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Category Archives: Virtual Reality

Activation Group announces MOU with HTC on the application of Virtual Reality in the Chinese events industry – Auganix

Posted: July 8, 2020 at 4:00 am

In Virtual Reality News

July 6, 2020 Activation Group Holdings Limited, a provider of integrated marketing solutions in China, has today announced that Activation Group Co., Ltd, an indirect non-wholly owned subsidiary of the company, has entered into a memorandum of understanding (MOU) with HTC Corporation in respect to building up a strategic relationship on the application of virtual reality in the events industry in China.

According to the MOU, HTC will be a long-term strategic partner of Activation on VR experiential marketing solutions for the Chinese market, and Activation will act as a long-term strategic partner of HTC as an event agency in China to promote HTCs Vive Events solutions. Both parties have agreed to collaborate with each other in order to launch brand events in China and to provide clients with experiential marketing and digital interactive solutions. The MOU is valid until December 31, 2022.

Steve Lau Kam Yiu, Joint-chairman and Chief Executive Officer of Activation, said: This cooperation with HTC, the worlds top-notch VR innovative designer and manufacturer, will greatly enhance the flexibility of the Groups integrated marketing solutions. Leveraging abundant resources and formidable advantages of both parties, and through our cutting-edge technologies, creativity beyond imagination and integrated marketing capabilities, we could provide our clients in premium and luxury brands with events and experiences that break through space restrictions and other interactive marketing services featuring entertainment and social media content.

He continued, In the context of the worldwide spread of COVID-19, as a leading integrated marketing solutions provider in Greater China, Activation will promote the application of VR in different industries, adopting HTCs Vive Suite through this strategic partnership to give users an immersive experience. This strategic partnership will further enhance the Groups digital marketing strength and consolidate Activations leading position in the event management market, which will bring strategic benefits and new sources of income to the Group.

Activation Group is an integrated marketing solutions provider that focuses on the provision of experiential marketing, digital and brand communication, and public relations services, operating primarily in China. The company states that it has also focused on tapping into the sports and entertainment IP development sector, and has entered into cooperation agreements with Spanish footballs LaLiga and France-based Amaury Sport Organisation for exclusive rights to organize authorized events with LaLiga Club brand and Le Tour de France brand, as well as other rights for marketing, sponsorship, merchandising and other uses in China.

Activation Group anticipates that the MOU will allow it to leverage HTCs VR offerings in order to provide products and experiences to its China-based customers, and the company stated that it believes the partnership will definitely strengthen the capability and expandability of the digital arm of Activation Group.

Image credit: Activation Group Holdings Limited

About the author

Sam Sprigg

Sam is the Founder and Managing Editor of Auganix. With a background in research and report writing, he covers news articles on both the AR and VR industries. He also has an interest in human augmentation technology as a whole, and does not just limit his learning specifically to the visual experience side of things.

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Activation Group announces MOU with HTC on the application of Virtual Reality in the Chinese events industry - Auganix

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MelodyVR rises on Live Nation partnership for virtual reality gigs – Proactive Investors UK

Posted: at 4:00 am

MelodyVR Group PLC (LON:MVR) was an early riser on Wednesday, advancing 14% to 5.12p, on the back of an exclusive partnership with Live Nation UK.

The two firms will organise a series of new live concerts connecting artists and fans in virtual reality, using the AIM-listed firms technology.

Fans will have the choice of watching performances set in Londons O2 Academy Brixton from multiple points, including on stage with the artists themselves.

Talking about partnerships, () rose 5% to 8.5p after extending its contract with grocery giant Asda by two years.

The partnership includes the management of warehousing and national transport operations across four sites in Doncaster, Larne, Rochdale and Wigan, covering frozen, chilled and ambient grocery as well as general merchandise.

The logistics firm has been working with Asda since 2005.

() said it has signed a services contract with Greencastle Capital to manage the JOE media business, which has been bought out of administration following its collapse in May. The media technology firm said under the terms of the deal it will immediately manage all operational and commercial aspects of the JOE media businesses in the UK and Ireland following regulatory clearance. In return, the company will be paid a monthly fee of 50,000 as well as 25% of all profits if certain targets are met. JOE media is the largest independent digital media company in the Republic of Ireland and has been one of the fastest growing media companies in the UK since it launched in 2015. The brand is well known for its House of Rugby series, the most-watched rugby show in the world, and generated over 10mln in revenue in 2019.

() has told investors that its desktop review of the wholly-owned Annaburroo gold project in Australias Northern Territoryhas identified potential for further delineation of gold mineralisation. It noted that the project remains underexplored with more than 95% of the area remaining unsampled and untested. The central and western portions of the licence are completely untested, the companyadded, and moreover its review concluded that prior exploration in certain areas are not considered effective due to thick transported soil cover which has potentially masked mineralisation.

() has signed a clinical and commercial licensing deal with a company developing a gene silencing drug for solid tumours. Under the agreement, APEIRON Biologics will be allowed to use the AIM-listed groups Flow Electroporation technology and ExPERT platform to advance APN401, a siRNA-based cell therapy. In return, MaxCyte will receive undisclosed development and approval milestones and sales-based payments in addition to other licensing fees.

