VR/AR Association Orlando Chapter is pleased to announce the appointment of Dr. Irwin L. Hudson of the US Army to its Advisory Board

Dr. Hudson is currently the Human Performance Lead for Simulation and Training for the US Army Futures Command, Combat Capabilities Development Command (CCDC) Soldier Center located in Orlando.  One of the missions of the CCDC is to identify how use of VR/AR technologies can be used to improve how to improve training and soldier effectives.  Dr. Hudson specializes in Human Performance Training via Physiological Attributes such as heart rate, eye-tracking, and blood-flow. 

According to Dr. Hudson "Immersive technologies are changing the way we work, learn and play and the US Army is at the forefront of pushing VR/AR technologies.  We are looking to leverage the global ecosystem that the VRARA has created to identify various technologies and applications that can better help the warfighter perform his/her mission.  It is my honor and a privilege to be part of this global organization and contributing to helping promote collaboration and networking through the VRARA." Having been a Government Civilian Engineer for over 25 years in Orlando and a Nationally recognized Basketball Coach/Trainer with over 25 years of experience, "DrCoach" Hudson has used both avenues to promote the AR/VR technologies via STEM and Athletics.

Central Florida is the recognized global epicenter for the modeling and simulation industry and the US Army, Navy, Air Force and Marines have various technology and procurement agencies co-located at the University of Central Florida Research Park and partner with UCF and the National Center for Simulation in a program called "Team Orlando".  Over $6B per year of contracts in the area of simulation and training are awarded to commercial companies through Team Orlando.

For more information about how to get connected to the VRARA Central Florida Chapter and the member organizations please contact John Cunningham at orlando@thevrara.com

Varjo unveils 'Retina' resolution enterprise VR headset with SteamVR and Hand-Tracking to be showcased at the VR/AR Global Summit

Come see Varjo Exhibit and Demo at the VR/AR Global Summit Nov 1-2

Varjo Technologies announced two industrial-grade virtual reality/mixed reality headsets for enterprise VR applications such as designing cars. These two new products are part of Varjo’s “Resolution Revolution,” a product line committed to delivering human eye-resolution (over 60 PPD) and fidelity to the most demanding sectors of the professional market. With the introduction of the VR-2 and VR-2 Pro devices, Varjo said it is raising the bar on VR clarity and lowering the barrier for enterprise usability of VR.

Screen Shot 2019-10-15 at 9.24.07 AM.png

Both the VR-2 and the higher-end VR-2 Pro include support for SteamVR content, as well as the OpenVR development platform from Valve, at ultra-high resolutions (up to 40 PPD/4K rendering per eye) so professional users can quickly and easily access a full range of applications for research, analytics, training and simulation, industrial design, and more.

These software tools are now available to the professional market, delivering better 3D models and simulations. The VR-2 Pro also comes with integrated Ultraleap hand-tracking technology, which enables more intuitive interactions with the highest-fidelity VR content. With Ultraleap, you can feel haptic feedback as you touch objects in virtual reality with your fingers. This is especially useful for simulation professionals who interact with physical controllers and switches as part of their VR training, Varjo said.

“We have seen first-hand what the power of human-eye resolution in VR can offer in terms of expanding the realm of applications for the enterprise,” said Urho Konttori, chief product officer of Varjo, in a statement. “Today we bring the Resolution Revolution overnight to nearly all industrial applications, unlocking the next level of professional VR. With VR-2 and VR-2 Pro, professionals can benefit from the industry’s highest visual fidelity and the most precise eye-tracking joining forces with the leading hand tracking technology.”

Building on Varjo’s advanced 20/20 Eye Tracker technology, the new products offer faster and more accurate calibration performance, giving professionals access to precise eye data for applications such as consumer research or safety-critical training. Additionally, the next-generation Bionic Display in both the VR-2 and the VR-2 Pro features better peripheral vision and color consistency than before. That helps in car design, architectural projects, advanced simulations, or research scenarios.

“One of the main goals of SteamVR is to support a diverse ecosystem of hardware and software. Varjo is taking a unique approach to building high-end industrial VR products, and we are excited that users of Varjo will be able to take advantage of the wide array of SteamVR content for professionals,” said Joe Ludwig, a programmer at Valve, in a statement.

Steve Cliffe, CEO of Ultraleap, said, in a statement, “Being able to see in high fidelity and interact without controllers revolutionizes professional VR. Varjo’s human-eye resolution visual fidelity is unprecedented. So is the accuracy and low latency of Ultraleap’s hand tracking. The Varjo VR-2 Pro is the best integration of the two technologies and sets a new standard for natural user experience in VR. We’re very excited about the value it will unlock for demanding use-cases such as training, simulation and industrial design.”

The VR-2 and the VR-2 Pro are available for sale starting today at $4,995 and $5,995 respectively, sold together with Varjo’s software and support services starting at another $795.

“The ultra-high resolution that Varjo brings to Gravity Sketch via SteamVR compatibility is something we are very excited about. We see strong use cases for our customers in the Automotive and Industrial Design industries in applications where absolute visual quality is needed,” said Oluwaseyi Sosanya, CEO of Gravity Sketch, in a statement.

