California based company launches AfterNow Prez Remote in beta, the future of remote meetings is now

CULVER CITY, Calif., Monday 28th of July, 2020 – AfterNow, building the future of human computing with augmented reality and artificial intelligence, today announced the launch of AfterNow Prez Remote in private beta and available now. The new software platform delivers more meaningful and engaging remote meetings by harnessing the power of augmented and virtual reality. This technology, combined with Oculus or Microsoft headsets, empowers executives, sales teams, trainers, and educators to present immersive content to their audience resulting in increased engagement, satisfaction, and retention while avoiding burnout and fatigue.

As the Coronavirus COVID-19 Pandemic sweeps across the globe it’s ramifications can be felt in every facet of daily life. Perhaps most visible is that in the workplace and education. As many employees and students are working and learning from home, they rely heavily on remote software. According to Time Is Ltd., a productivity software company, online meetings doubled from February to April 2020. As the debate rages over the safety of in-person schooling, the quest to make remote learning efficient and efficacious is paramount.

The drawback to more popular platforms has resulted in experiences such as ‘Zoom Burnout’. Additionally, many people feel the typical video set-up doesn’t fit their particular working style. Current research shows Virtual Reality training actually results in increased engagement, retention and satisfaction. AfterNow Prez Remote makes use of Virtual and Augmented reality, proving more effective than Zoom or Powerpoint for communicating, learning, and exchanging ideas.

“Over the past few years, we’ve been building high end custom immersive presentations for the largest companies in the world and we’ve seen how effective the technology is - we’ve seen positive outcomes when our customers have used AfterNow Prez for sales and internal meetings.” said Philippe Lewicki, Co-founder of AfterNow. “This private beta of our new remote platform is the first step to bringing this technology to everyone - small and medium companies, schools and universities.”

AfterNow is an augmented reality company specializing in custom visualizations and presentations. As a Microsoft Mixed Reality partner, AfterNow has created and designed AR presentations for Fortune 500 companies. Though there are existing VR/AR collaboration platforms like Spatial, Glue, MeetinVR, EngagedVR, and Virbela, to name a few, AfterNow Prez Remote is designed specifically to present which makes it more effective for sales, training, and education. The presenter prepares content specifically for the meeting and goes through that content with the team or students.

“Almost all of us present ideas to one other. Presenting has become central to how we educate our children and work with our colleagues,” says Dave Birnbaum, HCI expert and AfterNow client. “As we spend an increasing amount of our time in immersive spaces, we will need well-designed software that allows us to make presentations that are richly sensory, nuanced, and convincing. Software that gets this right will be a key enabler of the XR revolution.”

AfterNow Prez Remote requires an internet connection and supports one presenter with up to 500 participants. Platforms supported are Hololens 1 & 2 and Oculus Quest. The easy to use platform allows a presenter to upload images, audio, videos, 3D objects, as well as enter text and organize them into Slides with transitions.

“In 5 to 10 years everyone will be using this technology. Today it's a great solution for teachers to bring their classes into a students home with engaging 3D animated content and live interaction or a sales team that can go and see their prospects or present a virtual tradeshow.” adds Lewicki.

Large tech companies such as Facebook, Microsoft and Magic Leap have invested billions in Augmented and Virtual Reality. The Coronavirus pandemic can be seen as the type of black swan event that illustrates dire circumstances often lead to innovation. Humans are 3 dimensional creatures and with AfterNow Prez Remote, moving away from 2D flat screens and into immersive technology to better learn, communicate, convince and understand, proves the future just got real.

Contact

Name: Philippe Lewicki

Email Address:  today@afternow.io or call 424 258 0776

Press Kit: https://tinyurl.com/y3h8oc4c

Website URL: http://www.afternow.io

Dark Slope Announces New Leadership Team To Support Its Pivot Towards Immersive Learning

DARK SLOPE ANNOUNCES NEW LEADERSHIP TEAM TO SUPPORT ITS PIVOT TO IMMERSIVE LEARNING 

NEWLY SECURED BRIDGE ROUND BRINGS TOTAL DARK SLOPE SEED FUNDING TO $2.75MM

TORONTO - July 27, 2020 - Toronto based XR company Dark Slope, today announces its new leadership team to support the company’s pivot toward immersive learning. The announcement follows the confirmation of the closing of a bridge funding round with multiple investors including existing Dark Slope investor Radical Ventures. This bridge round positions the company for growth in the quickly evolving immersive learning space. 

Serial entrepreneur and Dark Slope co-founder Raja Khanna has stepped into the role of CEO driving the overall growth of Dark Slope and its entry into immersive learning. Most recently Raja was the CEO of Television & Digital at Blue Ant Media, a global content and media company. Prior to Blue Ant Media, Raja was the co-founder of technology company QuickPlay Media, acquired by AT&T in 2016.

“With Dark Slope we founded a company designed to be at the forefront of the spatial computing revolution. People learn best by doing, and our immersive learning technology and content enables ‘learning by doing’ for workforces at scale. Immersive learning will revolutionize how we train for high-risk jobs in the healthcare and safety fields, and how we most effectively arm our workforces with critical skills best learned through practice”  Raja Khanna, CEO, Dark Slope

Kavi Maharajh joins the team as Chief Product Officer responsible for the building of Involve XR, Dark Slope’s immersive learning platform, set to enable the future of learning. Kavi brings with him a wealth of experience having previously been a founding member of QuickPlay Media, former VP at AT&T and former SVP at Full Screen Media. Dark Slope executive Eyal Kleiner will step into the role of SVP Strategy and Business Development, working to establish partnerships across Dark Slope’s primary learning verticals of health and safety, field operations and enterprise sales. 

Dark Slope’s virtual production and gaming division will continue to operate under the Dark Slope Studios banner, with Dan Fill assuming the role of President. CJ Hervey, assumes the new role of Chief Content Officer, working across Dark Slope and Dark Slope Studios bringing his expertise to, Involve XR’s training modules - the core of Dark Slope’s immersive learning platform and ongoing entertainment projects on the studio side. Ben Unsworth continues as the company’s Chief Technology Officer. 

In addition, Dark Slope today announces the appointment of Wayne Purboo to the Dark Slope Board of Directors. Wayne has a tremendous amount of experience and proven track record of scaling Canadian companies internationally. Most notably, Wayne spearheaded the sale of QuickPlay Media to AT&T. Wayne assumed the role of SVP Product AT&T following the acquisition and is currently the SVP Strategy at San Francisco based software company New Relic. 

