VR/AR Global Summits are world-class events bringing together the best knowledge and networking in VR and AR for enterprise, hardware, software and content providers from across the globe.
Join us Nov 1 & 2 at the Parq Vancouver, a new international entertainment and conference destination, located in downtown Vancouver.
On November 1 & 2, 2019, the most innovative leaders in VR/AR/MR will come together from across the globe at our VR/AR Global Summit to share their knowledge and discuss topics like education, enterprise, training, and blockchain. This world-class event takes place in person in Vancouver, Canada.
Do you consider yourself a leader in the VR/AR/MR industry? We’re looking for speakers, exhibitors and sponsors like you to join us!
Current featured speakers include Cathy Hackl of Magic Leap, Marco DeMiroz of The Venture Reality Fund, Matt Miesnieks of 6D.ai, Amy LaMeyer of WXR Fund, and Amy Peck of EndeavorVR.
The VR/AR Global Summit is your chance to connect with industry experts from around the world and an enterprise-focused audience of founders, executives, and businesses that rely on immersive tech. You don’t want to miss out!
Apply here to be a speaker, an exhibitor, or a sponsor at the VR/AR Global Summit
Early bird tickets are available now... don’t miss out on great deals!
Join us November 1 & 2, 2019 at Parq Vancouver!
The VR/AR Global Summit is a world class event bringing together the best knowledge and networking in VR and AR for enterprise, hardware, software and content providers from across the globe. Check out our new website and sign up to receive updates about speakers, workshops, demos and other great opportunities to connect at the summit.
We have a new look and website.. and that’s not all
We are excited to launch this years’ event with a new logo, website and look.. and that’s not all. The 2nd edition of the VR/AR Global Summit will feature some new and exciting programming and fun networking opportunities at the event. We are curating a program that is based on real conversations and content-driven... along with great industry announcements and more. Plus, the event falls right after Halloween... costume party anyone? Buy your tickets early so that you don’t miss out.
Application for Speakers, Sponsors and Exhibitors Now Open!
The VR/AR Global Summit is looking for partners to make this event out of this world! If you are interested in speaking, sponsoring or exhibiting (or have an exciting idea you want to showcase) we would love to hear from you.
Now is a great time to save up to $300 on your tickets to the event. Early bird tickets are available at VRARA member and non member rates. Buy now before prices go up!
The VRAR Association’s Global Summit, organized by Vancouver chapter board director Anne Marie Enns, was an innovative delight of engaging presentations, industry networking and captivating demos of the present and future XR technology. With over 800 industry professionals in attendance, plus 100 speakers, the conference was a great way for enthusiasts to form valuable relationships and collaborate on new and exciting projects.
Here’s our shortlist:
1) Amazon announced its Sumerian AR/VR challenge at the Summit
“Amazon Sumerian lets you create and run virtual reality (VR), augmented reality (AR), and 3D applications quickly and easily without requiring any specialized programming or 3D graphics expertise.”
Amazon’s hackathon was a great opportunity for all hackers, hu$tlers and technophiles to get a taste of Amazon’s new Sumerian software and compete for over $100K worth of prizes. Without requiring any specialist coding or experience, attendees were able to try the new development tool and build out experiences for one of the following categories: Education, Training, and Simulations; Brand Engagement and Retail; Entertainment, Hospitality and Media or Other (new product/service, etc).
It’s not over! There’s still time to submit your builds for Amazon’s review. Deadline is January 8th! Find out more here.
2) Intel brought its ‘Classroom of the Future’ to Vancouver
When perusing the conference floor, it was difficult to not be mesmerised by the flashy, blue luminous frame in the top right-hand corner of the conference hall. We were excited to have Intel’s ‘Classroom of the Future’ at the Global Summit as a perfect use case of VR ameliorating current learning resources. After being taken to your desk in the futuristic space equipped with your own VR headset, you enter into a virtual world representation of the Smithsonian American Art Museum. No longer bound to the confines of a classroom, you are able to get close to the artefacts and showpieces whilst walking about the space. A perfect solution for teachers wanting to take the stress out of field trips and who wish to give a deeper context to their teaching.
The classroom is so in the future, we almost can’t call it a classroom at all. A clever installation by Intel to question the need for physical spaces in the future.
3) Cathy Hackl Introduced Us to A New Westworld-Style XR Artistry
Is there anything more unnerving - yet totally fascinating - about how much the artistry in XR has developed over the last few years? Futurist and leading XR thought leader, Cathy Hackl, seemed to think so and highlighted these developments through a ‘Real or XR?’ interactive game to start her keynote. These had the audience spellbound as results weren’t quite as some had predicted...
4) Embodied Labs Wins the Global Summit Pitchfest
Carrie Shaw, CEO and Founder of ‘Embodied Labs’ has the goal of ‘revolutionizing the way healthcare providers, caregivers, and patients learn about human health.’ Her incredible and moving story prompted her to create a revolutionary VR experience that puts wearers in the body of the sufferer with Alzheimer's. Carrie states that ‘by understanding the science of the brain and the story of the person who has the disease, that together will enable caregivers to be better care providers.’
