Torch Digital becomes a Member of the global VR/AR Association, NYC Chapter

New York  - Torch Digital is pleased to announce that it has become the newest member of the global VR/AR Association.

Both the VR/AR Association and Torch Digital are dedicated to fostering growth in the virtual reality and augmented reality industries.  As a member, Torch Digital will participate in the Association's initiatives by which Torch Digital will be connected with VR AR organizations to accelerate the market with smart growth.

In addition, Torch Digital is excited about partnering with other developers to create a bridge for their talent to our wide berth of contacts with advertising, Fortune 500 and major media companies hungry for engaging innovations in VR and AR.

“We are happy to have a VR veteran and pioneer such as Carlo Spicola, the Founder of Torch Digital,” says Kris Kolo, Global Executive Director of the VR/AR Association. He has pioneered VR as both an interface and content for some of the first Enhanced Music CDs for Skinny Puppy and the Wu-Tang Clan as early as the 90’s. He also created the first hit VR downloadable ‘app’ Hey Arnold! VR Room for Nickelodeon, which became Nick’s most downloaded digital toy in the USA and three additional markets. “We are excited to see what comes next and look forward to his(Carlo’s) growing involvement with the association,” says Kris Kolo.

“We are excited to participate in the AR/VR Association in New York and abroad” says Carlo Spicola.  “We look forward to creating VR and AR content solutions that serve our core values of using VR/AR to educate, engage and entertain the general public.”

For more information please visit torchdigital.com 

Recap of the VRARA NYC Chapter & NYTV People Event "Future of VR/AR" at The Mill, NYC

By Julian Locke, NYTV People

The VR/AR Association partnered with The Mill and NYTV People for a panel and networking event called the Future of VR/AR. Panel members included Boo Wong, Group Director of Emerging Technology at The Mill, Cindy Mallory, Business Analyst for DreamSail Games, Michael Owen from Media Combo, Amy Peck, Founder Endeavor VR and Moderator Chris Pfaff, CEO, Chris Pfaff Tech/ Media LLC.

It wouldn’t be a VR event without VR! Boo Wong and The Mill let people experience some of their latest cool projects.

It wouldn’t be a VR event without VR! Boo Wong and The Mill let people experience some of their latest cool projects.

VR Changed My Life – the usual panel introductions were turned upside down when Cindy Mallory told the incredible story of how a chance encounter with VR on a date had such a profound impact on her she ditched her career as a Biochemist at Rutgers University and joined DreamSail Games. Now instead of studying the isolation and purification of the Celb2-MBP from Ecoli PMAL Vector she focuses on the analytics management for virtual reality development game creation with emergent technology!

The Realities of VR - Michael

Owen discussed the challenges of producing cinematic VR in uncontrollable environments where none of the production team can be physically present “You leave your camera in a busy market place and it’s gone!”

Those VR Headsets will soon be $10 on Ebay! Amy Peck spoke about how the technology is moving in the direction of an immersive experience that will be shared with friends in a virtual world. Rather than the solitary experience we mainly have today.

NYC Media Lab becomes a member of the global VR/AR Association

NYC Media Lab is pleased to announce that it has become the newest member of the global VR/AR Association (VRARA), the largest directory of over 3,500 organizations involved in virtual, augmented, and mixed reality.

Both the VR/AR Association and NYC Media Lab are dedicated to fostering growth in the virtual reality and augmented reality industries.  As a member, NYC Media Lab will participate in the Association's initiatives by which NYC Media Lab will be connected with VR AR organizations to accelerate the market.

"We are excited NYC Media Lab has joined our global association. NYC Media Lab is the epicenter of all VR AR in NYC and we look forward to accelerating the market together with smart growth in NYC and globally," Kris Kolo, Global Executive Director, VR/AR Association. 

Learn more about NYC Media Lab here nycmedialab.org

VR for Producers featured Verizon envrmnt, Littlstar, and Associated Press at NYU Data Futures Lab

By Chris Pfaff 

The first VR/AR Association New York Chapter event of 2017, ‘Virtual Reality for Producers: How to Create and Deliver for the New Content Frontier,’ took place last Wednesday night, February 15th, at the NYU Data Futures Lab, and it delivered not only a full standing-room-only crowd of 95 people, but some of New York’s finest producers working the VR scene.

