Announcing new Leadership for VRARA Training Committee: Emily Smits (Canada), James Watson (Europe), Marlo Brooke (USA)

The VR/AR Association is thrilled to announce new co-chairs for our Training Committee. This committee creates best practices and guidelines for the VR/AR Training industry sector. The committee meets every 2 weeks online to present recent case studies, projects, research, and is forum to discuss common problems and solutions. Plus, the active participants get preference to speak at our chapter events and Global Summits.

The new c0-chairs are:

  1. Emily Smits, Modest Tree (Canada)

  2. James Watson, Immerse (Europe)

  3. Marlo Brooke, AVATAR Partners (USA)



EMILY SMITS, COO, MODEST TREE

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Emily Smits is the Chief Operating Office at Modest Tree, a Halifax software company that focuses on providing XR training for enterprise clients and is the creator of the Xplorer software for rapidly creating collaborative XR training and sales presentations. Modest Tree has worked with leading organizations to transform their customer sales and training through the use of virtual and augmented reality. Modest Tree is a North American Microsoft Mixed Reality Partner. 

Over the past 9 years, Emily has worked with the company through its continued growth, providing operational leadership.  Emily holds a Bachelor of Commerce degree from Laurentian University and is a designated accountant (CPA-CMA) and Project Management Professional (PMP).  Emily has been the Vice-Chair on the Digital Nova Scotia Board for the past 3 years  and is passionate about VR/AR technologies, bringing advanced digital solutions to the enterprise, and supporting entrepreneurship. 

JAMES WATSON, CMO, IMMERSE

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James started his career in digital marketing and innovation over 20 years ago. The past 7 years he seen him work with companies including Major League Baseball, Shell, and DHL, to identify and deliver enterprise VR solutions. Currently, as Chief Marketing Officer at Immerse, he is working across industry sectors to help drive the adoption of enterprise VR training.

“Virtual Reality is enhancing human performance in ways that were once unthinkable. Today, it is transforming the way we learn, explore and interact. As a frontrunner in training and education, Immerse recognised this potential early and focused on developing an open platform to help companies increase their ROI from VR training.”

Immerse is the technology company behind the industry-leading virtual reality platform, Immerse VEP. Built for enterprise from the ground up, the platform helps companies create, scale and deploy VR training and maximise their ROI. 

Some of the world’s largest companies use Immerse VEP for training and assessment. They include firms as wide-ranging as Shell and GE Healthcare to DHL. While these companies come from a diverse mix of sectors and industries, they all have one thing in common: they recognise how VR training can increase their efficiency and want to extract the most value from it.


MARLO BROOKE, CEO, AVATAR PARTNERS

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Founder & CEO of AVATAR Partners, Inc., an innovative woman-owned business serving Military and Commercial markets through the Extended Reality Ecosystem. AVATAR develops advanced Training Solutions and Software to improve Employee Safety, Corporate Profits and Drive Local, US-Based Business growth. Products include Augmented Reality, Virtual Reality, Mixed Reality productivity tools, Video and Interactive Multimedia Instruction (IMI) and Nex-Generation Visual Technical Manuals (NGVis). I am honored to lead the most talented, innovative team of employees in our industry, innovating cost-effective, practical, best-in-class solutions to our customers.

Interview: "More people now do 'Social Virtual Reality' because they feel isolated at home"

Participate in our next Online Summit in Sept, click here!

In the last year, Augmented Reality has become mainstream with the effects promoted by Facebook, Snapchat, Instagram and TikTok and the big companies are betting on the technology. The COVID-19 pandemic was also an accelerator, says Kris Kolo in an interview with SAPO TeK.

Kris Kolo is the global executive director of the VR / RA Association, which last week organized the VR / AR Global Summit Online global conference , 24 hours online, for three days, in three time zones, with almost 12 thousand participants. In the meantime, he still had time to be able to answer some questions from SAPO TEK, and share his enthusiasm and vision about the growth of emerging technologies, the impact of the COVID-19 pandemic and expectations with 5G.

“In the past year, Augmented Reality has become mainstream with the AR effects of Facebook / Snapchat / Instagram / TikTok and is the most engaging marketing solution for brands,” explained Kris Kolo, looking at the accelerated way in which the context is changing. Virtual Reality also gains space in companies and schools.

"MANY ORGANIZATIONS, FROM GIANTS LIKE WALMART TO SMALL COMPANIES, USE VIRTUAL REALITY IN THE EDUCATION AND TRAINING OF THEIR EMPLOYEES, AND VR IS ALSO VERY POPULAR IN SCHOOLS IN THE EDUCATIONAL CONTEXT", HE STRESSES.

Growth and potential are also evident on the consumption side, which highlights the reduction in price and quality of content as drivers of a revolution in progress. “Let's compare VR headsets to game consoles like Sony's PlayStation or Microsoft's Xbox. It took years for each of the companies to be able to sell millions of these pieces of equipment, which meanwhile have become commonplace in most homes, ”says Kris Kolo. VR headsets are becoming cheaper, better technically and with better content, but even so “it will take a few more years before we see an adoption of high consumption to virtual reality.

As with digital transformation, where the COVID-19 pandemic is seen as a major accelerator, in immersive technology this also happens. “With COVID-19 I think more people are now doing 'Social Virtual Reality' because they feel isolated at home and alone, and they want to meet with other people in a safe way. And Virtual Reality is in fact an excellent social solution to maintain the 'social distance' ”, says the executive director of the VR / RA Association.

Where is the money in Augmented and Virtual Reality?

The main investment in immersive technologies is coming from the side of industrial solutions and this is where Kris Kolo admits that there will be a higher return on investment (ROI). Remote collaboration tools are growing, and many companies have realized that telecommuting can become the new normal, with video conferencing standing out, which can be a new development opportunity for virtual and augmented reality.

The potential of 5G has not been overlooked, and the executive who has accumulated several years of experience in this area recalls that new generation network technology will allow mobility and “have AR / RV with more data, more capacity and more speed”, the which joins the low latency required in critical applications, such as distance surgery.

It is with positive expectations that Kris Kolo looks at the new scenario that presents itself for immersive technologies, recognizing its growth potential also in Portugal, where VRARA Portugal already lists more than 100 companies working in this segment. This was one of the reasons why Portugal had been chosen to host the Summit, which ended up taking place online and which can now be revisited through the various talks and debates that have been recorded and are available online.

