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Category Archives: Virtual Reality

Immersive Virtual Reality Market : Projection of Each Major Segment over the Forecast Period 2027 KSU | The Sentinel Newspaper – KSU | The Sentinel…

Posted: March 5, 2021 at 5:12 am

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Some Notable Associates Included in the Immersive Virtual Reality Market are: Facebook, Google, HTC, Microsoft, Magic Leap, Samsung, WorldViz, Marxent Labs, Unity Technologies, Snap, CastAR

Market Segment by Regions, regional analysis covers

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Market Segment by Type,Immersive Virtual Reality Market report displays the manufacture, profits, value, and market segment and growth rate of each type, covers:

Market Segment by Applications, Immersive Virtual Reality Market report focuses on the position and outlook for major applications/end users, sales size, market share and growth rate for each application, this can be divided into:

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Geophysical Acumens

The regions linked with the Immersive Virtual Reality market are Region 1, Region 2, Region 3, and Region 4. The growth likelihoods in each part are reliant on the demographics. The report has a study of each region based on each regions demographics to let the stakeholders and CXOs strategize.

Table of Contents: Immersive Virtual Reality Market

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Immersive Virtual Reality Market : Projection of Each Major Segment over the Forecast Period 2027 KSU | The Sentinel Newspaper - KSU | The Sentinel...

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The Zombieland Franchise Returns This Springin VR – VRFocus

Posted: at 5:12 am

When it comes to modern zombie movies the Zombieland franchise is one of the better ones, a nice mixture of over-the-top gore and a comedic narrative. Today, XR Games and Sony Pictures Virtual Reality (SPVR) have announced Zombieland: Headshot Fever, an arcade shooter coming to most VR headsets this Spring.

Inspired by classic 90s light gun games like Time Crisis II and The House of the Dead 2, Zombieland: Headshot Fever is designed to be a fast and frantic single-player shooter where you dont need to wander around, all the zombies come straight to you. All you have to do is take them all out as quickly as possible because time matters.

Featuring an Adrenaline Mode activated after two quick headshots, itll allow players to rack up bigger combos and improve their times to get on the leaderboards. Theyll be able to unlock shotguns, revolvers, assault rifles and more weapons to find their perfect setup.

With this VR game, were bringing the zombie apocalypse right to you in a totally new way while preserving the humour and wit of the hit movie franchise. Now Zombieland fans can feel what its like to stare down an onslaught of Zombie hordes and make split-second gameplay decisions in order to blast their way to survival, said Jake Zim, SVP, virtual reality, Sony Pictures Entertainment in a statement.

All four heroes (Tallahassee, Wichita, Columbus and Little Rock) from the movie franchise will feature. Little Rock will be voiced by Abigail Breslin from the Zombieland movies, Tallahassee will be voiced by Woody Harrelsons brother, Brett, while Wichita and Columbus get VO actors approved by Emma Stone and Jesse Eisenberg respectively.

Being trusted with bringing an iconic Sony Pictures franchise to life is extra rewarding and exciting when youre a huge fan of Zombieland, says Bobby Thandi, Founder and CEO of XR Games. The Zombieland world is a no-nonsense kind of place, and to this end weve made one of the purest shooting games for VR. We handcrafted the content, upping replayability, and incorporated mechanics from racing games such as time splits so you know exactly how well youre doing. Its about practising til youre perfect.

Zombieland: Headshot Fever is set to release this Spring for Oculus Quest, Oculus Rift, HTC Vive, Windows Mixed Reality headsets, and later for PlayStation VR. As further updates on the videogame are released, VRFocus will keep you updated.

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The Zombieland Franchise Returns This Springin VR - VRFocus

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Microsoft Mesh shows growing importance of Teams, future of VR at work – Business Insider

Posted: at 5:12 am

Microsoft believes Teams is more than just a chat app.

