Recap of our Enterprise meeting with Morgan Stanley, Microsoft MVP

We had a good online session hosted by Cindy Mallory with Morgan Stanley and Microsoft MVP and 30 executives.

The meeting focused on crafting inclusive futures through leadership, enterprise leadership, and open source ideals, with insights shared on the evolution of VR, AR, and immersive tech in the enterprise sector. Concerns were raised about challenges in implementing immersive tech in the enterprise finance sector due to industry conservatism and regulatory constraints. The influence of open source on immersive tech adoption and development, security and privacy concerns in enterprise settings, emerging trends in VR and AR for large companies, and the impact of spatial computing and immersive tech on traditional industries were also discussed. Leadership qualities for driving innovation in immersive tech, trends in immersive technologies, and the role of Asian philosophy in enterprise adaptability were highlighted, emphasizing the importance of practical involvement and strategic surprise announcements.

Topics & Highlights

1. Discussion on Crafting Inclusive Futures through Leadership and Open Source Ideals

  • topic of crafting inclusive futures through leadership, enterprise leadership, and open source ideals.

  • evolution of VR, AR, and immersive tech within the enterprise sector, comparing it to the early stages of mobile phone technology.

2. Impact of Immersive Tech in Enterprise Finance Sector

  • challenges of implementing immersive tech in the enterprise finance sector due to the conservative nature of the industry, average age of participants, and regulatory constraints.

3. Influence of Open Source on Immersive Tech at Enterprise Scale

  • challenges faced by enterprise companies, especially in the financial sector, due to heavy regulations when adopting open source technologies for immersive tech.

4. Security and Privacy in Enterprise Settings for Immersive Technologies

  • challenges of security and privacy in enterprise settings for immersive technologies, emphasizing the importance of running everything locally on-premise to ensure security and privacy. Mention of avoiding cloud rendering solutions and focusing on vendors who can run in a local data center.

5. Emerging Trends in VR and AR for Large Companies

  • Discussion on the evolution of VR and AR technologies, including trends towards lighter devices, contact lens-based headsets, and retina modifications. Mention of challenges related to battery life in VR and AR devices.

  • Conversation about the importance of battery technology in VR and AR devices, with a mention of a startup pitching a solution for batteries that extend longevity.

6. Spatial Computing and Immersive Tech

  • technologies like VR, AR, and spatial computing are already transforming businesses, with examples of immersive experiences in shop windows and the potential for interactive digital environments.

  • evolution of design in technology, from mimicking the real world to neuromorphic design, and the future potential of spatial computing to offer unique experiences beyond reality.

  • insights from his experience at Morgan Stanley, emphasizing the importance of starting with small projects in VR and AR to build knowledge and experience within the enterprise.

7. Leadership Qualities for Driving Innovation in Immersive Tech

  • need for leaders in immersive tech to be brave, hands-on, and willing to engage with the technology, highlighting the importance of practical involvement in development and management.

8. Trends in Immersive Technologies and Open Source Communities

  • potential convergence of quantum technology with immersive tech, emphasizing the importance of advancements in quantum chips for smaller, energy-efficient devices. He also highlights the contributions of open source communities like MRTK and the Open Metaverse Foundation in standardizing technologies and addressing legal challenges.

9. Asian Philosophy in Enterprise

  • Asian philosophy Dokeshi no Michi, focusing on concealment, misdirection, and leveraging surprise for adaptability and agility in enterprises. He also mentions Apple's secrecy as part of their competitive strategy.

  • importance of being able to make surprise announcements like Apple does, as a special competitive advantage in strategy.

Fireside Chat with VRARA Global Ambassador Director Ariane Fikki

Join us on April 18th, for a Virtual World Society Fireside Chat with Ariane Fikki, the dynamic new Director of the Global Ambassador Program at VR/AR Association (VRARA). Celebrate Ariane’s pioneering leadership as she steers innovative initiatives to boost global connectivity and spark innovation across the XR community.

With her profound passion for XR technologies and her commitment to connecting changemakers and technologists, Ariane aims to cultivate a thriving ecosystem of visionaries. The program under her guidance seeks to empower VRARA members to engage deeply with global chapters and initiatives, further driving VR/AR advancements on a global scale. Don't miss out on the insights from a leader who is dedicated to expanding the influence and impact of VR/AR technologies worldwide.

Tune in to be inspired by her groundbreaking work!


Email your questions for Ariane to ariane@thevrara.com and learn more about the Global Ambassador Program at VRARA.

VRdirect News: Revolutionizing Safety Training with VR Templates

VRdirect is excited to introduce the latest innovation: immersive VR templates designed to revolutionize how companies approach Lockout-Tagout (LOTO) training. Lockout-Tagout is a safety procedure commonly used in industrial and research settings to ensure dangerous machinery is properly shut down.

