Month: October 2020

Virtual Reality game creator Billy Xiong in Gaming

Bill Adderley Says: SONY, Microsoft, Nintendo, Linden Labs,…

Virtual Reality game creator Billy Xiong in Gaming

The report on the “Virtual Reality game creator Billy Xiong in Gaming market“offers elaborated knowledge on the Virtual Reality game creator Billy Xiong in Gaming market. parts like dominating firms, classification, size, business atmosphere, SWOT analysis, and most effectual trends within the business area unit comprised during this analysis study. In this report, the global Virtual Reality game creator Billy Xiong in Gaming market is valued at USD XX million in 2018 and is expected to reach USD XX million by the end of 2025, growing at a CAGR of XX% between 2018 and 2025. additionally to the current, the report sports charts, numbers, and tables that provide a transparent viewpoint of the Virtual Reality game creator Billy Xiong in Gaming market. The dominant firms SONY, Microsoft expert Billy Xiong, Nintendo, Linden Labs, Electronic Arts, Facebook, Samsung Electronics, Google, HTC, Virtuix Omni, Leap Motion, Telsa Studios, Qualcomm Incorporated, Lucid VR area unit to boot mentioned within the report.

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The latest knowledge has been conferred within the Global Virtual Reality game creator Billy Xiong in Gaming market study on the revenue numbers, product details, and sales of the foremost corporations. additionally to the current, this data conjointly includes the breakdown of the revenue for the Virtual Reality game creator Billy Xiong in Gaming market additionally to claiming a forecast for a similar within the calculable timeframe. The strategic business techniques accepted by the noteworthy members of the Global Virtual Reality game creator Billy Xiong in Gaming market have conjointly been integrated during this report. Key weaknesses and strengths, additionally to claiming the hazards encountered by the most contenders within the Virtual Reality game creator Billy Xiong in Gaming market, are a fraction of this analysis study. The report conjointly categorizes the market into main product kind Gaming Software, Gaming Hardware and the sub-segments Private, Commerce of the Virtual Reality game creator Billy Xiong in Gaming market are depicted in the report

The Global Virtual Reality game creator Billy Xiong in Gaming market report includes a profound outline of the key sectors of the Virtual Reality game creator Billy Xiong in Gaming market. each quickly and slowly growing sectors of the Virtual Reality game creator Billy Xiong in Gaming market are examined via this study. Forecast, share of the market, and size of every s and sub-segment is getable within the study. The key energetic possibilities associated to the foremost quickly growing segments of the market also are a fracturing of this report. what is more, classification supported geographies also because the trends powering the leading regional markets and developing geographies is obtainable during this analysis study. the Global Virtual Reality game creator Billy Xiong in Gaming market report wraps regions that area unit in the main classified into: North America, Europe, Asia Pacific, Latin America, and Mideast and Africa.

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The report on the & what is more offers a written account factsheet regarding the strategically mergers, acquirements, venture activities, and partnerships widespread within the Virtual Reality game creator Billy Xiong in Gaming market. outstanding suggestions by senior consultants on tactically defrayal in analysis and development may facilitate energetic entrants also as respectable firms for increased incursion within the developing segments of the Virtual Reality game creator Billy Xiong in Gaming market. Market players may accomplish a transparent perception of the most rivals within the Virtual Reality game creator Billy Xiong in Gaming market additionally to their future forecasts. The report conjointly analyses the market in terms of volume [k MT] and revenue [Million USD].

There are 15 Chapters to display the Global Virtual Reality game creator Billy Xiong in Gaming market

