Recap of our meeting with US Army on Navigating Defense Procurement for XR

We had an excellent online session with a US Army representative hosted by Lynn Welch with 40 academics and professionals.

Navigating Defense Procurement: VR/AR Acquisition, Requirements, and Contracting Process

Insightful session delving into the intricate world of defense procurement specifically tailored for virtual reality acquisitions. In this session, we explored the unique challenges and opportunities associated with procuring virtual reality technologies for defense applications. From defining precise requirements to navigating the complex contracting process, this session will provide invaluable guidance for industry professionals, government officials, and technology enthusiasts alike.

Participants received insights into the defense procurement landscape, offering practical strategies for effectively identifying, evaluating, and acquiring virtual reality solutions. Through real-world case studies and best practices, attendees gained a comprehensive understanding of the key considerations involved in every stage of the procurement lifecycle.

Recap of our Grants as a Growth Strategy session

We had an excellent online session with Ashley Pereira hosted by Carlos Ochoa with 60 academics and professionals.

Ashley is specialized in helping K-12 STEM and CTE education change makers turn their vision into validated success. With a deep-rooted passion and proven track record in advancing STEM education, I've led pioneering learning experiences since 2008, positively impacting nearly 4 million learners. My expertise lies in leveraging synergies between people and systems to not only prove but enhance the impact of STEM, career readiness, and immersive tech through grant funding and program evaluation. Bringing a commitment to excellence and mind-blowing efficiency, my specialized package offerings are delivered with swift, actionable insights, enabling your organization to quickly prove and promote the power of your program or product.

Each year millions of dollars in grant funding are awarded for education programs. In this presentation Ashley Pereira, Founder & CEO of Greater Good Consultants LLC, will share inside tips on how to find grant funding and utilize it within your growth strategy - for both for-profit and nonprofit organizations! Learn the basics of grants, the best FREE grant research databases to find opportunities, and how to screen leads to identify the best fits.

The meeting covered various topics, starting with the VR/AR Association Education Committee's focus on producing a white paper about exercise in education to offer insights to newcomers, emphasizing innovation, collaboration, and equity. Ashley Pereira shared insights on grants and funding, highlighting the importance of grants for both for-profit and non-profit organizations, with a focus on the US but globally applicable practices. The discussion also delved into identifying funding sources, grant research, and screening processes, emphasizing the need to target local areas for increased success rates. Ashley provided tips on grant writing and evaluation plans, while discussions on finding partners for grant applications and challenges in securing funding were also addressed. The meeting touched on the Erasmus project training program, challenges in education-industry collaboration, and the VR education market, highlighting the importance of collaboration, content creation, and immersive learning experiences. Lastly, insights on federal grants were shared, with a decision not to recommend pursuing them for early-stage organizations due to complexity and time commitment.

Topics & Highlights

1. Discussion on VR AR Association Education Committee

  • importance of producing an index with insights to help new generations in VR AR education.

  • concept of ICE (Innovation, Collaboration, Equity) as key focus areas for the committee.

  • importance of the white paper about exercise in education, recording sessions, and the growth of the VR AR Association Education Committee.

2. Discussion on Grants and Funding

  • grant discussion applies to both for-profit and non-profit organizations, with a focus on the United States but with globally applicable practices.

  • the concept of grants as free money, typically awarded to non-profit organizations, but also discusses how for-profit companies can utilize grants as a sales and marketing tool.

3. Identifying Funding Sources and Grants

  • various types of funders, such as corporate foundations, private foundations, public foundations, and associations. She emphasized the importance of aligning criteria with funders' criteria to increase the chances of success in grant applications.

4. Finding Grants and Funding Opportunities

  • importance of knowing what to ask for when seeking grants, whether for general operating expenses or specific programs. She highlighted the use of free databases to find suitable funding opportunities.

5. Grant Funding Database Demo

  • demo of using a free grant funding database to search for funding opportunities for educational projects, highlighting the availability of federal, private foundation, and national grants.

  • benefits and limitations of free grant databases, mentioning higher competition due to ease of access and the recommendation to consider paid software for more targeted searches.

  • funding needs for the project involving a virtual reality experience of being embodied in Rosa Parks, discussing the historical empathy and implicit racial bias reduction goals.

6. Grant Research and Screening Process

  • importance of targeting local areas for funding requests to improve success rates.

7. Grant Writing Tips and Evaluation Plans

  • significance of research, tailored requests, and robust evaluation plans in grant writing to enhance the chances of success.

8. Finding Grants for Educational Programming Worldwide

  • paid database Instrumental as a comprehensive option for finding grants worldwide, highlighting its robust features and high cost.

  • sharing the expense of the paid database among a group of organizations, with examples of successful collaboration shared by participants.

  • concerns about the complexity of grant processes in Europe, emphasizing the challenges in creating consortia and the lack of focus on real market impact.

9. Finding Partners for Grant Applications

  • advice on finding partners for grant applications, emphasizing the importance of networking, chambers of commerce, and university connections.

