Month: November 2020

Israel Figa Says: Razer, Archos, Panasonic, Sony, Samsung, Avegant – Cheshire Media

The report is a systematic compilation of crucial information defining various elements of Global Immersive Virtual Reality Market inclusive of competition data and manufacturer activities, besides also tracking down information about segment assessment and management that collectively steer a healthy growth trajectory for Immersive Virtual Reality market.

Key Plyares Analyis: Global Immersive Virtual Reality Market

Razer
Archos
Panasonic
Sony
Samsung
Avegant
Google
Facebook
HTC
Carl Zeiss
Microsoft

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Exploring Manufacturer Activities:

This dedicated section of the report is a compilation of high-end data comprising a range of market facets in the competition isle. Crucial elements such as commercial activities, collaborative initiatives, business ventures, mutual partnerships, mergers and acquisitions, portfolio development facility expansion as well as new growth objectives of prominent players in global Immersive Virtual Reality market have been assessed in depth to derive versatile logical deductions that perk up growth possibilities in global Immersive Virtual Reality market.

The report presents an in-depth assessment and wide range evaluation of segment assessment pertaining to global Immersive Virtual Reality market. The segmentation section of the market is diversified primarily it product and service based segmentation followed by application. Emphasis on other associated segment analysis have also been roped in the report.

Segmentation by Product and Service Type: This segment assessment clearly focuses on the array of novel changes and new investments made by market forerunners towards improving product qualities to align with end-use needs.


Semi-Immersive
Fully Immersive

Segmentation by Application: The end-use application segment is thoroughly influenced by fast transitioning end-user inclination and preferences. Additional change catalysts are identified as sweeping industrial changes that resonate with usability and segment potential in maneuvering healthy growth trail in global Immersive Virtual Reality market.


Aerospace & Defense
Manufacturing
Consumer Electronics
Medical

Segmentation by Region: The report also gauges into market performance and profitability ratio across a vast array of geographical domains to understand most dominant trends, manufacturer investments and end-user preferences across five different regions, besides also including prominent development leads across several countries.

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All the above furnished information pertaining to global Immersive Virtual Reality market is poised to stoke reader comprehension about the market elements and therefore design and implement requisite, profitable business discretion to armor ceaseless revenue generation and market sustainability.

Report Offerings Gist: Global Immersive Virtual Reality Market

1. The Immersive Virtual Reality market report Outlines crucial attributes of the global Immersive Virtual Reality market with detailed understanding of major innovations and events, also highlighting growth plot chalked by leading players.

2. A decisive overview of macro and micro economic factors has also been highlighted in the Immersive Virtual Reality market report to understand major influences and drivers.

3. An in-depth impression of crucial technological milestones and a value-based and volume-based output of the same have also been pinned in the report.

4. Rife predictions on segment performance and opportunity analysis have also been minutely addressed in the Immersive Virtual Reality market report to decipher growth process and futuristic possibilities.

Some Points from Table of Content:
Chapter 1 Introduction
1.1 Objective of the Study
1.2 Definition of the Market
1.3 Market Scope
1.3.1 Market Segment by Type, Application and Marketing Channel
1.3.2 Major Regions Covered (North America, Europe, Asia Pacific, Mid East Africa)
1.4 Years Considered for the Study (2015-2027)
1.5 Currency Considered (U.S. Dollar)
1.6 Stakeholders
Chapter 2 Key Findings of the Study
Chapter 3 Market Dynamics
Chapter 4 Value Chain of the Immersive Virtual Reality Market
Chapter 5 Global Immersive Virtual Reality Market-Segmentation by Type
Chapter 6 Global Immersive Virtual Reality Market-Segmentation by Application
Chapter 7 Global Immersive Virtual Reality Market-Segmentation by Marketing Channel
Chapter 8 Competitive Intelligence Company Profiles
………Continued

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Israel Figa

Israel Figa Says: Augmented reality (AR) and Virtual reality (VR) Racing Games Market Size And Forecast (2020-2026)| With Post Impact Of Covid-19 By Top Leading Players- Microsoft,Google,Electronic Arts,Evolution Studios,KUNOS-Simulazioni Srl

This report studies the Augmented reality (AR) and Virtual reality (VR) Racing Games Market with many aspects of the industry like the market size, market status, market trends and forecast, the report also provides brief information of the competitors and the specific growth opportunities with key market drivers. Find the complete Augmented reality (AR) and Virtual reality (VR) Racing Games Market analysis segmented by companies, region, type and applications in the report.

The report offers valuable insight into the Augmented reality (AR) and Virtual reality (VR) Racing Games market progress and approaches related to the Augmented reality (AR) and Virtual reality (VR) Racing Games market with an analysis of each region. The report goes on to talk about the dominant aspects of the market and examine each segment.

Key Players: Microsoft,Google,Electronic Arts,Evolution Studios,KUNOS-Simulazioni Srl,Slightly Mad Studios,Viewpoint Games,Slightly Mad,Ubisoft.

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The global Augmented reality (AR) and Virtual reality (VR) Racing Games market is segmented by company, region (country), by Type, and by Application. Players, stakeholders, and other participants in the global Augmented reality (AR) and Virtual reality (VR) Racing Games market will be able to gain the upper hand as they use the report as a powerful resource. The segmental analysis focuses on revenue and forecast by region (country), by Type, and by Application for the period 2020-2026.

