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

Serl.io is Launching the First Mixed Reality Learning Space in Singapore School

Crescent Girls School today launched the first Mixed Reality (MR) Immersive Learning Space in a Singapore school at the 6th Digital Age Learning Conference. The space will be used to supplement class work with immersive and collaborative experiential learning using the Microsoft HoloLens. 

Over the last six months, the school in partnership with Serl.io, a MR start-up, embarked on a development project to bring MR technology into the school. With educators continuously grappling with student engagement, the team set out to evaluate the use of the technology in effective team-based and game-based learning strategies to enhance learning engagement and outcomes.

“We are really excited to see the students getting into it and engaging amongst themselves when they go through the collaborative MR experience. Beyond content, we are also pleased to be able to offer our management system for teachers to effectively run and manage class-scale MR sessions.“ says Terence Loo, Co-founder and Chief Executive Officer of Serl.io.

CGS and Serl.io are planning to produce more content even as the team at Serl.io develops AI capabilities on their MR platform to further transform learning that are not just experiential but contextual as well.

More info here

VRARA Toronto Member Dark Slope Secures $1.5 Million And Opens Up New VR Experience Center

Dark Slope, a Toronto-based virtual and augmented reality (VR and AR) developer, is creating free-roam multi-user experiences for the rapidly expanding location-based entertainment (LBE) market and for enterprise customers.

The startup company has been around for a year and has closed a seed funding round raising more than $1.5 million, and the launch of its first product, the LBE title Scarygirl Mission Maybee.

Use of funds

Funds will be used to add new staff, develop the company’s free roam technology and its enterprise product line, and to support the release of future VR and AR experiences.

As part of the seed round Dark Slope will be adding new investor Steven DeNure, co-founder and former President/COO of DHX Media, to their board. 

“Technological advancements have put location-based VR and AR applications, tools and experiences at the cusp of widespread adoption by consumers and corporations,” said Raja Khanna, Executive Chairman and co-founder of Dark Slope. “The timing is right, and the team at Dark Slope are the best of the best. I am proud to work alongside this group and equally proud to welcome our new investors, and Steven in particular, into the fold.”

Developed from the ground up for large-scale multiplayer free-roam VR environments, Scarygirl Mission Maybee embodies Dark Slope’s goal to design content that brings people of all ages together. 

Scarygirl Mission Maybee, based on the cult hit graphic novel and designer toy brand Scarygirl from acclaimed artist Nathan Jurevicius, is a first-person action game that brings up to eight players together to save the world from Dr. Maybee and his diabolical experiments. Players must work closely together to suck up infectious hazardous goo, purify it and blast it back at the hordes of creatures infesting the world.

Scarygirl Mission Maybee, based on the cult hit graphic novel and designer toy brand Scarygirl from acclaimed artist Nathan Jurevicius, is a first-person action game that brings up to eight players together to save the world from Dr. Maybee and his diabolical experiments. Players must work closely together to suck up infectious hazardous goo, purify it and blast it back at the hordes of creatures infesting the world.

Scarygirl Mission Maybee showcases our hyper-focus on developing multiplayer free-roam VR and AR experiences that bring people together in immersive worlds,” said CJ Hervey, President and co-founder at Dark Slope. “We’re excited for audiences to come and be the among the first to experience Scarygirl Mission Maybee and to witness how incredible free-roam multiplayer VR can be.”

Scarygirl Mission Maybee

To celebrate the launch of Scarygirl Mission Maybee, Dark Slope will be inviting guests to come to its Toronto studio and experience the game’s raucous multiplayer action starting Feb. 28. The facility is located at Liberty Village, 7 Fraser Avenue, Unit 2 in Toronto.

About Dark Slope

Dark Slope was founded in January 2018 by four entrepreneurs with extensive knowledge of building international companies based on emerging digital platforms.

The company’s President, CJ Hervey is a former Executive Producer at Toronto and LA-based digital content studio, Secret Location; COO Dan Fill formerly served as President and Partner at Australia-based boutique entertainment company Chocolate Liberation Front; Technical Director Ben Unsworth was President and co-founder of Toronto-based creative technology company Globacore Interactive Technologies and currently serves as co-chair of the VRAR Association’s LBE Committee, and Executive Chair Raja Khanna, was previously the CEO Television & Digital at global media company Blue Ant Media and co-founder of QuickPlay Media.


