3D Stereo visualization with 3D PluraView improves Hexagon ImageStation® photogrammetry workflow

Leading photogrammetry software certified for the 3D PluraView stereoscopic monitor

With the flexible and mature photogrammetry environment ImageStation® from the Swedish metrology and geospatial software company HEXAGON, particularly large amounts of aerial images, UAS and satellite data can be efficiently processed, managed and utilized for geodata acquisition. A core task, which is solved most efficiently with the ImageStation® photogrammetry environment, is the precise, interactive capture of 3D objects, the entire infrastructure, such as buildings, roads and bridges, but also natural terrain features.

In Germany, the topographical surveying and updating / tracking of the entire infrastructure is the responsibility of the surveying offices in each of the 16 German states or ‘Laender’. The ImageStation® was specially developed for professional photogrammetry and cartography users and provides a comprehensive set of data acquisition tools. In order to be able to move intuitively and measure precisely in this stereoscopic, three-dimensional reality, an important interface element was integrated into this high-tech software right from the beginning: the 3D stereo mouse cursor. The stereoscopic mouse cursor implementation is a prerequisite for working with precise 3D data controllers and enables perfect interaction with the plug & play compatible and powerful 3D PluraView monitor systems from Schneider Digital. The passive 3D monitors from Schneider Digital with beam-splitter technology impress by pixel-precise visualization of up to 4K (UHD) per stereo channel, fast image frame rate, high color depth, high brightness and contrast values.

With its certification, Schneider Digital confirms that the powerful ImageStation® software suite is fully compatible with this professional hardware and thus meets all the requirements of international workplace standards: Two compatible cutting-edge technologies that merge into a complete solution and an ideal combination for professional photogrammetry users.

The collection and updating of topographical geoinformation datasets is a complex task from a scientific, technical and organizational point of view. The comprehensive photogrammetry solutions from the Swedish metrology and geospatial software company HEXAGON support users worldwide in the acquisition, management and evaluation of multi-temporal, static and dynamic geospatial data. In order to convert particularly large amounts of raw data into easy-to-use and actionable information, HEXAGON has further developed the software application ImageStation®. More than 40 years of photogrammetric 'know-how' have gone into this modern application, starting with analytical stereoplotters and culminating in a complete software suite for digital photogrammetry, including a perfect stereoscopic 3D cursor implementation.

Smooth GIS Workflow

With its photogrammetry solutions, HEXAGON ensures a seamless workflow for the processing of high-resolution image data and geocoded CAD and GIS content from project start to finish. In classic aerial photogrammetry, project blocks are flown in laterally overlapping strips, whereby image overlaps of up to 90% in flight direction are realized and frame rates of 0.5 to 0.7 seconds represent the current state of the art. With the simultaneous recording of oblique aerial images, more than 3-GB of image data can be created for each exposure center. Project blocks with over 50,000 exposure stations, 5cm ground resolution and over 150-TB of initial image volume for urban areas, can now be commonly realized and calculated.

Users of the ImageStation® software suite benefit from the many interactive stereo functions of this powerful photogrammetry application: smooth roaming, dynamic zoom and real-time image enhancement are integrated directly into the GIS or CAD environment. The ability to perform stereo and mono compilation directly in a GIS environment enables direct comparison with and seamless continuation of existing GIS databases, resulting in a significant increase in efficiency. This not only saves valuable time and resources, but also reduces the cost of creating topologically correct 3D data.

3D-Cursor - integrated into software applications

HEXAGON has perfectly implemented a professional, stereoscopic 3D cursor in the ImageStation®. This functionality enables users to intuitively and smoothly navigate for the precise capture 3D objects with their real-world XYZ coordinates. In addition to the management components, the ImageStation® Photogrammetric Manager (ISPM) and Image Formatter (ISIF), the applications with integrated 3D cursor function include the ImageStation® Automatic Triangulation (ISAT), ImageStation® Satellite Triangulation (ISST), ImageStation Feature Collection (ISFC), ImageStation® Stereo Display (ISSD), ImageStation® Stereo for GeoMedia (ISSG), ImageStation® Stereo Viewer GeoMedia (ISSV), ImageStation® DTM Collection (ISDC), ImageStation® DTM for GeoMedia (ISDG) and ImageStation® Automatic Elevations (ISAE). The calculation programs ImageStation® Automatic Elevations DSM (ISAD) and ImageStation OrthoPro (ISOP) run in batch mode. Interactive again is the computer-assisted editing and quality control with ImageStation® DTMQue (ISDQ) and ImageStation® PixelQue (ISPQ).

Process geospatial data quickly and precisely

The photogrammetric ImageStation® software suite is used worldwide and especially at state surveying offices and by users from industries such as aviation, shipping and national defense. With the ImageStation®, geospatial data can be processed quickly, efficiently and cost-effectively. For example, the ImageStation Stereo Display (ISSD) application supports viewing and editing of stereo images with photogrammetrically accurate 3D-cursor tracking. ISSD accepts aerial or satellite data, images from drone (UAS) projects, as well as from the Leica ADS 3-line cameras. The ImageStation® Suite enables the automatic and dynamic adjustment of image brightness and contrast in the MicroStation and GeoMedia environment. The exclusive ImageStation® ImagePipe technology is responsible for smooth stereo roaming, providing the perfect image representation that is essential for efficient stereo compilation.

Stereoscopic geospatial data acquisition and processing

HEXAGON ImageStation® Stereo for GeoMedia (ISSG) is based on the GeoMedia geospatial information system (GIS) and provides the user with a comprehensive selection of intelligent compilation tools. This powerful software environment allows access to practically any geodatabase and version of geospatial datasets. With this software application, airborne, satellite and UAS data are displayed in an intelligent GIS environment with multiple, freely configurable mono and/or stereo windows. Same as the ImageStation® Stereo Display (ISSD) with MicroStation, ISSG supports viewing and editing of stereo images with photogrammetrically accurate 3D-cursor tracking. ISSG offers many practical tools for the interactive acquisition and updating of geospatial datasets. It enables the interactive updating of 3D-object geometry and attributes, as well as automatic attribution and geometry validation. Geospatial data generated in this way can be stored in an open database format so that third parties have seamless access to them through their respective GIS systems.

The creation of digital surface models (DSM) from optical stereo data is also part of the functionalities, offered by the ImageStation® suite. The software applications display topographical data, both raster and vector-based, so well-structured that they are easy to edit and efficient to use. With the help of a 'snap cursor', which snaps automatically to the selected feature, a quick check of the correct object selection is possible. Together with the "Elevation" command, contour lines are created interactively. To correct for the individual depth perception of each operator, vertical indexing is used to adjust and thereby calibrate manual height measurements.

Full performance by 3D-stereo visualization

Computationally intensive reconstruction algorithms are responsible for the razor-sharp, three-dimensional generation and display of geometric and georeferenced models made up by dense point clouds. The 3D PluraView monitors from Schneider Digital, the world's leading specialist for stereoscopic 3D desktop visualization solutions, provide the key to perfect 3D-stereo visualization for these professional geospatial application areas. The beam splitter technology meets the highest system requirements in the areas of 4K displays, 3D and VR/AR technology to display geographical map material and high-resolution GIS data in perfect 3D-stereo quality. The high brightness and contrast, full resolution for each stereo channel thanks to two screens and complete freedom from any flickering effects, guarantee a perfect 3D-stereo experience and make it easier to analyze and edit 3D content. The 3D PluraView monitors render 3D objects clearly visible even in darker image areas and are free from blurring effects for rapidly moving images thanks to a latency-free, fully synchronous display of the two stereo channels.

