Autodesk to exhibit at the VR/AR Global Summit

RSVP for our VR/AR Global Summit here

 

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Turn Autodesk's powerful, cloud-based software into the building blocks for your next tool or product.'

Connected Data; Cross-Platform Integration; Robust Infrastructure.

The cloud-based developer platform that powers the future of making things.

Data shouldn’t be locked in a silo. With Forge, everyone gets access to the data they need.

Learn more about Autodesk Forge here

RSVP for our VR/AR Global Summit here

Call for Partners for XR Experiences at our VR/AR Global Summit (Deadline is July 11th)

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The Summit's presenting sponsor has an exclusive opportunity to create a mixed reality experience for all 1000+ conference attendees. We are looking for partners who have access to licensed IP (movie/game/tv franchise) so we can bring virtual characters to life and into our physical world. 

Deadline is July 11th.

As a partner you will receive:
- Brand recognition
- Booth space ( 20 x 20 shared space with us)
- Access to attendee information
- Dedicated e-mail promotion leading up to the event
- 2 conference passes
- Media exposure
- Stage time

You will be responsible for
- licensing the media IP
- content, narrative and storytelling
- 3D modeling, animation for the virtual characters

We will be responsible for
- capturing the LiDAR scans of the space
- technical development of the experience
- media and promotion

 

If you’re interested in creating the world’s first and most compelling multiplayer mixed reality experience, apply here and tell us your idea!

VRARA Sydney Chapter powers ahead VR/AR in Education

Join our Education Committee here

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The VR AR Association Sydney Chapter powers ahead in building a huge community focused on VR AR XR in education. We presented a full house recently at the third event focused on VR AR XR in education training - the third event was on VR AR XR in Schools and followed the VR AR XR event in higher education. The fourth event in this series is on VR AR XR in stem planned for Aug 2018. 

Many thanks to Erica Southgate Brett Heil Bronwyn Moreton Danielle Cavill Kingston Lee-Young Marc Charette Kim Lykissas carlos dominguez James MacDiarmid Rajesh Kumar Puya Abolfathi for some great sessions. Thanks also to Joachim Cohen for his active participation,  Ric Holland for great photos, Gabrielle Weerasinghe for being a great host. 

Join our Education Committee here

UAE well set for VR Revolution

By Emma E Forrest

While VR location-based entertainment is big, the technology is also getting traction in the business and the public sector

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I’m under attack from hordes of zombies and I’m fighting to survive.

I shoot one after another but their numbers are increasing as they swarm towards me, growling and drooling as my field of vision fills with ominous green scratch marks. It’s only minutes before I wave my plastic gun in the air in surrender, and staff at Dubai’s Hub Zero gaming centre relieve me of my virtual reality (VR) headset and get me out of the game.

While my shrieking had drawn a group of concerned school children to the booth, the experience is one an increasing number of people want to enjoy.

“There is definitely growth and more interest in the market for VR and AR but still, it is the public sector driving it here as of now,” says Shujat Mirza, Dubai Chapter president of the global VR/AR Association, which supports VR and AR stakeholders in the region and has hosted forums at events at Dubai Technology Entrepreneur Centre and ioTX Dubai.

I’m told I’m not the first person to have made a show of themselves while experiencing one of the truly interactive virtual reality games at Hub Zero. VR immerses users in a 360-degree simulated reality environment and it’s surprisingly believable. The VR experience is even more intense at Ghostbusters-themed THE VOID, which recently moved to Hub Zero from The Beach, and incorporates sound, touch and smell into the experience.

 

Satisfaction

This sort of VR entertainment experience is often people’s introduction to this immersive technology, not least because the business world has not yet fully cottoned on to its benefits.

When VRstudios, the US firm that created the turnkey, fully interactive VR attractions at Hub Zero, first started, it found location-based entertainment (LBE) industries the most receptive sector.

“We found that many commercial enterprises will take time to evolve their operations to include immersive technologies and truly understand the impact VR can have on lowering cost, improving profit, shortening time to market, reducing change orders, and improving customer satisfaction and competitiveness,” says T Ron Davis, VRstudios’ chief marketing officer. “Meanwhile, the location-based entertainment world was beating on our door. LBEs understand the value and see it as a key element of bringing guests to locations to experience something they cannot get at home, in many cases something exclusive to the venue.”

It’s also an easy way to renew the experience of the customers, says Jean-Marc Bled, general manager, entertainment zone in leisure and entertainment operations at Meraas Holding, which runs Hub Zero: “Imagine if you have three or four different media then your customers can come three or four times, for a minimal cost because, of course, changing a media costs much less than changing a full ride or attraction.”

In the UAE, LBE is creating a buzz around VR but the technology is also getting traction in the business and the public sector, as reflected in the number of VR and augmented reality (AR) products (which lay digital images over the user's environment) showcased during February’s Innovation Month.

 

Experience

The market for VR and AR in the Middle East and Africa market is expected to increase from a value of $181.59 million in 2017 to $6 billion in 2020, according to international analysts International Data Corporation (IDC). While until now, consumer spending has accounted for most of that, IDC predicts that from this year, the consumer sector will give way to B2B segments including distribution and manufacturing.

“During Innovation Month, the Ministry of Climate Change and Environment used VR to educate the public on how our environment has changed and will change, through an immersive and interactive experience," says Mr Mirza. "The content of the VR experience displayed the past, present, and future of UAE.”

Meanwhile, Dubai Electricity and Water Authority (Dewa) has enlisted leading AR solution and hardware provider DAQRI to develop a "smart" helmet and glasses for its engineers, using AR software created by Dubai-based company Takeleap.

There are myriad business applications of VR, from car test drives to remote surgery, but Mr Mirza sees the most potential in the gaming, entertainment and real estate sectors in terms of growth, content and reach. He also sees promise in the education sector, retail and tourism.

Consumer brands are starting to get in on the act. Emirates and Etihad both have 360 VR products, and in 2016 hotel group Jumeirah introduced a VR app that allows guests to take an AR/VR tour of its properties using Google Cardboard goggles and their smartphones. More recently Ikea launched VR pop-up stores in Kuwait, Jordan and Morocco, to create an immersive shopping experience for customers who can’t visit bricks and mortar Ikea stores, and claims that has increased footfall by 19 per cent.

 

Adoption

Part of VR’s growth is down to the reduced cost of the hardware required, making it much more accessible to developers, down from tens of thousands of dollars to hundreds. VR equipment is also now more affordable for consumers, and consumer awareness has increased as a result. By attaching a VR headset like the Google Cardboard to their smartphone, anyone can create a VR or AR experience for as little as $15. Spending on AR/VR hardware elements is forecast by IDC to grow from $118m in 2016 to reach more than $3.2 billion in 2020.

