The live concert is coming to your home with Desktop AR

Disruptive Technology, like AR/VR, is bringing performance arts to your home.

At the height of the covid pandemic, many cities around the world are in lockdown. Going to the theatre, concerts, and big gathering in public events are banned and the show biz is taking a hit, especially in the big live cities, like London or New York, where residents and tourists love going to see these live performance arts. If the pandemic continues, the show biz might collapse, and the experience of going to live performance will be the thing of the past.

However, it is not all gloomy for theatre-goers as the covid pandemic also bring new opportunities in the entertainment industry. The emerging technology, like AR/VR, shows the potentials to bring the concert experience into your home. The AR/VR latest technology can show musicians or speakers from the other side of the world to be performing live on the stages. How this works is that performers are captured while performing on the stage by cameras and motion capture devices, commonly used in making animation, and then the 3D model of performers are then reconstructed. The constructed model can then be displayed AR/VR or immersive display technology, which allows the viewers to see more realistic models, as the viewers can see in 3D space, unlike TVs, which limits you to only see the models in 2D.

Making 3D models of live actors is simple, it can be done even from a mobile phone with motion sensors

The common input to these AR/VR and immersive display technology are 3D models. To obtain the 3D models of actors, the latest input capturing device is iPhone 12, which is equipped with Lidar sensors. The sensors allow the accurate depth information and the movement of the actors to be captured, and this information is then used to create a life-like model of an actor. This technology is becoming very popular and we will soon see people making the 3D models of themselves. The 3D models can then displayed in the VR headsets as is or even better the 3D models can be augmented and show in the AR headset. With augmented reality, the models can, for example, change hairstyle, or change clothes and the movements can be used by the real actors. The animated models can also be performing with live actors with the technology. The current VR/AR technology requires users to wear headsets, which are not so friendly.

The immersive display lets you see the performance in 3D, unlike normal TVs

With the immersive display technology, 3D models and scenes can be perceived without losing the depth details, unlike normal TVs. The immersive display can show models in 3D as if the models are floating or recede into the screen, creating the illusion of realism. In the past, a 3D animated model like Mr Smith, a fictional character with eye-catching dance moves (shown above), will just be contained in a normal 2D screen and the viewers are probably not able to get all of his expressions. Now, much more of his expressions can be understood and seen as the viewers can see him gliding along the dance floor in a 3D immersive display, which is the best way to display 3D information.

However, the current immersive display technologies are still expensive and not widely available. But with Holo-SDK, you can turn your normal screen into a 3D immersive display at a very low cost. All you need is red and blue glasses, which is very cheap, and Holo-SDK. To get an example of immersive experience created from your normal computer, you can download some sample applications, www.holo-sdk.com

Contact

Name: Krisada Chaiyasarn

Email Address: helloworld@perception.codes

Website URL: http://www.Holo-SDK.com

New Report: VR Revenue to Reach $12.2 Billion by 2024

ARtillery Intelligence’s report, VR Global Revenue Forecast 2019-2024 examines the VR market opportunity. Subscribe for the full report. VRARA members get a discount.

Global VR Revenue Overview.png

ARtillery Intelligence has released a new report that projects VR revenue to grow from $4.98 billion in 2019 to $12.19 billion in 2024, a 19.6 percent compound annual growth rate. Entitled VR Global Revenue Forecast, 2019-2024, the report examines VR revenue totals and subsegments – including consumer and enterprise spending.

Consumer spending holds a leading share of VR revenues with an estimated $2.7 billion in 2020, which includes hardware and software. Enterprise spending trails due to relatively narrow applicability in industrial settings, while consumer spending is driven by gaming’s dominance as a VR use case. This will broaden to other categories over time, including entertainment and communications.

VR’s biggest accelerant is Facebook’s ongoing investments, including Oculus Quest 2. Facebook has priced the device competitively at $299 (64 GB base model). This competitive pricing is part of Facebook’s longer-term strategy to sacrifice margins to build market share and to get more people into VR.

“Quest 2 has an unmatched quality-to-price ratio with an impressive spec sheet and a mainstream-friendly price tag,” said ARtillery Intelligence Chief Analyst Mike Boland. “This flows from Facebook’s aggressive pricing strategy that’s part of a larger play to build market share and cultivate a network effect. It’s classic Facebook.”

