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Category Archives: Virtual Reality

Episode 8: The US military is betting big on virtual reality – Stars and Stripes

Posted: April 23, 2021 at 12:11 pm

Episode 8: The US military is betting big on virtual reality

The future is now for virtual reality and augmented reality. The U.S. military knows it and is betting big on the technology.

The Army, for instance, has awarded a contract for more than $21 billion to develop VR headsets Integrated Visual Augmentation System, known as IVAS. The idea is that the headsets can warn soldiers of potential threats by overlaying intelligence information directly into their field of vision.

This episode of Military Matters examines the pros and cons of VR with experts in the field: Palmer Luckey of Anduril; Garth Smith and Gareth Seburn of MetaVR; Kevin Cornish of Moth+Flame Virtual Reality; and Tony Isaacs of PLW ModelWorks.

"The interesting thing about HoloLens and IVAS and all of this is that it's not a new idea," says Luckey, who founded Oculus VR and designed the Oculus Rift before moving on to Anduril. "If you look back into DOD history, this idea of putting a heads-up display and a computer and a radio on every fighter has been around for a very long time."

Virtual reality training whether it's completely virtual, augmented or a mix saves money, can be safer and expands training to include more people. But is replacing real bullets with pixels the way to go?

Yes. In part.

"You can actually learn," Luckey says. "You take the weapon, you have to do all of the proper manipulations. You know, you have to drop the magazine ... you lock the bolt back, put the new mag in. ... It's not the same as actually doing it for real. But if you know how to do it in VR, you will definitely be able to figure out what to do the first time you're handed the real thing.

"That's a big step from if you were just reading about it in a book."

The catch is understanding that VR, as good as it can be, can't completely capture the feeling of firing with live rounds.

Luckey: "I know the solution is not going to be don't use technology on your best day, because it will screw you on your worst days; use technology on your best day and be ready for that worst day."

Follow Jack Murphy on Twitter@jackmurphyrgrand Rod Rodriguez@rodpodrod.

You can find Military Matters on Twitter@stripesmmpod.

Go towww.stripes.comuse promo code PODCAST and save 50% on your digital subscription.

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FirstAct: In 11:11, an experimental performance that explores virtual reality as a therapeutic aid – Firstpost

Posted: at 12:11 pm

Captured on camera in a single take, 11:11 is a response to the growing disaffection induced by the pandemic in a year that has pushed us online with a vengeance.

Editor's note:WithFirstAct, Firstpost is collaborating with theatre and improv artists from all over India, who'll perform short pieces or readings over a Zoom video-conference call.

After FirstAct'sdebut showwith Improv Comedy Bangalore, followed by Drama Queen'sFor Tomorrow, Theatre Jil Jil Ramamani'sHaiku in a Bun, OGLAM'sAbey Yaar!, Chanakya Vyas'Leftovers, MD Pallavi'sSalt, Akhoka Theatre'sBetween the Banks, and Alienstar Collective's Star Light we are all set to present our next 11:11.It will be broadcast on ourFacebook,YouTubeandInstagrampages (IGTV) at7.30pmIST on23 April, 2020.

Following is an edited excerpt of an interaction between the director Vikram Phukan,the performerPratik Karyakarte and collaborators in the project, Chinmay Pawar, Deepmala Khera and Jai Khadilkarof Theatre Jil Jil Ramamani and Unbox Pune's upcoming production -11:11on Firstpost.

***

On 11:11s raison detre

VIKRAM:We developed this physical theatre performance, 11:11, on virtual reality therapy, using a performers involuntary movements when immersed in a simulated interactive environment, as a launchpad to devise new corporeal expression. We explore how the VR in-world' works in opposition to the actual world in which the subject is effectively rendered blind by their headset. Pratik rehearsed in a green screen equipped studio in Pune, from where the piece was to be streamed, with live edits, to online audiences. Eventually, for this first showing, we decided to create a pre-recorded cut after capturing the performance on camera in a single take after weeks of rehearsals.

The idea of VR as a therapeutic aid, comes under the ambit of Dry Ice, my play on the spate of early deaths among queer people in India with depression among the silent killers. VR therapy is gaining currency in Indian psychiatric practice. Our focus, which is quite preliminary at this stage, is on its effects on characters states of mind. This will be eventually juxtaposed with a performance by actor Rushab Kamdar on meth use (another scourge), where the firing of electrical impulses (the bodys native tech) results in its own altered experiences.