10. Challenges in Securing Funding

  • concerns about the need to align grant funding with real market benefits to avoid wasting money and effort. He highlighted the trend of companies disappearing within a few years due to lack of customers despite receiving grants.

  • detailed information on different types of funding available in the European Commission, including the Horizon Project, Erasmus, and indirect projects promoting regional collaboration. He mentioned specific grant amounts, eligibility criteria, and the competitive nature of securing such funding.

11. Erasmus Project Training Program

  • history of an Erasmus project aimed at training teachers in vocational training and universities on XR and VR technology due to the gap in skills in the industry.

  • concerns about the lack of dissemination and sharing of experiences from the project, emphasizing the importance of collaboration and sharing knowledge.

12. Challenges in Education Sector and Industry Collaboration

  • concern about the gap between industry needs and education sector trust, highlighting the wasted time and money in training experts. Ashley agrees, emphasizing the importance of funding to bridge the gap and the need for program evaluation to prove impact.

  • challenges in the education sector and industry collaboration, mentioning the lack of understanding in using technology, the variety of available technologies with different price points, and the need for software developers and investors to support educational initiatives.

13. Challenges in VR Education Market

  • saturation of the market with equipment, high price points for VR education software, and the disconnect between selling workforce solutions and actual affordability.

  • lack of interest in VR solutions in education, citing the example of receiving grants and funding but minimal response from schools due to the perceived nature of the problem as a 'first world problem.'

  • challenges in education, including internet connectivity issues in rural areas, lack of device access for VR solutions, and the political and money-driven nature of the education sector.

14. Collaboration in Education

  • highlights the significance of collaboration in education, pointing out that individual efforts may not effectively address the overarching problems, and stresses the importance of working together despite financial constraints.

  • Multiple speakers discuss the value of content over technology in education, sharing experiences from past projects and emphasizing the need to focus on content creation and collaboration.

15. Virtual Reality in Education

  • Carlos mentioned the use of 360 videos from National Geographic in Iceland to understand the value of preserving the environment and emphasized the simplicity of VR experiences using minimal devices.

  • The discussion touched upon the challenges of creating digital content for VR, the need for standardized platforms for content creation, and the potential for immersive learning experiences to enhance education.

  • goal of bringing VR to education and training, highlighting the importance of developing strong content to drive adoption and make a positive impact.

16. Discussion on Federal Grants

  • concerns about pursuing federal grants, seeking advice from Ashley on whether it's worth pursuing for early-stage organizations without prior grant experience.

  • decision not to recommend pursuing federal grants due to the extensive time commitment and complexity involved, suggesting a different approach of starting small and building partnerships before approaching funders.

Arbor XR Saves UPS Training Time and Labor Costs with VR

Innovative training programs are fueled by cutting-edge technology. UPS, a veteran in the logistics arena, has consistently implemented smarter operational strategies. They have always embraced new technology in training and operations when it can save time and money while making the experience of their employees better. Mark Gröb, Head of Immersive Technology at UPS, has helped drive VR technology to be a key part of training across the organization.

Since integrating virtual reality (VR), UPS has seen the following results:

75% Reduction

75% reduction in training time, decreasing from 8 hours of traditional mentor-led training to just 2 hours.

No Loss in Effectiveness

No loss in training effectiveness despite the shorter duration.

UPS’ successful VR program wouldn’t have been possible without someone like Mark solving a core issue: how each device would be managed and maintained across locations all over the US.


UPS’ successful VR program wouldn’t have been possible without someone like Mark solving a core issue: how each device would be managed and maintained across locations all over the US.

Is it better to manually manage headsets? Shipping them back and forth between locations for every update, managing inventory in excel sheets, and having no visibility of what was happening in the headset was not a good option for UPS.

This wasn’t a decision Mark took lightly—he knew that the Mobile Device Management (MDM) platform they chose would go a long way to assist in making their VR programs scalable, reliable, and impactful.

After considering all their options, Mark opted for external support, which meant evaluating all the MDM providers out there. From his personal experience, the traditional MDMs he evaluated were either expensive or didn’t offer enough support for extended reality (XR) devices. Fortunately, he found VRARA member ArborXR, which allowed him to test out VR MDM without such a huge upfront financial commitment.

Read more about the success story here!

Recap of our Enterprise meeting with Morgan Stanley, Microsoft MVP

We had a good online session hosted by Cindy Mallory with Morgan Stanley and Microsoft MVP and 30 executives.

The meeting focused on crafting inclusive futures through leadership, enterprise leadership, and open source ideals, with insights shared on the evolution of VR, AR, and immersive tech in the enterprise sector. Concerns were raised about challenges in implementing immersive tech in the enterprise finance sector due to industry conservatism and regulatory constraints. The influence of open source on immersive tech adoption and development, security and privacy concerns in enterprise settings, emerging trends in VR and AR for large companies, and the impact of spatial computing and immersive tech on traditional industries were also discussed. Leadership qualities for driving innovation in immersive tech, trends in immersive technologies, and the role of Asian philosophy in enterprise adaptability were highlighted, emphasizing the importance of practical involvement and strategic surprise announcements.