Dark Slope will continue to fundraise to support its pivot towards immersive learning and has already begun to confirm substantial partnerships in support of the product build. Additional details to be announced at a later date.

ABOUT DARK SLOPE 

Dark Slope is a Toronto-based immersive learning and spatial software company. Founded by a team of technology and content veterans passionate about the possibilities of spatial computing, Dark Slope leverages Involve, its XR learning platform, to drive a new wave of effective training and team collaboration across verticals including health and safety, field operations and soft skill development. Dark Slope works with global organizations across VR, AR and MR  platforms to build, integrate and deploy scalable learning solutions.a. Visit www.darkslope‍.com for more information.

ABOUT DARK SLOPE STUDIOS

Dark Slope Studios is a real time content producer pushing the boundaries of virtual production. Dedicated to creativity and innovation, Dark Slope Studios combines beautiful artwork with cutting edge technology to deliver amazing animation content and virtual 3D worlds. Dark Slope Studios specializes in motion capture and facial tracking animation, 5G mobile game development as well as VR and AR production. Supported by a team of Unreal Game Developers, Dark Slope Studios provides end to end solutions from creative design to final lighting and compositing. Visit www.darkslope.com for more information.

CONTACT


Rakhee Sapra

Director of Marketing and Communications

DARK SLOPE 

rakhee.sapra@darkslope.com 

905.334.3516

VRARA publishes the Enterprise Report. Over 100 startups and companies showcasing industrial, B2B, and scalable solutions for the "new norm"

 
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Foreword – Dirk Schart, CMO & President, RE’FLEKT

Now Is the Time for Immersive Technologies

New technologies often follow a common course, starting with initial hype followed by a longer phase of side ways movement, then finally a breakthrough.We see this development in technologies such as AugmentedReality (AR) and VirtualReality (VR).

This time last year, many startups that build products in new markets mainly wondered why adoption isn’t as fast as expected. Even though there are numerous use cases that demonstrate how AR makes life and work easier, daily use is still lacking.Today, in 2020, the world faces a pandemic crisis and from one day to the next, our daily lives – and thus the way we learn and work– have changed completely.Travel and access restrictions have led to rethinking and thus created the missing element: urgency.

Adoption = Value + Urgency

When taking a look at AR in the enterprise sector and comparing it withGeoffreyMoore’s “Crossing theChasm” construct, it is easy to see that the market is in the middle of the chasm. AR has already left the early adopters and is freeing itself more and more from the ranks of the innovation labs. The first scalable platforms and rollouts at large companies have begun, and adoption is slowly but surely increasing.

[more in the report]

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How Oracle’s XR Lab Uses MetaVRse Engine for eCommerce and IoT. And, special offer for you!

“Building from MetaVRse is 3 times faster and 2 times simpler than building for Unity. Being natively oriented towards WebXR, MetaVRse lets you have instantaneous preview – without the need for a beast machine to run and compile your creations. And as the engine is designed for creators rather than engineers, with simple scene configurations, it only took me a few lines of code to embed Oracle technologies within the experiences created with MetaVRse.”

Digital marketing and ecommerce are in an explosive growth phase, with AR-enabled experiences poised to drive over $36 billion in retail sales by 2024. But digital marketers are often left in the dust, as the demand for VR/AR developers is at an all-time high, growing over 1400% in 2019 alone. Recently, Oracle XR Lab co-founder Sikaar Keita has been experimenting with the web-based MetaVRse Engine to create product showcases, advanced ecommerce prototypes, and IoT sensor integrations.

3D/XR for Digital Marketing

Enterprise often struggles to find a foothold in fast-moving spaces, says Sikaar, so “we’re trying to see how big, more mature companies like Oracle can have a place within the XR industry.” This is what motivated him and his partner Wojciech Pluta to found the XR Lab at Oracle, along with his main role in driving customer experience and digital marketing efforts.

Just about every physical product on Earth has a detailed 3D model that is essential for the industrial design and manufacturing process. The challenge for digital marketers is to leverage these 3D models in ways that don’t require extensive coding knowledge. External development agencies can produce slick 3D and XR experiences, but digital marketers often get left behind, unable to tinker with the code or learn complex design software.

“Building real-time 3D experiences was something that was new to me a year and a half ago, and I started by playing with WebVR and WebAR,” says Sikaar. “I was building everything from scratch, just with A-Frame, typing code for every single interaction. With very limited capabilities, to be honest. Building an experience in A-Frame takes literally hours, and it’s really coding heavy to get to acceptable results.”

“With A-Frame, I will never get to a point where I can easily edit something that someone else will develop. I am not a developer – my goal is to understand things and get my hands on stuff.”

MetaVRse vs. A-Frame and Unity

Sikaar was one of the early beta testers for the MetaVRse Engine, our web-based 3D design and publishing tool built on the low-code/no-code philosophy. This was a game-changer for Sikaar, who found that the MetaVRse Engine did intuitively what other platforms required workarounds for.

“There were a few things I really wanted to try in WebXR, and I had a very clear idea of how I would build it in Unity. What was really game-changing was all the visuals. I can see all my modules, I can see them with renders, I can move around. That was something I’ve been badly missing.”

Sikaar has already used the engine to design a handbag storefront, complete with A/B testing. Providing potential customers with a three-dimensional representation of the product they’re looking to buy – enhanced by the ability to see it in real space – makes it possible to connect with a product in ways that are impossible with flat, lifeless images.

Connecting MetaVRse to Business Intelligence Tools

Included in his many trials is the ability to connect the Nike shoe configurator MetaVRse Engine via web, to the Oracle Infinity business intelligence tool capturing every click a potential customer makes and recording all the data.  This is unprecedented data now available for marketers and executives.

MetaVRse and the Internet of Things (IOT)

Using our WebSocket integration, Sikaar also used the MetaVRse Engine to connect it with sensors in the real world. His motorcycle configurator not only visually represented the bike in 3D, but also provided temperature, air pressure, and other sensor readouts.

“Once I applied it to XR, it let me know what people are doing, which scene they’re viewing, how many right now in this very moment are using it,” says Sikaar, who describes the engine as a one-click solution that works for every device.