European Simulation and Training (ETSA) and the VR/AR Association sign a partnership to drive the industry

Come meet us at the VR/AR Global Summit Nov 1-2!

ETSA VRARA.jpeg

The VR/AR Association (VRARA) and ETSA have signed an MOU to strengthen ties between the two organizations.

The agreement will foster the relationship between the two pertaining to VR/AR capabilities and associated technology within the modeling, simulation and training community. It will also enable a closer working arrangement in supporting and actively promoting each others events. For example, ETSA Members will participate in the VRARA Industry Committees.

ETSA will provide the European voice, while the VR/AR association boast a global team of experts and specialist forums.

Last Chance to Apply for the Lenovo ThinkReality Enterprise Workshop at the VR/AR Global Summit!

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You’re invited to apply for Lenovo’s first Enterprise  Workshop for ThinkReality, its newly announced brand for commercial AR and VR solutions.

The workshop will take place Nov 1 10am-3pm, during the VR/AR Global Summit, Nov 1-2, in Vancouver Canada at the new renowned venue, the PARQ Hotel and Casino. Deadline to apply for the workshop is October 15, 2019.

At the Workshop, Lenovo product managers and engineers will be on-site to provide information on the platform, the pipeline of features and benefits, and demonstrations including the Lenovo cloud portal that can be used for device, app and user management. The morning session from 10 am – noon will include a product and demo workshop, and the afternoon session from 1-3 pm will include a technical developer session where you can build your own application.

In the morning session, you’ll get exposed to early ThinkReality app development partners who will present three types of AR apps built on the ThinkReality A6, and will review how they built these applications, offer best practices, and be on site to answer questions.

In the afternoon session, Developers will be given the opportunity to develop a Proof-of-Concept (POC) application on the ThinkReality A6 during the workshop. This allows developers to build and deploy applications in a more open environment without the risk of sharing custom application solutions and IP with other attendees.

Lenovo is sponsoring approved workshop participants' VR/AR Global Summit ticket, providing lunch, and a private networking event Friday evening with heavy hors d'oeuvres and drinks, and car service from the airport to hotel and back for attendees arriving from the Vancouver airport.

Benefits:

·    Private networking event Friday evening with heavy hors d'oeuvres and drinks

·    Paid entrance, VR/AR Global Summit event ticket

·    Free car service from the airport to hotel and back for attendees arriving from the Vancouver airport

·    Lunch provided

·    Exclusive access to Lenovo’s ThinkReality Developer Program

 

Are you an experienced AR Unity developer? Are you currently working at a large enterprise or systems integrator company? If yes, then apply now!

 

Limited space is available.



 


About the VR/AR Global Summit

This world-class conference and expo will welcome 1000+ Executives, 120+ Speakers and 70+ Exhibitors from leading companies like Lenovo, Microsoft, Niantic, Viacom, and so many more. With over 230 companies active in VR/AR, Vancouver is the 2nd largest immersive ecosystem in the world. This is the 4th time the show is happening in Vancouver and this year’s Global Summit will have a strong focus on enterprise and AR, as well as on immersive interaction design. Learn more at vrarglobalsummit.com

 

About VR/AR Association

The Summit is hosted by the VR/AR Association (VRARA), an international organization designed to facilitate collaboration between innovative companies and people in the VR and AR ecosystem that accelerates growth, fosters research and education, helps develop industry standards, connects member organizations and promotes the services of member companies. Over 4000 companies, brands, school and 27,000 professionals are registered with VRARA and 20 industry committees are working on best practices & guidelines for the industry. Learn more at thevrara.com

20 days to go! Here's the detailed schedule for our VR/AR Global Summit

See you in Vancouver Oct 31-Nov 2!

This is the 4th year the event is happening in Vancouver and this year's Key Sponsors include Lenovo, Microsoft, Niantic, Raytheon, Viacom and participation from brands like Boeing, Canadian Tire, Hasbro, Julabo, Lockheed Martin, Mastercard, Siemens, Telus, Walmart and companies like Apple, Amazon, HTC, HP, IBM, Intel, Magic Leap, Pico, Qualcomm, Varjo. Also, participating organizations include the US Navy, World Bank, Stanford Hospital, SSH, and media: Forbes, Fortune, Time Magazine, VR Scout.