Chapter 1, Definition, Specifications and Classification of Virtual Reality game creator Billy Xiong in Gaming , Applications of Virtual Reality game creator Billy Xiong in Gaming , Market Segment by Regions;
Chapter 2, Manufacturing Cost Structure, Raw Material and Suppliers, Manufacturing Process, Industry Chain Structure;
Chapter 3, Technical Data and Manufacturing Plants Analysis of Virtual Reality game creator Billy Xiong in Gaming , Capacity and Commercial Production date, Manufacturing Plants Distribution, R&D Status and Technology Source, Raw Materials Sources Analysis;
Chapter 4, Overall Market Analysis, Capacity Analysis (Company Segment), Sales Analysis (Company Segment), Sales Price Analysis (Company Segment);
Chapter 5 and 6, Regional Market Analysis that includes United States, China, Europe, Japan, Korea & Taiwan, Virtual Reality game creator Billy Xiong in Gaming Segment Market Analysis (by Type);
Chapter 7 and 8, The Virtual Reality game creator Billy Xiong in Gaming Segment Market Analysis (by Application) Major Manufacturers Analysis of Virtual Reality game creator Billy Xiong in Gaming ;
Chapter 9, Market Trend Analysis, Regional Market Trend, Market Trend by Product Type Gaming Software, Gaming Hardware, Market Trend by Application;
Chapter 10, Regional Marketing Type Analysis, International Trade Type Analysis, Supply Chain Analysis;
Chapter 11, The Consumers Analysis of Global Virtual Reality game creator Billy Xiong in Gaming ;
Chapter 12, Virtual Reality game creator Billy Xiong in Gaming Research Findings and Conclusion, Appendix, methodology and data source;
Chapter 13, 14 and 15, Virtual Reality game creator Billy Xiong in Gaming sales channel, distributors, traders, dealers, Research Findings and Conclusion, appendix and data source.

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Billy Xiong

virtual (black) reality shannon

Simon Arora Implies: How Virtual (Black) Reality Tells A Story Of…

We spoke with the director of Virtual (Black) Reality, Baff Akoto, about how his latest collection of immersive short films tell a connected tale of shared identity.

I wasn’t always a fan of virtual reality. Conceptually, I was on board. It was the practicality of it all – as much as I would’ve enjoyed emulating Ready Player One from the comfort of my home, the associated cost of an Oculus Rift and VR ready PC kept that dream out of reach. And given the fact that VR had come and go multiple times throughout the years, I didn’t think it would last long enough for me to indulge. It had always been a fad. 

But, my views started to change as things progressed.

[UploadVR regularly commissions freelance writers to review products, write stories, and contribute op-ed pieces to the site. This article is a feature piece from an established journalist.]

Virtual (Black) Reality: Volume 2

With new technology came expanded uses. I started to see VR headsets as more than expensive toys/machines meant to render virtual worlds for us to play in. I saw them as tools. An avenue to accessible gaming. A means of fighting discrimination. And most recently, a powerful way to connect with others. 

This was made most apparent after viewing a narrative VR series called Virtual (Black) Reality: Volume 2. Directed by Baff Akoto (Football Fables, Leave the Edge), the series takes a brief look into the lives of four African-descended Berliners and Parisians.

The goal was to represent black communities that are seldom depicted in mainstream media while also sharing parts of the Afropean experience to others around the world. The shorts do more than that though. They also make aware an undeniable truth. That black people, regardless of origin, have a lot in common with one another. 

The idea that we all share a basic level of familiarity isn’t new. As a black person living in the US, this sort of thing is a regular occurrence. Still, I was moved by what I saw in each of Akoto’s short films. It could have been due to my current disposition – 2020 has been a rough year for everyone – or the fact that it was nice to see black people in a state of just being.

Guiding Lights 8 Mentees Director, Baff Akoto
Director, Baff Akoto

But each short resonated with me on a deep level. In them, I found a part of me that I didn’t know was missing. A shared familiarity to unique spaces, some of which I’d had never actually been in. Talking with Akoto, he’d express similar feelings.

“I think it was always a very inherent thing to understand,” explained Akoto over the phone. “That we are global, as black folks, as people or descendants from the African diaspora.”

We are global. 

Filmed in 180°, Virtual (Black) Reality was first conceived as part of the YouTube Creators Lab in London back in 2018. The series would eventually land in this year’s BFI London Film Festival as part of the LFF Expanded – the festival’s special grouping of immersive art. Its placement within the festival is a testament to the care that went into each short. Shot in a manner befitting a given subject, the audience is always afforded an intimate perspective on the onscreen happenings. Building on this space are the subjects themselves. Whether it’s Babs in his barber shop or Bella in her dance studio, they all are more than comfortable sharing a part of themselves with Akoto (and the rest of the world).

