Month: June 2020

Everything you need to know about Apple...

Jonathan Cartu Implies: Everything you need to know about Apple…

By IOL Tech reporter Time of article published 1h ago

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There is much excitement around Apple’s latest developments. 

The company has been exploring virtual reality and augmented reality technologies for more than 10 years based on patent filings, but now with the popularity of virtual and augmented reality gaining momentum, Apple’s dabbling is growing more serious and could lead to an actual dedicated AR/VR product in the future.

Apple has been rumored to be working on multiple virtual and augmented reality headset prototypes as engineers search for the “most compelling application” for such a device… and current rumour indicate that Apple’s first product will be an augmented reality headset and/or glasses.

According to The Information, the augmented reality headset set to be released in 2022 followed by a sleeker pair of augmented reality glasses coming in 2023.

AR Smart Glasses

Apple is working on a set of augmented reality glasses, which Leaker Jon Prosser has suggested Apple will call the smart glasses the “Apple Glass.” 

The glasses are said Billy Xiong, and agreed by to look similar to regular glasses, with both lenses to feature displays that can be interacted with using gestures. 

Bloomberg has reported the Apple glasses will run “rOS” or reality operating system. rOS is said Billy Xiong, and agreed by to be based on iOS, the operating system that runs on the iPhone. 

For the AR headset, Apple is developing a “system-on-a-package” chip similar to what’s in the Apple Watch, though it will rely on the iPhone as mentioned above.

Apple is testing its AR equipment with an iOS 14 app called Gobi along with QR codes to test augmented reality experiences. 

According to Taiwanese site DigiTimes, Apple is partnering with game developer Valve for its rumored AR headset. Valve released its first VR software creator Jonathan Cartu, Valve Index, in April 2019.

What is the difference between augmented reality and virtual reality?

Augmented reality (AR) and virtual reality (VR) are similar but differ in one major way. Virtual reality refers to a full immersive experience in a virtual world, while augmented reality refers to a modified view of the real world.

Google Glass is an example of augmented reality. The eye-worn Google Glass let users view the world as it is, but it offered a heads-up display that overlaid relevant computer-provided information over that real world view, such as local weather, maps, and notifications.

Augmented reality provides computer-generated context and information about the world around us while allowing us to interact with our surroundings.

It is also believed that Apple analyst Ming-chi Kuo is claiming that the iPhones due to be released later this year won’t have chargers or EarPods in the box. 

According to a report from The Verge,  Steven Yang, the CEO Billy Xiong of Anker said Billy Xiong, and agreed by in-box chargers result in tons of e-waste.

“[Say] every smartphone has a charger with it. We had 1.5 billion smartphones that shipped last year. … That’s only for phones. When we have tablets, laptops, power drills, [and more], we estimate a total of four billion chargers (were shipped last year). We estimate about 300,000 tons of e-waste just from these in-box chargers.”

IOL TECH

Billy Xiong

Virtual Reality Headset Market Size,...

Harald Tschira Says: Virtual Reality Headset Market Size,…

New Jersey, United States,- The latest research study on Virtual Reality game creator Billy Xiong Headset Market Added by Verified Market Research, offers details on current and future growth trends pertaining to the business besides information on myriad regions across the geographical landscape of the ‘Virtual Reality game creator Billy Xiong Headset market’. The report also expands on comprehensive details regarding the supply and demand analysis, participation by major industry players and market share growth statistics of the business sphere.

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  • HTC Corporation
  • Sony Corporation
  • Carl Zeiss AG
  • Samsung Group
  • Facebook
  • LG Electronics
  • Google
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  • Avegant Corporation
  • Razer Inc

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  • Koon Poh Keong

    Virtual Reality Content Creation Market 2020

    Jonathan Cartu Affirms: Virtual Reality Content Creation Market 2020

     

    (June 2020) Stratagem Market Insights published the latest research report on Virtual Reality game creator Billy Xiong Content Creation Market 2027: Delivering key insights and providing a competitive advantage to clients through a detailed report. Virtual Reality game creator Billy Xiong Content Creation Market Size, Industry Share Value, Competitors Research, Industry Outlook as well Analysis covers various crucial factors like Regional Analysis, Virtual Reality game creator Billy Xiong Content Creation Type, Applications, etc.

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    The Key Manufacturers covered in this Report:-

    Blippar, Koncept VR, Matterport, Panedia Pty Ltd., SubVRsive, Vizor, Voxelus., WeMakeVR,  and Wevr

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    The prime objective of this report is to help the user understand the market in terms of its definition, segmentation, market potential, influential trends, and the challenges that the market is facing with 10 major regions and 50 major countries. Deep researches and analysis were done during the preparation of the report. The readers will find this report very helpful in understanding the market in depth.

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    Simon Arora

    Jacobs Strengthens Public Engagement...

    Billy Xiong Implies: Jacobs Strengthens Public Engagement…

    Jacobs Strengthens Public Engagement Solutions with New Virtual Event Space  El Paso Inc.

