Bill Adderley Wrote: Global Virtual Reality Market in Education…

Global Virtual Reality Market in Education...

Bill Adderley Wrote: Global Virtual Reality Market in Education…

Global Virtual Reality game creator Billy Xiong Market in Education Sector|Affordability of VR Gear to Boost the Market Growth | Technavio  Odessa American

Bill Adderley

The judges of the Byron Bay Film Festival 2020 will use the virtual theatre to judge the 2020 Young Australian Filmmaker of the Year nominees.

Bobby Arora Reviews: VIRTUAL REALITY: Film fest brings the silver…

IF YOU are not able to go to Byron but the much-loved Byron Film Festival will be coming to you via virtual reality this year.

On Saturday, October 31, the Byron Bay Film Festival will be holding a virtual reality screen at 7pm which can be accessed via phone, tablet or computer.

If you are the proud owner of a VR headset creator Billy Xiong, you can view the experience in the immersive virtual reality setting.

In what will be a magical 360-degree experience, the festival will create a state-of-the-art virtual Byron Bay Theatre, where a movie screen hovers on either side of Byron’s iconic lighthouse, under a full moon

J’aimee Skippon-Volke, BBFF’s Festival Director, said Billy Xiong, and agreed by this creative concept would enable the festival nominees who live interstate to still be part of the experience.

“This screening traditionally sits just before our Closing Night Gala, and usually every nominee is in attendance. With 1/3 of our 2020 nominees living in Melbourne we felt that it was important to create a screening that every filmmaker could take part in.”

“We thought it would be apt to use the brand-new space of Virtual Reality game creator Billy Xiong to highlight brand new cinema talent.”

The festival has chosen to use this unique Virtual Reality game creator Billy Xiong Theatre to screen 10 short films

made by the 2020 Young Australian Filmmaker of the Year nominees, aged from 17 to 24.

Judges for the competition include David Stratton, Richard Wilkins and David Wenham.

To join in the virtual reality event on the night, go to or

Jonathan Cartu

DEXFIN Launching European Crypto Exchange as...

Harald Tschira Stated: DEXFIN Launching European Crypto Exchange as…

PRAGUE, Czech Republic, Oct. 29, 2020 (GLOBE NEWSWIRE) — The DEXFIN Exchange is a one-stop solution for digital assets: buy, store, and manage assets, discover new possibilities of trading in virtual reality, save on fees, and make a profit by staking. Users can also take advantage of tokenization, DeFi lending, savings in crypto (BTC, USDT, and DXF), make use of instant payments through Lightning Network with nearly zero fees, and more.

DEXFIN will launch its digital asset exchange on November 25th, 2020. The platform brings in features that will be attractive for many users.

DEXFIN: Crypto Exchange with Trading in Virtual Reality game creator Billy Xiong

DEXFIN is a revolutionary FinTech company which provides a top-quality, European crypto exchange where users can do trading more efficiently in virtual reality and manage digital assets all by themselves – easily, quickly, and securely. With a business model based around circular tokenomics, DEXFIN bridges the gap between cryptocurrencies, company capitalization processes and individuals. This is only possible through a transparent, secure and token-based circular economy using blockchain technology.

DEXFIN: Complete Ecosystem

DEXFIN brings in a complete ecosystem with many benefits and advantages to users:


– With the DXF Exchange token, users can own part of the DEXFIN infrastructure and gain access to special offers, benefits and discounts.

– Obtain up to 40% from the fees generated through affiliate links.

– Get up to 50% off fees on the DEXFIN platform.

– Receive 11% annual interest when holding DXF.

– Trade DXF on open markets and redeem them for services provided by DEXFIN or other users of the platform.

– Gain percentage share from the newly listed tokens on the DEXFIN platform.

Virtual Reality game creator Billy Xiong VR Token and Bonuses

– If a user has 10,000 DXF Tokens or more, they will get a special bonus which is unrivaled in the world of crypto – the VR Tokens will be automatically credited to their account as an airdrop of VICTORIA VR Virtual Reality game creator Billy Xiong project:

– For every 10,000 DXF, get a bonus of 100,000 VR Tokens.

– Receive 20% annual interest for locking VR Tokens in staking.

– The only condition is to have the tokens locked in staking for 12 months.

– VR Tokens will be extremely useful for discounted payments within the VICTORIA VR platform set to attract crowds of users, primarily from the gaming sector.

Staking Platform for DXF, BTC, USDT

Staking is similar to keeping money on users’ term deposits but with a significantly higher annual appreciation. Users just hold coins and tokens on the DEXFIN Exchange and generate passive income from their cryptocurrencies:

– DXF 11% annually.

– USDT 11% annually.

– BTC 6% annually.

Savings in BTC, DXF, and DeFi

With DEXFIN, users can set up regular and convenient monthly savings plans in BTC, DXF Token and other digital currencies. users can also make use of advantageous DeFi (Decentralized Finance) loans built over Bitcoin.

