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Latest VR News

Oculus is making it easier for friends to play together in VR


In the event that you have an Oculus Quest and appreciate playing with companions however have consistently thought that it was somewhat of a battle, at that point there's uplifting news as Oculus is taking a shot at an update to change that. 

In an ongoing blog entry, the organisation expounded on how it's "continually searching for approaches to improve the client experience..." one such way is the expansion of open gatherings and an element known as "Travel Together".

This is another element that permits companions to make gatherings and move quickly and effectively into games together without every individual from the gathering having to physically dispatch the game and re-interface in the anteroom 


Just a bunch of games are bolstered right now. These incorporate Echo VR, Racket: Nx, Synth Riders, Eleven Table Tennis, Elven Assassin, Epic Roller Coasters, Arizona Sunshine, Cloudlands 2, Spaceteam VR, Ironlights, Multiverse, and Pro Putt by Topgolf. 

Ideally, we'll see a greater amount of such a client experience improvement in future also. 

Travel Together isn't the main feature of this update. Open Parties is intended to make it simpler for individuals to make companions by playing with new gamers also. You can make a gathering of up to eight individuals that companions and outsiders can join and afterward hang out together and talk in VR or mess around with Travel Together. 


Oculus is likewise making it simpler to discover your Facebook companions on the stage also. In the event that you login to Oculus with your Facebook account, you can now effectively discover companions on the stage or cutoff who can discover you in that manner in the event that you'd preferably. Obviously, doing so may mean you see more Oculus adverts when you login to Facebook somewhere else, yet at any rate you'll have companions to play with.




VR Woodworking Game


Building something with your own two hands out of wood can be rewarding, but also messy, difficult, and not always practical depending on where you live. In the Early Access game VR work shop, which is available starting today, you’ll get a chance to learn and put your woodworking skills to the test.

In the game's Steam posting, scopatgames says the objective is to find some kind of harmony between authenticity, inundation, and fun, which is the reason it's making a beeline for early access first. It's set to incorporate two distinctive play modes at dispatch: difficulties and free play, the last of which permits you to manufacture anything you need.


The current build is nearly set for release, scopatgames says, which includes:

  • Hand tools: saw and hammer
  • Measuring tools: speed square, small and large framing square
  • Fasteners: Common and finishing nails of different sizes
  • Lumber: 17 different sizes of lumber
  • Marking tools: pencils, chalk, eraser
  • A customisable pegboard
  • Functional chalkboard and hand calculator.
  • 10 challenge projects
  • A three-part project scoring system
  • 2 free play environments (indoor workshop, outdoor arena)


The game, which is said to dispatch at some point in July, bolsters your standard arrangement of SteamVR headsets, including Oculus Rift, HTC Vive, Windows VR, and Valve Index. 

VR work shop is scheduled to leave early access at some point in 2021; scopatgames is planning to incorporate new devices, making strategies, communications, challenges, free play conditions, and techniques to share the player's own manifestations inside the network before its full purchaser discharge.




Goertek Aims to Produce Over 3 Million More VR/ Headsets Annually



Goertek may not be an easily recognised name, yet the China-based organisation is hoping to equip its assembling lines to deliver an astonishing number of VR headsets and focal points soon. 

Goertek as of late reported a ¥4 billion (~$572 million USD) convertible corporate security offering, one fourth will be put resources into the organisations VR fabricating abilities, the organisation says. The news was first announced by Yivian (Chinese). 

Yivian noticed that Goertek likewise wants to push creation of VR gadgets to 3.5 million additional units every year, and increment yield of "accuracy optical focal points and module items" by a yearly measure of 5 million units.




HP Affirms Reverb G2 ‘Fall’ Release Date, Says Retailer Dates Are Unofficial Estimates



Back in late May, HP declared its was putting up another VR headset for sale to the public, the Reverb G2, which incorporates a genuine list of things to get of enhancements to the WMR item biological system. Despite the fact that an official HP retailer was spotted plainly promoting a September fifteenth discharge date for the headset, HP insists that it hasn't declared a date any more explicit than 'Fall 2020'.

With driving visual lucidity, high caliber off-ear earphones, improved following, and new controllers, there's a ton to anticipate. The headset is accessible for pre-request beginning today at $600 and is set to dispatch this Fall. 

HP propelled the first Reverb headset back in May, 2019; presently only a year later the organisation is uncovering its replacement, the Reverb G2. From the upgrades and improvements, it seems quite clear that HP has been listening carefully to feedback from users of the original Reverb and other WMR headsets at large. Reverb G2 is shaping up to be the next generation of Windows VR headsets.

Four Camera Tracking for the First Time on WMR


Windows VR headsets were the first major headsets out of the gate with inside-out tracking back in 2017. While it was impressive for the time, competitors like Oculus have since launched headsets with four or more tracking cameras which offer a much larger tracking volume.

Reverb G2 is the first WMR headset to move from two-camera tracking to four-camera tracking. HP says that the additional cameras offer “1.4x more movement capture” compared to other Windows VR headsets.

