaming PC needed to enjoy it to the fullest.

Still, if you can afford the high price and youve somehow managed to pick up a new graphics card without having to pay inflated scalping prices, then the Vive Pro 2 currently offers a premium VR experience like no other.

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Its worth tempering your expectations to begin with, though, since the Vive Pro 2 is still more of a refinement to the original 2018 headset than a radical change.

Design-wise, its exactly the same as the original. You still plug it into your PC via a confusing mess of wires and it still uses a pair of base-station sensors to track your movements. It also requires plenty of play space to get going.

The Vive Pro 2s key improvements come from the display side of things. The headsets LCD panel now has an increased resolution per eye of 2,448 x 2,448, with a wider 120-degree field-of-view and a boosted maximum refresh rate of 120Hz, up from 90Hz. Clearly, the Vive Pro 2 is geared more towards gamers with high-end rigs, using modern graphics cards capable of pushing VR to its limits.

Price is where things really start to get interesting. With standalone VR headsets bringing the entry cost to less than 300, the Vive Pro 2 finds itself in a bit of a sticky situation. And thats because the headset itself (sans controllers and base stations) costs a hefty 719.

Unlike the Oculus Quest 2, the Vive Pro 2 wont work on its own. If you arent planning on upgrading from the original headset youll also need to buy a pair of base stations and two controllers either Vives own or any others from Oculus or Valve. According to HTC, a full bundle will also be available to buy for first-time Vive buyers in August for 1,299.

How does the Vive Pro 2s sky-high cost stack up against the competition? If youve got a gaming PC and youre hoping to push VR to the max, then you do have a few other alternatives.

As I've mentioned, perhaps the most well-known is the Oculus Quest 2, which costs 300 and can either be used on its own or connected to your PC via a single USB-C to USB 3.1 cable for some extra processing grunt. HTCs other VR headset, the Vive Cosmos, also uses a no-fuss, inside-out system for head tracking, although it costs 400 more than the Oculus (700).

Finally, the Valve Index like the Vive Pro 2 needs a pair of base stations, costs 919 for the full bundle (with a free copy of Half-Life: Alyx) and has a higher maximum refresh rate of 144Hz, as well as a wider 130-degree FOV. However, as is the case with all the other VR headsets listed above, it doesnt come close to the Vive Pro 2s generous per-eye resolution.

The Vive Pro 2s design is immediately familiar. Its mostly identical in appearance to the original 2018 headset and shares the same ergonomics, cable setup and overall weight (850g). However, HTC has added a matte black faceplate on the front, which to my eyes looks a bit out of place next to the rest of the headsets blue/navy colour.

What this all means is that, for better or worse, youre getting exactly the same comfort experience with the Vive Pro 2 as you did with the original. Youre still going to look a bit silly with one of these strapped to your face (as my pictures show), but the Vive Pro 2 does a good job of evenly distributing weight across your head, and the adjustable headband can accommodate a wide range of noggin sizes as well.

On that note, the Vive Pro 2 is just as well suited to glasses wearers and, like the previous model, youre also able to adjust the interpupillary distance (the space between both lenses) by between 57mm and 72mm in order to get the image correctly in focus. Its easy enough to do this, too: you simply hold down a small button on the left side of the headset and pull the front either towards or away from your face until everything looks clear.

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One thing Im not pleased about is the return of the Vive Pros removable face cushion. Using the same fabric as the original, it felt itchy during long VR sessions and is generally a bit of a sweat sponge. Its no good at blocking out light, either, since it doesnt sit around your nose. The good news is that you can pretty much eliminate these problems if you attach a (far better) third-party face pad.

What do you get in the box, then? Inside, youll find the headset itself, a link box (which is used to connect the Vive Pro 2 to your PC), a DisplayPort cable, a USB-A cable and a power adapter. If you buy the bundle, you also get a pair of Vive controllers, two SteamVR 2 base-station sensors and all the relevant chargers and cables that come with them.

