Tumgik
#Virtual Reality Headsets Market
yashvicmi01 · 1 year
Text
Global Virtual Reality Headsets Market Is Estimated To Witness High Growth Owing To Increasing Adoption of VR Technology
Tumblr media
The global Virtual Reality Headsets Market is estimated to be valued at US$ 7.77 billion in 2022 and is expected to exhibit a CAGR of 30.6% over the forecast period 2023-2030, as highlighted in a new report published by Coherent Market Insights.
A) Market Overview:
Virtual Reality Headsets Market are wearable devices that immerse users in virtual environments, providing an interactive and immersive experience. These headsets are widely used in various industries such as gaming, entertainment, healthcare, and education, among others. They offer advantages like enhanced user engagement, improved gaming experiences, realistic simulations, and training capabilities. The increasing need for advanced gaming experiences, the growing popularity of VR applications in healthcare for therapy and treatment, and the rising demand for VR in education are driving the growth of the VR headsets market.
B) Market Key Trends:
One key trend driving the growth of the VR headsets market is the increasing adoption of VR technology in the gaming industry. The gaming industry is constantly evolving, and players are demanding more realistic and immersive experiences. VR headsets provide a unique gaming experience by creating a virtual world that players can explore and interact with in real-time. For example, companies like Sony Corporation, HTC Corporation, and Oculus VR, LLC are developing VR headsets specifically for gaming, which offer high-quality graphics and responsive controls, enhancing the overall gaming experience.
C) Porter’s Analysis:
- Threat of new entrants: The threat of new entrants in the VR headsets market is low due to the high initial investment required for research and development, as well as the need for advanced technology and expertise.
- Bargaining power of buyers: The bargaining power of buyers is moderate as there are a few key players dominating the market. However, buyers have the option to choose from a variety of VR headsets available in the market.
- Bargaining power of suppliers: The bargaining power of suppliers is high due to the limited number of suppliers of key components, such as VR display panels and tracking sensors.
- Threat of new substitutes: The threat of new substitutes in the VR headsets market is low as there are limited alternatives that can provide the same level of immersive experience.
- Competitive rivalry: The competitive rivalry in the VR headsets market is intense, with key players competing for market share through product innovation, partnerships, and mergers and acquisitions.
D) Key Takeaways:
The global VR Headsets Market Size is expected to witness high growth, exhibiting a CAGR of 30.6% over the forecast period, due to increasing adoption of VR technology. The demand for advanced gaming experiences, the use of VR in healthcare for therapy and treatment, and the rising popularity of VR in education are driving market growth.
In terms of regional analysis, North America is expected to be the fastest-growing and dominating region in the VR headsets market. The region has a strong presence of key players and a high adoption rate of VR technology in various industries.
Key players operating in the global VR headsets market include Sony Corporation, Samsung electronics Ltd., HTC Corporation, Google, Inc., Microsoft Corporation, LG Electronics, Inc., Avegant Corporation, Facebook, Fove, Inc., and Oculus VR, LLC. These players are focusing on product innovation, partnerships, and strategic collaborations to gain a competitive edge in the market.
0 notes
Text
虛擬實境浪潮:Steam平台上VR裝置的使用趨勢2023
在過去的幾年裡,我們見證了虛擬實境(Virtual Reality, VR)從一個遙不可及的概念,逐漸變成日常生活中不可或缺的一部分。從遊戲到教育,從房地產到遠程工作,VR技術已經穿透了社會的各個層面。最近從Steam平台上披露的數據中,我們可以一窺這一技術在遊戲社區中的普及情況。 根據這些數據,Oculus Quest 2以40.45%的使用率高居榜首,而Valve Index HMD則以18.65%位列第二。這兩款裝置的差異不僅反映在市場份額上,也體現在它們所代表的兩種截然不同的VR體驗。Oculus Quest 2的成功在於它的便利性和可訪問性,它是一個完全無線的裝置,提供了一個相對低廉的進入門檻,使得VR技術得以迅速普及。而Valve…
Tumblr media
View On WordPress
0 notes
saniyatansim · 2 years
Text
Are you in the market for a used Oculus Quest 2 for sale? Look no further! Our used Oculus Quest 2 is the best option on the market. Not only is it a top-performing virtual reality headset, but it’s also available at a discounted price.
Are you ready to immerse yourself in incredible virtual reality experiences? Then, our used Oculus Quest 2 is the perfect choice for you.
With advanced features like a high-resolution display, intuitive touch controllers, and a wide range of games and apps, the Oculus Quest 2 will keep you entertained for hours. Plus, our used headset has been fully tested and is in excellent condition so that you can enjoy all the benefits of a new headset at a fraction of the cost.
0 notes
thetejasamale · 2 years
Link
0 notes
Text
Metaverse - Wow, Is Powerful Dubai set to become the cradle of the metaverse ? 2022
Metaverse – Wow, Is Powerful Dubai set to become the cradle of the metaverse ? 2022
Metaverse – Wow, Is Powerful Dubai set to become the Cradle of the Metaverse? 2022 The metaverse concept is essentially a parallel, virtual, and the augmented universe. Proponents of the digital world think that developing it could change humanity forever. Some say it has already started to do that. It has influential backers, notably Mark Zuckerberg, of what was formerly Facebook, and now, in a…
Tumblr media
View On WordPress
0 notes
andrewlobel · 4 months
Text
The Future of VR: Andrew Lobel’s Perspective on Apple and Meta Headsets
In the dynamic world of virtual reality (VR), Apple and Meta (formerly Facebook) are key innovators. Andrew Lobel, with over 26 years of leadership experience, offers a unique view on VR's future.
