Virtual reality in the operating room to train surgeons

For those who have not stepped foot in a medical school and all their audiovisual experience with an operating room has been limited to seeing the handsome “Grey’s Anatomy” put bypasses with hats that seemed to be designed by Hugo Boss, the idea of an operation with an audience is that of a kind of amphitheater with large windows where students are placed to see the work of the teacher.

The reality is usually more prosaic but not very different: almost always the novice doctors observe the operations over the surgeon’s shoulder.

However, the possibilities offered by new technologies can change this forever. This is what surgeon Shafi Ahmed achieved in April 2016 by broadcasting a live colon cancer operation for thousands of students to follow via virtual reality.

Success stories

Safhi Ahmed, one of whose operations had already been followed in 2014 by 13,000 students around the world through Google Glass, is an experienced surgeon and one of the founders of Medical Realities. Formed by physicians and technology experts, this company specializes in the application of virtual reality and augmented reality in the education and training of future doctors. Its programs allow them to reach more people without the need to be present at the physical location where the operation is performed and also offers the possibility of interacting with the doctor who is operating at the time.

So far, the technology allows images and sounds to be sent, but Ahmed believes that soon tactile stimuli can also be transmitted, so that students will have the feeling of performing the operation themselves. The next step will surely be interventions by robots, which will raise interesting ethical debates, says Ahmed, who despite being at the forefront of these practices, is convinced that in a few years the advances will be so amazing that he himself will have “become obsolete”.

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Virtual Reality: A creative and innovative form to learn

How can Virtual Reality help to improve the education? Many countries around the world continue to use antiquoted methods for learning. It is no good for the students because they do not learn all of knowledge that the teacher theach in class. For that throughout years technology has been a great help for teach to the students in a good way. 

However, this time Virtual Reality has been implemented like new technology. The caracteristic that it has can be implement in education because with this tool the students can learn by using their senses like hearing, sight and touch. Therefore Virtual Reality is one of the most deviceful tools for schools to teach natural sciences since it is an innovative way of teaching, it uses technological elements and it adjusts to student’s different learning styles.

Innovative Education

Several countries like Perú are implemented new methods in education. In this case Perú has an innovative way to teach that consist in “blended learn” its mean that they combine two methods to learning, traditional and each student deliver the content in online way (Segal, 2016).

Likewise the Virtual Reality is an innovative and creative form to teach because it permit work in others enviroments such as a person can stay in a rocky mountain and learn about this place. Moreover, the student that use this tools can learn through experiences since it tool is able to do that the person can inmerse in the scene and learn to the sound, imagens and weave. Finally, the students can improve their knowledge with diferents innovative tools like Virtual Reality that with its characteristics can teach to the playful way.

Furthermore, Virtual Reality are being implemented by many enterprises such as Google that created a “Expeditions”, it is proyect of this enterprise that consist in take a students to new place with help to cardboard that is a glasses in Virtual Reality (Wikipedia, 2017).

Expedition is constitute in know the places which are considered World Heritage like egyptian pyramids, Galapagos island in Ecuador, Rune of Machu Picchú in Perú and a lot of more places around the world. Consecuently, it will have that the students can inmerse and learn about these places for experience way.

As well as Discovery Virtual Reality has a project that consist in show the life of elephants in South Africa. For this reason Virtual Reality is a excellent tools to teach with a innovative way, because of this there are already enterprises that use this mechanism for a better teaching and soon Virtual Reality will be more popular in educatives institutions for its many aplication.

Uses of Technological Elements

The 40% of students who graduated does not recive a quality education and always have fault in education (Segal, 2016). This mean that not all knowledge is acquired by students. For this reason, technology in this time is necessary because it can help with education such as improve the productivity in the classroom or also increse the attention and motivation in the students.

However, technology have alredy implemented in enducation in many time ago like calculator, printer, old computers used by teacher. But with throughout years technology have improved and now there are internet, movil technology like ipads or cellphones, virtual classrooms such as Google Classroom.

All of this news technological tools are a good way to make homeworks or investigation. Therefore introduce new technology in education for improving teaching like the internet, virtual classroom or Virtual Reality are tools for learning more about the differents subjects that are difficult to understand.

Likewise, combine traditional classroom with technology like computer plus board, or us application in cellphone to learn something such as Duolingo that is a video game in cellphone that help yo to learn diferents languages. According to Segal (2016), in 2012 the company of Duolingo implemented this app in schools for that the students can learn with new methods and they see that the students are feeling more motivate and their concentrated was better.

Additionally, Virtual Reality can be used in chemestry laboratory of educative institution for see how work an experiment without any risk. It is because this innovative tools permit to work whit interactive way and immerse totally in environment that you are. In conclusion, there are a lot of possibilities to use the technology like element for teach and learn in the classroom.

Adjusts to student’s different learning styles

According Wikipedia (2016), Sócrates was the creator about a new method of learning that deduction. This method consist that all of knowledge can be learned by reasoning way. It means that the knowledge learn better when the things are reasoned but not to much when are memorized.

Moreover, each one of people learn in differents way. There are people that learn better when they see the things, other people learn better with sounds, and other people learn when they touch the things. For this reason, the knowledge in this paper are clasificated in three different learning style that are auditory, visual and kinesthetic. But the Virtual Reality combine those three learning styles.


