Get Ready for VR/AR Global Summit (Video Roundup). See this video and narrative analysis/takeaways, care of Mike Boland of AR Insider

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To get the juices flowing for the VR/AR Global Summit that kicks off late newt week, we’re looking back at all of the great knowledge shared at last year’s event. As a teaser for what you can expect in Vancouver starting late next week, below is video and narrative analysis/takeaways, care of AR Insider.

We hope to see you at the event, and it’s not too late to register. There will be lots of knoweldge and networking to gain if last year’s video footage is any indication. Here’s the video roundup from last year’s show:


Enterprise AR Should start Small and Stay Focused (Atheer & Telus)

Atheer executed a successful AR program with Porche. But such results require client readiness and focused pilot programs for technical and business validation. Don’t boil the ocean, the company says: Start with one use case and make it successful.

Read more here and see the video below.


Who Owns Your Augmented Reality (Timoni West)

In all the excitement around our spatial future, relatively few people discuss nuanced realities like privacy and control of augmented spaces. What filters will we have to activate AR layers... or deactivate them? Unity's Timoni West breaks it down.

Read more here and see the video below.


An Operating System for the Physical World (Matt Miesnieks)


The AR cloud could be a sort of operating system for the real world, says 6D.ai's Matt Miesnieks. This would offer spatial understanding of the physical world through 3-D mesh data and contextual recognition of people, objects and motions.

Read more here and see the video below.


What’s Working in LBVR (Joanna Popper)

Location-based VR has pros and cons. It’s primed for early-stage VR when consumers aren’t ready to own hardware. But the unit economics can be difficult (just ask IMAX) in terms of yield, throughput and fill rates. Joanna Popper breaks it down.

Read more here and see the video below.


How Will Amazon Democratize AR Creation (Kyle Roche)


One way to accelerate XR adoption is to lower barriers to entry. That's the rally cry of Amazon Sumerian. GM Kyle Roche says the goal is to accommodate a range of personas and technical skills within the brands that will be XR’s first adopters.

Read more here and see the video below.

Chris Koomen of KLM, David Dicko of Skylights VR, Terry Schussler of Deutsche Telekom join our speaker lineup for Travel and Tourism Webinar

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Chris Koomen, KLM

As a child I always was interested in new technologies and I was dreaming about becoming an airline pilot. I passed all exams and was ready to start flying when I was in an accident. I could never fly again. I became a ground engineer and started working at KLM in 2007 in the Engineering & Maintenance domain.

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In my spare time I have always been experimenting with new technologies and back in 1996 I tried to build a flight simulator on glasses. Though it was really hard but my experiment succeeded and the glasses worked! This is where my love for Virtual Reality started. Unfortunately, there was no market for this technology yet which made it too hard to keep working on it.

In 2015 Google cardboard came out which relighted my fire for VR. I started experimenting again and developed an interactive VR evacuation training for KLM. This turned out to be a success! I’m no longer work as a ground engineer. The last 3 years I’ve joined the Digital Transformation team at KLM where I was the VR-expert and created a team “the VR team” who makes proof of concepts with a thin slice approach. I currently work as VR specialist/consult for AF/KLM to guide and implement many different fields of VR, such as cabin crew training, social media, marketing and ground operations.

Terry R. Schussler, Deutsche Telekom

Terry works within Deutsche Telekom’s 5G group driving spatial computing research and the creation of immersive products that leverage the value of 5G and edge compute services. He collaborates with vendors of XR devices and enabling technologies to build a future that delivers pervasive and personalized B2B and B2C immersive experiences. While innovating 200+ software products for over 50M users he has focused on making software smarter for users while leveraging technology to enable new forms of communication.

Mobile AR Strategies & Business Models (New Report)

Come meet us at the VR/AR Global Summit Nov 1-2

ARtillery Intelligence’s latest report, Mobile AR Strategies & Business Models examines revenue models in consumer-based AR that are bearing fruit. Subscribe for the full report. VRARA members get a discount.

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AR’s early stages are defined by lots of experimentation to see what works natively in this new medium. That goes for product design as well as business models. What do consumers want and how much are they willing to pay for it? These questions continue to be a moving target.

Questions are also being answered by AR pioneers like Snap and Niantic, who are operating at scale. And by “scale” we mean occasionally Superbowl-sized audiences, and revenue to go with it. But the key word is occasional, as these AR exemplars are the exception rather than the rule.

