Time Magazine Best Inventions of 2022: Magic Leap 2

Post originally appearing on time.com by Chad De Guzman.

Come meet with Magic Leap at our Immerse Global Summit in Miami on Dec 5-7!

Magic Leap sees a big future for augmented reality (AR) in workplaces. With this new headset, which can overlay 3D images and text on a user’s surroundings, the company is focused on the needs of employers in healthcare, manufacturing, retail and other sectors. Home improvement giant Lowe’s has begun outfitting workers with Magic Leap 2 so they can see what a store shelf should look like, and then tweak displays. Manufacturers are using it to speed up training of technicians on factory floors. Fifty percent smaller than its predecessor, the headset offers the biggest field of view of any AR device yet. New “dynamic dimming” technology creates an immersive work environment by blocking distracting light. That could help a surgeon focus during a long procedure—Magic Leap’s open developer platform lets customers create custom AR solutions to suit their needs.

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

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

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

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

VRARA Committees meet weekly online, check schedule and join here

Meet Aequilibrium at the Immerse Global Summit in Miami, December 5 to 7

Aequilibrium is participating at the Immerse Global Summit in Miami and the AEQers are looking forward to meeting you there.

Aequilibrium is a consulting company headquartered in Vancouver, British Columbia. We are considered one of the top digital agencies in Canada, focused on digital transformation and innovation for financial services. Winner of multiple VancouverUX awards for digital product design, Aequilibrium provides consulting (cloud, enterprise architecture, digital and product strategy) and implementation services (UI/UX design, full-stack development, DevOps, and QA) to help progressive companies with strategy, experience, and technology to be more resilient, differentiate, and thrive.


Aequilibrium acts as a trusted advisor to help clients accelerate their speed to market and reduce their risk with the delivery of complex enterprise projects, involving omnichannel experiences for web, mobile, and XR. 


Aequilibrium is a house to multi-disciplinary teams of designers, engineers, and strategists. We use the perfect balance of technology and digital experience design to solve business problems. Our expert software developers, UX designers, cloud strategists, and automation engineers can modernize, optimize, or completely transform digital operations.


As a trusted partner to banking, retail, and healthcare organizations, we solve complex problems in digital ecosystems. We are known for speed, agility, and expertise. We accelerate project delivery and drive faster outcomes with zero compromises on quality. We adapt to the unique needs of our clients and tailor each solution to their needs.


We offer an array of services to help businesses thrive in the invincible digitized world and drive business growth because Aequilibrium crafts remarkable experiences by blending innovation, business strategy, technology, project management and governance. 


Visit the Aequilibrium booth at the Immerse Global Summit in Miami on December 5-7 and chat directly with us to share your perspectives or learn more about our mission, vision, capabilities, and offerings.

The Meta Quest Pro: A hands-on review from an XR veteran

SynergyXR's CTO and in-house gadget wiz Sune Wolff takes the latest VR headset through the ropes for an exhaustive review.

A lot of mystery, guesswork, leaks, and opinions always surround new and important hardware releases – especially from a big player like Meta. This is especially true for a device like the all-new Meta Quest Pro, which many hoped would deliver more and finally bring true innovation to the XR space.

Meta recently revealed the new Meta Quest Pro at this year’s Meta Connect event, and we of course pre-ordered one right away. Upon arrival and after a speedy unboxing, our CTO Sune Wolff took the device through the ropes for an exhaustive test. He looked at things like build quality, comfort level, screen resolution, battery life, and much more. So, sit back, relax, and enjoy this hands-on review of the newest exciting XR device on the growing VR headset market.

Build quality
The device is very well-built and has a heavy, premium feel to it. The weight might worry some new users, but you can read more about this in the “Comfort” section. The controllers are a completely new design, are heavier than the previous versions, and have a quality feel to them. I absolutely love the added heaviness, but a few of my colleagues found them to be too heavy, so this might just be a personal preference at play here. Lastly, even the small connectors for the wrist straps are made of metal (vs plastic) and ooze quality.

Comfort
Compared to the Quest 2, the Quest Pro rests on your forehead and not on your nose, allowing you to wear it without tightening it a great deal (and avoiding red VR face). This means it stays comfortable for longer than other VR headsets.

There is a soft sturdy padding on the headrest on your forehead as well as on the back of head. This gives it a comfortable fit and makes it easy to wipe off. The spring mechanic inside the head strap lets you adjust the headset quickly and easily. It is a bit heavier than the Quest 2 (722g vs 503g) but thanks to the front/back weight distribution, it does not feel heavier.


Screen
The new “Pancake” lenses make for an amazing viewing experience. The narrow focal point and slightly blurred image created by traditional “Fresnel” lenses are gone, and the user is left with a very pleasing viewing experience. It is also much easier to adjust the headset, since you do not need to find that single sweet spot where the image is clear (i.e. the whole screen is clear). It also allows you to look around on the screen to explore the virtual world in a more natural way instead of having to move your entire head to look around maintaining that sharp image focal point. I really like this feature.

The image quality is sharp and clear, making it much more usable for things like reading text. However, the screen resolution is still comparable to the Quest 2. This means that the slight flickering (aliasing) of, for instance, the edges of UI elements that we experienced on the Quest 2 is unfortunately still an issue.

