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Category Archives: Virtual Reality
Augmented or virtual reality in defence: Revolutionising military missions – The Financial Express
Posted: October 27, 2020 at 10:47 pm
Using AR, boot camp experience can be enhanced to include caves, motion trackers, vests, and weapons to provide better training to the soldiers.
By Sandeep Dhingra
The changing landscape of defence and the need to look beyond battlefield supremacy
The warfare landscape is changing faster than ever before. Wars are now being fought and won, not only on the physical battlefield but also across complex digital landscape spanning information manoeuvre and electronic, cyber and space warfare. In this context, digitization of defence forces and the usage of futuristic technologies in the defence space is a must for Winnability. Top nations in the world, now need to look beyond being battlefield supreme and they need to be ready for the new milieu of warfare.
This is spurring a wave of defence digitization across the world. Globally, nations are leveraging numerous opportunities arising out of digital technology-led transformation, which will give them the competitive edge over other nations not only now, but also in the future. Indian defence forces are built on the back of passion and patriotism and are now incorporating digital excellence to achieve a state of digital supremacy.
This journey starts with a highly resilient and sophisticated defence network. Strategic capabilities like Joint-ness, Interoperability and ability to support modern military applications.
Modern military applications can change the face of defence operations and tactics. Technologies like robotics, artificial intelligence, IoT and even quantum computing are being incubated to achieve digital supremacy. But AR (Augmented reality) and VR (Virtual reality) are the two technologies that can revolutionise warfare like no other. Let us see how.
Digital reality is no more a futuristic concept
Digital reality has moved beyond video games and science fiction movies to engaging, immersive and multisensory technologies. It started with the VR video game headsets, but is now becoming entrenched in each aspect of human life.
The huge potential of Augmented Reality (AR) and Virtual Reality (VR) is being tapped to create large volume simulation environments for military and paramilitary domains. AR and VR has been reshaping almost all the major military operations right from assisting Defence forces to train their soldiers to develop new warfighting strategies for evaluating ever-growing complexities of the battlefield.
AR is effectively being used for enabling concepts like warfare simulations, battlefield visualisations, tactical augmented reality, digital twins, spatial orientation, situational awareness, weapons targeting, digital terrain, and many more. This is reflected in the robust outlook for this industry. According to Goldman Sachs, the AR/VR industry is expected to generate US $1.4 billion in revenues exclusively from the military, by the year 2025.
AR and VR for modernising tactical military training
Military training is a time-consuming and costly affair. Also, on-ground military training is incomparable to real combat where gunfire is all around and soldiers need to operate in a high-pressure environment, have high situational awareness and quick response to the enemy moves. Boot camps use artificial weapons to offer training which is far from a real-life experience. There is a huge difference between training with 2D models, spending time in barracks and and facing the enemy at the battlefield. Many soldiers have to suffer major injuries and sometimes loss of life at the battlefield.
Now imagine a military base training camp where soldiers are able to use the latest AR/VR-based applications at any time and train with virtual enemies that mimic the exact battlefield environment. Like this, wouldnt they be better trained to handle any situational complexity at the battlefield with higher readiness level?
AR and VR can enhance the soldiers cognitive abilities and put virtual training inline with on-field practice. With highly detailed and customized simulations, VR offers an array of immersive scenarios for military training from real-time mission, rehearsals to live shooting exercises.
Here are some use cases of AR and VR applications for military training:
For situational awareness and experience A Synthetic Training Environment (STE) is created in an AR system that assists military training in a more immersive way, putting them into near-real physically and mentally stressing operational environments.AR simulators can create diverse scenarios that could be tailored to various service requirements, along with program supporting skill drills, physical fitness and other key boot camp experiences, thus reducing the need for manpower as instructors.
Using AR, boot camp experience can be enhanced to include caves, motion trackers, vests, and weapons to provide better training to the soldiers. In extreme environments like deep forests, snow-capped mountains and deserts, navigation and teamwork are crucial. Using multi-sensory experiences, VR lets soldiers get trained in such harsh environments. Multi-user war planning systems involve real-time collaboration between soldiers in a virtual environment and allow commanders to develop strategies for tactical missions even in extreme circumstances.
For vehicle and flight simulationsVR can assist soldiers to get trained in handling fighter planes, submarines, and ground vehicles without even getting into actual vehicles. The VR-based simulators mimic the real motions of a vehicle, thus helping to prepare troops for actual field experience. They can also be used to provide data related to soldiers in different scenarios. This data can then be utilised for providing customised training to soldiers.
