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Category Archives: Virtual Reality
Heres To You..Heres To Me: On Reality – Los Alamos Reporter
Posted: July 8, 2020 at 3:59 am
BY E.M. FORTIERLos Alamos
I created the OASIS because I never felt at home in the real world. I didnt know how to connect with the people there. I was afraid, for all of my life, right up until I knew it was ending. That was when I realized, as terrifying and painful as reality can be, its also the only place where you can find true happiness. Because reality is real. Ernest Cline, Ready Player One, character James Halliday
In Ernest Clines book Ready Player One, the premise is that humans live their physical lives on earth while living their social and emotional lives in an alternate virtual world called The OASIS. Ive been pondering whether we too will soon realize that we have faltered into a false sense of normalcy in a virtual reality of our own making. While people argue and debate whether children should return to school this Fall, they seem to be missing something. Regardless of when or how they go back, none of the options are for the schools to be the same as they were prior. This is a new reality and to hide behind remote learning or hybrid learning as the new normal is markedly wrong because normal means it is something we are used to, something we know how to handle. No matter how often the students see their teachers on a screen or how many times per day there are messaging exchanges between students and staff, these virtual accommodations are not the same. And they do not fully meet the emotional or social needs of the students or the staff.
Why can we not just embrace that these times have changed the whole landscape of life and that we will behave differently? Why are the institutions that purport to be there to serve mental and emotional and social needs of people so quick to place technology as equal to the personal. Why are the expectations of life the same though the life we are living is so markedly different?
There is nothing wrong with technology itself; in fact there are great advancements and enhancements in living that come from technology. There is nothing wrong with enjoying all the escapes from reality that technology can bring, such as playing the next installment of a beloved video game or watching a show or movie. I can tell you as someone who lives thousands of miles away from my home of origin, technology has been a true blessing in keeping in contact with friends and family.
Yet, for all the great blessings technology has given us these past four or so months, it cannot be said to be a true replacement or substitute. A teacher meeting his or her students on google hangouts for a half hour a day is wonderful but it isnt the same as in a classroom where you can see their faces, where you can overhear their little (or not so little) voices as they overflow with emotion and thoughts and hopes and dreams without even realizing they are doing so. Being on the other end of a video conference with a victims family to tell them the news of a case isnt the same as being able to breath the same air of the courthouse steps and to feel the palpable emotions emitting from two feet away. To hold in your memory the color of the deepest blue sky, and the fluffy clouds that you both gazed at when speaking to someone before meeting eyes again and to see in those eyes every emotion that isnt the same as sitting in your dining room while video conferencing with them sitting in their kitchen.
When we say things will be different we need to realize that those words mean something. It isnt the same as before but just virtual. We must realize that different can be worse and we need to make a concerted effort to do right by ourselves and those in our lives. We dont live in the world of yesterday, we live in the reality of today and with the unknowns of a tomorrow.
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Augmented Realty and Virtual Reality in Healthcare Market Growth By Manufacturers, Type And Application, Forecast To 2026 – 3rd Watch News
Posted: at 3:59 am
New Jersey, United States,- Market Research Intellect sheds light on the market scope, potential, and performance perspective of the Global Augmented Realty 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 Realty and Virtual Reality in Healthcare market.
The research study includes the latest updates about the COVID-19 impact on the Augmented Realty 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 Realty and Virtual Reality in Healthcare manufacturers/companies operating at both regional and global levels:
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The Augmented Realty 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 Realty and Virtual Reality in Healthcare market.
This study analyzes the growth of Augmented Realty and Virtual Reality in Healthcare based on the present, past and futuristic data and will render complete information about the Augmented Realty and Virtual Reality in Healthcare industry to the market-leading industry players that will guide the direction of the Augmented Realty 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 Realty and Virtual Reality in Healthcare market. Additionally, it includes a share of each segment of the Augmented Realty and Virtual Reality in Healthcare market, giving methodical information about types and applications of the market.
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Extended Reality is the Frontier of The Digital Future – Medium
Posted: at 3:59 am
Photo by XR Expo on Unsplash
Spatial computing technology is converging to create a unique and immersive digital future. Moving forward, how you interact with the physical world will not be the same as how you interact with the world. Like in Ready Player Ones Oasis, your digital experience will be limited only by your imagination.