The VR Revolution: Virtual reality, once futuristic, is now transformative. Statista projects the global VR market to reach $62.1 billion by 2027.
Apple’s VR Ambitions: Anticipation surrounds Apple's rumored VR headset, expected to feature high-resolution displays and advanced tracking, leveraging its ecosystem of 1.65 billion devices for seamless integration.
Meta’s Metaverse Vision: Meta, a VR pioneer, is focused on creating a shared virtual space. With 2.8 billion monthly active users, its rebranding underscores its commitment to VR.
Challenges and Opportunities: Despite VR's potential, privacy concerns and accessibility remain challenges. A survey by the XR Association highlights privacy as a top concern for 37% of respondents.
AR and VR Convergence: Apple and Meta are also investing in AR, blending real and virtual experiences. This convergence promises to reshape digital interactions.
User Experience: Success hinges on user experience, with 82% of respondents in a Greenlight Insights survey identifying it as crucial for VR adoption. Both companies aim to deliver intuitive interfaces and engaging content.
Conclusion: As VR evolves, insights from leaders like Andrew Lobel and efforts from tech giants like Apple and Meta will shape a dynamic future, blurring the lines between reality and the virtual world.
144 notes · View notes
techtimechronicles24 · 4 months
Text
Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media
🇺🇲 Let's explore the captivating rise and fall of Virtuality Group, a pioneering force in virtual reality gaming that made a lasting impact on the industry!
📑 Virtuality Group was originally founded in October 1987 as "W Industries", named after Dr. Jonathan D Waldern, and later rebranded as Virtuality in 1993. The company quickly became a trailblazer in VR technology, crafting immersive gaming experiences that ignited the imaginations of players worldwide. Their innovative arcade systems offered unprecedented levels of interactivity and immersion.
🚀 Virtuality's timing was impeccable, coinciding with a surge in public interest in virtual reality technology in the early 1990s, fueled in part by the film "Lawnmower Man." Recognizing gaming as the primary market for VR devices, Virtuality released the 1000CS arcade variant of the 1000SU in 1991, leveraging the "cyberspace" branding that resonated with the era's VR buzz.
💰 Virtuality's groundbreaking VR systems found diverse applications, from networked telepresence experiments at British Telecom Research Laboratories to corporate use by companies like Ford, IBM, Mitsubishi, and Olin.
🎮 The mid-1990s marked a pivotal moment for Virtuality Group with collaborations alongside gaming giants Sega and Atari, resulting in groundbreaking products such as Sega's VR-1 motion simulator and Atari's Jaguar VR headset. These partnerships underscored VR's potential for mainstream gaming audiences.
💔 Despite early success, Virtuality Group encountered significant challenges that led to their bankruptcy. Factors like high production costs, limited consumer adoption of VR technology, and fierce competition in the gaming market contributed to their decline. The shift towards home gaming systems accelerated the decline of arcade sales, and Virtuality's attempts to penetrate the home VR market fell short, ultimately leading to bankruptcy in 1997.
🌐 Virtuality Group's legacy endures as a testament to the early days of VR gaming, highlighting the risks and rewards of innovation in the tech industry. Their collaborations with Sega and Atari continue to inspire advancements in VR technology today.
11 notes · View notes
river-taxbird · 7 months
Text
I always want Virtual Reality to be better than it is.
VR has been around for approaching a decade at this point, and companies keep trying to make it happen. I have seen the theory that Facebook (Meta) got into the VR game because they want hardware they can control without third parties stopping their data collection, but they appear to be downplaying it now.
So can VR be good? When is it going to happen?
My first headset was the HTC Vive, and it was fun at the time, but playing it today, it's pretty dire. Depressingly low resolution, major screen door effect, big, and bulky. Annoying external trackers. It is like 10% of the way to being what I want VR to be. I still have it but can't really play it since the poor quality usually leads to a one way trip to the floor.
I have tried the Oculus Quest 2, and it is kind of on its way. It has better controllers, some actual passthrough, and the screen door effect is much less pronounced. Too bad Facebook are evil. It's like 40% of the way to what I would consider a good headset to be.
I am looking at the Apple Vision Pro, and it's kind of getting there, it is like 70% of the way to being what I want VR to be. It has crystal clear video with no screen door, passthrough that actually works for professional use, and the hand and eye tracking appears to actually work which is impressive. It isn't for gaming and has absolutely no software support for the VR software people like. It appears to occupy a different niche to the cheaper gaming headsets, aimed at "Professional" use. It shares this trait with the quest pro.
We have come a long way in the last 10 years, but it will probably be another 10 years before virtual reality is something people actually want to use. Tech companies are never ones to give up though, and they will keep painfully iterating until they get there. I think to have a chance, to be the 100% of what I want it to be VR, I think it would need, including but not limited to;
Tethered and untethered use, allowing for local apps or connecting to a PC for extra horsepower. No bullshit lockdowns on software like they have today.
Functional hand tracking AND quality VR controllers for different applications. Both of these exist today but not in the same product at the same time for some reason.