ImageStation® - certified for the 3D PluraView monitors

As tried and tested technology for the past 17 years, the cutting-edge 3D-stereo displays from Schneider Digital are 'plug & play' certified for photogrammetry and GIS and perfectly compatible with the ImageStation® modules. The full compatibility of the ImageStation® software with the 3D PluraView monitor family has now been officially certified by the manufacturer Schneider Digital. The seal of certification ensures that the combination of the 3D PluraView hardware with the respective software application meets the high requirements of international standards in terms of quality and workplace ergonomics. For an optimal photogrammetric workflow, the ImageStation® offers a fully integrated software solution together with the associated hardware components by Schneider Digital. In addition to the 3D PluraView monitor, these are powerful workstations based on CPUs by Intel or AMD, professional RTX graphic cards from NVIDIA and Radeon Pro graphics cards from AMD, and of course the Stealth 3D controllers. In conjunction with the native implementation of the stereoscopic mouse cursor in the Hexagon ImageStation® suite, the Stealth 3D controllers enable the spatial navigation to 3D objects, which can then precisely measured and captured.

ImageStation stereo functions and display tools - advantages for the 3D PluraView user:

  • High contrast and brightness of the 3D PluraView monitors, combined with flicker-free stereo viewing through light-weight passive stereo glasses, allows long-term, comfortable use and therefore higher productivity

  • Smooth stereo roaming and dynamic zoom thanks to the ImageStation's exclusive ImagePipe technology for continuous stereo display of very large datasets

  • Easy navigation in stereo models with mouse, keyboard, the Stealth 3D mouse or by graphical selection in a 2D map view

  • Automated correlation of the exact XYZ position of objects with the 'Cursor-on-Surface' function

  • Display rotation for additional validation of vector data

  • Synchronized display of stereoscopic and monoscopic map views for controlled feature collection and review

  • GIS data in 2D (only XY coordinates) is displayed under the position of the stereo cursor in the 3D environment, also allowing accurate updating of 2D data

  • Streamlines workflow by performing stereo- and mono-data collection directly in a powerful GIS environment

  • Better interpretation of image information in 3D-stereo, compared to the interpretation of single images, elimination of 3D parallax enables precise measurements

  • Reduces the cost of creating accurate and topologically correct 3D datasets, saving significant time and resources


More information online: www.pluraview.com 

Leading GIS software for 3D monitor 3D PluraView certified: 3D stereo visualization enhances Hexagon ImageStation® photogrammetry workflow. Integrated 3D mouse cursor in software application provides convenient stereoscopic geospatial data acquisition and processing.

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 53 188

Hauptstr.46 E-Mail: agessner@lead-industrie-marketing.de

D-83684 Tegernsee Internet: www.lead-industrie-marketing.de

Vision Solutions Rx Inc announces Strategic Collaboration with Xenon-VR for Medical Headset

“For Immediate Release”
Zeshan A. Khan, M. S. Engineering
Founder & CEO
Xenon-VR™ Inc
www.xenon-vr.com
P:973.619.4017
E: Zkhan@xenon-vr.com
55 Salter Place, Bellville, NJ 07109

Jeffrey Williamson, MS MBA
CEO
Vision Solutions RX Inc.
www.visionwear-x.com
P:810. 673.7916
E: engineus.jeff@gmail.com
42758 Mound Road, Suite 100 Sterling Heights, Michigan, United States 48314

Vision Solutions Rx Inc, maker of virtual reality therapy solutions for multiple learning and cognitive disorders, and Xenon-VR™ , the first company to provide a true mobile, VR medical grade headset designed for the ophthalmic industry Inc jointly announce a new technology strategic technology sharing partnership. This collaboration will bring the next generation Diagnostic Medical equipment for screening, diagnostics, and therapy.

Xenon-VR™ (XVR™) is a medical device company that has designed and is bringing to market next-generation eye diagnostic equipment for use by Ophthalmologists, Optometrists, eye care Clinics, and other eye-care professionals.


The company Xenon-VR™ is a Delaware C-Corp. based in New Jersey. It is bringing to market the “Next-Generation of Eye Exams™”, as early as Q1,2023, in a compact, wearable headset.
Xenon-VR’s first-generation products, called Xenon-1™ (X-1™) and Xenon-2™(X-2™), uses Artificial Intelligence, Machine Learning, patented Optics, a sophisticated Eye-Tracking System (ETS), and Liquid-Lens technologies – all integrated on a patented Virtual Reality Platform. Xenon-VR products are FDA registered
X-1 and X-2 provide multiple eye exams in a headset and function as different eye diagnostic equipment would in an eye doctor practice. Using a headset can provide more accurate and convenient ways for the doctor who may run a small practice to perform eye examinations. Our liquid lens technology replaces outdated hard lenses, provides faster refraction for eye care providers, and leads to faster servicing of patients. Xenon-VR is a comprehensive diagnostic examination whereas its competition offers only monitoring or screening functions. Xenon-VR offers 16+ exams including:


● Visual Field Test: (10-2,24-2,24-2C,30-2: (SITA, SITA-Fast, SITA-Faster) – Goldmann Standard – Medical Grade Device
● Wavefront Refraction (ABT™) & phoropter – With Objectives and Subjective.
● Color Vision Extension Vision (D-15)
● Visual Acuity (Near and Far Acuity)
● Contrast | Low Contrast Visual Acuity
● Pupillometry
● Extraocular Motility
● Vision Screeners
● Binocular Humphrey Esterman Visual Fields (HEVF)


It is with great excitement to announce collaboration in the following manner to begin 2023 collectively.
● VisionWEARx cognitive testing will be preloaded on all Xenon-1™ (X-1™) and Xenon-2™(X-2™) models by end of 2022 with an anticipated hardware sales for 2023 of 1000 units
● VisionWEARx will participate as a functional testing module for its cognitive tests in a large 10,000 patient study in Kenya Africa to begin Q1 2023
● VisionWEARx will be rolled out with the launch of 250 pre sold Xenon-2™(X-2™) models for January 2023 with SAAS and diagnostic revenues
● Xenon-2™(X-2™) models will be deployed to all clinical trials initiated by VisionWEARx partners 2022-2023 in collaboration
● Both companies will work together in the development of a virtual pen
● Both companies will develop in collaboration a base unit VR headset cost effective and robust to accommodate a screening and therapy model
● Both companies look to collaborate on additional cognitive testing models such as PTSD, Autism, Asperger’s and Irlen Syndrome for 2023


From Zeshan Khan and Jeffrey Williamson: “This partnership will be able to address issues and problems from Dyslexia, dysphoria and Irlen syndrome to the eye care industry and with the Xenon-VR patented technology will be able to provide a true telehealth solution where doctors and patients are not in the same room but same time they are collecting and diagnosis their patients remotely.
For Doctors and other eyecare professionals, they are able to reduce their timeframe to see their patients remotely and able to see 5x more patients at the same time they are seeing one patient in traditional tabletop equipment.
This partnership will have a huge impact on eye care in the world, and the fact that Xenon-VR is not one and done but also able to continuously improve the eyecare industry with larger array of tests possible and more accurate compared to existing equipment.
“These new digital tools and solutions will elevate patient interactions, gain practice efficiencies, increase capacity of insurance covered procedures at a time when there is intense pressure for staffing and throughput.”

