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

Martha Lewis

Immersive Training Revolution: Unveiling Cutting-Edge MR Application Expertise

Travancore Analytics has demonstrated its unparalleled expertise in developing MR applications, offering transformative solutions across various industry domains. Through our innovative approach, we empower organizations to embrace immersive training methodologies, enhancing knowledge retention, skill acquisition, and overall performance. The benefits of training through MR applications are manifold: from enhanced engagement and retention rates to cost-effective scalability and accessibility. Learners experience hands-on, experiential learning in a risk-free environment, accelerating their proficiency and confidence. With Travancore Analytics at the helm, businesses can stay ahead of the curve, leveraging cutting-edge technologies to shape the future of training and skill development across industries.

In the showcased video, Travancore Analytics shows its prowess in developing cutting-edge Mixed Reality (MR) applications tailored for the healthcare sector and beyond. The video unveils an immersive training experience where viewers delve into a virtual skeleton model meticulously designed for in-depth anatomical study. What sets this demonstration apart is its interactive functionality, allowing multiple individuals equipped with MR glasses to seamlessly join the virtual environment. As one participant navigates through the skeletal structure, removing and explaining various parts, others observe and engage in real-time, fostering collaborative learning. This dynamic platform transcends geographical boundaries, enabling participants from diverse locations to interact, learn, and communicate effectively, thus revolutionizing the landscape of training in healthcare and beyond.

Video link: https://drive.google.com/file/d/1d_Zh6FxP7M7mPpIjOVXoiLOVMFP5V5U9/view?usp=sharing

For more details: https://www.travancoreanalytics.com/services/ar-vr-development/

Website: https://www.travancoreanalytics.com/

Follow us on Linkedin for latest updates: 

https://www.linkedin.com/company/travancore-analytics/

VRARA NYC Chapter Welcomes New Advisors

VRARA NYC Chapter President Cindy Mallory is excited to announce the addition of Andrew Stapp and Lucky Lance Gobindram to the VRARA NYC Advisory board. Their expertise will further allow the NYC community to flourish in a community that values and nurtures creativity and ambition.

Lucky Lance K. Gobindram is the co-founder and General Manager at CXR.Agency, an award-winning full-cycle software development and IT consulting company renowned for delivering groundbreaking experiences across web, mobile, XR, AI, and blockchain technologies. With over 15 years of experience in the digital industry, Lucky has honed his passion for designing and building comprehensive solutions that seamlessly blend effective design with the latest technologies. 

As a results-oriented and experienced technology executive, Lucky specializes in connecting audiences to products, services, and people through strategic innovation. His proven track record includes successfully deploying emerging technologies into commercial successes across diverse platforms, industries, and markets. A recognized futurist and lecturer, Lucky is frequently invited to speak on topics such as the change in social capital, practical applications of XR, and the next app gold rush. His mission is to transform brands with revolutionary digital experiences, pushing the boundaries of what's possible in the digital realm.



 Andrew Stapp is an extended reality software engineer and educator in NYU's Immersive Technology Lab. He works at the forefront of interactive media, blending art, design, and computer science to create immersive XR solutions for all industries. He has extensive experience working hand in hand with both public and private sectors, educating and training all levels in XR technology. Recently, Andrew served as a Fulbright Specialist in Tunisia, where he taught XR, further expanding his impact and commitment to advancing immersive technologies globally.  

Becoming the first black woman to get a Masters Degree in Extended Reality Technologies from Arizona State University

VRARA Member Tochi Nwosu made history as the first Black woman to earn a Master's degree in Extended Reality Technologies from Arizona State University's MIX Center.

Extended Reality (XR) includes Virtual Reality (VR) and Augmented Reality (AR). Tochi graduated in 2024 from the first class of the MIX Center at ASU. Her achievement is significant for underrepresented groups in the XR industry, emphasizing the importance of diversity in shaping the future of this innovative technology. An inclusive XR industry encourages a wider range of ideas and experiences, resulting in applications that cater to a broader audience and address a greater variety of challenges.

Congratulations Tochi!

Augmented Reality: what it is and why it will be relevant for us as people and professionals

Watch the recording of the meeting with Lorenzo Montagna, Katherina Ufnarovskaia, Fabio Codebue and Donato De leso which was held in STEP FuturAbility District as part of the cultural scientific program.

“AR” is a fantastic technology, although very simple to use, it is in fact very powerful because it is based on artificial intelligence, capable of giving us information, personal and contextual, in our field of vision. True magic! During the meeting we will talk about practical cases and possible applications.

Lorenzo Montagna is the Founder of Seconda-Stella (first Strategic Advisory company for Augmented, Virtual and Metaverse Reality) and President in Italy of "VR AR Association" (first world association in the field of immersive technologies). Mentor at Polihub of the Polytechnic of Milan and Cariplo Factory, Senior Advisor for PwC on emerging technologies. Author of 4 Mar-tech books including “Metaverso – Noi e il web 3.0” (Mondadori). He was CEO of Yahoo! for 13 years, before Altavista and Via-Michelin. His vision of technology as magic and as a strategy leads him to often be a speaker at international events on the topic of innovation.