It has been almost a year since Chris Pfaff Tech Media helped launch the New York chapter of the VR/AR Association (www.thevrara.com), and the organization now boasts chapters in 12 countries.

Kris Kolo, New York chapter head of the VR/AR Association, introduces the goals and benefits of the organization

As more New York producers learn the craft of producing in VR, the industry will grow concomitantly. Wednesday’s session was an ideal session for learnings from the likes of Paul Cheung, direct of interactive at Associated Press (AP); Alissa Crevier, global head of partnerships, at Littlstar, and Christian Egeler, director of VR/AR product development with Verizon envrmnt.

Chris Pfaff introduces the speakers and sets up the event

 

Paul Cheung guided the audience through his learnings with the almost dozen VR cameras that he and his team have tested. He discussed some of the work that AP has done with branded content partners, and how to adapt the standards of the AP (an organization that literally developed the journalistic standards known as “AP Style” over the past 180-plus years) to VR production. In other words, while shooting a scene, do you keep the DP and/or the producer in the shot, or matte that out? For AP, that choice is obvious: leave the production team in the frame. Cheung described some of the learnings in VR as they apply to the overall production work that his interactive has to deal with, enabling a smoother workflow scenario.

Paul Cheung discusses the range of VR cameras that AP has tested and and used

For Alissa Crevier, Littlstar’s work has grown to the point where the company is as much a platform for content as it is a stand-alone producer of VR content. This has created a new kind of channel for VR partners, and the Littlstar roster of clients includes the who’s who of major content distributors, including Disney/ABC, Discovery, Nat Geo, Showtime, and the Wall Street Journal, among others. Crevier’s experience with Spotify, and the music industry in general, have helped her navigate clearances and understand the vagaries of the live music scene, and live streaming, to understand the value of WebVR versus individual VR platforms, such as Oculus, Gear, or Vive, among others.

Alissa Crevier presents Littlstar’s productions and its content platform model

Christian Egeler took the audience through the Verizon envrmnt learnings, and how they have applied to the studio’s growth in areas that include their Social VR platform. The envrmnt cross-platform SDK has gained traction in the industry, including with the March, 2017 issue of Cosmopolitan magazine, which includes an AR app, a native app, and integrated envrmnt SDK so that trigger images are easier to recognize. Egeler also showed an Alpine Village demo with dynamic updates (first showed at the Amazon Web Services Invent and Nvidia conferences). He hinted at the possibility that envrmnt might release a “build your own” 3D engine later this year. A VR experience produced for Super Bowl LI was also demonstrated.

Christian Egeler shares learnings from Verizon envrmnt’s studio work, and showcases new work, including its Social VR platform

The audience, mostly comprised of producers, was intrigued by the experiences that the three presenters had. The lively panel discussion dove into issues surrounding the growth of an industry that still has yet to standardize areas of production and post-production, as well as the growth of WebVR, in the wake of a still-early headset market.

Paul Cheung during the panel discussion

Mina Salib (right, speaking), program manager at the NYU Futures Labs, introduces the audience to new opportunities at the Labs

Paul Cheung (rear of photo, against window), and Alissa Crevier (right front), address audience questions after the ‘VR for Producers’ event

Recap of VRARA NYC Event: VR for Producers

At the heart of the VR experience is a core group of producers who, on a global basis, are leveraging early funding from state organizations, as in France, as well as major media firms, in Canada and the United States. As with high-definition video, a small but passionate group of production companies have taken on the task of defining the early grammar of VR. Teams such as RYOT have created immersive journalistic VR experiences, while Felix & Paul Studios have delivered high-end commercial experiences. Dozens of small shops create new worlds for clients daily (just search theDirectory to see just how many!).

Speakers and demos included:

 

See pictures from the event including the lessons learnt shared by the Associated Press (AP):

 

Verizon also demoed their Social VR:

Everything VR & AR Podcast: Aaron Nicholson & John Dewar of Studio Transcendent

Listen here

Learn more about Studio Transcendent from co-founders Aaron Nicholson & John Dewar as they join Kevin on this episode of Everything VR & AR.

We discuss one of Studio Transcendent's previous releases called Rapid Fire: Brief History of Flight along with another project they have worked on with AppliedVR called Guided Relaxation which Aaron & John talk a bit more about.

Studio Transcendent also releases a very informative weekly newsletter sharing things going on in the industry which you can have delivered to your email or visit on the web called VR Digest which you can sign up for here.