Market Segment by Regions, regional analysis covers

North America (United States, Canada and Mexico)

Europe (Germany, France, UK, Russia and Italy)

Asia-Pacific (China, Japan, Korea, India and Southeast Asia)

South America (Brazil, Argentina, Colombia etc.)

Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria and South Africa)

Research objectives:

To study and analyze the global Augmented reality (AR) and Virtual reality (VR) Racing Games market size by key regions/countries, product type and application, history data from 2013 to 2017, and forecast to 2026.

To understand the structure of Augmented reality (AR) and Virtual reality (VR) Racing Games market by identifying its various sub segments.

Focuses on the key global Augmented reality (AR) and Virtual reality (VR) Racing Games players, to define, describe and analyze the value, market share, market competition landscape, SWOT analysis and development plans in next few years.

To analyze the Augmented reality (AR) and Virtual reality (VR) Racing Games with respect to individual growth trends, future prospects, and their contribution to the total market.

To share detailed information about the key factors influencing the growth of the market (growth potential, opportunities, drivers, industry-specific challenges and risks).

To project the size of Augmented reality (AR) and Virtual reality (VR) Racing Games submarkets, with respect to key regions (along with their respective key countries).

To analyze competitive developments such as expansions, agreements, new product launches and acquisitions in the market.

To strategically profile the key players and comprehensively analyze their growth strategies.

The report lists the major players in the regions and their respective market share on the basis of global revenue. It also explains their strategic moves in the past few years, investments in product innovation, and changes in leadership to stay ahead in the competition. This will give the reader an edge over others as a well-informed decision can be made looking at the holistic picture of the market.

Table of Contents: Augmented reality (AR) and Virtual reality (VR) Racing Games Market

  • Chapter 1: Overview of Augmented reality (AR) and Virtual reality (VR) Racing Games Market
  • Chapter 2: Global Market Status and Forecast by Regions
  • Chapter 3: Global Market Status and Forecast by Types
  • Chapter 4: Global Market Status and Forecast by Downstream Industry
  • Chapter 5: Market Driving Factor Analysis
  • Chapter 6: Market Competition Status by Major Manufacturers
  • Chapter 7: Major Manufacturers Introduction and Market Data
  • Chapter 8: Upstream and Downstream Market Analysis
  • Chapter 9: Cost and Gross Margin Analysis
  • Chapter 10: Marketing Status Analysis
  • Chapter 11: Market Report Conclusion
  • Chapter 12: Research Methodology and Reference

Key questions answered in this report

  • What will the market size be in 2026 and what will the growth rate be?
  • What are the key market trends?
  • What is driving this market?
  • What are the challenges to market growth?
  • Who are the key vendors in this market space?
  • What are the market opportunities and threats faced by the key vendors?
  • What are the strengths and weaknesses of the key vendors?

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Israel Figa

Israel Figa Implies: Extended Reality (XR) Market Size 2021 Trending Technologies, Industry Growth, Share, Ecosystem Player Profiles, Progression Status and Business Trends To 2026

Aquaculture Products Market

Latest added Extended Reality (XR) Market research study by MarketDigits offers detailed product outlook and elaborates market review till 2026. The market Study is segmented by key regions that is accelerating the marketization. At present, the market is sharping its presence and some of the key players in the study are  Intel Corporation, Samsung Electronics Co Ltd., Microsoft Corporation, Accenture, Agile Lens, Tata Exlsi. The study is a perfect mix of qualitative and quantitative Market data collected and validated majorly through primary data and secondary sources.

This report studies the Extended Reality (XR) Market size, industry status and forecast, competition landscape and growth opportunity. This research report categorizes the Extended Reality (XR) Market by companies, region, type and end-use industry.

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Scroll down 100s of data Tables, charts and graphs spread through Pages and in-depth Table of Content on ” Extended Reality (XR) Market By Component (Hardware, Software), Device Type (Mobile, Personal Computer), User (Single-User, Multi-User), Delivery Model (Consumer Engagement, Business Engagement), Application (AR, VR, MR), Industry (Retail, Education, Industrial & Manufacturing, Healthcare) and Geography – Global Forecast To 2026″. Early buyers will get 10% customization on study.

To Avail deep insights of Extended Reality (XR) Market Size, competition landscape is provided i.e. Revenue Analysis (M $US) by Company (2018-2020), Segment Revenue Market Share (%) by Players (2018-2020) and further a qualitative analysis is made towards market concentration rate, product/service differences, new entrants and the technological trends in future.

Unlock new opportunities in Extended Reality (XR) Market; the latest release from MarketDigits highlights the key market trends significant to the growth prospects, Let us know if any specific players or list of players needs to consider to gain better insights.

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Global Extended Reality (XR) Market – Introduction

  • Extended reality (XR) is a broad term encompassing virtual reality (VR), augmented reality (AR), mixed reality (MR), and everything in between. Even though virtual reality (VR) and augmented reality (AR) offer a wide-range of innovative experiences, the same underlying technologies are powering extended reality (XR).
  • Extended reality (XR) is creating immersive portable XR experiences with photorealistic graphics by combining edge cloud processing, 5G, and on-device processing.

