National Institute of Standards and Technology Launches Public Contest and Seeks Innovators to Develop Haptic Technology for Improved First Responder Communication $425K Prizes


BOULDER, Colo. - The National Institute of Standards and Technology’s (NIST) Public Safety Communications Research (PSCR) division is hosting the Haptic Interfaces for Public Safety Challenge, which launched March 18, 2019. The division is seeking teams of haptic providers and developers to participate in a competition aimed at improving public safety operations with awards totaling up to $425,000.00. Partnering with NIST PSCR on this Challenge are the First Responder Network Authority, FirstNet built with AT&T, MSA Safety and the West Metro Fire Protection District (Colorado).

Public safety officials, such as firefighters, law enforcement and Emergency Medical Services (EMS) providers, work in a variety of environments that limit their senses and ability to communicate. Haptic interfaces, which use the sense of touch to send information when sight and sound are limited, might be a method to provide essential information in these situations. The Haptic Interfaces for Public Safety Challenge contestants are tasked with investigating the relevance of haptic interfaces for assisting in first responder tasks. The challenge also seeks to assess the potential for virtual reality environments as development tools for public safety technology.

“Our grant programs and prize challenges can help us make great leaps forward in solving public safety challenges by creating collaborations with innovators, industry, academia and the public safety community,” said Dereck Orr, chief of NIST’s PSCR division. “Virtual reality allows us to test and measure new devices — such as haptic interfaces — in realistic scenarios before they are deployed and relied upon by emergency responders.”

The Haptic Interfaces for Public Safety Challenge consists of multiple phases and will require the development of three haptic prototypes integrated into PSCR-provided virtual reality scenarios as well as a final haptic prototype embedded into a firefighter’s personal protective equipment (PPE) for a search and rescue scenario at a firefighter training center.

How to Participate

Interested haptic providers and developers can visit and for more information on how to participate in the challenge. The challenge launched March 18, and applications to first enter the challenge are due April 22.

PSCR Background

Since 2002, NIST’s PSCR has worked to drive innovation and advance public safety communication technologies through cutting-edge Research and Development (R&D). PSCR works directly with first responders and the solver community to address public safety’s urgent need to access the same broadband communications and state-of-the-art technologies that consumers on commercial networks now expect.


Amazon Web Services Product Marketing team is hiring for VR/AR experiences

See job post and apply here


Do you wake up in the morning excited about what cloud computing can do for customers of all shapes and sizes? Are you excited to be able to explain how AWS can be a great platform to build and run immersive augmented and virtual reality (AR/VR) experiences? Do you have a passion for helping customers understand how these technologies can make a big difference to their businesses? Do you have a knack for creating high quality marketing deliverables that crisply convey value propositions? Are you one of those rare technologists as comfortable working with engineering team as talking with a journalist? The Amazon Web Services Product Marketing team is hiring!

You will have the opportunity to define the strategy for how we communicate to customers about our AR/VR technologies. You will be responsible for defining our positioning and messaging to developers and technical decision makers, creating the most compelling content to help them understand the use cases and value propositions, and building the right programs to increase awareness and adoption. This role is responsible for designing and implementing marketing campaigns, programs and events that help developers become successful using AWS services. You’ll get to work on a growing business and have a big impact every day.

Here are some other qualities we are looking for:
Be great fun to work with. At Amazon Web Services, we have a credo of “Work hard. Have fun. Make history”. In this role, you will love what you do, and instinctively know how to make work fun. You will be technical and creative, and willing to take on any challenge and make a big impact.

Enjoy communicating with customers of all shapes and sizes. You will have a passion for helping customers of all shapes and sizes, from hot start-ups to established enterprises understand how our services can help take their applications to the next level.

Have an unbridled passion for technology. We are continuing to innovate at a rapid pace. The ideal candidate will be passionate about technology and helping articulate the most complex technical concepts in simple terms that make sense to customers.