VRARA Member EON Reality to Establish a VR Center in New York City

The Center will support a Virtual Reality and Augmented Reality certificate program offered through the Lehman College School of Continuing and Professional Studies

EON Reality Inc., and Lehman College, a public, senior college located in the Bronx that is part of the City University of New York (CUNY), announced the establishment of an Interactive Digital Center (IDC) as part of Lehman College's School of Continuing and Professional Studies. This IDC will support the training of new VR and AR professionals as well support the development of VR and AR applications that will assist in teaching Lehman's students. 

As established industries continue to be disrupted by technological advances, workers who have been displaced will need retraining to find a new trade. The VR and AR industries are quickly growing and require an infusion of talent to meet the market's demands, which some project to be around $150B by 2020. Additionally, EON Reality's seventeen years of experience in using VR for training and education will empower Lehman to create VR learning modules to help train workers for other industries.

"Lehman College is a perfect partner for EON Reality," said Dan Lejerskar, Chairman of EON Reality. "New York City is a place where our unique combination of training and education can make a difference in people's lives, especially when combined with Lehman College's expertise. VR and AR lets people learn by doing. This speeds up the entire learning process, improves retention, and helps learners make the right decisions in stressful situations. This technology is perfect for the School of Continuing and Professional Studies in one of the world's most dynamic cities."

"This vital partnership with EON Reality, is but one example of how Lehman is cementing its place as the most important, mission-critical senior college of The City University of New York," said José Luis Cruz, President of Lehman College. "This effort will provide invaluable state-of-the-art experiential training to students of our School of Continuing and Professional Studies -- positioning them well for the opportunities of the burgeoning VR/AR industry."

The first phase of the IDC is a VR and AR training facility and development lab, which will train future VR and AR professionals. Students will engage in a yearlong program that involves three months of classroom training followed by seven months of project-based learning that includes project work done for real customers. Additionally, the facility will include an Icube Mobile, a four-wall immersive Virtual Reality room, that will enable the students to experience and test their creations.

The IDC will open in the second quarter of 2017 and is now accepting applications. For more information please visit: www.eonreality.com.

VRevolution Event at Nasdaq NYC

VRevolution event in NYC featured 300+ executives from brands like NBA, Red Bull, PEPSICO, Six Flags, among others, and focused on building immersive brand experiences through VR and AR. Corporate and brand leaders got the opportunity to develop the strategies and relationships that they need to drive progress in consumer engagement or enterprise initiatives. 

VR/AR Association member STRATA was one of the vendors in the exhibit area. 

VR/AR Association Boston Chapter President, Mike Festa, was one of the many speakers: 

Everything VR & AR Podcast: Niko Chauls of USA TODAY NETWORK

Listen here

Joined by Niko Chauls who is the Director of Emerging Technology at the USA Today & Gannett Network on this episode to learn more about what his team is doing in the augmented, mixed and virtual reality space across their 110 locations in the United States.

Niko discusses what the purpose is behind the VRtually There YouTube channel, along with sharing more information about just what is the yearly StoryNEXT event that he is the Executive Director of.

Also Niko share some wonderful insight on the Hololens and what direction Microsoft is looking to head with it and so much more that it is just best to hear what he has to say.

The NRF & VR/AR Association invite you to the Retail BIG Show for VR AR in Retail & eCommerce

The industry’s premier event – Retail’s BIG Show – is January 15-17, 2017, in New York City. It’s three days, 33,000 attendees, 300 speakers, 100-plus sessions and 500-plus exhibitors. 

VR/AR will be one of the highlighted technologies at NRF. 

The NRF and VRARA invite retailers to the Big Show. VRARA retail members get in at a discounted price. This offer includes all session (breakouts and Keynotes based), EXPO floor to include all sessions on the EXPO (based on availability), and all open networking events (opening reception, keynote lunch). Offer good until 12/2/2016.

Contact Kris Kolo at kris@thevrara.com for the discount and or more details.

Below are examples of what VRARA members are doing with VR AR in Retail:

 
 

Mativision launches world’s first virtual medical reality training facility

Mativision is delighted to announce the launch of the world’s first virtual reality (VR) medical training facility, which opened in London this week with a live dental implant surgery broadcast via VR headsets to a group of senior global doctors.  Mativision’s proprietary VR platform, VRinOR®, has been specifically designed for medical education and training.  An important step for healthcare practitioners worldwide, the facility will be permanently located at the Practical Implant Dentistry (PID) Academy in Leeds following the London demonstrations. The centre will add a new dimension to medical training, facilitating the instantaneous dissemination of surgeries to remote doctors and students.