Unfortunately, the Vive Pro 2s setup process is still an absolute nightmare. After youve plugged in all the cables, switched on the three extra plugs, appropriately positioned your sensors, charged the controllers and pressed the button on the link box, you then need to launch SteamVR and pray that the software actually detects the headset and all the other gubbins.

It gets even more complicated with the Vive Pro 2, too, since you also need to run HTC's new Vive Console software alongside SteamVR while playing games and running VR applications. This grants access to all sorts of extra settings, however, allowing you to manually adjust per-eye resolution, maximum refresh rate and apply motion compensation. This last setting is best used for PCs with weaker specs and adapts video resolution during gameplay in order to reach a 90fps target.

As for the display, the Vive Pro 2s low-persistence LCD panel provides a boosted total resolution of 4,896 x 2,448, with a huge per-eye resolution of 2,448 x 2,448. For reference, thats almost double the resolution of the original, and its the highest of any VR headset released to date.

Thats not the only upgrade, though. The Vive Pro 2 now refreshes at 120Hz (up from 90Hz) and has a marginally wider 120-degree field of view. The latter doesnt make a huge difference during gameplay, but the former is a serious game-changer if youre lucky enough to own a gaming PC that can reliably push out frames. One thing to note, however, is that the wireless adapter (sold separately) restricts the Vive Pro 2s refresh rate to 90Hz.

Quality-wise, the Vive Pro 2s display looks astonishing, and it's a significant improvement on all the over VR headsets Ive tested previously. Colours looked rich and vibrant, although since the Vive Pro 2s lenses are a bit more rectangular than the original lenses, the vertical field of view is reduced slightly.

The Vive Pro 2s system requirements are understandably stringent. HTC recommends at least an Intel Core i5-4590 or AMD Ryzen 5 1500 CPU, 8GB of RAM and either an Nvidia GeForce GTX 1060 or AMD Radeon RX 480 graphics card. Youll also need a DisplayPort 1.2 output and a spare USB 3 port for the link box.

As a frame of reference, my testing rig consists of a Ryzen 7 1700 (close to the minimum), an Nvidia RTX 3070 FE graphics card and 16GB of DDR4 RAM.

This finally brings me to the good stuff. I tested the Vive Pro 2 with a variety of games, and (assuming you have the PC for the job) I can confidently say that VR gaming really doesnt get any better. The stunning post-apocalyptic environments of Half-Life: Alyx were rendered beautifully, with top-notch performance from beginning to end. If there was any slowdown during gameplay, I certainly didnt notice it.

Wacky wobbly-weapon-waving colosseum battler Gorn also ran without any noticeable performance hiccups, as did time-stopping shooter Superhot VR. The Vive Pro 2s headsets and controllers support both first- and second-gen SteamVR base stations, and I tested both neither failed to register my head/body movements and arm waggles.

On a similar note, the Vive Pro 2 uses the same tried-and-tested Vive controllers weve seen previously. For some reason, HTC doesnt want to update the design and functionality of its now five-year-old input devices, and theyre rapidly showing signs of age. The halo design at the top throws off the balance in the hand, and they generally feel a bit cumbersome to use.

That being said, following a short absence, the Vive Pros sequel is yet again the very best that VR has to offer. Provided youve got the hardware to support it, the Vive Pro 2 offers a truly exceptional VR experience, with an as-yet-unmatched maximum rendering resolution, as well as a handful of added gaming-friendly benefits.

Buy HTC Vive Pro 2 now

Of course, its not entirely faultless. The Vive Pro 2s starting price is hard to stomach, especially when you can pick up a standalone VR headset such as the Oculus Quest 2 for a fraction of the cost. Pair the high cost with the lack of any meaningful design changes and the absence of new controllers, and its ultimately a bit of a head-scratching update.

