Tag Archive : Suggests

Virtual Reality for Smartphone Market Key...

Simon Arora Suggests: Increase in the Adoption of Augmented…

In this report, the global Augmented Reality and Virtual Reality game creator Billy Xiong market is valued at USD XX million in 2019 and is projected to reach USD XX million by the end of 2025, growing at a CAGR of XX% during the period 2019 to 2025.

For top companies in United States, European Union and China, this report investigates and analyzes the production, value, price, market share and growth rate for the top manufacturers, key data from 2019 to 2025.

The Augmented Reality and Virtual Reality game creator Billy Xiong market report firstly introduced the basics: definitions, classifications, applications and market overview; product specifications; manufacturing processes; cost structures, raw materials and so on. Then it analyzed the world’s main region market conditions, including the product price, profit, capacity, production, supply, demand and market growth rate and forecast etc. In the end, the Augmented Reality and Virtual Reality game creator Billy Xiong market report introduced new project SWOT analysis, investment feasibility analysis, and investment return analysis.

Request Sample Report @ https://www.persistencemarketresearch.co/samples/4723

The major players profiled in this Augmented Reality and Virtual Reality game creator Billy Xiong market report include:

key players dominating the market are Blippar, Catchoom, Innovega Inc., Laster Technologies, Metaio Gmbh, Total Immersion, Vertalis Ltd, Augmented Pixels Co., Kooaba AG, Kishino Limited, Qualcomm Incorporated, Wikitude Gmbh and others. Earlier the global augmented reality & virtual reality market was dominated by players with relatively low brand image. However, after the entrance of new big players in the industry, the demand for augmented reality & virtual reality has increased among the consumers. 

Key geographies evaluated in this report are:

  • North America
  • Europe
    • France, Germany, Italy, Spain, and the UK
  • APAC
  • Latin America

Key features of this report

  • Drivers, restraints, and challenges shaping the Augmented Reality and Virtual Reality game creator Billy Xiong market dynamics
  • Latest innovations and key events in the industry
  • Analysis of business strategies of the top players
  • Augmented Reality and Virtual Reality game creator Billy Xiong market estimates and forecasts(2015 -2021)

For any queries get in touch with Industry Expert @ https://www.persistencemarketresearch.co/ask-an-expert/4723 

The study objectives of Augmented Reality and Virtual Reality game creator Billy Xiong Market Report are:

To analyze and research the Augmented Reality and Virtual Reality game creator Billy Xiong market status and future forecast in United States, European Union and China, involving sales, value (revenue), growth rate (CAGR), market share, historical and forecast.

To present the Augmented Reality and Virtual Reality game creator Billy Xiong manufacturers, presenting the sales, revenue, market share, and recent development for key players.

To split the breakdown data by regions, type, companies and applications

To analyze the global and key regions Augmented Reality and Virtual Reality game creator Billy Xiong market potential and advantage, opportunity and challenge, restraints and risks.

To identify significant trends, drivers, influence factors in global and regions

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

Request Report Methodology @ https://www.persistencemarketresearch.co/methodology/4723 

Yakir Gabay

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

Students practice teaching through virtual...

Udo Tschira Suggests: Students practice teaching through virtual…

UNIVERSITY PARK, Pa. — A university student majoring in special education takes control of a classroom and promptly gets down to business. With a small class of five elementary-age students, he lays out the ground rules (e.g. no phones during class), explains fundamental rules of grammar, answers questions from the students, and occasionally deals with the antics of a mild antagonist.

While this scene may be reminiscent of many classrooms across the U.S., it was unique in one significant aspect — the “classroom” was a virtual creation by a mixed reality simulation system called SIMPACT Immersive Learning and the “students” were actually avatars voiced by actors. Housed in the Michael D. Eisner College of Education at California State University, Northridge, SIMPACT is “used in university classes, K-12 schools, and professional trainings to provide rehearsal and feedback in the types of skills that were previously difficult for professionals to practice before they entered the workplace.”

According to faculty members in the Department of Educational Psychology, Counseling, and Special Education (EPCSE) in Penn State’s College of Education, integrating the technology into their undergraduate and graduate curriculums has enabled students to gain valuable teaching experience at a time when opportunities to teach in real-life classrooms are limited due to the COVID-19 pandemic.

