Nextech AR To Spin Out Real-World Augmented Reality Spatial Mapping Platform ARitize Maps is bringing the Metaverse to the Masses with a No-Code Web Based end to end Creator Platform. On June 3, 2022, the Company announced that Nextech and PC 1 Corp. Enter into Binding Agreement to Complete Qualifying Transaction on the TSX-V.
Evan Gappelberg, CEO of Nextech AR commented, “We are now and have always been focused on increasing shareholder value, and through the spin out of the ARitize Maps application through one of our newly commercialized business units, I believe we are immediately creating shareholder value. The spin out will result in Aritize Maps being the principal asset of a stand-alone public company, in which Nextech will continue to be a significant shareholder. As a result, I do believe this new technology will get the recognition it deserves and see a positive revaluation, thereby benefiting Nextech shareholders through their continued indirect ownership interest in the technology.”
ARitize Maps (previously ARway) is a mobile app, all-in-one no code real-world Metaverse creation tool, with self-generating augmented reality (“AR”) mapping solutions for consumers and brands alike. The ARitize Maps offering will be paired with a no-code web based Creator Portal and SDK to form the Metaverse Experience Builder Platform (MEBP), launching to early adopters in July 2022. Creators can map, author and publish various Metaverse experiences ranging from wayfinding, to an array of AR experiences for exclusive branded activations.
With the ARitize Maps mobile app, anyone can spatially map their location within minutes, and populate it with interactive 3D content, augmented reality navigation, audio, text, images and more. Nextech provides a number of pre-loaded 3D objects, and creators can also upload their own OBJ/GLB files, and create their own 3D objects to populate their Metaverse. The platform has a Visual Position System (“VPS”) which Nextech refers to as Mapping and Localization where users can map and enable VPS in any area through the platform. Occlusion, Depth Sensing and segmentation are also available. Users can share their Metaverse with others, creating a new level of immersive interactivity for social, branding, advertising, gaming and more Metaverse experiences.
The Growth of Simulator and VR training for Automotive industry
Back in 2008, Shantanu Gupta and Payal Gupta were exploring how simulation technology can be used for industrial training and skill development beyond the aviation industry . After 2 years of research they developed India’s first driving simulator.
Today, their company, Tecknotrove Systems, is serving clients with state of the art Simulators and VR training solutions across industries like Aviation , Mining, Defence, Logistics, Automotive and Nuclear in more than 26 countries across the world.
In this interview with Sarada Vishnu from MotorIndia, Founders of Tecknotrove- Payal Gupta and Shantanu Gupta talk about the journey of Tecknotrove and potential for VR and Simulation for the Automotive Industry. They also talk about the growth of simulator and VR training in the coming years.
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Tecknotrove Systems Setting Leading Trends in Simulation Technology (By Sarada Vishnu,originally appearing in Motor India Online):
If a decade ago they stirred up the market by spreading awareness about the advantages of using simulation technology in safety training, today they have become one of the leading providers of technology-enabled virtual training solutions. Tecknotrove, with customers across 26 countries and adding, offers customized solutions in automotive and other domains. Sarada Vishnbhatla speaks to Payal Gupta, Co-Founder & Director, Business Development, Tecknotrove to find out the company’s aggressive plans in the times to come.
No automotive company worth its salt can do without simulation technology in today’s world. The technology has revolutionized how products are designed and developed where organizations place their absolute trust in this technology to provide safety training to its manpower – be it with regards to driving or on the manufacturing floor. And this where Tecknotrove Systems made a name for itself since its inception in 2002. Founded by Shantanu and Payal Gupta, the company has been consistently adding safety-first training solutions aggressively both in international and domestic arenas. With their first sale executed internationally and only later in India, today Tecknotrove is present in 26 countries.
Payal Gupta, Co-Founder & Director, Business Development shares: “In India, we signed a long-term contract with a major passenger car OEM for 500 of their driving schools and that was the first milestone we achieved. We started assisting them with light vehicles, and later with heavy vehicles in their IDTRs for training purposes and we continue to work closely with them.”
Taking Automotive Domain by Storm
As Asia’s largest manufacturer of training simulators and simulation solutions, Tecknotrove designs and manufactures advanced simulators for multiple applications across the board. The company has its manufacturing facility in Mumbai. In 2008, Tecknotrove entered the automotive sector, and Shantanu and Payal began exploring more opportunities where they could work on a combination of software and hardware to develop future technologies – ahead of the market trends.
She says: “From 3 years prior to that, we worked hard in developing our team, invested in R&D, and getting our first prototype of the simulator ready. As a leading player, we have delivered quality work for multiple clients, most of whom are Fortune 500 companies. Our simulation company offers multiple training solutions that incorporates VR, AR and simulation-based solutions for the automotive sector. As specialists in this domain, we are able to customize solutions for a wide range of clients for training, testing and research purposes.”
Tecknotrove’s driving simulators are being used in multiple police departments across the country to issue licenses because their programs incorporate monitoring driver behaviour in realistic scenarios, and also assess the candidates in defensive driving situations.
She explains: “We offer various levels of complexity against which the simulator evaluates a driver. These are fully programmed automated systems that reflect all kinds of possible terrains and weather conditions. And this is what makes our simulators foolproof and tamper-proof.”
Challenges in India
In a price conscious market like India, Tecknotrove has always been one to bring its cost-effective solutions which has only encouraged their clients to become open to accepting the technology in the first place.
Payal emphasizes: “Keeping costs economical and delivering value for money came easily to us because our products are 100% made in India, except for the IT that we procure. One of the challenges in the Indian market was that the domain players did not know the use of this technology and hence did not believe in it. Proof of concept, especially from the international customers, helped them realize the potential.”
Tecknotrove strives continuously to educate the domain on multiple levels – whether it is the user, buyer, service or any other.
Innovation at Heart
In the initial years, the founder duo spread awareness about training simulators among fleet drivers by visiting them in their space. They installed the simulators at the fleet owners’ premises so that the drivers can get their hands on them and understand the nuances involved.
Payal shares the experience: “We closely interacted with heavy vehicle drivers to observe and note their reactions, their apprehensions and help them get a clear understanding. Today, no truck driver wants his children to take up the profession and we understood that to counter that this domain needs to become more professional and may be a bit glamorous. Simulators and the technology bring in that factor where the drivers feel valued and the best part is that this attracts the younger generation of drivers too. We help them get professionally-trained in handling regular cargo and other hazardous goods as well.”
As a company at the forefront of offering innovative solutions in training, Tecknotrove is poised to set up an R&D center in Mumbai to develop new technologies to be incorporated in their simulators. Their EV OEM clients are opting for installing simulators at their dealerships and regional training centers to showcase the capabilities of ADAS to their potential customers. Further, going by market trends for VR headset displays, Tecknotrove is now offering driving simulators that are compatible with VR headsets, much to the delight of their seekers.
Customized Offerings
Tecknotrove offers customized solutions to different players in the automotive industry – be it oil and gas companies, OEMs, or logistics solutions providers. They bring value to the client by offering wholesome training modules developed specifically for their purposes so that the training inculcates safer and efficient driving methods. And the complexity levels in training are different for each client.
Payal shares: “As the level of complexity goes up, we incorporate accident reconstruction or defensive driving situations where the drivers find themselves in difficult scenarios. Then, there are aspects such as fuel efficiency and saving, then we also have applications for checking their reaction time, fatigue levels, their aptitude, and judgment skills. We also help academic institutions with multiple research applications.”
If an OEM requires to demonstrate their new evolved features, a logistic company hauling ODC wishes to ensure safety of man on the road, of the driver and of the expensive cargo, while an oil and gas company wants the simulators to work towards reducing incidences. In all this, Tecknotrove ensures that they are able to cater to every scenario as it evolves.
