Nathan Klose appointed as VRARA Alabama Chapter President

We are excited to welcome Nathan Klose as the VRARA Alabama Chapter President!

Nathan Klose cares. He’s the Lead / Chief Creative at Integration Innovation, Inc. (i3), and VRARA Chapter President, who cares. Living in Huntsville, Alabama, Nathan’s work has touched brands like Disney, ESPN, Adult Swim, Marvel, Books-a-Million, Star Wars, Mercedes-Benz, and more. With decades of experience in his field — from interactive game-based education, serious games, and XR experiences at i3, to business strategy, branding, and strategy across industry and commerce — he’s trying to show, at every effort, that he cares.



After you’ve finished reading Nathan’s bio, he hopes you will care, alongside him and everyone else reading it, about what’s next in this emerging, wild-wild west of an industry.

Sing it with us, y’all: sweet home, AL VRARA! Our Alabama VRARA Chapter is hyper-focused – and hyper-excited – to seek out relevant, practical intersections between immersive and emerging technology and apply it across the state. The VRARA as a whole, and the communities of practice it fosters within, represent a tried-and-true model to make this happen. We’re proud to be associated with the association, y’all. And we’re ready to see it happen at scale.
— Nathan Klose

Job Opening: Technical Senior Artists, MadVR

MadVR is looking to expand our team with 2 Senior Technical Artists who are passionate about pushing the boundaries of visuals and technology.

What We're Looking For:
- Experience:5+ years as a Technical Artist.
- Skills: Expertise in tools like Maya, Unreal Engine, Unity, or similar. Strong knowledge of shaders, materials, and real-time rendering techniques.
- Responsibilities: Collaborate closely with our art and engineering teams to create stunning visuals, optimize performance, and develop new tools and workflows.
- Bonus: Experience with VR/AR, procedural content generation, or photorealistic rendering is a huge plus!

Why Join Us?
- Work on cutting-edge projects with a talented and passionate team.
- Opportunities for growth and innovation in a dynamic startup environment.

If you or someone you know is interested, please email hr@madvr.in.

Let's create something amazing together!

VRARA Member Opportunities for AWE EU 2024! (ticket discounts)

VRARA is proud to sponsor with AWE EU 2024. VRARA members receive 20% off their ticket; email info@thevrara.com to obtain code.

Join the AWE EU in Vienna, Austria on October 29-30th to make your mark on this breakthrough year in XR and spatial computing. AWE is the largest global XR event, with 2 days of expert conference sessions, hands-on demos of leading technologies, and the most welcoming tech community; we promise it will be a very special event!

Additional opportunities for VRARA Members:

  1. Apply to Speak: Yes, you! AWE is always seeking informative presentation proposals from the global XR community. If you’ve ever wondered “Would my talk idea be a good fit,” please apply!

  2. Apply for AWE Playground: Our AR+VR experience center featuring jaw-dropping, highly immersive and interactive demos not seen under one roof anywhere else (think more Theme Park than Trade show Expo). 

  3. Apply for the Start up Pitch Competition: Select AR and VR start-ups will be selected to pitch in front of the judges - all experienced XR investors. The winning startup will be honored on the main stage at AWE EU 2024 and go home with the Auggie Award for the “Start-up to Watch”.

Don’t Miss AWE EU happening October 29-30 in Vienna, Austria!

The Impact of Virtual Reality on the Future of Real Estate Design and Architecture with ATS

Explore the transformative effect of virtual reality on real estate design and architecture and discover how ATS's VR services are shaping the industry's future by offering innovative, immersive experiences.

Virtual reality (VR) is revolutionizing various industries, and real estate design and architecture are no exception. By offering immersive experiences and powerful visualization tools, virtual reality enables architects, designers, and developers to create, present, and refine projects in ways never before possible. In this blog, we’ll delve into the impact of virtual reality on the future of real estate design and architecture and explore how VRARA Member ATS’s virtual reality services contribute to this transformation.

Enhanced Architectural Visualization

One of the most significant benefits of virtual reality in real estate design and architecture is its ability to provide enhanced architectural visualization. ATS’s VR services enable the creation of precise, navigable photorealistic 3D models of properties, allowing architects and clients to explore and evaluate designs as if they were physically present.

By bringing blueprints and 3D models to life, virtual reality allows architects to communicate their vision more effectively and enables clients to understand the proposed design better. This improved visualization can lead to more informed decision-making and streamlined design processes.

Real-Time Collaboration

Virtual reality facilitates real-time collaboration between architects, designers, clients, and stakeholders. ATS’s virtual reality services offer a shared, immersive environment where everyone involved in a project can explore and discuss design elements, making it easier to address concerns and reach a consensus.

This collaborative approach improves communication and fosters innovation, as multiple perspectives can contribute to the design process. Furthermore, real-time collaboration can lead to faster project completion and increased client satisfaction.

Improved Design Iterations

Visualizing and exploring designs in a virtual environment enables architects and designers to identify potential issues and make adjustments more efficiently. By leveraging ATS’s virtual reality services, design iterations can be tested and refined in rapid digital iterations, streamlining the process and minimizing costly mistakes.

Virtual reality allows for more creative experimentation, as designers can test various design elements and concepts in a risk-free environment. This improved iteration process can lead to more innovative and efficient designs, resulting in better final projects.

Digital Twin Construction

ATS’s virtual reality services also enable the creation of digital twins, which are precise, virtual representations of a physical property. Digital twins can be utilized throughout a project’s lifecycle, from initial design and construction to property management and maintenance.

By creating a digital twin, architects, developers, and property managers can monitor and analyze a property’s performance, identify areas for improvement, and make data-driven decisions. This can lead to more sustainable and efficient buildings benefiting property owners and occupants.

Virtual Reality for Sustainable Design

As the demand for sustainable and eco-friendly buildings grows, virtual reality can be crucial in facilitating green design practices. ATS’s virtual reality services allow architects and designers to simulate and analyze the environmental impact of their designs, including energy consumption, water usage, and material waste.

By providing insights into a building’s performance, virtual reality can help architects optimize designs for sustainability, ultimately contributing to a greener and more environmentally conscious industry.

Immersive Presentations for Clients

In addition to improving the design process, virtual reality offers a unique and engaging way to present projects to clients. ATS’s VR services enable architects and designers to showcase their work in immersive, photorealistic environments, providing clients with a deeper understanding of the proposed design.