It is consumer interest that is set to drive the industry, says Mr Mirza. “B2C will allow mass adoption and B2B will attract special projects, which will give the VR industry a boost and that necessary PR. Enterprise solutions will drive investments, and consumer-driven content will create acceptance and reach.”

Content is also crucial to driving the development of VR technology, he says. “In the hardware aspect, we already have global players that have launched products and are constantly upgrading, so we should just embrace and import from the already established big players but the key for market adoption is regional content. There are UAE-based VR filmmakers who are working on projects and have already created some amazing story-telling.”

Hassan Kiyany is one of these UAE content providers. He runs an agency that develops content for AR and VR, and most recently developed an immersive tour of UAE schools for the Ministry of Education.

“We've been working with some key government and private sectors helping them embrace VR in their marketing efforts and public awareness,” he says. “I believe VR/AR provides a new dimension on how we can engage, educate and entertain audiences.”

 

Cutting-edge

Government initiatives are helping to push the technology in the UAE, says Ashwin Venkatchari, research director for the Middle East, Africa and Turkey, for IDC. He gives the example of the Dubai Future Accelerator, a government programme in which cutting-edge technology companies from the West develop a product to address a specific challenge for a government entity, that they can then go on to launch in the business sector in the UAE.

It’s inevitable that Dubai adopts VR, says Mr Mirza, in order to fit with its smart vision. “I think VR and AR together will need to be embraced with a lot of attention here in UAE. If Dubai has to be the smartest city in the world VR, MR [mixed reality] and AI [artificial intelligence] must be at the core of it.”

He says the hype alone has inspired government entities into “talking and embracing VR as a technology which is going to improve human communication, create new career opportunities and attract investments”.

The challenge to developing VR in the UAE is getting big global players including HTC Vive, Apple or Google to take the market a bit more seriously, says Mr Mirza. He suggests they have an R&D presence in the region, to help groom local content talent to galvanise regional solutions which will encourage market adoption. The fact that US AR/VR company EON Reality, which offers products such as its Virtual Trainer, has opened a studio and training facility in collaboration with Higher College of Technology Dubai is a great step towards building a skilled workforce in the next years, he says.

The market also needs to evolve into a place where content or VR solutions for any sector can be made here by local players rather than copying what is being done in in the US or in the UK, says Mr Mirza. “Creative and imaginative minds who understand the applicability, usability and power of VR technology need to be given a platform to showcase their talent.” He says the annual GITEX Technology Week does this to an extent but the VR/AR industry needs a dedicated event.

 

Massive

He also suggests the region needs more support for local VR/AR start-ups which are creating regional content and coming up with good solutions for brands and corporations.

It’s something that Mr Kiyany has identified, which is why he recently kick started a hands-on storytelling MR lab to introduce young talent to the MR/VR/AR arena.

“We need more dedicated VR/AR labs, events and gatherings, to exchange the work and knowledge among everyone,” he says. “Companies would learn the best use of it. We lack access to the latest technology, hardware and software in general compared to the West. But at the same time we’ve got huge interest from everyone in the region to push for it.”

Mr Bled says once VR takes hold, progress could be rapid, especially in the games industry. “By 2020, I can see massive progress in this technology and streamlining as well. In the video game business it’s going to be massive,” he says. “Once really big players like XBox or Sony or Microsoft invest big money to do a proper VR game, it’s going to be a game changer.

Source 

 

Who Owns Augmented Realities?

Join our AR Cloud Industry Committee & Initiatives here 

 

This article originally appeared in Venture Beat by Mike Boland, SF Chapter Lead & Chief Analyst of ARtillry Intelligence

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Last year, a seldom-discussed event started to raise important questions about augmented reality’s geographic boundaries. A group of artists digitally “vandalized” Snapchat’s AR overlays of Jeff Koons’ sculptures throughout Central Park. It turns out that the AR revolution has revolutionaries.

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To be clear, they didn’t hack Snap servers to vandalize the graphics within Snapchat’s UI. Rather, they re-created and altered a separate static image. The protest was nonetheless to illustrate a point that public spaces shouldn’t be an open canvas for private companies to affix AR graphics.

But the bigger question this raises is: Who owns augmented realities? Ultimately, AR graphics aren’t happening in public spaces but in app renderings of those spaces. So technically, it’s not an issue of public domain, because anyone uninterested in specific AR graphics can simply not use those apps.

 

A scarce resource

But the concept this all leads to is scarcity. As examined by Super Ventures partner Matt Miesnieks, scarcity could be a source of value in AR, just like it is in the real world. This is because the geography that defines some AR graphics’ physical-world placement renders them relatively finite.

This geographic positioning for AR will be done primarily to add value through location-based relevance, nearby commerce, or local pride/emotion. But the secondary effect of that localization will be the same physical limitations that apply to real estate. Grounding AR in physical world relevance also adds value that’s analogous to the location-based and temporal relevance of a live event. It’s boosted by aggregate interest in a specific time and place. And it’s bound by finite atoms rather than infinite bits.

Pokémon Go has already tapped into this concept, as has its forbear, Ingress. And consumer AR apps developed in the coming months will likely find similar value in geographic and temporal scarcity. After all, this principle is fitting to AR’s inherent melding of the digital and physical.

Most of all, this contrasts the digital real estate that’s flooded and devalued lots of content in the internet and smartphone eras. Without scarcity, banner ads for example have been commodified by expanding ad networks and fill rates, thus driving down CPM value (and effectiveness).

And there’s a lot on the line. We at ARtillry Intelligence project consumer AR revenues to grow to $18.7 billion by 2022. That will mostly consist of in-app revenue for mobile AR experiences, which is the primary way that Pokémon Go has raked in over $1.4 billion to date.

 

The AR Cloud

In fairness, it should be noted that AR’s scarcity has a limit. Physical world real estate can only be exhausted on a per-app level. So more AR apps means less scarcity. And within a given app, there can be “layers” and filters (such as social graphs) that further expand or restrict digital inventory. “For this to work we’ll need a system of filters, because otherwise everything will be talking to you at once,” said Metaverse author Charlie Fink recently. “What’s useful in AR is very specific things that augment the world, showed in a time and in a way that you want so that it’s contextual.”

This all leads to the latest big topic in the AR/VR universe: the AR Cloud. In short, it’s a 3D map of the world that sits in the background. It defines spatially-anchored and persistent graphics, which  can be detected and shown by AR devices depending on what app you’re using.

Because 3D mapping data for the physical world is too extensive to store on device, the AR Cloud offloads that burden. It can dynamically feed AR devices with scene mapping and object recognition blueprints so they know what they’re looking at, then can overlay graphics in the right spots. This makes the AR cloud a sort of upgrade to Google’s mission statement to “organize the world’s information.” But instead of a search index delivered through typed queries, the AR cloud delivers information about an item on that item. All you need to do is point a camera at it (millennial-friendly).