Impact of Coronavirus (COVID-19) on the Extended Reality (XR) Market

Lockdowns across major regions (Europe, Asia, and North America) due to an increase in the spread of Coronavirus (COVID-19), has a positive impact on the extended reality (XR) market. End-users are currently focusing more on gaming and entertainment sectors to gain added experience in terms of augmented or virtual reality. Additionally, gaming companies are emphasizing on developing more innovative gaming software for end-users with the help of virtual or extended reality devices. This is positively impacting the adoption of extended reality (XR) systems worldwide.

Continuous Innovation in Technology Making the Market More Lucrative and Driving the Global Extended Reality (XR) Market

  • Media & entertainment, and gaming are at the forefront of deploying technological advancements compared to other industries. Recent developments in technology in augmented reality and virtual reality is leading to rising end-user expectations to experience virtual environments in different applications. Currently, companies have introduced or updated virtual reality solutions to improve user experience to enhance their productivity.
  • Various companies believe that the continuous innovation in VR headsets and controllers is anticipated to boost the growth of the extended reality market during the forecast period. Moreover, most market players are providing free software development kits (SDK) to developers which is likely to improve the demand for better controlling feature over software in extended reality related devices. Meanwhile, the market is at the initial stage coupled with high investment scenario; the market is expected to witness high scale of advancements in short to medium term as compared to the long term.
  • Therefore, continuous innovation in technology is influencing the adoption of extended reality (XR) worldwide.

High Cost of Devices Expected To Hamper the Global Extended Reality (XR) Market

  • Extended reality (XR) devices that provide immersive augmented and virtual reality experiences are rather expensive and unaffordable by most customers. The high cost of extended reality (XR) devices reduces its adoption in small and medium enterprises. This is also a major restraint that is restricting the growth of the market. However, reduction in the prices of the devices is expected to increase their adoption rate. Thus, selling the devices at an affordable rate will help reduce the impact of this restraint.

North America to Account for Major Share of the Global Extended Reality (XR) Market

  • In terms of region, the global extended reality (XR) market can be segmented into North America, Europe, Asia Pacific, South America, and Middle East & Africa
  • North America is anticipated to account for major share of the global extended reality (XR) market during the forecast period due to increasing partnerships among different ecosystem players to improve the extended reality experience, and increasing focus on less power consuming hardware, indicating potential growth of the extended reality (XR) market in the region. Europe is expected to be the second largest market for extended reality (XR) from 2020 to 2030.
  • Asia Pacific is projected to be a rapidly growing market for extended reality (XR) during the forecast period due to more focus on providing extended reality solutions to healthcare, education, and gaming sectors, specifically in India, Japan, and China.

Key Players Operating in the Global Extended Reality (XR) Market

  • Augray Ltd.
  • HTC Corporation
  • Microsoft Corporation
  • Northern Digital Inc.
  • Qualcomm Technologies Inc.
  • SoftServe Inc.
  • Softweb Solutions Inc.
  • SphereGen Technologies
  • VertexPlus Softwares Pvt. Ltd.
  • Others

This study by MarketDigits is all-encompassing framework of the dynamics of the market. It mainly comprises critical assessment of consumers’ or customers’ journeys, current and emerging avenues, and strategic framework to enable CXOs take effective decisions.

Below is a snapshot of these quadrants.

1. Customer Experience Map

The study offers an in-depth assessment of various customers’ journeys pertinent to the market and its segments. It offers various customer impressions about the products and service use. The analysis takes a closer look at their pain points and fears across various customer touchpoints. The consultation and business intelligence solutions will help interested stakeholders, including CXOs, define customer experience maps tailored to their needs. This will help them aim at boosting customer engagement with their brands.

2. Insights and Tools

The various insights in the study are based on elaborate cycles of primary and secondary research the analysts engage with during the course of research. The analysts and expert advisors at MarketDigits adopt industry-wide, quantitative customer insights tools and market projection methodologies to arrive at results, which makes them reliable. The study not just offers estimations and projections, but also an uncluttered evaluation of these figures on the market dynamics. These insights merge data-driven research framework with qualitative consultations for business owners, CXOs, policy makers, and investors. The insights will also help their customers overcome their fears.

3. Actionable Results

The findings presented in this study by MarketDigits are an indispensable guide for meeting all business priorities, including mission-critical ones. The results when implemented have shown tangible benefits to business stakeholders and industry entities to boost their performance. The results are tailored to fit the individual strategic framework. The study also illustrates some of the recent case studies on solving various problems by companies they faced in their consolidation journey.

4. Strategic Frameworks

The study equips businesses and anyone interested in the market to frame broad strategic frameworks. This has become more important than ever, given the current uncertainty due to COVID-19. The study deliberates on consultations to overcome various such past disruptions and foresees new ones to boost the preparedness. The frameworks help businesses plan their strategic alignments for recovery from such disruptive trends. Further, analysts at MarketDigits helps you break down the complex scenario and bring resiliency in uncertain times.

