5G Can Reinvent Ecommerce With VR and AR

By Roslyn Layton

It’s easy for consumers to shop online for products and services they already know, but much commerce is still offline because people want to “try before they buy.” New technologies have emerged to close the gap, but whether consumers will be able to enjoy them depends on public policy.

Augmented Reality (AR) and Virtual Reality (VR) are two of the technologies which can become mainstream, extending beyond just video games, with the advent of 5G, or fifth-generation mobile networks. 5G offers speeds 10 times the current 4G with more throughput and essentially no latency, or lag time. As 5G becomes more pervasive, the technologies like AR and VR will be democratized.

While many are familiar with AR and VR from the gaming experience, these technologies can help make products on a screen more real with images that can be rotated, enlarged, and experienced interactively. By holding up the phone’s camera for example, AR superimposes the desired product into the user’s view.  VR personalizes the experience for the viewer, for example, by simulating a road trip so a person can buy a car without leaving home. AkzoNobel's award-winning Visualizer mobile app, downloaded some 20 million times, allows users to virtually paint living spaces in chosen colors and gives customers the freedom to experiment with colors and make confident choices before purchasing the paint.

Ecommerce could become the top industry for VR/AR applications. The retail industry already spends over $1 billion annually on VR/AR solutions, growing by 240% according to the VR/AR Association.  Industry experts, like Eric Prince of Cimmerse – a startup enabling this technology for online sales of fashion, luxury goods, home décor, and fine art, are eager for 5G because of increased speeds and capacity for more information. This translates into larger augmented and virtual reality scenes, helping retailers to offer their customers a more compelling visual experience and hence close the sale.

Prince describes how 5G would work for his clients, “Imagine a product like a full-size couch in hyper detail that you can place in your room. With 5G, we will be able to provide the couch, the room and everything in it, toss in a realistic human avatar with artificial intelligence that walks into the scene and helps end user with any information needed to complete the purchase.” The VR/AR Association’s 5G Committee notes that this experience “cannot happen unless the networks that will have to support these applications can deliver the required performance, [e.g.] latency on the order of several milliseconds.”

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The US generates most AR/VR revenue today, but long term economics could favor China. The Chinese Alibaba and Tencent have made massive investments in AR/VR and are in striking range of Amazon. China is well-positioned for its Asian neighbors to adopt its platforms, and the region could account for half of all global AR/VR revenue in just 5 years, according to AR/VR analyst Tim Merel. The country that wins on platforms has a lot to do with which is first to deploy generation networks, and a slowdown in 5G deployment could harm American firms.

The US was the global leader in investment and innovation in 4G mobile networks and technologies, but China now has the edge with 5G. The US fell behind because of many missteps over the last decade, particularly in the Federal Communications Commission (FCC) failing to fill the spectrum pipeline and imposing a series of misguided internet regulations which caused network investment to fall by $1 billion consecutively between 2014 to 2016.

Fortunately, the current leaders at the FCC corrected those errors in 2017, clearing the way for the US to take the lead in 5G with policies to streamline infrastructure deployment and make more spectrum available, specifically in the 3.7 GHz band later this year. These are incremental steps toward encouraging 5G deployment to help the U.S. catch up to China, but the FCC must push forward with policies that make it easier to deploy the next generation of networks nationwide by streamlining regulatory and policy frameworks that inhibit buildout. With leadership at the federal level, states and cities can follow suit and embrace new technologies that improve people’s lives and stimulate growth.

For the EU, it may be too late to come back. While it once created the leading wireless technologies and devices, the EU regulated away incentives to invest and innovate, causing their leadership in investment to plummet and erasing the foundation of mobile R&D in the region. The EU continues to discourage innovation with the heavy-handed General Data Protection Regulation (GDPR), so onerous that many companies have stopped serving the EU altogether and consumers shop less online. The U.S. should not follow this misguided path, but instead allow consumers to try new applications, technologies to compete, and the economy to flourish.

The FCC has taken steps to enact policies to streamline wireless infrastructure rollout and unlock spectrum at the federal level.  Now states and municipalities must do their part to encourage investment. This matters for retailers because the US and China are in a race for the preeminence of ecommerce platforms and applications. If US app providers don’t get 5G networks fast, there won’t be a second chance to win.

Source

VR AR Training Interim Survey Results

The VRARA Training Committee are conducting an initial industry survey to capture the industrial landscape for one of the major use cases for Virtual, Augmented and Mixed Reality – namely training and development of employees. The survey is still open for respondents, so if you haven’t taken the survey yet then please do so by following this link. It’ll only take 5-10 minutes of your time and provide valuable insight into how VR, AR and MR is becoming an integral part of industry-based training.

A number of interesting trends are emerging from the survey responses received to date. In this article we’ll focus on two of the survey questions that demonstrate these early trends within the respondent’s answers.

 

What sorts of activity do you think will most benefit from VR/AR/MR training? (Check all that apply)

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Clearly the early survey respondents feel that manual skills and mechanical/industrial operations will especially benefit from VR/AR/MR based training, with the realistic simulation capability of VR and the interactive real-time guidance provided by AR/MR being particularly relevant. However, although process-driven activities scored particularly highly on this question, creative activities such as art and precision crafts also feature strongly, indicating that VR/AR/MR based training does have a role in activities that are not necessarily driven by process and compliance.
 

What are weaknesses of VR/AR/MR for training? (Check all that apply)

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Understanding where the perceived weaknesses or deficiencies lie in current forms of VR/AR/MR training is key to addressing those issues in future versions of the training technologies. Clearly the early survey respondents feel that cost is still the major barrier to introducing or increasing the use of VR/AR/MR within training programs. Reduction in headset costs and innovative business models around content access should help to address this. Availability of the technology has also been highlighted as an obvious weakness, suggesting that hardware providers should consider future manufacturing and distribution processes and software providers should consider subscription and distribution models beyond the “app store” format. Resistance to chance is also highlighted as an issue, suggesting that the efforts of the VRARA Training Committee in evangelizing and promoting VR/AR/MR training are still well-placed!

The survey will remain open for a few weeks so, if you haven’t had the opportunity to capture your thoughts and opinions on VR/AR/MR training then please follow this link. A fuller article or whitepaper on the complete set of survey results is planned, so keep a lookout for that in the near future!

Email info@thevrara.com with any questions. 