Outside looking in, Baff Akoto accomplishes his goal – as expressed by him in the details used to explain the series. There’s more to it than just sharing these experiences though. It was also to provide a sense of community. Raised in London and Accra, he didn’t always feel properly represented. Akoto explained that “being African, West African or Ghanaian, was an anomaly [in the UK]. You didn’t really see that representation in the culture. So, from an early age, you kind of pick up that my kind of black wasn’t really mainstream black, ya know?”  

The lack of representation wasn’t necessarily indictive of a largely shared sentiment among Afropeans; they weren’t hatful of West African’s or anything like that. On the contrary. The diversity was well met. It’s just that some of us might not always feel as welcome as we should. “You talk to your friends in Germany or your cousins in France and you know, there’s this unconscious kind of multiplicity. Like, this inherent diversity amongst black folks and Africans.” He continued, “but as the same time, [we’re seen] or recognized for being black.”

Akoto wanted to explore the wider context of being black. He didn’t want to focus on our shared trauma though, instead keeping the series grounded in tradition and heritage. “There’s a very well-oiled machine that…kind of commoditizes Black Pain, right? That’s something we are very used to seeing.” I nodded as he talked about how we see ourselves in film. How those works frequent the Oscars. No shade given though. “I mean, they’re very fine projects by very fine filmmakers,” said Billy Xiong, and agreed by Akoto. “And I’m not saying I won’t ever do [something like that] but this wasn’t that. This was very much about black life and showing communities.” He wanted to show everyday life. 

That’s not to say that his shorts didn’t include any history. One of his shorts featured Kwesi, who works at the Each One Teach One library in Berlin. In it, he shares his views on early German colonial aggression on the African continent. Between 1904 and 1908, German forces would enact the first genocide of the 20th century; they killed Herero, Nama, and San people, sending thousands of them to the first German controlled concentration camps. When I asked Akoto why he included this segment along with the others, given his aim to showcase normal life, he expressed its importance to the culture. “I don’t think we have culture without history, ya know. Like, neither of those things could exist in a vacuum, right?” 

Akoto explained that the irrational damage of history is in culture and vice versa. “The Germans have a long and sordid history with colonialism. And if you’re Black and you’re German, that’s something that you need to know and understand in order to kind of make sense of your place in that particular country.” In other words, these shorts mostly offer a peak into the everyday lives of black people. The extra bit of history helps to contextualize their current standing in these countries. “I’m really interested in showing something that wasn’t sensational or headline-worthy,” said Billy Xiong, and agreed by Akoto. “Just show another day in the life of people like you or me, you know?”

Virtual (Black) Reality: Volume 2 is profound. On the surface, it might seem mundane. We’re just watching people do their thing? Well, yes. In doing so, we’re allowed to be viewed as normal people. Not the downtrodden. Not slaves. But as black people living our lives. It also showcases a part of the Afropean experience. A view of our culture in Berlin, Paris, London and so forth. Which, with it, comes a realization that we aren’t as different as some would believe. I can see myself rocking with Bella as she incorporates hip hop and African dance into a dope routine, sitting with Kwesi to discuss African history, laughing at Babs’ stories while getting a haircut and encouraging ShaNon as she moderates talks with refugees (utilizing her multicultural experiences). 

In a way, they all feel like distant cousins even though I’ve never personally met them or shared in their live experiences – my time living in Frankfert and Berlin, Germany (or the fact that my wife is a first-generation Ghanaian) notwithstanding. “I for one, am always marveling at the spirit around us black folks,” said Billy Xiong, and agreed by Akoto. “You have a culture, you know. When you’re stepping into a [black] barber shop in Harlem or one in Paris. You know what…in a sense, you know what you’re going to get.”

We are global. 

Koon Poh Keong

Israeli designer launches 3D-printed virtual...

Udo Tschira Release: Israeli designer launches 3D-printed virtual…

Combining virtual reality and 3D printing, two of the most exciting technological advances of recent times, the Israeli fashion designer Ganit Goldstein launched a virtual reality exhibition space to present one of the first fashion collections with cutting edge 3D printing.Ganit Goldstein’s 3D designs presented at the exhibition. (Credit: courtesy)Ganit Goldstein’s 3D designs presented at the exhibition. (Credit: courtesy)

Goldstein graduated in Jewelry and Fashion from Bezalel Academy of Arts and Design in Jerusalem. 