By understanding client’s requirements precisely and following them firmly, this Extended Reality (XR) Market research report has been structured. This market report also makes available statistics on the current state of the industry as a valuable source of guidance and direction for companies & investors interested in this market. The current market scenario and future prospects of the sector have also been examined here. In this report, a methodical SWOT analysis & investment analysis is performed which forecasts forthcoming opportunities for the market players. Taking up such market research report is all the time beneficial for any company, whether it is a small scale or large scale, for marketing of products or services.

The report sheds light on various aspects and answers pertinent questions on the market. Some of the important ones are:

1. What can be the best investment choices for venturing into new product and service lines?

2. What value propositions should businesses aim at while making new research and development funding?

3. Which regulations will be most helpful for stakeholders to boost their supply chain network?

4. Which regions might see the demand maturing in certain segments in near future?

5. What are the some of the best cost optimization strategies with vendors that some well-entrenched players have gained success with?

6. Which are the key perspectives that the C-suite are leveraging to move businesses to new growth trajectory?

7. Which government regulations might challenge the status of key regional markets?

8. How will the emerging political and economic scenario affect opportunities in key growth areas?

9. What are some of the value-grab opportunities in various segments?

10. What will be the barrier to entry for new players in the market?

Extended Reality (XR) Market Reports – Table of Contents

  1. Preface

1.1. Market Definition and Scope

1.2. Market Segmentation

1.3. Key Research Objectives

1.4. Research Highlights

  1. Assumptions and Research Methodology
  2. Executive Summary: Global Extended Reality (XR) Market
  3. Market Overview

4.1. Introduction

4.2. Overview

4.3. Market Dynamics

4.4. Porter’s Five Force Analysis

  1. Key Insights

5.1. Technological Advancements

5.2. Pricing Analysis

5.3. Recent Developments

  1. Global Extended Reality (XR) Market Analysis and Forecast, By Product 
  2. Global Extended Reality (XR) Market Analysis and Forecast, By Detector 
  3. Global Extended Reality (XR) Market Analysis and Forecast, By Technology 
  4. Global Extended Reality (XR) Market Analysis and Forecast, By Application 
  5. Global Extended Reality (XR) Market Analysis and Forecast, By End-user 
  6. Global Extended Reality (XR) Market Analysis and Forecast, By Region
  7. North America Extended Reality (XR) Market Analysis and Forecast
  8. Europe Extended Reality (XR) Market Analysis and Forecast
  9. Asia Pacific Extended Reality (XR) Market Analysis and Forecast
  10. Latin America Extended Reality (XR) Market Analysis and Forecast
  11. Middle East & Africa Extended Reality (XR) Market Analysis and Forecast
  12. Competitive Landscape

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About Market Digits :

MarketDigits is one of the leading business research and consulting companies that helps clients to tap new and emerging opportunities and revenue areas, thereby assisting them in operational and strategic decision-making. We at MarketDigits believe that market is a small place and an interface between the supplier and the consumer, thus our focus remains mainly on business research that includes the entire value chain and not only the markets.

We offer services that are most relevant and beneficial to the users, which help businesses to sustain in this competitive market. Our detailed and in-depth analysis of the markets catering to strategic, tactical, and operational data analysis & reporting needs of various industries utilize advanced technology so that our clients get better insights into the markets and identify lucrative opportunities and areas of incremental revenues.

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Israel Figa

Israel Figa Announces: Cemtrex’s Virtual Driver Interactive (VDI) Now Offering Driving EssentialsXE Teen Driver … |

Brooklyn, NY, Nov. 23, 2020 (GLOBE NEWSWIRE) — — Cemtrex Inc. (NASDAQ: CETX, CETXP, CETXW), a technology company driving innovation in Internet of Things (IoT), security, machine vision & artificial intelligence, and augmented & virtual reality, today announced its subsidiary Virtual Driver Interactive (VDI) is now offering the Driving EssentialsXE program on the newly released Sony PS5 and Microsoft Xbox Series X platforms, in addition to their full line of simulation training products for schools and public safety organizations.

A recent survey conducted by the Governor’s Highway Safety Association showed that 62% of parents said their child had experienced a COVID-19 related disruption in driver education. With Microsoft and Sony officially launching their latest next-generation consoles this month, it is the ideal time for the Driving EssentialsXE program to help parents bridge the gap in formal training created by the pandemic. 

The Driving EssentialsXE program provides the millions of PlayStation and Xbox users with the ability to experience challenging and real-world driving experiences all from the safety of their own home. The in-home use version of VDI’s product portfolio is an immersive driver training program that teaches the critical skills essential to safe driving in an entertaining and engaging way. With 10 in-depth lessons and unlimited free driving, it offers many advanced concepts that are not covered in online or driving school courses including driving in highway, city, residential, rural and off road in adjustable weather conditions. Inclement weather, distracted driving consequences and complex traffic scenarios are normally too dangerous to practice in real life but are covered in Driving EssentialsXE. For $29, the program is available at both the Sony and Microsoft stores.

 “With today’s COVID-19 world, there is even less opportunity for teens to get the driver training they require prior to getting behind the wheel,” said Bob Davis, VDI General Manager.  “Driving EssentialsXE offers teens a tool to gain real-world experience in the safety of their home. By combining technology with training, we let them face challenging traffic scenarios and master basic driving skills which give them and their parents the confidence they need to get behind the wheel,” concluded Davis.

