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Exam Code: MB-210 Practice exam 2022 by Killexams.com team
MB-210 Microsoft Dynamics 365 for Sales

Candidates for this exam are Dynamics 365 functional consultants with sales expertise. Candidates are responsible for implementing solutions that support a sales life cycle to run efficiently and effectively to meet revenue targets, business strategies, and company objectives.

Candidates are responsible for configuring and expanding the core functionality of Leads, Contacts, Accounts, Opportunities and supporting entities to map to the sales processes in place at the company. They identify opportunities to use Power Apps to develop unified experiences for all devices, Power Automate for application integration, business process flows, and other automation tools to construct an application that supports and accelerates the "lead to cash journey."

Perform configuration (40-45%)
Configure sales settings
• configure sales territories
• configure default revenue type
• configure auto number settings
• configure business closures
• configure fiscal year
• configure currencies
• configure sales team roles
• configure sales security roles
• configure goal management components
• create and manage sales collateral
• configure relationship cards
• configure playbook management
Configure processes
• configure record creation rules
• configure out of the box sales business process flows
Create and configure sales visualizations
• configure sales content pack for Power BI
• configure sales dashboards
• design and create sales charts
• execute and analyze sales reports
Configure integration with external sales applications
• implement Dynamics 365 AI for sales
• configure and enable embedded intelligence
• implement social selling assistant
• implement LinkedIn Sales Navigator

Manage core sales entities (20-25%)
Create and manage leads
• create and search for leads
• convert activities to leads
• perform lead qualification
• configure status reasons
• scan business card
Create and manage opportunities
• create and search for opportunities
• close opportunity as won or lost
• track stakeholders and sales team
• add product line items to opportunity
• customize the Opportunity Close form
• configure status reasons

Manage sales entities (35-40%)
Create and manage quotes
• add quotes to opportunities
• edit quotes in various stages
• send quotes to customers
• convert quotes to orders
• create a template from a quote
Create and manage sales order processing
• create and manage orders
• create and manage invoices
• create and manage competitors
Create and manage product and product catalog
• configure product families, bundles, and products
• configure price lists
• configure discount lists
• configure unit groups
• configure product lifecycle

Microsoft Dynamics 365 for Sales
Microsoft Microsoft reality
Killexams : Microsoft Microsoft reality - BingNews https://killexams.com/pass4sure/exam-detail/MB-210 Search results Killexams : Microsoft Microsoft reality - BingNews https://killexams.com/pass4sure/exam-detail/MB-210 https://killexams.com/exam_list/Microsoft Killexams : Microsoft Says 'Mixed Reality' Is the Future, Not VR and AR

If Microsoft has its way reality won't be virtual or augmented, it'll be mixed. Whereas virtual reality (VR) creates entirely computer-generated environments and augmented reality (AR) overlays computer-generated imagery onto the real world, mixed reality (MR), a term dating all the way back to a 1994 whitepaper based on research conducted at the University of Toronto and the Nara Institute of Science and Technology in Japan, seeks to blend the physical and digital worlds together. In a design setting for example, imagine being able to use a real screwdriver to make adjustments to a virtual product design, or being able to overlay virtual additions and adjustments onto a physical prototype and you start to get the idea.

With so many competitors ranging from Google, HTC, and Facebook-owned Oculus already tackling VR and AR from all sides, Microsoft is introducing a new strategy to position itself as a key player in bringing these technologies into the enterprise and consumer space. At its Build conference earlier this month Microsoft announced it would begin taking preorders on Mixed Reality Development Kits targeted at letting OEMs develop their own MR headsets. This all comes in conjunction with MR capabilities already built into Windows 10 as well as Microsoft's already available HoloLens AR headset that has been specifically targeted at enterprise.  The first of these MR head-mounted displays (HMDs), is being developed by Acer. 

“We're really creating an ecosystem and it's not dissimilar to how people use computers today,” Greg Sullivan, Director of Communications for Windows and Devices at Microsoft, told Design News. In essence, Microsoft wants to make VR and AR tools as commonplace for enterprise users as a keyboard or mouse.

During his keynote at the Build conference, Alex Kipman, Technical Fellow of the Operating System Group at Microsoft, and the man credited with inventing the HoloLens, said mixed reality should completely replace VR and AR in the cultural lexicon. “[VR and AR] are not separate concepts. These are just labels for different points on the mixed reality continuum,” Kipman told the audience. “This is why, to simplify things, we call all of it 'Windows Mixed Reality.' ”

In addition to Acer, Microsoft has already announced deals with big-name computer hardware manufactures including Lenovo, Dell, and HP. And if the company's gambit succeeds Microsoft could leapfrog it's competitors, particularly in the enterprise space where the HoloLens has a firm hold but is perhaps being held back by its steep $3,000 price point.

“The cost piece is something we've worked hard to address, Sullivan told Design News. “It is true today to have an immersive experience you need a headset that is not exactly an impulse purchase and a really powerful PC.”

Sullivan said that Microsoft is looking at HoloLens as a cornerstone for the experience it wants to deliver, but at a more affordable cost. Without any major products on the market yet it has already become clear that the next step for VR, AR, MR, or whatever you'd like to call it, will be providing an untethered experience – headsets that offer inside-out tracking and are able to follow the wearer's movements without the need for wires and external sensors.

“We wanted to build on the learning that we achieved with HoloLens,” Sullivan said. “One of the hardest things to make these [HMDs] compelling is to do positional tracking of the headset itself with six-degrees of freedom (6DoF). We've taken the inside-out tracking we built for HoloLens and brought it to these affordable headsets our partners are making.”

Sullivan said Microsoft is aiming to create an ecosystem with its partners that is open, but has a degree of structure – allowing OEMs to iterate and innovate their own products will still maintaining a standard of performance. “ That notion of an open but structured ecosystem is one we're familiar with,” he said. “All of the HMDS from our hardware manufacturer partners will devliver HMDs that contain inside-out, 6DoF tracking. It is a requirement of our platform to have that because the quality of experience is contingent on it. If you have a headset that does not deliver [6DoF] we know over time people will be uncomfortable with the experience.”

With its upcoming Creator's Update for Windows 10, scheduled for the fall of 2017, Microsoft, is implementing MR support into Windows 10 for developers. A big part of this update is that it will allow MR applications to run on PCs with integrated graphics, meaning users won't need to spring for the latest, high-end GPU in order to run a MR headset. “You'll be able to connect them to a mainstream PC that costs closer to $500,” Sullivan said.

The operating system is also key to Microsoft addressing the next major obstacle -- complexity. “The number one reason that existing devices get returned is complexity of setup,” Sullivan said, adding that the Creator's Update allows MR headsets to run with plug-and-play functionality -- again, just like a keyboard, mouse, or other standard peripheral.

