Virtual reality

Video Streaming Company Rad Announces Collaboration with Sony Electronics Inc., Bringing the Power of Blockchain to Sony's BRAVIA®TV

Retrieved on: 
Wednesday, April 3, 2024

NEW YORK, April 3, 2024 /PRNewswire/ -- Rad , the next-generation video streaming platform, is excited to announce a marketing collaboration with Sony Electronics .

Key Points: 
  • NEW YORK, April 3, 2024 /PRNewswire/ -- Rad , the next-generation video streaming platform, is excited to announce a marketing collaboration with Sony Electronics .
  • This collaboration marks a deeper engagement with Sony Electronics, an existing investor in Rad through Sony Innovation Fund, evolving from Virtual Reality (VR) to more of an innovation collaborator across Sony devices.
  • Tony Mugavero, CEO of Rad said, "Our collaboration with Sony Electronics completely changes how content is consumed and published by studios and creators on TVs.
  • Through this ground-breaking collaboration, Rad and Sony Electronics are setting a new benchmark in the digital entertainment industry, demonstrating how innovative technology can revolutionize content consumption and distribution.

BCC Research Forecasts Global Spatial Computing Market to Surpass $150.5 Billion by 2028

Retrieved on: 
Monday, April 1, 2024

BOSTON, April 1, 2024 /PRNewswire/ -- Global Spatial Computing Market refers to the worldwide industry that creates and sells technology allowing digital information to interact with the physical world. This includes things like virtual reality, augmented reality, and other tools that merge digital content with our real environment. It's a broad market that involves hardware like headsets and software applications that create immersive experiences for various purposes, like gaming, education, and more.

Key Points: 
  • This report on global spatial computing market provides comprehensive insights and analysis, addressing the following key questions:
    What is the projected market size and growth rate of the global spatial computing market?
  • Global market for Spatial Computing was valued at $57.20 billion in 2022 and is expected to reach $150.46 billion by 2028, growing at a CAGR of 17.5% from 2023 to 2028.
  • By the end of 2028, the Augmented Reality (AR) segment will continue to dominate the global Spatial computing market.
  • Which region has the highest market share in the global spatial computing market?

United States Augmented and Virtual Reality Headset Market Report 2024-2033: Gaming, Metaverse and Rising MR, Advancements in Multi-Sensory Technologies and Increasing Applications in Healthcare

Retrieved on: 
Friday, March 29, 2024

Augmented and virtual reality headsets are at the forefront of technological innovation, offering users unparalleled immersive experiences.

Key Points: 
  • Augmented and virtual reality headsets are at the forefront of technological innovation, offering users unparalleled immersive experiences.
  • Consumer Application to Lead the U.S. Augmented and Virtual Reality Headset Market (by Application)
    In the U.S. augmented and virtual reality headset market, the consumer segment is witnessing remarkable growth, largely driven by the demand for entertainment, gaming, and personal learning.
  • Virtual Reality (VR) Headset to Hold the Largest Share in the U.S. Augmented and Virtual Reality Headset Market (by Type)
    Virtual reality (VR) headsets are favored for their immersive gaming, entertainment, and educational uses.
  • Standalone Headset to Lead the U.S. Augmented and Virtual Reality Headset Market (by Product Type)
    Standalone headsets lead the U.S. market, offering wireless, all-in-one experiences without requiring external devices.

Stetson University Named a Top Game Design Program in the Nation by Princeton Review for Third Year in a Row

Retrieved on: 
Thursday, March 28, 2024

DELAND, Fla., March 27, 2024 /PRNewswire-PRWeb/ -- Stetson University has been named one of the Top 50 programs for game design in the country by The Princeton Review for a third year in a row.

Key Points: 
  • Stetson University has been named one of the Top 50 programs for game design in the country by The Princeton Review for a third year in a row.
  • DELAND, Fla., March 27, 2024 /PRNewswire-PRWeb/ -- Stetson University has been named one of the Top 50 programs for game design in the country by The Princeton Review for a third year in a row.
  • The game companies that hire our students include EA Sports, Pipeworks, Red Storm Entertainment, Grove Street Games and more."
  • The Princeton Review surveyed colleges in America, Canada and some countries abroad to compile the list.

VRSim, Inc. Releases VRNA® EMS, VR Training for Emergency Responders

Retrieved on: 
Wednesday, March 27, 2024

EAST HARTFORD, Conn., March 27, 2024 /PRNewswire/ -- VRSim, Inc., a leading innovator and provider of virtual reality training solutions, releases its newest product, VRNA EMS.