This hands-on learning experience allows employees to virtually engage with the real-life training procedures and will help to improve work safety.

Enterprises can use this training off-the-shelf or decide to adjust the training to their specific needs. All with very limited effort. VRdirect will offer more standardized training sessions soon. 


 
Schedule a meeting if you are interested in our VR templates!

If you want to learn more watch our video and check this blog article.

Case study: Nestlé's journey towards meeting safety goals and reducing costs

Nestlé wanted to improve training efficacy across different business areas, tapping into the benefits of VR to solve different business challenges. Discover how Nestlé rolled out a global VR safety training from VRARA member immerse to 400 factories worldwide, which boosted employee knowledge retention and training efficacy, saved costs and improved safety outcomes.

“I truly believe that experiential learning is the future. This is where it starts. With the standalone VR assets, our life becomes easier, as we have all the tools to create, scale, measure, and roll out the training globally. These VR applications will play a key role in the future of immersive VR training at Nestlé.”

Jeremy Moussai, Global IT Innovation Manager – XR Lead

Empowering Healthcare Innovation: Recap of the Beyond Boundaries Conference by UAB and VRARA Alabama

By VRARA COO John Cunningham.

The "Beyond Boundaries" conference hosted by the University of Alabama at Birmingham and the VR/AR Association (VRARA) Alabama (led by Nathan Klose) is a wrap!

Thank you Melissa Mancini, Associate Chief Innovation Officer and Vice President of Strategy and Business Development at UAB Medicine and the amazing team at the University of Alabama at Birmingham - Collat School of Business (Cori Perdue) for hosting this event and bringing together over 200 people from Birmingham and Huntsville to learn and share about XR and how to apply it in healthcare.

When I asked "How are you partnering with the VRARA?" Melissa responded "You guys are providing us with a tremendous platform and connecting us with your ecosystem of experts to help educate and connect the dots".

She then concludes "we can't do this alone, no one can!" So true.


The VRARA - Where XR meets Reality!

Unlock the power of xAPI reporting for enhanced performance tracking

From VRARA member immerse:

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VR training data from the Immerse Platform offers more than insights into your program's effectiveness. It also delivers predictive analytics crucial for strategic decision-making. By leveraging this rich data, organizations can foresee challenges, customize training to meet specific needs, and enhance individual and operational performance. And with xAPI reporting, all your data is available in your LMS.

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We´ll help you launch your xAPI reporting

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At Immerse, we seamlessly integrate xAPI reporting into your VR apps, from any content creator, during development or post-deployment.

Our consultancy service tailors the xAPI structure to meet your reporting objectives, integrate it with the Immerse Platform and deliver rich data and ROI analysis.

Contact our team today to learn more.

Introducing Edstutia's Fully Immersive Campus in VR

Feeling disconnected during your virtual meetings? Struggling to keep your team engaged and motivated in the endless sea of Zoom calls?

Edstutia understands the challenges of fostering meaningful collaboration in today's remote work landscape, especially when team members are globally dispersed.

 

With virtual reality, your team is no longer limited by traditional virtual meetings or costly in-person gatherings. You can bring your team together in an immersive 3D environment to foster a sense of presence and unparalleled collaboration!

Imagine hosting meetings where team members don't just stare at screens, but interact with each other in a virtual space that feels like being in the same room.

 

Picture team-building exercises that go beyond PowerPoint slides, giving your team interactive experiences that foster connection. With Edstutia’s VR campus, you can do all this and more!

From collaborative brainstorming to training, the possibilities are endless. Don't let distance or technology stand in the way of your team's success.

 

Experience it for yourself with Estudia’s one-week free trial!

In-Room Collaboration, Desktop Slice, and More: Latest Updates from VRARA Member Campfire

Point-to-Point Measurement

You can now make point-to-point measurements with the Measure tool.  Just point to the parts you want to measure between, and the distance between them will appear on a line connecting them. Measurements update automatically as parts are moved, so it's easy to evaluate gaps while grabbing parts. And because measurements are annotations, you can use links to share them with colleagues like you can with text and sketches. 

Desktop Slice 

We brought Slice to Mac, PC, and iPad, so you can create precise cross sections when creating scenes and then move them freely on Quest. On the desktop, you can lock Slice to an axis, and use the inspector to control position and rotation on all axes. The Slice plane also now appears in the Hierarchy, allowing a presenter to hide/show it.

In-Room Collaboration is Here

We’re thrilled to announce our latest update for Quest!  Thanks to your feedback, we’re bringing powerful new features including in-room collaboration, point-to-point measurement, and enhanced slice capabilities.  