A new, and much-welcomed feature is that you now can adjust how far away from your eyes the lenses are placed. Users wearing glasses – like yours truly – can adjust the Quest Pro lenses further away from the eyes allowing them to easily keep using their glasses while wearing the headset. For a more immersive experience, users can choose to move the lenses closer to their eyes to get a better field-of-view coverage.

Speaking of field-of-view and peripheral vision – the design of the Quest Pro, unfortunately, allows for a lot of light bleeding since your entire peripheral view is not covered. Using the light blockers that come with the devices helps a bit, but especially the area below your eyes is wide open. Since you tend to look around with your eyes and not your entire head (due to being able to focus on the entire screen) you often see your real surroundings when looking down which really breaks the immersive feeling of VR – maybe the extra-large light blockers will help here?

Battery
Meta reports that the Quest Pro has an estimated battery life of 1-2 hours when using all the new sensors and features – and significantly longer when these are not used. This has been highly criticized in the XR community for being way too short compared to the 3-4 hours for the Quest 2. The reality is, for many use cases, you tend to use the headset for shorter stints, after which you can easily leave the headset and controllers in the new charging dock to keep them topped up.

While testing the device and writing this review, I found the short battery life to be a non-issue. I generally used the headset to test certain features and then leave it in the charging dock while writing up parts of the review. After testing out several different apps, including SynergyXR, Meta Horizon Workrooms and Wooorld for approximately an hour total, the headset still had 65% battery remaining – definitely enough to support normal VR use cases.

Where the battery might fall short, however, is for the proposed mixed-reality use cases. Meta suggests using color passthrough and spatial anchors, allowing users to use the Quest Pro away from the office for use cases in the real world. This is especially true for things like remote maintenance of a production line which is usually reserved for mixed-reality devices like the HoloLens 2. The fact that you might only be able to squeeze out 1-2 hours battery time in scenarios like this and the dependency of the charging dock to extend that battery life is a real hinderance in using the Quest Pro for such use cases.

Color passthrough
Speaking of the new color passthrough capabilities – it is definitely better than what was offered on the Quest 2 – but not amazing in any way, shape, or form. The image quality is rather low resolution and has a very grainy texture to it. When looking at surroundings further away the quality is ok, and there is no denying that the image stitching technology is impressive. But when objects or persons or even the user’s own hands come into the field of view, there is a lot of warping and distortion of the passthrough around the objects.

In my opinion, this is far from ready to compete with current mixed-reality devices like the HoloLens 2 for use cases where the physical surroundings are of the main importance, and virtual objects are just an overlay – e.g., doing maintenance on a production line while accessing virtual user manuals.

Price
Another area that has seen a lot of heated discussions is the price, which is set at $1,499 USD. The Quest Pro is a premium device and comparing it to the Quest 2 ($499), which Meta currently sells at a loss, is not really fair or even relevant in my opinion. A more accurate and direct comparison would be the Pico 4 Enterprise that is priced at $899 – which is very competitively priced! I would love to get my hands on this device to compare it with the Quest Pro.

Another device you can fairly compare to the Quest Pro is the HTC Vive Focus 3, which is priced at $1300 + $250 for eye tracker + $100 for face tracker = $1650 total. Again, the price point of the Quest Pro seems to be on point.

Finally, if you want to compare it to other high-end XR devices like the HoloLens 2 ($3500) and MagicLeap 2 ($3300), the price of $1500 is reasonable. But as mentioned above, I do not see the Quest Pro as a direct competitor to these MR devices – they simply serve different purposes at this point in time.

Eye and facial tracking
I used Meta Horizon Workrooms to test out the eye and facial expression tracking capabilities of the Quest Pro. The full integration of facial and eye tracking with the Meta avatar system makes for some very expressive avatars. This will definitely support better avatar-to-avatar interaction and will help break down the barrier of communicating and collaborating in VR.

The drawing and writing experience in Workrooms is similar to what is offered on the Quest 2, even though the new drawing tip for the Pro controller increases the level of control and realism a bit.

Workrooms is really well executed, but apart from the more expressive avatars, it is not significantly improved over the Quest 2 experience.

Overall assessment
For an XR enthusiast like myself, it is always exciting when new hardware hits the market. There will always be the discussion whether this is an incremental improvement or more radical innovation, and voices in the XR community will always be left wanting more. I feel a lot of unfair and even irrelevant comparisons with the Quest 2 are being made, as I have also made clear throughout this review.

What I feel is missing from the discussion is the future potential of the Quest Pro. For example, when the Quest 2 was launched, there was no hand-tracking supported. This was later added through software updates. The fact that the Quest Pro has a faster system-on-chip (SOC) in the XR2+ and even has dedicated SOC in each controller will allow for some really interesting future feature expansions.

One thing that is missing to support the enterprise tag of the Quest Pro is Meta Quest for Business, which Meta has assured will be made available next year. This will allow enterprises to use the device without a Meta account, and even allowing IT departments to manage the device through mobile device management (MDM) tools like Intune. Once Meta Quest for Business launches, Meta can finally deliver the complete enterprise package, which in its current form fails to deliver.