Roles and Responsibilities
· Own the development of the value propositions, core content, marketing, and go-to-market strategies for Amazon Sumerian
· Craft & develop compelling audience-specific messages and tools (solution videos, customer success stories, demos, whitepapers, presentations, how to guides etc.)
· Work with engineering teams to distill key functionality and benefits into core product marketing messages
· Build and maintain positive relationships with industry analysts
· Identify and execute on breakthrough product marketing activities that reach target audience effectively
· Own website and social media content
· Work effectively across AWS with groups such as sales, business development, recruiting, evangelists to achieve business goals

Amazon is an Equal Opportunity-Affirmative Action Employer – Minority / Female / Disability / Veteran / Gender Identity / Sexual Orientation


· 5+ years of relevant work experience in fields such as technical marketing, technical pre-sales, technology investment banking, management consulting, or product management
· A Bachelors degree in marketing, business, technology, or relevant field of study such as computer science
· Ability to easily transition from high level strategic thinking to creative and detailed execution
· Demonstrated ability to work independently and autonomously
· Superior oral and written communication skills
· The candidate must also be a strong leader and excellent communicator who can drive consensus and articulate program recommendations and tradeoffs to senior executives


· MBA and/or computer science, engineering, technology background is preferred
· 5+ years of product marketing or developer relations experience
· A bias for action for developing awesome marketing assets (product videos, web content)
· Demonstrated ability in launching and growing innovative technology products
· Demonstrated track record in crafting compelling positioning and marketing content
· A career path that demonstrates increasing levels of responsibility and a knack for driving and/or being associated with benchmark industry products/services

VRARA Healthcare Committee Mission Statement

The VRARA Healthcare Committee will set industry standards for the meaningful use of immersive technologies.

We are committed to creating and sustaining the conditions that enable all healthcare practitioners to facilitate the transformative power of VR/AR to improve patient care worldwide. 

We do this through our commitment to educate and unite healthcare providers around the globe on a single mission to disrupt current standards of care.

The VRARA Healthcare Committee is striving to become the number one network providing invaluable in- depth information for anyone looking to engage VR/AR technology for social impact within the realm of healthcare.

We invite you to participate in our Healthcare Committee! More info here


Lars Riedemann, MD is the founder of HeidelbergXR and a physician-scientist at the University Clinic Heidelberg, Germany More info here

Tim Moyer is the Lead of the XR Lab at Jefferson’s DICE Group.  More info here

VRTL is a Platform Featuring Brand New Courses and Editorial on VR

VRTL is both an online editorial magazine and education platform. The Magazine runs stories, profiles and interviews with international makers & creators and hosts podcasts with top leaders in the industry.

The Academy launches with several introductory courses to give content creators and creatives insights in the VR production workflow and guide them through the transition from traditional to immersive storyteller.

Fresh design paired with high-level online courses helps people “Explore, Immerse and Learn Virtual Reality.”

More info here

The Power of IoT Platforms for Building AR Applications (New Report)

Learn about the benefits and challenges of using an IoT platform to accelerate Augmented Reality solutions

Combined with IoT-connected data sources and historic product data from CAD files, Augmented Reality enables industries to deliver transformative experiences. Early-stage AR solution developers are seizing market-leader positions, while forcing competitors to reevaluate their business models and play catch up.

ABI research explores the realities of implementing AR solutions to help you:

  • Recognize the benefits and avoid hidden challenges of building AR applications

  • Understand the important role that IoT platforms and IoT data can play in building AR solutions

  • Learn how real-world companies are leveraging their existing data to create rich AR experiences

Download Report

Also, we invite you to attend our VRARA Enterprise Summit, hosted by the VR/AR Association, that will take place on June 10th at the LiveWorx digital transformation conference at the Boston Convention and Exhibition Center. The full-day event will bring together the best minds in VR/AR from across the globe. Presentations from industry leaders will include VR/AR Enterprise topics on AEC, Aerospace & Defense, Manufacturing, Training, UX & Design, and much more. LiveWorx is the world's most respected conference for the enterprise to experience the most innovative and disruptive technologies — VR/AR, IoT, machine learning, blockchain, robotics and much more. 6500+ attendees are expected. LiveWorx is June 10-13. More info and get tickets here

Congratulations to Amazon Sumerian Challenge Winners!

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InStage - Learn communication skills faster by getting data driven feedback in an ultra realistic environment!