Vancouver Is Now One Of The Largest VR AR Hubs In The World with over 200 Companies

Register for the VR/AR Global Summit here 

By Kate WilsonDan Burgar

 

XR companies based in Vancouver have skyrocketed from 15 to 200 in just three short years.  

A lot has changed in the XR industry since 2017. In teaching hospitals, brain scans have transformed into dynamic, moving holograms. Apps now let individuals walk around the homes of their loved ones without stepping outside their door. Home décor items can appear, life-sized, in a person’s living room at a touch of a screen, before being delivered to their doorstep.

All of those concepts have been developed in one year –  in one city.

Vancouver is one of the fastest growing VR, AR, and MR hubs in the world. Nestled under fir tree-covered mountains and bordered by beaches, the city’s urban center boasts businesses that are transforming industries, creating immersive stories, and defining the next wave of computing.

Its expansion is staggering. Just three years ago, Vancouver hosted around 15 XR companies. Now, there are over 200.

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There’s more than one reason why the city is exploding with talent. In 1977, Vancouver established itself as a top-flight filming destination, earning the nickname “Hollywood North.” Animators and VFX professionals flocked to the area, helping it to become the third largest film and TV production centre in North America. That expertise led to cross-pollination. Electronic Arts (EA) opened its Canadian arm in the Metro Vancouver area in the early ‘80s, inspiring a raft of world-class games and mobile entertainment businesses. Now, those professionals are moving to XR.

Since last year, the composition of the Vancouver VR, AR, and MR ecosystem has developed dramatically. The city has always shown a strength in creating enterprise, architecture, and data visualization solutions. Over the past 12 months, the number of companies offering those services has almost doubled.

That’s due in a large part to the “collaborative spirit” of Vancouver that sets its ecosystem apart. Last September, two centres – Axiom Zen and Launch Academy – were the sole incubating organizations within the city. This year, seven more hubs have been created to nurture local XR talent. Developments like these have helped the industry grow by 54 percent since 2017.

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As well as the scores of new startups opening their doors in 2018, the local ecosystem has seen victories from more mature companies. Finger Food Studios, an XR organization whose clients and partners include Microsoft, Hootsuite, and Cirque du Soleil, was integral in securing $1.4 billion in government funding to boost Vancouver’s digital technology. The Vancouver Virtual Reality Film Festival (YVRFF) – the only dedicated VR film festival in the world – launched its second annual event to much acclaim, while five of the city’s largest XR companies including Archiact and Motive.io were invited to speak at SXSW festival on the rise of VR and AR in Vancouver.

“XR in this city is growing quicker than anyone expected,” says Dan Burgar, president of the Vancouver branch of the VR/AR Association, an organization that connects companies working in the sector across the globe. “Five years ago, the industry was non-existent in Vancouver. Now, with our talent pool and proximity to San Francisco, Seattle, and Portland, there’s been a huge uptick in business-to-business development. We’re one of the best places in the world to set up an XR company, and it’s only going to get bigger from here.”

With so many new companies joining the fray every month, it can be hard to keep track of the innovation. Monitoring the growth of the community, the Vancouver chapter of the VR/AR Association – in partnership with the Vancouver Economic Commission, Gowling WLG, and CreativeBC – has created a comprehensive infographic to visualize the ecosystem.

As businesses increasingly choose Vancouver as their home, it’s easy to see how the city has grown to become what could very well be the second largest XR cluster in the world.

Source: VRScout 

 

Register for the VR/AR Global Summit here 

Airlines add VR entertainment for passengers to enjoy, explore, and relax

Join our UAE Chapter here

Join our Aerospace Committee here

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In early 2015, the Australian flag carrier Qantas Airways, in partnership with Samsung, brought Virtual Reality (VR) to its first-class cabins and lounges. This event — which was the first of its kind in the industry back then — enabled  the passengers to land on Hamilton Island, dive the Great Barrier Reef, and climb the Sydney Harbour Bridge; all while sitting in  their seats comfortably.

Three years ago, that was a head-turning experience; but nowadays, airline companies are fiercely competing against each other to further distinguish themselves in their use of the latest technological breakthroughs including VR, as incorporating new tech to enhance the passengers’ experience has become a must. It has turned into a service that goes beyond onboard entertainment options to accompany the passengers in their journey right from the very beginning until their arrival in the flight’s waiting lounge.

According to Shujat Mirza, UAE Chapter president at the global industry association for Virtual Reality & Augmented Reality Association (VRARA) that connects solution providers with brands and customers, VR is a game changer. “It is not only changing the way we will consume content, but it also allows us to interact with this world better,” he said in an interview with Wamda.

Examples from around the world

Aiming to generate higher footfall and boost their sales, airlines around the planet have spared no effort to take full advantage of the best of VR. In early 2017, Lufthansa passengers were offered the opportunity to try out the innovative Avegant Glyph video glasses in the Business Lounge. “Entertainment electronics play an important role in travel. We have selected an impressive innovation from the incredible amount of new products available. Our guests can try these out informally and in a relaxed atmosphere,” said Dr. Torsten Wingenter, senior director digital innovations at Lufthansa. The carrier has also tried a creative way to sell upgrades to Premium Economy passengers at the departure gate. By inviting passengers to put on VR glasses and texamine, via a 360-degree view, how the Premium Economy seat and cabin look, Lufthansa hoped that the passengers who had booked in Economy class would consider purchasing an upgrade. Those who decided to upgrade their seats were able to pay the surcharge directly at the gate. According to what Lufthansa reports, it has already achieved considerable success in upgrading passengers to Premium Economy using VR in the U.S.

Royal Dutch Airlines (KLM) has also adopted a similar approach. By putting on the KLM’s Flight Upgrader VR glasses, the passengers can upgrade his budget flight to a KLM flight, virtually.  By using the Flight Upgrader app and putting the smartphone in a cardboard (the VR headset,) the passenger can start enjoying all the benefits of an all-inclusive flight package. Passengers can then watch a movie on KLM’s entertainment system; use the free KLM media app to read their favorite newspaper; enjoy what a caring crew feels like; and indulge in a real, free, delicious meal.

Since August 2017, and in partnership with startup SkyLights, Air France has been conducting trials of an immersive entertainment system with VR headsets that allow customers to entertain themselves by watching 3D and 2D motion pictures  or TV series in a completely private movie theatre of their own that isolates them entirely from whatever is happening within the cabin.