Schedule Highlights:

Thursday Oct 31:

  • Registration desk opens

  • VIP Reception


Friday Nov 1

  • The Future of AR: From Games to Mainstream Adoption & Beyond (Niantic)

  • Bringing Spatial Computing to Enterprise (HTC & Magic Leap)

  • Solving for the Massive Skilled Workforce Shortage: How Scalable AR/VR Enterprise Solutions Will Impact Workforce Productivity (Lenovo)

  • AR Cloud (6d .ai)

  • Convergence: How the World Will Be Painted with Data (Charlie Fink)

  • VR/AR For Poverty Reduction Initiatives (World Bank)

  • VR: From Inception to Impact in Global Training and the Workplace (MasterCard)

  • EXPO

  • Developing AR & Automotive (MapBox)

  • Enabling AR at Scale for Enterprise Technology Support (IBM)

  • Engaging & Designing for Kids and Youth (Hasbro)

  • Clinical Applications of Immersive Technologies in Pediatric Healthcare (Stanford)

  • VR/AR and Festivals: How Viacom is Working in the Space (Viacom)

  • AR/VR Applications in Sports (Intel Sports)

  • 5G and AI: Transforming the Next Generation of Enterprise VR/AR

  • Speed Dating

Sat Nov 2

  • VRARA Women

  • EXPO

  • Speed Dating

  • What is Coming in Healthcare VR/AR (Medical)

  • Building Large Scale VR Experiences for Theme Parks (LBE)

  • Using VR and AR in Training: How Enterprise is Changing (Enterprise)

  • Healthcare and VR and AR Panel (Medical)

  • Deploying at Scale: What can the Entertainment Sector Teach our Industry (Entertainment)

  • How VR and AR are Influencing Education (Education)

  • The New Role of VR and AR in Advertising (Marketing)

  • Amazon Sumerian Presentation (Enterprise)

  • Fitness/Sports (Sports)

  • Expert Storytelling in VR/AR (Storytelling)

  • Soft Skills in Virtual Reality: Creating an Inclusive Workplace (Training)

  • Social VR (Social)

  • Sound and Music in VR/AR: The New Revolution (Entertainment)

  • Art and Immersive Design (Art)

  • Using VR and AR for Inclusion in Education (Education)

  • Gaming and Design in VR (Gaming)

  • VR and AR in Architecture and Design (AEC)

  • Hospitality and Tourism: A New and Immersive Approach (Travel)



See full detailed schedule here



Get Tickets!

See Expo Floorplan

See Full Schedule

About the VR/AR Global Summit

Hosted by the VR/AR Association, this world-class conference and expo will welcome 1000+ Executives, 120+ Speakers and Exhibitors from leading companies like Lenovo, Microsoft, Niantic, Viacom, and so many more. With over 230 companies active in VR/AR, Vancouver is the 2nd largest immersive ecosystem in the world. Learn more at vrarglobalsummit.com



About VR/AR Association

The VR/AR Association (VRARA) is an international organization designed to facilitate collaboration between innovative companies and people in the VR and AR ecosystem that accelerates growth, fosters research and education, helps develop industry standards, connects member organizations and promotes the services of member companies. Over 4000 companies, brands, schools and 27,000 professionals are registered with VRARA and 20 industry committees are working on best practices & guidelines for the industry. Learn more at thevrara.com

Viacom will speak at VR/AR Global Summit. The team helped VR AR spring to life in Nickelodeon, MTV VMAs, and Comedy Central

Join us at the VR/AR Global Summit - North America, Nov 1-2 in Vancouver here vrarglobalsummit.com

The VR/AR Global Summit - North America is Nov 1-2 in Vancouver.  With over 230 companies active in VR/AR, Vancouver is the 2nd largest immersive ecosystem in the world. This is the 4th time the show is happening in Vancouver and this year’s Summit is sponsored, in part, by Viacom’s Advanced Advertising group, among others. The Summit will have a strong focus on immersive interaction design. 

Vancouver is also the #1 VFX & Animation cluster globally, the #3 largest Film & TV production centre, and a top 10 video game dev centre. Vancouver is proving how important it is to leverage the convergence of film, visual effects, animation, games, and VR AR technology.

Viacom's Advanced Advertising Innovation Products team matches and operates emerging tech in support of sales needs. 

Augmented Reality effects clearly visible at 1min 15secs - amazing show!

The team helped VR/AR spring to life in Nickelodeon (KCS, KCA, Henry Danger, Loud House), MTV (VMA's Missy Elliot Vanguard), and most recently Comedy Central (Your Brain On Clusterfest). 

Group lead, Diego J Medina, will be talking about the unique multiplicative quality VR/AR has of voicing IP and audiences through technology. PLUS, how VR and AR has a unique place in on the ground experiences for concerts and festival goers! 

Join us at the VR/AR Global Summit - North America, Nov 1-2 in Vancouver here vrarglobalsummit.com

The VR/AR Association will celebrate VRARA Women at this year's VR/AR Global Summit

We will celebrate VRARA Women at this year VR/AR Global Summit vrarglobalsummit.com in Vancouver Nov 1-2!

Use promo code VRARAWomen30 for 30% discounts on tickets!

This year, the lineup is purposefully split almost equally between men and women. Undeterred by stats that state only 16% of women have tried VR as opposed to 30% of men, the VRARA is trying to keep this industry not only inclusive but a leader in celebrating and furthering the progress of women in tech. To mark this commitment, we will launch the VRARA Women’s Committee at this year's summit! See the Speakers and Program here vrarglobalsummit.com

The Future of Equipment Maintenance in Food Tech using Virtual Reality

Come meet us at the VR/AR Global Summit Nov 1-2

More and more industries are looking at technology solutions for long-standing problems. VRSim's President and CEO, Matthew Wallace, was interviewed in this article for his VR/AR insight and how this tech stands to help the industry.