Topics & Highlights

1. Discussion on Crafting Inclusive Futures through Leadership and Open Source Ideals

  • topic of crafting inclusive futures through leadership, enterprise leadership, and open source ideals.

  • evolution of VR, AR, and immersive tech within the enterprise sector, comparing it to the early stages of mobile phone technology.

2. Impact of Immersive Tech in Enterprise Finance Sector

  • challenges of implementing immersive tech in the enterprise finance sector due to the conservative nature of the industry, average age of participants, and regulatory constraints.

3. Influence of Open Source on Immersive Tech at Enterprise Scale

  • challenges faced by enterprise companies, especially in the financial sector, due to heavy regulations when adopting open source technologies for immersive tech.

4. Security and Privacy in Enterprise Settings for Immersive Technologies

  • challenges of security and privacy in enterprise settings for immersive technologies, emphasizing the importance of running everything locally on-premise to ensure security and privacy. Mention of avoiding cloud rendering solutions and focusing on vendors who can run in a local data center.

5. Emerging Trends in VR and AR for Large Companies

  • Discussion on the evolution of VR and AR technologies, including trends towards lighter devices, contact lens-based headsets, and retina modifications. Mention of challenges related to battery life in VR and AR devices.

  • Conversation about the importance of battery technology in VR and AR devices, with a mention of a startup pitching a solution for batteries that extend longevity.

6. Spatial Computing and Immersive Tech

  • technologies like VR, AR, and spatial computing are already transforming businesses, with examples of immersive experiences in shop windows and the potential for interactive digital environments.

  • evolution of design in technology, from mimicking the real world to neuromorphic design, and the future potential of spatial computing to offer unique experiences beyond reality.

  • insights from his experience at Morgan Stanley, emphasizing the importance of starting with small projects in VR and AR to build knowledge and experience within the enterprise.

7. Leadership Qualities for Driving Innovation in Immersive Tech

  • need for leaders in immersive tech to be brave, hands-on, and willing to engage with the technology, highlighting the importance of practical involvement in development and management.

8. Trends in Immersive Technologies and Open Source Communities

  • potential convergence of quantum technology with immersive tech, emphasizing the importance of advancements in quantum chips for smaller, energy-efficient devices. He also highlights the contributions of open source communities like MRTK and the Open Metaverse Foundation in standardizing technologies and addressing legal challenges.

9. Asian Philosophy in Enterprise

  • Asian philosophy Dokeshi no Michi, focusing on concealment, misdirection, and leveraging surprise for adaptability and agility in enterprises. He also mentions Apple's secrecy as part of their competitive strategy.

  • importance of being able to make surprise announcements like Apple does, as a special competitive advantage in strategy.

Fireside Chat with VRARA Global Ambassador Director Ariane Fikki

Join us on April 18th, for a Virtual World Society Fireside Chat with Ariane Fikki, the dynamic new Director of the Global Ambassador Program at VR/AR Association (VRARA). Celebrate Ariane’s pioneering leadership as she steers innovative initiatives to boost global connectivity and spark innovation across the XR community.

With her profound passion for XR technologies and her commitment to connecting changemakers and technologists, Ariane aims to cultivate a thriving ecosystem of visionaries. The program under her guidance seeks to empower VRARA members to engage deeply with global chapters and initiatives, further driving VR/AR advancements on a global scale. Don't miss out on the insights from a leader who is dedicated to expanding the influence and impact of VR/AR technologies worldwide.

Tune in to be inspired by her groundbreaking work!


Email your questions for Ariane to ariane@thevrara.com and learn more about the Global Ambassador Program at VRARA.

VRdirect News: Revolutionizing Safety Training with VR Templates

VRdirect is excited to introduce the latest innovation: immersive VR templates designed to revolutionize how companies approach Lockout-Tagout (LOTO) training. Lockout-Tagout is a safety procedure commonly used in industrial and research settings to ensure dangerous machinery is properly shut down.

This hands-on learning experience allows employees to virtually engage with the real-life training procedures and will help to improve work safety.

Enterprises can use this training off-the-shelf or decide to adjust the training to their specific needs. All with very limited effort. VRdirect will offer more standardized training sessions soon. 


 
Schedule a meeting if you are interested in our VR templates!

If you want to learn more watch our video and check this blog article.

Case study: Nestlé's journey towards meeting safety goals and reducing costs

Nestlé wanted to improve training efficacy across different business areas, tapping into the benefits of VR to solve different business challenges. Discover how Nestlé rolled out a global VR safety training from VRARA member immerse to 400 factories worldwide, which boosted employee knowledge retention and training efficacy, saved costs and improved safety outcomes.