And it’s not just a matter of consuming the AR cloud, but also creating it. That can happen through a sort of crowdsourced approach, where all of these outward facing cameras capture data to create a  visual map. So it perpetually builds over time, sort of like Google’s web index but for the real world.

In fact, Google already could have a head start through its Street View cars. And there are other mini-AR clouds such as Pokemon Go. But a true AR app economy could require a more universal and open AR cloud that’s tapped and fed by billions of phones. This is what 6D.ai is building via API.

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Nine-tenths of the law

This all gets back to the question of who owns AR graphics. Whether its a shared AR cloud or a proprietary one, there will likely be a centralized authority to define and enforce ownership. That could be a web-like entity (think: ICANN and DNS), but it will more likely be blockchain-based.

Without going too far down the buzzword rabbit hole, blockchain capability aligns well with the construction, maintenance and authentication needs of the AR Cloud. But until then, the system of establishing and enforcing AR graphics ownership could just be good old common law.

Case in point: A class-action suit was filed last year by property-owners across several states that were seeking damages from trespassing. The trespassers had one thing in common… they were playing Pokémon Go. But interestingly, the defendant in the suit was the game maker, Niantic. “The plaintiffs are actually alleging that the Niantic committed a form of ‘virtual trespassing,’ said Foley & Lardner Attorney Lucas Silva at January’s ARIA Conference. “The theory being that Niantic can control where these elements are placed and [they] have GPS coordinates.”

This may seem silly, but it’s important. At AR’s early stages of adoption and cultural assimilation, case law will set precedent. And for a sector that’s already a bit fragile in its infancy, legal impediments could stunt growth further. And that could impact the way the AR cloud operates. “The court had a chance to dismiss the case early on and did not, suggesting that maybe this claim does have a little more legs than some people would have thought,” said Silva. “I think this is a case that has potentially far-reaching implications for augmented reality.”

It will be particularly contentious wherever money is changing hands, such as AR advertising. Questions will face courts such as ownership of digital ad inventory when there are AR overlays on private property (or on other ads). There could be similar gray area in retail & commerce. “If you are in a Lowe’s store and you’re using a wayfinding app, what if the owner of that store, presumably Lowe’s, rents space from the owner of a strip mall?” Silva posed. “Does that strip mall owner potentially have to sign off on the placement of these virtual elements?”

Whether it’s shopping or vandalized art, legal governance of AR “ownership” will be a moving target over the coming years. Meanwhile, decisions could defer to legal precedents that rule physical property ownership. Possession could end up being nine-tenths of the law in AR too.

Disclosure: The author is an analyst for ARtillry Intelligence, an independent research firm whose data was cited in this article. He has no other  financial stake in the companies mentioned in this post, nor received payment for its production. Disclosure and ethics policy can be seen here.

Mike Boland is Chief Analyst of ARtillry Intelligence, San Francisco lead for the VR/AR Association and former tech journalist.

Source

Call for Participants: San Francisco VR AR Ecosystem Report

VRARA SF Chapter is producing an industry report on the San Francisco VR AR ecosystem to promote SF companies and organizations involved with immersive technologies and media. Would you be interested to have your company featured in this report or sponsor the report? If yes, then let us know at info@thevrara.com 

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As the world's technology epicenter, San Francisco and Silicon Valley have become hotbeds for VR and AR. VRARA positions companies of all sizes to capitalize on this next major computing platform shift.

The report will specifically highlight the following:

  • Size of the SF market
  • Number of relevant companies in SF
  • List of companies and company info (size: number of employees, revenue; vertical, customers)
  • Reasons why company is based in SF
  • Needs and hopes from and for the SF ecosystem

If you have any questions or are interested in being featured or sponsor, please reply to this email or email info@thevrara.com

Member Spotlight: Morfus Mixed Reality

We caught up with Sean Huang, CEO and Co-founder of Morfus VR, to discuss his inspiration for Morfus, XR's disruption of the architectural industry and why portable VR is the future of Virtual Reality

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Tell us about yourself Sean - who are you and where does your company Morfus fit in the VR/AR industry?

I am the CEO and Co-founder of Morfus Mixed Reality, a Vancouver and Shanghai-based mobile VR company specialized in property technology. At Morfus, we convert any 2D or 3D design and model into a fully interactive mobile VR walkthrough for easy visualization and collaboration purposes between creatives.

Going off the question above, what problem are you trying to solve, and particularly within spatial and architectural design?

Each year architectural designs in all format of conceptual renderings or models are used to show clients what the finished building would look like even during the pre-planning stage. Yet, studies indicate that more than 65% of end users often find huge discrepancies between what is being shown before and what is actually being built after. This is due to the lack of visualization and immersion offered as client experience. Since few years back there has been a lot of companies out there in the VR space helping to tackle this problem by letting user walk through a space using PC based VR solutions such as VIVE, however these solutions are costly and users are stuck in a confined space with an expensive headset that needs to be powered by a strong PC unit. At Morfus we take this solution and deliver it on mobile where people can enjoy a live 3D walkthrough and use it as a collaboration tool without having to go out to buy a VIVE.

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Why and how did you come across VR/AR space? Tell us how you first got involved with the technology.

Morfus was started when I wanted to build my own company to stray away from the corporate sales environment. I was a sales manager working at Telus when I met my co-founder and CTO, Avetis, who worked under me during our B2B campaign. One morning on a coffee break we started talking VR after seeing an article featuring Google Daydream, after some thoughts, he proposed the idea of virtual reality as a good solution to real estate since real estate was always a hot topic. Since then I grouped together our other co-founder, Albert and the three of us had started out working on a mobile VR game as a test run while dabbling on some real estate VR solutions on mobile, primarily with using 360 to capture the interiors of houses. However, after researching the Vancouver landscape we found a lot of companies already doing this and more companies were rendering 3D models on PC based VR platforms so we felt focusing on conceptual designs would be more innovative and original especially on mobile.   

At that time coincidentally enough, my friend had purchased an empty lot in Vancouver and was working with contracted developers and architects to build up his ideal home. 

However at that time there were only the conventional floor plans and static renderings he could use to visualize the house as well as sending it to his wife, who was overseas in China. After the house was built they realized there was a huge discrepancy compared to the original designs and ended up spending more money and wasting time renovating and taking apart the walls. It was at this time that my co-founders and I decided to come up with a visualization tool using the power of VR and the accessibility of mobile. 

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What is your proudest work your team has produced so far?

Our proudest work is being able to develop an actual use case for mobile VR in terms of solving the problem of communication and response time between remote teams. Since finishing Chinaccelerator Batch 12 we have not only landed government backed projects but as well we have started engaging in bigger partnerships with city planning and infrastructure maintenance.  

As with any form of innovation in technology, VR/AR/MR is drawing more and more attention and investment due to its potential to make people’s lives better, more efficient, and smarter. Tell us how Morfus is leveraging immersive technology to achieve this.

