Recap of VR/AR Global Summit by the Halldale Group and MS&T Magazine: VR/AR for High-Risk Sectors

By Marty Kauchak

The VR/AR Global Summit in Vancouver is called “one of the year’s most anticipated conferences” by Forbes magazine. Halldale Group Editor Marty Kauchak ventured to the Canadian coastal city to mingle with the international cross-section of thought leaders and developers.

The VR/AR Global Summit offered something for just about every industry: entertainment, sports, healthcare, manufacturing, music, oil and gas, telecommunications, tourism, training of various workforces, even poverty-reduction initiatives. And, of course, the latest hardware and software advancements from tech companies large and small.

The HoloLens2 will be used in the US Army IVAS to help soldiers communicate and coordinate during combat scenarios. Image credit: Microsoft.

The HoloLens2 will be used in the US Army IVAS to help soldiers communicate and coordinate during combat scenarios. Image credit: Microsoft.

There were several defense and aerospace-focused presentations. The most notable a panel on “Immersive Trends in Defense.”There was agreement on the panel that, today, following a four to five-year period of rapid protype development, proofs of concept and testing, a steady rate of initial deliveries and follow on deployments are finally integrating AR/VR into high-risk programs.

Randy Brown, Vice President, Division Manager in the Virtual Heroes Division of Applied Research Associates, noted his company is working on the US Army’s Integrated Visual Augmentation System (IVAS) – the new soldier system to be fielded with an AR capability. The overarching IVAS contract was awarded to Microsoft, with the prototype capabilities enabled by HoloLens2. Brown called attention to the need for the Service to also “integrate many different sensor platforms (night vision goggles, thermal, others) for this to be used as a true visual system.” This effort continues ARA’s decade-long effort with US DoD’s DARPA to build and license a suite of algorithms to support accurate head-tracking and registration, and symbology rendering for dismounted soldiers.

Brown pointed out the challenges to providing immersive technology to the military customer. A short list of impediments includes very restricted networks in terms of low bandwidth and other attributes. Brown also called attention to the military’s focus on SWAP (size, weight and power) when designing VR and AR headsets and related materiel. “For the military to adopt something with a VR or AR capability, it must satisfy the SWAP requirement.” The returns on investment for the customer and supplier is significant when using VR/AR, such as taking hardware into the field to a forward operating base. Indeed, ARA is working on a program to deliver a downrange virtual tactical operation center. “We’ll need enough visual fidelity to have a usable experience there; I think we’ve achieved that,” he concluded.                   

Applied Research Associates is currently working on the US Army’s Integrated Visual Augmentation System – the new system for soldiers (above) to be fielded with an AR capability. Image Credit: US Army/Kathy Bailey, PEO C3T public affairs.

Applied Research Associates is currently working on the US Army’s Integrated Visual Augmentation System – the new system for soldiers (above) to be fielded with an AR capability. Image Credit: US Army/Kathy Bailey, PEO C3T public affairs.

Jason Radel, Chief Scientist at Dorval, Quebec-based Imagine 4D, indicated one of his team’s most interesting projects is the creation of a “digital twin” of a nuclear facility. Radel explained this effort is leading to the creation of a 3D model to support training and added, “We’re also doing 3D scans to make sure it is photo-realistic.” He emphasized the imperative to deliver a digital twin product – a perfect representative of reality – which will allow the facility’s workers to safely train and work. “Nuclear plants are giant in size, complex and easy to get lost in. You can’t have workers being exposed to radiation while they figure out where they are.” 

The company is bringing to bear its Station IX large immersive dome to allow the project team to visualize its data. “Instead of projecting an image on a wall and viewing it directly, we’re actually projecting the image on a screen close to the user and viewing it once it is reflected – there’s a lot of optics in doing this properly. But this gives us real, 3D depth projection.”

Dean Hoover, Systems Engineer at Raytheon, noted one of the biggest challenges to implementing VR/AR in the US military has been culture and an initial hesitancy of some senior leaders who are unfamiliar with the technologies to embrace them. Hoover noted that as senior-level uncertainty and lack of knowledge have been overcome, “the biggest challenge has been keeping up with demand!”

Tyler Gates, Managing Principal at Brightline, noted, “The economy of immersive technology is by and large cheaper, over the long term, [compared to hardware-based systems] because you can create specialized, specific content inside head-on displays, some of which you can buy at a box-store for $200-$900.” He concluded, “When compared to the more expensive cost of comparable hardware, the cost-benefit analysis in favor of AR/VR is further pushing the culture shift away from the legacy product solution. It’s about building software platforms that can scale.”          

VR Vision launches Reality Well, a platform for senior living and retirement homes

Reality Well Provides Bucket-List Experiences with Interactive Virtual Reality for Senior Living & Retirement Homes

“It is not how much you do, but how much love you put in the doing.”-Mother Teressa

Usually, you cannot control how much stress and pain your loved ones experiences every day. If your loved ones are living an unattractive retired life in senior living, the name you should trust is Reality Well. By the utilization of a CG-Based environment and shared virtual experiences, Reality Well overcomes social isolation. Reality well provides solutions for the senior living to engage with the world outside of the four walls room. They get to experience the world they would never have a chance to visit through a virtual experience. It sounds like you can see the whole world without stepping out of the room. It is operative with a vision of providing long term care to the clients. To make it happen, 360° 8K-resolution full 3D videos of real-world landmarks and bucket-list experiences and interactive and unique CG-based environments curated in-house by their skilled team for the development in the industry of senior living and retirement homes, has been taken into consideration.