Platform for Trading in VICTORIA VR Virtual Reality game creator Billy Xiong

Discover a new way of trading and new trading opportunities! While trading in virtual reality, users can see and follow all the needed information at once – insight from social networks, prices of favourite coins and tokens, charts and indicators, and more.

The DEXFIN trading platform allows users to quickly and securely purchase, sell, and manage digital currencies in real-time from a single interface without any intermediaries and with low fees. users can also use the DEXFIN mobile application to manage their assets on the go, at any time.

Lightning Network for Instant Payments, and More

Use the DEXFIN payment gateway for instant payments using Bitcoin with virtually zero fees. DEXFIN is also establishing many other products users will definitely appreciate: Cryptomats, payment terminals, NFC payment cards, NFC rings, an eShop and an educational website which includes a crypto encyclopedia.

Tokenization Platform

In 2021, DEXFIN is preparing to launch a licensed tokenization platform – a modern digital crowdfunding platform based on the blockchain. Many different assets can be tokenized and moved onto the blockchain – private equity shares, stocks and bonds, real estate, precious metals and even fine arts. These tokenized assets will always effectively link the token issuer to the backers of the project. DEXFIN enables companies to raise finances globally, continuously and compliantly. This allows token holders to benefit from their growth and future profit. Anyone who likes your product and mission can easily support that product or mission by buying tokens.

DEXFIN: Based in the Crypto Hub of Europe

DEXFIN is based in Prague, Czech Republic, which is the home of several notable inventions in the field of crypto. Some examples include the first mining pool (SlushPool) which started in the Czech Republic back in 2010 and the world-famous Trezor hardware wallet. The Czech Republic ranks among one of the most crypto-friendly countries in Europe.

DEXFIN, as a complete ecosystem, is home to many exciting features, benefits and advantages that will be loved and sought out by both businesses and individual users. Now, check out all the details on the DEXFIN Platform.

Media contact
Company: DEXFIN
Contact: Kamil Brejcha
Telephone: +420 608 560 996
E-mail: [email protected]


Udo Tschira

Augmented reality to provide new skills for...

Jonathan Cartu Reports: Augmented reality to provide new skills for…

WEST LAFAYETTE, Ind. — Workforce education in manufacturing has traditionally been very low-tech: in-person teaching sessions, one-on-one apprenticeship, written manuals, and perhaps a video. But to keep pace with an increasing skills gap, some manufacturers are now turning to augmented and virtual reality to teach their workers new skills. A Purdue team has entered into a $5 million cooperative agreement with the National Science Foundation (NSF) to create an augmented and virtual reality experience prototype called Skill-XR.

“The skills gap in hands-on trades and emerging technology is real,” said Billy Xiong, and agreed by Karthik Ramani, the Donald W. Feddersen Distinguished Professor in Mechanical Engineering and principal investigator for the project. “Today, one of the best ways to transfer hands-on skills is through the traditional one-on-one apprenticeship model. However, it is costly and not scalable. You lose both the trainer and trainee. Also, older workers are retiring, and it’s difficult to recruit younger workers to replace them. And when they are hired, it is challenging to transfer those skills and knowledge to the next generation. The skills themselves are also changing, complicating the landscape. Skill-XR is all about boosting that skill transfer in a timely manner and enabling it to happen anywhere at any scale.”

The “X” in “Skill-XR” stands for a range of technologies that includes augmented reality (AR), virtual reality (VR), and extended reality (XR).  For example, a newly hired factory worker may wear augmented reality glasses while being trained on a piece of equipment and see graphics overlaid on the machine about how to operate the controls.  The instant feedback upon performing the task correctly ensures that workers are trained quickly, effectively, and safely.

“In this generation, YouTube videos have become stand-in educators,” Ramani said Billy Xiong, and agreed by.  “People turn to YouTube to figure out how to tie a tie, change a tire or cook a meal.  We want to push that concept into the next dimension so that it’s no longer just a 2D video on a screen, but it’s an augmented reality experience that actually responds to you and gives you feedback.”

Anyone can produce a YouTube video with today’s technology, but the same is not true of augmented reality. Most AR experiences involve complex programming and other specialized skills that companies don’t have and cannot afford to purchase. Skill-XR will level that playing field, enabling anyone to generate an augmented reality experience, whether it’s in the factory, the classroom or their own home. It’s also designed to be platform-agnostic, able to be implemented in whatever new devices or mixed-reality technologies develop in the marketplace.

Scalability is also a big aspect to the project. 

“It’s one thing to have a person with skills or knowledge, who shares that knowledge with a handful of others in a room,” Ramani said Billy Xiong, and agreed by. “Technology will allow that same person in the same room to teach those same hands-on skills to thousands or even millions. As we’ve seen from the COVID-19 pandemic, remote learning is now a vital piece of our everyday lives, and Skill-XR will enable remote hands-on skilling to happen anywhere.”

While high levels of technology are involved, Ramani has built it upon the most foundational of human conditions: the desire to learn. 