This improves communication and increases the chances of securing client approval and moving forward with projects. As clients become more familiar with virtual reality, immersive presentations will likely become an industry standard.

Customization and Personalization

ATS’s virtual reality services allow clients to customize and personalize property designs before construction even begins. By immersing clients in a virtual environment, they can explore different design options, such as various finishes, furnishings, and layouts. This level of customization can result in a more tailored and satisfying final product, ultimately enhancing client satisfaction and increasing the likelihood of successful project completion.

Virtual Reality Training for Architects and Designers

Virtual reality also offers the potential for immersive training and education for architects and designers. By simulating real-world scenarios and environments, VR can provide valuable hands-on experience and foster a better understanding of design principles and techniques. As technology becomes more widespread, we expect to see more training programs and educational resources incorporating virtual reality.

The Future of Real Estate Marketing

As virtual reality continues transforming real estate design and architecture, it’s also reshaping how properties are marketed and sold. ATS’s virtual reality services can create engaging and immersive property tours, allowing potential buyers to explore properties from anywhere in the world. This expands the reach of marketing efforts and helps properties stand out in an increasingly competitive market.

The Long-Term Impact of Virtual Reality on Real Estate Design and Architecture

As virtual reality becomes more widespread and accessible, we expect to see even more significant changes in the real estate design and architecture industries. With improved visualization, enhanced collaboration, and more efficient design processes, virtual reality is poised to revolutionize how we create, experience, and interact with the built environment.

The impact of virtual reality on the future of real estate design and architecture is undeniable. ATS’s virtual reality services are at the forefront of this transformation, offering innovative solutions that enhance the design process, streamline project management, and create immersive experiences for clients and potential buyers alike. By embracing this cutting-edge technology, architects, designers, and developers can stay ahead of the curve and continue to shape the industry’s future.

To learn more about ATS’s virtual reality services and how they can benefit your real estate design and architecture projects, visit our website at networkats.com and discover our range of state-of-the-art solutions. Take advantage of the opportunity to revolutionize your projects and create immersive experiences that exceed expectations with ATS’s virtual reality services.

Investment opportunity with an AI + XR startup: Sphere (deadline is Sept 10)

We’re thrilled to offer VRARA members an exclusive first-of-its-kind opportunity. This is your chance to become part owner in a leading enterprise XR company at the forefront of innovation, as they push the boundaries into AI. 

Sphere’s device-agnostic XR software stands out amongst the market’s leading enterprise-ready platforms. Its unified solution seamlessly integrates into the workplace to empower customers to supercharge communication, enhance training, boost sales, and improve frontline efficiency. Sphere’s customers include Fortune 500 companies such as Micron, Volkswagen, Pfizer, as well as a soon-to-be announced top aerospace company.

The company has established itself as a leader in spatial collaboration and is now welcoming investment to fast-track development of its disruptive, leading-edge AI integration. This initiative, with confirmed customer buy-in, aims to unlock AI's full potential by granting it "eyes and ears" through XR. Imagine AI with real-world context - that's the revolution Sphere is pioneering.

Sphere is launching a crowdfunding campaign and before they open the campaign up to the public, VRARA members have private early access to participate at a discounted rate. This is a huge opportunity to become a part owner in the groundbreaking future of XR. 

How to Participate:

Follow this link here to gain early access to this discounted investment opportunity and learn more about Sphere’s crowdfunding campaign.

VRARA members will also be able to share this special opportunity with friends and family! While the private access link will only be distributed through our organization’s closed channels, members can share it to their own personal networks as an added bonus. 

How to Invest:

Follow this link here to gain early access and the discounted investment opportunity.

How VR Training Benefits Training Agencies

From VRARA Member WarpVR: VR is a powerful tool for training agencies looking to scale, improve their offerings, and differentiate themselves from the competition.

Introduction

At least 77 studies have found VR to be more effective than traditional learning. By traditional, we mean book learning, on-the-job training, watching a presentation, and even some forms of e-learning. If you work in L&D or as an instructional designer, you might already be aware of similar statistics. Still, for many training agencies, there are a lot of questions that boil down to, “I see the statistics, but how do I know it will work for me? What do I need to do to implement this?”

In this blog from VRARA Member WarpVR , we’ll attempt to address those questions starting with covering some of the typical challenges that we hear from training agencies looking to expand into VR.

The Challenges Training Agencies Face

Training agencies today encounter several key challenges that can impact their effectiveness and efficiency. Among these are:

  • Engagement: Traditional training methods often struggle to hold learners' attention in an age of digital distractions.

  • Retention: Retaining information from conventional training sessions is increasingly challenging, affecting training outcomes.

  • Ease of use: Retraining or hiring new employees makes it too expensive or time consuming to adopt new technologies. New technologies need to easily fit in to existing workflows or training programs.

  • Cost-Effectiveness: High costs associated with physical training spaces, travel, and time out of the workplace are major concerns.

VR has the power to address all of these concerns, especially anything related to learning quality.

The Power of VR in Training

VR training can exist on it’s own, or it can augment existing training. For example, some trainings or groups of training might be more suited to VR than others. The first that comes to mind is a set of trainings that develops interpersonal skills or soft skills. These types of training benefit greatly from the real-life aspect of VR which makes them significantly outperform traditional training in this context.

Let’s discuss the benefits of VR training more broadly:

  • Experiential learning: VR places learners in a simulated environment where they can interact and have true-to-life training, making learning experiential.

  • Enhanced Engagement: The interactive nature of VR keeps learners engaged, which enhances the overall learning experience and effectiveness.

  • Repetition and Practice: VR allows learners to practice and repeat scenarios multiple times until they master the skills, providing a safe space for trial and error.

  • Accessibility: VR training can be accessed remotely and on devices such as smart phones, tablets, and computers. Learner convenience one of the most valuable aspects of VR training.

But there are other benefits that work outside of the training itself:

  • Expanding agency offerings: VR is a unique type of training that can set agencies apart from their competitors.

  • Hiring new employees or upskilling: 360 video requires little to no new employees or upskilling. 3D simulations on the other hand will require significant investment.

  • Integration with workflow: 360 video functions similar to other eLearning in terms of workflow. If you can add an eLearning module, you can add 360 video VR. Scroll down a few sections to learn more about 3D vs 360 video.



Off-the-shelf and customized training

Different agencies tend to offer different types of trainings. VR can be used in both customized content and off-the-shelf content.