Now multiple Quest users can work on the same project in the same room. Powered by Meta Shared Spatial Anchors, in-room collaboration works seamlessly. To join a project, stand near another user and look where they're looking. If the project has been shared with you, you'll be prompted to join. And of course, remote users can still join in.

Download from Meta Store

Unlock Spatial Collaboration. Now On Demand!

Missed the webinar? Watch it now and walk through all new Campfire features including a preview on Apple Vision Pro. Learn everything you need to get started now for free.

Watch Now

Exclusive Interview: Previewing the Central Florida Immersive Tech Summit with John A. Cunningham and Haifa Raja Maamar, Ph.D.

Check out this morning's interview with John A. Cunningham and Haifa Raja Maamar, PhD discussing the Central Florida Immersive Tech Summit happening this Thursday and Friday at Full Sail University! Stay up-to-date on the latest trends and innovations in immersive technology and connect with industry leaders.

This is a free event and open to the public. Register today!

VIVALDI 3.0 THE JOURNEY. III

Journey Through the Immersive Universe of Four Seasons» is an interactive xr experience that immerses viewers into the realm of Antonio Vivaldi’s musical masterpieces.

Through visually compelling storytelling, participants will delve into Vivaldi’s creative journey as he breathes life into his renowned concerto «The Four Seasons.» Each season unfolds in a distinct and captivating environment, seamlessly blending natural elements and music to deliver a multisensory and enchanting encounter.

As artists, musicians, and creatives, we find ourselves at a true crossroads—a junction where making the right choices is neither easy nor singular. Beyond the numerous apparent opportunities before us, we must navigate financial survival and address the sustainability of teams, technicians, and the myriad fellow travelers who render our projects minimally viable and appealing to an ever-changing society hungry for new, distinct, and increasingly participatory experiences.

Our journey began over a decade ago with our first forays into immersive 360º recordings, collaborating with artists, musicians, and music classrooms. Here, we began to experiment and learn from the sensations and perceptions conveyed by users, students, and teachers.

One of the pivotal moments in our journey was the first live performance featuring renowned artists like Ouka Leele, where we embarked on an interactive interpretation inspired by the sounds of the Concerto de Aranjuez. It was a fascinating experience, devoid of prior rehearsals or experiential training, executed on a digital stage using Oculus Rift equipment and Tilt Brush from Google, and recorded in 360º stereo with Vuze 360º cameras. This opportunity to recreate Digital Ephemeral Art raised initial doubts regarding feasibility, sustainability, and monetization in more straightforward and economically accessible spaces, as we spared no means or resources for this performance. Crucially, this experience was made possible through the indispensable collaboration of CEV‘s technical team.

Later on, we delved into the world of reconstructing the virtual museum of the Arab Kunka (Cuenca ancient city)—a collaborative, immersive space within the Frame VR platform. Here, we established a connection between the virtual reconstructions of the Ancient Kunka during the Arab era and the music of the great musician and composer Chema Vílchez, particularly his work «The Land of the Three Cultures».

As visitors strolled through the ancient Arab fortress, its mosques, baths, buildings, markets, and streets, they were enveloped in the sound of music that transported them to bygone eras, while also being able to explore current spaces through 360º videos. This interconnection between virtual reconstructions, current videos, and music elevated the experience to a higher level, almost teleporting participants to that magical bygone time.

Years later, the Reina Sofia Higher School of Music presented us with a truly intriguing challenge. We were tasked with creating an experience using recordings from a classical music concert to reach students in their educational program who, due to pandemic-related time constraints, were unable to participate in workshops and concerts. This concert was recorded in the Sony auditorium of the school, utilizing 360º 4K cameras and ambisonic microphone technology. The acoustical characteristics of the auditorium are truly exceptional, enabling us to produce recordings of the utmost quality. We utilized Vuze and Zoom equipment, as well as VR devices from Pico, with technological support from HP.

This experience allowed us to craft 12 virtual musical stories centered around artists such as Mozart, Tchaikovsky, and Respighi, where musical compositions intertwined with natural spaces, sensory explosions, and magical worlds, transporting visitors through 12 unique historical narratives. As a result of this endeavor, we developed «Music with the Five Senses,» which was implemented on a Virtual Reality platform and Pico devices, visiting hundreds of schools and educational centers nationwide over the years. Thousands of visitors have immersed themselves in this wonderful and experiential world, making it a true milestone and international benchmark as an immersive educational project centered around classical music.

The next stop on this journey is Vivaldi 3.0. The Journey to the Universe of Antonio Vivaldi and the Four Seasons, led by Ara Malikian and the Camerata of the Reina Sofia School, has been a mystical experience, with a predetermined start date and script, and a long journey through the forests of magical seasonal music. Along the way, we’ve encountered numerous passages and experiences that ultimately culminated in an absolutely magical work. This journey, based on Vivaldi’s original sonnets, reinterpreted by a team of writers and Ara himself, allowed us to rediscover the connections between music, nature, and the cycle of life.

