Vahé Karamian Appointed as VRARA LA Chapter President

We are thrilled to have Vahé Karamian join our team as the VRARA LA Chapter President.

Vahé is the CTO of Noorcon Inc., a consulting firm concentrating on full-stack application and Digital Twin technology development, specializing in delivering enterprise solutions and platform engineering for training in Healthcare, Education, and Manufacturing facilities. Vahé is also a lecturer at California State University, Northridge (CSUN), where he lectures on Computer Graphics, HCI (Human Computer Interaction), and Software Engineering. Vahé is also part of several start-up initiatives designing and developing A.I. and Mixed Reality technologies to solve unique problems in healthcare.

I am honored and excited to be joining VRARA as the LA Chapter President, and look forward to aligning LA with the action and the definitive growth of VR/AR globally.
— Vahé Karamian

Recap of our Apple Vision Pro for the Enterprise

We have weekly online sessions with presentations, live discussions, and networking to help you grow your knowledge and connections.

During today’s session hosted by Damon Shackelford and Cindy Mallory, we had 40+ participants who introduced themselves and shared their contact information. They discussed their backgrounds and areas of interest. The participants discussed Apple Vision Pro and the potential impact of the new technology, as well as concerns about battery life and price. They also talked about the use of prescription lenses and expressed concerns about the high price and technical faults of Apple's AR/VR device. The participants discussed collaboration, speeding up to market, and the capabilities of Vision Pro. They compared Vision Pro with generative AI and discussed the visualization of complex data and processes in VR. Use cases for VR and AR were also discussed, including avatars for enterprise meetings, VR tools for specific workflows, and VR in training and education. Concerns were raised about information overload in VR and the need for personalization. The participants also discussed stimulating creativity, interacting with VR and AR, and the importance of regulation and safety.

Participants included a longtime coach and head of agility for Visa and PayPal and digital platform director at Coca-Cola.

Discussion about using personal Apple IDs for work

  • The developer release has MDM controls that can be used for enterprise purposes. The participants mentioned using personal Apple IDs for work and the timeline for implementing the new technology internally.

  • The participants discussed their personal use of the new technology and the need for separate Apple IDs for work and personal use.

Discussion about the potential impact of the new technology

  • The participants discussed the potential impact of the new technology and drew parallels with the adoption of iPhones in the past. They mentioned the need for a baseline and ROI measurement in the enterprise.

Discussion on VR and AR use cases

  • The participant mentioned the potential use of VR avatars for enterprise meetings and reducing travel costs.

  • The participant discussed the possibility of using VR tools like Arthur for specific workflows such as brainstorming and agile sessions.

  • The participant mentioned the potential use cases of VR, including VR learning, well-being, personal computing, and co-working.

  • The participants discussed the use of VR for training and education, highlighting its effectiveness in increasing engagement and adoption. They also mentioned the integration of AI and VR in the medical field.

Regulation and safety concerns

  • The need for regulators to fine-tune the thresholds and limits of virtual reality and augmented reality technologies to ensure safety and prevent potential harm is discussed.

  • The example of politicians in the USA not fully understanding the potential harm of certain technologies is mentioned.

  • The importance of open discussion and considering different angles and use cases of virtual reality and augmented reality technologies is emphasized.

Recap of our XR and Barriers to Entry at Schools

Thank you Colleen Bielitz for hosting our Online Session with 30+ educators!

In the meeting, participants discussed the current state of education and the need for immersive learning. Participants emphasized the approach of tailoring solutions to schools' needs and expresses concern about not asking schools upfront about their goals for implementing VR. The speaker discussed the challenges to implementation, positive experiences of students with virtual dissections, and the importance of monitoring student use. Ongoing support, implementation strategies, content creation, and integration are also discussed. The speaker briefly mentions an AI avatar solution and addressed concerns about the return on investment for immersive learning. Engaging students through empathy, immersive learning, and downloadable content is highlighted as a way to improve outcomes.

Recap of our XR Security / Cybersecurity

Thank you Cindy Mallory and Damon Shackelford for hosting our Online Session with 20+ professionals!

During the meeting, participants discussed the threat landscape for virtual reality and augmented reality in enterprise settings. Concerns were raised about the weaponization of AI in the threat landscape, as well as the unique vulnerabilities of XR technology. The use of AI in cybersecurity was also a topic of concern, with discussions on access controls, potential exploitation of AI for malicious purposes, and security implications in immersive worlds. Participants expressed concerns about social engineering, deep fakes, compliance and regulatory frameworks, enterprise policies, integrating new capabilities, and risk assessments for immersive projects. Tim expressed interest in penetration tests against AI and VR implementations, and discussed tactics, flaws, data manipulation, and the need for security tools to catch up with AI.

Topics & Highlights

2. Threat landscape and AI

  • The discussion highlighted concerns about the weaponization of AI in the threat landscape, particularly in relation to social engineering. The lack of expertise in running security research engagements for custom-built applications that use both AI and VR was also mentioned.

