Call for Sponsors for our Online Event on Training!

We are planning an online event with an expert panel(s) of speakers from the industry. Our online panels get 100-800+ people attending live, and 100s more watch the recording.

In addition, we are planning on having Networking sessions:

1) in Groups

2) 1-on-1 via video chat call

As a sponsor you will get:

  • Attendee list

  • eBlast

  • Recognition and promotion

If interested to sponsor, email info@thevrara.com

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Call for Sponsors - Healthcare Online Event in Dec

We are planning an online event with an expert panel(s) of speakers from the industry. Our online panels get 100-800+ people attending live, and 100s more watch the recording.

In addition, we are planning on having Networking sessions:

1) in Groups

2) 1-on-1 via video chat call

As a sponsor you will get:

  • Attendee list

  • eBlast

  • Recognition and promotion

If interested to sponsor, email info@thevrara.com

We start Dec 1st! XR Development with Unity (Online Class; 10 weeks; live)

Available cohorts:

→ Dec 1 cohort

→ Jan 25 cohort

A project-based 10-week live online course provides a foundation in elevating your skills in building and prototyping virtual reality and augmented reality applications.

Circuit Stream is a Unity certified training partner. Training partners are approved based on their expertise, focus on quality education and commitment to providing the highest level of training available.

Download the XR Development with Unity Syllabus and Apply here


Looking Glass Factory Expands Reach into R&D Labs with New Holographic Kitware Integrations

CT scans and MRI images may soon be holograms. Looking Glass Factory has partnered with Kitware, which means that scientists, doctors and R&D professionals now have a way to visualize, comprehend and share 2D images such as MRI imagery, CT scans, microscopy, LIDAR information, engineering images, and more on holographic displays developed by Looking Glass Factory.

For R&D professionals working in the scientific and medical fields and yearning for ways to visualize, communicate and comprehend their work in true 3D, Looking Glass Factory has now integrated its immersive holographic displays with two software applications from one of the leaders in open source R&D software, Kitware, Inc.: ParaView and 3D Slicer.

To hear more about the integration and its impact on research and development, have a look at the recent webinar featuring Looking Glass Factory's CEO, Shawn Frayne: https://blog.lookingglassfactory.com/learn/recap-advancing-3d-research-and-development-with-the-looking-glass/

Contact

Name: Eric Schumacher

Email Address: erics@neologyconcepts.com

Website URL: https://lookingglassfactory.com/

Analytics is the true strength of learning and assessment in Virtual Reality

Trainers and educators of all sizes need to review their teaching strategies for COVID recovery and analytics will play a vital role in this. When teaching and training at a distance, learner information becomes critical.

The value of data

Creating a secure process for practical based learning and assessment has become a hot topic in a pandemic world. eNetReality can help training and academic providers and aid their recovery. One key element of the recovery for all enterprises, no matter their size, will be the use of data. The rapid and unexpected shift to remote learning and working during the COVID-19 pandemic has shown that companies have been able to utilise their existing online infrastructure and use 3rd party conferencing tools to manage. Many decision-makers are saying their post-COVID-19 recovery strategy is going to be influenced by these changes.

The main challenges have been getting the right training data, as most of the data coming from their existing systems was fine when they had the capability of including F2F practical session outcomes. Now more than half of organisations say they recognise the value of their training data more than before the pandemic.

Why you need data

Having the visibility to understand the current training, compliance and competency status for everyone in the business is essential, especially as crises and unplanned events occur - where extra training is needed, gaps exist due to lack of availability and new records need to be kept. Lots of organisations are having to resort to spreadsheets and emails to record details, with all the issues of inaccuracies, double typing, and time-consuming admin. eNetReality comes with a Learning Record Store that allows you to collect training data in a way that can be used to demonstrate both compliance and competency.

How to get good data

We have made eNetReality using Open standards, SCORM and xAPI to provide flexibility, agility, and resiliency to respond to your data needs. This enables you to take advantage of the opportunity to create immersive experiences, to support your organisation’s digital transformation. Linking eNetReality output with your LMS, or utilising eNetLearn - a sister product of eNetReality, brings all the data into one place.

