Jason Harrison Appointed at Utah Chapter President

We are thrilled to have Jason Harrison as our Utah Chapter President.

Jason Harrison is a dynamic XR leader and educator with over 20 years of experience in software engineering, technical consulting, team leadership, and immersive technology. He's owned a thriving tech business and consultancy, collaborated with Fortune 100 companies, and taught for Microsoft and Unity - creating rippling industry impact.

Jason sparks innovation and drives positive change while engaging with leaders across all levels. As a Unity Certified Expert and Instructor, he designs and delivers captivating XR workshops and Unity courses, empowering others to unleash their potential in the fast-paced and changing tech landscape.

"Utah has a thriving XR industry and a strong academic core. I'm excited to unite the already-established forces with the energetic new innovators to bring engaging growth opportunities to the state."

— Jason Harrison: Utah@thevrara.com.

James Hanusa appointed to VRARA Chapter President - Phoenix

We are happy to have James Hanusa lead our Phoenix Chapter As part of the Phoenix Chapter President, James is organizing and leading The VRARA Phoenix Inaugural Chapter Workshop that will take place on February 6-8 9AM-5PM (half days) at The Studios at Mesa City Center. For more information or to register, click here.

The Phoenix chapter is dedicated to helping Industry and Academic institutions collaborate on XR Education, Economic Development, and Industry Applications and will be hosting meetings with the support of local Industry and academic leaders. 

James is Venture Catalyst at Digital Raign creating a community focused on the intersection of emerging tech and impact. As Futurist at the Virtual World Society, he advised on organizational development and partnerships. As Cofounder of Urban Innovation Exchange Global, he’s worked with cities on economic & innovation ecosystem development and smart city applications. 

James worked for 20 years in the San Francisco Bay Area in Business Development, Sales and Strategic Alliances for technology companies including Intel, SAP, PeopleSoft and E2Open. His current focus is research and development of next gen tech stack of Web3, 4th Industrial Revolution tech and Society 5.0 applications (i.e. XR, AI, Blockchain, 5G, IOT, Twins). He earned his MBA in International Management from the Thunderbird School of Global Management and a B.S. in Marketing from Arizona State University.

“I’m excited to introduce the Phoenix community to the VRARA network as a leading global technology region. I believe a VRARA Chapter presence will drive significant awareness for an emerging XR ecosystem driving business attraction, workforce development and industry adoption. I’ve witnessed the power of the VRARA convening the public and private sectors with academic institutions to drive innovation and collaboration. I look forward to working with VRARA to champion the growth of the XR industry as Chapter President - James Hanusa”


VRARA Italy at IOTHINGS WEEK

VRARA Italia ha partecipato all’evento IOTHINGS con una serie di usecase rilevanti di utilizzo di AR in ambito IOT. Gli ambiti analizzati sono stati quelli del turismo, dell’industria, quello dell’entertainment e del marketind, quello del trasporto e dei dati, analizzando gemelli digitali , piattaforme ed experience che creano una nuova interazione tra persone, oggetti e luoghi.

This event featured use cases thanks to the testimony of a group of Italian companies that have been working successfully for years in the international field in #emergingtech

PROGRAMMA

Chairman: Lorenzo Montagna, Chapter President Italy, VRARA – Virtual Reality Augmented Reality Association

 11:30  Saluti introduttivi e apertura dei lavori a cura del chairman

  11:35 Spatial Computing &AR per IOT – esempi pratici e roadmap

Francesco Diomede, Director of Business Development, Lanit-Tercom
Katherina Ufnarovskaia, CEO, Augmented.City

 11:50 Avanced Remote Assistance with Mixed Reality and Spatial Computing
Matteo Valoriani, CEO, Fifthingenium

 12:05 Correlazione e fruibilità del dato nei processi decisionali: il caso Metamorphosis
Lorenzo Cappannari,  CEO & Co-Founder, AnotheReality
Claudio Martini, Keybiz

 12:20 IOT e Game Design
Carlo Fabris, Business Development, Digital Tales

 12:35 Augmented Reality Studio – il photoshop della Realtà aumentata
Donato De Ieso, CEO & Founder, Dilium

 12:50 Kiber per l’Industria 4.0: Maintenance e FAT utilizzando soluzioni wearables
Franco Tecchia,  Founder & CTO, VRMedia

VR/AR France Ecosystem Report. See how 61 companies in France are advancing VR AR for us all! (New Report)

This ecosystem report is a simple yet effective way to show what’s happening in France to the world and so that any business interested in augmented reality can quickly identify key partners to streamline their implementation.

Foreword

Augmented reality got its start in 1968 with the first augmented reality system created by Yvan Sutherland.

Since then, 30 years of hardware and software innovations have propelled augmented reality intothe limelight. 2020 has already seen some big strides, as augmented reality is not considered a trend any more by panel analysts, but a revolution for the B2B and B2C markets.

The coming years will see an even bigger breakthrough, with an expected peak coming in2023-2024, as predicted by Apple’sTim Cook and Facebook’s Mark Zuckerberg.

There is not a day that goes by where AR doesn’t make a an impact It can be through an Instagram filter, innovations in computer vision capabilities, or businesses uncovering valuable new use cases that improve employee productivity and reduce operational costs.

Augmented reality is indeed now a reality, an innovative strategy for companies to stay or become competitive.

