Brooke Meredith appointed as Chair of VR/AR Association's Location-Based Entertainment Committee

We are excited to have Brooke Meredith help lead our community for Location Based Entertainment.

Immersive experiences designed for participants who are in the same physical and virtual location have a unique set of affordances and challenges. Join representatives from different organizations to develop best practices and guidelines for LBE. Part of the mission of the Location Based Entertainment. committee is be to develop relationships between content creators and venues and to lower the barrier of entry for indie developers. 

Brooke is ecstatic to co-chair the Location Based Entertainment Committee. With the launch of VPS, Sky Segmentation and other location based technology advancements we have the ability to dynamically insert entertaining and engaging content experiences anywhere and everywhere. The world becomes a creative canvas and it’s exciting to think how we can layer virtual elements on top of our physical environments to share stories, interact and educate.
— Brooke Meredith

With expertise in innovation, creative strategy and business development, Brooke Meredith is an award-winning cross-channel marketing executive. Over the course of her career, she has worked with a number of notable clients, including Verizon, Saks, Walmart, Diageo, American Express, Visa, HBO, and PWC. She is recognized as an industry expert and she has served on a panel at the AR/VR Association's 2021 conference on Augmented Reality and Paid Media: How Augmented Reality is Determining the Future of Paid Media. Brooke joined Aircards in 2022 as the Vice President of Client Partnerships, joining an incredible team to spearhead projects that deliver interactive, impactful and immersive experiences for marketing, advertising, and business to business clients. With the launch of numerous location-based augmented reality initiatives, Aircards has helped users augment their real worlds, share their experiences, and reengage with their surroundings. Brooke is passionate about augmented reality and specifically how brands can engage and interact with their users in an authentic, dynamic and enriched manner wherever they are.

Alicja Jaworska appointed as Co-Chair of the VR/AR Association Healthcare Committee

We are thrilled to have Alicja Jaworska join the leadership for our Healthcare Committee and help guide our community.

 I am so excited to co-chair the VRARA Healthcare committee. I am passionate about bridging the gap between technology and healthcare. Virtual and Augmented Reality has a lot of potentials to revolutionize many aspects of healthcare, from patient care to medical education. By introducing different vendors, products, and innovations through our monthly meetings, I hope we can share expertise and inspire each other. I look forward to meeting future healthcare leaders and helping prepare the roadmap of the healthcare VRAR system.
— Alicja Jaworska

The VRARA Healthcare Committee is committed to creating and sustaining the conditions that enable all healthcare practitioners to facilitate the transformative power of VR/AR to improve patient care worldwide.  We do this through our commitment to educate and unite healthcare providers around the globe on a single mission to disrupt current standards of care. Our Committee is striving to become the number one network providing invaluable in- depth information for anyone looking to engage VR/AR technology for social impact within the realm of healthcare.

Alicja is a Clinical Psychologist, Executive Partner certificated in Coaching and Mentoring at Cambridge Management and Leadership School/ member of the Association for Coaching and Healthcare & Ethics Committee. She focuses on life science, healthcare, and biotech projects and has developed an extensive international network of industry partners and clients, to a large extent, thanks to creating informal groups and knowledge-sharing communities. She was also Head of the Life Science Practice. She likes staying close to the business, asking probing questions, providing honest feedback, and inspiring transformation, helping organisations find the Leaders of tomorrow.

Alicja worked as a Business Manager for a rapidly expanding boutique agency specialising in global healthcare recruitment. She was responsible for business contacts and contracts with hospital HR departments from Saudi Arabia and UAE (Dubai, Abu Dhabi, Oman, and Qatar). Alicja also led a multinational team (Ukraine, Egypt, and Turkey) to deliver strategic solutions for the market.

Alicja has an MA in Psychology from the University of Lodz, an M.Sc. in Professional Communication, and an MBA from Clark University, USA.

Alicja is a member of several professional associations, including the British Psychological Society and the psychometric testing body MPA, Health Technology Assessment International, the Worldwide Association of Female Professionals and SHEXO Deloitte. 