If youre keen to take your first steps into the virtual world, you still cant do much better for your money than the Oculus Quest 2. On the flip side, if you identify as a bit of a self-proclaimed VR enthusiast and youre looking for an excuse to upgrade, then theres no better reason than this.

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Now You See the Art in A.R. Now You Dont. – The New York Times

Posted: at 8:33 pm

On a torrid afternoon in June, Emma Enderby, chief curator of the Shed, and Cecilia Alemani, director and chief curator of High Line Art, walked side by side between their respective bailiwicks on the West Side of Manhattan, plotting the configuration of their first collaborative exhibition.

They were exultant.

No night install, Alemani said. No cranes. Thats the best.

Nothing would be decided until right before the opening. We didnt have to think about engineering or weight loads, Enderby said. You can just spend a leisurely day placing them.

The exhibition, The Looking Glass, which runs from Saturday through Aug. 29, is a show in which all of them the sculptures on view are virtual, existing only in augmented reality, or A.R.

Using an app developed by Acute Art, a London-based digital-art organization, a spectator can point a phone at a QR code displayed at one of the sites the giveaway of where a virtual artwork is hidden. The code activates a specific sculpture to appear on the viewers camera screen, superimposed on the surroundings. (Unlike virtual reality, or V.R., in which a viewer wears a device, such as goggles, A.R. does not require total immersion.) Most of the virtual art will be placed on the plaza surrounding the Shed, on West 30th Street at 11th Avenue, supplemented by three locations on the nearby High Line.

Acute Art is supervised by the third curator of the exhibition, Daniel Birnbaum, who, because of the pandemic, could only be present remotely. The Looking Glass is an updated and expanded reprise of another Acute Art show, Unreal City, which opened on the South Bank of London last year and then, in the face of new lockdown precautions, resurfaced in a monthlong at-home version. A teaser, with three of The Looking Glass artists, was presented last month at Frieze New York at the Shed.

There is something charming about it being secret or not completely visible, Birnbaum said in a phone interview. It is a totally invisible show until you start talking about it.

If The Looking Glass duplicates the sensation of Pokmon Go in 2016-2017, the search will be as exciting as the find. Whereas the title of the London iteration alluded to T.S. Eliots poem The Waste Land, in New York, the show gets its name from Lewis Carroll. In todays Alice in Wonderland, the phone is the new rabbit hole, Enderby said.

Birnbaum, a respected curator who was the director of the Moderna Museet in Stockholm for eight years before leaving to run Acute Art, enlisted the participation of 11 artists, including household names Olafur Eliasson and KAWS and such art-world favorites as Precious Okoyomon, winner of the 2021 Frieze Artist Award, Cao Fei, Nina Chanel Abney, Koo Jeong A and Julie Curtiss. Some of their works unfold over time and incorporate sound, while others are as unchanging as traditional sculptures.

Released from plinths, they can acquire new meaning from their unconventional contexts. Abneys piece, Imaginary Friend, is a hovering, bearded Black man in high-top sneakers and banded crew socks, reading a book, with a halo around his head. Its a Black Jesus, I guess, Birnbaum said. He observed that it would have a different impact if it appeared in a Washington political demonstration rather than on the High Line.

Eliasson, whose Rainbow in 2017 was a pioneering virtual-reality artwork, contributed a cluster of five pieces, from a series collectively titled Wunderkammer: a buzzing ladybug, a floating rock, a cloud, a sun and a clump of flowers that push up through the pavement.

Very often, these digitized platforms are presented to us as if they are the opposite of reality, but I saw it as an extension of reality, he said in a phone interview. Im a very analog artist, interested in the mixture of the mind and the body, and my first thought is, This is taking away your body. It seems like escapism and open to hedonism. On reflection, though, he concluded that since people are tethered to their phones, he would aim to reach them through the device in ways that are sensitizing rather than numbifying.