2020 has also brought opposing forces: VR gaming aligns with Covid-era consumer demand signals, but supply chain impediments have detracted hardware shipments. The net effect is a 10 percent decline in shipments this year, which is projected to bounce back by the end of 2021.

“VR demand remains high, so 2020 challenges were more about supply,” said Boland. “These setbacks have been alleviated to some degree by Facebook’s efforts to reinforce its supply chain to meet heavy demand for Quest 2. This appears to be working so far with fewer stock shortages than it had last year at this time.”

Report Availability

VR Global Revenue Forecast, 2019-2024 is available from ARtillery Intelligence (VRARA members can get a discount here).

About ARtillery Intelligence

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

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

The Finnish Air Force Improves Pilot Training with LVC & Mixed Reality (Varjo Case Study)

Varjo is collaborating with the Finnish Air Force, Patria, and BI Simulations to integrate mixed reality technology into a pioneering Live-Virtual-Constructive (LVC) training solution for fighter pilot training. Using Varjo’s virtual and mixed reality headsets with human-eye resolution, pilots can now distinguish even the smallest details in the cockpit and experience a highly photorealistic simulated training environment. 

You can read the case study in its entirety by clicking HERE, or alternatively, Jessica Kaiser jessica@carvecom.com would be happy to connect you with a Varjo spokesperson who can talk more about how the Finnish Air Force is using mixed reality technology to augment live exercises and unlock new training possibilities!

SPREE Interactive Uses Pico Interactive VR Headsets For International 2021 Installations

SPREE Interactive announced that it has secured a seven-digit investment of an undisclosed amount from two strategic investors and two financial investors in the second closing of its seed round (release here). This latest investment is allowing it to expand its global operations and further its strategic partnership with Pico Interactive

SPREE Interactive is upgrading from the Pico G2 VR headset to the new, untethered Neo 2 VR headset with the supporting software – providing the best user experience possible through the immersive powers of VR in a safe manner. The headsets are made of easily cleaned materials so users can stay safe while having fun. The headsets will be used in SPREE’s entertainment centers in North America, Europe and the Middle East.

Nuremberg, Germany

SPREE Interactive, previously known as HolodeckVR, is extremely pleased to announce its strategic partnership with Pico Interactive, a global tech company that develops innovative virtual reality (VR) and enterprise solutions. The two companies look to work closely together to deliver custom B2B solutions for the out-of-home entertainment market. 

The year 2020 has proved to be challenging for the location-based entertainment industry due to the COVID-19 pandemic. With many locations adhering to lockdown restrictions, the economic impact has been huge for both locations and suppliers alike. Many suppliers pivoted their offerings whilst others spent time focusing on product development. SPREE Interactive chose to do both and, as a result, racked up a series of confirmed 2021 installations across North America, Central and Eastern Europe, and the Middle East.

The new installations will use the latest versions of Pico’s untethered Neo 2 VR headsets and supporting operating software. SPREE Interactive previously used Pico’s G2 headset and is now upgrading to the Neo 2 to provide an even better user experience with improved graphic resolution and sanitary materials.

“Pico Interactive and SPREE Interactive share the same goals - both wanting to bring guests the best experience possible through the immersive powers of virtual reality, all in a safe manner. With our love of seeing people enjoy the amazing, fun and entertaining worlds that VR enables, we’re thrilled to join SPREE Interactive in its international expansion,” said Oliver Wöhler, Director Key Accounts Northern Europe at Pico Interactive.

Originally known for high paced family-friendly content, 2020 saw SPREE diversify into edutainment with the release of Mission to Mars. The educational VR experience explores what life would be like if humans colonized the Red Planet, and encourages problem-solving and teamwork.

One industry specialist who is impressed with Mission to Mars is Andreas Gundelwein; Museum Management, Exhibitions / Collections at the Deutsches Museum.

“I am extremely impressed by the VR experience Mission to Mars! SPREE enables us to explore future technologies that are very attractive to us. Deutsche Museum is the world's largest museum of science and technology, with about 28,000 exhibited objects from 50 fields of science and technology. SPREE VR enables us to fast-forward into the future which is exciting!”

