The VR/AR Beat Newsletter & Blog — VR/AR Association (VRARA)

Philip Wogart

Watch the recording of our panel on "Getting Around in VR: Advanced Techniques in Locomotion"

Watch the largest panel assembled on locomotion in virtual reality. Playback from the live stream at VR/AR Global Summit ONLINE in June!

Panelists presented their solutions to this unique challenge and Philip Wogart, co-chair of the LBE Committee, and Michael Reiner, Advisor to the Austrian Chapter, moderated the discussion to find out how their tech works. The international gathering included the co-founders of Infinadeck, Curvature Games, Omnifinity & Virtualware!

How we can move in virtual worlds has always been one of the more complicated decisions to make for developers. With any solution (whether hardware and software) comes trade-offs in the user experience. This panel looks beyond the standard Roomscale setups to hear from the experts who are building the future of infinite spaces in VR.

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Get a copy of VR/AR Market Report for Germany

Join us at our VR/AR Global Summit ONLINE Conference + Expo June 1-3

70 Companies Featured with Market Analysis

 It is my honour and privilege to publish this document, and excited about its future iterations. This Market Report for Q2 2020 of the Virtual & Augmented Reality sector in Germany is intended to be living document that has been designed to keep you apprised of how the ecosystem is developing here.

This report is a massive collaboration with partners from other German Associations and was coded, compiled and auto-generated by the German and Polish Chapters so that new immersive technology companies and facts can easily be added in future.

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Content

The bulk of the document are company profiles, but I highly recommend that you take the time to read the Executive Summaries and Forewords that have been meticulously written by teams from every partner Association. Peter Lorenz, Board Member VRBB, and myself tackled the data analysis in the first summary and were astonished by the evenness of the data we have collected so far!

The 2nd executive summary was written by my colleagues and first Advisory Board Members for VRARA Germany David Thomson and Jan Pflüger. As respected Immersive Technology evangelists, their expertise in Enterprise Integration and Competency as well as 3D Design and Project Lifecycle Management (PLM) is staggering. They are industry veterans whose insights into the Market Needs was spot on and are indeed very relevant to the current world crisis.

The subsequent forewords consist of a brief history lesson in German XR technologies and then a look at the XR adoption in Industry. Both exemplify the gradual developments of XR in Germany and how the market here has matured and grown. These are essential reads for any newcomer and those who want to dive into the topic. Both are well-researched articles for our industry and the German Market.

History

It all started at the beginning of 2019 when I invited the regional and national networks to join a regular conference call to discuss pooling our expert knowledgebase, synchronising our activities and event calendars and to start work on an Ecosystem Report.

After many months of work well into the summer, a first version of the questionnaire was complete. We had formulated a survey to harness some much needed data about the state of the industry and it slowly transformed into a proper market analysis for Germany.

Enjoying perusing and reading the report.

Cheers
Philip Wogart
Executive Director DACH

Live Online Workshop: Immersive Interaction Design Principles on 25th of April

Get 10% off your registration here.

More information on this first one of kind online workshop, click here.

More information on this first one of kind online workshop, click here.

Some of the key takeaways from the workshop will be…

Kinematic vs Physics

Understand the main differences between kinematic (“passive”) versus physics-based (“dynamic”) interaction.

Physics in VR

Improving Interaction Experiences using Inverse kinematics to simulate physical presence.

Bring your own project (BYOP)

You can also apply to get feedback on your VR/AR project’s interaction design.

Watch the latest in hand-tracking capabilities.

On 25th of April, you will learn to design a fully functional responsive interface with physics-based interactions and hand tracking input.

XR Bootcamp is the first academy offering on-site and online full stack VR/AR programs for designers and developers with career opportunities. 

Together with it’s advisory board from Accenture, Volkswagen, HTC, ExxonMobil, BNP Paribas, Bosch, Deutsche Telekom, KLM, Verizon and others, XR Bootcamp co-developed a VR/AR curriculum to focus on high in-demand skills that are most needed in today’s biggest companies. 