But even if you can solve the cost and complexity issues, the greatest challenge is still to convince enterprise customers that adding MR to their workflow is a worthwhile investment. Sullivan said companies using HoloLens are already seeing a dramatic return on investment and Microsoft believes the same thing will carry over for MR. He cited German industrial company ThyssenKrupp AG, which is using HoloLens to assist elevator repair technicians. “ThyssenKrupp elevator uses HoloLens to dramatically scale the expertise of its repair technicians and experts to a field of other technicians. And they could do that right outside of the box just by using the Skype client.” He also talked about the value proposition HoloLens has brought to other maintenance and repair tasks as well as training. “If you're teaching a mechanic to work on a jet engine, for example, it's much more efficient to teach them on a holographic engine than to remove a physical one from a jet and fly everyone to a specific location to for hands-on learning.”

ThyssenKrupp elevator uses Microsoft HoloLens to assist repair technicians. (Image source: Microsoft)

At the Microsoft Build conference augmented reality company Scope AR announced it has added HoloLens support to its WorkLink software for creating AR and MR “smart instructions” for training and remote workers. "Through its built-in depth camera and sophisticated tracking technology, HoloLens is one of the best wearable devices for hands-free use of the MR applications so many organizations are seeking," said Scott Montgomerie, CEO of Scope AR, said in a statement from the Build conference "With WorkLink now supporting the device, enterprises finally have a simple and easy way to digitize visual instructions at scale -- empowering all workers to become their own expert -- and begin to realize the full potential of MR." 

Early reactions to Microsoft's new strategy have been varied, with some saying the company is making the landscape unnecessarily confusing. Early reviews of Acer's MR HMD have been mixed, with reviewers expressing confusion on how the headset differentiates itself from any other VR headset, given that it has no external cameras for taking in real-world imagery and input.

However, at a $399 cost, and with inside-out tracking capabilities, the Acer headset is does have a bit of a leg up on competitively priced products like the Oculus Rift and HTC Vive that require external tracking hardware. With other manufacturers yet to debut their version of a MR headset it's possible someone may create one with external cameras - essentially a budget version of the HoloLens. If Microsoft's MR headsets can beat big names like Oculus, Vive, and Google to the next-generation of headsets it could indeed position Microsoft to extend its already strong foothold in the enterprise and consumer PC market one step further.

"All of these other immersive HMDs are primarily used for gaming and media content,” Sullivan said. “We see HoloLens and the MR HMDs as part of the same broader platform – the mixed reality platform. We think over time you'll begin to see more productivity scenarios and use cases. And potentially over time you'll see the ecosystem fill out across that whole spectrum with a range of use cases and device types.”

Chris Wiltz is the Managing Editor of Design News.  

Wed, 09 Nov 2022 10:00:00 -0600 en text/html https://www.designnews.com/design-hardware-software/microsoft-says-mixed-reality-future-not-vr-and-ar
Killexams : Feds vs. big tech showdowns: FTC sues to block acquisitions by Microsoft, Meta

The Federal Trade Commission on Thursday sued to block big deals by Microsoft and Meta in two major government vs. big tech showdowns.

  • The FTC moved to try to block Microsoft’s planned $69 billion takeover of video game company Activision Blizzard, saying it could suppress competitors to Microsoft’s Xbox game console and its growing games subscription business.
  • Federal regulators also opened their campaign to block Facebook parent Meta’s acquisition of a virtual-reality company Thursday in a San Jose, California, courtroom.

Meta showdown

In a landmark legal challenge to a Big Tech merger, the FTC sued to prevent Meta’s acquisition of Within Unlimited and its fitness app Supernatural, asserting it would hurt competition and violate antitrust laws.

The FTC is arguing that, were it not for the Within acquisition, Meta would have developed its own dedicated VR fitness up, entering this nascent market with its own product as a new competitor — and Within would have remained in independent player in the market.

Regulators cite a 2015 email from Facebook CEO Mark Zuckerberg to Facebook executives saying that his vision for “the next wave of computing” — namely virtual and augmented reality — was control of apps as well as the platform on which those apps are distributed. The email said that a key part of this strategy is for the company to be “completely ubiquitous in killer apps,” which are apps that prove the value of the technology.

“Meta could have used “all its vast resources and capabilities” to build its own VR fitness app, said FTC lawyer Abby Dennis. Instead, she added, when Meta heard a rumor that Within was being pursued by Apple, it decided instead “to just acquire the market leader” in the space.

Meta lawyer Mark Hansen, disputed the FTC’s claim that the company was going to build its own app.

“There will be no evidence that Meta was ready” do do anything, he said.

Microsoft will allow ‘Call of Duty’ on Nintendo if its $69B Activision deal wins OK

Microsoft case

The FTC’s challenge could be a test case for President Joe Biden’s mandate to scrutinize big tech mergers. The commission voted 3-1 to issue the complaint after a closed-door meeting, with the three Democratic commissioners voting in favor and the sole Republican voting against.

The complaint points to Microsoft’s previous game acquisitions, especially of well-known developer Bethesda Softworks and its parent company ZeniMax, as an example of where Microsoft is making some upcoming game titles exclusive to Xbox despite assuring European regulators it had no intention to do so.

“Microsoft has already shown that it can and will withhold content from its gaming rivals,” said a prepared statement from Holly Vedova, director of the FTC’s Bureau of Competition. “Today we seek to stop Microsoft from gaining control over a leading independent game studio and using it to harm competition in multiple dynamic and fast-growing gaming markets.”

The FTC said it was filing the complaint through its administrative process rather than taking the case to a federal court. An administrative law judge it set to hear evidence but not until August 2023, according to the complaint.

Microsoft’s president, Brad Smith, signaled in a statement Thursday that the company is likely to challenge the FTC’s action.

“While we believed in giving peace a chance, we have complete confidence in our case and welcome the opportunity to present our case in court,” Smith said.

The company had been ramping up its public defense of the deal in recent days as it awaited a decision. Smith said Microsoft has been committed to addressing competition concerns and brought proposed concessions to the FTC earlier this week.

Biden administration urges Supreme Court to narrow Big Tech’s liability shield in pivotal Google case

“We continue to believe that this deal will expand competition and create more opportunities for gamers and game developers,” Smith said.

Microsoft announced the merger deal in January but has faced months of resistance from Sony, which makes the competing PlayStation console and has raised concerns with antitrust watchdogs around the world about losing access to popular Activision Blizzard game franchises such as the military shooter game Call of Duty.

Antitrust regulators under Biden “have staked out the view that for decades merger policy has been too weak and they’ve said, repeatedly, ‘We’re changing that,’” said William Kovacic, a former chair of the FTC.

That has put pressure on the FTC to fulfill its bold promises to “not allow dodgy deals and not accept weak settlements,” said Kovacic, who was a Republican commissioner appointed in 2006 by then-President George W. Bush. But he said Microsoft has a good chance of winning its legal challenge.

“It’s evident that the company has been making a number of concessions,” he said. “Microsoft would likely raise them in court and say the FTC is being incorrigibly stubborn about this.”

Microsoft announced its latest promise Wednesday, saying it would make Call of Duty available on Nintendo devices for 10 years should its acquisition go through. It has said it tried to offer the same commitment to Sony.

