Lynn Rosenthal of Periscape VR will Co-Chair the VR/AR Association Travel & Tourism Committee

We are thrilled to announce Lynn Rosenthal of Periscape VR Experience Centers will co-chair our Travel & Tourism Committee along with Darshan Lama of Expedia and Craig Vezina of Realcast.

Email info@thevrara.com if you would like to participate!

This committee will create best practices, guidelines for Travel & Tourism. Specifically, we will identify opportunities and accelerate widespread adoption of VR/AR technologies in the travel industry by OTAs, Airlines, Airports, Lodging, Conference Centers, Destination Marketing Organizations and other Travel companies, for marketing, branding and enhancing the user experience through each phase of the traveler’s journey (dream, plan, shop, book, pre-trip and post-trip)

I’m excited to Co-Chair this committee and look forward working aside my esteemed colleagues to drive our mission forward globally

Lynn Rosenthal

Screen Shot 2019-09-16 at 1.06.53 PM.png

A Chance to Be Involved In the Largest Training and Simulation Conference in the World in our VRARA Pavilion on Dec 2-6 I/ITSEC 2019 in Orlando

Screen Shot 2019-08-29 at 2.55.44 PM.png

The VR/AR Association has a unique partnership with I/ITSEC, the world's largest modeling, simulation and training conference. VRARA has set up excellent opportunities for their members who are interested in getting more involved in the government/military sector. Please see the information below with a description on how you can get involved.

Reserve Your Space at the VRARA Pavilion

The VR/AR Association has negotiated a discounted space for companies that don't traditionally do work with the government. If you have a solution that addresses training and simulation within the warfighting, first responder, emergency management, or healthcare sector, this is the conference for you! Join other VRARA members as we culminate to showcase the breadth of our work. If you are interested in learning more about securing booth space at the conference, please contact orlando@thevrara.com

The VR/AR Association's Defense and Intelligence Committee aims for Collaboration

Attend the VR/AR Global Summit Nov 1-2 in Vancouver to learn more about VR/AR solutions for Defense.

The ongoing mission of the VR/AR Association (VRARA) Defense and Intelligence Committee is to bring together industry, government and immersive technologists to collaborate on standards and use cases, according to VRARA’s DC Chapter Vice President Sophia Moshasha.

The defense and intelligence committee held its launch event in Washington DC in April, with almost 100 attendees amassing to discuss the development and implementation of VR technology within mainly maintenance training, wargaming and battlefield training.

Several particularities of intelligence and defense dictate a different approach going forward for the DC chapter than others within the VR/AR Association might take, according to Moshasha.

Virginia-based VR experience creator Brightline Interactive, where Moshasha works as director of immersive platforms alongside managing principle and DC Chapter President Tyler Gates, has worked with several government agencies over the past 15 years, most notably an emergency management agency on flood simulations used to raise awareness among and communicate issues to community leaders.

In her work at Brightline, Moshasha and her colleagues have learned that “government agencies want to prove out the technical capabilities of VR fast”.

She says: “They want a quick turnaround in the research and development and rapid prototyping, so they can start investing in building out this immersive ecosystem.”

The defense and intelligence professionals attending the event April, particularly those from Department of Defense contractors such as Booz Allen Hamilton, also needed the committee to have a Washington DC presence.

Moshasha explains: “It made sense to host the committee here. That’s not to say that the committee doesn’t have global appeal, but in order to attract the defense players, we needed a physical presence here in DC to draw them in and get their hands on the tech. That was the purpose of the launch, and we’re planning similar events.”

The end goal is to get defense and intelligence professionals involved in shaping future initiatives for immersive technology.

“Our major goal is to set the standards for the creation and implementation of virtual environments within defense and intelligence, and the only way we’re going to do that is with collaboration between government, industry and the makers of the technology.”

“That’s what I’m trying to do—gather those three groups to collaborate on standards and research, and have that one voice. I think the VR/AR Association is a great place for industry to develop those standards of practice.”