Katherina Ufnarovskaia is CEO of a software house and co-founder of an innovative start-up operating in the field of immersive technologies. With 18 years of experience in the IT sector, you have held leadership and commercial positions and have dedicated your efforts to research and development projects. She is an expert in the field of Computer Vision and Artificial Intelligence, she is a pioneer in the field of XR technologies. Currently, she heads the start-up Augmented City, which has developed the largest AR Cloud, covering 182 cities around the world. This has created a space in the Metaverse where everyone can experience XR and GeoPose services. Her main business sectors include industrial AR, tourism, art and education.

Fabio Codebue is a passionate person, and with a long experience, for programming and everything related to technology. With a solid background in software development and a keen eye for detail, he consistently strives for excellence in every project he undertakes. His dedication to continuous learning and his ability to think outside the box make him a valuable asset in any technology endeavor. When he's not immersed in programming, he enjoys exploring new technologies, engaging in problem-solving challenges, and collaborating with like-minded people to create innovative solutions. It creates immersive solutions for Augmented and Virtual Reality with 360° systems optimized for large quantities of variable data over time thanks to its experience in managing restAPI servers, databases (FirebirdSQL and mySQL), Linux based servers and web development

Donato De Ieso - Co-Founder & CEO of lium srl→ He held the role of university lecturer and tutor for several years at UNIMI - Department of Computer Science - IT Security Systems. He has worked for over 20 years following IT innovation projects for various multinational companies. Proven entrepreneurial experience with exits on four innovative startups operating in the Computer Vision (AR), Fintech and Big Data sectors - VP of the VRARA Italia Association and Member of the AI ​​Council of the Digital SME Focus Group in EU Commission.

John A. Cunningham Joins Virtualware's International Advisory Board

BILBAO, Spain and MIAMI, November 27, 2023.– Virtualware, a European leader in Virtual Reality solutions, has appointed the COO of the VR AR Association and Former Unity Executive John A. Cunningham to its International Advisory Board in a move that marks a significant step in Virtualware’s U.S. market expansion.

Cunningham, currently COO of the VR/AR Association (VRARA) and CEO of Spatial Synergy, brings a wealth of experience from his time at Unity Technologies where he founded and led Unity’s Government and Aerospace business, as well as various global executive leadership positions at top-tier technology companies like Aruba Networks, Motorola, HP, and Verizon

At Unity, Cunningham established and led the Government and Aerospace business starting in 2020 and led initiatives to establish its presence in the highly specialized government and defense segment and to develop new digital twin, training, and spatial computing solutions to meet the unique needs of the industry. Many of Unity’s government and defense programs have set new standards in applications of real-time 3D technology that are used in other industries today.

“Virtualware CEO Unai Extremo commented, “We are fortunate to have John join our international board. His vast experience, particularly in XR and AI, aligns perfectly with our vision for the future of Virtual Reality. His appointment is part of Virtualware’s strategic initiative to establish a robust presence in the U.S. market”.”

Unai Extremo, CEO of Virtualware

Cunningham’s extensive career also includes an executive leadership role at Carnegie Mellon University owned iCarnegie Global Learning where he served as the Managing Director & Vice President of Global Sales from 2013 to 2017.  His work in XR and AI has brought progress in operational practices across various industries. In 2019, he started the Central Florida Chapter of the VR/AR Association which has contributed significantly to fostering collaboration between the XR industry and the U.S. Department of Defense’s XR ecosystem.

Cunningham also serves in the US Space Force Association (SFA) as the Director of Special Programs. In this position, he contributes to the SFA’s mission of shaping a dominant and credible Space Force, focusing on science and technology to ensure national space power and to provide professional services in various capacities.

At Virtualware, he will join Albert C. Maasland, former CEO of Crown Agents Bank and former CEO of Saxo Bank UK, who joined its International Advisory Board last August.

Headquartered in Bilbao, Spain, Virtualware is a global pioneer in developing virtual reality solutions for major industrial, educational, and healthcare conglomerates. Since its founding in 2004, the company has garnered widespread recognition for its accomplishments. In 2021, Virtualware was acknowledged as the world’s most Innovative VR Company.

Its flagship product, VIROO, is a VRaaS platform that has democratized Virtual Reality, making it accessible to companies and institutions of various sizes and sectors worldwide. With a diverse client base that includes GE Hitachi Nuclear Energy, Ontario Power Generation, Petronas, Iberdrola, Alstom, Guardian Glass, Gestamp, Danone, Johnson & Johnson, Biogen, Bayer, ADIF, the Spanish Ministry of Defense, Invest Windsor Essex, McMaster University, University of El Salvador and EAN University, and a network of partners worldwide, Virtualware is poised for further global expansion.

The company went public on Euronext Access Paris in April 2023, where its stock currently trades at 7.50 euros a share and a market capitalization close to 34 million euros.

