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

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Member Spotlight: Morfus Mixed Reality

We caught up with Sean Huang, CEO and Co-founder of Morfus VR, to discuss his inspiration for Morfus, XR's disruption of the architectural industry and why portable VR is the future of Virtual Reality

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Tell us about yourself Sean - who are you and where does your company Morfus fit in the VR/AR industry?

I am the CEO and Co-founder of Morfus Mixed Reality, a Vancouver and Shanghai-based mobile VR company specialized in property technology. At Morfus, we convert any 2D or 3D design and model into a fully interactive mobile VR walkthrough for easy visualization and collaboration purposes between creatives.

Going off the question above, what problem are you trying to solve, and particularly within spatial and architectural design?

Each year architectural designs in all format of conceptual renderings or models are used to show clients what the finished building would look like even during the pre-planning stage. Yet, studies indicate that more than 65% of end users often find huge discrepancies between what is being shown before and what is actually being built after. This is due to the lack of visualization and immersion offered as client experience. Since few years back there has been a lot of companies out there in the VR space helping to tackle this problem by letting user walk through a space using PC based VR solutions such as VIVE, however these solutions are costly and users are stuck in a confined space with an expensive headset that needs to be powered by a strong PC unit. At Morfus we take this solution and deliver it on mobile where people can enjoy a live 3D walkthrough and use it as a collaboration tool without having to go out to buy a VIVE.

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Why and how did you come across VR/AR space? Tell us how you first got involved with the technology.

Morfus was started when I wanted to build my own company to stray away from the corporate sales environment. I was a sales manager working at Telus when I met my co-founder and CTO, Avetis, who worked under me during our B2B campaign. One morning on a coffee break we started talking VR after seeing an article featuring Google Daydream, after some thoughts, he proposed the idea of virtual reality as a good solution to real estate since real estate was always a hot topic. Since then I grouped together our other co-founder, Albert and the three of us had started out working on a mobile VR game as a test run while dabbling on some real estate VR solutions on mobile, primarily with using 360 to capture the interiors of houses. However, after researching the Vancouver landscape we found a lot of companies already doing this and more companies were rendering 3D models on PC based VR platforms so we felt focusing on conceptual designs would be more innovative and original especially on mobile.   

At that time coincidentally enough, my friend had purchased an empty lot in Vancouver and was working with contracted developers and architects to build up his ideal home. 

However at that time there were only the conventional floor plans and static renderings he could use to visualize the house as well as sending it to his wife, who was overseas in China. After the house was built they realized there was a huge discrepancy compared to the original designs and ended up spending more money and wasting time renovating and taking apart the walls. It was at this time that my co-founders and I decided to come up with a visualization tool using the power of VR and the accessibility of mobile. 

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What is your proudest work your team has produced so far?

Our proudest work is being able to develop an actual use case for mobile VR in terms of solving the problem of communication and response time between remote teams. Since finishing Chinaccelerator Batch 12 we have not only landed government backed projects but as well we have started engaging in bigger partnerships with city planning and infrastructure maintenance.  

As with any form of innovation in technology, VR/AR/MR is drawing more and more attention and investment due to its potential to make people’s lives better, more efficient, and smarter. Tell us how Morfus is leveraging immersive technology to achieve this.

At Morfus, we want to make this new technology as intuitive and accessible as possible. I feel mobile VR is often overlooked by AR and PC based VR platforms like HTC VIVE or the Rift (their standalone headset counterparts fall in the same category as well) as a "dumbed down" cousin but if we can take a step back and realize that being able to access VRARMR solutions on any smartphone is far more invaluable than creating a cool content on PC based VR. Given our team's sales background and knowing how to promote, sell, and execute a new product in a way that is very easy for people without prior VR knowledge to pick up is crucial to our success with our clients today.

Also, another proud moment we had was getting into top 18 companies out of 200 to present at TechCrunch's Shanghai Startup Competition semi-finals where it shows how a foreign company in VR can out-compete a lot of local companies in the same space, as well as being featured in Forbes China.

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Morfus has focused on working with clients to create immersive walkthrough experience. Is there a particular reason why you chose this area?

We chose this area simply because we have encountered spatial awareness problem among clients of architects, designers all the way to real estate developers. 

It’s interesting that you are focused on creating applications primarily for mobile VR use, due to its accessibility compared to VR headsets that require PC. Still, what we notice is that consumers are still learning about the technology and it’s a relatively new idea. What has been the biggest barrier of adoption you see even with mobile VR use? 

I feel the reason why this industry has yet to take off to hit critical mass is due to the majority of people out there seeing VR as a high-grade equipment that is both costly and troublesome, yet most companies out there in B2B focused sectors especially in architectural or real estate are not innovating in a way to help make VR more accessible and intuitive for people to adopt.

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What are your thoughts on VR/AR industry in Vancouver? How can companies, communities, institutions help to foster growth and adoption?

There are a lot of brilliant tech talents in Vancouver for VR/AR, however, compared to China the demographic of VR companies here are very behind in terms of making VR and AR very accessible to people that have no prior knowledge to VR. In China, you have companies pushing mobile plays for industrial use cases and advanced military simulations.  

 I feel the reason why this industry has yet to take off to hit critical mass is due to the majority of people out there seeing VR as a high-grade equipment that is both costly and troublesome, yet most companies out there in B2B focused sectors especially in architectural or real estate are not innovating in a way to help make VR more accessible and intuitive for people to adopt. I mean sure with PC based VR solutions you can generate better graphics than mobile but at the end of the day if we want to see VR/AR blow up we have to consider how to bridge the gap between industry professionals in the space with people that are illiterate in immersive technology. 