According to Lake Superior State University (There is not the year), approximately 30% of the people learn keep information after hear somethig. This learners prefer to talk or hear about a subject. They can memorize of sound easily and improve their knowledge through spoken class and then with interaction with another person. Therefore, this kind of learners prefer have sound around him because they concentrat better.


Almost 5% of people can learn when touch something ot pick up the things (Lake Superior State University). This kind of people learn better when make the things after that learn them. Also, they can develop their knowledge for example if their study rocks, the kinesthetic person could understand better than the another learning styles. Consecuently, this people need blocks or anything that they can learn about its texture or shape.


Approximately 65% of people can learn better when see photographs, picture, diagrams or notes (Lake Superior State University). This Kind of population prefer demonstration and they are be able of imagine the information visually. The student that has this hability will have more adventege with the other students because in class normally learning that the teacher does. In conclution, the people that have this learning styles can be better than the students that learn with auditory and kinesthetic.

Nevertheless, all of this diferent learning styles can developt with Virtual Reality because it consist in helpmet that the content can be seen and listened by this helpment. Likewise, it has a glove where you can feel the texture and shape. This permit that the students have a interaccion and immerse with the environment of Virtual Reality as if it were the real world. For example, a laboratory, a rocky mountain, be inside a cell. Finally, there are a lot of possibilities with this innovative and creative tool to teach.


In conclusion, throughout years the technology has been improved and it had been a great help in education such as Virtual Reality. This tool can tech to the innovative way like natural science and it adjust with the differents learning styles.

This investigation show that combines the traditional methods with the technology could be the key for improve the education around the world but is necessary follow with the investigation because still not exist enough relationship with Virtual Reality and education, but how technology is advancing soon the Virtual Reality can be seen in many schools around the world.

Essays, UK. (November 2018). Virtual Reality in Education. Retrieved from

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Virtual reality is already changing healthcare

Hospitals are unfamiliar places, alien to most people. That is fortunate, because it means that you have not had the need of any major intervention, or that you have not passed a serious illness. However, like other people who do know, it is normal that the idea of a hospital generates some anxiety, fear, anticipation of what is coming, which usually is an operation or a process not very pleasant.

To end this problem, Virtual Reality is providing good help. It has begun to do so, for example, at Sunnybrook Hospital in Canada, where they have recorded with a 360º camera the experience of a patient who is admitted to a room to be operated on, 

In this way, many patients who have never had to undergo an operation, or who do not know and therefore fear any aspect related to a hospital, can check first-hand and through a virtual reality experience how their experience will be, thus losing their fear, and facing it with much more confidence, tranquillity and serenity. 

It is understandable that many patients are nervous before undergoing surgery. There are many unknowns and it is an unfamiliar environment. It is now possible to immerse patients in the experience one or two weeks in advance, using virtual reality as part of a new research study.

Stop anxiety thanks to Virtual Reality

Virtual reality is about putting a person in a computer-generated environment or an interactive experience.

This can be done by various methods, one that Simlab IT develops, and precisely the one that Sunnybrook Hospital has used, is to generate an experience by recording with 360º cameras, to generate a Virtual Reality content capable of educating, teaching, etc.

In the case of hospitals, anxiety levels are important because they are related to many negative outcomes, including prolonged hospital stays and increased risk of infection.

This is just one example of the vast potential that comes with virtual reality applications in healthcare. And there are many others that are currently being studied or used. 

Alzheimer’s patients can be immersed in virtual reality environments during MRI tests, allowing researchers to see which areas of the brain are activated to aid in diagnosis. 

Some burn patients are being exposed to virtual reality applications that immerse them in a cold world of snow and ice, helping to reduce their need for pain medications. Virtual reality can help provide a form of exposure therapy for patients who are afraid of certain places or things. And it is also playing an increasingly popular role in medical education, allowing future healthcare workers to hone their skills in a whole new way.

And the truth is that the sky is the limit in terms of how and where these applications can be used. And with the increase in research in the area-including your preoperative anxiety study-that will only serve to give more weight to this fun approach to technology.

Virtual Reality is changing Healthcare for the Better

Having existed only for the last few years, virtual reality is still considered a vaguely new concept for most people. However, virtual reality is changing the way we live our lives and the way our health systems work. There have already been many ways in which virtual reality has helped the healthcare industry move forward.

Virtual reality has come a long way and we have seen significant improvements and advances in terms of hardware and software. What began as science fiction is now a scientific fact, and virtual reality is fast becoming one of the most exciting advances the healthcare industry has ever witnessed.

Virtual reality science is changing the health care field for the better. While certainly not an exhaustive list, the next few years will no doubt be decisive for the future of virtual reality and its progress in fields such as healthcare, education and training. 

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VR in education will change the way we learn and teach

Education is the basis of a prosperous society and the transfer of knowledge has been a key priority for civilizations from the outset. People are constantly looking for ways to make the transfer of knowledge easier, faster and more effective.

In the age of digital devices, we have the opportunity to enable better learning with technology. Virtual Reality (VR) seems to be the next natural step in the evolution of education.

In the age of digital technologies, books are becoming e-books. Modern search engines make it really easy to find information: with just a few clicks you can discover the answers to many questions.

