Calling all Canadian VR/AR Companies! Join Our SXSW 2020 Delegation!

 
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Calling VR/AR companies in Canada! 

Join the VR/AR Canadian delegation to SXSW 2020, Taking place every spring in Austin, Texas, SXSW is one of the largest interactive, creative, film, and music festivals that attracts decision-makers from some 106 countries around the world.

Last year saw 160,000 people take part across conference and satellite events.

The Vancouver VR/AR Association/Launch Academy is proud to announce via the GOA (Global Opportunities for Associations) has received national funding for Canadian VR/AR companies that are looking to attend and build business opportunities at SXSW (Austin TX) March 13-17. This opportunity gives Canadian companies the ability to develop business opportunities abroad with some of the leading enterprises, investors and thought leaders.

Global Opportunities for Associations (GOA) provides non-repayable contribution funding to support trade organizations undertaking new or expanded international business development activities, in strategic markets and sectors, for the benefit of an entire industry.

There will be a group that will choose 5 Canadian VR/AR companies to join the delegation. GOA will be reimbursing up to 75% of your eligible travel cost including flights, accommodations, conference registration and more. We will also be setting up B2B meetings, speaking/networking opportunities, and demo space. This is a great opportunity to showcase your technology/content to some of the biggest buyers/investors in the world.

If you are interested please fill out this form by Feb 1st, 2019. Applications are reviewed on a first come first serve basis so we encourage you to apply ASAP! See program guidelines here

Selected companies will be announced on Feb 7th 2019.

If you identify yourself as a woman, indigenous or visible minority, we highly encourage you to apply. 

 
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Bring Your Memories to Life with Looking Glass

Just before CES, Looking Glass Factory took some new news live on their website. Now, in addition to displaying synthetic 3D content in their displays, people can capture real-world images and display them in 3D (with depth) in a Looking Glass Display. The way people capture the images is with a new app they launched called Moments 3D. Viewing is handled by the Depth Media Player.

That future is NOW.

Today Looking Glass is publicly releasing two new software tools that will enable users to seamlessly bring the real world into the Looking Glass:

  • Moments 3D is an iOS app that allows you to easily capture and send Portrait mode photos into a Looking Glass to see them in true 3D. Any Portrait mode photo you have–your vacation last summer, weekend brunch with friends, even that dog you saw on the way to work today–easily relive your favorite memories with Moments 3D (extra dimension included). Download Moments 3D here.

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Depth Media Player is a viewing tool for photo/video content with depth textures. It allows you to import videos from Depthkit and Portrait mode photos from Moments 3D to curate a deeply personal family album like you've never seen before! Access the Depth Media Player here.

Looking Glass is excited to see the world from your perspective. Share your holographic iPhone captures with the Looking Glass community using the hashtag #Moments3D

Their iOS capture app Moments 3D is live on the App Store. Download it today to make holograms out of your Portrait mode photos.

VRARA welcomes Sean Hurwitz, Founder & CEO of PIXO VR as Co-Chair of Entrepreneurship Committee

Sean is a serial entrepreneur with decades of experience building businesses and successfully leading teams. Sean founded PIXO in 2009. In its early years, PIXO built groundbreaking digital entertainment for consumers, including one of the first mobile apps in the Apple iPad Store. As virtual reality hardware achieved viability, Sean recognized the power of XR technologies as training tools for enterprise. Assembling a team of award-winning artists, engineers, and AAA-game designers, Sean and PIXO VR have been innovating state-of-the-art Virtual Reality Training solutions since 2016, offering enterprise fully immersive and interactive learning experiences on a scalable, content distribution platform that’s easy to deploy, use, and manage.

“As Co-Chair of the Entrepreneurship Committee, my goal is to share with membership the practical lessons we at PIXO VR have learned about how to successfully implement VR Training solutions for enterprise use,” says Sean.

As a company, (like many VRARA members), PIXO VR spent significant time developing custom, proof-of-concept, VR Training projects for numerous reference customers, and while those projects delivered real value, they didn’t answer a fundamental question: “how does it scale?” PIXO VR is committed to assisting other developers and the larger enterprise VR community find viable paths forward for their products and services, and helping global business more efficiently and effectively leverage this revolutionary training tool to improve employee engagement and performance, reduce potentially costly errors, and cultivate workplace safety.

As co-chair, beyond sharing his own knowledge and insights on best practices to help other companies “cross the chasm” toward mainstream enterprise VR adoption, Sean also intends to listen and learn from the experiences of others who have endeavored to lead in this exciting and virtually limitless new world of human potential.