XentStudios takes on the Kitchen & Bath Industry with Virtual Reality and Augmented Reality

XentStudios, a provider of immersive virtual (VR)/augmented reality (AR) platforms for the K&B industry, will be participating in the 2019 Kitchen & Bath Industry Show (KBIS), North America's largest trade show dedicated to all aspects of kitchen and bath design. This three-day event will be held February 19-21, 2019 at the Las Vegas Convention Center, Las Vegas, Nevada. 

Exhibiting at Booth BL50015, XentStudios will be showcasing its Xentify VR and AR platforms. Xentify VR provides K&B retailers with an immersive and interactive display-as-a-service platform offering room-scale product displays in virtual reality. Used to supplement physical showrooms, the technology allows store customers to experience a significantly more robust assortment of K&B products and combinations within the confines of current floor space and rent. 

The Xentify AR platform enables K&B retail customers to view unlimited combinations of products in virtual displays within their home. A few taps on a personal device allows K&B products and product combinations to be projected on their own living spaces, helping to validate design ideas and reduce returns.

For more info visit http://www.xentstudios.com or email Davinder Kohli davinder@xentstudios.com

About XentStudios
XentStudios, established in 2017, provides K&B retailers with VR and AR technology offering a combination of high-tech with high-touch physical products – “clicks-to-bricks.” It allows K&B retailers to merge online shopping with hands-on contact, providing an enhanced in-store experience for today’s tech-savvy customers while cutting costs, reducing space and shortening sales cycles.

PhaseSpace and San Leandro Police Department Collaborate on Virtual Reality Training Program

The San Leandro Police Department (SLPD) is collaborating with local virtual reality developer PhaseSpace to see if Department of Defense (DOD) developed technology can help Police, Fire, and First Responder training. Headquartered at the Gate 510 for the past 18 years, PhaseSpace develops motion capture solutions for academic and medical research, training simulations, and the robotics, graphic arts and entertainment industries. Meet PhaseSpace Founder and CEO, Tracy McSheery, and see their technology in action in this video (see minute 9:45).

10 years ago, PhaseSpace developed training tools for the US Navy and Marine Corps under a Small Business Innovative Research Grant. Partnerships with Berkeley, Stanford, MIT, USC and other research institutions gave PhaseSpace experience in virtual reality (VR) long before it became widely available. PhaseSpace is now developing software with the intent of creating a VR training environment for law enforcement training, creating dangerous situations to hone police skills in a virtual environment, saving costs of travel and training. Over the course of the past year, the SLPD has collaborated with PhaseSpace on the development of the software by testing it and providing constructive feedback.

The significance of this public-private partnership is not to be underestimated. PhaseSpace has made leaps and bounds since its original iteration, creating environments that would traditionally carry a high liability. At present, the program addresses numerous stressful aspects of Police training, including de-escalation of tense circumstances, active shooter situations, and extreme driving scenarios.

The VR environment is very realistic, which makes the training experience that much more impactful. Furthermore, PhaseSpace has consulted with mental health professionals in an effort to address the psychological consequences of these situations, such as Post-Traumatic Stress Disorder, and incorporates unique methods to help minimize trauma. SLPD continues to test the program and to consult with PhaseSpace on further improvements.

The most significant take-away is that PhaseSpace has been able to create a program that places officers in very realistic training scenarios and enables a highly effective learning environment without the risk of real-world damage or injury. While still in development, the product is nearing an iteration ready for introduction to the Police Officer Standards and Training (POST) Commission. In the event of an endorsement from POST, it is conceivable that the program will be implemented statewide.

It is incredible to witness something so game-changing being developed right here in San Leandro. This software is of potential statewide, and even nationwide significance, and goes to show that great things are continuing to be made in San Leandro.

Learn more here


Cost Effective VR - A Quarter of a Million Reasons

There are a number of concerns around the provision and efficacy of fire safety training in the UK, especially for the managers of staff on sites where general public attend for healthcare purposes.

The National Health Service (NHS) employs an estimated 1.5 million staff across the UK and treats around 1 million patients every 36 hours across the full spectrum of human health - its an exceptional organisation and well loved by the UK people.

With the vast numbers of public attending NHS health services throughout the UK the potential damage that may be caused by fire to property and people is very high. We're working with Health Education England and St Bart's in London on a Fire Safety VR pilot to reduce and manage risk while streamlining costs. 