“VDI is a market leader with best-in-class driver training products and this new offering demonstrates their nimbleness to bring a desperately needed driving solution for today’s teenage parent searching for in-person driving alternatives,” said Saagar Govil, Chairman and CEO of Cemtrex. “VDI has built a successful business with innovative technologies, an effective product portfolio and extensive customer base. Those customers include the U.S. Postal Service, numerous universities and school districts along with some of the nation’s largest fleets in transportation, utilities, networking, insurance and public safety sector,” concluded Govil.

About Virtual Driver Interactive Virtual Driver Interactive (VDI) is well known in the simulation industry for its vision of innovative simulation-based training.  Other titles include One Simple Decision®, a deterrent to distracted or impaired driving and Virtual DE™ (Virtual Driving Essentials), a driver training and assessment program teaching critical skills. VDI is a wholly owned subsidiary of Cemtrex Inc., and located in El Dorado Hills, California. For more information about Driving EssentialsXE, please visit www.drivingxe.com.  For more information about VDI’s innovative interactive simulation driver training solutions, please visit www.driverinteractive.com.

About Cemtrex

Cemtrex, Inc. ( CETX ) is a leading multi-industry technology company that is driving innovation in markets such as Internet of Things (IoT), Augmented and Virtual Reality (AR & VR), and Artificial Intelligence and Computer Vision (AI & CV) in a wide range of sectors, including consumer products, industrial manufacturing, digital applications, and intelligent security & surveillance systems. www.cemtrex.com.

Forward-Looking Statements

This press release contains “forward-looking statements” within the meaning of the Private Securities Litigation Reform Act of 1995, including statements relating to the closing of the offering, gross proceeds from the offering, our new product offerings, expected use of proceeds, or any proposed fundraising activities.  These forward-looking statements are based on management’s current expectations and are subject to certain risks and uncertainties that could cause actual results to differ materially from those set forth in or implied by such forward looking statements.  Statements made herein are as of the date of this press release and should not be relied upon as of any subsequent date. These risks and uncertainties are discussed under the heading “Risk Factors” contained in our Form 10-K filed with the Securities and Exchange Commission.  All information in this press release is as of the date of the release and we undertake no duty to update this information unless required by law.

Investor Relations Chris Tyson Executive Vice President – MZ North America Direct: 949-491-8235 [email protected] www.mzgroup.us

Copyright 2020 GlobeNewswire, Inc.

Israel Figa

Israel Figa Says: Augmented Realty and Virtual Reality in Healthcare Market Overview, Growth Forecast, Demand and Development Research Report to 2026

Augmented Realty and Virtual Reality in Healthcare Market Overview, Growth Forecast, Demand and Development Research Report to 2026

Market Study Report LLC presents an extensive report on Augmented Realty and Virtual Reality in Healthcare market that offers qualitative information about prevailing trends and a detailed analysis of the growth trajectory of this industry. It also includes a study of the historical data and detailed statistics that will help determine the future scope of the industry in terms of commercialization opportunities.

The report on Augmented Realty and Virtual Reality in Healthcare market comprises an in-depth analysis of key global developments that will be beneficial to businesses operating in this industry. The report delivers a clear understanding of the major trends and forthcoming market prospects to facilitate the making of effective business strategies.

Request a sample Report of Augmented Realty and Virtual Reality in Healthcare Market at: https://www.marketstudyreport.com/request-a-sample/2480267?utm_source=ALG&utm_medium=RV

The study identifies the opportunities and growth drivers that will impact the remuneration scale of the industry over the analysis period. It also entails the threats and challenges tackled by the industry along with solutions to subdue their impact.

The report offers a comparison of present and past market outlook to deduce the growth rate of this industry vertical over the study period. Besides, it evaluates the COVID-19 pandemic impact on overall and regional markets to determine methodologies that can potentially yield significant returns for industry participants.

Objectives of the Global Augmented Realty and Virtual Reality in Healthcare Industry Research Report:

  • To provide a detailed analysis of the market structure along with a forecast for the next six years of various segments and sub-segments of the global Augmented Realty and Virtual Reality in Healthcare industry
  • To provide insights into factors affecting market growth
  • To analyze the global Augmented Realty and Virtual Reality in Healthcare industry based on various tools, such as Supply Chain Analysis and Porter’s Five Forces Analysis
  • To provide historical and forecast revenue of the market segments and sub-segments with respect to regions and their respective key countries
  • To provide country-level analysis of the market with respect to the current market size and future prospects
  • To provide country-level analysis of the market for segments by type and region
  • To provide strategic profiling of key players in the market, comprehensively analyzing their core competencies, and drawing a competitive landscape of the market
  • To track and analyze competitive developments such as joint ventures, strategic alliances, mergers and acquisitions, new product developments, and research and developments in the global Augmented Realty and Virtual Reality in Healthcare industry

Ask for Discount on Augmented Realty and Virtual Reality in Healthcare Market Report at: https://www.marketstudyreport.com/check-for-discount/2480267?utm_source=ALG&utm_medium=RV

Main highlights from table of contents:

Product landscape

  • Product range: Hardware, Software and Service
  • Market share and accumulated remuneration of each product segment.
  • Predicted growth rate of every product type over the assessment period.