Today she is exploring and validating immersive therapies for psychological treatment.


Call for Sponsors for "The Retailer’s Guide to AR and VR in 2023"

The Retailer’s Guide to AR and VR in 2023

Stores, E-commerce, Web3, and Beyond

(VRARA Retail publication)

Call for Participation

Interested in becoming a sponsor for our white paper? Sponsors get their logo on the cover, one featured page, and promotion via our channels, plus the contact list of people downloading the paper. Our publications are downloaded by 1000’s of professionals. Email info@thevrara.com

Below is more info on this publication (intro, authors, and TOC).

Intro

The VRARA Retail Committee consistently gets the same questions from retailers looking into AR and VR. This guide is designed as a resource for those considering creating AR/VR use cases for their business projects. Project leaders and innovation teams can use this guide to:

  • Locate keywords and key concepts while building a business case and evaluating options for their investment in AR/VR tech. 

  • Explore use cases and problems solved with 3D, AR, VR and Web3 in retail

  • Review examples of 3D, AR, VR and Web3 in retail

  • Utilize the quick reference guide on relevant 3D, AR, VR and Web3 technologies

Authors/contributors include:

  • Sonia Schechter, Marxent

  • Sarah Ennis, Intergalactic Agency 

  • Ben, Niantic

  • Lucky Gobindram, CemtrexXR

  • Alan Smithson, MetaVRse & TheMall 

  • Vanessa Mullin, Agora

  • Hassaan Iftikhar, Aequilibrium 

  • Navjeet Chhina, Genius Ventures Inc 

  • Jessi Sparks - Magnetic Mobile

Table of Contents includes:

Introduction

Why we made this guide

Why retailers should join the metaverse

5 things to know about getting started with AR,VR, Web3

Overview of AR/VR and Web 3 in Retail

Benefits

Use Cases

Examples

Planning Tips

Lead with your audience

Follow the data

Consider your investment level

Quick Start Project Guide

1. Identify a project

2. Learn about 3D content and technologies

3. Formulate a strategy

4. Develop a business case

5. Make a “build or buy” decision

6. Research vendors

7. Create a project charter

8. Develop a project plan

9. Measure success and evolve your strategy

10. Distribution and awareness strategy

Focused specifically on the metaverse? Use this project planning guide

Glossary of terms

Metaverse 101: What is a metaverse?

AR Lunch and Learn for brands with glossary and examples:

Overview of 3D technologies through a retail lens

VRARA Members Specializing In Retail Experiences

Call for Participation - Contributors and Sponsors - in the VR/AR Association Energy Sector white paper

Call for Participation

Interested in becoming one of the authors/contributors to our white paper or a sponsor (get your logo on the cover, plus one featured page, and promotion for your service/product)? Our publications are downloaded by 1000’s of professionals. Email info@thevrara.com

Below is more info on this publication (intro, authors, and TOC).

Introduction

VR/AR have the potential to revolutionize the way energy sector professionals learn and train. By providing immersive, hands-on experiences, VR and AR can help learners better understand complex concepts, procedures, and equipment in a safe and controlled environment. These technologies are engaging and impactful for all stages of the employment cycle, from recruiting, screening, and onboarding to knowledge transfer and reskilling.  They are further invaluable in providing access to virtual training environments from anywhere in the world, reducing the carbon footprint of many traditional training scenarios, and introducing more sustainable solutions. 

In 2021, the VR/AR Association Energy Committee released the first in a series of Whitepapers outlining VR/AR utilization and opportunities in the sector.  It presented essential features of the emerging technologies of VR and AR, underlying considerations pertaining to Energy Industry and how such immersive technologies may help in overcoming challenges faced by the industry. The paper also highlighted several VR/ AR Use Cases in the Energy Industry which demonstrated the above points.

