Recap of VRARA Enterprise Summit at LiveWorx - our Members gave stellar presentations to the industry on the latest Virtual Reality and Augmented Reality Solutions

We invite you to participate in our VR/AR Global Summit Nov 1&2 in Vancouver! More info here

The VR/AR Association (VRARA) partnered with LiveWorx to host the VRARA Enterprise Summit at LiveWorx 2019 at the Boston Convention and Exhibition Center. LiveWorx is the world’s most respected digital transformation conference for the enterprise to experience the most innovative and disruptive technologies — VR/AR, IIoT, machine learning, blockchain, robotics and much more.

VRARA Members had the opportunity to present to some of the top industrial companies from across the globe like Applied Materials, Arcadis, Boeing, ExxonMobil, Franke, Hasbro, Johnson & Johnson, Julabo, Medtronic, Miller & Long, Toro, Sajo, Shell, Siemens, Sprint, Unilever, Zimmer Biomet, Vaillant Group, Verisk. Presentations included topics on AEC, Aerospace & Defense, Energy, Healthcare, Manufacturing, Training.

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Kris Kolo of VRARA and Cathy Hackl VRARA’s Board of Advisors & Enterprise Strategy at Magic Leap.

Enterprise VR/AR Spending is expected to reach $13-20B in 2019, and experience a 89% growth to $120B by 2023. So, where are Enterprises spending all of that money? And are they getting the value out of this level of investment in VR/AR? Matt Short of Accenture from our Silicon Valley Chapter shared with us what Accenture is seeing in the market and where their clients are spending the money.

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Dan Cotting of Shockoe from our Virginia Chapter gave an excellent overview of strategy for delivering a rapid return on enterprise VR/AR. Dan has worked with clients like Lexus, JB Hunt, Arrow Electronics which has helped shape his beliefs that VR/AR are poised to usher in an entirely new approach to business operations.

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Raj Puran, Intel from our Austin Chapter talked about how Intel is driving VR into enterprise and how to overcome the resistance of adopting new technologies.

Marlo Brooke of Avatar Partners from our LA Chapter demonstrated to us an example of how VR/AR is used in the commercial construction industry.

Sivan Iram, Lenovo from our Silicon Valley Chapter demonstrated the newly announced ThinkReality Platform and AR headset from Lenovo, and gave us some great insights!

Frank Black of HTC Vive Enterprise shared with us high-value use-cases from the DoD, Healthcare, and Emergency Response sectors.

Chad Eikhoff of Trick 3D Studios from our Atlanta Chapter along with their customer InterContinental Hotel Group (IHG), discussed an end-to-end enterprise strategy how VR/AR can be used across sales, design, marketing, and design departments in enterprises.

John Cunningham of DiSTI Corporation, from our Orlando Chapter (which is considered to be the Modeling & Simulation Center of the US!) organized an amazing panel on the use of VR/AR in Aerospace.

A fascinating group presentation on healthcare and VR/AR was given by Zimmer Biomet and Precision OS’s Danny Goel, a practicing Surgeon and CEO from our Vancouver Chapter. Together, they are reimagining the educational landscape for health care professionals.

Geof Wheelwright of Atheer, from our SF Chapter and Chair of our Enterprise Committee organized an excellent panel that explored where VR/AR are getting the most traction and how the market has evolved over the last couple of years.

Corporations invested $87B on Training in 2018 and according to Nielsen reports, Enterprises can save 15% ($13B) on Training with VR/AR; VR has retention rates of 75% while traditional methods are only 10%. Jonathan Moss of Sprint Retail Stores and a Member from our Missouri Chapter and Co-Chair of our Retail Committee showed how he’s using VR to train his staff and the ROI benefits. Our Training panel of speakers further discussed VR/AR and Training with additional real-world use cases from Tom Turner of Exxon Mobil and Jay Fraser, HP.