This week, at its virtual Microsoft Ignite event, the company signaled its ambitions to go beyond messaging and video conferencing by announcing new features, including a new virtual and augmented reality platform called Microsoft Mesh essentially, a set of cloud-powered tools to help developers build apps that let people meet and collaborate virtually.

Microsoft says that it plans to bring Mesh-powered features to Teams in the not-so-distant future, letting users meet with each other virtually, in what it pitches as a more immersive way for distributed teams to link up.

More than just a futuristic-sounding technology, however, experts say that the announcement reflects Microsoft's belief, held at the highest levels of the company, that Teams is maturing into a fully-featured platform all on its own.

"There is no question Microsoft is building Teams to be the biggest workflow and collaboration platform they have ever had," Creative Strategies analyst Carolina Milanesi told Insider, calling the potential for the app as akin to "Microsoft Office on steroids."

In October, the last time it provided an update, Microsoft said Teams had 115 million daily active users up from the 75 million it announced in late April amid a surge in users prompted by the pandemic-caused shift to remote work.

Beyond Mesh, Microsoft also used Ignite to announce new Teams features, including enhanced integrations with other Office software like PowerPoint and Dynamics 365.

Some of those features bring Teams up to par with its rivals: Teams now has a "Connect" feature, which, like Slack 's "Shared Channels," allows companies to bring customers or partners into shared chat rooms. It also got a better PowerPoint integration, similar to Zoom's, which places the presenter in front of a slide deck to make it seem more like an in-person presentation.

Ultimately, says Rebecca Wettemann, an analyst with Valoir, the new announcements are "about making the most of the Microsoft portfolio," reflective of how the tech titan is bringing Teams closer into its own portfolio of products and services.

Indeed, says Futurum Research analyst Dan Newman, Microsoft is slowly building out Teams into an operating system for work, bringing all of the software and tools that people need to get work done into one chat-based interface. That's especially important given the current push towards remote work.

"So instead of going into your Windows and operating system and working in an office, you go into Teams and you are in this epicenter of collaboration, communication, productivity, presentation," Newman told Insider. "Others are doing this too, but Microsoft has an inherent advantage because it has that full stack."

The announcement of Mesh reflects the notion of taking this idea into the world of virtual reality, which Microsoft and others are betting on as the next major computing platform.

"Microsoft is one of those companies that has done a lot of interesting cutting edge research, but it's also done a really good job of bringing into the realities of what a business application can be," Wettemann said. "What we're seeing is sort of bringing Microsoft labs and what they're seeing with actual user experiences with Office and Teams together."

Combining Mesh and Teams could also be a watershed moment in the development of virtual reality itself: It "up-levels the conversation for mixed reality," said Patrick Moorhead, the founder of analyst firm Moor Insights and Strategy.

Microsoft late last year signaled the growing importance of the app to the company by adjusting the way executives are awarded bonuses to prioritize growing Teams users. The company's board determines performance stock awards for executives based on metrics such as growing cloud revenue and subscribers, Teams monthly active usage, Xbox Game Pass subscribers, Surface hardware revenue, and LinkedIn sessions.

Microsoft adjusted the weight for each of those metrics to make Teams a bigger priority. Growing Teams monthly active users will now account for twice as much of performance stock awards after the company raised the category's weight to 20% from 10%.

All of that reflects what Futurum's Newman sees as a lasting value for Teams, especially given that remote work will likely be a new normal at plenty of companies even after the pandemic. He doesn't expect Mesh to take off widely until virtual reality headsets get less bulky and cumbersome, but it shows that Microsoft is building Teams to last.

"We need to meet and present. We need to meet and engage. We need to meet and work on content together," Newman said. "So that's why you see Teams becoming sort of an operating system for remote work."

Are you a Microsoft employee, or do you have insight to share? Contact reporter Ashley Stewart via encrypted messaging app Signal (+1-425-344-8242) or email (astewart@businessinsider.com).

