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Category Archives: Virtual Reality

Augmented Reality & Virtual Reality In Healthcare Market Size, Share & Trends Analysis Report By Component – GlobeNewswire

Posted: June 18, 2021 at 7:31 am

New York, June 18, 2021 (GLOBE NEWSWIRE) -- Reportlinker.com announces the release of the report "Augmented Reality & Virtual Reality In Healthcare Market Size, Share & Trends Analysis Report By Component, By Technology, By Region And Segment Forecasts, 2021 - 2028" - https://www.reportlinker.com/p06096551/?utm_source=GNW

Augmented Reality & Virtual Reality In Healthcare Market Growth & Trends

The global augmented reality & virtual reality in healthcare market size is expected to reach USD 9.5 billion by 2028. The market is expected to expand at a CAGR of 27.2% from 2021 to 2028. Increasing advancements and digital disruptions in the healthcare system, rising healthcare expenditure, and the rising need for efficient and innovative solutions to enhance clinical and operational outcomes are contributing to the growth of the market. Augmented reality (AR) and virtual reality (VR)technologies are witnessing widespread adoption in surgical departments, simulation labs, education and training, and chronic pain management.

The rising number of complex surgeries is driving the demand for VR-based models to assist the surgeon.AR-based apps are used in multiple spaces such as training and education modules and patient care management tools.

Innovators are receiving recognition in the form of increased investments by venture capitalists and collaboration opportunities by established players. For instance, in September 2020 OssoVR rose funding of USD 14.0 million and planned to utilize the funding towards developing virtual reality-based surgical and medical device training modules.

The hardware component segment witnessed the highest adoption owing to the rising adoption of AR and VR into different fields of healthcare.These devices range from desktops to wearable devices to display devices.

Due to their audio-visual significance AR and VR is being widely adopted in education, simulation, telemedicine, and data visualization.Increasing product development in this space is contributing to market growth.

For instance, in February 2019 Philips Healthcare launched a mixed reality solution by collaborating with Azurion and Microsoft.However, the services segment is expected to witness a significant CAGR during the forecast period owing to the growing need to create an immersive experience for the customer.

The rising adoption in clinical trials, psychological treatment, advanced diagnostics, surgeries, and body mapping is expected to support market growth.

In addition, AR technological solutions are widely used in surgical procedures, fitness management, education and training, patient care management, medical imaging and is expected to be implemented in many more functionalities.Recent advancements in AR components have reduced the cost of augmented reality solutions and enhanced customer experience.

The increasing prevalence of diseases and surgeries along with advancements in healthcare infrastructure and IT are some of the driving forces.Medical education and training using augmented reality technological solutions is also emerging rapidly and is expected to support growth.

On the other hand, virtual reality technology is expected to be the fastest-growing region during the forecast period owing to the rapid integration of technology into healthcare services.VR technological solutions are widely used in telemedicine, anatomy visualization, and diagnostics.

Additionally, it provides hands-on experience in medical education which is expected to contribute to market growth.

Augmented Reality & Virtual Reality In Healthcare Market Report Highlights The market is anticipated to grow well over the forecast period owing to the rapidly transforming and digitalization of the healthcare space Hardware component segment dominated the global augmented reality and virtual reality in healthcare market in 2020, owing to increased use in training, simulation, surgeries, and diagnostics The augmented reality technology segment dominated the market in 2020 owing to the growing adoption of inpatient care management, training and education, and medical imaging North America dominated the market in 2020 owing to sophisticated healthcare infrastructure and widespread awareness of the benefits of AR and VR in healthcareRead the full report: https://www.reportlinker.com/p06096551/?utm_source=GNW

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Facebook to begin testing ads inside Oculus virtual reality headsets – CNBC

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Mark Zuckerberg delivers a keynote at Facebook's Oculus Connect 5 event in San Jose, California, on September 26, 2018.

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Facebook on Wednesday announced that it will begin testing advertisements that will appear within the company's Oculus virtual reality headsets.

In May, the company said that it would begin running ads within the Oculus mobile app, but the announcement on Wednesday is the first time the social media company says it will show ads within its VR headsets.

The Oculus headset ads will first appear in the shooter game Blaston from Resolution Games. Ads will also begin appearing in two other Oculus apps over the coming weeks, Facebook said.