On working remotely

PRATIK:After the global pandemic, this was the first experiment we did with the help of Zoom. Needless to say, it was quite a different experience...Working online might be easy for those who are used to the screen daily. But for theatre artists, it is difficult at the outset itself even if Zoom was the only way for the team to stay connected with each other.

As a movement artist, I faced a lot of problems during the process. Sometimes working in a 16:9 format (which is ultimately how audiences receive the work) makes you stubborn and resist the process. But we managed to make peace with this situation and work towards creating a good piece. I tried to keep my calm throughout whilenegotiating the physical and emotional situations demanded by the piece, within that restricted space! Sometimes the environment may not favour the actor, but we should learn to find comfort within the constraints.

Promotional poster for 11:11. Courtesy: Vikram Phukan

On what the title '11:11' signifies

JAI:'11:11'- the title alone makes me think of the 11th hour, right before the dead of night when it's time to unwind; the very last moment when you come home to your truth, shedding skin, shedding the remains of the day. Its then that they are what they are, rather than what they choose to be, it's what they'd experience rather than what they're forced to go through. It may be the 11th hour and yet ironically, it's not too late for them to be seen.

On the process behind staging the piece

CHINMAY:Working on 11:11 has been an interesting journey. Till now, I have been doing live theatre performances and this was my first virtual play. To be honest, initially, I was quite confused about how things should be carried out on a virtual platform. Vikram took us through different processes that helped me understand the ways in which we would present this play. No doubt there were some creative differences I guess communicating remotely was one of the reasons for this because for me it becomes difficult to visualise things on a Zoom call, but eventually things fell into place, though it took some time.

Processes like working with a notated choreographic score, creating devised work while blindfolded, or using involuntary movements, were interesting and helpful and working with different artists also provided interesting insight. I would love to see this project performed in front of a live audience.

DEEPMALA:Virtual reality therapy uses very special programs, visual immersion devices and artificially created environments, to give us simulated experiences. These experiences are useful in treating psychological conditions and challenges faced by patients. This is a very safe method of therapy as you are in a safe environment, like your home, and you're interacting with only as much stimuli as you can handle as you start desensitising yourself to social anxieties, like the fear of heights, for instance. Our process was to introduce Pratik to virtual environments, where he was given an initiation statement and some directives, and watch how he was able to negotiate entire worlds, through his body, and his expressions. The room gets converted into wherever the simulation, fueled by his own imagination, took him, which in turn became material that the team discussed and repurposed to create 11:11.

***

Meet the principal collaborators

VIKRAM PHUKAN is a Mumbai-based theatre practitioner and stage commentator. He has written and directed Those Left Behind Things, a play on Iranian asylum seekers. His other writing credits include Stories in a Song, Limbo, an Indian adaptation of The Price, collaborating on The Gentlemen's Club, the open script for Even Mists Have Silver Linings. and the upcoming plays Dry Ice and Adventures of Jil Jil. He is a co-founder of InQueerAble, a queer theatre platform.

PRATIK KARYAKARTE began his theatre journey in Punes frenetic inter-collegiate competition scene. In 2017, he began the experimental theatre group, Unbox Pune, with a specialisation in movement-based theatre. His solo performance, O, was selected as part of Thespo 21, a competitive youth theatre festival, and Shorts Live, a theatre festival organised by Roots India. His other theatre credits include One by Two performed at InQueerAble, the Indo-US co-production, Even Mists Have Silver Linings, and the Unbox productions Which Colour Do You Want?, Untitled and The Solid Bind. Karyakarte organises the Prayogshala, a weekly physical theatre workshop for beginners in the form.

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FirstAct: In 11:11, an experimental performance that explores virtual reality as a therapeutic aid - Firstpost

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Devils Sign VR Deal as Cognitive Training Takes Off in Pandemic – Yahoo Sports

Posted: at 12:11 pm

The New Jersey Devils and virtual reality training company Sense Arena have signed a deal that will bring the teams new official cognitive training tool to both Devils pros and youth hockey players.

Sense Arena offers evaluation and training modules designed to improve both skaters and goalies decision-making abilities and reaction times without having to step onto the ice. Users wearing a VR headset are put onto the virtual ice, where they can react to simulated plays and attempt to stop realistic shots.

The Devils performance department will implement the software, while activations are planned within Prudential Center as well as throughout New Jersey to go with digital content sponsorship.

