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Category Archives: Virtual Reality
3 Virtual Reality Stocks to Buy in June – The Motley Fool
Posted: June 9, 2021 at 3:05 am
The ever-growing use of virtual reality (VR) technologies has expanded the potential for companies across several industries. Companies previously limited to a specific niche can now expand into new business lines thanks to the developments being made.
While VR will likely foster growth in numerous tech stocks, investors looking to benefit from the VR trend could find lucrative opportunities in Facebook (NASDAQ:FB), Qualcomm (NASDAQ:QCOM), and Unity Software (NYSE:U). Let's find out a bit more about what makes these great virtual reality stocks in June.
About 44% of the world's population uses some app on the Facebook platform every month. This calls into question where the company can find future growth. Facebook management hopes virtual reality will provide part of the answer. Facebook bought Oculus in 2014 and began investing in its potential, but it is only now emerging as the company's fastest growth driver.
Image source: Getty Images.
In the first-quarter 2021 earnings call, CEO Mark Zuckerberg described VR as an "important part" of how the general public will interact with computers in the future. He also mentioned that the Oculus Quest 2 headset has exceeded expectations following the holiday season. Moreover, he added that the most used augmented reality (AR) apps are focused on social, validating the company's theory that the Facebook site's synergies with Oculus will drive growth in this niche.
For the first quarter of 2021, Facebook's "other revenue" business segment, which primarily refers to Oculus, saw revenue surge 146% year over year to $732 million. This makes up only a tiny fraction of the $26.2 billion in quarterly revenue.Still, it represents a significant improvement from the 72% growth rate in 2020 and the 26% increase for this segment in 2019.
Like its revenue, Facebook's stock price continues to climb -- it rose by 48% over the last 12 months. Quarterly net income of $9.5 billion increased 94% as the growth in operating expenses lagged the revenue increase. This allowed Facebook's price-to-earnings (P/E) ratio to fall slightly over the last year to 28. Considering the growth in Oculus and the overall gains, Facebook looks like a relatively low-cost option for investing in VR.
FB data by YCharts
Investors know Qualcomm primarily for smartphone chipsets. However, the company has also developed a chip for what it calls Extended Reality (XR), which incorporates mixed reality (MR) with VR and AR into the SnapDragon XR2 platform. It partners with companies such as Verizon andiQiyi, and its SnapDragon XR2 appears in Facebook's Oculus Quest 2 goggles. This key alliance provides a competitive advantage to both companies as it drives both Qualcomm's presence in the VR space and Facebook's massive growth in this segment.
Qualcomm does not break down revenue specifically for its XR chips. However, Qualcomm Technology Licensing (QTL), the division that markets that chip, grew its revenue by 52% year over year in the latest quarter, making up about $1.6 billion of the company's $7.9 billion in quarterly revenue. This came in roughly in proportion to overall revenue growth.
Thanks to 5G upgrades, Qualcomm also increased its revenue by 67% during the first two quarters of the current fiscal year compared with the first six months of fiscal 2020. This allowed net income to grow by 203% over that period due to much smaller increases in operating expenses.
Although Qualcomm's stock price surged by just over 65% over the last 12 months, profit increases have kept the valuation in check. Qualcomm stock now sells for about 19 times earnings, a 20% reduction from year-ago levels. While 5G should continue to perpetuate profit increases, its virtual reality offerings could enhance that impressive growth.
QCOM data by YCharts
Many consumers may not know Unity Software. However, it provides a real-time development platform for gaming on the Windows, macOS, and Linux platforms.
Now, the company has created a set of development tools geared toward virtual reality. In the Q1 2021 earnings call, CEO John Riccitiello described the transition from linear 2D to real-time 3D as a "transformative theme" that will change how creators recreate and tell their stories. Virtual reality will likely become a critical component in this transformation. Its software, initially geared for gaming, has now developed applications for industries as diverse as real estate, healthcare, and energy.
Unity also remains popular with developers. When Loup Ventures surveyed Unity developers in 2020, it found that 96% of developers will either maintain or increase their subscriptions to Unity. Roughly 63% also cited ease of use as their main reason for loyalty to the platform.
This loyalty likely played a factor in the 41% year-over-year revenue increase in the latest quarter to $235 million. However, with a near doubling of research and development expenses, its quarterly loss rose to $108 million.
Still, its proportion of customers who spend over $100,000 grew by 25%. With full-year 2021 revenue expected to rise by approximately 30% from 2020 levels, the increases also appear poised to continue.
U data by YCharts
Despite a massive correction, the stock price has still risen by nearly 40% over the last 12 months. It pulled back as the price-to-sales (P/S) ratio moved north of 50, and revenue growth fell short of expectations. Still, with the P/S ratio now at 26 and a growing base of applications, investors might begin to consider Unity stock a buy.
This article represents the opinion of the writer, who may disagree with the official recommendation position of a Motley Fool premium advisory service. Were motley! Questioning an investing thesis -- even one of our own -- helps us all think critically about investing and make decisions that help us become smarter, happier, and richer.