For medical training Medical personnel should be trained enough to handle war-like situations and provide aids to the soldiers but no amount of conventional training can prepare them for the situation at ground zero. , But now that is achievable through VR, wherein medical personnel can be trained to operate under warzone-like environment characterised by constant fighting, high caseload and extreme pressure. This lets medical personnel get trained and strategize their skills under actual stressful conditions.
Use cases beyond military training
Nations continue to add on modern and latest military assets in order to strengthen the combat capabilities of their Defence forces. This, while equipping the armed forces with the latest technology equipment, also increases complexity in the form of significant maintenance challenges. Having the right engineers for the equipment O&M and maximising military readiness is not an easy task. Armed forces have limited options while deploying maintenance personnel; strategically positioning them into likely areas of conflict or adopting a fix when required approach. Although military personnel are trained to perform specific repairs but think about a situation wherein an equipment failure happens in the midst of a war, particularly for aerospace assets.
AR plays a much bigger role in military operations by equipping military personnel with computer vision technology for supporting equipment and vehicular repair and in maintaining data. AR could be used over a 2D printed manual or schematics. The instructions flow in as an overlay onto the actual object in 3D, indicating which part to repair. Using smartglasses, mobile devices, or tablets, personnel can see a real-time, interactive demonstration of the repair job. This will not only save time but also reduce the cost of repair. Integrating AR technology with a configuration-controlled solution adds the required precision to remote maintenance tasks.
AR for data schedulingAR/VR technologies enable sharing of digital data by superimposing it over an end users field of view or real-world environment. The ability to deliver data instantly to remote end-users can significantly to improve situational awareness, task comprehension, and knowledge retention. Additionally, mission coordinators, subject matter experts, and strategists can better support end users while remaining at a safe, remote location. One of the use cases could be using VR to capture landscape related data at the time of war or bombing and sharing that data information in the form of virtual environments with military personnel at remote locations so that a better planning for personnel deployment could be done and robust crisis management strategies could be made.
AR and VR technologies define a new generation of soldiers weaned on electronics experiences, with an intuitive appreciation for digital information. As the defence forces delve deeper into newer technologies for training and equipping soldiers, AR and VR offer a robust digital platform for creating scenarios similar to real-life including on-field medical assistance, live combat, boot camp exercises and other relevant military training. The next logical step would be developing these solutions to be used on the frontline without compromising on soldier safety and mission success.
(The author is CTO, Network Services and Software, STL. Views expressed are personal.)
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New Point of Care Ultrasound System and Immersive Virtual Reality Experience Await Mindray Visitors at UNCONVENTIONAL 2020 – PR Web
Posted: at 10:46 pm
Mindray has worked hard to drive innovation forward; ensuring our tools are optimized to address the evolving needs of our frontline heroes. We are dedicated to delivering better solutions, and empowering clinicians to focus their energy wholly on their patients.
MAHWAH, N.J. (PRWEB) October 26, 2020
Mindray, a leading global developer, manufacturer, and supplier of medical devices will showcase a brand-new customer experience at the American College of Emergency Physicians (ACEP) UNCONVENTIONAL 2020 Annual Meeting. During the conference, Mindray will highlight their recently launched ME8 Ultrasound System, artificial intelligence-powered Smart Tools, and BeneVision N-Series Patient Monitoring Platform all through an immersive and interactive virtual reality platform. ACEP, the worlds largest emergency medicine conference, will take place online from October 26-29, 2020 at https://www.acep.org/sa.
While Emergency care is around the clock, the COVID-19 pandemic has pushed these departments into overdrive in a way not seen before in the history of modern medicine, says Maher Elhihi, Director of Marketing, Ultrasound. Throughout this rapid shift Mindray has worked hard to drive innovation forward; ensuring our tools are optimized to address the evolving needs of our frontline heroes. We are dedicated to delivering better solutions, and empowering clinicians to focus their energy wholly on their patients.
Intelligent UltrasoundIn the current healthcare climate, innovative tools that help rapidly assess critically ill patients are more important than ever before. Mindrays TE7 Ultrasound System Crystal Series 2.0 and new ME8 Ultrasound System offer artificial intelligence (AI) powered Smart Tools for Fluid Management, including Smart VTI, Smart IVC, and Smart B-Line. These tools can expedite the assessment of volume status and volume responsiveness by automating exams, thus reducing user error and decreasing keystrokes to improve exam efficiencies. Additionally, the ME8 is Mindrays first laptop-based ultrasound system powered by software-based beamformer technology, ZONE Sonography Technology. This System combines best-in-class image quality with an intuitive user experience to help ensure reliable and efficient diagnosis during the most challenging exams.