“Despite the challenges of last year we are very pleased with our momentum moving forward,” said SPREE CEO Jonathan Nowak. “We are constantly improving our products and games, collaborating with Pico Interactive enables us to push the technological boundaries and provide unique interactive and immersive experiences to our clients and their guests.”

Interested clients, distribution and content partners wanting to learn more about SPREE are invited to join the free virtual FEC conference: https://showup.events/ or contact its commercial director Paul Collimore: paul.collimore@jointhespree.com

 

ABOUT SPREE INTERACTIVE: SPREE Interactive, formerly known as Holodeck VR, is a pioneer and leader in delivering turn-key large-scale, multiplayer, free-roaming commercial VR attractions to the location-based entertainment industry. The company offers complete solutions that can be installed quickly and operated efficiently. SPREE is a one-stop-shop that makes it easy for owners and operators to offer innovative virtual reality attractions to their visitors. SPREE’s distribution partners market the solutions to several location verticals like shopping malls, family entertainment centers, theme parks, casinos, sports centers, resorts, water parks, and cruise ships. To learn more visit https://jointhespree.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

Orion Innovations joins the VR/AR Association and provides Artificial and Cognitive Intelligence Services

Orion Innovations, an Innovation Agency focused software services company headquartered in Delray Beach, Florida is pleased to join VRARA and offer artificial and cognitive services. Orion has been around since 2007 and offers full stack software development, AI/ML, and blockchain technologies as a service. Orion serves a variety of vertical markets including oil and gas, fintech, retail, real estate, and government.

Marc Asselin, Orion’s President and CEO, said, “We are very excited to join the VRARA and contribute. We look forward to learning and partnering with the VRARA Members and hope to build truly transformational solutions together.”   

About Orion Innovations: 

Orion Innovations is an Innovation Agency headquartered in Delray Beach, Florida with more than 30 years of experience in software development and project management. For more info visit: 

https://Goorion.com

More brands / end-users confirmed for our VRARA Enterprise Forum in March!

The VRARA Enterprise Forum brings together the best minds in the Virtual & Augmented Reality ecosystem in the enterprise sector!  Meet the top vendors and end-users who are leading in this space!  

We expect 500+ executives from leading vendors and top brands/end-users in automotive, aviation, manufacturing, mining, telecoms, and address uses case/solutions such as field services, maintenance & repair operations, inspections and surveying, production operations, among others. 

In addition to presentations, sessions, and demos, we will have the best-in-class online networking!  We will have group networking, plus, a 1-on-1 networking area that will enable you to connect on video or via chat with all the Speakers & Sponsors and other executives attending, where you can preview each other's credentials and bio, and talk business!

Confirmed end-users/brands participating include Ciena, Dolby, Daimler, DPR Construction, KLM, Medtronic, Lockheed Martin, Orange, SiemensToyota, among others! 

More info and tickets here

"In 2020, I attended two VRARA online forums. The 1-on-1 networking was exceptional. I met CEOs and industry leaders from all over the world, and it was truly a blast! Having 5 minutes of undivided attention with industry leaders is fantastic (better than at in-person events where people can be distracted). I got 70+ leads for my business to pursue. The content and speakers were outstanding, so I'd say I totally got my money's worth. The online platform ran smoothly so I have zero complaints there. This platform does a great job of enabling you to reach key decision makers in a relaxed yet fun way. I highly recommend it."  - Cathy Edstrom Grochowski

UgoVirtual™ Appoints Page Petry to Key Corporate Advisory Role to Guide Strategic Global Growth Initiatives

ATLANTA – January 26, 2021 – UgoVirtual™, a leading global provider of comprehensive digital platforms designed to meet the rapidly expanding needs of the virtual/hybrid conference and event management industry, has announced the appointment of Page Petry as Senior Strategic Advisor for the rapidly growing organization.