Trainers are successful VR/AR professionals, that teach the latest and most relevant skills most needed in a rapidly changing environment of tools. 

Online workshops are project focused and teach students to create their own portfolio projects, while the on-site bootcamp teaches a full stack of VR/AR development and design tools needed to grab that next great VR/AR industry job. 

Innoactive Launches VR Training Visionary Roundtable

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participating corporations…

participating corporations…

TL:DR - On November 18, 2019, VR/AR Association Germany moderated a full day roundtable on Enterprise VR learning . Representatives from Transportation, Energy, Logistics and Aviation attended to better understand the challenges and benefits of scalable immersive training

First a Little Background

VR training for employees has numerous benefits which is convincing more and more companies to consider the technology as it evolves and awareness grows. However, Virtual Reality is still novel to most workplaces and therefore not as easily integrated into standard training procedures. Adopting VR comes with its challenges and hurdles just as regular innovation does. How can we fix this? Consequently, we have decided to help tackle this problem by uniting like-minded peers who are at the forefront of discussing VR in their organisation. Together with HTC and Unity and the support of VRARA, Innoactive has launched a platform for industry professionals which gives them the opportunity to exchange best practices. We decided to create our VR Training Visionary Roundtable

Structure of the Event

The main discussion is in the form of a classic roundtable which gathers a group of like minded visionaries from different industries. By doing so, we unite them to exchange about overcoming VR training adoption hurdles together. The moderated roundtables are designed to open a discussion amongst participants to help them overcome VR Adoption hurdles. These hurdles include difficulty with hardware roll out, content distribution and permissions, funding, workers safety issues and much more. As a result of listening and engaging with industry professionals, the community works together to solve these hurdles.

The Roundtable also incorporates “demo” sessions at the end of the event. During these sessions, participants can try out each other’s VR training solutions. As well as this, a dedicated Best Practices Instance on the Innoactive Hub aggregates the VR Trainings and allows all the Event Community members to access and try diverse applications.

One Final Thought

The next step of the VR Training Visionary Roundtable includes a workshop for storyboarding and calculating business cases. This gives participants the opportunity to get inspired before designing their next Virtual Reality training. In doing so participants can also learn new ways of estimating the value of a business case.

From VR Training Newbie to Rollout Master in 4 Days

https://www.vr-training-summit.innoactive.de/

Innoactive Opens Aviation VR Training Hub at 2 largest airports in Europe

Come meet us at the VR/AR Global Summit Nov 1-2!


Innoactive have partnered with AeroGround Munich & Berlin and Fraport AG to offer the world's first open aviation VR training hub.

Airports from around the world can access best-practice processes and training modules to transform how they train their employees to reach the next level of training excellence and operational efficiency. As of now there are eight VR training applications available, with more still to come.

On-the-job training for ground handling presents many hurdles, such as security clearances, weather conditions and aircraft availability. Using VR to bring the usual personnel training from the airports’ “apron” directly into the classroom is an obvious preferred method, as it saves time and money while allowing trainers to prepare more potential staff in a highly engaging way.

Read more about how you can become part of the transformation.

Website URL: https://innoactive.de/aviation-vr-training-hub/

RSVP for our Fireside Chat with Charlie Fink, Vertigo Games, Schell Games, and Ubisoft. A candid discussion about designing and licensing Games for Arcades

RSVP here

Location Based Entertainment consumer spending is expected to reach $809 million by 2022, but what about from the development perspective…how do business models differ here from the rest of the Games Industry? Are releasing, licensing and creating titles for Arcades really all that much different? And is there a new type of Gamer for whom these titles designed for?

This fireside chat moderated by the LBE Committee’s go to man Charlie Fink, will be asking some of the most recognised Games Studios how they are diversifying their portfolios by offering unique gaming experiences for Out-of-Home Entertainment and how making the move to LBVR compares with developing successful titles for the home consumer market (console, PC, mobile, VR, etc.)?