This article explores the difference between the 3 types of spatial computing technologies and how they might impact the future.
Spatial computing refers to how humans and machines create and interact with one another in both real and digital spaces. As spatial computing technologies become more widespread, they are fundamentally altering how we live and interact with one another.
Today, we think of spatial computing as Extended Reality (XR). XR is a technological spectrum defined by how interactive you can be with both physical and virtual information. It covers a range of digital and physical realities and experiences. In a nutshell, extended reality encompasses the group of technologies that superimpose digital information onto the physical world and alters our perceptions. It changes how we perceive our physical reality.
Looking a little closer, there is nuance and variation between the types of XR technologies that are currently available. They do different things and serve different purposes. The main differences lie in their levels of immersion and depth of interactivity.
Augmented Reality (AR) is a seamless and interactive overlay of computer-generated images. AR technology changes how we perceive reality by including or excluding new features. Examples of foundational AR technology include smartphones with a combination of their camera and screen interface.
You can add digital features such as text, images, and interactive displays with the assistance of AR Apps on a smartphone. A person can take a photo or live shot of a room and overlay information on the screen such as room dimensions, artwork, or furniture. Instagram and Snapchat are great examples of AR in action.
But AR is relatively limited in its ability to provide an immersive reality experience. With AR you can project information but not interact directly with it. Think of it as a museum, AR is a look but dont touch technology.
Instagram and Snapchat filters are examples of AR technology that have become a staple of everyday life. Users alter their physical photos using customizable tools that can change their appearance by adding or subtracting different design elements.
IKEA Place is another great example of AR in action. It allows you to superimpose furniture into your home to view what it might look like.
Moving deeper into the immersive side of XR, there is a lot of confusion that occurs. That is, there is confusion about the difference between AR and MR. Mixed Reality, although similar to AR adds an additional element of complexity. With MR, computer-generated objects can interact with physical environments.
Augmented Reality and Mixed Reality are not interchangeable terms. The general distinction is: all MR is AR, but not all AR is MR. AR is a composite. MR is interactive. Source
While AR is characterized as an overlay of digital information, MR provides real-time digital information that can be interacted with. It creates a situation where digital and physical objects coexist. The combination of digital information within physical environments creates a unique hybrid experience with deeper nuance and complexity than AR.
The key distinction is that with MR, digital information can be interacted with in these physical environments. It provides a deeper level of immersion as compared to AR but less immersion than is possible with VR.
VR gives you a first-person perspective within a 3D reality. In some current applications, VR allows you to interact with the environment as if you were there. In the context of VR, virtual represents digital objects and environments that have similar qualities to the physical world. But the virtual objects are not physical, they are digital.
VR is on the furthest and most immersive end of the spatial computing spectrum. Like MR, you can interact with the digital representations but instead of hybrid reality, the use of this technology creates a distinctive digital reality.
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Virtual Training and Simulation Market to be at Forefront by 2026 |Boeing, CAE, FlightSafety International, Thales, Lockheed Martin – Jewish Life News
Posted: at 3:59 am
A new market study is released on Global Virtual Training and Simulation Market with data Tables for historical and forecast years represented with Chats & Graphs spread through 115 Pages with easy to understand detailed analysis. The study highlights detailed assessment of the Market and display market sizing trend by revenue & volume (if applicable), current growth factors, expert opinions, facts, and industry validated market development data. The research study provides estimates for Global Virtual Training and Simulation Forecast till 2025*. Some are the players that are considered in the coverage of this study are L-3 Link Simulation and Training, Boeing, CAE Inc, FlightSafety International, Thales, Lockheed Martin, Cubic Corporation, Rheinmetall Defence, Raytheon, Rockwell Collins, Elbit Systems & Virtual Reality Media.