There is no denying that the Quest Pro is a great device for enthusiasts, prosumers, and larger enterprises wanting a durable, quality device with future proof sensors and features. I cannot wait to start working with the device and see what we at SynergyXR and the XR community at large can develop for this exciting new device. But for now, most users will probably be content with what the Quest 2 has to offer.

Media Contact: Corey Morris, co@synergyxr.com.

Monetizing 5G with Immersive AR applications. Learn more at our Immerse Global Summit in Miami with immersal

Modern telcos and mobile network operators do not want to be just data pipes - they want to create new business for themselves through the opportunities that 5G brings. They want to own the subscribers and the data, and the advertisement opportunities. They want to build their own ecosystems. Immersive AR applications and platforms to create those, are a way to do it. Immersal visual positioning and spatial mapping technology allows telcos to build their own immersive AR apps and include them in their own apps. AR and spatial applications are at the core of the MNO's value proposition to their ecosystem.

Read more about these solutions here.

And have a chat with the Immersal team at Immerse Global Summit 2022 in Miami on Dec 5-7!

The ThinkReality VRX and the Road to Mixed Reality in the Enterprise Metaverse. Learn more at our Immerse Global Summit in Miami with Lenovo!

Meet Lenovo at our Immerse Global Summit in Miami Beach on Dec 5-7

By
Vishal Shah, GM of XR and Metaverse, Lenovo Intelligent Devices Group
Jason McGuigan, Head of Commercial Virtual Reality, Lenovo Intelligent Devices Group

If you’re not in the Extended Reality (XR) industry, terms can be a little confusing. XR includes augmented reality (AR), 3D digital overlays on transparent lenses to view real-world environments, and virtual reality (VR), immersive 3D experience in opaque headsets. AR and VR are converging into mixed reality (MR), the merging of a real-world and digital environments, almost like toggling between AR and VR. Today, it very much looks like MR is the future, and the future is bright!

The new Lenovo ThinkReality VRX is an advanced all-in-one VR headset engineered for the enterprise. The immersive, lightweight, slim profile six-degrees-of-freedom (6DoF) VR device is powered by the Snapdragon® XR2+ Gen 1 platform and provides full-color, high-resolution pass-through capabilities for MR applications from two front-facing cameras acting as the computer vision for the wearer. See below for key technical specifications.

Let’s focus on how full color pass-through enhances the user experience in many ways and is just the beginning for MR.

First, pass-through enables the users of the ThinkReality VRX to continuously work with the headset on and seamlessly move from immersive use cases like 3D content consumption and collaboration to interacting with real-word surroundings to do normal activities, like for example, speak with a colleague next to you, work on a PC, or even just have a drink of water.

This makes for an overall safer and more enjoyable VR experience in enterprise scenarios. Taking a headset on and off dozens of times a day is just a drag and disrupts productivity.

More important than just convenience to workers, we also envision workers wearing the ThinkReality VRX will use applications to move between VR and AR experiences to get things done. For example, working on a 3D model or digital twin of a jet engine while immersed in VR then moving to pass-through to see the actual same jet engine on an aircraft but with digital overlays, such as annotations or AI-prompted instructions. This enables scenarios where workers are getting some of the best of VR and AR to complete tasks while viewing 3D data and interacting with each other. Such experiences are going to greatly enhance collaboration, productivity and innovation in the Enterprise Metaverse – digital environments where work gets done.

We are really going to see a whole new level of productivity when workers can effortlessly move across different kinds of digital realities to learn, design and collaborate. However, MR applications are still very new. We are very excited to see how developers will take these capabilities and create solutions.

To that end, the ThinkReality VRX is the world’s first VR headset to implement support for Snapdragon Spaces. This means developers will be able to create experiences on VR headsets that are much more like AR on optical see-through devices like our ThinkReality A3 AR glasses. This will offer developers portability between AR, VR and MR to create solutions regardless of the device form factor.

While we are confident MR is the future of enterprise XR, we are just as sure AR and VR headsets will remain much needed for a long time to come. Most AR use cases in a work environment require transparent lenses for situational awareness in potentially hazardous environments like a factory floor or construction site. At the same time, high-resolution passthrough is an additional expense not every VR user will opt for, for example in educational settings and other primarily content-consuming scenarios.

The promise and potential for the Metaverse is years away from being fully realized, nevertheless enterprises deploying XR solutions today are seeing real ROI from increased productivity. Lenovo ThinkReality will stay focused on building better onramps to the Enterprise Metaverse, so customers have everything they need to scale into the new realities of business.


ThinkReality VRX Key Specs

 



Post originally appeared on Lenovo’s StoryHub

Perfect Corp. Celebrates a Significant Milestone With its Public Listing on the New York Stock Exchange

To our incredible network of brand partners and friends,

Perfect Corp. is excited to officially announce our public listing on the New York Stock Exchange as PERF. We are excited to share some special highlights from listing day on October 31st when our CEO and Founder, Alice Chang, had the immense honor of ringing the opening bell!

This accomplishment would not have been possible without the continued support of our dedicated brand partners who have collaborated with us over the years to push the envelope of AI and AR tech innovations. Together, we have propelled the beauty and fashion industries forward, establishing a next generation consumer shopping experience unlike any other.

We thank you for being part of this journey, and look forward to continuing to work together as we enter this promising next chapter with PERF listed on the New York Stock Exchange!