Source

Attend the VR/AR Global Summit Nov 1-2 in Vancouver to learn more about VR/AR solutions for Defense.


The VR/AR Association appoints Samuel Trevino of Insitu (a Boeing company) as Chair of the Aerospace Committee

Attend the VR/AR Global Summit Nov 1-2 in Vancouver to learn more about VR/AR in Aerospace!

To participate in the Aerospace Committee, email info@thevrara.com

The Aerospace Committee of the VR/AR Association serves as a resource to promote the application of VR/AR technology as a solution to a number of traditional problems in aerospace. The committee will enable the sharing of best practices and information on VR/AR related applications in the aerospace industry as well as curate industry relevant case studies. Furthermore, the committee will, as necessary, shape and recommend best practices for the scaling of VR/AR applications across aerospace.

Areas of focus for the Committee include:

  • Data visualization

  • Learning & Training an aging workforce;

  • Learning and training a new work force; 

  • Troubleshooting and live support;

  • Safety & EHS as pertains to the aerospace industry

  • Guided assistance of factory workers & field technicians in aerospace.

 

Samuel Trevino is a Global Product Training Manager at Insitu (a Boeing company). In his current role, Sam manages products and services for 30+ training courses on 5 Unmanned Aerial Systems in 6 schoolhouses, globally. Insitu has trained and certified more than 3,500 students in the past 2 years. Sam’s teams are spearheading efforts in implementing new instructional technologies that assist their SMEs in surging flow of training and product content leveraging Insitu’s 1.25 million operational flight hours worth of data. Sam’s efforts include implementing a flipped-classroom variant, growing the use and implementation of AR/VR, agile end-to-end product development, providing custom curriculum options, and supporting two programs of record while maintaining compliance with various industry standards. Sam has also served as an Infantryman and Sniper during OIF1 and OIF2.

Join other thought-leaders committed to the application of VR/AR technology in solving the problems associated with the aerospace industry by emailing info@thevrara.com

The Committee meets once a month online, and has a regular quarterly gathering via webinars or hosted events.

Attend the VR/AR Global Summit Nov 1-2 in Vancouver to learn more about VR/AR in Aerospace!

To participate in the Aerospace Committee, email info@thevrara.com

Seabery Sponsors the Training Industry Committee and has over 400+ clients worldwide. The Seabery Augmented Reality solutions are applied to skills training

vrara_training_committee_logo.png

Training Committee creates best practices, guidelines, and call to actions for our industry. 

Seabery is a global tech company pioneering the development of Augmented Reality (AR) edtech solutions applied to skills training. The Seabery platform is being used by more than 400 Government and Industrial clients in 45 countries, with Germany and USA as the early adoption markets. Seabery has 65 employees.

For more info contact Alejandro Villarán Vázquez avv@seaberyat.com

The VR/AR Association appoints Kevin Carpenter of Siemens as Co-Chair of the Energy Industry Committee

To participate in the Committee, email info@thevrara.com

The Energy Committee of the VR/AR Association serves as a resource to promote the application of VR/AR technology in confronting the challenges posed by the energy transition. The committee will enable the sharing of best practices and information on VR/AR related applications in the energy industry as well as curate industry relevant case studies. Furthermore, the committee will, as necessary, shape and recommend best practices for the scaling of VR/AR applications across the energy industry.

Some areas that the Committee will focus, include:

  • Data visualization

  • Learning & Training for industry specific needs

  • Safety & EHS as pertains to the energy industry

  • Guided assistance of factory workers & field technicians in the energy industry

Kevin Carpenter is currently Head of the Global Operations Technical Education and Competence Center Network for Siemens Power Service Power & Gas with technical education and competence centers located throughout the United States, Germany, China & Egypt. Kevin recently spoke at our VRARA Enterprise Summit

As a co-chair, Kevin will work with the Association and industry at large to create a community of thought-leaders committed to the application of VR/AR technology in solving the problems associated with the energy industry and its transition. Together we will establish a regular forum for exchange that will include industry relevant guest speakers and information exchange; This will include webinars and panels at events, in addition to industry guidelines and best practices publications.