Sense Arenas ability to hone skills critical to overall player improvement and peak performance in an off-ice simulation is an edge for players at all levels of our organization, Devils vice president of athlete care Chris Stackpole said. The focus on simulating game action without requiring the on-ice setting is an added resource to benefit our players training.

Two trendsrink closures due to COVID-19 and cheaper, high-quality virtual reality hardwarehave brought VR training to the fore.

Sense Arena, which launched its first tool for PC-powered VR headsets in 2019, reached new consumers last year after releasing its goalie tool for the standalone Oculus Quest. It plans to add capability for all players in June and has now been installed more than 1,000 times.

Sense Arena founder and CEO Bob Tetiva said the company has raised more than $3 million in seed funding to help him possibly settle the argument over whether greats, like Wayne Gretzky, were born with a sixth sense on the ice.

I strongly believe it can be developed, Tetiva said. You just need to have the right environment. That, for us, is VR.

VR also allows players to get reps, either while rehabbing or while avoiding unneeded physical strain. For kids, it can provide a more active gaming experience, as well as improved access year round. Tetiva said Sense Arena is thinking about when to expand into other sports as well.

Story continues

This should be a new category in athletic training, he said.

More from Sportico.com

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Global Virtual Reality (VR) and Augmented Reality(AR) Headsets Market Latest Research, Industry Analysis, Driver, Trends, Business Overview, Key…

Posted: at 12:11 pm

As per Virtual Reality (VR) and Augmented Reality(AR) Headsets market research document, APAC, Europe, America region is poised to materialize as major revenue pocket for industry players, while entailing the Covid-19 impact.

Executive Summary:

The research report on Virtual Reality (VR) and Augmented Reality(AR) Headsets market offers a comprehensive overview of this business sphere, accentuating primary growth catalysts, opportunities, and restraints impacting the profitability graph over the forecast period.

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As per credible estimations, Virtual Reality (VR) and Augmented Reality(AR) Headsets market is predicted to record a robust growth rate of XX% during the analysis timeframe.

The document divides the industry into numerous segments and provides individual assessment of the same to highlight the top revenue prospects for the upcoming years. An all-inclusive outlook on the key trends influencing the regional landscape and competitive landscape is also incorporated in the study. Moreover, it addresses the impact of the COVID-19 pandemic on the growth matrix and highlights strategies for industry partakers to make well-informed decisions.

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Regional outlook:

Product gamut overview:

Application scope summary:

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Table of Contents:

Executive Summary: It includes key trends of the Virtual Reality (VR) and Augmented Reality(AR) Headsets market related to products, applications, and other crucial factors. It also provides analysis of the competitive landscape and CAGR and market size of the Virtual Reality (VR) and Augmented Reality(AR) Headsets market based on production and revenue.

Production and Consumption by Region: It covers all regional markets to which the research study relates. Prices and key players in addition to production and consumption in each regional market are discussed.

Key Players: Here, the report throws light on financial ratios, pricing structure, production cost, gross profit, sales volume, revenue, and gross margin of leading and prominent companies competing in the Virtual Reality (VR) and Augmented Reality(AR) Headsets market.

Market Segments: This part of the report discusses about product type and application segments of the Virtual Reality (VR) and Augmented Reality(AR) Headsets market based on market share, CAGR, market size, and various other factors.

Research Methodology: This section discusses about the research methodology and approach used to prepare the report. It covers data triangulation, market breakdown, market size estimation, and research design and/or programs.

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Development Trend of Analysis of Virtual Reality (VR) and Augmented Reality(AR) Headsets Market

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Global Virtual Reality (VR) and Augmented Reality(AR) Headsets Market Latest Research, Industry Analysis, Driver, Trends, Business Overview, Key...

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Virtual Sports Platform ROUVY partners with growB Sports to expand presence and boost activities in Japan – Bicycle Retailer

Posted: at 12:11 pm

Tokyo, Japan / April 26, 2021 - ROUVY has signed a partnership agreement with growB Sports (Globe Sports Communications Ltd.) to boost its activities and grow the community for its MMO (Massively Multiplayer Online) sports application in Japan.

In order to promote the joy of indoor cycling and running in VR in Japan, growB Sports (Globe Sports Communications Ltd.), headquartered in Chiyoda-ku, Tokyo, has signed a multi-year partnership agreement with VirtualTraining s.r.o. located in the Czech Republic; and will create courses and run events for the augmented reality platform, "ROUVY". growB Sports will ensure an accelerated AR course production and aid the local event management for ROUVY.