“With Reality Well, residents can simply put on a VR headset and can be whisked away into completely immersive worlds.”

With reality well facilities, improved quality of life is provided to the senior citizens by using many gadgets to decrease depression, anxiety, and loneliness. This improves the health and mood of senior clients. The beneficial services of Reality Well consist of homecare, clinic, nursing home, and community centers. The CG based environments they provide are colorful, engaging, and connecting, which allows the residents to feel free to join and explore the virtual world. The Worldwide Landmarks in 360° 3D Videos encompasses all the heavenly views around the globe. They have currently eight vibrant worlds to discover, and they look forward to adding more to it. This virtual world recreates a new life among the senior citizens and also a key to divert their minds from daily routine and stress. This practice is essential for physical movement and rehabilitation. They are setting the first-ever platform in this space for virtual reality. Treating seniors with a variety of immersive & learning activities is the main aim of reality well.

Reality well is now working on adding their best efforts to provide long term care to their clients. The company is launching a new Feature of Exergames explicitly curated for senior living, in the first quarter of 2020. They are also planning to add new expedition content in the second and third quarter of 2020. A new and improved virtual reality software will enhance the mental stability of the senior clients, along with the decrease in stress. Their technology will produce a transition to value-based care. The clients of reality well can create unforgettable stories that they can share with their families and loved ones.

Seniors should be granted individual gadgets to determine their potential options. It shows the contrast between letting others decide between A and B and having a choice between A and B. At the same time, listening to the elderly, their wishes, preferences, and stories is an essential part of empowering the older people It is precious to meet residents deep on a personal level for employees in helped living facilities with small residential settings. They work for the betterment of seniors providing empowerment to senior living. Consider the pocket-friendly virtual services from reality well for your loved ones. 

Contact:

Lorne Fade

Co-Founder, COO, VR Vision

(647) 358-5050 m: (647) 201-7611a:250

The Esplanade, #310, Toronto, ON, M5A 1J2

w:vrvisiongroup.com

e: lorne.fade@vrvision.ca

The VR/AR Association Appoints Gordon Meyer as President of the NYC Chapter

Gordon Meyer has been appointed as President of the NYC Chapter. In his role as Chapter President, he will foster growth and collaboration among the burgeoning Immersive Technology scene within New York City. Additionally, he will assist the VR/AR Association to pursue its global mission of fostering connection and education through the use of immersive technologies. 

Meyer, a 20-year industry veteran in the Advertising and Marketing fields, has led initiatives in both Virtual Reality and Augmented Reality for high profile brands including the International Rescue Committee, Nespresso, Audi, Sky UK, Starwood, HP, US Army and Konica Minolta. In 2018, he was named one of the “30 people to watch in Augmented Reality” by Next Reality News, who noted, “Gordon Meyer gradually became one of the loudest and most high profile voices pushing AR forward, far away from Silicon Valley on the East Coast.” Meyer has also been featured as a thought leader in XR on NPR’s All Tech Considered, and in numerous publications such as Forbes, INC Magazine, Chicago Tribune, Skift and Brandchannel.

"My deep passion for VR/AR is no secret and I am excited to drive innovation, learnings, and connections for our members. By all measures, New York is expected to overtake Silicon Valley as the most important global technology hub in the next few years. The VR/AR Association has the infrastructure and membership to ensure the immersive industry drives that growth. It is a great honor to be appointed to Chapter President and play a role in moving the immersive industry forward within New York City and beyond."

Kris Kolo, Global Executive Director of the VR/AR Association added, “Gordon Meyer has been consistently recognized as one of the top thought leaders in this industry by the press and his peers. His expertise in Blockchain and his stewardship of our Blockchain Committee speaks to his drive to keep our members on the cutting edge. The NYC Chapter will help evolve how the many brands, agencies, and companies operating on Madison Avenue and Wall Street understand the potential of immersive technology in their endeavors.”

In addition to Gordon Meyer as Chapter President, NYC leadership includes: 

Kris Kolo, Advisor

Adaora Udoji, Advisor

Chris Pfaff, Advisor

Dex Yee, Biz Dev


For more information please visit thevrara.com/nyc-chapter


###


About the VR/AR Association

The VR/AR Association (VRARA) is an international organization designed to foster  collaboration between innovative companies and people in the 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.


Contact

Kris Kolo, Global Executive Director, VRARA

kris@thevrara.com 


VR for Education in the $160B Market and how 350 students developed their first VR

VR is a tool of the future that everyone should take advantage of. According to Statista, the VR/AR market will expand dramatically in the coming years, with forecasts for 2023 eclipsing $160 billion U.S. dollars. And that is just the beginning: while today VR development is mostly restricted to professionals, soon everyone would be able to create their own VR projects. It might sound like a dream to you, but even now there are tools that allow users to create and manage VR content by themselves, such as platforms like Varwin and BrioVR.