Exclusive Initiation: Be one of the first to join BEE MEE

Guest Post from VRARA member Liquid Avatar.

Introducing BEE MEE: 

BEE MEE is a cutting-edge web platform that enables you to perform your favorite karaoke songs with a personal AI powered Avatar that will lip sync and mimic your facial gestures and head movements in real-time.  You can create, watch, and share your karaoke performances with others, and the best part is, it’s completely FREE to join! 

 

Why you should join us: 

  • Easy to Use: BEE MEE is user friendly and is loads of fun. 

  • Create: Unleash your inner performer and keep yourself anonymous if you want. 

  • Accessibility: Use BEE MEE on your mobile device, tablet, or camera enabled computer. 

 

Get Started in Three Simple Steps: 

  1. Click on your personal, exclusive invitation:  https://beemee.buzz/register?invite=2907103616550e696a430a0.54668991


  2. Before you begin your karaoke journey, we recommend watching our detailed tutorial video to learn how to create a BEE MEE performance: https://beemee.buzz/watch/how-to-create-a-bee-mee-performance_TbiIEBS3gE6Lmid.html 


  3. Open the Creator Studio Wizard in BEE MEE and begin crafting your karaoke videos. Your AI powered Avatar will lip sync and mimic your facial gestures and head movements in real-time, as you sing, delivering a unique and entertaining experience. 

 

Exclusive Testing Site Access: 

By using the invitation link, you will gain access to our testing site, where your experience will be absolutely free. This is a limited time opportunity, so don’t miss out on the chance to be among the very first to participate in our thrilling new platform. 

 

Stay Connected: 

If you have any questions, comments, or feedback, please don’t hesitate to reach out to me via email, phone at +14164094318, or WhatsApp. 

 

Share Your Creations: 

I’m excited to see what you’ll be creating with BEE MEE. After you’ve recorded a performance or two, please send me the links to your videos, as I can’t wait to enjoy your creativity. 

 

Thank you for being a part of this thrilling journey with us. Prepare to elevate your karaoke experience to new heights with BEE MEE. 

 *When you create your first video, you’ll be prompted to create an Avatar with Ready Player Me which can be used at over 13,750 supported apps and games, including the Aftermath Islands Metaverse.  You can either create a temporary Avatar or open an account which allows you to save your custom Avatar and collect great outfits and accessories.  

VRdirect is now available on Discover XR

VRdirect is excited to announce that we have partnered with ManageXR! This collaboration means that our VR software is now accessible on their Discover XR platform, making it easy for businesses to quickly adopt VRdirect.


This extends our reach while delivering an exceptional user experience, ensuring broader accessibility to our VR solutions for businesses.

Click here for more information about Discover XR!

The State of ATL XR Recap

Thank you to everyone who was part of the VRARA Atlanta Chapter’s 'The State of ATL XR' event!

 

40+ accomplished professionals from various sectors and functions attended a compelling panel discussion with top metro Atlanta immersive agencies, educational institutions, and government contractors. We covered everything from immersive storytelling, historical preservation, and education, to gaming, training, and enterprise considerations with a focus on ROI.

 

You may watch the event replay here. We look forward to seeing everyone at our next chapter event and will be in touch with more information as it becomes available.

The Fate of Apple's Vision Pro | Part I

Today we’re featuring a guest post from Evan Helda, the Principal Specialist for Spatial Computing at AWS, where he does business development and strategy for all things immersive tech: real-time 3D, AR, and VR. 

Come see Amazon AWS at our IGS at Metacenter Global Week!

Evan has been at the forefront of the immersive technology industry for the last 7 years. His experience spans numerous layers of the AR/VR/3D tech stack; from AR headsets and apps (the OG Meta), to simulation and game engines at Improbable, to cloud and edge computing/5G (AWS). 

Evan also writes a newsletter called Medium Energy, where he explores the impact of exponential technology on the human experience. 

We recently came across Evan's writing and thought you might enjoy his perspective on the Apple Vision Pro. If you do like this piece, we encourage you to check out more of his content over at MediumEnergy.io!


####

Today was the big day.

The fateful day our tired and battle-worn industry has waited for; for a long, long time. So many troughs of disillusionment, so many clunky demos, so many shattered startup dreams...

We all sat bated breath, leaning forward with anticipation.

The backdrop was out of a movie: dozens of industry experts, leaders, investors, and entrepreneurs, sprawled across rows of couches on the beach-side deck of a Malibu mansion.

To our right, waves crashed rhythmically, bringing sea foam right up to our feet. To our left, a sprawling spread of breakfast delicacies and of course, champagne. Copious amounts of champagne. The extent to which it would be popped & consumed? TBD... Directly ahead was a massive flat screen TV unfolding what we all hoped would be our industry's 'big bang'.

And then, the moment finally arrived. Apple CEO, Tim Cook, re-appeared and said those historic words, "But wait... there's just one... more... thing".

Our small crowd erupted with hoots, hollers, and applause. My skin erupted with goose bumps.


