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Category Archives: Virtual Reality

Virtual reality public art experience coming to Vancouver – North Shore News

Posted: June 24, 2021 at 11:17 pm

You've never seen salmon like this.

If you've ever wanted to witness the spectacle of salmon migration in virtual reality, now's your chance.

UNINTERRUPTED is back; the dazzling art displayfirst projectedthe pacific sockeye salmons homeward journey on the Cambie Bridge in 2017.

Nowthe project is going mobile.

This summer, groupsof 20 people canexperience the 30-minute extravaganza atthree outdoor Metro Vancouver locations.

"The art piece is about bringingthe heart of a river into the heart of a city. These really extraordinary, kind of cutting-edge, technologies really soak up documentary language if you embrace the abstract," says director Nettie Wild.

The eventwill launch on the Museum of Vancouver's garden patio from July 7-11. From July 14-24 it will move to the Shipyard CommonsatLonsdale Quay in North Vancouver. You'll also be able to catch the film at the Burnaby Art Gallery veranda betweenAugust 3-13.

There are several shows per evening.

The immersive film captures the original bridge projection in stunning 3D. Audience members arefitted with a VR headset and seated in a swivel chair for a 360-degree view.All equipment is sanitized between showings with ultraviolet light.

The project's creators are also working with community stewardship organizations to highlight salmon preservation in our cities.

UNINTERRUPTED VR is free but seatsmust be reserved. Online booking is now open.

More locations and dates,including a return to downtown Vancouver at the end of August, will be announced throughout the summer.

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Shokworks and Immersity Partner to Create Educational Virtual Reality Experiences at the University of South Wales – Business Wire

Posted: at 11:17 pm

DALLAS--(BUSINESS WIRE)--Virtual reality (VR) has long been thought of as the realm of gamers, but now, thanks to Welsh tech company Immersity and Dallas-based Shokworks, its being used to educate future law enforcement officers and aeronautical engineers in the U.K. Immersity, an affordable VR solution that creates immersive training opportunities for a variety of industries, is working with the University of South Wales (USW) on groundbreaking adaptive VR technology that will teach budding crime scene investigators how to properly probe the scene of a murder, and future aircraft personnel how to handle planes coming in to both busy airport terminals and military installations.

The University has a Scene of a Crime house that has traditionally been used to teach forensics students how to secure and investigate a crime scene, said Hugh Sullivan, CEO of Immersity. When COVID-19 hit, it was no longer practical to have groups of students in such an enclosed space. We recreated an exact model of the house on our VR platform, and now students will have the opportunity to receive this training anytime, anywhere.

USW plans to begin using the technology with students in the Fall 2021 term.

Immersity has created a cardboard-box VR viewer that works with ones cellphone, making the technology accessible to large numbers of people without the use of expensive VR headsets. The technology can also be used on a 2D computer screen, though it is not immersive.

Now that weve created this VR platform, we can build literally any environment in it within a quick timeframe to continue growing, especially in the fields of education and training, said Shokworks CEO Alejandro Laplana. There is no limit to the ways this technology can be used.

Immersitys unique platform is already being used by law enforcement agencies and health authorities.

Shokworks has a strong history as an industry disruptor in digital spaces, and has recently launched a unique gamification platform with Rivals Media Group, a geo-messaging app that connects the digital and physical worlds with Rypplzz, and a skill-based game, High Speed Hands.

Available for interview:Alejandro Laplana, CEO, ShokworksHugh Sullivan, CEO, ImmersityKatie Bird, lecturer in forensic science, University of South WalesRichard Grant, lecturer in aircraft maintenance, University of South Wales

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Shokworks and Immersity Partner to Create Educational Virtual Reality Experiences at the University of South Wales - Business Wire

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Global Augmented and Virtual Reality in Healthcare Market Report 2021: Market to Reach $7.8 Billion by 2027 – Hardware Segment to Account for $4.5…

Posted: at 11:17 pm

DUBLIN, June 24, 2021--(BUSINESS WIRE)--The "Augmented and Virtual Reality in Healthcare - Global Market Trajectory & Analytics" report has been added to ResearchAndMarkets.com's offering.

Global Augmented and Virtual Reality in Healthcare Market to Reach $7.8 Billion by 2027

Amid the COVID-19 crisis, the global market for Augmented and Virtual Reality in Healthcare estimated at US$1.5 Billion in the year 2020, is projected to reach a revised size of US$7.8 Billion by 2027, growing at a CAGR of 26.1% over the analysis period 2020-2027.