These tools make VR development available to more people: you no longer need years of experience to create a VR project, and even students can do it. In fact, a recent hackathon organized in Russia proved that VR is no longer a complex technology but something everyone can master. The hackathon involved 350 students from all around Russia, most of whom were not at all familiar with VR. The teams used the Varwin platform to build their projects, which allowed them to get into VR development quickly and easily thanks to the drag-and-drop system and Blockly visual language that Varwin offers.

Learning how to build a VR project is a useful skill for students as they are going to witness huge technological progress during their careers. VR is also exciting for the next generation, and providing students the opportunity to work with VR pays off with their involvement and interest in this technology. In only 3 days during the hackathon, the teams not only learned how to work with the Varwin platform but successfully completed their projects and created their own worlds and scenarios. Students fully engaged in the process and discovered VR development for themselves.

Contact:

Anna Salova, Varwin

anna@varwin.com

varwin.com

The VR/AR Association (VRARA) announces appointment of John Meyers of the Naval Air Warfare Center Training Systems Division to the Central Florida Chapter Advisory Board

The VR/AR Association (VRARA) is pleased to announce that John Meyers, Executive Director of the Naval Air Warfare Training Systems Division (NAWCTSD) has been appointed as an Advisory Board Member of the Orlando-Central Florida Chapter.  In his role as Board Advisor, Mr. Meyers will assist the VR/AR Association to pursue its global mission of fostering connection and education through the use of immersive technologies.

 “We are delighted that John has agreed to join the advisory board to assist us to improve collaboration between commercial, academic and defense organizations in order to accelerate development of immersive solutions.  With John’s extensive experience in modelling and simulation he will help us to steer the organization and develop our ecosystem” says John Cunningham, VRARA Orlando Chapter President. “The Central Florida region is the global hub for modelling and simulation and immersive technologies are going to change the way we learn, play and work and we need to build an ecosystem to share ideas, requirements and technologies.  The VRARA provides a great platform in which to collaborate globally and locally. This is good for the VRARA, the US Navy and the Central Florida Region as we leverage this technology to develop our regional economy.”

According to Mr. Meyers, “We are constantly looking at new and immersive technologies to apply their value and effectiveness in our mission of improving human performance of our warfighters.  In today’s environment where the technological advantage in the warfighting arena is razor thin, it is imperative that we are able to prepare our warfighters to out-think the competition. With NAWCTSD being recently designated as a NavalX Tech Bridge site and having the important connection with the VRARA, this will allow us the opportunity for greater collaboration, communication, and transparency for all Department of Navy initiatives in this technology space to benefit collectively.”


Media Contacts:

VRARA Orlando Central Florida

John Cunningham

President, Orlando-Central Florida Chapter

orlando@thevrara.com

Vive Pro Eye HMD gets visual clarity boost with Almalence Digital Lens add-on

Vancouver, Nov 1. VR/AR Global Summit

Today at the VR/AR Global Summit, Almalence announced a Unity plugin implementing its Digital Lens technology, dramatically improving the visible resolution and picture quality of VR head-mounted displays. The plugin is designed for Vive Pro Eye HMD and is freely available to the VR application developers.

Almalence Digital Lens is a computational technology overcoming the limits of HMD optical performance. Using eye tracking data along with a measured profile of lens aberrations, it increases the visible resolution and removes chromatic aberrations across the entire field of view, at any gaze direction. It does a job of a corrective optical element while adding no extra size or weight to the HMD device.

It is commonly accepted that picture quality and visual fidelity are crucial factors for a truly immersive VR experience and for VR adoption in general. Few realize though that simply increasing the display pixel count is not enough, because not only does it matter what the display shows but what the user can see, and the quality of the visible picture is actually limited by the fundamental constraints affecting the optical performance of HMD lenses, namely a moving lens element (eye pupil) and overall size constraint, limiting the complexity of the optical system.

Limited HMD optical performance is the main reason why the substantial increase of display resolution in HTC Vive Pro over the original Vive did not bring much of a visible improvement. Implemented as a software plugin for Vive Pro Eye, the Digital Lens literally makes the Vive Pro’s high resolution visible.

“It is common now to compare VR head mounted displays to the computer displays of the 70’s or 80’s. Digital Lens removes a fundamental roadblock on the way for VR HMDs to achieve the visual clarity matching XXI century standards,” said Eugene Panich, CEO of Almalence. “We are excited to make this technology directly available to the app developers, allowing to provide higher picture quality experience to their users immediately without waiting for the technology to be adopted by the HMD OEMs, and to gain additional value from investment in eye tracking hardware.”

More information is available at almalence.com/hmd-technology

About Almalence

Almalence is the global leader in computational imaging technologies, useable in a wide range of optical systems, from high-end DSLR cameras to mobile phones. Their customers range from the top smartphone OEMs to millions of users of camera applications. Almalence is an Intel Capital portfolio company.