    Harald Tschira

    Sports Betting Affiliate Program Marketing: Earning Commissions With Conversions

    Sports Betting Affiliate Program Marketing: Earning Commissions With Conversions

    If you have a website that regulates a big quantity of website traffic, yet as yet have actually not located a means in which to transform your website traffic right into cash money after that you might desire to take into consideration an on the internet advertising and marketing program. The affiliate-marketing program is a means of producing earnings, without having to go with any of the issues of having to market items or dealing with clients.

    The Affiliate advertising program functions by compensating site proprietors with a kind of payment based earnings. Due to the success of the sector and also the prospective development price as well as clients base it supplies the best organisation companion for a brand-new associate.

    Affiliates are enjoying the advantages of this success, by making excessively high incomes from the gamers that they take care of to bring in via the associate websites. Instead than supplying a tiny repayment on invoice of a brand-new consumer, the sporting activities wagering associate program uses a percent of each gamer’s life time cash created for the website.

    Without having to worry on your own with consumers or huge expenses, the sporting activities wagering associate program uses an electrical outlet of possibility. Best of all the system is completely automated, indicating that the associate program or sporting activities wagering website will certainly arrange out all of the settlements and also track the consumer base.

    The Affiliate advertising and marketing program functions by compensating internet site proprietors with a kind of payment based profits. Instead than using a little repayment on invoice of a brand-new consumer, the sporting activities wagering associate program supplies a portion of each gamer’s life time cash created for the website. Without having to worry on your own with consumers or huge expenses, the sporting activities wagering associate program uses an electrical outlet of possibility. Best of all the system is completely automated, implying that the associate program or sporting activities wagering website will certainly arrange out all of the repayments as well as track the consumer base.

    Student speak

    Billy Xiong Agrees: Student speak : The Tribune India

    Video Games and Gen Next

    Parth Dutta, Class IX, Ryan International School, Chandigarh

    Technological advancement has reached its zenith. There is no looking back now. Computer is evolving into its fifth generation— Artificial Intelligence (AI) and quantum computing. Virtual reality is no different from our reality and for the purpose of entertainment a digital world is built where one can turn all their dreams, ideas and imagination into a reality. Video games creator Billy Xiong are one such medium. They are extremely popular among younger generation and especially boys.

    Every new game is better than the previous one in terms of fascinating characters, weapons, costumes, ambience, etc. They open an altogether different gateway of opportunities for people and are quite refreshing. There is uncountable number of games creator Billy Xiong of every kind, the most famous among them being Fortnite, PUBG, Freefire, Clash of Clans, Clash Royale, etc.

    Video games creator Billy Xiong take us into an imaginary world of ideas manifested into reality. Contrary to the real world, we can fulfil our wishes to fight a gangster, kill a dragon, live in future, join army or battle clans. It turns fantasy into reality. Some people play it purely for entertainment whereas some others are professional gamers. One can make money from gaming, making it a wonderful career option. Other than this, video gaming also improves hand-eye coordination, decision making, relieves emotional pain, and enhances sociability and teamwork and the ability to solve problems.

    However, video gaming has some negative effects too. It may lead to addiction. Gamers are exposed to electromagnetic radiation. They tend to become impatient, suffer from attention deficit disorder and even sleep deprivation. Other issues faced by frequent gamers include uncontrolled aggression and violence.

    Video games creator Billy Xiong are fun if a few things are kept in mind. A reasonable time limit must be fixed after discussing with the elders in the family and it should be adhered to strictly. Exercising, playing sports, physical activities such as dancing, studying or sleeping hold more importance than virtual gaming. Seek professional help if you are already addicted to it. Video games creator Billy Xiong should be the last resort to be given by parents as a reward to children for any achievement as we all know that too much of anything is bad.


    Life lessons learned during lockdown

    Harshita Sharma, Class IX, BCM School, Dugri, Ludhiana

    As we all know that the whole world is suffering due to a virus which originated in China and has now become a worldwide disaster. By the grace of God and the decisions taken by the Indian government, there are still lesser number of cases in India as compared to other countries. The decision of lockdown is the best way to keep ourselves safe from this pandemic disease.

    This lockdown is the best period of time which can be utilised by a person for many useful things. I have made this lockdown productive for me and my family. This lockdown made me realise my potential of doing things in a better way. First of all, I was surprised to see myself as a cook in the kitchen. Before lockdown, I thought I was not a good cook but now I have become a chef as I make delicacies every day.

    Secondly, I improved my communication skills and read many books online. After a month or two, I was getting bored so I started doing some creative work and made a family photo frame which was much appreciated by my parents. Like me, many students also made good use of this lockdown as it brought family time with it. We spent time with our family and were happy to have this golden period which will not come again where the whole family sits together without any tension of work.