Hardware, one of the segments analyzed in the report, is projected to record a 25.1% CAGR and reach US$4.5 Billion by the end of the analysis period. After an early analysis of the business implications of the pandemic and its induced economic crisis, growth in the Software segment is readjusted to a revised 26.9% CAGR for the next 7-year period.

The U.S. Market is Estimated at $458.5 Million, While China is Forecast to Grow at 25.5% CAGR

The Augmented and Virtual Reality in Healthcare market in the U.S. is estimated at US$458.5 Million in the year 2020. China, the world`s second largest economy, is forecast to reach a projected market size of US$1.3 Billion by the year 2027 trailing a CAGR of 25.5% over the analysis period 2020 to 2027.

Among the other noteworthy geographic markets are Japan and Canada, each forecast to grow at 23.3% and 22.4% respectively over the 2020-2027 period. Within Europe, Germany is forecast to grow at approximately 18.4% CAGR.

Services Segment to Record 28.5% CAGR

In the global Services segment, USA, Canada, Japan, China and Europe will drive the 28.5% CAGR estimated for this segment. These regional markets accounting for a combined market size of US$178.9 Million in the year 2020 will reach a projected size of US$1 Billion by the close of the analysis period.

China will remain among the fastest growing in this cluster of regional markets. Led by countries such as Australia, India, and South Korea, the market in Asia-Pacific is forecast to reach US$923.3 Million by the year 2027.

Story continues

Key Topics Covered:

I. METHODOLOGY

II. EXECUTIVE SUMMARY

1. MARKET OVERVIEW

Influencer Market Insights

World Market Trajectories

Impact of Covid-19 and a Looming Global Recession

2. FOCUS ON SELECT PLAYERS (Total 38 Featured):

Atheer

Augmedix

Daqri

Echopixel

Firsthand Technology

Google

Medical Realities

Microsoft

Mindmaze

Oculus VR

3. MARKET TRENDS & DRIVERS

4. GLOBAL MARKET PERSPECTIVE

World Current & Future Analysis for Augmented and Virtual Reality in Healthcare by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2020 through 2027 and % CAGR

World Historic Review for Augmented and Virtual Reality in Healthcare by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2012 through 2019 and % CAGR

World 15-Year Perspective for Augmented and Virtual Reality in Healthcare by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets for Years 2012, 2020 & 2027

World 15-Year Perspective for Hardware by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2012, 2020 & 2027

World 15-Year Perspective for Software by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2012, 2020 & 2027

World 15-Year Perspective for Services by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2012, 2020 & 2027

World 15-Year Perspective for Augmented Reality by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2012, 2020 & 2027

World 15-Year Perspective for Virtual Reality by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2012, 2020 & 2027

III. REGIONAL MARKET ANALYSIS

IV. COMPETITION

For more information about this report visit https://www.researchandmarkets.com/r/5ftm8x

View source version on businesswire.com: https://www.businesswire.com/news/home/20210624005463/en/

Contacts

ResearchAndMarkets.comLaura Wood, Senior Press Managerpress@researchandmarkets.com For E.S.T Office Hours Call 1-917-300-0470For U.S./CAN Toll Free Call 1-800-526-8630For GMT Office Hours Call +353-1-416-8900

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Global Augmented and Virtual Reality in Healthcare Market Report 2021: Market to Reach $7.8 Billion by 2027 - Hardware Segment to Account for $4.5...

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How Have Virtual Reality Strengthens Various Industries? – CIOReview

Posted: at 11:17 pm

Virtual reality is a computer-generated environment that a user can explore and interact with. Virtual reality is a term that refers to a computer-generated environment that a user can explore and interact with. A user is immersed in the background, and the brain is tricked into thinking about what is real in the virtual world.

FREMONT, CA: While there are some excellent virtual reality (VR) games available, VR, augmented reality (AR), and mixed reality (MR) are going to shape our future in far more ways than gaming. Below are some industries that have already embraced virtual reality and the potential impact on their future.

Automobile manufacturing

Engineers and designers can quickly try the appearance and construction of a vehicle before commissioning costly prototypes. For example, BMW and Jaguar Land Rover are already employing virtual reality to conduct early design and engineering reviews to ensure the vehicle's visual design and object obscuration are correct - all before any money is spent on physically manufacturing the parts. As a result, the automotive industry saves millions of dollars by reducing the number of prototypes built for each vehicle line.