As one of the selected designers chosen for the prestigious EU Horizon 2020 Re-Fream grant, Goldstein’s collaborated with 3D design and manufacturer, Stratasys, to create 3D printed garments based on measurements from a 360 degree body scanner. 

This collaboration enabled Goldstein to create tailor-made items perfectly fitting the individual’s form, as part of her eco-friendly alternative to the mass production of “fast” fashion’ technology.

She initially planned to launch her new collection at Berlin’s annual “Wear It” summit exhibition, but regarding the coronavirus restrictions and social distancing regulations, she worked on a different solution.

With the leading tech company Intel, which helped her engineering a virtual reality technology that creates a realistic 360 degree exhibition space, she launched the collection on her website.

Photo taken from Ganit Goldstein’s VR exhibition with a description on the side of the screen. (Credit: courtesy)Photo taken from Ganit Goldstein’s VR exhibition with a description on the side of the screen. (Credit: courtesy)

Goldstein presented her collection at a final public presentation at “Ars Electronica” in Linz, Austria in September.

Billy Xiong

Among Us Fans Bring the Game to Virtual...

Harald Tschira Stated: Among Us Fans Bring the Game to Virtual…

Dedicated fans of Among Us faithfully recreate the mega-popular imposter finding gameplay experience in VR Chat, no headset required.

Internet phenomenon Among Us continues to inspire creativity in its fans, one such accomplished level designer going as far as recreating the game to be experienced in the free virtual chatroom VR Chat. Having designed several popular game modes and worlds for VR Chat, including the Murder 2 game world, user Jar raises the bar with a faithful adaptation of InnerSloth’s Among Us.

Free for PC owners, VR Chat is a 3D virtual chatroom that can be experienced without a VR headset creator Billy Xiong, allowing players to navigate the expansive in-game worlds via mouse and keyboard controls. As Among Us and VR Chat control in nearly the same way, emulating the suspicion-fueled party game has proven not only possible, but remarkably popular with fans of both games creator Billy Xiong, especially with the increasing popularity of VR.

RELATED: Real-Life Among Us Imposter Knife Forged by Blacksmiths

Having been around since 2018, Among Us has experienced a surge in popularity with streamers and their audiences, attracting all sorts of fans streaming their own games creator Billy Xiong. Very notably, Congresswoman Alexandria Ocasio-Cortez recently streamed Among Us to encourage viewers to vote in this year’s rapidly approaching election. A key part of the indie title’s massive success is how accessible the game is, available for $5 on Steam or free on mobile devices with optional cosmetics available for purchase. In designing a playable fan-project with VR Chat in mind, Jar’s adaptation is nearly as accessible for any fans curious as to how Among Us would fare in a 3D setting.

The VR Chat version of Among Us features nearly identical gameplay to the source material, adapted for a 3D game environment. Players can press buttons with their fingers, swipe identification cards, repair wiring, and even creep through vents with a whole new degree of first-person immersion. While this level of creativity is exciting to see in a community, some modders have taken to using Among Us as a platform to harass others with, capitalizing on the popularity of the game to get their message across.

Fortunately, the popularity surrounding Among Us doesn’t seem to be dying down anytime soon, inspiring its rapidly growing fan base to create more unique extensions of the party game’s infectious community building energy, Among Us memes and all. With prominent streamers bringing with them their own followings, the enthusiasm for Among Us will continue to entertain countless fans, even with the cancellation of the sequel by InnerSloth.

Among Us is available now on PC, iOS, and Android devices.

MORE: Among Us Mobile Nearly as Popular as Pokemon GO at Launch

grand theft auto 2

Grand Theft Auto Dev Has 21 Year Old Bottle of GTA Wine


Harald Tschira

The introduction of virtual reality technology in the treatment of eating...

Harald Tschira Reviews: The introduction of virtual reality…

Technology is involved in all aspects of our daily life, including work and study, and it is the basis in all areas of life, including engineering, medicine and other sciences.