Through the partnership, growB Sports will create beautiful cycling, cycle racing and running courses, unique to Japan within ROUVY, so that both, the Japanese and the international athletes from around the world may experience the wonderful, real-life Japanese locations from the comfort of their homes. "The most amazing feature of ROUVY is that it can provide a live-action virtual sports experience. It gives Japanese athletes a "real impression of being there" and it will be possible to disseminate "the real charm of Japanese landscapes'' to the world. By producing many AR courses unique to Japan with ROUVY, we aim to make people all over the world feel the charm of virtual sports and Japan.", says Yasuro Miyata, growB Sports representative.

One of the most attractive features of ROUVY is its ability to provide a virtual experience using live action. Athletes from all over the world are able to ride together through avatars on real courses online, and are able to participate in not only in competitions, but are also able to enjoy virtual group rides and group runs in a social, non-competitive format. ROUVY's augmented reality, overlaying 3D objects within 2D geo-synced video, allows to teleport the virtual athlete model to any part of the world creating an unprecedented level of 'realism and presence' effect.

ROUVY courses are ridden by professional and hobby cyclists alike, allowing anyone to compete or compare with the professional riders online, in real time and at the same time, discover an appeal for new sports.

Tourism Development and Attraction

ROUVY delivers 1:1 virtual postcards of landscapes and countryside from the recorded videos right to the homes of its app users. Cycling courses created in the most popular sightseeing locations, throughout Japan within ROUVY, can serve as a virtual representation and new PR tool to attract new overseas tourists to Japan.

About ROUVY

ROUVY is an app developed by VirtualTraining s.r.o., a company headquartered in the Czech Republic (and led by its CEO, Petr Samek), and is used by the global cycling and triathlon community around the world. It features more than 300 live-action video courses from Japan and other countries. With avatars that act as players and (virtual reality) cyclists or runners, the app allows the user to cycle and run around the world in VR with friends from the comfort of their homes. ROUVY is an official partner of La Vuelta, Tour de Suisse, IRONMAN and many other cycling races around the world. For more, visit the ROUVY official website, https://rouvy.com/.

About growB Sports Communications

growB Sports Communications is a sports marketing creative agency based in Tokyo. The company name, Globe Sports Communications Ltd., is derived from its parent company, Globe Marketing Co. Ltd. "growB" stands for 'GROW' and the four 'B's: Brand equity / Business / Benefit / Belief. It aims to grow its brand value / business value / customer service value, all centered on communication. It embodies its desire to grow by increasing the sense of trust with its business partners. In addition, the values of sports have a 'great charm', 'strong power' and 'sense of commitment' that can be grown on.https://www.growbsc.com/

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Virtual Sports Platform ROUVY partners with growB Sports to expand presence and boost activities in Japan - Bicycle Retailer

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PlayStation boss says PS5 PSVR will be ‘huge’ here’s why – Tom’s Guide

Posted: at 12:11 pm

After confirming earlier this year that the PS5 will be receiving a new VR headset peripheral, Sony Interactive Entertainment CEO Jim Ryan has further outlined the companys commitment to all things virtual reality.

In an interview with Nikkei (flagged by Upload VR), Ryan confirmed that PlayStation has big VR plans. He said: The next generation VR system is a very strategic opportunity for PlayStation. We launched PSVR in 2016 and have had time to understand the VR experience for years. What I learned from VR is that the potential market is huge.

PlayStations first foray into VR has sold more than five million units as of January 2020. So there is clearly significant demand for virtual reality experiences among console gamers. Sonys next-gen VR headset is primed to push the needle even further forward bringing experiences not capable on the first PSVR headset to console players.

The PSVR has often earned praise for not relying on gimmicks and instead offering users a range of fully-fleshed-out gaming experiences. It seems that is the objective once again with the PSVR 2.

I want to continue to provide a high gaming experience to keep the community entertained, said Ryan.

We already know of at least one PS5 VR game currently in development, and there has been some speculation that the headset could receive a port of the critical acclaimed VR game Half-Life: Alyx. Wed also love to see Team ASOBI, who created Astro Bot: Recuse Mission one of the original PSVRs best games, given the opportunity to make another Astro Bot game as the little guy is becoming something of PlayStation mascot at this point.