Milestones to Remember
Tecknotrove, since its inception, has touched many a milestone. These include developing India’s first driving simulator range, establishing their R&D Center for Simulation Technology, being appointed by a major Indian auto OEM as their preferred simulator supplier for vocational training, being appointed by IIT-Mumbai to develop automotive simulators for their R&D purposes, besides being selected by an oil major to develop a range of customized simulation-based training solutions for their regional training centers in India, among others.
Payal feels: “This has helped us grow as a company, and our clients get the best of the technology that we are continuously developing and sometimes, way ahead of the market. We have considered it a milestone every time we were able to enter a new industry domain. That is the reason we have been able to widen our scope and horizons as a company as we kept adding countries where today we serve companies in about 26 of them.”
Going Ahead
Tecknotrove’s growth strategy is straightforward –leverage the advantage their solutions already have in the market and scale up.
And it is no hardship, for Tecknotrove has established itself as a specialist in simulation technology which keeps it ahead of the game, always.
Download Whitepaper: How Lenovo’s ThinkReality A3 Smart Glasses Accelerates Enterprise Augmented Reality Adoption
Moor Insights & Strategy sees the augmented reality (AR) market growing rapidly, supported by billions of dollars in investment every year, especially in the enterprise space where many different companies are aggressively working to bring new headsets and platforms to market. In this paper, Moor Insights & Strategy explore Lenovo's ThinkReality A3 and how it works with Motorola’s “Ready For” device program to create an end-to-end platform-based solution at scale.
Download the whitepaper and also join us for our live webinar and Q&A on Wed, June 8 2022
*By downloading the whitepaper, you are authorizing Lenovo to reach out regarding interest in ThinkReality products and services.
Immersal launches personal metaverse app
(Helsinki, Finland, June 3, 2022) Immersal Oy, part of Hexagon, today announced the launch of the Immersal App that enables a new way to create, share and experience the metaverse. The Immersal App provides users with an easy and fun way to merge physical and digital worlds seamlessly into one immersive experience. Current metaverse services require expert knowledge and development competence to connect, share and experience digital content like photos and videos in a real environment. The Immersal App enables everyone to participate in the metaverse instantly and without prior knowledge.
Sharing personal photos with close friends at specific locations that mean something to the group, sending a video message to selected people at a certain location or leaving a greeting to other guests outside one’s favourite restaurant are some of the functions users can experience.
Be creative — the possibilities are endless
“The metaverse and specifically the Spatial AR (Augmented Reality) that we are simplifying and bringing to everybody has been a great promise for years. Billions have been and continue to be invested in next-generation Visual Operating Systems, smart glasses and futuristic gadgets. Today, with Immersal’s personal metaverse app, we bring the metaverse to you – everyone, everywhere. That is big,” says Anttoni Vesterinen, CEO of Immersal.
Download the app for your iPhone. Android app coming soon.
Immersal
Immersal is building world-leading spatial mapping and visual positioning tools — the foundation of the metaverse. Founded in 2015, Immersal is based in Helsinki, Finland, and works with partners, developers and creators across the globe to reimagine how we explore, interact and create within a digital ecosystem. The company was acquired by Hexagon in 2021 and continues to pursue the vision of a metaverse built and experienced by everyone on any device. www.immersal.com
Hexagon
Hexagon is a global leader in digital reality solutions, combining sensor, software and autonomous technologies. We are putting data to work to boost efficiency, productivity, quality and safety across industrial, manufacturing, infrastructure, public sector, and mobility applications.
Our technologies are shaping production and people-related ecosystems to become increasingly connected and autonomous – ensuring a scalable, sustainable future.
Hexagon’s Geosystems division provides a comprehensive portfolio of digital solutions that capture, measure, and visualise the physical world and enable data-driven transformation across industry ecosystems.
Hexagon (Nasdaq Stockholm: HEXA B) has approximately 22,000 employees in 50 countries and net sales of approximately 4.3bn EUR. Learn more at hexagon.com and follow us @HexagonAB.
For further information, images or videos please contact:
Immersal
Anttoni Vesterinen
CEO
Phone: +358 40 750 1717
Email: anttoni@immersal.com
makeSEA® launches new features to enhance the sharing experience
Sharing in augmented and virtual reality is the next frontier for expression and communication
San Luis Obispo, California, June 2, 2022, 2022 - makeSEA, a content management and collaboration platform for mixed reality, announces cross-metaverse spatial gateways: allowing creators to link together AR/VR experiences to tell stories, teach, and influence like no other medium can.
“This is a game-changer. Now creators can compel their audiences by meeting with them in the experience—like they are there in real life—and link experiences together to teach a lesson in steps, tell a story, take an audience on a journey, or let audiences choose their own adventure. Now anyone can harness the power of AR and VR using content that they are already producing, along with capture and creation methods that are inexpensive and easy to master,” said Chris Stavros, makeSEA CEO.
Catapult, makeSEA’s cross-device sharing app, allows users to experience content first-hand, as if together in real life using leading augmented and virtual reality devices including Magic Leap, HoloLens, and Meta Quest 2. Creators can easily mash up 3D assets, digital twins, surround and flatscreen video, images, PDFs, and more to create unique XR experiences on any imaginable topic.
Creators can host their audiences live and take them on a guided tour or leave prerecorded messages. Now, with makeSEA Gateways, publishers can link spaces together to take users on a journey, or allow them to choose their own path through experiences that can influence, teach and entertain, using AR and VR in a manner that is accessible for everyday use.
makeSEA puts the power of sharing and live collaboration in mixed reality in the hands of everyone: any creator, any educator, any business. makeSEA is the fastest way to get your content onto your XR device for sharing and co-presence. The California based company serves multiple educational institutions, a diverse range of businesses, and independent creators.
Companies, organizations, and individuals seeking to explore how to use AR and VR technology should contact makeSEA to learn how easy and affordable XR experience production can be using makeSEA’s Content Management & Collaboration Platform for mixed reality.
For more information see https://www.makeSEA.com
Contact: Chris Stavros
CEO
cstavros@makesea.com
1-800-803-1050
https://www.facebook.com/makeSEA
https://www.linkedin.com/company/makesea/?viewAsMember=true
https://twitter.com/makesea
https://www.instagram.com/makesea_pics/
Spatial Future Unveils Metaverse Network for Enterprise and Consumer Markets
(Pittsburgh 31 May 2022): Immersive tech solutions provider Spatial Future has initiated the launch of altz, a metaverse network infrastructure for Enterprise and consumers. The network seeks to fill a critical gap that exists as firms look to incorporate XR technologies into their business strategies.
As a growing number of industries acknowledge the need to embrace immersive technologies, much confusion remains as to how firms can feasibly adopt XR to bolster their bottom line. Spatial Future addresses this challenge by delivering customized, scalable virtual environments that unlock value for businesses and their customers. Fully online by 3Q 2022, the altz network will be initially open to businesses and industry ecosystems followed by a consumer launch in 2023. Featuring ultra low-latency connections, the network encompasses both closed system and interoperable functionality, resulting in a full suite of Enterprise-scale virtual worlds optimized for current and future VR and AR headsets .
Leveraging a cutting edge supercomputing platform, altz transforms the virtual into the hyperreal, paving the way for the formation of massive multiuser metaverses. For business in the Metaverse, there is no “One-size-fits-all” Spatial Future will spearhead the onboarding process for firms’ entry into the altz.io network. The company targets a wide range of industries from healthcare and education to entertainment, including the high-growth iGaming segment. Virtual and Augmented Reality environments are just as varied, with recent projects including VR workspaces all the way up to metropolitan area-sized digital cities. Spatial Future’s metaverse design process is centered on digital twinning, built on the foundation of expertise in Geographic Information Systems (GIS) and video game development.