Some companies have worked to take this much further. This is the case with Simlab IT, which provides teachers, training centres, universities, students, etc. with the tools they need to create and enjoy VR lessons, thereby achieving great results. 

There are many reasons for introducing VR into the classroom. 

Many studies have been conducted on the use of VR in education and training. Simlab IT provides reasons for using VR and we present the advantages and disadvantages of using it, as well as suggestions on when to use it and when not to use it. We have created a model that can be used to use virtual reality in an education or training course in the best way, making the lessons more effective, enjoyable, interesting and above all cheap.

School is not what it used to be. Blackboards have been replaced by SMART boards. Pencil and paper have become Chromebooks and tablets. It is only a matter of time before virtual reality education can be found in every classroom in the country.

The benefits of this educational approach are endless. Virtual reality takes students to another world, another level of understanding, right within the classroom.

All students learn at a different pace and in different ways. Some are visual learners, others work better with manual stimulation or verbal commands. Virtual reality education will help close the gap between these students.

Here are 5 reasons why schools need to consider and implement this revolutionary form of teaching.

1. Make learning fun again

How many of us have heard these words from a student – “I’m bored”. Teachers work tirelessly to engage students through interactive games and projects, group work, public speaking and a multitude of other avenues. Often their efforts fail.

To say that virtual reality would make the class interesting again is an understatement. It would also allow teachers to bring lessons to life. Students would experience real, practical encounters that would prepare them for the future.

2. Memorable experiences

Imagine transporting a child to the ancient ruins of Pompeii, to the wreck of the Titanic or to the Great Wall of China? No school budget could support these adventures, but virtual reality education can make it happen! Children would have the opportunity to have once-in-a-lifetime experiences.

Virtual reality can also help prepare students for the future workforce by teaching them real-life skills. A scenario designed around a current lesson on topics such as specialized training, professional jobs or nursing can be “practiced” and experienced using this technique.

3. Technology is the future

Technology has transformed the classroom in recent years. Students have gone from being passive learners to active learners. There is no denying that to be successful in the 21st century, students need efficient technological skills.

It is not often that you see a child under the age of 4 who does not navigate a tablet faster than any adult. The benefits of virtual reality are indeed a reality!

4. Virtual Reality Education closes the gap for students

Because most students can easily navigate through virtual reality and feel fulfilled. It’s a rewarding experience, which means a positive experience. If children feel confident in their ability to learn, they will continue to seek out more enriching experiences.

A student can also be anyone he or she wants to be in the world of virtual reality. Race, gender and age do not matter. They are free to be themselves and feel accepted. This opens the door to learning in new and different ways.

5. Promotes creativity and curiosity

Virtual reality education puts the power in the hands of the student. They are allowed to make decisions and adjustments in the alternative “universe”. Students experiment with their creativity, driven by their curiosity about how things work.

All of these factors are linked to critical thinking and increased retention. The whole experience takes learning to another level.

So, if you are in doubt about the role that virtual reality can play in the classroom, just take a look at some of the benefits listed here.

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How to use Virtual Reality in education

The classroom is changing at a rapid pace. Most schools are already using tablets in their curricula and some schools are pioneering the use of Virtual Reality. 

Anyone who has ever experienced any form of VR can understand that it can be an impressive experience, but when and how should VR be used in education? What are the issues and the concerns?

The Advantages of Virtual Reality in Education

Based on a series of articles and scientific studies, we can conclude that the use of Virtual Reality has some advantages:

Greater engagement and immersion: Players can be instantly transported to another otherwise inaccessible location. They can see the environment as if they were really there. Immersion is enhanced by the more direct translation of the player’s movements into the virtual world, by using the head-mounted screen instead of a controlling peripheral. The Virtual Reality headset also closes the user off from other visual and often auditory stimuli from the real world. This level of immersion is so strong that it is even used to reduce acute pain.

Ability to visualize things we normally cannot see: As soon as we want to show things that are not visible to the naked eye, for example, something that is really small or something that is inside a living body, we need other tools and instruments to measure and visualize the things we want to explain. Virtual Reality gives us the freedom to visualize cells at the molecular level as if we were really there. This also extends, for example, to historical events and inaccessible places. In this study, the effectiveness of using a VR environment for information transfer is analysed in comparison to a lecture.

Positive Emotions: Studies have shown that students who use VR to learn, experience more positive emotions. This leads to a better learning experience compared to traditional and video learning methods. The fact that interactive and virtual reality experiences are more exciting than passive ones does not surprise us game developers, but it is good to know that there is also scientific support.

There have been many studies on the use of Virtual Reality in education. The studies mentioned above are only a small selection. If you are interested, a simple Google search gives many more results.

Challenges in the use of Virtual Reality for education

While these are certainly compelling arguments for using VR for educational purposes and, in our case, to educate and relieve pain, the use of VR also has some disadvantages that we had to learn the hard way during its development:

Dizziness: this is not a new or uncommon problem, but it is even more important for the target audience of educational VR games. As the game is played a lot by people who have no previous experience with VR and have no interest in games, they are more inclined to quit as soon as they experience discomfort.

Distraction from educational material: Virtual Reality can be beautiful and overwhelming. There is much to see, hear, and experience. Unfortunately this can also cause a distraction from the information that needs to be learned.