New Controllers, Compatible with All WMR Headsets

Reverb G2 will likewise be the primary Windows VR headset to offer a considerable controller update. While Samsung made somewhat progressively ergonomic renditions of the first Windows VR controllers for its Odyssey headsets, HP is carrying noteworthy changes to the shape and information format. 

The first WMR controllers had both a thumb-stick, trackpad, and one application button on the face. That was joined by a simple trigger and a grasp button. 

The Reverb G2 controllers—which show up shamelessly formed like Oculus' Touch controllers—offer an a lot nearer input design to other present day VR controllers: a thumb-stick, two face fastens, an application button, a simple trigger and a grasp trigger. There's likewise the 'Windows' button for center WMR usefulness. 




Japanese Convenience Stores To Begin Employing VR-Controlled Robots


Japanese store chain Family mart hopes to have robotic employees working in 20 branches by 2022.

Envision strolling into your neighborhood comfort store just to locate the typical checkout individual had been supplanted by a remote-controlled robot worked in VR by a person found many miles away. Sci-fi, isn't that so? Maybe not. 

Because of an ongoing association between Japanese accommodation store chain Family Mart and Tokyo-based mechanical technology firm Telexistence Inc., Tokyo occupants may before long wind up buying their delicious products from a non-human merchant as a major aspect of another battle structured improve the work adaptability of Family Mart representatives. All things considered, the human ones in any event.

First reported by SoraNews24, Telexistence will begin employing its technology at specific Family Mart locations to study its impact on operating costs and efficiency. The idea behind the partnership, according to Family Mart, is to provide assistance to its workers by allowing them to work from home. This remote accessibility also proves beneficial to Family Mart branches struggling to find local workers. No one Family Mart location will feature an all-robot staff, however, so you’ll want to think twice before your go robot-tipping.

Based on the images provided, it appears as though these remote workers will be operating their VR counterparts via an HTC Vive headset. Three Vive Trackers provide additional tracking for the body and arms, while a pair of Manus VR Gloves track individual finger movements.

Telexistence Inc. will begin testing its system this summer at select Family Mart locations in Tokyo, Japan; the team hopes to have remote-controlled robots working in 20 branches by the year 2022.




Facebook demos the 'thinnest' VR headset to date with holographic displays



Facebook's Reality Labs and its Oculus image have been building up a smoothed out VR headset. Their most recent exertion is, they guarantee, the "most slender VR show exhibited to date". It's fundamentally a couple of simple to-wear VR shades, however they're only a proof-of-idea gadget at this stage.

The VR headset utilizes holographics with level movies for the optics. The showcases are under 0.35 inches thick, helped by polarization-based optical collapsing that pushes the light ahead and back different occasions. Here's the manner by which Facebook's Reality Labs depicted the innovation:


"To significantly reduce the overall size and weight of VR displays, we combine two techniques: Holographic optics and polarization-based optical folding. Most VR displays share a common viewing optic: A simple refractive lens composed of a thick, curved piece or glass or plastic. We propose replacing this bulky element with holographic optics. You may be familiar with holographic images seen at a science museum or on your credit card, which appear to be three-dimensional with realistic depth in or out of the page. Like these holographic images, our holographic optics are a recording of the interaction of laser light with objects, but in this case the object is a lens rather than a 3D scene. The result is a dramatic reduction in thickness and weight: The holographic optic bends light like a lens but looks like a thin, transparent sticker."

Facebook's Reality Labs said its current prototype outputs in monochrome, but it's hoping to one day deliver a wider colour range with upgraded imagery. "In our technical paper, we identify the current limitations of our proposed display architecture," explained Facebook's Reality Lab, and we "[Discuss] future areas of research that will make the approach more practical". 

The unit hopes to improve the resolution to the “limit of human vision", which could lead to VR glasses you can wear for long periods of time.




Pressure Mounts for Xbox’s Missing VR Strategy as PSVR Revenue Exceeds $2 Billion


VR may at present be youthful, with an introduce base still little contrasted with the universe of conventional gaming supports, however it can't be disregarded that mounting deals of the Playstation VR headset—viably an over the top expensive PS4 extra—is signifying significant income. In an age where PS4 has kept up a noteworthy introduce base lead (and PS5 set to help VR when it dispatches in the not so distant future) pressure is mounting for Microsoft to make sense of its Xbox VR procedure.

Sony's legitimate figures put PS4 deals (counting PS4 and PS4 Pro) at 106 million units as of the finish of 2019. Microsoft in the interim hasn't openly uncovered their Xbox One marketing projections for quite a while, however ongoing evaluations put it something close to 50 million units. Seriously, that is a huge hole. What's more, it isn't helping Microsoft that, for gamers wavering between the two consoles, PlayStation has a huge check mark in the VR section while Xbox doesn't. 

That is going to keep on being the situation for PS5 versus Xbox Series X, as Sony has just affirmed that their cutting edge reassure will keep on supporting PSVR, while Microsoft has asserted that VR isn't a need for Xbox Series X.

It isn't only the heaviness of VR bolster that could be advancing PlayStation's edge, there's income to be considered as well. PSVR's introduce base probably won't be immense comparative with PS4, however it's a costly gadget—regularly significantly more costly than the comfort that powers it—bringing the organization extensive extra income. 