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

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

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

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



ImagineAR Announces NFL's Baltimore Ravens Launching Premier Interactive Mobile Augmented Reality Fan Experiences

Imagine AR Inc. (CSE: IP) (OTCQB: IPNFF) ("ImagineAR" or "Company"), an Augmented Reality Company that enables sports teams, businesses and enterprises to create their own AR mobile campaigns, is excited to announce the premiere of the NFL's Baltimore Ravens immersive fan experiences fully integrated into their mobile app in "Ravens in Reality". Fans around the world can share in the celebration of the 10-year anniversary of the team's Super Bowl XLVII Championship with a Virtual Ravens 2012 Championship Ring, Super Bowl Trophy and exclusive highlight video.

Kevin Rochlitz, Chief Sales Officer of the Baltimore Ravens, stated, "Fans around the world can join the team to commemorate our Super Bowl Championship win in 2012 using our mobile app to experience the 3D championship ring and the Lombardi trophy. These AR experiences will launch simultaneously with our in-stadium celebration at our home game this Sunday, October 23rd."

Dave Lang, Director of Digital Strategy & Innovation for the Baltimore Ravens, said, "We are excited to launch these immersive experiences for our fans in our stadium and around the world to commemorate a truly special moment in our team's history. We look forward to expanding our offering of interactive opportunities regularly throughout the rest of the season to continue to bring more unique digital experiences to the Ravens Flock."

AR Creators can now monetize their skills better with Omnia

Omnia (former Aequilibrium Inc.) is building the next generation marketplace for Augmented Reality (AR) Creators looking for jobs in the space, while lowering the barriers of entry for mid-size companies looking to use the tech in their operations.

It turns out 77% of companies are still unsure of the benefits of AR, and have to go through a lengthy process of learning, finding, developing and deploying AR Content on their own or via a partner. With Omnia we can leverage our AR Creators community specialized in your niche while also offering tools from our AR partners. AR Creators keep 100% of their earnings and can soon take advantage of our unique Web3 monetization schemes to give them access to even more clients.

Interested in learning more? Check us out, or register today for free here: https://www.theomnia.io/sign-up

Real Metaverse Project Builds XR onto the Real World

Psychic VR Lab Co., Ltd. has announced the ‘Real Metaverse Project’. Utilizing the STYLY platform, the Real Metaverse Project will allow people all over the world to create and view XR content mapped to a real world space. To celebrate the launch, METADIMENSIONS, the world’s first project making XR space tradable as NFTs, is now live in Japan. METADIMENSIONS will officially open at the world famous “Shibuya Scramble”, and will act as an XR extension to the “Shibuya Scramble Crossing”, historically known as the birthplace of Japanese culture.

Until now, AR experiences have typically been generated by scanning AR markers (e.g. QR Codes) for positioning, but STYLY will now support a new tracking technology which adopts urban landscapes to position without QR codes or other markers. This means that, for example, when looking for AR content at the Shibuya Scramble Crossing, an AR work that fits the Shibuya Scramble Crossing will automatically appear. Since tracking technology detecting landscapes presents greater accuracy in real-world placement than using markers, it will be possible to design AR that fits the city better, such as placing items on top of buildings or overlaying content on billboards.

Are you interested in creating your own Layers? A new function has been added to STYLY that allows for anyone to transform urban spaces. Utilizing the ARCore Geospatial API from Google, the Lightship ARFK provided by Niantic and Immersal (coming soon), both indoor and outdoor spaces can be overlaid with XR works. Six cities are currently enabled (Tokyo, Osaka, Nagoya, Sapporo, Fukuoka, and Kyoto), with more to come soon. Using the STYLY app, anyone can add color and a splash of digital life to their favorite real world locations - available for all to see!

Templates for cities across the globe, and detailed instructions on how to bring your ideas to life, can be found* at: https://styly.cc/manual/xr-urban-spaces-starter-guide

PeakActivity Joins the Virtual Reality Augmented Reality Association

October 2022 - PeakActivity, a digital acceleration and technology services company, has joined the Virtual Reality Augmented Reality Association (VRARA) through the Central Florida Chapter. 

PeakActivity has been providing strategic roadmaps, innovation workshops, and expert guidance with the utilization of spatial computing hardware and software, as well as the development of machine learning systems, to improve operational efficiencies for our clients for years. The augmented and virtual reality market was valued at 2B+ in 2021 and is expected to reach 139B+ by 2029. PeakActivity is addressing the growing demand for innovative solutions to create unique customer experiences and products for its prospect and client base.

“As a member of the VRARA, PeakActivity has committed itself to the future development of human-centered experiences through emerging technologies, such as virtual and augmented reality. As a member, we look forward to instilling thought leadership in the greater virtual and augmented reality trends in every industry, from retail to industrial,” says Rob Petrosino, Head of Innovation of PeakActivity. “This membership, paired with our Unity and Magic Leap partnerships, will provide meaningful advancement for our teams, clients, and partners. We are excited to be part of an organization guided by some of the world’s virtual and augmented reality leaders.”

PeakActivity’s involvement with the organization supports the desire to foster and engage the virtual reality (VR) and augmented reality (AR) community, continue to drive world-changing technologies forward, and enable our partners and clients to grow their businesses.