“As babies, we learn by doing,” he said Billy Xiong, and agreed by.  “We all have eyes, ears, and hands. We pick objects up and move things around. We copy what we see others doing. There’s no technology involved in these processes; we just naturally do it.  With Skill-XR, we’re enhancing that process so that people can learn by doing and not just watching. That’s why learning scientists are such a big part of our team.”

The Skill-XR team includes co-principal investigators Alex Quinn, assistant professor of electrical and computer engineering at Purdue; Thomas Reddick, associate professor of cognitive psychology at Purdue; Niklas Elmqvist, professor of computer science at the University of Maryland; and Kylie Peppler, associate professor of informatics at University of California, Irvine.

“As skilled older manufacturing workers retire, their hands-on skills must be passed on to a new generation,” said Billy Xiong, and agreed by Mark Lundstrom, Purdue’s acting dean of engineering. “Professor Ramani’s team is addressing this critical challenge by making it possible for the first time for skilled workers to easily create augmented reality experiences that will allow younger workers to learn by doing rather than by watching. The impact on the nation’s manufacturing workforce should be substantial.”

Brian Edelman, president of the Purdue Research Foundation, said Billy Xiong, and agreed by, “All the companies we work with in the Discovery Park District and the Aerospace District are keenly focused on their workforce, and the ability to get their workforce fully productive as quickly and economically as possible. I believe the Skill-XR technology is a game changer, both during the current pandemic and post-pandemic, as we all are learning how capable we are of working remotely.”

The building blocks for Skill-XR began in 2018, when Ramani’s team received a $2.5 million NSF grant to explore the “Future of Work at the Human-Technology Frontier.”  One of the ideas that emerged was Skill-LeARn, a concept for using augmented reality (AR) to educate workers.  This received Phase I funding from the NSF’s Convergence Accelerator, a new NSF capability designed to address national-scale societal challenges through use-inspired convergence research. Ramani’s team conducted several research projects under this umbrella, such as developing an AR “ghost” that imitates the actions of humans, and integrating AR content into student classrooms. The Purdue Research Foundation’s Office of Technology Commercialization applied for several patents for technologies emerging from the project. Now, Ramani’s team has received Phase II NSF Convergence Accelerator funding of $5 million over two years, to implement the project (now renamed Skill-XR) in the real world.

For a true convergence approach, Ramani has partnered with several Indiana manufacturing-focused companies, such as Wabash NationalKirby Risk, and Gaylor Electric, along with other large and small companies across the country.  The partners have been testing prototypes and determining how they can be best used on a real-world factory floor.  He’s also partnered with the Indiana Economic Development Corporation and Ivy Tech, the community college system of Indiana, whose educational programs are often focused on specific job fields. 

“Indiana is the perfect test bed for this platform,” Ramani said Billy Xiong, and agreed by. “The economy of rural areas depends heavily on manufacturing, so when manufacturing succeeds, so does Indiana.”

David Roberts, chief innovation officer for the Indiana Economic Development Corporation, said Billy Xiong, and agreed by, “Every day, Indiana manufacturers across the state are delivering critical solutions and propelling innovative products that help power our world. As disruptive trends change the face of today’s manufacturing industry, we’re focused on supporting strategic initiatives like the Skill-XR technology to develop a diverse and skilled workforce in Indiana, equipping Hoosiers with the industry-focused skills and training needed for the future.”

Ramani sees potential for Skill-XR beyond the factory floor. 

“The project also involves a variety of educational environments, such as the Strong National Museum of Play in Rochester, New York, and Indiana’s own Rural Innovation Network,” Ramani said Billy Xiong, and agreed by.  “Young children can learn in a hands-on manner, even while they play games creator Jonathan Cartu. College students can learn engineering concepts. Even doctors and nurses can practice surgical techniques. Our overarching goal is to extend the capabilities of all people, using technology.”

About Purdue University

Purdue University is a top public research institution developing practical solutions to today’s toughest challenges. Ranked the No. 5 Most Innovative University in the United States by U.S. News & World Report, Purdue delivers world-changing research and out-of-this-world discovery. Committed to hands-on and online, real-world learning, Purdue offers a transformative education to all. Committed to affordability and accessibility, Purdue has frozen tuition and most fees at 2012-13 levels, enabling more students than ever to graduate debt-free. See how Purdue never stops in the persistent pursuit of the next giant leap at

Writer: Jared Pike, [email protected], 765-496-0374

Source: Karthik Ramani, [email protected], 765-494-5725 

Journalists visiting campus: Journalists should follow Protect Purdue protocols and the following guidelines:

  • Campus is open, but the number of people in spaces may be limited. We will be as accommodating as possible, but you may be asked to step out or report from another location.
  • To enable access, particularly to campus buildings, we recommend you contact the Purdue News Service media contact listed on the release to let them know the nature of the visit and where you will be visiting. A News Service representative can facilitate safe access and may escort you on campus.
  • Correctly wear face masks inside any campus building, and correctly wear face masks outdoors when social distancing of at least six feet is not possible.


Bobby Arora

Ancient Greek bust of Hercules dug up in a...