Maybe we can get a message into the phones that the world is amazing, he said. In terms of what I hope to achieve, in what is left of public space and the High Line is such a good example there is the potential of the imaginary, the unexpected encounter, meeting someone you dont expect to know and becoming friends. I think its about adding plurality and other stories onto the public space.

Toms Saraceno, the Argentine artist based in Berlin who worked in Eliassons studio early in his career, is even more determined to blend augmented reality with real life. Obsessed with ecological concerns, Saraceno is particularly enamored of spiders, and he has founded a research organization, Arachnophilia, to study them and the architecture of their webs.

For The Looking Glass, he created two virtual spiders. One, which will be on the plaza of the Shed, is a recreation of the spectacular Maratus speciosus, known as the Australian coastal peacock spider. The other will be at a secret location in Manhattan. If you send a photo of a real spider to the Acute Art app, the team will respond with the location of the other virtual spider, which will also be transportable to your home. It is at the center of the whole thing, Birnbaum said. He likes the look of the A.R. spider, but he cares more that you pay attention to real spiders.

For other artists, the possibilities of augmented reality permit different approaches to their longstanding artistic investigations. Curtiss, a French artist living in Brooklyn, paints and sculpts nude women. My work is all about the gaze, and what Im choosing to reveal and what Im choosing to hide, she said in a phone interview. Introduced to Birnbaum by Brian Donnelly, who is known as KAWS, Curtiss became excited by the chance to pursue this theme in a manner previously unavailable to her.

In mid-June, she was still working with the computer coders at Acute Art to develop her piece: a naked woman with long dark hair one of the characters that she has presented in paintings who will be placed in the environment. The model is faced away. When you try to go around her, she will keep dodging, so you can never see her front, Curtiss said. And when you get too close, you go through her. That naked woman is exposed and vulnerable, but also, like a wall, she is protected. Its playing off these opposites.

In the aftermath of the pandemic, Birnbaum suggested, the popularity of virtual representations may accelerate. Can they ever do fashion shows again? he said. Will people travel? I see this as possibly another model for exhibitions. I could imagine that the A.R. and V.R. and mixed-reality thing will be part of a global and local future art world. I will be surprised if the art world doesnt change a little after the lockdown. We may be a little bit early.

Although Acute Art is not at this point profit-making, its financial backers, the wealthy Swedish businessman Gerard De Geer and his son Jacob, are aware of the commercial possibilities. Acute Art has already created virtual pieces for Chanel and BMW, and is exploring ways to issue works in editions. We havent really monetized things, Birnbaum said. But he allowed that the unexpected NFT craze and blockchain purchasing have generated talk among some artists about financial opportunities.

One thing seems certain: Virtual and augmented reality are still in their artistic infancy. Acute Art acts as a technological guru, providing computer coders and engineers to bring the virtual creations of artists into being. There is a little storyboard thing written, then we do a trial version, and they will come back and say, The texture is too small, and, It should be more red, Birnbaum said. They get a test app, and they can play around with it and place it.

My interest is to see what we can do with this technology, he continued. Once there was photography and everyone thought it would kill painting. Then cinema and the video camera and the internet came along. In our own time, A.R. and V.R. are the new media. There is a period before it is commercialized when one can do experimental things. We are there now.

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Uncanny Virtual Reality Machine Gives People Chance To Experience Death Before It Happens – Latin Times

Posted: at 8:33 pm

People who are curious about how it feels to be near the jaws of death may be able to experience it thanks to this unusual virtual reality machine from an inventor. Known only as Dr. Death, a virtual suicide machine was created and is now on display in some venues in Europe.

The virtual suicide machine was first shown at the Funeral Fair in Amsterdam back in 2018.

Now open to the public, the machine named Sarco is designed to produce a rapid decrease in oxygen level while maintaining a low CO2 level (the conditions for a peaceful, even euphoric death). per the Sarco website.

An explanation of the 3D-printed euthanasia capsule reveals that the machine was intended to suggest a sense of occasion. Aside from that, also considered were to come up with a system that requires no specialized skills or involvement, no sourcing of difficult to obtain drugs and no medical involvement.