World’s biggest tech companies and brands descend on Madeira Island, Portugal for Immerse Global Summit

The Immerse Global Summit is heading to Madeira Island, Portugal and announced today a stellar lineup of speakers, sponsors, and exhibitors for the event.

PALO ALTO, CALIFORNIA, UNITED STATES, August 24, 2022 /EINPresswire.com/ -- World’s biggest tech companies and brands descend on Madeira Island, Portugal for Immerse Global Summit.

The Immerse Global Summit Europe will take place on Madeira Island, Portugal from September 28 - 30, 2022. It will welcome speakers and sponsors from around the globe to join them at the Savoy Place in Funchal.


The Immerse Global Summit is heading to Madeira Island, Portugal for the first time in September and announces today a stellar lineup of speakers, sponsors, and exhibitors for the event. The key sponsors of the event are Lenovo, Qualcomm, Midwam, YumeGo, Lusospace, 4D Views, Auki Labs, PWC, Start Up Madeira, Madeira Promotion Bureau, Government of Madeira, and Dimmersions.

Speakers and companies participating in the event include Meta, Niantic, Lenovo, Qualcomm, Deutsche Telekom, Google, Sony, Vodaphone, Volvo, Gucci, European Blockchain Association, Magic Leap, Cassini Limited, Visyon - Mediapro, Concordium, The Round, Atomic Digital Design, Satore Studio Ltd, Blippar, Virbe, Departure Lounge Inc., Immersive insiders, The Glimpse Group, FOV Ventures, Startup Wise Guys, Nokia, Mission Impact, VNCCII, RevereXR, SenseGlove, Forbes, EndeavorXR, KIT-AR, VIRTUALWARE, ExplodedView, OneBigWave, Cleanbox Technology, adidas Runtastic, X-Plora, Mojo Vision, Faber Courtial, Maxim (UK), Champalimaud Foundation, FootAR, SenseGlove, HTC VIVE, Perception Codes - The Morpheus Project, MediaCombo, Metanomics, and HoloCap to name a few.

“We are excited to bring the Immerse Global Summit to the gorgeous island of Madeira and to host an incredible event this fall. We have worked endless hours to bring THE best speakers from around the globe to cover all immersive tech topics including metaverse, blockchain, web3, virtual and augmented reality, digital fashion, digital humans, enterprise, and more, says Anne-Marie Enns, Executive Producer of the Immerse Global Summit. “We have curated a show of leading and upcoming voices and are working with incredible sponsors and partners to make this event spectacular.”

The Immerse Global Summit will welcome 100+ speakers, demos, product launches, exhibits, networking, roundtables, VIP programming, island tours, and special events. The event is a fully hybrid event, with live streaming and a fully online program taking place on our virtual event platform. Attendees will be able to join in person or online to view talks, engage with attendees and view exhibitors. The summit expects 500+ on the island and 1000s more attending online.

“Anyone in business today should attend this event and learn how immersive technologies can and will transform their business. Many of the world’s most respected companies and thought leaders will be at Immerse Global Summit, in a setting curated to deliver inspiration, and allow attendees to network with game-changing business connections,” says Nathan Pettyjohn, President of the VR/AR Association, who hosts Immerse Global Summit.

The Immerse Global Summit will feature dynamic keynotes, industry tracks, a startup pitchfest, demos, exhibits, networking, and amazing VIP events. It will showcase the best that the industry has to offer.

Tickets are now on sale for the event - Get tickets here.

To learn more about the Immerse Global Summit see https://www.immerseglobalnetwork.com/igs-europe


Contact:
Anne-Marie Enns
Immerse Global Summit, Executive Producer
Am@thevrara.com

Kris Kolo
Global Executive Director, VR/AR Association (VRARA)
Kris@thevrara.com


About the VR/AR Association

The VR/AR Association (VRARA) is an international organization designed to foster collaboration between innovative companies and people in the VR and AR ecosystem that accelerates growth, fosters research and education, helps develop industry standards, connects member organizations and promotes the services of member companies.

Nathan Pettyjohn
VRAR Association
+1 314-550-3631
email us here
Visit us on social media:
Facebook
Twitter
LinkedIn

Immerse Global Summit Europe

How XR is transforming vocational education

Using SynergyXR’s Extended Reality (XR) platform, Svendborg Vocational College in Denmark is enhancing its educational programs to inspire a new generation of students.

Svendborg Vocational College is a higher education institution based in Denmark. It offers 21 different educational tracks, teaching people how to be electricians, mechanics, painters, and more, working closely with local industry throughout the study programs.

These educations provide invaluable skills and are vital to any well-functioning society and economy. Yet, in many countries, these sectors are currently experiencing a labor shortage, and are struggling to recruit enough qualified staff.

This human-centric case study explores - through the lens of management, teachers, and students - how the college is embracing XR technology to attract more students, enhance the learning experience, and overcome the hurdle of remote learning. At the heart of the story is how XR is already demonstrating itself as an invaluable tool in the education sector.

For more information, visit SynergyXRs website or contact co@synergyxr.com.

ImagineAR enters into agreement to custom build metaverse-ready mobile app showcasing hip-hop music and culture

Imagine AR Inc. (IP:CSE) (IPNFF:OTCQB) (“ImagineAR” or “Company”), an Augmented Reality Company that enables sports teams, businesses and enterprises to quickly create their own AR mobile campaigns, is honored to announce the signing of a three year partnership agreement with Hip Hop Hall of Fame Inc. to provide a Custom Mobile App delivering Immersive Metaverse Experiences.

Hip Hop Hall of Fame CEO JT Thompson said: "The new mobile app by ImagineAR will deliver virtual museum experiences and multi-channel metaverse experiences featuring hip-hop music artists and cultural immersive content to fans around the world starting in 2022. It will integrate dynamic experiential engagements with sponsored exclusive content to Hip Hop fans around the world, including Hip Hop Hall of Fame co-branded artists and membership NFTs and a virtual world metaverse."

Imagine AR mobile app will provide a safe community space and friendly eco-system for the Hip Hop fans, artists, celebrities, and influencers to express their creativity and experience real life and virtual world live events and content," Thompson added.

Meta Reality Space: The Road to Boosting Digital Transformation with Metaverse

With the potential to generate up to $5 trillion by 2030, the technology of the metaverse has exploded the technological landscape with millions of possibilities and opportunities to impact our commercial and personal lives. Companies believe that over the next 5 years, more than 15% of their corporate revenue will come from the metaverse. The technology of the metaverse has become such a hot topic among the public that even those who aren't familiar with augmented or virtual realities have heard of it. And this is precisely why the technology has been so widely adopted. Although the technology is still in its infancy, it is undergoing rapid development, and businesses worldwide are eager to take advantage of the many possibilities it presents.

At Travancore Analytics, our dedicated XR team has poured their shared love for the metaverse and countless hours into coming up with the idea of the Meta Reality Space-our very own metaverse platform. With the ardent desire to make innovative strides in the metaverse space, our meta-reality platform boasts a number of unique features that can keep us apart from other metaverse platforms.