SkyLights was founded in 2015 by David Dicko, a former Air France executive and pilot; Florent Bolzinger, a VR enthusiast; Laurence Fornari, a video streaming former entrepreneur; and Rateb Zaouk, an operations powerhouse. The company’s objective is to exploit the latest cinematic VR technology to do an extreme makeover on the inflight experience.

The UAE is a regional leader

In line with the global trends, the UAE is on a quest to raise the bar when it comes to embracing tech and innovation across all industries; and, of course, aviation is included.

Last April, Etihad Airways trialed SkyLights Aero VR entertainment technology at its First Class Lounge and Spa and Business Class Premium Lounge at Abu Dhabi International Airport’s Terminal 3. The purpose of the trial, which lasted for a whole  month, was to collect feedback from customers to identify the future of the airline in terms of entertainment aspects presented at Abu Dhabi’s Midfield Terminal. Speaking on the trial, Linda Celestino, Etihad Airways vice president guest experience and delivery, said, in a press release: “We are constantly investigating ways to enhance our service and hospitality offering on the ground through innovative technology and customization. By conducting trials such as this, we already understand that modern travelers expect more information and seek increasingly connected and immersive experiences which engage and entertain them on every level. Gone are the days when a premium lounge experience just meant comfortable design, luxurious amenities, and fine dining.” According to her, such a technology would provide more personalization and end-to-end entertainment solutions across all customer demographic.

That was not the first occasion on which Emirates Airline explored this realm of technology; the carrier, in its pursuit of establishing itself as a pioneer in this domain, had also trialed SkyLights theatre headsets last March in its Dubai airport lounges for an immersive cinematic experience. The headsets were tested in the Business Class lounge in Concourse B last April and in the First-Class lounge in concourse B this May.

The experience provided the travelers with 3D and 2D content via a fixed screen equipped with a wide-angle view and Skylight theatre headset, along with a wholly HD viewing experience. The headset is characterized by its built-in sound and video that allow customers to submerge  themselves within whatever they are watching. An assortment of content of films and documentaries will be available, including 360-degree videos.

In an interview with Wamda, an Emirates spokesperson reported that this complimentary entertainment service had received positive feedback. He also mentioned that if the trial continues to be well-received through customer assessment, the airline plans to roll out the experience across all its seven lounges in Dubai. “Having assessed a number of concepts and suppliers, introducing the immersive theatre and innovative SkyLights headsets in our lounges has proved to be a valuable experience,” the spokesperson said. He explained that the carrier is constantly searching for ways to surprise and delight its customers through its premium services and offers that includes a wide range of gourmet cuisine, shower facilities, health spa, and dedicated children’s play areas. “Leveraging technology for an immersive cinematic experience was the clear next step,” the spokesperson said. Emirates’ VR usage won’t be limited to entertainment, as it is examining different aspects of the business in whichVR technologies are applicable to improve the customer’s experience whether still on the ground or flying in the air.

Mirza confirms the fact that VR can transcend the boundaries of entertainment and go far beyond. He believes that although Emirates and Etihad Airlines have launched VR entertainment in their lounges at the airports, there is still much more that can be done in other domains. For instance, VR can be utilized to engage with customers. This technology can be also quite valuable to train employees, as he added, “We did hear Emirates Airline is investing in an AR headset for it is crew which again was very good news, but we are yet to see a full used scenario.”

Where and how to use it?

During Arabian Travel Market, one of the major regional conferences for the travel industry, Emirates Airline equipped their couches with VR to take the show’s visitors on a journey. Mirza believes that the same could be used to offer travelers an immersive experience of a top-class business or leisure travel to enable them to have a virtual tour through which they review the comfort or the overall specifications  of a certain seat onboard without even having to buy a ticket, which is very similar to what Lufthansa has done. This would encourage the customers, or inspire them, to book with this specific airline for a service or experience it provides. VR in airports will ease layover and transform the airports into destinations travelers prefer and long for.

Numerous startups could be involved

Numerous startups have been developing VR products in the UAE, but not specifically targeting the airlines industry. These include GigaWorks which is a VR film and content making agency; TAKELEAP, a startup that produces both VR and AR content; Eventagrat, which develops regional content; and PearQuest, an agency that develops immersive content. According to Mirza, brands are still depending on outsourcing VR requirements to other players in the US, Europe, and the UK — and this explains both carriers’ (Etihad and Emirates) involvement with SkyLights. However, “the UAE government has been very encouraging and leading initiatives to boost the homegrown VR/AR ecosystem,” Mirza concluded.

The future of on board-tech

According to Emirates, technology is reshaping the airline industry; and the carrier is embracing newfangled tech to interact with its customers in unprecedented ways. “For instance, we have been working on new technology initiatives with our aviation partners and stakeholders to fast-track projects that will enable us to overcome challenges and improve the Emirates customer journey at our Dubai hub,” the spokesperson said. Consequently, travelers will begin to experience a smoother and more satisfying airport experience with the implementation of initiatives like biometric technology and modern automated border control (ABC) gates. The company is also working on building the world’s first sector-wide Experimental (X) Lab to help build a new transportation paradigm.

Mirza is convinced that VR will disrupt enterprises and eventually alter the training and learning curve of employees. The International Air Transport Association (IATA), a leading provider of trainings for the aviation industry, is also a strong believer in that notion. The association has been exploring this technology since late 2016 and developed RampVR – a virtual reality training solution for ground operations. The future is clearly holding promises of more interaction, whether on the ground or in the air.

Source

Lethbridge College planning yearly VR Conference in VR following overwhelming success

Join Lethbridge College and our Alberta Chapter here

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LETHBRIDGE – After the success of the inaugural event, Lethbridge College has announced Merging Realities: An Event of Multiple Perspectives will be moving forward as an annual affair.

The college hosted the world’s first full-day conference, held completely in virtual reality, back on April 26.

Hone Virtual Education Ltd. CEO Alex Jackson, who is also president of the Alberta chapter of the international VR/AR Association, says the virtual and augmented reality industry is being built on firsts, and Merging Realities was no exception to that.

“This event showcased the potential of this technology to bring the world together by simply pushing the power button. The future is now.”

Since the convention was the first of its kind, Mike McCready, an instructor in Lethbridge College’s Multimedia Production program, says there was no precedent to guide the planning team.

“The virtual reality community supported us and helped to create an exciting buzz around Merging Realities, significantly contributing to its success,” McCready continued. “I’m excited to see how much bigger it can grow in future years.”