The objective of this Whitepaper is to provide guidance on what Energy organizations should consider when looking to leverage VR/AR solutions to address challenges in acquiring and maintaining skilled staff.  We will outline and describe key considerations in the process of identifying Use Cases, drawing out Specifications, identifying Functionalities, and selecting Hardware.  Further, we will address aspects of VR/AR solution deployment and managing the change process.

It is intended that these two papers will serve as reference documentation for both end users as well as VR and AR Solution providers. Taken together, they help to frame requirements in a productive way, by helping companies engage with solution providers using shared language and understanding. 

Authors & Contributors include:

- Susan Spark – Schlumberger

- Vi Kellersohn – Oberon

- Ray Deatherage - GTI 

Table of Contents:

Contents 1

Introduction 2

Principal Considerations 3

Learning Objectives 5

Type of Content to Develop 7

Technical training (e.g., tools, equipment, fittings, procedures, etc.) 7

Soft skills (e.g., empathy, communication, etc.) 8

Informational (e.g., tour of facilities, sites, etc.) 8

Hardware Equipment 8

Desktop deployments 13

Other Considerations Impacting Hardware Selection 13

Comparison of types of equipment (how much detail?) 14

Content Distribution 14

Company platform 14

Third-party platform 14

Data and Scoring 14

Functionality 15

Integration Support 15

Hardware Equipment 15

Content Licensing 15

Content Development 16

Human Factors - Ensuring best impact 17

Dr Bianca Wright appointed as Chair of VR/AR Association's Metaverse for Good Committee

We are thrilled to have Dr Bianca Wright help lead our community and chair our Metaverse for Good Committee. As part of this role, Dr Wright will host our Online Meets with guest speakers and the committee will create best practices and guidelines for our industry.

Dr Bianca Wright is passionate about investigating the possibilities, challenges and risks of new and emerging technologies including immersive: XR, virtual reality, augmented reality, mixed reality and gaming, particularly in the context of tech for good. She has led and worked on a range of projects in academia and industry, most recently focusing on immersive technologies, including the Google Digital News Initiative-funded project Playing the News VR: Coventry Blitz and the development of a unit in Tech for Good mobile app development for the Prince’s Trust.  Bianca is the Curriculum Lead: Immersive (Associate Professor - Academic) at Coventry University and leads the immersive strategy for the Faculty of Arts and Humanities.

An award-winning technology journalist and analyst whose work has appeared in consumer and trade magazines and websites in the US, the UK, Australia, South Africa and Europe, Bianca was first runner-up in the print business magazine category at the 2002 Telkom ICT Journalist of the Year Awards. She also won second place in the 2002 AISI Media Awards special category IDRC Award For Reporting on Research and Innovation. She has written several white papers about technology and business and has covered the technology industry for publications such as IDG Connect, CIO, and Nearshore Americas. In 2012, she was selected as one of the Top 40 Under 40 business achievers by the Nelson Mandela Bay Business Chamber. She completed the VR Mobile 360 Developer nanodegree through Udacity. Bianca's PhD focused on serious games and gamification.

I am honoured to be joining VRARA’s Metaverse for Good committee. We all have a responsibility to build an inclusive, sustainable metaverse that serves the needs of all and works to address the very real challenges we face as a society and as a community. I look forward to working with the team and all VRARA members to help make this vision of a metaverse for good a reality.
— Bianca Wright

Marsha Maxwell appointed as Chair of VR/AR Association's Diversity Committee

We are thrilled to have Dr Marsha Maxwell help lead our Diversity Committee. As part of this role, Dr Maxwell will host our Online Meets with guest speakers and the committee will continue creating best practices, guidelines for diversity in our industry.

With over twenty-five years of strategic, tactical and operational technology experience, Dr. Marsha Maxwell creates innovative environments and applications that harness the power of emerging technologies and neuroscience to enhance the educator's reach to better engage students and foster a culture of innovation in organizations. Her areas of interest include eXtended Reality, Augmented Analytics, Immersive Experiences, Artificial Intelligence, Machine Learning, STEAM programs, and Smart Spaces.  Marsha has also been very active in bringing STEM/STEAM initiatives to life especially for underserved and underrepresented groups throughout their educational journey from kindergarten to university and beyond. Marsha has been a featured speaker for various organizations’ educational summits and workshops including Microsoft, Apple, and Google for her skills in education technology, innovation leadership, strategic analysis and decision-making, and equity & inclusion in technology.  