Building from MetaVRse is 3 times faster and 2 times simpler than building for Unity. Being natively oriented towards WebXR, MetaVRse lets you have instantaneous preview – without the need for a beast machine to run and compile your creations. And as the engine is designed for creators rather than engineers, with simple scene configurations, it only took me a few lines of code to embed Oracle technologies within the experiences created with MetaVRse.”

SPECIAL OFFER

The MetaVRse Engine is the fastest way to create and share 3D and AR content to ANY device, browser or operating systems. What will you build?

Due to the overwhelming demand, we are extending our 50% off sale on any annual license to July 31.

Use code: BETAVRSE to get 50% off

https://metavrse.com/pricing

Nestlé speeds up factory support with Augmented Reality using remote assist, Smart Glasses and 3D software

At a time when travel is restricted due to COVID-19, Nestlé is expanding the use of augmented reality technology to provide remote support to its production and R&D sites and to connect with suppliers.

Experts across the company and external providers are using remote assistance tools to connect with people at factories and other facilities around the globe. This has raised efficiency across operations and allowed experts to support multiple projects at the same time.

Using tools such as remote desktop, smart glasses, 360 degree cameras and 3D software, specialists can advise on complex tasks without needing to travel to the site.

The technology has been used in projects such as the set-up or redesign of factory lines, vital maintenance work and checking equipment with suppliers.

More info: https://www.nestle.com/media/news/nestle-factory-support-augmented-reality

Submit your Immersive Healthcare Solutions for our Industry Report, sponsored by 4DMED

Submit your company/solution info here

Deadline Aug 11

It’s free to submit and feature your company & solution, thanks to the sponsorship from 4DMED


This Healthcare Industry Sector Report will include a wide range of companies and the kinds of customers they serve, showing how impactful their VR and AR solutions have become to healthcare customers.

Given the world’s current pandemic situation where there are travel restrictions and the increased need for remote and virtual healthcare (i.e, virtual clinics), training and the reskilling of millions in the workforce, it is now more important than ever for companies to have healthcare ready, easy to deploy digital solutions. Augmented Reality and Virtual Reality have proven to show value within many critical healthcare verticals including training, surgery, wellbeing, etc.

There are plenty of other examples and predictions that demonstrate the importance of VR and AR to forward-thinking healthcare in the immediate future. Successful trials (and increasing number of deployments) of VR and AR in healthcare are getting the competitors of early adopters companies to start recognizing that they may be missing out on the real strategic advantage they can achieve.

This report will be published in Aug and will be promoted to the industry globally via our Newsletter (35K+ subs), Website (20K monthly visitors), at our upcoming VR/AR Global Summit Online, and via our partners.

Submit your company/solution info here by Aug 11

UbiSim’s Customizable Authoring Tool Creates Meaningful, Virtual Reality Simulations for Nursing Students

UbiSim is a platform allowing you to customize pre-made scenarios or create your own. Have fun with your scenario design! Being able to customize, create and share immersive VR scenarios is truly game changing.

By Maria D’Errico, DNP, APRN, FNP-BC

Innovative nurse educators utilize simulation to provide learning opportunities that are specific to the diverse needs of their communities and patient populations. The ideal simulation platform is highly customizable, simple to learn, and intuitive to use. In simulation, customization is especially important, as educators must present a variety of learning situations that mirror the complex and ever-changing healthcare landscape.

Virtual Reality (VR) is a powerful modality that provides meaningful, impactful simulation experiences. To best meet the widest variety of learning objectives, the ideal VR platform will provide simulations that are ready to use, with an authoring function that allows for robust scenario customization.

Nurse educators now have a user-friendly virtual reality solution that provides the opportunity to create medical simulation experiences to meet their learners’ educational needs. UbiSim offers a unique, fully customizable solution for all levels of pre-licensure nursing education.

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The UbiSim Editor is a revolutionary, user-friendly authoring tool that empowers nurse educators to customize and design VR simulations. UbiSim is the only immersive VR educational platform focused solely on nursing.

  

Multiple Ways for Nurse Educators to Design and Customize Virtual Simulation Scenarios

The UbiSim Editor can be accessed and utilized from a web browser and a VR headset is not needed for scenario design. Nurse educators can utilize the UbiSim Editor in three distinct ways.

First, educators can choose from the UbiSim library of pre-made scenarios. These scenarios are designed by nursing simulation experts and encompass virtual patients from across the lifespan with a multitude of distinct healthcare needs. The pre-made scenarios feature a user-friendly format, with the reassurance that the VR simulation is evidence-based and designed in accordance with simulation best practice guidelines.

Second, educators can use the Editor to customize the existing UbiSim clinical scenarios. The customizability of UbiSim makes the VR simulation platform truly special, as small alterations to the patient’s condition, social history, or treatment plan can create a completely new experience for students. Customizing the pre-made VR scenarios can be done quickly (in 15 minutes, or less), with the UbiSim Editor seamlessly guiding the educator through the entire process. The ability to generate customizable scenarios helps the educator to meet distinct learning objectives that focus on specific patient populations, wellness goals, and disease processes.

The third way that nursing educators can use the UbiSim Editor is to create their own VR simulation scenarios from scratch. The Editor guides the nurse educator through every step of the simulation design process and ensures that the scenario contains all the elements required for a robust and meaningful student learning experience. However the Editor is used, UbiSim brings the clinical simulation to life in an immersive, engaging, and exciting VR setting in which students can build the knowledge, skills, and attitudes they need to provide safe, high-quality nursing care.

Meeting the Evolving Needs of Nursing Education

UbiSim’s sole focus on nursing education allows the Editor to continuously meet the emerging educational needs of the nursing profession. Cultural competency, the ability of healthcare professionals to meet the social and cultural needs of patients from diverse communities and backgrounds, is at the forefront of nursing education. Nursing students need preparation in how to best care for diverse patient populations. UbiSim VR simulation scenarios feature virtual patients from a multitude of backgrounds. By utilizing the UbiSim platform, students will learn to excel in providing culturally competent nursing care across the lifespan as they progress through every level of their education.

