METAVERSE

Download Whitepaper: How Lenovo’s ThinkReality A3 Smart Glasses Accelerates Enterprise Augmented Reality Adoption

Moor Insights & Strategy sees the augmented reality (AR) market growing rapidly, supported by billions of dollars in investment every year, especially in the enterprise space where many different companies are aggressively working to bring new headsets and platforms to market. In this paper, Moor Insights & Strategy explore Lenovo's ThinkReality A3 and how it works with Motorola’s “Ready For” device program to create an end-to-end platform-based solution at scale.

Download the whitepaper and also join us for our live webinar and Q&A on Wed, June 8 2022

*By downloading the whitepaper, you are authorizing Lenovo to reach out regarding interest in ThinkReality products and services.

Nextech AR Launches Metaverse Builder App “ARitize Maps" @Nextech_AR

Nextech AR is excited to announce the public launch of its Metaverse app, ARitize Maps. This app is an all-in-one Metaverse creation tool, and the first end-to-end Metaverse mapping solution for consumers and brands alike. New features of the app included with the launch are augmented reality mapping, localization, and easy drag and drop of AR content, including navigation and the ability to view 3D Models in a user's created map. The full release follows the successful beta testing launch in February 2022.


See more at http://www.youtube.com/watch?v=FyXBZFOBxjM

Utopia VR Launches Global Metaverse Platform and Profit Share Program @myUtopiaVR

April 19, 2022 -- via InvestorWire -- Utopia VR (“Utopia VR” or the “Company”), a global leader in providing web-based metaverse solutions, today announces that it has launched its global metaverse platform and profit share affiliate program. There is no cost to join the affiliate program, and a registered affiliate does not have to be a paid subscriber.


Utopia VR offers users around the globe a free subscription to experience the metaverse. In addition, Utopia VR provides a highly competitive selection of business plans ranging from $13.95-$44.95 per month. Utopia VR’s plans include a variety of virtual rooms (VRooms™). These virtual environments are tailored for a vast array of global market solutions for business, sales, marketing, and education, just to name a few. In addition, more than a thousand beta-users have seen the social benefits and consider Utopia VR’s platform an impactful and feature-rich alternative to Zoom, Microsoft Teams, and Cisco’s Webex as a replacement to communicate and socialize with business colleagues, family, and friends.

Utopia VR’s “The Metaverse for Everyone™” is a one-click, web-based, avatar-driven, mobile-friendly audio and videoconferencing platform that utilizes innovative 3D web technology. Utopia VR’s free virtual platform works on all relevant devices: PC, mobile and VR headsets such as Oculus Quest or HTC Vive. No software or hardware is needed.

Based on the enthusiasm of early subscribers from around the globe, Utopia VR is convinced that its best marketers will be its free and paid customers; to that end, the Company is delighted to offer a generous affiliate commission package that rewards customers for sharing Utopia VR with others.

A video preview of Utopia’s “Are You Ready for The Metaverse?” can be seen at: https://www.youtube.com/watch?v=YEwgAm7YUTk

Kevin Vincent, VP of global marketing, said, “This new and exciting internet era is a turning point for the internet. Everyone recognizes that there are companies that have dominated the dot-com landscape for years. It’s time the average person benefits from this new era, and we are excited to share our revenue with our customers.”

Jazmin dela Cruz, digital marketing, and community manager, said, “If you sell physical, digital, or personal services through Utopia VR, how much of that transaction will you be able to keep? 

Answer: 100%. 

That’s right. Unlike major companies including Apple, Meta and others that keep, or plan to keep, up to 50% of your transactional revenue, goods and services, revenue that is generated through Utopia VR is yours to keep. We’ve said from day one that we are ‘The MetaVeRse for Everyone.’ There are no transaction fees, and we are sharing our monthly subscription fees with our users who refer others. It’s time that everyone benefits from the web.”  

Cory Braden, chief technical officer, commented, “Utopia VR is empowering our users to create their own presence in the metaverse. We have dozens of unique 3D spaces to spark your imagination, and you'll instantly have access to powerful collaboration tools like screen and camera sharing; viewing documents, images, and video; drawing; and, of course, voice and video chat, all seamlessly integrated into your environment on a single web page. Your guests can make great-looking avatars and enjoy fun, immersive meetups using just a web browser on their favorite device."