I’m excited to help lead the committee to create a community of educators using extended reality equitably to improve the lived experience of students worldwide.
— Marsha Maxwell


Lisa Watts appointed Chair of VR/AR Association Marketing Committee

We are thrilled to have Lisa Watts help lead our global community! As part of this role, Lisa will host our Online Meets with guest speakers and the committee will continue creating best practices, guidelines for marketing in immersive tech. 

Lisa is a passionate technologist, proven business leader and XR/metaverse expert. She believes spatial computing is the future of industry and our world. Drawing on more than 25 years of experience working at and with companies such as Intel, Sansar, Walmart, Tilt5 and Magic Leap, her goal is to help creators and companies big and small achieve XR leadership, grow ecosystem partnerships, and bring to life the solutions and technologies that are increasingly essential to our everyday lives.

I’d like to thank VRARA for asking me to chair the Marketing Committee. I’m passionate about working at the intersection of product and the market. I am looking forward to working with this great team to leverage our collective knowledge and expertise to help VRARA and our members share their innovations and stories with the marketplace and the world.
— Lisa Watts


Casey Jensen appointed as Co-Chair of VR/AR Association's WebXR Committee

We are thrilled to have Casey Jensen help lead our international community on WebXR best practices and guidelines.

Meet Casey and the rooom team at our Immerse Miami show in Dec.

Casey Jensenis the Vice President of Sales & Marketing for North America at rooom Inc.
He has spent the last 20 years working in sales and management for some of the most innovative digital technology companies in the world, including launching one of the first regional offices for Google in 2002. Throughout that time, he has worked with clients such as Hilton, American Airlines, Dell, Neiman Marcus, Michael Kors, Gucci, Apple as well as many of the top ad agencies in the US. He found a fanatical passion for computer vision, AR, VR and the metaverse while consulting for companies around the world on digital transformation and helping bring these immersive technologies to market for enterprise companies and brands.

Dan McConnell of Booz Allen, Paul Cummings of Unity, and Kevin O'Donovan appointed as Co-Chairs for VRARA's Industrial Metaverse and Digital Twin Committee

We are thrilled to have the following industry experts lead our Industrial Metaverse and Digital Twin Committee, which serves as a resource to promote the use of digital twins enabling the industrial metaverse and the opportunities and challenges for the ecosystem. The committee will enable the sharing of best practices and information as well as curate industry relevant case studies.

Dan McConnell - Chief Technologist, Booz Allen Hamilton
Kevin O'Donovan - Technology Evangelist - Energy Sector Expert
Dr. Paul Cummings - Chief Architect Unity Technologies

Come to Miami Beach on Dec 5-7 for our Immerse Global Summit to see them speak!

VRARA Committees meet weekly online, check schedule and join here

Recap of our VRARA Healthcare Forum 2022: We had 1244 people, 100 orgs, 66 countries. Top Speakers and best attendees.

Thank you to our event sponsors ResMed , ANIMA RES, Aimedis, Vital Start Health.

Our full day virtual event hosted 70+ speakers and sessions discussing the following opportunities:

  • The metaverse healthcare sector by 2030 will grow by 48.3% CAGR and be worth $5.37B

  • Today, 95% of healthcare facilities provide remote treatment (rise from 43% in 2020). And while not all metaverse healthcare applications are designed for remote care, the sector is now experienced in the rapid adoption of new technologies

  • 50M American adults (20%) experienced a mental illness in 2019. Over 2.5M youth struggle with severe depression. (2022 State of Mental Health in America)

  • 800,000 people kill themselves each year in the world due to mental illness

  • Healthcare metaverse applications range from advanced surgeries and procedures to mental health treatment, pain management, training, simulations, remote care, and rehabilitation.