As the Apple Vision Pro faded onto the screen, it felt like a dream. And for a split second I did dream, flashing back to another fateful day.... five years prior.

The Office of the Future (Spring 2018)

Today was the big day.

The fateful day our augmented reality startup, Meta (the original Meta…), would finally fulfill the promise our CEO had made to the world; to throw away our computer monitors and replace them with a more natural human-computer interface: an AR headset that would blend the physical world with the digital.

Meta 2 AR Headset

We called it 'spatial computing'.

Our CEO made this promise on the grand stage that is TED (worththe 10 mins to watch here). And in about a month, Bloomberg was set to visit our office. Their tech reporters wanted to see this bold exclamation for themselves and write an article on the outcome.

CEO, Meron Gribetz, on the TED stage

We were being held accountable. The boats were burned. There was nowhere to hide.

Today was the dress rehearsal for that Bloomberg visit. All 100 hundred employees would finally taste the fruits of our labor; three years of blood, sweat, and tears towards building a fully vertical AR stack; our own display system, our own sensor array for positional tracking, our own SLAM algorithms, our own hand tracking algorithms, our own SDK, and most importantly... our own 'spatial operating system'.

This was no ordinary OS. It was meant to be the 'OS of the Mind': one that would conform to how our brains have naturally evolved, guided by what we called 'the principles of spatial design'.

(If you watched the Vision Pro announcement... sound familiar? It's no coincidence. Apple seriously considered buying Meta back in 2017. Our 'spatial design principles' and vision for a SpatialOS were a big reason why. Oh, what could have been…)

We would place virtual monitors all around us at limitless scale. We would free 3D models from the confines of 2D screens, visualizing and interacting with them as they were always intended: spatially.

Gone were the days of the mouse & keyboard. Thanks to computer vision, we would use our hands to more naturally & directly interact with the digital world, just as we do the physical.

This same computer vision tech would turn the world into our desktop background, understanding the environment and anchoring actualized figments of imagination all around us.

Meta, the OG Meta... was going to build the true iteration of Steve Job's 'bicycle of the mind': a computer that grandma or a child could pick up and intuitively know how to use, with zero learning curve.

Oh, how beautiful the vision was...

But oh... how naive we were.

The Revenge of the Meta 2

The office that day of the ‘Bloomberg rehearsal’ was buzzing with anticipation.

For the first time, we each received our own headset. The packaging was a work of art; a beautiful piece of engineering and design, accompanied by a thoughtful developer guide and a document outlining our 'spatial design principles'.

The first step: plugging the tethered device into a computer and then into the wall for power (yes, the sequencing mattered...).

It was a collective stumble right out of the gates. Our computers failed to recognize the device. For the next hour, we twiddled our thumbs as the engineers scrambled to fix a bug and re-distribute the SDK (software development kit)

Hot start.

Once the 'Spatial OS' finally launched, the user was tasked with calibrating the sensors and mapping the world.

A graphical UI instructed you to look up, look down, look left, look right.

The next 5-10 minutes was a comical display of 100+ people in a state of manic indecision; stuck between vigorous yes's and no's; shaking our heads this way and that; waiting, hoping, yearning for the cameras to lock-on to our physical surroundings.

Some devices registered the real world within a few minutes. Other poor souls were left doing neck exercises for the next 5-10 minutes.

If you were lucky enough to create your environment map, then the OS would finally launch. The OS interface looked like a holographic book shelf. Each shelf with floating orbs representing a variety of spatial apps.

But upon launch, exactly where this holographic shelf appeared in space was anyone's guess.

For some, it was down on the floor. For others, it was off in the distant horizon or behind them. The next 10 minutes we collectively embarked on a holographic treasure hunt at our desks; searching up, down, and all around for our 'app launcher'.

My holographic shelf was above me, anchored to the ceiling.

Now the primary way to interact with these holograms was with your hands. You had to reach out and grab them. But doing so was quite the art... it required your hand being in the perfect spot, at just the right proximity to the hologram. When you found that magic zone, a circle would appear.

Then, and only then, could you close your hand and 'grab' the hologram. The camera on the headset needed to see a very distinct gesture: a wide-open hand and then a distinctively closed fist. When the cameras saw this movement, the circle UI would become a dot, confirming the hologram was secured.

This led to yet another comical sight; an entire office of people, waving their hands in the air, trying to materialize that circle. Everyone was flailing about, groping the air and repeatedly trying to turn that circle into a dot. We became a horde of perverts molesting invisible objects of desire.

I stood up and reached longingly into the air for my holographic shelf, only to be immediately yanked back into my chair by the tether.

Screw it. I resorted to using the mouse we so vehemently vowed to replace. It was a fallback form of input, controlling a 'spatial cursor' that allowed me to click on the 3D shelf and pull it closer.

Finally, I could start pulling out little apps & experiences, placing them all around me at my desk. For a split second I was living in the future.

