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Category Archives: Virtual Reality

Global Virtual reality (VR) Market Analysis of Key Players, End User, Demand and Consumption By 2026 – KSU | The Sentinel Newspaper

Posted: January 15, 2021 at 1:56 pm

Zion Market Research the market report titled Global Virtual reality (VR) Market Analysis of Key Players, End User, Demand and Consumption By 2026 is meant to serve as a helpfuldocument to evaluate the globalVirtual reality (VR) Markettogether with the comprehensive evaluation and clear-cut dynamics associated with this market. Basically, this report would offer an informedassessment of the global market in view of its present scenario, latest trends, and the overall market statistics. In addition, it will further assist the decision-making by putting forth well-informedand verified information about the global Virtual reality (VR) Market. Also, it will profile the prominent players actively competing within the global Virtual reality (VR) Market. Within this competitive landscape, the report will offer details such as profilesof the several market companies,market share, product pictures & specifications, sales, and contact details.

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Key players leveraging the business growth are

Oculus VR, LLC, Sony Corporation, HTC Corporation, Samsung Electronics Co., Ltd., EON Reality Inc., Google Inc., Microsoft Corporation, Vuzix Corporation, CyberGlove Systems Inc, SensicsInc., Leap Motion Inc., Marxent Labs LLC, WorldViz, JauntInc., Cyberi

The Virtual reality (VR) Market report is an easy-to-understand document presenting section-wise details about the global market. Starting with the brief outline of the overall market, it will put forth the all-inclusive evaluated market statistics and different parameters for the forecast period (2020-2026). Moreover, the report will describe the major factors boosting or hampering the global Virtual reality (VR) Market expansion. Furthermore, it presents the risks and avenues that can be faced by the companies or market players during the upcoming period along with the possible solutions to get over it. Apart from this, the report entails the ongoing and likely trends in the market able to shift the growth trajectory of the global Virtual reality (VR) Market. Additionally, it extensively puts forth the prevailing and previous market development strategies like M&As, partnerships, collaborations, and so ontaken up by market players and government organizations.

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Further the Virtual reality (VR) Market report will go on to present the size of the global Virtual reality (VR) Market in terms of volume and value. It will also evaluate the segmentation of the global market based on different aspects such as [Product, Applications, End-Users, and Major Regions].The report further categorizes the global market on the basis of region as well giving the view about different regions and market growth along with possible growth opportunities in those regions. Last but not the least, the report will also entail the impact of the ongoing coronavirus pandemic on the growth of market on regional as well as global scale. The direct impact of the pandemic differs on the basis of the market demand. Although few markets may witness a drop in demand, numerous others will continue to remain intact and display potential growth avenues. Thereby, our Virtual reality (VR) Market report will be offering exhaustiveanalysis of the global market together with the COVID-19 impact on the global Virtual reality (VR) Market.

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Thanks for reading this article; you can also get individual chapter wise section or region wise report version like North America, Europe or Asia.

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Zion Market Research is an obligated company. We create futuristic, cutting-edge, informative reports ranging from industry reports, the company reports to country reports. We provide our clients not only with market statistics unveiled by avowed private publishers and public organizations but also with vogue and newest industry reports along with pre-eminent and niche company profiles. Our database of market research reports comprises a wide variety of reports from cardinal industries. Our database is been updated constantly in order to fulfill our clients with prompt and direct online access to our database. Keeping in mind the clients needs, we have included expert insights on global industries, products, and market trends in this database. Last but not the least, we make it our duty to ensure the success of clients connected to usafter allif you do well, a little of the light shines on us.

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Global Virtual reality (VR) Market Analysis of Key Players, End User, Demand and Consumption By 2026 - KSU | The Sentinel Newspaper

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NRF’s 2021 ‘Big Show’ and Its Virtual Reality – WWD

Posted: at 1:56 pm

Being virtual, the National Retail Federations Big Show, considered the worlds largest retail event, wont have the level of intensity, networking or attendance of past years when the event was all live.

Yet considering the challenges presented by the pandemic, the program for the annual NRF trade convention and expo, which begins Tuesday, is still ambitious.

