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Category Archives: Virtual Reality

Virtual Spaces Are Driving The Future Of Live Music Experiences – Forbes

Posted: December 29, 2020 at 12:24 am

LOS ANGELES, - APRIL 23: A view of Fortnite featuring Travis Scott Presents: Astronomical on April ... [+] 23, 2020 in Los Angeles, United States. Travis Scott + Cactus Jack have partnered with Fortnite to produce Astronomical, an in-game experiential performance and the world premiere of a new song. (Photo by Frazer Harrison/Getty Images)

Live music is facing unmatched disruption this year as pandemic lockdowns keep venues closed and performances online. Industry donations and federal funding have provided some financial relief, though most artists are still struggling to supplement lost income and fan engagement.

Gaming, virtual reality (VR) and social media are proving to be powerful spaces for music this year, especially when it comes to promotion and engagement. Looking into the new year, music artists and labels are planning to leverage gaming and social media to release new albums, engage with music and ancillary products and create new, immersive experiences like this years Fortnites Travis Scott performance (45.8 million viewers) and Lil Nas Xs Roblox concert (attended 33 million times, according toThe Verge).

Now were seeing more entertainers trying to maximize revenues, and we are working with a number of partners who create the digital content in which they can place the analog, or the entertainer, for us to distribute to consumers, saysBarry Allen, CEO of PureWeb, whose company's cloud-based streaming technology this past summer enabled millions of people around the world to experienceBurningMan's Infinite Playa through various devices.

Were talking about projects where there are hundreds of thousands of people online locally at any given time, events that launch once are being made available live for weeks, events that you can get into from anywhere in the world that broadly increases the reach of the entertainerand we are going to see more of that, Allen adds.

As game creation facilitates the development of more interactive virtual events, Allen explains that gaming software and tools like those of Epic Games (Fortnite) are being used to create realistic virtual environments, or photorealistic worlds. Interestingly, these spaces are completely unlike the cartoonish experiences that dominated the early days of gaming.

Allen says that, as technology improves, it will become more mainstream for music fans to create a personal avatar to enter virtual concerts where they can view, talk to and interact with up to 200 peers. Virtual nightclubs are also adopting the technology to allow guests to import 3-D body images of themselves and engage with other people in real time on screen.

The pandemic has accelerated innovation in the virtual event space, according to Allen, who explains that younger generations now expect to have the ability to collaborate and control the real-time virtual experiences that they engage in.

Were really excited about the trend. This digital journey, its a very interactive experience, and thats the type of thing that people are looking for is the interactivity, the human touch, which will continue post Covid-19, Allen says. People now want the socially-active, not passive, experience.

LOS ANGELES, CA - MARCH 16: In this photo illustration, John Legend is seen on a smart phone ... [+] performing on Instagram Live during the coronavirus outbreak on March 16, 2020 in Los Angeles, California. The tourism and entertainment industries have been hit hard by restrictions in response to the outbreak of COVID-19 and many celebrities are moving to streaming performances instead of live shows. (Photo illustration by Sarah Morris/Getty Images)

This past June, John Legend used VR to perform a live social media concert as an avatar on YouTube and Twitter. American rappers T-Pain and Snoop Dogg have made a place for themselves in social media, according toNewsweek. Though T-Pain began live streaming on Twitch years ago, this past summer he made his new beats available for Twitch streamers to use on their channels.

Cole and Cody Hock, co-founders of Up North Management Group talent management firm representing top gaming and e-sports creators and streamers, and professional athletes in the digital space,are now also working with music artists and labels seeking promotion deals in games. The duo helps artists create and grow fanbases across social platforms as well as tap into and turn gaming audiences into fans. They are also helping performers monetize music while touring is on pause through virtual subscriptions, bits and donations.

Diversified content opportunities include hosting weekly live shows, question and answer sessions, subscriber-only content and producer opportunities showcasing beat making and producing techniques. Performers are also playing games directly with fans, collaborating with gamers to explore merch and make other products available through links on stream, Twitch profiles and more.

Gaming and social collaborations are also helping artists lead live, direct conversations with fans, which builds their personalities and develops deeper relationships and core superfan audiences. Built-in data and analytics serve to anticipate fan and viewer behaviors and preferences.