Oculus headset ads could be a significant step for Facebook, which derives more than 97% of its overall revenue from advertisements. Currently, those ads are primarily shown to users within the company's Facebook and Instagram social networks.

Facebook also said these ads could provide new ways for software developers to generate revenue.

The ads will follow Facebook's advertising principles and give users the same controls they have on Facebook. This includes the ability to hide specific ads or hide those from specific advertisers. Users can also select "Why am I seeing this ad?" to access more information about the ads they are shown.

Facebook added the advertisements won't be based on any data that's stored locally on users' headsets, such as any images from their devices' sensors or any images of their hands from the hand-tracking feature.

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UCF uses virtual reality to treat veterans, first responders with PTSD – FOX 35 Orlando

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UCF uses virtual reality to treat veterans, first responders with PTSD

The school is gaining national attention for how they treat veterans and first responders for PTSD.

ORLANDO, Fla. - Doctors at the University of Central Florida (UCF) are revolutionizing how virtual reality is being used to help people who suffer from post-traumatic stress disorder (PTSD).

The school is gaining national attention for how they treat veterans and first responders for PTSD.

"The virtual reality program that we have developed now allows therapists to be very specific when designing a treatment program for their patient," Dr. Deborah Beidel told FOX 35. She is the Executive Director of the Restores program, which was recently featured in the New York Times.

Treatment is tailored for each individual's specific trauma to help the experts treat it better.

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"What we are really interested in is what are the triggers that make someone anxious and make them feel like they are once again experiencing that horrific night," Dr. Beidel explained.

Some triggers are not visual so the program uses more than just virtual reality goggles to treat patients "the virtual reality, the sights, the sounds the smells we use to address parts of that horrific event that has created anxiety," she said.

Dr. Beidel said that veterans can have many triggers that can lead to flashbacks too. For example, fireworks, helicopters, even trash on the road.

"Their brain knows they are on I-4 but the second they see that trash, they may have a flashback to trash in Iraq or Afghanistan where it wasn't just trash, it was an IED that was ready to explode," she explained.

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During the sessions, doctors also monitor the patient's vitals to better help with their treatment.

"We have integrated physiological sensors so now when a therapist is treating their patient they're actually going to be able to see the changes in their heart rate and the changes in their sweating," Dr. Beidel said. "That helps know when to end the treatment session and that makes your therapy better."

Watch FOX 35 Orlando for the latest Central Florida news.

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How is Virtual Reality Changing STEM Education? – AZoM

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In recent times, virtual reality technology has assisted in the transformation of the world that we live in. From online shopping and virtual working to medical operations, Virtual Reality (VR) is fast becoming an increasingly valuable tool for a multitude of industries.

Image Credit:Stensborg

One particular sector where this technology is taking off is in STEM education. This pioneering technology is boosting student engagement, while VR labs are helping to unlock innovative new solutions.

These state-of-the-art VR laboratories are now utilized across a broad spectrum of areas, and experts are conducting experiments with how VR could one day be used to replace conventional labs.

A first-person immersive VR experience is both engaging and realistic; the results from experiments performed within an instrumentation-based organic chemistry lab and using a VR lab show no noticeable difference in learning outcomes.

Image Credit:Stensborg

Around the world, VR and Augmented Reality (AR) are becoming a key component of STEM education. Leading companies and organizations are using the technology to exhibit how their learning skills correspond to real-life situations.

At Stensborg, STEM education is of vital importance to the progress of the company. The capabilities VR and AR on offer generate key insights into the world of nanomaterials and spectrometers; A VR laboratory experience was designed to teach students how to use an infrared spectrometer and elucidate an unknown structure from the resulting infrared spectrum.

Using nanoimprint technology is crucial within photonic components; Stensborg strives to lower production costs and raise efficiency with technology that enhances the experience and produces a better quality result.

For more than 20 years, Stensborg has been using state-of-the-art technologies to design and develop pioneering nanoimprint lithography equipment.

STEM education is crucial in todays world, and Stensborg is delighted to see how integrating Virtual Reality into the curriculum can help the next generation of innovators when entering the field.

Want to find out how Stensborg can help you? Get in touch with the Stensborg team today: http://www.stensborg.com

This information has been sourced, reviewed and adapted from materials provided by Stensborg.

For more information on this source, please visit Stensborg.

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The augmented and virtual reality opportunity for luxury – Vogue Business

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This article is a sponsored feature in partnership with Facebook.