3. XR technology and vulnerabilities

  • The discussion highlighted concerns about the unique aspects of XR technology from a vulnerability standpoint. This includes the different use cases and exposure of VR applications compared to standard web applications, as well as the challenges faced by security researchers in testing the less-tested frameworks used in XR development.

4. AI in cybersecurity

  • Participants raisesed concerns about the use of AI in cybersecurity and questions if it can also be a threat. She also asks about other emerging technologies that enterprises should be aware of.

  • Participants discussesed the importance of access controls when using enterprise AI tools and highlights the potential risks of AI-powered tools having access to sensitive documents. He mentions the need to take access control seriously and the challenges companies face in implementing fine-grained access controls.

  • Participants raisesed the question of whether AI can be exploited and used for malicious purposes. He mentions the possibility of AI agents running autonomously on the internet and the impact it may have on security. Tim agrees and discusses the potential for AI to be used in social engineering attacks and emphasizes the need for user education and staying ahead of these attacks.

  • Participants discussed the potential security implications of AI in immersive worlds and virtual reality. They mention the risks of identity theft and social engineering in virtual worlds and the need for user awareness and vigilance.

5. Security Concerns with Immersive Tech

  • The participants expressed concerns about social engineering, deep fakes, and the ability to copy someone's likeness through video, voice, and text messages.

  • The discussion touched upon leaving test servers on and the potential risks associated with it.

  • The participants discussed the compliance and regulatory frameworks related to immersive tech, including CMMC, and how it might impact the adoption of AI.

  • The conversation focused on the establishment of enterprise policies for immersive tech and how it will eventually be governed securely.

  • The participants discussed the impact of integrating new capabilities into existing software and its potential security implications.

  • The discussion touched upon the risk assessments for immersive projects and how they can be aligned with existing frameworks.

6. Penetration Test against AI

  • Participants mentioned the interest in penetration tests against AI and VR implementations.

  • Participants asked about the inputs, tactics, flaws, and level of access attackers would exploit in AI applications.

  • Participants discussed the possibility of exfiltrating and manipulating data from AI implementations.

  • Participants highlighted the need for security tools to catch up with AI and custom-fit their tactics for these applications.

Peter Oykhman, CEO of PsyTechVR, appointed as co-chair of VR/AR Association Healthcare Committee

We are thrilled to have Peter Oykhman help lead our community! Join our weekly online sessions here.

Peter Oykhman is co-founder and CEO of PsyTechVR. PsyTechVR is a Mixed Reality application for Mental Health and Wellness. Peter Oykhman previously has served as CEO of CorePartners, a privately owned company in Frederick, Maryland that offers out of the box Inventory Warehouse Management Software called CoreIMS, CoreAchieve cloud based SaaS Learning Management platform and SAP software development. Peter successfully established his first software development and consulting business that after 2000 market crash has been transformed to CorePartners. Right now Peter is involved in two different enterprises as a board member and an officer. Peter’s exposure to international business over the last 35 years allows him to built efficient organizations. Mr. Oykhman while serving as a board member helped to expand business, find new vendors and clients and cut cost.

I am excited to co-chair because VRARA plays such an important role in promoting VR/AR solutions across multiple industries and cultures. I have been watching VRARA for the last couple years and very impressed with the impact it has on the industry. 
— Peter Oykhman, CEO of PsyTechVR

More speakers confirmed for our Best of Europe: XR, AI, Immersive Tech on March 21 (VRARA Europe Summit)

More speakers confirmed for our Best of Europe: XR, AI, Immersive Tech (VRARA Europe Summit) , on March 21. We expect 1000+ people.

Our event will use LinkedIn Live. LinkedIn has 1 billion users and we expect 1000s to watch our event!

If interested to speak or sponsor, please email info@thevrara.com

Our event will bring together key leaders and innovators in the immersive tech space in Europe, offering unique insights and perspectives on the latest developments in the industry. Join us for best and brightest in VR, AR, and other cutting-edge technologies shaping the future of the digital world.

FEATURED SPEAKERS

Timmy Ghiurau, Volvo
Talk title: Snap back to reality, here comes gravity.
Talk description: The automotive industry is one of the first to fully embrace mixed reality, and is already changing the way cars are engineered, designed, repaired, sold and driven. However, we are only scratching the surface of unlocking the full potential of the XR technology within the automotive ecosystem. As technologies like hardware, infrastructure and visualization further develop, the industry will see a democratization of benefits affecting everything from sustainability to safety.

More speakers announced soon!

Top Five for 2024

We have weekly online sessions with presentations, live discussions, and networking to help you grow your knowledge and connections

During the meeting, the participants discussed the impact and potential of AI and XR technologies, highlighting the need for internal buy-in, ROI, and strategic advantage. They also discussed the importance of conferences and meetings like our Online Sessions. Plans for the year include creating white papers, forming a subcommittee, and organizing fireside chats. Concerns were raised about VisionOS compatibility with IT management tools, lack of regulation for AI, and data collection by AR headset companies. The value of information was emphasized, with a focus on leveraging it to add value. Legal issues related to AI were discussed, as well as the potential of AI assistants in everyday life and enterprise. Skepticism was expressed about the Apple headset and the need for a killer app. The features of Apple's new spatial computing platform were discussed, along with concerns about price point and iterative development. The role of entertainment and the potential disruption of the game and movie industry were also mentioned.