() has told investors its full underground development team is now back at work and blasting operations have resumed at the Cononish gold and silver minein Scotland. The return to full operation was in line with the group's schedule announced in June, and operations are in full compliance with the coronavirus (COVID-19) safe operating procedures, the company added. At the same time, Scotgoldis ramping up drilling capacity at the mine project with the addition of extra rigs, via a new agreement with Epiroc UK & Ireland Ltd.

Holdings PLC () has noted that researchers driving innovation at the cancer diagnostic grouphave contributed "world-class science to the field of rheumatoid arthritis (RA) and its early detection. Thats the opinion of Oncimmunes chief executive, Dr Adam Hill, whose ImmunoINSIGHTS team was integral to a paper published in the journal Arthritis Research & Therapy. Led by Oncimmune's Dr Petra Buddle and Dr Hans-Dieter Zucht, a study was set up to assess the diagnostic potential of IgG antibodies in early RA. It did so by assessing 411 patients enrolled in Germany. The scientists concluded that the autoantibody, cTRA2B-IgG, had the potential to improve diagnosis of early-stage rheumatoid arthritis.

() said it has executed an agreement with IOV Labs Limited to establish a joint venture (JV) in Singapore. The blockchain investment and advisory firm said the JV will promote and commercialise IOVs services and technologies, principally in the Asian markets, and be financed by IOV through a loan which is to be repaid from future revenues. IOV is the parent of RSK, the developers of the first smart contract platform secured by the Bitcoin network in which Coinsilium holds an interest of around 1.9mln RIF tokens. It also owns Taringa!, one of the largest Spanish language social media apps with around 30mln members.

() has said it is expecting the completion of the divestment of the companys legacy oil and gas interest, DT Ultravert, during the next week. The CBD-focused firmalso noted a change in deal terms which both advances the transaction to completion and in the longer-term offers improved value to Zoetic. It has agreed with the acquirer, Path Investments, that Zoetic will receive a higher royalty over future production - increased to 6% from 5% -and it will accept a higher allocation of share warrants, to a total of 30mln. Meanwhile, Path will cover Zoetics professional and technical costs with cash.

e-Therapeutics PLC () has unveiled plans to raise up to 12.4mln to fund its next stage of growth and value creation by expanding its drug discovery platform and asset pipeline. In an announcement after the close on Tuesday, the biopharmaceutical firm said it will raise 6.3mln of the total in a placing through the issue of around 52.8mln new shares at 12p each, a 30% discount to its Tuesday closing price. Meanwhile, the company also announced a subscription to raise around 2.8mln through the issue of 23.3mln new shares at the same price and a broker option to raise another 2.5mln. The group also made a retail offer at the 12p price on the platform to provide certain existing retail shareholders and other retail investors with an opportunity to participate in the fundraise. In an announcement on Wednesday morning, e-Therapeutics said the retail offer had raised 750,000 through the issue of 6.25mln shares.

(LON SUPR), the real estate investment trust providing secure, inflation-protected, long income from grocery property in the UK, said it board has today declared an interim dividend in respect of the period from April 1, 2020, to June 30, 2020, of 1.460p per ordinary share, payable on or around August 7, 2020. The ex-dividend date will be July 16, 2020, with a record date of July 17, 2020. The dividend will be paid 0.818p as a Property Income Distribution in respect of the Company's tax-exempt property rental business and 0.642p as an ordinary UK dividend. The company has now declared four quarterly dividends totalling 5.8p per ordinary share for the financial year ended June 30, 2020, achieving its full-year dividend target.

() has announced the appointment of Zeus as its Nominated Adviser and Joint Broker with immediate effect.

(), a rapidly growing specialist CRO pharmaceutical services company which is the world leader in the testing of vaccines and antivirals using human challenge study models has said it will be attending and presenting at a series of investor events from July 9 to 1, 2020. Cathal Friel, Open Orphan's chief executive officer, will be in attendance for all of the events and will be presenting to update existing and potential investors on the company's business plans for 2020-2021. No new material information will be disclosed at any of the events, which are: Hardman & Co. Investor Forum Webinar, July 9, 2020, 3.00pm-4.30pm; Proactive Investors One2One Investor Forum, July 9, 2020, 6.00pm-8pm; and Mello Virtual - Investing in the New World, July 11, 2020, 9.00am-5.00pm.

IXICO ), the data analytics company delivering insights in neuroscience, has announced the company's digital attendance at the On Helix Digital conference, being held on July 13-14, 2020. IXICO will share a pre-recorded presentation by Robin Wolz, the groups SVP Science & Innovation, entitled 'Biomarkers for CNS clinical trials from imaging and actigraphy.' Two AI approaches to measure biomarkers in CNS disorders will be presented; the first approach is a method based on deep learning to segment brain volume in Huntington's disease and the second novel approach is the sleep assessment in Parkinson's disease from wrist-worn actigraphy. There will be an opportunity to set up one-to-one tele-meetings with potential customers and investors.

(), a leading provider of IT solutions to the global life sciences market, has said it intends to host a live presentation via the Investor Meet Company platform in the coming weeks. A date and time will be announced in due course. Investors can sign up to Investor Meet Company for free via https://investormeetcompany.com/instem-plc/register-investor.

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Health Scholars and CareerCert Team Up to Improve Patient Outcomes Through Virtual Reality Training – Healthcare Dive

Posted: at 4:00 am

Press Releases PRESS RELEASE FROM HEALTH SCHOLARS

Health Scholars and CareerCert Team Up to Improve Patient Outcomes Through Virtual Reality Training

Expansion of online training will include virtual reality assisting medical departments in ACLS training.