“I truly believe that experiential learning is the future. This is where it starts. With the standalone VR assets, our life becomes easier, as we have all the tools to create, scale, measure, and roll out the training globally. These VR applications will play a key role in the future of immersive VR training at Nestlé.”

Jeremy Moussai, Global IT Innovation Manager – XR Lead

Empowering Healthcare Innovation: Recap of the Beyond Boundaries Conference by UAB and VRARA Alabama

By VRARA COO John Cunningham.

The "Beyond Boundaries" conference hosted by the University of Alabama at Birmingham and the VR/AR Association (VRARA) Alabama (led by Nathan Klose) is a wrap!

Thank you Melissa Mancini, Associate Chief Innovation Officer and Vice President of Strategy and Business Development at UAB Medicine and the amazing team at the University of Alabama at Birmingham - Collat School of Business (Cori Perdue) for hosting this event and bringing together over 200 people from Birmingham and Huntsville to learn and share about XR and how to apply it in healthcare.

When I asked "How are you partnering with the VRARA?" Melissa responded "You guys are providing us with a tremendous platform and connecting us with your ecosystem of experts to help educate and connect the dots".

She then concludes "we can't do this alone, no one can!" So true.


The VRARA - Where XR meets Reality!

Unlock the power of xAPI reporting for enhanced performance tracking

From VRARA member immerse:

Drive decisions and business impact with Immerse Platform training insights

VR training data from the Immerse Platform offers more than insights into your program's effectiveness. It also delivers predictive analytics crucial for strategic decision-making. By leveraging this rich data, organizations can foresee challenges, customize training to meet specific needs, and enhance individual and operational performance. And with xAPI reporting, all your data is available in your LMS.

Learn more

We´ll help you launch your xAPI reporting

Get in touch

At Immerse, we seamlessly integrate xAPI reporting into your VR apps, from any content creator, during development or post-deployment.

Our consultancy service tailors the xAPI structure to meet your reporting objectives, integrate it with the Immerse Platform and deliver rich data and ROI analysis.

Contact our team today to learn more.

Introducing Edstutia's Fully Immersive Campus in VR

Feeling disconnected during your virtual meetings? Struggling to keep your team engaged and motivated in the endless sea of Zoom calls?

Edstutia understands the challenges of fostering meaningful collaboration in today's remote work landscape, especially when team members are globally dispersed.

 

With virtual reality, your team is no longer limited by traditional virtual meetings or costly in-person gatherings. You can bring your team together in an immersive 3D environment to foster a sense of presence and unparalleled collaboration!

Imagine hosting meetings where team members don't just stare at screens, but interact with each other in a virtual space that feels like being in the same room.

 

Picture team-building exercises that go beyond PowerPoint slides, giving your team interactive experiences that foster connection. With Edstutia’s VR campus, you can do all this and more!

From collaborative brainstorming to training, the possibilities are endless. Don't let distance or technology stand in the way of your team's success.

 

Experience it for yourself with Estudia’s one-week free trial!

In-Room Collaboration, Desktop Slice, and More: Latest Updates from VRARA Member Campfire

Point-to-Point Measurement

You can now make point-to-point measurements with the Measure tool.  Just point to the parts you want to measure between, and the distance between them will appear on a line connecting them. Measurements update automatically as parts are moved, so it's easy to evaluate gaps while grabbing parts. And because measurements are annotations, you can use links to share them with colleagues like you can with text and sketches. 

Desktop Slice 

We brought Slice to Mac, PC, and iPad, so you can create precise cross sections when creating scenes and then move them freely on Quest. On the desktop, you can lock Slice to an axis, and use the inspector to control position and rotation on all axes. The Slice plane also now appears in the Hierarchy, allowing a presenter to hide/show it.

In-Room Collaboration is Here

We’re thrilled to announce our latest update for Quest!  Thanks to your feedback, we’re bringing powerful new features including in-room collaboration, point-to-point measurement, and enhanced slice capabilities.  

Now multiple Quest users can work on the same project in the same room. Powered by Meta Shared Spatial Anchors, in-room collaboration works seamlessly. To join a project, stand near another user and look where they're looking. If the project has been shared with you, you'll be prompted to join. And of course, remote users can still join in.

Download from Meta Store

Unlock Spatial Collaboration. Now On Demand!

Missed the webinar? Watch it now and walk through all new Campfire features including a preview on Apple Vision Pro. Learn everything you need to get started now for free.

Watch Now

Exclusive Interview: Previewing the Central Florida Immersive Tech Summit with John A. Cunningham and Haifa Raja Maamar, Ph.D.

Check out this morning's interview with John A. Cunningham and Haifa Raja Maamar, PhD discussing the Central Florida Immersive Tech Summit happening this Thursday and Friday at Full Sail University! Stay up-to-date on the latest trends and innovations in immersive technology and connect with industry leaders.

This is a free event and open to the public. Register today!

VIVALDI 3.0 THE JOURNEY. III

Journey Through the Immersive Universe of Four Seasons» is an interactive xr experience that immerses viewers into the realm of Antonio Vivaldi’s musical masterpieces.