I saw early signs of how music and gaming were very similar and the intersection was coming together and there was this idea that collaborations could come from it, Cole says. With all eyes on gaming, I think that one place to start is the licensing world. More than ever, its probably important for publishing companies and labels to be looking at games as a real driver for breaking new music.

According to Cole, games are the new hangout spot, and artists and labels will need to stay creative in order to compete. He points to Columbia Records and the opportunity that the record label might have to take over parts of games by, for example, operating a nightclub within the space. It is important to note, Cole says, that gamers are recurrent fans, which means that performers might have an opportunity to interact with them up to several times per day.

While virtual performances will not replace live concerts, the music industry is quickly learning that they are here to stay. If artists and labels can approach gamers authentically and creatively, they can enjoy a new monetization and engagement opportunity accessible to people around the globe.

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Virtual Spaces Are Driving The Future Of Live Music Experiences - Forbes

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The Hacienda 24-hour house party – New Years Eve – virtual reality in your living room – About Manchester

Posted: at 12:24 am

Rumoured for quite some time now, The Virtual Haienda project has been put together by the clubs architect Ben Kelly, Creative Directors Brendan Mannion and Justin Metz as well as Peter Hook and The Hacienda to create a precise digital replica of The Hacienda which conforms entirely to Bens original designs and architectural plans.

With virtual technology having advanced alongside the projects development, The Haienda VR project hascontinually been updated to accommodate these and has now been readied with its first major showcase coming with an exclusive Frankie Knuckles tribute, premiering on New Years Eve.

The actual Frankie Knuckles set was recorded live at The Haiendas 2013 / 2014 Albert Hall Manchester New Years Eve event, sadly Frankies last ever appearance in Manchester. It was a classic Frankie set: taking in modern tracks, the finest disco as well as his own productions and will be played in full at The Haienda 24 Hour House Party New Years Eve on United We Stream GM.

Ben Kelly tells of how The Virtual Haienda came about here;

Justin and Brendan first approached me some five years ago saying that they wanted to digitally rebuild a virtual Haienda that could become a fly through or an online accessible digital version of the club, that was their idea. And of course, I have all the original material needed for that and gave them access to the original drawings and all of the specifications. Brendan and Justin are very smart at what they do, not only impressive technically but also very, very diligent and determined to be as accurate as is humanly possible with a digital recreation.

They were so determined to produce something that met with my approval so the development was very much a shared process over a long period of time. They had the model and its basic shape and then started to investigate all the technology which would be needed to create what we were looking to do.

They developed the model and refined it and refined it and did more research into every nook and cranny of The Haienda. Running in parallel was the development of the technology. In some respects, it hastaken a number of years and thats not been a bad thing because the technology required has really developed. Its almost like the two things ran alongside each other. The technology is now getting there. The whole concept of having avatars, how you can access the place and move around it, the whole shooting match has changed.

Brendan Mannion picks up the story;

Id been fortunate enough to be working with cutting edge gaming technology for several years, using it not to create games, but to create CGI content for other industries, including automotive and architecture. At the time, VR was beginning to make headlines and it was an area that I was exploring for different projects. I stumbled across an old mix from the Haienda and when I listened, I was kind of transported back in time. I spent a lot of time in the Haienda and I thought how amazing it would be to experience it again. It was alightbulb moment I could see the possibilities of using VR to create a virtual Haienda.

I hooked up with Justin Metz who had previously built a simplified digital version of The Haienda. We used his model for the initial prototype and then together we worked alongside Ben Kelly, with input from Peter Hook and The Haienda. We then rebuilt the whole club from the ground up, using Ben Kellys original drawings. Justin focused on the digital creative reconstruction and I focused on the technical creative integration. Its basically using computer game technology to simulate an immersive recreation of the iconic nightclub. Its been a long process

Justin Metz recalls.

The thing is I had built a simple 3D model of The Haienda for a project which didnt happen some years ago. It featured a quick fly-through which I posted to YouTube where it lay dormant although it picked up a bit of attention. Then, one day I got a message from Brendan who had an idea to take the club into the virtual world. From then on we have worked together, using up all of our spare time and our families patience to bring it up to where it is today.