Founder David Karg describes how this model can fit into a firm’s overall business strategy. “We are first and foremost a professional services company that uncovers hidden value for businesses through the use of emerging technologies. Some analysts are valuing the Metaverse market in the trillions of dollars in coming years. Obviously, this opportunity is game-changing for the world and it is underway, even if it’s in its earliest stages. Who really knows, though, how it will ultimately take shape? Our goal is to avoid hype by taking a clear-eyed approach with clients, developing strategies that are tailored to their own goals as an organization or industry.”
Empowering the “creator economy” The altz network provides a global platform for developers and creators. It is equipped to match talent with projects best suited for their specialization. This “creator economy” model is designed to reflect the decentralized structure of the emerging web 3.0. Each “altizen” can assign additional members to their matched project, giving creators ownership over the entire process. In an ongoing effort to tap into a truly global talent pool, Spatial Future has already established a recruitment channel for developers in Eastern Europe and South Asia. Ukraine, in particular, will be a core component of altz’ geographic reach. The tragic effects of the senseless War in Ukraine nonetheless opens an opportunity for a hopeful rebuilding of their battered economy. Spatial Future, working with sources in Ukraine’s tech community-at-large, intends to also work with their Government’s forward-looking Ministry of Digital Transformation.
Karg explains further: “We want to build the Metaverse in Ukraine.” “We worked to develop a pipeline for talent in Ukraine well before the brutal invasion. The tech pool is robust and especially adapted for emerging areas like blockchain and XR application design. Ultimately, we want to help Ukraine by empowering their tech industry with the capital and investment needed to rebuild. We want to build the Metaverse in Ukraine.”
To learn more about the altz network, visit altz.io and sign up for their latest updates and opportunities to participate.
About Spatial Future: Spatial Future LLC is an immersive technology solutions provider, focused on empowering XR to build new worlds and improve people’s lives. They work with businesses and industry groups to uncover value in the emerging landscape of 3D computing. The St. Petersburg, Florida-based company is opening its Center in Pittsburgh in the second half of 2022, a location chosen for its emerging tech talent pool and geographic proximity to other Eastern North America hubs.
Qualcomm Snapdragon Spaces Developer Kit featuring Lenovo’s ThinkReality A3 Smart Glasses is Live
The first devices to commercialize Snapdragon Spaces is now available in a developer hardware kit that includes the Lenovo ThinkReality A3 smart glasses coupled with a motorola edge+ (2022). Light, powerful and versatile, the ThinkReality A3 smart glasses are powered by the Qualcomm® Snapdragon™ XR1 Platform processor and feature an 8MP RGB camera to provide 1080p high-quality video and dual fish-eye cameras for room-scale tracking. The motorola edge+ (2022) brings the unparalleled performance of the Snapdragon® 8 gen 1 Mobile Platform and triple high-res camera system. The two devices pair seamlessly to give developers full access to Snapdragon Spaces and endless opportunities to explore. Starting today, developers and companies can place their order at https://spaces.qualcomm.com/
Hans Zimmer European Tour Pioneers a New Approach to Concert Tours Powered by disguise
(London, 30 May 2022) - When internationally-renowned composer Hans Zimmer was looking to create the visual elements of his world tour, it was clear that the production required a brand new approach. Zimmer called upon award-winning theatrical projection designer Peter Nigrini to create something unique for the tour, and asked events specialists Pixway to help them bring it to life with disguise-powered technology.
Alongside his career as perhaps the most prolific and recognised film composer working today, Hans Zimmer is also known for his immensely popular global tours, which offer an accessible way for music fans to enjoy his compositions performed by a full orchestra. For his 2022 European tour spanning 24 cities, Zimmer was interested in creating an experience for his audiences that had a distinctly theatrical sensibility.
“I think the reason why Hans was drawn to work with stage designer Derek McLane, lighting designer John Featherstone, and me, was that he recognised the need to build his audience a visual world,” says Peter Nigrini. “Providing each piece of music with a visual identity was first and foremost, but we also needed to meet this challenge while integrating live cameras to serve the audiences in the arena sized venues.”
Nigrini was completely won over by the possibilities disguise’s tech opened up to his production.
“Anytime someone gives me a chance to do something new; when someone says they haven't attempted something before, that sounds like a reason to charge ahead. I'll try anything if I know I have partners like those at Pixway and disguise to bring my vision to life.”
Creating the look of the production, Nigrini was adamant that live video footage should look nothing like those seen at other touring concerts. He worked with Berlin-based creative studio Pixway, who are specialists in the disguise workflow, to find a solution that would differentiate their show from others. One of the ideas that the team settled on involved processing and treating all of the live cameras outputs so that footage for different suites felt aesthetically linked to the films the music originated from.
Part of this entailed colour grading the footage live as it was being shot, as well as other Notch processing built by Emery Martin. This allowed for the live camera footage for each track to be harmonized with the colour palette of their respective films, so that audiences could subconsciously link each piece to films they knew and recognised.
It was this process that led to Pixway, who have a long history of partnering with disguise on a wide range of projects from live and corporate events to xR production, to suggest using disguise’s RenderStream workflow powered by two disguise rx real-time render nodes and two disguise vx 4 media servers to bring the vision to life.
With disguise’s RenderStream workflow only previously used for in-studio filming and broadcast, Pixway knew that this was a bold choice to use it in a live concert setting - let alone a worldwide arena tour. The risk paid off for the team, delivering an amazing experience.
“There were multiple ways we could have achieved the solution we needed for these cameras,” says Nigrini, “but RenderStream is a tremendous asset at this level of production. And because we had expert help from Pixway and disguise, we could look at the half dozen different ways to get there and pick the most appropriate one for the problem in front of us.”
The power and reliability of disguise’s tech was as important to keeping the workflow simple as RenderStream itself, says Nevil Jeremias of Pixway. The team needed minimal equipment to run the entire show. They were able to use disguise vx and rx machines to power all of the live processing and carry the show.
“Fewer machines are much more efficient,” says Jeremias. They allow for more space behind the stage, a less complex setup, and other convenient elements for touring. Being able to use less machines just makes the setup more reliable, essentially.”
“Being able to offload the Notch rendering to the rx machines kept enough processing power on the vx machines for other parts of the show, such as automation and video playback. Workflow wise the processed Notch IMAGs could be used as easily as the other video inputs which sped up programming immensely. With this technology we could send all 14 cameras to the render node to process them in packs of four. Texture sharing is extremely fast and only adds a few frames to the roundtrip so it integrates seamlessly into existing environments,” Jeremias adds.
The team also used the project to beta test the latest disguise r21 software release, launched earlier this year. The release brought significant improvements to the RenderStream UI and new tools for colour management, following feedback and disguise’s close collaboration with its beta testers and Live and Colour Insider groups.
Credits:
Client: Semmel Concerts Gmbh
Production Company: Satis&FyVideo Gear Supplier: Videotechnik Bär GmbHLight Design: Lightswitch Concepts LLC
Creative Direction: Peter NigriniLead Animator: Robert Figueira
Animators: C. Andrew Bauer, Dan Vatsky, Austin Shapley
Illustrator: Sadi Tekin
Assistant Video Designer: Johnny Moreno
Notch Programmer: Emery Martin
Media Server Supplier and Integration: Pixway GmbH
disguise lead programmer: Nevil Jeremias
disguise second programmer / disguise tour operator: Edward Hoare
disguise tour operator: Viola Weinert
Image credits: Lightswitch Concepts
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About disguise
disguise is the platform to imagine, create and deliver spectacular visual experiences. Its award-winning extended reality (xR) solution has powered over 400 immersive real-time productions across live entertainment for music artists such as Katy Perry and Billie Eilish, film and episodic TV productions for Netflix and Amazon Prime, corporate presentations for Siemens and Verizon, and live broadcast programmes from Eurosport, MTV and ITV, in more than 35 countries.