There were virtual monitors showcasing the future of productivity, with PowerPoint, web browsing, and spreadsheets. But I could barely read the text. It was blurry and the eye strain was very real. There was a beating heart for the future of education. There was a virtual jukebox to show case our (attempts at) spatial audio. There was a 3D model of a Tesla, hinting at the future of immersive design or e-commerce.

And my personal favorite... a box with an image of a butterfly. When you touched it, the box exploded into a cloud of 3D butterflies, fluttering vigorously this way and that. When you held out your hand, they would come land and gently rest.

For many, the mind would play tricks. You could feel the tickle of the butterfly's little legs on your hand...

This… this to me is the magic of spatial computing; mind merging with machine, tapping into the mystery of how the brain has naturally evolved to interact with and understand the real world.

Imagine the impact of this for communication, education, collaboration, and creation. We were passionately driven by this potential. We were mission obsessed, and mission bound.

But that moment in the future was short lived. After a few minutes, naseua set in from the motion-to-photon latency (aka: the time between head movement and the display’s output/reaction ). Then, the virtual shelf suddenly started to jitter and float away, carrying with it our collective hopes & dreams.

Alas, my headset lost world tracking entirely and holographic chaos ensued.

Before I knew it, holograms were flying all over the place. The virtual heart shot past my head, the virtual monitor turned upside down and shot through my desk, and the 3D shelf/OS UI zoomed right back up to its original home; the ceiling.

Next to me sat my sales colleague and dear friend, Connor McGill. We looked at each other, let out massive sighs, and just laughed. What else could we do?

We had spent the last 18 months traveling the world; from LA to NYC, Shanghai to London, Amsterdam to Rome giving thousands of demos and convincing the world’s largest companies that spatial computing was the future, and that it was imminent with the Meta 2: Nike and Adidas, Lockheed Martin and Boeing, Exxon and Shell, Ford and Tesla, Disney and Universal, Dell and Lenovo. The list goes on.

This was going to make for some awkward conversations.

Welp... at least we had good packaging.

Dell Technologies President, Jeff Clarke, celebrating the deal to become a Meta 2 reseller.

Meta 2 @ The Pantheon in Rome

Kate Middleton & Prince William

Even Bert wanted in on the action

When the Apple Vision Pro presentation ended, I was in awe. They seemed to have absolutely nailed it.

The display quality— near perfection; making it seem like you’re viewing the world through a pane of glass. The pixel density— mind blowing; making text perfectly legible, at last. The innovation with the R1 chip— a sci-fi feat; processing data from 12 cameras to produce zero perceived latency and making nausea a thing of the past. The world tracking— immediate and flawless, anchoring holograms perfectly and elevating them to first class citizens in the real world. The input/interaction- pure magic, creating the illusion of mind conrol with the perfect tandem of eye and hands tracking.

The list goes on... they seemed to think of every little detail, and thoughtfully addressed the majority of paper cuts that have plagued AR/VR for decades.

When I left the viewing party that day, I half-expected there to be a ‘spatial computing parade’ in the streets.

The tech we’ve all been waiting for was finally here! A cause worth celebrating, for sure. Heck, I was ready to take the day off and paint the town red! (And that is exactly what a few of us did…)

Spatial Squad

But when I integrated back into the real world the next day, my enthusiasm wasn’t quite the norm.

The first friend I talked to about the announcement said “it made me want to put my feet in the grass and hide in the woods”.

Okay, considering some of the concept videos, I get it… (we’ll address those later).

And then there were the mainstream media pundits, spewing all kinds of nonsense: ‘Apple has lost its way’, ‘this product will never sell’, ‘no one needs this’, etc. etc.

As the weeks went by, the criticism kept pouring in…

  • It's too expensive!

  • What is this good for?

  • People won’t wear something on their face

  • It's too isolating

  • The digital eyes are creepy

  • Only a two-hour battery life?!

When I first heard these critiques, my blood boiled. I couldn’t help but think… What the hell is wrong with these people? How can they not see what I see? Do they not get the magnitude of these technical feats and this product’s potential impact?

With my emotions at the helm, I realized I needed to take a step back, think objectively, and question my beliefs… turns out inherent career bias is a helluva a drug.

Why was I so triggered? Am I the crazy one here? Or is everyone else missing it, and my bullishness is indeed warranted?

Over the last month, I’ve done the inner work to remove my XR fanboy cap and think more deeply about Apple’s strategy, along with the importance of this moment.

With my bias officially on the shelf, I remain convinced-- the pundits are wildly wrong, consumers don’t know what they don’t know, and this moment truly does matter, indeed.

And turns out, I’m not alone… while I’ve not tried the device myself, I have listened & talked to those who have. Upon hearing their feedback, I feel (a bit) less crazy. My initial perceptions & instincts seem to hold true.

The best part? Their favorite moment of the Vision Pro demo is a holographic butterfly that lands on your hand. They too could feel the tickle of its legs…

(A coincidence? I think not… Apple hired many of Meta’s top engineers upon failure, including the ones who built that original ‘office rehearsal’ demo)

Now, before exploring the impact of this moment, why Apple’s strategy is the right one, and why you should care… Come with me back in time once more, to a moment chalk full of lessons & predictions of what’s to come.