A Variety of Healthcare Settings

The UbiSim Editor allows the nurse educator to stage the simulation in a variety of healthcare settings. In addition to a traditional hospital room, UbiSim simulations can occur in an outpatient healthcare facility. A home care environment is under development and will be available soon. This range of healthcare settings realistically immerses students in situations across the continuum of care. Educators can utilize this functionality of the UbiSim Editor to focus VR simulation scenarios on medically underserved populations in the community.

Preparing Nursing Students for Present and Future Pandemics

The COVID-19 pandemic has revolutionized healthcare delivery. More than ever, nursing education must emphasize the need for precautions and infection prevention when caring for patients. The UbiSim Editor features virtual representations of various isolation precautions and personal protective equipment, including isolation gowns, N95 masks, and face shields. This provides an opportunity for students to care for patients with COVID-19 and other disease processes while learning how to prevent the transmission of infections in the healthcare setting.

Complex Patients and Interdisciplinary Collaboration

The U.S. patient population is growing increasingly complex. UbiSim clinical scenarios fully immerse the students in a virtual training environment where critical thinking can be practiced, demonstrated, and refined. Students in a UbiSim VR scenario assess patients across the lifespan, administer medications, analyze the results of diagnostic tests, and practice therapeutic communication.

The UbiSim multiplayer function provides an opportunity for interdisciplinary collaboration by immersing several students into the same simulation scenario. Within a nursing program, students from different levels can collaborate in VR using the multiplayer function to learn delegation and leadership. This helps to build competence and confidence in nursing care, clinical judgment, and teamwork. The ability to utilize scenarios among junior and senior nursing students also capitalizes on the school’s return on investment as multiple classes can benefit from the same simulation resources. This is an especially important feature of the UbiSim platform, as many nursing schools must be resourceful and choose educational platforms that can be maximized to reach all students within a program.

A Nurse Educator’s Perspective

As a nurse educator and simulationist, I appreciate the customizability of the UbiSim platform. With the UbiSim Editor, I have implemented pre-made scenarios, spent a small amount of time to customize an existing scenario to meet specific learning objectives, and developed an entirely new scenario in just hours. I understand firsthand the time constraints on nursing faculty as they provide high quality education to students.  The flexibility of the UbiSim platform will fit your instructional needs, whether you want to implement a pre-made scenario, have 15 minutes to customize a scenario, or desire to design a scenario from scratch. The UbiSim Editor is intuitive and user friendly, allowing educators to focus on the content, rather than the need to learn a complex design tool.

Customizing a VR simulation scenario within the UbiSim Editor is an empowering experience for the nurse educator, as it guides you in creating meaningful simulations that best fit your students’ unique learning needs. The customizability also offers a strategy for simulation champions to integrate experiential learning into courses across the nursing curriculum. By making small changes to scenarios, champions can help faculty implement scenarios where students will meet their learning objectives in a safe and immersive environment.

AVATAR Partners Debuts Avatar CONNECT AR Solution for Advanced, Easy-to-Use, Real-Time Virtual Workforce Collaboration

AVATAR Partners, a world-leading innovator in virtual, augmented and mixed reality (extended reality or XR, collectively) software solutions for heavy-duty industry and defense, has introduced its new Avatar CONNECT solution. Avatar CONNECT is designed to deliver a highly user-friendly, robust and low-cost way to connect remote team members via real-time collaboration anywhere in the world and on any AR-enabled device.

Avatar CONNECT is a powerful AR-enabled remote workforce solution that dramatically improves design, field coordination, installation, project management, quality control and assurance, productivity, safety training, and maintenance for a wide range of applications across multiple markets.

“We are very excited about the opportunity that Avatar CONNECT can provide, especially in a time when working remotely is on the increase and effective support is a must for those frontline workers,” said AVATAR Partners CEO and Founder Marlo Brooke. “Our goal was to create a high-capability solution with the latest AR technology, in a form that takes minutes to set up and implement.”

Using mobile devices, on-premise team members can share real-time views of equipment and environments with up to 15 remote concurrent users in multiple locations. A unique 3D annotation feature enables teams and senior experts to virtually view and draw on objects in three dimensions using a tablet or remote PC to provide guidance for accomplishing a job right the first time.

Other features of Avatar CONNECT include:

  • Ready to use in minutes with no development or training required

  • AR combined with visual, audio and 3D annotation

  • Enterprise-ready, high-quality resolution

  • Support for unlimited concurrent sessions

  • Built-in privacy with sessions not recorded on any server anywhere

  • 3D spatial recognition to lock annotations on a target object while the user moves around a room or object

  • Resizable and rotatable arrows, indicators and drawing tools

  • User-controlled text entry anywhere on the screen for detailed information

  • User-controlled color variants

  • Photo capture to record relevant data for record-keeping and reuse with other users

  • Platform agnostic to run on iOS/OS, Android and Windows 10

  • Made and supported in the U.S.A.

Avatar CONNECT offers other noteworthy benefits including a multi-faceted “show me, tell me, guide me” approach to real-time AR that improves team performance while reducing delays and errors. In addition, with the increasing trend toward remote work, it can help eliminate travel costs and downtime.

For complete information on AVATAR Partners XR solutions and services, visit www.avatarpartners.com.

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CAPTION: Setting up and using Avatar CONNECT is simple and easy, with no development or training required.

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CAPTION: High-quality resolution with resizable and rotatable arrows, indicators and drawing tools makes communication clear and reliable.

Contact:

Name: Shaye McClory

Email Address: shaye@kcomm.com

Website URL: http://www.avatarpartners.com

VRARA Safety & Security Committee publishes the Covid 19 XR Industry Alert

VRARA Safety and Security Committee produced this Covid 19 XR Industry Alert to showcase the most promising methods to inactivate Covid-19, ensuring the safety of your VR AR equipment users.

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L'ecommerce del futuro, tra realtà virtuale, avatar e personalizzazione

Come si svilupperanno gli acquisti online tra qualche anno? Alcune tecnologie a cui già si sta lavorando oggi ci danno qualche indizio?