Avoiding run to failure (RTF) on equipment requires a number of factors, including proactive maintenance and skilled workers who know what to look for on the components of a machine. But before that, it must begin with simplified equipment design, and that starts with communication.

Bakers must be in the right mindset … not so much as producers of baked goods but more as purchasers of equipment.

In that context, they’re better prepared to have real conversations with suppliers about building machines that will be simple to maintain with the minimum possible workforce.

“Bakers must be prepared to have interaction with the equipment manufacturers,” said Rowdy Brixey, president, BEST: Brixey Engineering Strategies & Training.

He offered similar advice to suppliers.

“Be prepared to have a conversation about how you can justify the engineering you put into your machine,” he said. “Suppliers need to touch on areas that, in some form or fashion, help with the labor shortage.”

In terms of everyday maintenance, the future is wide open for equipment manufacturers to develop data tracking and mix augmented reality with remote maintenance, according to Matthew Wallace, president, VRSim.

“There are a lot of things that can be done by remote maintenance, which requires the help of the OEM,” he said. “Augmented reality — using GoTo Meeting and putting a graphic overlay on top of the screen — will fundamentally change the industry. When you start mixing augmented reality with remote maintenance, that’s where the future will be.”

This article is an excerpt from the September 2019 issue of Baking & Snack. To read the entire feature on Run to Failure, click here.

Vancouver and Seattle announce landmark partnership. VR/AR Global Summit is in Vancouver Nov 1-2

The VR/AR Association (VRARA) is proud to present the VR/AR Global Summit to be held in Vancouver, Canada on Nov 1-2, 2019. With over 230 companies active in VR/AR, Vancouver is the 2nd largest immersive ecosystem in the world. This is the 4th time the show is happening in Vancouver and this year’s Summit will have a strong focus on enterprise and AR, as well as on immersive interaction design. More info www.vrarglobalsummit.com

The economic development agencies of Vancouver and Seattle announced a landmark cooperation agreement that promotes continued economic growth and linkages throughout the Cascadia Innovation Corridor.

Vancouver Economic Commission (VEC) and Great Seattle Partners (GSP) formalized the agreement — called the Cascadia Economic Development Agreement (CEDA) — in a signing ceremony.

Joint economic development is critical to Cascadia,” said VEC CEO Catherine Warren.

“By collaborating with Greater Seattle Partners on trade and investment, we strengthen a region known for innovation and progressive values while improving economic balance for companies, workers and residents. We believe in a ‘big tent’ and invite other economic leaders to join us in advancing prosperity for all.”

By collaborating throughout the super-region, the resulting synergies, allowed by the social, cultural, and economic commonalities within the corridor, will allow for the greatest mutually benefitting business prospects and partnerships.

“By formalizing our relationship with the Vancouver Economic Commission, we expand the opportunities to promote the greater Seattle region on the international stage,” said Brian McGowan, CEO of Greater Seattle Partners. “When leaders from both sides of the border work together we are better able to explore new strategies, maximize our selling points, and enhance our global reach.”

Key areas that the partnership will focus on include developing and growing workforce talent, fostering a sustainable economy, facilitating trade and access to capital, catalyzing stronger business ties between the cities, and encouraging partnerships in the target industries, such as smart cities, clean technologies, green buildings, artificial intelligence, augmented and virtual reality, and the creative and entertainment sectors.

There will also be joint research and marketing work, joint trade missions to raise the corridor’s profile, and work that engages local governments, businesses, and residents in understanding the value of this economic strategy.

Source

Innoactive Opens Aviation VR Training Hub at 2 largest airports in Europe

Come meet us at the VR/AR Global Summit Nov 1-2!


Innoactive have partnered with AeroGround Munich & Berlin and Fraport AG to offer the world's first open aviation VR training hub.

Airports from around the world can access best-practice processes and training modules to transform how they train their employees to reach the next level of training excellence and operational efficiency. As of now there are eight VR training applications available, with more still to come.

On-the-job training for ground handling presents many hurdles, such as security clearances, weather conditions and aircraft availability. Using VR to bring the usual personnel training from the airports’ “apron” directly into the classroom is an obvious preferred method, as it saves time and money while allowing trainers to prepare more potential staff in a highly engaging way.

Read more about how you can become part of the transformation.

Website URL: https://innoactive.de/aviation-vr-training-hub/

VR/AR Global Summit to Bring World-Leading Technology and Global Experts to Canada on Nov 1-2 (Press Release)

For more info and tickets see www.vrarglobalsummit.com

November’s event will feature speakers such as Heidi Buck of the US Navy and Sergio Paolantonio of Hasbro, and showcase over 100 Augmented and Virtual Reality demos

VANCOUVER, British Columbia, Oct. 08, 2019 (GLOBE NEWSWIRE) -- The VR/AR Association (VRARA) today announced its program of over 120 global speakers that will be featured at its flagship summit, hosted in Vancouver on November 1st and 2nd 2019. The lineup, which includes both panelists and keynote speakers, will deliver compelling insights on the current state and future of Virtual Reality and Augmented Reality and its impact on specific industries such as enterprise, education, defense, entertainment and healthcare.

