{"id":3784,"date":"2023-03-31T11:21:47","date_gmt":"2023-03-31T09:21:47","guid":{"rendered":"https:\/\/secondstarvr.com\/en\/?p=3784"},"modified":"2024-06-05T16:01:11","modified_gmt":"2024-06-05T14:01:11","slug":"immersive-media-technologies-the-acceleration-of-augmented-and-virtual-reality-in-the-wake-of-covid-19","status":"publish","type":"post","link":"https:\/\/secondstarvr.com\/en\/immersive-media-technologies-the-acceleration-of-augmented-and-virtual-reality-in-the-wake-of-covid-19\/","title":{"rendered":"Immersive Media Technologies: The Acceleration of Augmented and Virtual Reality in the Wake of COVID-19"},"content":{"rendered":"<p>During the usual appointment in <strong>Davos<\/strong> of the <strong>World Economic Forum 2022<\/strong>, a white paper dedicated entirely to the <strong>Immersive Technologies<\/strong> sector and to companies operating in <strong>Immersive Media Technology<\/strong> (<strong>VR<\/strong>&#8211;<strong>AR<\/strong>&#8211;<strong>MR<\/strong>) was presented for the first time, with the aim to intercept the sector&#8217;s ability to respond to changes due to the <strong>COVID-19<\/strong> pandemic and the ability of companies to govern the impact it has had on organizational and development capabilities.<\/p>\n<p>Several highlights emerge from the analysis that shows how some sectors, more than others, have approached the <strong>knowledge and acquisition of knowledge and skills in the sector of immersive technologies<\/strong>, from <strong>education<\/strong> and <strong>medical training<\/strong>, from <strong>virtual events<\/strong>, to <strong>art<\/strong> and <strong>culture<\/strong>, up to to <strong>entertainment<\/strong>.<\/p>\n<p>Precisely through the analysis of the various <strong>cases of application<\/strong> of technology in the entertainment sector, it was possible to identify how the capacity of <strong>immersive media can improve the participation experience<\/strong> by allowing users to explore events from multiple angles (instead of from one immutable angle) allowing them to use the content in an &#8220;active&#8221; way.<\/p>\n<p>Furthermore, by integrating the different sources of research conducted globally, based on data and consumer trends, a new estimate of the global <strong>Virtual Reality market<\/strong> has been elaborated which will grow from $6.1 billion in 2020 to <strong>$20.9 billion by by 2025<\/strong>, and the global <strong>Augmented Reality market<\/strong> from $15.3 billion in 2020 to <strong>$77.0 billion by 2025<\/strong>.<\/p>\n<p>&#8211;<\/p>\n<a href=\"https:\/\/secondstarvr.com\/en\/wp-content\/uploads\/2023\/05\/WEF_Immersive_Media_Technologies_2022.pdf\" class=\"pdfemb-viewer\" style=\"\" data-width=\"max\" data-height=\"max\" data-toolbar=\"bottom\" data-toolbar-fixed=\"off\">Immersive Media Technologies: The Acceleration of Augmented and Virtual Reality in the Wake of COVID-19<\/a>\n","protected":false},"excerpt":{"rendered":"<p>During the usual appointment in Davos of the World Economic Forum 2022, a white paper dedicated entirely to the Immersive Technologies sector and to companies operating in Immersive Media Technology (VR&#8211;AR&#8211;MR) was presented for the first time, with the aim to intercept the sector&#8217;s ability to respond to changes due to the COVID-19 pandemic and&hellip;<\/p>\n","protected":false},"author":3,"featured_media":4381,"comment_status":"closed","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_acf_changed":false,"_monsterinsights_skip_tracking":false,"_monsterinsights_sitenote_active":false,"_monsterinsights_sitenote_note":"","_monsterinsights_sitenote_category":0,"footnotes":""},"categories":[9,33,12,39,32,46,7],"tags":[],"acf":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v21.8.1 - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>Immersive Media Technologies: The Acceleration of Augmented and Virtual Reality in the Wake of 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