Thu, 08 Dec 2022 21:08:00 -0600 en-US text/html https://wraltechwire.com/2022/12/09/feds-vs-big-tech-showdowns-ftc-sues-to-block-acquisitions-by-microsoft-meta/
Killexams : With HoloLens 2 Microsoft Focuses on Mixed Reality's Time to Value

Microsoft has unveiled HoloLens 2, the latest version of its HoloLens mixed reality headset. This time the company is looking to turn its headset into more of a design engineering platform than a peripheral or tool.

In a press conference to open Mobile World Congress (MWC) 2019 in Barcelona, Alex Kipman, Technical Fellow in AI and Mixed Reality at Microsoft, said the improvements made to HoloLens 2 were based on feedback from Microsoft's enterprise customers. “Our customers asked us to focus on three key areas to make HoloLens even better. They wanted HoloLens 2 to be even more immersive, more comfortable, and to accelerate the time to value,” he said.

You New Favorite Hat

The new HoloLens 2 runs on the second-generation of Microsoft's proprietary holographic processing unit (HPU), a processor optimized for running mixed reality apps and displaying holographic images. The HPU sits on a Qualcomm Snapdragon 850 platform, which combines a Qualcomm CPU and GPU. Qualcomm has particularly touted the Snapdragon 850 for its low power consumption and power management capabilities – an important factor when running the sort of graphically-intense mixed reality applications that Hololens handles.

In terms of immersion, the HoloLens 2 has nearly doubled the field-of-view of the original HoloLens while still maintaining the pixel density (47 pixels per degree of sight) necessary for clarity and precise interactions. “It's like moving from a 720P TV to a 2K TV for each of your eyes,” Kipman told the MWC audience. “With HoloLens 2 we invented an industry-defining MEMS display...the smallest, most power-efficient 2K displays on the market.”

The HoloLens 2 also includes eye tracking, allowing the headset to sense where the wearer is looking to add an extra degree of control in addition to voice commands and hand gestures into a system Microsoft calls “instinctual interaction.” Hand tracking now calibrates itself to the wearer's hand size and manipulating holograms with hand gestures now has an ease and feel akin to manipulating windows on a 2D desktop screen. Users can move, rotate, and adjust the size of the holograms using simple motions such as grabbing and pulling on an object's corners. The goal of instinctual interaction, according to Microsoft, is to actually allow users to touch and more directly interact with holograms.

Kipamn added that the HoloLens' comfort has also been augmented. He said Microsoft 3D-scanned the heads of thousands of individuals across ages, genders, and ethnicities and used that data to create a more ergonomic, comfortable headset (even for those who wear glasses). The weight distribution has been adjusted and the overall weight has been reduced by making the front enclosure entirely out of carbon fiber. “Putting [HoloLens 2] on should be as simple as putting on your favorite hat,” Kipman said.

Open Mixed Reality

The paramount concern of many design engineers around HoloLens, and mixed reality applications in general, has always been return on investment. To that end Kipman said Microsoft has been very focused on time to value with the HoloLens 2. “Today it can take between three to six months before mixed reality creates value for an enterprise, because code needs to be written before you can unlock business value within an industry,” Kipman said.

For Microsoft, the solution to this is to make HoloLens 2 more of an open platform than its predecessor, allowing third-parties to develop on the hardware and providing software tools to let developers and engineers more easily cater the device to their needs. Kipman said HoloLens 2 will have ready-made solutions available from independent software vendors across manufacturing and engineering as well as the architecture, construction, healthcare, and education industries.

For it's own part Microsoft will be providing two new services via its Azure cloud computing platform to support HoloLens 2. Azure Spatial Anchors will enable developers to create mixed reality apps that map and track objects and points of interest in the real world.

The second service, Azure Remote Rendering, will leverage cloud computing to assist HoloLens 2 with rendering realistic graphics. “Today, to interact with high-quality 3D models on mobile devices and mixed reality headsets, you often need to decimate, or simplify, 3D models to run on target hardware,” Julia White, Corporate VP of Microsoft Azure, wrote in a blog post. “But in scenarios like design reviews and medical planning every detail matters and simplifying assets can result in a loss of important detail that is needed for key decisions. This service will render high-quality 3D content in the cloud and stream it to edge devices, all in real time, with every detail intact.”

In his MWC keynote Kipman said. “From automotive to manufacturing; from architecture to healthcare, our customers need high precision and detailed representations of their 3D content. This service will enable developers to use the power of Azure to directly stream high polygon content with no decimation to HoloLens – allowing HoloLens to display holograms with detail in excess of edge compute or rendering alone.”

Kipman said Microsoft is also committed to an “open app store model” that will allow developers to create their own app stores, rather than relying on a centralized hub as with the Apple App Store or Google Play. The company will also offer APIs and support standards such as OpenXR, a standard aiming to provide open and royalty-free cross platform support for VR, AR, and mixed reality applications, so “anyone can innovate with our headsets from the sensors that are being used to the differentiated experience being created.

HoloLens 2 will also be adding support for the Unreal Engine 4, a popular software graphics engine for creating video games across 2D as well as VR and AR platforms, opening up the possibility of creating gaming quality environments and objects for engineers.

A HoloLens for Every Occassion

Microsoft is also launching the HoloLens Customization Program that will enable third-party customers to customize the HoloLens 2 hardware to fit their specific needs. The first to take advantage of this program is Trimble, a software development firm that caters to Architecture, Engineering, Construction. and Operations (AECO) companies. Trimble has integrated HoloLens into an industry-standard hard hat (the Trimble XR10) for viewing 3D data in field applications. The hard hat also has an accompanying software suite that allows for real-time data visualization for in-field operations as well as training.

Boston-based software firm PTC has also announced that its Vuforia software for creating augmented reality (AR) and mixed reality applications will now offer support for HoloLens 2's new voice, eye tracking, and hand gesture controls.

Datamesh, a China-based company focused on creating software for manufacturing and mixed reality applications has said it is developing software that combines machine learning algorithms with Azure Kinect DK to create software that can compare CAD models to physical parts in on the factory floor in real time and in high resolution. The machine learning model would be trained in Kinect and run on HoloLens 2 for maintenance, training, guidance, and remote support applications.

In his talk Kipman said the HoloLens 2 is only the latest stop in a long road that began back in 2010 with the relase of the Kinect for the Xbox 360 game console. The now-discontinued Kinect was a motion sensing camera device that allowed players to control games using full body movements and hand gestures. Kipman said the Kinect and the Hololens were born of the same philosophy: “How can technology adapt to people instead of people adapting to technology?”

But while the Kinect was a gaming peripheral, HoloLens 2 is being positioned as a system in its own right – one that Microsoft is ambitiously aiming to replace 2D screens and workflows entirely. If Hololens 2 succeeds where similar products have languished, or failed, perhaps design engineers will be the first to embrace a world where 3D holograms replace 2D images and text on our screens – what Kipman called, “The Internet of Holograms a world where holograms can be shared with others across different devices and form factors.”

HoloLens 2 is currently available for preorder and will be available later this year in the US, Japan, China, Germany, Canada, United Kingdom, Ireland, France, Australia, and New Zealand at a price of $3,500.