“VR/AR may seem like just a game to some, but in reality, it is having an impact on almost every area of our lives, allowing us to engage with our environment on an entirely new level. This technology has now been used in everything from Viacom’s groundbreaking AR Show for Missy Elliott’s MTV Vanguard! Award to the US Military’s cultural sensitivity training for overseeing troops,” said Nathan Pettyjohn, Founder and President of the VR/AR Association. “The world-class group that will come together in Vancouver shows how diverse and boundary-pushing the industry is becoming - any company in VR or AR tech that has their sights set on growth should be at the event ready to collaborate and share their ideas.”

This year, the lineup is purposefully split almost equally between men and women. Undeterred by stats that state only 16% of women have tried VR as opposed to 30% of men, the VRARA is trying to keep this industry not only inclusive but a leader in celebrating and furthering the progress of women in tech. To mark this commitment, Co-Chairs, Anne-Marie Enns and Sophia Moshasha will launch the VRARA Women’s Committee at this year's summit.

With over 120 speakers, highlights include:

  • Heidi Buck, a member of the US Navy and the Founder and Director of the Battlespace Exploitation of Mixed Reality Lab at SPAWAR Systems Center, Pacific

  • Charlie Fink, VR/AR consultant, speaker and Forbes columnist

  • Ross Finman, Head of AR at Niantic

  • Cathy Hackl, the #4 Top Technology Voice on LinkedIn and a part of Enterprise Strategy at Magic Leap

  • Sergio Paolantonio, Director of Augmented Reality, Voice Experiences, Design and Development at Hasbro

The event, which will feature two days of workshops, panels, keynote presentations, demonstrations, exhibits and more, aims to not only educate attendees on the far-reaching practical applications of VR/AR but also explore the newest trends and creative expressions that are possible with these technologies. An example of this is a just-released augmented-reality experience, that allows attendees to harness unexpected powers right in the middle of the exhibition floor.

The 2019 Summit sponsors include companies at the forefront of this technology such as Microsoft, Lenovo, Niantic and Viacom among others.

To learn more about the 2019 speakers please visit https://www.vrarglobalsummit.com/speakers
To register for a ticket please visit https://www.vrarglobalsummit.com/tickets

About the VR/AR Global Summit
On Nov 1 & 2, 2019, in Vancouver, the VR/AR Global Summit will bring together industry frontrunners from around the world to discuss the present and future of immersive technologies. This world-class conference and expo will welcome 1000+ Executives, 120+ Speakers and 50+ Exhibitors from leading companies like Lenovo, Niantic, Microsoft, Viacom, and so many more. With over 230 companies active in VR/AR, Vancouver is the 2nd largest immersive ecosystem in the world. This is the 4th time the show is happening in Vancouver and this year’s Global Summit will have a strong focus on immersive interaction design.

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

Media Contact
Sasha Yeomans
sasha@talkshopmedia.com
6046903509

Transforming Employee Onboarding with Virtual Reality. New employees retain information 2x more using VR!

Come meet us at the VR/AR Global Summit Nov 1-2!


New employees retain information after a VR experience two times more than after viewing video or text-based learning materials. 

An unforgettable onboarding experience for employees is the crucial first step to a successful and productive career. This is why Lenovo is digitizing and transforming employee orientation with its own virtual reality (VR) Mirage Solo headsets.

“Onboarding new employees is too often synonymous with long meetings and information overload. With VR, however, employees take control of the onboarding process, with a rich, immersive onboarding experience. At Lenovo, we want to bring the benefits of smarter technology to all, and there’s no better place to apply this vision than within our own company. Using VR for smart onboarding is how we walk the talk when it comes to the intelligent transformation of business,” said Subhankar Roy Chowdhury, Executive Director, Human Resources Asia Pacific, Lenovo. “Virtual reality opens up a world of possibilities for a new joiner to experience intelligent transformation from Day One.”

“Smarter” onboarding, introduced for the first time at Lenovo to employees in Asia Pacific this month, includes the full Lenovo Theater of company video training content, adapted for VR, as well as a 360-degree video that introduces new employees to Lenovo’s management team in living color. The goal of smarter onboarding is not to replace current orientation with a virtual reality solution, but to enhance the experience with VR. “We wanted to create a “wow” experience for employees,” said Sachin Kinagi, Learning Manager at Lenovo.

By adding VR into the onboarding mix with Lenovo’s Mirage Solo headsets, Lenovo has significantly enhanced the new employee onboarding experience, and improved the productivity of new joiners by helping them integrate faster into the organization and better retain what they have learned. Research shows that memory retention after a VR experience is two times higher than after viewing video or text-based learning materials.

New employees in Asia Pacific learning about Lenovo and its culture with virtual reality Mirage Solo headsets.