In addition to a seat on UgoVirtual’s Corporate Board of Advisors (BOA), Petry will be a member of the executive leadership team charged with providing a framework for continued growth and expansion of both the UgoVirtual product/solution portfolio and its network of domestic and international enterprise client partners. She will work closely with the senior management team to refine internal processes and protocols designed to streamline operations and maximize efficiencies in the successful delivery of virtual and hybrid events based on the UgoVirtual’s full-featured digital collaboration solutions platform.

“We are extremely honored to have someone of Page’s caliber in this key advisory role and as a member of executive leadership, to provide strategic guidance as we continue to scale our virtual and hybrid solutions set and our global commercial capacity,” said Michael Cohen, UgoVirtual’s CEO. “We are fortunate to have the opportunity to benefit from her extensive and highly relevant experience in the international IT sector, and we look forward to her contribution toward the planning of our next generation of digital collaboration technology solutions for both enterprise and a wide range of vertical market sectors.”

A recognized leader in the Information Technology sector of the hospitality market for over three decades, Page most recently served as the Chief IT Officer of the Americas at Marriott International in Washington D.C. During her extensive 33-year career with Marriott, Petry held a variety of roles, including 10+ years as CIO-Americas, where she led the Continent IT Organization, and was part of the integration efforts for several major acquisitions, including Starwood Hotels, the Autograph Collection, Gaylord Hotels and Delta Hotels & Resorts. In 2011, Petry was honored with a place on Computerworld Magazine’s Premier 100 IT Leaders list. Currently serving on numerous Boards for both private and not-for-profit companies, she founded PDPetry Consulting in 2020 in order to assist organizations with their product planning and go to market strategies.

“I am excited to be engaged with UgoVirtual, as they continue to address the cultural shift that has taken place in the event and corporate meeting industry by developing innovative solutions for maximizing the virtual event, collaborative and engagement experiences for all stakeholders,” said Petry. “This is a uniquely critical time for the industry, and UgoVirtual has the platform, the vision and the ability to create lasting positive change.”

A flexible, full-featured and highly configurable digital conference and event platform, UgoVirtual’s core virtual event solution enables event organizers and meeting planners to virtualize conferences, tradeshows, symposiums and more in a variety of industries and sectors, from finance, science and medical, retail, NGOs and associations, to academic and enterprise networking events. This provides a host of benefits to all stakeholders, including expanded reach, increased revenue opportunities, more active participation and extended access to event content.

To learn more about UgoVirtual’s comprehensive virtual and hybrid event platform, please visit ugovirtual.com.

Contact:

Name: Andrea Mane

Email Address: andrea@ugovirtual.com

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

What is Desktop AR and why is it so cool! Check out Perception's solution!

Desktop AR is a technology that enables laptop or desktop computers to create an illusion of 3D objects floating in front of a screen. It works by rendering red-blue 3D images according to the user's viewing positions. The users can download and play with Desktop AR apps by using their computer, webcam, and anaglyph glasses.

Many AR enthusiasts' dream is to see virtual objects in the real world. We imagine playing games and applications where characters and icons are floating in front of us. AR glasses can offer such experience, but not many people can afford to purchase them because of its high price. AR developers cannot develop applications for AR glasses as many as they would want because only a small number of people can own these AR glasses. The end-users' willingness to purchase AR glasses is further reduced because there is only a small number of applications available to play. Unlike AR glasses, the Desktop AR setup cost is virtually free because a Desktop AR system only requires a computer and a web camera that most end-users already own. The red & blue glasses are widely available online for a few dollars. Users who want to have a full-colour experience can also use 3D monitors to improve the playing experience. Therefore, Desktop AR systems have much more potential to offer to the audience than AR glasses technology.

Similarly to Desktop AR, Mobile AR has a low cost to set up because it runs on mobile devices. Videos of mobile AR applications on the internet look impressive as they often show virtual objects integrated into the real world. However, all Mobile AR users know that the experience of using the Mobile AR technology is far less impressive than what is shown in the videos.

First, Mobile AR does not enhance the user's experience directly (if you are the person in the scenes). It indirectly enhances the videos that the user sees in a mobile device. The small display size and the lack of stereoscopic further reduce the quality of users’ experience.

