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Category Archives: Virtual Reality

Could VR Be the Missing Piece in Meaningful Language Instruction? – EdSurge

Posted: February 12, 2021 at 5:28 am

In the early 80swhen Euan Bonner was just five or sohe and his dad would tinker with their Commodore 64, copying code from magazines into the PC so they could play games. Bonner later taught himself to code and even dreamed of one day building a virtual reality platform. That passion carried through to his university studies, where he majored in Communications with a sharp focus on media.

But it was a move to Japan to become an English teacher that finally helped Bonner see how he could meld his love of language learning with his technology fascination.

I started to slowly realize that this passion for technology, specifically virtual reality, had applications in language education. Once I completed my master'sright about when VR started to have a resurgence in the early 2010sit all started to come together. I saw that I could use VR to do some fascinating stuff with English language education, explains Bonner.

Today, Bonner is a lecturer and researcher for the Language, Media and Learning Research Center at Kanda University of International Studies in Japan. His recent research focuses on California-based Immerse, a unique VR platform intent on bringing connection, interaction and tangible fluency development to online English Language Learning.

Here, Bonner shares his thoughts on how VR makes it possible for students to have meaningful language learning opportunities, even during a global pandemic.

EdSurge: What excites you most about virtual reality in English Language education?

Bonner: It gets to the heart of the learning needs of English Language Learners in any age group: kids, university students and business people. When students put that headset on, they can practice on a level thats just not possible online or in the classroom.

VR helps address two primary problems in language learning: motivation in older adults and engagement for younger learners. It delivers that little kick, that fun and exciting element on the surface level, and provides much deeper interactions with other people through embodiment, role-play, practice that's devoid of all the distractions in the classroom and online learning.

As learning becomes increasingly digital, what problems does VR solve?

In my own experience teaching online, the students often have a one-to-one connection with their teacher but feel disconnected from the other students in the classroom. But Im learning through my research with Immerse that VR offers a bridge between the real classroom and the Zoom classroom. It sits in the middle as a place for students to practice and engage with each other on a level that is better than just face-to-face on the screen. It provides social interactivity and connectivity that you cant otherwise get out of distance learning.

Research says students often report being happier, more excited and less bored when using VR because it feels like a game. Theyre embodying this avatar in a 3D space. Thats what they love to do in their hobbies and their pastimes. If they can merge their lessons with their hobbies, it creates a much more engaging and potentially motivating environment.

What would you tell educators who are interested in trying VR for language learning?

The problem with all the VR programs that I have discovered from my research is that they're commercial, off the shelf and not specifically designed for education.

Immerse provides unobtrusive scaffolding and detailed scenarios that decrease cognitive load so students can focus on language learning instead of trying to imagine a scenario.

Students have a VR headset on and controllers they use to grip and pick things up and interact with the environment. But if they look at their wrist, they can get help, or their teacher can send them prompts. It's a gesture. You just turn your wrist towards your eyes, and the Immerse application understands, Oh, youre looking at your wrist, so it makes that information appear. It only appears when the students need it.

Even in real classrooms, its tough getting students to focus on the material and pay attention to the task at hand. Using the Immerse desktop application, teachers click on the Rally feature, and it just pulls all the students together and points their eyes right at the task at hand. It just sort of keeps everyone focused. The entire class is now ready for that interaction.

Teachers can even group students into audio-isolated environments, even though they are inside the same space and can see other people within it. As you can imagine, teaching a classroom of 20 students, as I do, any time students are doing role-play in a crowded room, youre distracted by what other people are saying.

Being able to isolate the audio helps them focus on their language production, on their interactions with the other people in role-playing. But of course, when the teacher speaks everybody can hear that. The teacher can join that group and have a private conversation, even though they are still in that space with the other students.

Those things are much harder to do in real life, which is why I feel Immerse brings new affordances to the table for language learning.

What does effective VR language learning look like?

Students need to practice language learning in a context designed specifically for the learning situations that work best for them.

When students use Immerse, they practice English within a realistic environment: practical spaces, business meetings, presentation spaces, social barbecue events, fast food restaurants, airport customs, that kind of thing.

At the moment, Immerse has over 60 different built-in language learning experiences and lesson plan templates. But teachers can also create and edit their own.

Younger students can practice by playing games like darts or throwing a ball in a hole that pops up a question that they then need to ask. That fun gameplay keeps students engaged and interested in the lessons.

For university students who want that daily life sort of practice such as buying things from the grocery store, Immerse has shopping environments where the students are literally given a shopping list and told, Okay, go get those items. Put them into your shopping cart and go to the counter. Buy each of those items and have that discussion.