With an ever increasing global partner network and working alongside the world’s most talented visual designers and technical teams in live events, TV broadcasts, films, concert touring, theatre, fixed installations and corporate and entertainment events, disguise is building the next generation of collaborative tools to help artists and technologists realise their vision.
Headquartered in London, disguise has an expanding global presence with offices in LA, Hong Kong, Beijing, Shanghai, Seoul, Tokyo, Auckland and Singapore.
Recognised as one of the Financial Times’ top 1000 fastest growing businesses for 2021 and a winner of the Queen’s Award for Enterprise: Innovation 2022, disguise has majority backing from investment firm Carlyle Group, with Epic Games taking a minority stake.
For more information, please visit www.disguise.one
Germany https://www.disguise.one/de
France https://www.disguise.one/f
Spain https://www.disguise.one/es
Japan https://www.disguise.one/jp
China https://www.disguise.one/cn
Korea https://www.disguise.one/kr
Dynepic, Inc. Wins BIG at XR Today’s Awards Ceremony
Inaugural awards highlight the industry’s best immersive eXtended reality (XR) solutions
United States, May 26, 2022 - Dynepic, Inc. was honored this morning to receive three XR Awards from XR Today, including Best Education and Training Solution, Best Collaborative Solution, and Ones to Watch! The company also earned ‘Highly Commended’ in the Best Virtual Reality Solution category.
“I’m incredibly proud of the Dynepic team and grateful for our ecosystem partners and customers for their collaboration and innovation,” said Krissa Watry, Co-Founder, and CEO of Dynepic. “They’re the reason we’re able to bring the Dynepic vision to life and level up training and education with XR.”
Amongst strong competition including Moth+Flame, AppliedVR, and OssoVR, and respected industry judges for the inaugural year of the XR Awards, Dynepic was named a finalist last month for these awards as well as Best VR Solution and XR Leader of the Year. The criteria for each category were stringent, including delivering a high-impact breakthrough product that improves overall user experience, demonstrating strong execution and positive results, and examples of high-performing, innovative business culture.
“Without competition, there would be no innovation,” Watry said, “so awards like this are especially energizing when we’re up against some of the best in the industry. We celebrate everyone who works tirelessly to change the world for a better tomorrow!”
About Dynepic:
Launched in 2014, Dynepic, Inc. is a woman- and service-disabled veteran founded tech company based out of Reno, Nevada. Dynepic’s DX Platform is a secure, device- and software agnostic infrastructure with open APIs, LMS/LRS, and a central training hub to build an open ecosystem for XR to power the future of multi-dimensional knowledge for a better tomorrow. To learn more about Dynepic, check out our website and connect with us on LinkedIn.
disguise Launches Metaverse Solutions Division Enabling Next-Level Extended Reality Experiences
(London, 25 May 2022) - disguise, the visual storytelling platform and market leader for extended reality (xR) solutions has launched its Metaverse Solutions division to enable the next generation of extraordinary live, virtual production and audiovisual location-based experiences for the metaverse.
The recent rise of real-time 3D graphics rendering capabilities in gaming platforms means that today’s audiences are craving richer, more immersive experiences that are delivered via the metaverse. While the metaverse is already defined as an $8 trillion dollar opportunity by Goldman Sachs, companies are still finding it challenging to navigate the technical elements needed to start building metaverse experiences.
disguise Metaverse Solutions will build on already existing disguise solutions that empower live events, audiovisual, location-based experiences and virtual production content in order to allow businesses to start taking advantage of the unique opportunities the metaverse has to offer.
Launched within the past two years, disguise’s market-leading extended reality (xR) workflow has powered over 600 productions in over 50 countries. These include the delivery of live events in the metaverse, such as Kaskade’s in Fortnite and Rocket League as part of its Llama-Rama event series as well as supporting launches for major brands like Gucci and Ferrari.
disguise will further leverage their extended reality solution together with their partnerships with metaverse event enablers Surreal and advanced content creators Zoan while also combining their workflows and expertise with Epic Games’ suite of applications, such as architectural visualisation tool Twinmotion, web 3D viewer Sketchfab and 3D photogrammetry software Capturing Reality. With this, disguise will build capability to offer virtual production workflows custom-designed for the metaverse.
In the metaverse, live concerts hold more appeal than any other experience, with 45% of all adults eager to listen to live music in a virtual world. According to Rolling Stone, we are on the brink of a virtual artist revolution with Ariana Grande, J.Balvin and DJ Marshmello being the early adopters.
For over twenty years, disguise has powered spectacular experiences including music performances for the biggest artists in the world: Billie Eilish, Ed Sheeran, Camilla Cabello, Katy Perry, DJ Kaskade and J.Balvin, as well as for major shows like Coachella and Glastonbury to name a few. Their solution has been used by brands like Nike, Underarmour, Volvo, Siemens and Walmart as well as to power spectacular augmented reality and projection mapping experiences in the 2020 Expo Al Wasl Plaza dome, the BTS ‘Love Yourself, Speak Yourself’ Tour and rapper Dave’s Brit Awards performance.
disguise’s ability to enable infinitely scalable content has been used extensively in entertainment venues such as the newly-opened Nashville-based Nightscape venue and the Atlanta and Vegas-based Illuminariums which, through cinematic scenes generated in real-time at a 240-degree native field of view, allow visitors to experience being in another world, without using any VR devices.
This rich history will allow the new division to work with major and emerging Metaverse platforms, such as Fortnite, Roblox, Sandbox, Niantic and others, to deliver integrated solutions so brands and performers can create metaverse experiences that resonate with their audiences.
“Our mission is to help create experiences that challenge expectations. We believe in connecting the physical with the virtual worlds, to create Gateways to the Metaverse. Through this we will enable a world that fulfils essential human needs: to connect, to collaborate and to be included. The promise of the Metaverse is to unleash a new wave of opportunities for every kind of creator, including partners, brands, and performers alike. We have always focused on simplifying complex technology to unlock creativity that empowers our users to create the most amazing experiences. The creation of our Metaverse Solutions division and the launch of disguise Labs, are a key part of this strategy”, says disguise CEO Fernando Küfer.
Led by disguise Chief Experience Officer, Alex Wills, the Metaverse Solutions division will be fuelled by the creativity, technical consultancy and innovation from disguise’s newly-formed exploration unit named disguise Labs that is led by disguise’s Chief of Staff, Abi Bowman.
disguise Labs will be a global initiative, creating unique spaces for brands, creatives and technologists to test and experiment metaverse workflows. First established in New Zealand by Sam Folkard, Head of Labs New Zealand, Labs will now expand - bringing together local partners in key locations such as Los Angeles, New York, South Korea, London and Montreal. disguise’s Global Head of Labs, Lara Bowen will be leading Labs’ global expansion.
Built in partnership with experts in virtual production, live shows, broadcast and corporate communication, these Metaverse Experimentation Spaces will ignite innovation for future metaverse experiences. Brands or creatives wanting to explore the metaverse are invited to make use of the unique workflows, technology and expertise these spaces have to offer.
“There is a huge amount of interest and investment in this space right now and, what is most exciting about launching this new division is that we offer a tangible solution to help brands and creators develop the next generation of experiences. Our xR technology combines key metaverse building blocks including real-time 3D graphics, spatial technologies and advanced display interfaces – all to deliver a one-of-a-kind gateway to the metaverse,” says disguise CXO and Head of Metaverse Solutions Alex Wills.