Through visually compelling storytelling, participants will delve into Vivaldi’s creative journey as he breathes life into his renowned concerto «The Four Seasons.» Each season unfolds in a distinct and captivating environment, seamlessly blending natural elements and music to deliver a multisensory and enchanting encounter.

As artists, musicians, and creatives, we find ourselves at a true crossroads—a junction where making the right choices is neither easy nor singular. Beyond the numerous apparent opportunities before us, we must navigate financial survival and address the sustainability of teams, technicians, and the myriad fellow travelers who render our projects minimally viable and appealing to an ever-changing society hungry for new, distinct, and increasingly participatory experiences.

Our journey began over a decade ago with our first forays into immersive 360º recordings, collaborating with artists, musicians, and music classrooms. Here, we began to experiment and learn from the sensations and perceptions conveyed by users, students, and teachers.

One of the pivotal moments in our journey was the first live performance featuring renowned artists like Ouka Leele, where we embarked on an interactive interpretation inspired by the sounds of the Concerto de Aranjuez. It was a fascinating experience, devoid of prior rehearsals or experiential training, executed on a digital stage using Oculus Rift equipment and Tilt Brush from Google, and recorded in 360º stereo with Vuze 360º cameras. This opportunity to recreate Digital Ephemeral Art raised initial doubts regarding feasibility, sustainability, and monetization in more straightforward and economically accessible spaces, as we spared no means or resources for this performance. Crucially, this experience was made possible through the indispensable collaboration of CEV‘s technical team.

Later on, we delved into the world of reconstructing the virtual museum of the Arab Kunka (Cuenca ancient city)—a collaborative, immersive space within the Frame VR platform. Here, we established a connection between the virtual reconstructions of the Ancient Kunka during the Arab era and the music of the great musician and composer Chema Vílchez, particularly his work «The Land of the Three Cultures».

As visitors strolled through the ancient Arab fortress, its mosques, baths, buildings, markets, and streets, they were enveloped in the sound of music that transported them to bygone eras, while also being able to explore current spaces through 360º videos. This interconnection between virtual reconstructions, current videos, and music elevated the experience to a higher level, almost teleporting participants to that magical bygone time.

Years later, the Reina Sofia Higher School of Music presented us with a truly intriguing challenge. We were tasked with creating an experience using recordings from a classical music concert to reach students in their educational program who, due to pandemic-related time constraints, were unable to participate in workshops and concerts. This concert was recorded in the Sony auditorium of the school, utilizing 360º 4K cameras and ambisonic microphone technology. The acoustical characteristics of the auditorium are truly exceptional, enabling us to produce recordings of the utmost quality. We utilized Vuze and Zoom equipment, as well as VR devices from Pico, with technological support from HP.

This experience allowed us to craft 12 virtual musical stories centered around artists such as Mozart, Tchaikovsky, and Respighi, where musical compositions intertwined with natural spaces, sensory explosions, and magical worlds, transporting visitors through 12 unique historical narratives. As a result of this endeavor, we developed «Music with the Five Senses,» which was implemented on a Virtual Reality platform and Pico devices, visiting hundreds of schools and educational centers nationwide over the years. Thousands of visitors have immersed themselves in this wonderful and experiential world, making it a true milestone and international benchmark as an immersive educational project centered around classical music.

The next stop on this journey is Vivaldi 3.0. The Journey to the Universe of Antonio Vivaldi and the Four Seasons, led by Ara Malikian and the Camerata of the Reina Sofia School, has been a mystical experience, with a predetermined start date and script, and a long journey through the forests of magical seasonal music. Along the way, we’ve encountered numerous passages and experiences that ultimately culminated in an absolutely magical work. This journey, based on Vivaldi’s original sonnets, reinterpreted by a team of writers and Ara himself, allowed us to rediscover the connections between music, nature, and the cycle of life.

Throughout this process, we’ve painted on a virtual canvas, initially blurry passages gradually taking shape into a metaphorical interpretive tableau. Throughout this process, we’ve immersed ourselves in music and creativity, repeatedly playing with the tools offered by generative artificial intelligence, which helped us reinterpret passages and scenarios through Vivaldi’s sonnets and words, Ara’s interpretations, and our own way of composing this tableau, ultimately giving it a cohesive and coherent form. We aimed for it to be timeless, appealing to various types of audiences, inviting them to return to a childlike state and be carried away by the creative spirit of the compositions and the intersection with the cycle of life, both human and natural. And all this, with a commitment to sustainability, balance, equality, and educational vision through values inspired by the emotions and sensations we’ve gathered in the project. This is our way of contributing to the awareness of the need to accelerate societal transformation.