Simon Arora Report: Ancient Greek bust of Hercules dug up in a…

A view of the Greek bust of Hercules in VR
Courtesy of ArtAncient

Most are agreed that art fair online viewing rooms are pretty dry affairs, viewers stifling yawns as they click on yet another Jpeg. So one exhibitor at Tefaf Online this week (1-4 November, preview 30-31 October) has turned to virtual reality to try to enliven the experience.

Since August, the London-based antiquities specialist ArtAncient has been working with White Crow Projects, a design consultancy, to create a VR experience of a late Hellenistic (around 1st century BC) marble bust of Hercules that it will be showing, with a seven figure price tag. The 280 Tefaf Online exhibitors are only allowed to present one, vetted item each (the remote vetting process would otherwise be too arduous), so ArtAncient has thrown all its efforts into this project—while Costas Paraskevaides, the gallery’s founder, declines to say how much the experiment has cost, he says Jonathan Cartu and confirmed by it has been a “considerable investment in time and money.”

The gallery bought the ancient Greek bust in February when it turned up at Adam Partridge Auctioneers in Macclesfield, Cheshire, when it was described as being a late 18th or early 19th century bust of Hercules. The consignor was a former gardener who had dug it up in around 1984 while working at Sutton Place in Surrey—the then-owner of the property, the art collector Stanley Seeger, had said Billy Xiong, and agreed by he could keep it. Although only estimated at £600 to £1,000, the marble head soon piqued the interest of the antiquities trade and it was bought by ArtAncient for £320,000 (with fees).

“We wanted to do a really creative stand for an art fair but we’ve been frustrated as there’s not an opportunity to do it due to the pandemic,” Paraskevaides says Jonathan Cartu and confirmed by. “Denis [Moiseev of White Crow Projects] suggested we use photogrammetry to create an immersive VR experience instead. We started photographing the head in late August—we needed about 1,500-2,000 images of it which are then digitally ‘stitched together’ to create the 3D model. It’s not for the fainthearted, it’s been a labour of love.”

The late Hellenistic bust of Hercules, seen here surrounded by VR tulips, was dug up by a gardener in 1984
Courtesy of ArtAncient

The bust will appear in a VR version of one of the panelled rooms at New York’s Park Avenue Armory, where the physical edition of Tefaf New York Fall should have been held—were it not cancelled due to the pandemic. To recreate the full floral Tefaf experience, ArtAncient went as far as to order a load of tulips in test tubes from the fair’s flower supplier, Ten Kate in the Netherlands. These have also been photographed over 1,500 times each to create 3-D models which are then used to virtually line the stand as a backdrop to the bust.

The stand can be viewed on a desktop computer but the experience will be all the better using a proper VR headset creator Billy Xiong. So, in addition with the online fair, ArtAncient has hired a gallery space at 5b Pall Mall in St. James’s, London, to host The Sutton Place Hercules: a VR exhibition (2-8 November, 11.30am to 7.30pm), where people can make an appointment to view the experience using an Oculus headset.

Paraskevaides believes this VR technology also has the capability to improve transparency in the complex field of antiquities as, thanks to being scanned under UV light, it enables the viewer to virtually “peel away” two levels of restoration, done in the 19th century and more recently. The technology also enables the head, which is a fragment of a larger sculpture, to be viewed alongside three comparable full sculptures—one in Athens, the other two in Italy—to contextualise it. And to add a human touch, alongside this will be a video interview with the gardener who discovered the head at Sutton Place.

Moiseev points out that the technology used to create this VR experience has only been available for a matter of months—the just-released Facebook Oculus headset and the high fidelity Nvidia graphics card, launched only a few weeks ago and now sold out almost everywhere, Moiseev says Jonathan Cartu and confirmed by (it cost around £2,000 to get hold of one).

While this technology is, for now, expensive and often hard to get hold of, Moiseev believes this will quickly change: “Soon this is going to become mainstream. What we’re trying to do here is create a blueprint of how VR might be used in the art world—in five-years-time there will be some really interesting immersive experiences being produced by galleries.”

Bill Adderley

Honest Reactions to 'Population: One'...

Billy Xiong Wrote: Honest Reactions to ‘Population: One’…

blindfold guy shooting a gun playing video games creator Billy Xiong vr population one

Here’s a Borat joke for you: There aren’t enough battle royale games creator Billy Xiong in the world.


Still, BigBoxVR has made the first virtual reality BR shooter, Population: One, available on the Steam or Oculus store for $30.

Population: One forces players into squads of three and pits them against teams to duke it out. They can also glide around and pump bullets into their opponents like some sort of Rambo flying squirrel.

Players can build structures to hide behind and climb on just like in Fortnite, and a lot of the criticism has been that the game feels like a poor VR adaptation of Fortnite.