In terms of the PSVR 2 headset itself, we dont know what it will actually look like but we have had confirmation that it will connect to the PS5 via a single cord, which is a great relief as the first PSVR requires a nightmare of cable spaghetti to function. Sony has given us a look at its next-gen VR controllers though, and they look like a huge upgrade from the PlayStation Move wands used by the current PSVR headset.

Its already been confirmed that the PSVR 2 wont be releasing this year (maybe because Sony cant even get PS5 restocks under control). But well likely hear more about the headset throughout 2021 as its clearly a key area that PlayStation is committed to long-term.

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Augmented and Virtual Reality Market Segmentation, Analysis by Recent Trends, Future Prospects, Growth,Development by Regions to 2026 The Courier -…

Posted: at 12:11 pm

The impact of the COVID-19 outbreak on Global Augmented and Virtual Reality Market Analysis and Forecast 2015-2026By Facts and Factors Research

Latest COVID-19 updated report published by FNF Research (fnfresearch.com) titled global Augmented and Virtual Reality market analysis and forecast 2020-2026 includes information on the industrys growth prospects, challenges, market share, and scope. The detailed overview, research objectives, market share, import-export status, market segmentation, and Augmented and Virtual Reality market size estimate are all included in the study. The rivalry in the Augmented and Virtual Reality market segment, market trends, business strategies and policies, and potential demand are all examined.

TheAugmented and Virtual Reality industry overview, product overview, market segment analysis, regional market overview, market dynamics, limitations, opportunities and industry news, and policies are just some of the topics covered in this report. Also includes the analysis of industry chain, competition landscape, historical and future data by types, applications, and regions.

The report involves an extensive study of the data available for the global Augmented and Virtual Reality market during the historical period, 2015-2026, and makes a robust assessment of the market performance and trend for the base year, 2020. It is an in-depth analysis report of the market that offers vital insights on industry growth opportunities and development, drivers, challenges, and restraints for the global Augmented and Virtual Reality market during the forecast period, 2020-2026.

According to the research report, Global augmented and virtual reality market projected to reach above USD 305 billion by 2026. The anticipated CAGR for the augmented and virtual reality market is around 62% from 2020 to 2026.

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Sony

HTC

Microsoft

PTC

Google

Samsung Electronics

Zugara

DAQRI

Wikitude

Upskill

Oculus

Blippar

Magic Leap

Osterhout Design Group

Upskill

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Visteon

EON Reality

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The market research report also offers information on potential investment opportunities, strategic growth market analysis, and probable threats that will adhere to the client to systematically and creatively plan out the business models and strategies. The critical data analysis in the Augmented and Virtual Reality market report is laid out in an upright way. This means that the information is represented in form of infographics, statistics, and uncomplicated graphs to make it an effortless and time-saving task for the client.

Growth of the overall global trust and corporate service market has also been forecasted for the period 2020-2026, taking into consideration the previous growth patterns, the growth drivers, and the current and future trends.

(**The consulting and implementation services segment to account for the highest market share during the forecast period.**)

The scope of the Augmented and Virtual Reality Market report has a wide spectrum extending from market scenarios to comparative pricing between major players, cost, and profit of the specified market regions. The numerical data is supported by statistical tools such as SWOT analysis, BCG matrix, SCOT analysis, and PESTLE analysis. The statistics are depicted in a graphical format for a clear picture of facts and figures.

The generated report is strongly based on primary research, interviews with top executives, news sources, and information insiders. Secondary research techniques are utilized for better understanding and clarity for data analysis.

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COVID-19 impact on Augmented and Virtual Reality market

This report provides a critical analysis of the global Augmented and Virtual Reality market in respect to the COVID-19 pandemic and its adverse impact on the manufacturing and global sales of the product. It provides an extensive study on the impact of the COVID-19 pandemic on the global market and explains how it would affect the business operations of the industry in the near future. In short, the report provides systematic information regarding the changing market scenario and the flow of the global supply and consumption with respect to the ongoing pandemic. In a nutshell, this report provides in-depth information on the overall market structure of Augmented and Virtual Reality and assesses the possible changes in the current as well as future competitive scenarios of the Augmented and Virtual Reality market.

Regional Analysis:

The report offers an accurate representation of the geographical scope of the Global Augmented and Virtual Reality Market, inclusive of graphical details of popular growth hotspots and performance of the various products and services aligning with end-user preferences and priorities.