Topics & Highlights

1. Discussion about AI and XR technologies

  • The participants discussed the impact and potential of AI and XR technologies. They mentioned how AI and XR technologies start off innocuous but gain significant impact over time. They also discussed the need to get buy-in internally for these technologies and the importance of ROI and strategic advantage. The participants shared examples of how technology, such as AI and XR, fumbles in the early days but eventually gains traction.

  • The participants discussed the example of IBM developing their mainframes and the market research they conducted. They also discussed the market research conducted for PCs and the decision to farm out all the development and do the aggregation themselves.

  • The participants discussed the importance of conferences, time, and money in getting traction with new technologies.

2. Hot Topics and Discussion on Apple

  • concerns about how VisionOS will play nicely with IT management tools and how enterprises can get involved in closed proof concepts.

  • excitement about the upcoming Apple announcement and compared it to the first iPhone announcement in 2006.

3. AI

  • concern about the lack of regulation for AI and the potential influence of lobbyists in protecting AI interests.

  • maturing technology of AI and the belief that specific guardrails and regulations won't be as important as the technology becomes more self-improving.

4. AR Hardware and Software

  • concerns about the collection and usage of biometric and user data by AR headset companies and the potential risks associated with it.

  • legal landscape for XR in Enterprise as an interesting and potentially disruptive topic, with implications for corporate legal teams and the potential for AI to replace certain professionals.

  • increasing importance of IT and cybersecurity for advanced wearable devices, including AR headsets, and the need for enterprise companies to closely monitor these issues.

5. Value of Information

  • the top 1-2% of all information holds extremely high value, while the rest is of nominal value. He compares it to how only a small fraction of kids who start playing sports end up playing professionally and making millions.

  • those who have a vision forward, can look ahead, and leverage information to add value will make more money, while those who can't put that together will struggle.

6. AI and Legal Issues

  • case where a lawyer used AI to look up details of a case and cited precedent that didn't exist, potentially facing disbarment. The Supreme Court's annual take on AI also mentions this case and raises concerns about lawyers quoting things that didn't happen.

7. AI in Everyday Life

  • idea of AI assistants being present in everyday life, providing constant personalized assistance. The potential applications include conversation support, note-taking, reminders, and more. The business potential of AI assistants is emphasized.

8. AI assistants in enterprise

  • having an AI system that automates tasks in his life and compares it to Google and Alexa assistants.

  • importance of analytics in XR training and how some companies struggle to utilize the collected data effectively.

  • AI assistants could play a role in analyzing XR training data and providing insights.

9. Apple headset and killer app

  • skepticism about the Apple headset and emphasizes the need for a killer app to drive adoption.

  • potential of the Apple headset as a platform and its integration with the existing Apple ecosystem.

10. Apple's new spatial computing platform

  • The speaker discusses the features of Apple's new spatial computing platform, including the visibility of existing iOS apps as tiles, 3D experiences, and the potential of 3D FaceTime.

  • The speaker mentions the possibility of Disney activations at home being bigger than going to Disneyland.

  • The speaker suggests that entertainment will dive into interesting killer apps, such as seeing Marvel movies and Iron Man in one's home.

  • There is a discussion about the price point of the new platform and the need for a lower-priced device to enable wider adoption.

11. Iterative development of spatial computing

  • The speaker shares personal experiences with VR headsets and suggests that the technology will evolve iteratively.

  • The speaker suggests that display technology may evolve before widespread adoption of headsets.

  • The speaker believes that Apple's initial release is just the beginning and that future iterations will bring more advanced features.

12. Apple's ecosystem and the role of entertainment

  • The speaker compares Apple's ecosystem for music with the potential role of movies and games in the new spatial computing platform.

  • The speaker raises a question about whether movies and games will be the stepping stones for Apple's new ecosystem.

13. Disrupting the game and movie industry

  • The concern is raised about whether the company will disrupt the game and movie industry or start their ecosystem somewhere else.

  • It is stated that the gaming industry is the biggest media industry in the world, earning more than all other media industries combined.

  • The discussion highlights that VR games have slowed down and there is a need for mass adoption of headsets for higher returns. The AAA companies in the gaming industry are not seeing the desired traction even with the meta headsets.

  • Insider information is shared that Facebook reached out to discuss building a productivity app for the headset, considering it a huge milestone. Pokemon is mentioned as a potential killer app, and a friend's experience with a Pokemon managing app is discussed.

