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  1. Human Resource Manager/ Business Partner | HR Strategy Design & Implementation | Culture Development | Employee Relations | Equal Opportunity Employment | Talent Acquisition & Management | DEI Advocate · Human Resources Manager with 10+ years of global organizational management leadership experince. Dynamic professional, leading the development and implementation of human resources, driving key staff policies, processes and evaluations promoting employee and corporate success ...

    • VR GLOBAL MEDIA (PTE. LTD.)
    • Four Ways AR and VR Will Change How We Create and Experience Content
    • Competition For Talent Is A Limit to Growth
    • Immersive Content Will Be More Personalized—But at A Cost
    • Recommendations For User-Centered Design

    Moving from observation to immersion

    AR and VR will offer a completely new creative medium—“an artist’s dream to build worlds, pixel by pixel,” according to Drue Kataoka, an artist and technologist. This promises the replacement of rectilinear devices with technologies that depict worlds in ever-expanding concentric circles, providing a level of immersion and experience that has never been seen before. This could be game-changing: users will no longer view content but will be placed inside ever-expanding virtual worlds and find...

    Reduced production costs in creative activities

    “Virtual prototyping” allows us to shorten the time and cost of iteration in product development while also improving the quality of the end product. For example, one design firm passed $50,000 worth of savings to a clientin the aeronautics industry by using VR prototyping to abolish two physical prototype cycles and eliminate the time that would have been required for the assembly of custom samples. Wider use of virtual prototyping will allow companies to reduce the number of costly prototyp...

    Lower barriers to entry for new creators

    Immersive technologies will also empower smaller firms to produce higher quality content at lower cost. The technology already exists to process 360-degree imagery in hours—something that until recently would take days—and is within reach for filmmakers on small budgets. In the same way that smartphones and apps moved mobile photography outside the realm of professionals and enthusiastic hobbyists, we can expect AR and VR to open up new creative avenues for all of us.

    Beyond technical challenges—ranging from device size to battery life—one potential barrier to rapid progress in the AR and VR industries is the lack of talent to meet the demand for growth. The industry is at “ground zero,” so it is difficult to show the gap in supply and demand of talent. However, initial informal measures exist, such as US data s...

    Designers of software have an incentive to keep users inside of their websites and apps because their business models increasingly rely on the collection of personal data as a way to personalize content. Adam Alter, associate professor of marketing at NYU’s Stern School of Business, describes the strategy as a “brute force, big data-driven” approac...

    Regulatory frameworks

    The privacy concerns relating to traditional media are already surfacing in immersive content. If developers are unwilling to provide clear and agreeable terms of use, regulators must step in to protect individuals—as some jurisdictions have already. The best place from which to draw inspiration for how immersive technologies may be regulated is the regulatory frameworks being put into effect for traditional digital technology today. In the European Union, the General Data Protection Regulati...

    Providing users with sovereignty of personal data

    Analysis showsthat the major VR companies already use cookies to store data, while also collecting information on location, browser and device type and IP address. Furthermore, communication with other users in VR environments is being stored and aggregated data is shared with third parties and used to customize products for marketing purposes. Concern over these methods of personal data collection has led to the introduction of temporary solutions that provide a buffer between individuals an...

    Managing consumption

    Short-term measures also exist to address overuse in the form of stopping mechanisms. Pop-up usage warnings once healthy limits are approached or exceeded are reportedly supported by 71 percent of young peoplein the UK. Services like unGlue allow parents to place filters on content types that their children are exposed to, as well as time limits on usage across apps. All of these could be transferred to immersive technologies, and are complementary fixes to actual regulation, such as South Ko...

  2. Jan 29, 2024 · Thanks to a groundswell of virtual reality (VR) companies in recent years, VR has made some great strides and found a home in a variety of industries. The global VR and AR market is expected to reach $454 billion by 2030, along with the estimated creation of 23 million VR-related jobs. Virtual Reality Companies.

    • Stephen Gossett
    • Senior Staff Reporter
  3. Nov 8, 2023 · VR GLOBAL MEDIA (PTE. LTD.) (the "Company") is a Exempt Private Company Limited by Shares, incorporated in Singapore . The address of the Company's registered office is 37A HONGKONG STREET , SINGAPORE (059676). The Company current operating status is live.

  4. Jun 20, 2022 · VR continues to be the fastest-growing E&M segment, albeit from a relatively small base. Global VR spend rose by 36% y-o-y in 2021 to US$2.6bn, following on the hot 39% growth in 2020. Growth between 2021 and 2026 is expected at 24% CAGR, bringing the segment to US$7.6bn.

  5. The global virtual reality (VR) market size was estimated at USD 59.96 billion in 2022 and is expected to grow at a CAGR of 27.5% from 2023 to 2030

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  7. Jan 10, 2024 · Virtual reality (VR) is a simulated experience similar to or completely different from the real world. VR aims to create a sensory experience for the user, sometimes including sight, touch,...