The below Industry Committees will work with VRARA members and the industry at large to establish best practices, guidelines, and Call-to-Actions (e.g., recommendations for standards) to further accelerate the market.
The VR/AR Association (VRARA) is the global industry association for VR, AR and MR, connecting leading solution providers with brands and customers. Members and sponsors include Samsung, AT&T, Orange, USA TODAY NETWORK, Mativision, NYU, Sears, Lowe's, Walgreens, and many other VR AR hardware, software, and content companies.
As the VRARA is entering it's second year with hundreds of members and 17 global chapters, it's time to accelerate smart market growth even further. As such, the VRARA has formed the the following Committees.
If interested in participating, contact us.
This committee will create best practices, guidelines, and call to actions for VR AR in Digital Health, Medical, Healthcare, and Education. Join representatives from Meta Co, Mativision, doctors and surgeons, and experts from the industry.
VR Stories & Audiences
Join USA TODAY NETWORK, A+E Networks and other leaders to work on a common goal, how to grow the audience for VR. You might be competing with others, but we all want the audience (user base) for VR to grow.
Mobile VR & 360 Video
Brands are already earning millions of views on YouTube and Facebook.
Public Safety & Emergency Response
Scope will include 360/3d/VR/MXR/AR systems space. More soon.
VR Content Licensing
The global VR content market is expected to grow at a CARG of 128%
Retail & eCommerce
The VR retail market is expected to rise to $1.6B by 2025, according to Goldman Sachs. And AR could reach $30B in sales, as projected by Digi Capital. Join representatives from Aisle411, ZeroLight, VRCommerce, retailers, and other industry leaders testing new forms of AR and VR used in-store and out-of-store to enhance and analyze purchase behavior.
Join representatives from NYU's motion capture lab and other leaders to expand the palette of creative and technical tools for makers in the VR space, engage in discussions around UX and implementation, and build a strong network of practitioners.
Join representatives from the 4A’s (American Association of Advertising Agencies) and other leaders to define what should not be done in this specific area.