To mark the opening of the training facility, initially housed at Sethi Ltd on London’s Harley Street, 25 international doctors were invited to witness a specialist in dental implants, oral surgery and prosthodontics, Dr Ashok Sethi, perform two complex dental procedures. Viewed via VRinOR® on Samsung Gear VR headsets, the assembled doctors were able to view the operation in as much detail as if they were in the room.  The 360° camera provides those watching with the same viewpoint as the surgeon, offering a totally immersive experience. In addition, those viewing via the VRinOR® platform have access to interactive content that provides additional patient data and a close up view of the operation, projected over the 360-image.

The closed sessions in London are part of a series of many to filmed and viewed through VRinOR®. Once the permanent training facility opens later this year, the platform will be used as part of the academy’s Training in Practical Implant Dentistry course.  It is hoped that the model will be replicated at medical training establishments across the UK and beyond, providing doctors and students around the world unparalleled access to expert medical training, ultimately improving healthcare globally.

George Kapellos, Mativision’s Head of Marketing and Partnerships, said: “VRinOR® gives better-than-live access to operations – traditionally students and doctors would be behind a partition when viewing live operations for training purposes – with VRinOR® they have the same view as the surgeon: 360 degrees, full view of the cameras used internally in the patient, the ability to move around the operating theatre by switching the camera view, and at the same time they’re able to overlay the screen with patient information and other data.

“The opportunities to use VR technology for good are extensive and growing all the time. By breaking down traditional barriers, our bespoke training facility will allow doctors and healthcare professionals from across the world to learn from each other for the ultimate benefit of the patient, and the new centre is an important step in reaching this goal. We are thrilled to be a part of the journey towards global democratisation of healthcare training.”

Dr Ashok Sethi said: “The quality of VRinOR’s immersive and interactive content means I can demonstrate complex procedures with extreme precision and at the same time add a wealth of additional information to the VR content, helping my trainees get a deeper understanding of the surgery technique at a glance, even if they’re thousands of miles away. We are delighted to have access to this pioneering technology, and look forward to a future in which VR integration is standard practice in medical training.”

About VRinOR®:

Partnering with globally renowned doctors, VRinOR® aims to democratise global medical training by offering wider reach, content interactivity, easier access to a wealth of information and customised experiences. Please click below for the link to a clip of the world’s first VR surgery, which Mativision streamed live on VRinOR to 55,000 viewers worldwide in April this year.

The VRinOR® app can be downloaded on the following platforms:

iOS

Android

Gear VR

Recap of the StoryNEXT VR Stories event by USA TODAY NETWORK

The VR/AR Association partnered with USA TODAY NETWORK for this event in NYC that attracted the best minds in Media, Publishing, Journalism, and VR from the likes of USA TODAY NETWORK, Facebook, Google, New York Times, United Nations, among others. 

Below is a video of the USA TODAY NETWORK team talking about their VR app, VRTUALLY THERE,  and their experiences.

The discussions were of course around VR Stories, and specifics included content creation and consumption by anyone, viewed on any headset. Right now, you can't watch Facebook 360 video on Google's headsets, nor vice versa, can't watch Google's YouTube's 360 videos on Facebook. Where is the interoperability, compatibility the crowd asked. 

You can read more about what USA TODAY NETWORK is doing in VR here

The takeaways are highlighted in the below quotes:

VRARA NYC: Interview with Diego Fiorentin

The VR/AR Association recently sat down with Diego Fiorentin, head of business development for Squadability, an Uruguay-based software development company (with a new office in NYC) committed to delivering high-quality content and elevating the user experience. 

Fiorentin, 32, founded Squadability in 2015 after selling his software factory, intent on breaking barriers and serving as a vessel for change and problem-solving. It does not take long to see that Fiorentin is an optimistic man, so much so that his faith in ‘randomness’ to generate digital value is refreshing, particularly in a time where it seemed we were at risk of divorcing science and technology from a sense of engagement and meaning. Squadability carries this same philosophy to enact real change with virtual tools. For Fiorentin and his company, new technologies are synonymous with new answers. One such instance of their dedication to problem-solving lied in the lack of public ambulances in Brazil. Their response to this was the development of a mobile app operating under the same general structure of “summon-by-smartphone” technologies such as Uber. This time, however, the app alerts any nearby medical personnel and requests medical attention for immediate assistance. This, however, is only the beginning of Squadability’s quest to approach AR technology heuristically. “Augmented reality,” Fiorentin remarks, “is an extension of our senses, helping us see the details, providing a higher quality life”. 