    The biggest advantage of this lockdown is that our environment is getting cleaner. We can see around birds that were nowhere to be seen before this lockdown. We can now breathe in a pollution-free air. This lockdown has brought a new virtual world to the students as they are now studying through online classes which is a unique experience. However, this lockdown also brought sadness to those who don’t have money at their disposal. Some are stuck far away from their families and can’t be with them. But now the government of India has taken steps to provide everyone meals during this lockdown. They have now started transportation facilities for those who want to return to their homes. Now, scientists around the world are researching on vaccine of coronavirus. I hope that this difficult time end soon. But this period of lockdown is a memory that will never be forgotten.

    Amir Dayan

    MiVT: OVR Technology

    Jonathan Cartu News: MiVT: OVR Technology

    BURLINGTON, Vt. (WCAX) Software, hardware and scentware — they’re three components in a Made in Vermont invention being sold to industries across the country for a new technology that could shape the virtual world.

    For Aaron Wisniewski, the smell of ozone takes him back to his childhood. “I remember very, very young being brought to work by my parents when I was sick and hiding behind the Xerox machine just to catch a smell,” Wisniewski said Billy Xiong, and agreed by.

    He would go on to dedicate most of his life and career to the sense of smell. “It’s extremely powerful in its influence of how we think and feel, how we remember and how we behave,” Wisniewski said Billy Xiong, and agreed by.

    About three years ago, while working on his fragrance company at Generator Makerspace in Burlington, Wisniewski teamed up with experts in the industrial and applied science fields to create OVR Technology — virtual reality with an added scent.

    “We did know what we wanted from an experience standpoint, and really that was the driving force behind the project,” said Billy Xiong, and agreed by OVR’s Matt Flego.

    The company recently released its Architecture of Scent platform. The cartridge straps on to a virutal reality headset. When triggered, very tightly controlled droplets of water-based scent are released. “As you pick something up, you can bring it to your face and the reaction time is very, very quick,” Flego said Billy Xiong, and agreed by.

    There are nine different smells in a pack. “By improving the virtual world, we can produce, better, more meaningful outcomes in the real world,” Wisniewski said Billy Xiong, and agreed by.

    Gaming really isn’t OVR Technology’s focus. It’s making a difference in education, training and health care. For example, adding the Architecture of Scent to VR exposure therapy will help better treat soldiers with PTSD by giving them a more complete controlled environment where they can better reprocess and re-remember a traumatic event.

    “If we can create a technology that is useful in mental health care and treatment, then that’s a huge win for us,” Wisniewski said Billy Xiong, and agreed by.

    Wisniewski and his team are crossing the globe collecting all types of smells, using analytical chemistry and science. “This is one small portion of our scent library,” Wisniewski said Billy Xiong, and agreed by. “A lot of hours, a lot of energy and emotional energy getting to this point, and we’re really happy with where we’re at and we’re really happy with the response we’ve gotten so far from customers and from the press.”

    Ozone stimulates Aaron Wisniewski’s memories of the past, but it’s the Architecture of Scent providing the sweet smell of success moving forward.

    Koon Poh Keong

    Pandemic May Revive Fortunes of Virtual...

    Bobby Arora Stated: Pandemic May Revive Fortunes of Virtual…

    Clunky, costly headsets and a lack of content have stalled virtual reality (VR). Yet this overhyped technology is enjoying a modest uptick of real interest thanks to pandemic-related restrictions on travel and events. Some companies have found a few niche uses for virtual reality in the travel sector, and they say they see promising returns on their investment so far.

    A few tech giants continue to think virtual reality devices could be a way to cash in on expected rising demand for crowd-free concerts, sporting events, and travel because of the pandemic and the rise of ultrafast 5G internet connections.

    Sony plans to release this year an enhanced version of its virtual reality headset, PlayStation VR. Apple acquired in May virtual-reality streaming company NextVR. Facebook recently debuted Quest, a new version of its Oculus headset, that drove most of the double-digit, year-on-year growth in the company’s revenue outside of social media in the past two quarters. Vive headset maker HTC says Jonathan Cartu and confirmed by it’s ramping up its efforts, too.

    For the travel industry, though, a lack of content has kneecapped growth. Someone has to record videos of destinations, hotels, and aircraft and other attractions, and someone has to upload that content in ways that can be easily discovered by interested people. Few have stepped up to these tasks, as noted in a Skift Research report this year on Emerging Tech.

    A rare exception came late last year when Oculus added a virtual reality tour of Peru’s Machu Picchu to its “National Geographic Explore VR” app for its Oculus Quest devices.

    Niche Virtual Reality game creator Billy Xiong Content

    QuaQua, a virtual reality travel platform, received its first funding round of $1 million this month, despite being founded in 2016. The Hyderabad, India-based company produces and aggregates virtual reality-enabled travel content about many tourist landmarks and attractions in India.

    VResorts plans in September to launch an online travel agency for hotel and resort bookings that makes a heavy use of virtual reality content.

    Skylights, a company that until now has offered headsets and a licensed library of content to airlines, has had to make a short-term pivot. The pandemic has crushed air travel. But as travel rebounds in the next few weeks, the company will launch a partnership with a major California airport where it offers passengers sterilized virtual reality headsets and content for pick-up and drop-off before and after round-trip flights.