Acquistare in realtà virtuale

Una delle tecnologie che potrebbe trainare il futuro del commercio elettronico è la realtà virtuale. Che permette di simulare un’esperienza di acquisto in-Store lasciandoci comodamente sul divano di casa. E aggiungendo tutti i vantaggi che le piattaforme digitali possono dare all’esperienza di shopping. Che sia la spesa al supermercato o la ricerca di un nuovo vestito. Un software di questo tipo già lo produce un’azienda italiana, chiamata InVRsion. Per ora uno strumento per ricerche di marketing da parte delle aziende, ma il suo fondatore Matteo Esposito guarda avanti: «Abbiamo sempre pensato che in un futuro la realtà virtuale potrà aiutare anche i consumatori». A InVRsion si sta già immaginando un nuovo modo di fare acquisti online, una fusione tra la spesa tradizionale e l’ecommerce:

«Dall’una prendiamo il rituale che ruota attorno al punto vendita, che per noi è importante rimanga identico per mantenere alcune abitudini da ritrovare anche nel virtuale. Poi entrano in gioco le potenzialità dell’ecommerce: posso scegliere di filtrare i prodotti, avere una lista desideri che mi guida tra gli scaffali per trovare ciò che mi serve, usare l’intelligenza artificiale che controlla cos’ho nel carrello e mi suggerisce ingredienti da abbinare. O attivare il Voice commerce, un assistente virtuale a cui posso chiedere aiuto». A InVrsion, dopo il boom dell’ecommerce di questi mesi di lockdown — e un domani in cui il distanziamento sociale sarà ancora la norma, almeno per diversi mesi — si sta cercando di anticipare il più possibile le necessità del prossimo futuro di clienti, aziende e soprattutto marchi fashion.

«C’è un interesse clamoroso, noi riceviamo tutti i giorni richieste sulla virtualizzazione. Ma si ricade sempre sullo specchietto retrovisore. Tutti vogliono innovare ma guardando indietro ai video 360 che sono tecnologie di vent’anni fa. Creare ora un sito web che ti permette di navigare uno store 3D è un’idea vecchia», aggiunge Esposito. Proprio per la moda è già in cantiere un sistema di virtualizzazione dei negozi che verrà lanciato nella sua prima versione alla fine dell’estate per costruire «una nuova idea di ecommerce. Noi abbiamo un’idea molto chiara al riguardo: dev’essere un mondo interattivo, immersivo, fruibile dai dispositivi dell’utente». Fondamentalmente un «secondo sbocco di un ecommerce già pre-esistente, così da sfruttare lo stesso sistema di logistica» e che però permette di vivere l’acquisto davvero. E non solo attraverso immagini, testo e click. Per fare questo, però, servono delle innovazioni che portano nel digitale sia noi sia gli oggetti che vogliamo comprare.

Source

Healium Wins Procter & Gamble Ventures Innovation Challenge for COVID Stress Relief Product

Includes $10,000 Cash Prize + P & G Ventures Partnership Opportunity

COLUMBIA, Mo. and KANSAS CITY, Mo., July 2, 2020  -- Healium, the makers of a virtual stress relief product that's powered by consumer wearables recently won the P & G Ventures Innovation Challenge which includes a $10,000 cash prize, the opportunity to partner with P&G Ventures, and an invitation to join a nationally-ranked accelerator with up to $200,000 in other benefits. Healium pitched the idea of a "digiceuticals aisle" to sell its mental health hygiene products alongside physical hygiene products in drugstores or other retailers.

"What can you buy at your local drugstore for your mental wellbeing?" said Sarah Hill, CEO of Healium.  "A partner with Procter & Gamble's global reach would allow us to more quickly get our digiceuticals in the hands of 157 million stressed consumers who are looking for drugless solutions to quickly downshift their nervous systems and escape their current realities."

P&G Ventures, a startup studio within Procter & Gamble, is partnering with entrepreneurs, inventors, and startups to discover and create consumer products, brands, and businesses that solve people's needs in categories new to P&G.  P&G serves consumers around the world with one of the strongest portfolios of trusted, quality, and leadership brands. The P&G community includes operations in approximately 70 countries worldwide. 

"The Innovation Challenge enables P&G Ventures to discover and work with visionaries who share a mutual dedication to finding solutions that improve the way people live their lives," said Leigh Radford, Senior Vice President and General Manager, P&G Ventures. "I truly believe P&G's next big breakthrough innovation and brand will result from the collaboration of the best of an external partner like Healium and the best of P&G. We are excited to see where Healium and the broader digiceuticals category could go next."

Healium is the world's first immersive media product powered by the body's electricity via consumer wearables like a smartwatch or EEG-sensing headband. It provides nature-based escapes in augmented or virtual reality that have the option to be controlled by the user's brainwaves or heart rate. Unlike traditional meditation, Healium stories are visual, open-eyed escapes that allow the user to see their feelings control virtual worlds so they can learn to self-regulate their stress. In three peer-reviewed journals, Healium has been shown to reduce anxiety and improve mood in as little as four minutes, more of an impact than audio or 2D video alone.

"When you take a virtual trip to a beautiful 360 landscape, your brain believes what it sees and the nervous system calms down almost immediately. When combined with our biofeedback technology, Healium is a powerful tool to change your mood and your mind," said Dr. Jeff Tarrant, Chief Scientist for Healium and Director of the Neuromeditation Institute.

In the wake of COVID 19 and the stress epidemic that's followed, Healium has been deployed to the frontlines to fight compassion fatigue and burnout among healthcare workers, to corporations looking to give their remote workers some virtual peace, and to aging Veterans unable to physically travel to see their memorials in Washington, DC. Its experiences have been viewed more than 7 million times.

With 225 million wearables in the market currently generating 2D data dashboards, Healium's patented technology and product are transforming how users interact with their biometric data by allowing them to not just track their data but interact with it.

Healium has been featured by Apple, National Geographic, Wallstreet Journal, and more for use cases ranging from anxiety to addiction. This is the sixth national group in the last year to recognize the certified women-owned business. In 2020, Healium was named a NASA iTech Finalist, selected for MassChallenge Houston, and won an Edison award for Health & Wellness Tech. The company closed a licensing deal to put Healium on up to 20 airlines to destress passengers during long haul flights, won pitch competitions at CES, the world's largest technology show, took home a first-place finish at South by Southwest in XR, and was nominated for a Webby for Best Use of Augmented Reality. Healium was incubated at the Missouri Innovation Center and accelerated by Mizzou VMS, the Missouri Technology Corporation, ECJC Scale Up, the Women in XR Fund Cohort, Transformative Tech, and the Launch KC| Nueterra Health Accelerator.