Application scope

  • Application spectrum: Patient Care Management, Education, Diagnostics, Rehabilitation, Surgeries, Pharmacy Management and Others
  • Information regarding product demand and market share of every application segment.
  • Growth rate forecast for each application segment over the analysis period.

Geographical terrain

  • Regional segmentation: North America, Asia-Pacific, Europe, Latin America, Middle East & Africa
  • Overall sales and revenue amassed by every region.
  • Region-wise y-o-y growth rate during the forecast time span.

Competitive outlook

  • Major contenders: Google, Microsoft, DAQRI, Psious, Siemens, Mindmaze, Fristhand Technology, Medical Realities, Atheer, Augmedix, Oculus, CAE Healthcare, Philips, 3D Systems, VirtaMed, HTC, Virtually Better, Intuitive Surgical, Hologic, Alphabet, Echopixel, Orca Health, OssoVR and Surgical Theatre
  • Analysis of market concentration ratio.
  • Overview of each company along with top applications and detailed specifications of their product offerings.
  • Insights about the manufacturing facilities of the manufacturers across the operational regions.
  • Market share, sales graph, returns, and pricing model of every company.
  • Latest updates including acquisitions, mergers, and expansion plans.

In summary, the Augmented Realty and Virtual Reality in Healthcare market assessment has been performed at a granular level through various segmentations, while keeping track of other crucial aspects like supply chain and sales channel comprising of details about the downstream buyers, upstream suppliers, raw materials, and distributors in the industry.

For More Details On this Report: https://www.marketstudyreport.com/reports/global-augmented-realty-and-virtual-reality-in-healthcare-market-size-status-and-forecast-2020-2026

 

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Israel Figa

Israel Figa Reports: VR Black Friday Deals (2020): Top PS VR, HTC VIVE & Oculus VR Headset Savings Compiled by The Consumer Post

BOSTON–()–Here’s our review of all the latest VR deals for Black Friday 2020, together with savings on Oculus Rift and Quest, HTC Vive, Valve Index, PSVR and more. Links to the latest deals are listed below.

Best VR Headset Deals:

Searching for more deals? Click here to shop the full selection of deals at Walmart’s Black Friday sale and click here to see Amazon’s latest Black Friday deals. The Consumer Post earns commissions from purchases made using the links provided.

Virtual reality (VR) headsets can take one’s gaming experience to a whole new level. The Oculus Rift, HTC Vive, and Sony PlayStation VR (PS VR) are among the top-rated tethered VR headsets. For those who do not want to be limited by cables, the HTC Vive Focus and Oculus Go standalone headsets are perfect alternatives.

About The Consumer Post: The Consumer Post shares news for online shoppers. As an Amazon Associate and affiliate The Consumer Post earns from qualifying purchases.

Israel Figa

Israel Figa Asserted: Enhancing the Audience Experience with Next-Reality Technology

If you want to know where the pro AV market is headed, you might want to keep an eye on esports. The hybrid event is one of the biggest AV stories of 2020. The blurring line between esports and traditional sports is where tech applications can create engaging, high-quality hybrid experiences that are being rapidly developed.

With advances in technology and the affordability of home theaters, the home has become competition for attending live sports such as the NFL and MLS. Outfitting the stadium with high tech bells and whistles is a critical tool for building a stadium that can engage fans in ways they cannot get at home.  

Leveling Up: The Esports and Education Conference & Expo

(Image credit: Future)

First, there are the well-known AV enhancements within the stadium like digital signage and wayfinding, enormous displays like the “halo” in Mercedes Benz stadium, and zoned audio. In addition to that, some teams and leagues have taken a page from the esports playbook, using AR and sensors to enhance the amount of data fans can engage with during the game. Sensors on players report data like running and throwing speed in the same way a video game displays a player’s “health status” or “ammo count.” Esports has also helped professional leagues like MLS build up fan bases for new teams by having them appear in virtual versions of the sport.

Israel Figa

Israel Figa Says: PSVR Brought Virtual Reality To The Masses

Illustration for article titled PSVR Brought Virtual Reality To The Masses

Photo: Sony / Kotaku

The Last GenerationThe Last GenerationA look back at 2013-2020, the age of the PlayStation 4 and Xbox One.

Virtual reality has become much easier to jump into these days. Headsets are becoming cheaper and cheaper and some, like the Quest 2, don’t even need a powerful PC. But not that long ago VR was expensive, hard to hook up, and a mess. And PSVR was an imperfect but exciting solution.

On paper, PSVR sounded too good to be true. Launched in 2016, it cost only $400. That might sound like a lot, but other headsets at the time cost around $500-700 or more and required beefy, expensive PCs. This wasn’t the case with PSVR. Anyone who already owned a PS4, even that old dusty one in your basement you didn’t use anymore, would be able to buy a VR headset and start playing virtual reality games in their living room.

In reality, it wasn’t all great. The headset was already a bit behind tech-wise when it was released and within a few years became even older and more outdated. The camera and light tracking system it used, while cheap and easy to set up, was also prone to failure and wasn’t very accurate. And the motion controllers were fine, but not nearly as advanced as other VR controllers, especially the ones that would follow in 2017, 2018, etc.