Participate in our Entrepreneurship Committee by emailing info@thevrara.com

Call for Sponsors: VR AR Best Practices for the Aerospace Industry (Publication)

If interested to sponsor, email info@thevrara.com

The VR/AR Association Aerospace Committee has drafted best practices and guidelines for the Aerospace industry.

The Aerospace Committee serves as a resource to promote the application of VR/AR technology as a solution to a number of traditional problems in aerospace. The committee will enable the sharing of best practices and information on VR/AR related applications in the aerospace industry as well as curate industry relevant case studies. Furthermore, the committee will, as necessary, shape and recommend best practices for the scaling of VR/AR applications across aerospace. 

This report we hope will be an ongoing discussion on the wide-ranging applications of these emerging technologies in the broader Aerospace framework. These case studies are intended to assist in understanding the challenges faced by these companies, the impact of adopting these technologies as solutions, and the recommended best practices for VR, AR applications in the aerospace industry. 

CASE STUDIES include:

  1. How Siemens Digitalized Maintenance Training for its Global Workforce

  2. How the Chilean Air Force Developed A Virtual Maintenance Training Solution for their Fleet of Bell 412 Helicopters

  3. The Value of AR/MR Training Devices to Primary Flight Training

  4. The Use of Immersive Technologies in Aviation Training (International Air Transport Association) 

  5. Others

For more info or if interested to sponsor, email info@thevrara.com

VRARA San Francisco Chapter in 2020

Hello VRARA Members and the VR AR community,

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My name is Everett Wallace.  After four years of building our VRARA SF Chapter, Mike Boland has passed the torch as SF Chapter President to me.

"January 1st marked the four-year anniversary of VRARA SF," writes Mike. "During that time, it went from scrappy new networking and meetup group, and one of the very first Chapters, to a regional powerhouse -- analogous to VRARA itself. At this milestone, it's time to pass the torch in the spirit of new blood and growth inflections. After spending time with Everett Wallace, it's clear that he's the perfect candidate for that. Meanwhile, I'm not going anywhere and will stick around as a participant, chapter advisor and VRARA's research subscription steward. I can't wait to see what's to come in this new chapter of VRARA SF.” 

I’ll be very brief. 

First, thanks tremendously to Mike for all he has done.  It’s truly considerable. Thanks also to everyone who has contributed to our Chapter.  I don’t know many of you yet, but I do hope to get to know everyone soon. 

Second, I’ll share a nutshell of my aspirations for my tenure as your new President.

VRARA SF has a great start as a global leader of our industry, but the sky’s the limit!

We all know SF is one of the most vibrant ecosystems of talent and resources in our industry.  We all know we’re going to shake the world with what we are accomplishing. Making the SF Chapter an epicenter of that coming sea-change will bring rewards to its members that are much greater than the sum of our parts. Let’s make the Chapter and its members invaluable to our industry, both locally and globally. 

This is my aspiration for my tenure as your Chapter President.  I hope you will join me?

To get started, in Q1’20 I have a single question for every member.  How can VRARA SF better serve you?  Your answers will underscore the Chapter’s action plan, which will be solely focused on how to achieve the goal above and which I hope to start implementing in the coming months.

Expect to hear from me, but please reach out with questions and ideas for the Chapter.  

Looking forward to meeting every member.

Everett

Everett@thevrara.com

Call for Sponsors: Best Spanish VR AR Companies in the World (Report)

For more info, email info@thevrara.com

The VR/AR Association (VRARA)  is producing an industry report on the country's VR/AR ecosystem to promote Spanish companies and organizations involved with immersive technologies and media.

The report will specifically highlight the following:

  • Size of the market

  • Number of relevant companies in region

  • Company info (size: number of employees, revenue; vertical, customers)

  • Solutions examples

  • Customer examples

The report will be promoted via VRARA channels and our partners, which includes: 
Our global newsletter to 27.000 emails, on our website (20.000 unique visitors per month), and social media (1M user reach), over 70 events around the world, podcast (200K listens), and via our partners.

See our other Publications here


ThirdEye X2 MR Glasses – Leading Smart Glasses into the Next Decade

ThirdEye, a leader in augmented and mixed reality (AR/MR) enterprise solutions, today announced that its X2 Mixed Reality Glasses – the lightest MR glasses at just 300 grams – now include new key gesture capabilities to improve the quality of work and performances for companies across all industries. 