Westminster, Colorado, July 1, 2020. Health Scholars, the company recognized for voice-directed VR simulations including advanced cardiovascular life support (ACLS) training for first responders and clinicians announces a partnership with CareerCert which will expand their online training to include VR to help emergency and healthcare departments receive consistent, accessible, experience-based ACLS training that can save lives in their community.

While ACLS certifications last for 2 years, ACLS skills can deteriorate within a matter of months if not constantly practiced and refreshed[1]. According to the American Heart Association, to improve outcomes for cardiac arrest the current approach to resuscitation training should be replaced or supplemented with a spaced practice that allows emergency and healthcare providers to receive tailored feedback and technology-enhanced training to refresh critical knowledge and skills.

Health Scholars virtual reality training prevents ACLS skills decay by enabling learners to physically engage in code situations at an appropriate frequency, says Daniel Katz, an ACLS instructor and anesthesiologist. Its realistic, clinically accurate, and can be completed at the convenience of the learner.

With average adult survival rates of 26% for in-hospital cardiac arrest and up to 11% for out-of-hospital cardiac arrest, continuous improvement to cardiac arrest response and training is an obligation to patients, says President of Health Scholars Brian Gillett, MD. First responders and healthcare providers are on the front lines of patient safety and deserve effective, experience-based training and skills assessments.

To connect emergency and healthcare departments with this vital training, CareerCert now offers Health Scholars ACLS virtual reality training as part of their online training solutions. Emergency and healthcare professionals can easily access a wide range of online training options designed to improve patient outcomes, including virtual reality, interactive mobile learning, virtual instructor-led training, scenario-based education, multimedia online courses, and 3D learning.

In order to keep up with the rapid acceleration of medical knowledge, first responders and healthcare providers need innovative, comprehensive training that fits their schedules and helps them provide the best care possible, ScottJensen, Senior Vice President at CareerCert says. Virtual reality is one key factor in providing quality training that makes an impact.

Health Scholars CEO Cole Sandau adds, Healthcare providers consistently give their all to help others, which is why we believe first responders, clinicians and their patients deserve the best training possible. Our partnership with the CareerCert division of Carrus will help ensure that we can bring effective VR training to a larger number of providers and we could not be more excited to add our ACLS VR training to CareerCerts program.

This industry-leading ACLS virtual reality training helps emergency and healthcare departments:

Save up to 83% on training costs compared to high-fidelity simulation-based training

Refresh provider knowledge and skill in all of the AHA core rhythms

Reduce the number of educators/proctors needed to run a successful simulation by 75%

Provide consistent yet flexible training that providers can easily access 24/7

Manage and report on provider improvement and clinical readiness

Build provider communication skills, situational awareness, and critical thinking

Offer deliberate practice and targeted feedback to improve provider care

About Health Scholars

Our mission is to advance healthcare education through virtualization, making experience-based training scalable, accessible and affordable to both Healthcare and Public Safety providers. Our VR platformprovidesmanagement, deliveryand performance analysis of VR simulation training and we offer AI-enabled VRtrainingscenarios for resuscitation, perioperative, obstetrical, and public emergencies, providing a risk-free environment for repeated deliberate practice. For more information, see http://www.HealthScholars.com. You may also contact Chris Ingwalson at (303) 915.0087, or by email at [emailprotected]

About CareerCert

CareerCert helps first responders and healthcare providers improve outcomes and protect communities through industry-leading online training. We offer innovative continuing education created by and for medical, fire, and EMS professionals. Our online solutions help emergency departments easily manage, track, create, and report on training in one easy place so they can conveniently access the tools they need to stay compliant and protect their communities.

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[1] American Heart Association. Resuscitation Education Science: Educational Strategies to Improve Outcomes From Cardiac Arrest. Circulation. 2018;138.

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Gaming as a Social Movement: Join Technical.ly on July 23 for live game play and local leader dialogue – Technical.ly

Posted: at 4:00 am

The organizers of Philly Tech Week presented by Comcast and the heads of Nerd Street Gamers and Balti Virtual have joined up to form a unique virtual event collaboration for PTW20 Virtuals Gaming Day.

Join us at 1 p.m. EST on Thursday, July 23, for our Gaming as a Social Movement event, which features a lunchtime conversation with local industry leaders streamed alongside a friendly match of Rocket League. Panelist players will explore the impact of current events on the industry, all while battling things out with rocket-powered cars on a virtual soccer field.

Topics include:

Joining us for the day are:

This event is free and will be livestreamed on Twitch starting at 1 p.m. EST on Thursday, July 23:

A special offer from our partner, Insomnia Cookies:

As a special thanks to our community members, Insomnia Cookies is offering a digital coupon special to all attendees. Be sure to sign up for our emails for instructions on how to access the special offer.

Gee spent his 20s trying to be the second-greatest 3D graphics programmer in the video game industry and cofounded an interactive software company in 2003 that created a VR training tool for the NFL. He is currently the cofounder and CEO of Balti Virtual creative studio, delivering the highest quality virtual reality experiences and augmented reality applications possible on the latest hardware available. Specialties include augmented reality, virtual reality, mixed reality, extended reality and actual reality.