General Magic

They say history doesn't repeat, but it certainly rhymes.

The Meta journey is a reflection of a similar story, with a similar outcome for an eerily similar company: General Magic.

If you like documentaries, this doc about General Magic is a must watch, even if tech & business is not your thing. It's just a compelling story; of ambition and courage; of how to blaze new trails; and of how to cope with heartbreak and shattered dreams.

If you're unfamiliar: General Magic attempted to create the iPhone back in 1989/1990. The vision and the use cases were exactly the same: a personal computer in your pocket acting as a remote control for your life.

General Magic Design

The team was perfect, the vision was prophetic, and much of the technology existed. But the timing was wrong and the tech couldn’t yet merge to make the whole greater than the sum of its parts.

While the individual pieces were there, they weren’t mature enough to yield a compelling user experience. A lot of technology still needed to be invented, and there were numerous UI/UX rough edges to be smoothed over. Very similar to the Meta 2 headset.

There also wasn’t a fertile ecosystem. The internet wasn't ubiquitous, telco connectivity wasn't mature, and 'mobile developers' didn't really exist. There were very few builders and businesses with properly primed imaginations or business models.

Perhaps most important... consumer behavior wasn't properly evolved. They didn't see the point. The use cases didn't quite click and people weren't quite sure what this thing was good for. The whole thing just seemed… silly.

Sadly, the General Magic dream came to an end in 2002.

Fast to June 29th, 2007 (five years after General Magic shuts down). Apple launches the iPhone and changes the world.

Apple was watching, studying, and learning from General Magic all along. They even hired some of their best/most talented employees (e.g. Tony Fadell). They had blueprints and prototypes all along the way. But it took 17 years to get the technology just right; polishing, testing, debating.

And boy, did they nail it.

In hindsight, it's easy to say the iPhone's future impact was obvious when it launched.

But was it?

Sure, it launched with some killer apps: calls, email/messaging, web browsing, and music. But these things weren't entirely new. It was things we were already doing, just better on multiple vectors. Very few people, if any, saw the app store coming and all the innovation that would follow…

Fast forward to 2023 (also five years after Meta closed its doors), and Apple uses the exact same playbook.

For 10-15 years… They were watching, learning, iterating, polishing, debating, and polishing some more.

Apple then launches the Vision Pro and change… well, depends who you ask. To most, its impact is far from obvious.

And so, the stage is set for perhaps a similar story, albeit with obvious differences. This is a bit more dramatic than going from a flip phone to a touch screen.

We’re now breaking through the screen and entering the machine. Of course, the tradeoffs, roll out plan, and adoption cycle must be radically different.

In Part II, we’ll explore those differences and analyze Apple’s strategy, diving deeper into the tradeoffs, why the skeptics are wrong, and how this adoption curve might unfold over the next 3-5 years.

Until then…

Thanks for taking the time to read Evan's essay. Let us know what you think about this perspective, and if you want to check out some more of Evan’s writing, here are some of our personal favorites:

- How to defend the metaverse

- Finding solace in the age of AI

- The Ultimate Promise of the Metaverse

Banuba Helped sMedio Deliver a Video Calling App for a Fortune 500 Company

A major software development company from Japan sMedio integrated Banuba AR Face Filters SDK in the video conferencing app it made for a major electronics manufacturer. By the end of 2023, this app will have been installed on 500,000 devices, intended for business use.

sMedio took charge of developing the core functionality, while Banuba contributed their cutting-edge technologies for face touch-up and background replacement. These essential features are considered indispensable in a contemporary video calling application:


  1. Professional Appearance: Virtual backgrounds play a vital role in avoiding awkward situations such as interruptions by children or pets during a video call. With this feature, only the person in front of the camera remains visible, while everything else can be replaced with static pictures, GIFs, videos, or even immersive 3D environments.


  1. Alleviating Anxiety: Many individuals feel self-conscious about their appearance during video calls. Thanks to the discreet face touch-up feature, users can effortlessly remove skin imperfections, brighten their teeth, correct camera distortions, and enhance their overall appearance, helping them look their best during the call.


Creating these features from the ground up would demand specialized expertise and entail additional time, substantially inflating the final product's expenses. Opting to use the Banuba Face AR SDK proved to be a more cost-effective choice.


"Banuba provided high-quality products, proven technology, and solid support, leading us to make our OEM customer’s products competitive in a limited time and cost," Sadanori Iwamoto, CEO of sMedio, Inc. said.

About sMedio

sMedio is a Japanese company that specializes in software for consumer electronics and portable devices. Its main focus lies in multimedia and wireless connectivity technologies. sMedio is a respected player in the market, having secured contracts with several Fortune 500 companies.

About Banuba


Banuba is an augmented reality company with over 7 years on the market, pioneering face tracking, virtual try-on, and virtual background technologies. Besides online try-on solutions for makeup, headwear, jewelry, glasses, and more, it offers a Face filters SDK and Video Editor SDK – ready-made modules to apply effects and edit videos.

