Nextech AR Becomes 3D Model Supplier For Prime Marketplace @Nextech_AR

Nextech AR Solutions Corp. (“Nextech” or the “Company”) (OTCQB: NEXCF) (CSE: NTAR) (FSE: N29), a Metaverse Company and leading provider of augmented reality (“AR”) experience technologies and services is pleased to announce that the Company is now a 3D model supplier for the world’s largest Prime eCommerce marketplace. In addition to this significant achievement, in the past 45 days, the Company has signed 17 new 3D modelling deals, continuing its rapid expansion and growth into Web 3.0 and creation of digital twins for eCommerce.

Nextech AR CEO Evan Gappelberg commented, “A rapidly rising number of companies within the eCommerce ecosystem are recognizing the game-changing ROI and customer satisfaction experienced by implementing 3D/AR models on their eCommerce websites. We are currently working directly with some of the world’s largest eCommerce retailers and are integrated with the largest eCommerce marketplaces including, Shopify, BigCommerce and WooCommerce, who are now all rolling out 3D/AR and setting the standard for Web 3.0 in eCommerce. In my opinion, it is evident that it won't be long before all eCommerce businesses must follow suit to stay competitive in the marketplace.”

He continued, “We firmly believe that the transition from flat 2D photos to 3D models is in full swing and that 3D models are currently being established as the standard in eCommerce throughout the globe. Companies who don’t adopt a 3D/AR eCommerce strategy will be left behind, as 3D/AR produces immersive shopping experiences that customers are beginning to expect. With our end-to-end solutions, white glove service and ability to scale production, Nextech AR is emerging as the digital twin ecommerce leader”

According to Shopify, 3D augmented reality product models have proven to generate a 94% increase in conversions and a 40% reduction in returns online. On some product pages, 3D/AR models have increased conversion rates by up to 250%.

Charisma powers accessible VR experience

The trailer for the "Accessible Lives" VR experience

We're thrilled to announce that the Charisma-powered, accessible VR experience, "Accessible Lives", will be touring the UK this summer with StoryTrails.

“Accessible Lives” explores 100 years of tech for people with disabilities, and tells the real stories of some of its users. Users meet interactive avatars, examine 3D models of devices, and explore archive footage of assistive innovations through the decades.

With funding from StoryFutures Academy, and using BBC and British Film Institute (BFI) archive footage, Charisma worked with our creative designer Simon Daw and our academic adviser Dr Anica Zeyen to pioneer multiple levels of accessibility in VR. Our experience is available captioned and audio described. It's a seated experience that can be navigated using either the left or right hand.

Try it out at a StoryTrails location this summer! See the StoryTrails website for more information on dates and venues: https://story-trails.com/about/vr-experiences/

An image from the experience showing the user interface design.

An image from the experience showing 3D models of some assistive devices.

The Learning Leader’s Guide to Embracing the Metaverse

Article co-authored by VRARA member Christine Janssen, Ph.D. originally appearing in Training Mag.

The work-in-the-Metaverse future requires not only a huge culture shift but an attitudinal one too.

Talk of the Metaverse reshaping the world of work has many already reimagining the future workplace. Everything from onboarding, training/skills development, collaboration, artificial intelligence (AI) emergence and new work roles is on the horizon. HR.com recently polled 530 HR professionals, and a full 64 percent predict that a portion of their employees will be doing work in the Metaverse by 2025.

While we hear all about the fantastic ways the Metaverse will transform the way we work, it comes down to the people who will be working there who have to feel comfortable and motivated. The work-in-the-Metaverse future requires a vast culture shift and an attitudinal one as organizations adapt to the end of training, learning, and collaborating.

As learning leaders, when it comes to Virtual/Augmented/Mixed Reality and preparing to engage in the Metaverse, we are feeling pressure from several angles:

“Get your L&D team prepared! “Upskill them,” we say to ourselves. 

“Identify the business needs where VR appears to offer the optimal learning experience.

“Prepare your business culture to embrace learning in VR. 

“Design a learning product/course that is an A+ learning experience. 

Note that there are more unknowns for exactly how to scale those demands than there are concrete steps most effectively. But there are some clues: The Metaverse promises advantages that the real world doesn’t, such as more active immersive learning experiences, the opportunity for immediate feedback, the sense of psychological safety behind an avatar, and the use of AI to intimately capture our behaviors and help us improve the way we work, learn, and collaborate.

Here are some factors for learning leaders to consider: 

Activate learning to optimize engagement and outcomes

Virtual reality presents life-like environments where the big pay-off is that people can learn by doing, which is where the magic happens. Referring to Edgar Dale’s Cone of Learning (a.k.a. Cone of Experience), learning engagement and retention levels are significantly higher with active or experiential learning. Instead of utilizing traditional learning methods, which tend to be passive (think: reading, listening to speakers, watching videos or a demonstration, or self-paced online training), VR allows us to create scenarios, simulations, and exercises that put learners at the center of the experience and give them the agency of the outcomes. When we can gather, think, collaborate, and learn together in a medium that creates a true sense of presence, we can accomplish things on a different level than in a Zoom room, even though we don’t have to be in one location. (Think of the cost savings there!)

Gain richer insights for better-integrated teams, teamwork, and elevated culture

Countless reports and articles suggest that employees feel disconnected from their teams and culture when not engaging in-person with co-workers at the office. How do we bridge that gap when people are dispersed around the globe? One way is via immersive technologies such as VR. Regardless of one’s physical location, VR enables people to meet and collaborate in an entirely new dimension. There is a sense of presence and engagement that affords real connection. True VR is experienced when you wear a headset and can leverage six degrees of freedom (6DoF), capturing both head and body movements for the most life-like sensation.

In addition, meeting on Zoom has made reading the room challenging since we typically only see people from the waist up if they turn their cameras on. With avatars, body language cues are evident even though the technology does not yet capture facial expressions and full-body motion. This provides greater insight and understanding of workers’ personalities and comfort levels. For onboarding, new hires may get a more personalized experience with deeper and meaningful conversations and exposure to the company culture.