Fazio is the founder and chief executive officer of Nerd Street Gamers (NSG), a national esports infrastructure company based in Philadelphia. NSGs infrastructure includes a network of esports facilities akin to traditional sports training complexes. Fazio is determined to increase accessibility to the esports industry and ultimately wants to provide anyone in the world with the opportunity to compete in any esport of their choice free of charge.

Kirby is a reporter for Technical.ly Baltimore and a Report for America fellow for 2020-2021. A Philadelphia native and graduate of Temple University, he moved to Baltimore in May 2020 after spending over a year in Rwanda serving as a Peace Corps volunteer. Find him on Instagram and Twitter at @kurbskidurb.

Gaming Day is part of the PTW20 Virtual Summer Series collection. In collaboration with Nerd Street Gamers and Balti Virtual, this unique event is part of the all-virtual experience recently unveiled for the 10th annual Philly Tech Week.

PTW20 Virtual features a summer series of partnered programs aligned to the years event tracks and focused on celebrating resilience, technology and innovation. From immersive daylong conferences to dynamic idea exchanges and more casual fireside chats, PTW Virtual keeps you connected to the ideas and opportunities that create a better today and tomorrow for our hometown.

There are a variety of ways you can get involved with Philly Tech Week 2020. Email katrina@technicallymedia.com to discuss partnership options or learn more about sponsorship opportunities.

Get updates on speakers, sessions, attendee specials, and more. Sign up for Philly Tech Week emails today:

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Gaming as a Social Movement: Join Technical.ly on July 23 for live game play and local leader dialogue - Technical.ly

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New Program Combats Racial and Gender Bias in the Workplace Using Virtual Reality – Yahoo Finance

Posted: at 4:00 am

Live In Their World improves employee interactions, relationships, and organizational culture

NEW YORK, July 7, 2020 /PRNewswire/ --Live In Their World, a Software-as-a-Service (SaaS) company that combines psychology and technology to help change workplace behavior, today launched a new remote learning program using virtual reality (VR) to promote lasting, respectful engagement in the workplace. Live In Their World addresses the shortcomings of traditional diversity and inclusion training programs by creating profound awareness of the effects of bias and incivility, while providing employees the skills they need for a healthy workplace.

"After doing research with virtual reality, combined with what I've learned in my career as a psychotherapist, executive coach, and psychology textbook author, it's clear to me that awareness alone is not enough to drive civil behavior and respectful engagement," said Robin S. Rosenberg, Ph.D., founder and chief executive officer of Live In Their World. "As research has repeatedly shown, people's behavior changes when best practices permeate an entire organization."

Live In Their World uses VR to close the distance caused by the different experiences of employees, as well as resulting bias and incivilitywhether working remotely or in the office. The Live In Their World program places its users into the "shoes" of another person to experience, from his or her point of view, what it feels like to be on the receiving end of various forms of bias and incivility. This experience is proven to result in deeper understanding and an enhanced perspective among coworkers.

"By allowing people to step into a new experience, shift their perspective, and gain empathy, Live In Their World is creating long-lasting effects and change within organizations," said Jennifer Brown, nationally known diversity and inclusion consultant, author, and founder and CEO of Jennifer Brown Consulting. "It's critical to the work that we are doing as Diversity, Equity and Inclusion professionals."

The Live In Their World distributed learning process includes numerous tracks, each with three modules, for companies to use based on their specific needs:

The program can be done remotely, and the virtual reality experience can be delivered to employees through an immersive video experience on computer, a mobile VR experience via a cell phone and mobile headset, or an Oculus headset at a company's workplace.

Companies can sign up for a chosen number of tracks in a given year. Current tracks include the typical workplace experiences of a Black man, Black woman, and White woman. More tracks are in development. Each one is designed to build skills that are critical for a respectful work environment. These skills include having an open mind that enables giving and receiving feedback, viewing change as an opportunity rather than a threat, displaying curiosity, and constructively intervening as a bystander. For leaders or managers, civility skills also include resolving issues between team members, running effective meetings, addressing bias in performance feedback, and structuring interview processes and hiring plans to decrease bias and discrimination.

"Research has shown that bias and incivility can have a huge cost to organizations," said Rosenberg. "With social shifts and a younger workforce, many employees expecteven demanda positive, respectful work environment. Not having such an environment materially affects hiring, retention, productivity, and an organization's overall reputation."

Story continues

About Live In Their WorldLive In Their World provides a Software-as-a-Service (SaaS) program to enable lasting change in organizational civility and respectful engagement. The program applies the science of psychologyto combine emotional and cognitive learning, using both immersive virtual reality and online learning. The program easily scales for delivery to entire organizations. Initially funded by Learn Capital and seed investments, Live In Their World's proof of concept has shown significant impact on awareness, empathy, and implicit bias in participants. Armed with validated outcomes, Live in Their World is partnering with professional organizations and other firms to bring its capabilities within reach of more companies. Headquartered in New York, Live In Their World was founded in 2018. For more information, visithttps://www.liveintheirworld.com/.