Got a tip?Contact this reporter via email atpzaveri@insider.comor Signal at 925-364-4258. (PR pitches by email only, please.)

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Microsoft Mesh shows growing importance of Teams, future of VR at work - Business Insider

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Virtual Offices are the Commercial Office Sector’s Biggest Threat – Propmodo

Posted: at 5:12 am

The Oasis. Its a place where the limits of reality are your own imagination. You can do anything, go anywhere, Wade Watts says of the technology at the heart of the bestseller Ready Player One. The science fiction epic tells the story of a world living online, cut off from most human contact, living and working in the digital world. Sound familiar?

An entire virtual world with the complexity of The Oasis is still just science fiction, but the books vision of the future offers a glimpse of where the virtual spaces were creating could be headed. With office work already inextricably linked to the computer, virtual offices are more science than fiction. The implications of viable virtual offices will shake the commercial office sector down to its bedrock. Theres no bigger threat to the demand for office space than technology that can replace it. The future isnt as far off as you think.

Our great pandemic-induced work from home experience is redefining the office faster than any time in modern history. Largely unable to access traditional office space, employees have been forced to be flexible, working from the couch, the kitchen counter, and even the closet, creating what little workspace they need where they can. Coffee shops, parks, hotels, and other public spaces with WiFi have become an escape for workers stuck at the office at home. For office workers, workspace is wherever youre using your computer. Creating a digital workspace is the future of flexible office design. Virtual 3D modeling that creates digital workplaces can already create truly flexible offices that go far beyond rearranging basic office components like desks, chairs, and conference rooms.

Watch a webinar from the top of a mountain, send emails from the Library of Congress, attend a meeting at the beach. The limits of virtual office design are your own imagination. Creating virtual spaces for people to gather is not new. Designers have been creating online meeting places with 3D modeling for over a decade. Right now the technology is being used to visualize build-outs and architectural designs but is quickly transitioning to render entire virtual offices inhabited by remote workers.

Outside the world of office space, the technology has been flourishing for nearly two decades. Second-Life, released in 2003, was a massive multiplayer online virtual world full of places for players to gather, connect and chat in an effort to create a digital replication of the modern world. Second-Lifes functionality pales in comparison to Ready Player Ones vision, but technology is quickly catching up.

Companies like Spatial and Spaceform are developing virtual spaces for people to meet through augmented or virtual reality and shake hands with a coworker miles away, no hand sanitizer required.

Were working with gaming engine technology that allows you to create real time 3D models that we can all experience simultaneously, Squint/Form Director Jan Bunge said. Bunges team is developing Spaceform into virtual conference room space. At the moment theres the most insane virtual spaces for having parties and social gatherings, all in a purely virtual setting. The need to create those settings in an office is there.

It all comes down to the limitations of video chat. Nearly a year into this, were all acutely aware what Zoom and others are lacking. Video chat is a tool that was basically good for two things: very personal conversations in small groups or big webinars where you dont need to interact, Spatial Head of Business Jacob Loewenstein told Wired. But for anything in between it breaks down, and thats where we see Spatial really being a much more interactive and much more personal collaboration solution.

Virtual or augmented reality allows participants to move around a space, use their arms and head to gesticulate, interact with virtual objects in the space, share your screen, upload presentations and collaborate on documents or 3D designs in real-time. Workplace bias and harassment are nearly impossible in the virtual space, presenting a solution to issues drawing increased scrutiny. Studies show VRs immersion increases attention span, meaning the new technology could be a solution to low employee engagement when working remotely. Imagine several 3D avatars in a board room around a model of a new building project, turning, expanding, and highlighting various parts of the model when collaborating on the design like Tony Stark working on his Iron Man suit prototype.

For some the world Im describing is a new level of hell. Burnt out on Zoom, meetings in virtual reality sounds like doubling down on the suffering. The prospect of wearing a VR headset for an extended time gives many a headache just thinking about it. Despite improvements in VR tech, developers have yet to create a headset device suitable for long-term use. Right now, wearing a VR headset for even half of an 8-hour workday is out of the question.