The machine would also be of help to people with some disabilities. It is activated by eye movement and voice control is reportedly anticipated.

When it was unveiled in 2018, Sarco death was described as painless with no suffocation or choking sensation. The user would still be able to breathe easily even in a low-oxygen environment, the Huffington Post reported.

In a press release, Sarco was meant to get people talking positively about death and with broader consideration than being afraid, scared or shocked. And it appears Sarco is not the only one giving people a chance to experience it.

Lithuanian Julijonas Urbonas designed a rollercoaster that painlessly kills its passengers in 2010. It was described as a "hypothetic death machine in the form of a rollercoaster, engineered to humanely take the life of a human being".

Sony Project Morpheus Virtual Reality Headset Will Go Awesome With The PS4 and 'Gran Turismo 7' Racing Game Sony

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Top 7 Ways Virtual Reality Is Used in Business – TechiExpert.com

Posted: at 8:33 pm

Virtual Reality (VR) involves replacing your in-person experience and vision with customized virtual worlds created to simulate various situations. Although previously made famous through its association with the gaming industry, VR and its uses have grown exponentially. One of the most popular uses of VR today is in the business industry, as it minimizes cost and risk in many areas while also creating new and innovative techniques to increase profits and productivity!

The top seven uses of VR in business today include online shopping & retail, training, architecture and interior design, engineering and manufacturing, communication, marketing, and education and sports. Keep reading to find out exactly how these uses of VR improve businesses!

Imagine visiting a car showroom and test driving a car or getting a tour of a home youre looking to buy, or even exploring a store before purchasing a product, all from the comfort of your home. You wouldnt need to deal with crowded stores and youd get the best personalized shopping assistant. Well, with VR, you can do all the above!

A major retail company that executed this well is Ikea with its VR kitchen, which launched in 2016, allowing customers to explore kitchen features and see how they would look in their kitchens at home. This feature has also allowed Ikea to maximize the consumer experience by continuously refining its displays. It can also save retail businesses time and money that goes into more mainstream retailing solutions.

Its a lot cheaper to build a virtual shopping experience than a real one and it also increases customer satisfaction.

Virtual reality training is used in the military to train soldiers in various military departments, from army soldiers to air force pilots. This allows soldiers to experience the dangerous and complex situations that may arise from their jobs, through simulations, without the risk of serious injuries.

Some businesses even go as far as using VR tools for recruitment purposes to conduct interviews with clients who may reside in different cities or countries.

Picture this! Youre meeting with your architect to go through the final plans for your new renovations, but instead of having to look at 3D blueprints and struggling to visualize and understand your architects vision, you can now use a VR application. This allows you to view your architects plans on a 1:1 scale and take a virtual tour of how the finished project will look. It doesnt get any better than that!

With virtual platforms such as Iris VR, architects and interior designers are more equipped to supply their clients with opportunities for feedback and alterations after experiencing a virtual tour of their vision. Thus also allowing architects to bridge the gap between reality and their artistic vision.

In this way, VR saves the architect time and the client money required to create plans or 3D models that get altered later.

Gambling is one of the many industries that has evolved with technology. Starting with online casinos where players could enjoy their favorite games within the comfort of their own homes.

A new addition to this fast-evolving space is the use of VR in online casinos. This mean feat has allowed users to feel more a part of the game through the more interactive experience given by this virtual reality for gamblers.

From slot machines to virtual blackjack, you can experience it all with virtual reality casinos.

Remote jobs that allow you to work from home are the new thing to beat in the workforce. However, when you add VR to the mix, theres no competition.

Virtual reality allows businesses to create practical opportunities for their employees to communicate and collaborate no matter where they are located geographically. There will be no need to commute to get the interactive collaboration that employees often thrive on. Regular video and conference calls are a thing of the past!

Businesses can save time and money on travel expenses by using VR products to connect employees and clients worldwide.