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Facts & Factorsis a leading market research company and offers customized research reports and consulting services. Facts & Factors aims at management consulting, industry chain research, and, advanced research to assist our clients by providing a planned revenue model for their business. Our report and services are used by prestigious academic institutions, start-ups, and companies globally to understand the international and regional business background.

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Augmented and Virtual Reality Market Segmentation, Analysis by Recent Trends, Future Prospects, Growth,Development by Regions to 2026 The Courier -...

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Augmented Reality and Virtual Reality in Healthcare Market Estimated to Expand at a Robust CAGR By 2027 The Courier – The Courier

Posted: at 12:11 pm

An exclusive Home Augmented Reality & Virtual Reality in Healthcare Market research report has been fabricated through the in depth analysis of the market dynamics across five regions including North America, Europe, South America, Asia-Pacific, Middle East and Africa.

The segmentation of the market by components, end users, and region was done based on the thorough market analysis and validation through extensive primary inputs from industry experts (key opinion leaders of companies, and stakeholders) and secondary research (global/regional associations, trade journals, technical white papers, companys website, annual report SEC filing, and paid databases). Further, the market has been estimated by utilizing various research methodologies and internal statistical model.

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The research dives deep into the global share, size, and trends, as well as growth rate of the Home Augmented Reality & Virtual Reality in Healthcare Market to project its progress during the forecast period, i.e., 20202027. Most importantly, the report further identifies the past, present, and future trends that are expected to influence the development rate of the Home Augmented Reality & Virtual Reality in Healthcare Market. The research segments the market on the basis of product type, application, and region.

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Part 01: Executive Summary

Part 02: Scope of The Report

Part 03: Home Augmented Reality & Virtual Reality in Healthcare Market Landscape

Part 04: Home Augmented Reality & Virtual Reality in Healthcare Market Sizing

Part 05: Home Augmented Reality & Virtual Reality in Healthcare Market Segmentation by Product

Part 06: Five Forces Analysis

Part 07: Customer Landscape

Part 08: Geographic Landscape

Part 09: Decision Framework

Part 10: Drivers and Challenges

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Augmented Reality and Virtual Reality in Healthcare Market Estimated to Expand at a Robust CAGR By 2027 The Courier - The Courier

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Virtual reality exposure therapy could help people battling mental illness – WLNS

Posted: March 31, 2021 at 4:55 am

LANSING, Mich. (WLNS) Virtual reality is a well-known tool to help people escape this world and go to a desirable place. Although, this tool has helped individuals go on vacation amid the pandemic, exercise, and even learn a new language by creating an avatar its being used to target mental health problems.

Jonah Magar, a virtual reality coordinator at Michigan State Universitys library, helps students understand virtual reality before they go overseas for study abroad programs. Mager also teaches how this tool could be useful for everyday activities, like, having a virtual personal trainer for exercise.

Mager states an individual can utilize a virtual reality set by using a computer. Usually, There are headphones, special gloves, some kind of control mechanism, or in some cases people can use their naked hands. All of these pieces of equipment work together to stimulate your senses in order to create the illusion of reality.

So, with the way these devices work you see these cameras in the corners here that maps to the room, Mager said, and are able to tell how you move and how far you move, and what direction you move.

Therefore, every sensation a person can feel, hear, and see feels like its real-life. Dr. Anatol Tolchinsky is the Director of medical education for McLaren Greater Lansing, and also is a clinical health psychologist. Dr. Tolchinsky says health experts can utilize virtual reality exposure therapy to help in their fight against PTSD, certain phobias, anxiety, and people suffering from other addictions.

When we have the appropriate coping strategies and we face our fears they start to have less of an effect on us,Dr. Tolchinsky suggested, a term that we use in psychology is desensitization. We are less sensitive to the stimulus or whatever is making us scared or anxious.

He says when people interact with virtual reality it can place them in the flight, or fight stage to help individuals overcome their mental-health issues firsthand. Dr. Tolchinsky also says this tool works as therapy when a person slowly becomes exposed to their fear.

You can start with a picture of a mouse, or talk to them about a mouse and ask them where their stress or anxiety level is, Dr. Tolchinsky stated, and then do coping strategies like deep breathing, progressive muscle relaxation, mindfulness techniques, and then ask them where their stress level is usually if it works its lower.

