Recap of our meeting with US Army on Navigating Defense Procurement for XR

We had an excellent online session with a US Army representative hosted by Lynn Welch with 40 academics and professionals.

Navigating Defense Procurement: VR/AR Acquisition, Requirements, and Contracting Process

Insightful session delving into the intricate world of defense procurement specifically tailored for virtual reality acquisitions. In this session, we explored the unique challenges and opportunities associated with procuring virtual reality technologies for defense applications. From defining precise requirements to navigating the complex contracting process, this session will provide invaluable guidance for industry professionals, government officials, and technology enthusiasts alike.

Participants received insights into the defense procurement landscape, offering practical strategies for effectively identifying, evaluating, and acquiring virtual reality solutions. Through real-world case studies and best practices, attendees gained a comprehensive understanding of the key considerations involved in every stage of the procurement lifecycle.

Lynn Welch appointed as co-chair for VR/AR Association Defense & Intelligence Committee

We are thrilled to have Lynn Welch help us lead our Defense & Intelligence community . Join our online sessions so you can connect, learn, and grow your knowledge/business.

Lynn Welch is a Chief Growth Officer at Lucid Reality Labs. She has a career spanning more than twenty-five years in virtual, modeling and simulation. In her portfolio, there are numerous game-changing projects, in particular, the first synthetic battlefield reconstruction of the historic Battle of 73 Easting, the first immersive platform to focus on communication and response coordination for mass casualty incident training across Army National Guard CBRNE, local and state first responders, and many more.

We are looking forward to your collaboration and mutual results!

I am delighted to deepen my commitment to the VR/AR Association and the wider Defense XR community by serving as the lead for the Defense and Intelligence Committee. Throughout my career, I have been inspired and persistently reinvigorated by the unrelenting innovation sparking from the Defense and Intelligence community across all mission areas.
— Lynn Welch, Chief Growth Officer, Lucid Reality Labs

 



The VR/AR Association publishes the Defense and Intelligence Report featuring over 55 companies

Thank you to our Sponsors Virtual Heroes (ARA) and Dynepic !

Participate in our VR/AR Global Summits in June and Sept/Oct

Attend our Defense Committee online meets!

Defence Intelligence Defense VR AR VRARA report.png

Given the world’s current pandemic situation with the need for preparedness in a socially distanced world, it is imperative for our Defense and Intelligence community to have the tools to be able to deploy true-scale situational awareness, training and simulations at the time of need.

Our goal was to provide an in-depth report of immersive technology companies currently doing work in Defense & Intelligence that are able to meet the growing demands of M&S, visualization, collaboration, training solutions and beyond.

Foreword by Virtual Heroes, a Division of ARA

Distance. The pandemic has made this the norm.

We’re social distancing. In-person meetings have been cancelled. The progression of innovation has been challenged without opportunities to sit in a room together and bounce around ideas.

What about distance learning? In the defense industry at least, remote training isn’t new. It has seen an evolution over the years; fading away are the sleep-inducing PowerPoint-based training classes of yesteryear to make way for engaging, input-driven, immersive learning environments.

Training in a virtual environment provides improved context and reference to training activities, versus text-based, multiple-choice, or 2D approaches. The opportunity for learners to familiarize themselves with the spatial elements of an operational environment is crucial. By rendering a full 3D environment in a realtime, high-fidelity game engine technology like the Unreal Engine 4, the learner has the ability to understand not only the required steps for various procedures, but also the relative locations or positions they must move to for successful task completion. This avoids artificial transitions or cuts from one task to the next, which could disorient or cause the learner to lose the context of the training scenario.

To improve Warfighter training, the military has adopted scenario based immersive training environments, which emulate gameplay of popular console games. One such software trainer is ARA’s Post Attack Reconnaissance (PAR) course for the US Air Force. PAR trains and certifies US Airmen in what to do in the event of a chemical, biological, nuclear, radiological or explosive attack on an air base. The course aims to identify the purpose of PAR teams, understand the policies and directives governing them, know-how PAR teams fit in to the incident command structure, and be fully aware of their roles and responsibilities as PAR team members.