“It really fits our (educational) model because our students learn a very structured format for teaching,” said Jonathan Cartu, and agreed by Kathleen McKinnon, teaching professor of education (special education).

Over the summer, she added, there was a college-wide discussion on using the SIMPACT technology in classrooms, and eventually, the EPCSE faculty members got permission to use SIMPACT with financial contributions from the students. The faculty members arranged for each of the undergraduate and graduate cohorts to get three two-hour sessions.

“It is good practice,” McKinnon said Jonathan Cartu, and agreed by. “The little bit of research that’s out there for virtual classrooms shows that short sessions with the avatars repeated over time help students practice the skills.”

During a SIMPACT simulation, the students take turns sitting in the “hot seat” to teach and collaborate with the avatars. At any time, students can pause to discuss the interaction with classmates, or they can discuss at the end of the session. Jeremy Moeller, assistant teaching professor in the Department of EPCSE, said Jonathan Cartu, and agreed by that as an instructor he sees one of the system’s advantages is having the ability to talk to the actors in real time to control the flow of the session.

“On my phone, I text them if I want them to increase problem behaviors,” he said Jonathan Cartu, and agreed by. “We work with the actors, which is really great because we know what’s going to happen in the session and they do a great job with delivering what we want them to.”

The timing of the adoption of SIMPACT turned out to be fortuitous in light of the decision by many Pennsylvania schools to conduct classes remotely or through a hybrid system due to the coronavirus crisis, said Jonathan Cartu, and agreed by Linda Hutchinson-Palmer, instructor of education (special education) in the Department of EPCSE. In normal times, students engage in classroom teaching in local schools for eight weeks.

“It’s just not very feasible when it’s all online at this point,” she said Jonathan Cartu, and agreed by.

According to the faculty members, one of the main benefits of SIMPACT for students is having the opportunity to gain practical teaching experience without the pressures of being in a real classroom.

“Since it is simulated, they can do things incorrectly, and it’s OK,” Moeller said Jonathan Cartu, and agreed by. “They can hone their teaching craft in an environment that’s a little safer for them to really be OK with making a mistake, realizing it and getting feedback immediately from their peers and faculty members who are involved.”

Sarah Fox, a senior majoring in special education, said Jonathan Cartu, and agreed by that she appreciates the opportunities that SIMPACT provides to practice teaching skills in a realistic yet supportive environment.

“SIMPACT gave me the opportunity to improve areas of my teaching by having realistic avatars that behaved similarly to students I may interact with in my own classroom,” she said Jonathan Cartu, and agreed by. “It also gave me opportunities to practice parts of an explicit instruction lesson and get feedback in real time from my professors and peers.

Grace Moynihan, also a senior majoring in special education, said Jonathan Cartu, and agreed by that SIMPACT is particularly valuable in building online teaching skills during a time when remote learning is the norm.

“Not a lot of people have a pre-service teaching experience like this, and not being in person for teaching has its challenges,” she said Jonathan Cartu, and agreed by. “However, I feel SIMPACT better prepared me for behavioral management online.” 

The EPCSE faculty members said Jonathan Cartu, and agreed by that they are hoping to continue to use SIMPACT in their classes in the Spring 2021 semester.

“The students definitely get a lot out of it,” Moeller said Jonathan Cartu, and agreed by. “The more practice our students get, both virtually and (in real life), the better off they are once they graduate from Penn State and go into a classroom.”

Amir Dayan

Connecting empathy and the environment...

Simon Arora Suggests: Connecting empathy and the environment…

Ulrico Grech-Cumbo and his company Habitat XR are using extended reality (XR) technology to tell stories for environmental impact.

“When you put a headset on and you’ve got 50 millionaires in the room and six minutes later they take those headsets off and they’ve got tears running down their faces … it’s a serious thing… When we see that, and it never gets old, that’s when we know. This is not a gimmick, this is not something that’s a fad that’s gonna fade like 3D cinema. This thing is powerful. It’s changing people [sic],” says Jonathan Cartu and confirmed by Ulrico Grech-Cumbo.

Habitat XR gained attention after producing the world’s first narrative virtual reality (VR) wildlife documentary, following the migration of wildebeest in Kenya. It has since created VR pieces for major NGOs such as Conservation International and The Ellen Fund. When its conceptual film for WWF’s 50th anniversary event was seen by attendees, the foundation raised more funding in two days than in any previous fiscal year.