How companies or organizations here can foster growth is to partner up with foreign firms and recruit talents from other parts of the world, the VR/AR association does a fantastic job into creating a cross-border ecosystem to foster growth for this industry. 

As a member what do you wish people knew about VR/AR Association, especially in Vancouver?

To be very transparent I was reluctant to join at first since we were moving some of our operations to Shanghai but after being connected with Dan and people at the VR/AR association I would say for any VR/AR enthusiast whether you are in a startup or working for one to definitely consider joining. The community and support provided through VRAR Association have been great in terms of helping developers and industry professionals stay up to date on the latest VR/AR/MR trends as well as connecting people together. 

What can we expect from Morfus in the next year? 

Amazing things are coming in the next year! We will be announcing more stuff as we go along but now I can say for certain we have decided to expand into Asia as well as applying for a government-backed accelerator program in Dubai referred to us from a fellow batch company out of Chinaccelerator where we plan to work with the Dubai government on tackling technological challenges. 

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VR/AR Companies Need To Attract More Women. Here’s How They Can.

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VR Scout article written by Kate Wilson and Dan Burgar

With the industry growing hungry for female influence, women in VR has never been more important.

In the early nineties, a TV studio took a risk. Executives were casting for a character named Dana Scully: a supporting role, they envisioned, being played by a woman with the same physical attributes as Pamela Anderson. Despite that brief however, The X-Files producers ultimately chose actor Gillian Anderson. Turning Scully into a fierce, whip-smart medical doctor, the newcomer offered a portrayal of a female leader in STEM that was missing from mainstream pop culture.

The performer’s high profile allowed young women to imagine themselves in her position for the first time. Soon after, something unexpected happened. A few seasons into the show’s run, institutions saw a huge uptick in women’s enrollment in university technology and science courses. They dubbed the phenomenon the “Scully Effect”.

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It’s an experience that many want to see translated into the world of VR.

Like most areas of the tech industry, the sector is guilty of a gender imbalance. With individuals moving into the business from areas such as VFX and animation – traditionally male-skewing professions – VR and AR companies typically have more men than women on the payroll.

On top of that, organizations are often segregated by gender roles. While project management, HR, or marketing jobs might be handled by female employees, very few companies hire an equal number of male and female developers. As a result, women looking to move into technical positions in the industry lack visible role models.

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In the view of Joanna Popper, global head of virtual reality for location at HP, it’s vital that women become more observable in all areas of the VR industry.

“I support the principle of ‘see it, be it’,” she says. “It’s important to look at who’s getting quoted in articles, who’s getting the opportunities to step into executive jobs, who’s onstage at panels, and what part women play at every level of the company. When it’s possible to physically see women in high-ranking positions, it encourages more women to enter the industry.”

There are many reasons why VR companies should be trying to attract more female employees. For profit-driven directors, the most convincing is the impact on their bottom line. Numerous studies – most notably that published by McKinsey in 2015 – have revealed that hiring more women, and promoting them to leadership positions, correlates with significantly higher profits. Reports showthat having a diverse upper-level management leads to better decision-making, which allows companies to create better products, and shape a healthier culture.

By placing women in supervisory roles, companies can tap into a fresh pool of experiences. Marginalized groups – both women and people of colour – tend to see different problems, and can therefore solve alternative issues. Female-led company Vantage Point, for instance, provides sexual harassment training in VR, while businesses like Virtro create colourful games as an alternative to gory first-person shooters. Virtual reality is, quite literally, a technology that portrays different views. When companies create more varied teams, it opens up a bigger market share.

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Despite understanding how a gender-balanced office can improve their business, though, VR organizations are often slow to adopt tactics to boost their female representation. In the view of Amy Peck, founder and CEO of EndeavorVR, there are a few easy ways for companies to start.

“I live by a principle called ‘me plus three’,” she says. “I take a look around and identify the three women closest to me who I can move the needle for, and make a difference to their career. As each person participates, that three becomes 30, and that 30 becomes 300, and it grows exponentially from there. Both men and women can use the strategy, and it’s important that they do, because we need to galvanize together as a team. We’re all on the same side... Read the full VR Scout article here

Image Credit: VRScout / Amy Peck / Joanna Popper / Martina Welkhoff

VRARA Member Stambol Studios partners with Health & Technology District to Create XR LAB to Embrace VR/AR

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Health & Technology District Creates XR LAB to Embrace Emerging Technologies in Partnership with Conquer Experience and Stambol Studios

New XR LAB leverages mixed reality & emerging technologies to inspire healthcare solutions

Surrey, BC – May X, 2018 – The Health and Technology District, together with Conquer Experience and Stambol Studios, are launching a new XR LAB, a demo studio leveraging mixed realities and other emerging exponential technologies to inspire future healthcare collaborations. 

Located within the District’s HealthTech Innovation HUB in Surrey, the new dedicated XR LAB offers a fully equipped virtual reality workspace where companies can get access to mixed reality demo opportunities, shared spaces and facilities, workshops and programs and a whole suite of business services as part of the HealthTech Innovation HUB’s amenity offerings. 

Users of the XR LAB have the opportunity to co-locate with innovative thought leaders at the District, to built and inspire creative health and wellness collaborations and encourage the cross-pollination of forward-thinking ideas that bring real world healthcare solutions to patients everywhere. 

“The new XR LAB is a new venture and a natural fit for Conquer as we rebrand and transition into new markets leveraging our core virtual reality strengths and successes,” says Angela Robert, CEO and Co-Founder of Conquer Experience, formerly Conquer Mobile. “BC is at the forefront of innovative technologies and Surrey has a rapidly growing health and technology presence. The XR LAB and the resources at the HealthTech Innovation HUB will help advance health-tech innovations and further the successes of companies within the District.” 