Check out the video below for more details, as well as this week’s recap of virtual and augmented reality news.

USA TODAY NETWORK Joins the VR/AR Association

Now a member of the VRARA, the NETWORK is further committed to engaging the VR community.

 

 

The USA TODAY NETWORK has proudly joined the VR/AR Association (The VRARA) as part of the organization’s long-term commitment to build a deeper connection and further engage with the VR and AR community. The VR/AR Association is an international organization designed to foster collaboration between innovative companies and people in the virtual reality and augmented reality ecosystem that accelerates growth, fosters research and education, helps develop industry standards, connects member organizations and promotes the services of member companies.

“The VR/AR Association is excited to welcome the USA TODAY NETWORK as a member. Both of our organizations are dedicated to accelerating the growth in the virtual reality and augmented reality industry. As a member, the USA TODAY NETWORK will participate in the Association's initiatives and together with the community will accelerate the development and consumption of VR content." says Kris Kolo, President, VR/AR Association, NYC.

Being one of the first major publishers to experiment with storytelling using virtual reality, the NETWORK has been at the forefront of innovation when it comes to marrying technology with premium journalism, and has made major strides in producing award-winning VR content both editorially and for brands.

“As a network comprised of 109 local news properties as well as our flagship national brand USA TODAY, we are dedicated to creating high quality virtual reality content and deeply immersive experiences for our audiences,” says Niko Chauls, director of emerging technology at the USA TODAY NETWORK,

“However, we are all responsible for building a VR audience ecosystem and working together to drive mass adoption.  Partnering with an organization such as the VR/AR Association, a thought leader in the industry with deep roots in the VR and AR communities, helps us accomplish that goal. Our membership will allow us to create, collaborate and pioneer new media together and I’m thrilled to explore the great unknown.”

Learn more about USA TODAY NETWORK products, projects, and initiatives related to VR here

VRARA Member Mativision Featured during Facebook Oculus Keynote for VRinOR

By George Kapellos, Head of Marketing & Partnerships, Mativision

During the Keynote at the Oculus OC3, the 3rd Developers Conference in San Jose earlier today, Max Cohen, VP Mobile, showcased a selected few from the 400+ VR Apps which are available for the Oculus. 

When he reached the part about VR being educational, he said, “…people won’t be learning from textbooks, they’ll be learning experientially…” and brought to the big screen Mativision’s VRinOR App, to demonstrate his point, saying that  “… it was used to Live Stream an operation from inside the operating room…” 

For all of us at Mativision, this moment was the culmination of a long journey that started well before the world had even heard the word 'VR'. Because, Mativision was not created overnight. 

We can all remember many years ago, the efforts to put the first 360-degree video camera through its paces. To understand the basics of filming a full 'bubble' around you, the mistakes, the problems we had to solve, the development of everything from the ground up. 

It was no different when we decided that it was time to use our technology for a higher cause something that marketeers in the space have labelled 'VR for good'. 

Back in April 2016, when we live-streamed in VR a cancer removal operation, something that had never been attempted before, we were mostly interested in the reviews and comments of medical students who watched the VR stream with headsets and to our satisfaction found out that they were all overwhelmed by the enthusiasm with which they described the uniqueness of the experience, not because it was “cool”, but because it had a much higher educational impact on them. 

That is when we decided to develop VRinOR, the world’s first VR platform, dedicated to the distribution of medical training content. The platform was launched in July and since then it is being populated with real operations filmed in VR. 

We aim to establish VRinOR as the go-to-hub for VR medical training content for all medical students and doctors worldwide.

And this is just the beginning to a very exciting journey....