The immersive training environment features a responsive 3D setting that simulates conventional and chemical attacks in pre and post-attack missions. We are privileged to have worked on this project.

We are honored to support this Defense Forum report and to work alongside all of these exceptionally gifted, visionary companies in solving our Warfighters’ challenges today. As serious games specialists, our goal is to lead virtual learning into the future. We believe training should be easily accessed, experienced, and customized, for end-users, administrators, and trainers.

Training should scale from single player individualized sessions to instructor-led classes with a broad base of users. Trainees must be able to access content on-demand, 24/7 from a web browser, mobile device, or lightweight training station, regardless of their location. To address performance and bandwidth constraints, training platforms should endeavor to run on “trailing-edge” computer systems, with low network bandwidth and user hardware requirements. Data-driven architectures should enable administrators to create, modify, and remove in-game content quickly and easily. Technologies should integrate easily into learning management systems and web portals providing customized access to training content.

A key element in advancing training technologies is seamless integration of team-based training on top of individual scenarios. By supporting remote learner collaboration, including voice communication and visualization/recognition of every learner in the virtual space, significant immersive virtual training experiences will expand across a much wider domain of learning scenarios.

When expanding this experience to a fully-immersive 3D virtual head-mounted display approach, true Virtual Reality is achieved and the learner experiences a greatly increased opportunity to focus on their tasks at hand. Continuing to blend virtual and live training environments through intelligent combinations of VR and AR technologies will enable us to solve ever more challenging problems for the Warfighter for years to come.

In this time of global uncertainty, let us continue our mission to serve the defense community, delivering solutions that accomplish their objectives and lead to more exciting new possibilities. Stay safe. Happy innovating, even if from a distance.

Randy Brown

ARA VP and Virtual Heroes Division Manager (Virtual Heroes is a Division of ARA)

Foreword by Dynepic, Inc.

“The US will be investing as much as $11B USD by 2022 intoVR/AR training systems, and becoming a primary focus of military innovation.”

Those in the M&S community supportingWarfighters in the US Military with training and operational solutions have witnessed some major shifts in the needs of theDoDover the past few years; the Covid-19 global pandemic has only accelerated these needs.

The first is a shift from legacy technology that is outdated, expensive, immobile, and requires extensive time and funding to maintain, to the need for lighter, more agile technology that can be easily updated to remain relevant and deployed where and when the Warfighter needs it at a lower cost. This is whereVR/AR technology comes into play and we have seen the increase in these technologies present in conferences in recent years.

These condshift is from the need for proprietary do-all platforms and programs, developed and run by a single defense contractor, to modern training systems with an ecosystem"toolbox" that the DoD can choose from, made of common building blocks that can integrate with each other into a modular, open systems architecture (MOSA). This openly innovative, collaborative VR/AR training ecosystem requires a secure, digital infrastructure with open APIs/SDK that supports collaboration between companies as well as with the DoD to ensure these systems and the ecosystem as a whole are agile enough to adapt to the DoD’s evolving requirements. This need has been top of mind for DoD leaders and is echoed in recent US Military strategic documents.

The U.S. Air Force must work differently with other Department of Defense stakeholders, Congress, and traditional and emerging industry partners to streamline processes and incentivize intelligent risk-taking in support of the war fighter and the Nation.

Navigating the challenging times ahead requires effective collaboration among all stakeholders to acknowledge, balance, and share risk overtime—now and into the future. (p.5)

Based on these shifts, I have a few predictions about the requirements and outcomes for future success of companies with VR/AR products in the Defense sector:

Optimize For All Users: The needs of theWarfighters must be considered as these emerging technologies are being designed and developed. This means ensuring that the user experience of VR/AR, both hardware and software, is flexible and optimized for all users. Gone are the days where technology that supported only military-aged males was good enough.

Focus and Collaborate: Companies must continue to innovate, but with focus, to contribute the best products in their specialty, and then partner with other companies whose products are complimentary in support of a greater ecosystem. Whether your expertise lies in development of AR or VR apps, headsets, haptic gloves, AI models, instructional systems design support, etc.,we predict that the most successfulVR/AR companies will be the ones that focus on what they do best and are able to collaborate well with others to provide even more optimal combined capabilities for theWarfighters.