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Augmented Reality (AR) and Virtual Reality (VR) Market to grow by USD 162.71 Billion|Key Drivers and Market Forecasts|17000+ Technavio Research…
Posted: at 3:05 am
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The market is fragmented, and the degree of fragmentation will accelerate during the forecast period. Alphabet Inc., Facebook Inc., HP Inc., HTC Corp., Magic Leap Inc., Microsoft Corp., Samsung Electronics Co. Ltd., Snap Inc., Sony Corp., and Toshiba Corp. are some of the major market participants. Factors such as the increasing demand for AR and VR technology, the product launches, and the increasing number of M&A activities will offer immense growth opportunities. To leverage the current opportunities, market vendors must strengthen their foothold in the fast-growing segments, while maintaining their positions in the slow-growing segments.
Augmented Reality (AR) and Virtual Reality (VR) Market 2021-2025: Segmentation
Augmented Reality (AR) and Virtual Reality (VR) Market is segmented as below:
To learn more about the global trends impacting the future of market research, download a free sample: https://www.technavio.com/talk-to-us?report=IRTNTR43509
Augmented Reality (AR) and Virtual Reality (VR) Market 2021-2025: Vendor Analysis and Scope
To help businesses improve their market position, the augmented reality (AR) and virtual reality (VR) market provides a detailed analysis of around 25 vendors operating in the market. Some of these vendors include Alphabet Inc., Facebook Inc., HP Inc., HTC Corp., Magic Leap Inc., Microsoft Corp., Samsung Electronics Co. Ltd., Snap Inc., Sony Corp., and Toshiba Corp.
The report also covers the following areas:
The increasing number of M&A activities is likely to emerge as one of the primary drivers of the market. However, factors such as the high development costs associated with AR and VR apps may threaten the growth of the market.
Backed with competitive intelligence and benchmarking, our research reports on the augmented reality (AR) and virtual reality (VR) markets are designed to provide entry support, customer profile & M&As as well as go-to-market strategy support.
Global Artificial Intelligence Platforms Market- The artificial intelligence platforms market is segmented by deployment (on-premise and cloud-based) and geography (North America, APAC, Europe, South America, and MEA).
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Global Infrared Imaging Software Market- The infrared imaging software market is segmented by end-user (government sector and commercial sector), application (surveillance, security, automation maintenance, automotive, and others), and geography (North America, Europe, APAC, South America, and MEA).
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Augmented Reality (AR) and Virtual Reality (VR) Market 2021-2025: Key Highlights
Table of Contents:
Executive Summary
Market Landscape
Market Sizing
Five Forces Analysis
Market Segmentation by Technology
Customer landscape
Geographic Landscape
Vendor Landscape
Vendor Analysis
Appendix
About Us
Technavio is a leading global technology research and advisory company. Their research and analysis focus on emerging market trends and provides actionable insights to help businesses identify market opportunities and develop effective strategies to optimize their market positions. With over 500 specialized analysts, Technavio's report library consists of more than 17,000 reports and counting, covering 800 technologies, spanning across 50 countries. Their client base consists of enterprises of all sizes, including more than 100 Fortune 500 companies. This growing client base relies on Technavio's comprehensive coverage, extensive research, and actionable market insights to identify opportunities in existing and potential markets and assess their competitive positions within changing market scenarios.
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Technavio Research Jesse MaidaMedia & Marketing ExecutiveUS: +1 844 364 1100UK: +44 203 893 3200Email: [emailprotected]Website: http://www.technavio.com/Report Page: https://www.technavio.com/report/augmented-reality-and-virtual-reality-market-industry-analysis
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The Future to Evaluating Brain Health Could Lie in Virtual Reality – i Advance Senior Care
Posted: at 3:05 am
Shaun Patel, co-founder and CEO, REACT Neuro
Virtual reality has provided senior care residents with a lifeline to the outside world during the isolation caused by the pandemic. But now, virtual reality is helping seniors in other ways in fact, its being used to analyze brain health.
Pico Interactive, a global technology company, develops virtual reality solutions. When REACT Neuro, a virtual reality company that uses AI and digital exams to measure brain health, needed technology for its exams, the company turned to Picos Neo 2 Eye headset. The headset features Tobii Eye Tracking with advanced capabilities, allowing REACT Neuro to analyze brain health.
How REACT Neuro Is Evaluating Senior Brain Health
The technology has already been tested in multiple fields, including physical therapy. Now, REACT Neuro is performing digital exams to help evaluate and support brain health.
Shaun Patel, co-founder and CEO of REACT Neuro, explains that these digital exams offer multiple benefits. Each exam takes between three and five minutes to administer. The exams measure changes in eye movement and voice, over time, to inform brain health, Patel explains. Each exam measures various domains of the brain, like working memory, as well as specific metrics from each exam, such as speed and accuracy. Residents can see their results on a tablet after completing an exam.
While other neurological assessments require access to highly trained specialists, are time-consuming and expensive, and can be subjective in nature, REACT Neuro has taken a different approach. Weve reimagined these exams in a digital format building on scientific first principles and leveraging the power of machine learning to democratize access to simple, fast, and scalable data to empower people to engage proactively with their brain health, says Patel.
The result is a test that offers multiple benefits to the senior living industry. The industry is shifting from a hospitality focused business to a health driven enterprise. Seniors are demanding products that will help them extend their health and quality of life. REACT offers operators the ability to objectively quantify brain health with much greater efficiency than the current standard of care, explains Patel.