Translation of the visualization: When you visualize things that cannot be seen with the naked eye, it is necessary to make an interpretation, translation or abstraction of what you want to explain. Some people immediately accept this visualization, but others reject the image, making it more difficult to explain the underlying concept.

Motion sickness

For motion sickness there are already many excellent solutions found by other developers and described in other articles. Here are our main considerations for reducing discomfort and motion sickness:

Never move, rotate or tilt the camera. The player should always have full control over the movement and rotation of the camera. Any discrepancy between the player’s movement and the view of the game can cause discomfort.

Always have a visual reference point. Players travel in a “pod”, a simple vehicle with a chair and a cabin. 


Especially the first time someone experiences Virtual Reality, people can get completely lost in the environment and a constant ‘wow’ effect. Although this is very enjoyable and sometimes fun to watch, it is also a great distraction from the educational content. Imagine you are in space for the first time, looking at the earth and someone is trying to explain Newton’s law of universal gravitation to you. No one is paying attention to contemplate such beauty. So how do you make sure you keep getting all the information?


A reliable and proven method. Simply repeat the important parts of the educational material over and over again until it sticks. It’s not the most elegant way, but it’s effective.

Time and portion control: Create moments where the player can “Aaah” and “Wooow”, but don’t try to convey important information during these moments. This way you can use the power of VR to surprise and immerse players. An example in Reducept is when the player first enters the body through a cell wall. As if entering a new game world, the player passes through a small door in the cell wall and a wonderful visualization of the inside of the human body emerges. Only a long time after this beautiful visualization, a voiceover begins to explain the educational material.

Guiding the attention: The danger of being able to look in all directions is that you can miss important visual explanations. Use objects in the world to guide players’ attention to where you want them to focus.

Switching between active and passive: Just like when you are following a lecture, if you are just listening, no matter how good your concentration is, at some point you may lose interest, miss things or get lost. To avoid this, put the player into “active mode” from time to time. Give it something to do. The power of Virtual Reality and games is that they are an interactive experience.

Translating the visualization

When we were trying to explain “pain stimuli” – signals that travel through nerve pathways to the brain and indicate to the brain that there is pain – we realized that everyone has a different idea of what these stimuli would look like. We didn’t expect this to be really important in order to understand pain and how to deal with it, but it still seemed like an important thing to visualize. As we tried to translate these pain stimuli to the little creatures, we received many comments about how they should or shouldn’t be.


In short, the use of Virtual Reality, like all technological advances, creates opportunities but also poses challenges. By understanding how Virtual Reality works, what its limitations are, and what the effects are on players, we can create new and surprising learning experiences. Perhaps our next project should be to create a virtual reality game that teaches how virtual reality works!

How can VR be used in education?

Virtual reality is THE perfect combination for education and training. Educational applications of VR and educational simulations have been very successful according to several research studies. There are many reasons to use VR in education. All the educator needs to do is define when and where this new technology should be applied.

The future of VR-based education seems to have great potential. It is clear that the use of VR will increase in the coming years. As VR enhances good and old-fashioned teaching concepts, the impact of VR on education will undoubtedly increase. VR makes the learning process effective, engaging and enjoyable.

News about Simlab IT – latest events

This week the Simlab IT team in Spain has been in the Digital District of the Valencian Community, in a day of presentation of the programs and actions of the Valencian Innovation Agency (AVI). This day was aimed at companies and professionals who want to develop products and / or technological services, which have been announced the lines of collaboration of the AVI with Valencian innovation agents, programs and lines of support, public procurement of innovation and other actions towards the sector.

The Artificial Intelligence Strategy of the Comunidad Valenciana is designed to order the impact of technological development in society to be positive. As indicated by the President of the Generalitat in the presentation made at the Alicante headquarters of the Digital District last November 12, this strategy will ensure its ethical implementation following the guiding principles of “competitiveness, sustainability and inclusion. And that is exactly what Simlab IT is looking for, a mentality on the part of companies and institutions to bring innovation to spectres of society that need a breakthrough, for the good of all.

On the other hand, the SimlabIT team in Spain was last week in An event organised by the Valencian Government and CEFIRE – Department of Education, Research, Culture and Sports in Distrito Digital #Alicante doing a Show-Room in which we could show the trainers of the #ComunitatValenciana how is the training with #VR People that has been a great success.

 The attendees, professors, academic and executive staff of several Valencian institutions were enthusiastic, resulting in a great success in the middle of a day, in which Simlab IT was not expected to have such a prominent presence at the event. This shows that there is a great interest on the part of professors and teaching professionals for virtual reality, and the application of innovative processes to the academic system.

In summary, it was a great day in which we were able to talk with #teachers, directors and people from the world of education, who have been able to learn first hand the experience of #learning with #VirtualReality.

In Greece, Rome, Saudi Arabia, Spain, etc. Simlab IT continues its expansion in a clear mission, to find as many collaborators as possible in order to bring virtual reality to training and education systems around the world.

How can you improve healthcare and save costs with Simlab IT VR?

The VR/AR Medical Education Network

Simulate Real Situation and Train against negative outcomes or better distribute skills at a distance.