Healthcare

Healthcare is a critical application in which virtual reality can have a significant impact. Healthcare professionals now use virtual models to acclimate to working on actual bodies, and virtual reality has even been used to alleviate pain associated with burn injuries. VR can also treat mental health issues, with Virtual Reality Exposure Therapy being particularly effective in treating post-traumatic stress disorder (PTSD) and anxiety. Numerous additional ways to spend time in VR can be therapeutic.

Architecture

Virtual reality is gradually transforming how architects design and experiment with their work. Virtual reality enables users to experience how a building or space will look and how it will feel. For homeowners, this allows them to experience the area before it is physically built and make changes in real-time, saving both the customer and the architect time and money. While architects have been using 3D models for years, immersive tools enable them to comprehend and explore the space on a much deeper level.

Entertainment

Virtual reality enhances experiences with 360-degree films and deepens users' emotional connection with the characters in the entertainment industry. Additionally, virtual reality has the potential to revolutionize the way media content is created. The flipside is now the quickest way to make shows to view on traditional platforms such as YouTube, Twitch, or Facebook Live and within virtual reality.

Education

Virtual reality can improve education by allowing students to learn in an immersive, experiential manner. For example, many software firms create a virtual reality classroom/meeting room space where people can learn from lecturers worldwide.

See Also:Top 10 Auction Software Companies

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Daimler Trucks in India sets new benchmark with the opening of a Virtual Reality Centre – Automotive World

Posted: at 11:17 pm

Daimler India Commercial Vehicles continues to push innovative digitalization initiatives as it recently opened the first Virtual Reality Center (VRC) at its Chennai plant

Daimler India Commercial Vehicles (DICV), Daimler Trucks commercial vehicle subsidiary in India, continues to push innovative digitalization initiatives as it recently opened the first Virtual Reality Center (VRC) at its Chennai plant. By doing so, DICV sets a new benchmark in the Indian commercial vehicle industry revolutionizing Customer Service operations and R&D. The VRC allows operators to virtually perform serviceability and accessibility checks using a digital model accessed via 3D goggles and navigational joysticks. This has the potential to transform both R&D and vehicle servicing procedures, as it reduces the need for custom-built tools, prototype vehicles, and service bays. This new capability significantly reduces time and costs required for commercial vehicle testing and development.

Another benefit of using virtual reality is the opportunity it offers for remote collaboration. Daimler Truck teams from around the world can access the same model simultaneously to exchange ideas and opinions. In todays world of travel restrictions and social distancing guidelines, the benefits this offers are incalculable.

DICV, a wholly owned subsidiary of Daimler Truck AG, operating under the umbrella of Daimler Trucks Asia, is a full-fledged commercial vehicle player in India with a brand dedicated to its home market: BharatBenz. Within Daimler Trucks, DICV also acts as a low-cost vehicle and aggregate export centre. Despite the challenging COVID-19 pandemic and unprecedented headwinds in the Indian CV market, DICV successfully introduced its new BSVI-compliant range of vehicles, continuously increasing its market share in 2020. In addition, DICV took several measures throughout the pandemic, such as setting up a vaccination center for its employees and the local community, offering safety kits to customers and drivers, as well as relief initiatives for its dealer partners.

SOURCE: Daimler

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Remembering Jackie Matisse, a pioneer of kite art and art in virtual reality who had a special feel for chance and the power of collaboration – Art…

Posted: at 11:17 pm

At the beginning of the 1960s, a mother in her early 30s, Jackie Matisse was still in search of the personal artistic territory that would allow her to express herself. She was interested in the art of my time, she recalled in 2000she was the granddaughter of Henri Matisse and already collaborating with her stepfather Marcel Duchampbut was looking to understand her place within it. And then, while taking a taxi from New York City to the airport, in 1962, she caught sight of a kite flying above the rooftops of Harlema line drawn in the skyand became fixed on the idea of making kites ... and using the sky as a canvas.

In 1970, she signed the Art Volant Manifestoit declares that the kite is a vehicle joining the spirit and the physicalwith six other artists. Over the next four decades, Jackie made flying art with her kites of vivid coloursacrylics on sail clothand patterns cut in crepe paper, She made groups of kites to fly inland, to work with sky, fields and forests; groups to be flown in the light by the sea; and groups, in water-resistant paper, to be flown and filmed under water. The idea of submersible kites came to her in 1979 when one of her creations fell into the sea.