This not only gives them insight and provides transparency to all stakeholders in a residents brain health but can also help understand how various engagement programs have an effect on health. In addition, we see REACT as a way for operators to engage with the broader community, including seniors who want to age in place at home.
The REACT Neuro Evaluations So Far
In January of 2021, Asbury Methodist Village, a senior living community in Gaithersburg, Maryland, began using REACT Neuro. Sue Paul, Director of Wellness at Asbury Methodist Village, says,Asbury Methodist Village had invested in brain health through several other programs in recent years, and there is a very strong interest among the residents here, so being the test site was a natural fit. One resident in particular was very interested in the tools ability for early detection of changes in brain function and provided philanthropic support to bring the tool here, explains Paul.
Paul notes that Asbury Methodist Village currently has a cohort of 28 people participating in the evaluations. Those residents are scheduled for 15-minute appointments each week, and they complete one to two assessments during each appointment. The facility is training some people to do their testing on their own time with the tablet and VR headset.
Testing consists of several standardized cognitive and VOR assessments group into test batteries.There are also some VR experiences (beach, mountains, Paris) for the residents to enjoy as well as meditation and breathing exercises, says Paul. The goal is to create personalized treatment plans, including physical exercise and cognitive training, to promote brain health.
Residents are definitely improving as theyve learned how to use the technology and what to expect from the VR experience, Paul notes.They are more efficient and process instructions faster than the initial few weeks.We dont have any hard data yet on cognitive improvement.
The overall response to the technology has been overwhelmingly positive, too. The wellness staff and our communitys executive director are thrilled to be on the ground floor of such an exciting technology, says Paul. The REACT Neuro team was great with training, and now that we are becoming more proficient with the technology and processes, we are even more excited. It is really incredible to think that we are playing a role in something that has the potential to help millions of people.
Facility residents were also eager to help. Asbury Methodist Village is located in the metro-DC region, and we have a highly educated and highly engaged resident population, explains Paul. We very quickly got a group of volunteers, including quite a few people with research and science backgrounds, who are excited to be providing the data that is essentially building this tools benchmarking capabilities. So, beyond their excitement and interest in the tool, they understand the value of their participation.
The evaluations being done at Asbury Methodist Village could be the first steps in a new and exciting use of technology to better measure and support brain health. By eliminating the need for highly trained experts and the subjectivity that often comes with neurological tests, this VR technology would make these evaluations much more accessible for senior care facilities across the country.
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The Future to Evaluating Brain Health Could Lie in Virtual Reality - i Advance Senior Care
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Virtual reality pornography heightens feelings of intimacy and attributions of intelligence – PsyPost
Posted: at 3:05 am
A study published in the Journal of Sex Research found that when men watched pornography through virtual reality (VR) technology, they felt more desired, more flirted with, and more connected to the actresses, compared to when they watched pornography through a 2D video. They also felt a stronger urge to interact with the actresses and perceived them to be more intelligent.
Study authors Arne Dekker and his team were motivated to conduct their study given the lack of current research on the effects of VR pornography. While it stands to reason that VR pornography should offer a more immersive, connected experience with the actors when compared to 2D pornography, sex researchers have yet to demonstrate this effect.
Dekker and colleagues designed an experimental study to test this effect among a sample of 50 heterosexual men between the ages of 18 and 60. The researchers obtained two different pornography films that could be experienced in either VR or on a flat screen. Both films depicted a man having sex with two women, shown from the male perspective. On two different days, each subject was randomly assigned to watch two of the films one in VR and one on a flat screen.
All subjects rated their sexual arousal during and right after each film. They also responded to a series of items concerning their emotional experiences as a viewer and their perceptions of the actresses.
The findings suggested that the VR pornography offered a more intimate experience compared to the 2D pornography, in a number of ways. For example, the men reported greater sexual arousal, greater bodily arousal, and greater sexual desire for the actresses when they watched the pornography films in VR than when they watched them on the flat screen.
Unsurprisingly, it appeared that these differences may have had to do with the immersiveness of the VR, which allowed for a stronger first-person experience. During the VR films, men said they felt more like they were the male actor, more like they were an agent rather than an observer, and more like they had had sex with the actresses. Men also felt more flirted with by the actresses in the VR films and more desired by them. Finally, they reported feeling more eye contact during the VR films, feeling more connected with the actresses, feeling a greater urge to interact with them, and attributed a higher IQ score to the actresses.
The authors note that the intimate experience afforded by the virtual reality scenes brings to mind a psychological relationship called parasocial interaction (PSI). PSI, a term coined by Horton and Wohl in 1956, describes how consumers develop relationships with media actors, perceiving a closeness to the actors despite the one-sidedness of the relationship. In this way, viewers become active consumers of media rather than passive recipients.
Dekker and his team say that it remains uncertain whether the pronounced intimacy of virtual reality pornography may be harmful to viewers, noting that future studies will be needed to explore the potential risks of habitual use. On the positive side of things, they suggest that there may be a clinical use for VR pornography, perhaps in the treatment of sexual problems.