Businesses have always gathered information from a range of sources, internally and externally. Post COVID-19, the need for further datasets will expand. eNetReality includes a number of delivery options, so no matter what your current learning technology is, you will be able to utilise the product.

How we secure your data

eNetReality is a global solution and the Administrator panel allows you to decide where you want to store your data. eNetReality is a true cloud application within Microsoft Azure Content Development Network with an enterprise structure that is GDPR approved and CyberEssential Plus accredited. We understand how critical security of data has become and we have taken steps to ensure your confidence is met.

eNetReality FREE 14-day trial - visit www.enetreality.com to experience eNetReality for yourself.

Contact:

Name: Allan Maclean

Email Address: allan.maclean@enetreality.com

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

Foundry 45 voted Best Tech Work Culture in Atlanta

Tech in Motion unveils regional winners continuing to new national competition

ATLANTA (October 23, 2020) – Foundry 45, which creates immersive virtual reality training for businesses worldwide, has received Best Tech Work Culture in Atlanta honors for its rewarding team environment, Tech in Motion recently announced. The company will join 10 other regional winners to compete for the national Timmy Award, to be announced at the virtual Timmy Awards Ceremony Oct. 29.

Foundry 45 has developed a family-friendly work environment that includes a positive company culture and support for professional and personal development for its diverse workforce. The company offers flexible hours, a casual dress code and team-building events (remote during COVID-19). About 5 percent of the team’s total hours are focused on giving back to non-profit organizations that promote education and empower today’s youth through technology. The company recently introduced matching donations of up to $100 per full-time employee, per year for the charity of their choice, and also offers paid time off so team members can vote.

“In 2014, we set out to make great immersive experiences, but we knew back then that we had to first create a place that was designed to foster that greatness,” said Dave Beck, Foundry 45 Co-Founder and Managing Partner. “Our wish was to build a company where incredibly talented individuals are empowered to put their best foot forward. The Timmy Award shows that we’ve been successful, and we’re delighted to receive this honor.”

Thousands of tech community members vote in the Timmy Awards competition. The panel of judges deciding the winners for this year’s national Best Tech Work Culture award include Bruce Wang, Director of Engineering at Netflix, Abdul Munda, Head of Engineering at Slack, Harry Hurst, CEO of Pipe, and Nirmal Srinivasan, Software Engineering Director at Paypal.

“More than ever, it’s important to recognize the strong cultures companies have established where they continue to make it about far more than perks, especially in light of this year’s challenges,” says Mandy Walker, Director of Marketing at Tech in Motion. “The Timmy Awards allow the community to highlight the companies building a team worth joining and a culture worth working for.”

This year, Tech in Motion will host the award ceremony as an entirely digital experience, announcing national winners via video to finalists, regional winners and the North American tech community.

About Tech in Motion Events

Tech in Motion is an international events series that brings local tech community professionals together to connect, learn, and innovate. What started as a collaborative project in 2011 by the IT recruiting organization Motion Recruitment grew into an organization of over 250,000 members across 14 chapters in North America including Atlanta, Boston, Dallas, New York, Philadelphia, DC, Chicago, San Francisco, Silicon Valley, LA, Orange County and Toronto. Please visit techinmotionevents.com for more information about notable speakers, sponsors and events.



About Foundry 45

Foundry 45 uses leading-edge technologies to create better process training outcomes for enterprise clients. We are a team of strategists, technologists, engineers, creatives, computer programmers and project managers driven to create powerful, immersive virtual reality experiences. By leveraging new, interactive content, we help organizations break the monotony of their current business training routines while providing safer, more efficient and engaging employee training solutions. We’ve delivered hundreds of VR experiences for clients across the country and around the globe, including a number of Fortune 100 companies. Visit Foundry 45 for more information.