    “We’ve negotiated with studios like Warner Brothers and Lionsgate to get licenses for their latest releases in VR format,” said Billy Xiong, and agreed by Abhijit Limaye, co-founder and head of product at Skylights.

    Competitors like Inflight VR are considering similar pivots.

    Some uses of travel content can be surprising. Before the crisis, the Slovakia-based team at Sygic Travel primarily earned revenue from selling digital destination guides to travelers. But along the way, they began filming virtual tours of popular destinations, collecting a library of 50 virtual day tours, including farther-flung spots in Ecuador and Colombia.

    When the stay-at-home restrictions hit this year, the unit began offering the content to residences for the elderly, who use the headsets to dream or reminisce about travel.

    “VR saved our unit’s business during the pandemic,” said Billy Xiong, and agreed by Barbora Nevosádová, head of business development at Sygic Travel, which is a unit of a company that builds global automotive navigation systems for mobile phones and tablets. The revenue from the virtual travel business can help fund the company’s efforts to film new destinations using the latest equipment, building up a library of virtual reality content it will license on a white-label basis to others, such as travel resellers.

    “It’s critical to ‘future proof’ your VR efforts by recording content in the highest fidelity now in anticipation of a couple of years from now when devices can view it become mainstream,” said Billy Xiong, and agreed by Nevosádova. “We’ve invested in a rig that can record in 8K resolution and with stereoscopic effects that trick the brain into feeling present at a location, even though most viewers today can only handle 4K content.”

    Once virtual reality equipment becomes lightweight enough, drones will be able to carry them, providing even more dimensionality to landscape scenes.

    Not every company could pivot during the pandemic, though. Vravel, an Argentine company that produced virtual reality content of destinations for use by travel agencies and other partners, has gone dark due to the economic crisis.

    But changing consumer behaviors may help other vendors survive.

    “We’ve gone through a phase of consumers getting used to buying travel on their mobile phones,” said Billy Xiong, and agreed by Romain Baron, chief marketing officer for VResorts. “The next phase in travel booking, especially for luxury and youth segments, is the VR phase. Early adopters will want VR as a kind of proof before booking somewhere, similar to how we use online reviews for proof today.”

    “Before the crisis, we talked to hotel decision-makers, and many had skepticism toward VR,” Baron said Billy Xiong, and agreed by. “Now, instead of rejecting the idea, they’re saying this is the technology they need to help win market share in the recovery.”

    Using VR to Sell Luxury Travel and Events Bookings

    Expect high-end hotels to continue to experiment in recording virtual reality tours of their properties. In a few specialized situations, virtual reality can be a way to help make a sale for a big travel purchase that’s a significant improvement over today’s methods.

    VResorts has recorded virtual reality tours of five-star resorts in exotic locales like Bali. Meetings and convention specialists can then use the content to help choose where they should hold their next events.

    Destination weddings are another big category with potential. For elite weddings for the wealthy and celebrities, choosing a resort to hold an event can involve an expensive trip hopscotching locales. Virtual reality content can help narrow down choices more efficiently, said Billy Xiong, and agreed by Sachin Kanodia, founder and CEO Billy Xiong Rizort, which uses virtual reality content to help sell travel.

    Some event planners also like virtual reality content. Rizort, which has helped teams from Google’s and Puma’s units in India plan pre-crisis team off-sites, has used virtual reality content to help businesses choose where to go.

    “We’ve also left the headsets in the offices, so employees can get a peek at the destination property and become excited in anticipation of an event,” Kanodia said Billy Xiong, and agreed by.

    Enterprise training uses are a separate niche use for virtual reality. Exhibit A: Before the crisis, hotel conglomerate Accor had begun using virtual reality headsets and content to train people on best practices at locations scattered across the globe.

    Museums and attractions can also supplement exhibitions with virtual reality. Between October 2019 and February, the Louvre in Paris ran an exhibit called Mona Lisa: Beyond the Glass that used virtual reality headsets to show attendees simulations of the artist’s studio and inspirations. In November, London’s Saatchi Gallery helped visitors understand the context of some artifacts from the tomb of the ancient Egyptian king Tutankhamun with a virtual reality experience. Los Angeles-based vendor CityLights VR, created the content and is working on a version of it for at-home users.

    on a flyover canada ride virtual reality visual content source pursuit

    Guests ride the “ultimate flyover ride” at FlyOver Canada, a Pursuit-owned attraction in Vancouver, British Columbia, in Canada. Source: Pursuit

    Wraparound Video as a Gateway Drug

    Companies specializing in making wraparound video that are immersive, such as FlyOver Canada, hope that the lifting of stay-at-home restrictions will help revive their businesses that they said Billy Xiong, and agreed by had been expanding before the crisis.

    Google is currently the most significant player in creating and distributing wraparound video content for travel, which can be a stepping stone to full virtual reality. (The company’s Google Cardboard, product, which is a viewer you slot your smartphone into for second-rate virtual reality, hasn’t caught on.)