Not long ago Sony authoritatively revealed that the PSVR introduce base has arrived at 5 million units. The headset has been sold in different arrangements since dispatch, with Sony bringing down costs after some time from the first $500 Launch Bundle to the present packs estimated around $350. The organization has additionally run forceful deals each Christmas shopping season since the headset propelled. 

Roughing out a $400 normal selling cost for the primary 2.5 million units and a $300 normal for following 2.5 million, we can gauge that Sony has produced almost $1.75 billion in income from PSVR equipment alone.

Feed

Vertigo (2016) proved to be an ambitious room-scale VR title that pioneered the medium alongside the best of them back in 2016. Now ostensibly overhauled completely, Vertigo Remastered (2020) refreshes the VR shooter’s threadbare low-poly aesthetic with a richer, more immersive art style that, among other apparent tune-ups, puts a fresh coat of paint onto this plucky indie title. At its core, it’s still very much a fun and unique VR game that seems to have aged pretty well, warts and all.

Reinventing Travel in The New Normal..

September 9, 2020|2020, Events, Exhibition, ITB ASIA, Luxury Hospitality, Messe Berlin, MICE, Singapore, Virtual Reality



Reinventing Travel in The New Normal:   ITB Asia 2020 Virtual Theme and Keynote Speakers RevealedReinventing Travel in The New Normal: ITB Asia 2020 Virtual Theme and Keynote Speakers Revealed


         

ITB Asia 2020
21–23 October 2020
 

Reinventing Travel in The New Normal:
ITB Asia 2020 Virtual Theme and Keynote Speakers Revealed  

ITB Asia has announced the theme and keynote speakers for this year’s virtual event on     21 – 23 October 2020  
 

Singapore, 9 September     2020 – Organiser of ITB Asia 2020 Virtual today revealed Reinventing Travel in the New Normal     as the theme for this year’s virtual event. The three-day,     120-session themed agenda has been specially curated to help travel     industry professionals navigate through the current challenges and prepare     for the industry’s recovery.
 

The virtual event next month will see travel industry professionals around     the world connect to share ideas and plans that will shape the next decade     of travel in a post-pandemic world. The virtual event will be hosted on ITB Community, which has over 1,500 community members and over 400 buyers     subscribed till date, since the launch 2 weeks ago.
 


Ms Katrina Leung, Managing Director,     Messe Berlin (Singapore), organiser of ITB Asia, states,     “We are proud to announce the theme of this year’s virtual event, which     will provide the foundation for the travel industry as it moves towards recovery. We truly believe that ITB Asia will play a fundamental role in     shaping the future of travel in the new normal. Enabling participants to connect     virtually allows for seamless knowledge sharing at a pivotal point in the travel industry’s history. Till date, we’ve over 100 confirmed exhibitors     registered for ITB Asia 2020 Virtual.”  Ms Katrina Leung, Managing Director, Messe Berlin (Singapore), organiser of ITB Asia, states, “We are proud to announce the theme of this year’s virtual event, which will provide the foundation for the travel industry as it moves towards recovery. We truly believe that ITB Asia will play a fundamental role in shaping the future of travel in the new normal. Enabling participants to connect virtually allows for seamless knowledge sharing at a pivotal point in the travel industry’s history. Till date, we’ve over 100 confirmed exhibitors registered for ITB Asia 2020 Virtual.”


Ms Katrina Leung, Managing Director,     Messe Berlin (Singapore), organiser of ITB Asia, states,     “We are proud to announce the theme of this year’s virtual event, which     will provide the foundation for the travel industry as it moves towards recovery. We truly believe that ITB Asia will play a fundamental role in     shaping the future of travel in the new normal. Enabling participants to connect     virtually allows for seamless knowledge sharing at a pivotal point in the travel industry’s history. Till date, we’ve over 100 confirmed exhibitors     registered for ITB Asia 2020 Virtual.”
 

Keynote sessions this year will highlight the emerging trends the travel industry should consider as they continue to navigate COVID-19. Speakers     will also address industry’s best practices, business innovations, industry     know-how and professional tips on how to adopt the mindset of industry     leaders when navigating through challenges.
 

   Industry-leading keynote speakers this year include: 


  • Angel Llull Mancas, Vice President & Managing Director, Asia          Pacific, Booking.com;
  • Hermione Joye, Sector Lead, Travel and Vertical Search APAC, Google;
  • Deep Kalra,          Chairman & Group CEO, MakeMyTrip;
  • Axel Hefer,          Managing Director & CEO, trivago; and
  • Ben Drew,          President, Viator.


Said Angel Llull Mancas,     Vice President & Managing Director, Asia Pacific, Booking.com,     "Despite challenging times, I’m heartened that our industry continues     to rally together as one strong community - to share global learnings and     insights, support industry recovery and restore consumer confidence in     travel. As we emerge from this global pandemic, our world and industry will     undoubtedly be different, but one thing is for certain - travel and the     desire to explore and experience our world will remain fundamental to     people's lives. I look forward to sharing how Booking.com continues to stay     agile and adaptable today, leveraging the power of our innovation,     technology and tools to better support and enable our partners and     customers."
 