David Martin, VP of global operations, said, “The transition of digital commerce 2.0, one-dimensional website(s), over to the metaverse and three-dimensional, fully interactive environments, is going to be extremely rapid. Every entity that has an existing website owns digital assets to represent their company. This includes text, describing what they do; pictures; videos; PDF presentations; slideshows; etc. To transition the digital assets, all that is required is to copy and paste the content into one of our VRooms. This will allow their customers and audiences to experience their company in a whole new, immersive way. The transition of the metaverse will change how business is done in the future.”             

Members of Utopia VR navigate through the various VRoom™ environments by using avatars; users can walk, talk, and sit – just like they do in the real world. A user’s avatar can be controlled with a computer keyboard, smartphone, or virtual reality headset such as Oculus Quest or HTC Vive. Text chat, voice and video can be used to communicate with others. For important meetings and presentations, users can also import audio, video, 3D pictures, animated objects, PDF files and their favourite NFTs by simply dragging and dropping their file into a VRoom™ or by pasting a video link from supported media platforms such as Vimeo.

On Sept. 23, 2020, Utopia VR announced that it had positioned itself to capitalize on worldwide market share of the metaverse with the release of its Apple mobile app. Utopia VR’s app enables users to personalize their own 3D environments and then schedule business meetings or social meetups in seconds through a proprietary link management system.

Utopia VR’s app is now available for all iPhone and iPad users. The Company’s website mirrors the app, which means users can access Utopia VR directly from a PC, laptop, tablet, or VR headset without downloading the app. Utopia VR’s Android version is anticipated to be released in Q3 of 2022.

About Utopia VR (Apex VR Holdings Inc.)

Apex VR Holdings Inc. (Apex) is doing business as Utopia VR. Apex is a diversified metaverse solutions company. The members of the Apex management team have extensive experience in technology and innovation and have been employed or worked in third-party capacities with technology companies such as Microsoft and Skype. In addition, the management team members have backgrounds in both the private and public financial markets and have led junior-listed public offerings for companies that have realized billion-dollar market valuations. 

The Metaverse for Everyone is a collection of 3D worlds that users explore as avatars. Individual users or companies can outfit their own private virtual rooms with pictures, videos, PowerPoint presentations or even 3D objects. You can permanently pin the objects, therefore making your virtual environments live forever! After subscribing, a user can create their own marketplace for e-commerce – both physical and digital products – or even upload and sell their own NFTs in one of their own virtual galleries. Utopia VR’s The Metaverse for Everyone provides a one-click, web-based, avatar-driven, mobile-friendly audio and videoconferencing platform that utilizes innovative 3D web technology. Utopia VR’s free virtual platform works on all relevant devices: PC, mobile and VR headsets such as Oculus Quest or HTC Vive.

Utopia VR’s app is now available for all iPhone and iPad users. The Company’s website mirrors the app, which means users can access Utopia VR directly from a PC, laptop, tablet, or VR headset without downloading the app, making it very Android friendly.


Trademarks:
“The Metaverse for Everyone™,” “VRoom™,” “VRooms™”
*Zoom, Microsoft Teams and Cisco’s Webex are all registered trademarks of their respective companies.

ON BEHALF OF THE BOARD
“Stuart Gray”

President

For Media inquiries
stuart@utopiavr.com
Office: 250-868-0787

For sales, business development and general inquiries
email: kevin@utopiavr.com

To schedule a virtual tour demo
email: jazmin@utopiavr.com

For technical inquiries
email:  cory@utopiavr.com

Recap of our VRARA Metaverse 2.0 event by the Press / Media

VR/AR Association Holds Second Conference Dedicated to the Metaverse

By Jon Jaehnig

Last week, The VR/AR Association wrapped up its second two-day summit (held on March 9-10), dedicated specifically to the metaverse. Both of these events, as well as other events throughout the year, are part of the complete Immerse Global Summit Series, which replaced the “VR/AR Global Summit” last year.

What Is the Metaverse?