Building upon Conquer Experience and Stambol Studios’ BC-built virtual reality successes, the XR LAB attracts businesses, entrepreneurs and emerging start-ups to use the highly specialized equipment within the LAB to build mixed realities in the areas of health and wellness and beyond as BC builds and commercializes disruptive global solutions in health. 

“We are pleased to partner with the Health and Technology District and Conquer Experience to showcase our mixed reality technologies and applications related to the District,” says Dogu Taskiran, CEO of Stambol Studios. “Immersive mixed reality technologies can provide creative solutions and bring to life various environments that benefit a variety of industries, including healthcare. We look forward to creating applications that will further innovate the health and wellness space utilizing various exponential technologies.” 

The XR LAB complements the Health and Technology District’s unique ecosystem that supports the collaboration, experimentation and innovation in health and wellness experiences that will have profound impacts in the future of health care services, delivery, training and most importantly, experiences. 

Technologies from the XR LAB will be showcased at the Health and Technology District’s booth at the upcoming BCTECH Summit taking place May 14-16 at the Vancouver Convention Centre. 

About the Health and Technology District: 

The Health and Technology District is one of BC’s most rapidly growing and dynamic new health-tech sectors located in Surrey’s emerging innovation ecosystem. It has a unique advantage being ideally located directly across from Surrey Memorial Hospital, one of Canada’s busiest hospitals where a collaborative cluster of multinational and start-up companies, international partners, clinical and research facilities, scientists, innovators and entrepreneurs, work together in partnership to accelerate the implementation of technologies and solutions towards health care impacts and improvements. www.healthandtechnologydistrict.com

About Conquer Experience: 

Conquer Experience (www.conquerexperience.com) is a digital simulation company focused on delivering ‘Education as an Experience’™. With deep expertise in UX, VR and simulation gaming, the company has created the Experience Platform™ that brings learning to life. Our award winning product PeriopSim (www.periopsim.com) is built on the Experience Platform, available on the iPad, HTC VIVE and Windows Mixed Reality headset and has been used in over 200 North American Hospitals, saving dollars and improving patient safety from day one. PeriopSim is the subject of the top ranking international peer reviewed academic research paper on BMC Medical Education. 

PeriopSim (www.periopsim.com) is an award-winning digital simulation training solution for clinicians who need to learn surgical instruments, passing technique, sharps safety, sterile technique and procedures. The product enables surgical staff to practice safely before surgery. PeriopSim was part of an 18-month pilot program with the Association of Perioperative Nurses (AORN). 

About Stambol Studios: 

Stambol is a distinguished creative technology studio specializing in highly immersive content and interactive applications for architecture & real estate marketing, enterprise and brand engagement applications through Virtual Reality and Augmented Reality. Headquartered in BC, Stambol Studios employs a team of dedicated artists, designers and engineers with a proven track record of success to create inspiring and memorable virtual experiences for businesses to showcase their products and brands. www.stambol.com

Canadian investors are missing out on profits from Vancouver’s VR and AR industry

Article Written by Kate Wilson and Vancouver Chapter President Dan Burgar and posted by BCBusiness here

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Few industries will remain untouched by virtual and augmented reality, experts predict

In the past year alone, surgeons have begun practising their work on digital bodies, mines have been planned in immersive 3D, and Walmart Inc. has chosen to train its employees in constructed realities. Touted in the same breath as blockchain, AI and machine learning, virtual reality (VR) and augmented reality (AR) are now transforming how businesses are structured.

Metro Vancouver has emerged as an epicentre of the industry. For more than 40 years, the region has nurtured talent in the animation and 3D spaces—and, in its capacity as Hollywood North, has become home to some of the largest special-effects stages in North America. Upward of 180 VR and AR companies are taking advantage of that local expertise, creating enterprise solutions for sectors from retail to real estate.

It’s a boon for investors. But according to local entrepreneurs, British Columbia’s venture capitalists are missing out.

“Metro Vancouver is one of the top markets worldwide for creating VR and AR content,” says Tony Bevilacqua, founder and CEO of Cognitive 3D, a company that provides analytics on how individuals in virtual and augmented reality interact with their surroundings. “But we’re being challenged by the lack of local investment in what we would call at-risk technologies—businesses that are very research- and development-oriented, and don’t necessarily have a healthy financial outlook in the short term. If you have the metrics for a Series A round, you can raise money here. It’s in that seed stage, where a company doesn’t necessarily have the traction or numbers to show investors, that we see the biggest gaps in local funding.”

That reticence has allowed U.S. investors to plug the breach. Many Silicon Valley–based venture capitalists have funded between 10 and 30 early-stage VR and AR companies. In Canada, there are far fewer investors, and most are only supporting one startup. As a result, profits from an industry predicted to be worth up to US$215 billion by 2021, according to market intelligence provider International Data Corp., are passing local venture capitalists by.

In the view of Tom Emrich—a partner at Super Ventures, one of the few Silicon Valley AR funds that has invested in Metro Vancouver—that shouldn’t be the case.

“It’s cheaper to run a business in Canada than in the Valley, where most of the VR and AR startups are concentrated,” Emrich says. “If you’re in America, and you’re giving an American cheque to a B.C. company, that cheque is worth more in Canadian dollars. On top of that, the burn of a business—how much it’s spending on rent, electricity, and potential talent—is definitely much less than in the Bay Area.