VRARA Milan Present at Largest Event on E-commerce in Europe

“VRARA Milan has been present to the largest event on e-commerce in Europe : NETCOMM FORUM, held in Milan with over 20.000 participants.

VRARA Italy has been a strategic Partner not only to present top XR Business solutions in action with demo, but also with a meeting in the Netcomm Academy with almost 200 people attending to understand the potential of XR in a Metaverse Strategy for Companies and Enterprises.

WebXR.tools in full display with the VRARA Seattle Chapter

Last week, Hermes Frangoudis, CTO of Arlene.io shared with us the now publicly available WebXR.tools suite of products. During the 30 min online meet, we learned about the Seattle Chapter and what Hermes and his team in Arlene have put together to democratize Web XR design, development and even publishing. In a matter of 20 min 3 XR experiences were created and made available for anyone to use.
See the recording now available in the YouTube VRARA Seattle channel.

Immersal Launches City-Scale

Opening new business opportunities

Mobile network operators will own the Immersal city-scale VPS maps and sell the service to companies in various industries, including logistics, postal services, food delivery, public safety, gaming, entertainment, retail, and advertising. With its advanced mapping capabilities, the Immersal VPS streamlines the way businesses access location data, enabling the creation of more advanced location-based applications. The system’s accuracy is achieved through the use of proprietary computer vision algorithms and streamlined mapping techniques, providing a high level of precision and reliability.

Accurate visual positioning system powers different applications

The Immersal VPS has a wide range of applications, including:

  • Augmented reality experiences for tourists and visitors to landmarks, museums, and other attractions.

  • Location-based advertising and marketing, providing businesses with more accurate data on customer behavior and preferences.

  • Emergency response and public safety, allowing first responders to quickly and accurately locate individuals in need of assistance.


Opportunity for developers and creators

Immersal is seeking partners to collaborate with us in creating immersive content such as AR art, AR games, and other location-based experiences using our cutting-edge Visual Positioning System (VPS) technology.  Ready-made Immersal City-scale VPS maps will be released for Helsinki in March 2023, followed by Tokyo, Seoul, and San Francisco in 1H 2023.

Our VPS technology offers an unprecedented level of precision and accuracy in location-based AR applications, providing an ideal platform for partners to create engaging and interactive experiences that are seamlessly integrated with the physical environment.

The Immersal VPS is designed for ease of use, allowing mobile network operators to integrate it into their existing infrastructure with ease. This eliminates the need for complex and costly deployments, making the technology accessible to a wider range of businesses.


Madara Kalnina-Kalnmale, Co-Founder of RedFrog, appointed as Chapter President for VRARA the Baltics

We are thrilled to welcome Madara Kalnina-Kalnmale as our new president for the VRARA Baltics chapter. For many years, Madara has been a part of AR/VR hardware company, leading a design from scratch to commercial product. She knows how to raise a capital in a start-up, create attention between corporates and now founded her own company RedFrog, succeeding within AR/VR industry. 

“It is my pleasure to join VRARA and start to unite AR/VR community also in the Baltics. Being so many years in a pure AR hardware company with a belief that outstanding hardware will fly has led me to an understanding that without killing applications, real added value and after all without users AR/VR will never fly. Re-phrasing this - without an ecosystem a broad uptake will never happen. So, I am joining the VRARA with a scope to create this ecosystem in the Baltics, unite entrepreneurs, developers, universities and users.”- Madara Kalnina-Kalnmale


Newest version of SynergyXR unlocks iOS for new groundbreaking VR experiences

SynergyXR, a growing no-code enterprise XR platform, is introducing a massive overhaul to the platform with brand-new demo experiences, UI improvements, and full iOS support. Dive into this new version of SynergyXR and explore how the Corporate Metaverse can benefit all industries.

It's always been our mission to bring “XR to the people”, and we’re happy to double down on that mantra by making it even easier to get started with SynergyXR. Introducing our new demo experiences that take you from A-Z in the Corporate Metaverse and spotlight the future of work!

Now you can sign up for a free 30-day virtual journey that lets you discover the vast opportunities for driving value in XR with our industry-tailored demo experiences and touch on everything from onboarding to sales and marketing in the Metaverse.

We’ve also given our UI an overhaul, and with user-friendly improvements that make everything more streamlined and intuitive to navigate in SynergyXR, even completely inexperienced users will feel right at home.

It’s equally important to us that we make the Corporate Metaverse accessible to everyone, and that’s why we’re now launching the complete SynergyXR experience for iOS mobile devices. That means working in XR is now as simple as grabbing your iPhone or iPad and collaborating with your colleagues in real-time in Virtual Reality.

SynergyXR 2.2 Release Highlights
Here’s what we’ve packed inside the latest version of SynergyXR

> Spectacular demo experiences
> Significant UI improvements
> Full platform support for iOS devices

Sanovo finds the perfect solution to maintaining machines

As international airspace quietened down due to the Covid-19 pandemic, local businesses proceeded as normal. But international companies with production facilities spread across the globe were working under conditions that were far from ordinary.