Chris Wiltz is a Senior Editor at  Design News covering emerging technologies including AI, VR/AR, blockchain, and robotics.

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Sun, 13 Nov 2022 10:01:00 -0600 en text/html https://www.designnews.com/design-hardware-software/hololens-2-microsoft-focuses-mixed-realitys-time-value
Killexams : Microsoft releases Windows Holographic 22H2


Because reality is so dull

Microsoft has announced the availability of Windows Holographic version 22H2 which will run its mixed reality devices such as HoloLens 2.

While there does not appear to be much under the bonnet to get anyone excited, it will mean that it will be possible to skip several screens in the out-of-the-box experience (OOBE) process to onboard users faster.

There is also a captive portal that allows faster sign-in for new users, and you won't be required to find an existing logged-in user for the process to take place.

It can clean up storage to store logs while remotely troubleshooting and the ability to connect to an NTP Time Server and disable NCSI passive polling. 

Wed, 16 Nov 2022 21:19:00 -0600 Nick Farrell en-gb text/html https://www.fudzilla.com/news/55842-microsoft-releases-windows-holographic-22h2
Killexams : Microsoft talks mixed reality, Metaverse and ‘reimagination’ at GESS 2022 education technology conference

Company demonstrates latest education-focused technologies, such as HoloLens and memorizing Progress, a free tool built into Microsoft Teams that supports and tracks memorizing fluency

November 15, 2022; Dubai, United Arab Emirates – Microsoft today attended the GESS 2022 education technology conference in Dubai, where the company introduced delegates to the latest innovations that support the digital transformation of teaching and learning.

“Microsoft has long been deeply immersed in the world of education,” said Ahmed Ameen Ashour, Education Director, Microsoft UAE. “We are strong advocates for life-long learning, and we have been an important voice in urging governments to turn their attention to skilling as the number-one prerequisite for a sustainable future. Additionally, our platforms, products, and services strongly support digital transformation in the classroom, including the increasing popularity of distance learning. Minecraft: Education Edition now offers more than 600 standards-aligned lessons. And innovations such as memorizing Progress allow teachers to spend more of their time with students and less time crunching numbers.”

The company showcased its HoloLens mixed-reality headset at its stand. Visitors also caught a glimpse of memorizing Progress, a free tool built into Microsoft Teams that supports and tracks memorizing fluency in classroom settings. Students record their memorizing on camera and submit it to teachers who assess and return work, all while data is automatically collected and presented as insights for all stakeholders. Earlier this year, two Qatar-based schools launched a pilot scheme for English and Arabic lessons using memorizing Progress.

Minecraft: Education Edition was also on display at the company’s GESS 2022 stand. The Microsoft-owned gaming ecosystem, which in recent years has become an indispensable teaching tool for classrooms across the region, now has features that support collaboration, assessment, coding, and more.

Over the three-day event, Microsoft will also supply a series of talks on the current trends that are shaping the regional education sector. Majed Akl, Primary and Secondary Education Director, Microsoft MEA, will supply a talk on “Re-Imagining Education”, in which he will focus on how the sector’s landscape has shifted over the past two years. Microsoft MEA’s Mixed Reality Product Marketing Lead, Ksenia Ternavskykh will deliver “Bringing Innovation in Higher Education with Mixed Reality/Augmented Reality”, covering a new era of learning that embraces the metaverse.

Joining Microsoft at the 2022 edition of GESS Dubai are a select group of partners including: Classera, Creative Technology Solutions (CTS), Gamalearn, Hevolus Innovation, and Human Logic.

Over the next few days, Microsoft will use GESS 2022 to publicize a series of achievements, including celebrating its partner ‘s innovative approaches to modern education. Also on the agenda are several education-focused agreements to be signed with government entities throughout the week.

Thu, 17 Nov 2022 00:24:00 -0600 en-US text/html https://news.microsoft.com/en-xm/2022/11/17/microsoft-talks-mixed-reality-metaverse-and-reimagination-at-gess-2022-education-technology-conference/
Killexams : Virtual Reality company Virtualware will showcase VIROO at Microsoft Federal stand at I/ITSEC 2022

Virtualware will showcase a virtual reality-based military project at Microsoft Federal stand at I/ITSEC 2022

ORLANDO, Fla., Nov. 15, 2022 /PRNewswire/ -- European virtual reality company Virtualware is collaborating with Microsoft Federal - the U.S. government services arm of Microsoft - to present the state-of-the-art of its military applications.

Virtualware Logo

The development will be showcased at Microsoft Federal's stand (booth #1969) at I/ITSEC 2022, which will take place in Orlando from November 28th to December 2nd.

Collaborating with Microsoft at I/ITSEC, Virtualware will introduce at the world's most effective modelling, simulation, and training conference its advances in the defense and security sectors.

At I/ITSEC 2022, Virtualware will present the virtual reality project developed for the Health School of the Spanish Army (EMISAN), which has been developed using VIROO, its flagship VR enterprise platform.

In the past few years, VIROO has implemented its proprietary technology, patented in the United States, to simulate the challenges of training army units in medical protocols for chemical, biological, radiological, and nuclear scenarios, enabling teams to assess and Improve performance in various areas such as leadership, teamwork, communication skills, and decision-making proficiency in complex scenarios and extreme stress situations.

The Interservice/Industry Training, Simulation and Education Conference (I/ITSEC) takes place in Florida, and consists of peer-reviewed paper presentations, tutorials, special events, professional workshops, a commercial exhibit hall, a serious games competition, and STEM events.

I/ITSEC is organized by the National Training and Simulation Association (NTSA), which promotes international and interdisciplinary cooperation in modelling and simulation (M&S), training, education, analysis, and related disciplines at this annual meeting.

Virtualware has been a member of the National Center for Simulation since 2020, joining hundreds of industry members in the modelling, simulation, and training (MS&T) community.

"We are excited to launch this revolutionary training application utilising our innovation tool VIROO® to the world. We are now in a time that we can efficiently create, manage, and deploy multiuser in person free roam 1:1 scale virtual training scenarios that will open up powerful opportunities to scale across allied partners and build resiliency collaboratively" Michael Rosas, VP General Manager at Virtualware, said.

The VR enterprise platform VIROO is ready for remote and in-person collaborative environments so teams can work smarter, faster, and more in sync than ever before.

It allows clients to quickly adapt advanced VR solutions to suit their specific needs thanks to easier customization, with minimal configuration requirements and no need for expensive installations.

VIROO is currently supporting top industrial organizations and entities worldwide to build rich hybrid ecosystems that accelerate VR adoption across their value chain at scale.

Founded in 2004 by CEO Unai Extremo and CTO Sergio Barrera, Virtualware is considered a European leader in applying immersive technologies for industry.

It has its main office in Bilbao (Spain), a branch office in Toronto, and a network of partners worldwide.

The company's staff of 45 people includes technologists and engineering experts who have implemented more than 500 projects in more than 33 countries.

Among its clients are various Fortune 500 companies and significant firms, including GE Hitachi, Petronas, Iberdrola, Alstom, Guardian Glass, ArcelorMittal, Danone, Johnson & Johnson, Biogen, Bayer, ADIF, and the Spanish Ministry of Defense.