At Morfus, we want to make this new technology as intuitive and accessible as possible. I feel mobile VR is often overlooked by AR and PC based VR platforms like HTC VIVE or the Rift (their standalone headset counterparts fall in the same category as well) as a "dumbed down" cousin but if we can take a step back and realize that being able to access VRARMR solutions on any smartphone is far more invaluable than creating a cool content on PC based VR. Given our team's sales background and knowing how to promote, sell, and execute a new product in a way that is very easy for people without prior VR knowledge to pick up is crucial to our success with our clients today.

Also, another proud moment we had was getting into top 18 companies out of 200 to present at TechCrunch's Shanghai Startup Competition semi-finals where it shows how a foreign company in VR can out-compete a lot of local companies in the same space, as well as being featured in Forbes China.

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Morfus has focused on working with clients to create immersive walkthrough experience. Is there a particular reason why you chose this area?

We chose this area simply because we have encountered spatial awareness problem among clients of architects, designers all the way to real estate developers. 

It’s interesting that you are focused on creating applications primarily for mobile VR use, due to its accessibility compared to VR headsets that require PC. Still, what we notice is that consumers are still learning about the technology and it’s a relatively new idea. What has been the biggest barrier of adoption you see even with mobile VR use? 

I feel the reason why this industry has yet to take off to hit critical mass is due to the majority of people out there seeing VR as a high-grade equipment that is both costly and troublesome, yet most companies out there in B2B focused sectors especially in architectural or real estate are not innovating in a way to help make VR more accessible and intuitive for people to adopt.

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What are your thoughts on VR/AR industry in Vancouver? How can companies, communities, institutions help to foster growth and adoption?

There are a lot of brilliant tech talents in Vancouver for VR/AR, however, compared to China the demographic of VR companies here are very behind in terms of making VR and AR very accessible to people that have no prior knowledge to VR. In China, you have companies pushing mobile plays for industrial use cases and advanced military simulations.  

 I feel the reason why this industry has yet to take off to hit critical mass is due to the majority of people out there seeing VR as a high-grade equipment that is both costly and troublesome, yet most companies out there in B2B focused sectors especially in architectural or real estate are not innovating in a way to help make VR more accessible and intuitive for people to adopt. I mean sure with PC based VR solutions you can generate better graphics than mobile but at the end of the day if we want to see VR/AR blow up we have to consider how to bridge the gap between industry professionals in the space with people that are illiterate in immersive technology. 

How companies or organizations here can foster growth is to partner up with foreign firms and recruit talents from other parts of the world, the VR/AR association does a fantastic job into creating a cross-border ecosystem to foster growth for this industry. 

As a member what do you wish people knew about VR/AR Association, especially in Vancouver?

To be very transparent I was reluctant to join at first since we were moving some of our operations to Shanghai but after being connected with Dan and people at the VR/AR association I would say for any VR/AR enthusiast whether you are in a startup or working for one to definitely consider joining. The community and support provided through VRAR Association have been great in terms of helping developers and industry professionals stay up to date on the latest VR/AR/MR trends as well as connecting people together. 

What can we expect from Morfus in the next year? 

Amazing things are coming in the next year! We will be announcing more stuff as we go along but now I can say for certain we have decided to expand into Asia as well as applying for a government-backed accelerator program in Dubai referred to us from a fellow batch company out of Chinaccelerator where we plan to work with the Dubai government on tackling technological challenges. 

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VR/AR Companies Need To Attract More Women. Here’s How They Can.

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VR Scout article written by Kate Wilson and Dan Burgar

With the industry growing hungry for female influence, women in VR has never been more important.

In the early nineties, a TV studio took a risk. Executives were casting for a character named Dana Scully: a supporting role, they envisioned, being played by a woman with the same physical attributes as Pamela Anderson. Despite that brief however, The X-Files producers ultimately chose actor Gillian Anderson. Turning Scully into a fierce, whip-smart medical doctor, the newcomer offered a portrayal of a female leader in STEM that was missing from mainstream pop culture.

The performer’s high profile allowed young women to imagine themselves in her position for the first time. Soon after, something unexpected happened. A few seasons into the show’s run, institutions saw a huge uptick in women’s enrollment in university technology and science courses. They dubbed the phenomenon the “Scully Effect”.

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It’s an experience that many want to see translated into the world of VR.

Like most areas of the tech industry, the sector is guilty of a gender imbalance. With individuals moving into the business from areas such as VFX and animation – traditionally male-skewing professions – VR and AR companies typically have more men than women on the payroll.

On top of that, organizations are often segregated by gender roles. While project management, HR, or marketing jobs might be handled by female employees, very few companies hire an equal number of male and female developers. As a result, women looking to move into technical positions in the industry lack visible role models.

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In the view of Joanna Popper, global head of virtual reality for location at HP, it’s vital that women become more observable in all areas of the VR industry.

“I support the principle of ‘see it, be it’,” she says. “It’s important to look at who’s getting quoted in articles, who’s getting the opportunities to step into executive jobs, who’s onstage at panels, and what part women play at every level of the company. When it’s possible to physically see women in high-ranking positions, it encourages more women to enter the industry.”

There are many reasons why VR companies should be trying to attract more female employees. For profit-driven directors, the most convincing is the impact on their bottom line. Numerous studies – most notably that published by McKinsey in 2015 – have revealed that hiring more women, and promoting them to leadership positions, correlates with significantly higher profits. Reports showthat having a diverse upper-level management leads to better decision-making, which allows companies to create better products, and shape a healthier culture.

By placing women in supervisory roles, companies can tap into a fresh pool of experiences. Marginalized groups – both women and people of colour – tend to see different problems, and can therefore solve alternative issues. Female-led company Vantage Point, for instance, provides sexual harassment training in VR, while businesses like Virtro create colourful games as an alternative to gory first-person shooters. Virtual reality is, quite literally, a technology that portrays different views. When companies create more varied teams, it opens up a bigger market share.

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Despite understanding how a gender-balanced office can improve their business, though, VR organizations are often slow to adopt tactics to boost their female representation. In the view of Amy Peck, founder and CEO of EndeavorVR, there are a few easy ways for companies to start.

“I live by a principle called ‘me plus three’,” she says. “I take a look around and identify the three women closest to me who I can move the needle for, and make a difference to their career. As each person participates, that three becomes 30, and that 30 becomes 300, and it grows exponentially from there. Both men and women can use the strategy, and it’s important that they do, because we need to galvanize together as a team. We’re all on the same side... Read the full VR Scout article here

Image Credit: VRScout / Amy Peck / Joanna Popper / Martina Welkhoff

Atheer sponsors the VR/AR Global Summit

Register for the VR/AR Global Summit here 

 

Atheer is the pioneer of AiR™ (Augmented interactive Reality) Computing and the standard for AR in the enterprise.