Overall, the project ENTICE is organized around a mixed Waterfall-Agile methodology, due to its dual scale lifecycle. It is about creating experiential educational episodes based on specific learning objectives from the overall domains of anatomy and surgery. 

Simlab it operates in three different areas to help universities and teaching hospitals. We focus on the following 3 things:

  • Host Events
  • Connect Stakeholder Online
  • Store VR content and Share

We hold international sponsored work to promote VR/AR education, and show what stakeholders in our network are doing. It is our goal to inspire educational change by showing what is being done around the world and helping them connect with other who want to do the same.

In these events, we try to show teachers, doctors, and heads of hospitals, universities and institutions the applications that virtual reality can have in health thanks to our work:

  • Medicine safety simulations
  • Creation of medical simulations
  • Anatomy Simulations
  • Visualization of disease progression
  • Export of medical education
  • International Collaboration through VR
  • Use of medical equipment in real life events
  • Interactions with the patient (data search)
  • And much more

And because virtual reality, or any innovation that is carried out does not make sense if it is not to produce a real saving and an advance in science, it is possible to monitor easily the data resulting from the sessions, to make decisions that improve the processes more and more:

After each event, attendees can track and connect online with each other through Simlab’s IT platform. There, PhD candidates, researchers, and industry professionals can meet to collaborate and form consortia. We also provide up-to-date information on available grants, from private and public sources, that these consortia can use to create more knowledge.

Have Multiple people working together from afar.

Better connecting the world’s medical professionals through digital knowledge transfer.

For those who create VR and AR content that would like share or sell it we offer repositories and the network of universities and hospital that have interest in using this technology for their curriculum.

The most interesting courses and subject will be invited to speak at future events.

How VR Editor Works?

Virtual reality lessons can be created with the click of a button online and delivered to your virtual reality Training session to your users. Be they students, employees, or customers we can help by collecting situational data for multiple purposes.

Use Cases:

  1. Simulate high risk events.
  2. Collect data on performance in situation one how to reduce risk
  3. Practice emergency protocols
  4. Conduct trainings sessions from across the globe in the same scenario.
  5. Educate staff and students using simulated situations
  6. Export your lessons across the global network

360 video editor

360 video editor works by adding different videos that you create or have been provided to are platform and placed into the platform server. Different videos formats are supported and are encoded through the platform online. Organizations will have the ability to create questionnaires, add information boxes, at interest points, and take voice recordings of each individual situation.

Uses Cases:

  1. Practice communication skills
  2. Simulate appointments to collect emotional data
  3. Create onboarding interactive 360 videos to get employees/students acclimated

Generic and customer reports can be generated from all course session and can be collected from our custom APIs. Data collected can be anything from, emotional data from voice recording, play time, daily usage data indicators, questionnaire scores, progression data, and much more. Use these data points can be used to:

  1. Highlight the risk your organisation is facing
  2. Use the data for reporting to all stakeholders
  3. Certify that your employees/Students have the skills to perform critical procedures

Simlab IT also travels throughout Europe to promote simulation with VR and AR equipment to hold events at stakeholders locations. These events are focused on medical content creation and the promotion of medical simulations. Subject in of the event can include:

  • Medication safety simulations
  • Medical simulation creation
  • Anatomy simulations
  • Disease progression visualisation
  • Export of medical education
  • International collaboration through VR
  • Medical Equipment Usage in real life events
  • Patient interactions (Fact Finding)
  • And Much More

We have worked several large companies and universities on VR and AR projects. We also have worked on using webvr and websites to make webgl available to everyone.

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Augmented Reality and Virtual Reality Market Worth USD 298 bn by 2026

(Global QYResearch via COMTEX) — Active Pharmaceutical Ingredient (API) market is likely to rise at noteworthy CAGR around 6.5% throughout the forecast period and reach around US$ 260 Billion by 2026.

Acumen Research and Consulting has recently published a new report titled Augmented Reality and Virtual Reality – global industry analysis, market size, growth opportunities and forecast, 2019 – 2026, which identifies various growth opportunities that shaping the size of the global Augmented Reality and Virtual Reality.

This report provides a forecast and analysis of the global Augmented Reality and Virtual Reality. It also provides historical data of 2015 along with forecast data for 2026 in terms of volume and revenue. This exclusive report outlines the significant development and key market trends identified in the global Augmented Reality and Virtual Reality. The version of the report mainly focuses on the industrial goods and their consumption and production of Augmented Reality and Virtual Reality.

The report consists of key market trends, which are likely to impact the growth of the market over the forecast period. Evaluation of in-depth industry trends is included in the report, along with their product innovations and key market growth.

ARC report also includes the macro-economic factors, which are likely to influence the growth of the global Augmented Reality and Virtual Reality during the forecast period. Along with the factors, the report also analyzes the growth opportunities of the global Augmented Reality and Virtual Reality. It sheds light on the trends, restraints, and drivers to understand the growth prospects followed by the key players in the global Augmented Reality and Virtual Reality.

ARC report gives a detailed outlook on the supply chain and the demand trends in the market. This in-depth study of the market which helps in determining the influence of various micro-economic and macro-economic factors. In totality, the report aids the understanding of the growth prospects of the global Augmented Reality and Virtual Reality over the forecast period.