Lightweight and cool. Fanless. Won't give you a spinal injury if you wear it for more than 3 hours. Semiconductor technology is probably about there or will be there soon, but Apple isn't fanless. Sadly Apple's battery in the pocket trick might be the only way to keep the weight down. Batteries just don't really change much, sorry!
Ultra high resolution. No screen door effect. Apple are about here but it's crazy expensive, so in 10 years I am sure the price will go down. VR isn't going to happen unless you can get Vision Pro quality at the baseline, for the price of a Meta Quest.
This really reminded me of when I wanted to get a tablet PC in like 2007 but quality tablets didn't exist yet. It was all massive chonky Windows CE garbage. I knew it was coming, everyone did, but tech wasn't there. The ipad releasing several years later is what really put them in the hands of consumers.
Mass software libraries for VR won't happen until these technical challenges are overcome, and by then, who is going to care? Maybe the vision pro is Apple taking something that already exists and putting it to the mass market, as they have done so many times before, but maybe this time it isn't going to take. Maybe VR is just never going to happen, but if it does, I want to be here for it. Play Half Life Alyx if you can, and never buy a Meta product if you can avoid it.
16 notes · View notes
abecat · 1 year
Text
Tumblr media
I have so many nerdy thoughts about the Apple headset, particularly when it comes to interfaces and media, so read at your own risk:
I really think that Apple is a design company first, a technology company second. The fact it can do both well is impressive, but let’s be real: most of what was shown with the Reality Pro is stuff that other companies have done, piecemeal and less effectively, for the last 15+ years. Still, I bet even their competitors are relieved, and even excited, to have Apple in the VR headset market (and yes, it is a VR headset). Relieved because Apple didn’t show any new tech paradigm that puts them at a massive disadvantage; and excited because if someone is going to convince “normies” to put on a headset, it is going to be Apple. It may be through the Vision Pro that people get convinced of the value (such as it is) of spatial/volumetric/immersive interfaces, simply to go purchase a HTC Vive for a 3rd of the price. One can tell that Apple spent a lot of time and money showing what it would take to deliver some of the promises that VR manufacturers have been making for 15 years. Some users will happily take those promises as fulfilled with the Vision Pro, while others will agree to compromises and get other headsets.
But the real question is that of the value of spatial interfaces (what they really mean when they say “Spatial Computing”). It is not something we can answer in the abstract, as it involves a sort of media literacy accrued throughout generations, and spicy debates regarding immersive media. The generational issue is centered on a gamble these companies are making: That people who are naturalized to virtual worlds will demand novel user interfaces, expecting a 3rd dimension to simply “be there”. Why can’t I rotate my spreadsheet in Excel, revealing the transversal data space between the row and column? Can we put the formula in these new Z-Rows, instead of having to double-click on a single cell, like a caveman? What patterns will I discover once I can have graphs done based on rows, columns and Z-Rows, floating like holograms I can walk through? If these ideas sound bizarre to you, it may be because you have not been playing 3D games since childhood. Companies hope that new generations of users will ask these sorts of questions, however, as they need these spatial interfaces to become popular for their growth.
But even more foundational here is the issue of immersion. The concept of manipulation through media is as old as Plato, but it remains fresh and pressing in the face of social media and AI deep fakes. Most prescriptions on how to avoid manipulation put responsibility on individuals, who are supposed to “see through'' the BS (audience), or resist the monetary or libidinal temptations to create anti-social  behavior (cultural producers). This is a deeply moralistic view, as it completely misses the role that the affordances of any given medium play in being a person. The fact is all and each subject is, at moments, manipulated and manipulator. Which of those roles we play is determined as much by individual “fixed” world views (morals), as by the relational space drawn by our communication technology (including language itself). This is why perfectly kind people can turn aggressive online, or why well-adjusted individuals consume objectionable content every day. The reptilian brain is always there, ready to be pleased or forgiven, and will slip into any medium it can regardless of how much puritanical restraint the medium is designed with.
To further complicate things, it is really hard to find the perfect split between audience and cultural producers as separate entities. No only because of the “prosumer” concept (which I find uninteresting), but because it is clear that even the most cool and collected cultural producer is, in themselves, a medium through which the program of immersive technology realizes “itself”. In other words: Apple is the way in which immersive media happens, turning the company into just an effective operator of an entity with its own agency and goals. What does “immersive media” want? That is the imminently political question for all of us in design, as we continue to carry its will. I am thinking about this myself, obviously, but trying to assert agency over it is REALLY HARD (specially as individuals).
Last thing: I find it fitting that Apple may be the one to finally push a bunch of people into immersive media, since it is the company that most effectively de-fanged minimalism as a political strategy. To me, Apple Minimalism “looks like” Brechtian alienation without the political radicalism, and the dematerialization of art without the materialist critique. We finally saw what all of those clean and smooth surfaces were for! It is not so that you reflect on your lived experience as a subject under capitalism or the police state. They are there so that you can watch the sexy cat-people in Avatar: The Way of Water, without anything (or anyone) bothering you.