Off-the-Shelf Content: This type of training involves pre-designed VR training modules that are ready for immediate use. These modules are general and can be applied across various industries and scenarios. They offer quick deployment and cost savings, as they do not require additional development time.

Custom Content: Customized VR training is tailored to the specific needs of a company. This approach ensures that the training content aligns perfectly with the company's processes, culture, and objectives. While more time-consuming and potentially more costly upfront, custom VR training can deliver highly relevant and impactful learning experiences that address precise training requirements.

This can create difficulty when choosing a VR platform, because the time required to create scenarios can vary greatly. This usually comes down to whether a company chooses 3D training or 360 video training. Each has its merits, but 3D training is far, far more expensive and resource intensive. While a 360 video training can be ready in a few weeks, a single 3D scenario might takes 6 months or more to develop.

More on 3D vs 360 video

Because VR training is often split into 3D and 360 video, it can be difficult for newcomers to estimate the cost of training. It is a serious impediment in the industry, as 3D training providers don’t mention 360 video in their advertisements or content related to cost. Some articles list the cost as around 50,000-150,000$ to create, and others go even higher. Why? For a 3D training, you’ll need a lot more trained professionals inducing 3D modelers and all of the software that they will require. The production will take months, with the modeler being paid around 100$ per hour in some cases. This only applies to 3D modeled training though, and not 360 video, which is significantly cheaper.

360 video, at Warp VR for example, will cost 100 euros for each scenario per month, with that price decreasing as more scenarios are added.

Of course, both 3D and 360 will require some equipment, especially 3D which will almost always need to be played on a VR headset. 360 video however, can be played on a variety of devices such as tablet, phone, or computer.


Implementing VR Training in Your Agency

Assessment of Needs: Identify your clients' training objectives and determine how VR can address these goals effectively. Focus on the specific outcomes they desire, such as improved engagement or retention. Alternatively, you can plan off-the-shelf content that can either fit your training niche or appeal the largest amount of clients possible (like safety training, aggression training, procedural training, etc.).

Choosing the Right VR Platform: Evaluate VR platforms based on your technical requirements, budget, and the types of training you offer (360 video vs. 3D simulations). Ensure the platform integrates seamlessly with your existing workflow.

Content Development: Plan, film and construct your training within your VR platform you. The more prepared you are, the smoother it will go. Check out our knowledge hub for more info on this (or give us a call and we’ll explain it).

Pilot Testing: Conduct pilot tests with select client groups to gather feedback and refine the training content. This step ensures the VR training is effective and well-received before full-scale implementation.

Integration and Support: Ensure the VR training integrates smoothly with your clients’ existing Learning Management Systems (LMS). Be sure to check the support ratings of the platform that you do choose. Customer success and support can significantly cut down time to see ROI.

You can also check out or blog on typical implementation concerns here.

Choosing 360 or 3D options




We’ve spoken a lot about the differences between 360 video and 3D training so far, but now let’s discuss some use cases.

360 Video: This is ideal for scenarios where a real-world environment needs to be captured and presented as-is. For example, safety protocols in a factory or onboarding tours of a corporate office can be effectively showcased using 360 video. It provides an immersive, real-world experience that is straightforward to produce and requires minimal post-production work.




3D Training: This option is better suited for interactive training modules that require high levels of interaction and detailed simulations. 3D training is perfect for complex skill development, such as surgical procedures, mechanical repairs, or any scenario where users need to interact with virtual objects. The creation of 3D environments requires more time and expertise, but it allows for a fully interactive and customizable training experience.

Source: https://www.roadtovr.com/osso-vr-training-surgeons/

Conclusion

VR is a powerful tool in the arsenal of any training agency. It offers a completely new experience to clients looking to enhance the quality of their training programs, while also improving scalability and engagement, and making learning more enjoyable and effective. With VR, training scenarios become immersive, allowing learners to practice in realistic environments without the risks associated with real-world training. This leads to better retention of information and skills. Additionally, VR training can be easily updated and customized to fit specific client needs, providing a versatile solution for diverse industries. Integrating VR into your training offerings can set your agency apart from competitors, demonstrating your commitment to innovative and effective training solutions.

D Code:Unlock AR Experiences with AR QR Code App

From VRARA Member Travancore Analytics.

In a world craving instant engagement, waiting to install or download an application is too much of a hassle. Understanding this need, Travancore Analytics created an instant augmented reality (AR) QR application that can be accessed by just scanning a QR code. From 3D models, videos, images, PDFs, or web links, our instant AR application delivers a complete AR experience without requiring an app download. This solution allows users to create AR applications directly on the platform without the need for downloads or technical expertise, and manage dynamic content in real-time, ensuring secure and private cross-platform compatibility.

Creating an AR application from scratch each time was challenging, but D Code meets the demand for seamless, fast, innovative, and interactive experiences by transforming everyday encounters with dynamic QR codes and AR. This is crucial for businesses, educators, and marketers who need to captivate and inform their audiences effectively. D Code empowers retailers to revolutionize shopping experiences, educators to make learning interactive, and artists to add new dimensions to their work. Its intuitive design, combined with detailed analytics and a secure platform, allows anyone to create, scan, and enjoy AR content, enhancing customer engagement and providing valuable insights while maintaining privacy. 

Explore our case study to learn more: 

https://www.travancoreanalytics.com/case-study/augmented-reality-qr-co de/ 

Website: https://www.travancoreanalytics.com/

Follow us on Linkedin for latest updates: 

https://www.linkedin.com/company/travancore-analytics/

Experts Show the ‘Art of the Possible’ with Digital Twins at VRARA Enterprise Summit 2024

Watch the video recordings from our Enterprise Summit 2024: Best in XR, Digital Twin, AI here

Originally Published by Demund Cureton


Learning about how to implement digital twins can pose significant challenges for firms, however, there are even greater rewards when executed correctly, a panel of experts and executives said the VRARA Enterprise Summit’s Best in XR, Digital Twin, and AI event on Wednesday.

However, decision makers in the implementation and rollout of digital twin solutions must leverage the fast-growing emerging technology with care and purpose, according to the panel talks.

In a panel discussion, the following experts and executives offered their expertise in digital twins:

  • Kevin O Donovan, Co-Chair, Industrial Metaverse and Digital Twin Committee, VRARA

  • Peter Terwilliger, Director, Technical Sales, Dassault Systèmes

  • Dr Stefan Krug, Head of Digital Consistency, Siemens AG

The Art of the Possible (with the Digital)

Speaking on the subject of digital twins, many across industry verticals had many different perceptions of what they were, O’Donovan explained.