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The Horse - Using Amazon Sumerian and VR to remove sales barriers, increase engagement, capture sales leads & usage stats

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ArcARNavigationSystem - this System guides you to where you are looking for by following arrows in 3D world by using image recognition


Button - A branded browser based VR escape room experience for the Oculus Rift and HTC Vive


Digital Healthcare Explained - AR Experience for Patient Education. Master students create visualizations of their professional know-how


Room of Keys: A lesson on enzymes - An educational virtual escape room


Prosperia - a job interview simulation builder and practice platform that can be integrated at enterprise scale


Sally, An Educational Preschool AI - An educational experience for preschoolers built with AWS Sumerian

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Learn how manufacturers are using AR to onboard new workers faster and to help workers of all skill levels become more effective (Analyst White Paper)

ARC White Paper: AR in Manufacturing

By introducing augmented reality to factory floors, manufacturers are improving KPIs and more importantly—closing the skills gap.

By introducing augmented reality (AR) to factory floors, manufacturers are improving KPIs and more importantly—closing the skills gap.

Learn how manufacturers are using augmented reality to onboard new workers faster and to help workers of all skill levels become more effective.


Analytics and automation have changed manufacturing operations. Now, augmented reality is similarly transforming human operations. Manufacturers that have embraced AR are seeing newer workers develop skills faster and workers of all skill levels become more effective and responsive.

Download this free analyst white paper from ARC Advisory Group to learn how AR is driving value for manufacturers, including:

  • The most effective, mission-critical AR solutions for manufacturing

  • Which KPIs are being measured to recognize AR effectiveness

  • 5 strategies for success to consider during AR planning


We invite you to attend our VRARA Enterprise Summit, hosted by the VR/AR Association, that will take place on June 10th at the LiveWorx digital transformation conference at the Boston Convention and Exhibition Center. The full-day event will bring together the best minds in VR/AR from across the globe. Presentations from industry leaders will include VR/AR Enterprise topics on AEC, Aerospace & Defense, Manufacturing, Training, UX & Design, and much more. LiveWorx is the world's most respected conference for the enterprise to experience the most innovative and disruptive technologies — VR/AR, IoT, machine learning, blockchain, robotics and much more. 6500+ attendees are expected. LiveWorx is June 10-13. More info and get tickets here

Call for Sponsors: AR Cloud

If you’re interested in sponsoring this publication, email

The VR/AR Association AR Cloud Committee has produced this white paper and we are seeking a sponsor to help with the Editing and Production costs. If you’re interested in sponsoring this publication, email


The world is moving towards a fundamental shift where our physical reality will soon blend with a virtual one. This idea opens up an entirely new frontier in which our experiences and our realities will be extended in ways we could have never imagined.

In this near future, the possibilities for AR are endless. Brands can attract and engage customers with more immersive and interactive experiences not bounded by physical constraints. Employees can learn how to operate equipments more effectively in complex assembly lines, reducing cost and risks for businesses. Students can visualize complicated diagrams in 3D, improving academic performance. Consumer products, instruction manuals and textbooks are just a small fraction of static objects that can be brought to life.

Up until now, AR experiences have been rudimentary and siloed primarily because they were hard to develop, hard to distribute and had no real demand. Most so-called AR experiences have been merely a simple 2D digital overlay on the real world with no real connection between the virtual content and our physical world. For example, in the original Pokémon Go, the AR characters do not understand the spatial context of the surrounding area.

In order to consume context-aware AR content in the physical world, it is necessary to understand the precise location and orientation of the viewer’s device. For mass adoption of AR to occur, content must persist in the real world across space, time and devices.

Table of Contents:

Introduction to the AR Cloud

Definition(s) of AR Cloud

Tech Giants Are Investing in AR

Building the AR Cloud

Use Cases

Indoor Navigation: Immersal

Productivity:  YOUAR

Social and Gameplay: Ubiquity6

Events: Geogram



Alex Chuang, Shape Immersive

Sam Beder, Ubiquity6

Mikko Karvonen, Immersal

Amy LaMeyer, WXR Fund  

Gabriel Rene, VERSES

Colin Steinmann, Bent Image Lab / youAR

Steven Swanson, VERSES


Matt Miesnieks,   

Kris Kolo, VRARA

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If you’re interested in sponsoring this publication, email


The VR/AR Association publishes the Training Industry Sector Report including over 100 companies specializing in Virtual Reality / Augmented Reality

You can also come see some of these companies at our VRARA Enterprise Summit at LiveWorx in Boston on June 10th. More info and tickets here

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Thanks to the folks at the VR/AR Association for moving the industry needle and serving as the connecting file for companies across the ecosystem.