Porsche Cars North America uses Atheer’s flagship AiR™ Enterprise augmented reality platform in its development of “Tech Live Look” and was able to reduce service resolution times in its dealerships by up to 40%. Read here

We decided to be a sponsor of the VR/AR Global Summit as a great way to share our experience in the exciting and fast-growing Enterprise Augmented Reality market with a global audience. We recognized it as an event to network with potential and current partners and customers, as well as demonstrate the power and capabilities of our own AR platform for enterprise. We also look forward to the opportunity of speaking at the event and getting insights from other leaders in the sector.
— Geof Wheelwright, Atheer

100 Companies already part of our NYC VR AR Ecosystem Report

Enter your email to receive this report:

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VRARA NYC Chapter is producing an industry report on the NYC VR AR ecosystem to promote NYC companies and organizations involved with immersive technologies and media. Would you be interested to have your company featured in this report or sponsor the report? If yes, then let us know at info@thevrara.com 

Given NYC is a metropolitan hub for national & international businesses, institutions, and organizations, this report will represent the brilliant minds all over the VR/AR ecosystem, from original content creators & creative distributors to innovative hardware companies to ambitious researchers.

The report will specifically highlight the following:

  • Size of the NYC market

  • Number of relevant companies in NYC

  • List of companies and company info (size: number of employees, revenue; vertical, customers)

  • Reasons why company is based in NYC

  • Needs and hopes from and for the NYC ecosystem

If you have any questions or are interested in being featured or sponsor, please reply to this email or email info@thevrara.com

A sample of the report's infographic and list of companies already included is shown below:

  • Brave New World

  • Brick Simple

  • Confideo Labs

  • Inception

  • Lampix

  • Media Combo

  • Nice Shoes

  • NKLS Media

  • Oblix

  • OffWorld Laboratories

  • Rutgers Prep

  • Saber VR

  • Sketchfab

  • SMACAR Solutions Inc.

  • StudioPath

  • ThirdEye

  • Touchstone Research

  • ViuSpace

  • VRSim

 

If you have any questions or are interested in being featured or sponsor, please reply to this email or email info@thevrara.com

VR/AR Global Summit Announces Presenting Sponsors

Register for the VR/AR Global Summit here

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The Summit brings together world leaders in the space of VR/AR/MR to discuss the present and future of immersive technologies.

VANCOUVER, CANADA (PRWEB) JUNE 20, 2018

Today the VR/AR Association (VRARA) announced their partnership with Shape Immersive and Victory Square Technologies as the Presenting Sponsors for the VR/AR Global Summit to be held in Vancouver Canada in September 2018. The VR/AR Global Summit brings together world leaders in the space of VR/AR/MR/XR to discuss the present and future of immersive technologies.

Shape Immersive is a new spatial data exchange startup incubated by Victory Square Technologies that aims to make spatial data universally accessible so anyone can create scalable and persistent AR/MR experiences. The startup is only four months old, but it had already demonstrated the world’s first and most spatially accurate multi-player MR experience at TED 2018 and Augmented World Expo.

“Vancouver is poised to become a leading international hub for VR/AR, and we can’t be more excited to partner with the VR/AR Global Summit,” said Alex Chuang, Co-founder and CEO of Shape Immersive. “In the next few years, advancement in immersive technologies will allow us to interact with digital information in a more natural and intuitive way. We're excited to support the growth of knowledge and partnerships for immersive technologies across all industry verticals."

Shape Immersive and Victory Square Technologies will also be hosting a Pitchfest at the Summit, featuring judges from The VR Fund, Women in XR Fund (WXR), GFR Fund and SuperVentures and more. The Pitchfest will take place on Friday, September 21, 2018 at the event, with a grand prize of USD $15,000. Submissions will open on June 26th, 2018.

The VR/AR Global Summit will take place from Sept 21-22, 2018 at the newly launched Parq Vancouver, a casino and entertainment complex in Vancouver Canada. The event will feature dynamic keynotes, collaborative conversations, workshops, creative hubs, demos, exhibits, breakouts and amazing VIP events. It will showcase the best, and most interesting projects, that the industry has to offer.

Speakers at the conference include representation from The Vatican, NASA, HTC Vive, IBM Watson, Amazon and more.

“Having the support from Shape Immersive and Victory Square Technology as a Presenting Sponsor of the VR/AR Global Summit is truly an honor, and is helping to bring together a global community of some of the brightest minds in the VR and AR industry, as well as some of the leading brands utilizing VR and AR technologies,” said Nathan Pettyjohn, President of the VR/AR Association.

The Vancouver VR/AR/MR Ecosystem is the second largest in the world, with over 200 companies that are documented working in this technology. Other great Cascadia sponsors for the Summit include Microsoft, YDreams Global, Atheer, Blueprint Reality, LlamaZoo, and many others.

The VR/AR Global Summit will take place September 21-22, 2018 in Vancouver Canada.

For press inquiries or for more information please visit the website at http://www.thevrara.com/vr-ar-global-summit

To get involved in the Summit, please contact Anne-Marie Enns, Executive Producer at am@thevrara.com

 

About Shape Immersive

Shape Immersive is building a decentralized marketplace that will make geospatial data universally accessible so that anyone can create scalable, persistent and multi-user Augmented Reality experiences. By using blockchain technology, Shape Immersive aims to build an open and meritocratic network that empowers a distributed workforce to provide and validate geospatial data.

About VR/AR Association

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

Atheer AR Insights: Enterprise Q&A with Kris Kolo, VRARA

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AR Insights: Kris Kolo, Global Executive Director of the VR/AR Association

Our AR Insights interview this month is with Kris Kolo, Global Executive Director of the VR/AR Association, an international organization of more than 4000 companies and 20,0000 individuals. It is designed to "foster collaboration between companies and people in the VR and AR ecosystem that accelerates growth, fosters research and education, helps develop industry standards, and connects and promotes member organizations". 

In this role, Kris has worked with organizations across the AR and VR sectors and has some unique perspectives to offer on the direction of these vital technologies - and how they are being applied in both the consumer and enterprise markets.

Prior to the VR/AR Association, Kris was in the business of working with AR and VR in commercial settings, as an entrepreneur, author and patent-holder. He was an executive at Verizon and Toys R Us, applying AR technology to common use cases. At Toys R Us, he worked on digital in-store initiatives and shopping solutions, incorporating AR from Metaio (acquired by Apple). 

At Verizon, Kris was responsible for Media, Entertainment, and Location-Based apps & platforms; Kris was collaborating with Wikitude to integrate AR into Verizon's GPS Navigation.