Therefore, Mobile AR is commonly used as a gimmick to attract attention to videos on the internet. Unlike Mobile AR, Desktop AR directly augments the user's perception of the real world. It displays perspective-corrected images for each user's eye, creating a more immersive experience for the user. Moreover, Desktop AR is compatible with everyday computer input devices such as mouse, keyboard, 3D mouses and leap motion. The compatibility enables users to work and play with devices that they already own and use in everyday tasks.

Perception is a startup that leads the introduction of Desktop AR to the VR/AR communities. They have a collection of Desktop AR apps available on their website (https://www.holo-sdk.com/sample-apps). If you are a VR/AR enthusiast, you can download and play the apps on your computer without cost. If you are a VR/AR developer and want to explore or even start your own Desktop AR project, Perception also has an SDK called Holo-SDK for you, along with documents that will help you get started with your project (https://www.holo-sdk.com/get-started).

Contact:

Name: Sirisilp Kongsilp

Email Address: rabbit@perception.codes

Website URL: http://www.Holo-SDK.com

VR/AR Bytes Podcast - Dr. Kay Stanney, Founder/CEO of Design Interactive

Welcome to VR/AR Bytes, a weekly show featuring the movers and shakers of the VRARA Central Florida / Orlando Chapter. My guest today is Dr. Kay Stanney who is a researcher, professor, author, visionary and founder/CEO of Design Interactive, a company that specializes in human systems integration and development of innovative solutions that accelerate human performance.

Kay is also the undisputed leader in cybersickness research. Please feel free to contact her for some samples (of her research)!

While our podcast is normally scheduled for 5 minutes today’s episode runs longer. Kay has so much valuable information to share and some very enlightening insights such as the integration of AR and VR in the same environment and the limitation of broader adoption due to human physiological responses to virtual reality. She also shares who she follows and who inspires her. It is definitely worth the extra time. Consider it bonus material!

Thank you Kay and we look forward to seeing your latest tactical combat care casualty training solution that blends VR, AR and MR together at one of our upcoming chapter events

Aubrey "Brey" Tucker of Autodesk appointed as Co-Chair of our AEC Industry Committee

We are pleased to appoint Aubrey "Brey" Tucker as Co-Chair of our VRARA AEC Committee.

Aubrey "Brey" Tucker is an Enabler, Technologist, International BIM Speaker, Author, University Lecturer, and Revit Expert with an extensive career with skyscrapers, hospitals, schools, airports and technology implementation for architects, engineers, and contractors. He's a Senior Industry Manager at Autodesk, where he focuses on the Project Delivery global strategy, Common Data Environments, BIM and ISO compliance and the data thread that ties many of Autodesk's cloud and desktop offerings together.

He's been using VR for a decade and AR since HoloLens; loves thinking about what the next immersive interfaces will be, and how design can be experienced digitally. His XR interests were a part of what got him on the corporate innovative technology team at Stantec where he investigated many potential business adoptions of emerging technology like data visualization from siloed data, quantum computing for transportation, AI-object recognition & inference, computational/automated design and many others.

Brey resides in Vancouver, British Columbia. He is additionally a part of the Detroit-Volterra Foundation, UBC SALA, CANBIM and BuildingSMART Canada.

I’m really excited to rejoin the AEC Committee and be a part of the future of immersive technology implementation within the AECO industries. I love seeing where the innovation takes root and learning what the world is creating in this space. I hope to continue to develop the potential workflows for real-time design reviews, as-built interpretation and immersive decision making. Looking forward to another term with you all; see you at the next meeting!
— Brey Tucker

Call for Online Participants! The Perception of Virtual Humans Investigators

This is a call for participation in a research study exploring how the features of a virtual human affect attitudes and perception. Participation will consist of a single online survey, which can be taken at a location of your choice. The session will last about 15 minutes and will involve a brief demographics survey, watching a 2-minute video of a virtual human, and answering questionnaires regarding your opinions and perceptions of the virtual human. Participation is voluntary. Eligible participants must be 18 years of age or older, speak English, and not have any visual, auditory, neuropathy, or neurological disabilities. If you are interested in participating, please take the survey here:

https://ucf.qualtrics.com/jfe/form/SV_0jmKsif1tk9RBpH

Contact

Ryan P. McMahan, Ph.D. (rpm@ucf.edu),

Tiffany D. Do (tiffanydo@knights.ucf.edu)

Introducing LBX Immersive (hardware + platform + content + device management solutions)

LBX Immersive is a San Francisco based company, providing hardware, platform, content, and device management solutions. Their mission is helping High Schools, Universities & Enterprise clients implement and scale virtual, augmented, and mixed reality, by making hardware more accessible through our affordable semester lease & purchase options for both faculty and students, as well as short-term leases for enterprise clients.