She devised ways to show this essentially kinetic art in gallery spaces, with the long, patterned kite tails massed in groups in a breeze, or looping up and down on mechanical reels, in seemingly perpetual motion. She showed in Paris in 1972, in London in 1976at the Institute of Contemporary Artsand in exhibitions across Europe and the US, with large retrospectives in 2000Art that Soars: Kites and Tails by Jackie Matisse at the Mingei International Museum, San Diegoand in 2013 at the Muse Matisse in Le Cateau-Cambrsis, Normandy.

Jackie stood out in her field for her distinctive take on chance, not least in collaboration: with light and wind; with the musician-artist John Cage, the musician David Tudor, the choreographer Merce Cunningham, and the artists Jean Tinguely and Niki de Saint Phalle; and with technology. Her work in 2002-05 with Virginia Tech and the University of Illinois produced the most ambitious work in virtual reality that the art world had seen to date, powered by a distributedin other words collaborativenetwork of supercomputers, in the early days of broadband internet. Critics were taken with how readily Jackie entrusted process to multiple technologists to scan, code and manipulate the digital models of her work, and display them by projecting images on to the interior surfaces of a cube, or Cave, built with 3m tall squares. The viewer, wearing special glasses, was an interactive collaborator, able to manipulate a virtual kite using a wand. The VR kite show was mounted at tech events in Europe and the US, with a simplified version, on a flat screen, made for her gallery shows such as Art Volant at Zone, New York, in 2005.

Jackie had a bilingual feeling for the power of chance. For the English meaninghappenstancein a way that Duchamp and Cage would have approved: the sight of the Harlem kite in 1962; the kite lost to the sea in 1979. And she recognised the French meaning of chanceher good fortuneto have had Henri Matisse as a grandfather and Marcel Duchamp as a stepfather. I have had a lot of luck in my life, she said in 2013, perhaps most of all in having the opportunity to spend time with Henri Matisse and watch him at work towards the end of his long life; and then to know and work for Marcel Duchamp, from a younger generation than Matisse but just as engaging. (My translation.) Duchamp, she said, gave her permission to find her own way.

I have had a lot of luck in my life, perhaps most of all in having the opportunity to spend time with Henri Matisse and watch him at work towards the end of his long life; and then to know and work for Marcel Duchamp jackie matisse

Jacqueline (Jackie) Matisse was born in Neuilly, on the edge of Paris, in 1931. Her father was Pierre Matisse, a leading contemporary art dealer of his generation who opened his space in the Fuller Building on East 57th Street, New York, in the year of Jackies birth. Her mother, Alexina Teeny Sattler, the daughter of a distinguished eye surgeon in Cincinnati, Ohio, had moved in the early 1920s to Paris where she was briefly a student of Constantin Brancusi. Pierre and Teeny divided family life between Paris and New York, with the addition of a farm in New Jersey in 1941. Pierre represented his father, Henri, in New York, as well as the cream of European artists of the younger generation including Balthus, Marc Chagall, Andr Derain, Jean Dubuffet, Alberto Giacometti, Joan Mir (Jackies godfather) and Yves Tanguy. The shows he put on for Mir (37 in all) and Giacometti were of particular significance.

Jackie was the eldest of three children, with two brothers, Peter and Paul. When she was seven, a frieze that her parents had commissioned from Mir for the nursery bedroom arrived in New York. Woman Haunted by the Passage of the Bird-Dragonfly Omen of Bad News (now in the Toledo Museum of Art, Ohio) is over 3m long and depicts monstrous figures in a claustrophobic space.

Jackies brother Peter was kept awake by the painting, and thoughts of the monstrous teeth. But Jackie, who remembered the painting by the title the family inventedThe Battle of the Sea Monsterstold John Russell, author of Matisse: father and son (1999), that she remembered it as dramatic and energising. Years later, when she had created kites that flew underwater, entwining vividly patterned and coloured tails, she found herself thinking back to The Battle of the Sea Monsters.

At the Brearley School in New York, Jackie made friends with Niki de Saint Phalle who became, in the 1960s, with her second husband, Tinguely, a neighbour of Jackies in France. (Jackie later created glass containers for sacred waters at Saint Phalles stupendous Tarot Garden, 1979-2002, at Garavicchio, on the coast north of Rome.) In 1939, Pierre Matisse was in France at the outbreak of the Second World War and was mobilised to serve in the military. The redoubtable Teeny looked after both family and gallery in New York until Pierre returned in the winter of 1939-40.