He also launched the Verizon Developer Program.  In addition, Kris was an Advisor, Board Member, to FlyBy Media, an AR tech startup, acquired by Apple. As an entrepreneur, Kris was the Co-Founder of Spime Inc, a Silicon Valley GPS startup acquired by Trimble.  Kris holds graduate degrees from MIT. Here are his thoughts on Augmented Reality for the enterprise.

Q) As you look back on the last three years and the massive growth you have seen in the VR/AR Association, what’s been the most significant development you have observed in the evolution of augmented reality business for enterprises - in terms of use cases, adoption, new entrants/exits from the market or industries?

A) Big companies like UPS, DHL, Boeing, and Walmart to name a few, are using the technology and solutions for making work / employees more effective (less errors, better training), resulting in lower costs and better customer service. For example, in our VRARA Virtual & Augmented Reality for Business White Paper we note that ‘digitizing your training with VR also unlocks complete session recordings & training data. Completion rates, behavioral patterns, and even compliance metrics may be surfaced using analysis tools built for virtual reality.’(p7)

Q) When I look at your member list – and the range of countries from which they hail – it looks like VR and AR development is growing massively around the world. Are there locations – or applications – in any region that surprise you? Are there trends you’re seeing in terms of which kinds of development are taking place in which countries?

A) Vancouver keeps surprising us as one of our most active chapters and the government just invested $1B CAD - most of which will go to VR/AR. With that said, all of our global chapters have impacted growth in the industry which is why created a chapter for that location.

Q) There’s a lot of industry analysis which suggests that 2018 will be the year in which a lot of enterprise customers conduct pilots and trials of Augmented Reality – and that 2019 and 2020 will be the years in which we’ll start to see widespread adoption, as companies see clear evidence (both from their own pilots and those of their competitors) of the value they are seeing. Does that fit with what you are seeing?

A) Yes - again in our Business White Paper, we acknowledge that ‘much like the beginning of the internet, early adopters will be ahead of the game, and complacent companies may find themselves left behind. Companies that are on the fence about immersive technology should begin with a reasonable investment into discovery and proof of concepts.’(p9) VR/AR pilot adoption is happening and companies are getting valuable data and process information for what works and what does not for scale opportunities.

Q) Based on your extensive knowledge of the sector, what is the biggest barrier to adoption of AR technology by enterprise customers – and how has that changed in the last few years?

A) Cost of hardware and custom solutions are the usual suspects for barrier to entry. However, with every proven use case and new solution being rolled out, the costs are both manageable and coming down. Depending on the requirements of any product, VR/AR technology solutions more than meet the ‘right fit’ for investment in enterprise as well as other sectors.

Q) AR capabilities are being added to iOS and Android phones and tablets (through ARkit and ARcore, respectively). What impact do you think that the existence of some of the many smartphones and tablets with at least basic AR capabilities will have on the development of AR applications for enterprises? Do you see a future where perhaps apps will scale from basic versions on a smartphone to more full-blown offerings on AR headsets?

A) We are already seeing an impact. For example, Bosch has an AR repair system where the user holds the phone or tablet over a car engine and it walks you through the repair process. Another example, is the company Relay Cars that has a VR sales tool; ‘which allows car manufacturers to choose their own environment and showcase their vehicles in a unique way without having to pay for development of their own discreet application.’(p13) Moreover, if the business case makes sense, then yes, apps will scale depending on their target industry.

Q) Do you see a shaking out of standards for interaction - such as touch, gestures, voice and head motion - for AR devices? These features are being introduced on lots of devices right now, but it seems likely that - at some point in the not too distant future - there will be a user-driven need to coalesce around some standards for interaction. What do you think?

A) At the moment standards are being solidified on a high level for development. From a user perspective, standards around interaction are always in flux because the technology is rapidly developing. Still, all interaction should consider the user first, second and foremost in the development process. If your user is not happy, then you have a fail - plain and simple.

Source

XR's Road To $61 Billion

This post is adapted from ARtillry’s latest Intelligence Briefing, XR Global Revenue Forecast 2017-2022. It includes some of its data and takeaways, including original market sizing and forecasting. Subscribe to ARtillry Insights for the full report. 

XR Revenue Overview.png

Many AR and VR (a.k.a. XR) stakeholders claim that their market sizes will be massive. But how big are they, and how big will they realistically get? ARtillry Intelligence has quantified these sectors and their moving parts in precise terms. The result is our latest XR revenue forecast.

At a high level, we project global XR revenue to grow from $4.2 billion last year to $61 billion by 2022. That consists of AR, VR and the enterprise and consumer segments of each. That includes lots of moving parts, which all come together in an extensive financial model.

One common thread among these sub-sectors is that there will be a tipping point for both adoption and monetization in the 2019-2020 time frame. After that point, growth will accelerate and get over the consumer and enterprise adoption humps that persist today.

Breaking down the sub-sectors and their drivers, enterprise AR will hold the largest share of revenue in the outer years of our forecast. Scale will result from wide applicability across enterprise verticals; and a form factor that supports all-day use and clear ROI.

Adoption is currently dampened by organizational inertia, enterprise risk aversion and sales cycles. These factors will continue to stunt enterprise AR growth but will be outweighed eventually (2020) by the momentum, support and ROI realizations that are currently building.

Consumer AR will be the second largest revenue driver. Near term revenues will be mobile and software-centric (mobile device sales aren’t counted as XR revenue). That includes premium apps and in-app purchases — mostly the latter as validated by Pokemon Go and others.

Consumer VR takes the third spot for revenue in outer years, and be hardware-dominant in the near term as an installed base is established. Over time, software (apps & games) revenue will gain share, built on that installed base and benefiting from faster refresh cycles than hardware.

And the headline within consumer VR is standalone headsets like Oculus Go. At a $199, it hits a sweet spot for quality and affordability, and we project it to reach unit sales of 1.3 million this year. Given a gift-able price point, the 2018 holiday quarter will be a “moment of truth” for Go.

Lastly, enterprise VR takes the final spot among XR sub-sectors. VR will be stronger as a consumer play due to relative shortcomings in the enterprise like isolation, which inhibits industrial job functions. However, it will find value in areas like training and data visualization.

There are lots of other moving parts and inclusions within the above categories, such as XR advertising (included in enterprise AR & VR) and Location Based VR. It’s all broken down in the full report which you can preview here, including details on what’s included and not included.

And we’ll be revisiting excerpts and nuggets from the full report in the coming weeks as we unpack and analyze forecast components. There are lots of individual areas within the XR universe that are ripe for strategic takeaways and value creation. There will be a lot to discuss.

Preview more of the report here and subscribe to ARtillry Insights to access the whole thing.

HumanEyes Technologies Sponsors the VR/AR Global Summit

Register for the VR/AR Global Summit here 

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Founded in 2000, HumanEyes is a team of veterans in the 3D and animated content creation, display and processing and a pioneer of the lenticular printing solutions for the Graphic Arts industry. With over 70 patents in various fields of 3D and photographic 3D, we have become experts in VR and computer vision. We believe Virtual Reality will become a major communication platform and Humaneyes will be a leading player in its VR ecosystem.