Cleaning and DisinfectionRecognizing the vital importance of infection control and prevention of device deterioration, Mindray designed the ME8 and TE7 Ultrasound Systems with sealed user interfaces for enhanced fluid resistance, ease of disinfection, high chemical resistance, and a wide range of disinfectant compatibility. These Systems are also equipped with iVocal voice operation which enables touchless procedures, helping avoid cross-contamination. Similarly, the BeneVision N-Series patient monitors are manufactured using industry-leading, durable resins which are compatible with a broad range of commonly used disinfectants and minimize the ingress and retention of fluids.
Gap-Free MonitoringAlso on display will be Mindrays new BeneVision N-Series Patient Monitoring Platform, the first-ever patient monitoring platform to incorporate capacitive touchscreen technology across all of its monitors. Using its unique multi-gesture touch and swipe control, similar to a smart device, clinicians can cut minutes off of clinical review, analysis, and charting time. Applying the same user interface across the entire suite, BeneVision N-Series supports unprecedented usability and clinical proficiency. Additionally, with the clever BeneVision N1 3-in-1 monitor at the core, serving as both monitor and module and with wireless capability standard, BeneVision N1 provides gap-free monitoring from the point of admission to discharge.
Immersive ExperienceAnother cant-miss element of Mindrays online booth will be the virtual reality (VR) experience. Built with clinicians in mind, this VR format provides healthcare professionals from around the world the opportunity to safely and conveniently explore the latest in Emergency Medicine. Mindrays point of care ultrasound systems and patient monitors have been set up for maximum engagement, with no special technology needed; desktop, laptop, tablet, and mobile-friendly.
Team members from ultrasound and patient monitoring will be available throughout the duration of the exhibit to address any questions or comments from attendees. Visit Mindrays virtual exhibit through the ACEP website, and learn more about these innovative and cutting-edge solutions, ideally suited for use throughout busy Emergency Departments.
The team at Mindray wants to extend their sincere gratitude to our Emergency clinicians on the frontlines and is looking forward to learning about how they can better address clinician needs today, and in the future.
About MindrayMindray is a leading developer, manufacturer and supplier of medical device solutions and technologies used in healthcare facilities around the globe. We believe we can change lives by making the most advanced healthcare technology attainable for all. We do this by empowering healthcare professionals through innovative, high-value solutions that help create the next generation of life-saving tools across three primary business segments: medical imaging, patient monitoring and life support, and in-vitro diagnostics. Mindray maintains its global headquarters in Shenzhen, China; Mindray North America is headquartered in Mahwah, New Jersey. Our Ultrasound Innovation Center is located in San Jose, California, with additional facilities in major international markets around the world. For more information, please visit http://www.mindray.com.
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Its Time to Try Virtual Reality. Heres Where to Start. – The New York Times
Posted: October 20, 2020 at 6:39 pm
If ever there were a year to try games that can drop you into an alternate reality, 2020 would be it. As the coronavirus pandemic restricts our travel and the never-ending news cycle weighs on our minds, a virtual reality headset can provide some relief, escape and distraction (at least for a little bit) from actual reality. Its one of the best ways to leave home from the comfort of your home.
The goggle-like gadgets, which float a screen in front of your eyes to create a virtual 360-degree landscape, offer an immersive way to play increasingly powerful video games, make art, exercise, and even spend time with friends. And its a good time to get in on the action: In the past, VR headsets were attached to a computer and were, for most people, prohibitively expensive. But the new generation is surprisingly approachable. Facebook recently launched the Oculus Quest 2, a $300 headset that Wirecutter named its top pick because it doesnt require cords or a computer you can slip it on and start playing just about anywhere, though it does require a Facebook account to use. An alternative is Playstations PSVR, but with outdated specs and a new PlayStation due in November, the PSVR will soon be obsolete. Other VR headsets, like the Vive and Valve Index, are pricier and require PCs.
The rapidly expanding VR universe, which is accessible from an app store within the headset, will please beginners of all tastes and ages, from an experienced PC gamer to your 8-year-old niece. Here are some tips on where to begin.
For the Matrix Superfan
SUPERHOT ($25), a stylish first-person shooter game, challenges players to kill faceless red enemies with weapons like guns and ninja stars. Originally made for PC, the game translates perfectly to VR gameplay relies on moving to avoid bullets and punches. If the player stops moving, so does everything else. Not only does it feel like being in The Matrix, but its also a nice touch for beginners who can stand still and pause the action when they begin to get overwhelmed.
If a slow-paced puzzle is more your pace, I Expect You to Die ($25) is one of the best examples for VR. Each level is like an escape room, where players must use the items around them to complete challenges such as starting a car before driving it out of an airplane or destroying a villain-developed machine. When players mess up, they die and start the level over again. The game is single-player, but its still fun to pass the headset back and forth with a friend to work through roadblocks together.
Angry Birds helped to hook the world on mobile gaming more than a decade ago, and the game works well in VR, too, where flinging feathered avians at green pigs and their flimsy dwellings in a tropical island setting has a surprisingly relaxing effect. Angry Birds VR: Isle of Pigs ($15) also has the option to build custom levels, adding the ability to choose your own pigs, block materials, and use as much TNT as you want, for players who are into that sort of thing.
If you download just one VR game, make it Beat Saber ($30). Its reminiscent of the arcade hit Dance Dance Revolution, only instead of stomping their feet in rhythm with the music, players move while swinging two light sabers to cut through flying boxes. Break this game out at a party and guests of all ages can immediately play or laugh at the headset wearers as they swing their arms wildly and hop from side to side. It also makes for a great workout for family members missing their days at the gym.
Deep with story, puzzles and action, Half-Life: Alyx ($60) is a critically acclaimed game that links the stories of the beloved Half-Life and Half-Life 2. Players collect resources, fight enemies and, most impressively, explore a virtual landscape that feels rich in detail and opportunities for interaction. This feels like the full-featured game that many of VRs earliest adopters have been waiting for. The catch? Its a PC VR game, meaning it utilizes the power of a high-end computer to render its full effects. It also requires an Oculus Link cable ($80) to run it on a Quest 2 (owning both a PC and a Link cable will put many more VR games within your reach).
POPULATION: ONE (set to launch Oct. 22) might not stand out among the increasingly crowded field of battle royale games available for Xbox or PlayStation, but its the first worthy option for VR. Parachute into town with a squad and then gather weapons, ammo and medical supplies to survive the coming battle. A constantly shrinking play area pushes players closer and closer to enemies, forcing them to fight to see which team is the last to survive, making it an adrenaline-filled bonding experience.
Who else dreamed of being Ender Wiggin as a kid? Echo Arena, part of Echo VR (free) transports players to a zero-gravity battle room that looks like its straight out of Enders Game. Competitors fling themselves off walls and obstacles in hopes of tossing a disc through the opposing teams goal but watch out for opponents trying to land a punch. This is a great game to try with a friend who also has a headset, and shows a promising future for sports games reinvented for VR. Players should be sure to clear out a room before playing so they dont go careening into any furniture.
Interested in learning more about the best things to buy and how to use them? Visit Wirecutter, where you can read the latest reviews and find daily deals.
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7 investors discuss augmented reality and VR startup opportunities in 2020 – TechCrunch
Posted: at 6:39 pm
For all of the investors preaching that augmented reality technology will likely be the successor to the modern smartphone, today, most venture capitalists are still quite wary to back AR plays.
The reasons are plentiful, but all tend to circle around the idea that its too early for software and too expensive to try to take on Apple or Facebook on the hardware front.
Meanwhile, few spaces were frothier in 2016 than virtual reality, but most VCs who gambled on VR following Facebooks Oculus acquisition failed to strike it rich. In 2020, VR did not get the shelter-in-place usage bump many had hoped for largely due to supply chain issues at Facebook, but VCs hope their new cheaper device will spell good things for the startup ecosystem.
To get a better sense of how VCs are looking at augmented reality and virtual reality in 2020, I reached out to a handful of investors who are keeping a close watch on the industry:
Some investors who are bullish on AR have opted to focus on virtual reality for now, believing that theres a good amount of crossover between AR and VR software, and that they can make safer bets on VR startups today that will be able to take advantage of AR hardware when its introduced.
Besides Pokmon Go I dont think we have seen the engagement numbers needed for AR, Boost VC investor Brayton Williams tells TechCrunch. We believe VR is still the largest long-term opportunity of the two. AR complements the real world, VR creates endless new worlds.
Most of the investors I got in contact with were still fairly active in the AR/VR world, but many still disagreed whether the time was right for VR startups. For Jacob Mullins of Shasta Ventures, Its still early, but its no longer too early. While Gigi Levy-Weiss of NFX says that the market is sadly not happening yet, Facebooks Quest headsets have shown promise.