Our AEC specific presentations included Katy Rupp of Ghafari and member from our Detroit Chapter, Aubrey Tucker of ETRO Construction, and a member from our Vancouver Chapter, Vivek Sharma of Magic Leap, and a panel moderated by Mike Festa, VRARA’s Boston Chapter President.

Next we had a Group Presentation focusing on 2 case studies - Siemens Power/Gas & HP Digital Printing and how VR/AR is being used to improve technician and field services.

A recent Gartner report stated "The biggest barrier to the adoption of VR/AR is the lack of good user experience," and Clare Bond of EPAM Systems from our SF Chapter showed us how we can bring experience design to VR/AR.

Thank you again to our Summit sponsors!

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We invite you to participate in our VR/AR Global Summit Nov 1&2 in Vancouver! More info here

The VR/AR Association issues an Open Call for Companies to participate in the VR/AR Enterprise Industry Sector Report

Fill out this form if you are interested in being featured (VRARA and non-VRARA Members are welcomed if you are a B2B company with a VR/AR solutions or services) and email info@thevrara.com if you would like to Sponsor this report

This industry report will feature companies specializing in VR/AR for B2B Enterprise solutions. The report will be published in June and will be promoted to the industry globally via our Newsletter (25K emails), Website (20K monthly visitors), and at our Global Summits, and via our partners’ networks.

Foreword

by Geof Wheelwright, Co-Chair, VR/AR Enterprise Committee

We are in an industry that most major analysts agree is growing fast. According to a December 2018 report from International Data Corporation (IDC), worldwide spending on augmented reality and virtual reality (AR/VR) is forecast to be nearly $20.4 billion in 2019.

This number is part of a five year growth prediction by IDC spanning the 2017 to 2022 period forecasting that worldwide spending on AR/VR products and services will achieve a five-year compound annual growth rate (CAGR) of 69.6%. And IDC is not alone in making this kind of prediction.

According to Gartner Distinguished VP Analyst Matt Cain, the use of VR and AR are one of six top technology workplace trends that will drive the digital workplace. “Immersive technologies, such as augmented and virtual reality, are ready for mainstream businesses,” he predicts in a March 2019 story that discusses evolving workplaces.

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Meanwhile, research firm SuperData (a Nielsen company), recently concluded that enterprises adopting XR training technology (covering Augmented Reality and Virtual Reality) will save $13.5 billion that would otherwise have been spent on traditional training that includes instructors, dedicated learning spaces and traveling to remote facilities.

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Another big story lies in where AR and VR are being rolled out. AR. in particular, has a strong mobile story - with analyst predictions suggesting that it will only grow stronger in the coming years. According to a recent story in AR Insider - also quoting recent SuperData numbers - there has been tremendous growth in the development of Mobile AR apps, particularly for iOS mobile devices.

Mobile AR applications are not, however, primarily driven by enterprise needs - but the steep growth in overall app development for ARCore and ARKit - reflects the massive installed base and opportunity they represent for enterprise AR developers.

There are plenty of other examples and predictions that demonstrate the importance of VR and AR to forward-thinking enterprises in the immediate future. The real story right now, however, may be in the “second wave” of adoption that will come in behind the first wave of adoption we are seeing now.

There will always be companies that have the budget, interest and bandwidth to conduct pilots and do field trials of potentially useful technologies. And those have been the primary enterprise customers for VR and AR technologies over the past couple of years.

We are now, however, on the cusp of a moment where the successful trials (and increasing number of deployments) of VR and AR in enterprises are getting the competitors of early adopters companies to start recognizing that they may be missing out on the real strategic advantage they can achieve.

The range of companies you’ll see in this report - and the kinds of customers they serve - are a great example of how impactful their VR and AR solutions have become to enterprise customers. A quick look through this list also makes it clear just how targeted many of these companies are, with products and services often aimed squarely at specific industries.