You can get Healium on the Apple, Google Play, or Oculus stores by going here. https://www.tryhealium.com/buy/ Subscriptions start at less than a dollar a day for consumers. Enterprises can purchase Healium for their employees or clients by emailing hello@tryhealium.com

 

For more information on Healium's mental fitness products, please visit tryhealium.com.

Link to Download Photos: Contact:  hello@tryhealium.com | 573.268-1968 | Tryhealium.com | 

https://www.tryhealium.com

Enduvo Secures $4 Million Seed Round to Make Interactive, Immersive Content Accessible to All

Enduvo, the company that makes interactive, immersive content easy to create, share and consume, secured $4 million in seed capital from MATH Venture Partners and existing investor UL Ventures. Financing will scale the development, deployment and adoption of its platform. The investment also enables the company to meet the growing COVID-influenced demand for effective, affordable distance-based communication, collaboration and training.

CHICAGO (PRWEB) JULY 15, 2020

Enduvo, the company that makes interactive, immersive content easy to create, share and consume, today announced it has secured $4 million in seed capital. MATH Venture Partners led the financing round. Additional participants include UL Ventures (an existing early investor). The company will use the financing to scale the development, deployment and adoption of its platform. The investment also enables the company to meet the growing COVID-influenced demand for effective, affordable distance-based communication, collaboration and training.

“We are at an inflection point, accelerated by the current global health crisis. It is essential that people have access to technologies that facilitate knowledge-sharing regardless of their location or socioeconomic status,” said Steve Garrou, chairman and CEO of Enduvo. “Studies show immersive experiences are more engaging and drive greater understanding. However, creating and sharing this type of content has been expensive, time-consuming and out of reach for most. By eliminating these obstacles, Enduvo increases the impact people can have on each other, their work and the world at large. We’re excited to have such high-caliber investors support our mission of empowering everyone to create and share meaningful immersive experiences that enrich people’s lives.”

“Our continued investment in Enduvo demonstrates our confidence in the company’s ability to succeed and highlights its synergy with our mission to work toward a safer, more secure, sustainable world,” said Simin Zhou, managing director, UL Ventures. “In addition to participating in this financing round, we are deploying Enduvo to train our service teams and exploring how we can augment our customer training programs with immersive learning opportunities.”

Enduvo enables anyone, regardless of technical know-how, to quickly create and instantaneously distribute content to people anywhere, on tablets, computers, and augmented and virtual reality devices. Military, healthcare, and education organizations, such as the US Air Force, National Institutes of Health, and University of Illinois College of Medicine, use Enduvo to significantly reduce content creation costs and deliver training, collaboration, and instructional content much faster. Enduvo’s customers train Airmen to be mission-ready, collaborate with researchers on opposite sides of the world to find cures for deadly diseases, prepare medical students to be more successful practitioners, and create content to effectively teach students remotely.

"At a time when the world is scrambling to safely educate, train and collaborate remotely, Enduvo is building a platform that will let anyone, anywhere create and share immersive content in minutes across the globe. Enduvo is a game-changer for immersive collaboration and training," said Dana Wright, Managing Director of MATH Venture Partners. Ms. Wright will join Enduvo’s board of directors.

About Enduvo
Enduvo empowers everyone to create and share meaningful experiences that enrich people’s lives. Our powerfully simple, immersive content platform gives people a much better way to communicate, collaborate and share knowledge. Enduvo lets anyone rapidly create, distribute and consume rich, interactive, virtual experiences. Military, government, healthcare and education organizations use Enduvo to reduce development costs, speed delivery time and boost the impact of their content.

Learn more at http://www.enduvo.com and follow us on TwitterLinkedInFacebook, and YouTube.

Pinnacle Solutions joins the VRARA and launches its Virtual X Training (VXT©) Product Line

Pinnacle Solutions, an Aerospace focused engineering and services company headquartered in Huntsville, Alabama announces the launch of its Virtual X Training (VXT©) product line to address the growing demand for virtual training solutions. VXT© products bring the engagement of real-world training to the modern student in any setting.

Mike Durant, Pinnacle’s President and CEO, said, “In military aviation, we have leveraged the benefits of simulation and training for decades, but it has been primarily focused on flight operations. By using emerging technologies such as extended reality (XR), we are now able to produce realistic and cost-effective training solutions for maintenance and back-shop personnel to improve proficiency, shorten training cycles, reduce cost, and improve safety. These benefits become even more significant as flying hour costs increase, and aircraft availability remains a critical and irreplaceable tool in the ground force Commander’s toolbox.”   

The Virtual Maintenance Trainer (VMT) family of VXT© products deliver in-depth maintenance training and assessment on aircraft systems, subsystems, and components, as well as fault identification, isolation, and remediation and familiarization. Pinnacle’s VXT and VMT products for the UH-60M and UH-60A/L helicopters are currently in use with U.S. Government, Special Operations Forces, and international military customers.

Duke Tucker, Pinnacle’s Vice President of Business Development adds “we are excited to join the VR/AR Association to get actively engaged in the rapidly growing global ecosystem of companies and individuals who are working in XR. The VRARA community is a global community and a great platform to network with potential business and technology partners around the world who are leaders in the industry.  We are also looking to expand the VRARA’s presence here in Huntsville in partnership with the VRARA Central Florida Chapter.”

Huntsville Alabama, also known as Rocket City, is an important aerospace research and development center with NASA and the US Army having a number of important organizations located there.  John Cunningham, Chapter President VRARA Central Florida Chapter adds, “we are pleased to welcome Pinnacle Solutions to the VRARA, they are a recognized leader in the aerospace training and simulation industry and Huntsville is an important technology hub for aerospace development.  We also look forward to supporting Pinnacle Solutions to develop the VR/AR ecosystem in Rocket City!”


 
VMT Solution Sheet

VMT Solution Sheet

 

About Pinnacle Solutions: 

Pinnacle Solutions is a CMMI-DEV, v1.3, Level 3-appraised, AS9100 certified aerospace company headquartered in Huntsville, Alabama with more than 12 years of experience in simulator and flight training, training device development and modifications, engineering services, aircraft maintenance and operations, and technical publications development. For more info visit: pinnaclesolutionsinc.com

Watch the recording of our webinar featuring WestRock, Delta, Starbucks, Stanley and other major brands using VR/AR

We’re all witnessing a technology-supported paradigm shift. This webinar featured some the biggest brands in the world and how they are leveraging AR & VR.