Journalist Esat Dedezade recently tested this new reality, spending close to $7,000 for a top-of-the-line VR headset and computer to operate it. Using the Virtual Desktop app, he was able to work anywhere, from a high-rise corner office to a serene forest. It wasnt long before he hit the first snag: typing. Being unable to see your keyboard and fingers as they move across it was a serious setback. More technology steps forward to solve that problem, a different work app uses a webcam to display a real-time overlay of his real-life keyboard. Even with the solution, it quickly became clear that working with a VR headset for even an hour is a challenge. After adjusting his approach by only using the VR headsets for tasks requiring serious focus and taking frequent breaks, the technology began to click. Online meetings were better and administrative work was more tolerable.

Whether its for work or play, after a few hours in VR I can take the headset off and feel like Ive actually been somewhere, Dedezade wrote. Thats a precious feeling that I hadnt precisely realized Id even lost, but with so many of us stuck at home for the foreseeable future, its an invaluable benefit that I never even considered.

Obviously, the technology is extremely limited in its current use. Enormous upfront costs, adverse effects from prolonged usage, and underdeveloped applications are major hurdles to overcome if virtual office spaces are ever to become mainstream. If theres one thing the 21st century has taught us, its that you can bet on technology becoming cheaper, safer, and more developed.

Should virtual offices become a viable solution for the masses, the implication for commercial real estate would be biblical. Co-working and working from home have long been considered looming threats, shrinking the demand for office space real estate empires are built on. A viable virtual office doesnt just shrink demand, it eliminates it completely. The technology, still in its natal phase, will grow up sooner or later as tech giants pour billions into research and development. Its no stretch to say that virtual offices are an existential threat to the entire industry. The property business has already given way to software, what happens when it gets eaten by it?

For now, virtual offices remain mostly science fiction outside a few specific use cases but the progress is picking up speed. If you look closely, the future isnt hard to see. Centralized offices are being shed and distributed workforces adopted. What will be the value of a physical office when it can be replicated, pixel by pixel, in a VR headset? The answer to this question will determine the future of the office industry. Best to start now, the programmers already have.

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Virtual Offices are the Commercial Office Sector's Biggest Threat - Propmodo

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Virtual Reality Glove Market 2021 Is Rapidly Increasing Worldwide in Near Future | Top Companies Analysis- CyberGlove Systems, Manus VR, GloveOne,…

Posted: at 5:12 am

A detailed report entitled, Global Virtual Reality Glove Market recently published by DataIntelo offers a comprehensive outlook of the global Virtual Reality Glove market. It is an all-inclusive report that provides lucid and precise information about the crucial aspects of key components and players of the market. The report offers a robust assessment of the Virtual Reality Glove market to understand the scope of the growth potential, revenue growth, product range, and pricing factors besides analysis the market size, market performance, and market dynamics of the Virtual Reality Glove market. Moreover, the report is thoroughly assessed to draw a broader picture of the market by a detailed study of the current market trend and examines the potential expansion and growth of the Virtual Reality Glove market during the forecast period, 2020-2027.

Key companies that are covered in this report:

*Note: Additional companies can be included on request

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The report has an exclusive chapter on the COVID-19 pandemic and its major impact of the manufacturing of products and other services related to the market. It also makes a concrete assessment of the potential impact of the ongoing COVID-19 in the next coming years. With this information, the report aims to assist clients to formulate an effective market strategies and investment plan to make a change in their business outlook. Moreover, the report covers key strategies and plans adopted by some major players to ensure their market presence and to remain intact in the global competition.