Enhance sensitivity and DE&I training

As we remain focused on diversity, equity, inclusion, and belonging, inviting people into spaces in VR level the playing field, providing a voice and physical cues to each person. Location does not hinder anyone from being in the “physical space” (of a VR work room, for example) together. And the VR environment allows well-designed activities to build empathy for others. We can more easily “walk a mile in their shoes” as we take a complete sense of what someone else’s experiences may be – and how that impacts their thinking, approach to situations, and responses in various settings.

Our VR avatars give us equal access to all things in virtual environments. VR will not miraculously fix issues your organization may have when it comes to DE&I. But the medium of engagement (VR) can be utilized for customized and purposeful learning simulations that enable people to understand better others’ experiences, perspectives, attitudes, and more. By experiencing this firsthand, there is a greater likelihood that you will finally see the change you’ve been looking for. Think about it – to move DE&I initiatives forward, people need to change their behaviors and mindsets.

Here are seven ways to get started:

  1. Make time for your L&D team (and yourself) to learn more about the Metaverse and immersive technologies. Perhaps start with articles, videos, webcasts, etc.

  2. Put together an Immersive Learning Governance Board of some sort to guide your direction, company vision, and approved next steps.

  3. Look for structured ways to provide VR experiences for your L&D team. Is there a course or learning experience you can offer them to dip their toes in the water?

  4. Invest in VR headsets for a small VR team within your organization.

  5. Create a VR learning repository where your L&D team can contribute articles, new VR tools they find, companies to explore, VR groups to join, etc.

  6. Adopt a pioneering mindset. You are a front-runner if you are reading this and beginning to explore VR. Be curious. Be a part of shaping learning in the Metaverse.

  7. Look for a VR rockstar to emerge from your L&D team. Most likely, this learning opportunity you provide will spark joy in one of your team members. So let them lead. Let them help the rest of the team navigate the sometimes choppy waters of sailing in uncharted waters like the sea of VR.

  8. Investigate and determine the right content to be designed in an immersive VR experience. Determine where it makes the most sense to integrate VR because not every subject warrants VR simulations. Think of topics or scenarios that are most challenging, uncomfortable, or complex for employees. Float these ideas by a variety of stakeholders to not only get buy-in and support and determine the best first steps to develop training in VR for it.

Put yourself in your employees’ shoes. They are uber busy and work long hours. They are tired of passive, dull, obligatory training. They are begging to be treated as valued human beings. They want to gain new, relevant skills that make them more valuable to your organization. Think of training and upskilling in a new way that puts more power and onus in the hands of your employees. Enable them to learn what is most relevant to them when it’s most convenient for them. Enable them to play and escape reality. Enable them to learn by doing and experiencing consequences in safe, immersive environments. And then…watch employee engagement and retention soar.

Heidi Scott, Ph.D. and Christine Janssen, Ph.D.

Heidi Scott, PhD, the Chief Learning Officer for HR.com is on a mission to make HR professionals smarter with innovative learning solutions that are sprinkled with a healthy dose of fun. With a PhD in Leadership from Gonzaga University, an MA and BA in education, her background as a business coach and trainer, and a K-12 teacher, principal and Adjunct Professor in the Masters of Leadership Program at Gonzaga University, Scott is a “leaders’ coach,” focused on preparing HR professionals to master the quick-changing workplaces and become great leaders. She is also co-author of the new book, HR Fundamentals for Non-HR Managers.

Christine Janssen, PhD is the Founder and CEO of Edstutia, a 21st century virtual learning platform positioned at the intersection of business and technology. Prior to Edstutia, Dr. Janssen was a Clinical Associate Professor and the Director of Entrepreneurship in the Gabelli School of Business at Fordham University. She holds a BS in Marketing from the University of South Florida, a Global MBA in Communications & Information Systems (CIS) and Finance with a specialization in e-Business from Fordham University, and a PhD from New York University, where her dissertation focused on how entrepreneurs learn. Dr. Janssen is a Senior Fellow in the L&D Institute at the U.S. Human Capital Center of the Conference Board; a Member of the HR.com Learning Engagement, Solutions & Platforms Advisory Board; Co-Chair of the Training Committee at the VRARA (Virtual Reality Augmented Reality Association), and a Mentor at StartEd, guiding up-and-coming edtech entrepreneurs. Her research interest lies squarely in the future of learning.

PIXO VR Raises $6.5M Round, Led By Saudi Aramco Energy Ventures (SAEV) and Announces New Tech & Product Leadership

Original Post Appearing on pixovr.com

ROYAL OAK, Mich. — Enterprise extended reality (XR) solutions provider, PIXO VR, which launched its platform for delivery of VR/AR workplace training content, PIXO Apex™, in 2020, has announced $6.5 million in funding. This investment, which will fuel the next phase of growth for the company, was led by Saudi Aramco Energy Ventures (SAEV), the corporate venturing subsidiary of Saudi Aramco, along with Peter Karmanos Jr., co-founder and former CEO of Compuware Corporation, and others.

“This injection of capital allows us to continue to improve our first-of-its-kind platform,” said PIXO Founder and CEO Sean Hurwitz. “We believe virtual reality provides more immersive, interactive, and meaningful experiences, and with PIXO, it has never been easier for organizations to leverage this technology to train employees.”

Companies like Saudi Aramco and Chick-fil-A are partnering with PIXO for its enterprise-compliant platform, Apex; a true all-in-one solution for management and delivery of VR/AR training content. PIXO Apex helps seamlessly integrate XR training, from initial adoption to scaling across an entire organization. Apex works on any headset and integrates with any Learning Management System (LMS) to provide a holistic view of training program performance, making it as simple as possible to launch a pilot and prove ROI prior to full scale adoption.

Apex is also the only XR platform that is an open system. With Apex, integration with other XR solutions is possible; a huge benefit for organizations looking to scale their XR training.

According to Hurwitz, PIXO saw the need to provide both their customers and partners a significant competitive advantage with this type of XR ecosystem, and built Apex around that need.

“We knew six years ago (a lifetime in this industry) that big companies would never use a dozen different solutions, each with their own exclusive use case, to adopt XR,” Hurwitz said. “When creating products with the end user in mind, it’s been clear to us that an all-in-one platform is what the market needs. It’s just what’s best for the customer.”