Logo: https://mma.prnewswire.com/media/1769740/Virtualware_Logo.jpg

Cision

View original content:https://www.prnewswire.com/news-releases/virtual-reality-company-virtualware-will-showcase-viroo-at-microsoft-federal-stand-at-iitsec-2022-301678673.html

SOURCE Virtualware

Tue, 15 Nov 2022 01:30:00 -0600 en-US text/html https://www.yahoo.com/entertainment/virtual-reality-company-virtualware-showcase-145600089.html
Killexams : US: FTC Sues to Block Microsoft’s $69 billion Acquisition of Game Giant Activision

The Federal Trade Commission on Thursday sued to block Microsoft’s $69 billion acquisition of the video game publisher Activision Blizzard, charging that the massive deal would allow the Washington tech giant to suppress its competitors in gaming.
According to the Washington Post, the lawsuit represented FTC’s most significant effort to rein in consolidation in the tech industry since prominent tech critic Lina Khan (D) became the commission’s chair and was expected to usher in a new era of antitrust enforcement characterized by a willingness to bring cases in court rather than pursue settlements with companies.
The case signaled a broader strategy at the agency to bring cases against deals that may pose competitive threats in the future, especially in nascent gaming markets.
The lawsuit was issued same day that a trial began in San Jose, California, in an FTC lawsuit against Facebook parent company Meta over its acquisition of the virtual reality company.
The agency has argued that if the companies could be kept separate, they would push each other to develop more features and attract more users, benefitting competition in the future.
The FTC lawsuit against Microsoft could foil the company’s ambitions to become a heavier hitter in gaming frontiers. Activision is the owner of massively popular titles like “Candy Crush” and “Call of Duty,” and its acquisition could bolster Microsoft in its competition with Japanese console makers Nintendo and Sony.
The commission voted yesterday on a party-line vote to issue the lawsuit in administrative court, with the three Democrats in favor of the complaint and one Republican against it.
Microsoft has not seen such a serious regulatory threat to its business in more than two decades, when the Department of Justice brought a landmark antitrust lawsuit against the company that ensnared it in years of legal battles.
After that case was settled in 2002, Microsoft had largely avoided the antitrust glare focused on tech rivals including Facebook, Google, Apple and Amazon — until the proposed Activision acquisition, the largest deal in Microsoft’s history. (Amazon founder Jeff Bezos owns The Washington Post).
Trustbusters are bypassing the biggest tech company of them all
Microsoft President Brad Smith signaled that the company would fight the lawsuit, saying in a statement that the company has “been committed since Day One to addressing competition concerns.”
“While we believed in giving peace a chance, we have complete confidence in our case and welcome the opportunity to present our case in court,” Smith said.
Since announcing its intention to buy Activision in January, Microsoft has announced a series of policies and arrangements intended to show regulators that the deal would not supply it an unfair advantage in the gaming market or harm workers.
On Tuesday, as it was apparent the agency was nearing a decision on whether or not to block the deal, Microsoft announced that it would bring the Call of Duty franchise to Nintendo Switch, a rival of Xbox. It previously had said it would make “Call of Duty” available on rival Sony’s Playstation.
The FTC moved to block the deal a day after Microsoft staff met with agency representatives to discuss the lawsuit, according to a person familiar with the meeting, who spoke on the condition of anonymity to discuss a private meeting. Smith said the company offered “proposed concessions” to the agency earlier this week.
Activision currently makes its popular games available to 154 million monthly active users around the world on a variety of video game consoles, computers, phones and tablets, according to an FTC news release about the complaint.
But the FTC alleges that if the deal were to close, that could change. Microsoft would have the ability to thwart competitors by withholding these games from competing game systems entirely, or by manipulating pricing and degrading game quality on rival consoles.
The lawsuit warned the deal could not only supply Microsoft an upper hand in consoles, but also an unfair advantage in more nascent gaming, such as subscription gaming and cloud gaming, according to an FTC official, who spoke on the condition of anonymity to discuss the agency’s argument.
The FTC argued that this deal could dampen innovation in these more nascent gaming markets, the person said.
Microsoft’s gaming business Xbox made $3.6 billion in the quarter ending in September.
Xbox consoles trail behind both rival Japanese console makers Sony and Nintendo companies in sales, the company told a U.K. antitrust regulator in October. Microsoft has a record of acquiring gaming content and then using it to squash competition from rival console makers, according to the FTC. The agency cited Microsoft’s acquisition of game developer Zenimax, and it says that the company’s subsidiary made titles including Starfield and Redfall exclusive to Microsoft devices despite previous assurances to European regulators.
“Microsoft has already shown that it can and will withhold content from its gaming rivals,” said Holly Vedova, the FTC’s Bureau of Competition director, said in a news release. “Today we seek to stop Microsoft from gaining control over a leading independent game studio and using it to harm competition in multiple dynamic and fast-growing gaming markets.”
The European Union announced last month that it had opened an inquiry into the deal, warning that Microsoft “may foreclose access” to Activision’s games.

Thu, 08 Dec 2022 18:38:00 -0600 en-US text/html https://www.arise.tv/us-ftc-sues-to-block-microsofts-69-billion-acquisition-of-game-giant-activision/
Killexams : Extended Reality (XR) in the Enterprise

The ways we accomplish our daily work have evolved significantly over the past decades. From sitting in offices at desks with pencil and paper to working from anywhere with tablets and smartphones, the digital revolution has changed how we work both from the tools used as well as the experience. As the revolution continues we now see the rise of extended reality (XR) in the enterprise which provides new devices and experiences that change how we work and interact with data and people.

What is XR?

Extended reality (XR) is a somewhat generic label for a number of technologies that affect how we interact with our data and our environment. Two of the major component technologies include virtual reality (VR) and augmented reality (AR). VR provides a fully-immersive experience where sight, sound and touch are driven by the content and other external sensory inputs are blocked. This experience is provided by headsets worn by the user along with hand-held controllers. AR provides a view of the user's real word environment with additional information overlaid onto the display being used. This could include someone's phone or tablet as well as wearables such as digital eyeglasses.

Examples of extended reality (XR)

XR has tremendous potential in the enterprise with new and innovative use cases arising constantly. Examples of how XR is changing how work is done, include:

Immersive training
XR-based training allows learners to "do" instead of simply read or watch a manual or presentation. This active learning style increases knowledge retention and skill development that may be challenging or impossible under standard learning modalities. 

One example includes virtual surgeries and medical procedures where the student can "see" and "perform" with sensory feedback for a more realistic experience that enables the development of muscle memory. Another example is law enforcement training for adverse and stressful scenarios where the technology can track where an officer's eyes are looking and where their weapon is pointing at any given time. In both examples the training can be recorded and analyzed to provide real-time feedback for improvement. 

Sales and retail
XR technology is being used to provide virtual real estate tours in which the prospective buyer can virtually walk through a property and experience the layout, size, and flow in 360-degree detail. Far more immersive than what pictures or 2D-based videos can provide. 