Kevin O Donovan, Co-Chair, Industrial Metaverse and Digital Twin Committee, VRARA

Referencing prior conversations, he continued that XR leaders in digital twins were growing the number of maturity models, adding firms like Siemens and Dassault Systèmes had built a massive numbers of use cases demonstrating “the art of the possible,” he explained.

Kevin O Donovan, Co-Chair, Industrial Metaverse and Digital Twin Committee, VRARA

Referencing prior conversations, he continued that XR leaders in digital twins were growing the number of maturity models, adding firms like Siemens and Dassault Systèmes had built a massive numbers of use cases demonstrating “the art of the possible,” he explained.

When asked by O’ Donovan about the significance of this statement, Terwilliger stated that digital twins were taking data from the real world to create a “feedback loop” that could improve current and future models.

He explained further,

“It’s being benchmarked against real-world data, but if it’s solar [power] systems, we take it to the next step and link the component to others, creating a process in a system. That system exists in an environment and its affected the the one it’s in. Add analysis and simulation [so that you can] then put in on the cloud, where its accessible to everyone.”

Terwilliger continued, stating that they allowed people to “understand the past, what the system had been engineered to do, and why.”

He added that it also showed how many people had done the engineering basis, design, and recreation [process] in their careers to understand “what’s happening now, how it’s actually behaving and working.”

Using the insights, people could “then navigate and predict the possibilities of an untested future.”

However, for simulating experiences virtually, digital twins were the “art of the possible, today.”

Using these virtual tools, companies and people could test and optimise new products, determine how to manufacture them, implement countermeasures against delays, as well as optimise, plan, and execute product life cycles.

He added,

You know, when I was in the industry [and] we wanted to change our assembly line — say we were in automotive and we had a bigger car — we used to make plywood mock-ups and we would take those mock-ups and we would walk around with those and walk them down the line, right? I mean… think about the time waste due to the lines being shut down while the people are working on mock-ups. It delayed us up to a month in our go-to-market strategy. So, you know, we don’t need to do that anymore, that’s what’s possible today.

Dr Stefan Krug, Head of Digital Consistency, Siemens AG

Adding to the discussion, Dr Krug stated that what his company could do with digital twins was “amazing.”

Dr Stefan Krug, Head of Digital Consistency, Siemens AG

He then cited an example of a project done in [Nanjing], China, where he was the project manager. Using Siemens digital twin technologies, the company developed a greenfield factory in virtual space.

The digital twin could simulate all operations performed on-site, including product manufacturing, develoopment, value streams, material flows, and construction, he continued.

“We could be very, very sure that once we started construction, everything would be correct in the first [run],” he said.

To Dr Krug, the “art of the possible” was that people no longer needed to test things through trial and error in the real world, “which is tremendously expensive.” Instead, companies could do everything virtually, he stated, adding that one of his most profound experiences was walking through the factory that had not been physically built.

Continuing, he stated,

When I was at the construction site and see [everything], I told people that, ‘Hey, this pipe needs to go one metre to the left,’ because I became aware of the details of the site, the building, and how it should appear.”

He added: “You can really avoid mistakes in the early phases as they don’t cost anything to make in the virtual world.”

Digital Twin Challenges

Regarding the challenges companies faced in the implementation of emerging technologies, Terwilliger told the audience that, despite technologists communicating the capabilities of such solutions, small and medium business owners wondered “how to make them actionable.”

“How do we approach this and break it down into steps? We don’t want to just convert to a new technologies that simply ‘promises’ to be amazing,” he said, citing an example from a discussion with a small manufacturing company experiencing massive growth over the last seven years.

He recalled the small business had approached Dassault and wanted to learn more about the technology to use at its on-site workstations, which involved “cutting up lengths of [40-50 feet long] I-beams coming off the truck.”

Peter Terwilliger, Director, Technical Sales, Dassault Systèmes

Moving the beams into the workstation caused major issues like disruptions due to their size. To resolve the matter, Dassault leveraged their digital twin and cloud solutions to optimise the business, without large IT infrastructure and other requirements to support the business.

Peter Terwilliger, Director, Technical Sales, Dassault Systèmes

He concluded: “The point is that they found something that optimised their manufacturing floor, which was their biggest challenge. Don’t think about it as a ‘great big giant pill of technology’ that you have to swallow.”

Small Steps, Greater Rewards

When asked about a specific call to action for global industries leveraging digital twins, Dr Krug explained that although opportunities can feel like being “a kid in a big toy store,” clients should not become overwhelmed.

He instead urged enterprises to concentrate on “where your greatest possibilities and biggest pain points are, focus on them, and select the right technologies to get started.”

He noted,

“They help to avoid mistakes, which you can correct [virtually], so just get started […] No incremental change is too small, and you want to find a solution that grows with you, breaks into baby steps, and that’s accessible by the cloud, everywhere, especially that dark place called the factory floor.”

He added that from the cloud, solutions should organise, visualise, and simulate feedback, allow its users to know that real-world data, and be collaborative and inclusive.

Expert users were already building “amazing” models with complex software, but consumers also needed to use the data to source the right materials, convert it via the programme, and learn project schedules.

“Ultimately, you want to figure out how to manufacture them on the factory floor, include people like me, who use the tool on-screen to markup designs,” he concluded.

The VRARA Best in XR, Digital Twins, and AI event took place on 24 July and showcased some of the biggest brands in digital solutions.

Hosted by the VRARA’s Kris Kolo, the event saw companies like Lenovo, Siemens, Unity, Merck, ShapesXR, Oberon Technologies, Amazon Web Services, Dassault Systèmes, Duke Energy, and many others share their success stories in XR.

The hosting organisation serves as a platform for many of the world’s biggest firms in virtual, augmented, mixed, and extended reality(VR/ AR/ MR/ XR), and operates from global chapters with a mission to support and boost the XR industry.


VRARA Enterprise Summit 2024: What Are the Top XR Tech Trends?

Watch the video recordings from our Enterprise Summit 2024: Best in XR, Digital Twin, AI here

Originally Published by Demond Cureton

Extended reality (XR) technologies continue to permeate conversations on the utility of spatial computing solutions.

Across a host of industry verticals, enterprises are reigning in the hype about the Metaverse as business face the sobering shift to pragmatic, utilitarian approaches to XR.