The market size is estimated in terms of volume and value and will also help the shareholders of the Augmented Reality and Virtual Reality in identifying the profitable opportunities for their business development. The report also studied about top players functioning in the Augmented Reality and Virtual Reality along with their key market structure, strategies, key developments, and key financials.

Segment Analysis

ARC report focuses on the market attractiveness by assessing the key market segments. The report also combines region-wise segments for a better understanding of the supply and demand ratio of the global Augmented Reality and Virtual Reality. This exclusive study of the report analyzes the present and future market scenario and the industry trends that are influencing the growth of the segments. Besides, the report also covers the value chain analysis, supply chain analysis, and year-on-year basis analysis of the global Augmented Reality and Virtual Reality.

Competitive Landscape is the most valuable part of this report

Key financial developments of a particular company and product & company overview are some of the elements that help in acquiring information about top vendors in the market. This will help the audience in knowing about opportunities, strengths, threats and weaknesses that are facing by the key vendors across the world. As the competitive landscape is the most valuable part of any report, it consists of all the required information for the detailed study of top players. It is also an interesting part to find how exactly these key manufacturers implement various strategies to secure the top rank in the industry. Such an in-depth information is useful for the new entrants into the industry as they would be able to learn a bit from these key vendors. Similarly, the information provided in the research report will also be valuable for the renowned key players as well, as they come to know the strategies of their counterparts to sustain in the competitive industry.

The research study includes the profiles of key players and also analysis of their footprint in the global Augmented Reality and Virtual Reality. The profiles of the leading players are done with the analyzing of the Porter’s Five Force model and SWOT analysis to understand the competitive landscape in the Augmented Reality and Virtual Reality.

The study also encompasses market attractiveness, wherein the services are benchmarked based on market share, market size, and growth rate. The report provides a list of all the key players in the Augmented Reality and Virtual Reality along with a detailed analysis of the strategies, which the companies are adopting. The strategies mainly include new product development, research and development. Also provides revenue shares, company overview, and recent company developments to remain competitive in the market.

Regional Analysis:

Based on the regions, the global Augmented Reality and Virtual Reality is segmented into Asia Pacific (China, Japan, South Korea, India, Australia, Indonesia, Thailand, Malaysia, Philippines and Vietnam), the Middle East and Africa (Turkey, GCC Countries, Egypt and South Africa), Europe (Germany, France, UK, Italy and Russia), North America (United States, Canada and Mexico), and Central and South America (Brazil and others).

Market Participants

Some of the major companies profiled in the report include Magic Leap, Inc., Oculus VR, EON Reality, Inc., Qualcomm Technologies Inc., Samsung Electronics Co. Ltd., CyberGlove Systems LLC, Vuzix Corporation, Microsoft Corporation, Google Inc., Augmented Pixels Co., Catchoom, Virtalis Ltd., Innovega Inc., Laster Technologies, Facebook Inc., NIVIDIA Corporation and Advanced Micro Devices, Inc. among others.

Market Segmentation

  • Augmented Reality Devices
    • Head-Mounted Displays (HMD)
    • Head-Up Displays (HUD)
    • Handheld Devices
  • Virtual Reality Devices
    • Head-Mounted Displays (HMD)
    • Gesture Control Devices (GCD)
      • Data Gloves
      • Others
    • Projects & Displays Wall
  • Hardware
    • 3D Camera
    • Semiconductor Components
      • Integrated Circuits (IC)
      • Controller/ Processor
      • Others
    • Displays
    • Sensors
      • Accelerometer
      • Gyroscope
      • Magnetometer
      • Proximity Sensors
      • Global Positioning Systems
  • Software
    • Cloud-Based Services
    • Software Development Kits (SDK)
  • Marker-Based Augmented Reality
    • Active Marker
    • Passive Marker
  • Marker-less Augmented Reality
    • Model-Based Tracking
    • Image Processing-Based
  • Virtual Reality Technology
    • Non-Immersive Technology
    • Semi-Immersive & Fully-Immersive Technologies

Market By Platform

  • Mobile
  • Console
  • PC
  • Others

Market By Device Application

  • Augmented Reality Application
    • Commercial
    • E-learning
    • Tourism
    • E-Commerce & Marketing Applications
      • Real Estate
      • Footwear
      • Beauty (Cosmetics)
      • Jewel Toning
      • Apparel Fitting
      • Furniture and Lighting Design
      • Grocery Shopping
      • Commercial Vertical Overall Review
  • Consumer
    • Gaming
    • Sports and Entertainment
      • Entertainment Application
        • Theme Parks
        • Art Gallery and Exhibitions
        • Museums (Archeology)
        • Consumer Vertical Overall Review
  • Aerospace & Defense
  • Medical
    • Surgery
    • Pharmacy Management
    • Medical Training
    • Fitness Management
    • Medical Segment Overall Review
  • Other
    • Automotive
    • Geospatial Mining
    • Enterprise Solutions
    • Architecture and Building Design
  • Virtual Reality Application
    • Commercial
      • Fashion
      • Advertisement
    • Consumer
      • Gaming
    • Aerospace and Defense
    • Medical
    • Industrial
    • Others

Market By Geography

  • North America
    • U.S.
    • Canada
    • Rest of North America
  • Europe
    • Germany
    • France
    • Italy
    • Rest of Europe
  • Asia-Pacific
    • China
    • Japan
    • India
    • Rest of Asia-Pacific
  • Rest of the World
    • Middle East and Africa (MEA)
    • Latin America

Research Methodology

To compile the detailed study of the global Augmented Reality and Virtual Reality, a robust research methodology has been adopted that aids in determining the key insights and also evaluates the growth prospects of the Augmented Reality and Virtual Reality.