The first test to visualize the outcome of this initial step of the project was the concert held on January 29th at the Sony auditorium of the Reina Sofia School. It was a real trial by fire, where we had to present this new proposal for an interactive multimedia concert live to a select audience: students and teachers from various schools in the Community of Madrid. It was a multimedia experience where interactivity through monitors and screens, interactions among musicians on stage, Ara Malikian’s performance, his introductory messages for each movement, and images, passages, and videos related to the movements were put to the test.

More than 600 students from a dozen public and private schools in the Community of Madrid, accompanied by their teachers in two sessions, were able to enjoy this experiential session, with an extremely high level of satisfaction. And all this was made possible thanks to the perfect coordination between the ONE team and the production, audio, and video team of the School. We had top-of-the-line equipment and professionals of the highest caliber. The journey has only just begun, and this experience has allowed us to analyze and evaluate the initial results, and to envision how we can continue advancing and projecting new immersive experiences in the immediate future. We aim to enhance the experience by integrating 3D multimedia elements more extensively, as well as enhancing the pre- and post-concert experience.

Welcome to the interactive immersive world of Vivaldi 3.0. Step into a space where reality merges with imagination, where every corner is filled with magic, and music awaits you at every turn. As you enter the world of the four seasons, you’ll find yourself surrounded by vibrant landscapes pulsating with energy and creativity. Feel the thrill of immersing yourself in a world where the boundaries of reality blur, and your senses awaken like never before. Interact with the environment around you: touch, explore, listen, and engage with the elements inhabiting this fascinating world. Whether you get lost in enchanted forests or dive into the depths of the unknown, each experience is yours to discover and shape. Prepare to be captivated by the sights, sounds, and sensations enveloping you as you delve deeper into this immersive universe throughout the cycle of life.

So, welcome to a world where dreams come to life, and the extraordinary awaits you around every corner! Let your curiosity guide you as you embark on an exciting and unforgettable journey through the Interactive Immersive Universe of Vivaldi’s Four Seasons.

Here are some figures reflecting and highlighting the extraordinary effort involved in this journey: An experience recorded and produced in 6 months, many locations, involving more than 50 professionals and over 4,000 hours of work, recording 4 live concerts with the attendance of over 1,000 people (students & teachers) from 20 schools. An immersive experience available on VR devices and the Web XR immersive platform, featuring 4 spaces, or «stations,» with interactive games, integration of 3D volumetrics, hundreds of photographic images, 10 hours of concert recordings in 8k, several terabytes of video and sound files, hundreds of hours of processing and post-production, hundreds of hours of editing and format integration…hundreds of images generated by AI to create virtual spaces and environments, artificial intelligence and image processing, 8K 360º cameras, ambisonic sound, creation of countless 3D assets…
8K Enables Immersive Vivaldi 3.0 Project By Bob Raikes

…and this is just one of the stops on this magical and unique journey.

Carlos J. Ochoa Fernández © of ONE Digital Consulting.

Summary from our Spatial Education Unleashing 3D Active Learning

Pau Guardiola presented at our Online Session about Spatial Education Unleashing 3D Active Learning.

Pau Guardiola discussed special education and 3D active learning, emphasizing the use of XR technologies in education. He showcased examples of spatial education and highlighted the importance of active learning and quick feedback. The speaker also discussed the use of VR technology for training purposes and the application of virtual reality in deliberative polling. The evolution of avatar technology and the potential of AI avatars for personalized education were also discussed. Future technologies, OpenAI's new feature, immersive learning research, VR and AI integration, and concerns about AI hallucination and reliability were addressed. The participants expressed their wishlist for an education-focused VR platform and discussed collaboration and managing the VR environment. The importance of engagement and immersive experiences in the virtual environment, as well as the potential of generative AI, were highlighted. The novelty effect in research and healthcare credentialing in VR were also mentioned.

Spatial computing and AI in education

  • problem of decreasing student engagement and the impact of technology in the classroom.

  • example of spatial education using a QR code to overlay a 3D model of the human heart on educational material.

XR in Education

  • goal of engaging students in class using XR technologies and introduces the team 'You Can Extend It, Relate It Up'. They collaborate with professors and design educational experiences. Research projects are conducted to measure the effectiveness of these experiences.

  • research projects on XR in education and invites the audience to be active participants using the Slido application.

  • importance of active learning and introduces Slido as a tool for quick feedback from students.

  • concept of spatial computing and its relevance in education for teaching and learning 3D concepts. He discusses the natural evolution of the internet and the potential revolution in classrooms.

  • examples of spatial education applications in the classroom and invites the audience to share their understanding of spatial education.

Learning spatial computing in the metaverse

  • here is no correct answer to a question, but all answers could be correct, highlighting the fascinating nature of the technology.

  • examples of using VR technology in dentistry and CPR training, showcasing the increase in engagement and performance observed in the VR groups.

  • examples of using 3D spatial techniques, including recreating a technique for taking off a helmet, recording a rescue operation, and reconstructing drone footage.