We had attendees from around the world, 100+ organizations, including ResMed, Bayer, Pfizer, Johnson & Johnson, Harvard, National Institutes of Health, NYU, Siemens Healthineers, U.S. Department of Veterans Affairs, Brain and Memory Care Lab, UK NHS. Many participated the 1-on-1 Networking and made meaningful connections.

Top highlights including top sessions, speakers, and most active participants:


Andrew Stapp of NYU appointed as Co-Chair of VR/AR Association Education Committee

We are thrilled to have Andrew Stapp help lead our VRARA Education Committee. Join our weekly Online Meets, check schedule here.

Andrew is an extended reality software engineer and educator in NYU's Immersive Technology Lab. For over seven years, he has worked at the forefront of interactive software blending art, design, and computer science together creating immersive XR solutions for all industries. He has extensive experience working hand in hand both in public and private sectors educating and training all levels of XR technology. Andrew has also designed and developed a wide range of applications including educational augmented reality apps, multi-user VR training simulations, and web-based art exhibits.

Within my University, I am continually watching the positive reactions and impacts XR technology has on both students and faculty alike. I believe XR can be a transformative tool in the way we educate, train, and inspire hope in building a more equitable future for all. I am excited to join my co-chairs and fellow thought leaders in VRARA’s Education Committee as we push the industry and culture forward.
— Andrew Stapp



Bobby Carlton appointed as Co-Chair for VR/AR Association's Training Committee

Like many of us, my obsession with XR technology began through science fiction movies and TV shows. What I saw was the potential of how virtual environments could change the classroom, change the way we approached learning and training. To me XR technology is the ultimate tool for engagement with people. We can bring training to a completely different level that isn’t possible through traditional training methods.
— Bobby Carlton

We are thrilled to have Bobby Carlton help lead our VRARA Training Committee. Join us this week for our Online Meets, check schedule here

Bobby has dedicated his professional career to exploring how XR technology can be used to reshape how an industry could approach education, training, and engagement, as well as the impact the technology will have on Industry 4.0 such as automation, warehouse, and robotics.

His work also explores how immersive technology such as unique XR initiatives and Web3 will change digital marketing and company branding, and how it will change social behavior and consumerism by creating more agile thinking that leads to brand loyalty.

In 2016, Bobby joined the Masie Center working with e-learning pioneer Elliott Masie as the Masie Center's Director of VRLearn, a program focused on how industries and companies could use AR/VR technology for training. Carlton left the organization in 2017 to consult with other organizations on their AR/VR training goals however, staying on as the AR/VR subject matter expert for the Masie Center.

Along with his current duties at FS Studio as their XR/VR Content Manager and Head of Business Development, he is also a regular contributing writer for VRScout, is on the SXSW XR Pitch Advisory Board, a judge for the AIXR VR Awards, and makes frequent appearances on the UK’s TalkTV and TalkRadio as their tech expert.

You can learn more about Bobby Carlton via his Linktree.

Ciara Hamagishi of Unity appointed as Co-Chair for our VR/AR Association Universities & Colleges Committee

We are thrilled to have Ciara Hamagishi of Unity help lead our VRARA Universities & Colleges Committee.

"Institutions incorporating VRAR truly inspire me and motivate my own work. I know all too well the commitment required to start new programs or to bring new technology into the classroom. I’m honoured to co-chair this committee and learn from its members."

Ciara Hamagishi

Ciara is the Senior Partnerships Manager, Education for Unity. Her focus is on higher education and workforce development opportunities to create equitable access for a diverse pool of future real-time 3D creators. She works with schools globally to provide grants, develop programs or incorporate Unity technology into the classroom.

Ciara has over a decade of experience in education in both Canada and the US across public, private and international. Her expertise is in partnerships, marketing and admissions/recruitment. Prior to Unity, she was on the leadership team of a Canadian technology bootcamp.