This market report provides a holistic view about the market dynamics and overall outlook through providing a concrete explanation about key drivers, restrains, opportunities, and challenges in the coming years. It also offers key insight about the current market trend and performance in respect to various products associated with the market. It also highlights key insights on which component is expected to expand significantly and which region is emerging as the key potential destination of the Virtual Reality Glove market. Moreover, it provides a critical assessment of the emerging competitive landscape of the manufacturers as the demand for the Virtual Reality Glove is projected to increase substantially across the different regions.

The report, published by DataIntelo, is the most accurate and reliable information due to its wide research activities from a dedicated team. The report is prepared using a robust research methodology focusing on primary as well as secondary sources. The report is prepared by relying on primary source including interviews of the company executives & representatives and accessing official documents, websites, and press release of the companies. The DataIntelos report is widely known for its accuracy and factual figures as it consists of a concise graphical representations, tables, and figures which displays a clear picture of the developments of the products and its market performance over the last few years.

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The report covers a detailed performance of some of the key players and analysis of major players in the industry, segments, application and regions. Moreover, the report also takes into account the governments policies in the evaluation of the market behavior to illustrate the potential opportunities and challenges of the market in each region. The report also covers the recent agreements including merger & acquisition, partnership or joint venture and latest developments of the manufacturers to sustain in the global competition of the Virtual Reality Glove market.

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As per the estimation of DataIntelo, the global Virtual Reality Glove market was valued at UDS XX million and is projected to reach a value of USD XX million by the end of 2027, expanding at a CAGR of XX% through the forecast period. The report covers the performance of the Virtual Reality Glove in regions, North America, Latin America, Europe, Asia Pacific, and Middle East & Africa by focusing some key countries in the respective regions. As per the clients requirements, this report can be customized and available in a separate report for the specific region and countries.

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Executive Summary

Assumptions and Acronyms Used

Research Methodology

Virtual Reality Glove Market Overview

Global Virtual Reality Glove Market Analysis and Forecast by Type

Global Virtual Reality Glove Market Analysis and Forecast by Application

Global Virtual Reality Glove Market Analysis and Forecast by Sales Channel

Global Virtual Reality Glove Market Analysis and Forecast by Region

North America Virtual Reality Glove Market Analysis and Forecast

Latin America Virtual Reality Glove Market Analysis and Forecast

Europe Virtual Reality Glove Market Analysis and Forecast

Asia Pacific Virtual Reality Glove Market Analysis and Forecast

Asia Pacific Virtual Reality Glove Market Size and Volume Forecast by Application

Middle East & Africa Virtual Reality Glove Market Analysis and Forecast

Competition Landscape

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Virtual Reality Glove Market 2021 Is Rapidly Increasing Worldwide in Near Future | Top Companies Analysis- CyberGlove Systems, Manus VR, GloveOne,...

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Doom 3: VR Edition Reimagines the 2004 FPS Classic in Virtual Reality – Push Square

Posted: at 5:12 am

Sony has a slate of PlayStation VR announcements planned for today, and the first one is quite the surprise. Doom 3 is being reimagined for virtual reality in Doom 3: VR Edition, planned to launch on PS4 later this month on 29th March 2021. PS5 players can also get in on the action via backwards compatibility. Check out what it looks like in action in the announcement trailer above.

This PSVR version will support the long-forgotten Aim Controller and also includes the game's two expansions The Lost Mission and Resurrection of Evil. The classic experience has been retooled for virtual reality, complete with new textures, shaders, and sound effects. You'll be able to peer around the corners of the UAC facility, angle your shots using motion controls, perform speedy 180 degree turns, and track your health, armour, and ammo through an in-game display mounted on your wrist.

A price wasn't revealed over on the PlayStation Blog, but we have to assume it'll be in keeping with the cost of DOOM VFR, which was 19.99/$29.99 at launch. Would you be interested in revisiting Doom 3 using PSVR? Watch your back in the comments below.