New employees in Asia Pacific learning about Lenovo and its culture with virtual reality Mirage Solo headsets.

“I felt completely immersed in the VR world, which made it easy to concentrate, pay attention and remember information,” said Shashank Charati, who recently joined Lenovo as an Account Manager and participated in the company’s first VR orientation session.

VR can also provide an alternative for new employees or management team members who are not personally able to attend the orientation. “Many times, when we have onboarding sessions, the market general manager or segment leader is not available for the session,” continued Kinagi. “VR is a great opportunity for us to fill that gap and ensure employees hear from our leaders even when they are not physically there.” Anytime, anywhere onboarding allows new joiners to proceed at their own pace, time and location – taking “on-demand learning” to the next level, “on-demand onboarding.”

When employees complete their VR-enhanced orientation, they feel more empowered, excited and motivated about the company. “After experiencing VR, I did feel even more excited about working at Lenovo and being a part of the journey toward ‘Smarter Technology for All,’” continued Charati.

At the same time, by using VR during orientation, new Lenovo employees are quickly able to accustom themselves to the company’s product and better understand company vision.

Following the success of its pilot program in India, Lenovo in Asia Pacific plans to roll out VR onboarding to its offices and sites in other markets. For example, in the virtual world a new employee joining in Vietnam will be able view Lenovo’s massive data centers around the globe, take a tour of the corporate headquarters in Beijing, or visit a factory in Shenzhen. Lenovo will also share its experience with corporate customers who are interested in using Mirage Solo VR for their own onboarding solutions.


Source:

Transforming Employee Onboarding with Virtual Reality | Lenovo StoryHub

https://news.lenovo.com/transforming-employee-onboarding-with-virtual-reality/

Three Advancements for a Seamless Future in VR. Plus, VIATechnik's collaboration with Virgin Hyperloop One

RSVP for our AEC Webinar here

Come meet us at the VR/AR Global Summit Nov 1-2!

By Michael Fontana, Senior VDC Engineer, VIATechnik

Testing a virtual environment through VR. Photo: VIATechnik

Testing a virtual environment through VR. Photo: VIATechnik

Over the last few years, one of the biggest questions looming over the discussion of VR has been user adoption: "When will VR become a viable platform?" Development of VR hardware has advanced significantly, service platforms have been built around that hardware to deliver content to users, and yet it still seems that VR is a cumbersome (and expensive) endeavor.

This problem is especially acute for industries like AEC which rely heavily on visual content to deliver experiences and information. Professionals in these industries understand the symbiotic relationship between tools and design--that each has great potential to drive the development of the other--and so the problem for us is not just the experience of using the hardware, but the limitations that currently poses for our ability to design and communicate our ideas.

The Virgin Hyperloop One test site simulated in a gaming engine. Photo: VIATechnik

The Virgin Hyperloop One test site simulated in a gaming engine. Photo: VIATechnik

In tandem with this, the AEC industry continues to push towards ever higher levels of interaction and fidelity through visual mediums. VIATechnik has witnessed this drive first-hand through many of our projects. One in particular--our collaboration with Virgin Hyperloop One--incorporates scales of simulation beyond most traditional applications: anything from small bolts and wires to the entire surrounding topographic region. As these applications of 3D rendering become more dominant in the AEC industry, the scales of simulation will become more advanced and intricate as well, requiring greater degrees of computational power and sensory experience.

Beyond the “Trough of Disillusionment”

The emergence of Virtual Reality (VR) has been able to sustain this increase rendering demand to a point. It has crossed over from obscure niche technology to mainstream applications, and there is no longer a question of whether it will become viable; instead, we must ask what it will look like when it does. We can look to three particular developments in the near future which suggest that VR accessibility will become significantly more seamless, allowing the medium to meet these demands: First, networked VR environments will become much more commonplace, allowing users to collaborate remotely. Second, these environments will begin migrating to the cloud, reducing the need for powerful, on-site computation. And third, the deployment of 5G network technologies will increase data transfer and reduce latency, eliminating many of the noticeable limitations of streaming applications.

Many current VR applications are still restricted by hardware tethering. Photo: Stella Jacob

Many current VR applications are still restricted by hardware tethering. Photo: Stella Jacob

Environments Begin to Talk

Those users who have set up a high-end VR experience are familiar with some of the existing constraints: in addition to the cost of workstations powerful enough to run VR applications, most traditional VR setups require the use of a proprietary tethered headset. Further, much of the work done in the AEC industry requires high levels of visual fidelity, which in turn requires significant amounts of data storage and throughput, meaning that the headset cannot be easily untethered from this workstation.The obvious restriction here is mobility - a few feet of cable and a room-scale boundary does not permit much of a spatial experience, and removing this barrier requires the purchase of additional Wi-Fi adapter hardware. Moreover, only one user at a time can be “in” a VR space, limiting our ability to use a shared experience to communicate. Many products currently on the market have taken a first step to alleviating this problem by allowing the local environment to communicate over the internet with other users. Like a multiplayer video game, each player owns and runs a copy of the game on their system while certain information is coordinated across the internet to create a shared experience. This enables remote VR collaboration with one big caveat - each end user still needs the requisite costly hardware to run the VR application locally. In other words, the environment is more accessible but the interface with that environment is not. 