Traditional marketing and advertising is old news. Whatever you thought you knew about advertising is outdated and VR is just the thing to upgrade the marketing industry.

Research has shown that 360 VR advertising films or promotional videos are more persuasive and more in line with the interactive approach that targets the customers mentality development that prompts them to acquire your businesss products or services. Businesses that use a VR approach to their marketing are sure to see an increase in sales!

The stakes arent high with VR in schools, however, it is still an essential part of the learning process. A virtual world can provide an experience where students can receive a more detailed educational experience.

Sports institutions such as the NBA (basketball) and the NFL (American Football) use VR applications to enhance their athletes performance by stimulating training sessions with unique situations to increase specific skills and improve their performance in actual games.

Virtual reality has the potential to afford significant enhancements in the way we conduct and experience business. Its exciting to see what the future holds.

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‘Masterpieces at MUA’ may now be experienced through Virtual Reality – Newsbook

Posted: at 8:33 pm

The Masterpieces at MUA exhibition may now be experienced through Virtual Reality (VR) on the website muza.mt, ensuring an intimate and enhanced encounter with the 13 Old Master paintings currently on display at MUA, the National Community Art Museum in Valletta.

The website provides access to a virtual tour of the exhibition that may be viewed on a mobile phone, tablet or laptop here. However, owners of a VR headset can enjoy the tour even more thanks to this gadget of modern technology.

The virtual tour, produced entirely by Heritage Maltas Digitisation Unit, enables the 13 masterpieces to be enjoyed free of charge in the comfort ofones home or office. The VR experience, in particular, is especially alluring to the younger generation, introducing them to Renaissance art in an entertaining way.

Masterpieces at MUA runs until the end of October, when its 13 paintings will be integrated in the MUA display for five years and possiblyfor another five after that. The paintings have been loaned to MUA on along-term basis and range from the late 15th to the mid-18th century.

This content was supplied by MUA.

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Location-based Virtual Reality Market May Set Massive Growth by 2026 | VOID, EXIT Realty, Survios, Oculus VR The Manomet Current – The Manomet…

Posted: at 8:33 pm

The latest study released on the Global Location-based Virtual Reality Market by AMA Research evaluates market size, trend, and forecast to 2026. The Location-based Virtual Reality market study covers significant research data and proofs to be a handy resource document for managers, analysts, industry experts and other key people to have ready-to-access and self-analyzed study to help understand market trends, growth drivers, opportunities and upcoming challenges and about the competitors.

Free Sample Report + All Related Graphs & Charts @:https://www.advancemarketanalytics.com/sample-report/107632-global-location-based-virtual-reality-market

Definition and Brief Information about Location-based Virtual Reality:Virtual reality is used for computer generated 3D environments which allows the user to interact with alternate reality. Location based VR is also called site activation takes place outside the home such as in movie, mall, park and others. The users wear a head mounted display and the location is designed to enhance the experience further. Location based VR provides the opportunity to interact with other individuals. Moreover, the technology adds value to advertisers with foot traffic and word of mouth from visitors.

This Report also covers the emerging players data, including: competitive situation, sales, revenue and global market share of top manufacturers such as:VOID (United States),EXIT Realty (United States),SpaceVR (United States),Survios (United States),Hologate (United States),Zero Latency PTY (Australia),Oculus VR (United States),HTC Vive Tech (Taiwan),Tyffon (United States),IMAX Corp. (Canada)

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

Market Trends:

Market Drivers:

Market Opportunities:

Enquire for customization in Report @:https://www.advancemarketanalytics.com/enquiry-before-buy/107632-global-location-based-virtual-reality-market

The Global Location-based Virtual Reality Market segments and Market Data Break Down are illuminated below:

by Application (VR Arcades, VR Theme Parks, VR Cinemas), Components (Hardware, Software), Equipment (Camera Array, Controller, VR head mounted display), Techniques (Pre render, Six degrees of freedom, Stitching, Three degrees of freedom, Volumetric capture)

What benefits does AMA research study is going to provide?