“Canada also has a lot of grants and government programs, like SR&ED and IRAP, that help support the growth of startups,” Emrich continues. “It can extend their runway. Funds want a company to provide them with a return, and they need to survive to do that. As an investor, hearing that a government is willing to put their arms around VR and AR businesses is another benefit.”

Commentators have proposed multiple theories to explain Canada’s reservations about investing in early-stage companies. Consumer adoption of the technology has been slower than anticipated, and it’s unclear how long it might take for funds to see returns. The country’s reputation for politeness, too, means local startups are often less bold in forecasting their success and sell themselves short compared to U.S. businesses—a factor that makes them less attractive to investors.

If B.C. venture capitalists don’t choose to put their money into seed stage funding soon, though, Emrich believes the opportunity might be gone.

“The investment possibilities for this technology come early on,” he says. “As the space matures, the larger players start to hire and acquire their own solutions. When Google, Apple, Facebook and Amazon begin to put more of a focus on developing their own solutions, the startup opportunity changes, and the venture capital opportunity changes.

“I think it’s the lowest-hanging fruit if you’re in B.C. to look in your own backyard at what’s happening,” Emrich adds. “It can be part of your competitive angle as a fund to be able to identify some stellar Hootsuites, Wattpads, or Nortels early on. The Silicon Valley folks are being inundated by Silicon Valley pitches, and they might not have the luxury or time to scope out Canadian companies. If it fits your investment thesis, can you find the hidden gems that no one knows about in the area, and help support and create the tech giants of tomorrow? If so, you can reap the returns because you got in so early.”

That sentiment is echoed by Marco DeMiroz, co-founder and general partner of the Venture Reality Fund. Also based in Silicon Valley, DeMiroz has spent the past month visiting Metro Vancouver and talking with provincial government officials about the potential for investment partnerships. Currently exploring the possibility of collaborating with local venture funds or government-sponsored entities, he deems the region to be one of the world’s top VR and AR hubs.

“Collectively, VR and AR is a tremendous market opportunity, both from a hardware and software perspective,” he says. “I think the local entrepreneurs in Metro Vancouver and I would like to see more engagement from the Canadian venture capital community, just because economically and commercially, the technology has such huge potential. It’s happening, and it’s going to evolve, and investors can’t really stay out of it.”

VRARA member BioInteractive Technologies joins Techstars 2018

 
 

Vancouver, BC Canada - International startup accelerator Techstars announced today that Vancouver technology company, BioInteractive Technologies (BIT), has been accepted into their preeminent international new Techstars Anywhere program, where less than 1% of applicants were accepted.

Vancouver has long been known as “Silicon Valley North”. In 2017 Vancouver started seeing a rise of accelerators taking note of the Vancouver tech industry, attending such local events like Vancouver Startup Week where BIT’s founders first met with Techstars.

BioInteractive Technologies (BIT), provides a seamless and intuitive platform for a gesture-recognition wearable called TENZR. "Ubiquitous spatial computing Spatial computing (Virtual, Augmented and Mixed Reality) is upon us and we need to expand beyond the hand-held controller, like mouse, keyboard, voice control and camera-tracking systems to include unconstrained gesture recognition!" Says BIT’s CEO, Lukas-Karim Merhi “We are humbled and honoured by Techstar’s acceptance and can’t wait to have access to their network of amazing founders, mentors, and investors. This will allow our company to achieve our vision to become the leading wearable in gesture recognition, and the de-facto controller of the next decade” says Merhi.

 
 

Merhi also notes that without the help of the Vancouver VRAR Association's Director Tony Bevilacqua and President Dan Burgar, who connected Merhi to Techstars, he would have missed out on the opportunity to apply to their accelerator program altogether. 

Techstars Anywhere is a relatively new program, now in its second year of operations. Historically Techstars founders were relocated to the US for their intense coveted program. However, newly formed virtual based Techstars Anywhere now brings the power of the Techstars network to the founders #Anywhere. Founders follow the proven Techstars approach to accelerate their business & #domorefaster. Techstars has made an investment in capital, time & network with biointeractivetech.com.

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BIT has been in operation since 2015 and is led by Lukas-Karim Merhi (CEO), Gautam Sadarangani (CTO) and Jose Fernandez Villasenor (COO), and currently has a team of 8. BIT has developed TENZR, an accurate, calibration-free, hands-free, camera-free, wrist-worn gesture recognition controller compatible with any Bluetooth enabled devices.

Techstars is the worldwide network that helps entrepreneurs succeed. Techstars founders connect with other entrepreneurs, experts, mentors, alumni, investors, community leaders, and corporations to grow their companies. Techstars operates four divisions: Techstars Startup Programs, Techstars Mentorship-Driven Accelerator Programs, Techstars Corporate Innovation Partnerships, and the Techstars Venture Capital Fund. www.techstars.com

For more information on either company, please contact:

Lukas-Karim Merhi, CEO of BioInteractive Technologies lukaskarim@biointeractivetech.com, 778-883-6443

Joanie Kindblade, Techstars Media, joanie.kindblade@techstars.com

2017: A Year in Review (Vancouver Chapter)

Where did all the time go?! 2017 was a busy year for VRARA Vancouver, as our first full one year as a chapter in Vancouver. As a chapter, we hosted 6 events in total with 60 new VRARA members.

Vancouver is making a name for developing into a global hub for VR/AR/MR – serving as a home to 130+ innovative companies in this space. We are proud of this homegrown talent, and in 2017 we created VR/AR Ecosystem Map to showcase our local ecosystem. Our first version was launched in Fall 2017, and we plan to update it every quarter – if we missed you in this version or have any suggestions, give us a shout!