Just consider the range of applications on offer (and the sectors they aim to serve):

  • Virtual meeting room technology from Ireland’s meetingRoom.io, which counts the Bank of Ireland among the enterprise customers for its low bandwidth remote work platform.

  • Spiral Technologies, a company that uses Mixed Reality technology to deliver a solution for the aerospace industry that is aimed squarely at the MRO (maintenance, repair and overhaul) market. The company’s solution provides remote calls and video streaming, object recognition, display of static information, interactive voice assistance and 3D visualisation.

  • Apprentice.io, which aims its AR-based solution at lab, line and suite environments, with extensive specialization in pharma and biotech industries. The company says its solution is used to empower scientists, engineers and manufacturers who operate in various complex, compliance-driven environments

  • 900lbs, a creative agency and innovation lab offering VR/AR/MR experiences, with an impressive enterprise customer list that includes PepsiCo, Royal Caribbean Cruise Lines, Shell, NTT Data, Bell Helicopter, DXC Technologies, Perot Museum of Nature and Science and Activision/Blizzard.

  • Dimension10, a company that aims squarely at meeting the needs of industries such as  oil and gas, architecture, engineering and construction - where three-dimensional models in VR can deliver real value. Enterprise customers include Skanska, ÅF Group, Aker BP, Framo, NTNU and AF Gruppen.

  • Atheer, a pioneer in the development of the Augmented Reality Management Platform, with customers in the automotive, aviation, manufacturing and logistics sector. Customers include Porsche Cars North America, which says it has shortened service resolution times at its dealerships by up to 40 percent through the use of Atheer’s AR platform.

  • Frozen Mountain, which brings live streaming to AR and VR devices in the enterprise. The company provides the software, tools, and professional application development services that enable the delivery of multi-party ultra-low latency live video and data streaming.

  • vSpatial is designed to be a virtual reality workspace that connects users to their computer applications and coworkers. It allows virtual office collaboration using a VR headset while providing access to popular productivity applications.

  • VR Vision is a XR (Extended Reality) company that provides immersive technology training platforms for use across multiple vertical markets, including healthcare therapy as well as hospice and retirement homes. The company counts Toyota, Siemens, Thales, the University of Toronto and Alchemy Systems amongst its customers.

  • Viewpointsystem, a Vienna-based company with two decades of experience in eye-tracking technology, has made eye-tracking the centerpiece of its latest product:.the new “VPS 19” smart glasses that consist of Eye Hyper-Tracking glasses, a separate Mixed Reality click-on (that includes a waveguide display and is placed in front of the lenses) and a pocket-sized intelligent hardware component called the Smart Unit.

  • MeetinVR, as the name suggests, is a company all about using VR to empower and enhance enterprise collaboration. The company's public roadmap for VR hardware support includes Vive, Oculus Rift, Oculus Quest, Oculus Go and Windows Mixed Reality.


— Geof Wheelwright, Co-Chair, VR/AR Enterprise Committee

Companies already included in the Report include:

  • Apprentice.io

  • Atheer

  • meetingRoom.io

  • Spiral Technology

  • EndeavorVR

  • 900lbs

  • Dimension10

  • Frozen Mountain

  • Tech Guilds

  • vSpatial

  • VR Vision

  • Viewpointsystem

  • MeetinVR

  • VRgineers, Inc.

  • NextReality

  • Plus, 100+ Companies are listed in our Directory)

Fill out this form if you are interested in being featured (VRARA and non-VRARA Members are welcomed if you are a B2B company with a VR/AR solutions or services) and email info@thevrara.com if you would like to Sponsor this report

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 Motive.io authoring tool?

Our authoring tool has been a work in progress since 2010, the current version, branded as the Motive.io 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


Join 200+ Attendees Online Next Week for our Enterprise Webinar Expert Panel

RSVP here

Our Enterprise Industry Committee will present the latest case studies, best practices, and ROI for applying VR/AR in the enterprise. Join executives from Accenture, Atheer, Fieldbit, Intel, Motive, Nielsen. We expect 200+ attending live. Join us for the Q&A! RSVP here

Call for Participation in the VR/AR Enterprise Industry Sector Report - Over 100 to be listed!