36 notes · View notes
blueisneat · 2 months
Text
Hyper-capitalist advertising, religion, and hope in Cyberpunk 2077
This post contains spoilers
Cyberpunk 2077 is unlike its titular genre in quite a few ways. Whereas cyberpunk and other techno-dystopian media have crafted worlds and cities showcasing the influence of technology and the horrors of over-dependence, it hasn’t ever been quite as apparent just how dreadful these cityscapes are until you enter the first person view. While pioneering media such as the William Gibson novel, Neuromancer and Ridley Scott’s Blade Runner have given hints as to the changes technology will have on societal life through Chiba City and Los Angeles, respectively, none have quite captured the feeling like Night City.
By now, the idea of a poverty-stricken and hyper-capitalist city is nothing new. The advertisement laden streets portrayed in Blade Runner set the artistic style at the very beginning, a style which has stayed relatively constant in the over forty years since. A through line in Cyberpunk media is comparing the natural to the manmade, take the opening line of Neuromancer, for example, which reads: “The sky above the port was the color of television, tuned to a dead channel.” At face value, the sky in Chiba City is overcast. It’s dreary and gray. But the best metaphor our narrator can muster is that of a television receiver unable to make a proper connection. However, the comparison is accurate. Much like the futuristic city streets of Japan and the coincidentally named slum Night City, the static moves every which way, putting the stillness of the gray sky in contrast with the hustle below.
While not traditionally cyberpunk per se, Ernest Cline’s 2011 techno-dystopian novel Ready Player One is an accessible jumping off point that showcases the abandonment of reality in favor of the virtual. In the 2018 filmatic adaptation, the streets are riddled with zombified people entranced in their virtual reality headsets. This trope also stems from Neuromancer, as the introductory chapter continues: “A year here and he still dreamed of Cyberspace, hope fading nightly. All the speed he took, all the turns he’d taken and the corners he’d cut in Night City, and still he’d see the matrix in his sleep, bright lattices of logic unfolding across that colorless void… The Sprawl was a long strange way home over the pacific now, and he was no console man, no cyberspace cowboy. Just another hustler, trying to make it through. But the dreams came on in the Japanese night like livewire voodoo, and he’d cry for it, cry in his sleep, and wake alone in the dark, curled in his capsule in some coffin hotel, his hands clawed into the bedslab, temperfoam bunched between his fingers, trying to reach the console that wasn’t there.” Within the modern context of Cyberpunk 2077, examples of this are far less noticeable in the game, but marketing material features instances of children haphazardly playing around in virtual reality headsets. Furthermore, some of the most popular Night City hangout spots are braindance clubs. Advertisements for new experiences adorn just about every city surface in Night City, and yet, nearly every single one is for something far too expensive for the average person, such as a trip to the illustrious crystal palace, are illusionary braindance, or sexually indulgent.
Advertisements in CD Projekt Red’s Night City are brutal, cruel, and instead of being tailored to common experiences or a certain demographic, the marketers of 2077 aim to satisfy the deepest, darkest desires of a city-slicker or exploit those in crisis. A simple advertisement for a productivity-boosting supplement which claims to “save your corporate career” showcases a man crying as he holds a pistol in his mouth, finger ready to pull the trigger. Whereas the contemporary caffeine supplements of today could claim to keep you more alert or increase focus, the advertisements in Night City depict the product as an alternative to suicide, after all, in the eyes of the corporate-ruled dystopia, you’re worthless if you’re not contributing to profit.
Prior to the launch in December of 2020, controversy arose surrounding a fictitious advertisement for a flavored energy drink entitled ChroManticore. The ad in question prominently features a transgender woman with a noticeable pelvic bulge alongside the text “Mix It Up!”. CD Projekt Red,  who have been accused of transphobic marketing material in the past, were then accused of fetishizing transgender people or using their inclusion as a punchline. However, an art director of Cyberpunk 2077 would later go on to clarify things in a 2019 Polygon interview, stating “Personally, for me, this woman is sexy. I like how this person looks. However, this model is used- their beautiful body is used- for corporate reasons. They are displayed there as just a thing, and that’s the terrible part of it. In 2077, especially with how much body modifications are available, I think people just mix and match however they want, however they feel.”
While it is not my place to speak on the issue, this advertisement is just another example of how the world of Cyberpunk 2077 dehumanizes just about everyone. Sexuality is a part of the advertisements displayed in Night City. Whether that be about something as mundane as an energy drink, or as boisterous as the latest extreme braindance, they are advertised in just about the same way. Shock value is one of the easiest ways to encourage discussion. That’s why so many of the best real marketing strategies go against the grain, and that’s why some of the most shocking or challenging media are often the most memorable. They set themselves apart from the rest not by doing something inherently innovative, but by doing something out of the ordinary.
While these two aren’t the only examples of shock marketing within Night City, they are by far the most memorable. While others are explicitly sexual or violent, such as the advertisements depicting someone without skin on their face, there is one that deserved an entire questline of its own. Throughout the game, you will encounter an ad for a braindance entitled “The Passion” and about halfway through Act II, a mysterious figure by the name of Bill Jablonsky will give you a call. Should you play your cards right, you’ll eventually be entangled in the production of this braindance, in which  an execution is set to be performed not through conventional means, but as a crucifixion in the hopes of horrifying people back into religion. The criminal set to be executed is born-again Christian Joshua Stephenson, who was arrested in connection to an armed robbery turned murder which resulted in the death of Caroline Jablonsky and Ruben El-Ahmar. During his time in prison, he became extremely religious in the pursuit of forgiveness. Regardless of his quest for penance, he was still on death row, and set to be executed. That was before his story was picked up by Fourth Wall Studios, who wanted to turn him from a death row inmate to a martyr. 