But there are still valuable lessons to gain from these leading indicators. Though the AR sector will twist around and take shape over the next few years (as historically seen in tech), there are early lessons to learn in what product and business models are working so far.

Some of these signals are already evident in ARtillery Intelligence’s consumer survey with Thrive Analytics. There, we see lots of explicit sentiments from consumers about how they’re using AR, how that’s changing (over three waves of existing research) and what they want to see next.

Takeaways from that survey include the continued popularity of AR gaming (Pokémon Go) and social experiences (AR lenses). But there’s also growing interest in emerging forms of AR such as visual search (Google Lens), navigation (Google Live View) and in-store retail commerce.

But what are the business models that are developing around this evolving consumer behavior? Though varied, we’ve begun to segment these models into three main categories (and several sub-categories). They include AR advertising, in-app purchases and AR-as-a-service.

The first two are fairly well known, though they’re developing in nuanced ways examined in this report. But the third category is a less-discussed revenue category where brands, retailers and app developers pay for tools to build AR experiences for their customers.

This carves out a new category we’re calling B2B2C, which includes software such as Unity, Amazon Sumerian, Adobe Aero and other tools to create AR experiences. Though enterprises are buying and deploying the technology, the AR experiences end up in consumers’ hands.

Adding up all three categories mentioned above and examined in this report, it’s a $1.44 billion market, growing to $20.3 billion by 2023. The common thread is AR technologies where the end users are consumers on mobile devices as opposed to industrial enterprises and/or headworn AR experiences.

This report examine each of these revenue categories and how they’re evolving. What are their business models, best practices and strategic takeaways? The goal, as always with ARtillery Intelligence Briefings, is to empower you with a knowledge position.

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

Half of the VR/AR Global Summit's 120+ Speakers will be Women! From HTC, IBM, Intel, Magic Leap, Stanford and more!

Hear from women-speakers from HTC, IBM, Intel, Magic Leap, Stanford Health, 6Dai, and other leading companies at our Summit Nov 1-2 in Vancouver! We are trying to keep this industry not only inclusive but a leader in celebrating and furthering the progress of women in tech. See all speakers here.

About the VR/AR Global Summit

This world-class conference and expo will welcome 1000+ Executives, 120+ Speakers and 70+ Exhibitors from leading companies like Lenovo, Microsoft, Niantic, Viacom, and so many more. With over 230 companies active in VR/AR, Vancouver is the 2nd largest immersive ecosystem in the world. This is the 4th time the show is happening in Vancouver and this year’s Global Summit will have a strong focus on enterprise and AR, as well as on immersive interaction design. Learn more at vrarglobalsummit.com

 

About VR/AR Association

The Summit is hosted by the VR/AR Association (VRARA), an international organization designed to facilitate collaboration between innovative companies and people in the VR and AR ecosystem that accelerates growth, fosters research and education, helps develop industry standards, connects member organizations and promotes the services of member companies. Over 4000 companies, brands, schools and 27,000 professionals are registered with VRARA and 20 industry committees are working on best practices & guidelines for the industry. Learn more at thevrara.com

VividQ and Himax announce partnership for holographic display

VividQ, a UK-based software company, is partnering with Himax Technologies, Inc. (NASDAQ: HIMX), a Taiwanese fabless semiconductor solution provider, to create a complete solution for holographic display.

The new partnership will allow technology companies and Original Equipment Manufacturers to build Himax display technology powered by VividQ software suite straight into their products.

VividQ, a UK-based software company, is partnering with Himax Technologies, Inc. (NASDAQ: HIMX), a Taiwanese fabless semiconductor solution provider, to create a complete solution for holographic display. In the new partnership, announced today, Himax’s mass manufacturing capabilities for LCoS microdisplays and VividQ’s real-time 3D holographic software enable integration of truly holographic projections into everyday consumer devices.

Holographic display enables the projection of highly realistic 3D visuals across a range of applications from Augmented Reality smartglasses to in-car Head-Up Displays. The new partnership will allow technology companies and Original Equipment Manufacturers to build Himax display technology powered by VividQ software suite straight into their products. Himax provides the key hardware component of holographic display systems powered by VividQ’s technology – the first software framework for real time 3D holography.

“Himax plays a crucial role in VividQ’s mission to build an ecosystem of holographic technology providers and realise the future of immersive computing,” said Darran Milne, CEO, and co-founder of VividQ. “Alongside market-leaders in compute platforms, LCoS displays and optical design, we bring full-depth, high quality and scalable holographic solutions to the masses.”