ThirdEye’s partnership with ManoMotion, a computer vision-based software company that provides a gesture recognition framework for applications in augmented and mixed reality, allows users of the X2 MR Glasses to control their glasses through hand gestures. Now, users can pinch to click, pinch and move to drag, and open and close their hand to go back to control and navigate the information that’s placed in front of them. The glasses also include hand-tracking for cursor motion and an integration with the ThirdEye UI controls menu bar. The Android-based X2 MR Glasses fit a wide, 42-degree field of view, powerful sensors (thermal and ambient light), and a built-in proprietary simultaneous localization and mapping system, called VisionEye SLAM (simultaneous localization and mapping), that allows for advanced MR features not available on a monocular device. The X2 MR Glasses are available for purchase at $1,950 USD.

For more information on ThirdEye, visit www.thirdeyegen.com

About ThirdEye Gen

ThirdEyeis a leader in smart glasses and AR/MR software development. Its X Series Mixed Reality Glasses and ThirdEye Workspace App software platforms are being used by organizations around the world.Mixed Reality glasses bring about a new era of hands-free human interaction by directly interacting with surrounding objects through the Internet of Things (IoT) or placing digital information directly into yourfield of view.While many companies today use onlysmart glasses or software, ThirdEye provides a full end-to-end package for its customers and employees.It has hundreds of software developers creating apps rangingfrom games to entertainment to enterprise applications and its products retail around the world. Fromeveryday consumers to Fortune 500 companies, ThirdEye is bringing the power of mixed realityeverywhere. Mixed reality has the potential to change the way the world operates,and ThirdEye’s visionis to help generate the future.

Media Contact

Sara WynneUproar PR for ThirdEye Gen

swynne@uproarpr.com

757.788.9469

VR @ CES: Pico Interactive Announces New Headset

Pico Interactive, a global tech company that develops innovative virtual reality (VR) and enterprise solutions, is announcing a new headset at CES 2020.

The new headset will be available in two models: a standard and pro version. The pro version will include eye-tracking technology in partnership with Tobii, while both headsets will include Qualcomm’s Snapdragon 845 processor.

The new Neo 2 is available in a Standard and Eye version (the Neo 2 Eye includes eye-tracking technology in partnership with Tobii).

Pico Interactive Announces Neo 2 Virtual Reality Headset to Expand Enterprise Offerings 

The All-in-One solution incorporates new eye-tracking technology from Tobii and takes advantage of Boundless XR from Qualcomm Technologies to improve performance for businesses around the world

SAN FRANCISCO – Pico Interactive, a global tech company that develops innovative virtual reality (VR) and enterprise solutions, today announced its latest VR headset, the Neo 2 – an all-in-one (AIO) device with 6 degrees of freedom (DoF) head and controller tracking that delivers key VR solutions to businesses. Pico’s Neo 2 line includes two headsets: the Neo 2 Standard and the Neo 2 Eye. 

Both models feature cutting-edge technology and incorporates the Qualcomm® Snapdragon 845™ Mobile Platform. In partnership with Tobii – the world leader in eye-tracking – the Neo 2 Eye model improves daily enterprise operations and applications. The Pico Neo 2 also supports Boundless XR for PC, which allows the Neo 2 to wirelessly connect to a nearby PC via the Pico Stream Box (sold separately) to access to VR content and experiences on a nearby PC. Additional specifications of both (Neo 2 Standard and Eye) headsets include the following: 

  • Display: 4K resolution, 105 FOV, 90 Refresh

  • Components: 845 Snapdragon, 128 GB Storage, XGB RAM, SD Card Slot

  • Connection: BT 5.0, Wireless AD (Qualcomm Boundless XR)

  • Design: 2 Electromagnetic Controllers (6 DoF), Hygienic Replaceable PU Face Inserts  

  • Weight: Less than 340g without headband, Counterweighted Battery for Maximum Comfort

“Pico is building exceptional standalone VR headsets with the enterprise in mind and we are proud to incorporate our eye-tracking technology into the Neo 2 Eye,” said Henrik Eskilsson, CEO, Tobii Group. “Eye-tracking is rapidly becoming foundational in VR as it enhances device capabilities, enables better user experiences, and produces actionable insight.”

Earlier in 2019, Qualcomm Technologies announced Boundless XR for PC (using a Neo 2 prototype), which eliminates the need for cable or tracking sensors by wirelessly connecting via 60 GHz wire-equivalent latency wireless link to a nearby PC to enable split-processing between the PC and VR HMD.