Lynn Welch appointed as co-chair for VR/AR Association Defense & Intelligence Committee

We are thrilled to have Lynn Welch help us lead our Defense & Intelligence community . Join our online sessions so you can connect, learn, and grow your knowledge/business.

Lynn Welch is a Chief Growth Officer at Lucid Reality Labs. She has a career spanning more than twenty-five years in virtual, modeling and simulation. In her portfolio, there are numerous game-changing projects, in particular, the first synthetic battlefield reconstruction of the historic Battle of 73 Easting, the first immersive platform to focus on communication and response coordination for mass casualty incident training across Army National Guard CBRNE, local and state first responders, and many more.

We are looking forward to your collaboration and mutual results!

I am delighted to deepen my commitment to the VR/AR Association and the wider Defense XR community by serving as the lead for the Defense and Intelligence Committee. Throughout my career, I have been inspired and persistently reinvigorated by the unrelenting innovation sparking from the Defense and Intelligence community across all mission areas.
— Lynn Welch, Chief Growth Officer, Lucid Reality Labs

 



Call for Participation in our VRARA National Security Summit in Washington DC

Our VRARA National Security Summit in Washington DC will be held on Feb 9th at the Helix.

If interested to sponsor and exhibit, email Kris Kolo at kris@thevrara.com . Sponsors get the best speaking spots and promotion to our 60K emails mailing list.

This 1 day conference + expo will bring together experts in XR, AI, Digital Twins and Electromagnetic Spectrum to explore how these technologies are shaping our nations defense.

This is a must-attend gathering for anyone interested in the intersection of XR and national security. Discover the latest advancements, network with industry leaders, and gain valuable insights into the future of this dynamic field. Don't miss out on this unique opportunity to connect with like-minded professionals and explore the cutting-edge technologies shaping the future of national security!

Topics covered:

  • Extended Reality (XR) technology

  • Artificial Intelligence (AI)

  • Digital Twins (DT)

  • Electromagnetic Spectrum (EMS)

If interested to sponsor and exhibit, email Kris Kolo at kris@thevrara.com . Sponsors get the best speaking spots and promotion to our 60K emails mailing list.

Recap of our Digital Twins online session with Amy Peck hosted by Trista Pierce of Booz Allen

During our weekly online sessions, our community (both the end-users and solution providers) share their expertise and experiences.

During our last Digital Twins & Industrial Metaverse meeting, we had an end of the year industry wrap up, lessons learned, trends, and what to look forward to for 2024! The participants discussed advancements in immersive tech and emerging technologies, highlighting the industry's progress in XR deployment at scale and advancements in hardware, delivery, and toolkits. They also discussed the market making opportunity and the need to address SDGs and ESG measures, as well as the importance of enablers like quicker data transfer, edge computing, and cloud storage for effective adoption of emerging technologies. The utility of generative AI and toolkits, the use of immersive environments for measuring cognitive load and adapting training exercises, and the application of immersive environments for organizational management and training were also discussed. The participants emphasized the importance of a proactive mindset, the challenges with digital twins, data bias and control, simulation and gaming in business, blockchain challenges, virtual environments and identity verification, the intersection of XR and AI, and the use of AI and XR in the medical industry.

Topics & Highlights

1. Discussion on advancements of immersive tech and emerging technologies

  • The industry is pushing forward in XR and getting all the elements in place to deploy at scale.

  • Advancements in hardware, delivery, and toolkits were discussed.

  • The metaverse construct was unseated by AI in the hype cycle.

2. Market Making Opportunity

  • the market making opportunity and the need to address the SDGs and ESG measures.

  • the discussion will pinpoint how they focus on 2024.

3. Enabling Technologies for Emerging Techs

  • need for enablers like quicker data transfer, edge computing, and cloud storage for effective adoption of emerging technologies.

  • lack of day-to-day utility and the cumbersome nature of entering virtual environments.

4. Utility of Generative AI and Toolkits

  • utility of chat GPT and her deep dive into toolkits for leveraging generative AI in a more effective way.

  • plethora of tools built on OpenAI and Gemini that have changed various aspects of work.

  • impact of these tools on coding, project management, presentations, and art.

5. Human Performance and Immersive Environments

  • use of immersive environments, such as XR and IoT, to measure cognitive load and adapt training exercises based on biometrics and stress levels.

  • potential impact of understanding cognitive load and psychology on emergency situations, day-to-day life, and interpersonal relationships.

6. Organizational Management and Training

  • work done with companies, including design thinking, future visioning, and workshops.

  • application of immersive environments, real-time scenario simulation, and data collection for tracking cognitive and physical abilities.

7. Proactive vs Reactive Mindset

  • importance of training the mind to be present and make decisions based on current information, while also projecting forward to think about future products and services.

  • digital transformation strategy alone is not enough for fundamental change in business. A proactive mindset and a vision of the future are necessary to drive innovation.

  • mentality shift required in the public sector and the challenges related to security, integration, and data protection. Educating clients and customers about the strategic implementation of technology is important.