Original source (in Portugeese)

Participate in our next Online Summit in Sept, click here!

New Report: 19% of U.S. Adults Have Tried VR

ARtillery Intelligence’s latest report, VR Usage & Consumer Attitudes examines original consumer survey data. Subscribe for the full report. VRARA members get a discount.

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ARtillery Intelligence and Thrive Analytics have released a new report: VR Usage & Consumer Attitudes, Wave IV. ARtillery Intelligence authored survey questions and a narrative report while Thrive Analytics administered the survey through its established survey engine and ongoing Virtual Reality Monitor research.

Highlights include the fact that 19 percent of consumers have used VR, up from 16 percent in last year’s study. More importantly, they’re using it often: 31 percent of respondents use VR at least monthly. This is a telling indication of VR’s potential, given that active use is a key success factor tied to revenue and user retention.

VR users are also highly satisfied: 55 percent reported extreme or moderate satisfaction. However, it’s not all good news. Non-VR users have relatively low interest in VR ownership, with 59 percent citing their reason for disinterest as just not interested. This disparity between user satisfaction and non-user disinterest represents key marketing and logistical challenges for VR.

“VR’s immersive format is a double-edged sword,” said Mike Boland, Chief Analyst of ARtillery Intelligence. “It’s captivating users for its revolutionary jump from traditional content formats. But you have to see it to believe it, and it’s hard to convey that experience to non-users through traditional marketing. This will be alleviated over time through more cultural acclimation to VR and lowering access friction through things like standalone headsets.”

Standalone VR – embodied by Oculus Quest, Oculus Go, and other emerging headsets — don’t require a separate and costly PC and also eschew cumbersome wires and the need to set up positional tracking systems. Though still early, standalone VR already shows worthwhile market traction in the hardware itself, as well as engagement levels and software/game sales.

The Virtual Reality Monitor™ applies Thrive Analytics’ acumen and time-tested practices in survey research. The VR survey in this wave (Wave IV) included a sample of more than 1,000 U.S. adults. Furthermore, four completed waves of research now enable robust longitudinal analysis and trend evaluation. Thrive Analytics and ARtillery Intelligence also produce a corresponding AR report which will be published next month.

“AR and VR are still in early-adoption phases,” said Thrive Analytics managing partner Jason Peaslee. “There are still technology challenges, but we think AR & VR have the ability to transform the way people work, connect, and learn. We’re excited about the prospects, and committed to measuring them.”

Report Availability

VR Usage & Consumer Attitudes, Wave IV is available through ARtillery Intelligence (VRARA members can get a discount here). Deeper access to the base data and additional strategic analysis can be obtained from Thrive Analytics.

About ARtillery Intelligence

ARtillery Intelligence chronicles the evolution of spatial computing, otherwise known as AR and VR. Through writings and multimedia, it provides deep and analytical views into the industry’s biggest players, opportunities and strategies. Products include the AR Insider publication and the ARtillery PRO research subscription. Research includes monthly narrative reports, market- sizing forecasts, consumer survey data and multimedia, all housed in a robust intelligence vault. To learn more, go to

About Thrive Analytics

Thrive Analytics is a leading digital marketing research and customer engagement consulting firm. With clients spanning leading national brands as well as publishers and agencies serving the small business community, it pairs proprietary market research services and data analytical tools with time tested business insights and methodologies to help organizations measurably improve customer experience, loyalty and sales results. Its mission is to provide superior research and support services that inspire clients to make smarter decisions.

About Virtual Reality Monitor

Virtual Reality Monitor is Thrive Analytics’ proprietary survey of virtual reality/augmented reality technology users. These surveys, conducted semiannually, track the adoption rates, usage, satisfaction levels, profiles and many other areas related to VR/AR users. Each wave has a customizable section for client specific inquiries. Results & key insights are communicated in advisory reports & presentations, charts & infographics, newsletters & articles and custom data views. Information from these studies are used by marketers, product managers, consultants and other people working in the technology space.

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

The new State of VR/AR Survey is now live! Creators, this is for you - time to speak out!

Take the survey here by Aug 10, and win!

The State of AR/VR is a survey, looking at global trends and challenges in building Augmented and Virtual Reality apps.

Every year, more than 30,000 developers from 165+ countries participate in the Developer Economics surveys to set new trends in software development, including AR/VR. But what about non-developers who work on the AR/VR projects? This is a chance for them to have their say about the future of immersive technologies. The survey is open to all AR/VR creators, designers and animators: professional, hobbyists or students.

Speak out about what you’re best or need to work on more, test your skills, tell us about the type of AR/VR projects you're working on, and your favourite tools, technologies or platforms. Let the world know about your favourite tools, platforms, and technologies, as well as the necessary skills, monetisation, training, career development - and much more. 

  • Which AR/VR skills are likely to make a difference? 

  • What tools or platforms are you using in your projects? 

  • What training resources do you prefer using? 

AR/VR creators, this is for you - time to speak out. 

The insights coming from the survey will be published in Q4 2020 on Developer Economics community website (https://www.developereconomics.com/), together with the State of the Developer Nation 19th edition report (we publish a new State of the Developer Nation report edition every 6 months, available for free download to everyone who takes part in our surveys). 

Plus, the survey is packed with pleasant surprises - if you enter you may win one out of USD $15,000+ worth of prizes like a iPhone 11,  Oculus Quest 64GB, Sketchfab Pro License, Octane Render Studio for Unity, Vuforia license, VR Ninjas Virtual Reality mat, plus lots of dev swag, accessories and vouchers or even up to USD $1,000 cash if you also refer other AR/VR creators to take the survey. Hurry up and take the survey. 

There is something for the entire Tech Industry here: we will donate $0.10 for every qualified response, to the TechFugees initiative, to help empower displaced people with technology.


The State of AR/VR survey is now open until August 10. 

Call for Participation: Future of Work, Remote Collaboration, Remote Work (Enterprise Report). Report is already supported by RE'FLEKT

If you want to be featured in this report, fill out this form (deadline to submit is July 1st)

If you are interested to sponsor this report, email info@thevrara.com

THANK YOU to RE'FLEKT for already supporting our efforts with this report!