The study, VR Porn as Empathy Machine? Perception of Self and Others in Virtual Reality Pornography, was authored by Arne Dekker, Frederike Wenzlaff, Sarah V. Biedermann, Peer Briken, and Johannes Fuss.
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Croc Mummies, Ancient Papyri, and Virtual Reality Tombs: Oh My! – CALIFORNIA
Posted: at 3:05 am
Its no secret that Berkeleys Bancroft Library houses a trove of ancient Egyptian papyri. But how did it end up there? The answer lies in reptilecarcasses.
It seems the ancient Egyptian priests had a problem: their mummified crocodiles, intended as offerings to the croc god Sobek, would not keep their shape. So they stuffed them with scraps of used papyri, the ancient precursor to our paper.
Centuries later, in 1899, a team of archaeologists, funded by Berkeley benefactor Phoebe A. Hearst, stumbled across these papyri-stuffed, mummified crocs while on a dig in Umm el-Baragat, Egypt, site of the ancient city of Tebtunis. When the researchers discovered the scraps of letters, bills, and other banal records, they realized they had hit on something big: a paper trail into everyday life in Tebtunis, including such humdrum artifacts as tax documents, contracts, petitions, and complaints. In one example, an ancient villager wrote to a village official petitioning for help after an attack was made upon my dwelling byArsinoe.
As Andrew Hogan, postdoctoral fellow at the Bancrofts Center for the Tebtunis Papyri, told Berkeley News, working with these papyri texts allows researchers to [peel] away below the 1 percent. So, youre getting to the vast majority of the lived experience for most people in the ancientworld.
While Hogan focuses on the quotidian history of ancient Egypt, Professor Rita Lucarelli, faculty curator of Egyptology at the Hearst Museum of Anthropology, is working on a virtual reality museum experience. Aptly named Return to the Tomb, the headset-enabled tour transports viewers into the realm of the ancient dead. Lucarelli said the VR exhibit allows viewers to have the experience of entering a tomb, walking around a coffin, and interacting with these beautiful funerary texts andimages.
The project stems from a push to digitize museum artifacts from around the world in hopes that one day they may be returned to the tombs, villages, and towns from which they weretaken.
Project coordinator Chris Hoffman told Berkeley News, Were doing something quite groundbreaking, in terms of building an immersive virtual reality experience that is authentic, in using scholarly content and making it available to many more people while preservingartifacts.
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Croc Mummies, Ancient Papyri, and Virtual Reality Tombs: Oh My! - CALIFORNIA
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Virtual Reality in Gaming Market 2021 Size, Share, Business Overview, Future Prospect by 2027 | Kaneva, Newzoo, Facebook Technologies, Oculus, Google…
Posted: at 3:05 am
The Virtual Reality in Gaming Market size is estimated to grow from USD 6.70 Billion in 2020 to USD 44.40 Billion by 2027, growing at a CAGR of 31.3% during the forecast year from 2021 to 2027.
Latest added Virtual Reality in Gaming Market research study by MarketDigits offers detailed product outlook and elaborates market review till 2027. The market Study is segmented by key regions that is accelerating the marketization. At present, the market is sharping its presence and some of the key players in the study are Electronic Arts Inc, bHaptics, Inc., Kaneva, Newzoo, Facebook Technologies, LLC./ Oculus, Google VR, HTC Corporation, VirZOOM, Inc, Samsung Electronics CO., LTD., Sony Interactive Entertainment LLC, Teslasuit/VR Electronics Limited. The study is a perfect mix of qualitative and quantitative Market data collected and validated majorly through primary data and secondary sources.
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This report studies the Virtual Reality in Gaming Market size, industry status and forecast, competition landscape and growth opportunity. This research report categorizes the Virtual Reality in Gaming Market by companies, region, type and end-use industry.
Scroll down 100s of data Tables, charts and graphs spread through Pages and in-depth Table of Content on Global Virtual Reality in Gaming Market, By Hardware (Headsets, Devices, Glasses, Gloves), By Compatibility (MMOs, Smartphones, Casual Web games, Console), By User (Commercial Space, Individual) Global Forecast to 2027. Early buyers will get 10% customization on study.
To Avail deep insights of Virtual Reality in Gaming Market Size, competition landscape is provided i.e. Revenue Analysis (M $US) by Company (2018-2020), Segment Revenue Market Share (%) by Players (2018-2020) and further a qualitative analysis is made towards market concentration rate, product/service differences, new entrants and the technological trends in future.
Unlock new opportunities in Virtual Reality in Gaming Market; the latest release from MarketDigits highlights the key market trends significant to the growth prospects, Let us know if any specific players or list of players needs to consider to gain better insights.
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VR has enhanced the gaming experience by offering a real-time ability to take gamers into their screens. The industry delivers gamers with alluring virtual accessories that improve user engagement along with an immersive involvement. Incessant upgradations in the prevailing technologies comprising motion tracking, 3D effects, and interactive graphics for drawing players attention is expected to drive the industry growth. Users are demanding newfangled sources of entertainment due to the surge in their spending capacity and are hence, seen to be engaging in virtual reality games.