  • example of Tyndall Air Force Base as a case where solving current problems in a slow and steady manner is important. She also highlighted the significance of digital twins as a foundational element in every company.

8. Challenges with Digital Twin

  • challenges of Digital Twin due to the massive amount of compute required and the need for standards around data management and storage.

  • filtering and using efficient data for different use cases instead of compressing all the data together.

  • challenges of digital twins, including the massive amount of compute and data from ERP systems, the need for better data quality, and the importance of standardization.

  • realizations about Digital Twins, emphasizing the integration of data and workflow processes, the importance of data exchange, and the need for a common vocabulary.

9. Data Bias and Control

  • data scientists can come up with different inferences when given the same data set.

  • prediction that up to 70% of data will be synthetic in the next year and the implications of training AI on biased or skewed data.

  • need for mechanisms to control and train AI models on clean and accurate data, especially for companies in secure environments.

10. Simulation and Gaming in Business

  • use of simulation and game engines to simulate future business scenarios and visualize different scenarios.

  • role of game engines in visualizing digital twins and creating immersive experiences.

11. Blockchain and its Challenges

  • concerns about the security and transparency of data on the blockchain, as well as the integration of quantum computing. There is a general misunderstanding and lack of expertise regarding blockchain technology.

  • European blockchain services infrastructure and the use of blockchain for self-sovereign identity, NFTs, ESG reporting, and verifying data authenticity. He also highlights the fragmentation and lack of standardization in permissioned blockchains.

12. Virtual Environments and Identity Verification

  • importance of verifiable identity in virtual environments and the need for proof of humanity to prevent impersonation. The parallel with the zero trust mechanism is mentioned.

13. XR and AI intersection

  • The participants discuss the advances in AR and the increased interest in XR.

  • value of AI behind XR, particularly in delivering cognitive training and adaptive learning.

  • importance of securing data and mentions the challenges in adopting XR technologies.

  • ease of adopting XR technologies and the challenges involved. He also mentions the use cases for XR training in various industries.

14. AI and XR in the medical industry

  • AI learns from doctors' procedures and improves over time, leading to increased efficiency and transformation of the medical industry.

  • The challenges of using augmented reality on bodies due to anatomical variability and the need for FDA approval are discussed. Organizational culture and resistance to change are also mentioned as potential barriers to implementing digital twins.

  • high returns and short payback periods associated with digital twins, but highlights the resistance to change and siloed data as obstacles to their implementation.

Recap of our Healthcare online session with Yale University School of Medicine

During our weekly online sessions, our community (both the end-users and solution providers) share their expertise and experiences. Participants introduce themselves and their companies.

During our Healthcare meet this week, the guest speaker was from Yale University, Randall Rode, and he discussed the challenges of scaling virtual reality (VR) technologies on campus, emphasizing the need to address hardware dependencies and practical integration. He also highlighted the use of VR and Microsoft HoloLens in simulation labs, including solving limited faculty resources and involving art students in creating interactive projects. Challenges in implementing VR technology were discussed, such as faculty engagement and strategic planning. The meeting also touched on different modalities to solve problems, the multi-platform approach, incorporating XR into nursing education, current technology implementation, haptics and VR capabilities, patient education using immersive tech, XR and Gen AI for patient simulation, and the challenges of scaling AR and VR in medicine. Concerns were raised about the usage of HoloLenses, and the decision was made to conduct follow-up workshops and encourage faculty integration.

Topics & Highlights

1. Introductions

  • Participants introduced themselves and provided information about their companies and areas of focus.

2. Presenting Guest Speaker

  • Alex Dzyuba introduced Randall Rode as the guest speaker, providing information about his role and expertise at Yale University.

3. Scaling Virtual Reality Technologies

  • Participants discussed the challenges of scaling virtual reality technologies on campus and the need to address hardware dependencies and practical integration.

4. Using VR and HoloLens in Simulation Labs

  • The speaker mentions that none of the students in the simulation lab think they need VR and haptic gloves.

  • The speaker gives an example of using Microsoft HoloLens with Azure guides to solve the problem of limited faculty resources and time in teaching basic skills.

  • The speaker discusses the importance of finding ways to empower student and faculty creators, such as allowing faculty to create their own content and involving art students in creating interactive projects using CT brain scans.

  • The speaker emphasizes the need for social interaction and accessibility in educational VR solutions, as well as the importance of actively connecting different sections of the campus and overcoming silos.

5. Challenges in Implementing VR Technology

  • The speaker expresses concerns about faculty engagement and the difficulty of getting them to try new technology.

  • The speaker discusses the need to determine who will own the VR technology and the importance of strategic planning.

  • The speaker outlines the five aspects to consider when scaling VR technology: technology, content, institutional culture, implementation and system operations, and financial considerations.

  • The speaker mentions the peer work they have done and the successful implementation of an XR application in the School of Medicine.

6. Discussion about different modalities to solve a problem

  • Participants mentioned that considering it's 25 year old technology, it would have solved the problem. He questioned the fairness of claiming that virtual reality or standard reality can solve the problem. He also questioned the feasibility of a mobile internet version of the same thing.