Let's strap our glasses and get on a tour of our Meta Reality Space platform,

About Meta Reality Space:
The Meta Reality Space platform is made up of two components: the Meta Reality Space Engine and pre-built Spaces. The Meta Reality Space Engine is largely boilerplate code. It is the fundamental layer that allows for the creation of any type of space and encourages the use of space and interactivity. The aesthetic choices of the metaverse begin with pre-built spaces. Users can create their own space or choose from our customizable pre-built spaces such as restaurants, parks, and much more, to quickly become a part of the metaverse.

Features and Specifications:
When it comes to the platform's features, we've included customizable assets in the pre-built places. As a result, users can design their own personalized space. Whatever space you desire, the platform's customizable feature allows you to build ‘n’ number of spaces from the ground up. Users can personalize avatars that best suit their needs in Meta Reality Space. The platform is designed to allow hundreds of users to access the Space simultaneously.

The multi-user feature allows users from any domain with any number of participants to freely enjoy the virtual space. Users without VR HMDs (Head-mounted devices) can enjoy the Space, thanks to the platform's web interface. There is no doubt that the future of the internet is the metaverse; with that said, organizations large and small are looking into harnessing the technology to conduct various business, marketing, onboarding, and training activities, among other things. With this in mind, we have made our platform web and VR-enabled. If your company has employees who use metaverse from 9 to 5, they can use meta reality space on the web without wearing the bulky VR glasses and experience meta reality space without compromising their comfort.

Another feature is the voice call, which allows any user to engage in an active conversion with anyone using our Space voice call. Each Space will contain grabbable objects with which users can interact in the same way they would in real life. Our programmable assets feature enables the Space owner to modify dynamically changeable features such as a video playing on the screen by changing the URL incorporated into the Space. Well, the metaverse is a teleportation in and of itself, and our teleportation feature allows users to move from one place to another without having to physically be there.

Features of our Meta Reality Space platform include:
- Customizable Space
- Personalized avatar creation
- Multi-user facility
- Web and VR-based
- Voice call enabled
- Grabbable assets
- Programmable assets
- Teleportation

Characteristics that define Meta Reality Space:
Realistic: Bring in the actual world as it is understood by humans rather than creating another piece of technology that symbolizes a concept
Generic: Instead of creating an entity that illustrates a notion, emphasis was given to the notion. Meta Reality Space ensures that the concept can be realized through a variety of methods
Range of use: Meta Reality Space platform ensures that the metaverse concept can be realized for all those whose interest is commercial or just for the immersive experience, or both.

The Potential of Meta Reality Space :
The potential for the Metaverse to usher in a brave new digital future for humanity is enormous right now. As time goes on, the Metaverse will grow and evolve to include even more features and improvements. Embracing this, we intend to broaden the scope of our Meta Reality Space by enabling AI integrations and increasing the level of immersion in human interactions. AI integration can improve people's social connections in the Space. Our AI and XR experts also hope to make AI integrations more accessible by including image recognition options for those with visual impairments, automatic translation, and other features.

Future plans for our Space may include the ability to further customize avatars through the addition of digital clothing and accessories, as well as the modification of their physical type. Because of our modular framework, we can integrate any industry or specialty into our platform. For example, the platform can provide medical and healthcare training simulations. Space can also be used for car showrooms, art galleries, retail shopping, and education, in addition to medicine. Without a doubt, our Meta Reality Space will open up endless possibilities for you.

Use cases

Use cases of Meta Reality Space range from Training centers, Virtual meeting rooms, Virtual showrooms, Exhibition halls, Art galleries, Townhall, Retail stores, Interactive classrooms or labs, and much more.

Training Centers: Never stop training or learning. Take virtual learning to new heights with TA's Meta Reality Space-Training and Learning Centers.

Meeting Rooms: Are you nostalgic for the days when people actually met in meeting rooms? Although online conferences have garnered more attention, the traditional meeting room has been given a modern makeover by TA's Pre-Build Space-Meeting Rooms. Explore our meeting rooms in Meta Reality Space.

Townhall: A pre-built space that simulates the look and feel of a real-world town hall by including seating arrangements, a stage, and large screens.

Art Gallery: Are you unable to exhibit those priceless paintings to the public? Whatever the reason, Meta Reality Space-Art Gallery will virtually showcase them to the rest of the world.

Exhibition Halls: Exhibitions are held in venues with a limited number of booths. Let's take the exhibition experience to new heights by utilizing Meta Reality Space-Exhibition Halls. The online galleries are open to everyone, at any time. The number of available booths is also not a concern in our Meta Reality Space.

The use cases of Meta Reality Space do not stop here; there are countless more use cases than one can ever imagine. Immerse in our Meta Reality Space :Metarealityspace.com.

Bootstrap your metaverse journey with Meta Reality Space! For more details: contactus@travancoreanalytics.com

MetaVRse’s ReMix3D Interactive Art Gallery Featured at Monaco Art Week

TORONTO, July 29, 2022 – MetaVRse is delighted to present ReMix3D, an ultra-exclusive virtual 3D exhibition celebrating the beauty and wonder of the Musée Collection des Arts, at Monaco Art Week in Monte-Carlo hosted under the High Patronage of HSH Prince Albert II of Monaco. ReMix3D is a prototype of a new permanent collection that will be located on the 21st floor of TheMall, a 100-million-square-foot virtual retail, entertainment and cultural destination in the metaverse.

“We’re excited to be part of this year’s exhibition, which combines the heights of Enlightenment-era European craftsmanship with technologies including metaverse virtual worlds and NFTs,” said MetaVRse co-founder Alan Smithson, who was featured in a panel discussion led by top industry professionals and artists. “ReMix3D makes it possible to experience these treasures first-hand, and will form the foundation of the world’s first premier permanent art collection in the metaverse.”

The Musée Collection Des Art is one of the largest art private collections in Europe with over 25,000 unique art items. At this year’s Monaco Art Week, the country showcased its local art scene along with an exhibition of golden snuffboxes from the collection.

More than just vessels for holding powdered tobacco, snuffboxes were ceremonial status symbols in 18th century Europe. European masters created snuffboxes from gold, gems, pearls, and other precious materials. The event and guests were brought together by art world luminary Magdalena Gabriel and included representatives from Colombian rum company Dictador and the globally revered Pace Gallery.

“Monaco Art Week celebrates our collective past while shining a spotlight on the future of arts and culture,” continued Smithson. “We’re deeply honoured to share ReMix3D with the world’s leading art collectors, and to bring it worldwide as a foundational part of TheMall.”

About MetaVRse

MetaVRse is a 3D creation platform for the future of human communication, collaboration, culture, and commerce.  MetaVRse makes it easy to create and share interactive 3D experiences instantly on the web. Since 2016, MetaVRse Studio has created hundreds of 3D, virtual, augmented and mixed reality (XR) projects for the world’s top brands. Learn more at MetaVRse.com.

About TheMall

TheMall is the world’s largest virtual shopping center, featuring photorealistic 3D stores accessible by over 7 billion devices including mobile phones via the web. Private investors and retailers have the opportunity to purchase individual 1 million square foot floors in TheMall as NFTs. Landlords have the autonomy to develop this space however they want, from building stores that sell virtual and physical goods, to creating entertainment experiences. Floors can be subdivided into smaller parcels, leased, or built out. Learn more at TheMall.io.