Metaverse is to be a $12 trillion opportunity. Login to our virtual event tomorrow to learn all about it!

Goldman Sachs reported the Metaverse is estimated to be a $12 trillion opportunity.

Login to our virtual event tomorrow, Wed Sept 21, to learn more!

According to JP Morgan, direct-to-avatar sales of virtual goods have amassed a $54 billion market. Gucci sold a digital version of its Dionysus bag for $4,115 –more than the price of the physical item itself. Clinique has recently rolled its “Metaverse Like Us” campaign, which includes a collection of female and non-binary profile picture avatars, that aims to be more inclusive. Learn more during our event!

Technology research and consulting firm Gartner, Inc. has predicted 25% of consumers in the U.S. will spend one hour daily in the metaverse shopping, socializing, being entertained and learning by the year 2026. Although it is an exciting venture there are still many concerns to account for: Safety and privacy of the users information. The idea is that each avatar will be connected to a blockchain, which will protect your financial and personal data. Don't miss sessions on this topic!

According to McKinsey’s and Company, marketers and the metaverse represent an opportunity to engage consumers in entirely new ways while pushing internal capabilities and brand innovation in new directions. Now is the right time to adopt a test-and-learn mindset, to be open to experiments in the metaverse, and to move on quickly from failure and capitalize on success. Meet 1-on-1 with all the speakers during our event!

Check out the 50+ Speakers and Session on Schedule here.

Speakers include:

 
 

Event Sponsors:

Thank you Marxent , Mixtiles , and ZERO10 for sponsoring our event!

Who will win the Retail Metaverse and why? Login and find out on Sept 21!

In the wild, wild West — who won? Success came to those who provided tools and infrastructure, they took one step at a time (learn, experiment, fail fast, measure engagement. Don’t get caught standing still!), define purpose )and how will others receive and partake in your purpose.)

On Sept 21, login to our VRARA Retail Forum, and learn from:

  • Walmart about Metaverse-Ready Brand Guidelines

  • IKEA about Spatial Computing for the Home

  • PERFECT about the Must-Have AI /AR Beauty & Fashion Tech Solutions for Personalized Retail

  • Microsoft and 6 retail startups about the challenges & opportunities of VR/AR for Frictionless Shopping

  • SAP about why the metaverse can be the biggest game-changer of all

  • Ulta Beauty about Digital Innovation & Retail Experiences

  • Unity about From Design to NFT: Retail Goes Real-Time 3D

  • Meta about the world's largest virtual mall

  • Verizon about the Impact of 5G on VR/AR and Deigning New Products Around It

  • And many more! Check out the 50+ Speakers and Session on Schedule here!

Our Forum is a full day virtual event on Sept 21, with 1,000+ attendees and 1-on-1 Networking so you can build meaningful connections!

Event participants include:

VRARA Retail Forum Sponsors

Thank you Marxent , Mixtiles , and ZERO10 for sponsoring our event!

Rob Theriault appointed as Co-Chair of Universities & Colleges Committee of the VR/AR Association

We are thrilled to have Rob Theriault lead our Universities & Colleges Committee and VRARA community with respect to schools and learning institutions. Check schedule for upcoming Online Meets here.

“I think this committee is important, particularly for bridging the gab between education and enterprise in the VRARA sphere.”

Rob Theriault

Rob Theriault is the Immersive Technology Manager for Georgian College. Prior to taking this position, Rob was a 35 year veteran paramedic and former Critical Care Flight Paramedic. Rob also taught paramedics for over 20 years. After introducing virtual reality into the paramedic program at Georgian and helping to create a VR hub in the library, Rob was asked to lead the exploration and integration of VR for Georgian’s seven campuses. In two years Georgian has launched over a dozen virtual reality pilots for Indigenous language learning, Veterinary Technician, Biotech, Paramedic, Nursing, Power Engineering, Events Management, Trades and others. Georgian is now regarded as one of the world leaders in the exploration and integration of virtual reality as a learning medium.