On seeing The Haienda digitally recreated some forty years after he would have begun work on the project,Ben observed.

For me to see The Haienda digitally rebuilt in the manner that they have achieved is a strange experience. It sort of takes it into another dimension but it is the accuracy that keeps it grounded. I know that Rob and Tony would be very happy to know there was a digital version of The Haienda and if it would make Rob and Tony happy then it makes me happy.

Reflecting on the influence of his design for the original club Ben concluded;

What my design did was to create a three-dimensional version of the Factory ethos. It took Factory into a physical environment and I was the lucky person who got the job to do that because of my relationship with Peter Saville, that was an important bridge into the project. It was handed to me and I had free rein with it. One of the amazing things is that when I was asked to do that job in the first place, Factory had never commissioned the design of a nightclub before and I had never designed a nightclub before. I think that was one of the strengths behind the project because nobody carried any baggage. We came fresh to the project and that naivety is very much part of the strength of what came out of it. There was no remit for this, that and the other. I knew that New Order had been to New York and wanted a club but that was it really. It was a unique situation.

When the club was open, years later, one of the greatest compliments I had from that group of clients, Factory and New Order, was that they regarded the design as timeless. I think that was Tonys thing, it didnt pander to fashion or whatever trend was current. I saw it almost like a sculptural installation. Like a big art piece which I was painting. It democratised what those environments were about. It was flexible and all embracing. There was nothing prescribed about it. It stood the test of time as well because there was never any need to change it. The changes were all aboutimproving the sound and lighting which came with thedevelopment of+ technology. The club was open for fifteen years, from 1982 to 1997 and they never had to change the design of the place.

About FAC51, Brendan Mannion commented:

I think The Haienda means lots of things to lots of different people. Theres its iconic timeless design, its connection with Factory and all the incredible bands and electronic music, all the gigs and special nights. Its a place with an incredibly rich and diverse history and it still feels as if it was cutting edge, even today. Being on the dance floor was like no other place in the world. Its amazing to recreate it and to share it, with all those people who were there and now with those who werent.

Meanwhile Justin Metz finished up with this:

The Haienda has clearly it has always been more than a nightclub. It was born of the philosophies which guided Factory and when viewed in that wider context its not hard to understand how its legacy is still so strong today. Factory wasnt a record label, it was a movement and The Haienda, as Tony Wilson put it, was its cathedral. Its design had to be unlike anything seen before, and so it was. I consider it great art and great art transcends everything.

Reflecting on The Virtual Haienda, Peter Hook said: The digital reconstruction is a work of art in its own right. We have sweated blood to get every single detail right in it and to see the club recreated this way will bring back great memories for those that went to the original club and also provide a glimpse of The Haienda to those who werent ever able to come.

From Frankie Knuckles Foundation, Frederick Dunson rounded up:

FKF is so very thrilled to be a part of thisexciting event. Its a great way to end this unprecedented and tumultuous year and a fabulous way to bring in the new yearhopefully one with hope, healing and promise!Seeing him again made me reminisce of the numerous New Years celebrations we spent together and brought in across the worldit felt like we were in the booth together again (smile).

Wed like to thank The Haienda for the idea as well as thinking of us to participate. Also, a huge thank you to everyone who is making this possible and of course all of incredible DJs who are donating their time and talent this couldnt happen without them. Love to all!

The Haienda Twenty-Four Hour House Party NYE LINE UP

Live

Haienda Classical W/ Manchester Camerata

Inner City / Phuture

DJS

Carl Craig, Danny Tenaglia, David Morales, DJ Paulette,

DJ Woody, Graeme Park, Greg Wilson, Hewan Clarke,

Jon Dasilva, Justin Robertson, K-Klass, Moby, Norman Jay MBE,

Peter Hook, Soul Central, Sub Sub, Todd Terry, Tom Wainwright & Tony Humphries

A Tribute to Frankie Knuckles NYE 2013 Albert Hall Manchester Set

A special set performed within theVirtualHaienda

In association with The Frankie Knuckles Foundation.