The virtual reality gaming space is expanding its professional value with the assistance of new innovations. Awareness of state-of-the-art VR accessories, such asheadsets, bodysuits, and gloves, is rapidly growing amongst players. VR headsets that were commercially launched in 2016 were a revolution in the recreation industry. The launch resulted in an upsurge in demand for virtual reality games as users were eager to encounter the 3D characters in their virtual surroundings. VR gadgets utilized in the market are empowered with intelligent interactive hardware and software, augmenting the entertainment experience for users.
The rapid advancement in the development of virtual reality peripherals that will be reinforced by the compatible desktops and game consoles is likely to drive the industry growth. With several startups venturing the virtual reality in gaming space, the industry for wearable components such as theHead-Mounted Displays(HMDs), bodysuits, motion trackers, gloves, among others is probable to witness a surging demand by the gaming enthusiasts. The devices are launched in a phased manner initially in a few countries. For instance, HTC Vive has been initially made commercially available in only 24 countries.
Investors and entrepreneurs have been showing singular interest in the virtual reality space for the past five years. The considerable investments in immersive technology across tech-based companies are notifying the coming trend in the entertainment and computing business. According to NASSCOM, in the last five years, content creation tools have received 43.5% of the total funding for VR. This indicates the augmented need to ensure superior content development to maintain the interest, demand, and supply of immersive experiences throughvirtual reality.
Companies are continually engaged in R&D activities to launch technologically advanced products and gain an edge over their competitors. The virtual reality in gaming market players are manufacturing accessories extending from motion-sensing device to treadmills, gloves, arms, and even full bodysuits. For instance, in July 2019, Teslasuit launched its full-body VR haptic suit, which delivers a hyper-accurate illustration of sensations and captures biometrics. The growing demand for VR accessories and wearables amongst users and their probable price fall in the coming seven years is anticipated to drive the market growth. Nevertheless, device compatibility limitations are a challenge that poses a barrier to the industrys growth.
Connecting Device Insights
The gaming console segment accounted for the largest revenue share of over 35% in 2019 and is expected to witness a significant CAGR from 2020 to 2027. The ninth generation of consoles is expected to be released by the end of 2020. Based on the connecting device used for virtual reality gaming, the market has been classified into gaming console, PC/ desktop, and smartphone. Sony Corporation and Microsoft have proclaimed their new consoles which are predicted to contain solid-state hard drives, backward compatibility, higher frame rates, and superior quality virtual reality support. These new consoles are anticipated to drive industry growth in the coming seven years.
The PC/desktop segment accounted for a global revenue share of around 25.0% in 2019. Some entertainment-based computer companies such as ORIGIN PC Corporation and CYBERPOWERPC also offer customizations for PCs as per the users requirements. The VR gaming experience on the PC/ desktop depends largely on the Graphics Processing Unit (GPU) and the RAM incorporated in it. Chip fabricators such as NVIDIA Corporation and Advanced Micro Connecting devices, Inc. are continuously upgrading their offerings to suit the ever-growing market.
In case of using smartphones for virtual reality gaming, the segment is anticipated to emerge as the fastest-growing from 2020 to 2027. This growth can be attributed to the ubiquity of smartphones and the ease and price at which they are available. The advancements in the GPU and processor of smartphones are expected to drive the segment growth from 2020 to 2027. VR games are reaching to an all-new set of users who are not necessarily identified as gamers but are spending many hours on such content by means of their smartphones. Consumers in China and India are largely seen to be using their smartphones or tablets for playing, which complements the segment growth.
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User Insights
The individual user segment accounted for more than 60.0% revenue share in 2019 and is anticipated to grow at a considerable pace over the forecast period. The most alluded factor to restrict the elevated consumer adoption of VR in gaming is cost. However, the accessibility and availability of VR games at the users home and at dropping prices of hardware over the period is consenting the segment dominance in the industry. Industry players are coming up with cost-effective gadgets to penetrate the market as well as widen their consumer base. For instance, the cardboard headset launched by Google, LLC. is an HMD that can be used with a smartphone for experiencing the simulated world of the electronic game. The unceasing efforts of companies to infiltrate in the market and reach maximum customers are expected to drive the segment growth.
By user, the market has been categorized into commercial space and individual users. The commercial space segment is expected to witness the fastest growth, registering a CAGR of over 30.0% from 2020 to 2027. There is a considerable rise in the number of VR gaming zones and arcades worldwide owing to their ability to let consumers completely isolate themselves from the real and experience the simulated world created in that space. Youngsters are more attracted to commercial spaces such as arcades, cafes, andamusement parksas they offer superior virtual reality in gaming experience at moderate costs on an hourly basis. Commercial spaces deliver a premium experience with large open areas and enhanced VR interactions, giving users a more immersive fulfillment.
Component Insights
The hardware segment accounted for the largest revenue share of over 60.0% in 2019 and is expected to observe significant growth over the forecast period. This may be attributed to the continual upgradations in the VR wearables and accessories, including input devices, masks, gloves, headsets, and bodysuits. The hardware includes any physical component for playing such as gaming platforms, storage media, accessories, and gaming kits. There is a steady demand for input devices that are a requisite for playing virtual reality games. The most renowned input devices include Oculus Rift, PlayStation VR, HTC Vive, and Samsung Gear VR.