Holography will change the way humans interact with virtual content through automotive Head-Up Displays (HUDs), AR/VR headsets, and consumer electronics, which currently have very limited 3D display capabilities. VividQ and Himax technology will make it possible to create compact holographic consumer devices that present the viewer with multiple planes of depth and offer superior brightness, vastly improving the quality and detail of the 3D display in AR consumer and automotive electronics. For example, traditional HUDs are bulky and cannot provide contextually relevant information at the correct distance, causing drivers to strain their eyes and become distracted.

“VividQ’s software platform for holographic display supports our plans to bring LCoS to a vast range of embedded projection systems, especially in the highly innovative south east Asian market,” said Po King Li, VP of Marketing & Sales of Himax Display. “Our partnership will soon bring high-quality, true-depth holographic display in front of consumers for the very first time.”

About VividQ
VividQ is a deep tech software company with world-leading expertise in 3D holography. The company was founded in 2017 by a team of expert engineers, mathematicians and computer scientists from the Universities of Cambridge, Oxford and St Andrews, who solved key technology barriers in the adoption of holographic display. VividQ’s software brings real- time Computer Generated Holography (CGH) to everyday applications. VividQ collaborates with leading technology companies to create the most realistic, immersive and sensational experiences.

Read more here

Oxford Medical Simulation is using Virtual Reality to transform training and education in healthcare

Come meet us at the VR/AR Global Summit Nov 1-2

It is worth noting that Oxford Medical Simulation work with healthcare institutions globally is to enable VR-based education experiences. Contact jessica@oxfordmedicalsimulation.com who would be happy to discuss case studies that include these institutions more specifically!

The optimal method of clinical training is simulation - where the learner is placed in an immersive and engaging environment in which to practice as if in real life. Simulation is effective and has proven benefits on clinical performance and subsequent patient care. However, physical simulation is expensive, time and space consuming. It is only available in larger centres and needs to be led by faculty, meaning it cannot be scaled to deliver flexible training when needed by clinicians.

Oxford Medical Simulation began exploring other methods of delivering the benefits of physical simulation in a scalable, accessible manner. The one technology that has the power to immerse participants in fully interactive, immersive environments that feels real, is virtual reality (VR).

That is what Oxford Medical Simulation does. Learners see patients in virtual reality and do what they would do in real life - history, examinations, investigations, interpretation of results, diagnosis and treatment, all the while interacting with their virtual team. The patient, vitals, labs and clinical team adapt depending on learner actions and - thanks to in-built artificial intelligence - respond as they would in real life.

As in physical simulation, once the scenario is completed, the learner receives a debrief - either guided by the system or by faculty - and feedback on what they have done during the simulation. This data is made available to both the learner and the institution through the in-built analytics system. Learners can use the data to track progress, link to learning portfolios and identify areas for further improvement. Institutions use it to help identify struggling students in order to offer further opportunities for learning and practice.

The entire system is customizable to allow institutions to build learning packages around the scenarios.

The team behind Oxford Medical Simulation - comprised of clinicians, medical educators and technology and game developers - has focused on creating experiences that feel completely real - from hospital environments to clinically accurate behaviours to the amount patients sweat as their temperature increases. This all-encompassing sensory experience creates a deep cognitive and emotional connection to a scenario which brings about true experiential learning.

VR/AR Association Orlando Chapter is pleased to announce the appointment of Dr. Irwin L. Hudson of the US Army to its Advisory Board

Dr. Hudson is currently the Human Performance Lead for Simulation and Training for the US Army Futures Command, Combat Capabilities Development Command (CCDC) Soldier Center located in Orlando.  One of the missions of the CCDC is to identify how use of VR/AR technologies can be used to improve how to improve training and soldier effectives.  Dr. Hudson specializes in Human Performance Training via Physiological Attributes such as heart rate, eye-tracking, and blood-flow. 

According to Dr. Hudson "Immersive technologies are changing the way we work, learn and play and the US Army is at the forefront of pushing VR/AR technologies.  We are looking to leverage the global ecosystem that the VRARA has created to identify various technologies and applications that can better help the warfighter perform his/her mission.  It is my honor and a privilege to be part of this global organization and contributing to helping promote collaboration and networking through the VRARA." Having been a Government Civilian Engineer for over 25 years in Orlando and a Nationally recognized Basketball Coach/Trainer with over 25 years of experience, "DrCoach" Hudson has used both avenues to promote the AR/VR technologies via STEM and Athletics.