If you would like to learn more, join us at our next webinar, ‘Opening the Gateway to the Metaverse’, taking place on 15 June 2022 in the Metaverse via the Surreal Platform and featuring key thought leaders from Epic Games, Amazon AWS, and disguise.
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About disguise
disguise is the platform to imagine, create and deliver spectacular visual experiences. Its award-winning extended reality (xR) solution has powered over 600 immersive real-time productions across live entertainment for music artists such as Katy Perry and Billie Eilish, film and episodic TV productions for Netflix and Amazon Prime, corporate presentations for Siemens and Verizon, and live broadcast programmes from Eurosport, MTV and ITV, in more than 50 countries.
With an ever increasing global partner network and working alongside the world’s most talented visual designers and technical teams in live events, TV broadcasts, films, concert touring, theatre, fixed installations and corporate and entertainment events, disguise is building the next generation of collaborative tools to help artists and technologists realise their vision.
Recognised as one of the Financial Times’ top 1000 fastest growing businesses for 2021, disguise has recently announced new majority backing from investment firm Carlyle Group, with Epic Games taking a minority stake.
For more information, please visit www.disguise.one
Germany https://www.disguise.one/de
France https://www.disguise.one/fr
Spain https://www.disguise.one/es
Japan https://www.disguise.one/jp
10 rules for successful metaverse marketing
Post originally appeared in Martech. Written by Lisa Peyton.
It was a balmy evening in the summer of 2006. A friend of mine had taken me to the house and home studio of Draxtor Despres, an award-winning documentarian, who I was interested in interviewing for a piece I was writing. Immediately I was smitten with this bespectacled, headphone-wearing character who spent much time puttering around his home studio cooking up creative projects.
He gave us the grand tour, which included a cozy and scattered live/work area and what looked like a full-blown production studio. Despres had been making some remarkably interesting mixed media content, and I was eager to understand his creative process. Before I had the chance to get into any probing questions, he kindly explained it was well past his bedtime, and he had an early morning. I checked my watch, and it was only 7 p.m., and then, as if on cue, Despres was gone. He had logged off.
Yes, this was a virtual meeting, but I remember it as if it were yesterday. The oldest and arguably most successful virtual world or metaverse Second Life (SL) had been our first meeting place. The platform allowed me to meet and chat with someone who lived across the globe, in a different time zone, while feeling like he lived right down the street.
Despres and I — or Bernhard Draxas he is known outside of SL — met several times after that first fateful meeting. He was a regular content contributor to the publication I founded almost 15 years ago, SLentrepreneur, dedicated to “making money in the metaverse.” For years, I managed a global team of writers, photographers and editors, all within the virtual world of SL. I knew immediately that the platform offered something extraordinary. However, it would be over a decade later before anyone in my profession would start taking the metaverse seriously.
My SLENTRE.COM staff in early 2008 at our virtual office in Second Life. My avatar and editor-in-chief, Avarie Parker, is second from the right.
Despres has been heavily involved with virtual spaces for almost twenty years and has become my go-to for all things related to building and engaging virtual communities. Despres and I eventually met several times in person and became fast friends. I interviewed him while he was attending Augmented World Expo in San Jose, and we presented together at AWE Europe in Munich. It was a HUGE highlight of that trip to explore Despres’ home city of Munich together, IRL or “in real life.”
I recently asked him to share his knowledge with my XR students at the University of Oregon. What follows are the top ten insights from our lively discussion. You can view the entire interview on my Twitch channel and several other XR-themed expert interviews.
Ten rules of the road for metaverse marketing
1. Understand the true potential of the platform
The term metaverse has been around for a long time and only recently has been co-opted by companies claiming that they have built or are building a metaverse. A true metaverse does not exist. It is a purely aspirational concept that would allow for an open, connected and interoperable network of virtual environments dedicated to social interaction. The metaverse is meant to be like a 3D Internet, where you can digitally move from virtual environment to virtual environment.
Each environment could have a different set of rules, different “owners,” different citizens — similar to different countries if you like – with underlying infrastructure that allows for seamless travel between these virtual worlds. That infrastructure needs to be decentralized and ideally open-sourced so that nobody is left behind and one company doesn’t monopolize our digital universe. A recent Fast Company article discusses this concept and highlights OpenSim or OpenSimulator, an open-sourced network of virtual worlds created in 2007.
2. Understand the technology and the terminology
It is essential to understand the technology and terminology of virtual platforms. Virtual worlds and the metaverse are different. I would argue that the metaverse is an open and interoperable network of virtual worlds or environments. A “virtual world” is a digital space where you can spend time together and do nothing – you don’t need to play a game, for example – and no headset is required. Accessible 3D virtual spaces that users can access on a tablet, smartphone or laptop offer the same immersion and interaction as headsets or VR-based virtual worlds.
The media uses the term metaverse as a synonym for all the offerings in a virtual space, and often the term is associated with headset-based experiences. Meta, Apple, Microsoft, and anyone else who claims they have built a metaverse, has instead created a privately held, virtual world. These companies, of course, want you and everyone else to believe that they own the metaverse, thereby monetizing the data of its users and potentially monopolizing revenue from the required software to access the space.
3. Get smart on the benefits of immersion
There has been much research on the benefits of using virtual spaces to connect with and engage users. Virtual spaces improve recall of information, provide a greater sense of embodiment and presence, allow for greater interaction and agency, and help limit distractions. There are many different types of immersion: Strategic, tactile, sensory, narrative, spatial and virtual environments can help marketers and comms professionals leverage them all, making their experiences more interactive and less passive.
4. Refer to your audience as residents or citizens instead of users
Using the term “resident,” or “citizen” for virtual world users indicates they have a stake within that community and moves them into an active role instead of a passive one. This tenant reminds me of the great work done by Jonah Sachs and what he terms “empowerment marketing.” One of the tactics of empowerment marketing — forget the consumer and call on the citizen — reminds us that inspired citizens make better brand evangelists than helpless consumers. You can read more about Sach’s empowerment marketing in this great series of articles featuring his work.
5. Understand the differences between consumption devices
Just like you need to become familiar with a new social media platform before launching a campaign on the platform, you need to understand how your audience is consuming the virtual world. Within the splintered virtual world ecosystem, different virtual communities and platforms are consumed through a variety of different devices like smartphones, tablets, PCs, Mac computers, tethered headset devices like the Rift, tetherless headset devices like the Oculus Quest, mixed media devices like Microsoft’s Hololens and mobile VR devices like Google Cardboard.
This is one of the reasons building an interoperable network of virtual worlds is so daunting. There currently is not a set standard method of consuming these immersive environments. Each virtual world has been built to support very specific hardware, so understanding these requirements is essential before diving in.
6. Speak their language
Become familiar with the thriving virtual environments that exist today. Each virtual world requires a different avatar, language, etiquette, etc. If you are building a marketing plan for a virtual space – you need to understand as much as you can about the residents. Some great questions to ask include: What are the demographics of residents? Why are they on the platform? What role or need does the platform play in the life of the resident? What is the unique language of the platform? What are the community norms, rules and regulations?
7. Location, location, location!
Any good marketer understands you need to GO TO your audience, and tapping into an already thriving and active community is much cheaper than building one from scratch. When choosing a location or platform for your virtual experience, a strategic approach is required. The platform you choose can mean the difference between success and failure and should depend on your overall marketing goals and objectives and your target audience. Factors to consider: Who is spending time on the platform, how are people spending their time on the platform, and what is the cost (money/time) to spend time on the platform?