Region Included are:North America, Europe, Asia Pacific, Oceania, South America, Middle East & Africa

Country Level Break-Up:United States, Canada, Mexico, Brazil, Argentina, Colombia, Chile, South Africa, Nigeria, Tunisia, Morocco, Germany, United Kingdom (UK), the Netherlands, Spain, Italy, Belgium, Austria, Turkey, Russia, France, Poland, Israel, United Arab Emirates, Qatar, Saudi Arabia, China, Japan, Taiwan, South Korea, Singapore, India, Australia and New Zealand etc.

Strategic Points Covered in Table of Content of Global Location-based Virtual Reality Market:

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Location-based Virtual Reality Market May Set Massive Growth by 2026 | VOID, EXIT Realty, Survios, Oculus VR The Manomet Current - The Manomet...

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How Virtual, Cloud-Based Technologies Are Powering the Next Industrial Revolution – Total Retail

Posted: at 8:32 pm

Companies inmanyindustries, including technology, construction, and healthcare, are completely revamping the way in which their manufacturing arms are designing, building, producing and servicing the goods they needfor projects and customers.

Just a short five years ago, these manufacturers began to embark on the second coming of their own industrial revolution. It wasnt enough that the internet and even mobile technology created a wealth of efficiencies in the production cycle.

Instead, a few years ago, these manufacturers began to see how virtual technologies could completely change the way they operated, interacted with design teams, and providedmore timely responses to customer inquiries.

Gains in these areasas a result ofvirtual technologies have been quick toillustrate early and noticeable returns for the executives running these businesses.

In fact, nearly half of the executives polledin a recent survey(44 percent) said they're experiencing approximately 10 percent in operational savings by using immersive mixed reality technologies in the design, training, production or customer service areas of their business. A yearago, only a quarter of businesses (26 percent) were seeing similar results in savings.

In terms of overall production efficiency, 45 percent of enterprises are seeing at least a 10 percent increase in production efficiency increases today, up from only 11 percent a year ago.

However, these increases don't tell the whole story.When these virtualized technologies (such as augmented reality and virtual reality, AR/VR) were initially utilized by manufacturers, they were leveraged in an on-premise environment. However, today they're utilizedin a cloud environment, bringing even more efficiencies and returns to the business.

Thebasicdifference between cloud vs. on-premisedatais where itlives.On-premisesoftwareand dataareinstalled locally, onamanufacturerscomputers and serversinside the actual facility, whereascloud softwareand dataarehosted onaserver and accessiblevia a web browserover the internet.

On-premiseinfrastructures limit the speed and scalability needed for todays virtual designs, and italsolimits the ability to conduct knowledge sharing between organizations that can be critical when designing new products and understanding the best way for virtual buildouts.

Manufacturers are overcoming these limitations by leveraging cloud-based (or remote server-based)virtualplatforms powered by distributed cloud architecture and 3D vision-based artificial intelligence. These cloudplatforms provide the desired performance and scalability to drive innovation in the industry at speed and scale.

Imagine what it would be like to virtually design an airplane usingthe different eyeglass filters used by an ophthalmologistduring a typical eye exam. Some filters allow you to readonly thelarger print because they restrict your ability to read this would be designing virtually in anon-premisesoftware environment. Other filters allow you to see fine print with pinpoint accuracy this is what's possible in a cloud environment.

One of the key requirements forvirtualapplications is to precisely overlay on an object its model or the digital twin. This helps in providing work instructions for assembly and training,as well as catches any errors or defects in manufacturing.

Most on-device object tracking systems use a 2D image and/or marker-based tracking. This severely limits overlay accuracy in a 3D environment because 2D tracking cannot estimate depth with high accuracy, and consequently the scale, and the pose. This means even though users can achieve what looks like a good match when looking from one angle and/or position, the overlay loses proper accuracy during alignment.