Given the world’s current pandemic situation where there are travel restrictions and the increased need for remote work, remote assistance, training and the reskilling of millions in the workforce, it is now more important than ever for companies to have enterprise ready, easy to deploy digital solutions. Augmented Reality and Virtual Reality have proven to show value within many critical enterprise verticals including manufacturing, architecture, engineering, construction, energy and the utilities sectors.

This report will cover the current global situation and how customers are deploying Enterprise solutions like remote assistance, guided workflows, remote collaboration, and training programs to improve productivity, reduce errors, increase learning retention, and decrease service resolution times.

The report will feature companies specializing in VR/AR for B2B Enterprise solutions. The report will be published in early Sept and will be promoted to the industry globally via our Newsletter (35K emails), Website (20K monthly visitors), at our upcoming VR/AR Global Summit Online (10,000+ attendees) in Sept , and via our partners.

Our last Enterprise Report featured over 100 companies. See more and get a copy here

HP Reverb G2 Announced at VR/AR Global Summit Online

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HP REVERB G2

THE NO-COMPROMISE VR HEADSET

THE HIGHEST RESOLUTION VR HEADSET

AMONG MAJOR VR VENDORS1

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Realistic visuals. Immersive soundscapes. Superb tracking and performance. Developed in collaboration with Valve and Microsoft, our breakthrough headset delivers a more immersive experience2. Ergonomically designed for comfort. Optimized for compatibility.

Introducing the new standard in VR.

Exceptional combination of visuals and sound

Equipped with industry-leading lenses and speakers designed by Valve, our HMD provides high-quality resolution and fully immersive spatial audio. With mura-free, 2160 x 2160 LCD panels per eye, you can now see more detail than ever before. 

A headset that adjusts to you

Get maximum comfort for longer wear time. With flexible material, increased cushion size and lenses that can adjusted for different eye distances3, each user experiences a custom fit regardless of face size and shape.

More cameras. Better tracking.

With four cameras built into the headset and no external sensors required, you can now track more movement2, no matter how extreme. And with a smaller and more ergonomic design, our controllers are more natural and comfortable to hold onto.

Compatible across the industry

Looking for access across any and all VR content? With compatibility across both SteamVR and Windows Mixed Reality4, seamless access to everything VR is now within reach. All with quick and painless setup.


Links:


Press Release

Datasheet

HP.com webpage

SteamVR webpage

HP Reverb G2 Video

Z Social Media Accounts (stay connected!)

LinkedIn

Facebook

Instagram

Twitter

Order now!

Shipping Globally in the Fall

 

Pre-order now in the US

 

Pre-orders in select countries rolling out mid-June through July


Disclaimers:

1. Based on HP's internal analysis of companies that have shipped greater than 50,000 VR tethered headsets. Resolution based on panel pixel count as of March 2019.

2.Compared to HP Reverb G1 HMD.

3. Interpupillary distance (IPD) adjustment is included. Eye relief is not a feature of this product.

4. Windows Mixed Reality requires Windows 10 May 2019 Update installed on the workstation or PC. Features may require software or other 3rd-party applications to provide the described functionality. To minimize the possibility of experiencing discomfort using a VR application, ensure that the PC system is equipped with the appropriate graphics and CPU for the VR application. For HP workstation VR ready recommended configurations, see: https://h20195.www2.hp.com/v2/GetDocument.aspx?docname=4AA7-6063ENW

 

 

©2020 HP Development Company, L.P. The information contained herein is subject to change without notice.

Lenovo Mirage VR S3 Standalone Headset with ThinkReality Is Ready to Empower Global Enterprises and Their Workers - Announced at VR/AR Global Summit Online

Research Triangle, NC – June 1, 2020 – Today, during the VR/AR Global Summit Online Conference, Lenovo™ (HKSE: 992) (ADR: LNVGY) announced the latest addition to its portfolio of commercial virtual reality (VR) solutions — the Lenovo Mirage VR S3 headset with ThinkReality. The new VR solution for enterprise was unveiled during the keynote speech by Nathan Pettyjohn, Commercial AR/VR Lead, Intelligent Devices Group, Lenovo.

The Lenovo Mirage VR S3 is an all-in-one headset developed in conjunction with Pico Interactive, a global technology company that develops innovative VR and enterprise solutions. Specifically designed for enterprise, the Lenovo Mirage VR S3 features a 4K display for clearer visuals, hands-free control for utilization with or without the provided controller, and an easy to clean, hygienic face plate suitable for mass use. Built with integrated audio and up to three hours of battery life, the new VR headset is rugged, light weight and ready to scale within the enterprise. 

Lenovo Mirage VR S3 standalone headset

Lenovo Mirage VR S3 standalone headset

The Lenovo Mirage VR S3 headset is supported by the Lenovo ThinkReality software platform. ThinkReality is among the first truly device- and cloud-agnostic AR/VR platforms enabling commercial customers to deploy and manage applications and content on a global scale, with global support. ThinkReality provides enterprise customers with powerful management tools, enterprise integration, and a robust IT portal that allows for management of user applications and devices. 

The Lenovo ThinkReality platform provides a proven, scalable, and streamlined path from proof of concept to productivity for enterprise AR/VR applications. With prebuilt functions and program logic, the ThinkReality Platform enables engineers to build sophisticated applications more easily and quickly.

Using VR in the Enterprise 

VR is being used in the enterprise to empower a new generation of workers by providing training scenarios in safe, repeatable environments. VR delivers immersive experiences that closely mirrors job tasks and situations so employees can gain expertise more effectively, efficiently and at lower cost.

Studies show that employees training through VR versus traditional means result in measurably higher retention rates and performance gains. From training frontline personnel to skilling up technical teams, VR offers the immersive learning experience employers need to advantage their workforce.

“VR helps achieve better, faster training at lower cost,” said Nathan Pettyjohn. “Our enterprise customers are looking for solutions to build and enable more skilled and efficient global workforces. They are increasingly looking for cutting-edge solutions like VR and AR supported by ThinkReality’s flexible platform to scale applications enterprise-wide.” 

Highest Level of Support

Embedded in the new commercial VR solution is Lenovo’s latest service offering, Lenovo Integrated Solutions Support (LISS), an extension of the Lenovo Services portfolio. A standard inclusion on the Lenovo Mirage VR S3, and all solutions within the ThinkReality platform, LISS is a global end-to-end service program that supports the relevant hardware, software and services to provide an advanced level of care throughout the solution’s lifecycle. With this program, expert technicians and engineers provide hassle-free support for the entire Lenovo solution, including a dedicated phone line for quick access, a single point of contact for faster resolutions, proactive case management, and escalation assistance. 