Industries and markets are ever-evolving; navigate these changes with ongoing research conducted by HTF MI; Address the latest insights released on Global Virtual Training and Simulation Market. Browse now for Full Report Index or a Sample Copy @:https://www.htfmarketreport.com/sample-report/1916337-global-virtual-training-and-simulation-market-2
Relevant features of the study that are being offered with major highlights from the report :
1) How Study Have Considered the Impact of COVID-19 / Economic Slowdown of 2020 ?Analyst at HTF MI have conducted special survey and have connected with opinion leaders and Industry experts from various region to minutely understand impact on growth as well as local reforms to fight the situation. A special chapter in the study presents Impact Analysis of COVID-19 on Global Virtual Training and Simulation Market along with tables and graphs related to various country and segments showcasing impact on growth trends.
2) Which companies are profiled in current version of the report? Can list of players be customize based on regional geographies we are targetingConsidering heat map analysis and based on market buzz or voice the profiled list of companies in the the report are L-3 Link Simulation and Training, Boeing, CAE Inc, FlightSafety International, Thales, Lockheed Martin, Cubic Corporation, Rheinmetall Defence, Raytheon, Rockwell Collins, Elbit Systems & Virtual Reality Media. Yes, further list of players can also be customized as per your requirement keeping in mind your areas of interest and adding local emerging players and leaders from targeted geography.
** List of companies covered may vary in the final report subject to Name Change / Merger & Acquisition Activity etc. based on the difficulty of survey since data availability needs to be confirmed by research team specially in case of privately held company. Up to 2 players can be added at no additional cost.
3) Can Market be broken down by different set of application and types?Additional segmentation / Market breakdown is possible subject to data availability, feasibility and depending upon timeline and toughness of survey. However a detailed requirement needs to be prepared before making any final confirmation.
** An additional country of your interest can be included at no added cost feasibility test would be conducted by Analyst team of HTF based on the requirement shared and accordingly deliverable time will also be disclosed.
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To comprehend Global Virtual Training and Simulation market dynamics in the global market, the worldwide Virtual Training and Simulation market is analyzed across major geographical regions. HTF Market Intelligence also provides customized specific regional and country-level reports, see below break-ups.
North America: United States, Canada, and Mexico. South & Central America: Argentina, ,Chile, LATAM, and Brazil. Middle East & Africa: Saudi Arabia, UAE, Israel, Turkey, Egypt and South Africa. Europe: UK, France, Italy, Germany, Spain, BeNeLux, and Russia. Asia-Pacific: India, China, Japan, South Korea, Indonesia, Thailand, Singapore, and Australia.
2-Page company profiles for 10+ leading players is included with 3 years financial history to illustrate the recent performance of the market. Latest and updated discussion for 2019 major macro and micro elements influencing market and impacting the sector are also provided with a thought-provoking qualitative remarks on future opportunities and likely threats. The study is a mix of both statistically relevant quantitative data from the industry, coupled with insightful qualitative comment and analysis from Industry experts and consultants.
Global Virtual Training and Simulation Product Types In-Depth: , Traditional Virtual Training, Virtual Reality Based Training
Global Virtual Training and Simulation Major Applications/End users: Flight Simulation, Battlefield Simulation, Medic Training, Vehicle Simulation
Market Sizing by Geographical Break-down: North America Country (United States, Canada), South America, Asia Country (China, Japan, India, Korea), Europe Country (Germany, UK, France, Italy), Other Country (Middle East, Africa, GCC)
To ascertain a deeper view of Market Size, competitive landscape is provided i.e. Comparative Market Share Revenue Analysis (Million USD) by Players (2018-2019) & Segment Market Share (%) by Players (2018-2019) and further a qualitative analysis of all players is made to understand market concentration rate.
Competitive Landscape & Analysis:Major players of Virtual Training and Simulation Market are focusing highly on innovation in new technologies to improve production efficiency and re-arrange product lifecycle. Long-term growth opportunities for this sector are captured by ensuring ongoing process improvements of related players following NAICS standard by understanding their financial flexibility to invest in the optimal strategies. Company profile section of players such as L-3 Link Simulation and Training, Boeing, CAE Inc, FlightSafety International, Thales, Lockheed Martin, Cubic Corporation, Rheinmetall Defence, Raytheon, Rockwell Collins, Elbit Systems & Virtual Reality Media includes vital information like legal name, website, headquarter, its market position, distribution and marketing channels, historical background and top 4 closest competitors by Market capitalization / turnover along with sales contact information. Each company / manufacturers revenue figures, growth rate, net profit and gross profit margin is provided in easy to understand tabular format for past 3 years and a separate section on market entropy covering recent development activities like mergers &acquisition, new product/service launch, funding activity etc.