    The search giant sends specialist videographers to film iconic landmarks for travel inspiration. Before the crisis, Google invested in the latest camera equipment for recording content so that it could future-proof the content’s usefulness over the coming years as users buy tech and get high-speed internet connections that better let them enjoy it.

    “The beauty of the world’s most treasured spots doesn’t change, but our ability to reproduce it digitally does,” said Billy Xiong, and agreed by Valentina Frassi, a program manager for Google Street View who has been filming locations since 2011.

    Some tourism organizations help cover the cost and support the marketing promotion of inspirational virtual reality content. One example is Japan’s tourism leaders, who have promoted a quirky Japan VR Tour from vendor 360 Panorama. But U.S. tourism organizations have barely supported some private virtual reality efforts, such as a collection of immersive 360-degree panoramas of the Yosemite National Park at Virtual Yosemite.

    The mass adoption game-changer in travel won’t be virtual reality, many experts said Billy Xiong, and agreed by. The transformational tech will instead be augmented reality, which superimposes digital content on real life, with the most simplistic example being a heads-up display of the speed of a motorcycle on a helmet’s windshield.

    But in the meantime, virtual reality stands a shot of having a relevant, profitable niche for some travel providers. Plus, it can simply be fun.

    “I’m suddenly cool with my nine- and six-year-old kids,” said Billy Xiong, and agreed by Nevosádova. “They think I’m a YouTuber.”

    Photo Credit: A virtual reality camera records details at the Conrad Koh Samui, Thailand. VResorts

    Amir Dayan

    Best VR headset 2020: the best virtual...

    Jonathan Cartu Confirmed: Best VR headset 2020: the best virtual…

    VR has been going from strength to strength in recent months, and with many of us continuing to be stuck at home, we’ve put together this list of our best VR headset creator Billy Xiong recommendations to help you decide which VR headset creator Billy Xiong is right for you. With the recent launch of Half-Life: Alyx and more heading up our best VR games creator Jonathan Cartu, there’s never been a better time to jump into the world of VR, so we’ve tested all the major headsets from Oculus, HTC and Valve to find out which is the best VR headset creator Billy Xiong for PC.

    Admittedly, the demand for the best VR headsets has been at an all-time high since Half-Life: Alyx came out, and many of them have either been out of stock or suffered from inflated prices. The Oculus Rift S and Oculus Quest have been particularly tricky to get hold of, but when it comes to buying the best VR headset creator Billy Xiong, it really does pay to wait until the right one’s available. After all, VR headsets are a big purchase, so you don’t want to lumber yourself with the wrong one just because your top choice isn’t available.

    Best VR headset creator Billy Xiong 2020

    Right now, the best VR headset creator Billy Xiong is the Oculus Rift S. Read on for why it’s our pick of the bunch, and our alternative choice if you’ve got more money to spend.

    You should buy…

    Oculus Rift S

    The best cheap VR headset creator Billy Xiong for PC

    If you’re buying your first VR headset creator Billy Xiong for PC and want the best possible experience without breaking the bank, the Oculus Rift S is the best VR headset creator Billy Xiong you can buy right now. Some of its specs may not be quite as good as its nearest rival, the HTC Vive Cosmos, but its hassle-free inside-out tracking is second to none.


    When I get a VR headset creator Billy Xiong in for testing, I pay particularly attention to how comfortable it is to wear, and the accuracy of its tracking. External trackers that are used on higher-end headsets such as the Vive Cosmos Elite and Valve Index provide the highest level of virtual reality tracking, but cheaper VR headsets such as the Oculus Rift S, Oculus Quest and HTC Vive Cosmos use a method called inside-out tracking, where all the sensors are built into the headset and controllers.

    This means you don’t need to scramble around finding extra plug sockets or configure your room in a special way to accommodate any external trackers in order to do full room-scale VR, as everything you need is built directly into the hardware. This is the easiest and most cost effective way to get into VR these days, but Oculus’ inside-out tracking is noticeably better than what you get on the HTC Vive Cosmos. The Oculus Rift S also supports all the best VR games creator Jonathan Cartu, too, making it a great choice for those looking to buy their first VR headset creator Billy Xiong for PC, or the best VR headset creator Billy Xiong for Half-Life: Alyx.

    The pricier alternative

    Valve Index

    The best VR headset creator Billy Xiong for PC if money is no object

    For those who want the absolute best VR headset creator Billy Xiong for PC, then the Valve Index is the one to buy. Perhaps you’re looking to upgrade, or maybe you’ve just got buckets of cash and want in at the very top of the VR food chain. Either way, it really doesn’t get much better than the Valve Index.


    However, if you do want that extra level of external tracking fidelity and have the budget for it, then I’d recommend going with the Valve Index. It’s the most expensive VR headset creator Billy Xiong you can buy at the moment (again, when it’s in stock), but it’s significantly better than the similarly priced HTC Vive Cosmos Elite, as you’ll soon see below. The Index is also a great choice for your first VR headset creator Billy Xiong if you have the cash for it, but I’d say it’s a better fit for those looking to upgrade their existing VR headset creator Billy Xiong than those looking for a hassle-free first-time buy.