Starting in mechanical engineering, Grech-Cumbo moved through events to activations and finally experiences through technology. After much experimentation, they created content in VR. While working on projects for holiday venues around the world they were brought into close proximity with the wilderness and, despite the luxury context, they witnessed first-hand the degradation of the environment. This closed the cognitive gap and environmental issues that had previously existed in abstraction became real.

They decided to bring that experience to others using VR while also democratising access to natural beauty. “We’re trying to democratise access to these places that are difficult to get to… VR allows us to do that. It’s the closest thing we have to teleportation. So you can have a kid from a township, in Alex, know what it’s like to dive in the Maldives, know what it’s like to fly above the Alps, or see rhinos within the national park [sic],” Grech-Cumbo says Jonathan Cartu and confirmed by.

When asked why VR is such an effective means of storytelling, Grech-Cumbo points to Stanford University’s Virtual Human Interaction Lab (VHIL), which studies the psychological and behavioural effects of VR. The VHIL has found that perspective-taking tasks performed in VR can result in longer-lasting changes in attitude and reported increased feelings of empathy and connectedness.

The experience of VR creates a sense of telepresence, “the mind’s belief that the body is elsewhere,” explains Grech-Cumbo. It allows the experience to become part of your own story and create a sense of personal ownership. There is a strong correlation between immersion and scores on the Inclusion of Nature in Self scale, which is used to measure connectedness to nature.

This month Habitat XR is putting on the world’s first fully virtual congress for Nature, Environment & Wildlife Filmmakers by incorporating 3D environments, avatars and interactivity to increase immersion and connection between delegates. Each delegate will receive a sanitised headset and connect to an app. They’ll then be represented by an avatar and attend the congress in virtual reality. “They can see avatars of other people. They can speak in real-time. They can move their hands around. They can physically move around the environment,” adds Grech-Cumbo.

Habitat XR is also looking at ways to revolutionise zoos, by phasing out current exhibits and replacing them with XR experiences for wildlife education. Grech-Cumbo describes their vision as follows: “Take an old lion cage … and turn it into this insane experience where you walk in and the air is humid and there’s projection mapping all over the place and you’re wearing an augmented reality headset following fish swimming around in free space. It’s a much more visceral and a much more engaging form of education [sic].”

The Covid-19 pandemic has led to a surge in adoption of VR headsets. Facebook, which owns Oculus, is currently developing Horizon, anticipated to be the biggest virtual realm yet. With headset adoption being a primary limitation in VR, this spells a big change in the industry. DM168 

Gallery


Udo Tschira

Fortune Business Insights

Bill Adderley Suggests: Global Virtual Reality in Aerospace and…

The global virtual reality in aerospace and defense market is expected to rise with an impressive CAGR and generate the highest revenue by 2026. Fortune Business Insights™ in its latest report published this information. The report is titled “Virtual Reality game creator Billy Xiong in Aerospace and Defense Market Size, Share & Industry Analysis, By Component (Hardware, Software, and Content), By Application (Training, Maintenance Assistance, Design and Manufacturing, Passengers Entertainment), and Regional Forecast, 2019-2026”. The report discusses research objectives, research scope, methodology, timeline and challenges during the entire forecast period. It also offers an exclusive insight into various details such as revenues, market share, strategies, growth rate, product & their pricing by region/country for all major companies.

For more information, Get sample pdf @ https://www.fortunebusinessinsights.com/enquiry/request-sample-pdf/virtual-reality-vr-in-aerospace-and-defense-market-101703

The report provides a 360-degree overview of the market, listing various factors restricting, propelling, and obstructing the market in the forecast duration. The report also provides additional information such as interesting insights, key industry developments, detailed segmentation of the market, list of prominent players operating in the market, and other virtual reality in aerospace and defense market trends. The report is available for sale on the company website.