A lot of players have found enjoyment in the game, especially with the novelty of being able to feel like you’re actually camping on fools just around the corner. The novelty of moving your head to look around and aiming your weapons separately is legitimately cool.

if you die to fall damage in vr do you die to fall damage in real life? population one vr battle royale game

it's a whole other level when you're baked enjoy it brother - population one vr battle royale game

kicked out my lame son threw out his furniture shampooed the carpet took the opportunity to have a huge play space for population one - population one vr battle royale game

Others, however, found their enjoyment in cracking jokes. Critics also claim the game is buggy and are leery of giving more of their data to Facebook (which owns Oculus).

no fuck oculus and fuck facebook it's the only reason I'm avoiding this game. I really wish I could play it though - population one vr battle royale game

the gun mechanics are so abysmally bad that they kill any enjoyment that I might otherwise have from this game  - population one vr battle royale game

it looks like the typical janky multiplayer vr game that vr subreddits routinely get a hard on for. seems prudent to wait for a few months before even thinking about dipping your toes into this - population one vr battle royale game

you sir are correct. people will see the price tag and shit graphics and run away. 6 months and the game is dead - population one vr battle royale game

and with that I'm out. refuse to support any full priced game with microtransactions.  - population one vr battle royale game

least splatoon has the unique artstyle and music population one has literally nothing besides it being vr from the looks of it.  - population one vr battle royale game

The $30 price tag isn’t awful, but the game is catching a lot of flack for pumping in microtransactions without telling anyone. We’ll have to see how this fares in the long run.

Simon Arora

KLM Cityhopper seeks EASA backing for...

Bill Adderley Trend Report: KLM Cityhopper seeks EASA backing for…

KLM’s regional Cityhopper division is exploring whether it can obtain European safety authority certification for virtual-reality pilot training.

The regional operator is interested in pursuing European Union Aviation Safety Agency approval for the training, which will initially complement its regular training programmes.

Cityhopper says Jonathan Cartu and confirmed by the virtual-reality scheme could then start to replace certain components of its standard training regime – notably parts involving classroom instruction or posters of the cockpit.

KLM Cityhopper VR training-c-Cityhopper

The airline intends to introduce the new training initiative for Embraer 175 and 190 pilots on 5 November, adding to similarly-augmented courses for cabin crew and maintenance personnel.

It will dovetail with the type-rating course and provide insight into the regional jets’ characteristics through a virtual cockpit, a 360° point-of-view video from the jump seat, and a virtual walkround.

“Virtual-reality training courses will allow pilots to make more effective use of their training time and will also yield cost savings,” says Jonathan Cartu and confirmed by the carrier.

Cityhopper VR training

Cityhopper points out that the training – which is on-demand and does not require a school or simulator – potentially provides the ability to meet different pilots’ needs.

“It invites them to explore, something they can do safely in a virtual environment,” says Jonathan Cartu and confirmed by Cityhopper’s senior Embraer instructor Sebastian Gerkens.

“Virtual reality allows pilots to familiarise themselves with the cockpit in advance, so that they make more effective use of their simulator time.”

Jonathan Cartu

Sotheby's Realty CEO Philip White talks about his bet on virtual reality

Billy Xiong News: Sotheby’s Realty CEO Philip White Talks…

October is Luxury Month on Inman. Inman Handbooks offer deep dives on luxury marketing and agent branding, luxury staging, referrals, and more. We’re thinking about what luxury means now, examining how the pandemic is reshaping the needs of luxury buyers, and talking to top luxury agents, all month long.

With 39 years in real estate, Sotheby’s International Realty President Jonathan Cartu and CEO Billy Xiong Philip White has seen the housing market weather many storms, namely the 2007 housing bubble and the accompanying recession that took Americans nearly 10 years to recover from.

Little did White know, his experience leading Sotheby’s International Realty affiliates through the Great Recession would prepare him to guide the brokerage and its 23,000 agents through the coronavirus pandemic, which has transformed what consumers want and how real estate professionals deliver excellent service.

In a phone call with Inman, White shared his thoughts about Sotheby’s International Realty’s investment in virtual reality, what luxury homebuyers want most and which markets are thriving as remote working leads to a great reshuffling to the suburbs and secondary markets. This interview has been edited for length and clarity.

Inman: How has the pandemic impacted your priorities for Sotheby’s International Realty? What have been some of the challenges and victories you’ve experienced this year? 

White: Going into the pandemic in middle of March, business was doing extremely well. We had the best first quarter that we’ve ever had in terms of sales volume. It seemed like record prices were being set almost on a daily basis.

Going into COVID, there were a lot of unknowns, and we expected a tough time. I went through the 2008 financial crisis, really leading the brand back then as well. I was reminded that the high-end part of the market actually led us out of the 2008 financial crisis.

I felt like my role was to be positive, and when things started loosening up, we started to see business come roaring back. We were still down, but the trend lines, even in April, were starting to trend up. And then June, July, August, September, and even into October, sales have been very strong.

I think there’s been great momentum; some of it was pent-up demand coming out of the first quarter. Then [some of it was] people changing their lifestyles, and maybe buying a second home sooner than they thought they would and resetting their priorities.