 
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We kicked off the year with a sold out event, VR/MR: Beyond Gaming, which took place at the TELUS Garden Flex Space on February 23rd. Kharis O’Connell, author of Designing For Mixed Reality, led the keynote speech on practical usage of VR/MR. Immersive technology is best known to mainstream audience for its usage in gaming. We wanted to break this shell and discuss further on the possibilities of integrating virtual and mixed reality not just in business, but also in our daily lives in the near future.

 
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Read more on VR/MR: Beyond Gaming

Consumer Virtual Reality (CVR) can’t be missed when discussing immersive technology in Vancouver! CVR 2017 expanded into three whole days after it received overwhelmingly positive response in its inaugural year in 2016. Oh, and did we mention after party? VRARA Vancouver hosted the Official CVR Industry Day After party on May 5th at the Roxy. The night was filled with sips and bites, networking, Mega McGrath’s live painting auction for the Canuck Place Children’s Hospice, and a performance by Alex Maher.

 

VRARA Vancouver hosted the Official CVR Industry Day afterparty with industry professionals and thoughtleaders from around the globe.

 

More than before (especially with Apple ARKit launch this year), we’ve heard business discuss more on how they are integrating immersive technology to enhance consumer engagement. We’re already seeing plenty of big players like GE, NASA, IKEA, BMW, Verizon and more getting a head start on VR/AR. Our event Branding For the Future hosted at Hootsuite HQ on September 28th was just about that. We had Alan Smithson, CEO of MetaVRse, and Mira Leung, lead in Google ARCore team, discuss how businesses can start strategizing now to get ahead of the game before the technology becomes mainstream.    

 
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Read our highlights and watch the keynote and panel discussion.

Last but not least, we wrapped up our year with Growing Innovation: Investment Opportunities for VR/AR on November 30th at BCIT Downtown Tech Hub. By 2020, VR/AR will be a $150billion industry and with Vancouver leading the charge, we wanted to start a discussion on how to venture into this rapidly developing ecosystem. We brought together VR/AR thought leader Tom Emrich from Super Ventures, along with expert panel fireside chat with notable investors and tech executives, and finish with a round of 10 lighting pitches from local VR/AR startups – something we’ve done for the first time!

 

Highlights from our event held by the VRARA Vancouver at BCIT Downtown, Nov 30th, 2017. Our keynote was Tom Emrich from Super Ventures.

 

A lot has happened in the VR/AR/MR industry globally in 2017. Here are some highlights from what’s happened right here in our city of Vancouver.

Vancouver’s first ever VR film festival (YVRFF) was a huge success with a sold out weekend.

 
 

Chapter President Dan Burgar represented the VR/AR tech sector with Archiact / VR AR Association at the United Nations Peacekeeping Conference.

 
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Motive.io successfully won the contract of $482,000+ through the Government of Canada to bring Canada's history to Ottawa.

 
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Microsoft President Brad Smith promoted Vancouver as a virtual reality 'supercluster.'

 
 

BC Tech launched The Cube, Canada's First Virtual, Augmented, and Mixed Reality Hub.

 
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LNG Studios worked with Concord Pacific on their Brentwood development project and used virtual reality to showcase the new condos before any were built.

 
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VRARA Vancouver would like to thank you all for being part of our community and making all this happen in 2017! We are working on many exciting ways to bring value to our members in 2018 so stay connected through our social channels and subscribe to our monthly newsletter. If you would have any suggestions or feedback, please contact Chapter President Dan Burgar at dan@thevrara.com.

 
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Why 2018 is going to be the year of VR/AR in Vancouver

DailyHive Vancouver Article - By Vancouver Chapter President Dan Burgar

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Vancouver’s technology sector has grown leaps and bounds over the past decade and today stands toe-to-toe with legendary centres of innovation like Silicon Valley and Seattle. In short, we’re on the cusp of a VR/AR explosion, and Vancouver is a major player.

In fact, BC is Canada’s leading tech hub with the fastest growing technology sector in the country, which employs upwards of 150,000 people.

This development is thanks in large part to the rise of virtual reality (VR) and augmented reality (AR). So far, VR/AR enterprise has created 17,000 jobs and driven more than $2.3-billion in revenue for the province.

And the industry is showing no signs of slowing down anytime soon.

An influx of corporate investment, international attention, and a focus on education promise to make 2018 the most exciting year yet for VR/AR in Vancouver.

Read the full article here

What the hell is VR/AR and why should I care? Daily Hive article by VRARA Vancouver President Dan Burgar

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Original article posted on Daily Hive

Imagine receiving information about the world around you just by looking at it.

You walk by a restaurant and browse the menu without stepping inside, try on a sweater without going into the store, or follow directions to a new destination without having to look at your phone.

Now let’s take it one step further.

Imagine walking through your new apartment before it has even been built, exploring a foreign city without leaving your living room, or practicing open heart surgery without the risk of endangering someone’s life.

Sound crazy? This is the future that VR/AR technology promises and it’s not that far away.

In fact, a lot of it is happening right now.

By the end of 2017, roughly $1.6 billion USD will have been invested into the advancement of VR and AR technology.

And Vancouver is playing no small role in this development. Our city has become a top tech hub with upwards of 130 VR/AR companies exploring everything from gaming and filmmaking to architecture and enterprise solutions.

Read the full article here

Highlights from VRARA Vancouver Branding for the Future (Sept Event)

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VRARA Vancouver's biggest chapter event to date, Branding For The Future, took place September 26th at Hootsuite HQ. We had a full house sell out of attendees for an informative night discussing how immersive technology will disrupt the ways brands, companies, and retailers connect with consumers. 