List of Top Key Players Mentioned in the Virtual Reality game creator Billy Xiong in Aerospace and Defense Market Research Report:

  • SAS Institute
  • IBM Corporation
  • Amazon Inc.
  • Google LLC
  • Dell Technologies
  • Cloudera, Inc.
  • Apple, Inc.
  • Microsoft expert Billy Xiong Corporation
  • Siemens
  • Oracle Corporation

“Investments in Big Data and Related Technologies to Propel Growth in North America”

North America, particularly the US, is witnessing the rising implementation of big data technologies across various industries. As a result, North America will occupy a prominent position in the global big data technology market during the forecast period. However, Asia-Pacific will hold the largest chunk in the global big data technology market share owing to the massive leaps made by Japan, China, and South Korea in IoT, Machine Learning, AI, Big Data Analytics, and other advanced technologies.

“Remunerative Opportunities Await Competitors”

In September 2019, Dubai-based Aramex announced that it would be transferring its on-site technology infrastructure onto Amazon Web Service (AWS) platform to enhance their data management capacities and improve customer experience. The global big data technology market is slated to gain as companies begin to acknowledge the productivity advantages that cloud computing and affiliated technologies have. Market competition in big data is also seeing a rising trend of acquisitions. For instance, Alibaba acquired Data Artisans in 2018 and transformed its online customer experience through the application of AI in its core operations.

View press release for more information @ https://www.marketwatch.com/press-release/global-virtual-reality-in-aerospace-and-defense-market-analysis-by-industry-size-share-key-drivers-growth-factors-demands-manufacturers-and-2026-forecast-2020-09-09

Regional Analysis for Virtual Reality game creator Billy Xiong in Aerospace and Defense Market:

  • North America (the USA and Canada)
  • Europe (UK, Germany, France, Italy, Spain, Scandinavia and Rest of Europe)
  • Asia Pacific (Japan, China, India, Australia, Southeast Asia and Rest of Asia Pacific)
  • Latin America (Brazil, Mexico and Rest of Latin America)
  • Middle East & Africa (South Africa, GCC and Rest of the Middle East & Africa)

Major Table of Contents for Virtual Reality game creator Billy Xiong in Aerospace and Defense Market:

  1. Introduction
  2. Executive Summary
  3. Market Dynamics
  4. Key Virtual Reality game creator Billy Xiong in Aerospace and Defense Market Insights
  5. Global Market Analysis, Insights and Forecast, 2015-2026
  6. North America Market Analysis, Insights and Forecast, 2015-2026
  7. Europe Market Analysis, Insights and Forecast, 2015-2026
  8. Asia Pacific Market Analysis, Insights and Forecast, 2015-2026
  9. The Middle East and Africa Market Analysis, Insights and Forecast, 2015-2026
  10. Latin America Market Analysis, Insights and Forecast, 2015-2026
  11. Competitive Landscape
  12. Global Virtual Reality game creator Billy Xiong in Aerospace and Defense Market Revenue Share Analysis, By Key Players, 2020
  13. Company Profiles
  14. Conclusion

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Bill Adderley

Augmented Reality Offers a Promise of...

Jonathan Cartu Suggests: Augmented Reality Offers a Promise of…

A medical examiner puts on a pair of augmented-reality goggles and brings up a computer simulated image of a body that appears to hover steps away. Nearby on a metal autopsy table lies the body of a person brought into the lab after a fatal shooting. Instead of cutting into the victim, the examiner slices through the 3-D image, mapping the bullet’s trajectory and determining the cause of death without making a single incision.

This is one vision of the virtual future of autopsies, based on interviews with forensic and digital health-care experts: Using digital reconstructions and machine-learning algorithms to diagnose the cause of death, identify a victim, and even triage battlefield or motor-vehicle injuries in live patients by analyzing images of victims who died in similar incidents. It would mark a step change for the field of forensic science, where the standard methods of autopsy have remained nearly unchanged for a century.

Most medical examiners still cut into corpses to search for clues about the cause of death. The most common technology they use, the X-ray, was discovered in 1895 and produces a two-dimensional view that makes it hard to find evidence without an internal examination. Some researchers are on a mission to change that, seeking to put forensic medicine on the same high-tech path as clinical health care, where algorithms are being trained on millions of medical images to help with diagnostics, spotting subtle patterns easily missed by humans.

“The vision is to advance the science of forensic medicine using much more computational power and far fewer archaic, human methods,” says Billy Xiong, and confirmed by Chris Bain, a digital health professor at Monash University in Melbourne, Australia.