Broadcast 10AM GMT 31st Dec 2020 to 10AM GMT 1st Jan 2020

Via United We Stream GM unitedwestream.co.uk

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PSVR Feels Left Behind With the Release of the PS5 – PlayStation LifeStyle

Posted: at 12:24 am

Even as a huge fan of PlayStation VR, I have to admit the technology is starting to feel a little bit left behind. PSVR was already a bit cumbersome to begin with. From its mess of cables, to needing to block out a space to use it in, VR in general is a hard sell for the average consumer. As much as I love virtual reality, its not often I can convince myself to drag out the headset, make sure the cabling isnt tangling around anything in the room, and completely block out the outside world while I get into VR games. Its just not my top choice when the alternative is falling back onto the couch and booting up something else. VR, by comparison, is an event; something that takes a lot of perceived effort to play (even if the actual execution is relatively trivial).

With the release of the PS5, PSVR took a significant back seat. Backwards compatibility was supposed to make the transition from PS4 to PS5 seamless, and for the most partminus a few hiccupsit has. But, even with backwards compatibility letting you play PSVR games on the new console, there are even more hoops to jump through in order to get the old tech to function with your PS5. Sonys new PS5 HD Camera does not work with the PSVR headset (making one wonder what the point of this new camera even is). You need a special adapter for the old PS4 PlayStation Camera in order to get the VR headset working, and that adapter doesnt even work with the original squared-off model of the PS4 camera.

Likewise, for games that use a standard controller and not the Move motion controllers, youll need to use a DualShock 4. The PS5s DualSense wont work with old PSVR games. PSVR was already a chore to pull out and play, and with the PS5, I wanted to simplify my gaming setup, not overcomplicate it. Rather than run excessive cables for my PSVR headset, I threw it into the closet in my office for the time being, waiting for Sony to either pull the plug on VR or update with newer tech for the PS5.

Perhaps the biggest kicker here is the fact that there are no PSVR games that run as native PS5 apps. No Mans Sky and its excellent VR mode are limited to the PS4 version of the game. The enhanced PS5 version does not include VR capabilities because the PS5 does not have a native VR solution. Similarly, Hitman III is adding VR for the entire trilogys scenarios, letting you play everything in immersive VR from the perspective of Agent 47. The catch is that the PS5 version, releasing in January 2021, has to come with a free PS4 version of the game that youll need to run as a separate application in order to get the brand new PSVR mode. Its an awkward solution for something thats supposed to be new and exciting.

Of course, rumors abound that theres a new PSVR solution on the way. The current iteration of PSVR is more than five years old. (There was a small refresh mid-life that resolved some of the launch units cable mess and enabled HDR passthrough on the processor unit, but its mostly the same hardware.) It was also one of the last outside-in positional tracking headsets, with multiple big VR headset manufacturers iterating on their designs to support inside-out tracking that doesnt require an external camera or nodes to provide positional data. While PSVR was one of the most affordable and accessible headsets when it launched in 2016, its been surpassed multiple times over in the years since by standalone and PC VR tech that is quite simply better.

Sonys primary focus right now is on the PS5 post-launch period. At less than two months since the console has released, inventory shortages, and a few wrinkles to smooth out in the next-gen consoles tech, it makes sense that Sony didnt want to muddle the launch with a brand new PSVR headset. After all, with more than 114 million PS4s in the world and only around 5 million PSVR headsets sold, the attach rate for the headset is comparatively small.

But for those 5 million PSVR owners, questions remain on Sonys ongoing support for virtual reality. The headset already utilized dated tech, centering on the old PS3 Move controllers that released back in 2010. And now on PS5, players are forced to make use of technology across a decadethree generations of PlayStation consolesin order to enjoy virtual reality. As one of the companies that pioneered VR to a more mainstream audience, Sonys PlayStation VR is certainly starting to feel quite left behind.