8. Use the design thinking process
Approaching your virtual world or metaverse strategy from a design thinking perspective is essential to make sure you are solving a real problem for the user. Leverage the tenets of design thinking:
1) Empathize with your target audience.
2) Define the problem statement.
3) Ideate.
4) Prototype.
5) Test.
This allows brands to understand residents’ core concerns better and ensure they are using technology to provide solutions rather than just sizzle. Big brands can succeed in virtual spaces if they respect the residents and design for their needs, not focus solely on the brand objectives.
9. Prioritizing short-term economic gains sacrifices resident experience
Today’s economic climate forces companies of all sizes to continually prove value to investors, with a quick ROI becoming the focal point to succeed. Therefore, it is no wonder that technology companies use short-term tactics to get their user numbers UP at the cost of longer-term considerations for the residents/users. It IS possible to build a lucrative, online platform without selling user data and force-feeding advertising down users’ throats.
For example, SL has slowly but steadily grown over the last decade because it is a freemium or subscription-based model. They rent virtual space to their residents, and the resident can do with it what they want. This business model allows SL not to sell resident data to advertisers. Linden Lab, the creator of SL, also gets about a 9% transaction fee for all virtual goods sold by users on the platform. Philip Rosedale, the founder of SL and an outspoken leader in the virtual world space, positions SL as a place where you can have digital sovereignty. Isn’t that refreshing? Rosedale has rejoined Linden Lab’s board of directors in hopes of providing a viable alternative to Meta’s (Facebook’s) virtual environment, where they are purportedly planning to charge over 40% for transaction fees while at the same time making billions from offering user data to advertisers.
10. Join an active community of virtual world explorers and pioneers
Trying to become familiar with all the virtual environments can be daunting, if not downright impossible. It is much more enjoyable to explore these worlds with natives, who speak the language and can help you learn the customs quickly. Several great communities bring together professionals looking to expand their knowledge in this space. I am involved with the VRAR Association, Augmented World Expo, Despres SL Life Book Club, and I host my own XR Pub Crawl. You can read the highlights from my last XR Pub Crawl with Billie Goldman in this recent post or register to join me LIVE on my birthday, where we’ll explore the latest virtual spaces being used for marketing and communications.
If you’re looking to get additional training on marketing in the metaverse, read my post “Become a Metaverse Marketing Maven,” where I outline some great online resources to help you flex your metaverse muscle. Remember, as I always tell my communications students, with XR and immersive media, we are only limited by our imagination. Together we can build something that will inspire, engage and immerse our digital citizens and communities!
Learn more from the XR Interview Series.
How is Mixed Reality Changing Aerospace MRO?
Summary: As a participant in the German exhibition Aero Friedrichshafen, the popular Mixed Reality platform frontline.io demonstrated how using MR can revolutionize the Aerospace field.
The aerospace industry is a high-tech, high-precision business. It deals with the complex process of designing, manufacturing, and testing aircraft and other equipment. The industry's technological complexity is reflected in the high costs of product development and personnel training.
Mixed reality has changed the game for the sector by boosting the development of infrastructural and operational procedures. Mixed Reality (MR) interfaces combine physical and virtual surroundings in a number of ways to give psychological immersion in a setting that incorporates both physical and digital phenomena. The interplay between the virtual and physical worlds is referred to as mixed reality. The key drivers of success in the aerospace sector are workers, and mixed reality has become an important instrument for industrial staff training.
About Frontline.io
frontline.io is a premier training and support SaaS platform used by top manufacturers worldwide.
It provides cutting-edge tools that help deliver effective technical training & remote support, using innovative technologies including digital twinning, virtual reality, augmented reality, and mixed reality while delivering effective technical training and remote support.
The set of tools by frontline.io, brings a wide range of benefits and advantages to its customers:
As a software-as-a-service solution, frontline.io moves training and assistance from the physical to the virtual world.
Organizations and customers can save a lot of money on training and support by using frontline.io.
Mixed reality delivers 3D visuals to aid with problem discovery and digital repair manuals, and real-time engineer support. Mixed reality systems have had a substantial impact on the industry's cost-efficiency and performance, hastening its growth.
3D Digital Twin helps companies build Digital Twin models by uploading 3D CAD files and generating 3D models of their products using this SaaS platform. Mixed reality enables the creation of 3D virtual training rooms where students can study and practice with various interactive tools at their own pace or in a group environment.
Through a virtual replica that is identical to the actual mock-up generated throughout the aircraft's design process, Mixed Reality enables the visualization and interaction with aircraft CAD geometry.
Digital Twin is flexible and available on any platform, including PCs, mobile phones, the web, and AR/VR headsets.
X-Ray View allows users to examine the internal components of their Digital Twin and its movements, flows, and theory of operations.
To further understand how the pieces work, they can be virtually disassembled and moved around from their installed positions. Parts Manipulation is possible as any part of the 3D model can be easily extracted, moved, or isolated. Drag and drop parts to adjust their position and rotate numerous sections on your 3D model.
Interactive flows help prepare interactive and technical processes, troubleshooting manuals, and tutorial guides. Author, manage and design your content and task flow with our intuitive drag-and-drop interface.
AR Mode is perfect for virtually locating the Digital Twin in any place or location and checking it from any perspective using a mobile, tablet, or AR headset.
Hot Spots allow access to a number of predefined Digital Twin point-of-views that focus on certain topics, including spark plugs, gearboxes, and oil filters.
With the use of MR, information relevant to the task at hand may be displayed right within the trainee's vision, resulting in higher-quality work. It enables experiential teaching, which boosts productivity while also enhancing information retention and the scope of real-time feedback.
Aerospace engineers can use virtual training to study composite structures in a virtual environment, which helps them learn faster.
In addition, the simulation provided by Mixed Reality applications aids in the recreation of difficult and risky events, allowing learners to be better prepared.
Using powerful Augmented reality and mixed reality, several users can join remote assistance sessions to provide technical support from anywhere and at any time without having to physically visit the spot.
frontline.io aims to elevate training and support with the use of Mixed Reality in the Aerospace sector. It is an all-in-one platform that helps increase a team's capabilities while saving time and money. It includes virtual 3D interactive training, augmented reality remote support, and real-time analytics.
frontline.io at the German Aero Friedrichshafen event
From April 27 to 30, frontline.io attended the German Aero Friedrichshafen, a prominent show for general aviation.
For more information, contact hello@frontline.io or call +1 (347) 321- 4812
See you at 2022 EAA AirVenture Oshkosh
The VR/AR Association Appoints John Cunningham to Represent Unity on Global Advisory Board
The VR/AR Association is pleased to announce the appointment of John A. Cunningham to represent Unity on the VR/AR Association Global Advisory Board.
John is the founder and current President of the VR/AR Association Central Florida Chapter. Over the past 4 years the Central Florida Chapter has grown to become the largest and most active chapters in the Association. Central Florida has also become a recognized technology hub for immersive technologies due to the large gaming, entertainment and modelling and simulation and immersive technology education ecosystem.
Unity is the leading global development platform for immersive applications and has 3.9 billion monthly active end users and over 1.5 million active developers globally creating and consuming content made with its solutions. John currently leads Unity’s Government and Aerospace business with focus on Unity’s Digital Twin and immersive solutions and creating and supporting the large ecosystem of developers and end users.
“We are honored to have Unity on our Global Advisory Board to help guide the association to better fulfill our mission. John is a recognized leader in the immersive technology industry and will help us to expand our capabilities to support the ecosystem that is creating the Metaverse”, Nathan Pettyjohn, President of the VRARA.