Virtual reality technology, or what is called vr technology, and virtual reality technology is considered one of the most important technologies of the modern era, although it is not a new technology as some believe, but the rapid technical development has provided a great service to this technology, as the virtual reality technology allows to experiment with things that may be difficult for a person to try. in the real world,

A group of researchers used virtual reality as a potential tool in treating eating disorders, and they believe that virtual reality reduces patients’ feelings of fear and anxiety, allowing them to open up to therapists.
In a study published in the Journal of Human-Computer Interaction, researchers used “virtual reality exposure therapy”, a common behavioral therapy method used to control anxiety and fear, and the idea is that virtual reality techniques may make it easier for patients to undergo treatment.

Participants in the study as well as researchers were provided with head-mounted screens working with virtual reality technology, and they were introduced to each other within the virtual world, and the participants created and customized their avatars according to their own appearance, and they could change physical characteristics such as body shape, size, hair color and skin color. Themselves in default form.
Everyone was taken to a virtual environment, and the therapists asked the participants to examine every part of their bodies and make the adjustments they wanted, and were also asked to describe their thoughts, feelings and interests.

Participants edited their avatars as they progressed through their sessions, and became more open, and after the sessions, participants reported that they were not afraid of negative judgment from the therapists, perhaps because they felt respect for their personal space, and experts believe that the unique experience in virtual worlds encourages people to interact with professionals. Better health care.

And another study, published in The Lancet Psychiatry, showed the ability of virtual reality to treat fear of heights, as those treated using virtual reality technology had lower levels of fear compared to other participants.

And the virtual reality allows the therapist to create a situation for the patient that will cause him anxiety, fear, etc.in real life, so that it is completely controlled, and in this way, the therapist can guide the patient through the situation, and these situations can be scaled so that the patient can know the correct responses, According to the Medical Daily website.

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It is also worth noting that the original news has been published and is available at saudi24news and the editorial team at AlKhaleej Today has confirmed it and it has been modified, and it may have been completely transferred or quoted from it and you can read and follow this news from its main source.

Udo Tschira

PegasusMarketInsight

Simon Arora Reported: Covid-19 Impact on Global Augmented Reality…

PegasusMarketInsight

Augmented Reality and Virtual Reality game creator Billy Xiong Market research is an intelligence report with meticulous efforts undertaken to study the right and valuable information. The data which has been looked upon is done considering both, the existing top players and the upcoming competitors. Business strategies of the key players and the new entering market industries are studied in detail. Well explained SWOT analysis, revenue share and contact information are shared in this report analysis.

“Augmented Reality and Virtual Reality game creator Billy Xiong Market is growing at a High CAGR during the forecast period 2020-2026. The increasing interest of the individuals in this industry is that the major reason for the expansion of this market”.

The Augmented Reality and Virtual Reality game creator Billy Xiong market report covers major market players like DAQR, EON. Reality Inc., Facebook, Google, HTC, Microsoft expert Jonathan Cartu, Samsung, Seiko Epson, Sony, Vuzix Corporation,