If youre a business person and stressed about your meeting or presentation skills, or even handling the business travel interactions, you can practice everything from the meeting to handling customs at the airport or getting a train ticket.

The bottom line is, students are immersed in those experiences and get it much more quickly because they can role-play and practice again and again. And right now, VR enables access to what have suddenly become unobtainable environments, even just cafes and fast-food restaurants. Whatever they need to learn is readily accessible in the virtual worldeven if it isnt in the real world.

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Zombies Attack Bend! [With Video] – The Source Weekly

Posted: at 5:28 am

Within seconds of entering the game, a zombie takes me out. Not being someone who regularly indulges in video games and having only put on an Oculus virtual reality headset once, I guess I'm red meat for the zombies who now surround me in this virtual reality arena. Fortunately for me, the game master gets on the headset, reminding me that I have a "gun" in my hand and that I can use it to shoot the zombies, now swarming. I get in a good scream, run forward and manage to take out a zombie or two.

It's my first time at Zero Latency, the virtual reality arena that recently opened on Third Street in Bend. I'm terrible at first, but over the course of the first 15-minute game in the arena, I get better at knowing where the zombiesmy height and making creepy noises all the whileare coming from. I mostly manage to take them out before they overcome me, but the game is sometimes so real that my genuine fear has my brain going haywire, paralyzed. When the game ends and I and my teammatesSource Publisher Aaron Switzer and his son, Sean, our distribution managertake off our headsets, I'm informed that I am what's known as "a screamer." Apparently, the game was real enough that I was erupting in little screams the whole time.

The younger Switzer, far more of a gamer than I, tells me that this was far cooler than playing with a VR headsetthe more DIY and sedentary version of what we are now experiencing in its fullest form. Zero Latency, a company that started in Melbourne, Australia, in 2014 and is quickly opening franchises around the world, offers a fuller experience than that headset, with a "free roam virtual reality experience." Bend's location is one of 15 located in the U.S.

WATCH: The Source sent videographer Darris Hurst to go check out the action at Zero Latency.

"The best part about these games has got to be the people," said Zero Latency Bend's co-founder Terry Walkey. "They're excited. They come out of there with their minds blown, and that's just such a great feeling."

Zero Latency Bend, opened by Walkey, his wife and another partner, just opened this month, following Gov. Kate Brown's relaxation of rules for counties still in the Extreme Risk category, which allows for up to six patrons inside gyms and indoor recreation facilities. The arena's owners had hoped to open in October, but COVID-19 restrictions prohibited that until now.

Now, up to six players can play together in each session, taking on zombies in one of two games, including Undead Arena and Zombie Survival. When restrictions relax even more, more games, including Sol Raiders, Outbreak Origins, Engineerium and Singularity (not all zombie and shoot-em-up related)which allow for less social distancingwill also come online. Under normal circumstances, up to eight people can play together. Another popular game, Far Cry, is also coming soon.

Players register on the Zero Latency site, and right now, ZL is offering a one-time 25% off price through March 3. (Just enter the code FEB25 to get the discount.) On Sundays, a 30-minute session that includes suiting up and game master instruction costs $26, or get 60 minutes for $52. Regular 45-minute sessions cost $45. Outside the arena are areas for gathering, having a beverage or a private party.

Zero Latency Bend1900 NE 3rd. St., Suite 104, Bendzerolatencybend.com

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Zombies Attack Bend! [With Video] - The Source Weekly

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Every App And VR Game Coming To Oculus App Lab For Quest – UploadVR

Posted: at 5:28 am

Last week Facebook launched Oculus App Lab, a non-store distribution method for developers to get their games into the hands of consumers without requiring sideloading. Weve spoken to several developers to learn about a bunch of Quest apps and games slated for release through App Lab.

First off, lets cover the games that are already out on App Lab. There are the 12 that it launched with and a couple of others that have launched since then.Heres the full current list, as far as we know:

Ancient Dungeon Beta(Free)by ErThuBaby Hands($20)by Chicken WaffleCrisis VRigade($6)by SumalabCrisis VRigade 2($20)by SumalabCyber Tennis ($15) by Technical ArtsDeisim($8)by Myron SoftwareDescent Alps Demo(Free)by SuturGym Class(Free)by IRL Studios IncMarineVerse Cup($20)by MarineVersePuzzling Places Beta(Free)byrealities.ioIncRhythm n Bullets ($10) by DB CreationsSpark AR Player(Free)by FacebookSmash Drums Demo(Free)by PotamWorksZoe(Free)by apelab

The rest of this list will be games that, as of the time of this writing, are not yet published onto App Lab for consumers to buy and/or download. These are all games and apps that weve been told about from developers directly that have either been submitted to approval or are in the process of preparing to be submitted.