The VR/AR Global Summit may well be the catalyst the industry needs to accelerate and monetize this next phase of immersive and interactive technologies. Humaneyes Technologies has elected to not only attend but also sponsor the event, capitalizing on networking, collaboration, teaching and learning opportunities from the industry’s brightest minds.
— Jim Malcolm, GM, HumanEyes Technologies (Vuze)

Register for the VR/AR Global Summit here 

La Camila: VR Animation for Cinemas & Arcades

 
 
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Jak Wilmot is a storyteller based out of Atlanta, Georgia and co-founder of VR studio, Disrupt! He loves film, games, & coffee. His newly released VR experience, La Camila, is available for Vive & Oculus. He joins VRARA's Storyteller Davar Ardalan to talk about animation techniques in VR and why his focus is on distributing at cinemas and arcades versus digital sales.

 

1) How did you get into VR?

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Throughout high school I dabbled in 3D animation, releasing short films on YouTube and experimenting with game-based storytelling. So when the current gen VR headsets were released, it was a medium that felt like the perfect mixture of gaming, storytelling, and animation. From there, my business partner Jordan and I combined talents to create Atlanta's first VR animation studio, Disrupt.

 

2) Tell us more about La Camila, based on Coelho's The Alchemist.

So La Camila was born out of a late night reading of Coelho's The Alchemist. I was captured by the concepts discussed in the book: finding one's path, working with the world around you, keeping balance in the face of chaos. The goal was to create a world that deals with those heavy themes, while also remaining lighthearted with goofy sheep & a father/daughter story.

 

3) What engagement sensibilities come with VR animation

I'd say I'm still figuring engagement out. It's a balance between keeping the viewer focused on your characters but also providing pathways that they can discover on their own. For example, I don't explicitly say what has happened to Camila's mother; however, if you physically move into her father's room, you can see a family portrait.

 

4) How are you monetizing your work in VR?

With the headset user base being objectively small, we've focused on distributing via location-based VR cinemas & arcades, rather than digital sales.
 

5) Where do you see the industry heading in the next 2 years?

My hope is that AR/VR HMD's will be designed to look more appealing. The tech is there, but until a teenager wants to wear one in public, it will still be a niche device. For instance, my generation didn't carry around blackberry even though it was more capable than a flip phone. Only until the iPhone rolled around mixing style with tech would you see them in the lunchroom.

 

Davar Ardalan is the founder and storyteller in chief of IVOW, an AI-powered storytelling agency, and Stanford Affiliate. Ardalan is also the Co-Chair of the the Storytelling Committee of the VR/AR Association and has been recognized with a 2017 NASA Team Leadership award for Space Apps, a Gracie Award from the American Women in Radio and Television and a shout-out in the popular comic strip Zippy.





 

Davar Ardalan

VRARA | Co-Chair, Storytelling Committee

IVOW | founder and storyteller in chief

www.ivow.ai  l Twitter @idavar

YDreams Global Sponsors the VR/AR Global Summit

Register for the VR/AR Global Summit here 

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About YDreams Global

YDreams Global Interactive Technologies Inc. (www.ydreamsglobal.com) is a technology company with offices in Vancouver, Dubai, São Paulo and Rio de Janeiro, that combines VR and AR Technology, Design and Intelligence to respond to the challenges and demands of today's users and consumers.

YDreams Global works as a partner for companies and brands to reframe their strategy through relevant human-centered ventures that integrates digital experience with the physical presence and venues. YDreams Global anticipates future challenges and connects them with the needs of the market, building innovative concepts and delivering them with international excellence.

YDreams Global have developed over 1,000 projects for clients all over the world, such as Disney, NBA, Adidas, Cisco, Nokia, Nike, Mercedes Benz, Coca-Cola, Santander, AmBev, Qualcomm, Unilever, City of Rio and Fiat.

Why did we Sponsor the VR/AR Global Summit

YDreams Global was received by the city of Vancouver and the VRARA Vancouver Chapter with open arms. We instantly felt part of a community, of a hub and it has been not only extremely helpful but we now feel part of a movement that is molding a new industry.

Being a sponsor of the VR/AR Global Summit and an active member of the VR/AR Association represents to us a chance to give back and the opportunity to welcome outside companies the same way we were received to create connections with different hubs with the goal to find complementary views and experiences.

We are looking forward to this Summit and believe that this will become the most meaningful event for the VR and AR industry.
— Daniel Japiassu, CEO, YDreams Global

New Report: AR’s Future Hinges on an ‘Internet of Places’

This post is adapted from ARtillry’s latest Intelligence Briefing, AR Cloud and the ‘Internet of Places.’ It includes some of its data and takeaways, including original survey research. Subscribe to ARtillry Insights for the full report. 

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It’s often forgotten that about $3.7 trillion is spent in consumer retail purchases in the U.S.. Of that, $300 billion (8 percent) is spent in e-commerce. This means that offline brick & mortar spending – though often overshadowed by its sexier online counterpart – is where the true scale occurs.

But digital media like mobile search is still impactful. Though spending happens predominantly offline, it’s increasingly influenced online. Specifically $1.7 trillion (46 percent of that $3.7 billion) is driven through online and mobile media. This is known as online-to-offline (O2O) commerce.

O2O is one area where AR will find a home. Just think: is there any better technology to unlock O2O commerce than one that literally melds physical and digital worlds? AR can shorten gaps in time and space that currently separate those interactions (e.g. search) from offline outcomes.

We’re talking contextual information on items you point your phone at. AR overlays could help you decide where to eat, which television to buy, and where to buy the shoes you see worn on the street. This is what ARtillry Intelligence calls “Local AR,” and it will take many forms.

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Visual Search

One of the first formats where Local AR will manifest is visual search. If you think about it, AR in some ways is a form of search. But instead of typing or tapping search queries in the traditional way, the search input is your phone’s camera and the search “terms” are physical objects.

This analogy applies to many forms of search, but is particularly fitting to local. Traditional (typed) local search performs best when consumers are out of home, using their smartphones. This is when “buying intent” is highest, and when click-through-rates and other metrics are highest.

Furthermore, proximity-based visual searches through an AR interface could gain traction if our recent consumer survey research is any indication. Among the categories and types of AR apps that consumers want, city guides, in-store retail and commerce apps showed strong demand.

These proximity-based searches are conducive to AR because the phone is near the subject (think: a restaurant you walk by), and can therefore derive information and context after mapping it visually. This really just makes it an evolution of a search query… but done with the camera.