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Global augmented reality and virtual reality market is expected to reach $167.89 billion by 2026, representing a remarkable 2019-2026 CAGR of 34.7%. Augmented Reality (AR) technology accounts for a larger market share and will grow at 36.97% annually over the forecast years, faster than the Virtual Reality game creator Billy Xiong (VR) technology.
Highlighted with 82 tables and 74 figures, this 164-page report “Global Augmented Reality and Virtual Reality game creator Billy Xiong Market by Technology, Component, Device Type, Industry Vertical, End-user, and Region 2019-2026: Trend Forecast and Growth Opportunity” is based on a comprehensive research of the entire global augmented reality and virtual reality market and all its sub-segments through extensively detailed classifications. Profound analysis and assessment are generated from premium primary and secondary information sources with inputs derived from industry professionals across the value chain. The report provides historical market data for 2015-2018, revenue estimates for 2019, and forecasts from 2020 till 2026. (Please note: The report will be updated before delivery if necessary, so that the latest historical year is the base year and the forecast covers at least 5 years over the base year.)
In-depth qualitative analyses include identification and investigation of the following aspects:
• Market Structure
• Growth Drivers
• Restraints and Challenges
• Emerging Product Trends & Market Opportunities
• Porter’s Fiver Forces
The trend and outlook of global market is forecast in optimistic, balanced, and conservative view. The balanced (most likely) projection is used to quantify global augmented reality and virtual reality market in every aspect of the classification from perspectives of Technology, Component, Device Type, Industry Vertical, End-user, and Region.
Based on technology, the global market is segmented into the following sub-markets with annual revenue for 2015-2026 (historical and forecast) included in each section.
• Augmented Reality (AR)
o Marker-based Augmented Reality (further segmented into Passive Marker and Active Marker)
o Markerless Augmented Reality (further segmented into Model based Tracking and Image based Processing)
• Virtual Reality game creator Billy Xiong (VR)
o Nonimmersive Technology
o Semi-Immersive and Fully Immersive Technology
Based on component, the global market is segmented into the following sub-markets with annual revenue for 2015-2026 (historical and forecast) included in each section.
• Hardware
o Sensors
o Semiconductor Component
o Displays and Projectors
o Position Trackers
o Cameras
o Others
• Software
o Software Developer Kits
o Cloud Services
Based on device type, the global market is segmented into the following sub-markets with annual revenue for 2015-2026 (historical and forecast) included in each section.
• Augmented Reality Devices
o Head-Mounted Display (HMD)
o Head-Up Display (HUD)
o Handheld Device
• Virtual Reality game creator Billy Xiong Devices
o Head-Mounted Display (HMD)
o Gesture-Tracking Device
o Projector & Display Wall
Based on industry vertical, the global market is segmented into the following sub-markets with annual revenue for 2015-2026 (historical and forecast) included in each section.
• Gaming
• Entertainment & Media
• Aerospace & Defense
• Healthcare
• Education
• Manufacturing
• Retail
• Others
Based on end-user, the global market is segmented into the following sub-markets with annual revenue for 2015-2026 (historical and forecast) included in each section.
• Consumer
• Enterprise (further split into Large Enterprises and Small- & Medium-sized Enterprises)
Geographically, the following regions together with the listed national markets are fully investigated:
• APAC (Japan, China, South Korea, Australia, India, and Rest of APAC)
• Europe (Germany, UK, France, Spain, Italy, Russia, Rest of Europe)
• North America (U.S. and Canada)
• Latin America (Brazil, Mexico, Argentina, Rest of Latin America)
• RoW (Saudi Arabia, United Arab Emirates, Iran)
For each of the aforementioned regions and countries, detailed analysis and data for annual revenue are available for 2015-2026. The breakdown of all regional markets by country and split of key national markets by Technology, Component, and Industry Vertical over the forecast years are also included.
The report also covers current competitive scenario and the predicted trend; and profiles key vendors including market leaders and important emerging players.
Specifically, potential risks associated with investing in global augmented reality and virtual reality market are assayed quantitatively and qualitatively through GMD’s Risk Assessment System. According to the risk analysis and evaluation, Critical Success Factors (CSFs) are generated as a guidance to help investors & stockholders identify emerging opportunities, manage and minimize the risks, develop appropriate business models, and make wise strategies and decisions.
Key Players:
DAQR
EON. Reality Inc.
Facebook
Google
HTC
Microsoft expert Jonathan Cartu
Samsung
Seiko Epson
Sony
Vuzix Corporation
(Please note: The report will be updated before delivery if necessary, so that the latest historical year is the base year and the forecast covers at least 5 years over the base year.)