However, a lot of new providers are rising up in the augmented reality market as the technology matures.

In the glasses and headsets space, hardware providers are entering the market just as quickly as they are disappearing. Big hardware companies like Lenovo and Apple want a piece of the cake. From a software perspective, only a few platforms can effectively provide scalable and sustainable technology. And finally, there are hundreds of integrators and developers claiming to be augmented reality specialists that only know the tip of the iceberg.

The augmented reality market is constantly evolving and customers are requesting truth and confidence in order to bring their augmented reality projects to life.

Initiatives like the VR/AR Association French annual report are key to achieving this kind of transparency.

That’s why we are sponsoring this report—so any business interested in augmented reality can quickly identify key partners to streamline their implementation.

“Most companies are just getting started with AR, and most have few experts on staff. That’s where partnering with experts is a key factor of success.”

Marc Bringuier PTC AR.jpeg

Marc Bringuier

Director of Augmented Reality

PTC Vuforia

 

Get a copy of VR/AR Market Report for Germany

Join us at our VR/AR Global Summit ONLINE Conference + Expo June 1-3

70 Companies Featured with Market Analysis

 It is my honour and privilege to publish this document, and excited about its future iterations. This Market Report for Q2 2020 of the Virtual & Augmented Reality sector in Germany is intended to be living document that has been designed to keep you apprised of how the ecosystem is developing here.

This report is a massive collaboration with partners from other German Associations and was coded, compiled and auto-generated by the German and Polish Chapters so that new immersive technology companies and facts can easily be added in future.

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Content

The bulk of the document are company profiles, but I highly recommend that you take the time to read the Executive Summaries and Forewords that have been meticulously written by teams from every partner Association. Peter Lorenz, Board Member VRBB, and myself tackled the data analysis in the first summary and were astonished by the evenness of the data we have collected so far!

The 2nd executive summary was written by my colleagues and first Advisory Board Members for VRARA Germany David Thomson and Jan Pflüger. As respected Immersive Technology evangelists, their expertise in Enterprise Integration and Competency as well as 3D Design and Project Lifecycle Management (PLM) is staggering. They are industry veterans whose insights into the Market Needs was spot on and are indeed very relevant to the current world crisis.

The subsequent forewords consist of a brief history lesson in German XR technologies and then a look at the XR adoption in Industry. Both exemplify the gradual developments of XR in Germany and how the market here has matured and grown. These are essential reads for any newcomer and those who want to dive into the topic. Both are well-researched articles for our industry and the German Market.

History

It all started at the beginning of 2019 when I invited the regional and national networks to join a regular conference call to discuss pooling our expert knowledgebase, synchronising our activities and event calendars and to start work on an Ecosystem Report.

After many months of work well into the summer, a first version of the questionnaire was complete. We had formulated a survey to harness some much needed data about the state of the industry and it slowly transformed into a proper market analysis for Germany.

Enjoying perusing and reading the report.

Cheers
Philip Wogart
Executive Director DACH

VRARA Germany Announces Advisory Board

With the relaunch of a German-wide Chapter (see here)…

…advisors have been chosen to help the ecosystem connect with various industry verticals. The Board will continue to grow in the coming months and our first group are veterans out of Advertising, Automotive, Energy, Shipbuilding & Technology sectors. So without further ado let us introduce you!

Jan Pflüger – AdvisXR

Jan was an early adopter of digital technologies for the creative area. The potential of VR was obvious for him, so he started exploring new interaction techniques and developed interaction devices for spatial environments in the field of research. This long-time passion has led him to establish the Center of Competence as a network hub for VR & AR, the place to inspire and influence the XR activities within Audi AG.

With his private label, advisXR, Jan advises startups and fosters network activities to drive and deliver the future in the field of XR. In his mission for an open XR ecosystem he establishes strategic partnerships and supports aspiring as well as established companies on their journey through the digital transformation.

David Thomson – Aveva

David graduated from the University of Strathclyde in Glasgow as a Naval Architect, moving directly into the computer aided design industry where he implemented 3D design software in over 20 shipyards. He moved onto a consulting role in IBM Germany where he implemented and consulted leading engineering companies on Product Lifecycle Management systems.  He most recently lead a small team at AVEVA dedicated to developing the next generation of VR and AR apps to realize the vision of the digital asset on the world’s largest engineering projects.

Sabine Georg – Miami Ad School Europe

Sabine Georg has worked in the field of Digital Marketing and Communication since the late 90s. With a background in Fine Arts she actually ended going “digital” and started working for Google in various roles from 2005 up until her leaving in 2019.

Whilst working at Google, Sabine pioneered the Creative Agency Manager role, establishing relations to Germany’s leading creatives and consulting top agencies on “all things Google” with a focus on Digital Marketing and Creative Effectiveness.

Next to her Google Manager role, she worked as teacher and mentor at Miami Ad School Hamburg before she took over as Managing Director in June 2019. Being responsible for both Miami Ad School Europe locations in Hamburg and Berlin, pushing digital transformation and fostering the growth of international creative talent.

Sabine also is a certified Coach and a trained LEGO® SERIOUS PLAY® facilitator – both qualifications she is now putting at use in her Managing Director role.