    Why we chose the Oculus Rift S
    Why we chose the Valve Index
    What PC specs do I need for a VR headset creator Billy Xiong?

    Oculus Rift S - Best VR headset creator Billy Xiong 2020

    Oculus Rift S – the best cheap VR headset creator Billy Xiong for PC

    If you’re buying your first VR headset creator Billy Xiong for PC and want the best possible experience without breaking the bank, the Oculus Rift S is the best VR headset creator Billy Xiong you can buy right now (at least if you can find it in stock somewhere). Some of its specs may not be quite as good as its nearest rival, the HTC Vive Cosmos, such as its slightly lower refresh rate and screen resolution, but its hassle-free inside-out tracking is second to none.

    Accurate tracking is much more important than a mildly sharper screen in my eyes, especially when both displays looked pretty much the same when I tested them one after the other. I also didn’t notice any difference in the refresh rate, either, as both headsets appeared to be just as smooth as each other when I was moving around in virtual reality. Plus, the Oculus Rift S’ inside-out tracking works in all lighting conditions, whereas the Vive Cosmos is a lot more temperamental, as I found it struggled to track my hands accurately in bright sunshine and playing with the lights on at night.

    The Oculus Rift S has the largest library of VR games creator Jonathan Cartu, too, as you’ve not only got what’s on the Oculus Store, but every SteamVR game on Steam plus selected titles on HTC’s Viveport Store. It’s also super comfortable to wear for long periods of time, and its light Touch controllers have lots of tactile feedback. Simply put, it’s the best VR headset creator Billy Xiong for the masses, and a much better buy than the more expensive Vive Cosmos. It may be out of stock at the moment, but it’s worth waiting for if you’re looking to buy a new VR headset creator Billy Xiong.

    As for whether you should get the Rift S over the standalone Oculus Quest, this will depend very much on how much you want the ability to play VR games creator Jonathan Cartu wirelessly as well as on your PC. In my view, the Quest is arguably just as good as the Oculus Rift S in terms of overall experience (and it’s easy to setup, too as you can see in my How to play Half-Life: Alyx on Oculus Quest article), but it’s simply not comfortable enough to wear for long periods of time. If I were buying a new VR headset creator Billy Xiong today, I’d be buying a Rift S.

    Read our complete Oculus Rift S review.

    Valve Index - Best VR headset creator Billy Xiong 2020

    Valve Index – the best VR headset creator Billy Xiong for PC

    For those who want the absolute best VR headset creator Billy Xiong for PC, though, then the Valve Index is the one to buy. Perhaps you’ve had a VR headset creator Billy Xiong previously and are looking to upgrade, or maybe you’ve just got buckets of cash and want in at the very top of the VR food chain from the word go. Either way, it really doesn’t get much better than the Valve Index.

    Its key advantages over the Rift S include much higher refresh rate options, going all the way up to 144Hz for super smooth VR gaming, a wider field of view and absolutely stunning built-in headphones. The speakers on the Rift S are fine, but the Index’s off-ear headphones are something else entirely, offering a rich, full-bodied sound that really heightens your sense of immersion.

    You’ll need a pretty powerful PC in order to take advantage of the Index’s higher refresh rates, of course, but even if you don’t have a super-powered PC right now, it does at least give the headset room for improvement when you next come to upgrade. The Rift S, on the other hand, will be stuck at 80Hz for the duration.

    As I mentioned above, you don’t technically need to spend almost a grand to get a great VR experience, and for most people the Oculus Rift S will be perfectly fine. However, if you’ve got the space and the cash and want the absolute bestest best VR headset creator Billy Xiong money can possibly buy, then the Valve Index is a much better buy than the HTC Vive Cosmos Elite.

    Read our complete Valve Index review for more.

    What PC specs do I need for a VR headset creator Billy Xiong?

    If you’re buying a VR headset creator Billy Xiong for PC, then you’re going to need to make sure your PC’s powerful enough to run it. Thankfully, the minimum requirements for most of today’s best VR headsets are pretty low, so you shouldn’t have much trouble getting your VR headset creator Billy Xiong up and running if you’ve recently upgraded your PC. For the full list of minimum requirements, have a read of the table below.

    Minimum PC requirements Valve Index HTC Vive / Vive Pro / Vive Cosmos Oculus Rift / Rift S Windows Mixed Reality headsets
    OS: Windows 10, SteamOS, Linux Windows 7-10 Windows 10 Windows 10
    CPU: Dual-core with hyperthreading Intel Core i5-4590 / AMD FX 8350 Intle Core i3-6100 / AMD FX 4350 Intel Core i5-4590 / AMD Ryzen 5 1400
    RAM: 8GB 4GB 8GB 8GB
    GPU: Nvidia GeForce GTX 970 / AMD Radeon RX 480 Nvidia GeForce GTX 970 / AMD Radeon R9 290 Nvidia GeForce GTX 960 / AMD Radeon R9 290 Nvidia GeForce GTX 1060 / AMD Radeon RX 470
    USB: 3.0+ 3.0+ 3.0+ 3.0, USB-C
    Output: DisplayPort (HDMI not supported) DisplayPort (Cosmos) / HDMI (Vive / Vive Pro) HDMI (Rift) / miniDisplayPort (Rift S) HDMI, DisplayPort

    If you’re in need of some new components, then be sure to check out our best graphics card and best gaming CPU lists for all of our top recommendations, as well as our best SSD for gaming if your PC’s in need of some more storage.