The challenge: overcoming travel restrictions

With the ongoing pandemic, Sanovo was forced to adapt to offering its products and services under these new conditions. Their international clients were still in full operation, maintaining a high demand for the firm’s products and services.

The pandemic, and its subsequent travel restrictions, made it challenging for Sanovo to provide their customers with the correct support and accurate machine reparations without being physically present.

The solution: maintenance and repairs through remote support

The remote support solution, offered by SynergyXR, successfully overcame Sanovo’s challenge by delivering an easy-to-use platform that enabled their technicians to repair, and offer support, completely virtually.

For instance, the client’s plant technician (located anywhere in the world) simply places their HoloLens on, and the support technician, located in Denmark, can assist and support remotely, through their computer.

The support technicians, in Denmark, are able to share 3D content such as instruction diagrams, manuals, and other documentation to help facilitate reparation. The physical actions are executed by the plant technician on location.

The plant technician can manipulate this content with their hands and follow instructions in real-time, while the support technician digitally “looks over their shoulder”.

The result: reduced downtime from 2 days to 2 hours

From two days to just a few hours. That’s how quickly this new solution lets Sanovo repair machines remotely. What was previously a laborious affair that required grueling international travel, often to remote areas, can now be remedied from Denmark in just a few hours.

The successful solution has the potential to profoundly reduce Sanovo’s time and costs spent on traveling to onsite locations, as well as improving productivity. The idea of being able to support a global fleet of machinery from a single base is now becoming a reality. And the reduced travel, says Olaf, “has the added benefit of helping us reduce our carbon footprint”, a goal that the company was already working towards.


Antonio Quintella Appointed as President of Brazil Chapter

We are so excited to announce Antonio Quintella as our Brazil Chapter President. "I sincerely thank the association for giving me the privilege to head the Brazil chapter of the VR/AR association. I will bring to my position a well-established community of innovation in the metaverse and virtual reality space across Brazil."

Antonio Quintella is a vascular surgeon in Brazil. He started his career as a resident in the cardiovascular surgery department which spanned from 2002 - 2006 and has an MSc. in Medical Science  in 2018.

Antonio has established his reputation as a surgeon. He is Board-certified in Vascular and Endovascular Surgery by the Brazilian Society of Angiology and Vascular Surgery. He is currently the coordinator of vascular surgery and also the coordinator of the vascular surgery residency program at Rede Mater Dei de Saude, Brazil. 

Antonio is a futurist and passionate about health technology, especially the use of VR/AR in healthcare services. This eventually led him to found Ibyhealth, an emerging digital health and extended reality company that offers virtual health services to everyone from anywhere in the world. 

He believes health should be available for all and he is working towards achieving a health-for-all-world. You can contact him at brazil@thevrara.com.

Seattle Chapter Updates Fall 2022

Seattle Chapter Reactivation and VirtualEyes Media

We had a successful reactivation for the Seattle Chapter activities last September 8th. Roberto Haza, Founder of Extended Reality Advisory, is now serving as Chapter President and was thrilled to kick-off activities. As a first time BrightTALK user we had our clear glitches at the beginning of the recording, so please forward to min 4 to hear what Roberto and guest speaker Darryl Henderson, Head of Product and Marketing of VirtualEyes Media, prepared to share how Virtual Reality is taking virtual tours to the next level.

Recording of the event can be found here: https://www.brighttalk.com/webcast/14711/555964


NIANTIC LIGHTSHIP HACKATHON SEATTLE - Sep 23-25

Last year Niantic opened up Lightship (the platform that built PokemonGo and is built on top of Unity) to developers around the world! 

This past May they released their Visual Positioning System, a spatial map that allows devs to anchor their AR experiences to real-world locations and have those experiences interact realistically with the environment! 

The Lightship VPS team is now headed to Seattle to host a weekend VPS hackathon, complete with talks and workshops! You can apply to join the Seattle event here: https://lightship.dev/vpsworldtour/ 

This is an intimate and hands on experience! Their team wants to build the real-world metaverse with you!


Using XR and the Metaverse for Real World Impact – Q4 event on October 12

Do you find yourself wondering how might we use XR technology to create exponential positive impact in the real world?

We hear so much these days about the Metaverse, which is often depicted as a game-like digital fantasyland where people can meet, play and work with the aid of new immersive technologies like VR, AR and MR.

 

There is much speculation about the nature of life in the Metaverse, its pros and its cons. But, what is often left out of the discussion is the question of how these technologies might be used in creative ways to deliver meaningful positive impact in the real world. Significant impact. At global scale. Involving everyone.

 

Join us on Oct 12 as Virtual World Society and Exponential Destiny share their stories with us, and what they are are working on now to address this question. And to tell us how we all can get involved.

Sign up to event here: need event link here please

We are looking forward to seeing all of you. Join and grow being part of the VRARA community in Seattle.