Over the course of the three-day event, sessions will address six core themes:
 


  1. Corporate Travel
    Thinking outside the box is critical when it comes to the future of corporate travel, and this series of conferences will urge participants to challenge their approach to “business as usual”. Key speakers will include Tobias Ragge, CEO of HRS Group, who will cover The new prospects for Corporate Travel, and Brett Thomson, General Manager, Corporate Travel, TAG, who will discuss Building a better solution for International Mobility.
     
  2. MICE Show Asia
    Rethinking the MICE industry will be encouraged in this series of conferences, and participants will be challenged to question their familiar and comfortable approach to everything MICE. Key speakers will include Matthias Schultze, Managing Director, German Convention Bureau (GCB) who will share What’s next in the constantly changing business events industry, and Edward Koh, Executive Director, Conventions, Meetings & Incentive Travel, Singapore Tourism Board (STB), who will also discuss Doing MICE business in the New Normal.
     
  3. Travel Tech Asia
    The role of technology in travel is more important than ever before. This conference series will explore what technologies will define the future of travel, as well as those tech trends that are taking off now and helping to keep the industry moving. Oliver Dlouhy, Co-Founder & CEO, Kiwi.com will consider COVID-19 as a fast track to fully digital travel distribution and Richard Harris, Founder & CEO, <intent> who will discuss the future of AI in travel in his keynote You can’t predict the future of travel. But the machine can.
     
  4. Destination     Marketing
    This conference series sees national tourism boards, destination agencies and marketing experts come together to discuss how to adapt strategies to serve customers in the new normal. Nicola Eliot, Vice President, BBC StoryWorks APAC, BBC Global News will consider How to create the right stories at the right time to reach out to an audience dreaming of travel.
     
  5. Hotel Revenue and     Distribution
    Hoteliers and those in related fields will share thoughts on how hotels and accommodation can adapt to the current situation as well as how to stay strong during this time. Allen Law, CEO, Park Hotel Group will discuss Navigating the crisis and beyond: Rebound, Recession & Reimagination and Jennifer Li, EVP & Chief Business Officer, Tujia will consider How to revive homestays after the pandemic?
     
  6. Tours, Attractions     and Activities
    Participants will share thoughts and insights on how the COVID-19 pandemic has shaped the way the travel industry sees customers and businesses in the tours and activities market. James Thornton, CEO, Intrepid Travel will host a speech on the tour operators of the future, and Claudio Bellinzona, Co-Founder & COO, Musement will discuss What tours & activities companies can do to prepare for re-opening and recovery.
     


Attendees will have the opportunity to attend over 120 virtual conference     sessions led by more than 120 expert speakers from 21 – 23 October 2020.     For more information visit http://bit.ly/ITBAsia2020ConferenceAgenda.  
 

ITB Asia / MICE     Show Asia / Travel Tech Asia PR Contact
Seah Ling Hui / Rosie Hopkins / Gloria Kho / Josephine Wang
Klareco Communications Singapore
List-ITBAsia@klarecocomms.com


Virtual Reality (VR) Market to Touch $120.5 Billion by 2026.

September 8, 2020|Business, Virtual Reality



Virtual Reality (VR) Market to Touch $120.5 Billion by 2026Virtual Reality (VR) Market to Touch $120.5 Billion by 2026


 

Virtual Reality (VR) Market to Touch $120.5 Billion by 2026; Rapid Advancements in Deep Technology Domain to Brighten Market Outlook: Fortune Business Insights™

Key Companies Covered are Magic Leap, Inc., Dassault Systemes SE, Leap Motion, VUZIX, HTC Corporation, Autodesk Inc., Microsoft Corporation, Lenovo Group Ltd., Sixense Enterprises Inc., SONY CORPORATION, EON Reality Inc., Samsung Electronics, Oculus VR (Facebook), Google LLC., among others.

Email Print Friendly ShareJune 15, 2020 11:43 ET | Source: Fortune Business Insights

Pune, June 15, 2020 (GLOBE NEWSWIRE) -- The global virtual reality market size is projected to reach USD 120.5 billion by 2026, exhibiting a CAGR of 42.2% during the forecast period. Explosion of the COVID-19 pandemic is set to open up several growth avenues for the market, suggests Fortune Business Insights™ in its report, titled “Virtual Reality Market Size, Share & Industry Analysis, By Offering (Hardware, Software), By Technology (Nonimmersive, Semi-Immersive), By Industry Vertical (Gaming & Entertainment Media, Healthcare, Education, Automotive, Aerospace & Defense, Manufacturing), By Application (Training & Simulation, Educational, Attraction, Research & Development) and Regional Forecast, 2019 – 2026”. The coronavirus pandemic has forced people to work from home and follow strict social distancing norms. Virtual reality (VR) is one technology that playing a critical role in supporting businesses to perform their operations as smoothly as possible. For instance, in March 2020, HTC, the Taiwanese VR headset maker, organized its ‘VIVE Ecosystem Conference’ fully powered by virtual reality technology. The event saw participation from interested parties across 55 countries. Apple, to take another example, acquired VR content producer NextVR in May 2020 to capitalize on the current situation created by the COVID-19 crisis and bring its streaming shows closer to consumers. The growth of this market, therefore, is set to be augmented as the coronavirus continues its global rampage.