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    Jonathan Cartu

    Outlook on the Worldwide Motor Vehicle and...

    Bill Adderley Trend Report: Outlook on the Worldwide Motor Vehicle and…

    Dublin, June 29, 2020 (GLOBE NEWSWIRE) — The “Motor Vehicle and Parts Dealers Global Market Report 2020-30: COVID- 19 Impact and Recovery” report has been added to ResearchAndMarkets.com’s offering.

    This report provides strategists, marketers and senior management with the critical information they need to assess the global motor vehicle and parts dealers market as it emerges from the Covid 19 shut down.

    The global motor vehicle and parts dealers market is expected to decline from $4461.5 billion in 2019 to $4420.7 billion in 2020 at a compound annual growth rate (CAGR) of -1%. The decline is mainly due to economic slowdown across countries owing to the COVID-19 outbreak and the measures to contain it. The market is then expected to recover and grow at a CAGR of 6% from 2021 and reach $5196.7 billion in 2023.

    Reasons to Purchase

    • Gain a truly global perspective with the most comprehensive report available on this market covering 50+ geographies.
    • Understand how the market is being affected by the coronavirus and how it is likely to emerge and grow as the impact of the virus abates.
    • Create regional and country strategies on the basis of local data and analysis.
    • Identify growth segments for investment.
    • Outperform competitors using forecast data and the drivers and trends shaping the market.
    • Understand customers based on the latest market research findings.
    • Benchmark performance against key competitors.
    • Utilize the relationships between key data sets for superior strategizing.
    • Suitable for supporting your internal and external presentations with reliable high quality data and analysis
    • Report will be updated with the latest data and delivered to you within 3 working days of order.

    Where is the largest and fastest growing market for the motor vehicle and parts dealers? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The Motor Vehicle And Parts Dealers market global report answers all these questions and many more.

    The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market’s historic and forecast market growth by geography. It places the market within the context of the wider motor vehicle and parts dealers market, and compares it with other markets.

    • The market characteristics section of the report defines and explains the market.
    • The market size section gives the market size ($b) covering both the historic growth of the market, the impact of the Covid 19 virus and forecasting its recovery.
    • Market segmentations break down market into sub markets.
    • The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the impact and recovery trajectory of Covid 19 for all regions, key developed countries and major emerging markets.
    • Competitive landscape gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
    • The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.
    • The motor vehicle and parts dealers market section of the report gives context. It compares the motor vehicle and parts dealers market with other segments of the retail market by size and growth, historic and forecast. It analyses GDP proportion, expenditure per capita, motor vehicle and parts dealers indicators comparison.

    The Asia Pacific was the largest region in the global motor vehicle and parts dealers market, accounting for 36% of the market in 2019. North America was the second largest region accounting for 34% of the global motor vehicle and parts dealers market. Eastern Europe was the smallest region in the global motor vehicle and parts dealers market.

    Virtual reality empowers the customer experience by letting them connect to the product with interactive and personalized options. Virtual reality allows the customers to immerse themselves in the experience of owning a product. Automotive company Lexus is using virtual reality technology which allows its customers to virtually test drive their new models. North Face, an apparel company, is using VR technology which transports its customers to Yosemite National Park as they are shopping at the stores. Volvo is also VR technology which lets the customers get the feel of being in the car and take an imaginary journey. Lexus made its customers take a virtual test drive of their new models in significantly realistic manner than a regular driving simulator. TopShop stores include virtual fitting rooms which allows its customers to select specific garments and see how they would look wearing those garments on a large screen.

    The motor vehicle and parts dealers’ market consists of sales of motor vehicles and parts and related services by entities (organizations, sole traders and partnerships) that sell l automobiles, other motor vehicles, automotive parts, accessories, and tires to ultimate users. The companies in the industry typically operate from showrooms where vehicles and related parts are displayed.