There is a head scratching data point that I have been referencing lately: corporations collectively spend $350 billion on training each year. To put that in perspective, corporations spend more annually on training than the Gross Domestic Product of 83% of the countries in the world. And what are the results? Before we get there, think about the last time you experienced company training. Was it effective? Were you engaged? Did you remember anything? Answers are probably overwhelmingly no. And you aren’t alone. Most executives think that their company learning and development is ineffective and many employees do not think they are effectively trained to do their job and/or find their training useless. Read the full Foreword by Jay Fraser, Global Head of VR for Training at HP here.

The report features over 35 companies, for example:

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In addition to featuring over 35 companies in detail, the report lists over 100+ companies who registered with our Directory. The infographic below is a sample of all the companies:

Call for Participation in our UK VR/AR Ecosystem Report. Over 100+ to be listed!

If you are interested to be featured in this report or sponsor it, email

The VR/AR Association is working on a report that will highlight VR/AR companies, Universities, and organizations involved in VR/AR in the UK. If you are interested in being featured in this report or to sponsor, please email

UK has the second largest video gaming industry in Europe, the fifth largest in the world, and is responsible for the release of some famous games including the Tomb Raider series. The U.K. also has a broad-minded attitude to job employment: university graduates are not tied to jobs relating to their degree programme and complete career changes are not unusual, creating an atmosphere of openness, exploration and flexibility. Together, this has all helped build interest in and experimentation with emerging technologies like VR/AR.

The report will specifically highlight the following:

  • Size of the local ecosystem market

  • Number of relevant companies in the ecosystem

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

  • Reasons why company is based in the local ecosystem

  • Needs and hopes from and for the ecosystem

See examples of our other Reports here

And, below is a sample infographic that will be included in this report, which is generated by our Directory (so please make sure you are registered and your company info including logo is up to date.)

If you have any questions or are interested in being featured in this report or to sponsor, please email

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Matt Miesnieks of from our VR/AR Global Summit 2018 (Video)

Participate in our upcoming Summits in Boston, Europe, and Vancouver! More info here

Matt is renowned as one of the AR industry's thought leaders through his influential blog posts. is his 3rd AR startup, he also helped found SuperVentures (investing in AR), built AR system prototypes at Samsung, and had a long commercial and technical career in mobile software infrastructure before jumping into AR software infrastructure back in 2009.

Participate in our upcoming Summits in Boston, Europe, and Vancouver! More info here

Call for Sponsors for our VRARA Enterprise Summit at LiveWorx in Boston

Email for Sponsor Packages Options!

The VRARA Enterprise Summit, hosted by the VR/AR Association, will take place on June 10th at the LiveWorx digital transformation conference at the Boston Convention and Exhibition Center. The full-day event will bring together the best minds in VR/AR from across the globe. Presentations from industry leaders will include VR/AR Enterprise topics on AEC, Aerospace & Defense, Manufacturing, Training, UX & Design, and much more.

LiveWorx is the world's most respected conference for the enterprise to experience the most innovative and disruptive technologies — VR/AR, IoT, machine learning, blockchain, robotics and much more. 6500+ attendees are expected. LiveWorx is the gathering place for all who thrive on the business of industrial technologies, with a diverse audience made up of C-level executives, managers, engineers, developers, and many more. Whether you’re creating elegant product designs, developing AR applications, or disrupting entire industries, there's something for the entire technology community at LiveWorx. LiveWorx is June 10-13.

More info about the Event here

Email for Sponsor Packages Options!

Call for Presenters for our Retail & eCommerce Webinar

Our Retail & eCommerce Committee is inviting speakers for a Webinar we are planning for May. Please email if you’re interested to present! Let us know if you’re also interested in Sponsoring this webinar.

The Committee’s mission is to provide awareness and education for Retailers on how to utilize VR/AR technology to interact, transact and educate customers. Integrating this technology into a consumer-focused strategy can help increase customer experience and growth while reducing churn and returns. Moreover, this technology can be utilized to help retail employees retain information, use as a guided selling tool with customers and prepare for certain situations that are hard to duplicate in real life to limit risks to themselves or the company.