The VRARA global community presents an excellent opportunity for PeakActivity and its clients.

“We’re delighted to welcome PeakActivity to the VRARA, a recognized technology solutions organization, bringing experience with the implementation of VR and AR technologies in the educational and eCommerce industries,” said John Cunningham, Chapter President of the VRARA Central Florida Chapter. “We look forward to supporting their efforts through our forum, publications, training, and networking opportunities.”


About PeakActivity
PeakActivity is a digital acceleration and technology services company that enables progress for businesses at every point of their digital journey through modernization, optimization, innovation, and engineering services. For more information, contact hello@peakactivity.com and follow us on LinkedIn, Twitter, and Facebook.


Aftermath Islands Metaverse First to Deploy Blockchain Proof of Humanity by Liquid Avatar to Create Safer, Private Online Experience and Eliminate Usernames and Passwords

Georgetown, Barbados / Toronto, Canada, October 19, 2022 - Aftermath Islands Metaverse Limited, a controlled subsidiary of Liquid Avatar Technologies Inc, is the first organization to deploy blockchain-based verifiable credentials to provide Proof of Humanity assurances and allow users to establish a digital footprint that proves they are a genuine individual without having to divulge sensitive government-issued identity or proof of address, creating a high degree of trust or privacy in the Web3 world by establishing one-user, one-account verification.

This system has the opportunity to play a much larger role in the emerging Metaverse ecosystem supporting interoperability, reduction of fraud and instances of cyber bullying, and potentially creating more effective and efficient business interactions for marketing and engagement. It also eliminates the need for username and passwords, using verified biometric instead.
Powered by the Liquid Avatar Mobile App, available in most regions around the world, in the Apple App Store and Google Play, with an expanding global footprint, users can easily create an account and use likeness, device and age verification to establish an individual blockchain-based verifiable credential using W3C principles to create a Meta Park Pass™. The Meta Park Pass™ can then be presented to Aftermath Islands’ free Play-to-Earn game, Lost Kingdom of T’Sara, to play within the platform without establishing a traditional username and password. Aftermath Islands will also deploy the Meta Park Pass™ verifiable credential to access its Metaverse and other online programs as they become available.


Throughout the evolution of the Internet, both individuals and businesses have had great difficulty in establishing trust-based relationships and verification. US Federal Trade Commission data shows that consumers reported losing more than $5.8 billion to fraud in 2021, an increase of more than 70 percent over the previous year. A study released in July 2022 from Juniper Research, found that the cumulative merchant losses to online payment fraud globally between 2023 and 2027 will exceed $343 billion. In August this year, ECT News Network reported that one in three U.S. social media users has multiple accounts on various platforms, based on a survey of 1,500 U.S. social media users conducted by USCasinos.com. Of those with multiple accounts, nearly half (48%) have two or more additional accounts. According to CBS, major social media networks took down over 1.4 billion fake accounts last year.
The Liquid Avatar Mobile App and Meta Park Pass™ challenge conventional online wisdom that allows individuals and entities to create multiple user accounts, potentially leading to predatory practices and cyberbullying, aimed towards children and seniors, and fake accounts that pump up user stats inside a platform. This system works to solve these issues for users and marketers by providing assurances that everyone in an online environment is a “real” person with 1 user only allowed 1 account, potentially increasing transparency and confidence to online communities. Aftermath Islands Metaverse and Lost Kingdom of T’Sara are the first platforms to use this technology, which can be easily deployed to other online games, websites, social media, and eCommerce platforms.


The Liquid Avatar Mobile App and Meta Park Pass™ represents a huge step forward for the digital identity and Metaverse spaces to reduce, reverse and potentially eliminate negative trends by using blockchain technologies. Without a unique digital footprints for individual users, existing new platforms can suffer the same issues of fraud, identity theft and restricted value capture by platform participants that have long plagued a wide range of other industries, from finance and healthcare to insurance, education, and more.
Aftermath Islands will use the Liquid Avatar Mobile App to create additional credentials for exclusive access to events where KYC (Know Your Customer) is required, and new and emerging opportunities in online education, business, gaming and other activities where proof of humanity and identity are required.


According to David Lucatch, Managing Director of Aftermath Islands Metaverse: “Aftermath Islands is excited to be the first organization to deploy Proof of Humanity and enhance value with real people, while eliminating the issues that plague usernames and passwords, effectively creating a one-user, one-account system. With Web3 and the Metaverse, we have an opportunity to change the failures of previous iterations of the Internet that failed to provide protection for privacy and data and assurances that only real people exist in an online space. We would never accept this kind of behavior in the real world and we now have the opportunity to create safe and unique spaces that support digital footprints and all types of interactions between people, business and other parties.”


RJ Reiser, Chief Information Officer of Liquid Avatar Technologies added: “Liquid Avatar’s app allows users to control what they share, when they share and how they share, allowing them to manage, control and benefit from the use of their digital footprint using the Meta Park Pass™ and other blockchain-based to verifiable credentials. The system also includes features to create verifiable credentials and verify them, creating and supporting identity without the need of usernames and passwords. By combining these digital identifiers for participants and players on our platforms and within the growing constellation of digital offerings and virtual platforms coming up around the world, we make it easier for platforms and players to control their data and secure their privacy wherever they operate – virtually or in real life.”
Proof of Humanity offers similar services and promises to herald a new era in which we no longer rely on centralized forms of ID (such as those provided by governments or institutions) for verification or access to services and create assurances that everyone in an ecosystem is a real person. By using blockchain-based verifiable credentials systems can assure that one user has only one account.