The forecasts for the one trust we're on pilot with is for savings of around £250,000. There are 600 trusts throughout the UK so there's huge potential behind the trial for cost saving and increased effectiveness of training - it's an exciting chance to prove VR can build knowledge in a cost effective manner.

If you'd like to find out more, drop us a line on learn@absorbreality.com

AR Smartglasses in the Works by LusoVU in Portugal

Come meet LusoVU at our upcoming VR/AR Global Summit Europe.

More info and sign up here

LusoVU’s mission is improve life by connecting people beyond the human senses and to be the catalyzer of the new human interaction paradigm.

LusoVU develops AR solutions, using a unique and innovative technology. LusoVU continues its work on natural human interfaces; haptic interface (in a very simplistic way, hands movements) or eyetracking (eyes movements). These technologies will allow for a whole new way for humans to interact with the virtual world.

LusoVU is developing AR smartglasses, uniquely elegant with a huge field of view. The smartglasses characteristics include:

  • Lightness The hI-DO concept will reduce drastically the overall mass of any head mounted display that will use this technology.

  • Comfort With reduced mass comes physical comfort. The larger field of view will also bring eye comfort. The fact that this solution can be embedded into corrective lenses will also bring added comfort to users of prescription glasses. And comfort is a key characteristic for ubiquity.

  • Elegance With very thin lenses, head mounted displays using the hI-DO technology will be as elegant as a normal pair of glasses or sunglasses.

  • Usefulness The hI-DO will allow AR to become omnipresent in our lives. Head mounted displays, opposed to mobile phones or tablets, are wearable hands-free devices. As such they will unleash all the Augmented Reality potential which in turn will originate a series of new applications and uses for this new breed of eyewear.

  • New interactions LusoVU continues its work on natural human interfaces. Be it haptic interface (in a very simplistic way, hands movements) or eyetracking (eyes movements) these technologies will allow for a whole new way for humans to interact with the virtual world.

  • Large field of view While using any head mounted display, the sensation of immersion on a virtual or virtually increased world is directly related to the device’s field of view. The major breakthrough coming out of the hI-DO technology is certainly the very large field of view. While initially set to be 70 by 50 degrees, theoretically it can as big as one wants.

LusoVU is a Portuguese startup, founded in 2013 as a spin-off of LusoSpace, a company specialized in satellites components, which operates since 2002. It has prominent clients such as the European Space Agency.

More about LusoSpace

LusoSpace is a private space company composed by multidisciplinary highly qualified engineers on physics, electronics, optics and mechanics. LusoSpace’s vision is to lead the space sector in Portugal. Furthermore, LusoSpace aim to develop terrestrial applications which result from the space experience and its success.

Since its first year of activity, LusoSpace has been in the front line of technological innovation. Being the first Portuguese company to fly critical space hardware, we are proud to be a national reference for the society. Our skills were demonstrated by establishing a high tech company in the space sector, without strong initial investments or corporate support.

Main customers are ESA - European Space Agency, EADS-Astrium and Thales Alenia Space. ESA is the major european entity driving for new developments in the space sector. EADS - Astrium and Thales Alenia Space are the main european satellites manufacturers driving the space sector as a commercial activity.

Member Precision OS Announces Series A Funding of $2.3 Million to Advance Surgical Training Platform

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Original Article from BIV, written by Tyler Orton

Precision OS announced November 15 the Series A funding round was led by AO Invest. Other undisclosed investors also participated.

“Precision OS technology is working to create a virtual language able to add depth of understanding that simply cannot be achieved using current simulation tools,” Precision OS co-founder and CEO Dr. Danny Goel, an orthopedic surgeon by trade, said in a statement.

“Adopting VR as a way of improving decision-making is directly relevant for patients and value-based care.”


Precision OS produces what it calls “the most immersive and realistic form of deliberate surgical practice.”

It’s now in the midst of developing a tool allowing surgeons to introduce images of specific patient’s anatomy to the software before conducting a procedure.

Funding is also being used to bolster distribution partnerships and create additional content for trainees.

The company, which was founded in 2017, is among the 200-plus firms developing VR applications that have sprung up in Metro Vancouver over the past three years.

Switzerland-based AO Invest is the venture capital arm of the AO Foundation, a network of more than 19,000 surgeons and scientists in orthopedics and trauma.