The word “metaverse” remains controversial. Author Tom Ffiske addressed this in his talk, “The Metaverse Is (Not) Bollocks – An Optimistic Outlook.”

“There are people who are using and abusing the metaverse for their profit… We’re in a peak hype and expectation phase,” said Ffiske. “In my opinion, the metaverse doesn’t exist yet – which is a weird thing to say since we’re all at a conference about the metaverse.”

It might have been a weird thing to say, but a number of speakers took variations on the theme.

“This year will be the peak hype cycle,”  8th Wall VP of Product, Tom Emrich, said in his talk “Trends to Watch for in 2022.” “Right now, the metaverse is more mirage than miracle. The more we get into this, the more we’re going to realize that there’s a lot of work that still needs to be done.”

Speakers said not having achieved the complete vision shouldn’t prevent us from recognizing accomplishments and possibilities.

“We’ve had a vision of the metaverse for many years now,” emerging technology strategist and consultant, Amy Peck, said in her talk “The Metaverse Did Not Just Fall From the Sky.” “I like to think of the metaverse as not being a destination but a journey, an evolution.”

Speakers commented that people in the space should be wary not to overuse the term.

“The term ‘metaverse’ has become the key buzzword successor to nearly every tech topic,” T-Lab’s Elmar Arunov said in his talk “Metaverse – the Virtual Revolution.” “We should be careful and not use the term in a reflectionary way as we may damage the word.”

Arunov also introduced another idea that might have been odd at a VR/AR Association event: the visible portion of this idea is much smaller than the portion no one sees.

Beyond VR/AR

While the METAVERSE 2.0 event was hosted by the VR/AR Association, a number of speakers and panelists drew attention to the fact that the metaverse is not a strictly VR/AR technology or experience.

“The rollout of 5G and the strategic investments made by companies out there are very much driven by the metaverse,” Ericsson’s Cristina Oprea said in a session “Building Blocks of the Metaverse.” Oprea cited a story that Meta is putting network demands on service providers“The telecom industry is also trying to find the golden nugget and ways to monetize that.”

The ways in which different kinds of computing factor into VR/AR experiences themselves was also a highlight in a number of talks.

“The metaverse also symbolizes how the internet is not just AR, not just VR, not just blockchain, not just AI, it’s a coming together of all of these emerging technologies,” Emrich said in a talk on “Trends to Watch for in 2022.” He also predicted that the accessibility of mobile phones will keep them as the dominant AR device for the near future.

In his talk, Emrich also said that AR was going to provide value to another recurring conference talking point: NFTs.

Blockchain and Decentralization

“Blockchain has really revolutionized the virtual space through ownership,” SuperWorld CEO and co-founder Hrish Lotlikar said in his talk “SuperWorld: AR/VR+Web3+AI to Build a Better World.” “Life is non-fungible and many of the things that we love and own are non-fungible… the future of the metaverse is real-world utility.”

In this type of conversation, NFTs don’t only promise digital ownership, they also promise asset interoperability.

“NFTs are changing the game… I own that digital asset anywhere in the metaverse,” VNTANA CEO and co-founder, Ashley Crowder, said in her talk “How 3D Is Impacting E-Commerce, NFTs, and the Metaverse. “It’s taking ownership back to the player, the user, back from the game company.”

The topic of ownership also becomes important when digital assets play a role in how we present ourselves across VR/AR environments.

“It will become a necessity to know who you are interacting with,” MIAT (Multiverse Institute For Arts and Technology) CEO, founder, executive producer, and artistic director Elisabetta Rotolo said in a panel discussion “Are We Ready for MetaEducation?“ “Digital identity is much more than just a customizable avatar.”

Blockchain and decentralization were both brought up as ways to establish trust in virtual identities as well as to establish VR/AR networks at scale.

“Decentralization has been around a lot longer than bitcoin or blockchain and has its roots in peer-to-peer technologies,” Blippar CEO Faisal Galaria said in his talk, “Decentralization Is Central to the Metaverse.” “Decentralization is not just a feature of the open metaverse, it’s a necessity.”

After all, decentralization and ownership don’t only apply to visual assets but also to things like information.