ARC’s analysts have conducted in-depth primary and secondary research to obtain crucial insights into the Augmented Reality and Virtual Reality. To carry out secondary research, the analysts have collected the information through company annual reports, journals, company press releases, and paid databases that were referred to gain and identify better opportunities in the global market.

Key Questions Answered in the Report

The report addresses key questions concerning the market evolution and overarching trends shaping global market growth. Some of the key questions answered in the report include-

  • What is the overall structure of the market?
  • What was the historical value and what is the forecasted value of the market?
  • What are the key product level trends in the market?
  • What are the market level trends in the market?
  • Which of the market players are leading and what are their key differential strategies to retain their stronghold?
  • Which are the most lucrative regions in the market space?



About Acumen Research and Consulting:

Acumen Research and Consulting (ARC) is a global provider of market intelligence and consulting services to information technology, investment, telecommunication, manufacturing, and consumer technology markets. ARC helps investment communities, IT professionals, and business executives to make fact-based decisions on technology purchases and develop firm growth strategies to sustain market competition. With the team size of 100+ Analysts and collective industry experience of more than 200 years, Acumen Research and Consulting assures to deliver a combination of industry knowledge along with global and country level expertise.

The post Augmented Reality and Virtual Reality Market Worth USD 298 bn by 2026 appeared first on Pharma News Desk.

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Tips for installing a Virtual Reality Lab in a workspace

Given its great potential for research, learning, and innovation, it is easy to simplify or ignore the complexities of installing a Virtual Reality Lab (VR) in a workspace. But creating such a lab is not a feat to be taken lightly.

Before investing in this exciting new technology, it is worth considering the viability of VR in relation to its objectives and resources.

In this guide, we will guide you through each of these considerations to ensure you make the smartest decision regarding investing in a Virtual Reality Lab. The following are the six steps you must follow to develop your plan for creating a Virtual Reality Lab.

Steps for Creating a Virtual Reality Lab

  1. Select your Use Cases / Educational Goals
  2. Design the layout of your space
  3. Find a team
  4. Create or buy content
  5. Connect to the data collection system or LMS
  6. Educate students and staff

The eLearning industry is about making use of advanced technologies to enhance the learning experience. In the end, the basic objective is to make learning an easy and fun task.

Achieving that goal without incorporating the latest technological tools is practically impossible, especially since we are totally immersed in the digital age. Thus, Augmented Reality (AR) and Virtual Reality (VR) have been introduced slowly but surely in the eLearning sector for some time.

These additions have been warmly accepted by modern students because of the many benefits they offer.

There were a lot of reasons that led to the creation of this dedicated space for students to work on Augmented Reality, Virtual and Mixed projects.

The process of designing your Virtual Reality Lab can be difficult. However, we will show you how you can build your own RV/AR lab and give you some examples of existing labs.

With this in mind, you can create a valuable environment for research, training and collaboration using RV/AR.

The key is to understand the role that VR/HR will play in your work.

By following the steps described in this guide, you can design the optimal space to achieve your ambitious research and education goals.

Selection of your use cases / Objectives

Many dangerous and simply high-risk operations on Earth also employ VR/AR as part of their practice. Military, firefighters, railroad maintenance and many more simulators are used to prepare apprentices to make quick decisions in stressful situations, all without harming or endangering people as it used to be with traditional training methods. Flaim Systems is one of the suppliers of this technology that uses real-life equipment, jackets with built-in heating elements to simulate fire and a hose that provides realistic feedback. This is both far and very close to the game simulations that people can enjoy on their PCs.

In selecting your use cases and objectives, it is important that you focus on the benefits you want to give to your students and staff. Whatever your pedagogical objectives, you will need to concentrate on how you can use VR/RA to get your students there. Here are a couple of benefits that virtual reality will provide to achieve these goals:

Appeal to a variety of learning styles. Offer experiences that promote repetition and retention. Eliminating risks and safety concerns. Reduce training budget and provide scalability. Deliver results to a wide range of industries. Eliminating Time and Travel from the Equation.

With this in mind, think about the pedagogical objective and what is the greatest limitation to achieving it. From there, you can build your VR/AR environment to counteract that limitation based on the benefits mentioned above.

A good way to list your goals would be to start first with the pedagogical goals and the pedagogical objectives of your subject. Looking at each individual goal and each objective, limitations are listed in the instructional and assessment part of your pedagogy. What is the most critical activity that has the most limitations to practice? Once this is completed, you will have the best starting point for your use cases. To understand this, see the fire fighting example below:

At the end of the course students will be able to students will be able to students will be able to assess the emergency making quick decisions within the first 5 seconds in high stress situations.  The goal is limited by the risk and cost of doing a real practice.

Instead of assessments with real instructors, a digital environment is created with timely data collected between tasks, decisions made, and follow-up reports.