The software industry is anticipated to expand at a CAGR of over 20.0% from 2020 to 2027. The software segment is likely to experience modest growth as compared to the hardware segment, which is projected to witness rapid growth. VR surrounding and effects are produced using VR software to edge the environment as close as possible to reality. The challenge for the software industry, on the other hand, is to develop software and games, which creates a much more captivating and appealing effect for players.
Regional Insights
Asia Pacific dominated the market accounting for over 40.0% share of global revenue in 2019 and is estimated to continue its dominance for the coming seven years. Within the region, China and Japan accounted for a higher market share owing to the vast consumer base and increased adoption of VR games on smartphones. The region is expected to witness huge adoption of the technology, which is also aided by high-speed 5G network deployment, thus enhancing the gaming involvement. Countries such as South Korea and India are expected to observe significant demand for VR games owing to the technological advancements in the entertainment industry and rising disposable income.
The increased and faster adoption of virtual reality games in North America is because most of the tech companies are based in the region. The U.S. accounted for a significant share in 2019 as the region has been observing higher deployment due to the early adoption of new technologies and similar consumer preferences. European regions are anticipated to witness steady growth due to the increasing investments in the virtual reality domain. Germany being the gaming hub is even witnessing a surge in the VR gaming arcades, free-roam, and escape rooms.
Latin America and Middle East and Africa are probable to emerge as the fastest-growing regions over the forecast period. The increasing number of start-ups in the virtual reality space, rising crowdfunding, growing console sales, and substantial gamer-base make the regions very lucrative markets for VR-based recreation. The industry is beholding Brazil, Mexico, UAE., Saudi Arabia, Bahrain, and Israel as upcoming hubs for VR in gaming industry.
Key Companies & Market Share Insights
Intense competition among key industry players has shifted the focus of the companies to cost-effectiveness, innovation, and quality of the VR hardware, content, and software. The transition from one generation of gaming consoles to another usually takes five to six years. However, after the eighth generation of consoles released in 2012, the key players in the industry launched virtual reality supporting peripherals and consoles within a span of around four years, signifying that the companies have been augmenting their products to gain a competitive edge in the market. Sellers are continually involved in the technological upgrade and pass it to gamers. Some of the prominent players operating in the virtual reality in gaming market include:
Virtual Reality In Gaming Market Report Scope
Segments Covered in the Report
This report forecasts revenue growth at global, regional, and country levels and provides an analysis of the latest industry trends in each of the sub-segments from 2016 to 2027. MarketDigits has segmented the global virtual reality in gaming market report on the basis of component, connecting device, user, and region:
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Can virtual reality help the emotional well-being of older people? – Economic Times
Posted: at 3:05 am
POMPANO BEACH: Terry Colli and three other residents of the John Knox Village senior community got a trip via computer to the International Space Station in the kickoff to a Stanford University study on whether virtual reality can improve the emotional well-being of older people.
Donning 1-pound (470-gram) headsets with video and sound, the four could imagine floating weightless with astronauts and get a 360-degree tour of the station. In other programs, residents can take virtual visits to Paris, Venice, Egypt or elsewhere around the globe; attend a car rally, skydive or go on a hike.
"I feel great. It is amazing. It is like you are really there," said Colli, 73, and a former spokesman for the Canadian embassy in Washington.
Virtual reality works by making what the person sees and hears track with what they are doing. In a VR trip to Paris, for example, a participant might turn to the left and see the Eiffel Tower with a musician playing in the foreground, and then turn right and find two people conversing. If the participant moves toward one, that sound increases while the other diminishes.
"There is a fair amount of previously published research by academic labs around the world that shows VR, when administered properly, can help reduce anxiety, improve mood, and reduce pain," said Jeremy Bailenson, the Stanford lab's founding director. "This particular study is focused on how using VR might reduce the residents' feelings of isolation from the outside world all the more important after the isolation we all faced during the pandemic."
During Tuesday's demonstration at the suburban Fort Lauderdale community, Colli, Anne Selby, 77; Mark Levey, 64; and Hugh Root, 92, moved their heads from left to right and up and down as they got individual tours of the space station.
"It really felt like you were traveling and not alone either. In some of the video, there are people," said Levey, a former federal government worker.
Selby, an artist, said that she felt a bit nauseated as she moved through the space station because it was so realistic, but that she was able to cope by taking deep breaths.
"Regardless of my age, I was right in the middle of it," she said.
Root, a retired insurance salesman, was blunt: "It blows my mind."
Chris Brickler, CEO of MyndVR, the Dallas company that provided the equipment, said volunteers will be screened to assure they are mentally suitable for using virtual reality and each attendant has an abort button if the person becomes overwhelmed by the experience. John Knox's residents include people and couples who live alone, in assisted living and with full-time nursing.
"As we age, we feel there is a disconnect sometimes that can happen when there is a lack of mobility," Brickler said. "We can't travel as much as we want, we can't connect with nature as much as we want, can't have connections with animals. All sorts of connections get lost and our four walls start shrinking in. What we have tried to do is create a platform where we can bring the world back."
Monica McAfee, John Knox's chief marketing and innovation officer, said the community's administrators believe VR helps residents it's been used on a limited basis there for three years but Stanford's study "will provide the empirical data." For example, she said, they want to know if VR can help residents with dementia who suffer from "sundowning" severe mood downswings that begin at dusk.