“Lenovo is placing a significant amount of resources into developing emerging business solutions to support our customers’ sophisticated needs and endeavors. These solutions require an elevated support model, like Lenovo Integrated Solutions Support, that goes beyond individual products and instead focuses on managing complex issues across the entire solution to limit downtime and create a better customer experience,” says Ganesh Raghu, Director of Lenovo’s Emerging Technology Solutions & Services.

Pricing and Availability

The Lenovo Mirage VR S3 is available the third quarter of this year in North America, China, Japan, United Kingdom, France, and Spain. For enterprise information and pricing, contact your Lenovo representative or visit our website. In North America, the price for the Lenovo Mirage VR S3 headset is under $450.

The Lenovo Mirage VR S3 headset is included in the Lenovo VR Classroom 2 education solution. 

About Lenovo

Lenovo (HKSE: 992) (ADR: LNVGY) is a US$45 billion Fortune Global 500 company and a global technology leader in driving Intelligent Transformation through smart devices and infrastructure that create the best user experience. Lenovo manufactures one of the world’s widest portfolios of connected products, including smartphones (Motorola), tablets, PCs (ThinkPad, Yoga, Lenovo Legion) and workstations as well as AR/VR devices and smart home/office solutions. Lenovo’s data center solutions (ThinkSystem, ThinkAgile) are creating the capacity and computing power for the connections that are changing business and society. Lenovo works to inspire the difference in everyone and build a smarter future where everyone thrives.  Follow us on LinkedInFacebookTwitterInstagramWeibo, read about the latest news via our StoryHub, or visit our website at http://www. lenovo.com.

LENOVO, LENOVO MIRAGE and THINKREALITY are trademarks of Lenovo. PICO INTERACTIVE is a trademark of Pico Interactive.  All other trademarks are the property of their respective owners. ©2020, Lenovo Group Limited.


Media Contacts

Melinda Watts – Zeno Group

Melinda.watts@zenogroup.com

+1 650-219-1823

1) All battery life claims are approximate. Actual battery performance will vary and depend on numerous factors including product configuration and usage, software, operating conditions, wireless functionality, power management settings, screen brightness and other factors. The maximum capacity of the battery will naturally decrease with time and usage.

2) Training Magazine, ‘The Impact and Potential of Virtual Reality Training in High-Consequence Industries’, Jan. 25, 2018; and Deloitte Insights, ‘Real learning in a virtual world’, Aug. 1, 2018

8th Wall launches WebAR face filters with 8th Wall Face Effects

8th Wall launches Face Effects equipping developers with tools to create unique, interactive and real-time WebAR face filters that harness the full power and freedom of the open web.

Contact:

Name: Tom Emrich

Email Address: tom@8thwall.com

Website URL: https://medium.com/8th-wall/introducing-8th-wall-face-effects-9a2a3a8f5cd0

MetaVRse launches new 3D Web based creator engine for Commerce, Marketing, Training & Education

The MetaVRse Engine is a universal 3D/XR creation tool and editor for Marketing, Commerce, Training and Education. It is a fully web-based design and development tool for quickly and easily creating immersive 3D and virtual, augmented, and mixed reality (XR) experiences and deploying them across multiple operating systems, browsers, and devices using a no-code/low-code solution.

The MetaVRse Engine also includes a template system allowing organizations large and small to create robust immersive experiences. “In this nascent market, we are focusing on use cases for marketing, commerce, training, and education,” said MetaVRse Chief Revenue Officer Jonathan Moss. “The ROI for online retail and remote training is unprecedented, and now organizations can capture this value without specialized staff and training, shrinking time-to-delivery from months to days or even hours.”

3D and XR are already delivering results across many use cases including:

  • eCommerce: 6x growth in time on page (Cappasity), 3x increases in sales conversion (Buy Box Experts) and 80% decrease in product returns. (Marxent Labs)

  • Marketing: 25x higher click-through rates, 10x higher engagement and 33% higher conversions (GlobeNewsWire).

  • Training: 70% increase in retention rates (Neuro-Insight), 85% decrease in training time (Microsoft), 97% reduction in time to information (Microsoft)

  • Design: 10x decrease in design time (HTC Vive), 80% design validation time reduction (Microsoft)

  • Tasks: 90% more accuracy on service and repair tasks (Microsoft), 20% increase in installation efficiency and a highly impressive first-time installation accuracy rate of 90% (Cisco)

“Our mission is to unlock the power of spatial computing (3D/XR) for everyone,” said MetaVRse CEO and industry podcaster Alan Smithson. “The MetaVRse Engine lowers the barrier to entry for all organizations to leverage the power of 3D and XR allowing rapid value creation at scale.”

Contact

Name: Julie Smithson

Email Address: julie@metavrse.com

Website URL: http://metavrse.com

Varjo Partners with MeetinVR to Deliver Photorealistic Virtual Collaboration

Come see us at the VR/AR Global Summit ONLINE Conference+Expo June 1-3

Varjo, the leader in industrial-grade VR/XR headsets, announced a commercial partnership with MeetinVR, creators of enterprise virtual collaboration software. Through the partnership, MeetinVR will release a dedicated version of their application that supports all headsets in Varjo’s state-of-the-art product portfolio (the VR-2, VR-2 Pro and XR-1 Developer Edition) so enterprise users can experience a new level of immersion and visual fidelity during virtual collaboration.  

With remote working now becoming the new normal, the need to be able to virtually collaborate with colleagues, customers and partners around the world is business critical. 

New partnership marks the beginning of virtual and mixed reality immersive collaboration for the most demanding enterprise applications in training, simulation, and engineering

Helsinki, Finland – May 27, 2020 – Varjo™, the leader in industrial-grade VR/XR headsets, today announced a commercial partnership with MeetinVR, creators of enterprise virtual collaboration software. Through the partnership, MeetinVR will release a dedicated version of their application that supports all headsets in Varjo’s state-of-the-art product portfolio (the VR-2, VR-2 Pro and XR-1 Developer Edition) so enterprise users can experience a new level of immersion and visual fidelity during virtual collaboration. Varjo and MeetinVR have also introduced a new bundle offer where new buyers of any Varjo headset will receive six months of MeetinVR for free for five users.