We have lined up almost 350 speakers, more than 100 sessions with 80 hours of content, and weve got about 330 exhibitors, NRF president and chief executive officer Matt Shay, told WWD. Last years event had more than 400 speakers, 200 sessions, 100-plus hours of content, and more than 800 exhibitors.

The 2021 Big Show, themed Forward Together, is spread over six days this week and next, instead of the usual four days.Theres so much content and so much interest, to cram it all in three days virtually would really burn people out and make it hard to catch all the content, Shay said during an interview. There will also be 30 days of on-demand access to the sessions.

Regarding attendance, At the moment we expect to have more than 20,000 participants, which is about half of what we normally get, Shay said, adding that in light of the pandemic and its economic consequences around the world, he felt good about how the registration was proceeding.

In the last seven, eight months since last summer, we have learned a lot about how to do these events virtually. We could not be happier that we are going to have this number of participants. It has a lot to do with the technology and platform we are using and because we have a great lineup of speakers, he said, citing former U.S. Secretary of State Condoleezza Rice; J.P. Morgan Chase CEO Jamie Dimon; Lowes president and CEO Marvin Ellison; Judith McKenna, president and CEO of Walmart International; Marc Metrick, president and CEO of Saks Fifth Avenue; Qurate president and CEO Mike George; Doug Mack, CEO of Fanatics, and Niraj Shah, cofounder and CEO of Wayfair.

There will also be speakers from digital, beauty, fashion, technology and consulting companies, and panels on diversity and inclusion. Retailers will seek to learn about strategies and best practices to navigate the pandemic and ways to keep shoppers and employees safe from contracting the coronavirus, and to strengthen customer engagement, fulfillment capabilities and services like buy online, pick up in store; curbside pickup, and same- and next-day delivery. They will also want to learn to work with suppliers with greater cost efficiency and flexibility in planning inventories.

From the business perspective, there is still a lot of work to do to fight through the pandemic, Shay said. While we still have challenges ahead, there is a great deal of optimism with multiple vaccines being distributed every day, and a little more certainty that there will be a conclusion to this. Our members have learned a lot, and when they come out of this, they will be even better businesses than before.

There is no way to digitally or virtually create the same level of energy you get with an in-person event, acknowledged Shay. This year, were going to miss that energy and enthusiasm with all the handshakes, hugs and kisses that come with a live event when you have people in a room together. But what we have this year is as close as we can get to the next best thing.

With the virtual trade expo, Theres a match-making component, Shay explained. Retailers can schedule visits with exhibitors, and initially provide profiles to facilitate matchups that make sense and meet their needs. Online, there is a virtual platform to walk through the expo, and there is also a start-up zone featuring new tech companies and suppliers on the leading edge, Shay said.

The 2021 convention wont generate the level of revenues it has in past years due to the fewer attendees and the virtual format, and the NRF Foundation Gala supportingeducational initiatives, student scholarships and the Rise Up retail credentialing program wont happen.

People arent going to pay the same amount of money for a virtual event. I wouldnt either, said Shay. But we feel that weve reached a good balance between the pricing and the presentation. Were much more comfortable using the digital platform and much better creating content in an environment people feel is natural, engaging and interesting. To stage the event, the NRF uses the Freeman brand experience and expo company.

Next year, if the pandemic is over and people feel safe traveling and venturing out, The Big Show will likely be in-person and virtual. The real opportunity and challenge is how you blend both the physical and digital, said Shay. Its important for NRF events just as its important for NRF retail members, he said.

Frankly, if we can get a crowd of 50,000 to the convention center, it doesnt mean we cant get another 500,000 from around the world participating virtually, said Shay. We have reached a point going forward, where [NRF events] are all going to have a virtual component. It doesnt cannibalize the live event. You wont put the genie back in the bottle. There are people who can and will spend to go in person, and people who wont spend the money but will want to participate virtually.

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Experience a Lost Disney World Ride in Virtual Reality – Nerdist

Posted: at 1:56 pm

I have only the vaguest of memories of Walt Disney Worlds old 20,000 Leagues Under the Sea: Submarine Voyage ride. It was a part of the park from 1971 until 1994. I was very young when I went on it shortly before it closed. The passage of time has left the experience a haze. And since the attraction disappeared two-and-a-half decades ago, with almost no chance of ever returning, thats all it would have remained. Destined to the purgatory of old pictures and low-quality videos. Until now that is. A YouTuber has reconstructed the ride in virtual reality, in an example of sci-fi becoming reality that would have impressed Jules Verne himself.