Motive.io Announces New VR/AR Training Solutions

Motive.io has announced the launch of two new AR and VR products for the enterprise space: the Motive.io Scenario-based Training Platform and Performance AR. Both offer a scalable way for companies to train employees in virtual and augmented reality without requiring them to write a single line of code.

Motive.io Scenario-based Training Platform - the company’s flagship enterprise product - is a versatile teaching tool. Using Motive.io’s patented authoring software, businesses are able to create their own scenarios in either AR or VR. Individuals can participate in solo learning, or use the platform’s multi-user feature for team-based or collaborative instruction.

Unlike other training products, the scenario-based training platform operates on a variety of device types, from high-end headsets like Microsoft HoloLens or HTC Vive to common handhelds like smartphones and tablets. This variety makes the platform a first-class teaching tool for any business.

“Scenario-based training is one of the most effective ways of learning, because people learn by doing,” says Ryan Chapman, CEO of Motive.io. “Our scenario-based training platform allows companies to make unique simulations that are tailored to their business, with scenarios that adapt based on trainee interactions. Organizations can create intricate situations that meet each individual’s needs, instead of relying on an instructor to guide each employee individually. With Motive.io companies can create and scale training solutions at a much faster pace.”

Motive.io is also launching Performance AR, a customizable performance support product. AR performance support is an emerging technology that has already seen significant measurable benefits in manufacturing, maintenance and repair, field support, inspection, and training. Many employees waste valuable hours leafing through hefty instruction manuals in order to fix product breakages or learn basic company processes. Performance AR provides a step-by-step, interactive guide to manufacturing and teaching organizational procedures.

Using Performance AR, workers can scan a real-world product or location to open the interactive guide. On-screen graphics are then overlaid onto their physical equivalent, giving animated directions on how to create or mend an object, or navigate a factory floor. The software runs on all major headsets as well as mobile and tablet devices, allowing employees to use its features immediately.

According to a Harvard Business Report study performance support tools have already been shown to increase productivity by 30 to 50 percent. Despite that, there are no other off-the-shelf products like Motive.io’s Scenario-based Training Platform or Performance AR that allow businesses to create their own training content. Motive.io’s patented authoring system allows non-technical individuals to create rich experiences without writing any code. Its drag-and-drop interface means that companies can bypass hiring an expensive development team to create an interactive training program.

“We’re excited to be expanding Motive.io’s reach into the enterprise and industrial space,” Chapman says. “We’re seeing a real need for software tools that give corporate training teams the power to create detailed and immersive AR and VR experiences. Our software integrates with a company’s existing learning management system using xAPI, and collects data on training progress, which makes it really easy to use. It feels great to be helping make workplaces safer and more productive.”

About Motive.io:

Motive.io empowers businesses everywhere to take advantage of augmented and virtual reality. AR and VR are revolutionizing the way we interact with the people and machines in our workplaces. Until now, cost and technological barriers have kept the majority of businesses from realizing the significant benefits of AR/VR adoption. Motive.io’s suite of software products and patented authoring platform give companies unprecedented freedom to create their own AR and VR content internally without having to rely on a team of developers. For more information visit http://www.motive.io

CTC PolyFormVR is a Smart Floor for Location-Based VR Experiences in Military & Entertainment

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Concurrent Technologies Corporation (CTC) is developing PolyFormVR, a patent-pending modular smart floor designed to support location-based VR experiences with automated construction of physical infrastructure such as walls, windows, doors, stairs, and large props. The system operates using a simple 3-step process to create the physical infrastructure for locations–from measure to extrude to play–in as little as less than a minute.

First, the heights of objects in a target virtual world are measured. Then, the height measurements guide automatic extrusion of the target virtual world into the real world using a grid of moving vertical columns. Finally, users put on the VR equipment of their choice to experience the target virtual world with correlated visuotactile support provided by the columns. PolyFormVR is being developed as middleware in support of operators within the location-based VR military training and entertainment markets.

PolyFormVR is designed to alleviate pain points associated with custom infrastructure design, fabrication, placement, test, teardown, and storage and to accommodate rapid rotation of VR content and its supporting virtual-physical correlated infrastructure. While designed for custom infrastructure automation, PolyFormVR is ideal for algorithmically generated automation in which modular virtual worlds are randomly assembled and then extruded into the real-world, creating unlimited replay value. The smart floor size is modular and customizable and is sufficient for supporting tons of weight in users and in the placement of existing operator props. 