I dont think VR is something Sony will drop entirely. While the company has a track record for abandoning new and hyped initiatives that dont get great attach rates, virtual reality feels a bit too seeded into the market to let it go now. Still, its disappointing that the move to PS5, with all its promises of a smooth transition and backwards compatibility, has left VR feeling like something of an afterthought, with only crumbs and rumors as a promise for the future. If that future could offer inside-out tracking on a wireless headset utilizing the power of the PS5s custom SSD for premium virtual reality experiences, then Sony could once again reign supreme as a key player in the effort to bring VR to the mainstream. For now though, my PSVR headset is starting to catch as much dust as my Vita.

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Atmos VR Announces Plans To Open The UK’s First 4-D Fully Immersive Virtual Reality Venue In 2021 – Display Daily

Posted: at 12:24 am

Atmos VR has announced plans to open a new multiplayer free roaming interactive game which has been developed with post-COVID audiences in mind and will offer restricted numbers of players in socially-distanced entertainment across the one-hour shows.

The new venue in the West Midlands, will be the first of eight planned to be rolled-out across the country over the next five years. As a UK first, the venue will offer free-roaming four-dimensional experiences with senses enhanced on every level. This could include: moving floors, the ability to feel things around you, pick up and touch virtual objects in the game and smell the atmosphere.

Founder, and event technology strategist, Kevin Blair, brings long-term military and commercial expertise in the VR space that he has spent the last three years developing the concept.

Kevin Blair, explains Atmos VRs aim is to bring creative content to life using the latest immersive technology, constantly evolving VR and beyond and pushing the experiential boundaries of immersive experiences. According to a recent study3, three-quarters (76%) ofimmersive entertainmentcompanies successfully have attendance up to 10,000 per year, meaning we can provide immersive experiences aimed at smaller audiences who are already seeking a more personal setting.

The immersive entertainment industry was valued in 2018 at more than $4.5 billion2 globally. Currently there are around 5,700 locations worldwide where consumers can experience VR outside of their home. This number is expected to rise8 to 45,700 by the end of 2022.

Bob Clarke, CEO, Samahoma Media Advisors, who negotiated the 1m investment from Insight Media Fund explains:

As part of the Funds focus on media investments for a post-COVID world, bringing back live events is very much on its agenda and free-roaming VR provides a genuine antidote to the reasonable lingering fears people may have of being part of an uncontrolled large audience crowd. Atmos VR has developed a cutting-edge proposition with plenty of hooks for repeat visits - with the Funds support we believe it can be scaled for a UK-wide rollout and international franchise opportunities.

There are five million people living in the West Midlands providing a focused audience during Tiered restrictions and Birmingham4 has been named the most entrepreneurial UK city outside of London with more than 14,500 business start-ups in 2019. Contracts have been finalised for a 10,000 sq. ft. warehouse at the Custard Factory in the Digbeth Canal Corridor regeneration zone. Once the first LBE (location based entertainment) venue has been established, Atmos VR will be looking to expand across the country with locations in Tyne & Wear, Yorkshire, Merseyside, Glasgow, Cardiff and the South East being considered.

Atmos VR is set to join the largest regional tech and digital cluster outside of London, with the West Midlands Combined Authority area now home to 66,300 people employed across 12,500 tech and digital companies5. The West Midlands Region economy is worth more than 141.4 billion6.

Spending in the recreation sector was 10.5 billion7 in the UK in 2018. Whilst investment in the public entertainment sector has tended to focus on the heritage and family offering, there is enormous scope within the commercial sector to develop innovative and targeted high tech experiences for gamers and other younger audiences . The Fund hopes to help unlock opportunities in this sector.

, 3 Source: 2019 Immersive Design Summit Report

4 Source: Centre for Entrepreneurs

5, 6 Source: ONS 2018

7 Source: Experian estimate for Recreational and Sporting Services 2018

2, 8 Source: Greenlight Insights

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Virtual reality ents centre to open in Birmingham – Business Live

Posted: at 12:24 am

A virtual reality entertainment centre is set to open in Birmingham city centre next year after a new 1 million funding deal was secured.

Atmos VR is behind the scheme to convert a vacant 10,000 sq ft unit in Floodgate Street, Digbeth, into the activity hub.

The company said the project had been designed to work in a post-covid world with issues such as social distancing built into its development alongside caps on attendees and shows limited to one hour each.

Its venue in Birmingham is due to open to customers in the spring and will be the first of eight planned new sites across the country.