Get Latest Edition with COVID Impact Analysis of Global Virtual Training and Simulation Market Study at Revised offered Price
In this study, the years considered to estimate the market size of Global Virtual Training and Simulation are as follows:History Year: 2014-2019, Base Year: 2019, Forecast Year 2020 to 2025
Key Stakeholders / Target Audience Covered:In order to better analyze value chain/ supply chain of the Industry, a lot of attention given to backward & forward Integration Virtual Training and Simulation Manufacturers Virtual Training and Simulation Distributors/Traders/Wholesalers Virtual Training and Simulation Sub-component Manufacturers Industry Association Downstream Vendors
Actual Numbers & In-Depth Analysis of Virtual Training and Simulation Market Size Estimation, Business opportunities, Available in Full Report.
Thanks for reading this article, you can also get individual chapter wise section or region wise report version like North America, LATAM, West Europe, MENA Countries, Southeast Asia or Asia Pacific.
About Author:HTF Market Report is a wholly owned brand of HTF market Intelligence Consulting Private Limited. HTF Market Report global research and market intelligence consulting organization is uniquely positioned to not only identify growth opportunities but to also empower and inspire you to create visionary growth strategies for futures, enabled by our extraordinary depth and breadth of thought leadership, research, tools, events and experience that assist you for making goals into a reality. Our understanding of the interplay between industry convergence, Mega Trends, technologies and market trends provides our clients with new business models and expansion opportunities. We are focused on identifying the Accurate Forecast in every industry we cover so our clients can reap the benefits of being early market entrants and can accomplish their Goals & Objectives.
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Technology Bridges the Gap to Better Sight – The New York Times
Posted: at 3:59 am
Along the way, Dr. Werblin brought in a tech-savvy mobile app developer, Ammad Khan, as a partner. Imagining a concept that would transform somebodys life was very compelling for me, Mr. Khan said.
With $1.5 million from Mr. Dougan, a $1.5 million grant from the National Eye Institute, and about $4 million from angel investors and venture capitalists, the co-founders got to work. They collaborated with experts from Stanford and Johns Hopkins universities, and partnered with Samsung, which provided the smartphone, the augmented, virtual and mixed reality technologies, and the mobile artificial intelligence platform. By 2017, the device was ready.
IrisVision helps restore visual function to people with such conditions as macular degeneration, diabetic retinopathy, retinitis pigmentosis, Stargardt disease, glaucoma and optic atrophy but not cataracts. It can help someone with visual acuity as low as 20/1000. (Acuity measures sharpness: A 20/200 acuity, for example, means a person can make out an object at a distance of 20 feet that a normal vision person could see from 200 feet.)
So how does it work?
IrisVision helps the brain use parts of the eyes that still function properly. The smartphones camera captures an image, and then the virtual reality, or V.R., headset and algorithms enhance the image by providing enough information to fill in the gaps and remap the scene to provide a complete picture.
The company recently added voice control, video streaming, Alexa and other interactive features that give those with low vision easy access to news, weather updates, YouTube videos and TV shows viewed within the headset. The person can adjust the headset, by voice command or button, to zoom in or adjust the color, contrast or brightness.
Still, the device has its shortcomings: It is large and clunky, and the user needs to be stationary not walking around to use it. In addition, at $2,950, it is expensive. And unless you are a veteran, health insurers do not cover the cost.
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Technology Bridges the Gap to Better Sight - The New York Times
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Department of Communication Welcomes New Faculty | University of Arkansas – University of Arkansas Newswire
Posted: at 3:59 am
University of Arkansas
Ringo Jones, left, and Joe Hatfield, new assistant professors in the Department of Communication.
The Department of Communication in the J. William Fulbright College of Arts and Sciences welcomes two assistant professors to its faculty this fall.