Facebook held a recent conference on the potential of virtual and augmented reality for luxury. Some 50 luxury C-level executives, joining from five cities, were invited to a VR reproduction of Hacker Square, Facebooks headquarters in Menlo Park, California, on 27 May using Facebooks headset the Oculus Quest 2.

The goal of the conference: to show luxury executives the power and potential of augmented and virtual reality, which Facebook is investing in, and give them the opportunity to virtually connect after a year of social distancing. The one-hour event was a mix of presentations, 360 videos and talks, in the setting of a movie theatre or of an ancient location in Italy. The programme included a fireside chat with Alex Himel, VP at Facebook Reality Labs joining from California, and a conversation with Dominik Gruber, marketing director of Porsche France.

Facebooks luxury team showcased examples of how VR enables clients to attend a fashion show, visit an atelier or a historic site restored by a brand from the comfort of their homes, thus redefining access. One example: fashion insiders received Oculus headsets for the Autumn/Winter 2021 Balenciaga show held in November 2020. The experience allowed guests to turn to people around them and study their body language and wardrobe, Facebook global luxury industry manager Violaine Gressier noted, therefore breaking the barriers between the digital and physical world. A different approach to VR came from Prada, which created a 3D video detailing the brands heritage and craftsmanship, with VR creating a more immersive experience than simply watching a video.

VR is at an inflection point, said Himel. Its getting more social: multiplayer games are booming, fitness is becoming a new vertical, people are starting to imagine how to use VR as a work device. And of course, all of that activity means VR developers are able to make money. Its being used to speed up collaboration in design teams; train surgeons; NFL quarterbacks or different athletes use it to prepare for games. In the future, we believe VR can fundamentally change the way we work.

Across the board, technology companies including Facebook are investing more in tools to help brands sell on their platforms, and help customers shop there as well. AR, one of the areas explored by Facebook Reality Labs, blends real and virtual worlds and is rolling out to home decor and clothing after wide adoption by beauty and automotive brands using virtual try-on and immersive customisation features. Facebooks Spark AR platform enables creators, brands and developers to create AR effects for Facebooks ecosystem including Instagram, WhatsApp and Messenger. Some 600 million people are already using AR across devices, Himel said. Some success stories were shared: Louis Vuitton accompanied its collaboration with popular esport League of Legends involving virtual and real clothes with a campaign using AR, with big success: 6.1 million impressions, meaning try-ons and views, for its AR Stories.

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Virtual Reality Tech: Where Are We Today? – Qrius

Posted: at 7:31 am

As an idea, virtual reality has been around for many years now. During the last decade, great strides were made in its development, none more significant than the unveiling of the Oculus Rift, the device that many thought would become the turning point in the history of the VR tech.

However, despite all the developments, virtual reality is still a work in progress, and most people out there have either never used it or have only had brief encounters with it. In 2021, numerous tech companies are working on the development of both hardware and software for the VR, but progress is slow and not as great as we would have hoped for.

We take a look at some of the major problems that VR companies are faced with today, as well as the actual uses that VR has in our lives at this point.

How Far Along Are We?

Despite all the money and the time that was invested in VR tech so far, we have not come too far along in its development. The Oculus Rift and other similar devices have allowed users to experience what VR might one day become, but the limited selection of VR games and apps is making it hard for users to really get too interested in it.

Even if you wanted to spend your days hooked into the VR, you could hardly do so, as there are so few programs that actually allow for any kind of prolonged entertainment. Yet, the VR is being used both in the entertainment industry and some others in limited capacities.

The iGaming industry is one of those trying to utilize the VR with the development of gambling games in the virtual reality, as reported by indiagamblers.com. According to these reports, multiple companies are working on the development of slot games and table games that would allow players to experience the full scope of a casino environment without having to leave their homes.

On top of all the different types of gaming that VR developers are playing with, the technology is also showing promising results in various training and learning applications. At some point, we may be able to learn anything from simple things like gardening to complex medical procedures in the virtual reality, while expanding minimal resources and space.

Why Is VR Still Limited?

The biggest limiting factor for virtual reality at this point is the hardware. Today, the only way to access VR is through devices such as Oculus Rift, and unlike mobile phones that are easy to carry around, VR headsets are not very convenient to bring on your person at all. In fact, many of them are so bulky that your home may be the only place you will realistically use them at.