As the Sinnerman questline evolves before you, several biblical parallels and metaphors unfold, with Joshua playing a modern and dystopian interpretation of what he views himself as: a messianic figure. Despite this, the braindance producer who follows him around makes it clear that she is exploiting him. Joshua remains naive and hopes to genuinely spread the word of his lord through this crucifixion. Rachel, on the other hand, wants nothing to do with it: “Ugh! All this talk about grace and salvation and transformation! I could puke. Take it from a BD producer, religion’s an elaborate lie. All of ‘em.”
Beyond the controversial questline’s surface-level themes of religion in dystopia alongside the rest of the game’s general existentialism, there lies a crucial moment in furthering the understanding of personal value in Night City. When the crucifixion ultimately occurs, Joshua is genuinely convinced of his martyrdom with pure intentions, whereas those he has hurt refuse to accept his cries for forgiveness, and the production company is exclusively using him to stir controversy and increase their bottom line. To these producers, there is a clear separation between the person represented, the agenda they’re furthering, and the potential financial gain.
Much like the suicidal corporate employee, the transgender woman from ChroManticore, or the murderer turned evangelical Joshua Stephenson- the very moment you enter Night City, you are stripped of your humanity with little to separate you from the rest of the bustling city crowds. This is the through-line of Cyberpunk 2077. From the very first mainline gig when Dex asks you the infamous question: “Quiet life or blaze o’ glory?” to the various ending scenes, it is clear that Night City treats everyone identically and indiscriminately, usually for the worse. After all, there’s a reason why all the legends in Night City are dead.
While Night City still follows a shallow societal structure, the city operates on a ‘survival of the fittest’ dogma where the only measure of strength is either violence or financial prowess. Night City is a world with privatized emergency medical care, where you’ll be left on a street corner to die if you’re TraumaTeam plan won’t cover your injuries, a city where your taxi package includes the disposal of passenger corpses, a city that will beat you down to your very core. A city that will never stop its exploitation, a city where the corporations in charge poison your water without a second thought, or flood your entire childhood neighborhood in pursuit of profit. And yet, everybody wants to live there.
At its core, Cyberpunk 2077 is a game about life, hope, love, and perseverance. The relationships you build over the course of the game are impactful not just because of the incredible writing and line delivery, but because of the humanity beneath the cybernetic enhancement. Whether you resonate with Judy’s endless quest to feel welcome, Jackie’s pursuit of the stars, or Johnny’s stubborn insistence on righting his wrongs, there is something there to latch onto.
I’m used to that feeling of numbness upon the credits of a game, a story you’ve loved for dozens or hundreds of hours coming to a close, knowing that it's the last time you’ll see these characters you’ve grown to feel for. It’s got a bittersweet feeling to all of it. However, Cyberpunk 2077 is one of few games where no matter how many playthroughs I’ve managed, how many different endings I’ve seen in the pursuit of 100% achievement completion, each and every time those credits roll, I’m left with one feeling: an uneasy numbness.
There is an ending that stuck out to me far more than the others. It’s the easiest to get, and yet, one that’s just as easily brushed aside. When confronted with the choice on the roof of the esoterica, you are given a path of least resistance. You can end the cycle of bloodshed, spare the Aldecaldos, spare Judy or River or Kerry or whoever else is suffering, and refuse to side with Arasaka, simply by picking up your gun and pulling the trigger. To some, it's seen as cowardice, quite literally throwing away everything worked for up until this point, but I’d be lying if I said I wouldn’t consider the option at least a little bit myself.
In a way, there are no happy endings for anyone in Night City. Each path you take spills blood. In the case of Temperance, Johnny loses the one thing he was fighting for, his sense of connection to his past life in Rogue Amendiares. For the Devil, Johnny will lose his trust in V. For the Star, the Aldecaldos will never be truly happy due to the lives lost along the way alongside your imminent death. And for the Sun, you’re left to rot in the Crystal Palace craving a cure you’ll never get.
I wrote everything that you've read so far almost a year ago, and since then, it's been sitting in a lonely Google Doc for nobody to see. Despite wanting to do something with the writing, I always felt that it felt more like a string of observations without a very concise throughline, just sharing opinions and observations instead of saying anything profound which is exactly what I try to avoid when I do any sort of analysis. However, a simple thought crossed my mind and finally put it all together.
To me, Cyberpunk 2077 is not just a game, but an incredible collection of slice-of-life portraits of hope in a city that has it out for everyone. It's incredibly dark and dystopian, while simultaneously full of heart. In fact, I'd go as far as to say it has the best portrayal of how perserverence is the largest part of the human condition. From small stories regarding odd forms of repentance, to finding peace with yourself when faced with the biggest of obstacles, each time I revisit Night City, I find something else to love.
3 notes · View notes
groundestate · 9 months
Text
The Future of Real Estate Photography: Emerging Technologies
Tumblr media
The real estate industry is constantly evolving, fueled by emerging technologies that disrupt traditional practices. When it comes to real estate photography, several new technologies are shaping the future of the field. Here are a few notable ones:
1. 360-Degree Virtual Tours: 360-degree virtual tours allow potential buyers to explore a property virtually, providing a more immersive experience than static photographs or videos. With specialized cameras and software, real estate photographers can capture every angle of a space and stitch them together to create a seamless, interactive tour. This technology enables buyers to digitally walk through a property, assessing each room and corner from the comfort of their own homes.