The student will be instructed through video, as well as in the classroom with discussions and reading materials.

Things to avoid

A possible pitfall of SBE (Simulation Based Education) is negative learning; inappropriate design of the simulator or simulation can give unwanted messages to the student. If physical signs such as sweating and changes in skin color are missing, students may begin to ignore these signs or consider them unimportant. With simulated events, they may also be tempted to use shortcuts such as skipping patient consent and safety procedures. This can lead to habitual unsafe behaviors, such as not wearing protective gloves and reusing previously opened intravenous fluid bags or expired medications. Students can also learn to communicate artificially rather than genuinely as a result of interacting with simulated patients.

Another real consideration is student safety. Immersion simulations aim to create a sense of “being there,” but they can be confrontational (such as traumatic situations) and leave participants angry, upset, shocked, or frustrated. These feelings must be skillfully handled by appropriate debriefing.

Adequate training of instructors can, to some extent, address these problems, but the additional resources needed can be a limiting factor in the application of the SBE.

Breaking Down Myths About Medical VR

Medical VR goes totally against conventional beliefs about technology, such as making health care less humane, less empathetic and less caring.

But the truth is that virtual reality teaches empathy to medical students, makes the vaccination of children less painful, helps to get rid of fears by treating phobias, as well as alleviates chronic pain or satisfies the last wishes of the dying.

All these uses have been discovered thanks to studies, innovations, bets that Universities and Organizations around the world have been making in recent years.

Now we know that training and the application of virtual reality to health, learning and any sector of society can only lead to progress and improvement.

The multiple faces of virtual medical reality

Although the use of virtual reality in healthcare is not yet widespread, the technology is very promising. Goldman Sachs already estimated in its 2016 report that 8 million doctors and medical technicians could make use of augmented reality or virtual reality products worldwide – and the number of users could grow from an estimated 0.8 million in 2020 to 3.4 million by 2025. 

Medical education, surgery, rehabilitation medicine, psychiatry and psychology could all benefit from VR. Doctors will be able to help in the operating room without having to lift a scalpel or prepare for complex surgeries efficiently. Medical students will be able to study the human body more closely and prepare for real-life operations.

However, patients will benefit the most. Virtual reality can support better management of chronic pain, treat fears and phobias, or help survive medical events, from labor pain to vaccination. For example, virtual reality not only makes rehabilitation of neck, spinal or other injuries faster and easier, but it can also escape the confinement of your hospital room and travel to Iceland.

All these cases illustrate that medical VR is an excellent tool for addressing the issues that make healthcare travel for patients more enjoyable: relieving pain, dispelling fear, offering more empathy and care. Here we have brought together the best examples of how technology can make healthcare more enjoyable.

Medical VR: The future of medicine and health will be virtual

The future of surgery offers an amazing cooperation between humans and technology, which could raise the level of precision and efficiency of surgeries so high that we have never seen before.

Will we have small surgical robots like the Matrix robots? Will they remove organs from patients’ bodies?

The scene is not impossible. We seem to have come a long way from ancient Egypt, where doctors performed invasive surgeries 3,500 years ago. 

Just two years ago, NASA partnered with the American medical company Virtual Incision to develop a robot that can be placed inside a patient’s body and then remotely controlled by a surgeon.

That’s why I strongly believe that doctors need to reconsider their stance toward technology and the future of their profession.

Doctors need to rethink their profession

Doctors are at the top of the health food chain. At least that is the general public’s impression of the popular medical drama series and their own experiences. It’s no surprise. Physicians have enormous responsibilities: they can cause irreparable damage and medical miracles with a single incision in the patient’s body.

Not surprisingly, with the rise of digital technologies, operating theatres and surgeons are inundated with new devices designed to make as few cuts as possible.

We have to deal with these new surgical technologies so that everyone understands that they expand the capabilities of surgeons rather than replace them.

Doctors also tend to distance themselves from patients. The human touch is not necessarily the quintessence of their work. However, as technological solutions come into practice by taking on some of their repetitive tasks, I would advise them to reconsider their position. 

Treating patients with empathy before and after surgery would ensure that their services are irreplaceable also in the era of robotics and artificial intelligence.

However, as a first step, the society of surgeons has to become familiar with the current state of technology affecting the operating room and its work. 

For the first time in the history of medicine, in April 2016, cancer surgeon Shafi Ahmed performed an operation using a virtual reality camera at Royal London Hospital. It’s an amazingly big step for surgery. Everyone was able to participate in the operation in real time through the Medical Realities website and the application of VR in the operating room. Whether it’s a promising Cape Town medical student, an interested journalist from Seattle or a concerned relative, they could all follow through two 360-degree cameras how the surgeon removed cancerous tissue from the patient’s intestine.

This opens new horizons for both medical education and surgeon training. VR could take the experience of teaching and learning in medicine to a whole new level. 

Today, only a few students can look over the surgeon’s shoulder during an operation. In this way, it is a challenge to learn the tricks of the trade. By using VR, surgeons can perform operations around the world and allow medical students to actually be in the operating room wearing their VR glasses. The SimlabIT company allows you to create VR lessons as well as simulations that help the traditional medical education process for radiologists, surgeons and physicians, firefighters, and anyone who wants to do a virtual reality lesson. 

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