Contact

Name: Alejandro Echeverry

Email Address: alejandro.echeverry@foundry45.com

Website URL: https://foundry45.com/

LBX Immersive & Varjo Announce a Sales Channel Partnership

Mare Island, California— 10/28/20 LBX Immersive is excited to announce that we have partnered with Varjo as a reseller and leasing partner. For LBX Immersive, partnering with Varjo, the global leader in industrial-grade VR/XR products, positions us to connect with clients who demand high resolution and the ability to create customized scenarios between mixed, augmented, and full virtual reality.

For enterprise clients it provides an affordable solution to implement and scale the most powerful visualization tools available today. In addition, we will be providing our education clients the ability to lease to lease Varjo headsets through LBX on a semester or annual basis.   

As a reseller for Varjo, we’ll be helping to introduce human-eye resolution VR/XR products designed specifically for professionals in industrial design, architecture, training, simulation, and research. 

Varjo.png


CONTACT

Phone: 415-633-6501

Email: info@lbximmersive.com







We invite you to participate in our forum for brands & retailers

Retail as you all know has been profoundly impacted by Covid-19. Now more than ever immersive technology is set to play a major role in how consumers interact with your brand and ultimately purchase your products.

We’d like to set-up a forum composed of just retail and brand members to share ideas, challenges, and perspectives on all things VR and AR. Our mission is to create an environment where everyone feels comfortable contributing to and engaging in productive conversations that move our industry forward in new and exciting ways. We want to foster an environment where you can talk freely without worrying about being pitched to and thus opening this group to only retailers and brands.

The sessions will be hosted by Du Nguyen, VRARA Retail Committee Chair, and Agustina Sartori, Director of AR Innovation at ULTA Beauty.

The monthly meetings will be 30 minutes long with selected themes along with time set aside for open discussions. We’ll occasionally bring on special guest speakers on topics that are relevant to what you do and how you work. Please let me know if you’re interested in joining this forum as we’re limiting it to a small group to start.

Email us at info@thevrara.com if you're interested and will provide more information on our upcoming calls and initiatives.

Regards,

Du Nguyen, VRARA Retail Committee Chair

VRARA’s Global Advisor, Cathy Hackl, Shortlisted as Tech Evangelist of the Year by The Women in IT Awards

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Emerging tech business leader, Cathy Hackl, has been shortlisted as a finalist for the 2020 Tech Evangelist of the Year Award by the Women in IT Awards NY.

WASHINGTON, DC, USA, October 26, 2020 - Emerging technology business leader, Cathy Hackl, has been shortlisted as a finalist for the 2020 Tech Evangelist of the Year Awards by the Women in IT Awards New York. Hackl was recently recognized as one of the most influential women in technology by Big Think and is one of the top 10 technology voices on LinkedIn. She's part of the global board of advisors to the VR/AR Association, the global industry association for VR and AR that connects major industries with the best of the best in the fields of AR/VR.

Hackl, a leading female futurist, is one of the top female voices in the AR VR industry and is a recognized tech evangelist for augmented reality, virtual reality, and the future metaverse.

The Tech Evangelist of the Year Award recognizes a woman who has championed the use of technology within an organization and successfully managed to communicate its merits to a wider audience and is helping to establish it as a technical standard. Hackl is shortlisted for the award alongside other female tech leaders working at companies like Microsoft, Atos, Future Workplace, and others. She is the only nominee that works in the AR VR industry in this category.

The awards, now in their third year, recognize the dedication and efforts of women and allies in the tech community; with the aim to tackle the issue and redress the gender imbalance by showcasing the outstanding achievements of women in the sector and identifying new role models.


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

In 2019, Hackl launched the Cathy Hackl Women’s Scholarship in partnership with the VRARA, which provides mentorship and membership to the Association to a woman seeking to make difference in the world of VR and AR technologies. Hackl and the VRARA hope to grow the scholarship in 2021 and continue to push for a more inclusive tech sector.

The Women in IT Awards New York will be awarded on October 29.