Through some of their current University partners (left), their team works directly with department heads, faculty, and students to understand use cases, share what’s possible and match the best hardware, platforms, content, and tools to create the most productive learning experience. They partner with work-training, collaborative platforms that allows us to coordinate and execute virtual seminars, conferences, and HR training.

The tools provided by LBX has allowed their client partners to find unique ways to leverage virtual technologies creating immersive class content as well as providing platforms for safe, remote collaboration.

Clients

LBX is a proud to partner with some of America’s most prestigious institutions of higher learning.

CONTACT

415-633-6501 

info@lbximmersive.com 

lbximmersive.com 

Virtual Reality Training - An investment not a cost

VR Training- An investment not a cost.png

When deciding if new technology implementation is appropriate for your business there are many questions that will come up:

  • Is this something my business will benefit from?

  • Will it save me money?

  • Will my team actually use it?

With any new technology it’s important to ask these questions and to gain an understanding on how it will help you. The adoption of Virtual Reality (VR) is no different and over the past year we have seen a huge move to VR training as a new norm.

Read more here https://enetreality.com/Blog/VRTraining

VR/AR Bytes Podcast: Captain Evey Cormican, Co-Founder and CEO of Visionary Training Resources

Welcome to the VR/AR Bytes Podcast, a weekly show featuring the movers and shakers of the VRARA Central Florida Chapter!

My guest today is Captain Evey Cormican who is the co-founder and CEO of Visionary Training Resources, a training development company focused on improving training for Airline Pilots using immersive 3D technologies. She is also the co-Chair of the VRARA Aerospace committee.

Evey is an amazing person who has had a very impressive career. Her lifelong passion for flying led her to become a pilot with United Airlines starting in 1997. She rose to the rank of Assistant Chief Pilot for United where she was responsible for overseeing the safety of United's 2200 pilots.

She is also a public speaker who inspires young women to become aviators, check out her TEDx talk "Come Fly With Me" on https://lnkd.in/eFq7wWk

Join me to hear how Evey is now focused on transforming the way commercial pilots are trained!

Dark Slope Studios Adds New Team to Support Company Growth Across Virtual Production in 2021

DANA WARE, PREVIOUSLY WITH THE VOID, JOINS IN NEWLY CREATED ROLE OF CREATIVE DIRECTOR


25 JANUARY 2021 (TORONTO, ON) - Dark Slope Studios, the Toronto based virtual production company, today announces four new team members to support its rapid growth. 

Dark Slope Studios enters 2021 busier than ever before despite the challenges of the COVID-19 pandemic. In 2020, the company introduced Flex RDS, a remote directing platform and service, shipped the four person Slugterra Slugslinger VR available on Hologate as well as the eight player Scarygirl Mission Maybee title to Zero Latency’s 20x20 game space, and produced over three hundred minutes of linear animation for Nickelodeon International, TVO, Secret Location (eOne) and Viacom International amongst others.

Maintaining this momentum, Dark Slope Studios has expanded its team and project slate across each of virtual production, interactive entertainment, location-based experience development and linear television. 

To support the growth Dark Slope Studios is pleased to announce the appointment of Dana Ware in the newly created role of Creative Director. Previously a Creative Designer at The VOID, Dana brings her experience working on world class location based entertainment to the Dark Slope Studios team. Her expertise is in mixing physical-reality with virtual-reality to create hyper-reality. Prior to The VOID, Dana worked as a creative director on a location-based VR experience in collaboration with Google. She currently serves as a VR/AR Summit Advisor for GDC - The Game Developers Conference and as a judge for the Game Developers Conference Awards. 