Two experts in the field of XR voiced their opinions on the rising trends shaping the industry to date, using their culmulative experience and observations of real-world use cases of the virtual one via digital twins.

The fireside chat included the following extended reality (XR) experts:

  • Amy Peck, Chief Executive, EndeavorXR

  • Damon Shackelford, Co-Chair, VRARA Enterprise Committee and Employee, Eastman Chemical Company

Don’t Believe the Hype (Cycle)

Regarding the developing trends in XR, Peck urged the audience to differentiate between viable ones and hype cycles, citing the Metaverse.

To her, the current hype cycle had allowed Artificial Intelligence (AI) to ‘supplant’ the Metaverse in the news and media. However, regarding spatial computing solutions, she noted that businesses were returning to rationally assessing their capabilities across their workflows.

Explaining her stance, she said,

I think it’s nice that we can actually get back to what the technology does really well today, [especially] while we are planning how to implement [them] in the future as their capabilities expand.

The two then explored two of the most important trends taking shape in the virtual, augmented, mixed, and extended reality (VR/ AR/ MR/ XR) industry to date, which would take centre stage over the next few years.

Digital Twins

According to Peck, digital twins were a prime example of trending XR technologies, namely after piquing in her consultations with clients such as Booz Allen Hamilton.

Amy Peck, Chief Executive, EndeavorXR

She noted that the defence firm had announced a partnership with Unity Technologies a year and a half ago, leading to easier deployments of digital twin solutions.

Amy Peck, Chief Executive, EndeavorXR

Booze Allen Hamilton’s partnership states that digital twins “interweave multiple data streams to create unbroken, and living, threads of insight that improve mission outcomes.”

Peck added that digital twins were “foundational” and are being utilised on the NVIDIA Omniverse, deployed across BMW’s advanced manufacturing platforms, and leveraged by tech giants such as Ericsson and Siemens.

Mixed Reality

Highlighting the need for secure deployments across all forms of immersive technologies, Peck explained to Shackelford that there were opportunities to build digital assets once and then “add multiple data streams to construct […] layers of visualisation.”

However, this provided challenges to the technology stacks involved in their deployment, which required a multiple approach to cybersecurity.

She told audiences:

Damon Shackelford, Co-Chair, VRARA Enterprise Committee

Managing all of that data is part of the challenge in deploying this in highly-secure environments. But then, when you add the XR layer of a headset, or you need it to be web-based, on mobile, or [otherwise], you can have that elevated headset experience, but each platform adds layers of challenges in their deployment.”

Training

When asked by Shackelford about the potential for XR to increase return on investment (ROI) in training, Peck explained that most clients focussed on VR training whilst she was launching EndeavorXR in 2014.

She stated that XR training was the “easy first step” for enterprise users, adding, “We can do the math on [its] efficacy and how quicly you can get people out into the field.”

Furthermore, she included that, for mixed reality (MR) devices, “see-what-I-see” (SWIS) and passthrough technologies were “still [some of] the simplest solutions.”

SWIS capabilities allow remote observers to view what a person using an immersive device is doing as they interact with content or livestream their operations.

Conversely, passthrough provides digital overlays to an MR device users physical environment to seamlessly merge the two environments.

Damon Shackelford, Co-Chair, VRARA Enterprise Committee

Shackelford replied that XR training’s readily-available calculations facilitated budgetary justifications among decision makers.

Peck added that a key factor when consultants work with clients was that they needed to remain careful when scaling up technological deployments across business units, even “with one use case.”

She said: “You know, we used to be in a kind of proof-of-concept (PoC) joil, but now we’re in a sort of pilot jail, so that’s a small improvement.”

Despite this, companies were not deploying “tens of thousands of headsets for the most part,” but rather a few hundred for specific training needs, Peck continued.

Workforce Engagement

Finally, when asked about workplace engagement using digital twin training and mixed reality solutions, Peck explained that there were two major “hurdles” to their adoption.

The first was deploying solutions among existing information technology (IT) infrastructure, and secondly, understanding the intended goals to accomplish with the XR training solution in company workflows.

She said,

“We call it planned prevention for a reason. The second is often overlooked and is really understanding not just who your user is, but what you need to accomplish and what their workflow is.”

The fireside chat took place at the VRARA Best in XR, Digital Twins, and AI event last week, bringing with it a host of use cases and panel discussions on the future of spatial computing and emerging technologies.

Numerous companies like Siemens, Unity, EndeavorXR, Duke Energy, Dassault Systems, Amazon Web Services, Unity, and Merck, among many others, showcased some of their most premier examples of XR deployments across businesses and clients.

The VR/AR Association’s Kris Kolo hosted the single-day event to place XR milestones in the spotlight of industries worldwide.

Watch the recordings from our Best in XR, Digital Twin, and AI (VRARA Enterprise Summit 2024)

Watch the video recordings from our Best in XR, Digital Twin, and AI (VRARA Enterprise Summit 2024) from July 24 here.

Our event had 2500+ attendees and 100s watched the recordings. LinkedIn has 1 Billion users and 57M orgs are listed on LinkedIn, and our event helped elevate our speakers’ brand and get them established as an authority in the industry.

Speakers included:

Jack Strongitharm, Unity

Unity Cloud - Data Streaming to VR:

With projects and CAD/BIM models getting more detailed and complex, we then try to push all this to one built application, but it is not generally possible without manual intervention. Learn how you can use the Unity Cloud and the Asset Manager to overcome this limitation of delivering 3D Data Streaming via 3D tiles of any CAD or Meshed models.

Damon Shackelford, Eastman Chemical Co. Plus, Amy Peck (Panel)

Enterprise XR Trend Spotting:​Top 5 XR technology trends

Ashish Kulkarni, Bell Immersive Technology Solutions

XR + AI for organizations that are BUILT-TO-LAST:

Get an insight into successful implementation of XR + AI in Large Organizations (10K+ employees). Know about XR + AI solutions in the Energy, Aviation, Ports, Healthcare and Defence Sectors. Learn about design XR + AI solutions to increase revenue, improve project schedule, enhance workforce skills, improve safety, and build crisis and emergency readiness.

Kevin O'Donovan with others from Siemens & Dassault Systems (Panel) 

Digital Twin's - From the ‘art of the possible’ to today's Industrial reality

Industry experts will explore how Digital Twin tech is reshaping how we design, built, operate and maintain Industrial facilities, breaking down the silo’s within organizations, democratizing access to data, providing for a wide range of immersive experiences, while enabling all sorts of ‘what if’ scenario planning via simulation. And all at a scale we have never seen before.