  • Participants mentioned that getting people in the headset is the best way to sell it, but offering other options is crucial. He proposed a continuum of experiences and the need for alternatives for all audiences.

  • Participants asked if these other modalities can solve the problem and questioned the applicability of the technology.

  • Participants responded that it's not an either-or situation and suggested a continuum of experiences with different levels of convenience and fidelity.

7. Discussion about using multi-platform approach

  • Participants asked about using MDM and the multi-platform approach. Randall Rode mentioned looking at HoloLens and Intune for managing the devices. He discussed the need to make decisions regarding deploying quest headsets and providing alternatives for users.

  • Multiple speakers discussed the multi-platform approach for consumers of the technology, focusing on managing the devices and providing different experiences.

8. Discussion about incorporating XR into nursing education

  • Participants shared his background and experience with exploring XR in nursing education. He mentioned the challenges faced, including the weight of devices and the desire for smart glasses. He questioned whether XR is the primary solution for replacing standardized patients or mannequins.

  • Participants expressed concerns about the current limitations of XR technology and raised questions about its effectiveness as a primary solution.

9. Discussion about current technology and its implementation

  • The speaker emphasizes the importance of using technology that works today and not waiting for future advancements.

  • The speaker discusses the need to find ways to fit technology into the organization's culture and gain faculty support.

  • The speaker mentions the AV team as potential advocates for implementing new technology.

10. Discussion on haptics and VR capabilities

  • Participants mentioned the importance of having the right tools for specific tasks, such as haptics, and the potential future development of haptic capabilities through XR glasses.

  • Participants emphasized the importance of plug and play compatibility of adaptive tools in different facilities.

  • Randall Rode discussed the benefits of VR for practicing procedures without the need for haptics, especially for overwhelming experiences in simulation labs or clinical situations.

  • Participants shared a research paper that showed the effectiveness of VR in training medical students for surgical procedures and highlighted the importance of learning proper sequences in various fields.

  • Participants expressed enthusiasm for educators exploring the strengths and shortcomings of VR as a medium for learning in different domains.

11. Patient Education and Immersive Tech

  • Participants discusses her work on creating a content creation management and deployment solution for patient education using immersive tech.

  • Randall Rode mentions some early explorations at his institution around patient education and leveraging immersive tech, including support groups in VR.

  • Participants shares his unique perspective as a medical student and VR researcher, discussing the potential of VR simulations for medical education, particularly in emergency scenarios like codes.

12. XR and Gen AI for patient simulation

  • Participants mentions other companies using Gen AI for patient simulation.

  • Participants discusses the ability to modify scenarios on the backend, including medication, allergies, medical history, and voice intonation.

  • Participants and others discuss the potential of XR and Gen AI for exams, patient education, and visualizing viruses and pathogens.

13. Challenges of scaling AR and VR in medicine

  • Participants raises concerns about the challenges of scaling AR and VR in medicine, including determining appropriate use cases and getting clinicians engaged.

14. HoloLenses Usage

  • The team plans to conduct follow-up workshops and encourage faculty to integrate HoloLenses into the curriculum.

XR and AI in Healthcare: Call for Sponsors & Exhibitors for our Feb 1 Summit in Miami

 
 

On Feb 1st, we are hosting XR and AI in Healthcare Summit in Miami. If interested to sponsor or exhibit, email info@thevrara.com

The Healthcare industry has been identified as one of the industries that is expected to lead adoption of XR and AI technology. From patient care & medical equipment operations and maintenance, to medical staff training, to improving surgical suite operations, XR and AI technology provides unlimited potential to improve medical staff and facility performance to improve patient outcomes.

This one day conference + expo will bring together medical professionals who are currently using XR and AI technologies, medical professionals looking to learn about the technology, Academia and Medical Technology companies that are developing solutions to address needs of the healthcare industry.

Confirmed Sponsors, Exhibitors, and Speakers already include:

  • Dr. Robert Masson, M.D, Masson Spine Institute, Medical Director and Founder

  • Colonel (Ret) Cheryl Lockhart, US Air Force and Army National Guard. Former Chief Nurse, Surgeon General Military Nursing Consultant and Army Signal Corp officer

  • Dr. Linda Ciavarelli, HouseCall VR, Co-Founder

  • Mary Lee Carter, Parker University. Formerly with AdventHealth

  • Miles Harper, BEYEONICS. Formerly with Carl Zeiss Meditec AG

  • Lynn Welch, Lucid Reality Labs

  • Wayne Fogel, Terasynth

  • Robert Signore, Co-Founder, Thrive Pavilion Inc

  • Dr. Miriam Zylberglait, CEO & Clinical Director, Virtual Wellbeing MD

  • Dr. (Col) Paul Kwon, Medical Advisor, U.S. Army PEO STRI. Pediatrician, US Army.