To participate in the Committee, email info@thevrara.com

This Thursday, join us live online for our Storytelling expert panel presenting the latest work with Accenture, Deutche Telekom, Verizon, The Morgan Library, Carnegie Museum, and others

RSVP here

Our Storytelling Committee will present the latest case studies, use cases and best practices for how VR/AR is used in Storytelling.

The VR/AR Association Publishes the Universities and Colleges Report with over 40 Institutions that offer Virtual Reality and Augmented Reality Courses and Programs

An educated workforce is a more than a qualified workforce; it is citizenry embracing curiosity. That very curiosity, encouraged by educators, creates the realm of possibility for a thriving, human-centered global populace. Enterprise may develop novel and innovative products with the latest VR/AR and immersive technologies, but without access to a trained, well-educated, and yes, curious workforce, business and industry cannot flourish or compete globally, no matter how cutting-edge or groundbreaking the technologies may be.

The overarching goal of the VRARA Universities and Colleges Committee is to increase higher education’s curiosity and knowledge of VR/AR. We seek to support and promote the bringing together of diverse disciplines, stakeholders, and interest groups within and across institutions in the service of learning both with and about VR/AR.

This report represents the first in a series of steps intended to advance that goal. It provides a high-level overview of over 40 institutions around the world are doing in this space, including:

  • VR/AR courses and programs being offered;

  • Use of VR/AR to support learning and teaching in other courses and programs;

  • VR/AR-related research and development activity being undertaken;

  • VR/AR in other areas of the institution (e.g., recruitment/ marketing/outreach, libraries, student services).


We hope that the report will be a useful resource for locating expertise, facilitating connections, and building collective capacity among those who are part of the growing community interested in the potential of VR/AR in higher education.

Beyond this report, a further role of the VRARA Universities and Colleges Committee is the coalescing of a higher education– industry alliance aimed at bridging the gap between current educational practices and offerings on one hand, and the emerging workforce needs and demands on the other. To that end, we have recently embarked on an environmental scan of major industry sectors using or otherwise impacted by XR— such as transportation, medicine and healthcare, arts, media and entertainment, and advanced manufacturing—the findings of which will be cross walked to curricular and pedagogical approaches as a means of better understanding how we can prepare students for the jobs and careers of the future.

Screen+Shot+2019-05-20+at+10.53.53+AM.jpg

In the words of Jean Piaget, “the goal of education is not to increase the amount of knowledge but to create the possibilities ... to invent and discover, to create [ people ] who are capable of doing new things.” Join us in our efforts as together, we forge a path for a thriving future of higher education, and of a global workforce enabled by as well as further enabling next-generation VR/AR and immersive technologies.

Screen Shot 2019-05-20 at 10.56.03 AM.png

RSVP for our Fireside Chat with Charlie Fink, Vertigo Games, Schell Games, and Ubisoft. A candid discussion about designing and licensing Games for Arcades

RSVP here

Location Based Entertainment consumer spending is expected to reach $809 million by 2022, but what about from the development perspective…how do business models differ here from the rest of the Games Industry? Are releasing, licensing and creating titles for Arcades really all that much different? And is there a new type of Gamer for whom these titles designed for?

This fireside chat moderated by the LBE Committee’s go to man Charlie Fink, will be asking some of the most recognised Games Studios how they are diversifying their portfolios by offering unique gaming experiences for Out-of-Home Entertainment and how making the move to LBVR compares with developing successful titles for the home consumer market (console, PC, mobile, VR, etc.)?

Schell Games – I Expect You to Die! & Until You Fall

Ubisoft Blue Byte – Escape the lost Pyramid – Assassin's Creed

Vertigo Games – Arizona Sunshine

Call for Presenters and Invitation to Participate in our Tourism-Travel Committee and Webinar with Expedia and others

The VR/AR Association Tourism & Travel Committee is inviting speakers for a Webinar we are planning for June. Please email info@thevrara.com if you’re interested to present! Let us know if you’re also interested in Sponsoring this webinar. Our webinars get 200 people attending live, and 1000’s watch the recording.