“We need to make sure that our data is our data,” Dr. Colleen Bielitz said in the MetaEducation panel. “It’s not right now, and that’s really scary.”

Too. Much. Info.

This two-day event consisted of over 80 sessions and, as ever when it comes to event coverage, we weren’t able to attend all sessions or cover every moment of every attended session.

Videos are making their way to the VR/AR Association YouTube page, so we encourage you to keep an eye out for those as well as catch up with videos of past events and events happening around the world.

Source

Top sessions and some of the highlights from our METAVERSE 2.0 event

Our METAVERSE 2.0 premium (paid) virtual event had over 1000+ attendees from around the world. (Our first METAVERSE event, which was free, had a 10K+ audience)

Most popular sessions included:

  1. The State of the VolCap Union: The What, Why, When and How of Volumetric / Holographic Capture and Creative - a panel of volumetric capture industry pioneers (Christina Heller CEO, Metastage Inc., James Hursthouse Departure Lounge, Adam Rogers VP Creative / Head of Studio, Departure Lounge Inc.) who provided invaluable insights.

  2. Metaverse Building Blocks: Spatial Mapping - keynote by Anttoni Vesterinen CEO, Immersal and Cristina Oprea, Ericsson on why Spatial Mapping is needed to enable metaverse and presentation of the Immersal tools for enabling it.

  3. Scale VR. Securely - HP’s Keynote with Joanna Popper, HP and Scott Rawlings , HP who discussed the current state and challenges facing VR business deployments. The audience came away with an exciting new, timely software solution ExtendXR that addresses the urgent market need for end-to-end mid to large organization XR deployment and management. Watch the video recording here.

  4. Are we ready for MetaEducation? Relations between technology and humans - panel hosted by Carlos J. Ochoa Founder, ONE & Co-Chair, VRARA Education Committee.

  5. Lenovo’s ThinkReality - Helping Customers Scale into the Metaverse - Keynote by Nassima Filali, AR/VR Business Development Manager, Lenovo and David Ristagno Co-Founder & CEO, Uptale on how Lenovo’s ThinkReality platform is making it easier for customers to scale into the enterprise Metaverse and shared how practical and proven solutions today can lead to a successful onramp into the Metaverse of tomorrow.

  6. Our famous 1-on-1 networking!

Other Highlights:

  • Perfect Corp revealed they have almost 1B downloads of their AR app. Plus, announced World's first makeup and accessories virtual try-on NFTs

  • SuperWorld is launching their own DAO platform later this year and will integrate with Parcel.

  • Lowe's upcoming app will use LIDAR on iOS devices for spatial mapping. Lowe's is enabling "spatial commerce" for the customer and showed prototypes on Magic Leap for store of the future.

Check our upcoming events here https://www.thevrara.com/events

AMD, VISYON, Lowe's, Perfect Corp to speak at our METAVERSE 2.0 virtual event March 9-10

Get tickets today before price increase!

See all Speakers and Sponsors here

Daniel Rocafort CEO VISYON (Mediapro Group) will present Metaverse on Automotive Sector - Case Study. An ambitious project sponsored by CUPRA, a progressive automotive brand of Volkswagen Group. This project is a Metaverse open to brands, companies, creators and artists to share experiences and emotions on a high Quality Virtual Environment. See the example of an event which was carried out in this metaverse:

Meta, Deutsche Telekom, Immersal, rooom to speak at our METAVERSE 2.0


On March 9 & 10, hear from:

Anttoni Vesterinen CEO, Immersal will keynote: Metaverse Building Blocks: Spatial Mapping. Description of why Spatial Mapping is needed to enable metaverse and presentation of the Immersal tools for enabling it. (Immersal Ltd has been acquired by Hexagon AB as a fully owned subsidiary. Immersal mission is to enable Spatial Mapping and Visual Positioning to everyone, everywhere and on every device does not change and we will continue to serve our existing customers with vastly increased resources.)

Deutsche Telekom will present on Metaverse - The Virtual Revolution; Introduction into the topic Metaverse and the underlying components (more than virtual worlds & NFT) and the resulting opportunities & consequences for companies.

rooom will present the Future of eCommerce in the metaverse/Brand Experience/Smart Learning.