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Doom 3: VR Edition Reimagines the 2004 FPS Classic in Virtual Reality - Push Square

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The Built Environment – rAVe [PUBS]

Posted: at 5:12 am

Many of us (if not all of us) who work in AV-based technologies have a co-dependent relationship with the built environment. Suppose youre unclear of what the built environment is, Ill sum it up quickly. In that case, it references the designed architecture and sculpted living environment that surrounds us and has been built by us, the people humans. This can include buildings, cities, roads, urban landscapes, and so on. Although 3D printing and many other tools help us build and sculpt these environments, theyre no less the creation of human thought, conceptualizing and building practices performed by people.

However, nowadays, we have a new swath of technology coming on the horizon if its not already in your living room or studio. Either way, Im sure youve heard of augmented reality (AR), virtual reality (VR), mixed reality (MR), immersive audio, spatial audio, ATMOS and so on. All these dont necessarily depend on the built environment to connect and function with users or people. But instead, create an alternate universe or reality within a digital world. AR blurs that line but ultimately is still creating something virtual for those who use it.

Its a very fascinating revolution in audiovisual technologies. These have really forced the concept and question of, how can we leverage the built environment and the virtual environment to have harmony and well-being with a real human connection? Granted, these MR technologies are mostly single-user experiences within the real-world context. Still, they are often multiuser in the virtual world, for this is a virtual interaction built in a virtual environment for a virtual experience.

So, where does this leave us? Well, the reality is MR leaders have been questioning the relevance of display screens with the uptake in MR tech. Recently, many key players in the AR/VR/MR markets have dropped new hardware and software apps that make creating experiences easier and more engaging. The creations coming out of these platforms is genuinely astonishing. They pave the way for new and advanced concepts within many AV sectors like wayfinding, signage, gaming, information, advertising, live event, experiential design, public engagement, etc.

The pandemic has brought on these technology advancements quickly they seem to have garnered broad appeal throughout 2020. Maybe because people are at home and need an alternate reality to travel to when reality locks them out. With good reason, these technologies are playful and can unlock our imagination just play Moss with a VR headset and tell me you didnt find it magical.

But I think, even though the sizzle of the MR steak is so good and I mean really good especially in our current global situation, we cant forget the relationship to our built environments (even though sometimes its easy to overlook). We sometimes look around, and we dont actually see. Maybe we just dont appreciate all these built things that live around us, made by us. Tall buildings, sculpted hills and plantings, roads that bend and curve and layer up like brush strokes on a canvas.

Weve seen the realization of engineering feats for the beauty and strength of timeless design and an attempt to create something transgenerational that connects people to the environment theyre living in. Its incredible what weve achieved, and it gives us history and relevance in the real world. Yet, most people sit in the bus or car and stare at their phone, the stranger biting their nails a couple of seats up, or the ground. Maybe they hold up the phone for a picture, or, as weve seen with Pokemon Go to look through the looking glass into an AR world. Then we go home and into a room, turn on a tablet, watch a movie, read an article or strap on a VR headset and do some gaming. Sometimes, we find eating might get forgotten, although snacking, well, it never seems to get overlooked. So, where am I going with this?

Well, I feel like we are on the cusp of an architectural renaissance with audiovisual and low-voltage technologies as the medium. This renaissance, I think, is partially due to the rise of creative technology advances and innovations in our AV sector and, more so, the potential of its harmony within the context of the built environment.

Whether projection mapping on a building or integrated screens in creative fashions, reactive tracking and AI content translations incorporate a larger story into the public domain. Theres a sense of harmony and connection in all of it. Now, we can layer on virtual realities, triggers and explanations to anyone who leaps down the rabbit hole. But it doesnt make the real world less.

In a lot of ways, architecture and technology have an inherent symbiotic relationship. Both, when working together, create something extraordinary, really impactful that couldnt exist without the other. These concepts couldnt have even existed beyond conception a millennia ago, let alone 20 years ago. Its new, barely evolved through hindsight. Its a natural evolution, and we owe it to find mutual benefits and open more extensive dialogue. We owe it to engage our emotional sensibilities and really connect to one another and our built lived environments in unified harmony what a great experience.