Schell Games – I Expect You to Die! & Until You Fall

Ubisoft Blue Byte – Escape the lost Pyramid – Assassin's Creed

Vertigo Games – Arizona Sunshine

Webinar expert panel: "Next generation HMDs and the killer app for VR"

Register here

This Friday, the 15th of February at 10am EST / 4pm CET, the European Photonics Industry Consortium will be moderating this VR/AR Association Location-Based Entertainment Committee Panel Discussion that intends to tackle the tough questions of hardware and software for immersive technology.

Both groups have invited key members to discuss the optics and displays that make VR possible in the first place and what it will look in the next generation headsets to come.

Moderated by Jose Pozo, the CTO at EPIC, his guest include:

  • Leland Hedges, Commercial Director at Pico Interactive

  • Marek Polčák, Co-founder at VRgineers

  • Dr. Zine Bouhamri, Market & Technology Analyst at Yole Développement

This webinar highlights not only the future market trends, but also the challenges and successes for the Photonics Industry developing for Virtual Reality headsets. You will also come out with more clearer understanding of the nuts and bolts behind VR. Register for free here (click on Upcoming).

Watch our Webinar recording on Location-Based VR

Watch it here

To have a look through all the slides, answered and follow-up questions from the webinar please have a look at our Google Slides presentation.

The Location-Based Entertainment Committee hosted another stellar cast of panelists. The ensemble of experts with more than 20 years combined experience running location-based entertainment included Daisy Berns (Exit Reality), Will Stackable (SpringboardVR), Ryan Burningham (Virtual Athletic League), and Sebastian Kreutz (Holocafé).

News reports of experiential location-based virtual reality (LBVR) in shopping arcades, theme parks and movie theaters are taking the world by storm. Companies including FoxNext, Zero Latency and Disney's ILMxLab with Star Wars are demonstrating that LBVR is a viable business for investment, which is clearly enticing mainstream consumers to satisfy their VR curiosity. This is demonstrated by the high levels of growth, with consumer spend expected to reach $809M by 2022.

Our go-to moderator Charlie Fink tackled the difficult issues that venues and virtual reality are facing to see profitable margins in these businesses. The deep dive explored everything from operations and marketing to pricing and throughput. Other hot topics the group examined is infrastructure and real estate. Watch this recording if you are interested in tapping the projected consumer spend of $809M in the next couple years.

Watch it here

LBVR: The Nuts & Bolts of Location Based Virtual Reality

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The Location-Based Entertainment Committee is following up on its Free Roam VR webinar with another stellar cast of panelists lined-up for Halloween! The ensemble of experts with more than 20 years combined experience running location-based entertainment includes Daisy Berns (Exit Reality), Will Stackable (SpringboardVR), Ryan Burningham (Virtual Athletic League), and Sebastian Kreutz (Holocafé).

Our go-to moderator Charlie Fink will be tackling the difficult issues that venues and virtual reality are facing to see profitable margins in these businesses. The deep dive we will be exploring everything form operations and marketing to pricing and throughput. Other hot topics the group will be examining is infrastructure and real estate. This is a not to be missed session for those interested in tapping the projected consumer spend of $809 million in the next couple years. Join us for what will hopefully be a less than scary look into the world of LBVR!

Register for the webinar here

Philip Wogart of VRARA Germany interviews Philipp Wilhelm of CEBIT

If you would like to get discounts to attend or exhibit CeBIT, email philip@thevrara.com 

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As part of the run up to CEBIT this year, I had the chance to speak with Philipp Wilhelm who heads up the activities for the Deutsche Messe in Hannover as regards immersive tech. This year the conference will be in the second week June, and the German Chapters of the Association are excited to be partnering with Germany’s largest technology conference to showcase our members and expertise in Hannover. 