Get Sample PDF Brochure: https://www.fortunebusinessinsights.com/enquiry/request-sample-pdf/virtual-reality-market-101378

The emergence of COVID-19 has brought the world to a standstill. We understand that this health crisis has brought an unprecedented impact on businesses across industries. However, this too shall pass. Rising support from governments and several companies can help in the fight against this highly contagious disease. There are some industries that are struggling and some are thriving. Overall, almost every sector is anticipated to be impacted by the pandemic.

We are taking continuous efforts to help your business sustain and grow during COVID-19 pandemics. Based on our experience and expertise, we will offer you an impact analysis of coronavirus outbreak across industries to help you prepare for the future.


Click here to get the short-term and long-term impact of COVID-19 on this market.

Please visit: https://www.fortunebusinessinsights.com/industry-reports/virtual-reality-market-101378

According to the market report, the value of the market was at USD 7.3 billion in 2018. It also offers the following:


  • 360-degree analysis of the market drivers, trends, opportunities, and restraints;
  • Comprehensive study of all segments of the market;
  • Detailed research into the regional dynamics influencing the market; and
  • In-depth profiling of market players and thorough examination of their strategies.


 

Market Driver

Wide Potential of VR in Healthcare to Accelerate Market Growth

Virtual reality is fast gaining traction in the healthcare sector, especially in training surgeons. A study published in Harvard Business Review stated that surgeons trained through VR experienced a 230% boost in their performance and carried out surgeries with greater precision compared to their conventionally trained counterparts. At Case Western University in Ohio, medical students are already being acquainted with the human body using Microsoft’s mixed reality solution, HoloLens. Furthermore, patients recovering through physical therapy are being increasingly aided by Neuro Rehab VR, a company specializing in developing training programs using machine learning for therapeutic needs of patients. Even more promising application of VR is in the rehabilitation of children suffering from complex disorders. For example, a study published by the National Institutes of Health showed that VR therapy led to better mobility outcomes in children afflicted by cerebral palsy. Thus, widening applications of VR are bolstering the virtual reality market growth.


Speak to Analyst: https://www.fortunebusinessinsights.com/enquiry/speak-to-analyst/virtual-reality-market-101378


Regional Insights

Ascension of Start Ups to Alter Market Dynamics in North America

Strong support to technological innovation in North America has provided start-ups with the necessary platform to flourish and expand. With consumers showing increasing preference for virtual reality products, many new entrants in the market are looking capitalize on the available opportunities. In addition, the region is home to tech giants such as Google and Apple. Together, these factors are expected to aid North America’s dominance of the virtual reality market share during the forecast period. In 2018, the region boasted a market size of USD 3.0 billion.

In Europe, the market will be primarily driven by the active adoption of VR technology in the automotive industry, especially in the UK, France, and Germany. On the other hand, the market in Asia-Pacific is anticipated to grow considerably as East Asian companies such as Samsung and HTC strengthen their hold in the VR hardware domain.

Competitive Landscape

Innovation-focused Investments by Key Players to Intensify Competition

The scope for innovation in this market is broad and deep and most market players are concentrating their investment energies in augmenting their R&D capabilities. As a result, consumers witness frequent product launches and have a wide array of products to explore and choose. All these factors are enabling key players to solidify their position in the market.

Industry Developments:


  • April 2020: US-based Xennial Digital created the Climate Change app, which uses spatial computing technology to provide climate change predictions over the next 100 years. The app is available on the Magic Leap World platform and is aimed at acquainting K-12 students with the issue of climate change.

  • March 2020: US-based EON Reality announced that the Lucerne University of Applied Sciences and Arts in Switzerland will be utilizing its AR and VR solutions for a unique self-directed learning initiative. EON’s AVR platform will enable educators to create large amounts of course materials for students in different languages as well as ensure quality of the content being uploaded and distributed.


List of Companies Profiled in the Virtual Reality Market Report:


  • Magic Leap, Inc.
  • Dassault Systemes SE
  • Leap Motion
  • VUZIX
  • HTC Corporation
  • Autodesk Inc.
  • Microsoft Corporation
  • Lenovo Group Ltd.
  • Sixense Enterprises Inc.
  • SONY CORPORATION
  • EON Reality Inc.
  • Samsung Electronics
  • Oculus VR (Facebook)
  • Google LLC



 

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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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ITB ASIAITB Asia Virtual kicks off with the launch of ITB Community

ITB Community to host this year’s ITB Asia Virtual and is a brand-new platform that supports travel professionals internationally to connect and be engaged

ITB COMMUNITYSingapore, 13 August 2020 – Messe Berlin (Singapore) today announced the launch of ITB Community, in Asia (ITB Community). ITB Community will offer a comprehensive user experience, virtual events (including the upcoming ITB Asia Virtual, which takes place from 21-23 October 2020) with business networking opportunities, and knowledge exchange with expansive interactive content for community members to leverage on.
Being the unique platform of its kind for the travel trade industry in Asia, ITB Community will also see through a year-long engagement programme for all travel and tourism stakeholders, free of charge for its inception year. ITB Community will leverage on ITB Asia’s global database of travel suppliers and buyers to virtually continue their conversations and to contribute best practices and content for the travel trade to navigate the recovery of tourism.