Media Contact:Marissa Jabczenski marissajab@gmail.com949-812-1450

View original content to download multimedia:http://www.prnewswire.com/news-releases/new-program-combats-racial-and-gender-bias-in-the-workplace-using-virtual-reality-301088910.html

SOURCE Live in Their World

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Augmented Reality (AR) & Virtual Reality (VR) in Healthcare Sales Market Growth By Manufacturers, Type And Application, Forecast To 2026 – 3rd…

Posted: at 4:00 am

New Jersey, United States,- Market Research Intellect sheds light on the market scope, potential, and performance perspective of the Global Augmented Reality (AR) & Virtual Reality (VR) in Healthcare Sales Market by carrying out an extensive market analysis. Pivotal market aspects like market trends, the shift in customer preferences, fluctuating consumption, cost volatility, the product range available in the market, growth rate, drivers and constraints, financial standing, and challenges existing in the market are comprehensively evaluated to deduce their impact on the growth of the market in the coming years. The report also gives an industry-wide competitive analysis, highlighting the different market segments, individual market share of leading players, and the contemporary market scenario and the most vital elements to study while assessing the global Augmented Reality (AR) & Virtual Reality (VR) in Healthcare Sales market.

The research study includes the latest updates about the COVID-19 impact on the Augmented Reality (AR) & Virtual Reality (VR) in Healthcare Sales sector. The outbreak has broadly influenced the global economic landscape. The report contains a complete breakdown of the current situation in the ever-evolving business sector and estimates the aftereffects of the outbreak on the overall economy.

Leading Augmented Reality (AR) & Virtual Reality (VR) in Healthcare Sales manufacturers/companies operating at both regional and global levels:

The report also inspects the financial standing of the leading companies, which includes gross profit, revenue generation, sales volume, sales revenue, manufacturing cost, individual growth rate, and other financial ratios.

Industrial Analysis:

The Augmented Reality (AR) & Virtual Reality (VR) in Healthcare Sales market report is extensively categorized into different product types and applications. The study has a separate section for explaining the cost of raw material and the revenue returns that are gained by the players of the market.

The segmentation included in the report is beneficial for readers to capitalize on the selection of appropriate segments for the Augmented Reality (AR) & Virtual Reality (VR) in Healthcare Sales sector and can help companies in deciphering the optimum business move to reach their desired business goals.

In Market Segmentation by Types of Augmented Reality (AR) & Virtual Reality (VR) in Healthcare Sales, the report covers-

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This study analyzes the growth of Augmented Reality (AR) & Virtual Reality (VR) in Healthcare Sales based on the present, past and futuristic data and will render complete information about the Augmented Reality (AR) & Virtual Reality (VR) in Healthcare Sales industry to the market-leading industry players that will guide the direction of the Augmented Reality (AR) & Virtual Reality (VR) in Healthcare Sales market through the forecast period. All of these players are analyzed in detail so as to get details concerning their recent announcements and partnerships, product/services, and investment strategies, among others.

Sales Forecast:

The report contains historical revenue and volume that backing information about the market capacity, and it helps to evaluate conjecture numbers for key areas in the Augmented Reality (AR) & Virtual Reality (VR) in Healthcare Sales market. Additionally, it includes a share of each segment of the Augmented Reality (AR) & Virtual Reality (VR) in Healthcare Sales market, giving methodical information about types and applications of the market.

Reasons for Buying Augmented Reality (AR) & Virtual Reality (VR) in Healthcare Sales Market Report

This report gives a forward-looking prospect of various factors driving or restraining market growth.

It renders an in-depth analysis for changing competitive dynamics.

It presents a detailed analysis of changing competition dynamics and puts you ahead of competitors.

It gives a six-year forecast evaluated on the basis of how the market is predicted to grow.

It assists in making informed business decisions by performing a pin-point analysis of market segments and by having complete insights of the Augmented Reality (AR) & Virtual Reality (VR) in Healthcare Sales market.

This report helps the readers understand key product segments and their future.

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In the end, the Augmented Reality (AR) & Virtual Reality (VR) in Healthcare Sales market is analyzed for revenue, sales, price, and gross margin. These points are examined for companies, types, applications, and regions.

To summarize, the global Augmented Reality (AR) & Virtual Reality (VR) in Healthcare Sales market report studies the contemporary market to forecast the growth prospects, challenges, opportunities, risks, threats, and the trends observed in the market that can either propel or curtail the growth rate of the industry. The market factors impacting the global sector also include provincial trade policies, international trade disputes, entry barriers, and other regulatory restrictions.

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Market Research Intellect provides syndicated and customized research reports to clients from various industries and organizations with the aim of delivering functional expertise. We provide reports for all industries including Energy, Technology, Manufacturing and Construction, Chemicals and Materials, Food and Beverage, and more. These reports deliver an in-depth study of the market with industry analysis, the market value for regions and countries, and trends that are pertinent to the industry.

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Augmented Reality (AR) & Virtual Reality (VR) in Healthcare Sales Market Growth By Manufacturers, Type And Application, Forecast To 2026 - 3rd...

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Augmented Reality and Virtual Reality in Healthcare Market Growth By Manufacturers, Type And Application, Forecast To 2026 – 3rd Watch News

Posted: at 4:00 am

New Jersey, United States,- Market Research Intellect sheds light on the market scope, potential, and performance perspective of the Global Augmented Reality and Virtual Reality in Healthcare Market by carrying out an extensive market analysis. Pivotal market aspects like market trends, the shift in customer preferences, fluctuating consumption, cost volatility, the product range available in the market, growth rate, drivers and constraints, financial standing, and challenges existing in the market are comprehensively evaluated to deduce their impact on the growth of the market in the coming years. The report also gives an industry-wide competitive analysis, highlighting the different market segments, individual market share of leading players, and the contemporary market scenario and the most vital elements to study while assessing the global Augmented Reality and Virtual Reality in Healthcare market.