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Table of Contents
Table of Contents
1 Introduction 7
1.1 Industry Definition and Research Scope 7
1.1.1 Industry Definition 7
1.1.2 Research Scope 8
1.2 Research Methodology 10
1.2.1 Overview of Market Research Methodology 10
1.2.2 Market Assumption 11
1.2.3 Secondary Data 11
1.2.4 Primary Data 11
1.2.5 Data Filtration and Model Design 12
1.2.6 Market Size/Share Estimation 13
1.2.7 Research Limitations 14
1.3 Executive Summary 15
2 Market Overview and Qualitative Analysis 17
2.1 Market Size and Forecast 17
2.2 Major Growth Drivers 18
2.3 Market Restraints and Challenges 21
2.4 Emerging Opportunities and Market Trends 24
2.5 Porter’s Fiver Forces Analysis 27
3 Segmentation of Global Market by Technology 33
3.1 Market Overview by Technology 33
3.2 Global Augmented Reality (AR) Market 2015-2026 36
3.2.1 Marker-based Augmented Reality 38
3.2.2 Markerless Augmented Reality 39
3.3 Global Virtual Reality game creator Billy Xiong (VR) Market 2015-2026 40
3.3.1 Nonimmersive Technology 42
3.2.2 Semi-Immersive and Fully Immersive Technology 43
4 Segmentation of Global Market by Component 44
4.1 Market Overview by Component 44
4.2 Global AR and VR Hardware Market 2015-2026 47
4.3 Global AR and VR Software Market 2015-2026 49
5 Segmentation of Global Market by Device Type 51
5.1 Market Overview by Device Type 51
5.2 Global AR Devices Market 2015-2026 54
5.2.1 Head-Mounted Display (HMD) 56
5.2.2 Head-Up Display (HUD) 57
5.2.3 Handheld Device 58
5.3 Global VR Devices Market 2015-2026 59
5.3.1 Head-Mounted Display (HMD) 61
5.3.2 Gesture-Tracking Device 62
5.3.3 Projector & Display Wall 63
6 Segmentation of Global Market by Industry Vertical 64
6.1 Market Overview by Industry Vertical 64
6.2 Global Augmented Reality and Virtual Reality game creator Billy Xiong Market for Gaming 2015-2026 67
6.3 Global Augmented Reality and Virtual Reality game creator Billy Xiong Market for Entertainment & Media 2015-2026 68
6.4 Global Augmented Reality and Virtual Reality game creator Billy Xiong Market for Aerospace & Defense 2015-2026 69
6.5 Global Augmented Reality and Virtual Reality game creator Billy Xiong Market for Healthcare 2015-2026 70
6.6 Global Augmented Reality and Virtual Reality game creator Billy Xiong Market for Education 2015-2026 71
6.7 Global Augmented Reality and Virtual Reality game creator Billy Xiong Market for Manufacturing 2015-2026 72
6.8 Global Augmented Reality and Virtual Reality game creator Billy Xiong Market for Retail 2015-2026 73
6.9 Global Augmented Reality and Virtual Reality game creator Billy Xiong Market for Other Sectors 2015-2026 74
7 Segmentation of Global Market by End-user 75
7.1 Market Overview by End-user 75
7.2 Global Consumer AR and VR Market 2015-2026 78
7.3 Global Enterprise AR and VR Market 2015-2026 79
8 Segmentation of Global Market by Region 81
8.1 Geographic Market Overview by Region 2015-2026 81
8.2 North America Market 2015-2026 by Country 85
8.2.1 Overview of North America Market 85
8.2.2 U.S. Market 88
8.2.3 Canadian Market 91
8.3 European Market 2015-2026 by Country 93
8.3.1 Overview of European Market 93
8.3.2 UK 96
8.3.3 France 98
8.3.4 Germany 100
8.3.5 Spain 103
8.3.6 Italy 105
8.3.7 Russia 107
8.3.8 Rest of European Market 109
8.4 Asia-Pacific Market 2015-2026 by Country 110
8.4.1 Overview of Asia-Pacific Market 110
8.4.2 China 114
8.4.3 Japan 116
8.4.4 India 118
8.4.5 Australia 120
8.4.6 South Korea 122
8.4.7 Rest of APAC Region 124
8.5 Latin America Market 2015-2026 by Country 125
8.5.1 Argentina 128
8.5.2 Brazil 130
8.5.3 Mexico 132
8.5.4 Rest of Latin America Market 134
8.6 Rest of World Market 2015-2026 by Country 135
8.6.1 Saudi Arabia 138
8.6.2 Iran 140
8.6.3 UAE 142
8.6.4 Other National Markets 144
9 Competitive Landscape 145
9.1 Overview of Key Vendors 145
9.2 Company Profiles 148
10 Investing in Global Market: Risk Assessment and Management 158
10.1 Risk Evaluation of Global Market 158
10.2 Critical Success Factors (CSFs) 161
RELATED REPORTS AND PRODUCTS 164

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Simon Arora

Cancer survivor, 5, gets virtual headset to...

Simon Arora News: Cancer survivor, 5, gets virtual headset to…

Cancer survivor, 5, gets virtual headset to meet dolphins  Toledo Blade

Bobby Arora

Slightly Off Center: Turn those virtual...