Contact info

eugene.panich@almalence.com

AARP and VRARA partner to revolutionize the way we think about aging (Press Release)

VANCOUVER, British Columbia, Oct. 29, 2019 (GLOBE NEWSWIRE) -- The VR/AR Association (VRARA) announced a collaboration with AARP to highlight the benefits of virtual and augmented reality to empower people to choose how they live as they age. The VRARA is the organization behind this week’s Global Summit (November 1st and 2nd), an event that explores the newest trends in virtual, augmented and mixed reality (XR) technology.

“As this technology evolves, we now understand that its applications go beyond just novelty gaming and even enterprise solutions. They are the natural next step to enhance the ways we communicate, share, access, and experience information and data,” said Nathan Pettyjohn, Founder and President of the VR/AR Association. “We are excited to have AARP as a collaborator to emphasize the far-reaching applications this industry has and the benefit it can bring to millions of everyday people.”

With 132 million Americans age 50 and older set to spend upwards of $84 billion a year on technology products by the year 2030, there is a massive opportunity for immersive technology to provide this demographic with innovations that can combat issues such as social isolation, wellness and overall quality of life. In 2015, AARP announced the creation of its Innovation Lab, a team dedicated to the discovery of technology solutions that support America’s aging population. Innovation Catalyst and Head of Virtual Reality at AARP Innovation Labs, Cezara Windrem, will be at the VRARA Global Summit in Vancouver this week to speak about, and advocate for, the importance of diversity in storytelling and content creation.

Windrem’s primary focus has been on creating a platform called Alcove for AARP. Alcove is an immersive platform with interactive content that, by using a pair of VR goggles, allows people to enter into a familiar space, alone or with family, and experience things that enhance their quality of life (think: guided breathing exercises), combat loneliness (think: watching TV with a grandchild who lives overseas) or would otherwise be inaccessible to them (think: flying over the Swiss Alps in a hot air balloon).

“No longer limited to creating fantasy worlds, virtual reality can recreate the world as we know it. We can recreate familiar environments where people can connect and recognize the things around them, regardless of time, distance, or mobility constraints,” said Cezara Windrem.

The older population is becoming increasingly interested in technology. A recent report found that as of 2019, 13% of people over 50 are using virtual reality - though not a huge number yet, this represents a 4% increase over last year and indicates a fast-growing lane of opportunity.

The VR/AR Global Summit will be held in Vancouver, Canada, on November 1-2. At this year’s summit, AARP is supporting the Speed Dating Session that will take place on Saturday morning, an hour-long business networking event where attendees spend 2-minute sessions networking with industry leaders. AARP will also collaborate on the 2020 Pitchfests presented by the VRARA, taking the initiative to ensure that these crucial forums for advancement remain open to all those innovating in the industry.

About the VR/AR Global Summit

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 summit will welcome 1000+ Executives, 120+ Speakers and 50+ Exhibitors from leading companies like Lenovo, Niantic, Microsoft, Viacom, and so many more.

About AARP

AARP is the nation’s largest nonprofit, nonpartisan organization dedicated to empowering people 50 and older to choose how they live as they age. With a nationwide presence and nearly 38 million members, AARP strengthens communities and advocates for what matters most to families: health security, financial stability and personal fulfillment. AARP also produces the nation's largest circulation publications: AARP The Magazine and AARP Bulletin. To learn more, visit www.aarp.org or follow @AARP and @AARPadvocates on social media.

Contact Info

info@thevrara.com

Disruptive Education through Immersive Learning Technologies

By Carlos J. Ochoa, Co-Chair, VRARA Education Committee carlos@thevrara.com

Empowering the teachers of today, for the citizens of the future. 

“The true sign of intelligence is not knowledge but imagination” A. Einstein

Carlos J. Ochoa, VRARA Education Committee. Piacenza (Italy) 24.09.2019

Carlos J. Ochoa, VRARA Education Committee. Piacenza (Italy) 24.09.2019

New technologies are an emerging industry creating employment opportunities and entrepreneurial possibilities. Virtual reality and augmented reality represent incredible areas of opportunity. VR failed to live up to the wildest promises when the new VR systems launched in 2015. But the number of job postings for VR and AR have risen 93% since 2015, with 17% of that growth happening in the past year. 

According to projections set out by the European Commission, market demands for qualified information and communications technology (ICT) specialists will not be met, seeing a shortfall of up to 500,000 ICT professionals in 2020. Virtual and Augmented Reality solutions are amongst those with some of the highest market demand in the ICT sector. 

New skills development for more complex jobs is a daily industry demand. Technicians and engineers need to be proficient and continue to change rapidly as tasks become more complex. They need to find the right information at the right moment. Technicians need fast access to all integrated data, to take fast, right and complex decisions.

Education is the driver to sustainability of our economy and functionality of humanity. Educating the individual is the country’s most valuable investment. It represents the foundation for progress and development. Every day we seek to learn new information and the way we take the lessons and apply to our every day lives, is the core of how we explore we grow and we build futures for ourselves. 

If we wish to prepare a generation of citizens, entrepreneurs and leaders for the 21th. century who can face real-world problems, we must give them real-world problems to solve.

Through virtual and augmented realities, the technology allows the user to immerse themselves into a virtual experience or location and the immersive lesson is retained at a much quicker time frame with a more impactful lasting memory. VR & Learning, by the National Training Laboratory, advised retention rates for lecture style learning were at 5%, with reading rates at 10%. Meanwhile, the teaching method of VR scored a retention rate of 75%.