The research study includes the latest updates about the COVID-19 impact on the Augmented Reality and Virtual Reality in Healthcare sector. The outbreak has broadly influenced the global economic landscape. The report contains a complete breakdown of the current situation in the ever-evolving business sector and estimates the aftereffects of the outbreak on the overall economy.

Leading Augmented Reality and Virtual Reality in Healthcare manufacturers/companies operating at both regional and global levels:

To get Incredible Discounts on this Premium Report, Click Here @ https://www.marketresearchintellect.com/ask-for-discount/?rid=210387&utm_source=3WN&utm_medium=888

The Augmented Reality and Virtual Reality in Healthcare market report provides successfully marked contemplated policy changes, favorable circumstances, industry news, developments, and trends. This information can help readers fortify their market position. It packs various parts of information gathered from secondary sources, including press releases, web, magazines, and journals as numbers, tables, pie-charts, and graphs. The information is verified and validated through primary interviews and questionnaires. The data on growth and trends focuses on new technologies, market capacities, raw materials, CAPEX cycle, and the dynamic structure of the Augmented Reality and Virtual Reality in Healthcare market.

This study analyzes the growth of Augmented Reality and Virtual Reality in Healthcare based on the present, past and futuristic data and will render complete information about the Augmented Reality and Virtual Reality in Healthcare industry to the market-leading industry players that will guide the direction of the Augmented Reality and Virtual Reality in Healthcare market through the forecast period. All of these players are analyzed in detail so as to get details concerning their recent announcements and partnerships, product/services, and investment strategies, among others.

Sales Forecast:

The report contains historical revenue and volume that backing information about the market capacity, and it helps to evaluate conjecture numbers for key areas in the Augmented Reality and Virtual Reality in Healthcare market. Additionally, it includes a share of each segment of the Augmented Reality and Virtual Reality in Healthcare market, giving methodical information about types and applications of the market.

Reasons for Buying Augmented Reality and Virtual Reality in Healthcare Market Report

This report gives a forward-looking prospect of various factors driving or restraining market growth.

It renders an in-depth analysis for changing competitive dynamics.

It presents a detailed analysis of changing competition dynamics and puts you ahead of competitors.

It gives a six-year forecast evaluated on the basis of how the market is predicted to grow.

It assists in making informed business decisions by performing a pin-point analysis of market segments and by having complete insights of the Augmented Reality and Virtual Reality in Healthcare market.

This report helps the readers understand key product segments and their future.

Have Any Query? Ask Our Expert @ https://www.marketresearchintellect.com/need-customization/?rid=210387&utm_source=3WN&utm_medium=888

In the end, the Augmented Reality and Virtual Reality in Healthcare market is analyzed for revenue, sales, price, and gross margin. These points are examined for companies, types, applications, and regions.

To summarize, the global Augmented Reality and Virtual Reality in Healthcare market report studies the contemporary market to forecast the growth prospects, challenges, opportunities, risks, threats, and the trends observed in the market that can either propel or curtail the growth rate of the industry. The market factors impacting the global sector also include provincial trade policies, international trade disputes, entry barriers, and other regulatory restrictions.

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Market Research Intellect provides syndicated and customized research reports to clients from various industries and organizations with the aim of delivering functional expertise. We provide reports for all industries including Energy, Technology, Manufacturing and Construction, Chemicals and Materials, Food and Beverage, and more. These reports deliver an in-depth study of the market with industry analysis, the market value for regions and countries, and trends that are pertinent to the industry.

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Augmented Reality and Virtual Reality in Healthcare Market Growth By Manufacturers, Type And Application, Forecast To 2026 - 3rd Watch News

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Augmented Reality and Virtual Reality in Gaming Market Growth By Manufacturers, Type And Application, Forecast To 2026 – 3rd Watch News

Posted: at 4:00 am

New Jersey, United States,- Market Research Intellect sheds light on the market scope, potential, and performance perspective of the Global Augmented Reality and Virtual Reality in Gaming Market by carrying out an extensive market analysis. Pivotal market aspects like market trends, the shift in customer preferences, fluctuating consumption, cost volatility, the product range available in the market, growth rate, drivers and constraints, financial standing, and challenges existing in the market are comprehensively evaluated to deduce their impact on the growth of the market in the coming years. The report also gives an industry-wide competitive analysis, highlighting the different market segments, individual market share of leading players, and the contemporary market scenario and the most vital elements to study while assessing the global Augmented Reality and Virtual Reality in Gaming market.

The research study includes the latest updates about the COVID-19 impact on the Augmented Reality and Virtual Reality in Gaming sector. The outbreak has broadly influenced the global economic landscape. The report contains a complete breakdown of the current situation in the ever-evolving business sector and estimates the aftereffects of the outbreak on the overall economy.