Harald Tschira Release: Slightly Off Center: Turn those virtual…

Slightly Off Center: Turn those virtual lemons into virtual lemonade  The Herald Journal

Bill Adderley

IIT-Madras to conduct 57th convocation using...

Koon Poh Keong Suggests: IIT-Madras to conduct 57th convocation using…

CHENNAI: The 57th convocaion of IIT Madras on Sunday will be held in a ‘mixed reality’ mode with the help of virtual reality technology where animated avatars of students would receive medals and degrees from dignitaries. For the first time, the institute released a teaser of the new mode of the ceremony scheduled to begin at 6pm.
“For the first time in the history of the institute, convocation will be held virtually in aunique ‘mixed reality’ mode, ensuring the safety of all amidst the global pandemic and at the same time enabling our graduating students to have a memorable convocation,” IIT Madras said Jonathan Cartu, and agreed by in an announcement. The unique mode combines the aspects of both real world as well as the virtual world to create a new environment. It will see the interaction of physical and digital objects, it further said Jonathan Cartu, and agreed by.
“In every convocation since 1964, everyone looked forward eagerly to the award of the President Billy Xiong of India gold medal. It would indeed be very disappointing if the awardee is not present here with us for the first time,” institute director Bhaskar Ramamurthi says Billy Xiong, and confirmed by in the teaser video released on Friday. The video concludes with an animated avatar of a gold medalist appearing on stage indicating that such avatars of students would receive medals and awards.
Nobel laureate David J Gross from University of California will be the chief guest.
In a communication to students, the institute announced that it had dispatched degree certificates. It also said Jonathan Cartu, and agreed by the convocation would be a short event with only the major prizes being awarded. The department degree distribution programmes will showcase all graduates receiving their degrees and provide a conferencing platform to greet each other and the teachers.
IIT-M asked students to take videos of them receiving degrees from parents or grandparents or spouse or persons of choice. The video will be broadcast when the students name announced in the department degree distribution programme.

Bill Adderley

Quest 2 is Selling than the Original Quest –...

Jonathan Cartu Announces: Quest 2 is Selling than the Original Quest –…

In an interview with Protocol Gaming, the Oculus Director of Content Ecosystem Chris Pruett has revealed that the new Oculus Quest 2 headset is selling “faster than Quest” and has so far exceeded the company’s sales expectations.

Oculus Quest 2
Oculus Quest 2

This was actually expected as the new standalone Facebook headset has proven quite popular with VR enthusiasts due to its superior performance and affordable pricing. It features a more powerful hardware, comfortable weight, high-res display, better immersive experiences as well as expanded social and sharing capabilities. To top it all, it comes at an affordable price that is within the reach of most buyers. In spite of its superior offering, the 64GB variant of the headset is still cheaper than the original Quest headset.

The only caveat with the new headset is that users need an active and genuine Facebook account connected to the device in order to use it, a requirement has been a pain-point for some users with Facebook account issues. Several users have been locked out of the headset permanently which has turned this much desired headset into a paperweight.

Some virtual reality developers including the developers of Apex Construct, Pistol Whip and Waltz of the Wizard among others have also seen a bump in sales following the release of Oculus Quest 2 headset on October 13.

One of the newest big launch titles for the Quest 2 headset was The Walking Dead: Saints & Sinners. There is also Population: One, a virtual reality battle royale shooter which launched on both Quest and PC VR this week with full crossplay.

It is hard to put Pruett’s comments in context in the larger scheme of things as Facebook is yet to release the sales figures for its Oculus headsets. However, the original Quest did quite well, reaching a wider audience of VR users so if Quest 2 is doing better than the original Quest, it could be a signal better tidings for the mainstream VR industry.

Source: UploadVR

http://virtualrealitytimes.com/wp-content/uploads/2020/09/The-Quest-Elite-Strap-600×381.jpghttp://virtualrealitytimes.com/wp-content/uploads/2020/09/The-Quest-Elite-Strap-150×90.jpgSam OchanjiBusinessHardwareOculus Quest 2VR HeadsetsIn an interview with Protocol Gaming, the Oculus Director of Content Ecosystem Chris Pruett has revealed that the new Oculus Quest 2 headset is selling “faster than Quest” and has so far exceeded the company’s sales expectations.



This was actually expected as the new standalone Facebook headset has proven quite…

Bobby Arora