Global Market Overview of Stereoscopic Software Solutions
Many users from the high-tech sectors of biochemistry / molecular research, geo-information (GIS, photogrammetry & LiDAR), medicine (CT, MRI & ultrasound) or construction (CAD, CAM & 3D printing) - often do not know which of the many software applications offered on the market are capable of stereoscopic visualization with spatial 3D-stereo and therefore true depth-perception, in contrast to the standard, flat and perspective, monoscopic representation.
After two years of intensive research and in cooperation with leading software manufacturers, the company Schneider Digital, recognized for its professional 4K/8K and VR/AR hardware solutions, has now published for the first time a global market overview of all 3D-stereo software solutions. More than 300 applications are currently listed and linked together with their creators in a monthly updated community-based database. Schneider Digital first checks the individual applications for their basic 3D-stereo functionality in order to then certify them individually for plug & play operation with its 3D monitors or the smart VR wall. The overview provides an open platform for users and software manufacturers, on which they can quickly and easily find stereoscopic software solutions tailored to their requirements:
https://www.3d-pluraview.com/en/application-field#su-software
Through the continuous maintenance of this central database, in which all worldwide relevant 3D-stereo software applications are listed, the company Schneider Digital provides users with an always up-to-date orientation aid, how their work processes and visualization quality can be improved using 3D-stereo technologies. A declared goal of the Miesbach-based company is to help as many software manufacturers as possible, to effectively integrate stereoscopic image output options into their existing applications. This offer is extended also to the implementation of a stereoscopic mouse pointer, which enables the user to directly and intuitively select every point, surface and edge in 3D space. Schneider Digital has been providing significant company resources for this pioneering work for more than two years. As a result, a manufacturer and hardware-independent "Open-Source Compendium" was created for the benefit of all software manufacturers and application users. At a glance, this global market overview shows which of the available software applications really have native 3D-stereo capability. In other words - "which software is able to display 3D data true-to detail, holographically, as real objects in 3D space, and which software already has a 3D-stereo cursor"?
Cross-industry compendium of 3D-stereo applications
Following the vision of creating a comprehensive market overview of all relevant 3D-stereo applications, Schneider Digital tested more than 300 software applications for their 3D-stereo functionality. The company has already certified most of them for operation with its own, passive 3D monitor systems, the 3D PluraView monitors.
Software solutions from the geospatial industry, from medicine, CAx, DCC/CGI and biotech sectors and many others, can be found under the download link https://www.3d-pluraview.com/en/application-field#su-software. The applications are sorted according to software and areas of use. They are listed and linked in alphabetical order, including information about the respective manufacturer. With the help of this overview, software manufacturers and users can quickly and easily find a solution that is tailored to their requirements. It is also planned to further expand this collection with video tutorials for 3D-stereo configuration settings and include also a graphics card database with all suitable, stereo-capable and professional graphic cards. The project initiator and CEO of Schneider Digital, Josef Schneider, summarizes the goal of the project as follows:
“Our vision is the continuous expansion of this market overview, creating a complete, community-based database of all relevant 3D-stereo applications. In addition to listing all manufacturers and applications, we also want to integrate the relevant documentation, ‘how-to’ guides and video tutorials for the software configuration there.”
More than 300 3D-stereo solutions at a glance: www.3D-PluraVIEW.com
Most of the currently more than 300 software solutions have been extensively tested by Schneider Digital for their 3D functionality and certified for use with 3D monitors or power walls. The geospatial section includes leading 3D software applications from Esri, Hexagon, Bentley, Trimble, DAT/EM Systems, and Terrasolid, among many others. The "Medical" category includes, for example, the 3D Slicer software from KITWARE, the 3D application Stereotaxy from Brainlab, Vesalius3D, and the 3D software syngo.foursight TEE & Cinematic Anatomy from Siemens. All 3D software applications listed in the overview are widespread solutions for sophisticated visualization. For design and modeling in the CAx area, 3D-stereo solutions are listed, e.g. from Autodesk, Dassault Systems, PTC, Siemens and ESI. Autodesk, Blender, Dassault Systems, KeyShot, and Lumiscaphe offer professional 3D software solutions for design and rendering. “Our goal is to make stereo technology more widespread in the market for use with professional applications. We would like to further establish the advantages of working and visualization in 3D-stereo for the most important industry applications," says Josef Schneider, summarizing the benefits of the market overview.
The market overview created by Schneider Digital with its more than 300 "real" 3D-stereo capable applications serves users and software manufacturers alike as an effective guide. The company makes the list of 3D-capable software applications available for download on its website at:
https://www.3d-pluraview.com/en/application-field#su-software.
If you are not on the list with your 3D-stereo software application and would like to be included, please email Schneider Digital at software@pluraview.com.
Direct download of the PDF market overviews:
3D-Stereo Applications by Category
3D-Stereo Applications by Manufacturer
Complete 3D-stereo workstation solutions - a powerful combination of software and hardware
Working with holographically displayed 3D models is becoming increasingly established in application areas such as research, analytics, development, construction, design or medical diagnostics. The passive-stereo 3D PluraView monitors are now the industry standard for all stereoscopic software applications because they guarantee precise 3D-stereo visualization with the highest resolution of up to 4K per eye. They are used in a wide variety of areas, such as photogrammetry, GIS/mapping, LiDAR point clouds, laser scanning, oil & gas exploration, archaeology, AEC/BIM, visualization of 3D city models, CAx, medical or biotechnology and molecular chemistry.
3D visualization is a complex subject which can only lead to excellent, industrial-grade visualization results, if the software and hardware components work flawlessly together. Schneider Digital has over 25 years of industry and product experience with sophisticated professional hardware and has gathered detailed market knowledge and application expertise over these years. Schneider's experience has proved: the combination of computing performance and visualization technology is essential! If you use a 3D-stereo software solution and want to work stereoscopically - or with VR/AR - you need a competent CPU/GPU hardware combination. Only in perfect interaction with powerful, professional hardware can landscapes, buildings, entire cities, complex CAD models, GIS infrastructure, industrial processes or human anatomy be processed and visualized in three dimensions, true to detail, efficiently and smoothly. The larger the data sets to be processed are, the higher the demands on the performance of the workstations and the image quality of the 3D monitors. Professional users with demanding 3D work tasks benefit from the Schneider Digital’s visualization technology, in combination with high-performance workstations and 3D/VR/AR input devices as complete workplace solutions.
Schneider Digital – The company:
Schneider Digital is a global full-service solution provider for professional 3D-stereo, 4K/8K and VR/AR hardware. Based on its 25 years of industry and product experience as well as its excellent relationships with leading manufacturers, Schneider Digital offers innovative, sophisticated professional hardware products and customized complete solutions for professional use. Qualified advice and committed after-sales service are the company's own standards.
The Schneider Digital product portfolio includes the right professional hardware solution for the respective requirements in these areas: High resolution 4K/8K to multi-display walls. Schneider Digital is the manufacturer of its own powerwall solution smartVR-Wall and the passive stereo monitor 3D PluraView. Performance workstations and professional graphics cards from AMD and NVIDIA as well as innovative hardware peripherals (tracking, input devices, etc.) round off the product range. Many articles are in stock. This guarantees fast delivery and project realization.
Schneider Digital is an authorised service distributor of AMD FirePRO/Radeon Pro, PNY/NVIDIA Quadro, 3Dconnexion, Stealth int., Planar and EIZO. Schneider Digital products are used primarily in graphics-intensive computer applications such as CAD/CAM/CAE, FEM, CFD, simulation, GIS, architecture, medicine and research, film, TV, animation and digital imaging.
Further information is available at www.schneider-digital.com and www.3d-pluraview.com.