Plover Animation is Creating a VR Experience for Nobody's Listening

August marks the 8 year anniversary of the Yazidi genocide in 2014.
"An estimated 12,000 Yazidis were killed, either by execution or starvation and dehydration during IS’s occupation of Sinjar, and 6,417 Yazidis were kidnapped. According to the UN Human Rights Council, these attacks constitute genocide as defined under the 1948 Convention for the Prevention and Punishment of the Crime of Genocide, as well as crimes against humanity and war crimes." - Nobody's Listening

Plover Animations is working on a virtual experience in AltspaceVR to help Nobody's Listening organization bring awareness, education, and inspire action. Learn more and donate at: www.nobodys-listening.com/donate

Special thanks to Ryan D’Souza and Dijon Dajee Hierlehy of Nobody's Listening for providing the content.

HoloPundits Teams up with Ohio Department of Natural Resources to Promote Kayaking and Paddleboarding with VR Technology @HoloPundits

COLUMBUS, Ohio (Aug 16, 2022) - HoloPundits, experts in immersive technology including Augmented Reality (AR), Virtual Reality (VR), and Mixed Reality (MR), is excited to announce its partnership with the Ohio Department of Natural Resources (ODNR). Working with ODNR’s Division of Parks and Watercraft, HoloPundits has created four unique virtual environments for the purpose of educating Ohioans about the use of personal watercraft, kayaks, and stand-up paddleboards on Ohio’s waterways. These virtual experiences were recently unveiled to the public during the Ohio State Fair, and will soon go “on tour,” making stops at Ohio state parks to promote kayaking and paddleboarding as a family friendly activity for all Ohioans.

In addition to education, the Virtual environments provide plenty of enchantment, allowing visitors to paddleboard or kayak through some of Ohio’s most breathtaking water features. Participants begin by selecting their watercraft and choosing between the locations of Alum Creek, Lake Erie, the Little Miami River and the Ohio River. Guests are fitted with life jackets, an Oculus headset and two controllers (which simulate paddles). Video monitors allow viewers to see what the participants are experiencing.

“This has been such a fun project for all involved,” says Colin Saunders, Senior Learning Designer at HoloPundits. “We are thrilled to play a part in promoting the responsible enjoyment of Ohio’s beautiful waterways, using our VR expertise to demonstrate how enjoyable kayaking and paddleboarding can be in a safe environment, and reducing anxiety or fears people may have associated with these activities.”

About HoloPundits
HoloPundits is an immersive technology company with deep expertise across the entire spectrum of AR, VR, and MR. 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.


Metaverse hangout in Orlando a sign of what’s to come

I recently jumped on my VR headset, a Meta Quest 2, in a virtual hangout with Orlando Tech. Let’s go ahead and hashtag that one “2022.”

It was not my first time in The Metaverse, thanks to a Foo Fighters’ post-Super Bowl performance in February.

But it was the first time I could hear interactions and watch speakers I knew IRL hold court in a virtual meetup.

One thing that needs to be clear is the difference between VR and The Metaverse because, at first glance, they are hardly discernible.

However, the agreed-upon difference appears to be that VR is the tech for creating 3D virtual environments with specific functions.

Experts define the Metaverse, meanwhile, as an “open, shared and persistent virtual world” people can visit virtually, according to numerous online sources.

About seven years ago, an Orlando company launched virtual meeting spaces but more on that later.

Metaverse a team effort

The Orlando Economic Partnership, which launched the effort to have Orlando become known as The MetaCenter, on Aug. 1 helped sponsor a meetup of the VRARA using the ENGAGE XR platform in virtual reality – er, The Metaverse.

I have one word to say about it: Wow.

They really pulled it off and the meeting was fantastic.

I enjoyed visiting this new-age looking meeting space, which appeared to be floating in space.

I liked interacting with people I know IRL but with my tiny, 4-foot-tall avatar.

Quick aside: I’m short but I’m not 4 feet tall. I tried to create an avatar with no height but, when you do that, you default to 4 feet tall. I’ve fixed that now but let’s say I tried to remain virtually seated at all times. But I digress.

The meetup was led by John Cunningham of Orlando’s Unity office.

He has done some great work for the VRARA, building some momentum that has been fanned by the community’s efforts to become “The MetaCenter.”

One of the better-known figures in the all-in-on-the-Metaverse crowd, Cathy Hackl, was among a handful of speakers who talked about how the new emerging world will impact communities and industries.

She was joined on the speaker list by Alan Smithson of MetaVRse, Dilmer Valecillos of Learn XR and Chris Madsen of the ENGAGE platform.

In addition, the Orlando Economic Partnership had two people chatting.

The discussions were somewhat expected for a Metaverse-related meetup.

It was about the technology’s future, how Orlando fits into it and why the ENGAGE platform should be the one to run it.

But beyond that, it was a peek into what’s possible with The Metaverse.

So, what’s possible in the Metaverse?

Now, let’s be clear.

This isn’t Orlando’s first foray into this world.

In 2017, I interviewed Full Sail University Hall of Famer Chance Glasco about a company he started called Rumii.

The general premise was the creation of virtual meeting spaces for businesses.

Sound familiar? The Aug. 1 room essentially mimicked this product.

Perhaps the company was ahead of its time.

Still, the execution during this meetup was fantastic, not to mention, offered something I have never seen at any meetup in my years of attending: dancing dinosaurs.

Once the formal portion of the meetup ended, the room lit up in bright flashy lights, as dinosaurs, dragons and other creatures came around.

A DJ started up, creating a virtual dancefloor for our avatars.

My little guy had a blast, creating new moves that IRL me could never pull off – even though it was merely doing the movements I was doing in my living room.

The ultimate takeaway that I had with this experience was much like others in the space.

I enjoyed my time there. You can see more HERE if you’re curious.

The technology continues to improve every time I use it.

Accessibility also keeps getting easier now that dedicated businesses have created apps that can host these meetups.

And, well, there is no “but” here. The experience worked.

The Takeaways

One second, I’m sitting quietly in a virtual chair watching as if Ms. Hackl sat onstage in front of me, speaking about a relatively new topic and where it’s headed.

The next, I’m standing up, getting some exercise in with a few silly dance moves as a dinosaur roams alongside me.

Both activities, if you ask me, are what is going to make Metaverse-based experiences appealing, plentiful and enjoyable.

It may be a while until we see The Metaverse as we all foresee it.

But these incremental micro-jumps in the technology that show off what can be done today will convince a lot of people that it’s on its way.

NuEyes Technologies and Samsung to Deliver Innovative Healthcare Solutions using the PRO Series line of Smart Glasses

NEWPORT BEACH, Calif., August 2nd, 2022- NuEyes, a pioneer in the field of augmented reality smart  glass technology is happy to announce that it has partnered with Samsung Electronics America to deliver  healthcare solutions using Samsung connected devices with smart glasses from NuEyes. 

NuEyes Technologies PRO Series Augmented Reality smartglasses are lightweight glasses with a  binocular display that quickly and easily connects to a Samsung5G mobile phone or tablet. With a large field of view, HD display, and weighing under 130g, the NuEyes glasses are the perfect portable solution  for common healthcare functions such as ultrasound imaging, remote medicine, on-the-job support,  training in the hospitals and universities, or out in the field. Powered by Samsung’s 5G Galaxy S Series mobile phones and tablets, medical professionals can now access live video, remote specialists, and  imaging from anywhere to help improve patient care.  