A release from the college states Merging Realities brought together industry leaders in virtual and augmented reality to explore applications and future advances.

Keynote speakers from Google and other powerhouse companies shared the exciting applications of VR and AR and offered important networking opportunities to those in attendance.

While some participants gathered on-site at Lethbridge College, the majority joined in virtually from around the world.

Participants from five continents, 16 countries and 84 cities took part either in-person or online.

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Additionally, the event prompted:

- 712 live views and a total of 12,690 minutes watched on Twitch, a live streaming video platform
- 1,509 unique visits to the Merging Realities webpage
- 2,957,726 impressions of the #mergingrealities2018 hashtag on Twitter

College organizers say the event would not have been possible without Doghead Simulations’ Rumii platform. The company supplied technical support, licensing and mentorship to organizers.

“Merging Realities was a game changer for our Rumii software, bringing to life our vision at Doghead Simulations for a world that is further connected by technology and virtual reality,” Doghead Simulations Chief Marketing Officer Amber Osborne said.

The innovative and interactive Merging Realities conference helped Lethbridge College in its goal to position itself at the helm of VR and AR development in post-secondary education.

Kris Hodgson, chair of the college’s School of Media and Design, says they are leading the way for people who are interested in getting involved with new and emerging technology.

“Being involved in the early stages of VR and AR means that as the technology evolves, we will play an important role in shaping the way educators and industries use the medium. This industry is moving so rapidly that people who have been in it for only one to two years are now subject matter experts,” Hodgson said.

As the interest and demand for virtual and augmented reality increases, the college will look to share its growing expertise with the community through Corporate and Continuing Education courses beginning this fall.

A date for the second annual Merging Realities conference will be announced in the coming months.

 

Join Lethbridge College and our Alberta Chapter here

How to know whether and when your workforce is ready for AR

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Pokemon Go may have brought it mainstream, but augmented reality (AR) is more than just a tool to get kids off the sofa. The technology is finding its way into a number of uses for business, including learning and development.

What exactly is AR and how are companies using it? It's essentially a mix of virtual reality and the real world: your actual location with images or information superimposed into the picture. AR can overlay maps, steps, data and more. It provides instructions, answers questions and, for example, can compare what a worker is doing to specifications for a task, offering input to perform the work correctly.

Tomorrow’s tools working today

The technology is already in use at plenty of worksites. Using Google Glass AR headsets, GE Aviation connects mechanics to specifications: as they use their digital torque wrench, the system tells them immediately when they have the exact fit to seal hoses and fluid lines. In healthcare, surgeons and nurses may wear glasses that display a patient’s vital signs in real time as treatment is being administered. In construction, AR can map out plans against the workspace, allowing workers to see what they should be doing in 3D, rather than having to check against blueprints.

Honeywell says it's using the world’s "first and only self-contained holographic computer." A headset that uses Microsoft’s Hololens provides a mixed reality view that gives learners a chance to explore in a combination of the real world and virtual space. "These active learning methods use sight, sound and touch, codifying learning," Vincent Higgins, director of technology and innovation, Honeywell Connected Plant, told HR Dive in an email.

"We are finding that Honeywell’s Skills Insight Immersive Competency, which uses augmented and virtual reality, really boosts retention rates," he said. "Technical staff are better prepared to face the challenges of a constantly changing work environment.”

Tapping into the 'wow' factor

The tech has certainly caught users' attention. "AR has started out primarily in new customer-facing applications to bring a 'wow' factor to websites or mobile apps," said Christa Manning, vice president of solution provider research for Bersin, Deloitte Consulting LLP, in an email. It's been used to help shoppers imagine how furniture might look in a home or to show airline frequent travelers how to navigate airport terminals, she told HR Dive. But the tech has moved to address the needs of business.

Early adopters telecom, for example, are using AR to support workers in the field who are servicing remote equipment. "With lots of data being generated by the 'Internet of Things' (IoT) and devices everywhere throwing off information," Manning said. "AR can be critical to help human beings process all of this information in real time and in context."

There are three main "horizontal applications of AR in B2B at the moment," Tuong Nguyen, principal research analyst at Gartner, told HR Dive in an email: "task itemization, collaboration, and see-what-I-see video." Task itemization delineates the steps needed to perform; collaboration gives employees resources and data needed while SWIS allows others to participate in the task from a remote location.

“Augmented Reality and VR represent an innovative alternative to instructor-led training,” John Buzzell, president of You Are Here said in an email to HR Dive. “Both can dramatically reduce training times, improve consistency and enhance recall, leading to higher quality and speed that helps companies retain the employees they spend so much money to recruit.”

Making the (virtual) leap

For business considering adopting AR, the challenge may be more than just identifying a need. Preparing employees and learners to use the technology can be difficult. "As they bring new AR approaches," said Manning, "learning professionals should consider that this can cause cognitive overload for many users. Having to learn not only a new set of information but also a new tool for conveying the information and adjusting their own ways of working and learning at the same time."

She recommends learning professionals coordinate very closely with IT to make sure they have access to the right hardware, as well as Wi-Fi that can keep up with timely processing of all the data. "Like any new technology or change in the business," she said, 'learning professionals really have to focus on supporting the workers empathetically through the change and market the benefits for the worker as well as the business."

Buzzell suggests that businesses have a solid strategy before implementing new tech: “You must build a solid 'customer experience' for your team, create a framework that makes sense for your organization, and make the transition as smooth as possible," he said. There are resources available, such as professional organizations like the VR/AR Association. He also noted that many device manufacturers or solution providers offer "adoption dollars" that can help companies start the transition to immersive tech.

They might be more ready than you think

If it’s deployed properly, adoption may not be solely about teaching staff how to do something differently, Nguyen said; "it’s giving them a tool that makes their job easier/faster/safer.” If an employee has been trying to drive a nail with a shoe and you hand them a hammer, they really don’t have to “learn” how to use it, he said; you’ve simply provided a tool that makes them more effective.

Curiosity may well drive learning, too, Manning noted. “As much as AR can be overwhelming, it can be very powerful to tap into human curiosity and to make learning new things or applying new information more compelling and fun.”

Don’t overlook capitalizing on the novelty of the tech, she said. “Simply trying it out in a pilot or test area will help attract new digital workers and/or ease more hesitant employees into a new area.” But AR must be in the context of a mature and sound workforce support and enablement technology strategy. “Like any new type of technology,” she said, “there will be fits and starts and it will never be the end all be all, but [it] should be part of an overall portfolio focused on productivity.”