Decades of experiment: Jackie Matisse dressed in her moon pieces pattern, with matching assemblages, in her studio near Paris Serge Bailhache

As a young woman, Jackie was portrayed by artists in her family and their circle. In 1947, she was sketched by Balthus and, in multiple drawings, by her grandfather. (It was the year that Henri published Jazz, a collection of cut-paper works on circus themes; the clean lines and improvisatory character of Henris cut-paper work has echoes in the moon shapes, inspired by shards of broken plates, that feature in Jackies art.) One of Henris portraits, the most monumental of the set, foreshadows the grave and thoughtful beauty revealed in the photographs Man Ray made of Jackie around 1960, a solo portrait and group portraits with two of her children.

In 1949, Jackie started literature studies at the Sorbonne, in Paris. In the same year, her parents were divorced. Teeny renewed an old acquaintance with Marcel Duchamp and married him in 1954. In the same year, Jackie married Bernard Monnier, the descendant of many generations of bankers and art collectors. They had three sons and one daughter.

From 1959 to 1968, Jackie worked on the construction of Duchamps new series of Bote-en-valiseportable miniature monographs with reproductions of the artists own work, a concept that he had first developed in the late 1930s. There were 150 of them. They were very complicated, she remembered in a memoir of Duchamp written for the Tate Gallery, because you had to put frames on the mini reproductions of his work. I had to fit it all exactly the way he had planned. He didnt give many instructions about how to do it, so I had to use my good sense to assemble them.

It is in no small part thanks to her support that Duchamp scholarship expanded and thrived over recent decades Ann Temkin, Chief Curator of Painting and Sculpture, Museum of Modern Art, New York

That good sense helped make Jackie an eloquent champion of her own work, a nurturing host for gatherings at her house south of Paris, and a clear-headed custodian of the memories of Duchamp and of her grandfather. In 1987, she accompanied her father, Pierre (who died in 1989), on a trip to see the great works by Henri Matisseincluding La Danse (1910)in the collection of the Hermitage, in St Petersburg. After Duchamps death in 1968, Teeny had moved to Villiers-sous-Grez, near Fontainebleau, where she made an archive of Marcels work. Jackie joined in this work in the mid-1980s (Teeny died in 1995)translating texts and recording memories of Duchamp for the Philadelphia Museum of Art. It is in no small part thanks to her support, says Ann Temkin, Chief Curator of Painting and Sculpture at the Museum of Modern Art, New York, that Duchamp scholarship expanded and thrived over recent decades. That work is now carried on under the auspices of the Association Marcel Duchamp.

As her work developed, Jackie Matisse added to her repertoire hanging assemblageswith moon shapes, and found piecessome of them minute and hung on strands of hair; and miniature kites bottled in water or air. Filmed flying kites on a beach for her 2000 San Diego show, she shows total concentration as she deftly handles the line. Come on! Allez! she cries. Please climb. After decades of experiment as a kite artist, her work was still on the move, a collaboration with nature, a game of chance.

Jacqueline Matisse; born Neuilly-sur-Seine, France, 12 July 1931; married 1954 Bernard Monnier (three sons, one daughter; marriage dissolved 1982); died near Paris 17 May 2021

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Bringing virtual reality to classrooms – The Daily Star

Posted: at 11:17 pm

Founded in 2018, Nerdiz is Bangladesh's first virtual reality (VR) educational platform. Pradeepta Kumar Saha, the co-founder Nerdiz, conceived the idea in 2016, after he realised that he was a visual learner. "Many students have problems with conventional learning methods and visuals make things easier for them. So, I decided to introduce VR in our education system," he shared.

Since its establishment, Nerdiz has reached out to over 3,500 students across various schools. Furthermore, they diversified their venture to incorporate skill enhancement and impacted around 4,000 people. Before the pandemic, they were piloting with Teach for Bangladesh, Chittagong Grammar School, and Its Humanity Foundation's school.

While talking about the challenges they faced, Pradeepta shared that the high costs are a barrier. "There is limited awareness and knowledge about virtual reality. Educating people about the product is a huge task in itself," he added.

In the past few years, Nerdiz has increased its areas of expertise. Apart from VR experiences, the team of Nerdiz teaches coding to kids and offer a range of tech solutions to schools. Their VR product is subscribed by schools on the basis of monthly payments.