Central Florida is the recognized global epicenter for the modeling and simulation industry and the US Army, Navy, Air Force and Marines have various technology and procurement agencies co-located at the University of Central Florida Research Park and partner with UCF and the National Center for Simulation in a program called "Team Orlando".  Over $6B per year of contracts in the area of simulation and training are awarded to commercial companies through Team Orlando.

For more information about how to get connected to the VRARA Central Florida Chapter and the member organizations please contact John Cunningham at orlando@thevrara.com

Varjo unveils 'Retina' resolution enterprise VR headset with SteamVR and Hand-Tracking to be showcased at the VR/AR Global Summit

Come see Varjo Exhibit and Demo at the VR/AR Global Summit Nov 1-2

Varjo Technologies announced two industrial-grade virtual reality/mixed reality headsets for enterprise VR applications such as designing cars. These two new products are part of Varjo’s “Resolution Revolution,” a product line committed to delivering human eye-resolution (over 60 PPD) and fidelity to the most demanding sectors of the professional market. With the introduction of the VR-2 and VR-2 Pro devices, Varjo said it is raising the bar on VR clarity and lowering the barrier for enterprise usability of VR.

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Both the VR-2 and the higher-end VR-2 Pro include support for SteamVR content, as well as the OpenVR development platform from Valve, at ultra-high resolutions (up to 40 PPD/4K rendering per eye) so professional users can quickly and easily access a full range of applications for research, analytics, training and simulation, industrial design, and more.

These software tools are now available to the professional market, delivering better 3D models and simulations. The VR-2 Pro also comes with integrated Ultraleap hand-tracking technology, which enables more intuitive interactions with the highest-fidelity VR content. With Ultraleap, you can feel haptic feedback as you touch objects in virtual reality with your fingers. This is especially useful for simulation professionals who interact with physical controllers and switches as part of their VR training, Varjo said.

“We have seen first-hand what the power of human-eye resolution in VR can offer in terms of expanding the realm of applications for the enterprise,” said Urho Konttori, chief product officer of Varjo, in a statement. “Today we bring the Resolution Revolution overnight to nearly all industrial applications, unlocking the next level of professional VR. With VR-2 and VR-2 Pro, professionals can benefit from the industry’s highest visual fidelity and the most precise eye-tracking joining forces with the leading hand tracking technology.”

Building on Varjo’s advanced 20/20 Eye Tracker technology, the new products offer faster and more accurate calibration performance, giving professionals access to precise eye data for applications such as consumer research or safety-critical training. Additionally, the next-generation Bionic Display in both the VR-2 and the VR-2 Pro features better peripheral vision and color consistency than before. That helps in car design, architectural projects, advanced simulations, or research scenarios.

“One of the main goals of SteamVR is to support a diverse ecosystem of hardware and software. Varjo is taking a unique approach to building high-end industrial VR products, and we are excited that users of Varjo will be able to take advantage of the wide array of SteamVR content for professionals,” said Joe Ludwig, a programmer at Valve, in a statement.

Steve Cliffe, CEO of Ultraleap, said, in a statement, “Being able to see in high fidelity and interact without controllers revolutionizes professional VR. Varjo’s human-eye resolution visual fidelity is unprecedented. So is the accuracy and low latency of Ultraleap’s hand tracking. The Varjo VR-2 Pro is the best integration of the two technologies and sets a new standard for natural user experience in VR. We’re very excited about the value it will unlock for demanding use-cases such as training, simulation and industrial design.”

The VR-2 and the VR-2 Pro are available for sale starting today at $4,995 and $5,995 respectively, sold together with Varjo’s software and support services starting at another $795.

“The ultra-high resolution that Varjo brings to Gravity Sketch via SteamVR compatibility is something we are very excited about. We see strong use cases for our customers in the Automotive and Industrial Design industries in applications where absolute visual quality is needed,” said Oluwaseyi Sosanya, CEO of Gravity Sketch, in a statement.

European Simulation and Training (ETSA) and the VR/AR Association sign a partnership to drive the industry

Come meet us at the VR/AR Global Summit Nov 1-2!

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The VR/AR Association (VRARA) and ETSA have signed an MOU to strengthen ties between the two organizations.

The agreement will foster the relationship between the two pertaining to VR/AR capabilities and associated technology within the modeling, simulation and training community. It will also enable a closer working arrangement in supporting and actively promoting each others events. For example, ETSA Members will participate in the VRARA Industry Committees.