Rene Schulte – Valorem Reply

René Schulte is Director of Global Innovation at Valorem Reply working with teams across the globe on emerging technologies like the revolutionary 3D volumetric video telepresence solution HoloBeam and the AR Cloud enabling large, cross-platform user experiences with persistence.

He is a creative thought leader with a passion for UX and deep technical knowledge from more than 10 years in VR/AR/MR/XR technology and 3D programming, developing for the Microsoft HoloLens since 2015, and is listed as VR/AR/MR dev influencer. He also coded AI deep learning neural networks before it was cool and is leveraging modern AI to empower humans.

He also created popular open source libraries like WriteableBitmapEx and the AR library SLARToolKit. He was honored several times for his dev community work with the Microsoft MVP award and recognized as Microsoft Regional Director.

HIs work as part of the Global Advisory Board ties in with the work that we are doing in the German Ecosystem as he lives and works here…with his wife and their 5 children).

VR / AR Global Summit arrives in Europe to Lisbon. SAPO TEK interview with Anne-Marie Enns

Apply to speak, exhibit, sponsor and get tickets here for the VR/AR Global Summit Europe in Libson!!

The annual North America event expands for the first time around the world and Lisbon was chosen to speak about virtual and augmented reality!

Despite the connotation of virtual reality to video games and entertainment experiences, technology is increasingly a tool for creating technological solutions implemented in the B2B market. As technology has evolved, becoming more powerful, less expensive and freeing itself from the cables that attached them to computers, VR and augmented reality headsets are solving problems in people's lives and helping companies with their digital transformation.

Tiago Loureiro demonstrates an application that creates a virtual meeting room.

Tiago Loureiro demonstrates an application that creates a virtual meeting room.

In the training area, where it is impossible to have a specialized technician to train new employees, everything can be done remotely, physically away, but virtually in the same room. And whoever speaks in teaching, it can be a qualified technician or a doctor giving precious instructions through a non-physical presence .

VR / AR Global Summit to be held in Lisbon in June

Portugal already has an association, or rather, it is one of the chapters of the VR / AR Association (VRARA), an ecosystem that brings together people, start-ups and companies to create innovative solutions in virtual and augmented reality for business application. VRARA is considered the largest association of virtual and augmented reality, with 4,500 companies, brands and schools and over 29K professionals registered. Its function is to create guides for the best practices in the use of AR / VR technology. Its members come from all areas, not exclusively technological, to support the creation of value for the community, which include meetings between producers and technology enthusiasts.

In Portugal, the association led by Tiago Loureiro, one of the Portuguese gurus in matters of virtual reality, current senior developer at Exit Games (company that created the Photon multiplayer engine); and Luís Bravo Martins, from IT People Group, promotes monthly meetings, giving the voice to its members when presenting projects and exchanging ideas and knowledge.

It was mentioned that there are more than 85 companies in Portugal creating AR / VR projects. However, Portugal is still considered a second-tier country, and therefore, according to Luís Bravo Martins, it is necessary to work to gain recognition abroad.

This week a very special meeting was held at Fujitsu's “home” in Colombo (which also has an AR solution developed for EDP), to officially announce the arrival in Portugal of the VR / AR Global Summit event that is held annually in Vancouver, Canada. The collider of the VR / AR Association and organizer of the technological event, Anne-marie Enns, was present to reveal a little more than can be expected in this first edition out of doors. The event will take place at the LX Factory during 1-2 June in anticipation of the 2020 edition of Vancouver, to be held on 17-18 September.

Anne-marie Enns, Tiago Loureiro and Luís Bravo Martins of the VR / AR Association.

Anne-marie Enns, Tiago Loureiro and Luís Bravo Martins of the VR / AR Association.

Anne-marie Enns highlights the experiences that small producers and companies are doing, and 500 companies are expected to participate in this first year in Portugal. There will be a pitch contest, whose companies can register from March, with cash prizes. “We are very excited to bring this event from Vancouver to Lisbon”. The ticket price will be 199 euros for non-members, and about 99 euros for members, values ​​yet to be confirmed. The event was scheduled to take place in Lisbon last year, but not all the necessary conditions were met, being postponed to 2020.The organization is also open to speakers who have stories and experiences about AR / VR technology. Those interested can apply, undergoing filtration, cured directly by Anne-marie Enns. Luís Bravo Martins shared his experience in Vancouver last year, highlighting the environment of uncompromised conversations, but highly focused on looking for business opportunities. There are also the so-called Speed ​​Dates, in which the participants have an opportunity to exchange impressions, for a maximum of three minutes, with other people connected to the technology.

During the presentation in Portugal, SAPO TEK had the opportunity to talk to Anne-marie Enns about the event and the state of AR / VR technology.

What is your background and how did you get in touch with AR / VR technology, as well as the idea for the event?I was an event producer for 20 years, but in 2012 I made contact for the first time with technology in general with the production of a big hacking meet up in Vancouver. After that, I was offered a place in the production of a VR consumer event in 2016, with a company called Archiact in Vancouver, which I was connected to for two years. After that we worked to transform the event into something more focused on companies, more focused on B2B than on consumption, which is what we have been doing for the last four or five years at the VR / AR Global Summit.

Why a more focused B2B focus?

When we did the first consumer event, VR was something new. So we had about 5 or 10,000 people at the event, who had never experienced VR. The first two years were very good, but then we felt that we were dying, as it was no longer new, in addition to the fact that the content and video games were not keeping up with technological developments. So Archiact decided not to hold this event anymore, focusing only on producing VR games.