Lenovo Becomes Reseller of Varjo Headsets to Deliver Complete Solution for Virtual and Mixed Reality Applications

Lenovo's announcement today that it has become a reseller of Varjo’s human-eye resolution VR and XR headsets. This further deepens the existing collaboration between the two enterprise-class manufacturers and allows customers to easily access a complete solution for their professional virtual and mixed reality workflows. Through the reseller agreement, users can purchase “Certified for Varjo” workstations along with any device available in Varjo’s portfolio via Lenovo’s distribution channels.  

Expanded offering allows customers to purchase certified workstations with industrial-grade VR/XR devices

October 26, 2020 – Today, Lenovo™ announced it has become a reseller of Varjo’s human-eye resolution VR and XR headsets. This further deepens the existing collaboration between the two enterprise-class manufacturers and allows customers to easily access a complete solution for their professional virtual and mixed reality workflows. Through the reseller agreement, users can purchase “Certified for Varjo” workstations along with any device available in Varjo’s portfolio via Lenovo’s distribution channels.

 

“Many existing VR offerings in the market today are enterprise versions of a consumer designed product,” said Mike Leach, solution portfolio lead, Lenovo. “However, Lenovo’s professional workstations and Varjo’s VR and XR headsets are specifically engineered to perform in the most sophisticated and demanding enterprise use cases. Our ability to offer customers a single point of purchase for certified workstations and VR/XR devices streamlines access to the tools needed for immersive workflows that are changing the way we work today.”

 

The agreement not only eases enterprise adoption of virtual and mixed reality, but further accelerates an organization’s ability to bring immersive technology into the workplace. The Lenovo and Varjo combined solutions are ideal for use cases that demand high visual fidelity and require outstanding processing performance. This spans across a variety of industries focused on design visualization, engineering, advanced training and simulation, medical imaging and demanding scientific research.

The two companies continue to collaborate and test workstation and headset pairings to deliver a compatible and trusted solution that removes the guesswork for enterprise users. As a result, today’s announcement also marks the expansion of Lenovo’s catalog of certified workstations to ensure a high-performance experience when deploying virtual and mixed reality applications. The following professional desktop and mobile workstations have been certified to work with Varjo’s various headsets and are capable of delivering the processing and compute power needed to achieve the next-generation of spatial computing:

●      Optimized to support the VR-2, VR-2 Pro and XR-1 devices:

○      ThinkStation P520

○      ThinkStation P720

○      ThinkStation P920

●      Optimized to support the VR-2 and VR-2 Pro devices:

○      ThinkPad P53

○      ThinkPad P73

○      ThinkPad P15

○      ThinkPad P17

 

“One of the biggest obstacles in accelerating the usage and growth of professional VR/XR is getting all the right equipment sourced for an enterprise-grade set-up and ensuring compatibility between computers and headsets,” said Timo Toikkanen, CEO of Varjo. “With Lenovo becoming a Varjo reseller, we eliminate a lot of this complexity, making it even easier for customers to adopt VR/XR in the workplace for increased productivity and ROI.”

 

Customers can purchase certified Lenovo workstations and Varjo headsets immediately by contacting a local Lenovo representative or by clicking on the “Contact Us” icon on Lenovo.com.

 

About Lenovo
Lenovo (HKSE: 992) (ADR: LNVGY) is a US $50 billion Fortune Global 500 company, with 63,000 employees and operating in 180 markets around the world.  Focused on a bold vision to deliver smarter technology for all, we are developing world-changing technologies that create a more inclusive, trustworthy and sustainable digital society. By designing, engineering and building the world’s most complete portfolio of smart devices and infrastructure, we are also leading an Intelligent Transformation – to create better experiences and opportunities for millions of customers around the world. To find out more visit https://www.lenovo.com, follow us on LinkedIn, Facebook, Twitter, YouTube, Instagram, Weibo and read about the latest news via our StoryHub.

LENOVO, THINKPAD and THINKSTATION are trademarks of Lenovo. All other trademarks are the property of their respective owners.