  • Kimberly Workum RN, BScN, MEd, CHSE, CCN, University of Manitoba

  • Univ of Miami

  • Engage

  • eXeX

  • SimX

  • Xennial

  • Terasynth

  • Cleanbox

  • Others

If interested to sponsor or exhibit, email info@thevrara.com

Thank you, and we look forward to seeing you in Miami on Feb 1!

John Dean Markunas Appointed as Real Estate Committee Chair

We are thrilled to have John Dean Markunas help lead our community for Real Estate.

John Dean Markunas is a real estate industry blockchain and related innovation technology advisor, strategist and business development consultant.  He is the Founder and Principal Consultant with Power of Chain Global Consultancy LLC. 

Mr. Markunas’ work covers several distinct real estate sectors; property title insurance,   transactional, cryptocurrency use, tokenization and land registry.  His advisory work covers the implementation and use of NFTs, Digital Twins, VR, AR, XR and the Metaverse.  He has been advising blockchain and real estate startups since 2017.

John is a prominent global public speaker on blockchain and related technology  use in the real estate industry, author of many  articles covering a variety of topics related to  the revolution of real estate industry processes.  

He has over 30 years’ experience in the commercial real estate industry and has lived and worked in Mexico and  Brazil as a real estate industry consultant, broker and appraiser.

Mr. Markunas has a BS degree in Business Administration from Florida State University. He also holds an MBA in Finance and Marketing from the University of San Francisco, State of California.  

John is fluent in Spanish and Portuguese.





Damon Shackelford appointed as co-chair of VR/AR Association Enterprise Committee

We are thrilled to have Damon Shackelford help lead our Enterprise Committee and work together with our community to help define best practices, guidelines, and standards for this specific vertical.   Join our weekly Online Meets, see schedule here.

Currently Damon is working with XR propositions at Eastman Chemical Company.

“I am both honored and excited to co-chair the VRARA Enterprise committee during this time in our industry’s history as we are experiencing the beginning of what can best be described as the “tipping point” for technology adoption in manufacturing.”
— Damon Shackelford

Highlights from our annual Retail Forum: 800 people from 62 countries. See top speakers, countries, sessions.

Our annual ​Retail Forum​ brought together the best minds in VR/AR, shopping, and metaverse commerce. We had about 800 attendees, 20+ speakers from Herman Miller, Snap, Sony, Target, Meta, Google, Microsoft, Bridgestone, Amazon, Marxent, Lenovo, VR Direct, Magic Leap, Walmart, Verizon, Accenture, Morgan Stanley, Obsess, Banuba, WestRock, Niantic, Philips, among others.

Access video recordings here.

Do you want to participate in our upcoming ​Online Meets​? We have weekly online meetings with presentations, live discussions, and networking to help you grow your knowledge, connections, and your business. If you would like to attend, email ​info@thevrara.com​ to be added to the meeting invites. If you have something interesting to present, let us know and we will add you to the schedule!

The Forum’s top sessions included:

Thank you to our Retail Forum sponsor:


Join our ​Immerse Global Summit​ at ​Metacenter Global Week​ in Orlando on Oct 17-19. We expect 3000+ people, 200+ exhibitors, speakers from Amazon, Meta, Obsess, many others!

New whitepaper! VR/AR To Address Staffing Challenges of the Energy Sector (Download)

Our Energy Industry Committee has produced this whitepaper aimed to guide energy organizations in leveraging VR/AR solutions to address challenges in staff acquisition, skill impartation, and talent retention. This document outlines key considerations in identifying use cases, specifications, functionalities, and hardware selection. Additionally, it addresses VR/AR solution deployment and change management. 

These papers (Part 1 and Part 2) serve as reference documentation for both end users and VR /AR solution providers. They facilitate productive engagement by establishing a shared language and understanding of requirements. 

Virtual and Augmented Reality (VR and AR) have the potential to revolutionize learning and training in the energy sector. They offer immersive experiences that enhance understanding of complex concepts, procedures, and equipment in a safe environment. These technologies are engaging and impactful throughout the employment cycle, from recruiting to reskilling and provide access to virtual training environments worldwide, reducing carbon footprints and promoting sustainability. 

In 2021, the VR/AR Association Energy Committee released the first whitepaper in a series, titled “VR/AR in the Energy Sector,” providing insights on VR and AR utilization in the industry. The goal was to offer insights to the VRARA Energy community, representing stakeholder organizations and technology suppliers, on how VR and AR solutions can be used to overcome critical business challenges facing our industry. 

