The world of work is changing fast, bringing new challenges and unprecedented demands. Automation, digital transformation, the global pandemic, the gig economy, and changes in demographics, employees’ expectations and corporate mandates are just a few of the seismic shifts affecting what companies do and how they do it. To meet these challenges and stay competitive, organizations need to ensure they can respond in an agile way to whatever the future throws at them.
With one in four of us expected to experience a mental health problem at any one time, increasing access to treatment has become essential. But doing so is challenging. Therapists require extensive training, and the most effective forms of therapy involve coaching patients in everyday situations, which is time-consuming and therefore costly.
Delivering psychological therapies in virtual reality (VR) may provide a solution. Here are three ways VR could transform mental health treatment.
VR and AR equipment are showing significant promise in the wake of the COVID-19 pandemic. Here experts share how companies are benefiting from the technologies in three major areas.
Workforce education in manufacturing has traditionally been very low-tech: in-person teaching sessions, one-on-one apprenticeship, written manuals, and perhaps a video. But to keep pace with an increasing skills gap, some manufacturers are now turning to augmented and virtual reality to teach their workers new skills. A Purdue team has entered into a $5 million cooperative agreement with the National Science Foundation (NSF) to create an augmented and virtual reality experience prototype called Skill-XR.
Worldwide Spending on Augmented and Virtual Reality Forecast to Deliver Strong Growth Through 2024, According to a New IDC Spending Guide
Worldwide spending on augmented reality and virtual reality (AR/VR) is forecast to accelerate out of the pandemic, growing from just over $12.0 billion this year to $72.8 billion in 2024. According to the International Data Corporation (IDC) Worldwide Augmented and Virtual Reality Spending Guide, the five-year compound annual growth rate (CAGR) for AR/VR spending will be 54.0%.
“2020 has become a major turning point where enterprises and organizations across all verticals are embracing the unarticulated need.
Snap has agreed to acquire WaveOptics, the supplier of the augmented reality displays that power its new Spectacles glasses, for more than $500 million, The Verge has learned. The deal is Snap’s largest ever, underscoring the company’s long-term bet that AR eyewear will eventually go mainstream
Samsung has been toying with AR glasses for years, most recently trotting out an extremely basic set of image-projecting goggles on the CES 2020 stage, but I’ve never seen the company suggest it might like to build an actually ambitious augmented reality wearable computing device — until perhaps today.
Facebook has nearly 10,000 employees in its division working on augmented reality and virtual reality devices, according to a report in The Information based on internal organizational data. The number means the Reality Labs division accounts for almost a fifth of the people working at Facebook worldwide.
Google debuted the feature two years ago for outdoor routes and on Tuesday expanded it to a few indoor spaces. The company partnered with Westfield malls to bring the tool to shopping centers in cities such as San Francisco, Los Angeles and Chicago.
Facebook’s CEO talks about what the next headset could bring, how fitness plays into the picture, and whether there will be kid accounts for VR anytime soon
There’s a whole lot of new tech on the interestingly styled dashboard. The Q4 E-Tron’s touchscreen is the biggest the company has made thus far, measuring some 11.6 inches on the diagonal. The steering wheel ditches physical switchgear in favor of touchpads on the left and right sides. So, instead of a thumb wheel, you merely slide your finger up and down the volume control to change speaker loudness.