ETSA will provide the European voice, while the VR/AR association boast a global team of experts and specialist forums.

Last Chance to Apply for the Lenovo ThinkReality Enterprise Workshop at the VR/AR Global Summit!

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You’re invited to apply for Lenovo’s first Enterprise  Workshop for ThinkReality, its newly announced brand for commercial AR and VR solutions.

The workshop will take place Nov 1 10am-3pm, during the VR/AR Global Summit, Nov 1-2, in Vancouver Canada at the new renowned venue, the PARQ Hotel and Casino. Deadline to apply for the workshop is October 15, 2019.

At the Workshop, Lenovo product managers and engineers will be on-site to provide information on the platform, the pipeline of features and benefits, and demonstrations including the Lenovo cloud portal that can be used for device, app and user management. The morning session from 10 am – noon will include a product and demo workshop, and the afternoon session from 1-3 pm will include a technical developer session where you can build your own application.

In the morning session, you’ll get exposed to early ThinkReality app development partners who will present three types of AR apps built on the ThinkReality A6, and will review how they built these applications, offer best practices, and be on site to answer questions.

In the afternoon session, Developers will be given the opportunity to develop a Proof-of-Concept (POC) application on the ThinkReality A6 during the workshop. This allows developers to build and deploy applications in a more open environment without the risk of sharing custom application solutions and IP with other attendees.

Lenovo is sponsoring approved workshop participants' VR/AR Global Summit ticket, providing lunch, and a private networking event Friday evening with heavy hors d'oeuvres and drinks, and car service from the airport to hotel and back for attendees arriving from the Vancouver airport.

Benefits:

·    Private networking event Friday evening with heavy hors d'oeuvres and drinks

·    Paid entrance, VR/AR Global Summit event ticket

·    Free car service from the airport to hotel and back for attendees arriving from the Vancouver airport

·    Lunch provided

·    Exclusive access to Lenovo’s ThinkReality Developer Program

 

Are you an experienced AR Unity developer? Are you currently working at a large enterprise or systems integrator company? If yes, then apply now!

 

Limited space is available.



 


About the VR/AR Global Summit

This world-class conference and expo will welcome 1000+ Executives, 120+ Speakers and 70+ Exhibitors from leading companies like Lenovo, Microsoft, Niantic, Viacom, and so many more. With over 230 companies active in VR/AR, Vancouver is the 2nd largest immersive ecosystem in the world. This is the 4th time the show is happening in Vancouver and this year’s Global Summit will have a strong focus on enterprise and AR, as well as on immersive interaction design. Learn more at vrarglobalsummit.com

 

About VR/AR Association

The Summit is hosted by the VR/AR Association (VRARA), an international organization designed to facilitate collaboration between innovative companies and people in the VR and AR ecosystem that accelerates growth, fosters research and education, helps develop industry standards, connects member organizations and promotes the services of member companies. Over 4000 companies, brands, school and 27,000 professionals are registered with VRARA and 20 industry committees are working on best practices & guidelines for the industry. Learn more at thevrara.com

20 days to go! Here's the detailed schedule for our VR/AR Global Summit

See you in Vancouver Oct 31-Nov 2!

This is the 4th year the event is happening in Vancouver and this year's Key Sponsors include Lenovo, Microsoft, Niantic, Raytheon, Viacom and participation from brands like Boeing, Canadian Tire, Hasbro, Julabo, Lockheed Martin, Mastercard, Siemens, Telus, Walmart and companies like Apple, Amazon, HTC, HP, IBM, Intel, Magic Leap, Pico, Qualcomm, Varjo. Also, participating organizations include the US Navy, World Bank, Stanford Hospital, SSH, and media: Forbes, Fortune, Time Magazine, VR Scout.

Schedule Highlights:

Thursday Oct 31:

  • Registration desk opens

  • VIP Reception


Friday Nov 1

  • The Future of AR: From Games to Mainstream Adoption & Beyond (Niantic)

  • Bringing Spatial Computing to Enterprise (HTC & Magic Leap)

  • Solving for the Massive Skilled Workforce Shortage: How Scalable AR/VR Enterprise Solutions Will Impact Workforce Productivity (Lenovo)

  • AR Cloud (6d .ai)

  • Convergence: How the World Will Be Painted with Data (Charlie Fink)

  • VR/AR For Poverty Reduction Initiatives (World Bank)

  • VR: From Inception to Impact in Global Training and the Workplace (MasterCard)