“Remote working is now becoming our new normal and the need to be able to virtually collaborate with colleagues, customers and partners around the world is business critical,” said Urho Konttori, co-founder and Chief Product Officer at Varjo. “As enterprises adapt to a new work environment, we’re excited to partner with leading industry players, such as MeetinVR, to help build the future of virtual and mixed reality collaboration.”

Delivering a solution that provides photorealistic 3D quality is essential to creating a true sense of immersion and presence while working together in VR and XR environments. Pairing the unique human-eye resolution found in Varjo’s devices with MeetinVR’s enterprise-grade, easy-to-use software allows companies to collaborate around key use cases including the remote sales of high value products such as medical machinery or new vehicles, the launch of new products, and the delivery of remote training to distributed teams.

“Varjo’s photorealistic resolution gives users the ability to see reflections and shadows of their 3D models, as well as read text, all of which create a realistic experience for collaboration amongst meeting participants,” said Cristian Emanuel Anton, CEO of MeetinVR. “With this partnership, users don’t have to abide by the rules of physics anymore. They are able to merge real and virtual elements seamlessly in our collaborative platform. This sets a new benchmark for remote presence and interaction for professionals.”

One of the many enterprise customers, Volvo Cars, sees the benefit of enhanced virtual collaboration and is already using mixed reality to transform their workflows.

“The high quality and fidelity of what Varjo’s headsets offer, together with the effective collaboration tools from MeetinVR, bring remote collaboration to the next level,” said Timmy Ghiurau, Lead Virtual Experiences at Volvo Cars. “From UX evaluation, to hosting virtual workshops to ideating around our products, being able to do so in a realistic virtual environment will make our processes more efficient and collaborative, especially in the current context.”

“VR collaboration is the future, and for that we need the highest possible quality. Varjo is the only headset you can use for automotive design processes and reviewing your designs in detail. We are excited about using Varjo’s revolutionary technology to collaborate on photorealistic virtual models with our colleagues across continents,” said Christian Braun, VP of Visualisation at Volvo Cars.

Enterprise users interested in exploring immersive collaboration can see a demo video of the Varjo and MeetinVR mixed reality solution here. Learn more about the joint solution here: www.varjo.com/meetinvr 

About Varjo:

Varjo is creating the world’s best hardware and software for groundbreaking VR/XR computing devices, merging the real and virtual worlds seamlessly together in human-eye resolution. www.varjo.com

About MeetinVR

MeetinVR is a Danish VR software company making human interaction more intuitive and effective than in real life by creating a new reality, optimized for teamwork and collaboration. After three years in private Beta with numerous Fortune500 companies as customers, MeetinVR has today launched their open Beta for trial at www.meetinvr.com.

Contact

Jessica Kaiser
jessica@carvecom.com / 512.517.3610

Pico Interactive Announces Availability of its Neo 2 and Neo 2 Eye Virtual Reality Headsets

Meet Pico at our VR/AR Global Summit ONLINE Conference+Expo June 1-3

The Neo 2 line is now shipping worldwide to improve overall work quality and efficiency for the enterprise

SAN FRANCISCO – May 27, 2020 – Pico Interactive, a global tech company that develops innovative virtual reality (VR) and enterprise solutions, today announces the availability of its highly anticipated headsets from the Pico Neo line – the Neo 2 and Neo 2 Eye, both of which deliver key VR solutions to the enterprise.

Both models were built with business in mind, featuring best-in-class 4K resolution, enterprise functionality, six degrees of freedom (6DoF) and spatial stereo speakers. The headsets feature the comfort and hygienic design of an all-PU facial interface, unique counterbalanced design for easy and extended wear, and have plenty of room for prescription glasses. Using the Qualcomm® Snapdragon 845™ Mobile Platform with Boundless XR, the Neo 2 allows content streaming from a VR Ready PC and select existing PC VR platforms.

“We believe the Neo 2 line is helping us achieve our goal to deliver the best standalone VR hardware with AAA enterprise service and options for business,” said Henry Zhou, CEO of Pico Interactive. “Our hardware is quickly becoming the preferred devices for leading companies in medical, training, marketing and location-based entertainment verticals. We’ve partnered with some great companies to not only help professionals in their day-to-day across a variety of industries but also in times of crisis.”

In partnership with Tobii – the world leader in eye-tracking – the Neo 2 Eye model improves daily enterprise operations and applications. The Neo 2 Eye adds eye tracking functionality to its base model, allowing businesses to gain a deeper understanding of customer behavior, enhance training efficiency, improve productivity and increase overall safety at work. Neo 2 Eye also includes dynamic foveated rendering powered by Tobii Spotlight Technology™, reducing shading load in some applications by up to 72%. This allows for a variety of benefits including increased framerate by up to 66%, improved graphics and battery performance. 

“Over the last two years, we have seen Tobii eye tracking become a foundational technology that makes XR devices better and improves the user experience,” said Anand Srivatsa, Division CEO of Tobii Tech. “It is fantastic to partner closely with Pico on the extraordinary Neo 2 Eye and to enable enterprise and professional users to unlock greater operational efficiency, provide powerful user insights, enhancing training, simulation and product development capabilities.”  

In addition to Tobii, Pico is also partnering with other top companies across the enterprise to provide a more immersive and engaging work environment, as it’s needed even more so now during the COVID-19 pandemic. This includes Mozilla, who brings its Firefox Reality browser to all Pico headsets. Firefox Reality is the first browser built and designed for mixed reality to deliver an immersive browsing experience that provides users with the ease of use, control and privacy. 

“Partnering with Pico allows Mozilla to share our Firefox Reality browser, which is built and designed specifically for mixed reality (including WebXR support), to deliver an immersive browsing experience,” says Andre Vrignaud, Mozilla's Head Of Mixed Reality Platform Strategy.“Our browser provides Pico’s business customers with the ease of use, control and privacy that is expected from Firefox.” 

The Neo 2 is now available for purchase at $699 USD and the Neo 2 Eye for $899 USD. More information on both headsets are available at https://www.pico-interactive.com/us/neo2.html. As Pico focuses on enterprise, these headsets are sold direct to companies via a dedicated sales team spread across the globe, including offices in San Francisco and Barcelona.