2. Augmented Reality (AR): Augmented reality has the potential to revolutionize real estate photography by overlaying virtual elements onto the real world. With AR, potential buyers can use their smartphones or devices to view a property and see digital furniture, decor, or other design elements placed within the space. This allows them to visualize different design choices and evaluate how a property could look once furnished – all without physically staging a space.
3. Virtual Reality (VR): Virtual reality technology immerses potential buyers in a digitally created environment, providing a fully immersive experience. In real estate photography, this means creating a virtual walkthrough where buyers can navigate a property using virtual reality headsets. The technology allows buyers to feel as if they are physically present in the property https://bokomedia.com/, exploring it from room to room, evaluating the size, layout, and ambiance in a way that traditional photographs or videos cannot provide.
4. AI-Driven Image Recognition: Artificial intelligence-driven image recognition technology can streamline the real estate photography process and enhance the quality of images. This technology uses algorithms to analyze and categorize photographs, automatically identifying and tagging elements in the images such as room types, furnishings, and architectural features. This can save time for real estate photographers and help potential buyers quickly find relevant properties based on their specific interests and preferences.
5. Drones and Advanced Aerial Photography: As mentioned in a previous article, drones are already playing a significant role in real estate photography. However, technological advancements in drone capabilities, such as improved camera stabilization and maneuverability, are making aerial photography even more accessible and stunning. Enhanced drones equipped with high-resolution cameras and advanced flight control systems can capture breathtaking aerial shots, showcasing the exterior and surroundings of a property from unique perspectives.
In conclusion, emerging technologies are reshaping the future of real estate photography. From 360-degree virtual tours and augmented reality to virtual reality and AI-driven image recognition, these technologies provide potential buyers with an immersive and interactive experience. As these technologies continue to evolve and become more accessible, they will undoubtedly transform the way properties are marketed and sold in the real estate industry.
2 notes · View notes
journish · 1 year
Text
I have this running theory about the next big Nintendo console. I think they are going to expand on the switch model a little bit more with a few peripherals that allow new methods of play.
They’re going to keep docked and handheld mode of course but I think that the technology has progressed enough since the virtual boy that it’s time they try again with VR. I think they’ll make a headset you can pop your switch into. They already started experimenting with this with LABO, which wouldn’t surprise me if that wasn’t a sort of “market test.” Nintendo isn’t going to make a Legend of Zelda or a Mario game as their VR release title, they are the champions of creating safe, comfortable environments when they’re first introducing a new concept (think of the “playground” they gave us to explore moving in three dimensions with super Mario 64), and too much movement in their first VR title is going to make people sick. You know what’s the most still and comfortable game Nintendo has ever made and have for some reason neglected for twenty years?
Nintendogs.
I think they’re going to give us VR, and coddle our scared little brains afraid of change by going “here’s a puppy!” It’s a game where you basically stand perfectly still and interact with puppies, what could be more basic and soothing? Except for one portion, and that’s taking your Nintendogs on a walk. How are they going to manage that you ask? The headset comes with a camera, Nintendo DS style. Augmented Reality. They already started experimenting with that with the Mario Kart Live Home Circuit! We’re all going to walk around out neighborhoods in our big stupid headsets, joy-con leashes in our hand, and it’s going to be Pokémon Go 2.0. There may even be a multiplayer functionality where you can see and interact with other people’s Nintendogs you meet out on walks.
After we’ve all gotten used to this new tech, they’re going to start releasing bigger titles for VR/AR. They’ll start with Pokémon I believe, because again, it’s a MASSIVE title that has declined in popularity over the years and they’ll want to revitalize it by letting you interact with your favorite Pokémon IN THE REAL WORLD?? You can battle other trainers on walks! You can go out and catch Pokémon in your neighborhood! It’s gonna be what what we actually wanted Pokémon Go to be like!
I have no doubt if Nintendo did this that we’d all start foaming at the mouth and bankrupt ourselves trying to get our hands on it. It would pull virtual reality out of this current cultural space where it’s both really fucking advanced and interesting, and also subsequently associated with crypto bros and mark fucking zuckerberg. They’d make VR games your grandma would feel comfortable playing. What else do you think they’d do with this technology?
4 notes · View notes
argumate · 2 years
Text
Meta has also spent more than $100 billion on research and development into the metaverse while it splashed $15 billion into product development in the past 12 months.
During a conference call recently, Zuckerberg said spending on Reality Labs was only going to get worse as they were about to launch a new virtual reality headset. On top of that, costs are snowballing as they have to pay staff working on the metaverse, including engineers.
There was a time when Zuckerberg was the third richest person in the world, behind only Jeff Bezos and Bill Gates.
At time of writing, he ranked 23rd.
The same could be said for his company. Meta used to be the sixth biggest US company by market capitalisation, worth a whopping $1 trillion at the beginning of 2022. Now it’s worth a quarter of that, at $260 billion, coming in at 27th in the world.
burning that paper wealth
16 notes · View notes
Text
"Latest Tech and Gadgets"
Tumblr media
The world of technology is constantly evolving and advancing, with new gadgets and devices being released almost every day. In this article, we will take a look at some of the latest and most exciting technology and gadgets that are currently available on the market.