The night started with two keynote speeches to explore how Virtual Reality and Augmented Reality have already begun to change storytelling to consumers, and how immersive technology will continue to shape and enhance brand experiences. 

First speaker was Alan Smithson, CEO of MetaVRse. On his talk "VR/AR for Business 101", he said traditional human communication mediums, such as TV, Radio, Internet, Mobile will not be going away anytime soon with the introduction of VR/AR. Simply put, augmented reality is going to be the next medium. He shared several examples of use case of AR in consumer engagement, including IKEA Place app. Alan spoke about how AR Kit was released 3 months ago, but IKEA managed to get their entire catalogue out because they started working on the product two years ago.

He urges businesses to "start now, because in a couple of years when [AR] is a commonplace and all of the big brands and your competitors have started this, you don't want to be left behind when this takes off as a communication medium."

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The night was followed by second speaker, Mira Leung who is lead in ARCore at Google on "Engaging Audiences in VR/AR". She educated the audience on the technical foundation of immersive technology, and discussed engagement and visualization with AR. She says "the question will not be if but how and when VR/AR will be a significant portion of business process and customer experiences." She ended her speech on an encouraging note that what's next for VR/AR will rely on those in the audiences. Mira asked them to show the VR/AR industry what's possible, show what experiences and interactions they can create using their creativity and storytelling in combination with the technology.

Fireside chat was moderated by Nikolas Badminton, world-reknowned futurist speaker, author and researcher. The panelists were composed of industry thought leaders, including Chris Bedyk from Perspective Films, Daniel Japiassu from YDREAMS Global, and Graham Cunliffe from Finger Food, as well as the two speakers, Alan Smithson and Mira Leung. The fireside chat was a discussion about several topics. One of which was on quality of AR that is available today. Because the technology in its infancy, costs of delivering high quality VR/AR experiences is high. However the value and experience a consumer could get is often greater than having a high definition experience, especially if it is an experience that is unaccessible, such as BC Lions' dressing room.

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After the speaker and fireside chat, attendees enjoyed themselves to refreshments and delicious selection of food, sponsored by Foodee, to enjoy while networking. There were also a handful of innovative companies showcasing their technology, such as Blueprint Reality, Questupon, Perspective Films, BioInteractive Technologies, cognitiveVRradical.io, and LlamaZOO

Here's the event recap video by NovusTV:

 
 

Here are the full speaker talks:

 
 

We would like to thank everyone that attended our event. Special thanks to our amazing speakers, as well as sponsors who made this happen: Hootsuite, Tradable Bits, Voyer Law Corporation, Vancouver Startup Week, LNG Studios, BC Lions, Unbounce, Futurist Nikolas Badminton, Cambridge International House, Entax, Foodee, and

Written by Laura Ryu, Marketing and Communications Manager VRARA Vancouver

VR/AR Association Releases Vancouver Ecosystem Infographic: 130+ VR/AR Companies and Growing

 
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130+ Companies and Growing!

(Thursday Sept 21, 2017) - Vancouver is a city in the heart of the Pacific Northwest, renowned around the world for its majestic mountains, pristine waters and stunning beaches. Recently, Vancouver’s also been making a name for itself for another reason. The city has become a global hub for VR/AR/MR and is home to 130+ innovative companies. in the space. These companies are solving problems, creating immersive storytelling experiences, educating and building the next wave of computing. 

A 40-plus-year legacy in film & television production. More than 30 years of cutting-edge VFX & animation. World-class games & mobile entertainment cluster over two decades in the making, a strong tech scene and one of the top startup cities in the world.

Click here to read the full report

CognitiveVR Member Spotlight: Analytics, Enterprise & Building a Company in VR/AR

We spoke to CEO Tony Bevilacqua of CognitiveVR one of Vancouver's hottest VR/AR companies. This year they we're selected to the Vive X Accelerator and the Verizon Media Tech Venture Studio programs and they hope to continue on this path. 

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Tell us about yourself! Who are you and what does your company cognitiveVR do?

I’m Tony Bevilacqua, Founder & CEO of cognitiveVR, a Vancouver-based VR/AR/MR startup. cognitiveVR builds analytics for virtual, augmented, and mixed reality platforms. Our products help companies understand how users interact with their immersive experiences.

We have customers in a multitude of verticals, including aerospace, retail, real estate, entertainment, and automotive manufacturing. All of these customers have existing VR/AR/MR experiences which they wish to gain more insight from, and we help them do exactly that.

As a second time founder, what led you to break into VR technology and finding cognitiveVR?

My last startup was focused on Enterprise Software, with some products in the analytics space. We were selling solutions to game developers and publishers, which led me to events like Electronic Entertainment Expo (E3) and Game Development Conference (GDC), where I had the opportunity to try a lot of early prototypes in virtual reality.

When my company exited in late 2015, I had the VR bug, and wanted to apply my knowledge in enterprise software and analytics to this new platform - something that I felt was fundamentally different with greenfield problems. We are not just another marketing SaaS at cognitiveVR - we are innovating in spatial and 3D analytics. 

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What was your main interest in moving into VR/AR?

The dawn of immersive technology presents an opportunity seen every few decades - the opportunity to be at the forefront of a new wave of technology. Beyond the hype however, we saw the immense power that VR/AR has to help companies build better products through rigorous user testing and analysis. We knew we could help them automate that – so we moved quickly to build our first products.

What has been your most interesting project/work so far?