This version of coping with anxiety, fears, PTSD, and other phobias is safe. Dr. Tolchinsky says health experts know its working when they ask their patients their stress-level before and after a treatment. If you want to try virtual reality exposure therapy Dr. Tolchinsky recommends contacting a clinician, and doing some research on the clinic first. He says this type of therapy is usually uncommon.

You cant just go to a mental health clinic and expect vr treatment often these kinds of treatments are in specialized facilities, Dr. Tolchinsky said. A person can do this kind of intervention from home and it could be run by a clinician in another place, and especially with COVID-19, and all the worries that come with exposure to the pandemic this is still can be really helpful.

Most importantly, Dr. Tolchinsky suggests to be extremely careful before starting this type of therapy.

There are always limits and often anything in excess can become problematic, Dr. Tolchinsky suggested.

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The Role of Virtual reality (VR) concept for Covid-19 pandemic – Gamasutra

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Virtual reality (VR) is specified as creating substitute competence which is somewhat similar to the real-time circumstance. In 1994 first virtual reality-based modelling language was first projected, and also used for humanizing the virtual globe to conquer the food craving over headsets. The virtual reality is an imitation by using the computer/communication gadgets past the borders.

The reviewed benefits of virtual reality can play an essential role in successfully and also fruitfully addressing the cases throughout recurring pandemic COVID-19 favorably. Fig. 1 shows the necessary devices required for the appropriate implantation of the virtual reality technique for COVID-19.

The concept of virtual reality is shown for giving a bunch of applications for healthcare and also attracting doctors by offering them various uses in the core area of healthcare as well as treatment. There are several methods which the concept as well as procedure of VR are helpful in context to minimize results of COVID-19. Fig. 3 is demonstrating the various benefits in the execution of the virtual reality concept in combating the COVID-19 pandemic. The adhering to are several of the recommended majorly emerged worries to make the healthcare domain name experienced and also much more efficient.

The correct and effective COVID-19 medical personnel training will make the medical professional rather knowledgeable about the actual situation as well as the precise scenario to be dealt with. Virtual reality offers the medical professionals or clinical personals to withstand and also practice all the most intricate cases by supporting them to have reachability as comparable to actual person handling, as the case may be. This support creates an extra comparable environment where the physicians and health and wellness workers can discover more swiftly and also favorably to handle the problems with treatment as well as correct knowing. In this way, the collaboration called as clinical truths is virtually utilizing the virtual reality culture meaning to supply exceptional quality training for the handling of medical cases. It ultimately utilizes and uses an interactive and also immersive experience.

The remarkable centers employed as well as used in a virtual reality strategy, educate not only the healthcare personals but likewise its best recipients, i.e. patients. This motif likewise boosts patient complete satisfaction in addition to gives the doctors with a large work gratification as well. When it comes to surgery based therapies, its efficiency obtains increased.

Some of the reported methods are well proven; nevertheless, some of them are likewise in starting phases too. According to the VR experts from Artezio,"The coming time is going to be much more challenging and also competitive for a virtual reality approach in terms of its performance, accuracy, economic facts, etc. A lot more imagination and intensity while using these concepts as well as realities of virtual reality in the real data source atmosphere would always be requisite."

The further virtual reality application need to be targeted over the formation of especially prepared areas supplying with numerous bigger display fronts added to the currently existing tiny video camera display front in the virtual reality headsets. There have actually been records on expanding market chances for the virtual reality concept to explore itself in the required healthcare domain names, specifically in the present epidemic scenario. This likewise expresses the recommended utility of the electronic as well as telecommunication facilities along with the software technologies to respond to the crucial concerns arising out in today COVID-19 epidemic.

As an ending statement, the concept of virtual reality has been extensively utilized in the domain of the health and wellness field as well as successfully proposed in numerous diseases also. This strategy gives an extensive side to protect as well as confront today epidemic COVID-19 by boosting the skill, self-confidence, efficiency, and total attitude of healthcare persons. The supplied features make a significant enhancement in ongoing discovering and also instance handling strategies. It is made use of as a complementary medical/healthcare edify device will boost the implementation of clinical deliverables. With proper execution of this method, researcher, doctors, government, academicians can form a much healthier atmosphere to compete with this disease. The concept of virtual reality consists of the overall improvement in the precision and the efficiency of the adopted activities, which can play an essential role in properly as well as successfully taking care of the continuous pandemic COVID-19 cases favorably.

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