Vi Kellersohn, Oberon Technologies

Leveraging VR to Enhance Workforce Training in Nuclear Facilities:

​See how industry leaders are using immersive virtual experience to safely onboard and train workers. Hear how they are using the latest tools including Apple Vision Pro, HTC, Meta, 3DI and more. Learn about the innovative solutions to keep workers safe and more proficient in the field.

Cindy Mallory, ATS. Plus, others from Amazon AWS, Duke Energy (Panel)

Frontier Technologies - The New Enterprise Paradigm:​

We will explore how advanced tools and systems create highly engaging and interactive experiences that blend possibilities across the physical and digital. Learn how these emerging tech are being developed, deployed, and scaled for enterprise use, and discover their transformative potential across various sectors by providing new ways to visualize, interact with, and manipulate info.

Mark Gröb, UPS

Strategies for Immersive Tech Adoption in your Large Corporate Entity:​

Blunt, common-sense strategies for Large Enterprise looking to deploy / integrate XR for their Business. From common use-cases that are "no brainers", to how should you view risks in adopting this new "force multiplier" tech.

Leslie Shannon, Nokia

XR + AI = Your New Enterprise Superpower:​

XR, Digital Twins, and AI have each already proved their individual worth in Enterprise settings – so what do you get when you combine them? Join Nokia’s Head of Trend and Innovation Scouting for a look at the deep insights we’ll be able to access in the very near future.

Jason McGuigan, Lenovo

XR gets personal:

XR is growing, and we’re seeing incredible new ways for the tech to work for you and with you. The introduction of accessible GAI has opened new routes for XR to be tailored for your own personal strengths and weaknesses. On this path, GAI will entirely reshape what ‘software’ means. Jason will share his perspective on how we’re going to get there and how in the very near future, every XR user will have dynamic, unique, and highly personal experiences.

Sofía Fracaro, Merck

VR Training in the Chemical Industry — a deep dive into Employee Impact:

As VR takes center stage in the domain of industrial training methodologies, stakeholders and decision makers are increasingly asking: Is it well-received by employees? Recognizing the importance of addressing these concerns, Merck and the CHARMING project joined forces to undertake an in-depth exploration. Uncover valuable insights about acceptance of VR training.

Jeremy Joseph, Bluedrop. Plus, others (Panel)

Digital Twins and XR in Aerospace - What are they and how do you use them:​

We will dive into what an acceptable definition of Digital Twin is and how Digital Twins and XR can be used effectively in Aerospace. Common misconceptions, approached, and challenges.

Patrice Anderson, Co-Founder and Co-CEO, Elite Enterprise Technology Inc

Bridging Realities: Innovation, Leadership, and Empowerment in Tech:

Patrice will share her remarkable journey from a visionary entrepreneur to a pioneering leader in the tech industry. She will introduce Virtual Access, an innovative VR app that revolutionizes virtual meetings and social interactions, set to launch this fall.

Lucky Gobindram, CXR Agency. Plus, others from Boeing, Richemont Americas, ShapesXR (Panel)

XR - The Next Frontier in Enterprise Innovation:​

Learn about the strategic implementation of XR in operations, training, and customer service, emphasizing the tech's role in enhancing decision-making, reducing errors, and fostering a culture of continuous improvement.

Dan Cotting, Amazon AWS

Scaling Enterprise Spatial Experiences in the Cloud:​

Spatial experiences often rely on significant amounts of complex and large 3D data sets. Unfortunately, many enterprise IT organizations are not well-equipped to manage and distribute this data at scale, which limits overall business value. This session will explore how to incorporate a spatial data plane strategy into your organization and use cloud services to scale.

Jennifer Fields, UL

An overview of UL 8400, the industry standard for XR Tech Equipment:

A brief overview of UL 8400 (the industry standard for XR Tech Equipment) including the development, requirements, and updates including how to stay informed or become involved in the process.

Carolina Salazar. Plus, others (Panel)

VR Horizons - Advancing Human-Centric Technology:​

Get ready to immerse yourself in the world of VR as we discuss how this tech is redefining the human experience and paving the way for a future centered around humanity.


Enhancing accessibility in multi-learner virtual reality platform

The VRARA Silicon Valley chapter is proud to share the latest content from their member, Edstutia.

Email Yogini Joglekar <yjoglekar@edstutia.com> to get a copy of the study.

Abstract

Purpose

This study aims to investigate and propose guidelines to enhance the accessibility of virtual reality (VR) interfaces for all users within professional learning environments. Motivated by a lack of comprehensive accessibility guidelines for VR learning, the study delves into a case study of Edstutia’s VR campus.

Design/methodology/approach

This case study examines the intersection of VR platform development and learning experience design through the lens of accessibility in human-computer interaction. It elaborates on how user experience feedback from differently-abled learners who were unable to fully participate in the VR experience due to disability shaped the 2.0 version development of a VR platform.

Findings

The outcomes of this case study are (1) a description of an inclusive and empathetic design application to increase multi-learner VR platform accessibility, (2) a sample actionable path from a design/development perspective in ensuring the accessibility design of a VR learning platform, and recommendations to facilitate the design process.

Research limitations/implications

This case is a foundation for further research on improving accessibility in VR. In future work on VR campuses, we recommend scholars undertake research with an inclusive approach that actively involves users with different abilities in shaping guidelines, particularly on how individuals with different abilities should be approached for their input during the design and development process in a sensitive manner.

Practical implications

The authors summarize the steps taken to enhance the accessible interplay between the end users and the interface of VR technology in the emergence of VR accessibility standards. Central to this case’s exploration is the integration of accessibility as a pivotal element into an academic VR campus, i.e. multilearner education platform.

Social implications

Increasing access to VR has strong social implications in a world where 17% of people report a disability.

Originality/value

This case contributes to the limited research available on increasing access to VR on campuses.

Please contact VRARA Silicon Valley Chapter President Feroz Mohummed for more information on how YOU can benefit from joining their community!

Call for Participation: VRARA Education Summit 2024 (Best in EdTech, XR, AI)

Based on the success of our LinkedIn Live events for Europe (3260+ registrations) and Enterprise (2500+ registrations), we are now planning our next virtual event:

VRARA Education Summit 2024 (Best in EdTech, XR, AI)

Date for the event: Sept 19 (NOTE: based on Sponsor’s request, we can move the event date!)  