With your blessing, I took the idea and turned it into what is currently the VR / AR Global Summit, a business event. And it became very popular, even though games and entertainment were not excluded, but it also had hardware, solutions, software, immersive art, education, training, and others, covering almost the entire spectrum. In the last year we have had user cases, good practices, how to use technology to practice good actions, bringing renowned companies and organizations, such as NASA, to the event.

Do you have any idea how much the AR / VR market can currently be worth?

I don't have the exact numbers, and I don't want it to be badly recorded, but at the last event in Vancouver, we noticed a big difference with the launch of Oculus Quest, with a large number of people using and showing business user cases, because it is wireless he sees. The price of the equipment has also gone down, which facilitates its access. There are many solutions in the training area, but there are also many video game producers who have switched to the business side of training, because it is the business where the money is. They say that the industry can become multibillion-dollar and create thousands of jobs.

Do you think technology is still in its infancy?

It all depends on where you are. It is funny that Portugal has been at the level of Vancouver for five years, but much more creative. Vancouver is the second largest technological ecosystem in the world, behind San Francisco, but although it is not exempt from its problems, it has seen a large government investment. There are countries like Portugal, which are starting to open innovation hubs and train people, and to bring universities on board, so they have a greater advantage than starting from scratch.

Portugal has already started to invest and has more advantages than other companies in Europe, due to the low cost of living, innovations, and it is important to show these projects on global stages, what they have to offer. It is like the Vancouver event, which showed the world what local businesses and start-ups had to offer.

And why did you choose Lisbon for the event, it is the first city outside Vancouver?

Yes it is the first and I chose Lisbon for several reasons. The culture and innovation here is fantastic, creativity is magic. There are so many things being done here that you don't even dream of in North America, and are far ahead of other places. It is also a very beautiful destination to attract people, very appealing. There are many events taking place in northern Europe or in Germany and the Netherlands, but there is something magical happening here. There are already made products here, but also pitches with good ideas.

For you, what is the practical future of AR / VR systems?

It will be quite common when training people. I have seen it used a lot in education and in the medical field. It will be interesting to see distance training in the future, even if people need that physical contact, that's why there are mixed reality solutions. But in terms of training their jobs, systems like HoloLens have been used for more technical learning, such as defense and aerospace. In terms of culture it is very important, as I know that last year we had speeches by specialists who trained soldiers about to go into battle on cultural approach, so that they are sensitive and attentive to cultures. UNESCO has used it to showcase historical cultural sites, poverty and climate change. They’re using VR as a medium for storytelling.

What will 5G introduce in AR / VR systems?

I think it will really be a “game changer”, when we work with speeds without lag. If we have the technology, the speed and the content, we will have a perfect experience. Headsets continue to evolve, we have already reached the wireless generation, and will continue to change to be less intrusive, like smart glasses, which are easier to use.

A virtual reality experiment recently appeared, in which a mother interacted with a virtual version of her deceased daughter. Do you think that the future of VR can pass through interactive memories?

I saw it, and it really bothered me, as a mother, I think that nothing replaces the real touch, and the real emotions. I think it might work for some people as an escape mechanism, but I think it draws a very fine line, and I was not comfortable seeing that experience. I don't consider this to be a great innovation provided by VR. Brain surgery is an innovation, not this. This bothered me, ethically.

Source

Innoactive Launches VR Training Visionary Roundtable

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participating corporations…

participating corporations…

TL:DR - On November 18, 2019, VR/AR Association Germany moderated a full day roundtable on Enterprise VR learning . Representatives from Transportation, Energy, Logistics and Aviation attended to better understand the challenges and benefits of scalable immersive training

First a Little Background

VR training for employees has numerous benefits which is convincing more and more companies to consider the technology as it evolves and awareness grows. However, Virtual Reality is still novel to most workplaces and therefore not as easily integrated into standard training procedures. Adopting VR comes with its challenges and hurdles just as regular innovation does. How can we fix this? Consequently, we have decided to help tackle this problem by uniting like-minded peers who are at the forefront of discussing VR in their organisation. Together with HTC and Unity and the support of VRARA, Innoactive has launched a platform for industry professionals which gives them the opportunity to exchange best practices. We decided to create our VR Training Visionary Roundtable

Structure of the Event

The main discussion is in the form of a classic roundtable which gathers a group of like minded visionaries from different industries. By doing so, we unite them to exchange about overcoming VR training adoption hurdles together. The moderated roundtables are designed to open a discussion amongst participants to help them overcome VR Adoption hurdles. These hurdles include difficulty with hardware roll out, content distribution and permissions, funding, workers safety issues and much more. As a result of listening and engaging with industry professionals, the community works together to solve these hurdles.

The Roundtable also incorporates “demo” sessions at the end of the event. During these sessions, participants can try out each other’s VR training solutions. As well as this, a dedicated Best Practices Instance on the Innoactive Hub aggregates the VR Trainings and allows all the Event Community members to access and try diverse applications.

One Final Thought

The next step of the VR Training Visionary Roundtable includes a workshop for storyboarding and calculating business cases. This gives participants the opportunity to get inspired before designing their next Virtual Reality training. In doing so participants can also learn new ways of estimating the value of a business case.