Create New Capabilities: Bringing all of these complimentary products and services from various companies together will create capabilities for Warfighters that would not be possible with stove-piped systems. For example, when AR and VR training apps are integrated with a secure, open, agnostic LMS platform via APIs, courses made up of multivendor, multi-media content can be curated, student performance data can be stored in a common data repository, and AI models can analyze this data to truly personalize learning, not just within applications, but across them.

Enable Rapid Innovation: This VR/AR ecosystem of the future will include a common architecture, playbook, and open APIs, democratizing the ability to support immersive training creation and optimal use of VR/AR(e.g. using it to train different knowledge and skills as appropriate for optimal training effectiveness) so that Warfighter needs can be met at the speed of relevance.

Ultimately, this ecosystem and pipeline of VR/AR will support cutting edge training and operations and will adapt to the changing needs of theWarfighters because the companies and individuals with the best products who work closely with each other and with the DoD will rise to the top. It is certainly an exciting time to be in theVR/AR field, especially in the Defense sector, and we at Dynepic look forward to working with many of you to Invent the Future!

Christina Padron

Director ofPartnerships and Growth Dynepic, Inc.

The United States will invest $11B USD into VR/AR, with a primary focus of military innovation. Get featured in our VRARA Defense & Intelligence Report!

Submit your info for our Report here!

“The United States will be investing as much as $11B USD by 2022 into virtual, augmented and mixed reality training systems, with extended reality becoming a primary focus of military innovation.”[1

Those in the Modeling & Simulation (M&S) community supporting Warfighters in the United States Military with training and operational solutions have witnessed some major shifts in the needs of the Department of Defense (DoD) over the past few years; the Covid-19 global pandemic has only accelerated these needs. 

The first is a shift from legacy technology that is outdated, expensive, immobile, and requires extensive time and funding to maintain, to the need for lighter, more agile technology that can be easily updated to remain relevant and deployed where and when the Warfighter needs it at a lower cost. This is where virtual, augmented, and mixed reality (extended reality, or XR, collectively) technology comes into play. We have seen the increase in XR technologies across industry events in recent years. 

The second shift is from the need for proprietary do-all platforms and programs, developed and run by a single defense contractor, to modern training systems with an ecosystem "toolbox" that the DoD can choose from, made of common building blocks that can integrate with each other into a modular, open systems architecture (MOSA). This openly innovative, collaborative XR training ecosystem requires a secure, digital infrastructure with open APIs/SDK that supports collaboration between companies as well as with the DoD to ensure these systems and the ecosystem as a whole are agile enough to adapt to the DoD’s evolving requirements. This need has been top of mind for DoD leaders reflected in recent US Military strategic documents.

The U.S. Air Force must work differently with other Department of Defense stakeholders, Congress, and traditional and emerging industry partners to streamline processes and incentivize intelligent risk-taking in support of the warfighter and the Nation. Navigating the challenging times ahead requires effective collaboration among all stakeholders to acknowledge, balance, and share risk over time—now and into the future.
— Gen. Charles Brown, Air Force Chief of Staff

Based on these shifts, I have a few predictions about the requirements and outcomes for future success of companies with XR products in the Defense sector:

  • Optimize For All Users: The needs of the Warfighters must be considered as these emerging technologies are being designed and developed. This means ensuring that the user experience of the XR technology, both hardware and software, is flexible and optimized for all users. Gone are the days where technology that supported only military-aged males was good enough.

  • Focus and Collaborate: Companies must continue to innovate, but with focus, to contribute the best products in their specialty, and then partner with other companies whose products are complimentary in support of a greater ecosystem. Whether your expertise lies in development of AR or VR apps, headsets, haptic gloves, AI models, instructional systems design support, etc., we predict that the most successful XR companies will be the ones that focus on what they do best and are able to collaborate well with others to provide even more optimal combined capabilities for the Warfighters.