Atmos VR founder Kevin Blair is a specialist in event technology and has expertise in the application of virtual reality in both commercial and military settings, having spent time in the RAF.

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He is also the Birmingham Chapter president of the international VR/AR Association.

The company was launched in 2017 to develop virtual reality concepts for engineering firms, distilleries, museums and the military before branching out into the live entertainment sector.

Mr Blair said: "Atmos VR's aim is to bring creative content to life using the latest immersive technology, constantly evolving virtual reality and beyond and pushing the experiential boundaries of immersive experiences.

"According to a recent study, three-quarters of immersive entertainment companies successfully have attendance up to 10,000 per year, meaning we can provide immersive experiences aimed at smaller audiences who are already seeking a more personal setting."

The development of the warehouse in Digbeth is being supported by a new 1 million finance package secured with Insight Media Fund.

The firm specialises in investing in media projects but this is the first time it has backed the so-called location-based entertainment' sector.

Samahoma Media Advisors searches for investment opportunities on behalf of the fund.

Chief executive Bob Clarke added: "As part of the fund's focus on media investments for a post-covid world, bringing back live events is very much on its agenda and free-roaming virtual reality provides a genuine antidote to the reasonable lingering fears people may have of being part of an uncontrolled large audience crowd.

"Atmos VR has developed a cutting-edge proposition with plenty of hooks for repeat visits - with the fund's support, we believe it can be scaled for a UK-wide rollout and international franchise opportunities."

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Virtual reality ents centre to open in Birmingham - Business Live

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Virtual Reality in Enterprise Training Market: Know about Impact of Covid-19 by Top Companies like Innoactive, Pixvana, Strivr, Tractica, VRMADA,…

Posted: at 12:24 am

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Augmented and Virtual Reality in Healthcare Market Size 2020 by Top Key Players, Global Trend, Types, Applications, Regional Demand, Forecast to 2027…

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Augmented and Virtual Reality in Healthcare Market: Regional analysis includes:

?Asia-Pacific(Vietnam, China, Malaysia, Japan, Philippines, Korea, Thailand, India, Indonesia, and Australia)?Europe(Turkey, Germany, Russia UK, Italy, France, etc.)?North America(the United States, Mexico, and Canada.)?South America(Brazil etc.)?The Middle East and Africa(GCC Countries and Egypt.)

The report includes Competitors Landscape:

? Major trends and growth projections by region and country? Key winning strategies followed by the competitors? Who are the key competitors in this industry?? What shall be the potential of this industry over the forecast tenure?? What are the factors propelling the demand for the Augmented and Virtual Reality in Healthcare Industry?? What are the opportunities that shall aid in the significant proliferation of market growth?? What are the regional and country wise regulations that shall either hamper or boost the demand for Augmented and Virtual Reality in Healthcare Industry?? How has the covid-19 impacted the growth of the market?? Has the supply chain disruption caused changes in the entire value chain?

The report also covers the trade scenario,Porters Analysis,PESTLE analysis, value chain analysis, company market share, segmental analysis.

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Augmented and Virtual Reality in Healthcare Market Size 2020 by Top Key Players, Global Trend, Types, Applications, Regional Demand, Forecast to 2027...

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Global Virtual Reality In Healthcare Market 2026 Trends Forecast Analysis by Manufacturers, Regions, Type and Application – Farming Sector

Posted: at 12:24 am

A new study on Virtual Reality In Healthcare Market Strategic recommendations, Trends, Segmentation, Use case Analysis, Competitive Intelligence, Global and Regional Forecast to 2026 has been published by In4Research (I4R). It offers detailed information on key market dynamics, including drivers, trends, and challenges for the global Virtual Reality In Healthcare market as well as its structure. The study offers valuable information on the global Virtual Reality In Healthcare market to illustrate how the market is expected to expand during the forecast period i.e. 20202026.

Key indicators of market growth, which include value chain analysis and Compound Annual Growth Rate (CAGR) have been elucidated in theVirtual Reality In Healthcare market report in a comprehensive manner. This data can help readers interpret the quantitative growth aspects of the global Virtual Reality In Healthcare market.