Throughout this process, we’ve painted on a virtual canvas, initially blurry passages gradually taking shape into a metaphorical interpretive tableau. Throughout this process, we’ve immersed ourselves in music and creativity, repeatedly playing with the tools offered by generative artificial intelligence, which helped us reinterpret passages and scenarios through Vivaldi’s sonnets and words, Ara’s interpretations, and our own way of composing this tableau, ultimately giving it a cohesive and coherent form. We aimed for it to be timeless, appealing to various types of audiences, inviting them to return to a childlike state and be carried away by the creative spirit of the compositions and the intersection with the cycle of life, both human and natural. And all this, with a commitment to sustainability, balance, equality, and educational vision through values inspired by the emotions and sensations we’ve gathered in the project. This is our way of contributing to the awareness of the need to accelerate societal transformation.

The first test to visualize the outcome of this initial step of the project was the concert held on January 29th at the Sony auditorium of the Reina Sofia School. It was a real trial by fire, where we had to present this new proposal for an interactive multimedia concert live to a select audience: students and teachers from various schools in the Community of Madrid. It was a multimedia experience where interactivity through monitors and screens, interactions among musicians on stage, Ara Malikian’s performance, his introductory messages for each movement, and images, passages, and videos related to the movements were put to the test.

More than 600 students from a dozen public and private schools in the Community of Madrid, accompanied by their teachers in two sessions, were able to enjoy this experiential session, with an extremely high level of satisfaction. And all this was made possible thanks to the perfect coordination between the ONE team and the production, audio, and video team of the School. We had top-of-the-line equipment and professionals of the highest caliber. The journey has only just begun, and this experience has allowed us to analyze and evaluate the initial results, and to envision how we can continue advancing and projecting new immersive experiences in the immediate future. We aim to enhance the experience by integrating 3D multimedia elements more extensively, as well as enhancing the pre- and post-concert experience.

Welcome to the interactive immersive world of Vivaldi 3.0. Step into a space where reality merges with imagination, where every corner is filled with magic, and music awaits you at every turn. As you enter the world of the four seasons, you’ll find yourself surrounded by vibrant landscapes pulsating with energy and creativity. Feel the thrill of immersing yourself in a world where the boundaries of reality blur, and your senses awaken like never before. Interact with the environment around you: touch, explore, listen, and engage with the elements inhabiting this fascinating world. Whether you get lost in enchanted forests or dive into the depths of the unknown, each experience is yours to discover and shape. Prepare to be captivated by the sights, sounds, and sensations enveloping you as you delve deeper into this immersive universe throughout the cycle of life.

So, welcome to a world where dreams come to life, and the extraordinary awaits you around every corner! Let your curiosity guide you as you embark on an exciting and unforgettable journey through the Interactive Immersive Universe of Vivaldi’s Four Seasons.

Here are some figures reflecting and highlighting the extraordinary effort involved in this journey: An experience recorded and produced in 6 months, many locations, involving more than 50 professionals and over 4,000 hours of work, recording 4 live concerts with the attendance of over 1,000 people (students & teachers) from 20 schools. An immersive experience available on VR devices and the Web XR immersive platform, featuring 4 spaces, or «stations,» with interactive games, integration of 3D volumetrics, hundreds of photographic images, 10 hours of concert recordings in 8k, several terabytes of video and sound files, hundreds of hours of processing and post-production, hundreds of hours of editing and format integration…hundreds of images generated by AI to create virtual spaces and environments, artificial intelligence and image processing, 8K 360º cameras, ambisonic sound, creation of countless 3D assets…
8K Enables Immersive Vivaldi 3.0 Project By Bob Raikes

…and this is just one of the stops on this magical and unique journey.

Carlos J. Ochoa Fernández © of ONE Digital Consulting.

Summary from our Spatial Education Unleashing 3D Active Learning

Pau Guardiola presented at our Online Session about Spatial Education Unleashing 3D Active Learning.

Pau Guardiola discussed special education and 3D active learning, emphasizing the use of XR technologies in education. He showcased examples of spatial education and highlighted the importance of active learning and quick feedback. The speaker also discussed the use of VR technology for training purposes and the application of virtual reality in deliberative polling. The evolution of avatar technology and the potential of AI avatars for personalized education were also discussed. Future technologies, OpenAI's new feature, immersive learning research, VR and AI integration, and concerns about AI hallucination and reliability were addressed. The participants expressed their wishlist for an education-focused VR platform and discussed collaboration and managing the VR environment. The importance of engagement and immersive experiences in the virtual environment, as well as the potential of generative AI, were highlighted. The novelty effect in research and healthcare credentialing in VR were also mentioned.