If you are interested to be featured in this report or sponsor email info@thevrara.com

We are working on this industry report that will feature companies specializing in VR/AR for B2B Enterprise solutions. This report will be published in March/April 2019 and will be promoted to the industry globally via our Newsletter (25K emails), Website (20K monthly visitors), at our Global Summits, and via our partners.

You can see our other reports here.

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If you are interested to be featured in this report or sponsor email info@thevrara.com

RSVP for our upcoming Webinar: The ROI for VR/AR in the Enterprise

RSVP here (click on the Upcoming tab)

If you would like to Sponsor this event, email info@thevrara.com

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Hear from the best minds in VR/AR including Accenture, SuperData Nielsen, Atheer, Itseez 3D from our Enterprise Industry Committee on the latest use cases, best practices, and ROI in theenterprise. Corporate leaders are tasked with reimagining the experiences they want for their customers in the face of a changing technological landscape. Learn why every enterprise needs aVR/AR strategy now, not later. RSVP here

VR & AR for Business (Enterprise) White Paper

To get this White Paper, enter your email:

This 40+ pages paper was co-written by 9 industry experts and our Enterprise Committee, exploring the positive and lasting impact that VR and AR technologies can have when businesses deploy them to generate substantial revenue, increase productivity or improve safety. 

Thank you to Atheer for the support in making this white paper possible.

To get a copy, enter your email below. 

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Virtual & Augmented Reality are immersive technologies that provide new and powerful ways for people to generate, use and interact with digital information. These technologies take traditional media beyond conventional screens and use photographic images, video or computer generated graphics (sometimes provided as an 360-degree view within your field of vision) as a new communication and interaction medium that can be used across your company from marketing and sales to field services, training and data visualization.

Companies like Walmart, Farmers Insurance and Boeing have already begun deploying this technology across their organizations for training. Specific examples of how other brands are using VR/AR right now are detailed in this paper. Whether you are a brand marketer, director of operations, run a line of business or head of HR, there are many ways you can deploy this technology to generate substantial revenue, increase productivity or improve safety.

This white paper is broken into the following parts so you can skip to what is of interest to you:

  • Market Predictions for VR/AR

  • Key VR Industry Market Size Estimates

  • Market Size Estimates: Drilling Down on Enterprise

  • How to use Virtual Reality in your business?

  • 20 uses of VR/AR for Business

  • Deeper Dive on Examples

  • Preparing Your Business for the Immersive Future

  • 8 steps to build your VR/AR experience

  • Use Cases

    • Retail

    • Real Estate

    • Airlines

    • Automotive

    • Banking & Financial

    • Health & Medical

    • Virtual Reality Architectural Renderings

    • Industrial (Mining, Oil & Gas, Manufacturing)

    • VR Simulations & Data Analysis

    • Restaurant & Food

    • Travel & Tourism

    • Communications & HR

  • Different Types of VR

  • Uses for VR/360° Video

  • Computer Generated (CG) Virtual Reality

  • WebVR

  • VR Head Mounted Displays

  • AR Head Mounted Displays

  • Challenges Facing VR/AR Adoption

  • Conclusion

 

Enterprise AR is Going to ‘Get Real,’ and More Predictions for 2018

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Join our Enterprise Committee

Google, Amazon, Facebook, Apple, Samsung and Microsoft all want a piece of the VR/AR pie – not to mention Magic Leap, whose first consumer product is “coming soon.” VR/AR is about extension, engagement and monetization. Not since the 1980s have all the big tech players been battling for consumer attention and dollars. So, what is on deck in 2018, and why should we care?