Remote servers may replace the need for high-end graphics processing that many VR applications require. Photo: Torkild Retvedt.

Remote servers may replace the need for high-end graphics processing that many VR applications require. Photo: Torkild Retvedt.

The Data Center Is Your Platform

New advancements in the gaming industry mitigate this problem through cloud-based streaming. Under this model, VR environments--which would ordinarily be run locally on the user’s computer--are instead hosted on powerful cloud platforms. These platforms will offer both high-end graphics processing as well as the ability to scale with users. The end user merely needs a headset that can stream the images and audio from the server. Put another way, like visiting a website, the end user’s workstation only needs to connect to the virtual environment, not contain it. Stadia, Google’s new cloud-based gaming platform, proposes this exact model through a subscription service to subvert the traditional purchase of expensive gaming consoles and game titles. Nearly any modern workstation can participate in Stadia by streaming games from the cloud and players can connect from anywhere at a fraction of the cost of a traditional console and game library. It is not a stretch, then, to think that we will begin to see the same standard emerge in AEC applications.


5G: When Networks Become Invisible

For VR to reach peak adoption, it must be able to be accessed by and streamed to numerous mobile devices at high resolution with ease. The introduction of 5G connectivity across mobile broadband is expected to solve this by dramatically increasing bandwidth while shrinking latency. This is a crucial step in eliminating the framerate loss and input latency that can cause negative physiological reactions in users. Currently, some desktop and mobile applications can achieve this, and with the proliferation of connected devices coming with 5G technology, we are sure to see further strides in this area. From the user’s perspective, the typical visceral aberrations of networked applications--things like input lag, slow download speeds, and buffering glitches--will seem to disappear. 


The maturity of a platform can be measured by how seamlessly it integrates into our daily lives. While several of these friction points still remain, doubts about VR’s potential have largely been answered: It is now clear that VR and other Mixed Reality interfaces will dominate as the next platform for visually-driven content. The question is no longer “will it be viable” but rather “what will viable look and feel like”. Looking to our existing devices and the advancements that have been made in connectivity, we can begin to understand that VR will become part of this family, offering users the ability to experience content and share information across multiple platforms. Content distribution and collaboration services will be built with seamlessness as a priority, driving greater numbers of users into their ecosystems which will in turn provide the demand for content and application marketplaces. For the AEC industry, then, what is left for us to consider is how we prepare for this future: What will we do with these new capabilities and what impact do we hope to have that was not possible before?

Special events at our VR/AR Global Summit with Lenovo, Microsoft, Marvel, Niantic, Magic Leap, HTC and much more!

The VR/AR Global Summit is one of the year’s most anticipated conferences. It attracts a broad, international cross-section of thought leaders, enterprise executives, entertainment companies, and developers for an intense two days of panels, demos and networking.
— Forbes
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The Global Summit isn’t just about the talks (120+ speakers!) and exhibits, there are many other exciting events to network, play, and relax that will be taking place at The Parq Hotel & Casino leading up to, and during, the event! These include:

  • VIP Cocktail Reception

  • Archiact Marvel Experience

  • The Niantic Experience

  • Ecosystem meetings

  • VRARA Women’s meet up

  • LNG interactive Art Show

  • Speed Dating on BOTH days! (per popular request)

  • Workshops (with Lenovo, Magic Leap, HTC)

  • Casino: 72,000-square-foot gaming floor!

  • 8 diverse restaurants and lounges

  • A 30,000-square-foot rooftop park

  • A tranquil Spa by JW

  • Vancouver’s largest hotel ballroom

  • And much more!

Thursday, October 31st

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Sponsored by Vancouver Hotel Destination Association & Tourism Vancouver

VIP Cocktail Reception (by invite only)

6-8 pm at Parq Hotel

Speakers, sponsors and VIPs

 

Friday, November 1st

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Sponsored by Vancouver Economic Commission & Creative BC

Speed Dating*

4:45 - 6:00 pm

Main Lobby, Conference Floor

Expo and Cocktail Reception

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5:00 - 7:00 pm

Exhibition Hall, Conference Floor

After the first day of talks and workshops are done, join fellow attendees for a cocktail on the exhibition floor. Try out some incredible demos from Lenovo, Microsoft, and many others!

 

Saturday, November 2nd

Sponsored by Vancouver Economic Commission & Creative BC

Speed Dating Round 2!*

9:30 am - 10:30 am

Main Lobby, Conference Floor

 

Workshops

Brought to you by: Circuit Stream

Proudly presented by Circuit Stream, the VR/AR Global Summit will be hosting a series of workshops as a part of the programme for Full Conference Pass Holders. Registration for these workshops is available HERE and a full pass must be purchased before registration. Each workshop is limited to 35 attendees and last minute spots will be made available day of for all other conference pass holders.

WHERE: All workshops to take place in the Cambie Room, 6th Floor, Parq Hotel & Casino.