Featuring:

Carolyn Dickerson, Sr. Instructional Designer - WestRock

Atlanta-based WestRock is the 2nd largest US packaging company. It is one of the world’s largest paper and packaging companies with $15 billion in annual revenue and 42,000 employees in 30 countries.

Carolyn is a learning professional with 20+ years’ experience developing solutions aimed at improving performance, connecting employees to business initiatives, and infusing fun into learning. She frequently takes on the role of building a bridge between technology and learning.  Carolyn has applied her skills in a variety of industries including broadcasting, journalism, telecommunications, transportation, and manufacturing.

Currently, she is partnering with her colleagues to leverage VR in forging a new normal for the Learning Organization at WestRock. For fun Carolyn lends her video production and photography skills to non-profit organizations.  Carolyn is a Washington, DC native but calls Atlanta home.

Dave Beck, Managing Partner of Foundry 45!

Foundry 45 uses leading-edge technologies like VR to create better process training outcomes for enterprise clients. Foundry 45 will share how Delta Air Lines partnered with them to take traditional, on-site training and recreate it in a realistic digital airport environment. Thousands of Delta employees are using the VR training they created and the results have been outstanding.


Pico Expands G2 4K Line of VR Headsets; Now Sole Supplier of 3DoF Enterprise Solution

Pico Interactive, a global tech company that develops innovative VR and enterprise solutions, today announces the addition of two new VR headsets to its Pico G2 4K line – the G2 4K S and G2 4K Enterprise. The new headsets are a result of customer demand for more memory space and improved battery life, and they will join Pico’s top selling G2 4K.

With Oculus discontinuing the Oculus Go, Pico is now the only global company to offer a 3DoF solution for the enterprise. With its 3DoF solution as a major selling point, the two new headsets also expand on features from existing G2 4K products that Pico’s customers love the most – the 4K resolution, 101° field of view and Qualcomm® Snapdragon™ 835 Mobile VR Platform.

The G2 4K S and G2 4K Enterprise offer improved features, including larger memory, longer battery life and a higher standard for sanitation 

SAN FRANCISCO, July 14, 2020 (GLOBE NEWSWIRE) -- Pico Interactive, a global tech company that develops innovative virtual reality (VR) and enterprise solutions, today announces the addition of two new VR headsets to its Pico G2 4K line – the G2 4K S and G2 4K Enterprise. The new headsets are a result of customer demand for more memory space and improved battery life, and they will join Pico’s top selling G2 4K.

Pico’s line of G2 4K headsets are suited for businesses looking for a 3 Degrees of Freedom (3DoF) solution with high resolution, balanced weight distribution and flexible architecture. Currently, as Oculus just recently announced it’s discontinuing the Oculus Go, Pico is the only global company to offer a 3DoF solution for the enterprise. With its 3DoF solution as a major selling point, the two new headsets also expand on features from existing G2 4K products that Pico’s customers love the most – the 4K resolution, 101° field of view and Qualcomm® Snapdragon™ 835 Mobile VR Platform.

Pico G2 4K S
The Pico G2 4K S is the newest member of the G2 4K series, offering increased storage at 128GB and a 20% larger battery. In addition to a longer battery life of roughly 2 to 5 hours – allowing for longer meetings and back-to-back training sessions – the battery is also serviceable to extend the life of the product by years.

“At Pico, we’re always innovating, evolving and seeking out feedback to improve our products,” said Henry Zhou, CEO of Pico Interactive. “As other companies have decided to discontinue sales of its 3DoF products that are still valued by the enterprise, we listened to their needs and are proud to continue to offer 3DoF solutions – along with our 6DoF Neo 2 line. Businesses of all sizes looking for an immersive 4K experience have been relying on our G2 4K headset since its creation, and we’ve utilized feedback over the past year to create two upgraded headsets that we believe meets the needs of the most demanding of customers.”

Pico G2 4K Enterprise
The Pico G2 4K Enterprise is based on the original G2 4K headset and is now updated with a 16 MP single RGB camera and 128GB storage, allowing for more applications to be downloaded onto the headset and for more robust programs to be created. Between the 128GB storage and the SD card slot, the G2 4K Enterprise has the largest storage of any 3DoF model on the market.

The COVID-19 pandemic also presented a need for increased sanitation of products. With this, Pico updated the headset with an easy-to-clean PU material. The G2 4K Enterprise is now Pico’s most advanced 3DoF head-mounted display (HMD) ever created and provides the highest standard of sanitation for multi-user training and use of the device.

This new headset was developed after continuous discussions with the team at NuEyes, as they were looking for an improved camera and increased storage to better serve its customers with visual impairments.

“At NuEyes, we are extremely passionate about helping the visually impaired in their daily lives by utilizing smart glass technology. As we looked at various hardware partnerships in 2017 for our next iteration of product lines, Pico Interactive impressed us the most,” said Mark Greget, Founder and CEO of NuEyes. “With thousands of consumers wearing our device for hours on end, we have been able to gather valuable consumer feedback. Based on that input, as well as once again partnering with the great team at Pico interactive, we are happy to release a newer product for the visually impaired.”

The Pico G2 4K S is available now and can be purchased for $375 USD. The G2 4K Enterprise will be available in Q3 2020 and retail for $449 USD. As Pico focuses on enterprise, these headsets are sold direct to companies via a dedicated sales team spread across the globe.

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 learn more, visit www.pico-interactive.com.

Qualcomm and Snapdragon are trademarks of Qualcomm Incorporated, registered in the United States and other countries. Qualcomm Snapdragon is a product of Qualcomm Technologies, Inc. and/or its subsidiaries.

Media Contact
Elsa Anschuetz
Uproar PR for Pico Interactive
321-236-0102 x233
eanschuetz@uproarpr.com

Scaling AR and VR Solutions to Transform Business

Nathan Pettyjohn is the Commercial AR/VR Lead at Lenovo and President, VRARA

As COVID-19 accelerates digital transformation, enterprises need solutions to minimize complexity while optimizing a distributed workforce.

New Technologies for a New Normal

The world is changing faster than ever. The COVID-19 pandemic is accelerating pre-existing trends in digital transformation as industry optimize disrupted and dispersed workforces. Augmented Reality (AR) and Virtual Reality (VR) could play a major role in enabling workers to do more and achieve higher performance, but only if enterprises are offered solutions that make it easier for them to scale.