Hello Philipp and thank you for taking the time to sit down with me and discuss CEBIT with us. I want to jump right in and ask for our international audience what does CEBIT mean? It’s an acronym no? But more importantly what its legacy has been and where it is headed…

Thank you very much for having me! That’s kind of a hard questions at the beginning. The name CeBIT is quite old, the show exists for over 35 years. So when its first episode started I assume more than 70% of the technology we have today did not exist back then in the show. In the past the name ment  in German “Centrum der Büro- und Informationstechnik” something like “marketplace for office IT” and back then it was pretty accurate. But CEBIT has changed a lot over the past years and the meaning too. For the 2018 edition CEBIT has a brand new concept. The old known and valued business focus still remains valid but we add a younger component to the show, a festival for digitization and some new topics triggering younger and more creative professional visitor groups. As a result we are also rebranding the name by letting the small “e” grow up to a capital “E” for “Experience the digitization”. CEBIT is a feeling and place to be, not an acronym any more. 

This rebranding is quite exciting actually. The festival approach will certainly appeal to a younger generation of attendees and exhibitors I imagine. Please tell us a little about the diverse technologies that will be showcased this year.

CEBIT has 4 core elements all focusing on digitization that’s where the “d!” comes from. The festival is named d!campus it is an open air area in the middle of the exhibition ground and will be hosting festival stages with artist, showcases and networking back yards, all focused on casual networking after the business hours. The biggest part and most similar to the “old” CEBIT is the d!cononomy part. There visitors find everything they need to digitize their company. From accounting software, datacenters, office IT, security software down to workplace IT. The really game changing technologies as AR/VR, AI, drones and other technologies among startups are hosted in the d!tec part of the show. This will be the most interesting for your members to browse around, test some tec and listen to conference talks. These conferences are the last of the 4 elements named d!talk and are located in the halls and free to attend. Spread over the show and conferences are our lead topics as: VR/AR, Future Mobility, IoT & 5G, AI, Human Robotics, Security and for sure Blockchain.


Well all these are gonna be real hot topics for the coming years for sure. Let me focus in a bit more on spatial computing now. Virtual and Augmented Reality being the name our of association, I’m sure the readers want to know more to expect this year. Can you share with us about any exciting demos that will be coming to the expo or d!talks?


Absolutely, we will have great content and demos at the show. Something that impresses me all the time is from holofill, it’s a hologram in a box/ screen and you can see it without a headset. We will have the latest gloves for VR by Sensoryx, great AR-Kit demos by VuFrame and even some cool demos by Innoactive. Beside these Startups there will also be companies who are in the market for a very long time as Leica Geo Systems showcasing special cameras for, I think you call it “point cloud scanning”, sorry not an expert. Collaborative workplaces in VR  will be shown and some more great showcases and technologies I am unfortunately not allowed to talk about at the moment. But some headsets no one has seen before will be showcased too. ;-) 
So for everyone from B2C to deep B2B solutions will be showcased at the show.

The Association is privileged that you have invited us to participate too, so thank you for that. At this point I feel obliged to mention that we have secured discounts for our members to visit and exhibit this year and hope to continue our participation for years to come. Let me ask you Philipp how did you get into VR yourself? And personally where do you see it headed now that the hype has died down?

We are very happy to cooperate with the VRARA, you have a great international network and we love to support you and the growing spirit of the, let’s call it XR-Industry. My first contact with VR was with a DK2 Headset at an event I attended around 2 years back in the US. Being very fascinated I decided to do some research on the topic and even did my MBA-thesis on “Immersive technologies in the sales process”, doing that I experienced how open minded, giving and forward thinking this great industry is. It’s always a great pleasure working with XR-people. 

I have also been astounded how amazing the community is, in person and also on social media. I look forward to infinite potential Social VR has to offer and concerned at the same time of course, but I’m an optimist in this respect.

So I’m excited for my first year at CEBIT as an attendee, exhibitor and speaker ;) 
Thank you so much for taking the time to give us a heads-up about all that going on in Hannover this June 11-15 (FYI: Monday is conference only, from Tuesday the expo opens to the public). 

 

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