With customer focus in mind, PIXO, which recently was featured in The Silicon Review as one of the 50 fastest growing companies of 2022, has invested in its leadership team. “Adding strong leadership in technology, product and content is key to giving customers the tools they need to adopt and scale VR training,” Hurwitz said. PIXO’s newest leadership members include: VP of Content Brian Draper, VP of Product Leo Alsufi, and VP of Technology Michael Drzewiecki.

PwC economists predict VR and AR have the potential to boost the global economy by $1.5 trillion over the next 10 years, with one fifth of that ($294 billion) coming in the form of VR/AR training. PIXO is poised to capitalize on the market with a unique solution and overall approach to the industry.

One of PIXO’s earliest customers, Saudi Aramco began using VR training through PIXO’s platform in 2020. After two years of partnership, Saudi Aramco’s strategic technology venturing program, Saudi Aramco Energy Ventures (SAEV), has become the lead investor in this round of funding for PIXO.

“We have been partners with PIXO since 2020, and have seen first hand the various benefits immersive training experiences can provide organizations,” said Anupam Singh, Investment Director for SAEV. “We anticipate tremendous future growth in the XR industry, and PIXO is in a great position to capitalize on that with their unique all-in-one platform.”

About PIXO VR

PIXO offers a complete, end-to-end, extended reality (XR) solution for enterprise. With PIXO’s cloud-based system, organizations can deploy, use, and scale XR content globally across thousands of users and devices. Headquartered in Royal Oak, Michigan, the PIXO mission is to unlock human potential and improve lives through the power of emerging technology.

About Saudi Aramco Energy Ventures

Saudi Aramco Energy Ventures LLC (SAEV) is the corporate venture fund of Aramco Ventures, the Venture Capital subsidiary of Aramco, the world’s leading fully integrated energy and chemical enterprise. Headquartered in Dhahran with offices in North America, Europe and Asia, SAEV’s mission is to invest globally in startup and high growth companies with technologies of strategic importance to its parent company. For more information, visit www.saev.com.

About Peter Karmanos Jr.

Peter Karmanos Jr. is current Chairman at Maddog Professional Services, a high-tech venture capital firm. Karmanos is co-founder and former CEO and Chairman of Enterprise for software and IT giant, Compuware Corporation. Karmanos is also former owner of the Carolina Hurricanes of the National Hockey League, and was inducted into the Hockey Hall of Fame in 2015.

Tags: PIXO, PIXO Apex, SAEV, virtual reality, virtual reality training, VR, VR training

Former CEO and Chairman of Qualcomm, Paul Jacobs, to Keynote at our VRARA Enterprise Forum on July 21

Paul Jacobs will give a live keynote about Extending Reality at our July 21 virtual event - VRARA Enterprise Forum, which is expected to gather 2000+ professionals from around the world.

Most real-world interactions involve multiple people and not just a single person. Why would the virtual world be any different? High fidelity experiences today tend to be tethered. What if those cables were cut? Have you felt motion sickness while using XR given the tethered experience can prevent natural movement though virtual spaces? What if you were able to walk through the content at your own pace instead of the experience coming at you?

The quality of content varies significantly depending on the type of headsets today, posing a challenge for the users and developers. What if the experience can be unlocked from the headset so developers can leverage high powered network elements to create the highest quality content without any constraints?

Paul founded XCOM in 2018 and at XCOM, they believe the best way to predict the future is to invent it. Earlier this year, XCOM unveiled their next-gen Wireless XR that enables the highest quality experiences for multiple users on-site while they move around freely. XCOM believes the possibilities for XR are endless.

Join the presentation and live Q&A!

See event website here

Paul Jacobs Bio

Paul E. Jacobs, Ph.D., founded XCOM in 2018 to #keepinventing and to invest with the world’s most creative engineers and businesspeople.

As former CEO and Executive Chairman of Qualcomm, Dr. Jacobs spearheaded its efforts to develop and commercialize fundamental mobile technology breakthroughs that fueled the wireless internet and smartphone revolutions. During his tenure as CEO, Qualcomm’s revenues quadrupled, and its market capitalization doubled. Dr. Jacobs is a prolific inventor with over 80 U.S. patents granted or pending in the field of wireless technology and devices.

He served as a director of Qualcomm from June 2005 to March 2018, including as chairman of the board of directors from March 2009 to March 2018, and as executive chairman from March 2014 to March 2018. He served as chief executive officer from July 2005 to March 2014, and as group president of Qualcomm Wireless & Internet from July 2001 to July 2005. In addition, he served as an executive vice president of Qualcomm from February 2000 to June 2005.

Dr. Jacobs is on the Board of Directors of Dropbox, Inc., FIRST, and Heal, a private technology enabled medical care company. He attended the University of California, Berkeley, where he earned a B.S. in electrical engineering and computer science, M.S. in electrical engineering, and Ph.D. in electrical engineering and computer science. He founded Berkeley’s Jacobs Institute for Design Innovation and was the university’s 2017 Alumnus of the Year. Dr. Jacobs is a member of the National Academy of Engineering and a Fellow of the American Academy of Arts and Sciences.

Dynepic’s Work with US Congress ‘Makes the Mark’ in Final Defense Authorization Bill

Post originally appearing on Dynepic.com


MOTAR, small business innovations recognized as critical to United States Air Force readiness


United States, June 28, 2022 — Congress heard us, loud and clear! Following several months of meeting with Members of Congress and their staff about the positive impact of the MOTAR® ecosystem on the United States Air Force (USAF) education and training, the House Armed Services Committee passed the National Defense Authorization Act (NDAA) for Fiscal Year 2023 out of committee with language supporting the critical work Dynepic® is doing with the Department. This provision is yet another significant step in support of the USAF’s ability to provide Airmen with modern, digital training options and ultimately, our nation’s safety. 

Specifically, the NDAA would require a plan from the Secretary of the Air Force in early 2023 outlining how the USAF would “transition digital training infrastructure into the appropriate Air Force organizations as soon as technical readiness will allow.” The plan would provide critical guidance on security and training, support and sustainment, the incorporation of immersive technologies, collaboration across the USAF, roles and responsibilities for software and hardware integration, and guidance to include small businesses.  

“Since I left the military 15 years ago, its technology hasn’t changed much,” said Dynepic Co-Founder and CEO, Krissa Watry. “As noted by Congress, digital modernization of the education and training landscape to leverage cutting edge technology like Extended Reality is critical to military readiness and maintaining our dominance in national defense.”