AR use cases in manufacturing focus on product assembly, real-time expert help, equipment maintenance, quality assurance and training. General industry statistics show a range of ROI and KPI improvements. When used properly, AR can drop manufacturing error rates to nearly zero, offer 15-35% productivity gains in warehouse picking processes, and deliver a 30-40% decrease in time spent to achieve field service resolutions.

While AR can make workers more efficient on-task, VR use cases in the enterprise are heavily focused on training. Case studies generally show VR offers better and faster learning, with some learning situations proving a 75% retention rate versus only 5% using traditional, lecture-style methods. In addition, a 30-40% increase in learning times, and 30-40% fewer mistakes compared to those conventionally trained, can be achieved. VR training is an optimal solution to skill up and educate workers, while also decreasing expenses, risk, material use and travel.

Enterprise-Grade Hardware and Software for Critical Operations

Industry leaders are using AR and VR to enhance operations and gain an edge on the competition. When energy technology company Baker Hughes built and deployed Phantom View, its cutting-edge enhanced reality software platform, it used commercial AR and VR headsets to support remote operations management, training, collaboration, site walkthroughs and more.

For example, in enhanced-reality-based health and safety training, Phantom View streams full-scale 3D models of drill sites, accurately reconstructed from real sites and with realistic physics, to the AR headsets. This AR simulation evaluates employees’ ability to assess health and safety risks on site before visiting. By replacing paper-based evaluations with an interactive enhanced-reality simulation, Baker Hughes successfully gamified the learning experience, making the training more engaging and effective.

Selecting AR/VR Solutions

Platform: The operating system is crucial for how enterprises can use and deploy AR and VR. For example, Android’s operating system and user interface are simple to use and customize. An ecosystem that’s open and cloud-agnostic provides enterprise the flexibility to deploy its software platform on-premise or across multiple cloud services.

Flexibility: When you need to move fast and change the way people work, flexibility is key. There could be an immediate, dramatic need for AR/VR assisted upskilling in the next several quarters. Plants and factories are restarting or ramping up production after sudden, disruptive closures earlier in the year because of the pandemic. There are likely to be millions of workers returning to jobs at a faster pace than ever before, and this workforce will require accelerated re-training or reskilling as new processes and procedures develop. Enabling solutions implemented in a device and cloud-agnostic environment allows businesses to quickly adapt to a changing work environment.

Time and Resources: Not every enterprise has the time or resources to develop and scale their own AR/VR applications and are tapping partners that can help scale within much easier than ever. Sometimes, turn-key solutions are preferred. For instance, Holo One’s Sphere is a suite of mixed reality software applications that’s optimized and integrated with Lenovo’s ThinkReality software platform. Sphere offers the most commonly used AR applications – workflow support, remote assistance, and digital workspaces.

Productivity: AR and VR device use cases are unique from other types of IT implementations. Employees from multiple shifts are often using the same AR or VR device within a facility. This presents two unique challenges; maintaining battery life and user and security parameters for multiple users of the same device.

Certain devices are better equipped to handle these challenges while still maintaining productivity. A headset with a removable battery can be swapped with a new battery while the depleted battery charges. Additionally, stringent security protocols to manage users’ access to certain types of applications and workflows should be included.

Another important element is allowing for over-the-air (OTA) updates on the AR and VR devices in use. This ensures software updates are easily scaled and implemented where needed.

Ultimately, a truly scalable enterprise AR and VR solution must incorporate a comprehensive mix of software, hardware and services that allow for enterprise-grade scalability, making it easy to deploy and manage. These scalable solutions are critical in showing ROI for large enterprises with a mix of unique device, app, and cloud requirements across many departments and many geographies.

To learn more about ThinkReality solutions, please click here.

Dan Ayoub of Microsoft appointed Co-Chair of our Education Committee

Join our Education Online Meets here

We are thrilled to have Dan Ayoub Co-Chair our Education Committee and provide his thought-leadership to help accelerate the industry for us all.

Dan Ayoub is the General Manager for Education at Microsoft. He oversees the development and execution of products and strategy aimed at using groundbreaking technology to improve learning outcomes for students of all ages around the world, with a focus on STEM Education, Higher Education, AI, and AR/VR.

Dan has over 20 years of AAA game development experience, and is passionate about the power and importance of education and ensuring that technology remains accessible to every human being on the planet. Based out of Seattle, Dan leads a team of passionate developers and educators working to shape the future of educational technology.

I am thrilled to take this role as Co-Chair of the Education Committee for the VR/AR Association.

Having spent years working in the space, I see everyday the transformational power of our medium on education and the potential it has to change lives through improving outcomes for learners around the world. I look forward to working with the Committee and the rest of the community to continue to learn, to help bring the power of this technology to more and more people, and to help drive development efforts in the space
— Dan Ayoub

Call for Participation: Healthcare Immersive Solutions for the "New Normal" amidst COVID for Remote and Virtual Clinics, Training, Wellbeing (Industry Report)

Submit your company/solution info here to be featured in this report

This Healthcare Industry Sector Report will include a wide range of companies and the kinds of customers they serve, showing how impactful their VR and AR solutions have become to healthcare customers.

Given the world’s current pandemic situation where there are travel restrictions and the increased need for remote and virtual healthcare (i.e, virtual clinics), training and the reskilling of millions in the workforce, it is now more important than ever for companies to have healthcare ready, easy to deploy digital solutions. Augmented Reality and Virtual Reality have proven to show value within many critical healthcare verticals including training, surgery, wellbeing, etc.

There are plenty of other examples and predictions that demonstrate the importance of VR and AR to forward-thinking healthcare in the immediate future. Successful trials (and increasing number of deployments) of VR and AR in healthcare are getting the competitors of early adopters companies to start recognizing that they may be missing out on the real strategic advantage they can achieve.

This report will be published in Aug and will be promoted to the industry globally via our Newsletter (35K+ subs), Website (20K monthly visitors), at our upcoming VR/AR Global Summit Online (10,000+ attendees) , and via our partners.

Submit your company/solution info here to be featured in this report

See our Healthcare Report form 2018 here

If interested to sponsor, email info@thevrara.com (sponsors get qualified leads, recognition and exposure)

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