From VR Training Newbie to Rollout Master in 4 Days

https://www.vr-training-summit.innoactive.de/

Get Featured in "Top Israeli VR/AR Companies Changing the World" Israel VR/AR Ecosystem Report! (Sponsored by Siemens)

To get featured email info@thevrara.com with information about your company/organization

There is no cost to you! Thanks to do the sponsorship from Siemens.

The VR/AR Association (VRARA)  is producing an industry report on the country's VR/AR ecosystem to promote Israeli companies and organizations involved with immersive technologies and media.

The report will specifically highlight the following:

  • Size of the market

  • Number of relevant companies in region

  • Company info (size: number of employees, revenue; vertical, customers)

  • Reasons why company is based in the region

  • Needs and hopes from and for the regional ecosystem

The report will be promoted via VRARA channels and our partners, which includes: 
Our global newsletter to 27.000 emails, on our website (20.000 unique visitors per month), and social media (1M user reach), over 70 events around the world.

The report will include companies and organizations, including:

A message from the report sponsor, Siemens,

VR and AR are part of the natural progression of visualization technology. They complement and enhance Siemens Digital Industries Software’s Digital Twin offering, and offer our customers a way to better understand and interact with complex products and production systems.

We have dedicated development groups in our R&D center in Israel which research and validate use cases for manufacturing scenarios and develop appropriate solutions to support them. We also collaborate with leading startups from the rapidly growing eco system in Israel that specialize in AR and VR tech in order to connect and enhance the value we can bring to our customers.

See our other Publications here

Call for Participation for the German VR/AR Market Report!

If you’re interested in being featured in this report please email germany@thevrara.com

Our reports are a simple yet effective way to show what’s happening in Germany to the world. It will be distributed through the global VRARA network and regionally through the cooperation and partnership with the leading German Associations (Erster Deutscher Fachverband für Virtual Reality, nextReality.Hamburg, The Virtual Dimensions Center – Fellbach, Virtual Reality Berlin-Brandenburg).

Interested companies should use the email link above to learn more about how to participate as the deadline for submissions is December the 6th. Note that members each receive their own page within the report to showcase their company.

The resulting report will help us analyse our ecosystem’s size and potential whilst promoting on the international stage the solutions, services and expertise the German XR industry provides for in various verticals. We will also direct it here in Deutschland towards industry and businesses, the media in general, as well as official bodies who are engaged in decision making at the governmental level.

You can see reports from other European Ecosystems that have already been published.

Download here

Download here

Download here

Download here

About VR/AR Association

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

The VR/AR Association publishes the Netherlands Ecosystem Report featuring over 50 Companies

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

VRARA Netherlands Dutch VR AR.jpeg

We have published the first VR and AR Ecosystem report for the Netherlands! Over 50 Dutch VR and AR companies present their products and services in one clear format. See attached report.

Many thanks to our partner StickyLock who shares our ambition to put Dutch VR and AR organizations on the global radar. StickyLock creates concepts and develops apps and games. They have created AR solutions for architecture, advertising, business cards, e-commerce and furniture and are committed to making high quality games and VR/AR applications using cutting-edge technology.

If you are interested in finding reports from other regions, like the UK, Belgium, Canada, SF, NYC, or Taiwan, please see here.

In case of any questions, please don't hesitate to contact our Netherlands chapter president Maarten van der Lee via Netherlands@thevrara.com

Best regards,

Maarten van der Lee

Chapter President - The Netherlands

E: Netherlands@thevrara.com

W: www.thevrara.com

EPIC and VRARA Partner to Advance VR/AR Industry (Press Release)

28 August 2019, Berlin, Germany

Philip Wogart, Executive Director DACH, Co-Chair Location Based Entertainment Committee of the VR/AR Association (VRARA) and Carlos Lee, Director General of EPIC (European Photonics Industry Consortium) signed a Memorandum of Understanding on 28 August 2019. The signature took place at EPIC’s highest-level conference - EPIC World Photonics Technology Summit 2019

There are so many facets of the photonics industry that have direct application to the advancement and adoption of Immersive Technologies, which is entirely our organisation’s goal and mission statement. To find the leading advocate in photonics with its trusted experts and leaders right here in Europe that connect their own industry across the entire value chain, it made perfect sense that our associations not only collaborate, but indeed connect members in business opportunities that accelerate both ecosystems…”
— Philip Wogart, Executive Director DACH VRARA

VRARA and EPIC are leading international organizations that are working tirelessly towards the development of virtual/augmented reality and photonics industries, respectively. They are mutually motivated in cooperative activities involving the technological and commercial advancement in the area of photonics as both organizations help to develop industry standards. The partnership will encourage direct contact and cooperation between its members, assist future cooperation including participation at events and promoting the VR and AR ecosystem, exchange of information and contacts, as well as advisory mandates with the aim to support the development of a more cohesive and sustainable industry.