Software developers have been playing more and more with the idea of augumented reality and mixed reality, in which they are trying to mix the elements of the real world and virtual world to create a mix that works well and only requires a smartphone to access. A great example of this was the popular Pokemon GO app, which got millions of users around the world to engage in physical activity and share in what is probably the biggest AR social experiment thus far.

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How is virtual reality revolutionising the way we live? – Monaco Tribune

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Next time you put on a virtual reality headset, you may find yourself feeding penguins in Antarctica, shopping in your favourite store or even making new friends. These are just some of the exciting experiences being brought to users by the startup DWorld, launched in March 2021 in Monaco.

Manila Di Giovanni and Christian Bertelsen are the brains behind this new business. Both graduates from the International University of Monaco (IUM), they hope to create a parallel universe, combining the video-gaming world with aspects of our everyday lives.

Through the eyes of their made-up avatar, users can virtually visit different places all over Monaco. Take a shopping trip, visit a museum or go to different events, explains Manila Di Giovanni, CEO of DWorld.

At the moment, the startup is working on a project for the Prince Albert II of Monaco Foundation. They hope to give users the chance to get up close to Antarcticas wildlife and interact with penguins.

This new technology is not encouraging people to stay at home, in fact, it is doing quite the opposite. By rolling it out in other countries, more people will want to come and visit Monaco, or at least imagine themselves being here.

These virtual spaces will also allow estate agents in the Principality to offer virtual apartment tours, as well as extend their reach to an international audience. In Asia, many internet users have access to virtual reality, for example in South Korea, says the Italian entrepreneur, deeply inspired by the semester she spent studying in China.

>> READ ALSO: The future lies in coding: the digital bootcamp coming to Monaco

This new technology is not encouraging people to stay at home, in fact, it is doing quite the opposite. By rolling it out in other countries, more people will want to come and visit Monaco, or at least imagine themselves there for a moment, says Manila Di Giovanni. Not everyone can afford to travel!

Virtual reality could allow students from developing countries to attend classes at universities on the other side of the world.

Aiming to make everyones daily life a little better, this startup wants to build a better future for all of us. In the long run, DWorld hopes to revolutionise education as we know it. Virtual reality could allow students from developing countries to attend classes at universities on the other side of the world, says Manila Di Giovanni.

According to the businesswoman, this digital platform will be an accepting space where people can learn a lot about other cultures. DWorld has created a multiplayer mode, where users can meet each other, share their thoughts and maybe even become friends.

Whilst also undergoing a digital transformation, the Principality is creating a 3D model of the country. A real sandbox simulating many parts of Monaco, particularly places in the city centre, helping us to make urban policy decisions, explains Cyrille-Rainier Boisson, Head of the digital twin project led by the Smart City team, which was put together in 2019 as part of the Extended Monaco programme.

These virtual reality spaces could become the latest way to discover Monaco and people all over the world could use them to view many of the Principalitys digital projects.

As of now, the model includes around 1,500 buildings in Monaco, but it needs regularly updating, since the Principalitys landscape is constantly changing.

These virtual reality spaces could become the latest way to discover Monaco and people all over the world could use them to view many of the Principalitys digital projects, says Cyrille-Rainier Boisson. Traders and service providers could also get involved.

>> READ ALSO: Fabrice Marquet, how one man swapped science labs for business boardrooms

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Not just for gaming: How virtual reality can save PTSD patients – The American Genius

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Clubhouse finally got an Android release, and while many people clamored for such a thing months ago, others argue that its too little, too late.

If you arent familiar with Clubhouse, its an audio-only social platform that encourages discussions through live chat rooms. Users can drop into various rooms and listen to people talk, request the option to chime in, and follow a variety of rooms (or topics) to stay engaged over time. Users can even create their own rooms that feature them as speakers.

Clubhouse also has a certain allure to it in that the app requires new users to put their names on a waitlist that creates an invite-only culture of exclusivity.

But while iPhone users have had access to Clubhouse since its inception, Android users have been not-so-patiently waiting for their own releaseand, now that Clubhouse for Android is available, it may have outstayed its welcome.

Part of the problem is the launch itself. The Android Clubhouse app launched with limited functionality; Android users werent able to follow the topics they like, change their account information, and so on. This made the release feel underwhelming, further highlighting Clubhouses affinity for Apple users.