Joe Hatfield holds a Ph.D. in communication, as well as graduate certificates in digital humanities and critical theory, from the University of Colorado Boulder. Hatfield also earned a M.A. in communication and rhetorical studies and a certificate of advanced studies in women's and gender studies from Syracuse University after completing a B.A. in English from the University of North Texas. Hatfield's research and teaching center on the rhetoric of gender and sexuality, with a focus on how these markers of identity are culturally and technologically mediated.
Broadly, Hatfield's research agenda focuses on the rhetoric of gender and sexuality, with a focus on how these markers of identity are culturally and technologically mediated. Currently, Hatfield is studying the historical relationship between trans identity and social media, emphasizing the inventive ways trans people have utilized print and digital technologies to establish communication networks in the United States. Published examples of Hatfields past scholarship can be found in journals such as Communication, Culture, & Critique, Rhetoric Society Quarterly, Text and Performance Quarterly. Hatfield's work has won numerous accolades, including the distinction of Top Paper from multiple divisions at the annual meeting of the National Communication Association. Most recently, Hatfield was the awardee of the 2020 Charles Kneupper Award, an honor distinguishing the most significant contribution to the study of rhetoric published in the 2019 volume of Rhetoric Society Quarterly, for the article The Queer Kairotic: Digital Transgender Suicide Memories and Ecological Rhetorical Agency.
Ringo Jones joins the University of Arkansas from Saint Louis University, where he served as assistant professor in the Department of Communication and as director of film studies. He also previously taught media-related coursework at Miami University, Xavier University, and Northern Kentucky University. Jones received his B.A. in radio, television, and film from Northern Kentucky University and earned his M.F.A. in Experience Design from Miami University of Oxford, Ohio.
Jones research interests include music streaming, interactive storytelling, and virtual/augmented reality. Ringo's documentaries and interactive stories screen on PBS stations around the world, film and music festivals, and conferences including his interactive music video, Sad Songs, that premiered at the Motion Design Educator Conference (MODE) in Wellington, New Zealand in 2019. Ringos creative scholarship has received international praise and recognition such as Best Environmental Film at Byron Bay Film Festival.
We are delighted to have Drs. Hatfield and Jones join our faculty, said Stephanie Schulte, department chair. The Communication Department has made building our national and international research profile and developing our top-notch research center, the Center for Communication Research,our top priorities. Dr. Hatfields transformative work on the rhetoric of sexuality, on online expressions of transgender youth suicide, builds on our strengths in public communication and civic engagement. Dr. Joness innovative work on virtual reality and interactive video builds on our growing area of creative communication arts. Additionally, these two scholars help the University of Arkansas make progress toward its guiding priorities by enhancing the campuss research and discovery mission, as well as its collaborative, innovative, diversity and inclusion priorities.
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Game Time: Will virtual reality help sports survive post-pandemic? – The Indian Express
Posted: June 20, 2020 at 10:37 am
In an effort get sports fans to continue watching matches being held in empty stadiums, broadcasters are now attempting to enhance their viewing experience with the help of virtual reality. From zoom videoconferences and piped-in video game audio, to CGI overlays and augmented reality viewing, the sports industry is trying to reinvent itself post the pandemic. In this episode, Gaurav and Mihir talk about whether these innovations will appeal to fans and help recover the industrys mounting losses.
You can follow us and leave us feedback on Facebook and Twitter @expresspodcasts, or send us an email at podcasts@indianexpress.com. If you like this show, please subscribe and leave us a review wherever you get your podcasts, so other people can find us. You can also find us on https://www.indianexpress.com/audio.
Game Time: Will virtual reality help sports survive post-pandemic?In an effort get sports fans to continue watching matches being held in empty stadiums, broadcasters are now attempting to enhance their viewing experience with the help of virtual reality. From zoom videoconferences and piped-in video game audio, to CGI overlays and augmented reality viewing, the sports industry is trying to reinvent itself post the pandemic. In this episode, Gaurav and Mihir talk about whether these innovations will appeal to fans and help recover the industry's mounting losses.You can follow us and leave us feedback on Facebook and Twitter @expresspodcasts, or send us an email at podcasts@indianexpress.com. If you like this show, please subscribe and leave us a review wherever you get your podcasts, so other people can find us. You can also find us on https://www.indianexpress.com/audio.