“We’ve been working alongside Pico Interactive to spearhead the implementation of our leading XR technology into Pico’s VR headsets,” said Hugo Swart, VP and Head of XR,  Qualcomm Technologies, Inc. “Together, our mission is to deliver Boundless XR for PC to allow users to access their high-quality PC VR content and move freely for a truly immersive and mobile XR experience.”

By combining the latest VR technology with a simple and easy-to-use design, businesses can deploy various applications through Pico’s Neo 2 headset with much lower management overhead and increase employee (user) engagement. The Pico Enterprise Management Program provides an added layer of custom support and technical resources designed for businesses, including AAA Support for direct connection with the development team, and flexible logistics and device customization (loading screen, firmware, etc.) options. 

“Few non-tethered headsets offer this level of visual quality, design and support, and we’re excited to offer a new VR headset built for businesses,” said Henry Zhou, CEO of Pico Interactive. “We’re focused on ‘user first’ in all sense of the term and are constantly looking for ways to improve our product offering. With the launch of the Neo 2, we are giving businesses around the world the opportunity to elevate the way in which operate – from training to providing unique experiences through VR. For example, we have partnered with companies that are reducing pain in hospital settings to companies that focus on in-flight entertainment.”

Neo 2 headsets will begin shipping in 2020. For more information on Neo 2 and Pico Interactive, please visit www.pico-interactive.com.  

About Pico Interactive 

Pico Interactive focuses on innovative VR and AR solutions which enable businesses to create and experience the best in VR and Interactive Computer-Generated Imagery (CGI). With operations in the United States, Europe, China and Japan, Pico Interactive focuses on creating amazing VR platforms for any application and is built around the principle of “user first design.” To date, over 200 thousand Pico VR headsets have been sold worldwide across a variety of industries, including healthcare, education, marketing and training services. To learn more, visit www.pico-interactive.com

Media Contact

Lauren Cozza

Uproar PR for Pico Interactive 

321-236-0102 x 233

lcozza@uproarpr.com

 

Save $$$ by getting your early bird tickets by Feb 29 to the fastest-growing immersive conference

The Summit returns to Vancouver in Sept 17 & 18 2020 - bigger and better than ever!

Get your tickets by Feb 29 11:59pm PST and save! Get your ticket today!

Come and join industry thought leaders and experience important conversations, talks, exhibits, specialized demos, our now-famous speed dating, pitchfest, and workshops led by global companies.

The VRARA 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.

-- Charlie Fink, Forbes

VRARA is such a strong global community. The Summit is an amazing opportunity for us all to get together, share war stories and ultimately collaborate to push XR forward. I love hearing all the talks and catching up with friends and colleagues. We all arrive excited and curious - we leave energized and inspired.

-- Amy Peck, HTC

Recap of XR in Theatre: Immersing New Audiences – Leading XR Theatre Producers Discuss Their Work at Verizon 5G Lab

By Chris Pfaff

The past five years have seen groundbreaking production of theatre and opera that have integrated augmented reality (AR) and virtual reality (VR) – or, as the industry term refers to all types of immersive technology, XR – to develop new kinds of live and virtual experiences. The Welsh National Opera, in 2017, combined ‘The Magic Flute’ and ‘Madam Butterfly’ for ‘Magic Butterfly,’ an experience that used Google Daydream VR to demystify opera for audiences, in a new venue. Commonwealth Shakespeare Company produced ‘Hamlet 360: Thy Father’s Spirit’ in the past year, working with Google’s AR/VR Lens team to create five seven-minute acts in VR.

Yet, some of the boldest work in XR for theatre is not surprisingly being produced in New York. An event produced by Chris Pfaff, and sponsored by the VR AR Association New York City Chapter and Verizon’s 5G Lab, on Wednesday, November 6, 2019 featured some of the leading practitioners of XR in the theatre world who discussed their work and and their platform and technology choices, as well as how to shape narratives for interactive audiences in real-time experiences. Demonstrations of their work, as well as a guest appearance from award-winning XR production firm Felix & Paul Studios, were held prior to and after the main event, which was held in Verizon’s 5G Lab at the Alley powered by Verizon.