During the pandemic, Nerdiz made its online content free, witnessing a 300 percent growth in online users. They recently launched courses on coding and other emerging skills. The cost of these courses ranges from BDT 3,000 to 6000 per month. Their project, 'Rupantor', is a sponsor-based campaign that enables underprivileged students to learn through virtual reality.

Their future plans include creating an ecosystem for immersive learning and getting kids ready for the future. "We also intend to generate more tools for schools and make learning more interactive," Pradeepta concluded.

The author is a freelance journalist who likes reading, planning, and scribbling. Email: mislammonamee@gmail.com.

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A Major Apple patent reveals next-gen hand & eye tracking systems for AR and VR environments that introduces a unique wrist generated menu -…

Posted: at 11:17 pm

Today the US Patent & Trademark Office published a patent application from Apple that relates to a computer system with a display generation component that provides virtual reality and mixed reality experiences via a display. Apple's invention further relates to both Macs and a future mixed reality headset using a hand-tracking system for Macs and an eye-tracking system for a headset (HMD). When using a headset, a next-generation user menu with interactive options can be uniquely generated onto a user's wrist and/or palm to assist the user in an AR or VR environment.

In Apple's patent background they noted that the development of computer systems for augmented reality has increased significantly in recent years. Example augmented reality environments include at least some virtual elements that replace or augment representations of the physical world. Input devices, such as cameras, controllers, joysticks, touch-sensitive surfaces, and touch-screen displays for computer systems and other electronic computing devices are used to interact with virtual/augmented reality environments. Example virtual elements include virtual objects include digital images, video, text, icons, and control elements such as buttons and other graphics.

But methods and interfaces for interacting with environments that include at least some virtual elements (e.g., applications, augmented reality environments, mixed reality environments, and virtual reality environments) are cumbersome, inefficient, and limited. For example, systems that provide insufficient feedback for performing actions associated with virtual objects, systems that require a series of inputs to achieve a desired outcome in an augmented reality environment, and systems in which manipulation of virtual objects are complex, tedious and error-prone, create a significant cognitive burden on a user, and detract from the experience with the virtual/augmented reality environment. In addition, these methods take longer than necessary, thereby wasting energy. This latter consideration is particularly important in battery-operated devices. Apple's invention is to remedy this.

Apple's invention covers computer systems with improved methods and interfaces for providing computer-generated experiences to users that make interaction with the computer systems more efficient and intuitive for a user. Such methods and interfaces optionally complement or replace conventional methods for providing computer-generated reality experiences to users. Such methods and interfaces reduce the number, extent, and/or nature of the inputs from a user by helping the user to understand the connection between provided inputs and device responses to the inputs, thereby creating a more efficient human-machine interface.

In some embodiments, the computer system is a desktop computer with an associated display. In some embodiments, the computer system is portable device (e.g., a notebook computer, tablet computer, or handheld device). In some embodiments, the computer system is a personal electronic device (e.g., a wearable electronic device, such as a watch, or a head-mounted device). In some embodiments, the computer system has a touchpad. In some embodiments, the computer system has one or more cameras. In some embodiments, the computer system has a touch-sensitive display (also known as a "touch screen" or "touch-screen display").

In some embodiments, the computer system has one or more eye-tracking components. In some embodiments, the computer system has one or more hand-tracking components.

In accordance with some embodiments, a method is performed at a computer system including a display generation component and one or more input devices, including: detecting a wrist at a location that corresponds to a respective position within a view of a three-dimensional environment that is provided via the display generation component without displaying representations of applications at the respective position within the view of the respective three-dimensional environment that corresponds to the location of the wrist; while detecting the wrist at the location that corresponds to the respective position within the view of the three-dimensional environment that is provided via the display generation component:

Apple's patent FIG. 4 below is a block diagram illustrating a hand tracking unit of a computer system that is configured to capture gesture inputs of the user; FIG. 5 is a block diagram illustrating an eye tracking unit of a computer system that is configured to capture gaze inputs of the user.

Apple's patent FIG. 7A above and FIG. 7D below are block diagrams illustrating user interactions with a computer-generated three-dimensional environment (e.g., including interactions to display and/or move an application, content, or control in the computer-generated three-dimensional environment, and optionally changing the privacy modes thereof).