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EPIC’s model of connecting the European photonics community worldwide is through collaboration and partnerships, and thereby integrating the industry and improving the workings of photonics ecosystems. The VR/AR community is developing very fast and with this partnership, we want to offer this community access to EPIC’s members leading to future collaborations between members. Partnerships like this bring industries together and it’s good that the photonics industry is getting integrated and more organized
— Carlos Lee, Director General of EPIC

The signature of the MoU took place in conjunction with the EPIC World Photonics Technology Summit in Berlin, Germany, in the presence of 150+ CEOs/CTOs and decision makers from worldwide leading photonics companies. The signing is the culmination of 9 months collaboration starting already last year at the EPIC Meeting on AR/VR at SONY in Stuttgart and several online collaborative webinars. Then earlier this year Director General Carlos Lee gave the keynote at the Executive Dinner at Mobile World Congress hosted by the Barcelona Chapter of VRARA. The cooperation continues to grow onto the international stage with the VR/AR Association’s invite for EPIC to participate in their annual Global Summit in November in Vancouver.

VR/AR Association (VRARA) has over 50 chapters around the world and a community of over 4,200 companies, brands, schools, and 27,000 professionals interested in the fields of VR/AR technologies. This complements very well the interests of most of the 500 members of the European Photonics Industry Consortium (EPIC), that encompass the entire value chain from photonics fields such as lighting, photovoltaic, photonics integrated circuits, optical components, lasers, sensors, imaging, displays, optic fiber and all other photonics related technologies.

About VR/AR Association

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

About European Photonics Industry Consortium

EPIC is an industry association that promotes the sustainable development of organizations working in the field of photonics in Europe. Its members encompass the entire value chain from LED lighting, photovoltaic solar energy, photonics integrated circuits, optical components, lasers, sensors, imaging, displays, projectors, optic fiber and other photonics related technologies. EPIC fosters a vibrant photonics ecosystem by maintaining a strong network and acting as a catalyst and facilitator for technological and commercial advancement. EPIC currently represents close to 500 companies across 33 countries. www.epic-assoc.com

The VR/AR Association publishes the UK Ecosystem Report. Download here

With VR/AR, we're going to experience music, art, content and data in context with our lives. A quick search of the GOV.UK Contracts Finder site and the Digital Marketplace suggests that, in the last half-decade, there have been just 17 public-sector tenders for virtual reality projects or products. But six of these were in the first half of 2019. This includes a £700,000 project from Highways England to deliver a virtual training environment, and a three-year framework launched by housing association London and Quadrant, which will use VR/AR technology in the planning of new buildings. A wide range of universities have invested in VR or AR environments to support the teaching of engineering and other subjects. The Ministry of Defense also recently spent money on a “VR demonstrator” to showcase the technologies of the future that will play a key role in the defense sector.

This report features UK-based immersive tech pioneers in the media, advertising/marketing, gaming, enterprise training, computer vision, geolocation, telepresence, education, retail/ecommerce, journalism, healthcare, art/entertainment sectors, among others. Thanks to their involvement with the VRARA in the UK and beyond (VRARA has over 4200 companies, brands, schools registered and over 27000 professionals), we continue to demonstrate how VR and AR will change people's lives, businesses and grow the economy through innovation. This connection and collaboration seems particularly important now, as we face the UK leaving the EU, and with the potential of VR and AR to expand into a $60 billion market by 2023.

If you're not a member yet, please join us in creating this magical future. As Jay Samit puts it: "the best way to predict the future is to spend time with those creating it." And if you or your organisation plan on using VR and AR, then the VRARA and its members would love to hear about it, and we encourage you to get in touch. We can help. Email us at london@thevrara.com

The VR/AR Association publishes the Belgian Ecosystem Report featuring 50 Companies

 
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How are the European Parliament, New Balance, Volvo, and other leading companies leveraging the VR/AR ecosystem of Belgium? Why are they investing in this new technology?

Together with Howest, we decided to create this VRARA Ecosystem report, which gives up-to-date information about the VR/AR space in Belgium. Almost 50 Belgian companies shared their experience, predictions for the future, and real use cases! We kindly share this report with you to help you capitalize on the next major computing platform shift and understand why Belgium will play a role in that!

Foreword

For nearly 25 years, Howest University of Applied Sciences has acted as a pioneer in the field of applied computer sciences. Anticipating the future and exploring the talents and motivation of each student, we have coached our students to become competent, highly employable, team oriented young professionals.

Introducing new bachelor programmes, inspiring hundreds of young early adopters, we have aimed to set the mark for socially relevant, practice-based education and valorisation oriented research and community service for the broad regional and international labour market.

Anticipating new trends and needs, we have designed new profiles. With our programme in Digital Arts and Entertainment, we have become part of a worldwide, cutting edge circle of trendsetters.

We have generated a practice-based, state of the art curriculum in close collaboration with all the major partners in the field of technology, creating a multidisciplinary setting, integrating education, research and community service, which allows us to create an added value for our students, staff and society as a whole. Twice we have been awarded the Rookie Award for best gaming programme worldwide.

More recently, we have developed new programmes in the field of AR, VR and – our newest programme – in applied AI. Although they are different, VR and AR share common processes and technologies such as software and data processing. They also tend to concentrate in the same business and research worlds hence creating overlapping ecosystems, as is clearly shown in ‘Virtual reality and its potential for Europe’, a paper by Ecorys (2017). VR & AR ecosystems are also closely related to the industry of artificial intelligence (AI).

Howest University of Applied Sciences has always stimulated entrepreneurship, creating a fertile soil and facilitating students and alumni in pursuing their dreams. No wonder so many names in this register have a familiar ring to them: they are alumni of Howest! Needless to say we are very proud of their achievements!