The first challenge we faced was in trying to correlate data with the 3d context of a given scene. Graphs and charts were simply not enough. After a multitude of experiments, and a few company hackathons, we built a system that allowed us to replicate the 3d geometry (and therefore context) of a scene on our dashboard. We then built 3d data visualization technology as overlays on top of this 3d geometry. It was a totally new concept - and one that sits at the core of our platform.

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How do you think analytics in VR/AR will play a role once we see the mass adoption?

Immersive technologies bring users more intimately together with technology - which means even slight differences in each human will have drastic effects on their user experience. The need for 3d analysis tools like ours will increase dramatically.

For those making public facing applications, their developers will need to test their products across many different individuals. Many will opt to ensure equal experiences across a heterogenous pool of users, at which point analysis tools like our will be vital.

On the other hand, many will be testing for compliance rather than insights in their VR/AR experiences. Experiences that look for users to complete tasks - such as enterprise training or simulation experiences - can by analyzed to find outlier user sessions, and intervene when their users are not complying with the intended purpose.

What has been the biggest eye opener being in the industry?

Despite the availability of powerful tools, game/content engines, and 3d development experience, everyone is still trying to figure out what works best for users. Many expected a rocket ship trajectory in year 1, but the truth is that both the technology and the content are still being experimented with.

Nonetheless, the biggest surprise many will find is that VR & AR are currently being used heavily by enterprises in many different markets. Some larger fortune 500 companies have as many as 100 different ongoing VR or AR projects going on at once.

What do you think will change about VR/AR/immersive technology in the next five years?

Immersive tech will start taking over the smartphone and PC. Apple, MagicLeap, Microsoft, and Google will all have launched some form of mixed reality glasses. One will be a clear winner, with many variants in between similar to the Android ecosystem.

Virtual reality will be closer to solving the locomotion issue, and haptic feedback as well as eye tracking will be standard across new headsets. VR will start to become the standard entertainment system, and slowly encroach upon traditional console sales.

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You've had some wins this past year, including being 1 of 2 Canadian companies to be selected to Verizon Ventures Media Tech Venture Studio and being selected to HTC Vive X Accelerator program, how do you attribute your success? How can others in the industry follow suit?

We took a steady approach to our product, and kept our burn rate relatively low. Our initial product was built with mass adoption in mind, but when that didn’t happen we were able to move towards enterprise sales very quickly and without the interference of outside pressure.

Soon after we moved towards an enterprise focus, we found that there was tremendous activity behind the scenes at larger companies. We were able to connect with various innovation teams working on new immersive tech ventures within those firms. Our new traction, coupled with strong product and low burn rate, drew the attention of ViveX and Verizon.

Others who wish to follow suit should strip away many of their hype-driven assumptions about this new market. We spent a lot of time listening to our initial customers, and trying to figure out if what we were building was valuable. Whenever we felt like we were going nowhere, we reevaluated what value we were bringing to our customers, and took many small pivots to find our fit.

As a Board Director at VRARA Vancouver, how do you contribute to the local and global VR/AR/MR scene?

First and foremost, my role at cognitiveVR has me traveling globally to customers, partners, and industry events. Part of my role as a board director is evangelizing Vancouver as an ideal ecosystem for virtual, augmented and mixed reality companies and startups. 

I take a personal interest in spreading the message of Vancouver leadership in this industry, and communicating our advantages of talent, institutional and governmental support, and geographic advantages being of on the west coast. 

What are your thoughts on Vancouver as a global hub for VR/AR and how do we ensure this continues to grow? 

Vancouver has the perfect storm of talent to be a leader in VR/AR: game developers, 3D artists, and technical talent. To keep up the growth in the region we need to build great companies as cornerstones of the ecosystem. Companies like Archiact, Finger Food Studios and organizations like the VRARA are what prove the industry works – work must continue on building great organizations and companies.

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What do you see as the biggest benefit VRARA members receive by being part of the association, and why is it so important?

For me VRARA is about global connectivity. We host a number of regional events and evangalize each other in our local market, but ultimately VRARA gives you access to events, opportunities and connections with chapters all over the world. If I am traveling to a new city, I always email the Chapter President ahead of time, and see if there is some synergies or meetings we might be able to setup while in town.

Everyone will find their own value in joining the VRARA - but we have successfully created the world leading organizational body for representing this industry, and we are proud to be apart of it. 

What do you wish other people knew about VRARA?

VRARA is a global network of like minded companies and individuals, all pushing towards the growth of this industry. There is a lot of passion and talent in each chapter, and you’ll find that passion recognized in all levels of the organization, and the organizations reputation within the industry. 

What does the next year hold for you/CognitiveVR? 

The next 12 months for us is all about commercialization and building up our technology and business development teams. We are excited to see how the hardware and consumer markets unfold - but while we wait, we will be heads down on helping enterprises leverage VR/AR/MR as a useful tool in solving their toughest business challenges. 

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We'd like to thank Tony for answering our questions, check CognitiveVR out here:

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Transforming Digital & Marketing Agencies with VR and AR | Q&A Series #3 featuring Pound&Grain

This is the third feature in the series showcasing Vancouver digital and marketing agencies (non-traditional VR/AR companies) 

Our own Laura Ryu (Marketing and Communications Manager at VRARA Vancouver) sat down with Michelle Knight of Pound&Grain based in Vancouver. They've worked with a number of clients on their interactive digital and brand strategy including SAP, Arc'Teryx and Lululemon.

Tell us about your agency & what you've been working on.

At Pound & Grain we work hard to add value to the brand by creating something useful for the user. We found creating a VR experience is an all-round win. It’s a tool with immersive qualities that are unparalleled. We’ve used VR as a demo tool for SAP and to show off CFL’s new Adidas gear. We also love the odd passion project.