Smartwatches are becoming increasingly popular and more advanced. The latest models, such as the Apple Watch Series 6 and the Samsung Galaxy Watch 4, offer a range of features including fitness tracking, health monitoring, and smartphone notifications. Some models even allow you to make phone calls and send texts directly from your wrist.
Foldable phones are another new and innovative technology that has recently hit the market. These phones offer the convenience of a tablet with the portability of a smartphone. The Samsung Galaxy Z Fold 2 and the Huawei Mate X2 are two of the best foldable phones currently available, offering large and flexible displays that can be easily carried in your pocket or bag.
In the world of gaming, virtual reality (VR) and augmented reality (AR) are becoming more popular and accessible. VR headsets, such as the Oculus Quest 2 and the HTC Vive Pro, allow you to fully immerse yourself in a virtual world, while AR devices, such as the Microsoft Hololens 2, superimpose digital information onto the real world.
Smart home technology is also rapidly advancing. Devices such as smart speakers, smart lights, and smart thermostats can be controlled using voice commands or a smartphone app, allowing you to easily control and automate your home. The Amazon Echo and the Google Nest Hub are two popular examples of smart speakers that offer a range of features, including voice-controlled music playback and home automation.
Finally, drone technology has also advanced significantly in recent years. Drones are now equipped with high-quality cameras, allowing you to capture stunning aerial footage. The DJI Mavic Air 2 and the Parrot Anafi are two of the best consumer drones available, offering advanced features such as obstacle avoidance and 4K video recording.
In conclusion, these are just a few examples of the latest and most exciting technology and gadgets that are currently available on the market. Whether you're a tech enthusiast or simply looking to upgrade your gadgets, there are plenty of options to choose from that can make your life easier and more enjoyable.
12 notes · View notes
ardentfan-45 · 1 year
Text
Tumblr media
Tumblr media
A Ring: A Lucky Charm or A Burden ?!
Our perception of the surroundings, the people around us combined together define our reality and hence reality may be different for different people as it depends on their respective perspectives. A man called Richard Livingstone who is the CEO of Dalton Corporation Ltd. lives a lavish lifestyle and has all the luxurious items that people dream of at his disposal. He has even married the girl who was his best friend named Clara and they have 2 little children Robert and Olivia. Yet, Richard's perception of reality is unexpected as he believes that the world majorly consists of opportunist people who cannot be relied on, money and fame don't guarantee happiness and that success comes at a cost be it tangible or intangible.
This story is about a media event that Richard Livingstone attends and the happenings thereafter which immensely impacts two lives.
Dalton Corporation Ltd. in association with Maybach Ltd. (leading manufacturer of Virtual Reality Headsets) announced the launch of 'Metaverse: Experience the Unthinkable' at the press conference held in London. Richard Livingstone being the CEO of Dalton was at the helm of this press conference and he was accompanied by his secretary Miss Ella. After standard questions about Metaverse, its inception and its pros and cons were dealt with, a journalist named Ian Bailey came up with an interesting set of questions. Addressing the questions directly to Richard Livingstone, Ian said that he had been following Richard's career right from his initial days and that he considers Richard as his idol for the enormous success that he had achieved. Ian asked two questions, the first one being how would Richard summarize his journey so far after he joined Dalton as an intern 15 years ago and the second question was that with Metaverse being an experience of virtual reality, where would Richard prefer to live in Virtual Reality or Physical Reality i.e. in the here and now. In response to Ian's questions, Richard said that he was touched by Ian's kind words and the fact that Ian considered him an idol truly meant a lot for him. Richard answered Ian's first question by stating that his journey has been nothing short of a rollercoaster ride with highs and lows experienced at unexpected time periods. Further on, Richard said that he never thought that he would be the CEO of Dalton one day and that he focused on the task at hand and grabbed all the opportunities that came his way with both hands. Richard further mentioned that his seniors gave him many insights but one stuck with him till date and that was everything can be taught except what is important. With regards to the second question, Richard said that he would prefer to live in Virtual Reality. Ian immediately came up with a counter question after he heard Richard's answer and asked the reason for Richard's preference. Richard Livingstone instantly cast a glance at the Marketing Manager Mr. James and subsequently Mr. James said that the reason for Mr. Livingstone's preference was irrelevant in the context of this press conference and thereby concluded the press conference by expressing gratitude to all the journalists for turning up.
Richard wanted to explain the reason for his preference but he couldn't do so publicly as his image precedes him and he has to consider the implications of his actions before doing them. Further on, Richard asked Miss Ella to call up Ian Bailey to his car and about 15-20 minutes later Ian was seated beside his idol Richard Livingstone.
A riveting conversation transpired between Richard and Ian :-
Richard : Mr. Bailey I have called you to explain why I chose Virtual Reality over living in the here and now, I'm sorry I couldn't state this publicly and I hope you understand.
Ian : Sir, honestly I am overwhelmed by the fact that I am sitting beside you right now and I'm short changed for words literally.
Richard: I know it must have been a sudden development for you and that you will require some time to digest this, no worries. Coming straight to the point, for the outside world I am the happiest person who enjoys all the luxuries in the world but actually its exactly the opposite. As they say, money can't buy happiness and I feel its so true as for my family I'm simply a money making machine since no-one even appreciates my presence as all are busy with their respective lives. I have a family only for namesake as I feel I actually stay in a hotel wherein I work all day & go back home with my family members behaving like strangers. All this is the reason I prefer to live in Virtual Reality.