On the hardware side, the ghost of Magic Leaps formerly hyped glory still looms large. Few investors are interested in making a hardware play in the AR/VR world, noting that startups dont have the resources to compete with Facebook or Microsoft on a large-scale rollout. Hardware is so capital intensive and this entire industry is dependent on the big players continuing to invest in hardware innovation, General Catalysts Niko Bonatsos tells us.
Even those that are still bullish on startups making hardware plays for more niche audiences acknowledge that life had gotten harder for ambitious founders in these spaces, the spectacular flare-outs do make it harder for companies to raise large amounts with long product release horizons, investor Tipatat Chennavasin notes.
Responses have been edited for length and clarity.
What are your general impressions on the health of the AR/VR market today?
Were seeing some progress in VR and some of that is happening because of the Oculus ecosystem. They continue to improve the hardware and have a growing catalog of content. I think their onboarding and consumption experience is very consumer-friendly and thats going to continue to help with adoption. On the consumer side, were seeing some companies across gaming, fitness and productivity that are earning and retaining their audiences at a respectable rate. That wasnt happening even a year ago so it may be partially a COVID lift but habits are forming.
The VR bets of several years ago have largely struggled to pan out, if you were to make a startup investment in this space today what would you need to see?
Companies to watch are the ones that are creating cool experiences with mobile as the first entry point. Wave VR, Rec Room, VRChat are making it really easy for consumers to get a taste of VR with devices they already own. Theyre not treating VR as just another gaming peripheral but as a way to create very cool, often celebrity-driven, content. These are the kinds of innovations that makes me optimistic about the VR category in general.
Most investors I chat with seem to be long-term bullish on AR, but are reticent to invest in an explicitly AR-focused startup today. What do you want to see before you make a play here?
In both AR/VR, a founder needs to be both super ambitious but patient. Theyll need to be flexible in thinking and open to pivoting a few times along the way. Product-market fit is always important but I want to see that they have a plan for customer retention. Fun to try is great, habit-forming is much better. Gaming continues to do pretty well as a category for VC dollars but itd be interesting to see more founders look at making IRL sports experiences more immersive or figuring out how to enhance remote meeting experiences with VR to fix Zoom fatigue.
There have been a few spectacular flare-outs when it comes to AR/VR hardware investments, is there still a startup opportunity in AR/VR hardware?
Hardware is so capital intensive and this entire industry is dependent on the big players continuing to invest in hardware innovation. Facebook and Microsoft seem to be the main companies willing to spend here while others have backed away. If we expand our thinking for a minute, maybe the first real mainstream breakthrough AR/VR consumer experience isnt visual. For VR, it might be the mobile experiences. For AR maybe AirPods or AirPod-like devices are the right entry point for consumers. Theyre in millions of peoples ears already and who doesnt want their own special-agent-like earpiece? Thats where founders might find some opportunity.
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Virtual reality for the arts? Demos coming to Aspen area nonprofits – Aspen Times
Posted: at 6:39 pm
Three Roaring Fork Valley arts nonprofits are teaming up to present a foray into the ever-expanding world of virtual reality in direct correlation with art-making.
The Launchpad in Carbondale, Art Base in Basalt and Red Brick Center in Aspen will host demonstrations and deep-dives from Tuesday through Friday on the latest technology and applications.
Learn the basics of creating art in virtual reality in two-hour presentations at three locations. Each program will focus on Tilt Brush (by Google) and Medium (by Oculus) and how these can be used to bring your virtual creations into actual reality with 3D printing.
Participation for each session is limited and registration must be completed by contacting the arts organization of choice.
The schedule is:
Tuesday: Free Demo at The Art Base, 5:30 p.m.
Wednesday: Deep Dive at The Art Base, 10 a.m.; Free Demo at Carbondale Arts, 6:30 p.m.
Thursday: Free Demo at The Red Brick Center, 3 p.m.
Friday: Deep Dive at Carbondale Arts, noon
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SLC 2020 Q&A: Using Virtual Reality to Build Hazard Awareness – EHS Today
Posted: at 6:39 pm
You can think of it like one of those spot-the-difference exercises found in magazines. Or a virtual tour. Except its an exercise in identifying hazards and mitigating workplace safety risks.
Josh Schmitz, safety manager of CG Schmidt Inc., shares how the Wisconsin-based construction company uses a simulator to teach employees how to make a safer workplace. Through virtual reality (VR), he knows what safety hazards employees miss, which can guide future training. And because its virtual, he and his development team can keep revising and build new simulations to help keep employees safe in any environment.