Spatial computing and AI in education

  • problem of decreasing student engagement and the impact of technology in the classroom.

  • example of spatial education using a QR code to overlay a 3D model of the human heart on educational material.

XR in Education

  • goal of engaging students in class using XR technologies and introduces the team 'You Can Extend It, Relate It Up'. They collaborate with professors and design educational experiences. Research projects are conducted to measure the effectiveness of these experiences.

  • research projects on XR in education and invites the audience to be active participants using the Slido application.

  • importance of active learning and introduces Slido as a tool for quick feedback from students.

  • concept of spatial computing and its relevance in education for teaching and learning 3D concepts. He discusses the natural evolution of the internet and the potential revolution in classrooms.

  • examples of spatial education applications in the classroom and invites the audience to share their understanding of spatial education.

Learning spatial computing in the metaverse

  • here is no correct answer to a question, but all answers could be correct, highlighting the fascinating nature of the technology.

  • examples of using VR technology in dentistry and CPR training, showcasing the increase in engagement and performance observed in the VR groups.

  • examples of using 3D spatial techniques, including recreating a technique for taking off a helmet, recording a rescue operation, and reconstructing drone footage.

Virtual Reality Training

  • use of virtual reality technology for training purposes. They explain how they reconstruct real scenarios using drone views and 3D reconstruction software. They also mention the use of realistic makeup for creating victims and the application of Polycam and Spatial for recreating spaces and scenarios. The speaker emphasizes the importance of providing realistic training experiences to prepare students for real-life situations.

Deliberative Polling in the Metaverse

  • work with the Deliberative Democracy Lab to apply virtual reality technology in deliberative polling. They explain the methodology of deliberative polling and how it aims to gather public opinion after informed discussions. The speaker mentions conducting deliberative polling in person and online due to COVID-19. They express their goal of bringing deliberative polling to the metaverse and highlight the positive experiences they had with conducting it in virtual reality.

Discussion about Meta-Res Technologies and Avatars

  • meta-res technologies can be better than two-dimensional groups of discussion and talks.

  • evolution of avatar technology, mentioning that they have become more realistic over time.

  • metaverse is moving towards a more realistic experience, which may have consequences for harassment and bullying.

  • potential of AI avatars for personalized education and internationalizing educational material.

  • creation of a metaverse and showed a space where virtual soccer and football can be taught.

  • capabilities of the tool, including screen sharing, sharing of videos and images, and the ability to accommodate up to 50-45 students at the same time.

Discussion about future technologies

  • future technologies, including the ability to have AI, the democratization of creating metaverse experiences using AI, the development of a special classroom, and a project in Mozambique and Uganda to have classes in VR with Spanish and Stanford professors.

Discussion about personal avatars and AI assistants

  • A participant raises a concern about personal avatars and AI assistants. The speaker discusses their experience with personalized AIs and training an AI agent. They also mention a research project involving feeding an AI with polls.

OpenAI new feature

  • OpenAI new feature that allows users to create their own AI by paying a monthly fee of $20. He mentions that the AI can be trained with user data and customized. The feature has been found very useful.

Immersive learning research

  • experience with immersive learning research, stating that it has higher motivation and cognitive effects compared to traditional styles. Pau Guardiola expresses interest in collaborating on publications or conducting new research in this area.

VR and AI integration

  • integration of VR and AI. He mentions applications like PolyCam for creating 3D objects based on videos or photos, AI agents that can be deployed in metaverse experiences for real-life conversations, and Wanda VR deploying agents in their metaverse experiences. Pau expresses interest in further collaboration and learning about Michael Crawley's research and projects.

  • concern about some tools not working well and the constant changes in the VR landscape. He asked Pau Guardiola for his thoughts on addressing the challenges of AI hallucination and truth and accuracy reliability.

Discussion about the wishlist for education-focused VR platform

  • dream of having an education-focused VR platform similar to Spatial. He also mentioned the desire to deploy AI avatars in the platform.

Discussion about collaboration and managing the VR environment

  • projects are mostly based on frame VR, which is focused on education. He emphasized the need to train people on how to use the VR environment effectively.

  • concern about people's lack of knowledge and skills in managing the VR environment outside of the educational ecosystem.

Virtual Environment and Engagement

  • importance of creating an open environment in the virtual space where users can enter, get value, and exchange experiences.

  • challenges of understanding the purpose and target in a virtual environment compared to a university setting.

  • importance of engagement and immersive experiences in the virtual environment, particularly with the use of headsets.

  • risk of platforms focusing on different areas, such as video games, education, or enterprise, and the need for users to decide which platform suits their needs.

Generative AI and Democratization

  • excitement about generative AI and its potential to change interactions with technology, particularly in complex scenarios.