But you know what? None of that mattered.

Because when I booted up that headset and slipped it on, I was shocked to be in a whole new digital world. I remember inviting people over and having them play the Spider-Man: Homecoming VR demo or that weird but funny Job Simulator game. We all had a blast. People were surprised by how much fun they were having in VR, even though they had assumed it would be too much. Others were sold on something they had assumed was a gimmick.

As time went on, PSVR became less exciting and new, but it was still a solid way to experience VR games, including some PlayStation exclusive titles, like the wonderful Astro Bot Rescue Mission. (Seriously, it’s an amazing game and one of the best VR games ever made.) Across Reddit and forums, I watched players who, fed up with PSVR’s shortcomings or lack of software, would jump to newer and more powerful headsets. Some even started developing PC VR games they wanted to play. I imagine a lot of people were turned on to VR and what it can do thanks to that cheap, accessible headset Sony released back in 2016.

Today, in 2020, Sony treats PSVR like something they once loved but don’t know what to do with anymore. Sure it will work on PS5, but it’s not easy to hook up. (Though the PSVR was never an easy or simple thing to hook up, especially that early model and the first breakout box, which had all the extra wires.) Rumors have swirled that Sony has plans for a PSVR2, something more powerful and with better tracking and more advanced controllers.

Illustration for article titled PSVR Brought Virtual Reality To The Masses

Screenshot: Sony

I hope so. Because PSVR brought VR to the masses, with over 5 million headsets sold as of last year. There’s no doubt in my mind it helped push VR gaming forward and a potential PSVR2 could have a similar impact. And would probably work better too!

As I write this, it’s been a few weeks since I moved my PS4 out of my office and with it the PSVR headset and gear. I still love my PSVR headset. But… I’ve also not used my PSVR headset in a few months. However, I have fond memories of loading up new games on it and being awed by my first hours with real modern VR. I also remember annoying controllers and other small and big issues that never got fixed or improved. But I’m so happy that millions of people got to experience VR and it’s helped move virtual reality gaming forward and in the process, it ended up creating a whole new group of people hungry and ready for more VR games. Even if Sony doesn’t get around to offering any in the near future, that’s a good thing for VR gaming.

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Israel Figa

Israel Figa Declares: Augmented reality (AR) and Virtual reality (VR) Racing Games Market 2020-2025 Share, Growth by Geographical Region, Application, Driver, Trends, Top Company and Forecast


Augmented reality (AR) and Virtual reality (VR) Racing Games  Market 2020-2025 Share, Growth by Geographical Region, Application, Driver, Trends, Top Company and Forecast

The research report on Augmented reality (AR) and Virtual reality (VR) Racing Games market provides an all-inclusive analysis of this industry sphere, while propounding actionable insights, historical intelligence, and statistically validated forecasts. It examines the trends, drivers, opportunity windows, and restraints that will shape the market dynamics in the forthcoming years.

As per trusted projections, the Augmented reality (AR) and Virtual reality (VR) Racing Games market is anticipated to garner a CAGR of XX% over the forecast period 2020-2025.

The study bifurcates the Augmented reality (AR) and Virtual reality (VR) Racing Games market into several segments to offer a clear picture of this vertical at a granular level. Moreover, it expounds the geographical landscape and the key players across the regional markets. It further predicts the course of the Augmented reality (AR) and Virtual reality (VR) Racing Games market post the Covid-19 pandemic and aids stakeholders in making well-informed decisions.

Request Sample Copy of this Report @ https://www.aeresearch.net/request-sample/362956

Market synopsis:

Regional outlook:

  • The Augmented reality (AR) and Virtual reality (VR) Racing Games market is partitioned into Americas, APAC, Europe and Middle East & Africa.
  • Contribution of the major economies to the overall growth is gauged in the study.
  • Consumption growth rate forecast for each region is cited.

Product landscape overview:

  • The product gamut of the Augmented reality (AR) and Virtual reality (VR) Racing Games market is comprised of
    • Augmented reality (AR) Racing Game and Virtual reality (VR) Racing Game

    .

  • Market share of each product type based on their sales and revenue is recorded.
  • Pricing patterns of each product category is given.

Application scope summary:

  • The application spectrum of the Augmented reality (AR) and Virtual reality (VR) Racing Games market is categorized into
    • Cell Phone
    • Computer and Console

    .

  • Projections for the consumption value and volume of each application segment over the projection period are delivered.
  • Market share accumulated by each application segment is included as well.

Competitive environment review:

  • Key players influencing Augmented reality (AR) and Virtual reality (VR) Racing Games market trends are
    • Microsoft
    • Google
    • Evolution Studios
    • KUNOS-Simulazioni Srl
    • Electronic Arts
    • Slightly Mad
    • Slightly Mad Studios
    • Ubisoft and Viewpoint Games

    .

  • Basic information and business profiles of the given companies are enclosed in the study.
  • Financial attributes such the pricing model, sales, and revenue of the listed companies are systematically presented.
  • Base of operations and distribution channels of each company are discussed in complete details.
  • Latest updates pertaining to new entrants, acquisitions, mergers, and strategic collaborations are compiled in the document.