Table of Contents 

Authors & Contributors......................................................................................................................................... 1 

Table of Contents....................................... 2 

1. Introduction................. 3 

2. Principal Considerations Before Getting Started......................................................... 3 

3. Setting the Right Learning Objectives........................................................................................ 5 

4. Type of Content to Develop.................................................................................................. 7 

4.1 Planning the Content................................................................................................ 7 

4.2 Classification of VR AR Use Cases for Training................................................................ 8 

4.3 Types of Simulation Modules.................................................................................. 9 

5. Hardware Equipment........................................................................10 

5.1 Type of Headset systems.........................................................................................10 

5.2 Mobile Devices..............................................................................................................12 

5.3 Desktop deployments.......................................................................................12 

5.4 Room Scale Immersive Systems.............................................................................12 

5.5 Characteristics of VR/AR Hardware Devices......................................................................................12 

5.6 Selection of VR AR Hardware for Application Development......................................13 

6. Content Production and Distribution.............................................................................14 

6.1 Internalize Capabilities................................................................14 

6.2 Third-party partnership......................................................................14 

7. Data and Scoring............................................................................................15 

8. Integrating into the Enterprise................................................................16 

8.1 Integration Support.............................................................................................13 

8.2 Content Licensing and Intellectual Property.............................................................13 

9. Physical Considerations for a Virtual World........................................................................17 

9.1 Training Space..........................................................................................17 

9.2 Audience Preparation................................................................................................17 

10. Conclusion.............................................................................................................................18

VR/AR Association annual Retail Forum will be held on Aug 31. See industry highlights!

Join our annual Retail Forum on Aug 31 as we bring together the best minds in VR/AR, shopping, and the metaverse. We expect 1000+ attendees, 20+ speakers from Walmart, Meta, Google, Microsoft, Bridgestone, Marxent, Lenovo, VR Direct, Magic Leap, Sony, among others.

Our event will be 4hrs long. In addition to keynotes, rapid presentations, sessions, demos, expert panels, we will have the best-in-class 1-on-1 online networking where you can build meaningful connections! ​See highlights from our forum last year here​.

Some interesting highlights about the industry:

  • More than 90% of Americans currently use, or would consider using augmented reality (AR) for shopping. This is an increase from 66% of people who expressed interest in using AR to make purchasing decisions in 2019 (Google research).

  • Shopify's research shows a 94% higher conversion rate for products with AR content than products without AR.

  • 69% of online shoppers in the US interested in using AR scanning app to try on apparel and footwear purchases. 62% of shoppers revealed their willingness to use smartphone scanning to determine the correct sizes for their apparel and footwear purchases Harris Poll/Footwear News (March 2023).

  • 300% increase in conversion rates when shoppers utilize the “View in Room” AR feature while shopping for furniture (Marxent)

  • Increased product engagement: 5 times the number of products viewed when AR is deployed on PDP. This resulted in a 25% add-to-cart increase (Jerome’s Furniture WebAR)

  • Increased cart conversion: Shopify consumers of a retail brand were “65% more likely to place an order after interacting with a product in AR.” (Rebecca Minkoff)

  • Personalized user-generated content: The modern consumer loves personalization, and 76% of consumers prefer brands that showcase UGC. (ChargeAR.com)

  • Increased loyalty AR creates positive brand impressions, builds consumer confidence, and creates a trusted loyalty loop. That, in turn, reduces returns (up to a 22% decrease from Build.com) while keeping the brand top of mind. (Warby Parker Virtual Try On)

  • 83% of consumer goods executives surveyed expect their company will have a stake in the Metaverse within the next 2 years. (Deloitte)

  • Metaverse consumerism has the potential to drive $5 trillion in value creation by 2030 (McKinsey & Company, 2023).

Join us on Aug 31 to learn and connect!

Thank you Sponsors:

Also, join our ​Immerse Global Summit​ at ​Metacenter Global Week​ in Orlando on Oct 17-19. We expect 3000-5000 people and have Amazon AWS, Meta, Bridgestone, many others confirmed!

VRARA Retailer's Playbook for the Metaverse: e-commerce in Virtual Space using Web3, VR/AR, NFT (download)

(and participate in our annual Retail Forum 2023 on Aug 31!)

VR/AR Association White Paper

Retailer's Playbook for the Metaverse

e-commerce in Virtual Space using Web3, VR/AR, NFT

By the VRARA Retail Committee

Many retailers tell us that the metaverse feels more futuristic than practical, yet there are retailers already using metaverse technologies and early iterations of virtual worlds, like gaming platforms. We intend this guide to explain present-day retail possibilities, plus where we may be heading in the coming years. This is a companion guide to our previous ebook, The Retailer’s Playbook for AR and VR in 2023.

Foreword: Harnessing the Metaverse for Retail

Beck Besecker, Founder & CEO, 3D Cloud by Marxent

Sarah Ennis, Intergalactic Agency Inc

Table of contents

Harnessing the Metaverse for retail

Introduction

Why we made this guide

Who should read this guide?

Understanding what the metaverse is and could become

Benefits of the metaverse for retailers

8 major benefits from using metaverse for e-commerce and retail brands Web3 placemaking best practices

How shopping works with Web3 and the metaverse

Web3 placemaking best practices

The role of NFTs in metaverse retail

Example: NFT as a tokenized loyalty program

More examples of NFT Campaigns

Tips to discover your metaverse possibilities

How to start a metaverse project

Final thoughts