His session at the 2020 Safety Leadership Conference, which takes place Nov. 10-12 virtually, will include a demonstration of the virtual platform.
Schmitz previews his session, Using Virtual Reality to Build Hazard Awareness in a Q&A with EHS Today.
EHS Today: Can you offer us a short description of your presentation and describe how it relates to safety leadership?
Schmitz: As safety professionals, part of our job is to grow the knowledge base and awareness of those we work with. Training never stops. Being able to walk through a building before a shovel even goes into the ground can not only show the team what they are going to be building, it can also identify hazards before they are true hazards.
The team can then identify ways to eliminate the hazard or put controls in place to keep people safe. It is not me making those decisions; it is the team knowing what needs to be done and taking ownership to ensure a successful project.
Why is the topic of your presentation of interest to you and why is it important to SLC attendees?
There is no one-size-fits-all in construction. We perform a large variety of projects and have a diverse group building and planning. We found that some people have gone years or maybe a career without seeing some of the hazards we presented to them. This presentation shows an effective way to build upon the knowledge base and prevent accidents before they happen.
What are the takeaways you hope to leave with attendees?
I am hoping to show people another way to educate and build hazard awareness. This reminds me of playing Nintendo games as a kid moving around and searching for clues to complete the objectives. I would engage my senses: touch, sight and sound. It is more immersive than just looking at a picture or listening to someone talk. Setting up VR simulations is also easier than I expected.
Please share an example of a personal or professional experience youve had related to safety leadership or the topic of your presentation.
We sent out a VR walk-through of a project to our project management staff and asked [them] to list all of the hazards that they found. It was very interesting to see how nearly everyone had different answers. During subsequent discussions, we discovered experience both years in the field and types of projects worked in played a large factor in which hazards were identified and which were missed.
For example, we have some that have only worked in hospitals performing remodel work. They missed a lot of the rooftop fall protection hazards because they are not used to working on roofs. VR can help show knowledge gaps and identify areas of focus for training.
What impact has the COVID-19 pandemic had on safety leadership at your organization?
The construction industry is pretty good at adapting to ever-changing situations and conditions. Because of this, COVID-19 hasnt hit us very hard. Our leadership team is our COVID-19 Response Team and continues to meet twice a week.
Early on, it was difficult to find accurate information. Our leadership team maximized our resources to put a plan in place in accordance with the CDC, OSHA and health departments. It has not been easy but working as a team we have been able to keep people healthy on our jobsites.
Please provide any additional insight or comments about your topic of discussion.
This is my first time presenting at a national conference, and I would like to encourage others to submit for presentations. There is a lot of great stuff happening in the world of EHS. Everyone has a valuable perspective to share.
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Global Augmented And Virtual Reality Contact Lens Market Report 2020: Increasing Investments from Technology Giants are Further Driving the Growth -…
Posted: at 6:39 pm
DUBLIN, Oct. 20, 2020 /PRNewswire/ -- The "Augmented And Virtual Reality Contact Lens Market By Lens, By Application - Growth, Future Prospects And Competitive Analysis 2020 - 2028" report has been added to ResearchAndMarkets.com's offering.
The augmented and virtual reality contact lens market is set to expand with a CAGR of 70% through the forecast period starting from 2020 to 2028.
AR Contact lens Continue to Grow Significantly
The AR contact lens segment shall lead the augmented and virtual reality contact lens market. The AR contact lens market is backed by a rapidly growing augmented reality market, which shall reach US$ 61.39 Bn in 2023. Increasing investments from technology giants are further driving the growth of the augmented contact lens market.
Notably, an increase in demand for augmented reality architecture, high growth in the travel and tourism industry, and rising opportunities in the enterprise industry are driving the growth of the AR contact lens market. Due to these factors, the AR contact lens will continue dominating the market throughout the forecast period.
Multiple Features Offering to Boost the Augmented and Virtual Reality Contact Lens Market
The augmented and virtual reality contact lens market worldwide is expected to observe a robust growth on account of the growing AR/VR market across the globe. These lenses are used for interactive experiences in the entertainment industry such as streaming a concert or collaborating experiences in the education industry. The lenses can be used in mobile applications for various functions such as navigation, gaming, education, and healthcare. Considering all these factors, the augmented and virtual reality contact lens market would register huge growth during the forecast period.
The Asia Pacific to Register the Fastest Growth
The augmented and virtual reality contact lens market is led by North America. The market here majorly is driven by higher penetration of AR & VR technology and higher investments in R&D by major players. The Asia Pacific is set to register the highest growth in the market during the forecast period.