Kevin Perjurer has been keeping the memory of old amusement park attractions alive at his YouTube channel Defunctland. Its a theoretical theme park full of abandoned or decommissioned rides; a place to avoid being lost to time. But his latest video (which we first heard about at Polygon) is more than a memory; its a chance to experience the 20,000 Leagues Under the Sea: Submarine Voyage ride again. A team of volunteers helped him reconstruct the forgotten attraction using Unreal Engine. They relied on old footage from the park shot in the 80s and 90s.

See? Your dad wasnt just being a huge nerd when he lugged that giant camcorder all over the park. He was unknowingly creating to a record of attractions that otherwise wouldnt exist. (He was still a huge nerd though.)

As for the 360-degree VR ride itself, it starts with a walk through Defunctland. Visitors hear announcements from the P.A. system as they approach the ride. Fortunately they dont have to actually wait in line for 45 minutes before buckling into on one of the underwater ships that used to take Walt Disney World guests into a recreation of Jules Vernes classic novel. From there they get a fully recreated experience that lines up with the real thing.

You can compare it to this video of the actual ride from 1991.

Oculus, Vive, and Index users can also take a virtual reality spin on the ride.

But even just sitting and looking around on YouTube is fun, whether you have clear or fuzzy memories of the real thing or not. Theres a very good chance 1991 is the year I went on the ride. And the VR version from Defunctland offers a much clearer way to re-experience it.

Featured Image: Defunctland

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Kate Winslet and Daisy Ridley lead cast of virtual reality experience – Film News

Posted: at 1:56 pm

Kate Winslet, Daisy Ridley, Jennifer Hudson, and Glenn Close have really embraced the growing virtual reality trend - and their new "immersive experience" is about to hit headsets.

Baba Yaga, written and directed by Baobab Studios co-founder Eric Darnell and co-directed by Mathias Chelebourg, features an all-female cast and allows viewers to decide how the story will end.

In a statement, Baba Yaga's creators share: "The VR immersive experience is a contemporary portrayal of the Eastern European legend breathed to life with illustrative 2D pop-up animation, as well as hand-drawn and stop-motion styles, creating a modern visual language for VR inspired by classic animation."

The venture's producers, who include Hudson, add the film incorporates "a haunting fairytale world completely reimagined where your choices determine the ending of this story of love, fortitude, and magic".

The cast and creative team have partnered with United Nations chiefs to reinforce the message of the experience - which is all about climate change and sustainability - and they have also launched a Baba Yaga campaign as part of the organisation's UN ActNow app, which they hope will help inform and educate viewers.

Baba Yaga debuted at the 2020 Venice Film Festival and will be available exclusively on VR platform Oculus Quest on 14 January.

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How augmented and virtual reality are enhancing customer service and satisfaction for many top brands – CXNetwork

Posted: at 1:55 pm

The application of augmented reality (AR) and virtual reality (VR) for customer experience (CX) is on the rise in many industries, research suggests that the AR and VR market is expected to grow by $125bn over the next four years.

Over recent years, brands have begun to creatively apply AR and VR to enhance customer experiences, providing an added level of immersion while operating at a distance. This dynamic has been especially needed in the context of social distancing mandates issued for the Covid-19 pandemic.

VR represents the total immersion of a customer into a new, digital world whereas AR is the overlaying of digital features onto reality to create and augmented perception of the world. Here we explore how AR and VR are being applied across several industries, including retail and food and beverage industries, to enhance experiences with added depth.

1. Contactless shopping: Some fashion retailers, such as Gucci and Tommy Hilfiger, are using AR to provide an added layer of interaction for customers to experiment with products. Augmented reality features are embedded into retail apps, which allow customers to digitally superimpose garments and accessories onto themselves using the camera on their smartphone device.

Image source: Gucci

These features deliver more clarity to customers on whether products suit their needs, in terms of fit or style. A project such as this allows customers to make more informed decisions, while ensuring their safety from risks such as the pandemic, and is the kind of CX initiative which could set brands apart in a crowded retail marketplace.