XR is also used to provide real-time virtual try-ons of makeup products so customers can immediately see a new shade of lipstick or nail polish on themselves in a virtual mirror. XR also allows customers to use their mobile device to see a product on the shelf in a store to gain additional contextual information, like size and color options as well as related items. 

Design and visualization
Since XR can provide a 360-degree experience of locations around the world, it can help film and TV creators scout locations virtually with reduced travel requirements while still fully experiencing the area. Similarly, lighting directors can use XR to virtually stage sets and entire scenes to visualize where actors and props should be located and how the lighting should be designed to achieve a desired look. In both cases, XR accelerates the creative process and optimizes costs. 

Collaboration
With XR technology, virtual meetings can be held with participants from around the world but feel like everyone is sitting around the same table. This helps eliminate proximity bias that can plague hybrid meetings. 

Rich collaboration on product designs is also possible by interactions with virtual 3D or augmented 2D assets and virtual whiteboards. The experience is more inclusive for all participants and accelerates time to outcomes.

Want to learn more about extended reality (XR)?

While XR has tremendous potential in the enterprise, there are many considerations that must be addressed when implementing this capability at scale. XR-related devices must be managed and secured like any other endpoint. Additionally, a quality user experience with devices is critical and key for XR technology adoption and value.  

Wed, 07 Dec 2022 03:37:00 -0600 en text/html https://www.wwt.com/article/extended-reality-xr-in-the-enterprise
Killexams : With new chip, augmented reality startup Ixana claims breakthrough in quest for ‘wearable brain’ Ixana’s three co-founders, L-R: Shovan Maity, head of research; Angik Sarkar, CEO; and Shreyas Sen, a Purdue university professor who came up with the new chip. © Provided by Geekwire Ixana’s three co-founders, L-R: Shovan Maity, head of research; Angik Sarkar, CEO; and Shreyas Sen, a Purdue university professor who came up with the new chip.

A previously unknown Seattle startup, founded by semiconductor and technology industry veterans, says it has developed an energy-efficient chip capable of running advanced AI applications on lightweight, wireless augmented reality headsets that will operate all day without recharging.

The company, Ixana, says devices that incorporate its chip will supply users the equivalent of a “wearable brain” — sensing and analyzing the person’s environment, and providing real-time information about everything from inventory on a warehouse shelf to a previously forgotten acquaintance at a party.

By enabling all-day battery life in lightweight wearable devices, Ixana says its proprietary YR11 chip represents a key advance that larger companies including Apple, Microsoft, and Meta have yet to achieve (or at least publicly unveil) in their own work on augmented reality, AI, and wearable technology.

Ixana has raised $3 million in funding from Uncorrelated Ventures, Samsung Next, Evonexus, Hack VC, Paradigm Shift Capital, and angel investors including Tom Chi, who led early development of the Google Glass AR headset.

The chip has also benefitted from more than $3.5 million in government grants from the National Science Foundation and others.

The company declined to disclose details of the underlying physics of its chip, which it says has resulted in a 100x improvement in energy efficiency, but said it relates generally to the way the chip distributes computing beyond one location to spread out the computing load, dissipate heat, and reduce battery drain.

An Ixana graphic describes the features of its YR11 chip and reference hardware design. © Provided by Geekwire An Ixana graphic describes the features of its YR11 chip and reference hardware design.

Ixana is promising to provide more information and demonstrate the chip in early January at the CES trade show in Las Vegas, including an augmented reality reference hardware design that will be on display at its booth.

The company was founded in late 2020. It has a team of 17 people with past experience at companies including Intel, Qualcomm, Silicon Labs, Ford, Goodix, Rambus, and Texas Instruments.

The chip was conceived by Ixana co-founder Shreyas Sen, a former Intel Labs research scientist and Purdue university professor of electrical and computer engineering.

“The key problem we’re trying to solve is making sure that our brains and machines can interact faster, so that we can get feedback from the machines in real time,” said Angik Sarkar, the company’s CEO and co-founder. “Essentially, the machine becomes an extension of you. We sometimes call this a wearable brain.”

Sarkar, a former Intel senior software engineer, previously founded and led hotel price prediction company Waylo, a machine learning travel startup acquired in 2020 by European online travel company eDreams Odigeo.

Shovan Maity, co-founder and head of research for Ixana, was previously an engineer for Intel and Qualcomm.

Now in its fourth generation, the chip was developed by Ixana’s team, and fabricated by Taiwan Semiconductor Manufacturing Company (TSMC). While some components of the headset are sourced from China, the company says all customer-facing components are sourced and assembled in the United States.

Ixana says industrial customers are already testing headsets that incorporate the chip in warehouse settings. The company says it plans to launch larger testing and validation of its chip and reference headset design next year.

The company is also planning to release an Android software development kit (SDK) that developers will be able to use to run their own machine-learning models on the headset to capture data for real-time feedback.

Tue, 29 Nov 2022 03:30:00 -0600 en-US text/html https://www.msn.com/en-us/news/technology/with-new-chip-augmented-reality-startup-ixana-claims-breakthrough-in-quest-for-e2-80-98wearable-brain-e2-80-99/ar-AA14HscM
Killexams : Automotive Augmented Reality and Virtual Reality Market 2023 : Advance Technology, Latest Trend and Future Expansion by 2028

The MarketWatch News Department was not involved in the creation of this content.

Dec 09, 2022 (The Expresswire) -- Final Report will add the analysis of the impact of Russia-Ukraine War and COVID-19 on this industry.

"Automotive Augmented Reality and Virtual Reality Market" Insights 2022 - By Applications (Passenger Vehicle, Commercial Vehicle), By Types (AR, VR), By Segmentation analysis, Regions and Forecast to 2028. The Global Automotive Augmented Reality and Virtual Reality market Report provides In-depth analysis on the market status of the Automotive Augmented Reality and Virtual Reality Top manufacturers with best facts and figures, meaning, Definition, SWOT analysis, PESTAL analysis, expert opinions and the latest developments across the globe., the Automotive Augmented Reality and Virtual Reality Market Report contains Full TOC, Tables and Figures, and Chart with Key Analysis, Pre and Post COVID-19 Market Outbreak Impact Analysis and Situation by Regions.

Automotive Augmented Reality and Virtual Reality Market Size is projected to Reach Multimillion USD by 2028, In comparison to 2021, at unexpected CAGR during the forecast Period 2022-2028.

Browse Detailed TOC, Tables and Figures with Charts which is spread across 97 Pages that provides exclusive data, information, vital statistics, trends, and competitive landscape details in this niche sector.

Considering the economic change due to COVID-19 and Russia-Ukraine War Influence, Automotive Augmented Reality and Virtual Reality, which accounted for % of the global market of Automotive Augmented Reality and Virtual Reality in 2021

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Automotive Augmented Reality and Virtual Reality Market - Competitive and Segmentation Analysis:

Automotive Augmented Reality and Virtual Reality Market Reportproviding an overview of successful marketing strategies, market contributions, and recent developments of leading companies, the report also offers a dashboard overview of leading companies' past and present performance. Several methodologies and analyses are used in the research report to provide in-depth and accurate information about the Automotive Augmented Reality and Virtual Reality Market.