Understanding we are moving into a world with exponential growth, there is a necessary requirement to update our education system to support innovative technologies to understand how it will be applied to job creation and support digital support systems and processes.

The demand of the companies in the industry sector, with respect to their future workers, is that they have social skills and competencies such as leadership, motivation, perseverance, flexibility, communication, etc. Focusing on the development of skills and abilities aimed at a specific sector, in this case the virtual reality subsector, ensures its better assimilation, greater effectiveness of training and a more complete response to what companies demand in profiles of these characteristics. For instance, in the Vocational Training includes subjects oriented to career guidance and orientation, but they lack a transversal skills development approach, and these are not addressed directly in the itineraries.

The integration of transversal skills required for the sector, as well as technical competencies related to the latest trends, will comprehensively cover the labour market demands of new technologies and will ensure the best inclusion of VET students in the technological labour market of the future.

It is time to take actions and introduce disruptive elements in our education system. Traditional methodologies and normalization already fail to provide rapid solution to the society needs. Velocity and acceleration are key factor for this unpredictable horizon, where education will play a key role for citizens of the future.

Humanity is at the beginning of a Fourth Industrial Revolution which is building on both VR & AR applications and solutions. The changes to the way we teach, and the curriculum needed to support innovative time is required to support the graduating generations into a workforce rapidly changing and evolving using digital applications not yet taught in our schools’ systems. Day to day operations and day to day systems will be using VR and AR systems to be engaged in the operations.

  • VR & AR for Education is mandated for the following reasons:

  • To engage our current students and future generations in the Digital Age

  • To provide education of the tools, the technology, the applications of VR & AR to be used in future jobs

  • To provide best practices for the classrooms

  • To provide engagement tools for Students, Parents & resources for Teachers & Mentors

  • To be the leader and resource of VR & AR applications that relate to extending knowledge to support the application, build or creation of the technology to use in our everyday lives

At this moment, some relevant topics need to be include in the Disruptive School Environment and new teacher’s agenda for Schools of the Future:

  • Reimagining new Smart Spaces at schools

  • Classroom as a set of devices

  • 5 Senses learning a immersive learning technologies

  • Improve the hierarchy of needs in XR in Education

  • Convergence of technologies with and integrated vision

  • Soft skills integration with IT in the teachers training program

  • Collaboration Platforms. Virtual environments where the educational community can share best practices and experiences in a global and multicultural environment. Videos, presentations and forums integrate education materials from different sources in different formats.

It is in this context where Carlos J. Ochoa, Co_Chair of VR/AR Association Education Committee and Co-Founder of ICICLE ( X-Reality for Learning and Performance Augmentation, collaboration with Acer Education presented “Immersive Realities in Educational 4.0 Ecosystems in the framework of Scuola e Virtuale in Piacenza.  Scuola e Virtuale, an international event along with Liceo Melchiorre Gioia, Impara Digitale, Indire and Microsoft, to spread awareness about immersive technologies in education, where more than 1000 professionals attendants ( teachers, students, managers and experts from different industries and sectors).



Tyler Wilson, Director, Strategic Partnerships and Innovation for the Vancouver Whitecaps will host Day 2 of the VR/AR Global Summit!

Tyler Wilson is the Director, Strategic Partnerships and Innovation at the Vancouver Whitecaps FC, where he creates strategic partnerships that empower the Club to push new boundaries and drive revenue. He does this by strategically integrating partners and utilizing tech to create rich interactions.

Currently exploring ways to maximize connectivity with immersive experiences across Club development platforms. With over 40,000 athletes nationwide, it represents the largest development arm of the sport in North America. Also exploring ways to grow our emerging Esport platform in a unique fashion.              

                                                                                                                                                                                         

Tyler Wilson Bio

An avid AR/VR fan, experienced CRO in the Blockchain space and industry leader with over 15 years experience in the sports and entertainment sector. He’s been printed in the Sports Business Journal and presented on a global stage for the innovations and partnerships he’s created. Going outside the box and looking how tech can solve problems has allowed Tyler to push new boundaries throughout his career. 

Tyler is proud to be Director of Strategic Partnerships and Innovation for the Vancouver Whitecaps FC, an advisor on Esports with the Vancouver Economic Commission and the luckiest dad is the world!

Day 1 of the Summit will be hosted by Jesse Damiani of VRScout!

See Schedule vrarglobalsummit.com/schedule

The Golden Knights are the first NHL team using Sense Arena

VRARA Member Sense Arena is thrilled to announce that SENSE ARENA opened a training installation at the VEGAS GOLDEN KNIGHTS practice facility at City National ArenaThis is Sense Arena's first NHL training facility installation. “We’re excited for VGK VR to be the latest addition to City National Arena,” said Vegas Golden Knights President Kerry Bubolz. “Sense Arena’s cutting-edge technology will provide hockey players of all skill levels with an innovative way to develop their skills, while giving fans a perspective like never before."

"Virtual Reality is a proven training tool in many industries and sports and we are excited to bring it to the world of hockey. We know the Golden Knights will bring tremendous attention to how player evaluation, development and rehabilitation can be improved and enjoyed by players of all ages." said Bob Tetiva, Founder and CEO of Sense Arena. Read more here...

We can't wait to see knights to train and improve theirhockey sense -GO KNIGHTS GO!

US Air Force Awards Enduvo $1.2M To Bolster Training Programs

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

Contact joan.spindel@enduvo.com for more info.

Yesterday, Enduvo announced an award of a $1.2M contract from the Air Force Small Business Innovation Research (SBIR) Phase II Program. 

Enduvo has been awarded a $1.2M contract from the Air Force Small Business Innovation Research (SBIR) Phase II Program. Enduvo is the leading no-code, immersive content authoring and delivery platform that allows anyone to build stunning immersive experiences. The attached release highlights examples of how the Air Force will develop and deploy Enduvo’s AR/VR platform to bolster mission readiness.

The SBIR Phase II contract will be used to accelerate the development and deployment of Enduvo’s AR/VR platform which is designed for training technical, industrial and healthcare organizations. The Air Force will use the platform to bolster mission readiness by creating and delivering consistent and cost-effective immersive training across many different skill levels, job classifications, and geographies.

“The high cost of training Air Force warfighters, medical and maintenance personnel is well documented. Yet, despite these investments, failure rates at both novice levels and revalidation levels indicate that knowledge transfer and skill acquisition are not optimized for today’s learner, nor are they consistent across Air Force units,” said Steve Garrou, CEO. “Enduvo adapts content for different skill levels and learner competency by an average of 80%. We do this by allowing any trainer, or expert, to create and share lessons. Learners can download lessons at their convenience, regardless of their geographic location.”

According to Christian Bond, MSgt, USAF, "Consistency is one of the most difficult attributes to manage in a training environment. The initial time a student interacts with new knowledge is critical to how they digest and retain it. A mixed reality (MR) classroom environment allows all students to have a personal and consistent interactive presentation of the knowledge we need them to retain. From our research, Enduvo provides the most intuitive, broadest-reaching MR platform with the highest possible return on investment we could have hoped for."

Historically, the cost to develop a VR experience kept this technology out of reach for most. Development costs can exceed $10,000 per minute of content and can ultimately reach upwards of $200,000 for a typical experience. Enduvo reduces content development expenses by enabling subject matter experts to create VR content without coding skills or hiring outside designers. With Enduvo, organizations pay for an annual license to build as much content as they desire. According to Garrou, “A typical customer reduces their training costs by 60% and decreases their content delivery time by 70% versus traditional learning methods.”

About the AFRL and AFWERX SBIR II Contract

The contract is an outcome of the US Air Force Research Lab (AFRL) and its technology accelerator, AFWERX, partnering to provide Small Business Innovation Research (SBIR) funding to innovative companies and products that can help the Air Force achieve its mission. AFRL and AFWERX have partnered to streamline the Small Business Innovation Research process in an attempt to speed up the experience, broaden the pool of potential applicants and decrease bureaucratic overhead. Beginning in SBIR 18.2, and now in 19.2, the Air Force has begun offering 'Special' SBIR topics that are faster, leaner and open to a broader range of innovations.

About Enduvo

Enduvo gives organizations a better, more cost-effective way to teach, learn, and collaborate. Our solution is the only no-code, augmented and virtual reality content authoring and delivery platform that enables people to quickly create and share visually stunning, immersive and interactive learning experiences. With just a few clicks, anyone can produce lessons using nothing more than their voice, gestures and digital files (3D models, video clips, image files). Completed lessons are published on the Enduvo platform allowing people to learn at their convenience. People feel as if they are receiving one-on-one instruction from an expert. Organizations that rely on 3D objects, complex procedures, or multi-step processes use Enduvo to decrease content development costs by 60%, reduce content delivery time by 70%, and increase learner confidence by an average of 95%. To experience Enduvo and explore how you can use it for your organization, visit www.enduvo.com.

 

Call for Participation and Sponsors for the VR/AR France Ecosystem Report!

If you’re interested in being featured in this report or sponsoring it, please email info@thevrara.com

The ecosystem report is a simple yet effective way to show what’s happening in France to the world. It will be distributed through the global VRARA network, grabbing attention on a global level with proof that there's something to say about VR/AR in France. We would like to invite you to be part of this report!

You can see reports for other Ecosystems that have been already published here:

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

Get Ready for VR/AR Global Summit (Video Roundup). See this video and narrative analysis/takeaways, care of Mike Boland of AR Insider

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To get the juices flowing for the VR/AR Global Summit that kicks off late newt week, we’re looking back at all of the great knowledge shared at last year’s event. As a teaser for what you can expect in Vancouver starting late next week, below is video and narrative analysis/takeaways, care of AR Insider.

We hope to see you at the event, and it’s not too late to register. There will be lots of knoweldge and networking to gain if last year’s video footage is any indication. Here’s the video roundup from last year’s show:


Enterprise AR Should start Small and Stay Focused (Atheer & Telus)

Atheer executed a successful AR program with Porche. But such results require client readiness and focused pilot programs for technical and business validation. Don’t boil the ocean, the company says: Start with one use case and make it successful.

Read more here and see the video below.


Who Owns Your Augmented Reality (Timoni West)

In all the excitement around our spatial future, relatively few people discuss nuanced realities like privacy and control of augmented spaces. What filters will we have to activate AR layers... or deactivate them? Unity's Timoni West breaks it down.

Read more here and see the video below.


An Operating System for the Physical World (Matt Miesnieks)


The AR cloud could be a sort of operating system for the real world, says 6D.ai's Matt Miesnieks. This would offer spatial understanding of the physical world through 3-D mesh data and contextual recognition of people, objects and motions.

Read more here and see the video below.


What’s Working in LBVR (Joanna Popper)

Location-based VR has pros and cons. It’s primed for early-stage VR when consumers aren’t ready to own hardware. But the unit economics can be difficult (just ask IMAX) in terms of yield, throughput and fill rates. Joanna Popper breaks it down.

Read more here and see the video below.


How Will Amazon Democratize AR Creation (Kyle Roche)


One way to accelerate XR adoption is to lower barriers to entry. That's the rally cry of Amazon Sumerian. GM Kyle Roche says the goal is to accommodate a range of personas and technical skills within the brands that will be XR’s first adopters.

Read more here and see the video below.

Chris Koomen of KLM, David Dicko of Skylights VR, Terry Schussler of Deutsche Telekom join our speaker lineup for Travel and Tourism Webinar

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Chris Koomen, KLM

As a child I always was interested in new technologies and I was dreaming about becoming an airline pilot. I passed all exams and was ready to start flying when I was in an accident. I could never fly again. I became a ground engineer and started working at KLM in 2007 in the Engineering & Maintenance domain.

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In my spare time I have always been experimenting with new technologies and back in 1996 I tried to build a flight simulator on glasses. Though it was really hard but my experiment succeeded and the glasses worked! This is where my love for Virtual Reality started. Unfortunately, there was no market for this technology yet which made it too hard to keep working on it.

In 2015 Google cardboard came out which relighted my fire for VR. I started experimenting again and developed an interactive VR evacuation training for KLM. This turned out to be a success! I’m no longer work as a ground engineer. The last 3 years I’ve joined the Digital Transformation team at KLM where I was the VR-expert and created a team “the VR team” who makes proof of concepts with a thin slice approach. I currently work as VR specialist/consult for AF/KLM to guide and implement many different fields of VR, such as cabin crew training, social media, marketing and ground operations.

Terry R. Schussler, Deutsche Telekom

Terry works within Deutsche Telekom’s 5G group driving spatial computing research and the creation of immersive products that leverage the value of 5G and edge compute services. He collaborates with vendors of XR devices and enabling technologies to build a future that delivers pervasive and personalized B2B and B2C immersive experiences. While innovating 200+ software products for over 50M users he has focused on making software smarter for users while leveraging technology to enable new forms of communication.

Mobile AR Strategies & Business Models (New Report)

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

ARtillery Intelligence’s latest report, Mobile AR Strategies & Business Models examines revenue models in consumer-based AR that are bearing fruit. Subscribe for the full report. VRARA members get a discount.

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AR’s early stages are defined by lots of experimentation to see what works natively in this new medium. That goes for product design as well as business models. What do consumers want and how much are they willing to pay for it? These questions continue to be a moving target.

Questions are also being answered by AR pioneers like Snap and Niantic, who are operating at scale. And by “scale” we mean occasionally Superbowl-sized audiences, and revenue to go with it. But the key word is occasional, as these AR exemplars are the exception rather than the rule.

But there are still valuable lessons to gain from these leading indicators. Though the AR sector will twist around and take shape over the next few years (as historically seen in tech), there are early lessons to learn in what product and business models are working so far.

Some of these signals are already evident in ARtillery Intelligence’s consumer survey with Thrive Analytics. There, we see lots of explicit sentiments from consumers about how they’re using AR, how that’s changing (over three waves of existing research) and what they want to see next.

Takeaways from that survey include the continued popularity of AR gaming (Pokémon Go) and social experiences (AR lenses). But there’s also growing interest in emerging forms of AR such as visual search (Google Lens), navigation (Google Live View) and in-store retail commerce.

But what are the business models that are developing around this evolving consumer behavior? Though varied, we’ve begun to segment these models into three main categories (and several sub-categories). They include AR advertising, in-app purchases and AR-as-a-service.

The first two are fairly well known, though they’re developing in nuanced ways examined in this report. But the third category is a less-discussed revenue category where brands, retailers and app developers pay for tools to build AR experiences for their customers.

This carves out a new category we’re calling B2B2C, which includes software such as Unity, Amazon Sumerian, Adobe Aero and other tools to create AR experiences. Though enterprises are buying and deploying the technology, the AR experiences end up in consumers’ hands.

Adding up all three categories mentioned above and examined in this report, it’s a $1.44 billion market, growing to $20.3 billion by 2023. The common thread is AR technologies where the end users are consumers on mobile devices as opposed to industrial enterprises and/or headworn AR experiences.

This report examine each of these revenue categories and how they’re evolving. What are their business models, best practices and strategic takeaways? The goal, as always with ARtillery Intelligence Briefings, is to empower you with a knowledge position.

Subscribe for the full report. VRARA members get a discount.

Half of the VR/AR Global Summit's 120+ Speakers will be Women! From HTC, IBM, Intel, Magic Leap, Stanford and more!

Hear from women-speakers from HTC, IBM, Intel, Magic Leap, Stanford Health, 6Dai, and other leading companies at our Summit Nov 1-2 in Vancouver! We are trying to keep this industry not only inclusive but a leader in celebrating and furthering the progress of women in tech. See all speakers here.

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

VividQ and Himax announce partnership for holographic display

VividQ, a UK-based software company, is partnering with Himax Technologies, Inc. (NASDAQ: HIMX), a Taiwanese fabless semiconductor solution provider, to create a complete solution for holographic display.

The new partnership will allow technology companies and Original Equipment Manufacturers to build Himax display technology powered by VividQ software suite straight into their products.

VividQ, a UK-based software company, is partnering with Himax Technologies, Inc. (NASDAQ: HIMX), a Taiwanese fabless semiconductor solution provider, to create a complete solution for holographic display. In the new partnership, announced today, Himax’s mass manufacturing capabilities for LCoS microdisplays and VividQ’s real-time 3D holographic software enable integration of truly holographic projections into everyday consumer devices.

Holographic display enables the projection of highly realistic 3D visuals across a range of applications from Augmented Reality smartglasses to in-car Head-Up Displays. The new partnership will allow technology companies and Original Equipment Manufacturers to build Himax display technology powered by VividQ software suite straight into their products. Himax provides the key hardware component of holographic display systems powered by VividQ’s technology – the first software framework for real time 3D holography.

“Himax plays a crucial role in VividQ’s mission to build an ecosystem of holographic technology providers and realise the future of immersive computing,” said Darran Milne, CEO, and co-founder of VividQ. “Alongside market-leaders in compute platforms, LCoS displays and optical design, we bring full-depth, high quality and scalable holographic solutions to the masses.”

Holography will change the way humans interact with virtual content through automotive Head-Up Displays (HUDs), AR/VR headsets, and consumer electronics, which currently have very limited 3D display capabilities. VividQ and Himax technology will make it possible to create compact holographic consumer devices that present the viewer with multiple planes of depth and offer superior brightness, vastly improving the quality and detail of the 3D display in AR consumer and automotive electronics. For example, traditional HUDs are bulky and cannot provide contextually relevant information at the correct distance, causing drivers to strain their eyes and become distracted.

“VividQ’s software platform for holographic display supports our plans to bring LCoS to a vast range of embedded projection systems, especially in the highly innovative south east Asian market,” said Po King Li, VP of Marketing & Sales of Himax Display. “Our partnership will soon bring high-quality, true-depth holographic display in front of consumers for the very first time.”

About VividQ
VividQ is a deep tech software company with world-leading expertise in 3D holography. The company was founded in 2017 by a team of expert engineers, mathematicians and computer scientists from the Universities of Cambridge, Oxford and St Andrews, who solved key technology barriers in the adoption of holographic display. VividQ’s software brings real- time Computer Generated Holography (CGH) to everyday applications. VividQ collaborates with leading technology companies to create the most realistic, immersive and sensational experiences.

Read more here

Oxford Medical Simulation is using Virtual Reality to transform training and education in healthcare

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

It is worth noting that Oxford Medical Simulation work with healthcare institutions globally is to enable VR-based education experiences. Contact jessica@oxfordmedicalsimulation.com who would be happy to discuss case studies that include these institutions more specifically!

The optimal method of clinical training is simulation - where the learner is placed in an immersive and engaging environment in which to practice as if in real life. Simulation is effective and has proven benefits on clinical performance and subsequent patient care. However, physical simulation is expensive, time and space consuming. It is only available in larger centres and needs to be led by faculty, meaning it cannot be scaled to deliver flexible training when needed by clinicians.

Oxford Medical Simulation began exploring other methods of delivering the benefits of physical simulation in a scalable, accessible manner. The one technology that has the power to immerse participants in fully interactive, immersive environments that feels real, is virtual reality (VR).

That is what Oxford Medical Simulation does. Learners see patients in virtual reality and do what they would do in real life - history, examinations, investigations, interpretation of results, diagnosis and treatment, all the while interacting with their virtual team. The patient, vitals, labs and clinical team adapt depending on learner actions and - thanks to in-built artificial intelligence - respond as they would in real life.

As in physical simulation, once the scenario is completed, the learner receives a debrief - either guided by the system or by faculty - and feedback on what they have done during the simulation. This data is made available to both the learner and the institution through the in-built analytics system. Learners can use the data to track progress, link to learning portfolios and identify areas for further improvement. Institutions use it to help identify struggling students in order to offer further opportunities for learning and practice.

The entire system is customizable to allow institutions to build learning packages around the scenarios.

The team behind Oxford Medical Simulation - comprised of clinicians, medical educators and technology and game developers - has focused on creating experiences that feel completely real - from hospital environments to clinically accurate behaviours to the amount patients sweat as their temperature increases. This all-encompassing sensory experience creates a deep cognitive and emotional connection to a scenario which brings about true experiential learning.