As we move forward, instead of considering the built environment and the virtual environment as mutually exclusive, we need to engage inclusively. How do we allow these contributing disciplines to work together, find a seat at the table and work toward a symbiotic relationship? How can we create something beautiful and timeless AND leverage technology into the built environment in a meaningful way? How do we find the design language to translate our complex technological concepts to teams that can build them?

These are all complex questions that will most likely find a beautifully refined and straightforward outcome after complex thought. For now, these are the challenges that hopefully can drive us to the next great human experience within our built environment, and I, for one, am all in!

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The Built Environment - rAVe [PUBS]

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Mining virtual reality company Edvirt acquired by DSI Underground SMART & will become part of Sandvik Mining & Rock Solutions – International…

Posted: at 5:12 am

Posted by Paul Moore on 1st March 2021

On 26 February 2021, DSI Underground SMART, a wholly owned subsidiary of DSI Underground completed the acquisition of the virtual reality training specialist Edvirt. The acquisition boostsDSI Undergrounds investment in innovation to drive efficiency and safety across mining and tunneling operations forward. Edvirt provides products and training courses to mining and tunneling customers worldwide based on its leading-edge virtual reality training technology.

The company is headquartered in Gothenburg, Sweden and DSI said presents an ideal addition to DSI Underground SMARTs growing portfolio of intelligent, digital solutions and services. Edvirt will develop new services for DSI Underground SMART but will also continue to operate as a standalone company and serve its international customer base. As announced previously, Sandvik has signed an agreement to acquire DSI Underground as part of which DSI and Edvirt will become part of Sandvik Mining and Rock Solutions. The transaction is expected to close by mid-2021 and is subject to relevant regulatory approvals.

Mining and tunnelling require efficient and intelligent digital solutions. Today, simulator-based, remote training courses and certification programs are increasingly becoming part of our daily business. We are very pleased to have gained an excellently positioned partner in Edvirt and welcome many knowledgeable new colleagues to join our team. DSI Underground SMART and Edvirt will be able to offer an unmatched virtual training offering supporting safety and productivity across the underground development cycle. Together we will drive our growth forward and reinforce progress, stated Michael Reich, CEO DSI Underground.

Our mission has from the start been to develop the industry to become safer and smarter, utilising intelligent digital solutions such as training simulators. We are therefore very excited to join the DSI Underground and Sandvik Mining and Rock Solutions family, says Tomislav Rogan, CEO Edvirt.

Edvirt is a great story of innovation becoming an industry standard. We are happy to go into a new phase increasing our digital service and product portfolio and reaching more clients globally together with our new partners, says Eric Odkrans, Co-Founder and Head of Business Development at Edvirt.

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Mining virtual reality company Edvirt acquired by DSI Underground SMART & will become part of Sandvik Mining & Rock Solutions - International...

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Researchers Working on Virtual Reality to Emulate Racism – Government Technology

Posted: February 12, 2021 at 5:28 am

(TNS) A new virtual reality, anti-racism pilot project at the University of Arizona will potentially help people better understand the experiences of others dealing with racism and discrimination in everyday life.

Bryan Carter, director of the UA's Center for Digital Humanities, along with a team of researchers are building the project that will recreate experiences of racism and discrimination with use of augmented reality headsets and mobile devices.

A $50,000 grant is helping the team develop the " Anti-Racism Extended Reality Studio" to test the capacity of these "immersive and interactive" tools, including video capture, virtual reality and digital narrative, UA said.

"By creating these scenarios, we're hoping to engage people differently and help people step into the shoes of others by being an actual first-person observer," Carter said. "You're within a space and observing things that are happening around you and to you."

The hope is to one day pair this with the readings and discussions happening as a part of orientations or diversity training on campus for incoming faculty, resident assistants and new employees.