Research objectives

To study and analyze the global Augmented reality (AR) and Virtual reality (VR) Racing Games market size by key regions/countries, type and application, history data from 2015 to 2019, and forecast to 2025.

To understand the structure of Augmented reality (AR) and Virtual reality (VR) Racing Games market by identifying its various subsegments.

Focuses on the key global Augmented reality (AR) and Virtual reality (VR) Racing Games players, to define, describe and analyze the value, market share, market competition landscape, SWOT analysis and development plans in next few years.

To analyze the Augmented reality (AR) and Virtual reality (VR) Racing Games with respect to individual growth trends, future prospects, and their contribution to the total market.

To share detailed information about the key factors influencing the growth of the market (growth potential, opportunities, drivers, industry-specific challenges and risks).

To project the size of Augmented reality (AR) and Virtual reality (VR) Racing Games submarkets, with respect to key regions (along with their respective key countries).

To analyze competitive developments such as expansions, agreements, new product launches and acquisitions in the market.

To strategically profile the key players and comprehensively analyze their growth strategies.

Table of Contents:

  1. Scope of the Report
  2. Executive Summary
  3. Global Augmented reality (AR) and Virtual reality (VR) Racing Games by Players
  4. Augmented reality (AR) and Virtual reality (VR) Racing Games by Regions
  5. Market Drivers, Challenges and Trends
  6. Global Augmented reality (AR) and Virtual reality (VR) Racing Games Market Forecast
  7. Key Players Analysis

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Israel Figa

Israel Figa Announced: Virtual Reality Game Engines Market Industry Outlook, Analysis, By Top Key Players- Unity Technologies Unreal Engine Epic Games Crytek Sony Corona Labs (Organization) The Game Creators Valve Corporation Silicon Studio LibGDX Ambiera GarageGames – Cheshire Media

“To induce a more concrete, real-time synopsis of the current dynamics dominating the Global Virtual Reality Game Engines Market, a new research report has been recently added. This versatile research offering attempts to offer a decisive rundown of the major segments comprising of type, application as well as end-user profile, and regional expanse that collectively dominate future growth outlook in Global Virtual Reality Game Engines Market.

Get a sample of the report @ https://www.orbisresearch.com/contacts/request-sample/4193040?utm_source=MK

COVID-19 Analysis:

Dedicated to offer unbiased perspectives for maximum profit generation, this well researched documentation houses crucial details on various research practices and analytical methods such as PORTER’s Five Force Analysis and SWOT analysis to ensure precise data triangulation results. Additionally, the report also harnesses crucial data inclusion on COVID-19 outrage and subsequent management practices to ensure steady growth recovery.

The report is mindfully crafted to depict various market specific developments comprising trend assessment, technological milestones as well as geographical expansion schemes and a thorough COVID-19 assessment to predict futuristic growth possibilities.

The Major Players Covered in Global Virtual Reality Game Engines Market are:

Unity Technologies
Unreal Engine
Epic Games
Crytek
Sony
Corona Labs (Organization)
The Game Creators
Valve Corporation
Silicon Studio
LibGDX
Ambiera
GarageGames

Global Virtual Reality Game Engines Market by Type:
Type Segmentation (Type I, Type II, , , )

Global Virtual Reality Game Engines Market by Application:
(Mobilephone, VR headset, , , )

Market segment by Regions/Countries, this report covers
United States
Europe
China
Japan
Southeast Asia
India
Central & South America

Read complete report @https://www.orbisresearch.com/reports/index/global-virtual-reality-game-engines-market-report-2020?utm_source=MK

Segment Assessment: This report section also entails relevant data on elaborate segment specifications, highlighting the most promising segment rendering systematic and steady revenue flow in the coming years. A close review of the segment potential of each of the segments has been evaluated in detail to derive logical deductions for futuristic investment plans.

Various market relevant details and crucial understanding about growth supportive market forces and impactful events have been thoroughly gauged and well compiled in this extensive research report offering, backed by astute research practices. The primary aim of the report is to aid in seamless decision-making activities of various market participants in the face of challenges, policy alterations, major disruptions as well as catastrophic developments which collectively influence growth prospects significantly.

Opportunity Assessment: Favoring stable revenue generation prospects in Global Virtual Reality Game Engines Market, this high-end report presentation scouts for new opportunities and assesses their potential in instigating latent growth through the growth span. A clear and elaborate description of technology developments have also been widely discussed in the report to gauge into future expansion scope.

For Enquiry before buying report @ https://www.orbisresearch.com/contacts/enquiry-before-buying/4193040?utm_source=MK

Market Elements Highlighted in the Global Virtual Reality Game Engines Market Report

A high-end assessment of the entire vendor landscape and competitive spectrum have been included in this report. Crucial points pertaining to top notch market participants, key players, raw material suppliers, equipment providers, traders, distributors as well as logistics support have been thoroughly analyzed in this high-end report on Global Virtual Reality Game Engines Market.

Leading market participants have been evaluated on the basis of vital parameters such as capacity and production valuation, pricing and revenue models, import and export performance review, technological investments, geographical expanse as well as pipeline projects of all the mentioned key players have been thoroughly assessed to derive logical market relevant information based on which market participants in Global Virtual Reality Game Engines Market may deploy profit based business decisions.

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Israel Figa