  • goal of making interactions as easy as possible, the need to democratize the technology, and the transition from typing to speaking.

Novelty Effect in Research

  • The participants mentioned the novelty effect and the need for more experience and time to study its impact on research data.

  • They expressed excitement about conducting research on groups that are already familiar with using certain technologies.

Healthcare Credentialing in VR

  • work on healthcare credentialing in VR and the research they are conducting on validity and reliability.

  • importance of gathering evidence and real cases to demonstrate the value of these technologies to the industry.

Job Opportunity: Lecturer - 3D Modeling/Design for Department of Interactive Media

The Department of Interactive Media at VRARA Member University of Miami seeks a dynamic and innovative design educator with diverse 3D modeling, rigging, and sculpting skills. The ideal candidate should be deeply committed to advancing the professional practice of 3D design and animation, particularly in the context of games and simulations. This position primarily focuses on teaching, with opportunities for collaboration in course development for the evolving Immersive Media program curriculum.

Key Responsibilities:

Instruct courses encompassing a wide range of 3D design and related topics, including but not limited to:

  • 3D Character Design

  • 3D Level Design

  • 3D Modeling and Animation

  • Intro to Game Studies

  • Introduction to Immersive Media

  • Immersive Media Practicum

  • Advising Students

  • School Committees

Applicants interested and capable of teaching any of the following in addition will be given priority

  • Introduction to Game Design

  • Immersive Narratives

  • Intro to Creative Coding

  • 2D Character design

Qualifications:

Required:

  • Professional experience or experience in teaching 3D modeling and animation.

  • Demonstrated potential for collaborative interdisciplinary design work and/or research practices.

  • Practical experience outside academia, preferably in a game development studio, design consultancy, or a company focused on immersive projects.

  • Candidates with a blend of academic and practical experience are strongly encouraged to apply.

  • A master's or doctorate degree; bachelor's degree may be accepted with substantial industry experience.

  • Proficiency in any of the following: Blender, Maya, Cinema 4D, Adobe Substance Designer, Adobe Substance Painter, etc.. 

Preferred skills:

  • Some coding knowledge (e.g., Unity/C#, Python, C++, TouchDesigner) is highly desired.

  • The ability to instruct Unity for immersive development is a plus.

  • Experience in creating visuals for immersive performances and interactive installations.

  • Experience with character rigging using motion capture systems.

Application Process:

Interested candidates are invited to submit the following documents:

  • Cover Letter detailing qualifications for the position.

  • Curriculum Vitae or Resume.

  • Portfolio link showcasing relevant work.

  • Contact information for three professional references.

Note: For full consideration, please ensure all required materials are included in your application.  Application Deadline is open until the position is filled.

For questions, please contact Kim Grinfeder at grinfeder@miami.edu.

The University of Miami is an Equal Opportunity Employer - Females/Minorities/Protected Veterans/Individuals with Disabilities are encouraged to apply. Applicants and employees are protected from discrimination based on certain categories protected by Federal law. Click here for additional information.


Vote for Get Real in LAVNCH [CODE]’s 3rd Annual Out of This World Experiences Awards (OoTWEA)

VRARA Member Get Real was recently nominated as a finalist for an award from media firm LAVNCH/code for a metaverse homecoming experience they created for their client (University of Maryland Global Campus) last fall. See details and VOTE! Voting for the award is now open and runs through Friday April 5th at 11:59 pm ET. 

University of Maryland Global Campus’ (UMGC) Homecoming 2023 – Reach for the Stars involved design elements that literally can not be replicated in the real world. The fact that it was hosted in the metaverse meant that there were no real physical boundaries or limitations to the potential of what could be delivered to the client. The combination of limitless design possibilities and the metaverse truly delivered an out of this world experience for all who attended.

The journey with UMGC showcased Get Real’s ability to blend creativity with technical prowess to deliver a unique virtual immersive experience to the UMGC team, students, and alumni. The project underlined why Get Real continues to innovate using immersive technology to foster stronger ties between key members of its clients’ community.
The engagement metrics supported the success of the project, highlighted by:

  • Over 2,200 visits to the Welcome Area (Hub) yielding over 39,000 total user minutes.

  • Over 1,100 visits to the Networking Lounge, with an average of 24 minutes spent in the experience per visitor.

  • Over 13,000 total user minutes spent in the Celebration Zone during the live DJ event.

Support your co-VRARA member and cast your vote for them before Friday, April 5th!




Has Healthcare Reached the “Tipping Point” for Mass Adoption of XR?

The use of virtual and augmented reality technologies (collectively known as extended reality or just XR), in the healthcare industry is on a dramatic rise.  Some industry analysts predict healthcare to be one of the fastest growth industries for the use of XR. 