A more complicated problem is the prevalence of audio options in other social media services. Slack, for example, recently released their audio-only rooms, and services such as Twitter, Facebook, and Instagram have placed a spotlight on voice-only mediums of expression.

Initially, Clubhouse was the only app to incorporate audio as a strong central focus, but the ubiquitous fascination with voice-posting has expanded to comprise most major communication platforms. As such, Clubhouses sought-after exclusivity is no moresomething that was also arguably damaged by expanding to Android.

It should be noted that interest in the app itself is decreasing, and not just on Android. Social Media Today reported that, in March of 2021, Clubhouse downloads were down 72 percent from Februarys 9.6 million downloads. The publication also pointed out that difficulty finding rooms was a substantial issue that is unlikely to do anything but worsen with a surge of Android users, necessitating some back-end fixes from the owners.

As it sits, Clubhouse is still very much in use, and Android users are poised to reignite interest as iOS users stagnate. Whether or not that interest will persevere in the current social media ecosystem remains to be seen.

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Virtual reality: UBC Okanagan first to offer immersive technologies graduate program – Global News

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Monday morning at the UBC Okanagan campus, some graduate students were getting a virtual tour of the universitys actual future.

As you go into the simulation you will be able to walk around, Joel Thiessen tells one student as she straps on VR goggles.

Thiessen is part of UBCOs new visualization and emerging media studio.

Using an Oculus headset and a massive monitor wall, Thiessen helps demonstrate how virtual reality or VR, will help form a new immersive technologies program at the university.

READ MORE: Canadas biggest walkthrough immersive attraction opens

Virtual and augmented reality is a really new technology for a lot of people, Thiessen told Global News.

We are going to educate and train the students in this new emerging field, said Dr. Abbas Milani from the UBC Okanagans School of Engineering.

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Milani is the head of the new CREATE Immersive Technologies program.

According to Milani, B.C. is a global hub for immersive technologies, a field that has seen a big boost in demand since the start of COVID-19.

Certainly, I think (the) pandemic, one lesson that it gave us is that the virtual world is very critical in our day-to-day business, Milani explained.

However, the missing link has always been a university curriculum to develop skills amongst students to use the technology.

But now, UBCO is developing a $4 million program using a $1.65 million grant from the federal government that will offer a six-year masters degree and a PhD.

Its the first program in the world of its kind, Milani explained.

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To have a new program like this and to have the opportunity to explore these technologies in an academic setting is going to open up huge potential, Thiessen said.

Thats why 11 different UBC Okanagan faculties, including nursing, engineering and mathematics, will all access the program.

I think this will really be a game-changer, Milani said even though gaming is not what its all about.

What we are trying to do here is making the future, but be also part of the future and building these technologies as they develop, Milani said.

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The new CREATE Immersive Technologies program is slated to start this fall.

2021 Global News, a division of Corus Entertainment Inc.

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New 360 degree virtual reality images show what Swansea Arena will look like inside and out – Wales Online

Posted: at 7:31 am

The latest images from the much-anticipated Swansea Arena have been released - and this time they are in 360 degrees- and give a glimpse of what the huge new development will look like inside.

The 135m project in Oystermouth Road is due to open later this year, with a 3,500 capacity arena to host top music acts and conferences.

Developers have already released images of the building in various stages of construction, and from the air in drone footage. And now they have produced a series of 360 degree visualisation of what the arena will look like.

READ MORE:Striking new aerial shots reveal huge changes around Swansea's burgeoning indoor arena

They include one of the foyer which will greet visitors when they arrive at the arena. To view that click here. There is also a 360 view of what the auditorium itself will look like, including the view from the stage.

There are also views of the stage and auditorium from the first floor balcony. Alternative views include looking out on the stage from the back of the auditorium. And there is a 360 view of what the outside of the arena will look like, and views looking towards the city centre, including showing the new Copr Bay Bridge.

All the links can be scanned from a phone, tablet or VR device for an immersive experience.

Robert Francis-Davies, Swansea Councils cabinet member for investment, regeneration and tourism, said: Copr Bay Phase One, including the arena, remains on course to start opening this autumn. Its a catalyst for Swanseas 1bn regeneration programme, bringing new jobs to the city centre. As our striking VR images show, the arena is something to be excited about it will bring conferences, work, opportunities and top class entertainment to local people.

Copr Bay Phase One includes a new coastal park, new homes, businesses and car parking.

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