Sponsors get the best speaking spot, registration list of 2000+ attendees, and promotion to our 60k emails global mailing list. Plus, promotion by LinkedIn. LinkedIn has 1 Billion users and 57M orgs are listed on LinkedIn, and our event will help elevate your brand and get you established as an authority in the industry.

Our past LinkedIn Live summits generated 1000+ LIVE audience during prime time speaking spots - see examples below)

If interested to speak or sponsor, email kris@thevrara.com

VRdirect News: ALTANA and Fraport use VR for showcasing products & services

The ALTANA group has created a virtual showroom with VRARA member VRdirect Studio, allowing visitors to experience their products directly on their website. The VR project was enhanced by using 3D models and animated hotspots.

This example also demonstrates how easily VR projects can be embedded into a customer´s website to showcase products and services.

Discover the virtual showroom on ALTANA´s website!

Fraport AG provides an interactive Virtual Reality tour on its website, offering a preview of the visitor center. This allows users to explore the center virtually before visiting in person. The virtual environment features interactive elements that enable users to choose which areas they want to explore further.

Read the full Fraport Success Story!

VIRTUALWARE REPORTS REVENUES OF €2.034 MILLION AND NET PROFIT OF €199,164 IN 1H2024

BILBAO, Spain, July 18.– European Virtual Reality company Virtualware, a VRARA member, recorded revenues of €2.034 million in the first half of 2024, a growth of 28.09% over the same period last year.

According to unaudited results released this morning on Euronext Access Paris, the company’s EBITDA in the first half amounted to €344,539.

This figure represents an improvement of 299.16% compared to €86,317 for the first half of 2023.

The net profit for the first half of 2024 was 199,164 euros, compared to a loss of 25,759 euros in the first half of 2023. This shows that the company’s strategic decisions have ushered in a new growth phase.

The results are the fruit of consolidating the company’s new business model, which involves a shift to the SaaS model and the growth of its customer base through the induction of technology partners.

Unai Extremo, CEO of Virtualware, explained, “The significant and continued growth we are experiencing is good news, and the margin results reflect something we anticipated when we decided to radically change our business model and bet on the development of a SAAS platform such as VIROO.”

“We hope to be able to continue this dynamic in terms of results over the next six months,” he added.

Headquartered in Bilbao (Spain), Virtualware is a global pioneer in developing virtual reality solutions for large industrial, educational, and healthcare conglomerates.

Virtualware’s flagship product, VIROO, facilitates the adoption of virtual reality in enterprises thanks to its ease of use, robustness, and scalability. Recognized as a pioneering XR platform for training, VIROO is fast becoming the global reference for developing and deploying multi-user VR applications in industry and education.

VIROO is already being used by more than 40 companies and institutions around the world, including GE Vernova, Ontario Power Generation, Gestamp, ADIF, the Spanish Ministry of Defense, Invest WindsorEssex, McMaster University, the University of El Salvador, Conalep and EAN University.

In May, it won the award for Best Training Solution at the 2024 XR Awards organized by XR Today.

Following the publication of its 2024-2026 Strategic Plan, the company announced the appointment of John A. Cunningham as President of its U.S. operations.

.The company made its stock market debut on Euronext Access Paris in April 2023. Its shares are currently trading at €8.40 per share, reflecting a market capitalization of close to €38.153 million.

The market consensus currently stands at €10 per share, according to the most recent report published by Litchfield Hills Research.

See full earnings report here.

Recap of our AI-Driven Healthcare VR Apps

Tess McKinney hosted, AI-Driven Mindset Shift Technology for Personalized Enhancement of Well-Being and Peak Performanc, during our weekly online sessions.

The discussion highlighted an AI Healthcare app, designed to enhance personal well-being through cognitive interventions, breathing exercises, video therapeutics, and psychodynamic interventions, targeting stress and anxiety. Research presented emphasized the impact of geometric shapes and fractals on emotions and well-being, alongside the effectiveness in improving mental health outcomes, particularly during the COVID-19 pandemic. The potential of art and VR to influence gene expression related to inflammation and immunity was also explored. The meeting concluded with insights on user engagement strategies for the newly launched consumer access app, noting preferences for session lengths and the comparative effectiveness of mobile versus VR platforms.

Overview of the App and Its Purpose

  • an app that assists users in shifting their mindsets to feel better and perform at their highest potential.

  • The app targets well-being specifically related to stress, anxiety, and distraction, while also providing insights for enhancing performance.

  • It is deployable on various platforms, including mobile devices, desktop computers, televisions, virtual reality headsets, and in the metaverse.

3. Components of the Platform

  • The four major components are cognitive interventions, breathing exercises, video therapeutics, and psychodynamic interventions.

  • Cognitive techniques include growth mindset tips, daily inspirations, affirmations, high performance tips, and random acts of kindness, all aimed at positively influencing users' mental states.

  • Breathing exercises offered are based on research and include techniques like triangle breathing and box breathing, which have been shown to be effective.

4. Impact of Geometry and Fractals on Well-Being

  • Research indicates that geometric shapes can significantly impact well-being, with circles eliciting positive responses and upside-down triangles causing fear.

  • The fractal channel is based on the observation that the human body and nature share similar fractal designs, which can positively affect brain function.

  • The brain is influenced by symbolism and architecture, which are being incorporated into the development of new art and fashion paradigms.

  • A seven-pronged regional brain approach was developed to address various forms of anxiety, recognizing that different individuals experience anxiety in distinct ways.

5. Impact of Art and Virtual Reality on Health

  • Research published in Mayo Clinic Proceedings Digital Health indicates that long-term transcendental meditation can down-regulate 49 genes associated with inflammation and activate genes related to immunity and oxygen carrying capacity.

  • A study found that listening to 20 minutes of Mozart's Violin Concerto No. 3 resulted in changes at a genetic level, boosting the function of tiny RNA molecules that control genes related to inflammation and brain development.

  • designed to cater to a broader audience, including those who do not meditate, by offering features like cognitive and breathing exercises, making it a versatile well-being platform.

  • The platform discussed is being used in various settings, including wellness rooms, fitness centers, and first responder stations, and is available on major VR consumer and enterprise platforms.

6. Platform Overview

  • The platform aims to help users feel better and perform at their highest by providing personalized video experiences and insights that can be accessed across multiple devices.