Tell us about a VR or AR campaign that you've enjoyed or were inspired by.

We are huge horror fans (sisters), but when it comes to VR storytelling we first fell in love with loVR. Who knew a data led love story could be so beautiful? It was the game changer for us, or as some would say our ‘Jesus moment.’ That being said, cowzVR is a pretty fun and an incredibly random experience.

We are starting to see competition build up in advertising, especially with big players such as Saatchi & Saatchi building on-site VR labs. What are your thoughts on competition and what do you think will set apart the strong agencies from the rest?

We’re in such an exciting time right now! For us, a VR experience should only be created if it makes sense for our client and the concept is VR first. Today, like any new platform, there are gimmicky experiences that don’t add as much value. The difference between the ‘strong’ and the ‘weak’ VR agencies will come down to content and of course context.

How do you think the structure of agencies and its landscape will change in the next 5 years given anticipated rapid growth in VR/AR technology?

There will be an AR team and a VR team and the two technologies will exist independently of each other, with the odd overlap during integrated campaigns. It will also become a more specialized and integrated role throughout the agency at a deeper level. We hope AR will become a tool people rely on to get from A-B, to cook, to shop etc. While VR will allow the user to escape into a new role – hopefully interacting at a greater level with the possible addition of haptic responses and more attention to sound.

What is currently your biggest challenge (or as the industry) in regards to integrating VR/AR?

Getting headsets onto faces is still a pill the smaller brands are battling to swallow.

We know that VR/AR will be disruptive in many different industries, how will this affect your company and clients?

VR will allow us to share our client’s emotional and intellectual being in a space of presence. AR will allow us to communicate and create ways that make brands more useful and integrate them into everyday life.

Why is it important for agencies to be onboard now and join the VR/AR Association?

VR is the coming together of many, many skills and mindsets. And we are all in a learning stage, we want to harness all failures and celebrate all successes together. This combined knowledge will allow us all to experiment and learn at a much greater pace.

What benefits do you see in being a member?

Collaboration and insight. We are part of two committees with professionals that are open to share and learn from each other. Being part of the VRARA means being part of an inclusive group of professionals playing with one of the most powerful storytelling tools that’s ever existed.

 
 

We'd like to thank Michelle Knight from Pound&Grain, please visit them at www.poundandgrain.com

Join the VRARA Marketing Committee and others, here

Transforming Digital & Marketing Agencies with VR and AR | Q&A Series #2 featuring Domain 7

This is the second feature in the series showcasing Vancouver digital and marketing agencies (non-traditional VR/AR companies) 

Our own Laura Ryu (Marketing and Communications Manager at VRARA Vancouver) sat down with Kevan Gilbert, Director of Engagement Strategy of Domain 7 based in Vancouver. They've worked with a number of clients on their interactive digital strategy including Microsoft, Telus and UBC.


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Tell us about your agency & what you've been working on.

Domain7! We've been working on using virtual reality as a way to inspire our partners to envision a more positive future. From in-studio demos to taking the technology to conferences, we see this as an opportunity to help people reduce their cynical barriers, and start dreaming together about the future we want to co-create. 

Tell us about a VR or AR campaign that you enjoyed or was inspired by. 

We're loving the demos coming from ARKit from Apple, including the portal-to-another-world demo: http://mobilesyrup.com/2017/06/30/new-video-of-apples-arkit-shows-off-interdimensional-portals/

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We are starting to see competition build up in advertising, especially with big players such as Saatchi & Saatchi building on-site VR labs. What are your thoughts on competition and what do you think will set apart the strong agencies from the rest? 

Rather than simply stealing attention or building on negative habits, the way our over-optimized 2D web has become, perhaps the work that will stand out in VR is work that answers this question well: "Does it help the human who is using it live the life they want to lead?" 

How do you think the structure of agencies and its landscape will change in the next 5 years given anticipated rapid growth in VR/AR technology?

I think it will remain important-as-ever to invest in healthy workplace cultures, since there will be more competition amongst agencies for smart technologists, designers, writers, creators, etc. How can we grow healthy workplaces that affirm human value even in this coming gold rush, where companies may become tempted to start taking shortcuts in hiring and culture.

 

What is currently your biggest challenge (or as the industry) in regards to integrating VR?

The chicken-and-egg-ness. What comes first: becoming an expert in the technology, or waiting for client demand? Since the technology doesn't have wide adoption in the user base, clients aren't necessarily asking for it. But in the meantime, they'll never ask if they don't see expertise and opportunity. 

We know that VR/AR will be disruptive in many different industries, how will this effect your company and your clients?

I'm curious to see how, in 10 years time, fully integrated VR/AR solutions have the opportunity to influence HOW we work, not necessarily what we work on. For instance, workspaces are very physical right now, because of the need for computer monitors, and the human desire for social proximity that has no other outlet. But if through VR/AR, the work isn't on your screen, how would we redesign the workplace? Similarly, if through VR/AR I can "feel" like I'm right beside my colleagues, even when I'm in my house, do we still need offices in the same way? And if a certain percent of the workforce can become not just "remote" workers, but "virtual" workers, how can this influence commuting, and thus, carbon emissions and air quality? (I'm not saying we'll all become hermits, but I do hope we ask ourselves more, "Why am I commuting, and is there another way?")

Why is it important for agencies to be onboard now and join the VR/AR Association?

To anticipate what's coming, to develop your imagination, and be part of a community of changemakers. 


 
 
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We'd like to thank Kevan from Domain 7, please visit them at www.domain7.com

Join the VRARA Marketing Committee and others, here