"Is this a way to redirect them to enjoy something?" she said.
Northern Ohio University associate philosophy professor Erica Neely, who studies the ethics of technology, said it's important that Stanford is getting fully informed consent, screening participants and making sure they aren't using VR alone, especially at first. She is not involved in the study.
"We definitely don't want anyone to get stuck in the experience if they become distressed and can't figure out how to turn it off," she said. "The fact that there is a companion/caretaker who can go with (the participant) is utter genius. ... The idea of 'Well, we don't necessarily have people with diminished capacities wandering around by themselves through physical space maybe we can do the same for virtual space' was a really good one."
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Can virtual reality help the emotional well-being of older people? - Economic Times
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New UK Virtual Reality Projects Revealed At Tribeca Festival – TechRound
Posted: at 3:05 am
Two UK projects reinventing the wheel on how to engage, inspire and educate audiences using virtual reality will appear at the world-leading Tribeca film festival in New York City this week.
Immersive technology is an industry forecast to reach US$160 billion in worldwide spending in 2023. The projects exhibiting at Tribeca Madrid NoirandInside Goliath both make use of virtual reality and interactivity in new ways to transform audience experience. In VR animated shortMadrid Noir,the audience member directly participates in the main characters hunt for the truth, while VR installationInside Goliathturns the concept of gaming and interactivity on its head as audience members are invited to understand and empathise with the effects of psychosis.
The teams involved are alumni of Digital Catapult and Arts Council Englands CreativeXR programme, which supports creative professionals with the development of new cultural experiences using immersive technologies.
Both teams were part of a cohort that received a total of 312,000 fromCreativeXRin 2020 to move their projects from prototype to market. The projects are also international co-productions with France, and have received match-funding from French cinematic production agencyCNC, showcasing the potential of international collaboration.
Madrid Noir No Ghost & Atlas V
Director: James Castillo
Premiering at the Tribeca festival, Madrid Noir is a charming, Virtual Reality animated short which follows protagonist Lola as she investigates the unsolved mysteries of her estranged uncle Monolo.
Paying homage to the film noir genre, the experience transports viewers back to a vibrant, 1930s Madrid, where the director James Castillo who previously created designs for Paramount Pictures and Netflix gives centre stage to wonderfully expressive character animation.
Inside Goliath byAnagram,co-producedwithFloral Films
Inside Goliath is a visual installation and VR experience being showcased in competition as part of Tribecas Storyscape strand.
It is an intimate account of one mans experience of living with schizophrenia and psychosis. Joe slips between real and unreal worlds, on increasingly strong medication spending several years in a psychiatric hospital, mostly in isolation but he also finds connection through multiplayer computer games.
Through visual and tactile moments, visitors will be invited to step into a mind that has been labelled broken and to question how we understand what is real.
The VR segment ofInside Goliathis an exclusive preview of a longer narrative experienceGoliath: Playing with Reality.BothMadrid NoirandGoliath: Playing with Realityare supported by Oculus and are expected to launch on the Oculus Quest store, available for public download, later this year.
Digital Catapult CEO Jeremy Silver said:
Creating stories and adventures inside virtual reality continues to evolve. The growing body of work that has been developed over the last few years is helping newcomers and experienced professionals alike build on what we have already learned and overcome barriers to using technology, so that the story and the experience can be foregrounded.
Whether finding a new, startling way to educate us on mental health, or providing us with a charming outlet for escapist detective work, both Inside Goliath and Madrid Noir make genius use of immersive storytelling and virtual technologies to transport audiences to enticing alternate realities.
Im thrilled these two projects from the CreativeXR programme will have the opportunity to showcase their work to a whole new audience via the brilliant platform of the Tribeca Festival.
Francis Runacres, Executive Director of Enterprise and Innovation at Arts Council England, said:
Inside Goliath and Madrid Noir are both brilliant examples of the potential that can be unlocked when artistic vision is combined with technological innovation. Their use of immersive platforms to inspire, educate and entertain is a fantastic illustration of what CreativeXR aims to achieve, and were delighted that they are being given the chance to reach an even wider audience at Tribeca.
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New 12-screen theater with magnetic Scrabble wall and virtual reality room opening in Kenwood this summer – The Cincinnati Enquirer
Posted: at 3:05 am
An example of a theater room from City Base Entertainment.(Photo: Provided)
City Base Entertainment plans to open a new 12-screen theater this summer at The Kenwood Collection shopping mall.
The new City Base Cinemas Kenwood will be located at5901 East Galbraith Road, Suite 200, nextdoor to Kenwood Towne Centre.
It will have 12 auditoriums, including aprivate theater with club chairs and ottomans available torent for parties and other special events, according to San Antonio, Texas-based City Base.
In addition, the theater will have two virtual reality rooms and a full bar offering more than 40 draft beers from local breweries,draft wine, and a full cocktail list.
"Were incredibly excited about all the state-of-the-art amenities we have to offer, from the heated seats in the theaters to the virtual reality rooms, Sarah Williams, the theater operator's managing partner, said in a press release. "We feel like we can be the premier entertainment destination for the entire Kenwood community and beyond."
The11 theaters open to the public will have reclining heated seats and swivel tables for food and drinks, which patrons will be able to order directly from their seats before or during a show using a built-in push button.