Proof of Humanity is creating a verified database of unique registrants. When combined with solutions such as those provided by Liquid Avatar Technologies Inc. and first offered by Aftermath Islands Metaverse, these offerings open a wide range of new use cases in multiple domains across virtual and Metaverse experiences, as well as at the intersections of the real and online worlds. These include online gaming, cashing out funds from online wallets, and obtaining real-world services using digital footprint.
To review a demo of the Liquid Avatar Mobile App and the Meta Park Pass™, please visit Liquid Avatar’s Youtube page.

About Aftermath Islands Metaverse Limited


Aftermath Islands Metaverse Limited is a Barbados corporation that is 50% owned and is controlled by Oasis Digital Studios Limited, a wholly owned subsidiary of Liquid Avatar Technologies Inc (CSE:LQID / OTC: LQAVF / FRA: 4T51. Aftermath Island Token Limited, a wholly owned subsidiary of Aftermath Islands Metaverse Limited, is a British Virgin Islands corporation
Aftermath Islands Metaverse is an open-world, realistic graphic virtual world where users can buy, develop, trade, and sell Virtual Land (VL), property, and items using in-game collectible NFTs. From play-to-earn games to online experiences, collaboration, immersive entertainment, and more, Aftermath Islands brings live streaming, high-definition graphics, exemplary interactivity, real-world mechanics, and countless new services and experiences to players all around the world. The platform is built on the philosophy of decentralization and economic inclusivity and promises to provide captivating experiences that allow people around the world to earn their way into virtual land ownership.
Learn about Aftermath Islands’ virtual worlds here and read about how the project is reimagining Metaverse experiences in the future in the project light paper and sizzle reel.

Media contact:

Robert Penington
Robert@thronepr.com

Metaverse To Target 3 Key Destinations, Unity Says

Post orginally appearing on xrtoday.com by Demond Cureton.

Our next Summit is in Miami Dec 5-7 Apply to Speak, Exhibit, Sponsor and Get Tickets here: http://immerseglobalsummit.com,


Senior representatives have joined many others at the Immerse Global Summit (IGS) 2022 Europe to discuss conceptualised roadmaps to the Metaverse, the successor to the Internet that merges connectivity and spatial communications, it was revealed on Wednesday.

John A Cunningham, Head of Government and Aerospace at Unity Technologies, delivered his keynote speech exploring the concept at the event, which gathered roughly 500 businesses, analysts, media partners, and executives at the sunny destination of Madeira Island, Portugal.

According to the high-level executive, the Metaverse would become the “next step in the evolution of the Internet” and would lead to “more breathtaking experiences” that differed from current experiences.

Most companies and people with current websites would have “Metaverse-like destinations” in the future, he said, adding that, according to Unity, would result in three primary categories.

Three Categories of Metaverse Destinations

Digital destinations were sites with 100 percent digital metaverses such as Fortnite, Roblox, and VR Chat, among others. Additional virtual spaces would include social and educations Metaverses as well, he explained, adding the film industry would “also move into these digital environments.”

Explaining further, the President of the VRARA Central Florida Chapter said,

“Many of tomorrow’s concerts will sometimes be 100 percent digital experiences, where there is no real-world parallel”

Digital twins also allowed users to try-on clothing with augmented reality (AR) technologies. People can use AR for “trying on a Gucci shirt [or] running a manufacturing line for a manufacturer [or] controlling a smart city or a power plant,” to bridge the real and digital world as digital twins, he said.


World augmentation would augment and reflect images and data via overlays on the real world. Companies such as Jet Propulsion Labs at the National Aeronautics and Space Administration had leveraged Unity Technologies’ gaming engine to visualise and design Mars Rovers for technicians.

He continued, explaining that doctors had also tapped AR technologies to perform surgeries with new technologies and devices such as Magic Leap’s headsets, leading to “a whole new world of possibilities we’re not even aware of yet.”

The ‘New World’ of Immersive Reality

Cunningham concluded his speech, stating the Metaverse would be “always in real-time,” which is the foundation for Metaverse destinations.

He told audiences at the event,

“So whether you are using digital twins operate a big factory or working collaboratively to design a house, doing so together interactively is often better […] You can try on that suit, or sunglasses, or these new pair of shoes with your friends, right in your own room in your house and connected around the world [without having] to fight for parking”

Developers will also create “killer apps” such as contextual app launchers that would “thrive in the Metaverse.” Apps would allow users with smart glasses to check availability at restaurants, showcase architectural designs, and others with nearly unlimited applications.

Concluding, he said that the Metaverse would become “more than just a singular place visited by your universal avatar in VR goggles.”

He said,

“Whether you’re an architect or a small retailer, or a clothing designer, or you direct movies, whether you move furniture, run physical stadiums, or you lead a rock band, or you make high end luxury goods, it’s time to think very deeply about the coming Metaverse and how you will play and succeed in this new world”

The IGS 2022 Europe is taking place from 28 to 30 and aims to rally the global tech community for numerous keynote speeches, product updates, panels talks, and workshops.