Meta presentation soon to be announced :)

More info Event website

Google, Intel, Adobe, World Health Organization (WHO) to speak at METAVERSE 2.0 on March 9-10

And hear from many others on March 9-10 at our METAVERSE 2.0 virtual event!

Apply to speak and/or sponsor here hopin.com/events/metaverse-2-0

Google - we expect we’ll see significant moves in this space from Google that will have a massive positive impact on the global technology ecosystem, driving adoption of the technology in every sector of business and consumer tech. Google’s Justin Quimby will be speak about Google Maps and the Metaverse! Discussion of the use of Street View, Live View to visualize geospatial content and how it can intersect with Metaverse 2.0

Powering the Metaverse - Intel is working on the plumbing for a persistent and immersive internet and has been working on to harness the compute that’s all around us in a seamless way. We need several orders of magnitude more powerful computing capability, accessible at much lower latencies across a multitude of device form factors. To enable these capabilities at scale, the entire plumbing of the internet will need major upgrades. Intel’s building blocks for metaverses can be summarized into three layers and we have been hard at work in several critical areas. Shailesh Kumar, Intel’s Metaverse Architect, will discuss Metaverse Ecosystem and Major Challenges and talk about the current state of Metaverse ecosystem, future directions and the challenges it needs to counter to become scalable.

Adobe is all about empowering all creatives to build Metaverse experiences. The Metaverse of the world will need a massive amount of content to exist and will need the contribution of an unprecedented number of artists and creatives to be fun and engaging. The talk discuss ways to empower all creatives to build Metaverse experiences, from no-code tools to way to freely distribute AR experiences overlayed on the real-world, from interoperability with 2D/3D asset creation tools to collaboration and community. Then the talk will address some of the open challenges in democratizing creation for the Metaverses and what the community could do to overcome them. Stefano Corazza, VP & Fellow - Head of AR at Adobe, will discuss the need for massive amount of content to exist and will need the contribution of an unprecedented number of artists and creatives to be fun and engaging. The talk will discuss ways to empower all creatives to build Metaverse experiences, from no-code tools to way to freely distribute AR experiences overlayed on the real-world, from interoperability with 2D/3D asset creation tools to collaboration and community. Stefano will also address some of the open challenges in democratizing creation for the Metaverses and what the community could do to overcome them.

World Health Organization (WHO) is working on Metaverse game design, action adventure serious games for Medical Education and Social Transformation. They will discuss action adventure games they have designed and are in use, which have historical and adventure themes. This genre of games is poorly represented in learning design but they have high engagement and help ensure learners stay on task by simulation of their training role in a linked non-anachronistic design.

Call for Speakers & Sponsors for our METAVERSE 2.0 virtual event on March 9 & 10

Our first METAVERSE event was a huge success with 1000s of attendees and 100s of speakers.

For METAVERSE 2.0,

Apply to Speak or Sponsor here

Get ready for two days of disruptive ideas and ground-breaking insights as we bring together the most revolutionary minds and reflect on best practices for entertainment and business.

We’re here to collaborate for a better metaverse! Our event will provide the audience a chance to:

* Learn what the best minds in the industry are focusing on

* Skip the cliches and dive deep into the real issues

* Get an insider view on how the leading companies see the future, and how they’re planning to get there

* Connect & network with others (60K+ have already been invited!)

Topics can include:

  • Metaverse platforms

  • Avatars and Meta Humans

  • Volumetric 

  • Blockchain

  • NFTs

  • Cryptocurrency

  • Digital Fashion

  • Ethics & Law

  • Other

Recap of our VRARA Metaverse event by the Media Press

By Jon Jaehnig

VR/AR Association Holds Virtual Summit Dedicated to the Metaverse

A conversation about the metaverse from the people building, living, and working in it.

Last Friday, December 17, The VR/AR Association held a one-day event dedicated to the metaverse and avatars as part of the Immerse Global Summit Series. With so much buzz around the term generated by people outside of the industry, this free one-day summit was a welcome opportunity for bonafide experts to comment on the situation.