Well try to keep this updated for a while until there is a better way of tracking this stuff! You can also check out SideQuest, which now has an App Lab filter in its browsing options. Its also totally fair to assume that, at some point or another, virtually any decent SideQuest app or game that is not on App Lab may eventually come to App Lab. It would be silly for a developer not to make that submission.

And finally, one caveat: there is of course still the chance that any of these apps are denied from App Lab. Curation requirements are much lower than on the official Store, so as long as games/apps hit performance targets it shouldnt be a big problem since unfinished content is one of the main focuses of the initiative. Id wager most, if not all, of these will reach App Lab.

Booper Get Home! is a 3rd person VR platformer based on the drawings of the developers kid (who is on the autism spectrum, limited-verbal) The game is about exploration, problem solving and helping people, and, of course; helping Booper Get Home.

The game features no health/ damage/ lives to worry about and the game will also focus on educational aspects, and what it is like what it is like being a young person navigating the big wide world.

Train to become the greatest Kung Fu Master the world has ever seen. You will begin as a tourist to Martial Arts, with no experience and slow reflexes. You will progressively move onto harder tiers of training, faster and more complex, until you no longer need to think but simply react.

In Crazy Kung Fu you will fight against a wooden training dummy, using your hands as well as your body to punch, block and dodge the various spinning arms. Throughout your journey you will learn how to be a master at all of these, building muscle memory at first, to then rely on instinct and quick thinking.

A virtual reality Disc Golf game, being developed for the Oculus Quest & Rift S. Play now with a full 18-hole course, 5 disc types to choose from, and the new Career Mode that tracks your stats across play sessions!

Dream Tango has come out of nowhere as a really impressive-sounding and ambitious VR game that aims to blend story-based narrative moments with surreal puzzles in an exciting action-adventure package. In it, you take on the role of Dream Agent Torii, who is tasked with restoring the Dream Jewel, which has been shattered and scattered across the Dream Realm.

Approximately 20% of the game is completed at this time, so it appears that theyll be aiming to publish a demo version on App Lab for Quest right now.

Sit back. Relax. Enjoy your favourite music surrounded by audio-reactive visual effects. You can play any audio track stored on your Quest with different effects. You can also access DLNA media servers on your network including Plex, Synology, QNAP, and many others.

Supports MP3, WAV, and more file formats. Theres also a laid-back mode so you can literally lie back and enjoy. Plus hand-tracking support with 90Hz for Quest 2!

Finger Gun is the first VR game in development that takes advantage of hand tracking to allow the player to play with their hands as if they were revolvers.

Finger Gun is a VR shooter in which the player takes the role of the town sheriff, whos task will be to clear the different levels by taking down the enemies. This sheriff is quite special, though: he can turn his hands into real working revolvers any time he feels threatened. This way, just as when we were kids, we will be able to shape a gun with nothing else than our hands, and what imagination did back then will now be taken care of by virtual reality and hand tracking.

Flowborne is a virtual reality experience that conveys a healthy breathing style in an intuitive and playful way. The game takes you on a meditative journey through a fascinating virtual world. Follow the traces of Yuna who once roamed the temples of the world to discover the secret of the breath.

Experience a memorable and deeply relaxing pilgrimage through soothing landscapes and unravel the secret of the breath. Allow yourself to let go and master the art of diaphragmatic breathing.

More info here.

Guardians is an innovative VR shooter that blends RTS and FPS genres in a Sci-Fi setting. The game has a single player campaign and multi player PVP and PVE modes. Both multiplayer modes are cross play between PC and Oculus Quest.

Help Club, a virtual reality mental health peer support app. This was in response to his request for apps that are being submitted to the App Lab program. We have been communicating with Oculus about our app for almost a year, and they recommended we launch via App Lab upon its release.

The goal of Help Club is to create a space for people to attend anonymous group peer support meetings, learn coping skills, and create a mental health support community thats available 24/7. Each person who joins the community is vetted to ensure it remains a safe space for all.

Relax while completing beautifully detailed spherical jigsaws on your Oculus Quest. The new way to experience a traditional puzzle.

Only possible in VR. Find yourself stood inside the jigsaw. Use your tracked controllers (or experimental hand-tracking) to precisely place your pieces as you build the spherical puzzle. Rotate the jigsaw and scene to see it from different angles or simply walk around the jigsaw. Traditional flat jigsaws are also included.

Everyone knows Tilt Brush, right? Its a VR app that lets you paints and draw, in 3D, in the air around you and create amazing things. Now, since Google has stopped work on it and shifted to make it open source, weve already got a Quest-native multiplayer version up and operational on SideQuest called MultiBrush. Naturally, theyre targeting an App Lab release next.

NP Skills Lab, from inciteVR ($TBD)Medical training app for Nurse Practitioner students

The Clinic Immersives NP Skills Labs Enterpriseallows nurse practitioner (NP) students to develop clinical lab skills using their own affordable Oculus Quest mobile VR with unlimited access, anywhere-anytime, using hand tracking inputs to practice in either guided or expert modes.

NP learners and faculty access the Clinic Immersives NP Skills Labs through a Cloud-based enterprise that provides application control, headset control, learner progress monitoring, and rich analytics reporting of learning outcomes that provides insight for every aspect of clinical skills labs, learner performance, and learner and class skills gaps.

Last year I started an education company (Prisms of Reality) to reimagine the secondary math learning experience (which as you know continues to disengage the vast majority of kids!).

My team and I built our first Algebra learning game for the Quest that helps students learn and apply exponential functions to understand and solve relevant problems related to the global Pandemic (funded by the National Science Foundation). We willbe submitting to QuestAppLab, and are launching on Steam / SideQuest at the end of this month.

If youre looking for one of the best FPS games in VR, then this is it. There are tons of maps and game modes and for a game that requires you to sideload it there are actually quite a lot of active players. Its similar to Contractors with a reasonably fast-paced format and has great weapon handling. Definitely recommend checking this out now if you can, or waiting for the App Lab version.

In Peco Peco the jigsaw puzzles feel physical: you manipulate the colorful pieces, you snap them, and as you snap them, the model comes to life with sounds and animations.

Thanks to VR, the models are much more impressive than your ordinary puzzles: giant cookies, dancing jelly fruits, entire miniature mythical battles, small magical worlds with floating boats and moving cloud.

Perpetuum Mobile is a ode to the games in vector graphics found in the arcade in the 70s , 80s and on some home consoles.

You are the pilot of the infinite flyer Perpetuum Mobile and the last chance for the human race. So fly thru the tunnels of doom that the evil empire has created and destroy the army of villains, while trying to survive the dangerous maze and landscape.

RealFit provides custom bodyweight training workouts with added games and stats to keep you motivated. Free your workout from the confines of your living room get moving in VR with RealFit.

Bodyweight training exercises and games to get you moving your whole body, no need for extra equipment or expensive gym memberships. Custom workout options, environments and stats tracking help keep you motivated.

Games inspiring this project areThief, Dark MessiahandBlade of Darkness. Physics and world interaction will be core of major game mechanics. Each level will be designed so that it can be passed in several ways, using stealth or raw force. We plan to include accurate damage model and adaptive AI (inspirationFEAR 1-2). Multiplayer and COOP support is also planned but final implementation will depend on community support and demand.

Level after level, your experience will increase as well as the number of your gourmet customers. They are in a hurry, so make it quick to satisfy them before they leave!

Hungry, they wont let you make a mistake, even though burger orders will become more and more complicated Be attentive and precise, to make the best possible profit!

Song Beater is a VR rhythm/fitness game on steroids available forQuestandQuest 2 (90 fps supported!). It includes six game modes, over 60 songs, and leaderboards.

Beat challenging songs with your bare fists in Fit Boxing mode, wield variety of weapons (blades, tonfas, phasers, staff, saw) in Free Style or dominate the playfield in Real 360 mode!

Go for a Space Walk and feel the vastness of space with your Oculus Quest. There are three scenes:

The Earth: Exit the space shuttle and chill out, orbiting over any part of The Earth to view the continents and oceans. Set the time-of-day to view sunrises and night lights. Complete challenges to recover satellites to the space shuttle.

Save The World! An asteroid is heading towards Earth. Navigate through the asteroids tunnels to plant explosives to destroy it in a race against time. 15 levels with 3 levels of difficulty.

The Space Station: Float around the outside of the Space Station and view the fully working Canadarm remote arm and visiting HTV supply vessels. Complete a puzzle fixing solar panels randomly different puzzle every time.

Learn how to solve a cube, practice your skills, and compete with others to become the fastest cuber! Featuring free play, competitive mode with leaderboards, automatic shuffling, and a guider to assist with learning.

Experience the thrill of the death-overs with this action-packed VR Cricket game developed from the ground up for Oculus Quest. While everyone is asked to stay inside homes & cricket grounds have gone cheerless & crowd-less, revive the vigor of cricket by not being a mere spectator but by actually being in the shoes of a batsman and chasing a mighty target in just a few overs.

With incredibly simplistic gameplay, The Final Overs doesnt require any professional hands to hurl the ball way into the crowd with a powerful swing of the bat. Even if youre new & know little to nothing about cricket, this game offers you the basic experience to effortlessly familiarize yourself with it and enjoy it without needing to learn about the sport.

For years the sharkpopulation has dwindled due to improper fishing practices and illegal trade. Now a gang ofshark-fin traders has attacked and captured thelasttwo remaining sharks on Earth, a mothershark, and her child. What lengths will you go to protect and rescue these majestic creatures?

TheLastSharkis a stealth action-adventure VR game where you must protect and rescue thelastliving sharks on Earth. Armed with nothing but your two bare hands, you infiltrate illegal fishing operations and retrieve information on where these sharks are held. Will you find them before its too late?

Fly, build, and protect the hive! Unstung is a challenging tower defense game with a unique, colorful art style and simple, intuitive 3D controls thats in development for Oculus Quest. You control Q, the Queen Bee as you collect pollen from fallen enemy bugs and build towers full of bee allies. Destroy armies of approaching bugs, protect your hive until the new queen is ready, and then go create a new hive.

Unstung will release in early 2021 with 12 levels. Each level will have a different layout, visual theme, and unique gameplay challenge. This early pre-release is a teaser, with only 4 levels.

Once you download ViFit, get ready for some fun, motivating and epic fitness sessions. You choose the session you want, its intensity and the music you want to play with.Change the environment at any time by pressing Y, and move from side to side reaching objects that seem impossible to reach.

Jabs, uppercuts, hooks, squats, sidesteps and many more movements that you will enjoy doing to complete your sessions in all 360 directions. You will have to put your full strength and precision into every movement you make to achieve your highest score and beat the community.

Simply put, this is a game about fighting in VR, we allow you the full liberty to apply your real-world fighting skills into our game and beat up your opponent virtually. This is aiming to become the Street Fighter/Mortal Kombat in VR.

Virtuoso is a new way to make music that is easy to get into and deep enough to wow a concert crowd. Gone are the days of clunky virtual pianos, these instruments were built for VR, and for creating without pausing the music.

Record using live looping, creating anything from satisfying ambient droning to hip hop or upbeat techno as you go. Connect to any music program using MIDI, or bring your headset anywhere and play with the built-in sounds. The skys the limit for what you can put into your music, but even as a beginner youll feel like a Virtuoso.

This is one of the few actual full-body workout apps available in VR. Youll have to hit hand cues to the beat of music just like all the others, but also youll be doing squats, running in place, and much more all with just your body and hands. No controllers required. We were big fans when we first tried it back in May of last year.

War Yards is a 1v1 multiplayer shooter that approaches bullet time combat in a whole new way. The game utilizes a unique set of mechanics that allow each player to control the speed of their opponents projectiles. Bullet time mode can be activated at any time, but while active it restricts the player to room-scale movement only and removes their ability to reload.

These mechanics create an unparalleled combat experience that seamlessly blends fast paced action with tense strategy. War Yards combines these innovative gameplay systems with incredibly detailed stylized maps to make for a truly unforgettable VR western adventure.

If youre a VR developer that has submitted something to Oculus App Lab on Quest or are planning to submit something soon, let us know down in the comments below or send us an email to tips@uploadvr.com.

Games added since original publication: RealFit, Virtuoso, and War Yards

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Virtual reality and naturalistic developmental behavioral interventions for children with autism spectrum disorder. – Physician’s Weekly

Posted: at 5:28 am

Naturalistic Developmental Behavioral Interventions (NDBI) have been evaluated as the most promising interventions for children with autism spectrum disorder. In recent years, a growing body of literature suggests that technological advancements such as Virtual Reality (VR) are promising intervention tools. However, to the best of our knowledge no studies have combined evidence-based practice with such tools.This article aims to review the current literature combining NDBI and VR, and provide suggestions on merging NDBI-approaches with VR.This article is divided into two parts, where we first conduct a review mapping the research applying NDBI-approaches in VR. In the second part we argue how to apply the common features of NDBI into VR-technology.Our findings show that no VR-studies explicitly rely on NDBI-approaches, but some utilize elements in their interventions that are considered to be common features to NDBI.As the results show, to date, no VR-based studies have utilized NDBI in their intervention. We therefore, in the second part of this article, suggests ways to merge VR and NDBI and introduce the term Virtual Naturalistic Developmental Behavioral Interventions (VNDBI). VNDBI is an innovative way of implementing NDBI which will contribute in making interventions more accessible in central as well as remote locations, while reducing unwanted variation between service sites. VNDBI will advance the possibilities of individually tailoring and widen the area of interventions. In addition, VNDBI can provide the field with new knowledge on effective components enhancing the accuracy in the intervention packages and thus move forward the research field and clinical practice.

PubMed

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Augmented Reality & Virtual Reality Marketfor Retail Industry by Global Business Opportunity, Development, Growth Factors, Applications Analysis…

Posted: at 5:28 am

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Virtual Reality Can Assist People Suffering from Executive Function Impairments. Here’s How – News18

Posted: at 5:28 am

A team of US researchers has utilised Virtual Reality (VR) to effectively test a participant's executive functional load, or how much information a person can process to achieve a goal in a real-world setting.

By using VR technology to examine how folks complete daily tasks, like making a grocery list, researchers can better help clinical populations that struggle with executive functioning to manage their everyday lives.

The researchers hope to use their VR assessment to help people that suffer from executive function impairments.

"We used VR technology to create an executive function assessment that can be used in neuropsychology to understand how veterans and other clinical populations manage their everyday lives," said lead author Zhengsi Chang from Center for BrainHealth, part of The University of Texas at Dallas' school of Behavioral and Brain Sciences.

The researchers adapted the Virtual Reality Functional Capacity Assessment Tool's (VRFCAT) "kitchen test", where participants plan a trip to the grocery store by comparing ingredients in kitchen cabinets to a list of recipes.

"Function-led tasks using VR technology allow us to maintain a balance between ecological validity and experimental control," Chang said in a journal Computers in Human Behavior Reports.

In the virtual kitchen, 42 healthy adult participants memorised a slew of ingredients from a recipe list.

Once they finished checking their grocery list, participants picked up their wallet and left the virtual kitchen.

To test their executive functional load, the researchers increased the number of ingredients and recipes to be memorised.

Participants took longer to complete their grocery lists when they had to memorise more ingredients.

This aligned with the researchers' prediction that participants' task performance would decrease as functional load increases, which suggests that this VR assessment can effectively test executive functional load.

Upon further analysis, the researchers realised that participants were actually switching up their strategies as executive functional load increased.

"Some participants tried to memorise as many ingredients as possible before looking at the recipe while others frequently switched between rummaging through the kitchen cabinets and examining the recipe list," the findings showed.

"This study indicates that our strategies have a dramatic effect on our capacity. If you enter into a task prepared with a plan, you will get the most out of your brain and see much better performance," said Daniel Krawczyk, deputy director of the Center for BrainHealth.

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Virtual Reality Can Assist People Suffering from Executive Function Impairments. Here's How - News18

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MultiBrush by Rendever Now Available on SideQuest, Providing Artists with a Collaborative Tool in Virtual Reality – GlobeNewswire

Posted: February 4, 2021 at 6:47 pm

BOSTON, Feb. 04, 2021 (GLOBE NEWSWIRE) -- Rendever, the leading provider of virtual reality (VR) for seniors, today announces its release of MultiBrush the first publicly available multiplayer version of Tilt Brush on SideQuest. It is also coming soon to Oculuss new App Lab, which gives developers a faster way to distribute new apps directly to Oculus Quest users.

When Google announced it was open sourcing Tilt Brush last week, Rendever Cofounder and Chief Technology Officer Tom Neumann immediately went to work developing a multiplayer version of the popular app that gives creators a way to make art in virtual reality. Within 10 hours, the team developed a working prototype of multiplayer - a feature that has been eagerly requested by Tilt Brush users for years. Given Rendevers mission to improve health through social VR experiences, Neumann and his team were able to leverage their extensive expertise to develop this version in record time.

At Rendever, bringing people together through VR has been at the heart of what weve done since day one. The first time I tried Tilt Brush, I was amazed by the level of creative freedom it offered. It felt like a whole new medium, said Neumann. It has a huge community, so naturally multiplayer has been one of the most requested features. When it was open sourced, we saw a perfect opportunity to dive in and make multiplayer a reality.

Rendevers VR platform is used by senior living communities and healthcare organizations across North America and Australia to help reduce depression and loneliness by fostering personal connections through shared experiences in VR. Seniors can check off bucket list items together, travel the world virtually, and share stories. Now, MultiBrush by Rendever will open new doors to those already using the VR platform. From RendeverLive sessions featuring VR artists to immersive art therapy, there are countless opportunities for the Rendever community and the Tilt Brush community to come together in the near future.

Through VR, we see a world where social connection is easier than ever, even during times when were physically distanced, continued Neumann. Our hope is that through working hand-in-hand with creators, we can bring our senior living partners and their residents into the world of VR artistry.

Through MultiBrush, VR/AR artist Michelle Brown developed the landscape imagery in the apps new logo.