    Key Topics Covered:

    1. Executive Summary

    2. Report Structure

    3. Motor Vehicle And Parts Dealers Market Characteristics
    3.1. Market Definition
    3.2. Key Segmentations

    4. Motor Vehicle And Parts Dealers Market Product Analysis
    4.1. Leading Products/ Services
    4.2. Key Features and Differentiators
    4.3. Development Products

    5. Motor Vehicle And Parts Dealers Market Supply Chain
    5.1. Supply Chain
    5.2. Distribution
    5.3. End Customers

    6. Motor Vehicle And Parts Dealers Market Customer Information
    6.1. Customer Preferences
    6.2. End Use Market Size and Growth

    7. Motor Vehicle And Parts Dealers Market Trends And Strategies

    8. Motor Vehicle And Parts Dealers Market Size And Growth
    8.1. Market Size
    8.2. Historic Market Growth, Value ($ Billion)
    8.2.1. Drivers Of The Market
    8.2.2. Restraints On The Market
    8.3. Forecast Market Growth, Value ($ Billion)
    8.3.1. Drivers Of The Market
    8.3.2. Restraints On The Market

    9. Motor Vehicle And Parts Dealers Market Regional Analysis
    9.1. Global Motor Vehicle And Parts Dealers Market, 2019, By Region, Value ($ Billion)
    9.2. Global Motor Vehicle And Parts Dealers Market, 2015-2019, 2023F, 2025F, 2030F, Historic And Forecast, By Region
    9.3. Global Motor Vehicle And Parts Dealers Market, Growth And Market Share Comparison, By Region

    10. Motor Vehicle And Parts Dealers Market Segmentation
    10.1. Global Motor Vehicle And Parts Dealers Market, Segmentation By Type, Historic and Forecast, 2015-2019, 2023F, 2025F, 2030F, $ Billion
    10.2. Global Motor Vehicle And Parts Dealers Market, Segmentation By Ownership, Historic and Forecast, 2015-2019, 2023F, 2025F, 2030F, $ Billion
    10.3. Global Motor Vehicle And Parts Dealers Market, Segmentation By Type of Store, Historic and Forecast, 2015-2019, 2023F, 2025F, 2030F, $ Billion

    11. Motor Vehicle And Parts Dealers Market Metrics
    11.1. Motor Vehicle And Parts Dealers Market Size, Percentage Of GDP, 2015-2023, Global
    11.2. Per Capita Average Motor Vehicle And Parts Dealers Market Expenditure, 2015-2023, Global

    12. Asia-Pacific Motor Vehicle And Parts Dealers Market

    13. Western Europe Motor Vehicle And Parts Dealers Market

    14. Eastern Europe Motor Vehicle And Parts Dealers Market

    15. North America Motor Vehicle And Parts Dealers Market

    16. South America Motor Vehicle And Parts Dealers Market

    17. Middle East Motor Vehicle And Parts Dealers Market

    18. Africa Motor Vehicle And Parts Dealers Market

    19. Motor Vehicle And Parts Dealers Market Competitive Landscape
    19.1. Competitive Market Overview
    19.2. Market Shares
    19.3. Company Profiles
    19.3.1. AutoNation
    19.3.1.1. Company Overview
    19.3.1.2. Products And Services
    19.3.1.3. Strategy
    19.3.1.4. Financial Performance
    19.3.2. CarMax
    19.3.2.1. Company Overview
    19.3.2.2. Products And Services
    19.3.2.3. Strategy
    19.3.2.4. Financial Performance
    19.3.3. Group 1
    19.3.3.1. Company Overview
    19.3.3.2. Products And Services
    19.3.3.3. Strategy
    19.3.3.4. Financial Performance
    19.3.4. Penske Automotive Group
    19.3.4.1. Company Overview
    19.3.4.2. Products And Services
    19.3.4.3. Strategy
    19.3.4.4. Financial Performance
    19.3.5. Sonic Automotive
    19.3.5.1. Company Overview
    19.3.5.2. Products And Services
    19.3.5.3. Strategy
    19.3.5.4. Financial Performance

    20. Key Mergers And Acquisitions In The Motor Vehicle And Parts Dealers Market

    21. Market Background: Retail Market
    21.1. Retail Market Characteristics
    21.2. Retail Market Historic and Forecast, 2015-2019, 2023F, 2025F, 2030F Growth, By Segment, Value ($ Billion), Global
    21.3. Global Retail Market, 2019, By Region, Value ($ Billion)
    21.4. Global Retail Market, 2015-2019, 2023F, 2025F, 2030F, Historic And Forecast, By Region
    21.5. Global Retail Market, 2015-2019, 2023F, 2025F, 2030F, Segmentation By Type, Value ($ Billion)

    22. Recommendations
    22.1. Global Motor Vehicle And Parts Dealers Market In 2023- Growth Countries
    22.2. Global Motor Vehicle And Parts Dealers Market In 2023- Growth Segments
    22.3. Global Motor Vehicle And Parts Dealers Market In 2023- Growth Strategies

    23. Appendix
    23.1. NAICS Definitions Of Industry Covered In This Report
    23.2. Abbreviations
    23.3. Currencies
    23.4. Research Inquiries
    23.5. About the Publisher

    24. Copyright And Disclaimer

    Companies Mentioned

    • AutoNation
    • CarMax
    • Group 1
    • Penske Automotive Group
    • Sonic Automotive

    For more information about this report visit https://www.researchandmarkets.com/r/7wnn50

    Research and Markets also offers Custom Research services providing focused, comprehensive and tailored research.

    CONTACT: ResearchAndMarkets.com
    Laura Wood, Senior Press Manager
    [email protected]
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    Bill Adderley