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Jean-Michel Jarre says virtual reality concert will be like the Matrix – Belfast Telegraph
Posted: at 10:37 am
French electronic music pioneer Jean-Michel Jarre has said his upcoming virtual reality concert will be like the Matrix.
he 71-year-old, from Lyon, said it would go one step beyond the concert US rapper Travis Scott played inside the online shooter game Fortnite in April.
Jarre, best know for his 1976 album Oxygene, will perform as an avatar on Sunday from inside a virtual universe created to mark the French world music day, Fete de la Musique.
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Jean-Michel Jarre performs in Monte Carlo Harbour (Dominic Lipinski/PA)
PA
The composer, performer and producer told the PA news agency: It is a real premiere in that it is a first.
Some people have played in Fortnite, for instance, but this is a totally different environment, because in those cases so far you place pre-recorded sessions into an existing video game environment.
In this case it is a live event a totally original environment created for the performances.
Its not part of the video game environment at all. We are using VR for something special and something specific.
Referring to the 1999 film, he added: It will be like the Matrix.
Jarre said the coronavirus pandemic had shown the value of music and called for musicians to be better respected for their work.
He said: The planet has realised that we only do two things: going out for food, and listening to movies and watching music. Without music, this time would have been a time of total despair.
It shows the value of music. We have to stop considering music and musicians as only getting money by touring.
The pandemic has changed our relationship with the world of music and our audience. Its a good time to say: We can create, we can invent but we need to be respected.
Jarre is known for performing in vast outdoor spaces, including the Forbidden City in China and the Pyramids of Giza in Egypt.
He said that with VR he could create environments that could never be achieved in real life.
From one song to another you can be in a small discoteque and then in the following one you can be in a Wembley Stadium in space, he said.
The concert, Alone Together, will be streamed free at 8.15pm on June 21 on Jarres website.
The show was built in collaboration with the VRrOOm platform, created by Louis Cacciuttolo.
PA
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Augmented Reality And Virtual Reality Hardware Market Evolving Technology and Growth Outlook 2020 to 2025 – 3rd Watch News
Posted: at 10:37 am
TheGlobal Augmented Reality And Virtual Reality Hardware Market Perspective, Comprehensive Analysis along with Major Segments and Forecast, 2020-2025. The Augmented Reality And Virtual Reality Hardware Market report is a valuable source of insightful data for business strategists. It offers the industry overview with growth analysis and historical & futuristic cost, revenue, demand, and supply data (as applicable). The report explores the current outlook in global and key regions from the perspective of players, countries, product types, and end industries. This Augmented Reality And Virtual Reality Hardware Market study provides comprehensive data that enhances the understanding, scope, and application of this report.
Top Companies in the Global Augmented Reality And Virtual Reality Hardware Market:Samsung Electronics, Avegant Glyph, Microsoft, Leap Motion, Google, Pokmon Company, Vuzix Corporation, Augementa, FOVE VR, Meta, Sony, Razer OSVR, Vuzix, Oculus Rift, Eon Reality, CyberGlove Systems, Facebook, Zeiss VR One, GoPro, HTC, Atheer, and Other.
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Based ontype, the global Augmented Reality And Virtual Reality Hardware market is segmented into:
Headsets
Glasses
Gesture Control
Others
Based onapplication, the global Augmented Reality And Virtual Reality Hardware market is segmented into:
Education and training
Video Game
Media
Tourism
Others
Regional Segments Analyzed Include: Europe Market (Germany, UK, France, Russia, Italy) North America Market (United States, Canada, Mexico) Asia Pacific Market (China, Japan, Korea, India, Southeast Asia) Center East and Africa Market (Saudi Arabia, UAE, Egypt, Nigeria, South Africa) South America Market (Brazil, Argentina, Colombia).
What are the market factors that are explained in the report?
-Key Strategic Developments:The study also includes the key strategic developments of the market, comprising R&D, new product launch, M&A, agreements, collaborations, partnerships, joint ventures, and regional growth of the leading competitors operating in the market on a global and regional scale.