Congratulations to Carrie and her team at Embodied Labs, a well-deserving winner of the prize money to help further the cause!
5) VEC’s Speed Dating Provides Unique Networking Opportunity
The Vancouver Economic Commission held their great ‘Speed Dating’ event on Friday, and it was a tremendous success! With many people flooding in from all areas of the conference hall to network over a glass (or two), it provided the perfect environment for intense, free-flowing discussion with fellow attendees - no small talk allowed!
Special thanks to Nancy Basi for organizing the event.
With such an array of incredible experiences at the VRARA Global Summit 2018, our shortlist provides a small taste of the exciting array that was on offer. For those who were unable to attend this year - or who simply wish to relive the weekend - check out the video by Novus TV on this year’s event here!
See you all in 2019!
Vancouver, BC / TheNewswire / October 16th, 2018 – YDreams Global Technologies Inc. (TSX-V: YD) (OTC: YDRMF) (Frankfurt: A2AP0L) (“YDreams” or the “Company”) is pleased to present its October monthly corporate update. Arkave VR continues to grow and develop, working with Intel, MixCast and gets thumbs up from Charlie Fink one of the industry’s most influential voices who writes for Forbes. YDStudio division continues to launch high end projects for well-known brands.
In September, Arkave VR was officially launched as a turnkey solution at VRARA Global Summit.
YDreams Global would like to thank all the shareholders and investor who visited the booths to learn more about the company, meet the team and tried the game “The Last Squad” by Arkave VR.
The VR/AR Global Summit
“Playing Arkave was one of my favorite experiences of the VR/AR Global Summit. The high-quality level of social gameplay is as good as it gets, and our team has received significant positive feedback from attendees.” said Nathan Pettyjohn, Founder & President, VR/AR Association and VR/AR Global Summit.
This event was critical as it brought together all the strategic players in the VR/AR space which allowed YDreams to build new relationships with leaders in the sector. Arkave VR showcased what is possible in the space and impressed everyone that tried it.
"Y-Dreams free roam VR adventure "The Last Squad" delivers world-class entertainment with this robot wave shooter. I liked so much, I did it twice!” said Charlie Fink - AR/VR Consultant, Columnist at Forbes, Speaker and Author. Arkave getting a positive endorsement from someone as notable and influential as Charlie is in the AR/VR Sector is encouraging beyond belief.
Intel and Arkave VR
Intel is partnering with YDreams on their new high-quality multiplayer location-based VR gaming experience. Intel’s Virtual Reality Group is working with YDreams to enhance the Arkave experience with wireless headset technology developed in partnership with HTC.
Raj Puran, Director of Client VR Business Development & Strategic Partnerships from Intel stated “Arkave is one of the most compelling and exciting team multiplayer experiences in VR. YDreams and the team behind Arkave have created an innovative approach to Location Based VR and is just a ton of fun to challenge with your friends!”, says Mr. Puran, “We are excited to see this market grow and proud to support a partner like YDreams with our technology roadmap. Their platform is incredible and offers a real turnkey solution to Location Based VR Entertainment.”
Various social media posts created a buzz outside of the show and Daniel Japiassu the CEO of YDreams spent a good portion of the show conducting media interview requests which helped with general market awareness and helped strengthen the Arkave brand.
Blueprint Reality Inc.
YDreams continues to be innovative with its Arkave VR Experience by signing a cooperation LOI with Blueprint Reality Inc. The objective is to promote and create business links between the two parties starting with the product MixCast which is the world’s most powerful solution for the broadcast and presentation of mixed reality. MixCast seamlessly blends realities together for instant sharing of virtual experiences.
The solution records the experience from players during their gameplay and transforms into different formats of media that can be shared in social media or print. Imagine sharing your virtual experience or adventure with your friends in a video not as an avatar but as yourself. This allows people to remember, share and relive the experience while becoming a marketing tool as they share.
By offering the solution as an add on to Arkave VR, the Company is creating another differential to its sales strategy and another source of revenue to future clients of Arkave VR.
Further information about MixCast can be found at Blueprint Reality’s website: www.blueprintreality.com
Quanta DGT and Movie Theaters
Previously, (news release June 25th,2018) YDreams Global announced a partnership with Quanta DGT to bring VR experiences to over 1000 movie theaters in Brazil.
In the first week of October, YDreams and Quanta DGT brought Arkave VR to Expocine, the biggest event in Latin America focused on the film industry exhibition, distribution and suppliers of technologies, services and products to that industry. It had thousands of visitors including major movie studios such as Walt Disney, 20th Century Fox, Warner Bros., and Universal Pictures.
The event helped to create awareness of the Arkave brand and to accelerate the implementation of Arkave as a main solution for Movie Theaters lobbies. The goal is to launch the first Arkave VR Arena before the end of 2018.
“As partners to YDreams we appreciated the unique experience that Arkave VR brought to the event and enjoyed by industry people and general visitors. We established several innovative opportunities to the movie distribution market and are excited to bring virtual reality and the gaming universe to theatres.” said Fabiana Marschalk Marketing at Quanta DGT.
YDreams Studio Division
The Company launched a new project for Petrobras and McLaren (see news release dated October 1st, 2018). Marking the first branded content, the project uses the Arkave VR Engine and is a multi-player, free roam, Virtual Reality experience to simulate building a F1 McLaren car and mixing fuels to test.
YDreams is also finishing the first phase of a consulting project for a company from the Energy Production Industry. The project is a large scale permanent educational exhibition, similar to some of the biggest projects done by the Company in the past.
“We are seeing a higher demand for consulting that can lead to long lasting relationships with strategic clients. Brands now understand the relevance of positive interactive experiences and are allocating bigger budgets for innovation, which is great for YDreams.” – stated Karina Israel, COO and co-founder of YDreams Global.
The YDStudio division works as a partner for companies and brands to reframe their strategy through relevant human-centered ventures that integrates digital experience with physical presence and venues. YDStudio anticipates future challenges and connects them with the needs of the market, building innovative concepts and delivering them with international excellence.
YDreams Global´s Studio have developed over 1,300 projects for clients all over the world, such as Disney, NBA, Adidas, Cisco, Nokia, Nike, Mercedes Benz, Coca-Cola, Santander, AmBev, Qualcomm, Unilever, City of Rio and Fiat.
Vancouver's rising profile in the virtual reality and augmented reality (VR/AR) industry is attracting Asian startups looking for room to grow outside of their confined domestic markets.
The city’s drawing power could be seen in late September, when the VR/AR Global Summit, now under the purview of the VR/AR Association after a two-year run as the CVR show, drew at least two major Asian delegations, each bringing five startups and newly established firms to find a North American foothold in Vancouver.
The delegations are from South Korea and Taiwan, two of the Four Asian Tigers whose economies grew rapidly from the 1960s to the 1990s. In both cases, these markets have stagnated in recent years, and officials say they are now looking in a “blue ocean” sector like VR/AR, where innovation and first-movers advantage still reign supreme, to spur improvements in their domestic business climates.
Extended reality (XR), the umbrella term for technologies involving the interaction of real and virtual environments, “is very new, and it requires space to develop,” said Fiona Chen, vice-president of marketing for Taiwan’s Digi Space Co. Ltd., an incubator that led the Taiwanese delegation.
Chen noted the group chose Vancouver and the VR/AR Global Summit instead of known tech meccas like the Silicon Valley and Seattle, because “the opportunity for working together is bigger in a newer ecosystem. Given the policies in the United States moving toward protectionism, we are more attracted to the Canadian attitude toward overseas businesses, and that openness is very important to foster innovation.”
The five companies in the Taiwanese delegation were chosen specifically to tailor to Vancouver interests, Chen said. VR/AR animation creators Moonshine and Studio 2 Animation Lab want to set up shop in Vancouver to serve B.C.’s visual effects industry and its work on major Hollywood movie projects. Interior VR visualization companies Follia and iStaging are targeting B.C.’s real estate developers by presenting “virtual showroom” projects.
Augmented Intelligence Inc. develops VR simulations for medical and patient engagement. Chen said she wanted the delegation’s presence to break the traditional image of Taiwan as solely a major player in semiconductor hardware manufacturing.
The South Korean delegation, led by the non-profit Gyeonggi Content Agency (GCA), also brought one company from the medical field: M2S, a startup specializing in VR eye examinations. But GCA representatives also noted they are presenting projects with much more of a focus on consumers, such as Dimicolon’s interchangeable gaming controller that can mimic the feel and functions of steering wheels and firearms in a VR/AR environment.
The GCA-led delegation also includes AR memorial app developer Way Co., consumer web-VR content platform creator Cubros, and Ottiya, an online creative learning platform that allows educators and innovators to share content from across the globe.
GCA delegation leader Anna Yim noted that Vancouver was chosen earlier this year as one of three global locations on which South Korea will focus its international collaboration efforts (the two others are New York and Manchester, U.K.).
And while B.C. tech officials said the delegations demonstrate Vancouver’s increasing clout in the VR/AR field, they stressed the rising interest in the sector should also be taken as an opportunity to improve in areas, such as related gaming and e-sport trends, where B.C. lags behind players in South Korea.
One official attending a Vancouver GCA event after the summit noted that, by catching up to Asia’s tech trends more quickly than other western markets, Vancouver would gain another edge in its bid to expand VR/AR development against competitors like Seattle and the Silicon Valley.
“I think everybody is aware that … there used to be a long time lag between innovations in online gaming in South Korea coming over to the West,” said James Hursthouse, former director of DigiBC and a veteran tech consultant in the area of B.C.-Korea collaborations.
“For example, people [in North America] have recently started to say e-sports is the new trend, but I remember going to the World Cyber Games in Korea all the way back in 2002. So there was this four-to-five-year lag, but that’s now increasingly condensed.”
To get the B.C.-South Korea tech relationship to a level where deals can be signed, the Korean delegation is staying in Vancouver for 12 days to drum up business, Hursthouse noted. He added that, with GCA sending many of the same representatives to New York and Manchester before presenting bids back in Korea, the potential for Vancouver companies to work through the GCA with VR/AR players in the United States and Great Britain is also an intriguing proposition.
“For the next year or so, the focus will really be on bringing closer not only the relationship between Korea and these identified markets, but also to promote partnerships among those three destinations in general,” Hursthouse said.
VR/AR Global Summit organizer and VR/AR Association founder Nathan Pettyjohn said he is happy to see the event becoming increasingly attractive to startups from Asia but added that he often feels that Vancouverites, even some within the tech industry, are not aware of the opportunity presented by the city’s expanding VR/AR clout.
“In the next 10 to 15 years, there’s literally $1 trillion at stake in this industry.”
Pettyjohn added that he wants to draw 2,000 to 3,000 attendees to next year’s Vancouver summit. This year’s event drew around 900.
“A lot of people are already using the technology without knowing it. If you’ve used Snapchat, you’ve used it. The consumer engagement is already there … and it will continue to grow because, in a way, VR is the closest thing we have to time travel. You are transported to a different time and space, in what we call ‘cognitive engineering.’ That’s something that can have a big impact on future consumer behaviour and brand loyalty.”
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The Stambol leadership team was honoured to speak at the VR/AR Global Summit 2018 last weekend here in Vancouver.
This event brought together a huge cross-section of the XR community, from feisty start-ups to mega brands. Hardware developers, content creators, and all points in between had the chance to meet, network, learn, and collaborate under one roof for two jam-packed days.
Stambol CEO Dogu Taskiran joined a panel of other industry leaders to discuss the Future of Real Estate Marketing. Topics covered included communicating the benefits of immersive technology with Real Estate clients as well as user accessibility and quality of experience
“It’s events like this that confirm our belief, not only that VR is the future, but that Vancouver is the place our team can do its best work,” said Dogu Taskiran.
“We’ve watched our industry grow from a few fledgling start-ups into a vibrant ecosystem of tech leaders and disruptive innovators. We are fortunate to occupy a space, figuratively and literally, where our industry peers are echoing what we’ve been saying for years. VR is the future of Real Estate Marketing.”
From a completely different angle, our CCO Mehmet Taskiran gave a compelling talk titled The Architect of The Future. His talk explored much more than the process of designing and constructing buildings; he touched on ideas about how humanity as a whole can ultimately benefit from the evolution of immersive technology.
“It’s important that we, as pioneers in a relatively new industry, convey the pure creative potential of our products. We have amazing technological tools at our disposal now which put each creator in the position of the great proverbial Architect. We will be world-builders, transforming human experience by re-imagining what our audience sees and feels.”
The Summit was an exciting opportunity for our leaders to connect with many other industry professionals. Our team had the chance to meet in person with peers only ever encountered on LinkedIn or Facebook. Stambol will be eagerly awaiting the next Summit to see what another year of progress brings to all of us in the Extended Reality community.
By Chris Pfaff
The industry gathering that officially cemented Vancouver as one of the major centers of virtual reality and augmented reality (or, just use extender reality – or XR – as your umbrella designation), the VR/AR Global Summit, provided a view of the technology and creative sectors that are driving new avenues for audiences and investors on a global scale. Held at the gleaming Parq Vancouver hotel and casino, which just recently celebrated its first anniversary, the event was largely sponsored by Vancouver’s events chamber, and had the British Columbia economic development stamp of approval all over it. And, for those of us who have known Vancouver as a powerhouse in the visual effects and videogaming spaces for years, the increased emphasis on Vancouver as a hub for XR development of all kinds is both obvious and welcoming.
While the VR/AR Global Summit, held on Friday, September 21stand Saturday, September 22nd, was as much a homecoming and meet-up for members of the three-year-old VR/AR Association, many of whom had never met in person, the event summoned an even greater level of introduction to innovation that is happening rapidly in the immersive space, even for those whose revenue depends on some form of XR development.
The brainchild of Anne Marie Ens, executive producer of the event, the VR/AR Global Summit brought leaders from Hollywood, New York, Washington, D.C., the Bay Area, Taiwan, Ukraine, New Zealand, and, of course, all across Canada. What was resident, even from hardware providers, at the event was the level of creative production that is just starting to bubble in a meaningful way from major tech companies, from Intel’s Optane platform, showcased in its Smithsonian Museum Renwick Gallery walk-through, to HP’s impressive work with the likes of VR Studios, which itself got a PR boost the week prior to the event with Cineplex’s announcement of more than 40 full VR arcades to be installed across Canada by 2021.
Perhaps the most famous global IP that was on display at the show was from Taiwan’s Studio2 Animation, which debuted its VR series of shorts for the popular animated character Barkley the cat. The 6-minute block of 25 shorts marks a major move into VR for animated content; the Barkely feature film was a huge hit in mainland China and Taiwan in 2016.
Producers were quite evident at the show, and back-to-back panels on Saturday afternoon, as Chris Pfaff led the ‘Producing in XR: What to Know Before Immersion’ panel, with Silverscreen Cinematics’ Jeff Olm; AWE Company’s Srinivas Krishna, and MediaCombo’s Michael Owen. The panel explored major AR and VR production techniques, as well as post-production considerations. A second panel, ‘Storytelling and Content Creation in VR/AR’ featured Observe Media’s Travis Cloyd; InspireVR’s John Penn; Vuze’s Jim Malcolm, and Cloudhead Games’ Denny Unger.
Michael Owen, Srinivas Krishna, Chris Pfaff, Travis Cloyd, and John Penn after their panels, September 22, 2018
Local Vancouver firms were quite visible, from Cognitive3D to Mythical City Games to Stambol Studios. Dark Slope Studios, based in Toronto, held a private event with its principals; the studio is creating location-based immersive entertainment and features an all-star cast of principals, including Raja Khanna, Ben Unsworth, and CJ Hervey.
Raja Khanna, center, executive chairman of Dark Slope Studios, welcomes the audience at a private event, Tap & Barrel, Athlete’s Village, Vancouver, September 21, 2018
Of all the myriad experiences being demonstrated on platforms from Vive to Hololens to, yes, Magic Leap, perhaps the most compelling was YDreams’ ‘The Last Squad,’ produced with ArkaveVR. The 3-person VR shooter is an ideal arcade game, and is addictive in its graphical clarity, screen direction, and sheer entertainment value. As a sign of Vancouver’s attractiveness for the XR community, YDreams recently moved its company to the city. The BC Tech group put the final punctuation on the event by holding an after-party at The Cube, the 6,000-square foot co-working space that hosts a wide range of start-ups in the VR/AR space.
Overall, the VR/AR Global Summit was an affirmation of what the VR/AR Global Association set out to accomplish when Nathan Pettyjohn and a few people started a truly global organization in 2015: bringing the immersive community together on a grand scale. This is still an industry in its early days, and yet even those who have been involved in it for decades see something new every day. So it was in Vancouver; another eye-opener for the immersive crowd.
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So much happened! Thank you to all our Sponsors for making this year's Summit a success! We had over 900 industry executives from over 100 companies, orgs, and schools, and from 20 countries. And, 100+ Speakers, 70+ exhibitors, 4 stages, 10 workshops, and incredible networking events during the Summit.
Speed Dating (Networking at it’s best)
Subscribe to our VR/AR Global Summit 2019 newsletter here to get latest updates on our upcoming Summit!
Thank you to all our Sponsors for making this year's Summit a success! We had over 900 industry executives from over 100 companies, orgs, and schools, and from 20 countries. And, 100+ Speakers, 70+ exhibitors, 4 stages, 10 workshops, and incredible networking events during the Summit.
Intel Booth featuring the HTC VIVE PRO and the new Wireless VR adapter
Intel Booth. Smithsonian American Art Museum (SAAM) VR Art project
Pics from the Expo floor:
Hi, We are CUBIC MOVIE the Hologram Stream Platform.— 🇯🇵Hiroki🍁 (@Hiroki_ABCDE) September 22, 2018
We have live demo at VR/AR Global Summit Booth #1.
You can share your Hologram Video on Facebook, Twitter or anyway you like :-)
Hope to see you guys at our booth. #VRARAGS #VR #AR #Hologram pic.twitter.com/QuGlwrPczb
This is what we discovered about #MIXCAST by @blueprntreality ! If you tried it, how was your experience? #VRARAGS @XRPioneer #China @VRWomen #AR #VR #VRLab @youarehereco #XRWomen #womenintech #XRPioneer #VRARA #vraravancouver #vrara_shenzhen @dburgar @thevrara @vrara_vancouver pic.twitter.com/S9Spnbo9EK— VR/AR Association - Shenzhen (Sept21-22) #VRARAGS (@vrara_shenzhen) September 23, 2018
Healium a mind-powered XR escape hatch www.tryhealium.com
MAKAR www.makerar.com the VR/AR editing platform for everyone
Embodied Labs www.embodiedlabs.com Leverage the Embodied Labs VR-enabled immersive learning system to develop empathy for older adults and start having deeper, transformational conversations about your care practices.
MERIDIUN www.meridiun.com is providing technology, tools and services to create unique end-to-end applications for enterprise solutions.
wrnch wrnch.ai Create, move or modify objects on an interactive display or immerse yourself in a VR/AR world using wrnchAI
Eyecandylab augmen.tv transforms how the world consumes video content & TV
Ghost from Black Rainbow www.ibelieveinghost.com Ghost is a complete AR solution including a smartphone-powered headset and a suite of apps that is accessible, affordable, and useful.
iVirtual Technologies www.ivirtual.ca Become one of the world's first Virtual Humans!
September 21st and 22nd the people’s XR conference, the VR/AR Global Summit, hosted by the VR/AR Association (VRARA) returns to Vancouver. The summit will bring together the XR industry from around the globe to discuss topics including education, entertainment, enterprise, healthcare, retail, training, blockchain and more. Featuring keynote addresses, engaging panels, educational workshops, networking opportunities, demos, and product launches and parties. “The VR/AR Global Summit continues the mission of the VR/AR Association of facilitating growth, knowledge andconnections across the globe, and across industry verticals,” said Nathan Pettyjohn, Founder and President of the VR/AR Association, who is now CMO of Quantum Capture.
Vancouver is home to over forty thousand Film, TV, VFX, Animation, and Video Game professionals is one of the world’s VR/AR hotspots. Sony Pictures Imageworks, Industrial Light & Magic (ILM), MPC, Double Negative, DHX Media, Animal Logic and Bardel Entertainment all have offices there. Vancouver also has one of the top Video Game clusters in the world — one that includes major publishers such as, Electronic Arts (EA), Microsoft, Capcom and Nintendo.
The list of over 100 speakers is as long as it is impressive. Featured speakers include Pettyjohn, Frank Soqui, GM of VR at Intel, Joanna Popper, head of VR at HP, Darren Bennett, Creative Director, Mircosoft, Kyle Roche, GM of VR at Amazon, author and futurist Cathy Hackl, Timoni West, Director of XR Research for Unity, Tom Emrich of Super Ventures, and author and columnist Charlie Fink (disclosure: I also advise the NY Chapter and participate in the LBVR working group).
I call it the VRARA Summit “the people’s XR conference” because the VRARA is comprised of chapters all over the world, which convene to network, demo, and exchange best practices in their cities. Those chapters are comprised of tech enthusiasts and professionals who would otherwise have to travel to a metropolis like New York or San Francisco to attend a meetup. In addition to community, white papers, and an extensive membership list, VRARA members can rent expensive VR and AR equipment. All this critical to the development of a nascent medium.
The conference last year was attended by over 750 XR professionals on the Industry Day, with the entire event attracting 5000 people over 3 days for the expo. At the end of 2016, the original owners of the show decided not to continue with CVR and the VRARA saw the opportunity to fill the gap, and the VR/AR Global Summit was created. The VRARA will build on the momentum of CVR, plus use its global reach to bring together brilliant and creative minds in Vancouver in September. The show retains the same Executive Producer and will see the return of great speakers, sponsors, and exhibitors from the previous year. “Archiact started CVR in 2016, and recently rebranded to Vu: Defy Reality. We had a big vision for CVR/Vu and we knew its mission was broader and grander than Archiact. Now the event has reached this point, and we are happy to hand it off to VRARA, who have renamed it VR/AR Global Summit. We know that the VRARA can take it to the next level, which is bringing together people who are passionate about VR & AR, and accelerating global adoption across many business sectors. Best of luck to the VR/AR Global Summit in 2018 and all the coming years,” says Derek Chen, President of Archiact.
VRARA has over 4,100 companies registered and over 50 chapters globally, and 20 industry committees. VRARA programs & initiatives are designed to accelerate your growth, knowledge, and connections. “VR/AR Global Summit is designed to bring together both industry-leading solution providers as well as the brands and companies looking to deploy these types of technologies to improve and enhance their business. In addition to enterprise, we also have an exciting gaming and entertainment program at Global Summit," says Kris Kolo, Global Executive Director, VRARA.
Charlie Fink is an AR/VR consultant, columnist, speaker, and author. As a 27-year-old junior executive at Disney, Fink created "The Lion King". For this sin, he was promoted to VP of Story Development for feature animation. In the 90s he oversaw the expansion of Virtual World
Charlie Fink is a former Disney & AOL exec and Forbes columnist. In the 90s, he ran VR pioneer Virtual World. He's the author of Charlie Fink's Metaverse, An AR Enabled Guide to VR & AR.
See more and get tickets for the VR/AR Global Summit here
See the schedule and get tickets for the VR/AR Global Summit here
VR/AR Global Summit - Blockchain Event
Hosted By: Ron Segev, Segev LLP
- Mark "Rizzin: Hopkins aka Dr. Bitcoin
- Devon Zielinski - Veritoken
- Anne Ward - IBM Futurist
- Amy Peck - EndeavorVR
- David Daniels - YouAR
- Kalin Stoyanchev- Otoy/RNDR
- Gabriel Rene - VERSES
- Dave Gratton - IMBY Real Estate Corp
- and more to be announced soon....
- The Future of Blockchain Reality: Where Are We Headed?
- What Comes Next: Innovative New Uses of Blockchain in LBE
- The History of Blockchain and Crypto
- Blockchain is the New Black: The Convergence of Blockchain, XR, AI and Adjunct Technologies
See the schedule and get tickets for the VR/AR Global Summit here
Get tickets for the VR/AR Global Summit here
In 1996, Bill Gates first coined the phrase “content is king”. Today, his statement is truer than ever.
Every day last year, the average North American consumed over 10 hours of digital media. On-demand streaming and the internet have transformed how individuals interact with screens, with most spending more time in front of a monitor than any other activity – including sleeping. Constantly seeking the rush of engaging with new material, consumers aren’t gripped by their hardware – phones, TVs, or laptops – but are drawn in by unique, well-crafted content.
The same is true of the VR industry. The past 24 months have seen the rapid proliferation of headsets, with companies vying to create the sharpest, most realistic display. Now, the hardware cycle is drawing to a close. After the release of Magic Leap One earlier this month – the most anticipated launch in the sector – the industry’s best minds have shifted to content.
That trend has been keenly anticipated by the VR/AR Global Summit. One of the largest industry events in North America, the conference will spotlight how tech giants and startups are creating new ways to visualize and interact with virtual worlds. It’s a focus that conference speaker Andrew Melchior, an executive producer who has married the music of Björk and Massive Attack to VR, believes will help the industry go mainstream.
“Bibles sold printing presses,” he says. “Shared experiences such as the Coronation of Queen Elizabeth and the televised moon landings made people buy TVs. Real time mapping, fart apps, and music players sold iPhones. It goes on and on. Already a Battle Royale [has] happened in the past five years for buying first option broadcast rights for AR content across sport, music, comics, and films. I think this is a good thing, as the gigantic pockets of Apple, Google, Magic Leap, Huawei and such like will help fund the creative endeavours of a whole new content ecosystem.”
The VR/AR Global Summit is poised to bring together apps from different corners of the sector. Speakers from goliaths like Amazon, Ford, and IKEA will rub shoulders with Vancouver up-and-comers including Motive.io and LNG Studios, each showcasing programs that put hardware like HTC Vive or Microsoft HoloLens through their paces. Highlighting the content from these creators will, Summit speaker Charlie Fink believes, help usher in a world where head-worn displays are commonplace.
“Conferences like the VR/AR Global Summit proliferate on the cusp of disruption,” says the columnist and author. “Like internet conferences in the 90s, mobile conferences in the aughts, social media conferences earlier this decade, or XR conferences like this one today, everyone is desperate to understand what’s happening.
“Making hardware is incredibly hard, expensive, and time consuming,” continues Fink. “Magic Leap is tackling this as a humble start up with $2.3B. Peoples’ eyes are popping out, but these guys are going up against Apple and Microsoft, hoping to develop a third way. [But] Magic Leap, like all the devices that came before it, is dependent on the ecosystem of independent developers and entrepreneurs who build cities at the foot of the mountain, so to speak.
The increased recognition of content development has lead to some of the most inventive uses for VR and AR. In the past year alone, the technology has enabled individuals to remotely pilot submarines in virtual reality, monitor stress levels based on eye movement, and help athletes improve their game. While it might not yet boast a killer app like email, e-commerce, or social media, VR and AR are quietly transforming the way users interact with the analogue world.
For Christopher Lafayette, an advisor on VR and AR in Silicon Valley who will be talking about the need for diversity and inclusion in the industry at the Summit, the most interesting integrations are occurring in the medical and manufacturing sectors.
“Manufacturing environments are now seeing early entry employees operate machinery with augmented guidance at a very fast learning pace,” he says. “Products are being built and delivered quicker to consumers. This is a signature component of future city development. MedTech is significant, too, specifically in the VR vertical. Surgeons, psychologists, occupational therapists and nurses are given new immersive tools to deal with pain management, PTSD, experimental treatments, pre-surgical discovery, and surgery operations. It’s personally one of my favorite aspects of this industry.”
At this point in the technology’s life cycle, says Cathy Hackl, futurist at You Are Here Labs and partner at Mixed Reality Ventures, the VR/AR Global Summit is right to focus on content rather than hardware. Hosting discussions that will cover education, 5G technology, blockchain, esports, and location-based entertainment, the September 21-22 event will feature two full days of talks, panels, workshops, investor events, and pitchfests, all offering fresh examples of both commercial and enterprise creations. In Hackl’s view, the most exciting part of the sector is trying out new experiences.
“I speak all around the globe and I urge creators and devs to join our industry for a simple reason,” she says. “While the hardware is universal, there will always be a need for culturally relevant content in VR. This presents a great opportunity for creators, developers, journalists, and artists, across all cultures and nations.”
Get tickets for the VR/AR Global Summit here
Get tickets to the VR/AR Global Summit here
Co-Authors/Contributors: David Trainor (Sentireal), Matthew Wallace (VRSim), Sara Blackstock (VRSim)
The VRARA Training Committee have conducted a survey to capture the industrial landscape for one of the major use cases for Virtual, Augmented and Mixed Reality – namely training and development of employees. A total of 108 people responded to this survey and provided valuable insight into how VR, AR and MR (collectively XR) are becoming an integral part of industry-based training. A number of interesting trends have emerged from the survey responses. In this article we’ll explore these trends by considering the responses to the individual questions in turn.
Initially we were interested in seeing what training roles and activities were represented by the survey respondents:
The vast majority of the respondents already have some active role in the training process. Managers, Influencers and Decision Makers were well-represented and the training technology Developer community featured strongly too.
Next, we were interested in seeing what experience the respondents had in utilising XR within their training activities:
Over 90% of respondents indicated that they had already used XR in training or would consider doing so in the future. Of course the nature of the survey would naturally attract a high proportion of respondents with an existing interest in or enthusiasm for immersive training, but this is still a gratifying result nevertheless. The few respondents that said they would NOT use XR in training cited cost, lack of content, device availability and benefit/value/cost relationship as the reasons for not using the technology.
Next, we were interested in seeing what devices and software the respondents a) used b) had tried and c) use most regularly:
These three questions highlighted the relative popularity of the VR medium for training, compared with AR and MR. With VR-based training, mobile VR solutions and the Oculus Rift and HTC Vive headsets featured strongly. With AR-based training, newer mobile AR software frameworks from Apple (ARKit) and Google (ARCore) have started to gain a significant foothold. Dedicated AR glasses did not feature strongly in our survey results but Microsoft’s Hololens device proved a popular choice for MR-based training.
Next, we were interested in how often the respondents used VR or AR in terms of hours per week:
Here we can see that the significant majority of respondents (69.6%) spend 5 hours a week or less actively using VR, AR or MR. This may correlate with the concept of using these technologies for short “bite-sized” training experiences rather than prolonged training activities.
While usage rates will vary widely depending on circumstances and training budgets, the training market needs to increase adoption by demonstrating the effectiveness of VR, AR, or MR as training media. This not only includes incremental hardware improvements, but also a concerted effort on content improvements to deliver simulations worthy of a trainees immersion. Significantly, trainers will be given valuable insight through the use of big data across time and trainees.
Next, we were interested to what extent the respondents thought that certain attributes were strengths or weaknesses of VR and/or AR, when applied to training activities.
This series of questions revealed that respondents rated immersion, presence and simulation capability as key strengths of VR-based training and rated showing information in context and presenting expert information as key strengths of AR-based training. Interactivity and progress-tracking were highlighted as strengths of both VR and AR.
Next, we were interested in what activities the respondents felt would a) most benefit and b) least benefit from XR training:
Clearly the survey respondents feel that manual skills and mechanical/industrial operations will especially benefit from XR-based training, with the realistic simulation capability of VR and the interactive real-time guidance provided by AR/MR being particularly relevant. In certain skilled trades, XR has made significant inroads into the training communities, such as coatings application or welding. For example, some level of training with VR/AR is the defacto standard for welding training throughout the United States.
Although process-driven activities scored particularly highly on this question, some creative activities such as art and precision crafts also feature strongly, indicating that XR-based training does have a role in activities that are not necessarily driven by process and compliance. However other creative activities such as art and activities involving human relationships, such as organizational leadership and management, are indicated as weak areas for XR-based training.
Next, having identified some strong and weak applications for XR-based training, we were interested in the opinions on weaknesses of the media and technologies themselves:
Understanding where the perceived weaknesses or deficiencies lie in current forms of XR-based training is key to addressing those issues in future versions of the training technologies. Clearly the survey respondents feel that cost is still the major barrier to introducing or increasing the use of XR within training programs.
Reduction in headset costs and innovative business models around content access should help to address this. Availability of the technology has also been highlighted as an obvious weakness, suggesting that hardware providers should consider future manufacturing and distribution processes and software providers should consider subscription and distribution models beyond the “app store” format. In discussing barriers to entry and expansion, the potential relationship between barriers should be considered. For example, cost might not be considered prohibitive if greater libraries of content or potential for re-purposing training solutions existed.
Resistance to change is also highlighted as an issue, suggesting that the efforts of the VRARA Training Committee in evangelizing and promoting XR training are still well-placed! Finally, lack of relevant content was highlighted by the survey respondents. Considering the results, the concept of relevance should also be extended to consider the depth and proven validation of the efficacy of that content.
The overall set of results for this survey question echoes the earlier sentiments citing cost, content, availability, and overall value proposition as barriers to entry/expansion within XR-based training.
Finally, we were interested in what types of company/organization the respondents felt would use XR training most successfully:
Respondents have clearly prioritised some types of organization that have a longer and better-known association with immersive training and simulation, including the military, emergency response organizations and organizations dealing with safety-critical processes. Interestingly schools also featured heavily in the responses, indicating a crossover in the “enterprise training” and “education” sectors. It should be noted that the value proposition in these sectors is improved by factors outside of the immediate value proposition of VR, AR, or MR. Education budgets, worker compensation, rework cost and employee health costs serve as a constant driving force to explore innovations that can deliver in terms of safety and efficiency.
The VRARA Training Committee would like to thank everyone who took the time to respond to this survey. It’s produced a very interesting and insightful snapshot of the XR industry as it relates to enterprise training markets.