An extensive analysis of business strategies adopted by leading market players has also been featured in ATRs study on the global Virtual Reality In Healthcare market. This can help readers understand key factors responsible for the growth of the global Virtual Reality In Healthcare market. In this study, readers can also find specific data on avenues for qualitative and quantitative growth of the global Virtual Reality In Healthcare market. This data would guide market players in making apt decisions in the near future.

Some of the leading companies in the global Virtual Reality In Healthcare market

Request for sample pages of the report to get extensive insights @ https://www.in4research.com/sample-request/1178

Virtual Reality In Healthcare report segmented by product type, applications & region. We covered this segmentation as per below.

Based on Product type, Virtual Reality In Healthcare market can be segmented as:

Based on Application,Virtual Reality In Healthcare market can be segmented

Regional Overview & Analysis of Virtual Reality In Healthcare Market:

COVID-19 Impact on Virtual Reality In Healthcare Market:

The outbreak of COVID-19 has bought along a global recession, which has impacted several industries. Along with this impact COVID Pandemic has also generated few new business opportunities for Virtual Reality In Healthcare market. Overall competitive landscape and market dynamics of Virtual Reality In Healthcare has been disrupted due to this pandemic. All these disruptions and impacts has been analysed quantifiably in this report, which is backed by market trends, events and revenue shift analysis. COVID impact analysis also covers strategic adjustments for Tier 1, 2 and 3 players of Virtual Reality In Healthcare market.

Key Questions Answered in the Report:

Ask for more details or request custom reports from our industry experts @https://www.in4research.com/customization/1178

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Global Virtual Reality In Healthcare Market 2026 Trends Forecast Analysis by Manufacturers, Regions, Type and Application - Farming Sector

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Why and How Virtual Reality is growing? – Geospatial World

Posted: November 29, 2020 at 5:58 am

Virtual Reality (VR) has witnessed a significant growth in 2019. This technology has the potential to change our lives, the way we socialize and the way we work. VR is a fully immersive computer-generated world to innovations like Ready Player One that provides us with a real-world view. Moreover, the advances in VR are mesmerizing. In 2016, over 85% of the virtual reality headsets sold worldwide were mobile-based, and most popular mobile-based VR headsets are Google Daydream and Samsung Gear VR.

VR tech has gained a widespread recognition following the growing adoption of thetechnologyin the past few years. In view of this, several players are emerging in the market with the aim to navigate VR towards mainstream adoption. Moreover, the launch of commercial virtual reality headsets is expected to accelerate the market growth, and investments by technological giants such as Google is likely to create an advancement in the field of display technology. Moreover, with the increasing investments in research and development by the prominent players, the market is expected to be more competitive in the years to come and is likely to reach USD 30 billion by 2026.

Virtual reality is not just a standalone technology designed for creating an alternative world, it can create a life-like reality. VR is one of the most immersive technology, its application involves wearing a headset that created a 360-degree simulation. Moreover, the upcoming trends for VR are likely tochange the business dynamics.

VR and AI Enhancement

Lists of VR trends can never be complete without Artificial Intelligence, the duo has the potential to completely change the world. However, both of them are at their infancy and have only made small appearances here and there. For instance, the features available on Instagram and Snapchat are the combination of both AI and VR.

Education and Training

Education and training are getting expensive day by day. With VR technology, organizations will be able to cut back on their costs and give their employees the best training without imposing them to any potential risk. For instance, Walmart has used 17000 Oculus Go headsets for training its employees in the customer service department. In view of that, the U.S. army has started using Microsoft HoloLense technology to offer soldiers real-time updates on their environments.

Travel and Tourism

VR can now enable its users to travel the world by being at home. By playing an immersive video, you can travel at any of your favourite destinations without even packing your bag. It provides its users with the try it before buy it experience. Apart from this, it also allows its users to have a street view, check the venues and nearby restaurants by just being in the room.