  • EXPO

  • Developing AR & Automotive (MapBox)

  • Enabling AR at Scale for Enterprise Technology Support (IBM)

  • Engaging & Designing for Kids and Youth (Hasbro)

  • Clinical Applications of Immersive Technologies in Pediatric Healthcare (Stanford)

  • VR/AR and Festivals: How Viacom is Working in the Space (Viacom)

  • AR/VR Applications in Sports (Intel Sports)

  • 5G and AI: Transforming the Next Generation of Enterprise VR/AR

  • Speed Dating

Sat Nov 2

  • VRARA Women

  • EXPO

  • Speed Dating

  • What is Coming in Healthcare VR/AR (Medical)

  • Building Large Scale VR Experiences for Theme Parks (LBE)

  • Using VR and AR in Training: How Enterprise is Changing (Enterprise)

  • Healthcare and VR and AR Panel (Medical)

  • Deploying at Scale: What can the Entertainment Sector Teach our Industry (Entertainment)

  • How VR and AR are Influencing Education (Education)

  • The New Role of VR and AR in Advertising (Marketing)

  • Amazon Sumerian Presentation (Enterprise)

  • Fitness/Sports (Sports)

  • Expert Storytelling in VR/AR (Storytelling)

  • Soft Skills in Virtual Reality: Creating an Inclusive Workplace (Training)

  • Social VR (Social)

  • Sound and Music in VR/AR: The New Revolution (Entertainment)

  • Art and Immersive Design (Art)

  • Using VR and AR for Inclusion in Education (Education)

  • Gaming and Design in VR (Gaming)

  • VR and AR in Architecture and Design (AEC)

  • Hospitality and Tourism: A New and Immersive Approach (Travel)



See full detailed schedule here



Get Tickets!

See Expo Floorplan

See Full Schedule

About the VR/AR Global Summit

Hosted by the VR/AR Association, this world-class conference and expo will welcome 1000+ Executives, 120+ Speakers and Exhibitors from leading companies like Lenovo, Microsoft, Niantic, Viacom, and so many more. With over 230 companies active in VR/AR, Vancouver is the 2nd largest immersive ecosystem in the world. Learn more at vrarglobalsummit.com



About VR/AR Association

The VR/AR Association (VRARA) is an international organization designed to facilitate collaboration between innovative companies and people in the VR and AR ecosystem that accelerates growth, fosters research and education, helps develop industry standards, connects member organizations and promotes the services of member companies. Over 4000 companies, brands, schools and 27,000 professionals are registered with VRARA and 20 industry committees are working on best practices & guidelines for the industry. Learn more at thevrara.com

Viacom will speak at VR/AR Global Summit. The team helped VR AR spring to life in Nickelodeon, MTV VMAs, and Comedy Central

Join us at the VR/AR Global Summit - North America, Nov 1-2 in Vancouver here vrarglobalsummit.com

The VR/AR Global Summit - North America is Nov 1-2 in Vancouver.  With over 230 companies active in VR/AR, Vancouver is the 2nd largest immersive ecosystem in the world. This is the 4th time the show is happening in Vancouver and this year’s Summit is sponsored, in part, by Viacom’s Advanced Advertising group, among others. The Summit will have a strong focus on immersive interaction design. 

Vancouver is also the #1 VFX & Animation cluster globally, the #3 largest Film & TV production centre, and a top 10 video game dev centre. Vancouver is proving how important it is to leverage the convergence of film, visual effects, animation, games, and VR AR technology.

Viacom's Advanced Advertising Innovation Products team matches and operates emerging tech in support of sales needs. 

Augmented Reality effects clearly visible at 1min 15secs - amazing show!

The team helped VR/AR spring to life in Nickelodeon (KCS, KCA, Henry Danger, Loud House), MTV (VMA's Missy Elliot Vanguard), and most recently Comedy Central (Your Brain On Clusterfest). 

Group lead, Diego J Medina, will be talking about the unique multiplicative quality VR/AR has of voicing IP and audiences through technology. PLUS, how VR and AR has a unique place in on the ground experiences for concerts and festival goers! 

Join us at the VR/AR Global Summit - North America, Nov 1-2 in Vancouver here vrarglobalsummit.com

The VR/AR Association will celebrate VRARA Women at this year's VR/AR Global Summit

We will celebrate VRARA Women at this year VR/AR Global Summit vrarglobalsummit.com in Vancouver Nov 1-2!

Use promo code VRARAWomen30 for 30% discounts on tickets!