The Major players covered in the Automotive Augmented Reality and Virtual Reality market report are:

● Continental
● HARMAN International
● Microsoft
● Visteon
● Volkswagen
● HTC
● NVIDIA
● Unity
● AutoVRse
● Bosch
● DENSO

Short Description About Automotive Augmented Reality and Virtual Reality Market:

The Global Automotive Augmented Reality and Virtual Reality market is anticipated to rise at a considerable rate during the forecast period, between 2022 and 2028. In 2021, the market is growing at a steady rate and with the rising adoption of strategies by key players, the market is expected to rise over the projected horizon.

Augmented reality (AR) is a technology that adds on or layers digital media, such as touch feedback, graphics, 3D models, and sound, on a real world environment to enhance user experience and interaction. Virtual reality (VR) is a computer simulated reality that is achieved through replicating an environment into an interactive three-dimensional experience to a user. T

Market Analysis and Insights: Global Automotive Augmented Reality and Virtual Reality Market

The global Automotive Augmented Reality and Virtual Reality market size is projected to reach USD 129070 million by 2026, from USD 1077.7 million in 2019, at a CAGR of 98.1% during 2021-2026.

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Global Automotive Augmented Reality and Virtual Reality Scope and Market Size

Automotive Augmented Reality and Virtual Reality market is segmented by company, region (country), by Type, and by Application. Players, stakeholders, and other participants in the global Automotive Augmented Reality and Virtual Reality market will be able to gain the upper hand as they use the report as a powerful resource. The segmental analysis focuses on revenue and forecast by Type and by Application in terms of revenue and forecast for the period 2016-2027.

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Automotive Augmented Reality and Virtual Reality Market is further classified on the basis of region as follows:

● North America (United States, Canada and Mexico) ● Europe (Germany, UK, France, Italy, Russia and Turkey etc.) ● Asia-Pacific (China, Japan, Korea, India, Australia, Indonesia, Thailand, Philippines, Malaysia and Vietnam) ● South America (Brazil, Argentina, Columbia etc.) ● Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria and South Africa)

This Automotive Augmented Reality and Virtual Reality Market Research/Analysis Report Contains Answers to your following Questions

● What are the global trends in the Automotive Augmented Reality and Virtual Reality market? Would the market witness an increase or decline in the demand in the coming years? ● What is the estimated demand for different types of products in Automotive Augmented Reality and Virtual Reality? What are the upcoming industry applications and trends for Automotive Augmented Reality and Virtual Reality market? ● What Are Projections of Global Automotive Augmented Reality and Virtual Reality Industry Considering Capacity, Production and Production Value? What Will Be the Estimation of Cost and Profit? What Will Be Market Share, Supply and Consumption? What about Import and Export? ● Where will the strategic developments take the industry in the mid to long-term? ● What are the factors contributing to the final price of Automotive Augmented Reality and Virtual Reality? What are the raw materials used for Automotive Augmented Reality and Virtual Reality manufacturing? ● How big is the opportunity for the Automotive Augmented Reality and Virtual Reality market? How will the increasing adoption of Automotive Augmented Reality and Virtual Reality for mining impact the growth rate of the overall market? ● How much is the global Automotive Augmented Reality and Virtual Reality market worth? What was the value of the market In 2020? ● Who are the major players operating in the Automotive Augmented Reality and Virtual Reality market? Which companies are the front runners? ● Which are the recent industry trends that can be implemented to generate additional revenue streams? ● What Should Be Entry Strategies, Countermeasures to Economic Impact, and Marketing Channels for Automotive Augmented Reality and Virtual Reality Industry?

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Detailed TOC of Global Automotive Augmented Reality and Virtual Reality Market Insights and Forecast to 2028

1 Automotive Augmented Reality and Virtual Reality Market Overview
1.1 Product Overview and Scope of Automotive Augmented Reality and Virtual Reality
1.2 Automotive Augmented Reality and Virtual Reality Segment by Type
1.2.1 Global Automotive Augmented Reality and Virtual Reality Market Size Growth Rate Analysis by Type 2022 VS 2028
1.3 Automotive Augmented Reality and Virtual Reality Segment by Application
1.3.1 Global Automotive Augmented Reality and Virtual Reality Consumption Comparison by Application: 2022 VS 2028
1.4 Global Market Growth Prospects
1.4.1 Global Automotive Augmented Reality and Virtual Reality Revenue Estimates and Forecasts (2017-2028)
1.4.2 Global Automotive Augmented Reality and Virtual Reality Production Estimates and Forecasts (2017-2028)
1.5 Global Market Size by Region
1.5.1 Global Automotive Augmented Reality and Virtual Reality Market Size Estimates and Forecasts by Region: 2017 VS 2021 VS 2028
1.5.2 North America Automotive Augmented Reality and Virtual Reality Estimates and Forecasts (2017-2028)
1.5.3 Europe Automotive Augmented Reality and Virtual Reality Estimates and Forecasts (2017-2028)
1.5.4 China Automotive Augmented Reality and Virtual Reality Estimates and Forecasts (2017-2028)
1.5.5 Japan Automotive Augmented Reality and Virtual Reality Estimates and Forecasts (2017-2028)
1.5.6 South Korea Automotive Augmented Reality and Virtual Reality Estimates and Forecasts (2017-2028)

2 Market Competition by Manufacturers
2.1 Global Automotive Augmented Reality and Virtual Reality Production Market Share by Manufacturers (2017-2022)
2.2 Global Automotive Augmented Reality and Virtual Reality Revenue Market Share by Manufacturers (2017-2022)
2.3 Automotive Augmented Reality and Virtual Reality Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
2.4 Global Automotive Augmented Reality and Virtual Reality Average Price by Manufacturers (2017-2022)
2.5 Manufacturers Automotive Augmented Reality and Virtual Reality Production Sites, Area Served, Product Types
2.6 Automotive Augmented Reality and Virtual Reality Market Competitive Situation and Trends
2.6.1 Automotive Augmented Reality and Virtual Reality Market Concentration Rate
2.6.2 Global 5 and 10 Largest Automotive Augmented Reality and Virtual Reality Players Market Share by Revenue
2.6.3 Mergers and Acquisitions, Expansion

3 Production by Region
3.1 Global Production of Automotive Augmented Reality and Virtual Reality Market Share by Region (2017-2022)
3.2 Global Automotive Augmented Reality and Virtual Reality Revenue Market Share by Region (2017-2022)
3.3 Global Automotive Augmented Reality and Virtual Reality Production, Revenue, Price and Gross Margin (2017-2022)
3.4 North America Automotive Augmented Reality and Virtual Reality Production
3.4.1 North America Automotive Augmented Reality and Virtual Reality Production Growth Rate (2017-2022)
3.4.2 North America Automotive Augmented Reality and Virtual Reality Production, Revenue, Price and Gross Margin (2017-2022)
3.5 Europe Automotive Augmented Reality and Virtual Reality Production
3.5.1 Europe Automotive Augmented Reality and Virtual Reality Production Growth Rate (2017-2022)
3.5.2 Europe Automotive Augmented Reality and Virtual Reality Production, Revenue, Price and Gross Margin (2017-2022)
3.6 China Automotive Augmented Reality and Virtual Reality Production
3.6.1 China Automotive Augmented Reality and Virtual Reality Production Growth Rate (2017-2022)
3.6.2 China Automotive Augmented Reality and Virtual Reality Production, Revenue, Price and Gross Margin (2017-2022)
3.7 Japan Automotive Augmented Reality and Virtual Reality Production
3.7.1 Japan Automotive Augmented Reality and Virtual Reality Production Growth Rate (2017-2022)
3.7.2 Japan Automotive Augmented Reality and Virtual Reality Production, Revenue, Price and Gross Margin (2017-2022)
3.8 South Korea Automotive Augmented Reality and Virtual Reality Production
3.8.1 South Korea Automotive Augmented Reality and Virtual Reality Production Growth Rate (2017-2022)
3.8.2 South Korea Automotive Augmented Reality and Virtual Reality Production, Revenue, Price and Gross Margin (2017-2022)

4 Global Automotive Augmented Reality and Virtual Reality Consumption by Region
4.1 Global Automotive Augmented Reality and Virtual Reality Consumption by Region
4.1.1 Global Automotive Augmented Reality and Virtual Reality Consumption by Region
4.1.2 Global Automotive Augmented Reality and Virtual Reality Consumption Market Share by Region
4.2 North America
4.2.1 North America Automotive Augmented Reality and Virtual Reality Consumption by Country
4.2.2 United States
4.2.3 Canada
4.3 Europe
4.3.1 Europe Automotive Augmented Reality and Virtual Reality Consumption by Country
4.3.2 Germany
4.3.3 France
4.3.4 U.K.
4.3.5 Italy
4.3.6 Russia
4.4 Asia Pacific
4.4.1 Asia Pacific Automotive Augmented Reality and Virtual Reality Consumption by Region
4.4.2 China
4.4.3 Japan
4.4.4 South Korea
4.4.5 China Taiwan
4.4.6 Southeast Asia
4.4.7 India
4.4.8 Australia
4.5 Latin America
4.5.1 Latin America Automotive Augmented Reality and Virtual Reality Consumption by Country
4.5.2 Mexico
4.5.3 Brazil

5 Segment by Type
5.1 Global Automotive Augmented Reality and Virtual Reality Production Market Share by Type (2017-2022)
5.2 Global Automotive Augmented Reality and Virtual Reality Revenue Market Share by Type (2017-2022)
5.3 Global Automotive Augmented Reality and Virtual Reality Price by Type (2017-2022)

6 Segment by Application
6.1 Global Automotive Augmented Reality and Virtual Reality Production Market Share by Application (2017-2022)
6.2 Global Automotive Augmented Reality and Virtual Reality Revenue Market Share by Application (2017-2022)
6.3 Global Automotive Augmented Reality and Virtual Reality Price by Application (2017-2022)

7 Key Companies Profiled
7.1 Company 1
7.1.1 Company 1 Automotive Augmented Reality and Virtual Reality Corporation Information
7.1.2 Company 1 Automotive Augmented Reality and Virtual Reality Product Portfolio
7.1.3 Company 1 Automotive Augmented Reality and Virtual Reality Production, Revenue, Price and Gross Margin (2017-2022)
7.1.4 Company 1 Main Business and Markets Served
7.1.5 Company 1 recent Developments/Updates

Continued..

8 Automotive Augmented Reality and Virtual Reality Manufacturing Cost Analysis
8.1 Automotive Augmented Reality and Virtual Reality Key Raw Materials Analysis
8.1.1 Key Raw Materials
8.1.2 Key Suppliers of Raw Materials
8.2 Proportion of Manufacturing Cost Structure
8.3 Manufacturing Process Analysis of Automotive Augmented Reality and Virtual Reality
8.4 Automotive Augmented Reality and Virtual Reality Industrial Chain Analysis

9 Marketing Channel, Distributors and Customers
9.1 Marketing Channel
9.2 Automotive Augmented Reality and Virtual Reality Distributors List
9.3 Automotive Augmented Reality and Virtual Reality Customers

10 Market Dynamics
10.1 Automotive Augmented Reality and Virtual Reality Industry Trends
10.2 Automotive Augmented Reality and Virtual Reality Market Drivers
10.3 Automotive Augmented Reality and Virtual Reality Market Challenges
10.4 Automotive Augmented Reality and Virtual Reality Market Restraints

11 Production and Supply Forecast
11.1 Global Forecasted Production of Automotive Augmented Reality and Virtual Reality by Region (2023-2028)
11.2 North America Automotive Augmented Reality and Virtual Reality Production, Revenue Forecast (2023-2028)
11.3 Europe Automotive Augmented Reality and Virtual Reality Production, Revenue Forecast (2023-2028)
11.4 China Automotive Augmented Reality and Virtual Reality Production, Revenue Forecast (2023-2028)
11.5 Japan Automotive Augmented Reality and Virtual Reality Production, Revenue Forecast (2023-2028)
11.6 South Korea Automotive Augmented Reality and Virtual Reality Production, Revenue Forecast (2023-2028)

12 Consumption and Demand Forecast
12.1 Global Forecasted Demand Analysis of Automotive Augmented Reality and Virtual Reality
12.2 North America Forecasted Consumption of Automotive Augmented Reality and Virtual Reality by Country
12.3 Europe Market Forecasted Consumption of Automotive Augmented Reality and Virtual Reality by Country
12.4 Asia Pacific Market Forecasted Consumption of Automotive Augmented Reality and Virtual Reality by Region
12.5 Latin America Forecasted Consumption of Automotive Augmented Reality and Virtual Reality by Country

13 Forecast by Type and by Application (2023-2028)
13.1 Global Production, Revenue and Price Forecast by Type (2023-2028)
13.1.1 Global Forecasted Production of Automotive Augmented Reality and Virtual Reality by Type (2023-2028)
13.1.2 Global Forecasted Revenue of Automotive Augmented Reality and Virtual Reality by Type (2023-2028)
13.1.3 Global Forecasted Price of Automotive Augmented Reality and Virtual Reality by Type (2023-2028)
13.2 Global Forecasted Consumption of Automotive Augmented Reality and Virtual Reality by Application (2023-2028)
13.2.1 Global Forecasted Production of Automotive Augmented Reality and Virtual Reality by Application (2023-2028)
13.2.2 Global Forecasted Revenue of Automotive Augmented Reality and Virtual Reality by Application (2023-2028)
13.2.3 Global Forecasted Price of Automotive Augmented Reality and Virtual Reality by Application (2023-2028)

14 Research Finding and Conclusion

15 Methodology and Data Source
15.1 Methodology/Research Approach
15.1.1 Research Programs/Design
15.1.2 Market Size Estimation
15.1.3 Market Breakdown and Data Triangulation
15.2 Data Source
15.2.1 Secondary Sources
15.2.2 Primary Sources
15.3 Author List
15.4 Disclaimer

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