  • Create New Capabilities: Bringing all of these complimentary products and services from various companies together will create capabilities for Warfighters that would not be possible with stove-piped systems. For example, when AR and VR training apps are integrated with a secure, open, agnostic LMS platform via APIs, courses made up of multi-vendor, multi-media content can be curated, student performance data can be stored in a common data repository, and AI models can analyze this data to truly personalize learning, not just within applications, but across them.  

  • Enable Rapid Innovation: This XR ecosystem of the future will include a common architecture, playbook, and open APIs, democratizing the ability to support immersive training creation and optimal use of XR technologies (e.g. using AR and VR to train different knowledge and skills as appropriate for optimal training effectiveness) so that Warfighter needs can be met at the speed of relevance.  


Ultimately, this ecosystem and pipeline of XR technology will support cutting edge training and operations and will adapt to the changing needs of the Warfighters because the companies and individuals with the best products who work closely with each other and with the DoD will rise to the top. It is certainly an exciting time to be in the XR field, especially in the Defense sector, and we at Dynepic look forward to working with many of you to Invent the Future! 

Don’t miss the opportunity to be featured in our report. Submit your info here!

Virtually yours,

Christina Padron

Director of Partnerships and Growth

Dynepic, Inc.

Open Call for Submissions: Defense & Intelligence Industry Sector Report

Submit here

You get to be featured in this report for free thanks to sponsorships from ARA and Dynepic!

Given the world’s current pandemic situation with the need for preparedness in a socially distanced world, it is imperative for our Defense and Intelligence community to have the tools to be able to deploy true-scale situational awareness, training and simulations at the time of need.

Our goal is to provide an in-depth report of immersive technology companies currently doing work in Defense & Intelligence that are able to meet the growing demands of M&S, visualization, collaboration, training solutions and beyond.

This report will be published on the VRARA and partner's sites and will be promoted to the industry globally via our Newsletter (35K+ subs), Website (20K monthly visitors), at our next VR/AR Global Summit Online, and via our partners.

Submit here

Call for Sponsors and Submissions: Defense and Intelligence Industry Sector Report! Deadline to Submit is Jan 15

Submit here

For sponsorship opportunities, email info@thevrara.com

Given the world’s current pandemic situation with the need for preparedness in a socially distanced world, it is imperative for our Defense and Intelligence community to have the tools to be able to deploy true-scale situational awareness, training and simulations at the time of need.

Our goal is to provide an in-depth report of immersive technology companies currently doing work in Defense & Intelligence that are able to meet the growing demands of M&S, visualization, collaboration, training solutions and beyond.

This report will be published on the VRARA and partner's sites and will be promoted to the industry globally via our Newsletter (35K+ subs), Website (20K monthly visitors), at our next VR/AR Global Summit Online, and via our partners.

Submit here

For Sponsorship opportunities, email info@thevrara.com

Deadline to Submit is January 15, 2020.

army VR AR.jpg

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 is launching the Defense & Intelligence Committee

The VR/AR Association is launching the Defense & Intelligence Committee! Network with leaders in Defense, Intelligence and across the VR/AR industry. Join our discussion on the best uses of virtual and augmented reality within military training and simulation.

Participants already include: 

  1. Brightline Interactive

  2. Booz Allen Hamilton

  3. Concurrent Technologies Corporation CTC

  4. Finger Food Studios

  5. National Defense Industry Association

  6. You? Join here

VRARA members are welcome to attend our DC event on April 8 on this topic; everyone else that RSVPs are asked to have some affiliation of doing work for the government.

And, we invite you to attend our VRARA Enterprise Summit, hosted by the VR/AR Association, that will take place on June 10th at the LiveWorx digital transformation conference at the Boston Convention and Exhibition Center. The full-day event will bring together the best minds in VR/AR from across the globe. Presentations from industry leaders will include VR/AR Enterprise topics on AEC, Aerospace & Defense, Manufacturing, Training, UX & Design, and much more. LiveWorx is the world's most respected conference for the enterprise to experience the most innovative and disruptive technologies — VR/AR, IoT, machine learning, blockchain, robotics and much more. 6500+ attendees are expected. LiveWorx is June 10-13. More info and get tickets here