Leading Augmented Reality and Virtual Reality in Gaming manufacturers/companies operating at both regional and global levels:

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The Augmented Reality and Virtual Reality in Gaming market report provides successfully marked contemplated policy changes, favorable circumstances, industry news, developments, and trends. This information can help readers fortify their market position. It packs various parts of information gathered from secondary sources, including press releases, web, magazines, and journals as numbers, tables, pie-charts, and graphs. The information is verified and validated through primary interviews and questionnaires. The data on growth and trends focuses on new technologies, market capacities, raw materials, CAPEX cycle, and the dynamic structure of the Augmented Reality and Virtual Reality in Gaming market.

This study analyzes the growth of Augmented Reality and Virtual Reality in Gaming based on the present, past and futuristic data and will render complete information about the Augmented Reality and Virtual Reality in Gaming industry to the market-leading industry players that will guide the direction of the Augmented Reality and Virtual Reality in Gaming market through the forecast period. All of these players are analyzed in detail so as to get details concerning their recent announcements and partnerships, product/services, and investment strategies, among others.

Sales Forecast:

The report contains historical revenue and volume that backing information about the market capacity, and it helps to evaluate conjecture numbers for key areas in the Augmented Reality and Virtual Reality in Gaming market. Additionally, it includes a share of each segment of the Augmented Reality and Virtual Reality in Gaming market, giving methodical information about types and applications of the market.

Reasons for Buying Augmented Reality and Virtual Reality in Gaming Market Report

This report gives a forward-looking prospect of various factors driving or restraining market growth.

It renders an in-depth analysis for changing competitive dynamics.

It presents a detailed analysis of changing competition dynamics and puts you ahead of competitors.

It gives a six-year forecast evaluated on the basis of how the market is predicted to grow.

It assists in making informed business decisions by performing a pin-point analysis of market segments and by having complete insights of the Augmented Reality and Virtual Reality in Gaming market.

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In the end, the Augmented Reality and Virtual Reality in Gaming market is analyzed for revenue, sales, price, and gross margin. These points are examined for companies, types, applications, and regions.

To summarize, the global Augmented Reality and Virtual Reality in Gaming market report studies the contemporary market to forecast the growth prospects, challenges, opportunities, risks, threats, and the trends observed in the market that can either propel or curtail the growth rate of the industry. The market factors impacting the global sector also include provincial trade policies, international trade disputes, entry barriers, and other regulatory restrictions.

About Us:

Market Research Intellect provides syndicated and customized research reports to clients from various industries and organizations with the aim of delivering functional expertise. We provide reports for all industries including Energy, Technology, Manufacturing and Construction, Chemicals and Materials, Food and Beverage, and more. These reports deliver an in-depth study of the market with industry analysis, the market value for regions and countries, and trends that are pertinent to the industry.

Contact Us:

Mr. Steven Fernandes

Market Research Intellect

New Jersey ( USA )

Tel: +1-650-781-4080

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Augmented Reality and Virtual Reality in Gaming Market Growth By Manufacturers, Type And Application, Forecast To 2026 - 3rd Watch News

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Augmented Reality and Virtual Reality in Aerospace Market Growth By Manufacturers, Type And Application, Forecast To 2026 – 3rd Watch News

Posted: at 4:00 am

New Jersey, United States,- Market Research Intellect sheds light on the market scope, potential, and performance perspective of the Global Augmented Reality and Virtual Reality in Aerospace Market by carrying out an extensive market analysis. Pivotal market aspects like market trends, the shift in customer preferences, fluctuating consumption, cost volatility, the product range available in the market, growth rate, drivers and constraints, financial standing, and challenges existing in the market are comprehensively evaluated to deduce their impact on the growth of the market in the coming years. The report also gives an industry-wide competitive analysis, highlighting the different market segments, individual market share of leading players, and the contemporary market scenario and the most vital elements to study while assessing the global Augmented Reality and Virtual Reality in Aerospace market.

The research study includes the latest updates about the COVID-19 impact on the Augmented Reality and Virtual Reality in Aerospace sector. The outbreak has broadly influenced the global economic landscape. The report contains a complete breakdown of the current situation in the ever-evolving business sector and estimates the aftereffects of the outbreak on the overall economy.

Leading Augmented Reality and Virtual Reality in Aerospace manufacturers/companies operating at both regional and global levels:

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The Augmented Reality and Virtual Reality in Aerospace market report provides successfully marked contemplated policy changes, favorable circumstances, industry news, developments, and trends. This information can help readers fortify their market position. It packs various parts of information gathered from secondary sources, including press releases, web, magazines, and journals as numbers, tables, pie-charts, and graphs. The information is verified and validated through primary interviews and questionnaires. The data on growth and trends focuses on new technologies, market capacities, raw materials, CAPEX cycle, and the dynamic structure of the Augmented Reality and Virtual Reality in Aerospace market.

This study analyzes the growth of Augmented Reality and Virtual Reality in Aerospace based on the present, past and futuristic data and will render complete information about the Augmented Reality and Virtual Reality in Aerospace industry to the market-leading industry players that will guide the direction of the Augmented Reality and Virtual Reality in Aerospace market through the forecast period. All of these players are analyzed in detail so as to get details concerning their recent announcements and partnerships, product/services, and investment strategies, among others.

Sales Forecast:

The report contains historical revenue and volume that backing information about the market capacity, and it helps to evaluate conjecture numbers for key areas in the Augmented Reality and Virtual Reality in Aerospace market. Additionally, it includes a share of each segment of the Augmented Reality and Virtual Reality in Aerospace market, giving methodical information about types and applications of the market.