In addition, Dark Slope Studios adds Alexandra Roberts as a Production Manager. Alexandra joins the team from Guru Studio where she primarily worked on the CSA nominated series “Abby Hatcher” for Nick Junior airing on Netflix. Justin Catchcart, in the role of  Motion Tracking Stage Director & Technical Lead where he oversees pipeline development for the virtual production stage productions. And lastly, Gustavo Vitarelli as a Senior Technical Artist working across rigging, tool creation, map setup and lighting. 

“Dark Slope is putting together a remarkable team of industry experts. I’m thrilled to be starting 2021 with such a strong line up. I welcome them to our growing company and look forward to seeing their expertise put to work.” Dan Fill, President, Dark Slope Studios.

The Dark Slope Studios team is rapidly expanding and is currently hiring for a Metaverse Producer, senior and intermediate Unreal Developers, Concept Artists and Game Designers. Interested applicants are encouraged to apply through the company’s Indeed profile. Dark Slope Studios strongly encourages applicants from communities who are currently underrepresented in our industry, including bipoc. We remain an equal opportunity employer and welcome everyone to our team. If you need reasonable accommodations at any point in the application or interview process, please let us know.

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.darkslopestudios.com for more information.


CONTACT:

Rakhee Sapra

Director of Marketing and Communications

DARK SLOPE
rakhee.sapra@darkslope.com

Call for Speakers for the VRARA London Panel: Shaping the Adoption of XR in Retail

Panel is on February 23rd, 4pm-5pm GMT

This will be a discussion regarding the key factors that are leading to the incremental adoption of AR/VR technology in retail.

AR/VR has already made inroads in the retail sector. Considering the benefits and ease of trade they offer, these technologies are here to stay. Major retailers across various sectors have already begun reaping the benefits of AR/VR technologies.

In this panel, we will specifically be discussing:

- The many different approaches: AR Point & Place, Virtual Showrooms etc. 

 - Integration into the shopping experience: WebAR vs Apps vs Social AR 

- B2B market: Convincing businesses that AR/VR is worth the investment 

 - The Customer Journey

If interested to speak or sponsor, email london@thevrara.com

VR/AR Bytes Podcast - new from VRARA Central Florida Chapter !

We are starting a VR/AR Association Central Florida Chapter Video podcast to showcase members of our local Chapter who are pioneers and leaders in the area of XR technologies. While everyone looks to Silicon Valley, Boston, Montreal and Austin for innovation they overlook the gold nuggets of innovation that can be found right here in Central Florida!

The show is called VR/AR BYTES and is a 5-minute interview with members,

My first guest is Sean Pinnock, CEO of CyberDream. Their VR Game titled Virtual Battlegrounds was the first military-style Battle Royale game in VR and made it to number 2 on SteamVR.

I would appreciate your ideas and feedback and also if you are interested in being on the show.


John A. Cunningham

Chapter President

VR/AR Association

Orlando-Central Florida

orlando@thevrara.com

visit us at https://www.thevrara.com/orlando

Bill Little joins VRARA Orlando Chapter Advisory Board

After nearly 36 years with NASA at Kennedy Space Center, William Little is pleased to join the VRARA Central-Florida-Orlando Advisory Board. Prior to retiring, Bill created and led of the KSC Augmented/Virtual Reality Lab. The AVR Lab’s charter is “… to investigate the AR and VR technologies coming onto the market, learn how they work, understand their strengths and weaknesses, and recommend potential applications of these technologies to the work we do at KSC, processing spacecraft, launch delivery systems, and ground support equipment.”

In his role as the AVR Lab lead, Bill made extensive use of NASA’s Office of STEM Education (OSTEM) and Pathways internship programs to bring students from colleges and universities across the country to KSC to work in the lab and learn about the growing world of Extended Reality (XR) research and development. His experience of mentoring members of the Artemis generation, along with his involvement in numerous public and education outreach activities for NASA, have instilled in Bill a passion for advocating STEM education at all levels, from elementary to post-graduate. Bill brings that dedication to the VRARA Advisory Board, and looks forward to continuing his advocacy of XR technology as a learning tool in government, industry, and academia.