This year, the lineup is purposefully split almost equally between men and women. Undeterred by stats that state only 16% of women have tried VR as opposed to 30% of men, the VRARA is trying to keep this industry not only inclusive but a leader in celebrating and furthering the progress of women in tech. To mark this commitment, we will launch the VRARA Women’s Committee at this year's summit! See the Speakers and Program here vrarglobalsummit.com

The Future of Equipment Maintenance in Food Tech using Virtual Reality

Come meet us at the VR/AR Global Summit Nov 1-2

More and more industries are looking at technology solutions for long-standing problems. VRSim's President and CEO, Matthew Wallace, was interviewed in this article for his VR/AR insight and how this tech stands to help the industry.

Avoiding run to failure (RTF) on equipment requires a number of factors, including proactive maintenance and skilled workers who know what to look for on the components of a machine. But before that, it must begin with simplified equipment design, and that starts with communication.

Bakers must be in the right mindset … not so much as producers of baked goods but more as purchasers of equipment.

In that context, they’re better prepared to have real conversations with suppliers about building machines that will be simple to maintain with the minimum possible workforce.

“Bakers must be prepared to have interaction with the equipment manufacturers,” said Rowdy Brixey, president, BEST: Brixey Engineering Strategies & Training.

He offered similar advice to suppliers.

“Be prepared to have a conversation about how you can justify the engineering you put into your machine,” he said. “Suppliers need to touch on areas that, in some form or fashion, help with the labor shortage.”

In terms of everyday maintenance, the future is wide open for equipment manufacturers to develop data tracking and mix augmented reality with remote maintenance, according to Matthew Wallace, president, VRSim.

“There are a lot of things that can be done by remote maintenance, which requires the help of the OEM,” he said. “Augmented reality — using GoTo Meeting and putting a graphic overlay on top of the screen — will fundamentally change the industry. When you start mixing augmented reality with remote maintenance, that’s where the future will be.”

This article is an excerpt from the September 2019 issue of Baking & Snack. To read the entire feature on Run to Failure, click here.

Vancouver and Seattle announce landmark partnership. VR/AR Global Summit is in Vancouver Nov 1-2

The VR/AR Association (VRARA) is proud to present the VR/AR Global Summit to be held in Vancouver, Canada on Nov 1-2, 2019. With over 230 companies active in VR/AR, Vancouver is the 2nd largest immersive ecosystem in the world. This is the 4th time the show is happening in Vancouver and this year’s Summit will have a strong focus on enterprise and AR, as well as on immersive interaction design. More info www.vrarglobalsummit.com

The economic development agencies of Vancouver and Seattle announced a landmark cooperation agreement that promotes continued economic growth and linkages throughout the Cascadia Innovation Corridor.

Vancouver Economic Commission (VEC) and Great Seattle Partners (GSP) formalized the agreement — called the Cascadia Economic Development Agreement (CEDA) — in a signing ceremony.

Joint economic development is critical to Cascadia,” said VEC CEO Catherine Warren.

“By collaborating with Greater Seattle Partners on trade and investment, we strengthen a region known for innovation and progressive values while improving economic balance for companies, workers and residents. We believe in a ‘big tent’ and invite other economic leaders to join us in advancing prosperity for all.”

By collaborating throughout the super-region, the resulting synergies, allowed by the social, cultural, and economic commonalities within the corridor, will allow for the greatest mutually benefitting business prospects and partnerships.

“By formalizing our relationship with the Vancouver Economic Commission, we expand the opportunities to promote the greater Seattle region on the international stage,” said Brian McGowan, CEO of Greater Seattle Partners. “When leaders from both sides of the border work together we are better able to explore new strategies, maximize our selling points, and enhance our global reach.”

Key areas that the partnership will focus on include developing and growing workforce talent, fostering a sustainable economy, facilitating trade and access to capital, catalyzing stronger business ties between the cities, and encouraging partnerships in the target industries, such as smart cities, clean technologies, green buildings, artificial intelligence, augmented and virtual reality, and the creative and entertainment sectors.

There will also be joint research and marketing work, joint trade missions to raise the corridor’s profile, and work that engages local governments, businesses, and residents in understanding the value of this economic strategy.

Source

Innoactive Opens Aviation VR Training Hub at 2 largest airports in Europe

Come meet us at the VR/AR Global Summit Nov 1-2!


Innoactive have partnered with AeroGround Munich & Berlin and Fraport AG to offer the world's first open aviation VR training hub.