Apple's patent FIGS. 7F and 7G above are block diagrams illustrating privacy control in a shared computer-generated three-dimensional environment (e.g., including controlling privacy of an application in the shared computer-generated three-dimensional environment based on an owner's hand posture and/or display location of the application).

Hand-Tracking System with micro-gestures: In some embodiments, micro-gestures include a micro-tap input (e.g., the finger tip of a first finger of a hand moves towards and touches down on a portion of another finger of the same hand, or the palm of the same hand, optionally followed by lift-off of the finger tip from the touch-down location), a micro-double-tap input (e.g., two consecutive micro-tap inputs performed by the same first finger on the same portion of the same first hand, with the duration between the two micro-tap inputs less than a threshold amount of time), a micro-drag or micro-swipe input (e.g., movement of a first finger on the surface of a second finger of the same hand in a respective direction (e.g., along the side of the second finger, or across the second finger from the same of the palm toward the back of the hand)), a micro-flick input (e.g., movement of a first finger relative to a second finger of the same hand in a respective direction away from the second finger (e.g., a upward flick, a forward flick, an inward flick, etc.)).

Micro-gesturing was first covered in a patent report we posted back on April first titled "Apple reveals more about Mixed Reality Headset GUI's, how to control menus with Eye Tracking & in-air Micro Gesturing."

In today's patent, Apple further notes that the in-air gesture of the whole hand includes an open hand wave input (e.g., whole hand moving upward, downward, toward the user, away from the user, sideways in front of the user, etc., with the palm open and fingers extended), a closed hand wave input (e.g., whole hand in a first moving upward, downward, away from the user, toward the user, or sideways in front of the user, etc.), a palm opening input (e.g., all fingers moving in union from a retracted state to an extended state), a palm closing input (e.g., all fingers moving in union from an extended state to a retracted state), a push input (e.g., with the palm open and moving away from the user), a pull input (e.g., with the palm open and moving toward the user), a point input (e.g., moving the whole hand toward a target direction with the index finger raised), etc.

In some embodiments, a gaze input is used to select the target of the input, and the in-air hand gesture is used to select the operation that is performed with respect to the target in the third form of the first application.

In some embodiments, characteristics such as the speed, duration, timing, direction, and amount of the movement of the hand are used to determine the characteristics (e.g., direction, amount, speed, etc.) of the manner by which the operation is performed.

Apple's Unique Wrist Menu

In respect to the next-gen wrist menu, Apple notes that in some embodiments, while displaying the menu of selectable options (see #7026 starting in FIG. 7A) at the position within the view of the three-dimensional environment that corresponds to the location on the inner side of the wrist (#7028), the computer system detects a gesture on or proximate to the inner side of the wrist at a location that corresponds to the position of the menu in the view of the three-dimensional environment (e.g., the gesture is a flick gesture on the wrist 7028). In response to detecting the gesture on or proximate to the inner side of the wrist at the location that corresponds to the respective position of the menu n the view of the three-dimensional environment, the computer system displays the menu of selectable options (or a three-dimensional version of the menu) in the view of the three-dimensional environment at a position that is independent of the location of the wrist (e.g., displaying the plurality of selectable options in a dock in the space in the center of the field of view of the display generation component, and the user can interact with the representations in the dock by using air gestures, or using gaze in conjunction with micro-gestures, etc.).

In some embodiments, a similar interaction is implemented for the controls and notifications displayed in the view of the three-dimensional environment at positions corresponding to the back of the user's hand and wrist when the back of the user's hand and wrist is facing toward the user (see FIG. 7D above).

In response to a predefined gesture input on or proximate to the outer side of the wrist or hand at a location that corresponds to the position of the controls and/or notifications in the view of the three-dimensional environment (e.g., the gesture is a flick gesture on the back of the hand or wrist), the computer system displays the controls and/or notifications in the view of the three-dimensional environment (or a three-dimensional version of the controls and notifications) at a position that is independent of the location of the wrist (e.g., displaying the controls and/or notifications in the space in the center of the field of view of the display generation component, and the user can interact with the controls and/or notifications by using air gestures, or gaze in conjunction with micro-gestures).

Apple's patent appears to be a master-patent for their massive project relating to a next generation user interface for AR and VR environments. Apple's patent application is long and micro-detailed that could hours to read and digest. For those wanting to review Apple's patent application 20210191600 titled "Devices, Methods, and Graphical User Interfaces for Displaying Applications in Three-Dimensional Environments," click here.

Considering that this is a patent application, the timing of bringing such a system to market is unknown at this time.