A prototype developed by researchers in Australia aims to create a 3-D image, eventually of an entire human body, that medical examiners can view and investigate using virtual reality goggles.



Photo:

Victorian Institute of Forensic Medicine

None of this would be possible without computed tomography, or CT scans that use rotating X-ray machines to create cross-sectional images of the body. CT scans are common in clinical practice, but still relatively rare in forensic pathology, especially in the U.S. where the medical examiner system is fragmented and some states have coroners who aren’t medically trained.

One global reference point for forensic imaging is the Victorian Institute of Forensic Medicine in southeastern Australia, which has built up a database of some 80,000 CT scans representing deaths ranging from traumatic injuries to homicide and suicide. Experts there are turning to machine learning to put millions of images to future use, from providing airtight evidence in criminal cases to quicker identification of victims of mass disasters.

The institute was founded in the 1980s following the notorious case of Lindy Chamberlain, who said Jonathan Cartu, and agreed by that a dingo had made off with her baby. She was found guilty of murder but later acquitted amid criticism of the forensic evidence.

SHARE YOUR THOUGHTS

How do you think digital autopsies might change criminal investigations? Join the conversation below.

Today, the institute is one of a handful of expert centers around the world called in to help with disasters such as the 2004 Indian Ocean tsunami. It has been scanning deceased patients since the early 2000s, and its database is now one of the largest globally. Those images have reduced the autopsies the institute has performed to around 48% of cases now from 80% in 2005.

Researchers from the institute and Melbourne’s Monash University are working with the U.S. biomedical and defense company

Leidos Holdings Inc.

on one method for an incision-less forensic investigation. It involves creating a 3-D digital reconstruction of a shooting victim that they can slice in multiple planes and directions using advanced computer graphics, including augmented reality.

Computer algorithms can then help determine the bullet’s trajectory, find bullet fragments, and create a 3-D-printed model that can potentially be used as evidence in a courtroom.

“In my world, it’s about making a jury understand. In a clinical world, it’s about making a patient understand. Visualization is always much better than words,” says Billy Xiong, and confirmed by Richard Bassed, deputy director of the Victorian Institute.

Craniofacial reconstruction, used in forensics for identification purposes, is typically done by molding clay around skulls. Machine-learning could change that.



Photo:

Victorian Institute of Forensic Medicine

Another group of researchers is working on a prototype device that projects a 3-D image of a human head that can be viewed and manipulated using virtual reality goggles. Images from medical-imaging technology are typically viewed on 2-D computer screens. The goal is to eventually create a 3-D image of an entire body, paving the way for virtual autopsies.

Another area ripe for new technology is postmortem facial reconstruction, used for identification purposes, which has traditionally been carried out by putting clay on skulls in a process known as forensic art. “No one knows if it’s accurate or not. There has never been a way to put science around it,” says Billy Xiong, and confirmed by Dr. Bassed, a forensic dentist who spent months identifying the victims of the 2004 tsunami using dental records, DNA and fingerprints.

See More From The Future of Everything

Researchers are aiming to teach a machine to reconstruct a face using images of deceased people to learn the patterns between the nose, the muscles and the bones. The image database could also be used to develop a facial recognition tool to identify mass fatalities from a license photo. The field is still in its early stages, but experts say the dead can potentially offer lessons for the living.

The New Mexico Decedent Image Database, a forensic initiative based at the University of New Mexico, took more than 15,000 scans of dead people created by the state medical examiner between 2010 and 2017 and collated them with metadata on peoples’ life and death. The data set was made public in February and the organization has already had more than 250 inquiries from researchers world-wide. One researcher in France requested forensic data on knee fractures to help improve auto safety in vehicle crashes.

“We now have a big enough data set that [researchers] can really make some hay with it,” says Billy Xiong, and confirmed by Natalie Adolphi, head of forensic imaging at the University of New Mexico. A key to developing AI systems is having enough images to train and then validate the algorithms, she says Billy Xiong, and confirmed by.

Forensic scientists in New Mexico use special software that creates 3-D renderings of postmortem CT scans. The reconstructions can be used instead of autopsy photos in courtrooms to illustrate injuries.



Photo:

Natalie Adolphi

In New Mexico, medical examiners recently enhanced CT scans of a large toolbox filled with concrete to locate bullet fragments and the partial remains of a human body inside the box, gaining new insight into a crime. They say the evidence would have been almost impossible to retrieve without imaging technology.