Reasons for Buying Augmented Reality and Virtual Reality in Aerospace Market Report

This report gives a forward-looking prospect of various factors driving or restraining market growth.

It renders an in-depth analysis for changing competitive dynamics.

It presents a detailed analysis of changing competition dynamics and puts you ahead of competitors.

It gives a six-year forecast evaluated on the basis of how the market is predicted to grow.

It assists in making informed business decisions by performing a pin-point analysis of market segments and by having complete insights of the Augmented Reality and Virtual Reality in Aerospace market.

This report helps the readers understand key product segments and their future.

Have Any Query? Ask Our Expert @ https://www.marketresearchintellect.com/need-customization/?rid=257202&utm_source=3WN&utm_medium=888

In the end, the Augmented Reality and Virtual Reality in Aerospace market is analyzed for revenue, sales, price, and gross margin. These points are examined for companies, types, applications, and regions.

To summarize, the global Augmented Reality and Virtual Reality in Aerospace market report studies the contemporary market to forecast the growth prospects, challenges, opportunities, risks, threats, and the trends observed in the market that can either propel or curtail the growth rate of the industry. The market factors impacting the global sector also include provincial trade policies, international trade disputes, entry barriers, and other regulatory restrictions.

About Us:

Market Research Intellect provides syndicated and customized research reports to clients from various industries and organizations with the aim of delivering functional expertise. We provide reports for all industries including Energy, Technology, Manufacturing and Construction, Chemicals and Materials, Food and Beverage, and more. These reports deliver an in-depth study of the market with industry analysis, the market value for regions and countries, and trends that are pertinent to the industry.

Contact Us:

Mr. Steven Fernandes

Market Research Intellect

New Jersey ( USA )

Tel: +1-650-781-4080

Our Trending Reports

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Augmented Reality and Virtual Reality in Aerospace Market Growth By Manufacturers, Type And Application, Forecast To 2026 - 3rd Watch News

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Global Virtual Reality Content Creation Market 2025 potential scope for growth in the years: 360 Labs, Blippar, Koncept VR, Matterport, Panedia Pty…

Posted: at 4:00 am

This Global Virtual Reality Content Creation Market report is an in depth study of the present market dynamics and the factors that affect it. It consists of the detailed study of current market trends along with the past statistics. The past years are considered as reference to get the predicted data for the forecasted period. Various important factors such as market trends, revenue growth patterns market shares and demand and supply are included in almost all the market research report for every industry. A significant development has been recorded by the market of Virtual Reality Content Creation, in past few years. It is also for it to grow further. Various important factors such as market trends, revenue growth patterns market shares and demand and supply are included in almost all the market research report for every industry.

This study covers following key players:360 LabsBlipparKoncept VRMatterportPanedia Pty LtdSubVRsiveVizorVoxelusWeMakeVRWevr

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A systematized methodology is used to make a Report on the Global Virtual Reality Content Creation market. For the analysis of market on the terms of research strategies, these techniques are helpful. All the information about the Products, manufacturers, vendors, customers and much more is covered in research reports.There are different marketing strategies that every marketer looks up to in order to ace the competition in the Global market. There is a target set in market that every marketing strategy has to reach. The study is done with the help of analysis such as SWOT analysis and PESTEL analysis. SWOT analysis includes the study of Threats, weaknesses, strengths and opportunities that the Virtual Reality Content Creation market. Whereas PESTEL analysis is the study concerning Economic, Technological, legal political, social, environmental matters. For the analysis of market on the terms of research strategies, these techniques are helpful.

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Market segment by Type, the product can be split into Videos360 Degree PhotosGames

Market segment by Application, split into Gaming and EntertainmentEngineeringHealthcareRetailMilitary and EducationOthers

The study of various segments of the global market are also covered in the research report. In addition to that, for the forecast periods determination of factors like market size and the competitive landscape of the market is analyzed in the report. Due to the increasing globalization and digitization, there are new trends coming to the market every day. The research report provides the in-depth analysis of all these trends.Potential consumers, market values, and the future scope for the Virtual Reality Content Creation market are explained thoroughly to the users in this report. The key players of Virtual Reality Content Creation industry, their product portfolio, market share, industry profiles is studied in this report. It is very important for the vendors to provide customers with new and improved product/ services in order to gain their loyalty.

Some Major TOC Points:1 Report Overview2 Global Growth Trends3 Market Share by Key Players4 Breakdown Data by Type and ApplicationContinued

The Virtual Reality Content Creation research study is a helpful analysis which emphasizing on geographical analysis, primary & secondary research methodologies, market drivers, and leading segmentation and sub-segments analysis. With the whole overview of the Virtual Reality Content Creation market, the studyprovides the overall viability of future projects and delivers the Virtual Reality Content Creation report conclusion. The Virtual Reality Content Creation market report also delivers market evaluationalong with the PESTEL, SWOT, and other necessary data. In addition, the Virtual Reality Content Creation market study categorizes the global market data by using numerous factors such as application, region, manufacturers, and type.

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Global Virtual Reality Content Creation Market 2025 potential scope for growth in the years: 360 Labs, Blippar, Koncept VR, Matterport, Panedia Pty...

Posted in Virtual Reality | Comments Off on Global Virtual Reality Content Creation Market 2025 potential scope for growth in the years: 360 Labs, Blippar, Koncept VR, Matterport, Panedia Pty…

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