For more information on Pico Interactive, 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

Elsa Anschuetz

Uproar PR for Pico Interactive

321-236-0102 x233

eanschuetz@uproarpr.com

XR Bootcamp launches 7-week class covering standalone VR and built-in hand tracking (VRARA members receive a $500 USD discount if they apply until June 3!)

Today we’re excited to share that XR Bootcamp is offering a hands-on 7-week master class covering standalone VR and built-in hand tracking, the two most hotly demanded features in VR right now. According to a recent survey with major enterprise company executives and developers, 67% of the participants agree that built-in hand tracking and standalone headsets will be the two VR trends that will have the biggest value for VR training. As VRARA, we are proud to partner with XR Bootcamp to bring hand tracking to mainstream VR/AR enterprise applications and make hand interaction an industry standard.

As global enterprise deepens its adoption of VR technology, executives and professionals struggle with handheld controllers designed for gaming. With Oculus Quest hand tracking becoming an official feature this week, developers will soon have a consumer-grade standalone HMD with built-in hand tracking. Hand tracking is already the main actor of VR experiences, and participants in the Master Class will have a headstart on the rest of the industry.

The XR Bootcamp trainers, Dennys and Roger, founders of Holonautic, are among the very few original creatives in the hand tracking space who aren’t currently working for one of the major headset companies. While hand interaction in its current form is demanding for developers who want to build game and enterprise applications, it’s a skill that will set you apart from the crowd.

The whole learning experience is designed with an industrial project use case that mirrors real-world deployments. The deep dive is a full interactive experience with weekly mentorship sessions, peer-to-peer learning opportunities, and even an in-VR pitch to industry and enterprise coop programs at its conclusion. The end result is an advanced enterprise portfolio project and contacts which can accelerate anyone’s career.

With XR Bootcamp’s Hand Tracking and Immersive Interaction Design Master Class, you can Head Start on the Rest of the XR industry. After seeing the magic of handsfree experiences, your clients will never ask for controller supported XR projects anymore.

Admission is highly competitive and designed for intermediate-to-advanced-level VR developers.

Learn more about and apply to the master class here

If you have any questions, feel free to join XR Bootcamp Kick-off session (10.30 am E.T - June 2) at VRARA Global Online Summit or Master Class Info Session on June 8 to learn more about the program: www.handtracking.eventbrite.com.

VRARA members receive a $500 USD discount if they apply until June 3.

Meanwhile, you are invited to join our discord channel to discuss hand tracking with other experts here

CONTACT:

Name: Rahel Demant

Email Address: rahel@vrfirst.com

Website URL: https://xrbootcamp.com/deep-dive-immersive-interaction-design/

Prada Virtual Reality deployed by Impersive

Since 2017, Impersive has produced over 20 immersive contents for Prada with our 360 3D, in person, dynamic, technique, a unique technique that sets us apart on the international scene, directed by Guido Geminiani.

The project born for in-store distribution in Prada stores worldwide, since 2018 gives customers the opportunity to choose from dozens of contents ranging from fashion shows with the latest collections presented, to the story of the Prada foundations (Milan and Venice) up to story of the "epicenters" of New York, Los Angeles, Tokyo, the making of in the iconic Prada factories immersed in Italian territory. In these days Prada launches Prada VR, a Library (13 selected contents) free for the main VR platforms: Oculus, Youtube VR, Veer, with a unique worldwide campaign in this sector. For Prada we also take care of distribution apps, the production of VR gaming experiences and worldwide tours with google tiltbrush in store with the main artists in the sector.

Dal 2017 ad oggi Impersive produce per Prada oltre 20 contenuti immersivi con la nostra tecnica 360 3D in persona in movimento, una tecnica unica che ci contraddistingue nel panorama internazionale per la regia di Guido Geminiani.

Il progetto nato per la distribuzione in-store nei negozi Prada nel mondo, dal 2018 da la possibilità ai clienti di scegliere tra decine di contenuti che vanno dalle sfilate con le ultime collezioni presentate, al racconto delle fondazioni Prada (Milano e Venezia) fino al racconto degli “epicentri” di New York, Los Angeles, Tokyo, i  making of nelle iconiche fabbriche di Prada immerse nel territorio Italiano. In Questi giorni Prada lancia Prada VR, una Library (13 contenuti selezionati) free per le principali piattaforme VR: Oculus, Youtube VR, Veer, con una campagna worldwide unica in questo settore. Per Prada curiamo anche le app di distribuzione, la produzione di experience di gioco VR e tour worldwide con google tiltbrush in store con le principali artiste del settore.

More info: https://www.prada.com/ww/en/pradasphere/special-projects/2020/prada-vr.html

VeeR: https://veer.tv/vr/PRADAVR/uploads/all

Youtube VR: https://www.youtube.com/playlist?list=PLppHiVjbPHawfopohGapQ11wti71Ma2rN

Canada’s Most Adventurous Tech City! Calgary Economic Development sponsors the VR/AR Global Summit ONLINE

Think Calgary and big skies, a Rocky Mountain playground and energy come to mind. But there’s now a new kind of energy that is creating Canada’s most adventurous tech city.

Calgary is home to a robust tech and innovation ecosystem. Entrepreneurs are embracing the disruption brought on by digitization, taking risks, and creating startup and scaleup companies in a city focused on resolving global challenges in energy, transportation, food and health.

A report by Startup Genome this year ranked Calgary as a top five ecosystem for connectedness among 50 cities globally. Innovation has long been the hallmark of the energy sector, but the report singled out Calgary’s new strengths in cleantech and life sciences.

Calgary has the highest concentration of head offices in Canada and that creates opportunities for new businesses to do industry-disrupting work. Calgary also has among the highest concentrations of small businesses in Canada with three out of four tech companies in Calgary being a startup.

The city is home to more than 60 per cent of Alberta’s tech companies. A number of Calgary startups and scaleups are attracting significant funding, support and international attention, while many of the one-time small businesses aren’t so small anymore. Solium Financial and Parvus Therapeutics, for example, were both part of billion-dollar investment deals in 2019 in fintech and life sciences.

ATTAbotics – a company revolutionizing supply chains for modern commerce with its robotics-based fulfillment system – got a special mention on TIME Magazine’s Best Inventions 2019 list.

Symend recently closed one of the largest Series B rounds in recent Alberta history, funding its customer engagement platform designed to better connect financially at-risk customers.