Airports from around the world can access best-practice processes and training modules to transform how they train their employees to reach the next level of training excellence and operational efficiency. As of now there are eight VR training applications available, with more still to come.

On-the-job training for ground handling presents many hurdles, such as security clearances, weather conditions and aircraft availability. Using VR to bring the usual personnel training from the airports’ “apron” directly into the classroom is an obvious preferred method, as it saves time and money while allowing trainers to prepare more potential staff in a highly engaging way.

Read more about how you can become part of the transformation.

Website URL: https://innoactive.de/aviation-vr-training-hub/

VR/AR Global Summit to Bring World-Leading Technology and Global Experts to Canada on Nov 1-2 (Press Release)

For more info and tickets see www.vrarglobalsummit.com

November’s event will feature speakers such as Heidi Buck of the US Navy and Sergio Paolantonio of Hasbro, and showcase over 100 Augmented and Virtual Reality demos

VANCOUVER, British Columbia, Oct. 08, 2019 (GLOBE NEWSWIRE) -- The VR/AR Association (VRARA) today announced its program of over 120 global speakers that will be featured at its flagship summit, hosted in Vancouver on November 1st and 2nd 2019. The lineup, which includes both panelists and keynote speakers, will deliver compelling insights on the current state and future of Virtual Reality and Augmented Reality and its impact on specific industries such as enterprise, education, defense, entertainment and healthcare.

“VR/AR may seem like just a game to some, but in reality, it is having an impact on almost every area of our lives, allowing us to engage with our environment on an entirely new level. This technology has now been used in everything from Viacom’s groundbreaking AR Show for Missy Elliott’s MTV Vanguard! Award to the US Military’s cultural sensitivity training for overseeing troops,” said Nathan Pettyjohn, Founder and President of the VR/AR Association. “The world-class group that will come together in Vancouver shows how diverse and boundary-pushing the industry is becoming - any company in VR or AR tech that has their sights set on growth should be at the event ready to collaborate and share their ideas.”

This year, the lineup is purposefully split almost equally between men and women. Undeterred by stats that state only 16% of women have tried VR as opposed to 30% of men, the VRARA is trying to keep this industry not only inclusive but a leader in celebrating and furthering the progress of women in tech. To mark this commitment, Co-Chairs, Anne-Marie Enns and Sophia Moshasha will launch the VRARA Women’s Committee at this year's summit.

With over 120 speakers, highlights include:

  • Heidi Buck, a member of the US Navy and the Founder and Director of the Battlespace Exploitation of Mixed Reality Lab at SPAWAR Systems Center, Pacific

  • Charlie Fink, VR/AR consultant, speaker and Forbes columnist

  • Ross Finman, Head of AR at Niantic

  • Cathy Hackl, the #4 Top Technology Voice on LinkedIn and a part of Enterprise Strategy at Magic Leap

  • Sergio Paolantonio, Director of Augmented Reality, Voice Experiences, Design and Development at Hasbro

The event, which will feature two days of workshops, panels, keynote presentations, demonstrations, exhibits and more, aims to not only educate attendees on the far-reaching practical applications of VR/AR but also explore the newest trends and creative expressions that are possible with these technologies. An example of this is a just-released augmented-reality experience, that allows attendees to harness unexpected powers right in the middle of the exhibition floor.

The 2019 Summit sponsors include companies at the forefront of this technology such as Microsoft, Lenovo, Niantic and Viacom among others.

To learn more about the 2019 speakers please visit https://www.vrarglobalsummit.com/speakers
To register for a ticket please visit https://www.vrarglobalsummit.com/tickets

About the VR/AR Global Summit
On Nov 1 & 2, 2019, in Vancouver, the VR/AR Global Summit will bring together industry frontrunners from around the world to discuss the present and future of immersive technologies. This world-class conference and expo will welcome 1000+ Executives, 120+ Speakers and 50+ Exhibitors from leading companies like Lenovo, Niantic, Microsoft, Viacom, and so many more. With over 230 companies active in VR/AR, Vancouver is the 2nd largest immersive ecosystem in the world. This is the 4th time the show is happening in Vancouver and this year’s Global Summit will have a strong focus on immersive interaction design.

About the VR/AR Association
The VR/AR Association (The VRARA) is an international organization designed to foster collaboration between innovative companies and people in the virtual reality and augmented reality ecosystem that accelerates growth, fosters research and education, helps develop industry standards, connects member organizations and promotes the services of member companies.

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