2. Immersive experiences that enhance product utility: AR offers brands the opportunity to create immersive experiences that engage customers on a deeper level than many other digital channels. Coca-Cola has recently embraced this technology to develop an engaging customer experience initiative that overlays interactive features onto the users surroundings through a smartphone app.

The initiative, dubbed Hydr8 is an omnichannel, personalized experience that utilizes AR to encourage healthy hydration habits through Coca-Cola product consumption by using fun challenges and incentives to donate to humanitarian causes. This application of AR represents a new era of technological possibilities for customer journeys. Dobrian Dobrev, UX architect for Coca-Colas IT marketing team, notes: This technology is here to stay and we need to adapt accordingly in order to remain relevant and be efficient, creative problem solvers.

3. Unprecedented personalization: AR offers an opportunity for customers to engage with a brand in a unique way by encouraging them to participate in the creation of their experience.

McDonalds has started to capitalize on this benefit by including instructions with its Happy Meals that invite children to build their own set of AR glasses using the meal box and their smartphone as a screen. Once constructed children can use these DIY AR glasses to watch interactive digital stories on the Happy Meal app. Successfully engaging children can be challenging, so this creative application of augmented reality could be just the differentiator that brands need in order to keep their attention.

4. Empowering staff productivity: International courier, DHL, has encountered an AR application that has enhanced operational efficiencies in tested warehouses. AR technology has been used to implement vision picking technology through smart glasses. This vision picking technology uses graphics and directions to guide DHLs pickers toward the desired packages for the task at hand.

When testing this application of AR, DHL found that vision picking increased efficiency for fulfilling orders by 25 per cent. A significant time and cost saving for warehouse operatives, which could lead to the faster fulfilment of customer orders, reduce necessary headcount and minimize customer complaints regarding late orders.

1. Virtual high-street shopping: As stores across the globe closed their doors in response to Covid-19, brands were forced to explore new ways to replicate the in-store experience to retain as much revenue as possible.

Dior has created a VR experience that allowed customers to navigate around a virtual store and browse the retailers products. This creative application of VR enables customers to engage in high-street shopping from the safety of their own home and encouraged a feeling of normality despite the highly restrictive circumstances 2020 has imposed on many.

2. Remote employee training: The Covid-19 lockdown orders have denied managers the opportunity to host the usual in-person training sessions. For organizations such as global oil and gas company, BP, undertaking critical operations, cancelling training sessions until social distancing mandates are lifted was not an option.

Image source: Immerse

BP deployed VR to create remote-training programs that give employees the opportunity to learn from visual representations of oil and gas operations. This assisted BP in preserving the quality of employee productivity and output by developing their skillsets with immersive training despite the enforced remote-working mandates.

3. Virtual tours: Another application of VR is the deployment of virtual tours for services such as hotel rooms or home lettings. These tours provide peace of mind for customers and sets their expectations for the service they have paid to receive.

NH Hotel Group has begun offering innovative 360-degree virtual tours of its hotel rooms online, allowing customers to see their room in its entirety rather than just selected angles provided in edited photographs. This lets customers walk around the room and inspect it in a way that traditionally has not been possible, ensuring they have accurate expectations about their room.

4. Enhanced marketing: VR empowers brands to offer simulations that let customers experiment with a product or service at an unprecedented level.

Image source: Volvo Cars

One marketing initiative saw Volvo offer customers the opportunity to virtually test drive cars. This application of VR enables Volvo to reach out to customers with a fresh engagement touch point and market new products without having to wait for the customer to step into a dealership. Aside from the enhanced convenience this offers customers and the positive engagement from such a unique experience, this is extremely beneficial during the Covid-19 pandemics lockdown periods and social distancing recommendations.

Conclusion

As brands become more aware of the unique applications and benefits hidden within AR and VR, we will likely see more innovative applications that will unlock moments of delight for customers. Brands that shy away from AR and VRs possibilities are set to lose a competitive edge as customer expectations progress with the technologies adoption and standards are pushed a little higher on what truly excellent customer experience looks like.

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Monthly Active Quest 2 Users Have Now Surpassed Those of Original Quest – Virtual Reality Times

Posted: at 1:55 pm

In a sign of how rapidly the new Quest 2 headset has sold off, the number of monthly active users on the new headset has now surpassed that of the original Quest.

Facebook Reality Labs boss Andrew Bosworth did a blogpost looking back at 2020 and revealed the new milestone in user numbers which has come shortly after its October 13th launch.

Bosworth revealed that 2020 was a good year for Facebooks virtual reality business in spite of the pandemic and the resulting touch social distancing and lockdown measures.

It was a tremendous year for virtual reality and the Quest 2 headset was Facebooks fastest-growing VR headset. The growth, Bosworth stated, was driven by a convergence of leading VR form factors as well as by the content that has been built by Facebooks developer community.

While the Bosworth blogpost does not provide any concrete figures, he revealed that the Quest 2 headset had surpassed the original Quests monthly active users in less than 7 weeks, which is impressive growth and a testament that the hype surrounding the release of the headset translated into real demand and orders for the headset.

According to Facebook, this milestone was derived from the concurrent measurements between its two standalone headsets. The Quest 2 headset also surpassed the monthly active users for the Quest 1 headset which has been around for more than a year.

The original Oculus Quest headset generated $150 million in revenues from apps and games sales over the period between its launch in late 2019 and just before the release of the Oculus Quest 2 headset. With its reported success coming in just a few weeks, it will be interesting to see how much revenues Quest 2 will generate over the same time duration.

Bosworth also revealed that according to the overall percentage, more women are now using the Oculus Quest 2 headset than any of Facebooks previous headsets.

These revelations shouldnt be a surprise. Shortly after the release of the Quest 2 headset, Facebook CEO Mark Zuckerberg had reported that the new standalone headset had generated five times as many pre-orders over the original Quest so the Quest 2 headset was always well-positioned to break usage records and eventually, we most certainly should see revenue records being broken, too.

That said, this has always been a captured market and the stay-at-home orders have affected many people but according to Bosworth, Facebook will also focus on offering work-from-home solutions that will help bridge these gaps.

With Facebook launching its social immersive VR experience this year with the Facebook Horizon and with the office concept evolving, particularly in light of the social distancing measures, Bosworth says Facebook is building out its capacity for meaningful social presence in virtual work spaces.

Its too early to predict what Facebook will be up to this year beyond the release of Facebook Horizon for regular users. With its Project Aria research, Facebook will eventually release its Augmented Reality glasses which will be sensor-rich pair of glasses that the tech giant plans to use in training its AR perception systems and in assessing public perception of the technology. However, these AR glasses are definitely not coming any time soon but it will be interesting to see what the tech giant will be up to this year on the immersive front.

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Club Qu Is the Virtual Nightclubbing Experience Changing Nightlife During the Pandemic – HYPEBEAST

Posted: at 1:55 pm

Nightclubs are at risk of extinction thanks to the ongoing coronavirus pandemic, which over the last ten months or so has put nightlife to a complete halt. Events such as Bandsintown PLUS are one way of reliving the night time experience, but other creatives in the industry are being even more adventurous: enter Club Qu, the worlds first virtual nightclub.

Founded by a group of music industry creatives, the team came together to create an authentic nightclubbing experience thats depicted in the world of virtual reality. Alongside the nightclub, the team has built a record label dropping electronic DJ sets and music, as well as a technology-building platform, which will all come together in Club Qu.

Built around a video game, Club Qu puts you the dancer at the center of the action. It replicates all of the good (and bad) bits of a night out, from queuing and dealing with bouncers to hanging out in the toilets with friends, grabbing a drink at the bar, and dancing on the main floor alongside other friends playing the game from all around the world.

You are given 5,000 clicks per session, in which you can control various environmental factors such as lighting and camera movements. For its next event, Club Qu will be held in Deep Space with an ice-filled nightclub, with more information on this being released on YouTube on January 16.

For those who want to party all night long, the developers are also looking into a micro-payments system that aims to make these events available for all to join, based on interaction triggers. As a result, users can top-up their clicks and credits accordingly, depending on the kind of night they want to have.

The next Club Qu event is due to take place tomorrow on January 16. More information can be found on the Club Quarantne website.

In other news, here are the music projects you may have missed this week.

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Envisioning the 6G Future – WIND

Posted: at 1:55 pm

By Nermin Mohamed, Head of Telecommunications Solutions at Wind River

Although 5G networks are just now coming into reality, technologists are already working on the next big thing: the 6G future. If were learning anything from 5G implementations, its that the demand for connectivity is increasing at an exponential rate as wireless communication is becoming more and more essential to our daily lives. From self-driving cars to internet-connected coffee machines, from smart sensors that monitor medical conditions to factories full of robots, the power of wireless is pushing our world ever forward.

Always Innovating: A look Ahead at 6G

As automation surges and the uses of virtual reality expand, the need for faster, more secure communication has grown. Robotic surgery, tel-a-doc services, online meetings, all these technologies are being implemented in new and ever more powerful ways. But each new implementation also strains the available processing power and existing communication channels.

Hyperconnectivity, the trend towards online work and communication has been fueled by both technical and social trends. Entire companies and even industries have moved to online working. And after the workday is over, people switch from video calls to online gaming. From virtual reality games to massively multiplayer immersive experiences, participation in online games has skyrocketed. People no longer come together at an office building to work or at a sports stadium to watch a game. They go online, in millions of homes, to meet colleagues, drive virtual race cars, or cheer on their favorite rock stars at a virtual concert.

The industry is seeing the demand for speed and power accelerating as more 5G implementations come online. Now is the time to start defining the 6G standard that will meet the evolving needs of our hyper-connected world.

Faster than Fast: Technology Progressions with 6G

The 6G revolution will focus on how to connect and control the billions of machinesmacro to micro to nanoin our digital future. The 6G standard will truly be a next-generation communications standard.

Two key drivers for building 6G are increased speed and lower latency. People are already talking about 1 terabyte per second speed. Lets put that into perspective. With 5G, you can download a movie in under a minute. With 6G? Youll be able to download more than 140 hours of movies in that same minute. Along with that lightning-fast speed will come extreme reliability. No more lost connections, timeouts, or pixelated video calls. Faster, more reliable connectivity will provide a seamless and powerful online user experience. Whether youre holding a project review with a global team or competing with your buddies in a Formula 1 race, 6G will definitely be a game-changer for all of us.

Imagine a 6G World

In the business world, the power of 6G will transform the way we work and meet. Think of having high-fidelity mobile holograms at the touch of a button. You can have a conversation with a coworker as if you were both sitting at the same table in the corner coffee shop. Meetings can go truly virtual, reducing the need for long-haul flights and massive in-person conferences.

Medicine can use 6G to provide faster emergency response to wider coverage areas, diagnosing and prescribing treatment across continents. Doctors can train and supervise assistants in local communities across the country, providing faster and better medical treatment.

And lets not forget online gamers, who have often pushed the limits of virtual reality. With the speed of 6G, online games and competitions can be transformed into truly immersive Extended Reality (XR), complete with smart wearables, headsets, and even implants.

Speed and Power: What 6G Might Look Like

6G will be a massive leap forward in performance, even compared to the new 5G networks now being rolled out. 6G will operate on terahertz (THz) bands from 100GHz to 10THz, delivering a peak data rate of 1000 gigabits/second with air latency lower than 100 microseconds. 6G will be 50 times faster than 5G, 100 times more reliable, offer wider coverage, and support 10 times more devices per square kilometer.

With that kind of speed and power, its hard to say exactly what the 6G architecture will look like. Early discussions predict advanced levels of automation and connectivity, from cars and drones to mobile devices and more in homes and industries. 6G may also include optimizations that improve network design and overcome the current limitations of mobile devices. Advanced edge computing and powerful AI systems will leverage 6Gs lightning fast speed and instantaneous latency to coordinate complex systems like road traffic and stock markets.

Navigating 6G Hurdles

There are, however, challenges to overcome in designing the 6G standard and implementations, including high-spectrum path loss, high computation requirements, and massive amounts of real-time information. Meeting these challenges will require collaboration, openness, and cloud technology across a wide range of industries.

As billions of machines are connected to each other, AI will play an ever larger and more important role in managing many aspects of 6G systems and infrastructure. Building these AI systems will be challenging but the payoffs will be increased performance, lowered costs, and a wider range of useful services.

When is 6G Coming?

Right now, 6G is in the early research phase. 5G may be the new thing right now, but technical evolution doesnt wait. Technologists and scientists are already studying what the 6G standard might encompass.