From software to hardware to services, digital transformation is a driver of tech investments by Calgary industries. A study by Calgary Economic Development and IDC Canada forecasts that Calgary companies will lead the $18.4 billion spend on digital transformation in Alberta through 2022.

It’s projected that Calgary’s creative industries sector will spend $1 billion on digital transformation from 2019 to 2022, and virtual and augmented reality (VR/AR), AI systems and machine learning have been identified as key engines of growth. There are over 60 companies working on video games and/or immersive media products and services. A 2019 Nordicity survey found that over 200 people were working in the video games and immersive media industry in Calgary

From cloud computing and artificial intelligence to robotics, tech is now the way to do business; for all businesses.

Calgary is a prime market for change-makers of all sizes, from all industries. It has competitive costs to do business, is rated the most livable city in the Western Hemisphere, and has a tech ecosystem that’s transforming our industrial sectors. There’s a lot more happening in Calgary than might be expected. In fact, it is the only place in Canada to truly live tech and love life.

Precision OS and University of Connecticut (UCONN) Partner to Train Residents During Pandemic

Join us at our VR/AR Global Summit ONLINE Conference + Expo June 1-3

The Department of Orthopedics at UCONN is providing remote surgical training and mentorship to all their residents during the Covid-19 crisis.


VANCOUVER, British Columbia, March 24, 2020 — Precision OS Technology, developers of the medical-grade virtual reality™ learning platform that advances surgical readiness, announced today details of a partnership with top-ranked research institution, University of Connecticut (UCONN).

“This technology couldn’t have come at a better time. We are struggling to balance the safety of all of our residents and patients with our obligation to continue to educate the surgeons we are graduating”, said Dr. Lauren Geaney, Program Director at UCONN. “PrecisionOS allows us to bridge that gap with accurate simulations. We are very excited to begin integrating this into our curriculum. We have tried many VR providers and we chose PrecisionOS given the quality of education and the fact that it is clearly made to improve surgeon skill.”

Residents’ clinical responsibilities have been significantly reduced to adjust to the needs during the pandemic. There are limited responsibilities for the foreseeable future. “As a senior resident, this is an extremely stressful situation as I complete my residency program. I will be starting my fellowship shortly, and now with no elective operative cases, I can feel my technical skills deteriorating without practice, said Dr. Merrill, a 5th and final year resident at UCONN. “The Precision OS platform is exactly what we need. It is challenging, case based, and allows me to operate through increasing levels of complexity in virtual reality. It allows us to practice our hand-eye coordination and 3-D visual-spatial awareness ​from anywhere. This type of training is certainly the future and will be critical in educating future surgeons, we should have this type of training year round, and now we will”.

“We factored in many variables when developing our VR medical education and training software. The current models of learning have shown limited value as an experiential tool. Our platform is intended to provide the missing experience of being transported to an operating room environment, encouraging confidence in the student’s technical and responsive skills, which is otherwise only available in the physical operating room,” said Dr. Danny P. Goel, Orthopedic Surgeon, CEO and Founder of Precision OS. “The advances in technology allow us to connect individuals to surgical experiences which they may not see during their entire training. Now, It’s available to them at their convenience, at home, as needed with personalized performance metrics they can build upon. We are very proud we can assist and deliver on our principal goal of providing medical grade VR education.”

The Precision OS method of VR training has proven superior to traditional approaches in a number of ways, including enabling users to grasp procedural concepts significantly faster. They have shown this in their recent publication in JBJS Am, the leading orthopedic surgical journal known globally. The validated study demonstrated that senior residents who trained with VR modules will learn faster and be technically superior when compared to their colleagues who trained for the surgical procedure through traditional means.

In addition to improving efficiency and skill, the Precision OS modules can provide hospital systems and learning centers with considerable financial relief. The modules are facilitated through a portable platform, Oculus Quest, enabling training to be completed anywhere and at any time, encouraging portability and eliminating equipment hard costs.

The partnership with Precision OS will allow UCONN trainees the opportunity to stay connected to their clinical experience of operating. The students will be able to practice surgery at their convenience, learn from their mistakes and continue to improve and enhance their technical skills, while at home.

“Education is the pillar by which we provide the best patient care,” said Dr. Goel. “We have to reduce the negative impact this situation will have on patients who will require surgery once this pandemic is over and beyond. The trainees should experience failure at home, not in real life.”

Name: Danny Goel

Email Address: danny@precisionostech.com

Website URL: http://precisionostech.com

OVR Technology Delivers First-of-Its-Kind Scent Experience for VR

OVR Technology announces the release of its Architecture of Scent® platform for virtual reality (VR), which combines hardware, software, and scentware to precisely replicate complex sensory experiences in the digital world. The Architecture of Scent® offers a safe, effective way to layer real-world scent into VR. In doing so, it provides a way for VR content developers to construct realistic, truly immersive experiences for greater impact and outcomes, whether in healthcare, education, training, human connection, or other areas.

“Scent is powerful, critical, and complex,” said Aaron Wisniewski, CEO and co-founder of OVR Technology. “It’s the only one of our senses directly linked to the limbic system of the brain, which is responsible for memory and emotion. Scent’s role in cognition and behavior makes it an imperative aspect of an effective VR experience.”

The Architecture of Scent intelligently responds to a user’s behavior in VR and releases olfactory impressions at exactly the right moment via its three core components:

Hardware: The ION device is the most accurate wearable scent device available. It is a lightweight, wireless microtechnology that fits most head-mounted displays and releases a precise amount of scent at the right moment from a scent cartridge. It mimics the way nature produces scent, fine-tuned down to the part per million and millisecond. Unlike with other olfaction technologies, scent is present only when desired and is immediately gone when not.
Software: OVR Technology has translated the brain’s natural system for interpreting scents and turned it into two languages—one for humans, one for computers—with a software suite that lets them communicate. Click here to download the Architecture of Scent developer package for Unity.
Scentware: Through analytical chemistry and sensory expertise, OVR Technology developed a system to capture, catalog, and re-create the aromatic world, one scent at a time. This ever-growing Scent Library is OVR Technology’s scentware component.

OVR Technology partners with commercial, federal, and academic organizations for better outcomes in healthcare, therapy, training, and education markets. One academic partner, Dr. Jeremy Bailenson, founding director of Stanford University’s Virtual Human Interaction Lab, said: “Virtual scent is in many ways the new frontier. Olfaction is such a powerful cue for presence, as well as for priming memories. Every time I have done a demo in VR with scent layered in thoughtfully, I am blown away by the value it adds.”