©2020, Lenovo Group Limited.

About Varjo:
Varjo (pronounced var-yo) is based in Helsinki and is creating the world’s most advanced VR/XR hardware and software for industrial use, merging the real and virtual worlds seamlessly together in human-eye resolution. www.varjo.com

Lenovo VR Classroom takes students to whole new worlds

Join us for this special presentation by Lenovo on Nov 4th!

Lenovo VR Classroom, a complete kit designed for teaching and learning, is changing the way students learn by immersing them directly into the environments they’re studying.


It’s 1 p.m. on a Tuesday. You just finished a pop quiz in social studies class. Now, you’re staring down a wide-eyed jaguar and dodging furry kinkajous leaping through the treetops of the Amazon rainforest.

What began as an average day at Fort Worthington Middle School in Baltimore became extraordinary when students stepped into their science class. This is not your average classroom. It’s a Lenovo Virtual Reality (VR) Classroom, equipped with technology that enables teachers to send their students to the far corners of the planet -- and beyond.

Fort Worthington is one of about 500 classrooms across the United States, the United Kingdom and several other countries around the world that are transforming the way students learn with Lenovo VR. When students put on their Lenovo VR headset with Daydream, they can travel to thousands of locales — from the Sahara Desert to the surface of Mars. That means a child sitting in a Baltimore classroom might find herself gazing down the sandstone squiggles of the Grand Canyon or the blustery peak of Mount Everest in seconds. No school bus, permission slip or chaperone required.

“They couldn’t do that before. You have kids literally looking around like, ‘Wow we’re at the beach.’ You throw on the headset and you have a completely different experience,” says Farron George, a technology teacher with Baltimore Public Schools. 

For Fort Worthington student Brian Williams, that’s a big deal

“When I’m wearing [a VR headset], I’m more in my zone,” Williams says. “You get to see stuff you don’t get to see in real life”.

“It’s just a whole different experience for them learning-wise,” adds Chris Patterson, a science teacher with Baltimore Public Schools. “Through the VR goggles, students have a hands-on experience so they feel like they’re really there.” And such intensive immersion helps “the knowledge stay with them,” while keeping outside distractions at bay, he says.

With the Lenovo VR Classroom, teachers have another tool to get students excited -- and engaged -- in the subject at-hand. It’s an invaluable asset for educators, who’ve long relied on the standard tools of learning to complement their lesson plans (textbooks, PowerPoint presentations, educational videos, and so on). A unit on nutrition can be complemented by a VR field trip inside the digestive tract. A lesson on the sun? Enhance it with a quick jaunt to the Milky Way. Wearing VR headsets, students are all in, immersed in the subject like never before -- and studies have shown that immersion leads to engagement, which leads to knowledge retention.

Fear not: Teachers won’t be left alone to navigate the jungles of South America. Lenovo offers educators a complete classroom solution, from the hardware to the lesson plans. Besides the headsets — all of which come equipped with WorldSense™ motion tracking with 110° field of view, a hand controller for interactivity and sanitizable head cushions -- each kit includes Lenovo 300e Chromebooks, a Ruckus R510 Access Point for fast Wi-Fi, a Google Expeditions app with more than 1,000 virtual field trips, Wild Immersion videos supported by Jane Goodall and 10 custom lesson plans.
 

It’s a big world out there, and technology like VR is helping to broaden the horizons of teachers and students while serving as an equalizer for children who don’t have the ability to visit the Louvre or the National Mall in real-life. Traditional education has long focused on fact retention and rote memorization. With so much information swirling through the classroom and the digital space, students are easily overwhelmed, their focus unmoored. Though students may retain facts gleaned from a textbook, they’re rarely equipped with the tools to implement the information, to apply their school lessons to real-world situations that require both knowledge and critical-thinking skills. 

Virtual technology is helping ease this long standing pedagogical pain point. When students enter a virtual world, like the aforementioned Amazon rainforest, they’re not simply learning about the dietary preferences of a capybara or the aposematic coloration of a poison dart frog -- they’re observing science in-action and within context. They’re learning about the subject by virtually living it.