“As the leading travel and trade show in Asia, we remain committed to building a stronger community to support recovery and restore confidence in travel. We made the bold decision to ensure that the show still goes on and provide meaningful conversations that have always been associated with our physical events, while fully leveraging the benefits of a digital platform. We are proud to announce the launch of ITB Community for sellers to remain connected with buyers. They will also be able to expect high-level discussions from the robust conference programme we have become synonymous with. In addition, ITB Community will welcome all in the ecosystem and attendees can continue to look forward to establishing the same high-quality customer contacts and conducting business with each other,” shared Ms Katrina Leung, Managing Director, Messe Berlin (Singapore), organiser of ITB Community.

ITB Community to virtually host and recreate the ITB Asia experience

As part of moving the stage virtual, ITB Asia Virtual will be hosted on ITB Community. This platform will create an avenue for engagement between buyers, suppliers, and industry players. Attendees can look forward to networking possibilities and hearing from a line-up of expert speakers from across the travel industry.

ITB Community also makes available content and resources for a seamless transition to an online stage. For the coming ITB Asia virtual event in October, the platform will include features such as:
  • Community Activity Feed – An interactive social networking page to share latest insights, articles and participate in group discussions.
  • Business Matching – Live platform to exchange business contacts and schedule virtual appointments. Delegates can benefit from business appointment via social video and messaging functions.
  • Conference – A robust line-up of key industry speakers with thought-providing insights or showcases of innovative technology and solutions.
  • Supplier Directory – A comprehensive view of all suppliers, such as company profiles, product resources and downloadable articles.
  • Knowledge Library – Resource library of trade articles, white papers on travel destinations, research reports and content by industry bellwethers and trade partners.
  • On-demand Videos – Access to exclusive videos from virtual events or industry contributors.

ITB Community unveils Travel Meet Asia series of events

In addition to this year’s virtual shows happening on the ITB Community platform, for the first time, attendees can anticipate a year-long engagement through a line-up of exclusive virtual events under the Travel Meet Asia series. Each event will be dedicated to specific topics and markets relevant to the travel industry.

Similar to the Business Matching functions of ITB Asia Virtual, the Travel Meet Asia events will also allow businesses and buyers to connect virtually through the platform’s integrated business matching and communication tools, such as a messaging board and video call functions.

ITB Community will host a year-long set of virtual events with the following schedule:
ITB Asia and ITB India
21-23 Oct 2020 ITB Asia Virtual Event
7-9 April 2021 ITB India Live & Virtual Event (Hybrid)
   
Travel Meet Asia Series
Dec 2020 Travel Meet Asia South Asia
Feb 2021 Travel Meet Asia South East Asia
Jun 2021 Travel Meet Asia MICE & Corporate
Aug 2021 Travel Meet Asia North Asia
 
The ITB Community platform will be made available and free for access from 12 Aug 2020 and will serve as a value-add to all confirmed exhibitors of ITB Asia 2021[1]. Exhibitors, buyers and visitors who are interested in registering or sponsoring can reach out to info@messe-berlin.asia for more details.

ITB Community is now live and open for subscribers on itb-community.com.
Details of the virtual platform can be found in a brochure available for download on https://bit.ly/ITBA2020ITBCommunity.

For more information on ITB Asia Virtual 2020, visit www.itb-asia.com
For more information on ITB Community 2020, visit www.itb-asia.com/itb-community [1] Exhibitors who have confirmed their participation for 2021 edition on or before 15 September 2020


Enterprise-focused headset startup LYNX introduced its MR headset—designed for VR —in early 2020. Today the company revealed a redesign which makes the headset even more compact. Production units of the headset are expected to start shipping in September.

Luke FG
 added a post 

According to E3 - Top wish list item 

ILMxLAB today announced that its upcoming VR experience Star Wars: Tales from the Galaxy’s Edge is getting a ‘first look’ next week, July 28th, which should hopefully demystify the studio’s next built-for-VR original story.

Mountain biking champion Kate Courtney leads us through a VR tour through the human brain in episode one of this multi-part series.

Work together to survive the harsh conditions of Mars in this 15-minute educational adventure.

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Oculus has updated its UE4 Quest development tools so that developers can spend less time waiting and more time testing and iterating on their VR applications!   

27 Aug 20

Paper Beast, the surreal wildlife simulation first launched on PSVR, is slated to release on SteamVR headsets next week.

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Workouts from home. I think there will be a lot more VR home workouts as time goes on! 👍

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Hi Daniel, You have a lovely website. We would love you to complete your profile here.

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Video Game Deluxe is looking for help on a new project for GTA and Read Dead developer Rockstar Games.

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Latest VR News

VR Woodworking Game


Building something with your own two hands out of wood can be rewarding, but also messy, difficult, and not always practical depending on where you live. In the Early Access game VR work shop, which is available starting today, you’ll get a chance to learn and put your woodworking skills to the test.