Another partner is Dr. Albert “Skip” Rizzo, director for Medical Virtual Reality at the USC Institute for Creative Technologies and creator of Bravemind, an award-winning clinical virtual reality exposure therapy program for military veterans suffering from post-traumatic stress disorder (PTSD). Rizzo will use OVR Technology’s platform in the next iteration of Bravemind. Such therapies are critical, as 20 percent of military veterans suffer from PTSD and 21 veterans die by suicide every day in the United States.

“OVR’s platform is a remarkable piece of technology,” said Rizzo. “It’s a leap forward for us and a dream come true to have people with the technical expertise to build the equipment and the knowledge to develop custom scents for our specific program needs. Bravemind is an ideal application for OVR Technology’s Architecture of Scent.”

The Architecture of Scent Hardware, Software, and Scentware Platform is available now for enterprise. For more information, please visit https://ovrtechnology.com/technology/.


About OVR Technology
OVR Technology was founded in 2017 and is based in Burlington, Vermont. We combine our most primal sense, scent, with today’s most advanced technology to unlock the potential of virtual reality. Better virtual reality, better reality. Learn more at https://ovrtechnology.com/.

Contact:

Name: Alexandra Tursi

Email Address: alex@weareguru.com

Website URL: http://ovrtechnology.com/

Lenovo to Join the VR/AR Global Summit ONLINE as the Title Sponsor on June 1-3, 2020 Featuring Global Thought Leaders Across Enterprise, Healthcare, Media, Entertainment, 5G, AI and More #pressRelease

Lenovo Announced as the Title Sponsor for the VR/AR Global Summit ONLINE Conference+Expo

SAN FRANCISCO (PRWEB) MAY 14, 2020

The VR/AR Association (VRARA) today announced Lenovo as the Title Sponsor of the VR/AR Global Summit Online (GSO) Conference + Expo, taking place June 1-3, 2020. This event will showcase the latest in scalable enterprise Virtual Reality and Augmented Reality solutions and address the role immersive technologies play in the current world situation due to COVID-19. Lenovo, a leader in the immersive tech industry, will take the stage and host discussions on its cutting-edge technology and thoughts on a post-pandemic industry.

“The global pandemic is helping accelerate digital transformation as enterprises deploy technology to adjust to new operational norms. VR and AR have proven, high-value use cases, such as remote assistance and virtual training, that enable a workforce to achieve new efficiencies. Lenovo anticipates a dynamic exchange of experiences and insights with customers and industry peers to advance the adoption of extended reality technologies during the Global VR/AR Summit,” said Michael Leone, Director of Commercial AR/VR, Intelligent Devices Group, Lenovo.

The Summit will feature Fortune 500’s to startups and expects to host 10,000+ attendees. The event, which will take place over 3 days and across 3 time zones, will feature over 200 speakers and exhibitors, plus a large number of networking and social events. The lineup, featuring panelists and keynote speakers, will deliver compelling insights on the current state and future of VR and AR and the impact on specific sectors such as enterprise, education, entertainment and healthcare.

The show will highlight curated content about COVID-19, the “new normal” and what is happening now in the world. It will explore the important role of immersive tech, including Remote Work, Online/Virtual Events, Re-Opening the Economy with Virtual Tech, Enterprise and Training, Music/Entertainment Online, Digital Humans and the Psychology of Avatars. Thought leaders from around the globe will gather to share their thoughts and ideas.

“We welcome Lenovo as the Title Sponsor of the event and know that they are in stellar company for our online conference,” says Kris Kolo, Global Executive Director, VRARA. “We are excited to welcome sponsors and speakers from Intel, Axians, Periscape VR, TigerHeart London, AndPull, PICO, World Bank, IBM, USA Today, the VR Fund, Deutsche Telecom, Korea Telecom, HTC Vive, WondARlands, AARP, HP, Nokia, Stanford University, Cleanbox, YUR Fit and so many other incredible global companies.”

Tickets to the Global Summit Online are now available. Ticket prices range from $0 - $99 USD for Premium Access, that allows for networking in the event and social events. To learn more about the Global Summit Online and to get tickets, please visit http://www.vrarglobalsummit.com

About the VR/AR Global Summit
VR/AR Global Summits are world-class events bringing together the best knowledge and networking for enterprise, hardware, software and content providers.

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

Get a copy of VR/AR Market Report for Germany

Join us at our VR/AR Global Summit ONLINE Conference + Expo June 1-3

70 Companies Featured with Market Analysis

 It is my honour and privilege to publish this document, and excited about its future iterations. This Market Report for Q2 2020 of the Virtual & Augmented Reality sector in Germany is intended to be living document that has been designed to keep you apprised of how the ecosystem is developing here.

This report is a massive collaboration with partners from other German Associations and was coded, compiled and auto-generated by the German and Polish Chapters so that new immersive technology companies and facts can easily be added in future.

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Content

The bulk of the document are company profiles, but I highly recommend that you take the time to read the Executive Summaries and Forewords that have been meticulously written by teams from every partner Association. Peter Lorenz, Board Member VRBB, and myself tackled the data analysis in the first summary and were astonished by the evenness of the data we have collected so far!

The 2nd executive summary was written by my colleagues and first Advisory Board Members for VRARA Germany David Thomson and Jan Pflüger. As respected Immersive Technology evangelists, their expertise in Enterprise Integration and Competency as well as 3D Design and Project Lifecycle Management (PLM) is staggering. They are industry veterans whose insights into the Market Needs was spot on and are indeed very relevant to the current world crisis.

The subsequent forewords consist of a brief history lesson in German XR technologies and then a look at the XR adoption in Industry. Both exemplify the gradual developments of XR in Germany and how the market here has matured and grown. These are essential reads for any newcomer and those who want to dive into the topic. Both are well-researched articles for our industry and the German Market.

History

It all started at the beginning of 2019 when I invited the regional and national networks to join a regular conference call to discuss pooling our expert knowledgebase, synchronising our activities and event calendars and to start work on an Ecosystem Report.

After many months of work well into the summer, a first version of the questionnaire was complete. We had formulated a survey to harness some much needed data about the state of the industry and it slowly transformed into a proper market analysis for Germany.

Enjoying perusing and reading the report.

Cheers
Philip Wogart
Executive Director DACH