Mixtiles sponsors our Retail Forum on Sept 21. IKEA, Boson Protocol, PERFECT, others confirmed as Speakers

We look forward to your participation in our VRARA Retail Forum a full day virtual event on Sept 21 with 30+ Speakers, Sessions, and 1-on-1 Networking! We expect a 1000 audience. 

We are thrilled to have Mixtiles sponsor our Forum! Mixtiles thinks the future of home design is Augmented Reality; they're developing cutting edge technology for designing homes in a magical way.

We confirmed additional Sessions/Speakers: 

  • Spatial computing for the home - How the home enables ecommerce and more. Sam Brewton, IKEA

  • Omniverse Commerce - The future of commerce will span multiple metaverses. Justin Banon Co-Founder, Boson Protocol

  • Must-Have AI /AR Beauty & Fashion Tech Solutions for Personalized Retail. Wayne Liu, Chief Growth Officer, President, Perfect Corp

  • And others! Check Schedule.

VRARA Retail Forum participants include:

PAUL JACOBS KEYNOTES VR/AR ASSOCIATION ENTERPRISE FORUM

Wireless XR Will Give Users Superpowers!

Imagine being transported into a fully immersive virtual world, so rich in photorealistic imagery and sensory detail that you forget it’s not real life. As advancements in enterprise virtual reality (VR) applications speed up, the underlying wireless technologies to support lifelike experiences must keep pace.

“We will give people superpowers,” our Chairman and CEO, Paul Jacobs explained during his keynote address at the July 2022 VRARA Enterprise Forum. He went on to describe the high-performance applications enabled by XCOM Labs’ innovative Wireless XR system. “We’re really just getting started with this notion of extending reality.”

In developing the gold standard in wireless XR systems, the XCOM Labs’ team has achieved low latency, high throughput, and reliability breakthroughs that solve many of the issues that previously prevented users from experiencing the full potential of this exciting technology. Gone are the bulky backpacks and cords connecting users to powerful computers, or the cumbersome lags that can oftentimes cause feelings of motion sickness or glitches. Instead, using millimeter wave spectrum in the globally available 60GHz unlicensed band, our system allows multiple users to roam freely across a large space while experiencing seamless, high-quality content. 

One of the most powerful ways we’ve been able to illustrate these improvements recently is through our collaboration with The VOID, a hyper-reality experiential entertainment creator, to generate the most immersive VR experience yet. Using our highly reliable wireless system, we ditched the 22 pounds of equipment previously needed to provide such photorealistic quality visuals and moved heavy processing loads into a wireless network, or edge computer. 

Jacobs explained that the breakthroughs The VOID and XCOM Labs demonstrated also apply to enterprise applications, not just entertainment. 

“The experiences before were driven by the fact that you had this very heavy backpack on and power consumption was very high,” Jacobs said. “You had this big block of a battery that you had to carry around and it only lasted for about 30 minutes. Now, you’re going to be able to have extended experiences without sacrificing image quality.”

AWE attendees were transported from the 144-square-foot demonstration stage into a hyper-realistic experience that tapped into a variety of sensory details including, sight, sound, motion, and temperature. As users freely roamed the virtual space, they could interact with each other as well as the environment around them, without experiencing lags or sacrifices in the 4K video quality at 90 FPS with up to 400 Mbps per user. 

These next-level immersive enterprise environments enabled by our wireless technology include learning and specialized training to industrial automation, smart warehouses, and even telemedicine. 

“An expert at a remote facility will be able to instruct a novice who is doing surgery in the field, able to point out where that person needs to make incisions or do various procedures,” Jacobs explained. “The novice can even stand inside the avatar of the expert and follow their motions.”

Our system is designed for those who need the highest reliability to support their XR use cases, ensuring that wireless throughput and latency are never the limiting factors that curb human imagination. 

At XCOM Labs, we believe in unlimited possibilities and delivering the unexpected. Interested in learning more about how our next-generation wireless technology can elevate your XR experience? Contact us, today!





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