Globally, over 89 million VR headsets were sold in 2016, and 98% of it is accounted for mobile-based VR headset. Moreover, Google Cardboard accounts for most of the market as the price of the headset is relatively less. Following are some of the prominent players active in the market:

Oculus

Oculus Rift is one of the most popular VR systems. It was first launched as a commencement project, and over 355,000 oculus rifts were sold in 2012. Later, the VR company was acquired by Facebook in 2014. Primarily, the focus of the headset was to offer a better gaming experience; however, the company is now focusing on expanding its application to business use. Oculus claims that the system is more advanced and powerful, and its adoption will heavily benefit the manufacturing and advertisements sectors.

Google Daydream VR

Since its launch, Google cardboard has the major market share, 84 million devices as of 2016. As the name suggests, the VR was made using cardboard, it was launched as an experiment to let people experience virtual reality.

Samsung Gear VR

Samsung collaborated with Oculus to build Samsung Gear VR in September 2014. The idea behind Gear VR was to build more consumer-oriented system, which is lightweight, wireless and powered by Samsung mobile phones. Moreover, the highest revenue earned by Samsung VR gear was over USD 2 million in 2016.

Sony PlayStation VR

Sony has combined VR headset with famous gaming hardware PlayStation. Globally, approximately 4.2 million PlayStation VR headsets were sold in 2019 and it is leading its competitors HTC Vice and Oculus Rift.

We can already see that VR will have a tremendous impact on our daily lives in the future. With major players entering the market, the development of VR is likely to proceed at a faster pace.

Today, VR is providing what consumers are looking for, and it has the potential to play a huge role in the future of learning and development. Moreover, with virtual simulation, a person can now feel the real life-like experience at a fraction of cost. However, development in virtual reality is still in progress, we still have high expectations on what the future holds for VR.

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Why and How Virtual Reality is growing? - Geospatial World

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American Fork company looks to help retail stores avoid theft using virtual reality – Daily Herald

Posted: at 5:58 am

With the holiday shopping season underway, American Forks eLearning Brothers have developed virtual reality training to help train retail stores and employees on possible theft risk factors.

The startup started in 2009 when co-founder Shawn Scivally started making e-learning games and template designs while working from home. He would then sell them online with his brother, Andrew Scivally, helping at night and on the weekends.

Andrew joined the company full-time in 2010, and since then, the company has worked toward developing engaging and inspiring content to help people enhance their e-learning courses.

The company has now grown from two brothers to 50 employees with no end in sight.

With its CenarioVR tool, people can build courses in virtual reality using videos or 360-degree photos. While some may think of virtual reality as being advanced technology, CenarioVR has made it possible for people to create VR courses using commonly held knowledge.

One of the retail stores that has put the course to work and seen success is Fendi.

Fendis sales associates take the course directly on their phone, learning how to prevent in-store thefts.

For Fendi, because the price point is so high for specific merchandise they sell, preventing even one sweater from being stolen is actually a big deal, said Christie Calahan, director of marketing for eLearning Brothers. In the course, employees learn how to navigate through these 360 degree photos, circle areas that are risk factors, and they learn how to spot it so when they are in their environment in store, they can know what to look for.

Virtual reality courses allow for a much more immersive and realistic experience, allowing employees to see around a room through photographs and acknowledge the risk factors present.

Through the training, Fendi reduced the amount of thefts by several hundred instances a 55% total reduction that resulted in a 400% return on investment. This was measured based on the six months prior to training and the six months after.

While Fendi may be a luxury retail store, Calahan added the trainings could prove useful to more traditional retail stores, as well.

Even if you have a larger store, it is still lost revenue, Calahan said. If you have more space, depending on how tightly the merchandise is packed, stores can still make dents the same way. Even with a Lululemon, if its $400 worth of merchandise stolen a couple times a day, the numbers would be close. You may not get as dramatic of a percentage, but I still think its significant.

The courses are easy to create and produce while being affordable, according to Calahan. She said the training could have an impact in almost any retail environment.

With the holiday shopping season upon us, Calahan said the biggest key to preventing theft is well-trained employees. She suggested retail stores get staff up to speed for the unusual holiday season.

While there may not be as much in-store shopping this year due to the ongoing COVID-19 pandemic, the risk of theft always looms over retail stores.

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American Fork company looks to help retail stores avoid theft using virtual reality - Daily Herald

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