Samsung 5G connected devices paired with the NuEyes PRO Series Smart Glasses provide the medical  practitioner a portable, hands-free, always connected experience. The alliance between Samsung and  NuEyes Technologies will continue to advance the medical industry and bring the promise of the  metaverse closer. 

“At NuEyes we are focused on delivering solutions that enhance patient care, whether that is through  our low vision solutions or with a medical practitioner delivering care.” said Mark Greget, Founder and  CEO of NuEyes Technologies, Inc. “Partnering with Samsung Healthcare allows us to expand our reach  and deliver solutions that will help advance the medical industry and patient care.”  

“Samsung is thrilled to be in alliance with NuEyes, in offering such bold innovation to serve those in  need - with Samsung Mobility solutions that complement the NuEyes technology in delivering a best-in class patient experience” said Trevor Smith, Head of Business Development for Samsung Healthcare, Mobile B2B.

ABOUT SAMSUNG 

Samsung operates one of the most advanced medical centers in the world, located in Suwon, Korea and  applies that expertise in developing digital healthcare solutions that drive staff productivity and improve  patient experience in hospitals, at home, and through virtual care. The Samsung platform empowers  providers with innovative smart technologies, through a connected ecosystem of secure mobile devices  and signage that are easy to manage and transition seamlessly across clinical workflows. Enhance  patient care, streamline critical communications, and raise the visibility of your brand with Samsung  advanced, digital solutions for healthcare. 

****************** 

ABOUT NUEYES TECHNOLOGIES, INC. 

NuEyes is a veteran-owned smart glass technology company based in Orange County, California, that  was launched in January 2016 to assist those with eye conditions such as macular degeneration,  glaucoma, and retinitis pigmentosa. Over the past five years, the company has seen extensive sales  growth and has obtained Federal, State and Insurance reimbursement for its devices. NuEyes addresses  a multitude of augmented reality markets including low vision and medical, enterprise, gaming, and 

entertainment. With the leadership of NuEyes having over 20 years of combined experience in this  space they understand what it takes to successfully bring a new product to market. 

Media Contacts 

Regina Chatman 

VP of Sales and Marketing - NuEyes 

regina@nueyes.com 

Websites:www.nueyes.com 

P: 800-605-4033

Sarah Ennis appointed as President of VRARA Vancouver Chapter

We are thrilled to have Sarah Ennis as the new Chapter President and help us grow our Vancouver Chapter!

Sarah has worked in the leadership capacity for various custom advanced tech innovation companies including Unity Technologies and most recently Intergalactic Agency. In her career, she has helped Fortune 500 brands such as lululemon, Microsoft, Kroger, Pfizer, and more. She is also the Co-Chair of our global Retail Committee.

Sarah has a background in management consulting and is a firm believer of wrapping a combination of advanced technologies around key business challenges and opportunities. In her new role as the President of VRARA for the Vancouver chapter, she hopes to connect her global network and Vancouver's rich technology ecosystem to enable the art of the possible with advanced technologies.

Sarah is working on her upcoming Chapter event, reach out to her vancouver@thevrara.com if you want to speak and or sponsor!

Cindy Mallory appointed as Co-Chair for VRARA Enterprise Committee

We are thrilled to have Cindy Mallory help with our Enterprise Committee.

The VRARA is happy to announce that Cindy Mallory is joining the VRARA Enterprise Committee as Co-Chair.  

Cindy is an eclectic technologist that focuses on the frontier technologies forming the metaverse. Cindy champions data-driven design and accessibility for blockchain and XR. She has shipped video games and virtual reality, given her voice to an AI mecha, and currently strategizes on enterprise and real estate deep tech projects while serving as the NY Chapter President for the VR/AR Association and on the SXSW Pitch Advisory Board.

As an avid participant in the committee meetings, forums, and events, Cindy hopes to bring together experts and enthusiasts to discuss best practices, the evolution of work, adoption trends, accessibility, security, onboarding, and much more in the upcoming months.

Recap of our VRARA Enterprise Forum 2022 by the Media (ARPost)

The VR/AR Association Enterprise Forum 2022: What to Make of the Metaverse

XR solution providers and enterprises using (or exploring) XR met virtually yesterday, July 21, for the VR/AR Association Enterprise Forum 2022. The six-hour marathon event covered a number of important topics, and not all sessions could be covered in this article.

One important question: Is there an enterprise metaverse and should anyone care?

The M Word

Mark Gröb, VR/AR Association Enterprise Committee Co-Chair and Head of Immersive Tech Center at UPS, started off the event with some observations from working with enterprises and XR solution providers. These observations hinted at both growth and challenge in the rapidly maturing market.

“Generally, in enterprise, no one is really exploring anymore. It’s not about [minimum viable products] and [proofs-of-concept], it’s more about well-thought-out solutions,” said Gröb. “Enterprise is starting to expect XR to meet all of the requirements of standard technologies.”
“Everyone in enterprise is basically rolling their eyes at the M word,” said Gröb. “The understanding is that the M word is not applicable to enterprise.”

The extent to which the metaverse is applicable to enterprise was a topic of discussion in “Leap into the Industrial Metaverse” by Percy Stocker of TeamViewer. Stoker expressed acceptance generally, but with caveats in some enterprise applications.

“The question is, if you’re a business… is this for me? What are my touchpoints in the metaverse?” said Stocker. “About 80 percent of the world’s workforce are deskless workers and the question is do we want to leave them out of this? Of course we don’t.”

Transitional Technology

Stocker then posed that while most conversations about the metaverse involve complete virtual environments and VR, augmented reality plays a role too. Further, while enterprise-ready AR and MR headsets are out there, more widely available connected devices are also important.

“The good thing is that it doesn’t matter where you start, you can scale from there,” said Stocker. “We see phones and tablets as a transitional technology. Of course, companies have lots of those, they’ve already invested a lot in that technology.”

The hardware can be transitional, but so can the software. This was a recurring point for Mark Wenzowski of Virtalis in his talk, “Why the Future of Industrial Learning Is Immersive.”

“You don’t have to build something big with all of the bells and whistles right out of the gate,” said Wenzowski. “Build something small and utilize it.”

The Challenges of Scaling

Scaling from tablets and smartphones would be a theme through a number of talks at the event. It was directly tackled by Chris Verret in his talk “From Warfighter to Workforce – Modernizing Critical Training with VR.” Verret is the President and co-founder of HTX Labs, an immersive education and training company.

“Many customers in the private sector have problems taking concepts and proofs-of-principle in XR and actually scaling them,” said Verret. “A lot of times, you have to trade immersiveness for scalability. We’ve seen that time and again in defense and in commercial enterprise.”

The problem of scale featured in many sessions but was the primary focus for Luke Wilson in his talk “Scaling to Thousands of Devices.” Wilson is the CEO and founder of ManageXR, a mobile device management (MDM) company dedicated to VR headsets. While AR can be used on phones and tablets, robust VR requires its own headsets.

“Whether or not VR can be adopted is a question of whether or not VR can be scaled,” said Wilson. “The challenges of scale are preventing the adoption of this technology.”