Backed by a growing technological user base in the region especially in developing countries in India and China. Further, the region will witness industrial expansion with new technological advancements, which shall further drive the augmented and virtual reality contact lens market. On account of these factors, Asia Pacific will grow with the highest CAGR throughout the forecast period.
Some of the prominent players operating in the augmented and virtual reality contact lens market include Innovega, Inwith Corp., Mojo Vision, Sony, Samsung, Verily Life Sciences, Sensimed AG, Medella Health, Alcon, Ocumetrics Bionic Lens among others.
Historical & Forecast Period
This research report presents the analysis of each segment from 2018 to 2028 considering 2019 as the base year for the research. Compounded Annual Growth Rate (CAGR) for each respective segment calculated for the forecast period from 2020 to 2028.
Key questions answered in this report
Story continues
What was the market size of augmented and virtual reality contact lenses in 2019 and forecast up to 2028?
Which is the largest regional market for augmented and virtual reality contact lenses?
What are the major trends followed in overall augmented and virtual reality contact lenses across different regions?
Who are the key augmented and virtual reality contact lens companies leading the market?
What are the key strategies adopted by the leading augmented and virtual reality contact lens companies in the market?
Statistics on electronics worldwide
Recent trends across different regions in terms of adoption of augmented and virtual reality contact lens across various applications
Notable developments going on in the augmented and virtual reality contact lens market
Attractive investment proposition for segments as well as geography
A comparative scenario for all the segments for years 2019 (actual) and 2028 (forecast)
Key Topics Covered:
Chapter 1 Preface
Chapter 2 Executive Summary2.1 Market Snapshot: Global AVRCL Market2.1.1 Global AVRCL Market, by Lens, 2019 (US$ Bn)2.1.2 Global AVRCL Market, by Application, 2019 (US$ Bn)2.1.3 Global AVRCL Market, by Geography, 2019 (US$ Bn)
Chapter 3 Market Dynamics3.1 Introduction3.2 Market Dynamics3.2.1 Market Drivers3.2.2 Market Restraint3.3 Attractive Investment Proposition, by Geography, 20193.4 Market Positioning of Key AVRCL Vendors, 2019
Chapter 4 Global Augmented and Virtual Reality Contact Lens (AVRCL) Market, by Lens4.1 Overview4.2 AR Contact Lens4.3 VR Contact Lens
Chapter 5 Global Augmented and Virtual Reality Contact Lens (AVRCL) Market, by Application5.1 Overview5.2 Gaming5.3 Medical
Chapter 6 North America Augmented and Virtual Reality Contact Lens (AVRCL) Market Analysis, 2018 - 2028 (US$ Bn)
Chapter 7 Europe Augmented and Virtual Reality Contact Lens (AVRCL) Market Analysis, 2018 - 2028 (US$ Bn)
Chapter 8 Asia Pacific Augmented and Virtual Reality Contact Lens (AVRCL) Market Analysis, 2018 - 2028 (US$ Bn)
Chapter 9 Rest of the World (RoW) Augmented and Virtual Reality Contact Lens (AVRCL) Market Analysis, 2018 - 2028
Chapter 10 Company Profiles10.1 Innovega10.2 Inwith Corp.10.3 Mojo Vision10.4 Sony10.5 Samsung Electronics Co., Ltd.10.6 Verily Life Sciences10.7 Sensimed AG10.8 Medella Health10.9 Alcon10.10 Ocumetrics Bionic Lens
For more information about this report visit https://www.researchandmarkets.com/r/pu7i85
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Janelle Monae to close the first season of HBOs Lovecraft Country with a virtual reality concert experience on October 19 – Gold Derby
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Singer-songwriter Janelle Monaes acting career has been on fire in 2020 with the release of her latest film, Antebellum and her leading role in Season 2 of Amazon Primes TV series Homecoming. Now the SAG Award winning actress (Hidden Figures) returns to music, partnering with HBO to deliver a state of the art virtual reality concert in celebration of the season finale of Lovecraft Country. The event, titled Music of the Cosmos will air on October 19 at 10:00 p.m. ET following the finale of Lovecraft Country on October 18.
According to a press release from HBO, In the first-of-its-kind, groundbreaking social VR experience, 100 select influential voices have experienced a series of events consisting of immersive theater, escape rooms, art installations and puzzles via the Oculus Quest headset. The final event is a virtual reality concert given by Janelle Monae, eight-time Grammy nominated singer-songwriter, leading film and TV actress and record producer, who will be giving fans an out of this world performance, and her fist ever performance in virtual reality.