“A lot of the future of search is going to be about pictures instead of keywords,” Pinterest CEO Ben Silberman said recently. His claim triangulates several trends: millennials’ heavy camera use, mobile hardware evolution, and AR software (such as ARkit) that further empowers that hardware.

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The Internet of Places

These are some reasons why Google is keen on AR. As is common to its XR initiatives, Google’s AR efforts are driven to advance its core business. In other words, to continue dominating and deriving revenue from search, it must establish a place in this next visual iteration of the medium.

“Think of the things that are core to Google, like search and maps,” said Google XR Partnership Lead Aaron Luber. “These are core things we are monetizing today and see added ways we can use [AR]. All the ways we monetize today will be ways that we think about monetizing with AR.”

For example, a key search metric is query volume (along with cost-per-click, click-through-rate and fill rates). Visual search lets Google capture more “queries” when consumers want info. And these out-of-home moments, again, are “high intent” when monetization potential is greatest.

These aspirations will manifest initially in Google Lens. Using Google’s vast image database and knowledge graph, Lens will identify and provide information about objects you point your phone at. For example, point your phone at a store or restaurant to get business details overlaid graphically.

This can all be thought of as an extension to Google’s mission statement to “organize the world’s information.” But instead of a search index and typed queries, local AR delivers information “in situ” (where an item is). And instead of a web index, this works towards an “Internet of places.”

But before we get too carried away in blue-sky visions – as is often done in XR industry rhetoric, trade shows and YouTube clips – it’s important to acknowledge realistic challenges. There are several interlocking pieces including hardware, software and most importantly… the AR Cloud.

Subscribe to ARtillry Insights to access the full report.

You can now Order the HoloSuit on Kickstarter!

Kickstarter page

HoloSuit is the world’s first affordable, bi-directional, wireless and easy to use full body motion capture suit. With options for 26 or 36 embedded sensors and 9 haptic exciters dispersed across both arms, legs and all ten fingers combined with 6 embedded buttons - HoloSuit captures the user’s entire body’s movement data and uses haptic feed back to send information back to the user, for scenarios including sports, healthcare, education, entertainment or industrial operations.

HoloSuit was showcased to the public for the first time at AWE 2018. In addition, the company has initiated Kickstarter and Catapooolt campaigns to jumpstart mass production of the HoloSuit smart clothing products.

HoloSuit brings VR/AR/MR to the mainstream by providing a clean and natural interface with no learning - how your body moves in 3D space to control your interaction with VR/MR/AR devices by being able to: 

  1. point to far away things, 
  2. touch nearby things and 
  3. feel them through haptic feedback. 

This is similar to how iPhone brought smart phone to the mainstream by digitizing your fingers, HoloSuit is just extending when iPhone did with fingers for 2D surfaces to your entire body for 3D spaces (real or virtual).

So any help we can get in trying to spread the word on HoloSuit will help drive the whole XR ecosystem. Look forward to your support in that.

How to Order

You can buy HoloSuit Jacket, Pant or Gloves a la carte or an entire suit on Kickstarter or Catapooolt.

 

HoloSuit in the News

Holosuit is a game changing technology that uses haptic feedback to let  people truly enter the VR world for gaming and sports while allowing training for situations like medical and military - Forbes.com

The HoloSuit haptic suit, available on Kickstarter - realovirtual.com

36 (sensors) should make for some pretty incredible precision. - Wareable

HoloSuit Offers Full Body Motion Tracking With Haptic Feedback -geeky-gadgets.com

Kaayatech showcased its groundbreaking HoloSuit motion-capture suit, allowing users to fully immerse themselves - eweek.com

New Holosuit Strives to Up Your Golf Game - vrfitnessinsider

Kaaya Tech’s HoloSuit MoCap System Features Haptic Feedback For Training Simulations - Tom's Hardware

A Holosuit To Upgrade Your Golf Game - WearableSportsWearable.net

Wearable tech helps golfers master game- cbts.com

MIXED REALITY HOLOSUIT COULD ENHANCE FITNESS TRAINING, GOLF GAMING - thestadiumbuisness.com

HoloSuit Saber Mixed Reality Game - coming soon on Kickstarter- thevrperformance.com

Full-Body Motion Controller HoloSuit Coming Soon to Kickstarter - photo-digital-electronic.com

Mixed Reality HoloSuit Could Enhance Fitness Coaching, Golf Gaming- dizisports.com

HoloSuit Sensors Positions

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HOLOSUIT JACKET
1)Right Elbow 2)Left Elbow 3)Left Wrist 4)Right Wrist 5)Shoulder Center 6)Spine Base 26)Head 35)Shoulder Left 36)Shoulder Right
 

HOLOSUIT PANT
11)Left Thigh 8)Right Thigh 10)Left Calf 7)Right Calf 9)Lower Back 24)Left Foot 25)Right Foot
 

HOLOSUIT RIGHT GLOVES
17)Dorsal Hand 12)Thumb End 13)Index finger End 14)Middle Finger End 15)Ring Finger End 16)Little Finger End 27)Index finger Start 14)Middle Finger Start 29)Ring Finger Start 30)Little Finger Start
 

HOLOSUIT LEFT GLOVES
18)Dorsal Hand 23)Thumb End 22)Index finger End 21)Middle Finger End 20)Ring Finger End 19)Little Finger End 34)Index finger Start 33)Middle Finger Start 32)Ring Finger Start 31)Little Finger Start

HoloSuit Haptic Position

HOLOSUIT JACKET
1)Right Elbow 2)Left Elbow 3)Heart 4) Back Center
HOLOSUIT PANT
5)Left Thigh 6)Right Thigh 7)Lower back center
HOLOSUIT LEFT GLOVES
8)Frontal Hand center
HOLOSUIT RIGHT GLOVES
9) Frontal Hand center

HoloSuit Features 

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The complete set consists of 36 motion tracking sensors, which we have tweaked it into tracking not only your motion but the raw data such as angle, acceleration and force.
 

The HoloSuit compromises of 9 haptic exciters which will allow you to feel actions and bring out a whole new level of immersion. It is Wi-Fi enabled allows remote collaboration with any person around the world through it. Supports all Augmented, Virtual, Mixed Reality devices using Wifi so the user can experience the thrill of the virtual worlds without any constraints. It has Cloud syncing feature that allows the user to back up their saved data in the cloud as backup and share them to other people to view as 360 degree videos with full body analytics and ability to zoom, pan, tilt, analyze joint angles and forces etc.
 

Holosuit captures your entire body motion including fingers, head and foot and can transfer it to an avatar or robot in real-time. This allows humans to operate humanoid robots leveraging the same tools which are built for humans in fire fighting, nuclear disaster, hostage rescue situations. Holosuit Pants with foot extension enables the robots to even climb stairs. Holosuit comes with options for 26 or 36 embedded sensors and nine haptic exciters distributed across both arms, legs, and all ten fingers combined with six embedded buttons.