To download MultiBrush by Rendever on SideQuest, click here. For more information on Rendever, visit http://www.rendever.com.

About RendeverRendever is overcoming social isolation through the power of virtual reality and shared experiences. From senior living communities to hospitals, their platform is being used to reduce depression and loneliness by fostering personal connections amongst populations where life has become limited. Participants in group sessions can check off bucket list items together, revisit meaningful places and share stories, stay engaged with family members, and more. Rendever is being used by high-profile senior living operators including Revera, Benchmark, and SRG, healthcare systems such as UCHealth and Cleveland Clinic, has research funded by the NIH and NIA, and has commercial partnerships with major organizations like AARP and Verizon. To learn more, please visit http://www.rendever.com.

Media ContactElsa AnschuetzUproar PR for Rendevereanschuetz@uproarpr.com321.236.0102 x233

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60 Oculus virtual reality titles have generated more than $1 million in revenue – VentureBeat

Posted: at 6:47 pm

Facebooks Oculus division has picked up momentum, and the company said more 60 virtual reality games and apps on the Oculus Quest VR headset platform have generated more than $1 million in revenue.

In a blog post, Facebook Reality Labs Mike Verdu said that six titles have generated more than $10 million in revenue on the Quest platform, which includes the Oculus Quest and the Oculus Quest 2 wireless VR headsets.

In September at Facebook Connect, the company said that Five Nights at Freddys: Help Wanted hit the $1 million mark in just over a week while Onward achieved the same milestone in just four days, setting a new record for the platform. At that time, just 35 titles had generated revenue in the millions. The launch of Quest 2 in October accelerated growth, as did holiday sales, Verdu said.

Overall, that means one-in-three paid apps on the store have generated more than $1 million in revenue, Facebook said. Beat Saber, VRs most popular rhythm game, has sold over four million copies across platforms and over 40 million songs from paid downloadable content (DLC).

Above: The Walking Dead: Saints & Sinners VR game.

Image Credit: Facebook

Population: One launched on both the Quest and Rift Platforms in October as a battle royale game, and it has surpassed $10 million in revenues.

Onward, made by a one-man development team, was a multiplayer Oculus Rift game that came over to Quest and has made over $10 million in revenue on Quest alone. Social VR apps such asRec Room, VRChat, Echo VR, Onward, and Population: One have also seen success in recent months, Verdu said.

Fitness app Supernatural has seen its subscriptions more than double since Quest 2 started shipping. FitXR has traction as a top non-gaming app on the platform with one of the highest retention rates. Sales have increased 535% from a year earlier in the fourth quarter of 2020, and the weekly active users have grown four times since Quest 2 launched.

Looking ahead to 2021 and beyond, were focused on the flywheel of developer success, Verdu said. With the surge of interest in the platform, were seeing many new developers and titles coming to Quest so many that we were temporarily swamped with new submissions. Were working on adding resources and changing our processes to accommodate all developers who want to launch games on Quest.

Above: Stats on the top Oculus Quest games.

Image Credit: Facebook

Upcoming games for Oculus include Rebellions Sniper Elite VR, The Climb 2 from Crytek, Ready At Dawns Lone Echo II, and further updates for Population: One.

Facebook also unveiled App Lab: a new way for developers to distribute apps directly to consumers safely and securely. The Quest Store will remain curated at the same high level of quality, but now App Lab allows developers to get an app directly to their community, even if it is early in development, experimental, or aimed at a unique audience.

Above: Resolution Games VR sales.

Image Credit: Resolution Games

And Facebook will also begin rolling out Messenger on Oculus to people who have logged into Quest and Quest 2 using their Facebook account. With this update, you can choose to chat with your Facebook friends anywhere they have Messenger, even if theyre not in VR.

Separately, Resolution Games said it saw a 500% increase in downloads at the launch of Oculus Quest 2 for its VR titles. The Swedish maker of VR games said itsBait! title has surpassed 4 million downloads across platforms, and all of its VR games are getting more traction.

At Resolution Games, we are seeing our titles reach significant revenue milestones more quickly than ever before, and I can confidently say that current headsets are contributing to it, said Tommy Palm, CEO of Resolution Games, in an email to GamesBeat. The onus is now on the developers to continue to develop the type of content that more mainstream gamers are used to in order for VR to attract the broader audience that it deserves, which is what we strive for at Resolution Games.

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Apple’s AR/VR Headset Said to Feature Dual 8K Displays, Eye Tracking, Swappable Headbands, and More – MacRumors

Posted: at 6:47 pm

Apple is rumored to be working on a virtual reality headset for launch as early as next year, and The Information today reported on some potential features to expect, based on information shared by a source with direct knowledge of the device.