In a Lenovo VR Classroom, students are also gaining the technological skills that will be required of them in a contemporary workforce. Semester-long typing classes will no longer suffice. Future workers must know their way around advanced technology. Learning to operate within augmented and virtual realities is the first step for these students’ crucial, and ongoing, technical educations.

 

A 2013 paper by Columbia researchers asserts that certain unique skills will be required of 21st-century students, including “empathy, systems thinking, creativity, computational literacy, and abstract reasoning.” All of these attributes, the researchers concluded, “are difficult to teach,” especially with traditional methods like verbal lectures.

 

The researchers assert that VR holds the key to providing “more immersive, engaging experiences,” with far-reaching implications and applications. Using VR in a classroom, the study found, provides students with more engaging, authentic, empathic and creative learning experiences.

 

Fort Worthington Principal Monique Debi has witnessed the VR transformation firsthand.

 

“We’re really seeing an increase in excitement, in learning,” she says of the Lenovo VR Classroom. Students are engaging with the material so thoroughly, she says, they’ve begun to ask questions extending beyond their curriculum.

 

“They’re like, ‘Now I do want to do some research,” Debi says. “Now I want to see what the mountains in Fiji look like!”

Join us for this special presentation by Lenovo on Nov 4th!

Source

One Jumps to the Next Level of XR Events Experiences

There is no doubt that #Covid is transforming our habits, ways of relating and even making purchases. Fewer and fewer people are going to retail in malls. Product and brand relevance are largely to blame for this, especially when compared to what online stores can display, sell, and have incredibly easy return policies. They have disrupted the economics of an industry and the industry has had trouble responding.
Greenlight Insights predicts a strong impact of immersive technologies on product marketing by 2025. Noting that the world's 100 leading manufacturers will use immersive product marketing solutions by 2025.

Brands need to use emerging innovation if they want to keep abreast of the sustainability movement and stay ahead of ever-growing trends that seamlessly combine technological functionality, such as IoT, with the economy, and purchase satisfaction.


Innovation in #VR Shopping and Retail. According to the latest Forbes studies, the days of going to a store to shop or browsing online may soon be over. Virtual Reality technology has the power to transform the shopping experience. Transporting customers to another world to showcase products and letting them try it virtually, VR is the present. New media and channels of acquisition of new customers for promotion and revenue as an extension to the real environment. Brands showcased its products virtually and still gave customers a chance to interact with the products before making a purchase.

In ONE, with more than 10 years of experience in this sector, we continue to promote “Innovation in Commerce” through the Virtual Reality platform. The Virtual Shopping Experience 2020 presents the advantages and benefits of this platform for shops, brands, and visitors.

ONE Digital Consulting is ahead of the use of #VRAR to market and sell products through the Immersive Virtual Fair Platform, which is among our most innovative and reference use cases. Facilitating and accelerating the decision process, adapting to purchasing organizations, and companies that have a challenging task ahead of them to determine which of the immersion product marketing solutions in the current market that best suits their organization.

The Virtual Reality platform for Events and Exhibitions, allows users to have an unlimited number of stands, grouped in different buildings and with designs adapted to the particularities of the brand/business. Thanks to the interactive devices, the visitor can enter and navigate through each of the stands and request specific information from each exhibitor.

The Virtual Fair is available in Microsoft Windows environment for personal computers and Android for mobile devices.

Innovation in Smart Cities Environments by ONE digital consulting.
Ask for a demo madrid@onedigitalconsulting.eu

Contact:

Name: Carlos J. Ochoa

Email Address: carlos.ochoa@onedigitalconsulting.eu

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

Blend Media launches world’s first Virtual Reality and Augmented Reality freelancer marketplace – Blend Market

Blend Media, the leading immersive content provider which counts Facebook, Google, Disney and L’Oreal amongst its clients, announces the launch of Blend Market, a new single platform that connects brands and businesses with skilled creators and creative solutions.

Blend Market is the first immersive marketplace dedicated to connecting clients with a global community of thousands of skilled creators and solution-providers with hundreds of relevant skills across the entire Augmented Reality (AR), Virtual Reality (VR), 3D and Mixed Reality(MR) spectrum.

The launch follows a successful beta phase during which more than 700 of the world’s leading brands and immersive technology creators signed up to the service, including global media platforms, publishers, music labels, film studios and professional services firms such as Deloitte, LADbible and Bill Kenwright Limited.

“Immersive technology, or Extended Reality as it has become known, is an exciting, high-growth industry, with an explosion in hundreds of thousands of skilled creators. However, it is also a sector that is highly fragmented and, as such, requires an effective means of connecting,” said Blend Media Founder and CEO Damian Collier.

“That’s why we first built our VR content licensing platform which has been a market leader since 2016 and why we’ve now built and launched Blend Market, to facilitate working relationships between businesses wishing to incorporate immersive solutions into their workflows and the creative professionals that can execute on those ambitions on a global scale. We look forward to enabling these fruitful partnerships through this new online marketplace.”

Use cases for immersive technologies are wide-ranging and are evolving at pace; from 3D models of sofas, plants and kitchens for online retailers; AR filters and games for entertainment brands; XR learning in the classroom, enterprise training and human resources uses; 360 property, car, and hotel tours; to VR content in healthcare for dementia patients, during surgery, or training nurses.

Joe Williams, Immersive Tech Lead at LADbible Group: "For the creation of our branded Snapchat AR lens it was important to tap into content trends. We wanted to ensure we had access to creators that were growing their immersive skills and abilities and could match our ambition for the project. By putting our brief on Blend Market we were able to match our project with the best possible creator and the result was outstanding.”

Contact

Name: Thea Parnell

Email Address: thea@blend.media

Website URL: http://market.blend.media

Get Real Launches New Advisory Firm To Help Clients Imagine And Leverage Virtual Reality And Augmented Reality Technology To Improve The Way They Work

Get Real works with clients to establish scalable and successful VR/AR strategies and programs to enable companies and organizations to more effectively train, collaborate, market, visualize data, gather, educate, and raise money

CHICAGO, Oct. 14, 2020 /PRNewswire/ -- Get Real, a Virtual Reality and Augmented Reality (VR/AR) advisory firm, publicly launched today to help businesses and not for profits implement VR and AR technologies that dramatically improve and scale their organizations. Clients will benefit from Get Real's team of professionals that combine several decades of experience in leveraging emerging technology and integrated platforms to solve real-world business challenges and create sustainable competitive advantages.

"We're excited to help our clients discover Virtual Reality and Augmented Reality in its early stages, establish themselves as leaders amongst their peers, and maintain a competitive edge for years to come," said Rob Merrilees, Get Real Co-Founder. "Virtual Reality and Augmented Reality technology is ready for business applications today. It has the ability to change how organizations train, collaborate, market, visualize data, gather, educate, and raise money."

Get Real works with clients to match them with best-in-class providers of VR and AR solutions through its Get Real Partner Alliance (GRPA). The GRPA covers innovative VR and AR platforms across a wide variety of industries and leading providers of collaboration tools, data visualization software, training software, 360-degree video, and custom game engine development.

"The breadth and depth of the GRPA allows us to see how advances in VR/AR technology in one industry will foreshadow future innovation in other industries," said Ed Haravon, Get Real Co-founder. "Our clients will benefit from the combination of the GRPA and our team's long history of deploying emerging technology to create significant advantages in order to increase the scale and profitability of businesses."

Get Real is the fourth company Rob Merrilees has founded or co-founded. In 1999, he founded Spot Trading, one of the first entirely off-floor proprietary trading firms in the U.S. In 2001, he also co-founded YJT Solutions (now Entara Corporation), an IT managed service provider. After college, Rob co-founded Diamond Edge Software and co-authored "Radio Baseball," the first-ever computer baseball simulation game published by Electronic Arts, now known as EA Sports.

Ed Haravon is the current president of Chicago's chapter of the VR/AR Association, the world's largest industry association of VR and AR solutions providers and content creators. Prior to co-founding Get Real, he worked at Peak6 Investments where he helped to build Apex Crypto, a backend cryptocurrency execution, clearing, and custody solution for broker-dealers to offer to their retail clients. Prior to that, Ed was a Partner and COO at Spot Trading, and for over 16 years helped to manage its success and growth from eight to over 170 employees.

About Get Real

As a partner and advisor to businesses and not for profits, Get Real helps organizations of all sizes imagine how Virtual Reality and Augmented Reality (VR/AR) can be leveraged to transform work. Get Real has client service offerings across a broad scope of VR and AR technology platforms, including training and education, large and small group collaboration, virtual offices, real estate marketing, data visualization, and VR storytelling. Through its Get Real Partner Alliance (GRPA), Get Real works with best-in-class VR/AR solution providers and content creators to serve its clients. Get Real works with clients to establish scalable and successful VR/AR strategies and programs to enable companies and organizations to more effectively train, collaborate, market, visualize data, gather, educate, and raise money.

For more information, visit www.getrealxr.com
Follow us on twitter at @getrealxr
Follow us on LinkedIn at https://www.linkedin.com/company/getrealxr/

This press release was issued through 24-7PressRelease.com. For further information, visit http://www.24-7pressrelease.com.

SOURCE Get Real

Related Links

http://www.getrealxr.com

Starts October 19th! Master Advanced Interaction Design with Quest 2 in this 8-week Master Class

Learn to develop lifelike VR interactions. Accelerate your client projects or enhance your medical applications. Expert instructors & mentors. 100% online curriculum flexible for devs of all levels.

REGISTER HERE -- VRARA Members get Quest 2 + $500 discount!

Email info@thevrara.com for your VRARA discount code!

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VRARA Italy Members take center stage at VRE20 !

VRE - VIRTUAL REALITY EXPERIENCE

The 2020 VRE edition conforms itself to the international situation and it revolutionizes its format by giving life to a hybrid edition which introduces the digital and maintains some physical locations with the belief that only by experiencing the feeling live you are truly able to feel it to the fullest. 

The festival created by Mariangela Matarozzo and produced by the Cultural Association Iconialab is originally conceived as a festival entirely dedicated to immersive technologies and their impact on our near future. 

The programme includes immersive productions which express to the fullest the power of the art of narration in each and every one of its forms. There is the Cinema with the Official Selection of VR productions from all over the world, Culture: some of the most influential voices will liven up Talks and Masterclasses, moments of in-depth analysis dedicated to the different declinations of XR, Art Performances for a new multimedia expression and expansion.

A perfect mix of entertainment and culture, a place for innovation and experimentation, capable of completely involving the viewers.

VRE 20 - EXTENDED EDITION

The second edition of VRE will take place during a year characterized by bonds and limitations which are reflected in the organization of the festival. Nonetheless VRE wanted to realize in traditional locations the sections with a greater emotional and sensorial engagement. Next to the digital VRE will be present at the Maxxi with the VR Experiences (6DoF), at Villa Maraini (in collaborazione con Istituto Svizzero Roma) per alcune tra le più innovative Art Performing, nell’ Aula Magna Unitelma Sapienza with some Talks and Masterclasses. 

The festival will have a hybrid format: next to the physical locations there will be the digital part, in fact, the competition of VR Videos will be available on the Veer VR Platform, some talks and masterclasses will be in streaming on the festival’s and the partner’s social channels.  

VRE will be among the Risonanze della Festa del Cinema 2020: “in doing so, we will have the chance to broad the horizon of our event towards the advanced frontiers of vision involving the public in new and unexpected experiences amongst experimentation, interaction and immersion”, said Laura delli Colli - President of the Cinema Foundation for Rome..

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