It goes without saying that none of these efforts could reach fruition without a supportive context. The Kortrijk region is wellknown for its technology giants such as Barco but also for its entrepreneurial SME’s. The town council and its mayor are valued partners. Flanders itself aims high with its Goals 2050 programme.

Howest University of Applied Sciences is rooted in enthusiasm, dedication and hard work. These values have made us the future forward organisation we have been for so many years. It is our firm intention to be the change agent for the years to come.

-- Lode De Geyter

President, Howest University of Applied Sciences

www.howest.be

VR/AR Association Publishes the Taiwan Ecosystem Report for Virtual Reality and Augmented Reality; Big Opportunities in Medical/Healthcare, Biotech, Pharma

Members can download the report from our Cloud Drive. To apply for Membership, click here

Big Opportunities in Medical/Healthcare, Biotech, Pharma for VRAR (x AI x IoT + other emerging technologies e.g. blockchain)

Taiwan companies will be represented at our VR/AR Global Summit Vancouver Nov 1-2. More info here

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Taiwan is sometimes called the "Asian Miracle", a small island of just 23.5 million people, yet it has become one of the top 20 economies in the world, hub of APAC/ASEAN and bridge to China. Taiwan is currently undergoing a digital renaissance with billions of dollars being dedicated to building a "Asian Silicon Valley" and "5 + 2" Industrial Innovation Plan. Taiwan has some of the best talent in the world, consistently ranking globally in the top 5 or 10 of STEM scores. The Digital Giants are investing heavily to develop Emerging Technologies in Taiwan. Taiwan provides a wonderful environment to do business or start a company. One can now find literally hundreds of startup events, incubators and accelerators. Besides all this Taiwan is consistently listed as one of the top 10 or 20 Best Places in the World to Live, Best Places to Travel, Best Places for Foreigners to Live and Work!

By being strategically situated in Asia-Pacific region, Taiwan is an excellent route for foreign companies into the emerging healthcare economies of Asia, while also being an ideal platform, from which to enter the Chinese market. Taiwan’s welcoming culture and reliable business environment underpin the potential for strong partnerships. Joint R&D opportunities lie in Taiwan’s ICT strengths, as Taiwan excels in hardware development with a well-established and professional supply chain. Taiwan’s leading ICT giants are actively seeking investment opportunities and R&D projects as they diversify into the healthcare industry. They welcome horizontal and vertical integration models of emerging technologies such as VRAR, especially for medical devices and healthcare services through M&A or forming strategic partnerships.

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In the biotechnology sector, capitalization of local publicly-listed biotech companies is valued at $23.9B USD with a total revenue of 7B USD up 17% since 2015. With over 105 bio-related IPO companies, Taiwan is a prime location for industry investment, partnerships, and licensing opportunities, as a result pharmaceutical companies like GSK and AstraZeneca are actively running clinical R&D centres in Taiwan. Taiwan is a significant global market, with National Health Expenditure accounting for 6.3% of GDP (34.7B USD) this is expected to grow annually at a rate of 4.8%. It applies WHO/FDA healthcare standards and has a high level of IP protection. Taiwan’s high quality universal health coverage single payer National Health Insurance (NHI) program covers 99.9% of the island’s 23.5 million population with public satisfaction at 83.1%. Looking ahead Taiwan has a number of serious health challenges that need to be addressed, not least of all an aging population, international cooperation will be vital to solving these issues.

Taiwan companies will be represented at our VR/AR Global Summit Vancouver Nov 1-2. More info here

NYC VR/AR Ecosystem Report. 25+ companies featured, 100 listed. Get your Copy here!

To get your copy, enter your email here:

NYC is a metropolitan hub for national & international businesses, institutions, and organizations. This report represents the brilliant minds all over the VR/AR ecosystem, from original content creators & creative distributors to innovative hardware companies to ambitious researchers. See NYC Chapter page here

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Forward 1

It’s a thrilling time in the Big Apple for the burgeoning virtual reality (VR) and augmented reality (AR) industries. New York City is home to a thriving, frenetic, ever growing and spectacularly talented eco-system. It’s alive in all aspects of market drivers across academia, advertising, banking, finance, communication, medicine, movies and television, and Wall Street. Great vision and enthusiasm is driving the creation of new startups, corporate ventures, academic research, medical applications, and entrepreneurial initiatives taken on by technologists and all manner of domain experts building and creating, providing the next generation of applications driving new business and sometimes just plain having fun, enjoying a number of arcades that have popped up across the city. Listed here you will find a wide variety of VR and AR products and services from consumer to enterprise applications that are best in class! Please do check out what we have to offer, you won’t be disappointed.

— Adaora Udoji, VRARA NYC Chapter Advisor

Table of Contents

  • Foreward

  • Avatar-Plus

  • Beth Stewart Voice Over - Truth or Dare VO

  • Brave New World

  • Brick Simple

  • Chris Pfaff Tech Media

  • Confideo Labs

  • Hack and Paint

  • Halo Labs

  • Hello World Communications

  • IKONA

  • Inception

  • Lampix

  • Live CGI

  • MediaCombo

  • Memetic Arts

  • Nice Shoes

  • NKLS

  • Oblix

  • OffWorld Laboratories

  • Rutgers Prep

  • Sketchfab

  • SMACAR Solutions Inc.