Deep learning-based 3D AI allows users to identify 3D objects of arbitrary shape and size in various orientations with high accuracy in the 3D space. This approach is scalable with any arbitrary shape and is amenable to use in enterprise use cases requiring rendering overlay of complex 3D models and digital twins with their real-world counterparts.

Cloud technology is pivotal to achieve this level of detail because technology and hardware used in anon-premiseenvironment easily overheats from the compute power needed. Virtual technologyrequires a precise and persistent fusion of the real and virtual worlds. This means rendering complex models and scenes in photorealistic detail, rendered at the correct physical location (with respect to both the real and virtual worlds) with the correct scale and accurate pose.

This isonlyachieved today byusing discrete GPUs from one or morecloud-basedservers and deliveringthe rendered frames wirelesslyor remotelyto the head-mounted displays (HMDs) such as the Microsoft HoloLens and the Oculus Quest.

An increasing number ofmanufacturers aremoving theirvirtualsolutions away fromon-premise data centers. Today, 48 percent of enterprises are leveraging cloud-hosted environments, and another 21 percent say they will leverage the cloud when they implement immersive reality solutions in the future.

DijamPanigrahi is co-founder and COO ofGridRaster, a leading provider of cloud-based AR/VR platforms that power compelling high-quality AR/VR experiences on mobile devices for enterprises.

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How Virtual, Cloud-Based Technologies Are Powering the Next Industrial Revolution - Total Retail

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Cincinnati Children’s using virtual reality to transition thousands of front-line workers to new building – WLWT Cincinnati

Posted: June 27, 2021 at 4:03 am

Thousands of staff at Cincinnati Children's are using virtual reality training to help move into the new Critical Care Building this fall.The layout and experience will be different in this facility. So knowing where everything is and how to navigate it, will be critical.The technology is state of the art. "Things can happen so quickly so the more that we can become acclimated to the environment, the better. So this was a great way for us to see the space and how we would move around in it so we can focus on our patients when we move into the new building," said Kelly Ely, nurse in PICU at Cincinnati Children's.There are eight virtual reality stations. More than 3,000 front-line workers will be coming and training on it. This is one of the largest V-R onboarding experiences in the world.Ryan Moore is a doctor at Children's."I started out as a digital arts background. Failed out of that and became a cardiologist," said Dr. Ryan Moore, co-director of digital experience technology labs at Children's.His mission has been to utilize his gaming and medical background to help colleagues in the most realistic setting possible.He collaborated with Children's team of digital experience creators to make this a possibility."It's fun to make video games that save lives," said Matthew NeCamp, an application specialist.A big move with virtual reality hoping to ease the transition.

Thousands of staff at Cincinnati Children's are using virtual reality training to help move into the new Critical Care Building this fall.

The layout and experience will be different in this facility. So knowing where everything is and how to navigate it, will be critical.

The technology is state of the art.

"Things can happen so quickly so the more that we can become acclimated to the environment, the better. So this was a great way for us to see the space and how we would move around in it so we can focus on our patients when we move into the new building," said Kelly Ely, nurse in PICU at Cincinnati Children's.

There are eight virtual reality stations. More than 3,000 front-line workers will be coming and training on it. This is one of the largest V-R onboarding experiences in the world.

Ryan Moore is a doctor at Children's.

"I started out as a digital arts background. Failed out of that and became a cardiologist," said Dr. Ryan Moore, co-director of digital experience technology labs at Children's.

His mission has been to utilize his gaming and medical background to help colleagues in the most realistic setting possible.

He collaborated with Children's team of digital experience creators to make this a possibility.

"It's fun to make video games that save lives," said Matthew NeCamp, an application specialist.

A big move with virtual reality hoping to ease the transition.

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Cincinnati Children's using virtual reality to transition thousands of front-line workers to new building - WLWT Cincinnati

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