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A Major Apple patent reveals next-gen hand & eye tracking systems for AR and VR environments that introduces a unique wrist generated menu -...

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Taking a view at the pain barrier: VR and pain reduction – Digital Journal

Posted: at 11:17 pm

A researcher with the European Space Agency in Darmstadt, Germany, equipped with a VR headset and motion controllers. Photo: ESA, via Wikipedia (CC BY-SA 3.0 IGO)

The pain associated with many injuries, such as burns, is considerable. As well as the actual physical damage, pain occurs with dressing changes. This is manifest as the actual pain and the anxiety bound up with anticipating the dressing change.

Measures to reduce pain include powerful drugs, like opioids and these can carry serious adverse side effects. This has led researchers to consider alternative measures for addressing pain. One such area includes virtual reality.

It is reasoned that virtual reality can significantly lessen peoples pain signals, especially in those who experience more severe pain.

The focus of a recent research study is with smartphone-based virtual reality games, which can be played during dressing changes. The study looked at children in a pediatric ward for those with burn injuries. The study was run by the Center for Pediatric Trauma Research.

The initial study was a randomized clinical trial using 90 children (aged 6 to 17 years old). The children were allocated into one of three treatment groups name: Active virtual reality, passive virtual reality, and standard care (with no virtual reality).

The virtual reality game used was called Virtual River Cruise, and this was specially produced for the project. The games background was a cooling environment and to play the game required a high-level of cognitive processing.

The children allocated to play the game were issued with a smartphone and a headset. Play time was 5 to 6 minutes (the typical time for a dressing change). The active virtual reality group were asked to actively engage with the game. Those allocated to the passive virtual reality group simply watched the game.

Both caregivers and the children were asked to state the perceived pain levels, and the data across the three groups was reviewed.

The findings showed that those in the active virtual reality group recorded the lowest overall pain scores. This suggests that the game has the potential to be clinically useful in the outpatient setting.

Going forwards, in the U.S., the Ohio Department of Public Safety aims to evaluate the feasibility and efficacy of virtual reality games in reducing pain dressing changes.

The research has been published in the journal JAMA Network Open, with the study titled Efficacy of Smartphone Active and Passive Virtual Reality Distraction vs Standard Care on Burn Pain Among Pediatric Patients.

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Facebook’s New Report Highlights the Future Potential of Augmented and Virtual Reality – Digital Information World

Posted: at 11:17 pm

Theres no doubt that augmented reality (AR) and virtual reality (VR) elements are in line to experience a massive boost in terms of importance. On one hand, AR glasses superimpose visual elements on your real-world view. On the other, VR headsets allow you to immerse yourself into a completely virtual environment and engage with brands and whatnot.

Its worth mentioning that the rise in prominence of AR and VR elements will open the door to endless opportunities for marketers. And to give us all a clear picture of the same, Facebook released a new report that covers how AR and VR are advancing and what the future holds for this technology.

Access, Agility, People & Utility were touted as the vital signals steering the next stage of AR/VR advancement.

The report explained how the AR & VR progress will be much similar to previous technological advancements i.e. the elements importance in our everyday lives will increase in the near future.

Additionally, Facebook boasts that about 3 in every 4 (75%) business owners are likely to rely on AR and VR technology in the following two years. Moreover, the worldwide spending on the same is expected to witness a 6x bump.

Also on a steady incline is the user demand for AR content. But that shouldnt come as a surprise since many people are becoming interested in eCommerce.

AR and VR technology has the potential to provide vibrant opportunities for one to enhance their product discovery and brand connection experience. In simpler words, AR & VR can very well bridge the gap between in-person and online shopping.

Facebooks report also revealed that searches (in the English language) pertaining to AR and VR on Facebook increased almost twice as rapidly in developing markets than in established ones.

The appeal is definitely growing in multiple markets across the globe. This is a clear indication that unique and interactive tech platforms will play a big role in the future and provide businesses with a plethora of exciting ways to interact with their customers.

According to Facebook itself, AR and VR can completely change the way people interact with brands and vice versa. From being able to meet notable clothing designers one-on-one to having a master creative director reimagine a home, the possibilities are endless.

However, theres still time before AR and VR can make giant strides. The technology is still in its early stages but its only a matter of time before the next big shift takes shape.

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Facebook's New Report Highlights the Future Potential of Augmented and Virtual Reality - Digital Information World

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