Virtual Reality Training

  • use of virtual reality technology for training purposes. They explain how they reconstruct real scenarios using drone views and 3D reconstruction software. They also mention the use of realistic makeup for creating victims and the application of Polycam and Spatial for recreating spaces and scenarios. The speaker emphasizes the importance of providing realistic training experiences to prepare students for real-life situations.

Deliberative Polling in the Metaverse

  • work with the Deliberative Democracy Lab to apply virtual reality technology in deliberative polling. They explain the methodology of deliberative polling and how it aims to gather public opinion after informed discussions. The speaker mentions conducting deliberative polling in person and online due to COVID-19. They express their goal of bringing deliberative polling to the metaverse and highlight the positive experiences they had with conducting it in virtual reality.

Discussion about Meta-Res Technologies and Avatars

  • meta-res technologies can be better than two-dimensional groups of discussion and talks.

  • evolution of avatar technology, mentioning that they have become more realistic over time.

  • metaverse is moving towards a more realistic experience, which may have consequences for harassment and bullying.

  • potential of AI avatars for personalized education and internationalizing educational material.

  • creation of a metaverse and showed a space where virtual soccer and football can be taught.

  • capabilities of the tool, including screen sharing, sharing of videos and images, and the ability to accommodate up to 50-45 students at the same time.

Discussion about future technologies

  • future technologies, including the ability to have AI, the democratization of creating metaverse experiences using AI, the development of a special classroom, and a project in Mozambique and Uganda to have classes in VR with Spanish and Stanford professors.

Discussion about personal avatars and AI assistants

  • A participant raises a concern about personal avatars and AI assistants. The speaker discusses their experience with personalized AIs and training an AI agent. They also mention a research project involving feeding an AI with polls.

OpenAI new feature

  • OpenAI new feature that allows users to create their own AI by paying a monthly fee of $20. He mentions that the AI can be trained with user data and customized. The feature has been found very useful.

Immersive learning research

  • experience with immersive learning research, stating that it has higher motivation and cognitive effects compared to traditional styles. Pau Guardiola expresses interest in collaborating on publications or conducting new research in this area.

VR and AI integration

  • integration of VR and AI. He mentions applications like PolyCam for creating 3D objects based on videos or photos, AI agents that can be deployed in metaverse experiences for real-life conversations, and Wanda VR deploying agents in their metaverse experiences. Pau expresses interest in further collaboration and learning about Michael Crawley's research and projects.

  • concern about some tools not working well and the constant changes in the VR landscape. He asked Pau Guardiola for his thoughts on addressing the challenges of AI hallucination and truth and accuracy reliability.

Discussion about the wishlist for education-focused VR platform

  • dream of having an education-focused VR platform similar to Spatial. He also mentioned the desire to deploy AI avatars in the platform.

Discussion about collaboration and managing the VR environment

  • projects are mostly based on frame VR, which is focused on education. He emphasized the need to train people on how to use the VR environment effectively.

  • concern about people's lack of knowledge and skills in managing the VR environment outside of the educational ecosystem.

Virtual Environment and Engagement

  • importance of creating an open environment in the virtual space where users can enter, get value, and exchange experiences.

  • challenges of understanding the purpose and target in a virtual environment compared to a university setting.

  • importance of engagement and immersive experiences in the virtual environment, particularly with the use of headsets.

  • risk of platforms focusing on different areas, such as video games, education, or enterprise, and the need for users to decide which platform suits their needs.

Generative AI and Democratization

  • excitement about generative AI and its potential to change interactions with technology, particularly in complex scenarios.

  • goal of making interactions as easy as possible, the need to democratize the technology, and the transition from typing to speaking.

Novelty Effect in Research

  • The participants mentioned the novelty effect and the need for more experience and time to study its impact on research data.

  • They expressed excitement about conducting research on groups that are already familiar with using certain technologies.

Healthcare Credentialing in VR

  • work on healthcare credentialing in VR and the research they are conducting on validity and reliability.

  • importance of gathering evidence and real cases to demonstrate the value of these technologies to the industry.

Job Opportunity: Lecturer - 3D Modeling/Design for Department of Interactive Media

The Department of Interactive Media at VRARA Member University of Miami seeks a dynamic and innovative design educator with diverse 3D modeling, rigging, and sculpting skills. The ideal candidate should be deeply committed to advancing the professional practice of 3D design and animation, particularly in the context of games and simulations. This position primarily focuses on teaching, with opportunities for collaboration in course development for the evolving Immersive Media program curriculum.

Key Responsibilities:

Instruct courses encompassing a wide range of 3D design and related topics, including but not limited to:

  • 3D Character Design

  • 3D Level Design

  • 3D Modeling and Animation

  • Intro to Game Studies

  • Introduction to Immersive Media

  • Immersive Media Practicum

  • Advising Students

  • School Committees

Applicants interested and capable of teaching any of the following in addition will be given priority

  • Introduction to Game Design

  • Immersive Narratives

  • Intro to Creative Coding

  • 2D Character design

Qualifications:

Required:

  • Professional experience or experience in teaching 3D modeling and animation.