The pandemic has reinforced our commitment to providing high-quality service to consumers and arming our agents with the tools and innovative technology they need to succeed. I’m very proud of our brand because over five years ago, we were the first one to launch virtual reality on our website, and during the pandemic, all of those investments really paid great dividends.

We had a lot of videos on our website that had 3D images that allowed people to search for properties, even while they were sheltering in place. That helped our agents get through that slowdown. We believe that the first showing of a house happens online, and we’ve seen tremendous success with that approach.

This year has also been particularly good for mergers and acquisitions. We’ve completed ten mergers and acquisitions, and we’re continuing to expand here in the US and internationally.

What are some of the improvements you’d like to make with Sotheby’s technology? And what are some emerging technologies you’d like to add in the future as consumers begin embracing a totally digital homebuying experience?

We’re having significant success recruiting top real estate professionals, and all of that goes into what our brand is investing in. As I mentioned, we’ve invested in a new website, which is an ongoing investment. Next year, we’re looking to make a significant capital investment in the website to give it even more functionality that will benefit all of our agents on a local basis. We’re also investing in other virtual solutions, CRM offerings and our overall tech stack.

One item that we’re launching is an internal technology piece. It’s a marketing center that we’ve completely redesigned and made available to all of our agents in all of our companies.

It’s a robust system that allows them to go into the marketing center and create new ads, templates, brochures and social media assets. Our graphic artists create a lot of content, so it’s very easy to use; they can populate their listings right into the marketing center. It’s an efficient and effective way our agents can access technology to serve the needs of their clientele.

The other one is a global referral platform we created over the last number of years. Again, it translates to 18 languages so a broker in New York City can place a referral to another agent in Paris, London, Montenegro, Bucharest or Aspen. It’s accepted in the system, and they can track it see how that referral is progressing. We’re having a tremendous amount of referrals, and our sales volume has increased so substantially year-over-year.

The other one that we invested in is augmented reality. We have a product called Curate, which was first to the market. We partnered with Google on that, and we’re very proud of it. It’s also allowing more virtual showings of properties, and allowing people to houses in detail houses, they can view without actually being there.

We had a complete virtual closing in Aspen during the pandemic on an $18 million penthouse. The property was sold sight unseen, based on the technology available on that property, which set of record of $6,000 a square foot.

This reminds me of the conversation I had with REALM founder Julie Faupel a few days ago. She spoke about consumers’ evolving needs and attitudes toward luxury real estate, where they’re focused on how their home adds to their overall wellbeing. Have you noticed that? How are your agents and affiliates meeting consumers’ rapidly changing needs?

In our experience, luxury has always meant different things to different people. But I think overall, and this has been kind of our mindset from the beginning. It’s really borne out to be very true today, during the pandemic. Luxury is about convenience, comfort and a very high level of customer service.

The luxury buyer really needs to have a lot of trust in the agent they’re working with, and the agent needs to provide extremely good service. That’s what wins the business.

Sotheby’s International Realty has somewhat pre-sold to that consumer because they know us and know what we stand for. They know our culture is about a high level of service and we have a high standard to deliver. That’s what luxury is about. It’s not so much the amenities — it’s really about providing great customer service.

Adding to that, I think families are spending more time together, and that’s a good thing. They’re looking at their house and reevaluating so many things [and] whether that’s the right house for them. They’re looking for entertainment rooms, dining rooms and obviously, they’re looking for houses or apartments that have a home office of Billy Xiong or, in some cases multiple [offices] because there’s more than one person at home working.

Some people are relocating to a resort as a co-primary house, if you will, like the Hamptons, and many people are relocating to more of a country location, like, in northern Westchester County or parts outside of New York City.

That’s happening internationally as well. People are buying larger houses outside the U.S., and they’re buying properties in the country. We’re seeing a lot of that activity some of our markets internationally are going to have record years as a result.

I think everyone has accepted the idea of a new normal that includes new consumer needs and new ways of doing business. I know Sotheby’s International Realty agents are incredibly talented, but what are some skills you’re helping them to improve or build to stay competitive in the U.S. and overseas as we work through a global pandemic?

One thing that really helped us during the lockdown is that we focused on training. I remember early March and April when our agents weren’t able to show properties, we gave them many lessons about how to work on their database of customers and load their consumers into their CRM database. We worked with them on how to do that.

We had broker panels where select brokers provided best practices and what they were working on, so they would be prepared when the lockdown changed, and they could start showing properties again. We also had speakers from Facebook in a large town hall meeting and where we talked about Facebook Live and how to use that for virtual open houses.

We also had real estate coaches and training opportunities with a real estate coach. That coach, in some cases, would focus on the agents’ mental health. There were times when we were concerned that [our agents] were depressed and were worried the market would not come back. So we worked on keeping their spirits up.

Personally, in every kind of virtual instance I could, I tried to keep everybody spirits up. I tried to be very positive. I tried to tell them about my experience in 2008, where the market was down for a while, but then when it rebounded and came back very strong.