The VR retail market is expected to rise to $1.6B by 2025, and AR could reach $30B in sales.  The retail industry is expected to spend $1B in 2017 on VR/AR solutions. Driven by a 5-year CAGR of 240%, forecasts show that retail could become the top industry for VR/AR spending by 2020.

Join our Committee and representatives from tech, startups, 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.  More info here

AR for Business: Ten Expert Opinions

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When implementing a transformative technology like AR, defining a clear vision and strategy are important first steps for every business. Knowing what to prioritize and who to engage, and when, can fast-track the entire process towards achieving tangible business results.

With advice from leading industry experts, this eBook provides guidance on:

  • How to get started with AR at the enterprise level

  • How to stay focused on solving specific business challenges

  • When to get buy-in from key stakeholders

View eBook

Our VRARA Enterprise Committee Answers Your Questions Post our Webinar with Accenture, Atheer, Fieldbit, Intel, Motive, Nielsen

Participate in our VRARA Enterprise Summit at LiveWorx June 10th in Boston. More info here

Following our VRARA Enterprise Commiteee webinar that took place in Feb, “The ROI for VR/AR in the Enterprise,” (you can watch the recording here- scroll down to Recorded webinars), we received many questions from the live audience and have answered some of these below.  

1) Combining VR and AR in the same headset or other viewing device can be very useful when demonstrating or training, since you can switch back and forth between the real world and the training material, as well as viewing both simultaneously. Is anything currently being done with this capability? The answer really depends on the headset and its capabilities. I would say that you'll start to see a lot more of this with the just-released Microsoft HoloLens 2, as well as other binocular AR glasses. I suspect that we will also increasingly see this combining of VR and AR in smartphones and on tablets as work on Apple’s ARKit 2 and Google’s ARCore continues to progress.  

Next-gen headsets like the Vive Focus+ will feature inside-out viewing capabilities that will allow the user to switch from a virtual environment to a real-world (albeit augmented) view.  This was showcased recently when a twitch streamer spent one week in VR, proving that one could function in both a virtual and augmented environment together.

2) We've heard mostly about use cases in virtual person-to-object and person-to-environment interactions. What do you all think of the potential use cases in virtual person-to-person interactions? The potential use cases for virtual person-to-person interactions are exciting, but for enterprises in the immediate future they probably go a little beyond what most are looking for. As an industry, we need to get the basics right first and make existing AR and VR collaborations experiences are highly performant and rock solid before we can expect all but the most well-funded and curious of enterprises to explore richer virtual person-to-person interactions more fully. But the potential of them is undeniable – and the benefits easy to quantify, from savings on travel to benefits for the planet to better and richer communications in every aspect of collaborative work.

A great use-case for the person-to-person interactions was developed by HTC and Bell Helicopter where engineers were able to interact with each other to develop and build the latest in helicopter technology.  They enabled up to 16 people to be in a virtual environment to engage and interact with one another to improve processes and to allow engineers from all over the world to work together seamlessly. You can read the entire case study from HTC here.

3) It is interesting that content development is not explicitly listed as a concern for adoption of AR - does this issue affect the enterprise willingness to try the technology? I would put this down to how little many enterprises know about AR. Once enterprises move beyond an awareness of the obvious benefits of “see-what-I-see” hands-free video calling using smart glasses - and really want to start to deliver useful work instructions and other content to AR users in the field - it will become much more clear that a providing a strong content development capability is truly vital to the success of many use cases. Until an enterprise has started using AR, even in a pilot, this is not readily apparent if they don’t already know a great deal about ROI. So I would expect to see this rising in importance to enterprises quickly as they move beyond the investigation and education stage and into real pilots, trials and deployments.

4) How do we show ROI? At this stage of the market, showing ROI is about working with each enterprise customer, understanding the urgent business issues they face and helping them identify the AR use cases that could help them measurably address those business issues. The customer can then get a baseline for the business issues they want to address (ie. the before picture) and then measure the impact of implementing AR. Our customer Porsche Cars North America went through this process and, as a result, when they implemented AR to connect dealership technicians to remote experts, they were able to quantify that they had shortened service resolution times by up to 40 percent. Over time, as more customers go public with the work they are doing in each industry, we will see the process of showing ROI become much easier and more standardized as “second wave” enterprises will be able to leverage the ROI work of the companies that go before them.