"We take it out of the realm of the cartoonish, so to speak," Carter said. "We're talking about real-life actors playing these roles, as opposed to avatars. We're hoping the visceral reaction people will have to something more realistic will have more of an impact."

Users will be taken through two experiences, the first immersing the user with a high-resolution, 360-degree camera to place them in a department meeting or classroom where scripted interactions with actors such as them making "snide comments and hostility" will bring the experiences to life, UA said.

"Those are the kinds of micro-aggressions that typically go unaddressed. They're difficult to track, and we want to take people into the world of someone who experiences things like that so they can differently understand what that experience is like," Carter said.

A user will be taken through a second experience with use of a mobile device or tablet to allow them to scan their physical area allowing them to see an interaction with a police officer in first-person. The project will adjust the interactions with the user based on their responses.

The development is ongoing through the spring semester with plans to launch the pilot next fall.

"Knowing the power of immersive education and knowing that the national conversation is about racism and inequality now, we're looking at leveraging this new technology to help with that dilemma," Carter said.

(c)2021 The Arizona Daily Star (Tucson, Ariz.) Distributed by Tribune Content Agency, LLC.

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Create Virtual Reality Research Studies with Vizard 7 Software Toolkit – PRNewswire – PRNewswire

Posted: at 5:28 am

SANTA BARBARA, Calif., Feb. 11, 2021 /PRNewswire/ --WorldVizannounced that theyreleased Vizard 7, thenew versionof its Python-based VR development platform, offering Python 3.8 integration, VR deviceconnectivity, and data collection.

The update increases functionality with access to a range of Python community libraries. It integrates with over 150 VRdevices such asdata gloves, projection VR systems and eye tracked headsets. These include the latestversion of Pupil Labs eye tracking, the new Manus data gloves, and improved integrations of new VR headsets.

"Vizard 7 lets you leverage the latest Python 3.8 open source libraries that are widely used by the research community, all wrapped into a friendlyand open user interface. Vizard VR applications aresupported by a range of VR devicesand sensors that let you deploy an experiment in no time," saysMatthias Pusch, CEO of WorldViz.

In addition, Vizard 7 includes new avatar workflows and improvements in art workflows to allow for easy integrations across a wide range of 3D model creation programs and online content libraries.

"With its new avatar workflows for quality social interactions in VR, Vizard 7 is the perfect gateway for using Reallusion's realistic digital characters and digital humans for academic research and professional applications such as training or virtual presentations," said John Martin, VP of Marketing of Reallusion.

Vizard provides an adaptable and extensive development environment for scientific grade virtual reality, ideal for those in the research community, whether in university or business settings.With an embedded Python interface, the user experience is friendly, straightforward, and open, which means users don't have to be a computer programmer to get started.The release of Vizard 7 builds on this foundation with features that cater directly to its core audience of researchers and innovators.

"At BIOPAC Systems we are very excited to see the launch of Vizard 7 for our customers. Vizard is the easiest professional VR creation toolkit for designing life science experiments with BIOPAC data acquisition and analysis tools,"said Frazer Findlay, CEO of BIOPAC Systems.

Click here to watch the videohttps://www.youtube.com/watch?v=qK4siCG6Qwg&t=100s

Get started today for free at http://www.worldviz.com/vizard, or contact WorldViz

About WorldVizBased in Santa Barbara, CA, WorldViz is an industry-leading provider of virtual reality solutions for R&D,enterprise and public sectors. Its patented VR products and solutions are deployed across 1500+ academic institutions, Fortune 500 companies and government agencies. WorldViz products and services help businesses solve real-world challenges in areas such as sales, product design, education, training, marketing, consumer research and many others. For more information, visit http://www.worldviz.com.

PRESS CONTACT: Sado Rabaudi [emailprotected] (805) 452-1843

SOURCE WorldViz

http://www.worldviz.com

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