Past rollouts of 3G (2000), 4G (2010) and 5G (2020) happened every ten years or so. Some in the industry look to 2028 as the timetable for completing the definition of the 6G standard, with earliest commercial efforts following to test the standard and flesh out implementation details. Larger, commercial deployments would start sometime after that, perhaps in 2030.

Wind River and the 6G Vision

Wind River is already working to envision the 6G future. As we focus on assisting our customers with successful commercial 5G deployments, we are also looking ahead to prepare for 6G. We are increasingly engaged in the early stages of 6G, from standardization, openness, and ecosystem commercialization to planning on how to leverage 6G in our Operator offering.

Whether its 5G networks today or the 6G revolution in the future, Wind River is committed to the success of our customers.

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Dream engineering: Virtual reality and brain stimulation yield surprising insight into the brain – Genetic Literacy Project

Posted: at 1:55 pm

[Adam] Haar Horowitz is one of a small but growing group of researchers who call themselves dream engineers and are exploring various methods to influence peoples thoughts at sleep onset and during sleep itself. Some tools, like Dormio, use aural stimuli, while others harness sights or smells, or employ more-complex technologies such as noninvasive brain stimulation. With a recent wave of studies demonstrating the promise of such approaches, neuroscientists and psychologists may be able to learn more not only about how and why dreams are generated, but about possible health and cognitive applications of dream control.

Nudging the brain to incorporate specific contenta trick known as dream incubationhas proven to be surprisingly practical using computer and virtual reality games. Erin Wamsley, previously a postdoc with [Robert] Stickgolds group who now runs a lab at Furman University in South Carolina, says that many researchers previously assumed dreams would be most influenced by more-intense experiences. You can show someone horrible graphic images or very disturbing films with very high emotional content that participants would agree is disturbing or emotional, says Wamsley. But [thats] not something that triggers people to dream directly about that experience, necessarily. On the other hand, weve had a lot of success causing participants to incorporate new learning experiences into their dreams.

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Inter-disciplinary team of faculty receive $99947 National Endowment for the Humanities grant – UMass Dartmouth

Posted: at 1:55 pm

The project, led by Associate Professor Anthony Arrigo, will explore the history of the Hoover Dam using virtual reality

The Hoover Dam being constructed in 1934

The National Endowment for the Humanitiesrecently announced $33M in awards for 213 humanities projects nationwide, including $99,947 for VR Hoover Dam: A Virtual Reality Game Exploring the History and Construction of an American Icon, led by Associate Professor Anthony Arrigo (English & Communication).

VR Hoover Dam aims to use virtual reality to introduce the public to a historically based, photorealistic educational experience centered on the construction of one of the most iconic structures in the world. VR Hoover Dam combines cutting edge-technologies with current humanities scholarship to create an interactive, 4-dimensional game that takes place within the landscape of the 1930s Black Canyon site where Hoover Dam was built.

Our team is very excited for this opportunity to build engaging, interdisciplinary educational content using cutting-edge technologies. Were going to be attempting some things that have never been done before in VR, and so were looking forward to getting started, said Arrigo.

VR Hoover Dam will utilize cutting-edge virtual reality technology

To accomplish the task of bringing the history of the Hoover Dam to life through virtual reality, Arrigo has built a team of faculty researchers from across the University. Included in the project are Associate Professor Shakhnoza Kayumova (STEM Education & Teacher Development) and Professor Scott Ahrens (Art & Design). By utilizing faculty expertise in various fields of study, the game will allow players to interact with and learn about historical figures, get a sense of what it was like to live and work at the dam, and to understand Hoover Dam's tremendous importance and wide-ranging impacts. VR Hoover Dam will allow participants to stand at any spot at the damsite and see the construction at any phase, on any date, from any vantage, in photo-realistic VR.

The latest slate of NEH grants supportinnovative digital projects for the public,humanities initiatives on college campuses, and infrastructure projects at cultural institutions. VR Hoover Dam was one of only 17 Digital Projects awarded nationwide.

College of Arts Sciences, Public Affairs, College of Visual and Performing Arts, News and Public Information, Research

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Inter-disciplinary team of faculty receive $99947 National Endowment for the Humanities grant - UMass Dartmouth

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