Schneider Digital press contact:
LEAD Industrie-Marketing GmbH
André Geßner
Tel.: +49 80 22 - 91 53
188Hauptstr.46 D-83684 Tegernsee
E-Mail: agessner@lead-industrie-marketing.de
Internet: www.lead-industrie-marketing.de
disguise Finalizes AdMiRe Research Project with the European Union Program
(London, 23 May 2022) disguise, the visual storytelling platform and market leader for extended reality (xR) solutions announces their successful participation in AdMiRe, a collaborative research project designed to help develop new solutions for Mixed Reality (MR) technology.
AdMiRe (Advanced Mixed Realities) is funded by the European Union’s Horizon 2020 research and innovation programme under grant agreement No 952027. In addition to disguise, the programme’s consortium includes Brainstorm, The Norwegian University of Science and Technology, Universitat Pompeu Fabra (Spain), Ecole Polytechnique Federale de Lausanne (Switzerland), NRK Nirsk Rikskringkasting As (Norway), Premier Sports, Societatea Romana De Televiziune (Romania) and the Spanish National Research Council.
The main mission of AdMiRe is to research, validate and demonstrate innovations for MR pipelines with the goal of enabling a new level of interactivity in TV programmes, thereby enhancing the audience’s feeling of immersion and making broadcast content more engaging. AdMiRe also seeks to develop MR and xR workflows that radically improve how live-action talent interacts with CG elements on set in a realistic, hybrid environment where virtual and physical components blend seamlessly.
disguise’s contribution focused on prototyping innovative features in its xR workflow to substantially increase efficiency and facilitate the creation of high-quality in-camera visual effects. This will empower better performances from talent interacting with and immersed in believable and captivating virtual environments. It will also enable creatives to deliver more innovative and engaging content while substantially reducing production and postproduction costs. The research also investigated further democratising of these new technologies.
The European Commission’s Innovation Radar has identified disguise as a ‘key innovator’ and will feature the innovations developed in the AdMiRe project on their platform amongst the most impressive technological and scientific advances being delivered by researchers and innovators around Europe.
disguise researchers focus on the challenges of machine learning, computer vision, graphics and classical algorithm design from the ground up. Using a complete end-to-end workflow of devising project proposals, finding and working with other world-leading partners and delivering significant state-of-the-art research that goes beyond incremental improvements, disguise research expertly crafts new approaches to solving difficult problems in the production space.
Through the two years of structured research at AdMiRe, disguise has not only generated fully working prototypes but also generated novel patents. The new features will make the disguise xR setup process even faster and easier and enable on-stage talent to physically interact with the virtual realm in real-time.
“Through the dedication and hard work of our team of researchers, we are so pleased with the outcome of this project. We can hardly wait to get these fantastic new workflows into the hands of our customers, both new and existing. Combining these features will make the whole disguise xR process of setup even faster and easier and enable the on-stage talent to physically interact with the virtual realm in real-time,” says Richard Sykes, Lead Software Engineer at disguise
“Research-based collaborations like AdMiRe are invaluable opportunities for disguise to develop new prototypes and to experiment in new and wider scenarios. These programmes allow us to peek around corners that don’t exist yet and test what the future of technology might look like while capitalizing on this knowledge to ensure that our products are always at the forefront of innovation,” says Sara Coppola-Nicholson, Head of the Research Programme at disguise
Upon conclusion of the AdMiRe research project, disguise has been awarded a new grant as part of the EU’s Horizon 2020 Programme.
This grant will fund further research with AdMiRe partners Brainstorm and Spain’s Universitat Pompeu Fabra, as well as new collaborators. Commencing in September 2022, the 30-month project, known as “MAX-R,” will create new pathways to advance innovation in xR with the aim to launch an entirely new era in the production, distribution and enjoyment of creative media.
“disguise’s mission is to be one step ahead and push the boundaries: always looking for new ideas, collaborating with knowledgeable partners and creating best-in-class solutions. AdMiRe has led to the development of prototypes that will carve out a new path for mixed reality technology. With MAX-R kicking off later this year, we continue our mission to develop tools that deliver a new era of extended reality production, helping both existing clients and new users. This is all a continuation of our mission to allow people to tell their stories in the most compelling and immersive way,” says disguise CTO Ed Plowman.
If you would like to get in touch with the research team at disguise, email marketing@disguise.one.
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About disguise
disguise is the platform to imagine, create and deliver spectacular visual experiences. Its award-winning extended reality (xR) solution has powered over 600 immersive real-time productions across live entertainment for music artists such as Katy Perry and Billie Eilish, film and episodic TV productions for Netflix and Amazon Prime, corporate presentations for Siemens and Verizon, and live broadcast programmes from Eurosport, MTV and ITV, in more than 50 countries.
With an ever increasing global partner network and working alongside the world’s most talented visual designers and technical teams in live events, TV broadcasts, films, concert touring, theatre, fixed installations and corporate and entertainment events, disguise is building the next generation of collaborative tools to help artists and technologists realise their vision.
Recognised as one of the Financial Times’ top 1000 fastest growing businesses for 2021, disguise has recently announced new majority backing from investment firm Carlyle Group, with Epic Games taking a minority stake.
For more information, please visit www.disguise.one
Germany https://www.disguise.one/de
France https://www.disguise.one/fr
Spain https://www.disguise.one/es
Japan https://www.disguise.one/jp
Edstutia Launches Instructor Certification Program in Immersive Tech
Edstutia is a 21st century virtual learning platform at the intersection of business and technology. We have developed one of the world's first fully immersive campuses in true VR. We are finalizing our B2C programs which will launch in January 2023; however, we are currently working with Corp L&D to integrate VR-enhanced learning for onboarding, upskilling, team building, DEI initiatives, and more. Given the newness of the metaverse and immersive tech, we have learned first hand that one of our jobs is to educate people on the value and potential of learning in the metaverse.
As such, we designed a 10-week instructor certification program for instructors, professors, coaches, instructional designers, and other HR professionals to learn how to leverage XR and thus create impactful learning experiences for their respective audiences. Participants will learn what the metaverse is all about and why they should care. What, specifically, should L&D professionals understand about the possibilities of learning/teaching in the metaverse? What are the differences between 2D, 3D, AR, VR, MR, XR? They will be introduced to a variety of tools to design their own simulations/exercises, and learn how to capture and leverage data for performance measurement. At the end of the 10 week session - which has both asynchronous and synchronous components - participants will be expected to deliver a one-hour learning experience in VR to showcase their newly acquired skills.
The first two cohorts kick off in September. Cohorts are capped at 20 participants for optimal engagement. Participants will meet for 2 hours of live instructor-led training in VR each week. Upon completion of all the required components, participants will receive a digital certificate of completion. Cost: $5,000 pp. Required device: Oculus Quest headset.
Click here for more information, testimonials, and to register: https://edstutia.com/immersive-tech-instructor-certification/ The more people who go through this program, the more they will want to utilize the amazing tools and solutions that VRARA members are developing. Let's help them get on board and be meta ready. Because ready or not... here it comes!
Highlights from our VRARA Education Forum 2022: Top Sessions & Speakers. 1500+ attendees from 75 countries, 100+ schools/orgs, 50+ vendors
Thank you everyone who participated in our annual VRARA Education Forum hosted by our Education Committee and special thank yous to our event sponsors!
Below are some of the highlights from our Forum!
Let’s continue the discussions and collaboration during our weekly Online Meets!
Design Interactive wins MTEC Prototype of the Year Award
DI is a woman-owned, small business in Orlando, Florida that specializes in the development of eXtended Reality training and operational support solutions that truly empower people. DI has been delivering value to customers in Defense, Manufacturing, Transportation, Aviation and Medicine since its founding in 1998. http://www.designinteractive.net