In the game's Steam posting, scopatgames says the objective is to find some kind of harmony between authenticity, inundation, and fun, which is the reason it's making a beeline for early access first. It's set to incorporate two distinctive play modes at dispatch: difficulties and free play, the last of which permits you to manufacture anything you need.


The current build is nearly set for release, scopatgames says, which includes:

  • Hand tools: saw and hammer
  • Measuring tools: speed square, small and large framing square
  • Fasteners: Common and finishing nails of different sizes
  • Lumber: 17 different sizes of lumber
  • Marking tools: pencils, chalk, eraser
  • A customisable pegboard
  • Functional chalkboard and hand calculator.
  • 10 challenge projects
  • A three-part project scoring system
  • 2 free play environments (indoor workshop, outdoor arena)

The game, which is said to dispatch at some point in July, bolsters your standard arrangement of SteamVR headsets, including Oculus Rift, HTC Vive, Windows VR, and Valve Index. 

VR work shop is scheduled to leave early access at some point in 2021; scopatgames is planning to incorporate new devices, making strategies, communications, challenges, free play conditions, and techniques to share the player's own manifestations inside the network before its full purchaser discharge.




Goertek Aims to Produce Over 3 Million More VR/ Headsets Annually


Goertek may not be an easily recognised name, yet the China-based organisation is hoping to equip its assembling lines to deliver an astonishing number of VR headsets and focal points soon. 

Goertek as of late reported a ¥4 billion (~$572 million USD) convertible corporate security offering, one fourth will be put resources into the organisations VR fabricating abilities, the organisation says. The news was first announced by Yivian (Chinese). 

Yivian noticed that Goertek likewise wants to push creation of VR gadgets to 3.5 million additional units every year, and increment yield of "accuracy optical focal points and module items" by a yearly measure of 5 million units.




HP Affirms Reverb G2 ‘Fall’ Release Date, Says Retailer Dates Are Unofficial Estimates



Back in late May, HP declared its was putting up another VR headset for sale to the public, the Reverb G2, which incorporates a genuine list of things to get of enhancements to the WMR item biological system. Despite the fact that an official HP retailer was spotted plainly promoting a September fifteenth discharge date for the headset, HP insists that it hasn't declared a date any more explicit than 'Fall 2020'.

With driving visual lucidity, high caliber off-ear earphones, improved following, and new controllers, there's a ton to anticipate. The headset is accessible for pre-request beginning today at $600 and is set to dispatch this Fall. 

HP propelled the first Reverb headset back in May, 2019; presently only a year later the organisation is uncovering its replacement, the Reverb G2. From the upgrades and improvements, it seems quite clear that HP has been listening carefully to feedback from users of the original Reverb and other WMR headsets at large. Reverb G2 is shaping up to be the next generation of Windows VR headsets.

Four Camera Tracking for the First Time on WMR


Windows VR headsets were the first major headsets out of the gate with inside-out tracking back in 2017. While it was impressive for the time, competitors like Oculus have since launched headsets with four or more tracking cameras which offer a much larger tracking volume.

Reverb G2 is the first WMR headset to move from two-camera tracking to four-camera tracking. HP says that the additional cameras offer “1.4x more movement capture” compared to other Windows VR headsets.

New Controllers, Compatible with All WMR Headsets

Reverb G2 will likewise be the primary Windows VR headset to offer a considerable controller update. While Samsung made somewhat progressively ergonomic renditions of the first Windows VR controllers for its Odyssey headsets, HP is carrying noteworthy changes to the shape and information format. 

The first WMR controllers had both a thumb-stick, trackpad, and one application button on the face. That was joined by a simple trigger and a grasp button. 

The Reverb G2 controllers—which show up shamelessly formed like Oculus' Touch controllers—offer an a lot nearer input design to other present day VR controllers: a thumb-stick, two face fastens, an application button, a simple trigger and a grasp trigger. There's likewise the 'Windows' button for center WMR usefulness. 




Japanese Convenience Stores To Begin Employing VR-Controlled Robots


Japanese store chain Family mart hopes to have robotic employees working in 20 branches by 2022.

Envision strolling into your neighborhood comfort store just to locate the typical checkout individual had been supplanted by a remote-controlled robot worked in VR by a person found many miles away. Sci-fi, isn't that so? Maybe not. 

Because of an ongoing association between Japanese accommodation store chain Family Mart and Tokyo-based mechanical technology firm Telexistence Inc., Tokyo occupants may before long wind up buying their delicious products from a non-human merchant as a major aspect of another battle structured improve the work adaptability of Family Mart representatives. All things considered, the human ones in any event.

First reported by SoraNews24, Telexistence will begin employing its technology at specific Family Mart locations to study its impact on operating costs and efficiency. The idea behind the partnership, according to Family Mart, is to provide assistance to its workers by allowing them to work from home. This remote accessibility also proves beneficial to Family Mart branches struggling to find local workers. No one Family Mart location will feature an all-robot staff, however, so you’ll want to think twice before your go robot-tipping.

Based on the images provided, it appears as though these remote workers will be operating their VR counterparts via an HTC Vive headset. Three Vive Trackers provide additional tracking for the body and arms, while a pair of Manus VR Gloves track individual finger movements.