The entire event can be viewed here

Brandon Powers, producer/choreographer of ‘Frankenstein AI,’ a piece that premiered at the Sundance Film Festival in 2018, and producer/choregrapher of ‘Queerskins,’ discussed how he worked with the Intel Studios volumetric studio to use his choreographic and immersive theater expertise to move ‘visitors’ through the virtual space. ‘Frankenstein AI,’ which expressed our AI inhabiting a human body to communicate with the audience, and ‘Queerskins’ demonstrate ways for theatre producers to create new work with volumetric capture. In ‘Frankenstein AI,’ the human dancer performed choreography, which was created using a new choreographic notation that Brandon invented. The choreography was manipulated by an AI in real-time based on how the audience responded to the AI’s prompted questions, prompting the dancer to alter her performance for a unique live experience. Brandon is also developing a new episode in the VR experience ‘Queerskins,’ which involves an interactive choreographed duet utilizing volumetric capture which will give a unique experience for each user.

Kiira Benzing, from Double Eye Studios, the renowned producer of ‘Loveseat,’ a VR theatre piece that was featured at the 2019 Venice Biennale, in which two lonely, ordinary people are drawn into a reality show competition to win the love of a Perfect Partner (who looks an awful lot like an empty chair). Part-story, part-interaction between virtual and real worlds; the performers intersect realities in this comedy. Performed simultaneously to virtual and real world audiences. Kiira also discussed her work on ‘Loveseat’ and her more recent work on ‘Runnin,’ which was shot at Intel Studios in Los Angeles. ‘Runnin’ is currently available through the Samsung Gear app through Oculus Quest. Her work in designing virtual worlds has led her to ask ‘what is a stage?’ and ‘what is an audience?’ when audience members are represented by virtual beings and avatars.

Maciej Wisniewski, 99 Center Opera founder, and producer and composer of ‘Edelweiss VR, Act 1,’ or EVR1, the first original VR opera experience, discussed and demonstrated his work in creating a music-driven narrative that enables viewers to unlock hidden aspects of the story. Maciej’s work includes blockchain for encrypted messages that will be retrieved by the players of the EVR1 game, to unlock content. The story of EVR1 takes viewers through an interactive VR story in five acts, based on a true World War II experience of his great-aunt escaping a prison in Poland and becoming a Resistance fighter. Maciej’s work involves breathing light and texture into scenes based on music.

David Rodriguez, founder of Zanni, the first Audience Experience Design Studio, demonstrated the firm’s XR tools, Ovees™ and Zanni™ AXD, for both immersive audiences and theatre producers. David’s work with the Metropolitan Opera led him to consider how opera, and theatre, could evolve through VR and AR tools for both audience participation and narrative extensions, as well as how to enable immersive workflows for theatre/opera producers. Ovees is an XR take on stereoscopic opera glasses – and Zanni AXD – a mixed reality design tool that creates space to view stage production elements, reducing design process time and enhancing stage experience planning for design teams. Zanni is a new company, and the event marked the public debut of Zanni.

The panel discussion delved into how traditional theatre producers, directors, lighting designers, choreographers, and actors themselves are moving to expand the medium through immersive technologies. The group discussion yielded the overarching understanding of theatre being gamified and moved into a new genre altogether. The panelists discussed how technologies are rapidly evolving to meet demands for creative decisions. Kiira Benzing discussed how difficult it was to mount ‘Love Seat’ in Venice, with a massive point cloud that could, at any time, crash. The shared experience of theatre, in a live setting, pushes the boundaries of technical production for real-time communal energy.

See the Exhibit & Sponsorship opportunities for our VR/AR Global Summit North America 2020

See Exhibit & Sponsorship Packages here

The Summit returns to Vancouver in Sept 17 & 18 2020 - bigger and better than ever! Come and join industry thought leaders and experience important conversations, talks, exhibits, specialized demos, our now-famous speed dating, pitchfest and workshops led by global companies.

Get aligned with a content-driven VR / AR show, featuring important conversations, talks, exhibits, and workshops led by globally leading companies and organizations, who are sharing practical and valuable real-use cases from the immersive industry - all in a world-class city and topped off with a killer party.

Participate in the $2M Coastal Community Resilience Challenges! Apply by March 16 These have funded opportunities for VR/AR development teams

These have funded opportunities for VR/AR development teams  

RISE invites you to participate in the $2M Coastal Community Resilience Challenges. We look for entrepreneurs with innovative resilience-building solutions that can be demonstrated in Hampton Roads of Southeastern Virginia and can be built into sustainable businesses. Apply by March 16 or April 1, 2020 depending on the Challenge.  