Source

What feeds the Seeking and Curious Minds of Children (VR/AR for Social Education)

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What, Why, When, Where Who / Whom are for asking questions in the pursuit of answers to understand the observation and the situation of daily living. They are the 5W or W5.

What if and Why Not are for digging deeper into the answers we first get and to probe into what is apparent and for firing up the imagination and the passion for further pursuit.

These are the elements of learning. It is true of all people and peoples and especially the very young.

The seeking and curious mind of the very young is a precious space and time that should be occupied with knowledge, experience, and imagination that set them in good stead in dealing with and overcoming the challenges of life as they grow.

The curious mind raises questions relative to

  • observation of things physical, such as water, colors, forests, books musical instruments etc. 
  • observation of experiential situations such as reading a book, playing a musical instrument, a noisy environment, a walk in a forest, people greeting one another etc.
  • observation of mention of abstract notions such as time, digits, subtraction, addition, imagination, cleanliness, attitude, bullying etc.

The child with such questions would love to pose them to someone they trust to provide them with good answers of explanation with facts and figures. Learning occurs when there is such interaction for Question and Answer in a dialogue.

But not all children have the opportunity to find themselves in places and situation for making the various observation due to various kinds of constraints which may be economic, geographical, cultural, political or a matter of space and time.

Such lack of opportunity can be sufficiently overcome with the use of apps and games that are purpose-designed to introduce the child to things physical, experiential situations and abstract notions with the application of

  • computer animation graphics,
  • augmented reality (AR) production,
  • virtual reality (VR) production and even
  • Mixed Reality (MR) production to present physical objects to portray experiential situations and to explain and to illustrate abstract notions. That is exactly what W5GO apps and games have attempted to do and so far they have proven to be rather good at it. W5GO™ is a Social Project by Ecocarrier Inc. to develop AR/VR/MRenabled apps and games that are fun, entertaining, informative and a way for learning English words and expressions by natural absorption or osmosis for preschoolers and kindergarten children. It is a part of Ecocarrier for Social Edification a category that consists of projects for developing and engendering social good. It proposes to achieve two broad objectives, namely: 
  • to raise the digital consciousness of the general population beginning with the very young
  • to build or influence the making of a kinder, more equitable and more enlightened society

W5GO™ now consists of 16 apps (episodes) and games. A few more are in the pipeline soon to be released and a lot more are in the plan for development including a series that is to be purpose-designed to cater to children living on the autistic spectrum.

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Download the full PDF article overview here

Visit www.ecocarrier.com

Report: The immersive economy in the UK -- the growth of VR and AR technologies

For a copy of this report, email info@thevrara.com

This report details the growth and potential of virtual, augmented and mixed reality technologies.

Details

The immersive technologies sector is growing rapidly. We estimate that there are 1,000 immersive specialist companies in the UK employing around 4,500 people. They generate some £660 million in sales, potentially representing as much as 9% of the global market share.

This publication explains:

  • the current state of the UK immersive economy
  • how immersive technologies can provide value for a range of industries
  • areas of regional strength in the UK
  • export activity and opportunities

 

Recap of our AR Cloud Webinar and Q&A (The Spatial Web)

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Summary

On May 2nd, we hosted a webinar on the “AR Cloud” with an incredible panel moderated by Charlie Fink. and featuring presentations from Ori Inbar of Super Ventures and AWE, and pioneering startups working to enable the creation and population of the AR cloud including Anjanay Midha (Ubiquity6), Matt Miesnieks (6D.ai), Ghislan Fouodji (Selerio.io), and Ray DiCarlo & David (YouAR).

Perhaps the biggest shift the introduction of AR-enabled mobile phones  brought is the use of the camera as the interface. But the camera needs something to detect, or "see". We have come to think of this geolocated content as "The AR Cloud". The implications of SLAM capable geolocated content are profound; the world will be painted with data. The technology to enable this dramatic development is in its infancy, although there are several promising startups tackling it right now. Some, like Ubiquity6 and YouAR, offer complete solutions, while others, such as 6D.ai offer key technologies that would enable developers to create their own apps.

The presentations explored key concepts around the AR cloud. Such as:

  • The role of computer vision, AI, and sound.
  • The function and form of the universal visual browser (how will it enable all AR content to be found and could existing browsers play a role).
  • Will there be open standards (so enterprises and individuals can populate the AR cloud)?
  • If a dozen developers painted data on a landmark,  like the Golden Gate Bridge, how would a user sort through it?
  • Will there be a Google for visual search? How would that work? How important are filters?
  • What are the opportunities today for developers, enterprises, and individuals?

 

Q & A

How do you capture spatial data that is aligned to real world coordinates if GPS isn't accurate enough? What is the math behind it?

It's too hard to get into here. There is no single solution that covers all use cases. Doing some googling on "outdoor large scale localization" (add "gps denied environments" for more fun) will uncover a lot of papers and all the math you can handle.

In layman terms, the GPS system is used to get in the general area, then computer vision takes over. Either via AI recognition, and/or point cloud matching, the system determines the exact 3D coordinates of the phone relative to the real world (ground truth)

The trick is to handle cases where there is no pre-existing computer vision data to match against, and to make it work from all sorts of angles and lighting conditions, and with/without GPS. It's still a very active domain in computer vision research. - Matt Miesnieks

There are several CV solutions that localize devices within point clouds. The trick is to understand the relationship between one "localization" and another.  Our approach involves positioning AR content and devices with coordinates tethered to multiple trackable physical features. As devices use our system, they calculate and compare relative positioning data between trackable features, generating measurements (and associated uncertainties). These trackable features get organized into emergent hierarchical groups based on those measurements. Our system then uses statistical methods to improve its confidence of relative position data based on additional measurements made between the trackable features organized into a group.

In plainer terms, imagine that you had a marker taped to a table to create a rudimentary form of persistent AR but that marker also knew the relative position of every other marker taped to every other table in the whole world. We call our version of this system LockAR. - Ray DiCarlo

 

How will ALL of these different AR Cloud providers work together? Are they all compatible?