5) Was content-readiness considered as a barrier to deployment? It did not come up as a specific issue in our survey, but again it is probably a realization that most enterprises probably get to once get beyond a limited collaboration use case. In talking to customers, we do know that the ability to create and deploy content easily, professionally and quickly is important – as is the ability to make most effective use of content they already have.

6) Device Management can be a challenge with IT departments that are now responsible managing and securing these devices, what are you seeing in regards to device management? Device management is definitely a concern for enterprises and one that you typically start to hear about once you move beyond a limited trial or pilot. Quite understandably, once IT departments get involved, they need to be sure that any devices to be deployed on their networks are properly secured and managed. Products such as VMware’s AirWatch have been adding capabilities for AR device management for the last several years and many existing device management market players can be expected to expand their range of AR support.

7) You mentioned Mobile AR is going to come down in cost. You mentioned $400. Can you elaborate? Absolutely. There are a number of lower-cost smartglasses that have (or are about to hit) the market recently. They include the Kickstarter-backed Vue smartglasses (with a starting price of $249), the Solos sports smartglasses for $499 and the recently-reduced North Focals at $599. The jury is still out on whether any of the low-cost AR glasses makers are offering products that will see demand (or deeper investment). North, for example, recently announced a layoff of 150 employees – prompting a suspension of investment in the company by the Canadian government. Whatever the ups and downs facing manufacturers, however, it is clear that demand will continue to drive more competitive pricing on both consumer and enterprise AR devices as key components start being produced at greater scale.

How long did it take you all to create your authoring tool?

Our authoring tool has been a work in progress since 2010, the current version, branded as the authoring tool has been in the works for 4 years.

The platform "comes from the gaming space", what game engine is it based upon? Unity?

Yes the platform is built to integrate with Unity.

Love this! I'm an instructional designer - is there a free trial version?

Right now, access to the authoring tool is available to clients who we’re working with on a specific project. We hope to have a demo space available for people to try in the near future.

Participate in our VRARA Enterprise Summit at LiveWorx June 10th in Boston. More info here

New report to be published: VR/AR in Universities & Colleges. 60+ Schools Featured (Update)

If interested to be featured in this report or to sponsor, email

Our Universities and Colleges Committee is finalizing a Report that will highlight what postsecondary education institutions are doing in the VR/AR space. The report will provide an overview of:

  • what VR/AR courses and programs are being offered by each institution;

  • how VR/AR technologies are being used to support learning and teaching in other courses and programs;

  • VR/AR-related research and/or development activity occurring at the institutions;

  • applications of VR/AR to other areas, such as recruitment, marketing, outreach, the library, and student services;

  • the institutions’ future plans in the VR/AR space.

Schools in the report include:

  1. ABC Business Academy (Canada)

  2. American University

  3. Amsterdam University of Applied Sciences (Netherlands)

  4. Bow Valley College (Canada)

  5. British Columbia Institute of Technology (Canada)

  6. Camosun College (Canada)

  7. Capilano University (Canada)

  8. Carlow University (USA)

  9. Champlain Regional College - Saint-Lambert Campus (Canada)

  10. Cherry Creek Innovation Campus

  11. Columbia College Chicago Online (USA)

  12. Community College of Allegheny County (USA)

  13. Eastern Iowa Community Colleges

  14. Fashion Institute of Technology (USA)

  15. Fielding Graduate University – Media Psychology Program (USA)

  16. Florida International University

  17. Georgian College (Canada)

  18. Georgia Tech

  19. Harvard

  20. Howest, university of applied sciences (Belgium)

  21. HTW Berlin University of Applied Sciences – AURORA School for ARtists (Germany)

  22. Iowa State University

  23. Jackson State University (USA)

  24. Johns Hopkins

  25. Jefferson University (USA)

  26. KTH Royal Institute of Technology (Sweden)

  27. Laney College

  28. Lethbridge College (Canada)

  29. Lawrence Technological University

  30. Manchester Metropolitan University (MMU)

  31. Marquette University (USA)

  32. Massive VR Lab

  33. MIT

  34. New Brunswick College of Craft & Design (Canada)

  35. Old Dominion University (USA)

  36. Orange Coast College (OCC) (USA)

  37. Oregon State University (USA)

  38. Porto Polytechnic Institute (Portugal)

  39. Qatar University (Qatar)

  40. Rowan University

  41. Rutgers University (USA)

  42. San Jose State University (USA)

  43. Sheridan College (Canada)

  44. Solihull College University Centre (UK)

  45. Southern Oregon University (USA)

  46. Stony Brook University (Stony Brook, New York, USA)

  47. TAFE NSW (Australia)

  48. Texas A&M University-Corpus Christi (USA)

  49. Texas A&M University Department of Agricultural Leadership, Education, and Communications

  50. Thomas More University College Mechelen-Antwerpen (Belgium)

  51. TTS Työtehoseura (Finland)

  52. University of British Columbia (Canada)

  53. University of Central Florida

  54. University of Southern California

  55. University of Nebraska (USA)

  56. University of the West of England, Bristol (UK)

  57. Vancouver Film School (Canada)

  58. Universidad Europea de Madrid (Spain)

  59. Universidade Lusofona

  60. University of Illinois at Chicago (USA)

  61. University of Florida – Digital Worlds Institute (USA)

  62. University of Nebraska–Lincoln
    Johnny Carson Center for Emerging Media Arts

  63. Asia Pacific University- Kuala Lumpur (Malaysia)

VR/AR in Training Industry Sector Report. 35+ Companies Featured (Update)

To get a copy of this report email

The VR/AR Association Training Committee is working on this industry report that will feature companies specializing in VR/AR for Training solutions. This report will be published in Jan 2019 and promoted to the industry globally.

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The immersive technologies of virtual and augmented reality (VR and AR) are poised to disrupt training in all sectors including corporate, healthcare, manufacturing, and education to name a few. This is a bold statement but one supported by the psychology and brain science of learning. Traditional approaches to training rely heavily on text, or one-off expert demonstrations and predominantly engage one learning system in the brain. This is the cognitive skills learning system that recruits the prefrontal cortex and relies heavily on working memory and attention.

Importantly, this system is not fully developed until one is in their mid 20s, begins to decline in middle age, and is negatively impacted by stress, pressure, and anxiety making this a fragile and suboptimal learning system. Immersive approaches, on the other hand, broadly engage multiple learning systems in the brain in synchrony including experiential, emotional, behavioral and cognitive systems that recruit many brain regions including occipital, temporal, parietal and frontal cortical regions. This broad-based synchronous engagement of brain-based learning systems leads to a powerful sense of “presence”, strong initial learning and enhanced long-term retention. Because many of these systems are less affected by age and stress, learning is more consistent across individuals and situations.

As Einstein said, “Learning is an experience. Everything else is just information.” Experience is at the heart of immersive training, whereas information is at the heart of traditional training. Our society is in desperate need of high-quality training. Training approaches are ripe for disruption and immersive technologies meet this need.

— Todd Maddox, Ph.D., Founder and CEO, Cognitive Design & Statistical Consulting

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Featured companies already include:

  • Absorb Reality

  • AVATAR Partners

  • Bizri Academy

  • Concurrent Technologies Corporation

  • Circuit Stream

  • DiSTI

  • Eliteceu

  • 4Experience

  • Halldale

  • Heartwood

  • Innoactive


  • Sentireal

  • ONE Digital Consulting

  • Sentireal

  • SkillReal



  • Pixvana



  • Seabery

  • Sprint

  • Warp Industries

  • Uptale

  • UNLTD Inc.

  • VRSim, Inc.

  • Other Companies (see infographic below)

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Join us online March 8th for VR Fitness, Entrepreneurship and Venture Financing!

**Anyone can attend, including non-VRARA Members! Email to be added to the web conferencing call**

If you are an Entrepreneur, Startup, or VC you should attend! This will be an online event via web conferencing on March 8th 1pm est.

Recent trend is many different VR Fitness startups. For this session Ryan Wang of Outpost Capital invited one of the VR Fitness startups to give a short presentation, and will do a Fireside Chat session followed by Q&A.

Ryan will interview Aaron Stantonis, a serial entrepreneur with great track record, founder of QuiVR, and has done lots of research into VR Fitness. He will give a presentation on the VR Fitness overview/landscape/trend.

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This event is organized by our Entrepreneurship and Venture Financing Committee that is creating best practices, guidelines, and call to actions for the VR/AR startup founders and venture capitalists community. Topics include but not limited to market trend, new technology development, go-to-market planning, fund raising strategy, etc.