Telexistence Inc. will begin testing its system this summer at select Family Mart locations in Tokyo, Japan; the team hopes to have remote-controlled robots working in 20 branches by the year 2022.




Facebook demos the 'thinnest' VR headset to date with holographic displays


Facebook's Reality Labs and its Oculus image have been building up a smoothed out VR headset. Their most recent exertion is, they guarantee, the "most slender VR show exhibited to date". It's fundamentally a couple of simple to-wear VR shades, however they're only a proof-of-idea gadget at this stage.

The VR headset utilizes holographics with level movies for the optics. The showcases are under 0.35 inches thick, helped by polarization-based optical collapsing that pushes the light ahead and back different occasions. Here's the manner by which Facebook's Reality Labs depicted the innovation:

"To significantly reduce the overall size and weight of VR displays, we combine two techniques: Holographic optics and polarization-based optical folding. Most VR displays share a common viewing optic: A simple refractive lens composed of a thick, curved piece or glass or plastic. We propose replacing this bulky element with holographic optics. You may be familiar with holographic images seen at a science museum or on your credit card, which appear to be three-dimensional with realistic depth in or out of the page. Like these holographic images, our holographic optics are a recording of the interaction of laser light with objects, but in this case the object is a lens rather than a 3D scene. The result is a dramatic reduction in thickness and weight: The holographic optic bends light like a lens but looks like a thin, transparent sticker."

Facebook's Reality Labs said its current prototype outputs in monochrome, but it's hoping to one day deliver a wider colour range with upgraded imagery. "In our technical paper, we identify the current limitations of our proposed display architecture," explained Facebook's Reality Lab, and we "[Discuss] future areas of research that will make the approach more practical". 

The unit hopes to improve the resolution to the “limit of human vision", which could lead to VR glasses you can wear for long periods of time.




Pressure Mounts for Xbox’s Missing VR Strategy as PSVR Revenue Exceeds $2 Billion


VR may at present be youthful, with an introduce base still little contrasted with the universe of conventional gaming supports, however it can't be disregarded that mounting deals of the Playstation VR headset—viably an over the top expensive PS4 extra—is signifying significant income. In an age where PS4 has kept up a noteworthy introduce base lead (and PS5 set to help VR when it dispatches in the not so distant future) pressure is mounting for Microsoft to make sense of its Xbox VR procedure.

Sony's legitimate figures put PS4 deals (counting PS4 and PS4 Pro) at 106 million units as of the finish of 2019. Microsoft in the interim hasn't openly uncovered their Xbox One marketing projections for quite a while, however ongoing evaluations put it something close to 50 million units. Seriously, that is a huge hole. What's more, it isn't helping Microsoft that, for gamers wavering between the two consoles, PlayStation has a huge check mark in the VR section while Xbox doesn't. 

That is going to keep on being the situation for PS5 versus Xbox Series X, as Sony has just affirmed that their cutting edge reassure will keep on supporting PSVR, while Microsoft has asserted that VR isn't a need for Xbox Series X.

It isn't only the heaviness of VR bolster that could be advancing PlayStation's edge, there's income to be considered as well. PSVR's introduce base probably won't be immense comparative with PS4, however it's a costly gadget—regularly significantly more costly than the comfort that powers it—bringing the organization extensive extra income. 

Not long ago Sony authoritatively revealed that the PSVR introduce base has arrived at 5 million units. The headset has been sold in different arrangements since dispatch, with Sony bringing down costs after some time from the first $500 Launch Bundle to the present packs estimated around $350. The organization has additionally run forceful deals each Christmas shopping season since the headset propelled. 

Roughing out a $400 normal selling cost for the primary 2.5 million units and a $300 normal for following 2.5 million, we can gauge that Sony has produced almost $1.75 billion in income from PSVR equipment alone.




The end of budget VR? Oculus discontinues low-end Go headset


Facebook-claimed Oculus is ending its Oculus Go computer generated reality headset. 

It's closure deals of the headset yet will keep up the headset's firmware through 2022. It will even acknowledge new applications until the finish of this current year. 

At the same time, Oculus is including a Quest application conveyance channel with less prerequisites, to tempt designers to make for that headset. In a post, Oculus said it's relinquishing the Go to concentrate on Quest, an across the board headset with full spatial 6DoF movement - not simply head direction. 

"You've disclosed to us boisterous and clear that 6DoF feels like the fate of VR," Oculus said. "We won't transport any progressively 3DoF VR items." 

The $149 Go is as of now recorded as unavailable, and Oculus is plainly pushing engineers to the Quest. At first structured as a spending choice for VR fans, in reality, the Oculus Go appeared to add disarray to Oculus' arrangement. 

Many befuddled the VR headset with the further developed $399 Oculus Quest. 

We should likewise not overlook that, five years prior, VR was the hot new thing. Two or after three years, Pokemon Go detonated, and AR was popular. From that point forward, we've seen organisations toy with mixing both AR and VR. 

Be that as it may, to be completely forthright, VR still hasn't gone standard. Maybe Facebook knows about this and is endeavouring to smooth out its Oculus equipment portfolio so as to improve its main concern. 

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