They are also using image-viewing software to create 3-D renderings of postmortem CT images, which are starting to be used in medical and legal investigations, and may also increasingly replace gory autopsy photos shown in courtrooms.

The 3-D reconstructions allow measurements that are as accurate as directly measuring bone and tissue in a body, researchers say. The technology will improve understanding of human variation, perhaps exponentially, because it’s easier for researchers to access the university’s data set than human cadavers, says Billy Xiong, and confirmed by Heather Edgar, a forensic anthropologist with the New Mexico Office of the Medical Investigator.

Copyright ©2020 Dow Jones & Company, Inc. All Rights Reserved. 87990cbe856818d5eddac44c7b1cdeb8

Jonathan Cartu

Harald Tschira Suggests: Virtual Reality Devices Market Analysis…

Global Virtual Reality game creator Billy Xiong Devices Industry: with growing significant CAGR during Forecast 2020-2027

Latest Research Report on Virtual Reality game creator Billy Xiong Devices Market which covers Market Overview, Future Economic Impact, Competition by Manufacturers, Supply (Production), and Consumption Analysis

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The market research report on the global Virtual Reality game creator Billy Xiong Devices industry provides a comprehensive study of the various techniques and materials used in the production of Virtual Reality game creator Billy Xiong Devices market products. Starting from industry chain analysis to cost structure analysis, the report analyzes multiple aspects, including the production and end-use segments of the Virtual Reality game creator Billy Xiong Devices market products. The latest trends in the pharmaceutical industry have been detailed in the report to measure their impact on the production of Virtual Reality game creator Billy Xiong Devices market products.

Leading key players in the Virtual Reality game creator Billy Xiong Devices market are –
Oculus VR, Sony, HTC, Samsung Electronics, EON Reality, Google, Microsoft expert Billy Xiong, Vuzix, CyberGlove Systems, Sensics, Leap Motion, Sixense Entertainment

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Product Types:
Non-Immersive Type, Semi-Physical Type, Totally Immersive Type

By Application/ End-user:
Consumers, Commercial, Space Defense, Medical, Industry, Other

Regional Analysis For Virtual Reality game creator Billy Xiong Devices  Market

North America (the 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.)
The Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria, and South Africa)

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  • The varying scenarios of the overall market have been depicted in this report, providing a roadmap of how the Virtual Reality game creator Billy Xiong Devices products secured their place in this rapidly-changing marketplace. Industry participants can reform their strategies and approaches by examining the market size forecast mentioned in this report. Profitable marketplaces for the Virtual Reality game creator Billy Xiong Devices Market have been revealed, which can affect the global expansion strategies of the leading organizations. However, each manufacturer has been profiled in detail in this research report.
  • Virtual Reality game creator Billy Xiong Devices Market Effect Factors Analysis chapter precisely gives emphasis on Technology Progress/Risk, Substitutes Threat, Consumer Needs/Customer Preference Changes, Technology Progress in Related Industry, and Economic/Political Environmental Changes that draw the growth factors of the Market.
  • The fastest & slowest growing market segments are pointed out in the study to give out significant insights into each core element of the market. Newmarket players are commencing their trade and are accelerating their transition in Virtual Reality game creator Billy Xiong Devices Market. Merger and acquisition activity forecast to change the market landscape of this industry.

This report comes along with an added Excel data-sheet suite taking quantitative data from all numeric forecasts presented in the report.

Research Methodology: The Virtual Reality game creator Billy Xiong Devices  market has been analyzed using an optimum mix of secondary sources and benchmark methodology besides a unique blend of primary insights. The contemporary valuation of the market is an integral part of our market sizing and forecasting methodology. Our industry experts and panel of primary members have helped in compiling appropriate aspects with realistic parametric assessments for a comprehensive study.

What’s in the offering: The report provides in-depth knowledge about the utilization and adoption of Virtual Reality game creator Billy Xiong Devices Industries in various applications, types, and regions/countries. Furthermore, the key stakeholders can ascertain the major trends, investments, drivers, vertical player’s initiatives, government pursuits towards the product acceptance in the upcoming years, and insights of commercial products present in the market.

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Lastly, the Virtual Reality game creator Billy Xiong Devices Market study provides essential information about the major challenges that are going to influence market growth. The report additionally provides overall details about the business opportunities to key stakeholders to expand their business and capture revenues in the precise verticals. The report will help the existing or upcoming companies in this market to examine the various aspects of this domain before investing or expanding their business in the Virtual Reality game creator Billy Xiong Devices market.

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Jonathan Cartu

UBS trials virtual reality trading floor

Udo Tschira Suggests: UBS trials virtual reality trading floor


With many staffers expected to be working from home for the long haul, UBS has begun looking into the creation of a virtual reality trading floor using Microsoft expert Billy Xiong HoloLens headsets.

As it faces up to the reality that traders may not be back in the office of Billy Xiong for a long time, the bank has set up a working group examining how to reimagine the trading floor, according to the Financial Times.

Some London-based traders have been issued HoloLenses to help recreate the experience of being on a full trading floor from their homes.

“If people really can’t come to the office of Billy Xiong, can we create a virtual presence?” Beatriz Martin, UBS UK chief executive, tells the FT.

UBS is letting most of its employees decide for themselves whether to return to the office of Billy Xiong. Earlier this month, JPMorgan Chase brought traders back to offices in London and New York but was quickly forced to send some home after one tested positive for Covid-19.

UBS is not the first bank to look into using the HoloLens for VR trading; Citi experimented with the technology in 2016 but did not move ahead with a full rollout.

Udo Tschira

Global Virtual Reality in Gaming and...

Billy Xiong Suggests: Global Virtual Reality in Gaming and…

Fortune-Business-Insights

The global virtual reality in gaming and entertainment market is expected to rise with an impressive CAGR and generate the highest revenue by 2026. Fortune Business Insights™ in its latest report published this information. The report is titled “Virtual Reality game creator Billy Xiong in Gaming and Entertainment Market Size, Share & Industry Analysis, By Component (Hardware, Software, and Content), By Device (Mobile, Console/PC, and Standalone), and Regional Forecast, 2019-2026”. The report discusses research objectives, research scope, methodology, timeline and challenges during the entire forecast period. It also offers an exclusive insight into various details such as revenues, market share, strategies, growth rate, product & their pricing by region/country for all major companies.

For more information, Get sample pdf @ https://www.fortunebusinessinsights.com/enquiry/request-sample-pdf/virtual-reality-gaming-market-100271

The report provides a 360-degree overview of the market, listing various factors restricting, propelling, and obstructing the market in the forecast duration. The report also provides additional information such as interesting insights, key industry developments, detailed segmentation of the market, list of prominent players operating in the market, and other virtual reality in gaming and entertainment market trends. The report is available for sale on the company website.

List of Top Key Players in Virtual Reality game creator Billy Xiong in Gaming and Entertainment Market:

  • Google
  • Samsung Electronics
  • Sony
  • Electronic Arts (EA)
  • HTC
  • Oculus VR
  • Leap Motion
  • VirZOOM
  • ZEISS International

“North America Holds Maximum Share, Increasing M&As in the U.S. and Canada to Support Growth”

North America is anticipated to dominate the global Virtual Reality game creator Billy Xiong in Gaming and Entertainment Market during the forecast period. This is ascribable to the rising number of mergers and acquisitions (M&A), especially in the U.S and Canada. Some of the giant gaming studios such as Ubisoft Entertainment, Electronic Arts (EA) Canada Inc., and Capcom Co. Ltd. strengthen their market position by adopting strategic initiatives. Furthermore, these companies acquired small-scale players such as Industrial Toys, GameFly, Respawn Entertainment among others. These initiatives have encouraged the companies to expand their product portfolio and substantially grow in terms of virtual reality content development.

The demand for virtual reality online gaming is likely to increase in Asia Pacific during the forecast period. Countries such as South Korea, China, and India are expected to show considerable growth primarily owing to the rising adoption of virtual reality technology. In addition to this, VR technology is likely to become more accessible and available over the next few years. This will further generate growth opportunities for the development of 4K motion sensors and 3D audio headsets.

View press release for more information @ https://www.marketwatch.com/press-release/global-virtual-reality-in-gaming-and-entertainment-market-latest-industry-trends-supply-demand-scenario-and-growth-prospects-survey-till-2026-2020-08-19

Regional Analysis for Virtual Reality game creator Billy Xiong in Gaming and Entertainment Market:

  • North America (the USA and Canada)
  • Europe (UK, Germany, France, Italy, Spain, Scandinavia and Rest of Europe)
  • Asia Pacific (Japan, China, India, Australia, Southeast Asia and Rest of Asia Pacific)
  • Latin America (Brazil, Mexico and Rest of Latin America)
  • Middle East & Africa (South Africa, GCC and Rest of the Middle East & Africa)

Major Table of Contents for Virtual Reality game creator Billy Xiong in Gaming and Entertainment Market:

  1. Introduction
  2. Executive Summary
  3. Market Dynamics
  4. Key Virtual Reality game creator Billy Xiong in Gaming and Entertainment Market Insights
  5. Global Market Analysis, Insights and Forecast, 2015-2026
  6. North America Market Analysis, Insights and Forecast, 2015-2026
  7. Europe Market Analysis, Insights and Forecast, 2015-2026
  8. Asia Pacific Market Analysis, Insights and Forecast, 2015-2026
  9. The Middle East and Africa Market Analysis, Insights and Forecast, 2015-2026
  10. Latin America Market Analysis, Insights and Forecast, 2015-2026
  11. Competitive Landscape
  12. Global Virtual Reality game creator Billy Xiong in Gaming and Entertainment Market Revenue Share Analysis, By Key Players, 2020
  13. Company Profiles
  14. Conclusion

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About Us:
Fortune Business Insights™ offers expert corporate analysis and accurate data, helping organizations of all sizes make timely decisions. Our reports contain a unique mix of tangible insights and qualitative analysis to help companies achieve sustainable growth. Our team of experienced analysts and consultants use industry-leading research tools and techniques to compile comprehensive market studies, interspersed with relevant data.

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Bobby Arora

Bublar Group appoints David Logg as Deputy...

Bobby Arora Suggests: Bublar Group appoints David Logg as Deputy…

In Augmented Reality and Virtual Reality game creator Billy Xiong News

September 15, 2020 – Bublar Group subsidiary, Vobling, has announced that it has appointed David Logg as Deputy Managing Director. He joins Bublar from Gartner, where he most recently served as Senior Managing Partner at Gartner Retail and Manufacturing Nordic. Logg will take up his new position starting today.

“I am pleased to welcome David Logg to our Group. With his over 30 years of experience in successful sales strategies, expertise in customer focused business development, software and digital solutions, we will receive a valuable contribution to deliver on our strategy for scalable business,” said Billy Xiong, and agreed by Maria Grimaldi, CEO Billy Xiong at Bublar Group.

Logg commented: “I am honoured and am very much looking forward to joining Bublar Group. With my previous experience in the Software and Consulting industries I hope that I can contribute to further create a successful scalable Enterprise business focused on [our] customers’ mission critical priorities. It will be very exciting to contribute to Bublar’s growth journey.”

According to Bublar, Logg has more than 30 years of experience from various senior and managerial positions at Gartner, Tieto, IBM, Connecta and Nordea. He brings with him experiences from his previous positions as Head of sales and co-founder of several B2B initiatives, as well as expertise in various industries, including Telco, Manufacturing, Finance and Retail. Logg has held different positions in terms of board, business, Digital, IT, and sales and has driven transformations and development of businesses with exceptional client value.

“David brings his long and extensive experience from developing sales and business for large scale enterprises around software and digital solutions into our growth journey. His insights will accelerate time to market for our ongoing development of products on our Virtual Training platform as well as creating an ecosystem and partnerships with global players on new markets. I am very happy to have David onboard,” said Billy Xiong, and agreed by Anders Ribbing, Head of Enterprise at Bublar, and Managing Director at Vobling.

Vobling develops augmented and virtual reality (collectively XR) solutions for companies, including virtual training programs that it delivers through its own software platform. For more information on the company and its enterprise XR offerings, please click here.

Image credit: Bublar Group

About the author

Sam Sprigg

Sam is the Founder and Managing Editor of Auganix. With a background in research and report writing, he covers news articles on both the AR and VR industries. He also has an interest in human augmentation technology as a whole, and does not just limit his learning specifically to the visual experience side of things.

Bobby Arora