The event will see representatives from some of the world’s top tech firms, including Google, Magic Leap, Deutsche Telekom, Adidas, Lenovo, VirtualWare, and many others at the three-day event.

 

Orlando Economic Partnership Unveils First-of-its-Scale Regional Digital Twin

Post originally appearing on floridanationalnews.com.

Orlando Mayor Buddy Dyer, Orlando Economic Partnership CEO Tim Giuliani and otehr community leaders cut the ribbon to unveil OEP's regional digital twin. Photo: Orlando Economic Partnership.

ORLANDO, Fla.– The Orlando Economic Partnership, along with Unity (NYSE: U), the world’s leading platform for creating and operating real-time 3D (RT3D) content, unveiled a first-of-its-kind digital twin that showcases the entire Orlando region. Operational for the first time, the brand-new 3D technology maps 800 square miles of the region and 40 square miles in high-fidelity, including Orange, Seminole and Osceola counties which makes it the first large regional digital twin in use by an economic development organization.

Digital twins are dynamic virtual copies of physical assets, processes, systems and/or environments that look and behave identically to real-world counterparts. Orlando’s digital twin is essentially a virtual copy of the entire region with different data sets layered throughout.

Currently deployed in a digital marketing center at the Partnership’s new headquarters in downtown Orlando, with an online version set for launch in phase II of the project, the digital twin incorporates various data sets from multiple sources, allowing companies, local governments, and nonprofits to visualize how plans will impact the region. By aggregating public and private sources of information, the digital twin serves as a critical resource for all decision makers in the area, making the technology a vital piece of Orlando’s future.

“The Digital Twin technology and capabilities truly exemplify why Orlando has been designated the MetaCenter of the Metaverse,” said Orlando Mayor Buddy Dyer. “Using this technology, Orlando has the ability to demonstrate to established companies, start-ups, entrepreneurs and thought leaders from around the globe the possibilities available to them in our city – from real estate options and infrastructure to the proximity of other like-minded companies and our diverse talent pool.”


ORLANDO, Fla.– The Orlando Economic Partnership, along with Unity (NYSE: U), the world’s leading platform for creating and operating real-time 3D (RT3D) content, unveiled a first-of-its-kind digital twin that showcases the entire Orlando region. Operational for the first time, the brand-new 3D technology maps 800 square miles of the region and 40 square miles in high-fidelity, including Orange, Seminole and Osceola counties which makes it the first large regional digital twin in use by an economic development organization.

Digital twins are dynamic virtual copies of physical assets, processes, systems and/or environments that look and behave identically to real-world counterparts. Orlando’s digital twin is essentially a virtual copy of the entire region with different data sets layered throughout.

Currently deployed in a digital marketing center at the Partnership’s new headquarters in downtown Orlando, with an online version set for launch in phase II of the project, the digital twin incorporates various data sets from multiple sources, allowing companies, local governments, and nonprofits to visualize how plans will impact the region. By aggregating public and private sources of information, the digital twin serves as a critical resource for all decision makers in the area, making the technology a vital piece of Orlando’s future.

“The Digital Twin technology and capabilities truly exemplify why Orlando has been designated the MetaCenter of the Metaverse,” said Orlando Mayor Buddy Dyer. “Using this technology, Orlando has the ability to demonstrate to established companies, start-ups, entrepreneurs and thought leaders from around the globe the possibilities available to them in our city – from real estate options and infrastructure to the proximity of other like-minded companies and our diverse talent pool.”

While other cities’ digital twins have singular applications for smaller areas, the technology for the Orlando region will have nearly unlimited uses. For economic development, the Partnership will show site selectors and CEOs available land and real estate, as well as areas of interest for different industries, infrastructure connectivity and talent availability all while saving drive time.

“Orlando is one of the world’s most dynamic innovation ecosystems and this immersive digital twin further proves our position as a region leading the development of forward-thinking tools that enhance the experience of economic development,” said Partnership President and CEO Tim Giuliani. “This is a game changer that highlights Orlando’s unique value proposition and people from around the U.S. and the globe will want to come here to see how it works.”

The Partnership chose to partner with Unity based on the company’s extensive leadership in gaming, government solutions and its experience building digital twins for other well known organizations.

“We’re honored to be collaborating with the Orlando Economic Partnership on this ‘first of a kind’ regional digital twin of this size and scale,” said Callan Carpenter, Vice President Digital Twin Solutions at Unity.”We hope it’ll help companies to better plan for expansion in the future and map out new transit routes to connect Floridians with new jobs in the process.

The Partnership works to accelerate economic development and transform the region through advancing Broad-based Prosperity™ for all. Broad-based Prosperity™ allows businesses, community leaders and local governments to work together, strengthening Orlando’s economy and quality of life by solving shared regional challenges. The Partnership works one-on-one to attract and assist companies with relocations and expansions to continue Orlando’s rapid economic growth.

Lenovo Launches ThinkReality VRX Solution

Post originally appearing on xrtoday.com by Demond Cureton.