These are the trends highlighted by ARtillry Intelligence for 2018:

Enterprise pulls ahead
Enterprise AR is going to get real in 2018, with companies capitalizing on ROI in both efficiencies and error reduction. Think processes, and how interdisciplinary teams can work better together.

Mobile AR rebounds
Mobile AR is set for big wins in 2018! With everybody owning better and higher-resolution phones, the adoption of mobile AR is a natural evolution. AR app revenue is due to increase because companies will start creating AR apps to sell their products and further extend and engage their customers.

Mobile AR standards develop
With both Google and Apple introducing AR offerings into their lineups, coupled with increased demand from retailers, native AR and AR-first mobile app experiences will rule 2018. As a result, AR standards are set to be solidified this year. User experience will be top-of-mind for product managers.

Consumer VR gets a jolt
With Oculus Go set to release in mid-2018 and reportedly to be sold at $199, consumers will happily buy in to provide a jump in the VR market.

Unifying technologies emerge
As platforms and fragmentation continue to evolve, consumers and enterprises alike will look to tech that provides seamless execution. Enter WebVR/AR. In addition, expect to see more tools for developers and options for enterprises.

Ultimately, it will be a race to 100 million VR/AR units sold. According to ARtillry Intelligence, “That’s the size of the installed base that will be a key milestone and turning point for VR. It’s the number that attracts content creators and supporting functions, as well as a network effect.”

What is the unit price that drives the market? $200-$400. How many years until VR/AR reaches the magic 100-million mark? Three years.

We already know that games with in-app purchase business models are proven revenue generators. So, companies in 2018 will try to tap into ROI success experiences and experiment with location-based promotions and sponsorships. Overall, with investment dollars continuing to flow, the market is not slowing down.

The year 2018 will bring more strategic investment, business development and spend in VR/AR. Some unicorns should expect to see their rainbows narrowed – but more established businesses will begin to taste the ROI of user-based VR/AR experiences.

Published by ISACA News

Boeing, US Postal Service Inspector General and Aisle411 Talk the ROI of VR and AR for Enterprise

Boeing, the US Postal Service Inspector General and Aisle411 took the stage at the first VR/AR Association Chapter Event in St. Louis on February 11th. Nearly 100 attendees turned out to Venture Cafe to see live augmented reality and virtual reality demos, and hear from some of the leaders who are building and deploying solutions in the market.

John Chicoli who oversees training systems at Boeing discussed how his team is using the latest VR technology to save potentially millions of dollars, while at the same time enhancing training programs. The power of new VR technology allows Boeing to perform training exercises that previously costs hundreds of thousands of dollars and months to build, and now execute for hundreds of dollars and days to build. 

Lisa Nieman of the US Postal Service Inspector General discussed how their team is deploying augmented reality experiences to physical mail - which leads to more engagement and more sales for marketers. Ms. Nieman also showcased how the USPS is looking to leverage augmented reality for their workforce, with the implications potentially saving tens of millions of dollars annually.

Matthew Kulig of Aisle411 demonstrated some of the latest applications of Google's Project Tango technology and how brands and retailers are using the technology to create more engagement, more traffic to their aisles, better customer service, and ultimately more sales.   

Also attending the event were several new technology, design, university and journalism organizations that are transforming the VR and AR market. StoryUP VR, based in Columbia, MO was demo'ing some of their VR journalism, taking you on an emotional ride all over the globe through their immersive storytelling. The University of Missouri (MU) attended the event and is preparing to launch a VR lab to facilitate research and development coming out of the university. And new start-up MojiLab based in St. Louis, MO with recent funding from Cultivation Capital attended the event. Mojilab creates 2D, 3D and VR shortform content optimized for social media. Mojilab's technology has been used by the likes of Fast Company, and likely many more to come. 

Overall, the energy at the Chapter event was off the charts and I'm looking forward to our next St. Louis Chapter event in April -- stay tuned!

Below is the opening remarks presentation: