From our Global Summit: How Will Telcoms Build 5G for the XR Market?

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By DEMOND CURETON

Four senior executives from global telcoms held talks on the future of the XR industry and 5G


Edge computing has become a key component of the extended reality (XR) market in recent years as companies plan to optimise private and public 5G networks to accommodate the emerging technology.

Edge computing allows networks to incorporate more processing closer to the networks to offload strain on devices, providing greater accessibility for 3D visualisations and greater bandwidth on 5G networks.

Philip Wogart, Executive Director DACH at VRARA, hosted a key panel discussion on Thursday detailing use cases in virtual, augmented, and mixed reality for future 5G networks.

Leslie Shannon, Head of Ecosystem and Trend Scouting at NokiaIngmārs Pūķis, Vice-President, Member of the Management Board at Latvijas Mobilais Telefons SIA (LMT)Cinzia Campanella, Education, Entertainment, Retail & Media Product Owner at Vodafone Business, and Terry Schussler, Senior Director, Spatial Computing at Deutsche Telekom held the discussion talks on the future of cloud and edge computing for 5G networks.

Private 5G First Step to Design Global VR Networks

Speaking on the development of private 5G networks, Shannon explained how they were used for specific use cases and functions at company sites.

Private 5G offered better security and lower latency compared to public 5G networks, allowed greater coordination of devices such as robots, and provided “unhackability” for such infrastructure, she said.

Shannon explained why VR/AR use cases were increasingly a starting point for 5G use cases, stating,

“If you have an enterprise, you have this known footprint – a very small area enabled with 5G – and a small set of use cases. That’s why it’s easy for companies such as [Nokia] and other operators to begin with enterprises”

End users still faced “clunky” VR/AR head-mounted display hardware, which was the equivalent to massive mobile phones in the early 1990s, she explained.

Current trends in enterprise-grade 5G VR/AR setups involved private networks with “specifically-built” headsets, she said, adding,

“This is going to be the foundation that ultimately morphs into a larger, consumer 5G [network] covering an entire country, with use cases and headset devices that are acceptable to the general public”

5G Industry Verticals: Military and Medical

Ingmārs Pūķis added his company worked with the military as one of its market verticals via a partnership with the Latvian Armed Forces to provide medical training with content from startups.

Firms such as Lightspace, a Marupe-based Latvian AR startup, also assisted in the project.

5G would allow such training solutions to roll out quickly across regions, he explained, adding additional edge computing facilitated different remote teams to participate in exercises with a single instructor.

He explained further, stating,

“Training is one of the obvious [places] where this will go as sectors such as the military become more complex. The number of people available to train is always scarce, motivating firms to bring [modules] as closely, quickly, and cheaply [to] customers as possible”

5G VR Gaming for Consumers

At the consumer level, Campanella explained one of Vodafone’s distributed cloud gaming solution developed in Italy. The company gave access to customers for both 5G and 4G networks to reduce latency and increase bandwidth across both network tiers.

Vodafone Italy also aimed to integrate landlines into gameplay, and the firm launched its GameNow cloud game streaming platform to boost graphical detail without requiring higher VR processing power.

The company also plans to expand 5G coverage across the country, and the Italian government aimed to reduce the digital divide across citizens at remote locations, she added, stating,

“It could be an alternative to broadband in locations where landlines are more difficult to instal, and instead, [users] can receive the same benefits as broadband without the same complications”

Striking a Balance: Edge Computing and 5G

Mr Schussler explained how, following the merger between T-Mobile and Sprint, the former acquired more bands for distributing telecom networks to reach rural customers.

He added other operators had focused on millimetre-wave (mmWave) technologies, which restricted coverage and would take time before providing consistent coverage.

Operators had to design networks for “real-world” use cases, he explained, adding,

“The network coverage may vary as a user is in a car at 65mph on the freeway, and they’re switching between different towers, coverage, and demand on the radios at that moment. We’ve been working with companies like Ericsson, Nokia, and others to create changes in the way applications operate to ‘rate adaptation’ to accommodate between these variances between bands users may be on as well as network conditions to create a smoother, more consistent experiences”

The ‘key’ to achieving such standards was to instruct networks to communicate with applications to optimise bandwidth usage and latency, he concluded.

Further efforts from XR firms, including US tech giants Qualcomm and Nvidia, aimed to improve adaptive rates for cloud and edge computing, Shannon explained.

The Nokia exec explained how both firms were leading efforts to boost computing technologies for cloud gaming, VR/AR, and drone control for end users, adding Qualcomm and Nvidia hoped to focus on “taking the processing off the end device [and] moving it into the network.”

5G was the “necessary link” between the minimum processing needed to reduce strain on end-user devices and executing most functionality in the network. Telcoms were tasked with determining which processes should occur in the cloud as well as the device to balance optimal performance, she concluded.

The discussions were hosted at the ongoing VR/AR Association (VRARA) Global Summit: Europe Edition, which is taking place from September 29th to October 1st.

Hopin is hosting the online event for over 300 of the world’s top XR firms, including Pico Interactive, Unity, Samsung, Lenovo, Facebook, HTC VIVE, Nextech AR, HP, and many others.

At our Global Summit, the Oculus co-founder said in a keynote Facebook's Ray-Ban smart glasses offered positive results for AR

McCauley: Facebook, Ray-Ban AR a Long-Term Win

By RORY GREENER

Jack McCauley, former Oculus Co-Founder and Engineer, held a keynote speech on his time at the California-based company, where he paved the foundations for the 2014 Facebook acquisition.

During his speech, McCauley explained Facebook’s recent partnership with Rayban to produce a pair of augmented reality (AR) smartglasses, stating:

“It’s a beginning for them […] The Rayban Glasses, that’s a great idea. That has legs, the team at Seattle, with their vast experience, will be able to make that work”

Facebook released the smartglasses in early September, marking a debut in the AR sector along with virtual reality (VR) launches with the Oculus Quest 2.

McCauley added in the future, the partnership will prove beneficial as AR technology emerges, concluding,

“The AR experience with the Rayban glasses is a win for them, not in the short term, but in the long term”

Building a Foundation for Facebook

Jack McCauley segued into discussing his earlier work at Oculus and how he became involved with the firm’s industry-changing VR technologies.

Previously, McCauley gained experience with GlobalVR, a disbanded distributor of arcade VR experiences. He described the experience as “primitive”, but added he gained valuable early insights into the prospects of VR before joining Oculus founders Brandan Iribe and Lucky Palmer.

“I put it [the Oculus headset] on, took a look at it, and was blown away. Being a software engineer and working at Guitar Hero, which sold 64 million pieces, I didn’t see the legs in it at all. I said, ‘It’s probably expensive, there’s no content at all, apart from a demo and that’s an uphill battle'”

McCauley was initially sceptical, but ultimately impressed by Iribe, whose business accruement became a convincing factor in McCauley’s involvement.

“My confidence was in him [Brendan Iribe], and I liked [Lucky] Palmer, I felt fatherly towards Palmer [as] I was lot older. So I just liked the people, and if I like the people, I’ll go work there”

McCauley initially worked with Oculus as a software developer for the first Oculus development kit, which launched on Kickstarter in 2012, raising $2.4 million from over 9,000 backers.

The Oculus team then trialled the development kit version with Mark Zuckerberg, launching the foundation for the monumental $2 billion USD acquisition.

HP Reveals Adaptive Biometric XR Tools at our Global Summit

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By RORY GREENER

The US tech giant discussed an 'intelligent' biometrics solution for VR Headsets

Opening this year’s VR/AR Association’s (VRARA) Global European Summit was Cécile Tezenas du Montcel, New technology Business Development Manager at HP, who spoke on Omnicept by HP, a software development kit (SDK) that records biometric data in real time.

Omnicept by HP is revolutionising virtual reality (VR) training for enterprises with a data-driven platform to allow cross reality (XR) developers to produce adaptive immersive experiences that react to a wearer’s physical response in real-time.

This facilitates the creation and distribution of enterprise-grade VR software that improves employee training, satisfaction, and wellness.

HP Reverb G2 Omnicept Edition

The US global PC manufacturer released its HP Reverb G2 Omnicept Edition in May and the package contains additional hardware accessories that provide biometrically-enhanced immersive experiences.

The Omnicept Edition comes packed with integrated sensors that monitor muscle movement and heart rates, and the enhanced Reverb G2 contains additional hardware with eye-tracking capabilities.

Biometric training applications collect data on a user’s physical state to separate computer, creating a central point to review metrics and assess an individual’s performance during VR training sessions.

HP requires a user to tether the Reverb G2 to a PC or smartphone to offload processing power, although she would not confirm or deny the prospect of a standalone edition.

The HP Reverb G2 Omnicept Edition headset is available in the Netherlands, Germany, Austria, Norway, Denmark, and the Americas for $1,249.00.

Future of Biometrics

The news comes after US tech giant Apple filed a patent with the US Patent and Trademark Office (USPTO) for a head-mountable device with facial biometrics for eye, mood, voice, and emotion tracking.

The United States Army Combat Capabilities Development Command (DEVCOM) has also been funding research at Kent State University to develop a VR training solution to identify neurological signals to reduce stress and improve decision making for small military units.

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VRARA Global Summit Europe to Unite Global XR Leaders

Written by RORY GREENER

The VR/AR Association (VRARA) will host the European edition of its global summit from September 29th to October 1st.

Full-access tickets for the digital event are available online, granting attendees access to the entire agenda, including speaking and speed-networking sessions.

VRARA’s Hopin in-house virtual events platform will host more than 300 speakers, sessions, virtual booths for attendees.

The event welcomes Pico Interactive as its top sponsor and will host sessions featuring executives from extended reality (XR) firms such as, Oculus, Pico, Realwear, Unity, HTC VIVE, and others.

VRARA’s VR/AR Global European Summit will join XR developers, vendors, enterprises, and enthusiasts in a networking programme connecting audiences via 1-on-1 videos and roundtables.

Cathy Edstrom Grochowski, a professional who recently attended one of VRARA’s speed networking sessions, said, “The 1-on-1 Speed Networking was exceptional. I met industry leaders from all over the world, and it was truly a blast! Having 5 minutes of undivided attention is fantastic.”

Big Sponsors

The event comes as many key sponsors hope to make an impression on the XR market, with Canadian AR firm Nextech joining the conference as a sponsor just months after purchasing spatial computing firm ARWay and entering the Metaverse race.

Sponsors HP and Lenovo continue to innovate the XR industry, namely after latter developed enterprise-level mixed reality (MR) smartglasses in collaborations with Qualcomm and Realwear.

Popular social media platform Snapchat has also sponsored the event in committed efforts to develop XR technologies after launching its branded AR smart glasses.

The event comes just weeks after Tiktok owner ByteDance acquired Pico Interactive, the event’s largest sponsor, for 5 billion yuan ($775 million) as the latter aims to build its XR solutions in the near future.

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Xenco Medical’s HoloMedX Brings Holograms to Surgical Education – No Headset Required

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By Jon Jaehnig

HoloMedX brings custom controls and patient-specific models to Looking Glass.

What happens when a medical device company starts exploring extended reality? Really incredible things. That’s what we learned when Xenco Medical announced HoloMedX at the VR/AR Association Global Summit earlier this month.

We at ARPost were so blown away by the presentation that we interviewed Xenco Medical Founder and CEO Jason Haider for more details.

Meet Xenco Medical

Xenco Medical is a company that makes single-use medical devices. Not only do the single-use devices mean that tools don’t degrade over time, but they also cut risk of contamination between patients. Devices are even custom-made for specific surgeries and even specific patients.

One of the priorities of Xenco Medical involves helping medical teams communicate both with surgical students and with patients about to undergo surgery. In either case, a medical professional would demonstrate to a person – or a room full of people – exactly what a surgery would look like using Xenco Medical devices.

The only problem? While Xenco Medical makes patient-specific surgical devices, surgeries were demonstrated using off-the-shelf anatomical models. Specifically in the case of spinal surgery, one patient’s anatomy may be drastically different from another’s. This makes one-size-fits-all medical models severely limiting.

Alternative options included demonstrating surgeries on two-dimensional images and scans, but surgery is an inherently three-dimensional process. While in theory it would be possible to make custom models using technology like 3D printing, this would be prohibitively time-consuming and costly. So, Xenco Medical turned to XR and created HoloMedX.

“As a patient-centric company, we’ve made an outsized commitment to developing technologies that address the entire spectrum of a patient’s surgical experience,” Haider said in a release shared with ARPost.

The Software Behind HoloMedX

Xenco Medical has pioneered a computer learning algorithm that uses ray tracing technology to stitch a series of 2D diagnostic images together to instantly create patient-specific 3D models.

“We wanted to make it as seamless as possible so the user wouldn’t need to have technical knowledge to translate a DICOM [Digital Imaging and Communications Model in Medicine] dataset into a hologram,” Haider told ARPost.

The result is a user-friendly experience for both surgical experts and patients learning about their own surgeries beforehand. This kind of understanding improves patient experience and satisfaction.

“You get the patient’s anatomy suspended in air,” Haider explained when announcing the platform during the VR/AR Association Global Summit. “The goal is to give patients and surgical trainers a hyper-realistic sense.”

Displaying Patient-Specific Models – Sans Headset

The next question was how to display the models in ways that would be efficient for teachers and learners and impactful for patients. The first and most obvious answer was to use 3D modeling and imaging software in a headset. In addition to a headset removing face-to-face communication for patients and providers, it poses a problem for scaling.


“When you’re teaching grand rounds, there might be ten people in the room. When they’re all using headsets, it poses a barrier,” Haider told ARPost“We chose to build our platform by integrating with the Looking Glass light field display because it allowed us to use an intuitive, interactive, holographic display without headgear.”

Looking Glass is a light field display that, when turned off, looks like a typical large tablet or small television. However, when turned on, it appears to project a convincing 3D model. It’s pretty cool tech, but it isn’t the only – or the most innovative – hardware that plays a role in HoloMedX.

Xenco Medical has also created a line of air controllers for HoloMedX modeled after real surgical tools. These air controllers, equipped with three-axis accelerometers and gyroscopes, help to add an additional layer of understanding that wouldn’t be possible if users manipulated the models using controllers or even gesture controls.

The software, the display, and the custom air controls together produce “HoloMedX.”

“We are at the intersection of an incredibly exciting time where advancements in optics are happening independently with displays and imaging software,” said Haider. “The convergence of those three technologies place us at an important precipice.”

A Look at the Roadmap

This year, HoloMedX will be employed with select universities and medical centers already working with Xenco Medical. In addition to potential platform improvements, this initial rollout will form the basis for a unique study on how hologram interaction improves patient experience.

“Our multi-center study beginning this week will compare patient satisfaction scores of patients undergoing two-level and three-level lumbar fusions with and without pre-operative holographic simulation,” Haider explained in an email to ARPost.

Research and development into HoloMedX isn’t waiting until after those results come back. HoloMedX is currently for strictly educational purposes but the same technology is being used to explore revolutionary diagnostic solutions. This diagnostic platform would be available as a separate product also from Xenco Medical.

Users Creating Solutions

HoloMedX definitely looks like the future. We haven’t gotten our hands on it (yet), but it probably feels like the future too. Ironically, perhaps the most exciting thing about it is that it wasn’t made by an XR company. It uses XR technology, but its biggest strength might be that it is made by people looking to solve their own problems rather than by someone trying to sell solutions.

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Get tickets by July 1st for our VR/AR Global Summit ONLINE Europe and save!

Our VR/AR Global Summit ONLINE Europe is happening Sept 29-Oct 1 and you can get tickets at the super early bird pricing now until July 1st here!

Our program will consist of 400+ Speakers, Sessions, Virtual Booths, Expert Roundtables, and more on how we work, design, shop, build, workout, teach, travel, experience art, adapt, understand, do privacy, witness, entertain.

Plus, grow your connections and get business done during our famous Speed Networking with 1000's of 1-on-1s networking sessions!

Thank you to our Sponsors: Unity, Lenovo, IO Industries, Emergent, Cognitive 3D, BMF, VRdirect and others!

If you would like to sponsor or exhibit, apply here.

RECAP: 2021 VR/AR Global Summit - Metaverse, Convergence, and Adoption (by Jon Jaehnig, ARPost)

By Jon Jaehnig

What is the metaverse? Does it require blockchain? What’s the future of XR?

The VR/AR Association held their annual Global Summit for North America from June 2 through 4. For the second year in a row, the conference was held online but that didn’t stop it from delivering the kind of insights and announcements that we’ve come to expect from the annual event. Highlights included new platforms, metaverse definitions, tech convergence, and more.

“We will have an audience of thousands of people in attendance,” VR/AR Association Global Director, Kris Kolo, said during opening remarks. “We are thrilled to have you here with our hundreds of speakers and presenters.”

What the Smartest People in the Room Are Talking About

As our customary warning, even devoting three days to the conference we weren’t able to catch everything. Here are some of the big trends that we were able to glean from the hours of talks that we were able to take in during the event.

XR Adoption During COVID-19

The world (and the XR metaverse) is in a strange place as we look forward to the lifting of coronavirus restrictions while remaining in what is hopefully the end of the quarantine period that, as unwelcome as it was, offered huge benefits to the XR industry.

“Virtual became the new normal. That bodes well for the technology space in general,” 8th Wall Vice President of Product, Tom Emrich, said in a “Burning Questions” panel discussion on the first day of the summit.

This period in our shared history didn’t just increase the use of XR, it changed how people use and perceive XR technology and its use cases.

“VR is social. It’s not just about gaming anymore,” Cube XR LLC partner Larry Rosenthal said in the panel. “What COVID has done is it has made XR more like the telephone than the television.”

While speakers at different panels and presentations didn’t have a universal stance on what the future will look like, they did agree on one thing, as summed up by industry expert Deborah Worrell in an “Everything VR/AR” podcast recorded live at the summit: “We’re not going back to the way it was. There is no new normal.”

Why Isn’t the Future Here Yet?

Despite Rosenthal’s analogy, XR is still not as ubiquitous as the television, and there was no shortage of discussion about why not.

“The lens of meme theory tells us a very damning story of why AR failed to take up,” Auki Labs CEO, Nils Pihl, said in a talk on the impact of persistent AR. “When AR is hard to share, its [appeal] is limited.”

On the enterprise side, XR has been difficult to adopt and scale in part because of legacy management methods.

“There is a fundamental difference between managing smartphones and tablets and managing AR/VR devices,” ArborXR COO and co-founder, Jordan Williams, said in a talk on “Why Oculus for Business and Other Solutions Aren’t Working for XR Deployments.” “AR/VR devices are regularly shared between multiple users, and smartphones and tablets are usually not shared.”

One of the recurring themes at XR conferences that resurfaced at this event is that XR advocates tend to be most vocal during XR conferences.

“A lot of our conversations over the last ten years have been quite insular,” UgoVirtual CEO, Michael Cohen, said in a talk on hybrid events. “They’ve been about how we launch these amazing technologies,” rather than on the value of the experiences delivered.

The Metaverse and “Post-Reality”

Cohen wasn’t the only one who pointed out the shortfalls of XR’s branding. There was also a lot of contention over our understanding of one concept that was discussed almost continuously: The Metaverse.

“The term “metaverse” and what it implies are still unknown to the public,” Outpost Capital Founding Partner, Ryan Wang, said in his talk “One more step into Metaverse: XR meets Blockchain.” “One of the key reasons is that it’s difficult to understand the term and what it means.”

Wang suggested that the term should apply to any platform that promotes a “digital lifestyle” including companies like Peloton. One benefit of this is that it answers the question of whether there will ever be a single dominant metaverse. Instead, there will be a constellation of purpose-built metaverse platforms and providers creating a “multiverse.”

Others argued for an even more user-friendly definition, though one that potentially reduces discussion on the matter.

“We already have a metaverse. It’s called the internet,” MetaVRse co-founder Alan Smithson said in the “Burning Questions” Panel. “What we’re doing now is creating more visual ways of interacting with it.”

No matter how you define the metaverse or the role that you think it plays, Google AR Partnership’s Global Head of Creative, Matthieu Lorrain, said that it was contributing to a period of “post-reality.”

“The radical transformation of our perceived reality will be the most significant cultural change in our lifetime,” Lorrain said in his talk “Welcome to Post-Reality.”

The “Convergence” of Emerging Technologies

The VR/AR Global Summit’s more robust conversations on the metaverse also tended to involve “the convergence” of XR with other emerging technologies, usually blockchain.

“With blockchain, you can claim the ownership of not just digital items, but digital land,” said Wang, who also commented on the ability of blockchain and edge computing to allow decentralized management of vast amounts of spatial data. “With the popularity of the creator economy, there are more and more players being incentivized to become creators.”

The idea of creators creating the metaverse themselves through blockchain-enabled peer-to-peer transactions inspired many speakers, though some admitted that we haven’t pinned this down yet.

“It’s kind of the Wild West right now, but what we’ll see is the development of a new parallel economy,” industry expert Amy Peck said during the “Burning Questions” panel. “It’s really a peer-to-peer economy and we’re seeing it already with digital goods and NFTs.”

In the same panel, futurist Anne Ahola Ward commented on NFTs potentially being a way for people to establish and secure entire virtual identities.

Announcements and Introductions

One of the big draws to the Global Summit are the industry announcements and introductions, of which there were plenty this year.

Involve XR from Lumeto

Raja Khanna introduced Involve XR from Lumeto, a multi-user synchronous immersive learning platform for medical training and crisis response training. The virtual studio is populated by interactive virtual equipment and a responsive AI-powered patient.

“Our goal as a company is to get out of the way of the trainers. We don’t want to hardcode the session into the experience,” Khanna, the company’s CEO, said in a talk introducing the platform. “It’s a big, ambitious goal. We’re not there yet but we’re getting there very, very quickly.”

The platform is piloting with the American College of Chest Physicians, as well as select universities in the United States and Canada, with plans to deploy more widely later this year.

HoloMedX

HoloMedX is another medical training platform, but it takes a different approach. The platform uses ray casting to construct a patient-specific 3D model from 2D scans used with spatial models of surgical implants. The model is then displayed on a Looking Glass holographic display manipulated with an air controller designed after medical equipment.

This results in a hyper-realistic XR display without the use of a headset. The company’s goal is to use the technology, which is rolling out in the coming weeks, to train practitioners as well as to give patients a better pre-op understanding of a surgical procedure.

Announcements from Altered Ventures

The last two big announcements came from venture capital fund Altered Ventures. These were the launch of a VR art gallery for NFTs and partnership and investment in Victoria VR, a blockchain-based VR MMO/RPG. Within Victoria, all assets are purchasable and saleable for users.

“We see the future of Victoria VR as a universal platform for VR experiences,” said Victoria VR co-founder and COO Adam Bém. “To create not just a game, but a virtual world where people are able to live and work.”

See Around in the Metaverse

The VR/AR Global Summit - Summer is behind us once again. However, that doesn’t mean that the conversations need to stop. The next global summit is in the Fall in Europe, Sept 29-Oct 1 Also,  the VR/AR Association has regional chapter events throughout the year, not to mention their more focused industry-specific forums throughout the year. Maybe by next year, we’ll agree on what the metaverse really is.

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VR/AR Global Summit: Speaking the language of enterprise (written by VRWorldTech)

By Mark Dugdale

The enterprise market is waiting for immersive technology solutions that meet their increasingly realistic expectations. Based on their presentations at the VR/AR Global Summit today, the offerings of these providers are broadening and hardening to serve them right now.

➨ Marc Metis, vice president of enterprise software at HTC Vive and global head of its investment arm, Vive X, spoke about Vive Focus 3 and Pro 2

➨ Mattney Beck of Lenovo previewed ThinkReality A3

➨ Will Winston, Western sales and partnerships director at Pico Interactive, revealed more about Neo 3 Pro and Pro Eye

THE STORY

HTC Vive, Lenovo and Pico Interactive took to the virtual stage at the VR/AR Global Summit today to articulate their enterprise offerings and, in doing so, revealed that “spatial computing”, “business metaverse”, and “total solution” are concepts that are close to this market’s heart right now.

Spatial computing and business metaverse

Marc Metis, vice president of enterprise software at HTC Vive and global head of its investment arm, Vive X, made the case for the enterprise market to embrace “spatial computing”, defined here as immersive technologies—specifically, virtual and augmented reality—enabling businesses and professionals to work in 3D.

That is not to say that 2D is dead, however. Spatial computing must complement ‘traditional’ ways of working, slotting into workflows, redefining proven practices rather than upending them, and ultimately suiting particular but common needs.

This is possibly an early indication of a theme that will run through the course of the VR/AR Association’s successful global summit, an event that attracted more than 10,000 attendees last year: realistic realities.

Realistic in terms of expectations and delivery, where virtual reality enterprise offerings, to return to HTC Vive’s, come ready to deploy and are built to serve business and professional needs, rather than repackaged consumer products.

This is how HTC Vive is selling its new headsets. Vive Focus 3 and Pro 2 are ready now and built to serve training and collaboration and highly technical use cases, respectively. They were designed based on a range of commonalities across many different industries and sectors, so that there is something for everyone.

Vive Focus 3

Where customisation comes in is the software and services, or “business metaverse”, as Metis described it, which VRWorldTech covered extensively when the headsets were announced (here and here).

Total enterprise solution

Lenovo’s enterprise offering is similarly tailored. ThinkReality is a “total enterprise solution” of software, the company’s own headsets and smart glasses, plus some third-party devices such as Varjo’s high-spec range, and services.

This solution is scalable, capable of facilitating the use of a dozen devices or a thousand, according to Mattney Beck, the senior product marketing manager at Lenovo who oversees the company’s global commercial augmented and virtual reality solutions programme.

Its own hardware, including the new ThinkReality A3 augmented reality smart glasses (read all about them here), is where Lenovo is hitting that realistic realities theme.

Expected in the next few months, ThinkReality A3 is “versatile enough to reach several use cases”, and ready and able to serve two particular ones now.

ThinkReality A3 PC Edition is aimed at business users in financial services, architecture and engineering, or any sector or industry whose remote and mobile workers face space and privacy limitations.

This edition tethers to a laptop or mobile workstation, ideally Lenovo’s ThinkPad laptops and mobile workstations powered by Intel and AMD Ryzen processors, to enable users to position multiple, large virtual monitors in their field of view and use Windows software tools and apps.

ThinkReality A3 Industrial Edition, meanwhile, tethers to Motorola smartphones (the launch device will be the Motorola Moto G100 Android smartphone) using a Qualcomm Snapdragon 800 series processor or better, and DisplayPort capability. This provides for hands-free, augmented reality-supported tasks in complex work environments.

ThinkReality A3

Beck showed demos of both editions in action. The PC version is capable of displaying up to five virtual monitors simultaneously without any degradation thanks to the tethered smart glasses leaning on the underlying PC.

The industrial edition enables users to use 2D native apps in augmented reality via the tethered connection to the smartphone, making it a simple case of using a companion app to access Zoom and initiate a video call.

Both editions have stereoscopic 1080p displays. No field of view (FOV) has been confirmed, and it was too difficult to judge the quality of the visuals from the demos, for either the virtual monitors provided by the PC edition or the Zoom video call.

They are, however, clear indications of Lenovo targeting its hardware at very real needs: for privacy among professional users working on their travels, and remote assistance and guided workflows on-location, wherever that may be.

Lots of optionality and power

For Pico Interactive, an enterprise offering is more focused, on all-in-one or wireless virtual reality.

This is Oculus Quest 2 and Vive Focus 3 territory, but a segment of the enterprise market where Pico is doing very well in establishing itself as an alternative provider.

The company’s new Neo 3 Pro and Neo 3 Pro Eye headsets boast “lots of optionality and power”, according to Will Winston, Western sales and partnerships director at Pico, packed into a very small device that is built for enterprise needs (read about them here).

The Neo 3 Pro range includes four cameras for head tracking now and hand tracking in the future, plus they can deliver tethered streaming for PC virtual reality-lite experiences.

Neo 3 Pro

Neo 3 Pro Eye also features best-in-class Tobii eye tracking for enhanced training and marketing experiences.

Pico is able to deliver on the software and services fronts too, with an in-depth ecosystem of partners and technology providers on hand to enable its hardware to scale and be customised.

The enterprise market is waiting for immersive technology solutions that meet their increasingly realistic expectations. Based on their presentations at the VR/AR Global Summit today, the offerings of these providers are broadening and hardening to serve them right now.

Get ready for more “spatial computing”, “business metaverse” and variations of “total solution”. The enterprise market speaks a certain language—and immersive technology is becoming well-versed.

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VR/AR Global Summit ONLINE, June 2-4: Diversity and Inclusion Track , Speakers, Highlights

With over 200+ Speakers, Sessions, and Virtual Booths at our VR/AR Global Summit on June 2-4, we picked the below highlights for you related to Diversity and Inclusion. If you haven't yet, get tickets here today before price increase!

June 2, 3, and 4 - This year at the Summit we will be hosting a series of talks under our Diversity and Inclusion banner.  Building on the success of the Women’s Summit last year, we have grown this track to represent more women, BIPOC, and the LGBTQ+ community.  This program will feature session roundtables, awesome talks, networking opportunities, and a social event in AltSpace!

Talks and Speakers Highlighted Include:

Creating with AR - Sarah Tan

Retelling African Brand Stories Through VR - Albright Tejiri Onodje


Diversity & inclusion Roundtable: Cultural differences and their impact on diversity and inclusion - Hosted by Amal Jomaa and Jennifer Rogers

Interactive Roundtable: Finding Mentorship in the VR/AR Industry - Hosted by Cindy Mallory

Interactive Roundtable: Let’s talk about Diversity and Design - Hosted by Louisa Spring

Driving Innovation Through Ally Ship: Mentorship Reimagined - Christopher Lafayette - Emergent Technologist, Black Technology Mentorship Program

Pride Event Panel hosted by Christopher Crescitelli - Founder, Dreamland XR hosted  in AltSpace VR

Accessibility for XR - Andreas Forsland CEO & Founder Cognixion

How Inclusive Design Enhances the Customer Experience

Host : Natascha French, President, LA-Chapter, VRAR-Association,   Joe Devon, Co-Founder Global Accessibility Awareness Day + Co-Founder,  Matt King, Accessibility Specialist in UI Engineering at Facebook  Christopher Patnoe, Head of Accessibility Programs and Disability Inclusion, Google,  Regine Gilbert, XR Access,   Andreas Forsland, Founder, CEO, Cognixion

How to Make Immersive Technologies More Equitable - Anna Gedal Senior Experience Strategist + Writer Freelance

Ed-Tech Design with VR In Mind for STEM Program Development - Jennifer Ponder National Program Director, Emerging Technologies STEM Atlanta Women

Diversity Social in AltSpace VR - Hosted by Dreamland XR and Chicken Waffle

You will be able to network with all speakers and other attendees using our famous Speed Networking and during our hot topics roundtables (group networking)!

See full Schedule here

See all Speakers here

If you haven't yet, get tickets here today before price increase!

VR/AR Global Summit ONLINE, June 2-4: Entertainment, Storytelling and Immersive Experiences sessions, speakers, highlights

With over 200+ Speakers, Sessions, and Virtual Booths at our VR/AR Global Summit on June 2-4, we picked the below highlights for you related to Entertainment, Storytelling and Immersive Experiences. If you haven't yet, get tickets here today before price increase!


Virtual Theatre: The Metaverse Smashes the Four Walls

Lorne Svarc - Technodramatists

Kiira Benzing - Double Eye Studios

Brandon Powers - Brandon Powers Projects

Lauren Ruffin - Crux

Chris Pfaff - Chris Pfaff Tech Media LLC


Partying in the Metaverse! The VR Nightclub & Festival Scene - Present & Future

Celeste Lear, VR Artist & Immersive Concert Producer, Boutique Electronique Music


The Power of Immersive Tech

Director Live Events, AltspaceMR

Senior Program Manager, Microsoft Mixed Reality


Turn Zoos into VR AR Experiences

Carole Baskin, Big Cat Rescue


Storytelling, Imagination and Engagement

Paula Davidson, Chief Financial Officer, Living Popups, LLC


Next generation storytelling: Redefining narrative with Wallace & Gromit

Mr Will Humphrey, Creative Director, Sugar Creative


Immersive Experiences: Capture a Global Audience Using Cloud Streaming

Ian Gilbert, VP of Sales & Marketing, PureWeb


Create Immersive Art with AR

Sarah Tan, Product Designer & AR Specialist



You will be able to network with all speakers and other attendees using our famous Speed Networking and during our hot topics roundtables (group networking)!


See full Schedule here

See all Speakers here

If you haven't yet, get tickets here today before price increase!


Virtually yours,


VR/AR Association

VR/AR Global Summit ONLINE, June 2-4: ENTERPRISE sessions, speakers, highlights

With over 200+ Speakers, Sessions, and Virtual Booths at our VR/AR Global Summit on June 2-4, we picked the below highlights for you related to Enterprise. If you haven't yet, get tickets here today before price increase!


How to Successfully Deploy and Scale your Enterprise ProgramHosted and Sponsored by Cleanbox Technologies

  • Amy Hedrick, Cleanbox Technologies

  • Jon Bowers, UPS

  • Dr. Robert Louis, Hoag Hospital

  • Ted Sundquist, Sports Virtual Training Systems

  • Sam DelGreco, Irish Manufacturing Research

Enterprise Ready AR/VR Solutions

Mattney Beck, Senior Manager Product Marketing Commercial AR/VR - Lenovo

Immersive Technology and Business: How XR Can Accelerate Enterprise

Marc Metis, HTC Vive

Enabling The Workforce of the Future with Knowledge Networks

Charlie Neagoy, Librestream

Deploying Enterprise VR Training at Scale

Tony Bevilacqua, Cognitive 3D


Building an Enterprise for the Future

Sam Sannandeji, Modest Tree

You will be able to network with all speakers and other attendees using our famous Speed Networking and during our hot topics roundtables (group networking)!


See full Schedule here

See all Speakers here

If you haven't yet, get tickets here today before price increase!

Lenovo is inviting you to their Keynote and Virtual Booth: June 2-4, VR/AR Global Summit ONLINE

The AR/VR technology Transformation is here. As current market conditions challenge the physical world and are changing the way we work, AR and VR hold the potential to solve problems in unexpected and inventive ways. Are you ready for ThinkReality?

Lenovo is excited to meet you at the VR/AR Global Summit. Join their speaking session on June 2nd at 2:30pm EST to hear from Mattney Beck, ThinkReality’s Product Marketer for AR/VR. ThinkReality is more than the world’s most powerful and flexible enterprise AR/VR software platform. Combined with Lenovo’s advanced devices like the new A3 smart glasses, ThinkReality is transforming work and enhancing productivity in businesses large and small.

Mattney Beck has been at Lenovo for 10 years and currently works as a Senior Manager of Product Marketing for the commercial AR and VR solutions team. Lenovo is a Fortune Global 500 company with 50,000+ employees and $43B in global sales in 160 + countries. In his current role, Mattney works closely with Lenovo’s research and development teams driving current market requirements for commercial augmented and virtual reality into the commercial AR/VR product roadmap.

Also, we invite you to the Lenovo virtual booth during the 3 days, June 2-4 to meet with our representatives and see demos.

More info here. We look forward to seeing you there.

Learn more about Lenovo exciting offerings at http://www.lenovo.com/thinkreality

VR/AR Global Summit ONLINE, June 2-4: World Premiere - Surgical Holograms. Plus, Medical sessions, speakers, highlights

With over 200+ Speakers, Sessions, and Virtual Booths at our VR/AR Global Summit on June 2-4, we picked the below highlights for you related to Healthcare & Medical. If you haven't yet, get tickets here today before price increase!

*World Premiere*

Introducing HoloMedX: The World's First Glasses Free Holographic Surgical Simulation System

Jason Haider - Founder and CEO, Xenco Medical

Mental Fitness in a New Reality

Sarah Hill - CEO, Healium


Healthcare Panel: Pioneering Immersive Healthcare Solutions

Joel Breton - President, Sixense Enterprises

Lance Bailey - Founder, Healthy Simulation

Danny Goel - Founder, Precision OS

Angela Robert - CEO. Conquer Experience the creators of award-winning PeriopSim

Jason Haider - Founder and CEO, Xenco Medical

Where Virtual Wellbeing Becomes Reality

Colleen Reilly - Senior Vice President, Business Development, ImmersiveWorlds

Kids’ vision is getting worse. How can AR help?

Madara Kalnina-Kalnmale - Managing Director, LightSpace Technologies


The effect of VR games on perceived exertion, exercise adherence and health

Katie Hoolahan - Virtually Healthy


Digital health solution for all: made possible by XR & Eye Tracking

Johan Bouvin, Director of Product, Tobii

Scott Anderson, Chief Clinical Officer, SyncThink


You will be able to network with all speakers and other attendees using our famous Speed Networking and hot topics roundtables (group networking)!


See full Schedule here

See all Speakers here

If you haven't yet, get tickets here today before price increase!

VR/AR Global Summit ONLINE June 2-4: Marketing sessions, speakers, social events - highlights

With over 200+ Speakers, Sessions, and Virtual Booths at our VR/AR Global Summit on June 2-4, we picked the below highlights for you related to Marketing. If you haven't yet, get tickets here today before price increase!

How AR/VR is Keeping Consumers Engaged as We Transition to Post-Pandemic Life

Tony Parisi - Unity


Virtual Reality in Marketing - Its applications across 4Cs

Nidhi Yadav - Associate Director, Deloitte

How to Market Your Company

Terry Proto - CEO + Co-Founder, Virtual Reality Marketing

Deborah Worrell - Chief Strategy Officer, Virtual Reality Marketing

Leila Amirsadeghi - Microsoft AltSpace

Natascha French - Principal, Scale Strategies

Marketing to the Masses with VR

Lily Snyder - Head Writer, Futures Intelligence Group


Using AI to create contextual awareness in AR experiences

Matthew Freeman - Director at Immersive Promotion Design & Reader in Multiplatform Media at Bath Spa University, Immersive Promotion Design Ltd.

Meshed Realities: New Demands on Consumers, Brands, & Media Management in the Metaverse

Dr Behice Ece Ilhan - Senior Trend Strategist, Mintel Group Ltd

Social Events for Marketing

Join us throughout the day and meet with like-minded people for industry-focused networking hours. Participants also have a chance at winning an Oculus Quest 2 during a virtual treasure hunt. Check the Summit website for schedule & details!

See full Schedule here

See all Speakers here

If you haven't yet, get tickets here today before price increase!


The time is now! Get ready for our VR/AR Global Summits! North America in June & Europe in Sept/Oct

Our VR/AR Global Summit Online is the largest and fastest growing immersive tech event in the world!

Our June 2020 Global Summit had 11,000+ attendees, 250+ Speakers, Exhibitors, plus 1000s interactive 1-on-1s, 30 networking group sessions on specific topics/verticals, and so much more!

We will have two Global Summits online in 2021:

  1. North America on June 2-4 (Summer)

  2. Europe on Sept 29-Oct 1 (Fall)

Apply here to Speak, Exhibit, and or Sponsor!

Virtually yours,

VRARA team

P.S. Below are a few testimonials from our past Exhibitors and Sponsors.

"The Summit brought together large audiences who were very interested in and knowledgeable about VR from around the world. With the move toward an online summit, the VR/AR Association team was able to tap into fantastic presenters from so many parts of the world, with such great diverse backgrounds. We were thrilled to present the HP Reverb G2 at the Summit and reach such a powerful community.”

Joanna Popper, HP

“Our team was able to engage with new potential customers, partners, analysts and media, leading to over 300 qualified leads for our team to follow-up with including multiple Fortune 500 customer opportunities.”

— Mattney Beck, Lenovo

“We found the virtual expo space drew an engaged audience. Attendees embraced the online format, jumped into the booth to ask questions and were eager to learn more about Calgary as a destination to grow their career or business.”

— Chelsea Hallick, Calgary Economic Development

Day 2: Lenovo is inviting you to learn more about ThinkReality at VR/AR Global Summit ONLINE

Lenovo is extremely excited to share the ThinkReality story during the VR/AR Global Summit today!

Please join Lenovo at the Summit to learn more about how the power of augmented and virtual reality in this new world can help drive your business in an ever changing environment.

Lenovo’s ThinkReality solutions for AR and VR make it easier than ever for enterprises to deploy these solutions and at scale to quickly derive business value out of AR and VR. 

We invite you to meet 1:1 with a ThinkReality Specialist or check out Lenovo offerings in the Lenovo virtual booth.

Stop by – you’ll like what you hear and see. 

See you soon!

Login to our Summit here

Check out these top companies from Korea in our Online Expo during VR/AR Global Summit ONLINE #VRARgs

Join us in the Korea GCA virtual pavilion for K-VR/AR companies at VR/AR Global Summit ONLINE Sept 30-Oct 2

Login / Tickets here

 

Korean companies are eager to captivate you with their innovative techs and products providing world-class experiences even in the virtual booth.

New Technology, New Contents! is coming up!!

Gyeonggi Content Agency(GCA) is excited to introduce 10 Korean prospective and immersive companies at GCA Pavilion. 

The delegation consists of companies in:

  • Music meets VR/AR : Studio VR and EmotionWave

  • Education meets VR/AR : RealWith, WithPlus, and YouNeedCharacter

  • High Tech VR/AR : AlphaCircle, Deep.Fine, and The Coder

  • City Tour with VR/AR : Momosix and ARLO

Please note that every day at 10am EST these companies will pitch their services, products, and company.

You are welcomed at any time to Korean virtual booth to hear our immersive stories, services, and products.

Our future-bright companies are eager to develop the businesses advanced with you.

Login / Tickets here