We weren’t able to attend all of the sessions, and as of this writing, recordings have not been made publicly available. But, presented here are some of the highlights and takeaways from the event.

NFT Talk

A surprising number of sessions focused on NFTs. While many have dismissed non-fungible tokens as scams, a number of speakers praised them as the key to interoperability and creating value across virtual spaces.

Seek Announces NFT Platform

During the opening Keynote, “Interoperability Across the Metaverse,” Seek CEO Jon Cheney announced the Seek NFT platform.

“I think, in the future, all of this content is going to be in 3D. When we jump into these different places, they’re going to be in 3D,” said Cheney. “We’re excited today to announce Seek NFT. Mint directly to the NFT platform of your choice directly from Seek.”

The session, co-hosted by Dude Perfect Chief Strategy Officer Jordan Harbbertson, concluded with the opening of the auction for the first Dude Perfect NFT minted with Seek with proceeds to benefit the VR/AR Association. Many in the public comments section expressed disinterest in being sold an NFT during a keynote address, but that seems to be the way of the world these days.

Victoria VR Launch

Mario Valle Reyes, co-founder and Managing Partner of Altered Ventures, hosted a session titled “The Metaverse and Its Unlimited Potential With Blockchain.” During this panel too, Reyes spoke of blockchain technologies as the link not just between virtual worlds, but between virtual worlds and the physical world to create true interoperability across immersive platforms.

“The metaverse is about more than VR,” said Reyes. “How are we going to transport attributes from the physical world to the digital world?”

The session launched Victoria VR, a blockchain-enabled worldbuilding game that Reyes had also teased at the 2021 VR/AR Global summit.

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

Creator Economies in AR and Web3

A number of panel speakers linked the idea of augmented reality and “Web3” as the real way to link digital assets and real-world opportunities.

Value From Virtual Worlds

“The time and effort and resources spent in virtual worlds gives users no real control… virtual worlds lose their relevance when a new virtual world comes out,” SuperWorld co-founder and CEO Hrish Lotlikar said in his panel “A Virtual World That Enhances People’s Real Lives.” “Web3 really solves that… NFTs are really the building blocks of all of this.”

Lotlikar didn’t call out NFTs as a lone hero, but part of the Web3 movement. To him, that includes AR content creation tools, the AR Cloud, spatial computing, and consumer AR glasses.

“SuperWorld is not just a technology company, but a movement of people who want to be in our community,” said Lotlikar. “We have an opportunity to build a world that empowers all of us.”

Empowering Creator Economies

“We are at a turning point in history where we have the technology to decide what we want to be… The challenge now is if we are going to be able to drive adoption to this kind of technology,” said OVR co-founder and PwC senior advisor Diego Di Tommaso. “Ownership created incentives for people to participate in the metaverse.”

Verifiable ownership of digital assets driving adoption isn’t the only point on which Di Tommaso and Lotlikar agree. Di Tommaso also emphasized the importance of AR to the conversation that is so often dominated by VR.

“VR is going to be big – even bigger than it is now – but at the end of the day, we are physical beings and we live in a physical world,” said Di Tommaso. “We’re not going to want to spend all of our time with these big glasses on.”

Non-Human Agents in the Metaverse

Whether you call them “embodied AIs,” “virtual beings,” or whatever else, the idea of artificial intelligence that looks just like you and I in virtual worlds got some considerable discussion time.

Charisma CEO Guy Gadney presented “Characters in the Metaverse” with writing lead Rianna Dearden. Charisma is a platform for “powering conversational characters” built with AI. AI is then digitally embodied through Unreal EngineUnityMetahuman, or Ready Player Me.

Also present was Virbe founder and CEO Chris Wrobel. Virbe is also for creating intelligent virtual beings by matching one of four digital character creators with one of four conversational AIs, with capacity for more possibilities through SDKs and custom integrations.

“It’s not only about one reality, one device, it’s about bridging realities,” said Wrobel. “Virtual beings are the bridge for one person or one company to be present in the metaverse 24/7.”

The Metaverse for Enterprise and Education

Those speakers weren’t the only ones aware of virtual beings. VR/AR Association Education Committee cochair Carlos Ochoa called for “regulation for metahumans” during his panel “Are We Ready for Meta Education? A World Beyond Augmented Learning.” Panels on education and enterprise were also more grounding in terms of the current value of virtual worlds today.