Recently there have been many press releases and case studies from organizations that have implemented XR solutions for patient care starting from analysis, diagnosis, critical care, therapy, surgical procedures, and of course medical professional training.  Are these indicators that we are at the “Tipping Point” for mass adoption of XR in the Healthcare industry?

However, there are many skeptics and naysayers in the healthcare industry .

So where are we really at in terms of adoption of XR in the healthcare industry?

That was the primary question that was asked during the recent VR/AR Association Healthcare Summit at the University of Miami on February 24, 2024.

This 1 day conference and technology exposition was hosted by the University of Miami and brought together physicians, researchers, and technology companies who are leading the way in using XR to share information, experiences and opinions about where we are, and where we are headed in terms of adoption of XR in healthcare.

With over 100 attendees both in person and virtually on the ENGAGE XR platform this conference exceeded attendees expectations.

We would like to thank the VR/AR Association South Florida Chapter, the University of Miami and our conference sponsor Magic Leap for helping us put on this initial event.

If you weren’t able to attend the Miami event then you can join us in Orlando on April 11th and 12th for the VR/AR Central Florida Chapter Immersive Technology Summit at Full Sail University where we will have a track and exhibitors focused on XR and healthcare such as eXeX (the first company in the world to use the Apple Vision Pro in surgical operations who are from Orlando), AdventHealth University, Orlando Health, the US Defense Health Agency, US Army, Navy and Air Force.  In addition hardware providers such as HTC Vive, Magic Leap, Varjo, Magnetic 3D will participate and be showcasing their solutions and experiences. 

Due to the success of the Miami event we are looking to host Healthcare summits with our VRARA Chapters and other associations around the world. If you are interested, please contact John Cunningham at john@thevrara.com.

Please watch the highlight video of the VRARA Healthcare Summit!  

Call for Participation in our VRARA Enterprise Summit 2024: XR, Digital Twin, AI

After our successful virtual event Best of Europe: XR, AI, Immersive Tech on LinkedIn Live (we had 3200+ attendees with 30+ speakers, plus 100’s more watched on X twitter, and Facebook!), we are doing our next virtual event, Enterprise Summit 2024 XR, Digital Twin, AI on LinkedIn Live.. REGISTER HERE!

LinkedIn has 1 Billion users and we expect 1000s to participate in our event! Plus, more than 57M businesses are listed on LinkedIn, and our event will help elevate your brand and get you established as an authority in the industry.

If you would like to sponsor and or speak at this event, please email kris@thevrara.com

See our previous Enterprise Summits:

VRARA Enterprise & Training Forum 2023

VRARA Enterprise Forum 2022

VRARA Enterprise Summit 2019

Summary from our Voice-Enabled VR Activities Reshaping Language Therapy Experiences

Ognjen Todic and Nikola Paunovic from Keen Research presented our online session https://www.thevrara.com/industry-committees on Voice-Enabled VR Activities Reshaping Language Therapy Experiences , with 25+ professionals.

Ognjen Todic provided an overview of Keen Research's voice-enabled VR activities for language therapy, emphasizing the benefits of on-device processing and privacy. The discussion also covered the benefits of local processing, the SDK and customer use cases, and Pragmatica's virtual reality solution for speech and language therapy. Challenges in accessing speech therapy were highlighted, along with the company's business model and future plans. The regulatory pathway, voice data storage, use cases of the solution, integration with existing VR programs, hardware and battery consumption, voice recognition and noise, supported languages, and pricing model were also discussed.

Voice-enabled VR activities for language therapy

  • overview of Keen Research and their software development kit for on-device feature cognition.

  • benefits of on-device speech recognition and how their product, Keen ASR SDK, enables voice-enabling applications locally without the need for internet connectivity.

  • Keen Research develops SDKs for on-device speech recognition.

  • developers integrate Keen ASR SDK in their applications to voice-enable them.

  • privacy and security benefits of on-device processing, ensuring compliance with regulations like HIPAA, COPPA, and GDPR.

  • importance of on-device processing, including offline functionality, network independence, and scalability.

  • advantages of on-device processing, such as privacy, security, and removing dependencies on network and back-end services.

Discussion about the benefits of local processing

  • The speaker mentions the benefits of running everything locally, including no latency, easier customization, and cost or usage-based cloud solutions. They also mention having full control over data and users' data and its use.

Discussion about the SDK and customer use cases

  • SDK and its features, including native SDKs for iOS, Android, and Linux, a web JavaScript SDK in beta, and a Unity plugin. They also mention supporting multiple languages.

  • customer use cases, including Metronic, University of Louisville, Viacom, Paramount, PBS Kids, and Pragmatica, with use cases in education and VR training.

Discussion about Pragmatica's virtual reality solution for speech and language therapy

  • VR solution for speech and language therapy. They mention the positive feedback and traction received for their VR activities.