City Base will offer a full menu, including appetizers, entres, desserts and classic movie theater fare, such as popcorn and candy.
The private theater will have a bar, lounge area with cocktail tables, a pool table and a magnetic Scrabble wall.
A retractable wall will close the private theater from the downstairs lobby during private events.
All 12 auditoriums will feature digital screens and state-of-the-arts sound systems.
City Base hasn't set a firm opening date, but plans alimited, three-day soft opening before the official grand opening at full capacity.
City Base said it would be hiring up to100 people at the new theater, including kitchen staff, service staff, bar staff, and more ahead of the grand opening.
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Global Head Mounted Display Markets, 2020-2021 & Forecast to 2026 by Application (Entertainment, Commercial, Medical, Military and Defense,…
Posted: at 3:05 am
DUBLIN--(BUSINESS WIRE)--The "Head Mounted Display Market 2020-2026" report has been added to ResearchAndMarkets.com's offering.
The global head-mounted display market is growing at a CAGR of nearly 35.0% during the forecast period.
The major factors that are augmenting the growth of the market include rising adoption in consumer applications and increasing adoption of augmented reality (AR) and virtual reality (VR) technology.
Head-mounted displays are regarded as highly immersive display devices that are significantly targeted towards e-learning, video games, and other kinds of digital entertainment. This immersive display device is normally used for watching movies and playing games as it can offer a more realistic and entirely immersive in-game environment to the user.
During the gameplay, head motion tracking is enabled, which makes the game even more realistic. Therefore, the users are playing PC games with head-mounted displays that will show a higher enjoyment level compared to the users playing computer games with conventional setup. As a result, the head-mounted display supports boosting the users' enjoyment while making the game more interesting to play. Therefore, the rising launches of VR games have been witnessed over the years.
For instance, in March 2021, Sony declared that it will launch a new slate of PlayStation VR games, which includes a VR adaptation of Doom 3, I Expect You To Die 2: The Spy and The Liar, Fracked, After the Fall, Song in the Smoke, and Zenith: The Last City - The Fracture.
All these games declared to be available for PlayStation 5, however, some are expected to be released on PlayStation 4 as well. Additionally, in February 2021, Sony declared a new generation of PlayStation VR for its PlayStation 5 console. This headset declared to be available with a higher-resolution screen, redesigned controller, a single cord rather than the original cable box, and other upgrades. These new launches of VR games are supporting to drive market growth.
Further, rising funding opportunity in head mounted displays are estimated to offer an opportunity for market growth.
However, the high cost of head mounted devices and certain health side issues, including headache, is expected to hinder the adoption of head mounted displays.
Segmental Outlook
The market is segmented based on application and technology. Based on application, the market is classified into entertainment, commercial, medical, military and defense, education, industrial, and others. Based on technology, the market is classified into VR and AR.
Global Head Mounted Display Market Share by Technology, 2020 (%)
Augmented Reality (AR) Technology is Expected to Witness Fastest Growth During the Forecast Period
The growth of AR applications has been led by the solutions that enable consumers to imagine and experience the product and service earlier buying it and visualize products.
The demand for AR technology will further accelerate owing to the rising innovations in AR headsets. For instance, in September 2019, Cambridge engineers, UK have developed a new AR head-mounted display that provides a realistic 3D viewing experience, without the commonly associated side effects of eyestrain or nausea.
The head mounted display is of high brightness and appropriate for a comprehensive range of indoor and outdoor applications. Further research is continuing exploring its potential use in areas of diverse applications including hospitality, training, outdoor sport, CAD (computer-aided design) development, defense applications and construction, data manipulation, as well as miniaturizing the current head-mounted prototype to a glasses-based format.
Market Players Outlook
Key players operating in the market include Google LLC, Microsoft Corp., Samsung Electronics Co., Ltd., Sony Corp., and BAE Systems plc. The market players are focusing on the development of head mounted displays for different applications.
Key Topics Covered:
1. Report Summary
2. Market Overview and Insights
2.1. Scope of the Report
2.2. Analyst Insight & Current Market Trends
3. Competitive Landscape
3.1. Company Share Analysis
3.2. Key Strategy Analysis
3.3. Key Company Analysis
3.3.1. Google LLC
3.3.1.1. Overview
3.3.1.2. Financial Analysis
3.3.1.3. SWOT Analysis
3.3.1.4. Recent Developments
3.3.2. Microsoft Corp.
3.3.3. Samsung Electronics Co., Ltd.
3.3.4. Sony Corp.
3.3.5. BAE Systems plc
4. Market Determinants
4.1. Motivators
4.2. Restraints
4.3. Opportunities
5. Market Segmentation
5.1. Global Head Mounted Display Market, By Application
5.1.1. Entertainment
5.1.2. Commercial
5.1.3. Medical
5.1.4. Military and Defense
5.1.5. Education
5.1.6. Industrial
5.1.7. Others
5.2. Global Head Mounted Display Market, By Technology
5.2.1. Virtual Reality (VR)
5.2.2. Augmented Reality (AR)
6. Regional Analysis
7. Company Profiles
For more information about this report visit https://www.researchandmarkets.com/r/yhiej1
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