Good question. Some of us are trying to figure out Open Standards, but honestly I think that's premature. We need to show value to the market that these enablers are valuable. The market is nascent and we are all working to grow the market. Interop just isn't a problem anyone has right now. Down the road, who knows. Some forms of data will probably be "open" and others proprietary, this will probably be use-case dependent, and we don't know the use-cases yet - Matt Miesnieks

We are in a great innovation period! The giants will buy up the companies they like, and leverage their network effects to push them into the consumer world. Compatibility will exist only when its value outweighs the profit of closed systems. We'll see. The decision to give away proprietary technology when you are ahead is a hard one. But often the right one, with a big enough vision and umpteen billions of dollars to help prop up AR Cloud SaaS models. - David

 

How will you handle point cloud data sets in mobile on existing 3G networks?

6D.ai does everything on device, as close to real-time as possible (inc generating point-clouds & meshes). We minimize the data upload & download. We are targeting wifi and LTE networks initially. 3G will work, but will be slower *unknown if too slow. - Matt Miesnieks

Clouds can be sparse; they do not have to be that "heavy".  They will be cached, and load as a device gets within range. We can reduce the amount of polygons and limit the level of RGB fidelity — but it's all going to be better on 5G.  5G is coming soon, and its arrival will transform the AR Cloud into a mass media platform accessible by all, with infinite data, and crazy high bandwidth. - David & Ray from YOUAR

 

What is the threat you pose of one company controlling access to "the" AR Cloud. Doesn't that assume there can be only one? And isn't it the case that the number of potential AR clouds is infinite--just multiple layers over the same physical space?

This question confuses the enabling infrastructure and the content. There can be infinite content in one place. The enabling infrastructure is too early to tell how the market will emerge. It's unlikely that one company will control everything. Nearly all tech markets have a dominant leader and a strong #2, then lots of small players. The ARCloud market will eventually fit this model, but what services and products will that be, who knows, the term ARCloud is too broad right now. - Matt Miesnieks

We agree! There will be many disparate AR Clouds at first, each using their own CV methods to understand that physical space. At some point, protocols may be developed that make some clouds obsolete, and allow others to coexist.  We incorporate otherwise incompatible CV localizations on a common map. Most likely, Apple, Google, and Microsoft will continue to develop in their separated, siloed ecosystems for a while. Everyone will be searching for a near-term solution to the table as we wait for the giants to open their store of feature sets for common use. --Ray & David from YOUAR

 

Why the ARCF? We all share the roads, why not share an AR Cloud? Wouldn’t we all be better off with a generally common one?  

Different AR Clouds will begin to pop up; we must unify this somehow, or at least agree to index them together coherently.

Get in a room (or chat room) and reach out to everyone.  Do simple things first, realize basic goals, test out the first collection of applications.

Sign up for our ARena SDK and use it as a way to populate the ARCF's persistent, global map! The ARCF holds a collection of dynamic and versatile ".6dof" files — openly available SLAM maps. These files are generated by providing end-users with a way to "scan" environments, saving the data in a way that other devices on our network can use to "see" the same space. 
 

In the future how do we create experiences that don't care what device you are using?

6D.ai is working to solve this, we intend to support all major AR platforms & hardware. Partially this is also a factor of the creation tools being cross-platform (eg Unity) and the platforms being open (ie not Snap). - Matt Miesnieks

Our approach was to build an SDK (available soon), so developers can immediately start building AR applications in Unity with the ability to interact with each other on ARCore and ARKit enabled devices. A key goal was to mitigate complex 3D interactions, and to allow both devices to see AR content together in a common space. If developers would like to stay iOS or Android native, they can use our soon-to-be-available UberCV SDK, or other companies soon-to-come out equivalent which will enable you to be in a common space without using any particular backend solution.

Here is an example from YOUAR

 

What are the panels thought as far as conflict resolution? What if multiple entities try to place persistence objects in the same public place & what about property owners having control over what virtual objects are on their property?

It'll be up to the user to choose what app to use, and that will display the content for that app. No one will force you to look at content you don't want (though I expect there will be completely open/public free-for-all AR content apps, which will quickly die due to abuse). - Matt Miesnieks

We believe in a layer-based filter system. Similar to current content filters on apps and websites like Reddit; users will filter their visual content based on any number of attributes, such as by author, rating, maturity level, or location. -- George from YOUAR

 

 

Do you believe that with new Google ARCore developments other AR SDKs and clouds would probably disappear?

No. Each startup will need to figure out how to work with the big players and how to bring differentiated value. None of us want to compete head-on with the distribution power of the big platforms - Matt Mieskieks

Is AR a vitamin or a painkiller? Besides use cases in entertainment/games, training/education or retail/tourism, what are the world-changing use cases that will dramatically improve people's lives?

AR right now is like smartphones in 2004 (I know, I used to work for Openwave who invented the smartphone web browser). It's a cool feature but not a painkiller apart from very specific instances. But all tech infrastructure being built now will also run on whatever AR glasses come along later and supplant/support/enhance the glass rectangle form factor. AR will be a feature on glass rectangles, but will be core to glasses. - Matt Miesnieks

It is a disruptive medium that will change the way we think about, gather and process information. The age of spatial information - David from YOUAR

 

In your opinion, is there a place for the term Mixed Reality vs Augmented Reality? Ie, is the Pokemon behind the pole, with shadows correctly cast, does that make it MR?

Magic Leap confused everyone by calling "AR with occlusion & physics" MR. MR refers to a superset of both AR and VR. - Matt Miesnieks

 

How important do you believe patent portfolios, IP,  will be in the development/commercialization of the AR cloud?

Somewhat but it will be distribution and user retention that becomes the sustainable advantage in this domain - Matt Miesnieks

With the concern of fragmentation across AR Cloud solutions, what standards are being discussed so the upstarts are able to work together as their unique approaches evolve?

See above. Cloud interop isn't a problem that anyone has right now. It's premature to try and solve an imaginary problem. Providing end user benefit needs to be solved first. - Matt Miesnieks

Fragmentation is a usual first step in bleeding-edge tech — just look at how many automobile and internal combustion engine patents existed by 1900. It was the assembly line that changed everything, not the patent designs.

We hope that an archival 6D standard can be agreed upon in the near future. This would mean that advancement in technology and CV localization methods will not be limited by current scans; this should be to everyone's advantage. -- Carlo and Ray from YOUAR

1st: We can now run multiple different fast algorithms to create 3-D convex hulls as bounding areas, thus being able to produce real-time object classification. How long before physical properties can be classified in real-time?