The Information said it viewed internal Apple images of a "late-stage prototype" of the headset from last year, which show a "sleek, curved visor attached to the face by a mesh material and swappable headbands."

The report claims one headband would feature spatial audio technology like the AirPods Pro for a surround sound-like experience, while another optional headband would provide additional battery life on the go. Similar to AirPods Max replacement ear cushions, it is possible that the headbands will be offered in a variety of colors as well.

Apple is said to be developing multiple ways to control the headset, including a "thimble-like device to be worn on a person's finger." The headset would also be able to respond to the wearer's eye movements and hand gestures, the report claims, while one prototype of the headset also had a physical dial on the visor's side.

Apple has internally discussed pricing the headset around $3,000, according to the report, which would place it within the ballpark of Microsoft's mixed reality HoloLens 2 headset, which retails for $3,500. This price would certainly make Apple's headset a high-end, niche product, with the company apparently setting an internal goal of shipping only 250,000 units of the headset in the first year of its release.

Some of these details have been previously reported by Bloomberg's Mark Gurman, CNET, and other sources, and The Information agrees that the headset will likely be released in 2022 at the earliest. Apple is also rumored to be working on a pair of sleeker, more affordable augmented reality glasses, but those are not expected until 2023 or later.

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Travel the world without leaving home, thanks to Peterborough virtual reality company – Global News

Posted: at 6:47 pm

You can now satisfy that travel bug, even during the pandemic. With the help of Peterborough-based virtual reality company, AVROD, you can visit historical hubs around the globe, without leaving home.

We have 40 sites from all over the world, including some here in Canada, said founder Jeremy Brooks.

You can explore sites from almost 20 countries. We have Teotihuacan in Mexico, the temple of the Feathered Serpent. The Arc de Triomphe in Paris, the Colosseum, we have a T-Rex skeleton, a Pillbox bunker from World War II and things like that where you can jump around and explore.

READ MORE: Virtual reality archeology pitch wins Cubs Lair young entrepreneurs competition

AVROD is short for Archaeological Virtual Reality Online Database. Brooks started to develop the platform while studying Archeology at Trent University in Peterborough, Ont., as a way to explore dig sites from afar. Now, the team is hoping to connect people to history, preserve the past and expand to bridge the gap in travel and tourism left by COVID-19 restrictions.

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We really want to bring it into a space where people are in their homes, but really feel like they are standing in awe of the history and archeology that is out there in the world and show people that even now, in a pandemic it is accessible, said Brooks.

The virtual sites are created using images taken of the real-world location. That series of photographs is turned into a 3D replica. To visit the virtual locations you need a VR headset, a streaming app and an internet connection.

READ MORE: Toronto non-profit bringing virtual reality to seniors for chance to relive memories

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Brooks said AVROD would soon be launching for the Oculus Store and for Oculus Quest VR headsets.

These days, one of those stand-alone headsets will set you back about $400. The cost of your virtual ticket to the Oval Office, an archeological site in Mongolia or maybe the Cave of Hands in Argentina.

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You can stand there, hold your hand up against this wall against the handprints from pre-history, and really even feel a connection to those people, said Brooks.

He said they are working to achieve that connection in other ways as well.

Were creating a platform where people can interact with each other, share ideas, look at an object and create a comment in 3-dimensional space, which has never been done before, he said.

READ MORE: Halifax virtual reality company ramps up software testing to respond to the pandemic

While the technology takes you all over the world, AVROD is based in Peterborough, Ont. The platform was developed at The Innovation Cluster, a startup incubator that has a virtual reality makers space.

Innovation Cluster CEO, Michael Skinner, said he thinks we will see significant growth in online platforms.

Because of the pandemic I think we will see a lot more virtual reality, he said. The pandemic has definitely put a lot more focus on it and at the end of the day you have a lot of people sitting at home, unable to travel and I think they are looking for something else and virtual reality could be a key piece to that.

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Skinner said the resources available at the Innovation Cluster will be significant for entrepreneurs looking to break into that market.

It allows developers the ability to test their program on a number of different platforms without that significant initial investment, he said.

READ MORE: Peterborough company Kavtek Software launches AR/VR platforms for real estate and consumers

Brooks said along with the historical sites and tourism potential they have also applied the technology to create nursing simulations for Trent University, using VR to create life-like practice scenarios.

He said they also have other ideas in the works, but that he couldnt disclose the details just yet.

What I can say is that we are constantly expanding to new destinations, he said. These technologies exist, the platforms exists and now its just our job to provide that for Canadians and people all over the world so they can get out and explore the world from home.

2021 Global News, a division of Corus Entertainment Inc.

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