The idea for PolyFormVR arose from a brainstorming exercise to imagine next-gen virtual physical correlated training and simulation capabilities for NASA and US military dismounted soldier training and soon expanded to include entertainment venues. When we looked at the location-based VR industry we found great visuals and responsive tracking. What was missing was the ability to stand up and tear down virtual-physical correlated infrastructure in a manner as agile, timely, and responsive as the selecting and loading VR scenes themselves. The inspiration for its design came from the idea that a synthetic physical environment could be generated on demand, as portrayed in the video game Portal and in the Star Trek series. With PolyFormVR, CTC is making the virtual REAL.

We want feedback from location-based VR operators to help us improve the design of PolyFormVR. Please click the following link to participate in a short market survey.

CTC Website here

VR and AR - How is the Sector Evolving and What is the Future

For a copy of the Survey, email info@thevrara.com

The XR Industry Survey 2018, based on a survey of 595 AR/VR professionals, reveals some interesting trends for the industry, some of them expected, others more surprising.

The patterns of investment and development in the different sectors which AR/VR are applicable – or potentially applicable – to, show the increasing applicability of this technology beyond the games and entertainment fields that saw its birth in the nineties. 38% of respondents for example believe VR growth in the enterprise sector has been ‘strong’ or ‘very strong’ for example, with an equivalent figure of 43% for AR.

At the same time however, some industries’ slowness to recognise the potential of AR/VR suggests that many still assume it has no serious role outside the games console.

The first point to take home is that the consumer sector (entertainment) and the enterprise sector (product design, training, product design and so forth) have experienced similar amounts of growth but the majority consensus is that this growth has been weaker than hoped in the consumer category.  Enterprise seems to have experienced marginally more growth than consumer; this may be because entertainment applications still depend on the purchase and use of head-sets which remain relatively expensive and unwieldy. Doubtless, this will change as the technology is refined and the time when VR images are beamed directly on to the retina is surely not far off; the basic technology having been around for over twenty years.  

Alongside unwieldy technology, price also remains an issue, with 60% of respondents considering the price of head-mounted displays (HMDs) to be impeding increased adoption of VR/AR, compared to 34% who cited size and design of HMDs.

Alongside these challenges the survey also suggests some companies have pulled out of VR game development for the moment and mobile AR apps have yet to really take off, largely due to the costs considerations mentioned above.

The flipside of this is that there seems to be the greatest scope for growth in the enterprise sector because corporations are more able to invest in the expensive hardware than individuals.  Education is the enterprise sector prioritizing AR/VR the most and the most competitive one, despite the fact that it traditionally has much less spending power than industry – of respondents who reported that they are already using XR technologies, 23% were in the education sector.

Architecture/engineering/construction come a close second at 18%. Healthcare is quite low down on the list despite the obvious AR/VR potential in diagnosis and therapy, with just 7% of those using this technology being in the healthcare sector.

These mixed messages give rise to the question, what are the main barriers to the wholesale embrace of AR/VR predicted in the nineties?

While headset design and price account for part of the problem, potential adopters are also deterred by the lack of proof of ROI (with half of respondents citing this as an issue) and the challenge of integrating the technology with existing systems and processes (32% raising concerns).

The survey also reveals an industry expectation that AR will blossom in the mainstream before VR does, in part because of the availability of open content development platforms like ARCore and ARKit which have no VR counterparts.  

Nevertheless, many industries see the benefit in the long term coming from combining both AR and VR and VR’s superior ability to create a fully immersive environment currently gives it the edge in training and educational applications.

Most survey respondents felt that AR/VR had had a somewhat or very positive effect on their business with VR just ahead in their estimation (83% compared to AR’s 69%), probably because the underlying technology is more mature.

The results of the latest survey are illuminating but also contradictory in places and it is difficult to extrapolate from it exactly what form future trends will take.  One thing is clear however. Many potential customers – both industry and consumer – still remain to be convinced of the benefits of AR/VR or are just apathetic. To generate further momentum in this nascent industry, suppliers will have to invest more in product development and marketing to win them over. On the plus side however, this should pay dividends down the line for early adopters, especially if intellectual property can be developed to create significant barriers to entry for late comers. Most end users who trial the technology quickly see the benefit and invest in it. There are a lot of potential customers out there to be won over.