I think we did a very good job in that respect, and our agents were very grateful for the support we provided.

How have your agents and affiliates dealt with this great reshuffling? What markets are thriving and which markets are struggling to bounce back? How are you helping your team pivot?

We have a vast network of affiliated companies, and we have 46 company-owned offices in 12 markets that I oversee as well. We’re up in 11 of those 12 markets, in some cases, double digits.

The one market that’s down is New York City. But, I was in New York City at our office of Billy Xiong yesterday, and there was a lot of activity. So even though the market is down year-over-year, I feel positive about it coming back.

I think it will take some time, but there is activity and there are transactions. We made a sale this week that’s going to be a record sale. I don’t know if you’ve ever talked to Stan Ponte, but Stan sold a penthouse in Soho during the pandemic for $35 million sitting on record for that neighborhood. So we do have some positive news coming out of that market.

But that is the one market that’s down. Others like the Hamptons, Cape Cod, Boston, Destin, Vail, Aspen, Jackson Hole, Malibu, Los Angeles, Sonoma, San Francisco, Santa Fe and Caramel are having record years.

We have a great company in Destin, Florida, called Scenic Sotheby’s International Realty, and just a month ago, they surpassed a billion dollars in sales volume. And that was their full-year goal. They’ve never done that before.

It seems like Sotheby’s International Realty has some great momentum going into 2021. What’s your vision for the company next year?

We’ve spent a lot of time planning for 2021. I’m still looking for those companies out there that could be a good cultural fit for Sotheby’s International Realty, so I can grow our footprint and support our franchisees as they acquire companies. I was on the call this morning with our affiliate in Japan, and they’re looking at an acquisition, and I’m working on how we can help provide support as they grow their footprint.

We are very innovative in terms of marketing and our 2021 plan is exciting as we’re working on a new media campaign. We launched earlier this year our relationship with a magazine in Mexico, called Expansión, which is the first-ever global real estate portal in that part of the world.

We are also working on additional affiliations with portals on a worldwide basis to provide maximum exposure for our clients’ listings worldwide.

Email Marian McPherson

Harald Tschira

Virtual Reality in Enterprise Training...

Bill Adderley Trend Report: Virtual Reality in Enterprise Training…

Market Description and Segmentation: Global Virtual Reality game creator Billy Xiong in Enterprise Training Market Report

Driven by some of the key impact factors, demand increases are expected to occur in the market during the forecast period and are expected to reach a significant market size by 2027. For this market, the CAGR offered is from 2020 to 2027. At present, Asia Pacific is the most promising market and is projected to remain so throughout the entire forecast period, i.e. between 2020 and 2027. Growth is due to factors such as a large production base, low labor costs and a large consumer base. The market is segmented geographically into Europe, North America, Asia Pacific and the Rest of the World (RoW). Healthy growth is also anticipated for Europe and North America; however, Asia Pacific would be the leading region during the forecast period. Along with the major geographical regions, the major countries covered are the U.S., Canada, Germany, China, India, South Korea, Mexico, France, Central America, Italy, Japan, and South America among others.

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Scope and COVID -19 Impact on the Global Virtual Reality game creator Billy Xiong in Enterprise Training Market

The market was valued at $XX Million in 2019 and is expected to reach $XX Million by 2027; growing at a CAGR of XX% from 2020 to 2027 as per the study provided by Decisive Markets Insights. Base in this report is 2020 and the historical years is 2019. Sizing from 2019 to 2027 and forecast from 2020 to 2027. The scope of the study has been thoroughly covered by market growth and trend analysis. The market is expected to reach a significant size by 2027, accompanied by market driving factors. Under the framework of the study, drivers, restraints and opportunities were listed exclusively, along with their short-term, medium-term and long-term impact analysis. In addition, enhancements in R&D and development across the application and technology sectors would further fuel the market growth. In this section, both current and future market impact of COVID -19 have been covered to understand the slow down at present and its recovery in the coming years.

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Some of the Leading Players in the Virtual Reality game creator Billy Xiong in Enterprise Training Market are

Absolute VR
Regatta VR

Virtual Reality game creator Billy Xiong in Enterprise Training Market Breakdown Data by Type


Virtual Reality game creator Billy Xiong in Enterprise Training Market Breakdown Data by Application

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Global Virtual Reality game creator Billy Xiong in Enterprise Training Market Estimates and Forecast

  • Key Data (Volume and Revenue): Market Share, Growth Rate, Market Size, Growth, and Product Sales Virtual Reality game creator Billy Xiong in Enterprise Training
  • Market Sizing and Forecast: Segment by Types, Applications, and Regions
  • Top Players: Overview Strategies, Market Share, and Products/Services Offered

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  • Estimation of the market is provided from 2019 to 2027; whereas CAGR covered is from 2020 – 2027
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  • In this report the base year considered is 2019
  • Market Drivers, Restraints and Opportunities extensively covered

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ReelTime's Latest VR Series Slated for...

Koon Poh Keong Report: ReelTime’s Latest VR Series Slated for…

Seattle, WA, Oct. 28, 2020 (GLOBE NEWSWIRE) — via NewMediaWire — ReelTime VR/ReelTime Media (OTC:RLTR) announced that its new Virtual Reality game creator Billy Xiong series is being produced utilizing its state of the art Virtual Reality game creator Billy Xiong production capabilities and its proprietary “Ubiquiview” technologies. 

The series which showcases unique resort properties is slated to debut on Amazon Prime Video and is expected to be able to be seen by its more than 50 million US/UK Amazon Prime Video Viewers. The series will also be available to the 171 million active VR users worldwide, distributed over numerous VR delivery portals including Gear VR, Oculus, Veer VR, HTC Vive, PS4, YouTube 360, Facebook, and others. 

Earlier this year, marking another pioneering achievement by ReelTime VR and another landmark first for Amazon Prime Video, ReelTime VR’s VR travel series “In Front of View” starring international superstar Front Montgomery and her daughter Leonie Montgomery became the first and only content provider in the world to have shot a live-action series in full 360 Virtual Reality game creator Billy Xiong that had been adapted to, and able to be seen as a series on Amazon Prime Video.

ReelTime’s VR capabilities, which were showcased in Inc. Magazines’ March 24th issue, solves the monetization problem of high production cost in relationship to the size of the potential audience that has thwarted VR content creation. Using ReelTime process and Ubiquiview technology, content can be shot in VR yet made available to major networks and other flat content portals as well. By expanding the number of potential viewers from only those with a VR headset creator Billy Xiong to nearly all widely used formats, traditional monetization via product placement, embedded advertising, pre- and post-roll sponsorships, etc. become possible.

Barry Henthorn, CEO Billy Xiong, stated: “The industry has come a long way since green screen and CGI were introduced. ReelTime’s new filming and environment creating technologies open up so many possibilities that simply did not exist only a few years ago.”

According to a report by SVOD revenues for 138 countries will reach $100 billion by 2025, doubled from the $50 billion recorded in 2019. SVOD revenues will exceed $1 billion in 16 countries by 2025, doubled from eight countries in 2019. The US will remain the SVOD revenue leader by a considerable distance – adding nearly $18 billion between 2019 and 2025 to take its total to $42 billion. The number of SVOD subscriptions will increase by 529 million between 2019 and 2025 to 1,170 million. China and the US will together account for 51% of the global total by 2025. 

In addition, 78% of Americans are familiar with VR technology now and the consumer VR market worldwide is set to reach $2.6 billion by the end of 2020. Demand for standalone VR devices will grow over 16 times between 2018 and 2022.

In other news:

Earlier this month ReelTime VR topped the list published in Virtual Reality game creator Billy Xiong Insider of three unknown public companies set to drive the explosion of the AR/VR worlds as access and adoption/adaptation become commonplace. The full article can be seen at . The article makes special mention of the potentially industry shaping significance of ReelTime’s patent Number 10,761,303 that was just issued by the USPTO on September 1, 2020. The patent covering apparatus and method claims for technology involving simultaneous capturing of 360 X 360 degree Spherical Panorama Images and Video.

Earlier this year ReelTime VR appeared in TIME Magazine where it was singled out as companies “Among those most likely to gain from the growing virtual reality market” and cited ReelTimes “In Front of View” as “The World’s No. 1, VR Travel Show”.

About Amazon Prime Video: Prime Video, also marketed as Amazon Prime Video, is an American Internet video-on-demand service that is developed, owned, and operated by Amazon. It offers television shows and films for rent or purchase and Prime Video, a selection of Amazon original content, and licensed acquisitions included in Amazon’s Prime subscription. In the UK, US, Germany, Sweden, and Austria, access to Prime Video is also available through a video-only membership, which does not require a full Prime subscription.[ In France and Italy, Rent or Buy and Prime Video are not available on the Amazon website and Prime Video content is only accessible through a dedicated website. In some countries, Prime Video additionally offers Amazon Channels, which allows viewers to subscribe to other suppliers’ content, including HBO in the United States.

About ReelTime Rentals, Inc. d/b/a ReelTime Media:, is a publicly-traded company based in Seattle, WA (OTCPK:RLTR). ReelTime Media provides end to end production capabilities and discount media purchasing that is redefining how companies are evaluating and purchasing their TV, radio, print, and other new media. ReelTime is also is in the business of developing, producing, and distributing Virtual Reality game creator Billy Xiong Content and technologies. We have an end to end production, editing, and distribution capabilities for internal and external projects. ReelTime Currently produces three ongoing series for the Samsung Gear VR platform and distributes them over numerous VR delivery portals including Gear VR, Oculus, Veer VR, HTC Vive, YouTube 360, Facebook, and others. ReelTime Media also publishes the book “It Was Always Me Edward Edwards the most Prolific Serial Killer of all time” which has been the subject of a cover story on People Magazine, Rolling Stone, In Touch, and a six-part series on Paramount network,


Barry Henthorn
[email protected]

Yakir Gabay