-Key Market Features:The report evaluated key market features, including revenue, price, capacity, capacity utilization rate, gross, production, production rate, consumption, import/export, supply/demand, cost, market share, CAGR, and gross margin. In addition, the study offers a comprehensive study of the key market dynamics and their latest trends, along with pertinent market segments and sub-segments.
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The research includes historic data from 2015 to 2020 and forecasts until 2025 which makes the reports an invaluable resource for industry executives, marketing, sales and product managers, consultants, analysts, and other people looking for key industry data in readily accessible documents with clearly presented tables and graphs.
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The Global Virtual and Augmented Reality market is poised to grow at a CAGR of around 70.2% by 2028 – PRNewswire
Posted: at 10:37 am
NEW YORK, June 17, 2020 /PRNewswire/ --
The Global Virtual and Augmented Reality market is poised to grow at a CAGR of around 70.2% by 2028.
Read the full report: https://www.reportlinker.com/p05067697/?utm_source=PRN
Some of the prominent trends that the market is witnessing include introduction of industry-specific solutions, high demand for augmented reality-based head up displays and recent technological developments in virtual and augmented reality. Based on device type the market is categorized into virtual reality devices and augmented reality devices. Furthermore, virtual reality devices are divided into projector & display wall, gesture control device and head-mounted display (HMD). Augmented Reality Devices are further categorized into handheld device, head-mounted displays and head-up display (HUD). Virtual and Augmented Reality market is segregated by component into augmented reality & virtual reality software components and augmented reality & virtual reality hardware components. In addition, augmented reality and virtual reality software component is segregated into cloud-based services and software development kits. Augmented Reality and Virtual Reality Hardware Component is divided into semiconductor component, displays, sensors and 3d camera. Virtual and Augmented Reality market is bifurcated by technology into virtual reality technology and augmented reality technology. Moreover, virtual reality technology is divided into semi-immersive & fully-immersive technologies and non-immersive technology. Augmented Reality Technology is segmented into markerless augmented reality and marker-based augmented reality. By application the market is segmented into virtual reality applications and augmented reality applications. Furthermore, virtual reality applications is divided into aerospace and defense, industrial, medical, commercial and consumer. Augmented Reality Applications is segmented into medical, commercial, aerospace and defense, consumer and other augmented reality applications.
This industry report analyzes the market estimates and forecasts of all the given segments on global as well as regional levels presented in the research scope. The study provides historical market data for 2017, 2018 revenue estimations are presented for 2019 and forecasts till 2028. The study focuses on market trends, leading players, supply chain trends, technological innovations, key developments, and future strategies. With comprehensive market assessment across the major geographies such as North America, Europe, Asia Pacific, Middle East, Latin America and Rest of the world the report is a valuable asset for the existing players, new entrants and the future investors.
The study presents detailed market analysis with inputs derived from industry professionals across the value chain. A special focus has been made on 23 countries such as U.S., Canada, Mexico, U.K., Germany, Spain, France, Italy, China, Brazil, Saudi Arabia, South Africa, etc. The market data is gathered from extensive primary interviews and secondary research. The market size is calculated based on the revenue generated through sales from all the given segments and sub segments in the research scope. The market sizing analysis includes both top-down and bottom-up approaches for data validation and accuracy measures.
This report provides data tables, includes charts and graphs for visual analysis.
Regional Analysis: North America - US - Canada - Mexico
Europe - France - Germany - Italy - Spain - UK - Rest of Europe
Asia Pacific - China - Japan - India - Australia - New Zealand - Rest of Asia Pacific
Middle East - Saudi Arabia - UAE - Rest of Middle East
Latin America - Argentina - Brazil - Rest of Latin America
Rest of the World - Africa - Caribbean
Report Highlights: - The report provides a detailed analysis on current and future market trends to identify the investment opportunities - Market forecasts till 2028, using estimated market values as the base numbers - Key market trends across the business segments, Regions and Countries - Key developments and strategies observed in the market - Market Dynamics such as Drivers, Restraints, Opportunities and other trends - In-depth company profiles of key players and upcoming prominent players - Growth prospects among the emerging nations through 2028 - Market opportunities and recommendations for new investments
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