  • the problem they are trying to solve, which is the limited availability and high cost of speech therapy for children with communicative disorders.

Challenges in accessing speech therapy

  • The average cost of speech therapy is $150 an hour, which can go up to over $250 an hour in metropolitan areas. Some waitlists for appointments can be as long as 6 to 12 months, and even longer due to the COVID-19 pandemic.

  • The core product is virtual reality activities that allow individuals to practice their communication skills independently. These activities are professionally curated and tailored for clients.

  • The company's solution is to create virtual reality activities that mimic speech therapy sessions, allowing individuals to practice their communication skills at home. This solution aims to provide immediate intervention and overcome the barriers of cost and availability.

  • The advantages of the virtual reality product include the use of Keen Research's voice recognition technology, custom tips and personalized feedback, and the immersive and transferable practice it offers. Virtual reality allows for hands, head, and gesture tracking, which is beneficial for individuals with autism.

Business model and future plans

  • The company's business model involves selling the product as a subscription plan for $150 a month, providing access to all virtual reality activities and the data dashboard.

  • The company is based in Canada and plans to expand to the US market. They have competitors in the VR therapy space but highlight their product's autonomy and voice recognition capabilities as unique advantages.

  • The team plans to finish stage one of their marketing strategy by the end of the year and move on to stage two, which includes ad spend, digital marketing, and social media. They also discuss the need for seed funding by September 2025.

Regulatory Pathway

  • the regulatory pathway for the company's intervention in the field of suicide prevention and clinical trials. Karthik explains that FDA approval is not mandatory in speech and language therapy, but they are looking into regulatory approvals for insurance purposes. The main concern is data privacy.

Voice Data Storage

  • where the voice data is stored. the processing happens locally on the device and there doesn't need to be a recording on the device. However, there is an option to store the recording if needed.

Use Cases of the Solution

  • traction in EdTech, language learning, entertainment/education, and frontline worker scenarios such as warehouse operations and healthcare procedures.

Virtual Reality (VR) and Audio Virtual Reality

  • concern about the lack of voice communication in her VR research study and asked if it could be integrated with an existing company's VR program.

  • the integration of voice communication into an existing VR program would require the company to integrate their SDK.

  • a Unity plugin, but the integration with an existing VR program would require the company to integrate their plugin into their product.

Hardware and Battery Consumption

  • custom hardware, typically Linux or Android devices, can be used for running the recognition locally.

  • the battery consumption during recognition, which varies depending on the CPU and typically takes 20 to 60 percent of a single CPU core.

  • the impact on battery is negligible for most use cases, except for always-on listening scenarios where ruggedized Android phones with stronger batteries may be required.

  • cloud-based services can drain the battery due to Wi-Fi or internet connectivity, making always-on listening in the cloud not feasible.

Voice Recognition and Noise

  • the acoustic models used for voice recognition are trained with noisy data to make them more robust.

  • background noises are typically not challenging for their SDK, but cross talk, especially in situations with multiple people speaking simultaneously, can be harder to handle.

Supported Languages and Adding New Languages

  • the system currently supports English, Spanish, German, and French.

  • models optimized for kids' voices in English.

  • adding new languages is considered straightforward, requiring a lot of speech data. They are open to adding more languages based on business needs.

Pricing Model

  • the company's licensing model and compares it to Azure's pricing model.

  • the trade-offs between the two pricing models and highlights the suitability of their product for larger user bases or environments with unreliable internet connectivity.

VRARA Central Florida Immersive Technology Summit April 11/12: Register for Free Today!

In March 2023, we held the inaugural VRARA Central Florida Immersive Technology Summit at Full Sail University and hosted over 800 attendees in an action packed 1 day event. This year, the 1st Annual VRARA Central Florida Immersive Technology Summit will be bigger and better and will span over 2 days (April 11 & 12) and plan to host over 1000 attendees.

The Summit will bring local and global experts in the area of XR, AI and other immersive technologies together to share and learn about the technologies that are changing the way we play, learn and work and why Central Florida is being recognized as a leader in Immersive Technologies.

Recently, VRARA COO and Orlando Chapter President John Cunningham discussed with Kevin O’Donovann the upcoming event, including how those who cannot make the event in person can still attend for FREE!

Here is just a sampling of what to expect:

- Conference (3 tracks) -  Available in person or virtual on Engage XR -  11 April

- "Hands On" Developer XR workshops with Unity, Apple Vision Pro, Magic Leap, Varjo, ESRI and others - 11 April 

- Conference Reception - 11 April

- Women in Technology Breakfast - 12 April

- Technology Expo - 25 Companies - 12 April 

- Career Fair (40 companies) - 12 April 

Learn more details on these events AND reserve your FREE spot today!