Showing posts with label vr market. Show all posts
Showing posts with label vr market. Show all posts

22 August 2019

How UK companies are using virtual reality and augmented reality.




Advances in the tech, the increasing evidence of its benefits, and the growing availability of affordable head-mounted displays (HMD) has led ResearchAndMarkets.com to predict that the market for VR and AR will grow from $7.9 billion in 2018 to $44.7 billion by 2024. These are some examples of the business using VR recently examined by ComputerWorld.

Thomas Cook
Travel Company Thomas Cook produced a range of 360 VR films that holidaymakers at Thomas Cook stores can use to explore potential destinations before booking. "Thomas Cook was the first travel company to deliver in-store virtual reality to customers, we've been nominated for numerous innovation awards, and we've seen a good conversion rate for bookings made after viewing the VR content," Lynne Slowey, head of digital content at Thomas Cook, said in a statement.
ASOS
ASOS has worked with AR firm HoloMe to create a "Virtual Catwalk" that gives shoppers an augmented reality experience of clothes being modelled in their own homes. Users of the online shopping giant's app can point their cameras at a flat surface and click a button to see a 3D model walk along the surface in the clothes of their choice. "By allowing the consumer to bring mobile shopping into their own physical space, we can create a more intimate buying experience," said Janosch Amstutz, CEO at HoloMe. "We are excited to see how our technology can be used as a new way to communicate to the customer."

Newcastle Hospital

Newcastle Hospital is using VR to prepare surgeons for difficult procedures. The system uses haptic devices to replicate the use of medical instruments and data analytics to provide objective measures of surgical skills. "We bought their system to train our orthopaedic trainees to be able to do minor procedures in knee surgery," Dr Naeem Soomro, director of robotic surgery at Newcastle Hospital, told Computerworld UK. "What we hope is that once they are able to do that, they can move on to doing operations on cadavers and in real life much more quickly."

Jaguar Land Rover

Designers and engineers at Jaguar Land Rover have been developing new vehicles in VR environments that allow them to visualise the vehicle in 3D. Staff at the Virtual Reality Centre in the company's Gaydon Design and Engineering Complex use the simulations to view full-size models of individual components or a whole vehicle, which helps the company to optimise the manufacturing and design process.  "With the centre now delivering significant results, Virtual Reality work has helped speed-up the development time of the all-new Jaguar XJ and next year's Range Rover Evoque," wrote Andy Richardson, manager of the Jaguar Land Rover Simulation Group in the UK.

BAE Systems
BAE Systems is integrating AR into the bridges of naval ships to give officers responsible for the ship's safety the ability to work outside of the operations room and still see tactical situation data and other vital information from anywhere on the ship. The project is part of a £20 million investment in AR and VR applications that strengthen the critical systems that give warships their combat capability.  "These technologies have the potential to transform maritime warfare and greatly increase the situational awareness and efficiency of crews on board Royal Navy ships," said Frank Cotton, head of technology for combat systems at BAE Systems. "Our combat systems expertise and investment in future technologies will ensure we continue to deliver innovative capabilities to navies."  

      

19 August 2019

Can Virtual Reality Improve Basketball Players’ Decision Making?





The Guardian reports that scientists from Canada published an intriguing study this month about how virtual reality could improve basketball player’s decision making. The starting basis for the academics at Bishop’s University was that in many sports, teams and players constantly study videos of themselves, their opponents and potential “plays” to learn & improve. However, they wanted to find out if using virtual reality headsets could improve decision making over and above using video analysis on a computer screen because the whole process was more immersive.
To do this the academics took 27 university-level basketball players, split them into three groups: one that used VR headsets in which viewers could see a full 360-degree scene which adjusted in real time; another that watched videos of specific plays; and a third control group.

To start with all players did a number of pre-tests on a real basketball court to assess their decision-making skills. Then they underwent four days of training in the laboratory, with the VR and video group both watching the same 200-play custom videos over four days (80 of which were shown twice, and 40 once) while the control group watched 15 minutes of college basketball.

At the end of the each clip, participants were asked “Where would you move to best help your team succeed in a scoring a basket?” – and then given 10 seconds to decide whether to move left, right, forward or stay put, before being ranked based on their decision.
After four days, all 27 players were tested on a real court with nine other players, who went through a series of plays. At the end of each one participants were asked to move to a location on the court that would best help their team score points, either by receiving a pass or moving to the best position. As in the training sessions, there had the same four choices.
Some of the plays were “trained” – that is, the participants had seen them before either on virtual reality or on video. Others, however, were “untrained” – and had not been seen in the training sessions.
The results were fascinating. Unsurprisingly for the trained plays, virtual reality and video groups “significantly outperformed the control group”, with the VR group attaining 79.5% accuracy, the video group 73.2% and the control group third on 57.5%.
But the biggest imbalance came when scientists looked at untrained plays. Here the virtual reality group “significantly outperformed” those in the video and control groups – with a 78.9% decision accuracy score compared with 60.9% and 60.2%.
So why did the virtual reality group do so much better? The likeliest reason, the researchers believe, is the videos presented in the VR headset looked closer to what would be perceived on a real basketball court and therefore were more immersive. But whatever the reason, they believe: “The superior gains obtained with virtual reality simulation combined with the enhanced accessibility of this technology make it a very appealing strategy to further optimise the development of athletes.” This therefore could lead to new training regimes for athletes using the VR headsets.
Source: https://www.theguardian.com/sport/blog/2019/jul/15/artificial-intelligence-poker-basketball-virtual-reality

See also: https://www.omnivirt.com/blog/virtual-reality-nba/