  • Demonstrated potential for collaborative interdisciplinary design work and/or research practices.

  • Practical experience outside academia, preferably in a game development studio, design consultancy, or a company focused on immersive projects.

  • Candidates with a blend of academic and practical experience are strongly encouraged to apply.

  • A master's or doctorate degree; bachelor's degree may be accepted with substantial industry experience.

  • Proficiency in any of the following: Blender, Maya, Cinema 4D, Adobe Substance Designer, Adobe Substance Painter, etc.. 

Preferred skills:

  • Some coding knowledge (e.g., Unity/C#, Python, C++, TouchDesigner) is highly desired.

  • The ability to instruct Unity for immersive development is a plus.

  • Experience in creating visuals for immersive performances and interactive installations.

  • Experience with character rigging using motion capture systems.

Application Process:

Interested candidates are invited to submit the following documents:

  • Cover Letter detailing qualifications for the position.

  • Curriculum Vitae or Resume.

  • Portfolio link showcasing relevant work.

  • Contact information for three professional references.

Note: For full consideration, please ensure all required materials are included in your application.  Application Deadline is open until the position is filled.

For questions, please contact Kim Grinfeder at grinfeder@miami.edu.

The University of Miami is an Equal Opportunity Employer - Females/Minorities/Protected Veterans/Individuals with Disabilities are encouraged to apply. Applicants and employees are protected from discrimination based on certain categories protected by Federal law. Click here for additional information.


Vote for Get Real in LAVNCH [CODE]’s 3rd Annual Out of This World Experiences Awards (OoTWEA)

VRARA Member Get Real was recently nominated as a finalist for an award from media firm LAVNCH/code for a metaverse homecoming experience they created for their client (University of Maryland Global Campus) last fall. See details and VOTE! Voting for the award is now open and runs through Friday April 5th at 11:59 pm ET. 

University of Maryland Global Campus’ (UMGC) Homecoming 2023 – Reach for the Stars involved design elements that literally can not be replicated in the real world. The fact that it was hosted in the metaverse meant that there were no real physical boundaries or limitations to the potential of what could be delivered to the client. The combination of limitless design possibilities and the metaverse truly delivered an out of this world experience for all who attended.

The journey with UMGC showcased Get Real’s ability to blend creativity with technical prowess to deliver a unique virtual immersive experience to the UMGC team, students, and alumni. The project underlined why Get Real continues to innovate using immersive technology to foster stronger ties between key members of its clients’ community.
The engagement metrics supported the success of the project, highlighted by:

  • Over 2,200 visits to the Welcome Area (Hub) yielding over 39,000 total user minutes.

  • Over 1,100 visits to the Networking Lounge, with an average of 24 minutes spent in the experience per visitor.

  • Over 13,000 total user minutes spent in the Celebration Zone during the live DJ event.

Support your co-VRARA member and cast your vote for them before Friday, April 5th!




Has Healthcare Reached the “Tipping Point” for Mass Adoption of XR?

The use of virtual and augmented reality technologies (collectively known as extended reality or just XR), in the healthcare industry is on a dramatic rise.  Some industry analysts predict healthcare to be one of the fastest growth industries for the use of XR. 

Recently there have been many press releases and case studies from organizations that have implemented XR solutions for patient care starting from analysis, diagnosis, critical care, therapy, surgical procedures, and of course medical professional training.  Are these indicators that we are at the “Tipping Point” for mass adoption of XR in the Healthcare industry?

However, there are many skeptics and naysayers in the healthcare industry .

So where are we really at in terms of adoption of XR in the healthcare industry?

That was the primary question that was asked during the recent VR/AR Association Healthcare Summit at the University of Miami on February 24, 2024.

This 1 day conference and technology exposition was hosted by the University of Miami and brought together physicians, researchers, and technology companies who are leading the way in using XR to share information, experiences and opinions about where we are, and where we are headed in terms of adoption of XR in healthcare.

With over 100 attendees both in person and virtually on the ENGAGE XR platform this conference exceeded attendees expectations.

We would like to thank the VR/AR Association South Florida Chapter, the University of Miami and our conference sponsor Magic Leap for helping us put on this initial event.

If you weren’t able to attend the Miami event then you can join us in Orlando on April 11th and 12th for the VR/AR Central Florida Chapter Immersive Technology Summit at Full Sail University where we will have a track and exhibitors focused on XR and healthcare such as eXeX (the first company in the world to use the Apple Vision Pro in surgical operations who are from Orlando), AdventHealth University, Orlando Health, the US Defense Health Agency, US Army, Navy and Air Force.  In addition hardware providers such as HTC Vive, Magic Leap, Varjo, Magnetic 3D will participate and be showcasing their solutions and experiences. 

Due to the success of the Miami event we are looking to host Healthcare summits with our VRARA Chapters and other associations around the world. If you are interested, please contact John Cunningham at john@thevrara.com.

Please watch the highlight video of the VRARA Healthcare Summit!