RISE is looking for innovations in six areas: Data Analytics, Flood Management, Protection of Buildings, Re-establishing Critical Utilities, Reconnecting Neighborhoods, and Urban Mobility. 

For more information about the Challenges please visit www.riseresilience.org or email me at paulrobinson@riseresilience.org

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VR Entertainment Service on trains in Italy

Since the 16th of December in Italy (Milan), Trenitalia (Italian national railway company) has started to adopt VR as entertainment service on selected high-speed trains, free of charge for every passenger.

AnotheReality is the technical partner for this initiative, contributing with planning, consultancy and deployment of the project, while also creating a platform to access selected licensed media contents for Trenitalia (movies, 360° videos and games), a VR home to select and enjoy those contents and an interactive experience reproducing traveling in the train cabin.

The initiative also includes service onboard with trained personnel to assist passengers in the usage of VR, and everything is thought with comfort and hygiene in mind. 

Hopefully this can be a useful use case about a large scale VR distribution to consumers that could inspire other countries in the world!

DEADLINE is Dec 31st for super savings on tickets to our VR/AR Global Summit - North America 2020 Vancouver Sept 17&18

The VR/AR Global Summit returns to Vancouver in September 2020 - bigger and better than ever! Come and join industry thought leaders and experience important conversations, talks, exhibits, specialized demos, our now-famous speed dating, pitchfest and workshops led by global companies. We will share proactively and valuable real-use cases from the immersive industry - all in a world class city and topped off with awesome events. You won’t want to miss this event!

2019 Summit sponsors, exhibitors, speakers included Microsoft, Lenovo, Niantic, Viacom, Magic Leap, HP, among others, with over 70+ Exhibitors, 120+ Speakers, and 1000+ executives from around the world. Brands (or end users of VR/AR solutions) participating last year included Boeing, Walmart, Standford Children's Health, Raytheon, Mastercard, Telus, and many others.

More info about the VR/AR Global Summit please see the official event website here vrarglobalsummit.com

Get tickets here

SuperData, a Nielsen company, is offering a 20% discount on the world's gold-standard market intelligence dashboard, XR Dimensions

SuperData, a Nielsen company, is offering a 20% discount on the world's gold-standard market intelligence dashboard, XR Dimensions, exclusively for VRARA Members. To get a demo and take advantage of this offer, email Peter.Gao@nielsen.com or email info@thevrara.com for your code.

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The World Bank and VISYON partner to bring policy change with VR!

3 Billion people live in poverty.

Fragility, conflict, and violence threaten development progress and can drive communities further into poverty.

With Climate Change, this problem is even more severe.

VRARA Members, the World Bank partnered with VRARA Member VISYON to release a VR film that lets policy makers experience these issues first hand. It is one of the most impactful pieces made by the World Bank and its purpose is to spark action.

See video and more here

Susan Spark of Schlumberger appointed as Co-Chair of VRARA Energy Committee

Email info@thevrara.com if you’re interested in participating

The Energy Committee of the VR/AR Association serves as a resource to promote the application of VR/AR technology in confronting the challenges posed by the energy transition. The committee will enable the sharing of best practices and information on VR/AR related applications in the energy industry as well as curate industry relevant case studies. Furthermore, the committee will, as necessary, shape and recommend best practices for the scaling of VR/AR applications across the energy industry.

I believe we are at a critical juncture for immersive technologies. The value and potential of these is tremendous, particularly for a high consequence industry such as energy. Use cases stretch from product and service design, manufacturing, marketing, training to operations support. Despite the potential, wide enterprise implementation is often still a challenge due to a number of reasons.

Opportunities will continue to expand exponentially, as AI, haptics and other technologies become interconnected with advances in Virtual and Augmented Reality technology. As an industry committee, I look forward to working together to establish best practices and gain momentum for wider adoption of VR/AR within and across industries and applications.

Susan Spark

Goals of the Committee include:

  • Simulation and human capability development equivalency considerations

  • Performance support applications in manufacturing, field services, and other areas

  • Virtual remote collaboration platforms

Susan Spark is the Learning Technology Manager at Schlumberger. Along with her exceptional team, she is focused on bringing L&D into the fold of the corporate strategy toward digital platforms, big data, and innovative technologies. Susan is responsible for the development of emerging learning technologies such as virtual and augmented reality, as well as implementation of a modern, adaptable, learning ecosystem. She effectively integrates over 15 years of Schlumberger experience across diverse roles in data management, recruiting, HR compliance, and training center management.