“Meta Education”

“Meta Education is education that can take place in the metaverse,” futurist Dr. Colleen Bielitz said in the Meta Education Panel. “Meta education is going to see the same kind of threats as in-person education.”

Multiverse Institute For Arts & Technology founder and CEO Elisabetta Rotolo stressed that these kinds of concerns are significant because the value in virtual worlds comes from interactions with other humans facilitated by the technology – not by the technology itself.

“Context emerges in the metaverse, even now, from people’s interactions with each other,” said Rotolo. “The metaverse needs to be conceived, designed, and built by storytellers.”

Because we learn from other individuals in virtual worlds, we need to be careful about who we learn from, according to Mike Christian, CEO of From the Future LLC. Unfortunately, this problem is made more complicated by the fragmented and early stage of the technology.

“From my understanding of the metaverse, there is no metaverse today – so to speak. There are smaller projects, ‘microverses,’” said Christian. “As we get into the metaverse and education we want to trust that what we’re learning is true.”

The Metaverse for Work

Christian’s sentiments were echoed by Head of North America at Glue, Adam Lorimer, in his session “The Metaverse at Work Today.”

“Don’t wait for the big-M metaverse,” said Lorimer. “There are dozens of smaller metaverses out there and you can experience them today.”

Enterprise conversations at the summit also echoed the education conversation that, for all of its shiny tech, the real value of the virtual worlds is connecting people, though that tech does facilitate new kinds of connections.

“The human connection in enterprise has evolved significantly in the last few years,” Cavrnus CEO and founder Anthony Duca said in a talk on “The Metaverse and Hybrid Work.” “One of the things that the metaverse provides is that we don’t need to recreate the real world. You can create these dynamic spaces that are persistent.”

Duca also announced an upcoming update to his platform in partnership with Epic Games to focus on increased performance.

Immerse Returning to In-person

The icing on the cake from this summit was the announcement that the Immerse Global Summit will be returning to an in-person venue in 2022. The summit is scheduled to take place from December 5-7, 2022, in Miami Florida.

Source


Highlights from our METAVERSE event on Dec 17, 2021

We had a 10K+ audience for our METAVERSE event today!

You can watch the On-Demand Videos here

Metaverse is the hottest word in the tech world right now and it impacts all verticals from the Enterprise to Storytelling! Everyone is asking "What's our Metavarse strategy?," "Which metaverse platform should we use?", "How are brands adapting their customer experience?"

During our event, “Metaverse is about people” was a common theme talked about.

Top sessions and countries by attendance included:

 

Other highlights:

  • Seek keynote and new partnership with Dude Perfect and the launch of SeekNFT.

  • rooom keynote on how the Metaverse is becoming usable for enterprises in B2C and B2B.

  • Charisma will present their platform that can deliver powerful character-driven immersive experience. In Hollywood terms, the Metaverse needs to make us laugh, and make us cry - make us feel something. We saw this hinted at in Ready Player One where the characters head into The Shining scene..

  • Trivver presentation on how to understand the data that is derived from the Metaverse and NFT's

  • Vault Hill presentation on bridging humanity & tech with a deep dive of their human-centric metaverse

  • Emergent talk on camera products to create the bulk of the metaverse geared systems

  • VRdirect case studies from Siemens, Nestle, Deutsche Telekom

  • Liquid Avatar talk on digital identity

  • Presentations and demos from Accenture, Autodesk, Google, Microsoft, Nokia, Snap, SuperWorld, UPS, Thermo Fisher, Virbela, Glue, PWC, among others!

  • Analyst insights form ABI Research

  • Special presentation by China President of HTC Vive

  • Live cross-reality talk directly from the Somnium Metaverse!

  • Sessions and panels on Future of Work/Enterprise, Fashion, Entertainment, Education, Healthcare, Shopping, Museums, Tourism, Interoperability, Avatars, Haptics, NFTs, Blockchain, Crypto, Ethics, Privacy, Law, and more!

 

Thank you to our Sponsors!