 

To learn more about Mativision's VRinOR solutions see here

"Sensorama" - AR Going Forward

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Tuesday’s event at the NYU Data Future Lab was another great success for the New York chapter of the VR/AR Association. The night began with esteemed media consultant and start-up veteran Chris Pfaff of Chris Pfaff Media/Tech LLC giving a primer on augmented reality, as well as the various channels through which it is presently operating and through which it is anticipated to operate. Naturally, Niantic’s Pokémon Go was a point of discussion; the breakout mobile game’s AR capability has been and continues to be debated amongst developers and academics. The debate itself is testament to the embryonic state of AR in the present age. It is for this reason that Pfaff’s basic definition of the technology — the layering of digital sensory information over reality — was both appropriate and necessary. 

Blippar's Ariff Quli operated under the same premise of “technological infancy”. Through his presentation, the notion of “everything around us [being] a new channel” was truly realized. A live on-site demo showed attendees the capabilities of machine learning not only for commercial spheres such as marketing and retail, but for education as well. From the anthropomorphization of a Coke bottle and the simulated exploration of the inside of a Jaguar XJR to the flight of virtual butterfly, born from the margins of a 2D drawing. As advanced as the beta was, future iterations will only become more developed, more accessible, smarter. That is to say, the future of visualization through AR, in industry and education, is promising. 

This was reaffirmed by Diego Florentin of Squadability, whose insistence on AR’s potential beyond entertainment and advertising was particularly emotive. As might be expected, he touched on the Internet of Things and how our everyday lives will be suffused with AR technology. For instance, the implementation of AR technology for the sake of affecting change toward the minutiae of our activities, our sports, our fashion, even our transportation systems. Imagine the ability to drive and not only hyper-visualize the things that lie before you and your immediate area but to also preemptively organize and navigate any route, all without having to look away from the road and down at your phone. Florentin ended his presentation with a call to action, to think bigger and to disrupt.

Oskari “Ozz” Häkkinen of Futurefly directed us toward the more gaming-oriented path that lies in AR’s future. However, he also introduced us the recently launched RAWR, a messenger app operating through the interaction of personalized 3D avatars that are responsive to a myriad of terms and emojis, denoting the weather, setting, and even physiology of the avatars themselves. Particularly interesting is that the avatars do not stay confined to the tiny world within the messenger app but can be superimposed onto our own rooms and surroundings.

The night continued with Ixonos’ Ted Iannuzi, whose technological endeavors predate the commercial implementation of VR and AR, but not necessarily their conception. Iannuzi’s talk began with the literature and ideas within that literature that inspired him — Popular Science, Popular Mechanisms, science fiction comics. He presented a pre-Internet world, imagination as the driving force behind emergent technologies, whose linear history trace back from TV Googles in 1963 to a holographic ATM that transcends physicality.

And with the remembrance of a pre-Internet world came the contemplation of a post-Internet one. Our Q&A session brought forth a important question concerning the standardization of AR technology, of a forthcoming reality that is increasingly softening borders that once stood so resolute between the physical and the virtual. What to call this new term of art and design, of new forms of engagement? “Sensorama…” quipped Iannuzi.

Bending the Curve in Real Life: Augmented Reality for Producers

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Join the VR/AR Association for our next New York event on Sept. 26 at the NYU Data Future Lab at 137 Varick St.

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Augmented reality involves layering visual information on top of existing physical reality. Whether through mobile apps, head-mounted displays (HMDs); head-up displays (HUDs); retinal displays, or haptic sensors, AR provides experiences that are changing the way media is consumed and distributed. From the hit game ‘Pokemon Go’ to the forthcoming Magic Leap platform, the lure of AR involves geolocation information and real objects in a transformative way. Lower-cost hardware and the first holographic projection systems offer producers new ways to deliver advertising, viral stories, and special venue content.

The AR industry has evolved from Will Wright’s ‘The Sims’ to companies such as Blippar, which enables smartphones users to recognize images and layer content on top of objects, and Atheer, which delivers a mobile 3D platform.

This session will feature leading producers in the AR field, who will discuss the opportunities available for creative technologists and production companies in AR.

Eventbrite - Augmented Reality for Producers

Mativision joins the VR/AR Association

With offices in New York, London, and Athens, Mativision provides truly immersive experiences for brands and businesses by giving them the ability to film and broadcast in full 360˚ vision and Virtual Reality (VR). Mativision has spent more than 10 years developing the world’s end-to-end technology that can stream live directly to VR from multiple synchronized 360-degree cameras, a technology that places Mativision in the forefront of the VR revolution.

Mativision's mission it to build the future of VR in Medical Education & Training through the VRinOR® mobile platform.  More info here