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CIO Applications Weekly Brief

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Editor's Pick (1 - 4 of 8)
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The Many Barriers to Becoming EMV Compliant

The Many Barriers to Becoming EMV Compliant
Jason Stump, CIO & VP-IT, Westgate Las Vegas Resort & Casino

Enhancing Workflow Management in Media

Enhancing Workflow Management in Media
Andre Mendes, CIO & CTO, US Broadcasting Board of Governors

Service Driven Technology

Service Driven Technology
Les Ottolenghi, EVP & CIO, Caesars Entertainment

Driving Business Agility

Driving Business Agility
Cindy McKenzie, CIO, Deluxe Entertainment Services Group, Inc.

Steps by Media and Entertainment Industry to Foster Innovation

Steps by Media and Entertainment Industry to Foster Innovation
Steve Gebhart, Global VP-Digital Product Development & Client Solutions, Global Experience Specialists (GES)

Recent Technology Developments and its Impact in the Media Industry

Recent Technology Developments and its Impact in the Media Industry
Stephen Fridakis, Vice President, Media and Tech Ops, HBO

Leveraging Technology to Meet New Hospitality and Gaming Trends

Leveraging Technology to Meet New Hospitality and Gaming Trends
Marlon Ortiz, VP of IT, American Casino and Entertainment Properties

The Evolving Media, Publishing and Entertainment Landscape: Challenges and Opportunities

The Evolving Media, Publishing and Entertainment Landscape:...
Karan Puri, Corporate VP and Head of Commercial and Consumer Services, HCL Technologies

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From Imagination to Immersion, Virtual Reality does it All!

By CIO Applications| Thursday, July 25, 2019
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Virtual RealityImmersive technology, virtual reality, is changing the way users communicate with content.

FREMONT, CA: The field of entertainment is one of VR's most passionate proponents, most noticeably in virtual worlds and games. Media is another sector which has joined the Virtual Reality (VR) of the revolution. Companies have been delving into revolutionary technology for the past few months as a new storytelling frontier and a potential outlet for advertising sales. Some media and entertainment firms are also starting to invest in their own VR firms.

VR has been a prediction for some moment as the next big thing in the entertainment sector. However, it has only started to emerge as a real option in the last couple of years. VR's primary focus was on television and movies. Great storytelling in the setting of virtual reality could be raised. The technology could be used in urban homes to simulate distant sections of the globe, minimizing genuinely complicated, abstract problems into experiences that individuals understand. Most of the video presently produced for VR is based on advertising possibilities and marketing stunts.

VR is designed to complement the traditional reporting style of who, what, when, where, why and how, and add to the mix, an incredible experience that goes outside the sedentary act of reading the newspaper, website, or watching TV. The added appeal of using unique headsets makes VR much more attractive to individuals experimenting with recent gadgets. Millennials are the key to virtual reality, as most are more receptive and tech-savvy in this demographic to embrace new types of technological experiences than their more tradition-bound stereotypes.

Virtual reality's entertainment options are infinite. People are becoming increasingly creative. A fully immersive VR theme park allows individuals to experience insane and enjoyable VR experiences such as shooting aliens. Popularity is increasing rapidly as it is regarded to be the gaming scenario's biggest experience.

 

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