(Ian is speechless for a brief moment. Miss Ella offers him a glass of water in order to pacify him.)
Richard: Are you okay Mr. Bailey?!
Ian: Ah... Yes Sir... I was just shocked to hear that my idol is an unhappy man....
Richard: Well... The key to my happiness is in your hands now Mr. Bailey, provided you agree to do what I say...
Ian: Anything for you sir ! Just mention it and I'll get it done as soon as possible.
Richard: Good... Mr. Bailey I want you write a detailed article about the reasons I chose to live in Virtual Reality, however you would send it to Ella directly and not publish it. I want the article day after tomorrow by hook or by crook.
Ian: Your wish is my command Sir.
Richard: Glad to hear that Mr. Bailey. Here's 1000 Dollars as an advance.
(Ian nods)
Richard: I would like to share something more Mr. Bailey... In my journey so far, this ring has a played a pivotal role as well.
( Ian looks at the ring and wonders what's so special about it.)
Richard: Yes....you may find it a bit odd Mr. Bailey but after I bought this ring many good things started happening and I believed that this ring is a lucky charm. However today I feel burdened by this ring but I cannot simply throw it away as I fear something bad might happen after that. So... I would like to pass it on to you Mr. Bailey.....
( Ian is confused but he still accepts the ring as he cannot say no to his idol.)
Richard: I am obliged Mr. Bailey and I'm sure the ring would bring loads of good luck to you as well if you believe in it....
(Ian nods and bids goodbye to Richard)
Further on, Ian sends the article to Miss Ella as decided and he receives remaining money soon after. Miss Ella ensures that this article reaches Richard's wife Clara. Clara is aghast after reading the article and confronts Richard immediately. Richard says that whatever is mentioned in the article is completely true. A heated argument between the husband and wife follows. Finally, Richard says that Clara is not the same person who she was when Richard was just another employee in Dalton and they were best friends back then. A brief moment of silence sets in and both engage in their respective work. Next morning at breakfast, Clara says that she got so carried away with the money and fame of being the CEO's wife that she totally forgot that this CEO is her husband first. Clara further says that she took Richard for granted and that she is sorry for everything. Clara declares that from now on she would work towards strengthening their bond as a family and that she expects Richard to cooperate as well. Richard is relieved upon hearing this and vows to do whatever he can to develop their family bonding. Subsequently, Richard takes his family for dinner in the evening and all of them have a great time together.
On the other hand, Ian Bailey gains a lot of confidence after he reads the email from Miss Ella stating: Mission Accomplished. In the next few months, Ian started working as a freelancer after having successfully completed the task assigned by Richard Livingstone. He even started writing blogs on various topics simultaneously along with freelancing. Later on, Ian started a YouTube Channel named Motivational Insights wherein he shared his thoughts on traits of highly successful people. In about a year or so, Ian achieved phenomenal growth in all the fields he ventured into.
On one hand there's Ian Bailey who managed to excel after acquiring the ring and on the other hand there's Richard Livingstone who felt happy after parting ways with the ring. So was the ring really a lucky charm or was it simply a burden, that is for you all to decide dear readers.
2 notes · View notes
mortenschelde · 1 year
Text
The Development of Video Clip Games: From Pong to Virtual Fact
Video video games have come a lengthy method because the days of Pong. What began as simple, pixelated graphics on a tiny black and white screen has actually changed into immersive, practical experiences that transfer players to digital globes. The development of video games has been marked by advancements in innovation, graphics, gameplay auto mechanics, and storytelling, making it among one of the most prominent as well as prominent forms of home entertainment today.From the intro of house console systems like Nintendo's NES as well as Sega's Genesis to the rise of computer pc gaming and also the introduction of mobile video games, the sector has constantly pushed the borders of what is feasible. Graphics have actually become progressively natural, with video games like Red Dead Redemption 2 as well as The Last people Part II showcasing stunning aesthetic details that equal those located in blockbuster films. Gameplay technicians have actually also progressed, permitting facility and also dynamic interactions in between players and also their digital atmospheres. The introduction of on the internet multiplayer and also affordable video gaming has promoted vivid communities and also eSports tournaments, turning video games into a social as well as affordable phenomenon.
Tumblr media
Paragraph 2: One more major milestone in the advancement of video clip games is the appearance of digital fact (VR) modern technology. With VR headsets like the Oculus Rift and PlayStation virtual reality, players can now fully immerse themselves in an online globe, experiencing video games in a whole brand-new means. VR has the possible to reinvent not only gaming however likewise various markets such as education, healthcare, and style. It enables for extraordinary degrees of interactivity as well as immersion, producing experiences that obscure the line in between the real and also the virtual.As technology remains to advance, the future of video games looks appealing. With the growth of cloud gaming systems like Google Stadia and Microsoft xCloud, players will be able to stream games without the demand for costly hardware, opening up video gaming to a wider audience. The combination of expert system as well as machine learning will result in more advanced and sensible video game worlds, boosting the general pc gaming experience. As video games remain to advance, one point is certain -they will certainly stay a cherished form of amusement, captivating players as well as pushing the limits of creativity and also advancement.
Read more here https://forcegame.pl/?p=174
#PC
3 notes · View notes