2nd: Part:How many months multiple camera feeds filming a person in their everyday lives would it take an AI, Neural Net or other, to learn a person's mannerisms to a point of seeming like the real person;  but not necessarily be able to pass the Turing test?

I don't know. I believe the first part (physical properties) has been somewhat solved by Adobe Research, I assume they've published something on it. - Matt Miesnieks

 

Can you give some examples of current open-source opportunities to collaborate in a major global project?

Open AR Cloud is an excellent effort toward open geo-pose. Help them!

There needs to be an advisory board on blockchain issues that will be essential to the AR Cloud and the AR economy. (Join our Blockchain committee here )

Incentivized "scanning" needs to be directed toward high-value data targets guided by a decentralized group. Sharing a common map, with privacy of data and an open AR net is a responsibility we all have to our collective future.

 

Join our AR Cloud Industry Committee here

ThirdEye to Showcase their new AR Smartglasses at the VR/AR Global Summit (Hardware)

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ThirdEye's X1 Smart Glasses™  represents the latest in powerful AR smart glasses technology .

ThirdEye X1 Smart Glasses and Enterprise Software are used by Fortune 500 companies as a total solution straight-out-of-the-box.   ThirdEye also develops custom software solutions and integrate them directly into the X1 Smart Glasses-  so no need to learn how to configure a 3rd party software app- the full solution comes to you as a fully integrated product.

ThirdEye's powerful ThirdEye software platforms are used across 20+ Enterprise verticals.  They allow you to increase efficiency, maximize savings and use Augmented Reality to enhance your operations.  

Learn more about ThirdEye here

RSVP for our VR/AR Global Summit here

VRARA President to Speak at SPAR3D on the Future of 3D with Autodesk, Intel, and Shell

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3D sensing, 3D processing and 3D visualization tools are changing the landscape of how assets are managed, projects are pitched, and designs are created. From AEC to asset management, and more. Whether sensing with drones, mobile rigs or hand-held devices to VR/AR and 3D printed deliverables, everything 3D is here at the only vendor-neutral, cross-industry, 3D event in the market.

Chat with VRARA's President Nathan Pettyjohn and other experts discussing realities and timeline for profitable and widespread use of AR/VR, AI/computer vision, autonomy and more.

For discounts email info@thevrara.com 

For event website see here

VR Tech Setups for Events, Arcades and Venues White Paper

Enter your email here to get the white paper: 

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Our Location-Based Entertainment Committee produced this white paper ready to help venue owners setup VR tech for arcades or events for different types of VR experiences.

It includes:

  • The benefits, tradeoffs, and considerations

  • Mixed Reality setups

  • Sanitation options

  • Shipping checklist

  • Typical event problems & suggested solutions

 

Thank you to YDreams Global for support in this white paper

 

 

 

Snap36 to Exhibit at the VR/AR Global Summit (Retail)

Snap36 is revolutionizing the online shopping experience with simple, scalable and cost effective, professional 360° and 3D product photography.

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YOUR PRODUCT IMAGES ARE WORTH MORE THAN 1000 WORDS. THEY’RE WORTH 1000 MORE ONLINE SALES.

Online shopping is not a utilitarian function, but a process of discovery. Snap36 creates engaging experiences that fill in the details and answer unspoken questions.

Snap36 creates images with context as consumers shop with their eyes. Words can describe how a product might be used, but 360 degree & 3D product photography shows it in action, providing essential visual information to make a purchasing decision.

Snap36 is the premier provider of scalable and cost effective 360° & 3D product imagery. Founded by industry experts who identified an underserved market and were inspired to offer a more visually interactive online experience, Snap36 delivers turnkey photography services and provides the equipment, technology and expertise to implement 360° & 3D photography.

Lear more about Snap36 here

RSVP for our VR/AR Global Summit here

Survey results: 82% of Enterprises predicting that AR Smartglasses will be used by their businesses in the next 3 years

To get a copy of this report, email info@thevrara.com

Meet with Toshiba at our VR/AR Global Summit. RSVP here

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Toshiba’s future IT landscape survey:

"One notable area of enterprise innovation is that of wearables which, while long-mooted, have yet to impact the professional world in earnest to date. A ripening of market conditions make this set to change in the coming months and years.

According to ABI Research, global wearable device shipments to the enterprise will reach 154 million by 2021 – a significant jump from approximately 34 million in 2016. Verticals leading the way in this area include healthcare, manufacturing, transportation and warehousing, according to the research company, and Industry 4.0 is certainly a major influence in this sphere as such companies seek to derive greater intelligence from the Internet of Things (IoT) and related data revolution.

This trend is notable in the anticipated adoption of smart glasses into the enterprise. 80 per cent of organisations are aware of such solutions, but only two per cent have already deployed one. This is set to accelerate rapidly over the next few years, with 89 per cent of engineering, 83 per cent of logistics, and 77 per cent of manufacturing businesses set to implement smart glasses within the next three years."

To get a copy of this report, email info@thevrara.com

Meet with Toshiba at our VR/AR Global Summit. RSVP here

Plessey Semiconductors to Exhibit at the VR/AR Global Summit (Hardware)

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Plessey shines in the spotlight with its globally unique monolithic MicroLED technology

Plessey’s high-brightness displays will be able to comfortably power the next generation of smart-glasses and wearable display applications with its light weight and energy efficient microLEDs without restricting the overall experience for AR, MR and HUDs applications.

Renowned for being an innovative technology design and manufacturing company, Plessey is a world leader in producing GaN-on-Silicon LEDs selling to a range of blue chip global customers.

As a technology company we are passionate about providing intelligent electronic solutions using solid state lighting and sensing to enhance people’s quality of life.

Plessey LED products make use of our innovative GaN-on-Silicon technology to provide lighting solutions across the industrial, architectural, retail, outdoor and residential sectors.

 

Click here to learn more about Plessey

RSVP for the VR/AR Global Summit here

VR/AR Association NYC Chapter Brings ‘AR for Producers’ to The Alley in Manhattan

By Chris Pfaff

Some of New York’s leading AR technology developers attracted a crowd at The Alley, Verizon’s 5G collaborative lab and work space in Chelsea last Tuesday, May 8th, at an event sponsored by the VR/AR Association’s New York chapter. ‘AR for Producers: How to Engage Audiences on Multiple Platforms’ was well-titled, as most of the audience was comprised of new media and television producers who are looking at AR for a wide range of production elements, including fan engagement, 2nd-screen extensions, and location-based entertainment.