This committee will create best practices, guidelines, and call to actions (e.g., recommendations for standards) for Travel & Tourism. Specifically, to identify opportunities and accelerate widespread adoption of VR/AR technologies in the travel industry by OTAs, Airlines, Lodging, DMOs and other Travel companies, for marketing, branding and enhancing the user experience through each phase of the traveler journey (dream, plan, shop, book, pre-trip and post-trip)

Join our Committee and representatives from airports, travel agencies, service and solution providers! 

Regards, 

Darshan Lama, Expedia

Craig Vezina, Realcast

VRARA Co-Chairs

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

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

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

Foreword

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

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

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

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

Screen Shot 2019-04-22 at 2.03.03 PM.png

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

Screen Shot 2019-04-22 at 2.03.12 PM.png

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

Companies already included in the Report include:

  • Apprentice.io

  • Atheer

  • meetingRoom.io

  • Spiral Technology

  • EndeavorVR

  • 900lbs

  • Dimension10

  • Frozen Mountain

  • Tech Guilds

  • vSpatial

  • VR Vision

  • Viewpointsystem

  • MeetinVR

  • VRgineers, Inc.

  • NextReality

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

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

The VR/AR Association publishes the AR Cloud White Paper

Members: download it from our Members GDrive or email info@thevrara.com

Introduction

The world is moving towards a fundamental shift where our physical reality will soon blend with a virtual one. This idea opens up an entirely new frontier in which our experiences and our realities will be extended in ways we could have never imagined. In this near future, the possibilities for AR are endless.

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

For mass adoption of AR to occur, content must persist in the real world across space, time and devices. The 3D virtual art will “live” in that space as if it’s really there and will not disappear between different app sessions. Multi-user, occlusion are two additional functions that are key to augmented reality adoption. To enable these abilities and a streamlined experience, the “AR Cloud” is needed.

Authors:
Alex Chuang, Shape Immersive
Amy LaMeyer, EnteringVR
Colin Steinmann, Bent Image Lab / youAR
Gabriel Rene, VERSES
Mikko Karvonen, Immersal
Sam Beder, Ubiquity6
Steven Swanson, VERSES
Contributors:
Matt Miesnieks, 6d.ai
Kris Kolo, VRARA

Table of Contents
1.1 Definition(s) of AR Cloud
1.2 Tech Giants Are Investing in AR
1.3 Building the AR Cloud
2. Use Cases
2.1 Gaming: Niantic
2.2 Indoor Navigation: Immersal
2.3 Productivity: YOUAR
2.4 Social and Gameplay: Ubiquity6
2.5 Events: Geogram
2.6 Location and Tracking: Fantasmo
2.7 AR real estate: SuperWorld
3. Conclusion

Call for Presenters and Invitation to Participate in our Storytelling Committee Webinar

The VR/AR Association Storytelling Committee is inviting speakers for a Webinar we are planning for June. Please email info@thevrara.com if you’re interested to present! Let us know if you’re also interested in Sponsoring this webinar.

The mission of the Storytelling Committee is creating best practices, guidelines, and call to actions (e.g., recommendations for standards) for Experiences & Storytelling in VR and AR in order to grow the audience (user base) for VR/AR. 

In the past, our Committee has presented several webinars (see the recordings here), published a creating best practices, guidelines for VR. See here. We also put together a panel of panel Industry leaders in the storytelling community for the VRARA Global Summit in Vancouver in 2018 . 

Join our Committee and representatives from producers and content creators, and other industry leaders.

We also invite you to our next conf call:

Thursday, April 25th11:00 – 11:30am PST or 2pm EST

Join via Hangouts Meet meet.google.com/oua-aukn-aqo

or Join by phone‪: +1 573-343-8418‬ PIN: ‪745 622 962‬#

Regards,

Jeff Olm & Michael Owen

VRARA Co-Chairs