SCHEDULE AT A GLANCE:
Friday November 1st
1-2pm —Vive Pro Eye w/ Vinay
3-4pm — Magic Leap 101

Saturday November 2nd
11am-12pm — Vive Pro Eye w/ Vinay
1-2pm — Intro to VR w/ Cosmos
3-4pm — Magic Leap 101
(More workshops to be announced soon!)

HTC Vive Eye Tracking Workshop, with Vive's Vinay Narayan and Circuit Stream’s Richard Beare

WHEN: Friday Nov 1, 1 - 2pm | Saturday Nov 2, 11am - 12pm
WHAT: HTC Vive's Head of Product Vinay Narayan and Circuit Stream's Richard Beare share the development potential of HTC Vive's latest eyetracking SDK: Pro Eye. Discover the possibilities Pro Eye opens for developers, experience a demo of a Pro Eye project, and learn how to build an eyetracking app yourself from expert VR instructors. Get started developing with Vive here.

How to Develop for Vive Cosmos: Introductory Workshop, with Circuit Stream’s Richard Beare

WHEN: Saturday Nov 2, 1-2pm
WHAT: Circuit Stream's lead instructor Richard Beare demonstrates how to start XR development in Unity 3D for the new Vive Cosmos. You’ll get a foundational understanding of VR, working with Unity, and developing Virtual Reality applications. Get started developing with Vive here.

How to Develop for Magic Leap: Introductory Workshop, with Circuit Stream’s Nakisa Donnelly

WHEN: Friday Nov 1, 3-4pm | Saturday Nov 2, 3-4pm
WHAT: Circuit Stream's resident AR expert Nakisa Donnelly shares her development experience with Magic Leap in building an appendectomy surgery training application. She'll dive deep into how Unity works with the headset and explain how to implement core features like haptic feedback, spatial audio, and recognizable hand gestures.

Brought to you by: Lenovo

Lenovo ThinkReality Enterprise Dev Workshop at the VR/AR Global Summit! (by invite only)

WHEN: Friday Nov 1, 10am-3pm
WHAT: Lenovo’s first Enterprise Developer Workshop for ThinkReality, its newly announced brand for commercial AR and VR solutions.


About the VR/AR Global Summit

This world-class conference and expo will welcome 1000+ Executives, 120+ Speakers and 70+ Exhibitors from leading companies like Lenovo, Microsoft, Niantic, Viacom, and so many more. With over 230 companies active in VR/AR, Vancouver is the 2nd largest immersive ecosystem in the world. This is the 4th time the show is happening in Vancouver and this year’s Global Summit will have a strong focus on enterprise and AR, as well as on immersive interaction design. Learn more at vrarglobalsummit.com


About VR/AR Association

The Summit is hosted by the VR/AR Association (VRARA), an international organization designed to facilitate collaboration between innovative companies and people in the VR and AR ecosystem that accelerates growth, fosters research and education, helps develop industry standards, connects member organizations and promotes the services of member companies. Over 4000 companies, brands, schools and 27,000 professionals are registered with VRARA and 20 industry committees are working on best practices & guidelines for the industry. Learn more at thevrara.com

Coming Soon to Oculus! ‘Death Lap,’ a Frenetic VR Combat Racing Game from OZWE Games

Come meet us at the VR/AR Global Summit Nov 1-2!


OZWE Games — official Oculus Studios — is thrilled to introduce a new title that challenges you to drive to survive. ‘Death Lap’ pulls no punches and breaks all the traditional rules of the road. Buckle up because if the speed doesn’t kill you, the driver next to you just might.

Fans of the Anshar franchise should be well familiar with OZWE, they have been making strides in the industry since 2014 and the Gear VR Innovator Edition launch. In their upcoming release, they’ve mashed up a Twisted Metal tribute with the zany antics of go-kart-style racing games like Mario Kart for a darkly comic racing game that will have you howling with laughter even as you put your life on the line. The game takes its name from an annual tournament held once a year, where drivers wield deadly short- and long-range weapons and the first to cross the finish line wins. Behind it, all is the host, Nitro Saint Payne — a marvelous yet tragic man with a definite need for speed.

Key Features

  • Fast driving. Master your steed in first or third-person view. Use it to its best capacities, drift and jump over the minefield as quick as you can.

  • Battle for survival. Use the deadly supply of weapons, maneuver undetected into the hostile run, execute combat tactics for attack or defense, and enjoy a good shot of adrenaline.

  • Choose your car. Select your favorite vehicle to brave the peril of the show. Each car has a unique personality with its own set of weapons and abilities.

  • Ruthless tracks. Enjoy various races environments as wild and bloody as beautiful. Take advantage of its secret paths and obstacles.

  • Cunning strategies. Use your car and environment wisely. Get the bonuses scattered around and use them smartly.

  • Single or multiplayer. Play against the AI or real players to test your might and speed. Maybe you'll be strong enough to get on the pantheon of greatest players.

The only thing left to say is to keep an eye out for the release date!

More info www.ozwe.com/deathlap