7. User Engagement with App Duration

  • In studies, participants expressed a split preference regarding the duration of app sessions, with 50% wanting longer sessions and 50% preferring shorter ones. However, many users indicated they lack time for even a five-minute relaxation session, suggesting that a three-minute experience would be optimal.

PIXO VR + IIFX Deliver NextGen Virtual Reality Training to Mercedes Benz Stadium Staff

July 9, 2024, Jackson, Mississippi – On 25 and 26 June 2024, frontline workers, supervisors, and managers at Mercedes Benz Stadium were the first to participate in the  ASPIRE (Action – Study – Prepare – Inspire – Rise – Be Exceptional), a training program jointly developed by the Innovation Institute for Fan Experience (IIFX) in partnership with Intel Corporation, Dell Technologies, PIXO VR, with the support of VRARA Member PIXO XR and the National Minority Emerging and Innovative Technologies Consortium. 

The ASPIRE initiative is designed to deliver industry-relevant skills training to the multi-generational sports and entertainment industry frontline staff, supervisors, and managers using virtual reality technology.  This joint initiative addresses a skills gap for the sports and entertainment workforce,” said Dr. Lou Marciani, the Director and Co-Founder of IIFX.  

ASPIRE provides workers with virtual reality training from PIXO that enables them to easily access effective immersive training to enhance their professional competencies and capabilities. The program provides sports and entertainment workers access to relevant, curated content through NextGen technology to help them grow their skills, increase their competency, and enhance their capabilities for current and future roles.  IIFX chose to partner with PIXO as they are focused on helping workers win at work, and their patented platform that can support this kind of scale. 

Virtual reality training delivers a fully immersive and interactive learning experience.  This training, in topics such as conflict resolution and other skills, can engage workers, and help sports and entertainment venues recruit and retain a multi-generational workforce by providing transferable, highly marketable skills.

As with many sectors, the sports and entertainment industry, which released millions of workers during the Covid-19 pandemic, is trying new ways to recruit, train, and retain a multi-generational workforce in the post-pandemic era.  

Workers should be confident that they have the skills they need to win in their work role. Critical to an inclusive post-pandemic job recovery is providing engaging training opportunities to develop essential skills to the people hardest hit by job losses, including lower income workers, women, and underserved and underrepresented groups. 

“The IIFX purpose aligns well with PIXO’s,” says Sean Hurwitz, CEO and Founder of PIXO. “Our goal is to partner with the best companies in their field, like IIFX in sports and entertainment, and together empower employees to win at their jobs. Virtual reality training increases employee confidence, leading to reduced turnover, risk, and costs. Training in a realistic, interactive virtual environment quickly gives workers the experience to tackle those situations in the real world, whether it’s CPR, driving a forklift, or handling conflict. We are excited to partner with IIFX to see how training in Virtual Reality will impact the sports & entertainment industry.”

“We are thrilled to start the ASPIRE initiative with AMB Sports + Entertainment and Mercedes Benz Stadium’s outstanding team of frontline staff, supervisors, and managers.  We are pleased to be here with PIXO, who is empowering the training concept with virtual reality courses and PICO XR, who is generously providing their amazing virtual reality headsets”, said Dr. Marciani.  

The ASPIRE program will be delivered to four additional professional sports and entertainment venues in 2024, that host Major League Baseball, Major League Soccer, National Basketball League, National Football League, and the Women’s National Basketball Association.    

To get involved in the IIFX ASPIRE skilling initiative, contact IIFX, at marciani@iifx.org or info@iifx.org.

About PIXO VR

An industry leader for Extended Reality training solutions, PIXO is a pioneer in learning innovation, with service excellence and performance results to help companies—and their customers—win at work. PIXO’s dedication to innovative XR training that’s even easier to deploy, use and manage has resulted in our Reality Intelligence™ (RI) platform. RI offers global and large-scale training organizations the opportunity to add value to training offerings by giving users the ability to manage their portfolio of VR programs with unmatched flexibility, customization and ease.  PIXO is turning Virtual Reality into A Winning Reality™.

About IIFX

Founded in August 2020, the Innovation Institute for Fan Experience (IIFX) is building the leading and most trusted authority on the ‘FAN JOURNEY’ for the sports & entertainment industry.  IIFX provides training, industry content creation, FAN JOURNEY best practices, consultancy, and business and education services to domestic and international sports & entertainment organizations. 

Learn More

Announcing the VRARA Executive Forum Program!

The VRARA, where XR meets Reality, is excited to announce their exclusive program for business and innovation team executives who want to learn how to leverage XR and AI in their businesses and collaborate/learn from the experts in the industry and their peers from "non-competitive" organizations.

Led by COO John Cunningham, this exclusive program is for "end user" business and innovation leaders. It is not a technology program but rather a 12 month "Executive MasterClass in XR/AI" program with cohorts of up to 10 individuals with curated programming.

The best thing about the program is that it is FREE for our Corporate Innovation Team and Corporate level members. What a benefit!

There is nothing like this out there today, and the VRARA is launching this much needed program to help executives figure out how to scale XR and AI!

If you are interested, please email john@thevrara.com for more information.

The 1st Cohort starts August 1st then a new cohort starts each month.

Learn about Unity Cloud - Data Streaming to VR on July 24

On July 24, learn about Unity Cloud - Data Streaming to VR from Jack Strongitharm of Unity during our Best in XR, Digital Twin, and AI.

With projects and CAD/BIM models getting more detailed and complex, we then try to push all this effectively in one built application, but this is not generally possible without manual intervention. With the release of the Unity Cloud and the Asset Manager, we can overcome this limitation delivering 3D Data Streaming via 3D tiles of any CAD or Meshed models. In this session, we will cover the essentials of what is now possible and do a live demo.

Jack serves as the Senior Solutions Engineer for the Industry sector at Unity. With a strong background in the industry, he brings valuable experience as a civil and site engineer to his current role. Prior to joining Unity, Jack held technical expertise positions at both Autodesk and Faro, where he honed his skills in cutting-edge technologies. In his current capacity at Unity, Jack plays a pivotal role in advancing Building Information Modeling (BIM) models and projects. His primary objective is to transform BIM into an interactive experience for Digital Twins, leveraging the formidable capabilities of Unity. Through his work, Jack contributes to the evolution of AEC practices, pushing the boundaries of technology and design to create immersive and innovative solutions.

About our event

Our VRARA Enterprise Summit 2024: Best in XR, Digital Twin, and AI is a virtual LinkedIn Live event with 30+ speakers and sessions. We expect 1000s of attendees.