Key Points: 
  • VRNA EMS uses virtual reality technology to provide immersive skills training for Emergency Medical Professionals and First Responders.
  • VRNA EMS is set to transform essential skills training for emergency medical professionals, first responders, and more.
  • VRNA EMS uses virtual reality technology to provide immersive skills training for Emergency Medical Professionals and First Responders.
  • He emphasized, "VRNA EMS is set to transform essential skills training for emergency medical professionals, first responders, law enforcement, firefighters, and more.

AjnaLens Unveils Groundbreaking High Performance Spatial Computing at GDC 2024

Retrieved on: 
Tuesday, March 26, 2024

Introducing AjnaHPSC (High Performance Spatial Computing), an XR streaming solution – the most significant breakthrough in XR technology in 10 years.

Key Points: 
  • Introducing AjnaHPSC (High Performance Spatial Computing), an XR streaming solution – the most significant breakthrough in XR technology in 10 years.
  • Besides the hardware, running high quality content requires high bandwidth, which if not achieved, leads to streaming lags or latency.
  • As AjnaLens continues to push the boundaries of spatial computing, the future of XR has never looked brighter.
  • AjnaLens aims to augment human intelligence and transform human life from a journey of prosperity to self actualisation."

Global Magazine Publishing Market Report 2024-2032, Featuring Profiles of Cairo Communication, CJK Group, Dazed Media, Forbes Media, Gakken, Guardian News & Media, Hearst Communications and Kadokawa

Retrieved on: 
Tuesday, March 26, 2024

DUBLIN, March 26, 2024 /PRNewswire/ -- The "Magazine Publishing Market Report by Type (Print, Digital), Application (Offline, Online), and Region 2024-2032" report has been added to ResearchAndMarkets.com's offering.

Key Points: 
  • DUBLIN, March 26, 2024 /PRNewswire/ -- The "Magazine Publishing Market Report by Type (Print, Digital), Application (Offline, Online), and Region 2024-2032" report has been added to ResearchAndMarkets.com's offering.
  • The global magazine publishing market size reached US$ 101.8 Billion in 2023 and is forecast to reach US$ 120.1 Billion by 2032, exhibiting a growth rate (CAGR) of 1.9% during 2023-2032.
  • As a result of their enhanced convenience, flexibility, and user interactivity, digital magazines are witnessing a significant increase in demand around the world.
  • The report provides an analysis of the key trends in each segment of the global magazine publishing market, along with forecasts at the global, regional, and country levels from 2024-2032.

New report highlights the transformative power of video games

Retrieved on: 
Tuesday, March 26, 2024

Beyond Entertainment: The Transformative Power of Video Games profiles 11 Canadian organizations who have embraced video games and related technology to develop innovative solutions within their communities to benefit health, education, and community connection, as well as to improve industrial processes.

Key Points: 
  • Beyond Entertainment: The Transformative Power of Video Games profiles 11 Canadian organizations who have embraced video games and related technology to develop innovative solutions within their communities to benefit health, education, and community connection, as well as to improve industrial processes.
  • Video games can be a powerful community-building tool, with 70% of Canadian video game players reporting that they've met new friends through video games.
  • Beyond Entertainment: The Transformative Power of Video Games was prepared in partnership with Nordicity and showcases 11 case studies from Canadian organizations.
  • To learn more about how they leveraged the transformative power of video games, click here .

Sports Betting Market size to grow by USD 143.73 billion from 2023-2027, Market growth at 10.09% CAGR expected during the forecast period, Technavio

Retrieved on: 
Monday, March 25, 2024

By geography, the global sports betting market is segmented into APAC, Europe, North America, South America, and Middle East and Africa.

Key Points: 
  • By geography, the global sports betting market is segmented into APAC, Europe, North America, South America, and Middle East and Africa.
  • The report provides actionable insights and estimates the contribution of all regions to the growth of the global sports betting market.
  • Pure Win emerges as a significant player in the online sports betting market, capitalizing on the fastest growing market segment.
  • The Global Horse and Sports Betting Market size is estimated to grow by USD 171.87 million accelerating at a CAGR of 9.64% between 2023 and 2027.

Canadian retailers are catching up to global peers on seamless commerce, KPMG report finds

Retrieved on: 
Friday, March 22, 2024

"Amid tight profit margins, higher costs and sharply lower discretionary spending, retailers recognize they must embrace digital solutions to remain competitive and stay in business."

Key Points: 
  • "Amid tight profit margins, higher costs and sharply lower discretionary spending, retailers recognize they must embrace digital solutions to remain competitive and stay in business."
  • A similar storyline is unfolding in the U.S., with 70 per cent of total retail sales coming from brick-and-mortar locations, the report finds.
  • The only way retailers can meet their expectations is by breaking down data silos and developing a seamless, connected experience."
  • "Retailers will need to stay one step ahead by delivering consistent, personalized experiences, regardless of how customers choose to shop," says Mr. Polyakov.