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Monae said in a statement of her own, Im so excited to partner with HBO and The Mill to pioneer the future of concert experiences in Sanctum. I always strive for innovation, and this project gives me the special opportunity to celebrate Lovecraft Country, a show Im a huge fan of, and connect with fans in a completely new way using virtual reality. This is the perfect platform to explore the impact of music and movement in anew dimension designed to celebrate Black art, stories and voices.
Inspired by the 50s Chicago block party featured in the first episode of Lovecraft Country, Music of the Cosmos takes you to the block party set in a virtual world. Using techniques like projection mapping and dynamic, interactive set design, the concert will see Monae control the space with her performance. All aspects of the environment from the choreography and set design, to the lighting, will interact in a way that wouldnt be possible within a traditional concert set-up.
You can view Music of the Cosmos featuring Janelle Monae on YouTube Live beginning at 10 p.m. ET on October 19.
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Walk inside cells with this virtual reality software – The Hindu
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Scientists at the University of Cambridge have created a virtual reality software which lets researchers walk inside and analyse individual cells.
The software called vLUME, developed along with a 3D image analysis software firm, Lume, could be used to understand fundamental problems in biology and develop new treatment for diseases.
The VR system allows super-resolution microscopy data to be visualised and analysed in virtual reality, and can be used to study everything from individual proteins to entire cells.
Super-resolution microscopy, which was awarded the Nobel Prize for Chemistry in 2014, makes it possible to obtain images at the nanoscale. However, researchers could not come across ways to visualise and analyse the data obtained through this method in three dimension until vLUME.
The software can be loaded with multiple datasets carrying millions of data points, and find patterns using in-built clustering algorithms. These findings can then be shared with collaborators worldwide using image and video features in the software.
Biology occurs in 3D, but up until now it has been difficult to interact with the data on a 2D computer screen in an intuitive and immersive way, Dr Steven F Lee, lead researcher, Cambridges Department of Chemistry, said in a statement. It wasnt until we started seeing our data in virtual reality that everything clicked into place.
While Alexandre Kitching, CEO of Lume said the software will allow scientists to visualise, question and interact with 3D biological data, in real time within a virtual reality environment.
Data generated from super-resolution microscopy is extremely complex, he added. For scientists, running analysis on this data can be very time-consuming. With vLUME, we have managed to vastly reduce that wait time allowing for more rapid testing and analysis.
A student from the group of researchers used the software to image an immune cell taken from her own blood, and then stood inside her own cell in virtual reality.
Its incredible - it gives you an entirely different perspective on your work, she said.
Lee said segmenting and viewing the data in vLUME, has enabled him and his team to quickly rule out certain hypotheses and propose new ones.
All you need is a VR headset, he added.
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UK sets its sights on the safety of Virtual Reality – Lexology
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The UKs Office for Product Safety and Standards (OPSS) has published a report on The safety of domestic virtual reality systems. Technologies including augmented reality (AR), virtual reality (VR) and mixed reality (MR) are of particular interest to authorities around the world at the moment. The OPSS report represents an insight into the thinking of an influential regulator. Here are our key takeaways.
The OPSS report is fundamentally a literature review, seeking to identify the potential adverse health risks associated with use of the technology, the mitigation steps that might be available, and the current gaps in the literature for further research. Whilst it refers to field research the OPSS conducted recently, that is not a main focus of the report.
We anticipate the report will be relied upon heavily by the UKs OPSS when considering the safety of VR (and to the extent relevant, also AR and MR) products in the future. To the extent it identifies potential risks, we expect that OPSS will look for explanations for how manufacturers are addressing those risks. It may have a similar impact with regulators in other parts of the world as they develop their own approaches to these (relatively) new technologies. The work will also be of interest to plaintiffs lawyers and consumer interest groups, who may seek to bring claims against manufacturers in this space as the safety standard evolves.
The OPSS reports examination of habituation and of adaptation is particularly interesting, with the report noting that habituation may be a relevant factor in reducing certain adverse effects (for example, cybersickness), whilst at the same time increasing the potential for other risks (such as balance and reaction time impairment).
The identification in the report of perceived research gaps is also notable. These may well become areas of focus for regulators as they consider the right regulatory response to this developing area of technology. Work is already under way on a number of fronts to develop standards addressing safety aspects of AR and VR.
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UK sets its sights on the safety of Virtual Reality - Lexology
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