Our next Summit is in Miami Dec 5-7 Apply to Speak, Exhibit, Sponsor and Get Tickets here http://immerseglobalsummit.com.

XR Today's David Dungay hosts Jason McGuigan, Head of Commercial for Virtual Reality for Lenovo at the Immerse Global Summit (IGS) 2022 Europe.

In this session, we discuss the following:

1) Details surrounding Lenovo’s latest ThinkReality VRX solution
2) Use cases for the new platform and how it empowers enterprises
3) The company’s views on the Metaverse and what’s to come

If you’re looking for more information on this topic visit Lenovo at their company website.

VNCCII Debates Web3 Creativity at IGS 2022 Europ

Post originally appearing on xrtoday.com by Demond Cureton.

Our next Summit is in Miami Dec 5-7 Apply to Speak, Exhibit, Sponsor and Get Tickets here http://immerseglobalsummit.com

Digital content creation has led to many questions over the distribution of wealth for artists and companies working in the future Metaverse, with current technologies requiring clear definitions for paying creatives and promoting immersive artworks across the rising spatial communications platform.

Speakers included Sami Tauber, Founder, Multimedia Artist, and Chief Metaverse Officer for VNCCII, João Miguel Caldeira Monsanto Fonseca, Chief Executive for LarM Publicidade, and Pip Brignall, Co-Founder and Chief Comms Officer for The Round.

Maxim Jago, London-based Futurist, Keynote Speaker, and Founder of the Creativity Conference moderated the panel discussion on the future of creative artists in the Metaverse.

The Art of (Content) Creation

When asked about specific barriers to entry to content and NFT creation, Tauber explained that creators would need more education accessibility, adding the state of the music industry would shift dramatically.

She explained that she did not believe artists had much choice and needed to “educate themselves about web3 and the power of NFT smart contracts.”

She continued,

“It is a major unlock for how you can have this peer-to-peer relationship with your fans and your community. Traditionally with major record labels, they offer you in advance a million dollars and additionally, you’d make a few albums and have to recoup that cost. Then, obviously the pandemic happened and live touring floored for artists. So you know, all these models don’t really work”

She added that new technologies in the Metaverse and virtual performance experiences had rapidly grown, leading to a new concept that was “a bit nebulous” but eventually developed a “complex financial interplay” between tokenised fungibility, NFTs, and derivatives, among other incentives.

Explaining further, she said,

“It’s a whole new world because all of a sudden, we had co-creation in web2, but it’s still on a whole new stratosphere when we look at joint value creation in web3, and then the Metaverse because as you said, I’m the artist. I’ve got the seed idea and the seed intellectual property (IP) rights”

She explained her upcoming novel would feature her character VNCCII, with the online community as the population. Activating the immersive experience with the music and metaverse landscape in web3 could spark additional “financial incentives with derivatives as well, let alone the culture, which is what I really do for it, and the mission of elevating the consciousnesses of humanity” she told the audience.

Teamwork Makes a Cybersecurity Dream Work

When challenged about the potential security risks of NFTs, the Blockchain, Web3, and the Metaverse for artists, she said “it’s not perfect” and addressed hacking and data breach risks to the technologies.

 Artists unfamiliar with the technology could move to partnerships and stakeholders in the music industry to take on the role of a traditional label or manager to develop such tech stacks.

Relationships in the music industry would “redefine a little,” she said, adding,

“I don’t believe it’s about getting rid of the middlemen and agents, because you need a team, especially if you’re going to scale. In terms of job responsibilities, they’re going to shift a bit and the relationship [will become] more like artists [and] entrepreneurs in order to navigate this landscape. So [becoming] an entrepreneur is a risky pursuit, but you know, I think it’s worth it if you want to be at the forefront of innovation”

The Metaverse Has Got Talent

When asked about the longevity of an artist’s career on new platforms such as the Metaverse, Monsanto replied that all artists and great creators needed talent in terms of quality.

Reputation was important to build for artists of any medium, whether in architecture, writing, and fashion, among others, he explained to the panel.

“Recognition of the quality of someone is something that goes upstairs in any cases. I believe that nobody will be [left] out of the system because he’s growing up and creating new things. If [the artist] is really good, invested in his career, and is working to maintain his relationship with the quality and he has all these three… when they start [earning] their reputation, it is very difficult, but afterwards, I think there’s no problem”

He concluded that artists could rise and become great in any field, no matter the medium.

Metaverse Payment Plans?

Adding to the discussion, Brignall explore how the Metaverse would function with content creation, stating that artist would should avoid platform models similar to popular streaming services.

He continued that such platforms drained revenues “away from creators” rather than middlemen such as managers and A&R representatives, he said also

Speaking on the subject, he said,

“I think it needs to be rethought, and I think web3 offers us an opportunity to actually address that and put the value of the artwork and the artist’s work at the centre of our engagement with content”

The IGS 2022 Europe has gathered some of the global tech communities leading firms, including Google, Lenovo, PwC, Vodafone, Deutsche Telekom, Meta Platforms, Qualcomm, and many others for a three-day event complete with roundtable discussions, workshops, networking luncheons, and technology showcases. Representatives, experts, and companies from around the world joined the VR/AR Association (VRARA) to outline the next stages of development for the Metaverse and web3 solutions.