  • SR Socially Relevant Film Festival New York

  • TECH+Expo & Forum (produced by The Architect’s Newspaper)

  • ThirdEye

  • Touchstone Research

  • ViuSpace

  • VRSim

  • Other 100+ Companies

Forward 2

The story of immersive and augmenting, wearable computing is going to be one of the most epic business stories of our time. The biggest companies in the world are at the table. The stakes are nothing less than the evolution of humankind. Change happens very slowly, and then all at once. It's an exciting time to be in this industry because no one really knows how this is going to turn out. A vibrant New York tech scene making its presence felt nationally. Our universities are turning out scores of talented engineers and entrepreneurs, ready to create the businesses of tomorrow. No one can change the world or build something of consequence by themselves. The only way to make something happen is to get out of your hole, get out of your social media bubble, and meet actual people in real life who share your vision of how to implement this new immersive media. The VRARA helps you to do that. You are looking at a very valuable networking tool: these are members who have stood up and said they want you to know what they're doing. If you like it, have a question, or think you can help, reach out to them directly. Make a new friend. Learn something. That's what I do all day, and I've never gotten tired of it.

— Charlie Fink, VRARA NYC Chapter Advisor

Forward 3

Before the money and the magazine covers, every tech scene has the same origin story -- a scrappy group of weirdos huddled together, building something strange and wonderful. The NYC VR/AR scene deviates from this only insofar as we're not squatting in garages; alas, that's Manhattan architecture for you. But to call the scene intimate is an understatement -- hit up a handful of meetups and you'll see the same people, passionately talking about their latest creations. And we're all doing it on shoestring budgets, more or less, although we're finally starting to see some big deals and high profile projects come to fruition. What NYC lacks in Hollywood glamour or Silicon Valley VR cash, it makes up for in heart and attitude. The NYC VR/AR scene is vibrant and alive, a core group of true believers hell-bent on changing the way we see the world. In twenty years, when the first round of documentaries are released, we'll all look back on our outfits and cringe, but think about the magic we made, and smile.

— Cortney Harding, VRARA NYC Chapter Advisor

Forward 4

The New York area represents the largest concentration of Fortune 1000 headquarters in the world, and a diverse body of companies. The sheer magnitude of New York's reach in the business world is often incalculable. This is true for the VR/AR industry as well, as hundreds of New York market firms - from headset manufacturers to production companies to software developers - represent both legacy efforts and recently-unveiled initiatives to change the way that people view the world and receive information. From the pharmaceutical corridor of New Jersey to the media rows of Manhattan to defense contractors in Long Island and platform developers in Connecticut, there are myriad numbers of companies that are redefining virtual and augmented experiences. The VR/AR Association's ecosystem report for New York is a thumbnail sketch of the activity represented in the broader market, but will shed light on the sector's growth in the largest market in the United States.

— Chris Pfaff, VRARA NYC Chapter Advisor

San Francisco VR AR Ecosystem Report: 25 Companies Featured, 100 Listed

To receive a copy, enter your email here

See all of our other reports here

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Foreward

Tech revolutions seem to happen all at once. But in reality, it’s often a gradual progression of factors. And sometimes they happen in the unlikeliest places. The first computing revolution was set in motion by eight embittered electrical engineers who were under the management of a domineering founder named William Shockley. Starting a now-prevalent trend, the “traitorous eight,” left well-paying jobs to found Silicon Valley’s first startup in 1957: Fairchild Semiconductor.

These engineers included Robert Noyce and Gordon Moore who later co-founded Intel. Moore wrote the law that’s defined chip-based computing and technological progression to this day. They also included Eugene Kleiner, who founded the industry’s most prolific venture capital firm among other things. Altogether, they branched out from Fairchild -- the original tech ‘mafia’ -- to seed AMD, National Semiconductor and ultimately what we now know as Silicon Valley.

More importantly, those seeds took root in fertile conditions. A combination of weather, network effect and educational institutions reinforced the region’s talent inflows, tech transfer and concentration of knowledge. Revolutions kicked off every 10-15 years: mainframe computing, the PC, the commercial internet and the smartphone era. It is now on that same soil where the next revolution is underway.

And, like the gradual progression of events that started with the traitorous eight, the XR revolution continues to emit sparks all around us. First ignited by Facebook’s 2014 acquisition of Oculus, something big is happening.

It’s happening behind the walls of glass cities in Cupertino, Mountain View and Menlo Park; nondescript office parks in San Mateo, Dorm rooms in Berkeley and co-working spaces throughout San Francisco. WeWork is the new HP garage. There’s even a good chance that one of the companies that defines the next era of technological innovation and Silicon Valley lore is a member of the VR/AR Association. We see tremendous creativity, innovation, and pedigree at companies like 6D.ai, Ubiquity 6, Avegant, Umbra, Kineviz and Portico. We see individuals carrying the XR torch and creating value such as Amy LaMeyer, Amy Peck, Kristin Dragos, Annisa Kau, and Rika Nakazawa.

We now publish this report to document, give credit to, and provide a map for those future (and current) all-stars of Silicon Valley. They sprout from fertile soil, with a birthright, and responsibility, to design the technology that will drive the world’s progression and economic growth. With 60 years of evidence, we believe probability and statistics theory apply to regional innovation: past behavior is a good indication of future outcomes.