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Eric Schwertzel, head of business development for eyecandylab’s US presence, demonstrated the AugmenTV concept, in which TV content triggers experiences on mobile using an AR app. This is a long sought-after play, and should have traction in sports as well as episodic TV.

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Gordon Meyer, head of marketing for Lampix, demonstrated the company’s projector-based AR solution, which is ideal for retail and public venue experiences.

JR Dawkins, head of business development for Envrmnt by Verizon, showcased the Envrmnt AR Designer tool, the industry’s first true drag-and-drop AR tool. The simplicity of the tool enables anyone – with no coding experience – to create AR triggers on physical objects, and more.

Far beyond what previous generations of AR solutions have provided, the presenters discussed the value that 5G will bring to AR, enabling seamless, low-latency experiences with greater connectivity levels.

For many in the audience, it was their first time in The Alley, which opened last spring, and has gained a following among the technorati of the city.

VR AR in Healthcare is the Future of Care and the Future is Now. Read about VRARA Members Leading the Way

Join our Healthcare Committee here 

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Gone are the days of trial and error practice on ‘real’ patients, for medical students and mature Doctors alike. Thankfully for all of us who might be either getting a routine procedure done or nervous about an invasive complex surgery; we can rest a little easier knowing our Medical Professionals have probably practiced and honed their skills in VR. The technology is finally giving healthcare the tools it desperately needs to improve training, provide services in a virtual environment, and educate patients.

Companies like Precision OS Technology, enables users to perform critical aspects of fracture surgery in an immersive, highly realistic setting; which allows for repetition and objective performance measures.  Likewise, Trois Prime Lab provides VR Training procedures including knee surgery, hip replacements and sleeve gastrectomy. Similarly, one of the benefits of immersive technology is that the user feels the same amount of mental pressure and physical stressors of a procedure in a modified environment tailored to meet the requirements of specific real-life situations. In effect, VR/AR environmental simulations are giving healthcare professionals the vital experience they need when performing under adverse emergency and natural disaster conditions.

For example, the Thomas Jefferson University DICE initiative is preparing providers to work successfully in high-acuity disaster and emergency situations.  In addition, the company INVIVO, enables Surgical Simulation with full interactive large-scale medical devices to smaller hand tools in a typical operating room environment. Both help practitioners know what to expect and prepares them to work efficiently in varied circumstances and environments.

With an aging large generation of baby boomers, in conjunction with average population medical needs, there are not enough Doctors to keep up with the overall demand of care. As a good first step, VR/AR can now enable some medical services to be performed in a virtual environment. For example, the VRHealth Group VRPhysio enables a series of full-body exercises for physical rehab, stimulates patients to perform specific movements and provides real-time data to track progress.

Thomas Jefferson University DICE initiative also provides rehab in VR for cardiac patients. The gamified experiences provide immediate feedback and encouragement to help patients stick with their rehab program, while tracking real-time data and  generating progress reports. This can be used for supervised remote in-home care. Some other companies in VR/AR medical services include VR4Neuropain, which combines VR headsets with haptic feedback and bio-medical sensors to integrate virtual and conventional rehabilitation for neuropathic pain; and RelaxVR which provides immersive experiences for stress relief and behavior modification.

One of the biggest issues in healthcare is lack of staff and funding to educate patients on a myriad of programs to improve their outcomes and overall health. VR/AR applications are tackling this problem by educating patients before and after medical treatment. Many Doctors agree that mental preparation before a procedure is just a critical for the patient, as is the surgeon. The company IKONA for example, provides immersive pre-op VR experiences for patients and medical personnel to address factors that may improve patient outcomes. Another patient application geared for aftercare, is an AR enabled pill box that helps heavy prescribed patients order and manage their medication schedule. This can reduce post-op anxiety and give the user a sense of control over their lives. Also helping educate patients in VR/AR is Order 66 Labs; which provides simulations of mutual help groups for patients with addiction seen in hospital. As a result, patients are more likely to participate in these groups after discharge.

Ultimately, healthcare is adapting to the changing needs of the population by creating new tools and methods of care. VR/AR is helping in training, providing services and of course, education. Never before have opportunities in healthcare had such a reach and impact in people’s lives. Even in remote places like the Pacific region, VR in healthcare is making a difference. The company Second Muse Legends, created interactive narratives that teach children and their families about traditional eating and how to make healthy food choices to combat obesity. VR/AR in healthcare is the future of care and the future is now.

Join our Healthcare Committee here 

Toshiba to Exhibit at the VR/AR Global Summit - dynaEdge AR Smartglasses (Hardware)

Toshiba dynaEdge™ AR Smart Glasses

A New Vision for the Workplace

The dynaEdge™ AR Smart Glasses are a wearable, hands-free "Assisted Reality" solution designed to help large enterprises improve efficiency, quality and operating flexibility. Backed by decades of mobile computing design expertise, the dynaEdge™ AR 100 Smart Glasses provide enterprises a complete solution, incorporating both hardware and software in one turnkey package.

Combining Windows 10 Pro functionality, Intel® Core™ processing power, up to 512GB internal storage and enterprise-level security, Toshiba’s augmented reality solution is in a class of its own, capable of tackling any hands-free task.

These are Toshiba’s first enterprise-grade, mobile wearable AR solution running Windows 10 Pro, which seamlessly integrate into an organization’s existing infrastructure and IT security standards.

The compact, waist-mounted mobile mini PC design and a lightweight, industrial-grade Head Mounted Display (HMD) creates a balanced augmented reality solution geared for comfortable, extended usage models.

Optimized for field work, the Toshiba AR solution offers a variety of methods to input and navigate, including a touchpad and programmable buttons on the HMD and directional buttons on the waist-mounted mobile mini PC. Advanced software options enable voice and gesture capabilities.

Toshiba’s goal is to sell something that lets workers view documents and PDFs, record and send photos, and even launch remote video chats directly from the headset, all without having to use their hands.

 

Based in Tokyo. Toshiba Corporation is a world leader and innovator in pioneering high technology, a diversified manufacturer and marketer of advanced electronic and electrical products covering consumer, enterprise, industrial and the infrastructure markets. Toshiba Corporation is one of the largest electronics and technology companies in the world.

 

More info about the VR/AR Global Summit here