After USAF encouraged the company to participate in the 2019 USAF AFWERX Mixed Reality Platform Challenge, which Dynepic won over many large and established businesses, Dynepic has become an example of small business innovation at work in the furtherance of national security. Since then, the company has leveraged multiple phases of the Small Business Innovation Research (SBIR) program to further develop, tailor, and deploy its secure DX platform under the Air Force’s label, Member Operations Training Analysis Reports (MOTAR). In 2021, MOTAR became a validated USAF training requirement and is currently on track to become a Program of Record. 

“We’re stoked to be on this journey with the changemakers in Congress and the Department of Defense,” Watry said. “Our work advocating for military training transformation has just begun, and our energy is limitless.”

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

makeSEA ® announces support for Meta Avatars in Catapult SM for Quest

Catapult is makeSEA’s AR/VR sharing and collaboration app 

San Luis Obispo, California, July 7, 2022 – https://www.makesea.com/ makeSEA®, a content management and collaboration platform for mixed reality, announces support for Meta Avatars using Catapult for Quest. makeSEA’s cross-device augmented and virtual reality sharing and collaboration app, Catapult, allows users to experience content first-hand as if together in real life, using leading AR and VR devices including Meta Quest 2TM, Magic Leap®, and HoloLens®.   

Experienced creators can easily mash up 3D assets, digital twins, surround and flatscreen video, images, PDFs, and more, and host their audiences live or setup “mini-metaverse" spaces for others to explore on their own time. Now when connecting in Catapult on Meta Quest 2 devices, users can be represented as their Meta Avatar. makeSEA also supports a hyper-efficient “lightbulb mode” avatar that is great for preserving bandwidth for more critical content and interactions.  

According to CEO Chris Stavros, “It’s fun to be represented in AR/VR as my Avatar. It’s more important that my Avatar is not a distraction to the experience I’m sharing, unless of course, I’m part of the experience! You have to see just how fantastic Meta Avatars are for yourself for enhancing the collaboration experience. Grab your Quest 2, install the Catapult app, and fire it up. Have a friend join you in any available makeSEA Project space as a fully interactive Meta 2 Avatar.” 

makeSEA puts the power of sharing and live collaboration in the hands of everyone: any creator, any educator, any business. makeSEA allows anyone to get 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/

HoloPundits Helps Students Immerse Themselves in Careers with 360 Virtual Reality Videos

Dublin, Ohio [July 7, 2022] – HoloPundits, experts in immersive technology including AR, VR and mixed reality, is excited to announce its partnership with Tolles Career and Technical Center to help take their Career Exploration Academy to a new level.

Tolles, located in Plain City, Ohio (outside of Columbus), offers high school students career-technical and academic programs including Agricultural & Environmental, Arts & Communication, Business, Finance & Marketing, Construction Technologies, Education & Training, Health Sciences and Hospitality Services. Tolles’ Career Exploration Academy, a year-long program offering high school sophomores opportunities and experiences for personal growth and career exploration, traditionally used 2D videos to give students glimpse of what a potential career might entail. Because of COVID and other limitations, the team at Tolles quickly realized it needed something more “real-life.” Tolles partnered with immersive technology experts HoloPundits, who created 360○ interactive career exploration videos to help enhance the experience of students and educational programs as a whole.

“The videos have hotspots that allow potential students to engage in on-the-job opportunities to gain real work experience and understand workplace expectations,” said Cindy Alderman, Marketing Director at Tolles Career and Technical Center. “We operate under the mantra of ‘Lift All Students’ and have a vision of being the choice of students and families for expert career-technical and academic education. These interactive videos are helping to make this vision a reality.”

Tolles’ career exploration content will be offered for sale to other career and technical centers in the marketplace on XR Guru, a product by HoloPundits. XR Guru is a next generation education and training application designed to bring learning, content creation, and distribution together into one easy-to-use platform.

About HoloPundits

HoloPundits is an immersive technology company with deep expertise across the entire spectrum of AR, VR, and mixed reality. With a focus on education and enterprise solutions for multiple sectors including healthcare, manufacturing and insurance, Holopundits enthusiastically pursues new business opportunities enabled by the immense potential of these new technologies.

Recap of our Digital Fashion, Immersive Storytelling and Entertainment event

By Jon Jaehnig of AR Post

A Day of Metaverse Fashion and Storytelling Insights From the VR/AR Association


The Immerse Global Summit Series takes on metaverse content and entertainment.

The VR/AR Association hosted an online event on June 29 dedicated to “Digital Fashion, Content, Immersive Entertainment, and Storytelling.” The event was part of the Immerse Global Summit series of talks covering XR and metaverse, as well as converging technologies like blockchain.

Event speakers discussed creating XR and 3D fashion items and assets, but also discussed new marketing and engagement opportunities enabled by ideas like NFTs and Decentralized Autonomous Organizations (DAOs). As ever, there was a lot to cover, and not every session will be discussed, but here are some of the highlights from the event.

Community, Community, Community

One of the earlier talks, “The Role of Community When Moving from Web2 to Web3”, presented by Forbes writer Nikita Cikaluk, laid out what would turn out to be a theme among many of the speakers: “there is no ‘Web3’ without ‘we’.”

“All of you who gathered here today to self-educate yourselves, to connect with people, we all contribute to this big general understanding of community in the Web3 space,” said Cikaluk. “One of the big topics that has always been on my mind, and I do believe this is a topic that connects all of these dots, is the Web3 community itself.”

The idea that emerging technology products are built by a community rather than built by a company and offered to a community is central to the idea of DAOs. These online communities through tokenized membership work kind of like a credit union or cooperative market that is guided by the votes of its members.

“In terms of the future, we’re going to see a lot more collaboration and co-creation,” Fashion DAO founder Nico Fara said in her talk “Fashion is Moving into the Metaverse: Creator and Brand Opportunities”. “Community does not mean likes and follows in Web3.”

This trend can help companies produce content that will perform well by tapping their audience. It also allows artists to rely on their own works to form communities rather than relying on the communities of big producing groups. This was the focus of “Web3 and Entertainment” presented by Lauren Wert and Amanda Whitcroft of Panda PR.

“We’re not focused so much on a following as on a community,” said Whitcroft. “We’re going back to the creative.”

“When you try to guarantee numbers, you’re going to lose innovation, and that’s what’s so exciting to me about this space,” said Wert.

Inclusivity and Accessibility

Fara’s predictions of the future of the metaverse also brought in the key trend of inclusivity. In XR, topics like inclusivity and accessibility mean two things: people need to be able to get their hands on an experience, and people need to feel represented and heard in those experiences. Different talks touched on both of these angles.

Technological accessibility has been a problem in XR because, as an emerging technology, it can often be difficult and costly to find specialists capable of creating an experience. Further, many people don’t have access to dedicated hardware or software necessary for creating and running some experiences. XR through platforms like Snapchat and Facebook change that.

“It gives smaller companies a chance to try out the tech,” VNTANA CEO and co-founder Ashley Crowder said in her talk “The Future of Digital Fashion: How 3D Is Impacting E-Commerce, NFTs, and the Metaverse.” “You don’t need to custom-build an app, you can leverage a platform that already has this technology.”

Both technological and personal inclusion are the business of RevereXR, an organization that increases access to XR hardware and experiences for education, but that also practices “XR preservation through immersive storytelling.” Founder Yolanda Barton gave an impassioned talk titled “The Future of Inclusive Immersive Storytelling.”

“We can preserve our music, our stories, into the future forever. … We can introduce future generations to this music history,” said Barton. “Together, we are pushing the boundaries and together we can overcome those boundaries.”

“Phygital” Experiences

Barton wasn’t the only one to talk about the value of XR. While entertainment and storytelling are pretty abstract ideas, most of us are used to fashion being an inherently physical concept. But, that is changing.

“We’re not just talking about bringing the 3D model into your home, we’re talking about bringing you into the experience,” Spatial Digital Social Inc CEO Aditya Mani said in his talk “Phygital Fashion in the Metaverse.” “Even though it’s just pixels on the human body, those pixels can be very meaningful.”

In the panel discussion “Retail, Fashion, & Marketing of the Future,” Metavisionaries co-founder and Creative Director Ayesha Ali spoke about the misconception that “everything in the metaverse happens purely digitally.” Even for those who do think purely digitally about the metaverse, Crowder has some news for you about the importance of fashion.

Retail, Fashion, and Marketing of the Future panel

“Brands can start selling digital assets within the metaverse to dress avatars,” Crowder said during her talk. “This is where kids are meeting up today. They’re not meeting up at the mall, they’re meeting up in Roblox and that’s where they want to look cool.”

Faro had similarly called the virtual revolution “almost inevitable” and attributed it to a “generational shift.” But, the shift isn’t taking an entire generation to impact the industry.

“The conversations about ‘what is XR?’ and ‘what is the metaverse?’ are starting to fall by the wayside. People know what it is and they want it,” MetaVRse co-founder Alan Smithson said in the panel discussion. “I would say around January there was this fundamental shift from us going out and trying to sell this.”

Where to Go for More on the Metaverse

See Also: VR/AR Association Holds Second Summit Dedicated to the Metaverse

Closing remarks did mention more metaverse insights to come at the Global Summit events coming to Portugal in September and Miami in December. Both events will be in-person, with tickets available now here

VRARA member news: Xvisio launches SeerLens™ One AR glasses for the North America market

Xvisio Technology Co. recently announced and demonstrated live SeerLens™ One, its first mass production AR glasses product for the enterprise for the North America market.  SeerLens™ One is a USB tethered cross-platform AR glasses with on-board vSLAM* engine based on the Epson VM40 free form prism optics. It can be paired up with PC, mobile phone or dedicated mobile computing pack via USB type-C cable. SeerLens™ One is light-weighted and comfortable to wear, includes fast autofocus RGB and stereo fisheye cameras, built-in microphone with AI noise cancellation.  It works seamlessly with Windows, Ubuntu, and Android devices supported by feature rich AR foundation SDK for contents development.

 

Xvisio AR foundation SDK enables compelling AR user experience such as spatial anchoring, superimpose, map creating and sharing, 25 joint gesture control, multi-user collaboration, etc. It supports enterprise AR applications such as field services, manufacturing SOP assist, remote assistance, logistics and transportation, virtual collaborations, or meetings.  Xvisio works with ecosystem partners proactively to enable such use cases for the enterprise.  As a recent member of the VRARA, Xvisio invites fellow VRARA member companies in the enterprise space to explore collaboration opportunities.

 

SeerLens™ family includes the SeerLens™ One glasses and Seerlens™ One Helmet with a few peripherals that enable the core features of immersive experiences for the Metaverse applications.

“We are extremely excited to launch SeerLens™ One AR glasses product series in North America for enterprise customers.” said John Lin, founder and CEO of Xvisio Technology. “SeerLens™ One offers very compelling values proposition to our enterprise customers and system integrators who need more advanced capabilities than the basic HUD (Heads Up Display) products on the market at a much affordable price compared to other AR glasses and HMD (Head-mounted Display) products. We position our SeerLens™ One products as step stones to the Metarverse world.”

 

Xvisio will roll out the SeerLens™ One family and its peripherals introduced in the diagram above with SeerSense™, SeerLens™ and SeerPad ™ launching in July 2022, and SeerController™ launching later in 2022.

 

SeerLens™ One introductions video: https://www.youtube.com/watch?v=DFGtmiQ-uq8

 About Xvisio Technology

Xvisio Technology is a global technology and product provider for XR industry with R&D centers in China, US and Europe. It provides best-in-class vSLAM based perception and interaction system solution for XR devices. The company offers design service for XR product development and two major product series -SeerSense™ sensor module series and SeerLens™ AR glass series for Metaverse applications. To learn more, please visit Xvisio’s website: www.xvisiotech.com.

 

For inquiries or media contact: contact@xvisiotech.com

disguise powers virtual production for “La Fortuna” Miniseries

(London, 29 June 2022) – “La Fortuna,” a six-episode Spanish-American miniseries airing on Movistar+ and AMC+, turned to virtual production powered by disguise vx 4 media servers to capture the magic of both countries all in one shoot. With Barcelona-based MO&MO Film services designing the virtual production scenes and facilitating in-camera VFX, the film was able to include exterior scenes all the way from Washington D.C on-set in their shoot in Madrid. 

“La Fortuna” tells the story of the discovery of a Spanish frigate sunk by the British navy off Portugal back in 1804 and the ensuing legal battle over the ownership of the treasure.  Stanley Tucci heads a Spanish and American cast in the mini-series directed by Alejandro Amenabar and co-produced by Movistar+, AMC Studios and MOD Pictures.

 

Virtual production for feature films and television has been increasingly adopted as a way to gain efficiency, lower costs and reduce the need for complex location shooting without compromising on quality. Wanting to take advantage of these new workflows, Cinematographer Alex Catalan from AEC, contacted Barcelona-based MO&MO Film Services upon the recommendation of a colleague, resulting in MOD Pictures asking MO&MO Film to design and shoot the virtual production scenes. Taking place in MO&MO Film’s virtual studio in Madrid, Gloshine MV 2.6mm LED walls with NovaPro UHD processing and disguise vx 4 media servers facilitated the virtual production workflow.

 

“We were proud to shoot with Alejandro Amenbar on his first TV series and with Alex Catalan, one of the more demanding DPs in Spain.  The project went perfectly, like all of our projects with disguise, with easy set-up and programming,” says Virtual Production Supervisor for MO&MO Film Services David Monguet.

 

The process smoothed the creation of in-camera VFX for car scenes using plates shot in Chicago, as well as scenes shot in Washington, D.C. showcasing the outside seen in the windows of the Spanish consulate. There were also sequences shot showcasing American TV reporting footage. 

 

Cinematic results for many of these scenes were achieved using disguise Designer together with the vx 4. These included the colour adjust layer which proved to be a must and the blur layer which helped DoP Catalan show the depth of field in some instances. PreComp, as a mapping type, was used in a blur layer and colour adjust was applied to manipulate all the layers simultaneously. The wrap tool helped adjust camera perspective in some scenes while disguise’s ACES integration helped achieve colour control for the VFX sequences.

 

Learn more about ACES in our ebook

 

Credits

Director Of Photography: Alex Catalan AEC

Director: Alejandro Amenabar

VFX Supervisor for Twin Pines: Juanma Nogales

Virtual Production Supervisor: David Monguet

# # #

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/fr

Spain https://www.disguise.one/es

Japan https://www.disguise.one/jp    

China https://www.disguise.one/cn

Korea https://www.disguise.one/kr 

Paul Jacobs's XCOM Labs to keynote at our VRARA Enterprise Forum on July 21

Check schedule for VRARA Enterprise Forum on July 21 event website here

XCOM Labs was founded by Paul Jacobs in 2018 with a team that has a proven history of building businesses and setting industry standards and is leading the development of next generation mobile technology solutions specializing in innovative wireless system design and hardware/software for future of compute-heavy applications that rely on high-throughput computing and low latency telecoms.

XCOM Labs patented technologies leverage licensed and unlicensed spectrum for seamless processing through edge computing that can deliver a truly immersive and agile VR/AR system fit for business, entertainment, and more. They are enabling seamless and secure mobile XR experiences as well as ultra-high performance 5G and next-gen networks for:

• Remote collaboration 

• Industrial automation

• Learning + specialized training

• Smart warehouses / buildings

• Autonomous vehicles / drones

• Visualizations

WITH OUR MOBILE XR PLATFORM, YOU CAN CREATE EXPERIENCES THAT SIMPLY WEREN’T POSSIBLE BEFORE XCOM.

— Paul Jacobs, CEO

XCOM’s lineup of telecommunication technology patents improves efficiency tenfold, according to the firm. The San Diego-based company also supports industry 4.0 by supplying worksites with 60GHz millimetre-wave band infrastructures.

XCOM’s waveband is a low-latency wireless system that allows worksites to commit to digital transformation by building the infrastructure required to deliver real-time 3D content (RT3D) to augmented, virtual, and mixed reality (AR/VR/MR) wearables.

Additionally, XCOM stated its waveband technology supports enterprise-grade Metaverse platforms and integrated edge computing.

London North Eastern Railway Drive Railroad Training Efficiency Using VR and SenseGlove Nova

SenseGlove Nova is used for assembling a train ramp in Virtual Reality: Haptic force feedback gloves improve VR simulation and allow trainees to physically feel the virtual tools and parts of the train.



DELFT, THE NETHERLANDS – June 23, 2022 — SenseGlove, a leading developer of force feedback gloves for VR, today unveiled results of a SenseGlove case study conducted in cooperation with London North Eastern Railway, a British train operating company. SenseGlove Nova is a haptic force-feedback glove designed specifically for professional VR training purposes.

London North Eastern Railway (LNER) implemented SenseGlove Nova for the railroad VR training in assembling a train ramp in Virtual Reality. They used haptic force feedback gloves to improve the realism of the interactions in a virtual training and train the employees more efficiently by using haptic gloves instead of just using controllers. 90% of participants who completed the haptics training indicated that they felt ready to assemble a ramp in real life and did not need any further training. Assembly trainees who donned SenseGlove Nova haptic force feedback gloves in a virtual environment were able to physically feel the virtual parts of the train, explore the details of the ramp, and interact with required tools in a natural way. The feeling of realistic physical interaction is possible due to the combination of SenseGlove’s force feedback, vibrotactile feedback and motion capture features.

The features play an especially important role for assembly training: force-feedback gloves allow the wearer to feel the parts of equipment that need to be assembled and also ascertain the difference between their sizes and density of each part. SenseGlove Nova's vibrotactile feedback enables trainees to feel every impact when they connect or insert the parts, as well as the vibration when they work with a drilling machine, for example. Combined with motion capture, the features allow the trainees to interact in a similar way as they would in a physical training.

IIT Jodhpur in collaboration with TIH iHub Drishti Foundation, IIT Jodhpur invites applications for admission to the M.Tech. in AR/VR for the Working Professionals for the Upcoming Semester

iHub Drishti Foundation (iHub-Drishti) is a Section-8, Not-for-profit Company, promoted by and at the Indian Institute of Technology Jodhpur under a National Mission on Interdisciplinary Cyber-Physical Systems (NM-ICPS) of the Government of India. iHub Drishti, IIT Jodhpur is a Technology Innovation Hub (TIH) focused around “Computer Vision, Augmented Reality and Virtual Reality”.

"The programme will be conducted by faculties from different IITs and Industry experts"

Features of the Program:

● Impart in-depth knowledge and analytical and experimental research skills to solve AR & VR systems problems
● Provide knowledge of several tools for the design and modeling of AR & VR applications and immersive experiences
● Develop the ability to cultivate technological solutions for addressing the growing demands of AR & VR systems
● Offered as a 3 year Programme.


The details about M. Tech. in AR VR is available here:
https://mtecharvr.ihub-drishti.ai/

Advertisement 𝐏𝐃𝐅: https://ihub-drishti.us9.list-manage.com/track/click?u=5e9b0f0be3e2f3f269a8990c8&id=b3dc266c43&e=a8d353498

FAQ: https://mtecharvr.ihub-drishti.ai/FAQ

Curriculum: https://iitj.ac.in/acad_website/pg_curriculum/Concept%20Note%20on%20M.Tech%20AR-VR%2014.6.2022.pdf

Youtube Link: https://www.youtube.com/watch?v=VxPHWCJgOH0

Apply Now:https://oa.iitj.ac.in/OA_PG_ADMISSION/

Please contact Pradeep at pradeep@thevrara.com for any further queries 

US Air Force Awards Ingalls $4.2 Million SIBR Phase III Contract to Advance Cybersecurity Assurance Readiness (CSAR)

Press Release originally appearing on iinfotech.com

Woodworth, LA: Ingalls Information Security (“Ingalls”) has won a multi-year, multi-million dollar contract to support the US Air Force in their efforts to on-board innovative XR (Mixed Reality) technologies and manage the Authorization To Operate (ATO) requirements necessary to do so. This multi-year, Small Business Innovation and Research (SBIR) Phase III contract is being awarded for the enhancement and maintenance of a Cybersecurity Assurance Readiness (CSAR) tool developed by Ingalls.

Jason Ingalls, Founder & CEO of Ingalls says, “We are thrilled to receive this contract award to continue support of CSAR for the next three years. Ingalls is a proud supporter of the US Air Force’s effort to innovate at the speed of relevance.”

CSAR will support the DoD’s mission to field systems at the “speed of innovation” while ensuring cybersecurity requirements are met. CSAR is improving the ATO process by:

  • Transforming AF Mandatory forms into easy, manageable sections presented in a logical and sequential format enabling speedy determination of categorization, baseline controls, and assessment path – answering once to eliminate duplication of questions.

  • Identifying baseline security controls (technical, operational, and management), building threat matrices, and informing risk while the application is being developed – building in security, not bolting it on.

  • Reducing lead time for compliance by assessing applications with an agile, DevSecOps approach.

  • Providing a dashboard view for visibility of key cybersecurity controls assessed in the software factory pipeline combined with operational and management controls for supply chain risk management.

  • Offering a technology-enabled solution with expert “Human-in-the-Loop" support at key Checkpoints.

“CSAR will change the “snapshot in time” and paper drill compliance approach to a culture where automation and real-time continuous risk monitoring is tightly coupled with supply chain risk management and integrated software factories - which is what the DoD has been striving for,” says Ms. Brandi Pickett, Director of Government Programs.

Ingalls will enhance CSAR with capabilities that enhance visibility into the ATO status of any enrolled project, for both Authorizing Official staff and the Risk Management Team.

Ingalls is working closely with Air Force Life Cycle Management Center (AFLCMC) Simulations Division Innovation Cell, Dynepic’s MOTAR Team, and stakeholders participating in the Lightweight Simulator Ecosystem (LSE). The collaboration is fostering a built-in, not bolted-on, cybersecurity attitude.

CSAR builds upon the Air Force (AF) Simulators Division’s Simulator Common Architecture Requirements and Standards (SCARS) umbrella initiative by establishing approved baselines, cybersecurity roadmaps, and policies needed for an increased focus on commonality and interoperability for all DoD training efforts. CSAR advances AF commitment for Continuous ATO state, Software Modernization Transformation, and active cyber monitoring.

If you’d like to learn more, please contact us here and follow us on LinkedIn.

About Ingalls

Ingalls has provided cybersecurity consulting, testing, managed detection and incident response services since 2010.  Operating in war rooms and boardrooms, and investigating computer networks targeted by criminals and nation-state-sponsored hackers, Ingalls’ experience hones a powerful edge in preventing and responding to cyberattacks.  The company’s core focus is establishing Louisiana as a cybersecurity center of excellence. 


Media Contact

Brandi Pickett, Director of Government Programs brandi.pickett@iinfosec.com 

MIC partners with Health Cities to implement VOYCE, a medical interpretation service that supports over 240 languages

MEDICAL INTERPRETATION COMPANY VOYCE ENTERS ALBERTA MARKET TO PROVIDE SUPPORT TO PATIENTS AT MIC MEDICAL IMAGING DIAGNOSTIC IMAGING CLINICS

Technology will increase healthcare equity and access for patients requiring interpretation services.

EDMONTON, AB, June 7, 2022 (BUSINESS WIRE)— Patients and clinicians will soon have support to ensure patients receive diagnostic imaging care in their first language, regardless of availability of in-house interpreters. According to the most recent census, over 900,000 Alberta residents indicate a first language other than French or English, the official languages of Canada.[i] Communicating with patients in their desired language is essential to ensuring high quality of care, and finding staff to interpret in a timely manner can be challenging for clinics.

Through its work with Health Cities, MIC Medical Imaging (MIC) identified the need to expand interpretation services for patients. As Alberta’s largest radiology partnership, MIC consists of 96 radiologists with diverse sub-specialties and areas of expertise and over 450 technologists and support staff. MIC is dedicated to making a difference in the lives of patients through high quality of care, and effective communication is a critical factor to patient experience. Expanding the interpretation services available at MIC could enhance communication, leading to improved care, patient experience, and care equity.

 

To build upon these opportunities, Health Cities introduced Voyce Canada, a Canadian medical interpretation company that supports over 240 languages, including American sign-language, and provides remote, on-demand access to medically trained and certified interpreters. The partnership will validate Voyce’s medical interpretation platform in a diagnostic imaging setting, and is the first implementation of the Voyce solution in Alberta. MIC staff will be able to request an interpreter by selecting a language from the menu which lists the language in English and in the targeted language; and administration will be able to utilize the dashboard that provides real time data and analytics to identify languages requested, length of time with the engagement with the interpreter, wait time, and number of total minutes used by the organization.

The project aims to demonstrate increased health equality among MIC clients through clear and accurate communication in a language of choice, improve experience and comfort with MIC booking and clinical services, and increase support for patients, their family members, and MIC staff.

“MIC is excited to leverage an innovative platform to provide care to MIC patients in their first language. We appreciate the stress patients may experience when coming to MIC for a test or procedure; enhanced communication tools are a key enabler in a positive patient experience and we feel the Voyce platform creates a patient centric experience,” said Jeff Vandersteen, Director of IT at MIC.

“When patients enter the walls of a hospital without speaking the local language, they are often at their most vulnerable state, and together with Medical Imaging Consultants, Voyce is excited to offer patients in Alberta a simple and reliable solution that bridges those language and cultural barriers to instantly give them a voice,” said Andrew Royce, CEO of Voyce. “There is nothing more personal to any of us than our health, and no matter where in the world a person is from, we want them to feel at home when seeking care.” 

“Diagnostic imaging is an essential care service that each Albertan will access at some point in their lives. Validating Voyce’s medical interpretation technology with MIC, Alberta’s largest network of medical imaging providers, demonstrates how non-medical innovation impacts Alberta’s health outcomes and economy,” said Reg Joseph, CEO at Health Cities. “Not only are we introducing a new company to Alberta’s health innovation market, this project addresses challenges facing care providers and increases equity and access to care.”

 

About MIC

MIC is an expert and trusted partner to Edmonton and area primary care practitioners and specialists.

 

MIC radiologists play an essential role in 12 Edmonton area hospitals and community health centres, providing diagnostic imaging at the University Hospitals, Stollery Children’s Hospital, Mazankowski Heart Institute, Kaye Edmonton Clinic,  Royal Alexandra HospitalsGrey Nuns Community HospitalStrathcona Community HospitalSturgeon Community HospitalFort Saskatchewan Community Hospital, Leduc Community Hospital, East Edmonton Community Health Centre and Northeast Community Health Centre.

 

The specialists at these hospitals trust our radiologists to provide expert advice and recommendations in a wide range of sub-specialties.

 

We are proud to be able to extend the same expert level of diagnostic imaging to practitioners and patients through our 13 community-based clinics located in Edmonton, St. Albert, Ft. Saskatchewan and Sherwood Park. Our radiologists take a collaborative approach and draw on our ‘in-house’ expertise when reviewing scans and dealing with complex conditions.

About Voyce

Voyce is a technology company deeply committed to helping people in need facing language barriers, enabling them to easily and quickly communicate and get help. Voyce’s professional and qualified language interpreters provide interpretation across a variety of technology and telehealth platforms in 240 languages and dialects, including American Sign Language. Across the U.S., Canada, U.K. and globally, Voyce supports thousands of sessions a day providing language assistance to those in need.

About Health Cities

Health Cities is a Canadian not-for-profit corporation that works with clinicians, innovators, philanthropic organizations, and companies to develop new models of care that can drive better health outcomes and economic growth in the health sector. Our focus is on transforming innovations from our health sector into solutions that have commercial application and global relevance, adopting them for impact locally and scaling them for export to global markets.

 

Media Inquiries:

Health Cities

Stephanie Gillis-Paulgaard

Email: media@healthcities.ca

Phone: 780-628-3101

[i] Statistics Canada. 2017. Focus on Geography Series, 2016 Census. Statistics Canada Catalogue no. 98-404-X2016001. Ottawa, Ontario. Data products, 2016 Census.

ICESCO and VR/AR Association (VRARA) Explore Cooperation to Develop Metaverse Technology in Islamic World

This was an impressive meeting between VRARA with His Excellency Dr. Salim M. AlMalik and ICESCO to accelerate Metaverse tech in the Islamic world. Thank you Dr. Sana Farid for helping drive this effort!

Source

The Islamic World Educational, Scientific and Cultural Organization (ICESCO) and the Virtual Reality and Augmented Reality Association (VR/AR) held a meeting to explore cooperation prospects and partnerships in the fields of modern technology and innovation.

The meeting was held on Tuesday, June 7, 2022, via videoconference between Dr. Salim M. AlMalik, ICESCO Director-General (DG) and Mr. Kris Kolo, Global Executive Director of the VR/AR Association.

The two parties highlighted their respective working strategy and programs, which both accord great attention to modern technology in order to contribute to the achievement of sustainable development and support the youth’s innovation. The two parties also discussed several initiatives that can be implemented in cooperation between the two institutions.

The two officials discussed the organization of joint virtual conferences, forums, seminars and workshops on the themes of modern technology and metaverse techniques. They also discussed the signature of an MoU between the two institutions and the possibility of organizing an international summit in the MENA region on developing modern technology in the Islamic world.

The meeting was attended by Ms. Sally Mabrouk, Head of DG Office; Dr. Raheel Qamar, Head of the Sector of Science and Technology; Dr. Muhammad Sharif, Advisor at the Sector; Dr. Abdul Rehman, Expert at the Sector; and Dr. Sanaa Farid, Head of MENA Chapter.

Highlights from our Microsoft HoloLens Healthcare Industry Forum: 700+ Professionals from 56 Countries. See Top Sessions & Speakers.

Thank you to everyone who participated in our Microsoft HoloLens Healthcare Industry Forum, virtual event on June 7, 2022.

Ticket holders can access the video recordings here

We had over 700 professionals from 56 countries participate!

Featured Speakers included:

  • Dr. David Rhew, WW GM Healthcare/Chief Medical Officer, Microsoft

  • Megan Augustine, Director, St. Lukes University Health Network

  • Dr. Robert Hannan, Cardiovascular Surgeon, Nicklaus Children’s Hospital

  • Amar Patel, Chief Learning Officer, CAE

  • Andreas Fessler, Chief Business Officer, CMO and Director, apoQlar USA Inc.

  • Ted Dinsmore, President, SphereGen

Check out our upcoming events here