Simon Portman BA, Dip Law (Bio)

Managing Associate

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Offices: Cambridge (UK)

Languages spoken: English

Email: sportman@marks-clerk.com

Telephone (Office): +44 1223 345520

Global Services and Design Leader Stantec Joins the VR/AR Association

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We’re very excited to have Stantec join the VR/AR Association as our newest Corporate member.

Albert Liu (Membership Manager) of VRARA Vancouver caught up with Aubrey Tucker, an innovative Technology Developer at Stantec to discuss VR/AR in engineering and what they’re up to.

Can you tell me more about Stantec and your role?

Stantec is a 22,000 person organization with over 400 offices around the world. We predominantly focus on engineering but we also work with all forms of design and large scale work. For example, we’re involved with skyscrapers and large transportation projects such as railways. My team is interested in emerging tech and they’re looking into business cases for adopting it. We want to improve computation design, visualization and the way people deliver work.

How long has Stantec been involved in VR/AR?

Stantec first became involved with VR/AR in 2015 through a R&D program called the Greenlight fund which supported creative and innovative ideas from our employees. There are a lot of us throughout the company that have adopted VR/AR for a broad range of use cases. Some of us were early adopters of the Hololens and create our own content for it. I was first introduced to VR/AR in 2010 with Vizard and World Viz through the Oculus SDK 1 and other older platforms.

Some of our designers use Enscape which is an AR plug-in that sits in their software design tool and provides real time rendering with typical artistry work such as BIM (Building Information Modelling). They’re focused primarily on using Enscape to design rather than creating raw content. They also use Twinmotion which is a simplified version of the Unreal Game Engine to produce architectural visualizations and VR environments.

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What made you decide to join the VRARA?

We decided to join the VRARA to network, get access to events and see what everyone in the industry is up to. We want to be a more active member in the worldwide VR/AR community. My selfish interest for joining the VRARA is to provide all the different offices around the world with a way to engage with other technology creators that are local to them. We want people from these offices to attend events, meet new people, learn and experiment with emerging immersive technology.

What are some things that we can expect from Stantec in the future?

We were shortlisted for an award for our immersive design experience for the Royal Columbian Hospital (RCH) and the Fraser Health Authority. We used VR to help the staff experience the interior rooms of the hospital. The nursing team noticed the types of storage that had been specified were too small in some areas and too big in others. They told us that they wouldn’t have noticed this without using VR. Real time visualization was a game changer for the RCH because it allowed for many more considerations within the interior and exterior spaces.

Stantec is also interested in moving into simulation and looking at how long it takes people to get to places. We’re seeing a lot of startups focused on these issues. It’ll also be interesting to look at collaborations where we can work together with others in a VR environment.

Recently, we worked with Archiact, another member of the VRARA to incubate ideas with them. Scenarion launched an extension for SketchUp called Rendezvue which makes it easy to review and edit 3D models in VR. We’ll also be working with them for another project on space planning. We’re always looking for other companies to work on projects with!

How do you see VR/AR making an impact in the building design/architecture space?

Design and aesthetics are the obvious ones but VR/AR is making an impact in many different ways. There are different mediums that can explored such as true immersive walk throughs and the potential for world building in VR. Another interesting challenge is the question of interfaces and how to set up complex interfaces in a VR environment.

In AR there’s a huge opportunity in construction by bringing in health safety applications to reduce and prevent danger onsite. There is also the use of Reality Capture which passively captures 3D models in construction. We can review these models and send instructions to workers to improve work efficiency.  

Daqri and Microsoft are also breaking into these spaces with their AR headsets. Construction is an old school industry and there’s a lot of room for disruption but we’re still not quite there yet.

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How do you see the future of VR/AR integrating into designing buildings and communities in the next 3-5 years?

It’s hard to predict what will happen in the future but I believe there will be a lot of progress made in construction. It depends on how advanced the hardware becomes because once it’s built, the software and other technologies will be easy. We know what we want in construction because if that works all of the other use cases will fall in line. At the end of the day hardware is the linchpin that will dictate the future of VR/AR in construction and engineering.

Closing comments

My team and I at Stantec are very excited to be members of the VRARA. We’re looking forward to building new relationships, pushing the technology further and meeting everyone.

See Aubrey’s talk from one of VRARA Vancouver’s events earlier this year