Just like some companies try to explore XR using existing devices, some companies try to use familiar MDMs, which typically don’t optimize for headsets. This was the focus of “Why Legacy MDMs Are Failing Companies Today in XR” by Brad Scoggin, founder and CEO of XR MDM company ArborXR.

“An XR-specific MDM is absolutely a must if you’re dealing with ten or more headsets,” said Scoggin. Scoggin also pointed out that using the wrong MDM on an early XR project can have long-term consequences in a company, saying, “VR is like a lot of things in life – you only get one chance at a first impression.”

Community and the Metaverse

Some companies don’t adopt or scale XR because of a bad first impression or because they don’t understand it or how it benefits their business. Others don’t because they just never will. At least, that was the stance of Oregon Reality Lab Director Dr. Donna Davis in her talk “My Work Avatar: Harnessing the Power of the Metaverse for Marketing and Communication.”

“Right now, we’re in the moment on the adoption curve where there’s a lot of mistrust,” said Davis. “There are people that will never embrace it, and that’s okay. We don’t need them. Let those people go.”

Davis is one of those people that believes that the metaverse is relevant to enterprise, but only those who recognize the opportunity. According to Davis, it’s not about engaging with the tech, it’s about engaging with the people.

“At the end of the day, community is what we can do with the metaverse,” said Davis. “How do we build community? That’s where the magic happens with marketing and communications.”

Community in the metaverse was also a topic for Liquid Avatar Technologies CEO David Lucatch in his talk “Bringing Enterprises, Non-Profits, and Cause Marketing Together in the Metaverse.” Lucatch touched on the idea that we will have avatars, but so will embodied AIs that will be employed by companies but also – potentially – by bad actors.

“Our avatars will be our interactive mediums, so it will be very important to understand that that avatar is being managed by a real person,” said Lucatch.

Panels Round Off the Day

The day ended with two panel discussions. These tied together a lot of the strands from the day’s sessions.

XR as an Enterprise Onramp to the Metaverse

The final event of the day circled back to the first discussion: Is there a place for the metaverse in enterprise? This panel discussion suggests that it may be early, but this seems to be the direction in which things are headed.

“Right now, every company has a dedicated web team, and I see a world where that translates into XR,” said NYU’s Immersive Tech Developer Andrew Strapp. “Right now, content is king – and content is everything in VR.”

The panel also discussed what happens when companies take the onramp to the metaverse – but they’re used to driving county roads. Starting off with phones and tablets can help but it can also be a hindrance, according to ATS emerging technology strategist Cindy Mallory.

“One of the hurdles that you have in introducing people to VR, especially in enterprise, is that people are so used to these pinch, swipe, tap interfaces,” said Mallory.

Enterprise Adoption of XR

In the end, a lot of the questions that plague XR generally are naturally also a problem for XR in enterprise. These systemic things need to be addressed, including accessibility, security, and the difficulty of producing content.

“We need to make it easier for developers, but also for the end users to consume content,” said Blippar CEO Faisal Galaria. “This interoperability issue needs to be solved.”

For a day dedicated to discussing technology, technology needs to take a back seat in order for larger things to happen. That was the idea presented by Dev Khoslaa of XCOM Labs.

“In order to drive ubiquity, it’s going to be important to drive scale to unlock seamless mobility,” said Khoslaa. “We need to take technology impediments out of the equation.”

Of course, the answer might really be more technology. Or at least, different technology. The solution to the problems of XR might lie in other emerging technologies. That was the position of 21iQLabs CEO Vivek Chhabra.

“The key to solving this is to marry WebXR to Web3 technologies,” said Chhabra. “Web3 consolidates these technologies to bring it toward a metaverse phenomenon.”

For all of the technology that is thrown at the problem, there will still be human questions that need human answers. Like, who “owns” a shared experience.

“There’s really no law that gives us a clear answer on that,” said Lyn Dee, founder of Four.

“And we don’t own that, we just wield it,” added Jessica Cobb.

Worth Paying Attention

If you are in enterprise (and missed the summit), hopefully this was a thrilling article. If you aren’t in enterprise and read along until the end, chances are that you understand the importance of things like “onramps to the metaverse.” Tech often makes its way through enterprise to the rest of us – even when the rest of us set the social stage for it in advance.

Source

Highlights from our VRARA Enterprise Forum 2022: We had 1370 attendees from 70 countries

Thank you everyone who participated in our annual VRARA Enterprise Forum! We had over 1370 attendees from 70 countries, and 50 speakers from around the world. We presented disruptive ideas and ground-breaking insights about Metaverse for the enterprise, digital twins, and digital transformation using immersive tech! Plus, many meaningful connections were build during our famous networking!

Here are the top highlights:

Speaker lineup included;

  • Paul Jacobs, CEO and Chairman, XCOM - Extending Reality (Keynote)

  • Brad Scoggin, Co-Founder & CEO, ArborXR - Why legacy MDMs are failing companies today in XR

  • Vi Kellersohn CMO, Oberon Technologies - Identifying the ROI of VR Training for Your Business (Exelon, Schlumberger)

  • Hans Elstner, CEO, rooom - Unleash the power of the metaverse

  • Rolf Illenberger, CEO, VRdirect - How Enterprises can master the fragmented Metaverse ecosystems (Siemens, Nestle and Bayer)

  • Matias Koski, Immersal (Hexagon) - How can Augmented Reality be used in industry solutions?

  • Guido Helmerhorst, Co-founder & CGO, Warp VR - Training through 360VR stories results in mastery (Shell, ASML, Dutch Railroads, Erste Bank)

  • Liang Guan GM, Rokid - Rokid AR Total Solution for Enterprise

  • Donna Davis, PhD Director, Oregon Reality (OR) Lab, University of Oregon - My Work Avatar: Harnessing the Power of the Metaverse for Marketing and Communication

  • Casey Sapp, CEO, Blue Ring Imaging - Enhanced ROV Performance Using Mixed Reality HUDs (multiple U.S. Dept of Defense contracts and commercial clients)

  • John Lin, Founder & CEO, Xvisio Technology - Introductions to SeerLens One AR Glasses, Transforming Immersive Experiences for Work and Life

  • Chris Verret, President, HTX Labs - From Warfighter to Workforce - Modernizing Critical Training with VR (US Air Force)

  • Clint Kling, South Dakota School of Mines and Technology - VR: The New Age Training (CAT projects)

  • Panel: (1) Nina Hoch Founder, Recalibrate XR (2) Faisal Galaria, CEO, Blippar (3) Lyn Dee, Founder, Four (4) Jessica Cobb, Founder, Mission Control Lab - Enterprise Adoption of XR: Trends and Challenges

  • Abdul Rehman, ICESCO - Businesses in ICESCO member 54 countries and the MENA region are becoming increasingly interested in learning how to make the metaverse

  • Panel: Cindy MalloryEmerging Tech Strategist, ATS - XR as an Enterprise Onramp to the Metaverse

SenseGlove has released a free Enterprise Guide to Haptics helping XR companies add a sense of touch to their XR solution and feel the virtual like it’s real.

The free guide “XR haptics Checklist” includes Explicit infographics with a 10 step plan to build a haptics scenario, market insights and a list of haptic gloves available in 2022 with their features and price.

DELFT, THE NETHERLANDS – July 18, 2022 — SenseGlove a leading developer of force feedback gloves for VR, today unveiled their free ebook explaining the steps to add a sense of touch and tactile interaction to XR solution in order to make it more realistic. The ebook is aimed at enterprise companies willing to unlock the full potential of VR: allow the users to feel objects with their own hands and interact with them more naturally.

Unlike controllers, haptic force-feedback gloves allow you to hold, push, touch, connect and squeeze the virtual like it is real. Furthermore, the users can feel the size, density and resistance of virtual objects. Enterprise companies working with SenseGlove have found the interaction with haptic gloves way more realistic versus controllers: companies like Volkswagen, Airbus, European Space Agency and many more noted that traditional VR training allowed them to protect the training equipment from being damaged, however it did not allow trainees to interact naturally. The need to continuously keep the controllers in the user’s hands meant trainees were unable to grab things, let them go again or feel the details of different sizes in their hands.

“One hundred percent of the trainees who completed the T6 vehicle assembly training found it more realistic to work with SenseGlove Nova versus the controller, simply because they could do more, like grabbing things. It just feels more realistic,” says Marcos Antelo Barrio, Trainer at Volkswagen. “Using regular controllers in VR is an artificial way of interaction, nobody ever pushes the button with their fist. Usually you push a button with your finger. Grabbing things, moving things needs to be as natural as possible.” – says Captain Ewoud, Staff Officer Research and Development for the Royal Netherlands Army Simulation Centre.

The haptics market is expected to grow by $15.84 billion between 2021 and 2025 according to a 2021 analysis by Technavio. While haptics technology is a rapidly growing market, there is still not much practical and easy to use information on implementation of haptics for XR. “We believe this guide will help project managers and other XR professionals to build an efficient haptics scenario, maximise the value of their XR solution and avoid the most common mistakes”, - says Gijs den Butter, SenseGlove Co-Founder and CPO.

The ebook guide is available for download at https://www.senseglove.com/ebook-xr-haptics-checklist/ SenseGlove launched its inaugural haptic feedback glove, the DK1 in 2018, and the second iteration, the SenseGlove Nova at CES 2021. SenseGlove products have since been purchased and applied by more than 300 corporations and institutions, including Volkswagen, the European Space Agency, the Royal Dutch Army, Airbus, Scania, Procter & Gamble, Siemens, Cambridge University and Fraunhofer.

Orlando Economic Partnership, Unity partner to create first regional 'digital twin'

Post originally appearing on wesh.com. Click here for video.

ORLANDO, Fla. —Orlando is about to make a name for itself on the world stage with the unveiling of new innovative, immersive, 3D and holographic technology.

It's called a "digital twin" and developers said it will change the way the city does business.

"This is taking the very physical world that we all live in, and digitizing it and putting it into a virtual world," said Tim Giuliani, president and CEO of the Orlando Economic Partnership.

The partnership has been working on the project for years, eventually teaming up with software developer Unity to bring the vision to life.

Orlando's digital twin is being installed at the new Orlando Economic Partnership headquarters in downtown Orlando.

"Not only is it going to be a 180-degree LED wall but in the middle will be a holographic image,” Giuliani said.

The digital twin will map out 800 square miles of Orange, Seminole and Osceola counties with 40 square miles of highly detailed representations down to approximately 15-centimeter resolution, allowing users to zoom in far enough to see the traffic lines on the roads.

"This will be the first-in-the-world digital twin at this scale with this granular detail and resolution, and then all the data sources that we put into it. So it truly is going to be unique," Giuliani said.

The goal is to give an unbelievably real look at the area with data updating in real time.

The software was all built in the City Beautiful.

John Cunningham, head of government aerospace with Unity Technologies expects this project to set the example of what digital twins can do for the rest of the world.

"I thought this would be a really interesting project for us to get involved with,” Cunningham said. “To showcase our technology, how it can be used outside of gaming in real-world applications.”

If you're wondering what those real-world applications are, Giuliani said the possibilities are endless.

In phase one, it will help the Orlando Economic Partnership market Orlando to companies looking to relocate.

"Imagine, you're charged with the responsibility of an expansion of a company, and you bring a group of executives and you're touring three to five cities. That's the normal process. You arrive in Orlando, you've got 24 hours to understand the market, the opportunity, make connections and decide if this is a city that's going to win that sort of competition,” Giuliani said.

He said the digital twin will eliminate time-consuming site visits and provide data on transportation, utilities and even the talent pool of workers in the area.

The Orlando Economic Partnership can bring Orlando's digital twin on the road. Virtual reality headsets can show executives what it would be like to live and work here without ever leaving their office.

“It changes the conversation. You go from all these PowerPoint slides explaining all the data to standing around looking at a virtual representation of the city,” Giuliani said. “And it's just gonna be a wow factor.”

The digital twin can also help utility companies plan for expansion or map out new transit routes.

Giuliani said it could be a vital tool in connecting central Floridians to more job opportunities.

"You can use the digital twin for scenario planning. We're concerned that people aren't connected via transit. And so they're connected to fewer and fewer opportunities and jobs. And companies are looking for people, every company is looking for people,” Giuliani said.

“And we could give them more people to find in our community if we had transit connections. So scenario planning on how you connect the most people to job centers is something we're looking forward to using this technology for,” Giuliani said.

It could even help central Florida leaders prepare for disasters and the potential impacts of climate change.

But to reach its full potential, the twin needs more data, and that's all part of phase two.

"So the idea of the digital twin is that you're combining lots of different data from different organizations,” Cunningham said. “And to be able to create a platform that companies can put their data into kind of makes it more collaborative. Rather than just one company owning all the data and then giving other people access to it. Our vision of this digital twin is that it really is going to involve organizations around the central Florida area to contribute to the digital twin.”

"The more data we get into this digital twin, the richer it becomes, the more usable it becomes. And then it increases in value, as all of these other partners begin to put in their information," Giuliani said.

The Orlando Economic Partnership has already invested $1 million into this project.

Giuliani said they would require monetary investments from companies and organizations looking to add their data to the digital twin moving forward.

While this type of technology has been around for years, Cunningham said Orlando's digital twin is on track to the best in the world.

"Digital twins have been around for many, many years–20 years or so. Most of the time, digital twins have been used for manufacturing facilities or designing buildings or aircrafts and things like that. What's unique about this project is that we're doing it for a geographical region,” Cunningham said.

The fact that Orlando is at the forefront of this kind of technology might come as a surprise but it shouldn't. It's why Cunningham says Unity opened an office in Orlando two years ago.

"The growth of the real-time use of real-time 3D tools, things like games and tools that we use to build the metaverse. A lot of that comes out of Orlando. A lot of people don't know that Orlando is the hub of modeling and simulation. Globally, more than $6 billion are spent here by the U.S. Department of Defense alone. So, this really is an important ecosystem for the development of these types of applications,” Cunningham said.

Orlando's digital twin is part of the metaverse. It will essentially be "living,” constantly updating and growing.

Cunningham says eventually you might be able to access the digital twin.

"In one of the future phases, people will be able to wear either augmented reality glasses or use their phones and go around different areas in central Florida and be able to pull up information in real time and on those devices,” Cunningham said.

To watch a tour of the pre-installation of the Orlando digital twin, view it here.